Metal Gear Solid V The Phantom Pain E3 Full Gameplay Demo [Up: NEW official version!]

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To be fair, we don't know that the Codec, or indeed the contextual stuff, has been removed. I mean we still had the button in GZ that gave contextual prompts... even if there weren't many or nearly as in-depth.

But they were just one way communications.

i got annoyed about Millers voice already in GZ :P it's just him doing monologues about everything.

The dialogue in previous games was what made some of the even most pointless stuff much more interesting and Snake usually had some comedic comebacks and questions to the support crew.
 
How fun would it really be if you could just insta-bail the mission at any point and place in the game? A great part of Metal Gear is escaping, it can be a lot of fun and just as tactical as the infiltration part.

It would be loads of fun. Escaping from somewhere after you've completed the objective is the most tedious and repetitive thing in such games. It gets old very fast.

Who said you can't do it? just because they didn't talk about it yet doesn't mean you can't do it.
Obviously because that would be something to show in that video, which goes in-depth of that "fulton everything" theme. And obviously this feature would break their "helo landing zone danger level" mechanic. And actually IMO it would only add to the game. Just like the lack of fast travel doesn't add the value, constant and trivial escape sequences won't do that too.
 
Not sure if this was posted yet, but has anyone noticed this?

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Top image is from the shorter version of the trailer shown at the Sony E3 conference. The bottom is the extended trailer. Notice the difference in his camouflage and how the guy behind Miller is missing in one of the trailers.

I wonder if certain characters rescued effects if they show up in certain scenes. This certainly leans in favor of us being able to choose our outfits, as they will no doubt bleed into cutscenes as they have in past MGS games.

Damn it, Kojima lol. Awesome find. Not sure how I never noticed this.
 
Well, i never was into MGS, but i tried the Ground Zeroes and liked! But by watching this demo i lost instantly my interest in the game, this "balloons" mechanic is something recurrently on the series? Sincerely this killed the chances of me playing Phantom Pain.

Well, at least i tried!
 
I think the dynamic weather and time of day will also affect the cutscenes.

This scene from the E3 2013 trailer...

2014-06-2315_00_23-mghjs02.png


is probably just minutes away from this scene, yet the weather and time of day is completely different.

2014-06-2315_01_25-mey3s4o.png


2014-06-2315_01_38-me1cs4e.png
 
Have they talked at all about how many environments will be in the final game? Will it just be one extra big one kinda like Ground Zeroes, or will there be more? We've only really seen that desert environment, but Kojima tends to do a good job of not giving away the whole game before it launches, so I dunno.

also, looks like the whole "miller will only last a few more days" concept of that mission doesn't apply to the actual gameplay? the guy giving the demo stood around for like 3 days straight lol

love that you can walk around motherbase now. assuming those enemy invasions occur at random and you can choose to take part in those battles, i think it could be a really fun diversion between missions. also a fun way to engage in some non-stealth gameplay guilt-free :D
 
Obviously because that would be something to show in that video, which goes in-depth of that "fulton everything" theme. And obviously this feature would break their "helo landing zone danger level" mechanic. And actually IMO it would only add to the game. Just like the lack of fast travel doesn't add the value, constant and trivial escape sequences won't do that too.

It really depends on taste, though. For instance to me, the escape sequence in that demo felt really fun. Using a jeep to escape whilst calling in an airstrike and also calling Morpho to extract you. Add the tense background music and it's even better.
 
It really depends on taste, though. For instance to me, the escape sequence in that demo felt really fun. Using a jeep to escape whilst calling in an airstrike and also calling Morpho to extract you. Add the tense background music and it's even better.

But if there are 50 missions, it would mean 50 such escapes. Watch Dogs had about 10 escape sequences and it became old after the fifth one. Of course, probably MGS will be more fun, but at this point I am cautious about the amount of tedium that Kojima could introduce to the game due to his lack of experience with open world games.
 
