Board Thread:Metal Gear Solid V/@comment-5085906-20140619165117/@comment-64.33.250.214-20140810170534

177.142.144.53 wrote: While I am skeptical about this theory too, in it's defense, even they added the scar to the middle of the chest and an X-shaped scar on her right cheek, even Kojima denying that Quiet isn't Chico wouldn't do much good.

Furthermore, Kojima is also the guy who said that Project OGRE isn't MGS5 because now it's MGSV, and that GZ isn't MGSV because it's a prologue. So, I'm not so sure. Plus, the theory gained so much popularity, that it's possible that Kojima Station would address it so that people would be surprised at the plot-twist. Again, I am also skeptical of this theory and doubt it would be true. If Quiet were Chico, there are a number of ways Kojima could hide the scars without removing them:

1. Show Quiet from an angle that isn't a frontal shot.

2. Place some cover in front her while she's seen sniping.

3. Reducing the lighting and casting more shadows.

4. Giving her a mask and a top that covers more of her chest.

5. Any combination of the above.

Kojima wouldn't have to do any of that either. In this hypothetical scenario, he could simply make the scars viewable in the trailers, and ignore all fan speculation. Fans of the series will always conclude their own theories regardless.

This theory isn't as popular as you might think. There have been dissenters of it from the beginning. For example, during Yong Yea's analysis of the theory, he stated at the end that he leans towards it being false. The video is one of his most downvoted, and many of the comments prove it has gained plenty of skepticism. Yong also uploaded a follow up video saying the theory was shot down by Stefanie's comments.

It's fairly common for developers to hide knowledge of games/sequels they are working on, but not a confirmed character's physical appearance. We don't normally see trailers for Zelda showing a blonde-haired Link, then play the game only to notice his hair was changed brown. Those are details that, more often than not, remained unchanged by the time a game nears release.