It really depends, though. For instance, the escape sequence in that demo felt really fun. Using a jeep to escape whilst calling in an airstrike and also calling Morpho to extract you. Add the tense background music.

it was certainly exciting, but it was hardly natural. one of the big weaknesses metal gear has is that it gives you a million cool things to do, but not a whole lot of reasons to do any of them when you've got a tranq that never runs out of ammo and can instantly knock anyone out from like a hundred yards away.

why would you ever call in an airstrike on a zone you're still in? it's not like the airstrike will help you in combat, cos if you're in combat range of the target area you're probably already dead. the sensible thing to do would be to sneak out and THEN call in the airstrike. but if you've already snuck out, there's no point in bombing anything anymore. the only practical use for airstrikes i can think of would be if you want to just say "no thanks" to a certain stealth section of the game. but even then, the alerts will go off and you'll be in trouble before you know it.

why should you drop a box from the sky on someone when you can tranq them in half the time? why would you tell an enemy soldier to call his friend over when you could just knock him out, fulton him, and sneak up on his friend yourself without having a hostage weighing you down? don't get me wrong, i love all these things and I do them all the time just to mix the gameplay up, but i hate how it's the player's responsibility to mix up the gameplay, rather than the mechanics and level designs forcing you to use all the tools at your disposal.
 
Kiefer Sutherland must be being paid by the word for him to not speak during that video. I know it's been done to death but from when I have heard him speak it just feels.....off. If Kojima is doing this just to fulfill one of his dreams of working with Hollywood I'm going to be so disappointed.

Gah this has been debunked by the devs on Kojima Station. The script was written well before they ever thought of Sutherland.
 
But if there are 50 missions, it would mean 50 such escapes. Watch Dogs had about 10 escape sequences and it became old after the fifth one. Of course, probably MGS will be more fun, but at this point I am cautious about the amount of tedium that Kojima could introduce to the game due to his lack of experience with open world games.

That's a fair point but since it's an open-ended game, an escape may feel different enough to keep things fresh and therefore reduce any tediousness. That's the concept, anyway. I hope it's executed well in the game.
 
Well, i never was into MGS, but i tried the Ground Zeroes and liked! But by watching this demo i lost instantly my interest in the game, this "balloons" mechanic is something recurrently on the series? Sincerely this killed the chances of me playing Phantom Pain.

Well, at least i tried!

Big mistake. Biiiiiiiiiiiiiiiiiiiig mistake.

don't get me wrong, i love all these things and I do them all the time just to mix the gameplay up, but i hate how it's the player's responsibility to mix up the gameplay, rather than the mechanics and level designs forcing you to use all the tools at your disposal.

That's the opposite of what I want, a game demanding I use what they've added. It requires the "level design" to go against what Kojima is doing here. It stifles your ability to do things your way. Unless they have you just do it once to show you all there is, which in that case, what's the point? Like every MGS, all these things are added for you to mix up, or add to your play style on another run through if you feel like playing a certain way the first go 'round. It should always be the player's responsibility to mix things up in an open world. Test the limits with what you are given.

I understand what you are saying about bothering to call over a guy with the hostage or dropping a box on a guy. It's there for alternative styles, but requiring it at some point...I wouldn't care for that. I'll drop a box on a guy for funsies once, like I did in GZ having a hostage call over his buddy. Unless doing so in a group of guys would cause a decent distraction. Might be opportunities there in a no kill run.
 
Gah this has been debunked by the devs on Kojima Station. The script was written well before they ever thought of Sutherland.

Yeah that has nothing to do with Sutherland. Snake was in a coma for 9 years, the cutscene at the beginning of the new gameplay video shows perfectly what's going on. Big Boss suffers from some memory loss, that's why Ocelot says "I suspect you'll become quite familiar with those binoculars as you plan your next move." sounds weird since Snake used the same binoculars in GZ, that means he can't remember.

Another quote: "You're a legend in the eyes of those who live on the battlefield. That's why you have to handle this mission yourself. Put those nine years behind you, and return as Big Boss. That's how Kaz would want it." Ocelot comments to Big Boss about Big Boss. It seems that he may be talking to him in this manner because Big Boss (potentially) suffered some memory loss due to the accident at the end of Ground Zeroes and the resulting nine-year coma between then and the events in The Phantom Pain.

or "He’ll be missing them, and you're his only hope of getting them back." when Ocelot gives Snake Kaz's sunglasses maybe in that scene we can press repeatedly X again to show some snippets of his past with Kaz? just like in MGS4.
 
one of the big weaknesses metal gear has is that it gives you a million cool things to do, but not a whole lot of reasons to do any of them
Exactly, I found out you could restore stamina with nanomachines in MGS4 a few years after I completed my BBE run. It's ridiculous how packed with features these games are and bad they are at communicating these features to the player. I mean features that don't add anything to the gameplay just have no valid reason to exist - it's additional funding, time and technical sophistication.
 
Have they talked at all about how many environments will be in the final game? Will it just be one extra big one kinda like Ground Zeroes, or will there be more? We've only really seen that desert environment, but Kojima tends to do a good job of not giving away the whole game before it launches, so I dunno.

also, looks like the whole "miller will only last a few more days" concept of that mission doesn't apply to the actual gameplay? the guy giving the demo stood around for like 3 days straight lol

love that you can walk around motherbase now. assuming those enemy invasions occur at random and you can choose to take part in those battles, i think it could be a really fun diversion between missions. also a fun way to engage in some non-stealth gameplay guilt-free :D

They havent given specifics, but they said its lots of open areas. Its not just one world like ground zeroes. More like different large maps if you will.
 
Kiefer Sutherland must be being paid by the word for him to not speak during that video. I know it's been done to death but from when I have heard him speak it just feels.....off. If Kojima is doing this just to fulfill one of his dreams of working with Hollywood I'm going to be so disappointed.

Kiefer sounds a lot better than Hayter, but that doesn't say much.
 
Exactly, I found out you could restore stamina with nanomachines in MGS4 a few years after I completed my BBE run. It's ridiculous how packed with features these games are and bad they are at communicating these features to the player. I mean features that don't add anything to the gameplay just have no valid reason to exist - it's additional funding, time and technical sophistication.

Its also additional gameplay variety...

The fact that the player has a lot of tools that he can mix and match with unexpected results is always a good thing and adds to the immersion and fun factor/replay value of a game.

I always loved MGS because I had a variety of ways to dispose of threats.

Should I tranq him?
Stun him?
Hold him up?
Put him in a locker?
Give him a dirty magazine to jerk off at?
Place a C4 on him and make him a living bomb that I comand?
Place a playboy mag and under it a C4?
Watch him try to contact reinforcements to no avail due to me disabling his radio?

I mean... this is MGS!!

Sure you could finish the game with just one weapon. Or even no weapons.

But where is the fun in that?

Give me options, give me variety, that is what MGS is all about.

At least IMHO...
 
Sure you could finish the game with just one weapon. Or even no weapons.

Oh man, I find some of the most fun in that, as in any stealth game that allows me to do this, but I get what you are saying. In fact allowing a player to go that route shows how much they let the players do what they want.
 
Its also additional gameplay variety...

The fact that the player has a lot of tools that he can mix and match with unexpected results is always a good thing and adds to the immersion and fun factor/replay value of a game.

I always loved MGS because I had a variety of ways to dispose of threats.

Should I tranq him?
Stun him?
Hold him up?
Put him in a locker?
Give him a dirty magazine to jerk off at?
Place a C4 on him and make him a living bomb that I comand?
Place a playboy mag and under it a C4?
Watch him try to contact reinforcements to no avail due to me disabling his radio?

I mean... this is MGS!!

Sure you could finish the game with just one weapon. Or even no weapons.

But where is the fun in that?

Give me options, give me variety, that is what MGS is all about.

At least IMHO...

You opinion is perfectly valid, but what would you prefer - fewer ways which drastically alter the playthrough like Deus Ex, or more features that add cosmetic/animation changes, while the playthrough remains largerly the same? I know I would be more excited if you could con some beduins into attacking the camp, so you could sneak in undetected, or disguising yourself heavily like in MGS4, so you won't be recognized by anyone at all.

At that point the game looks like it will be pretty straight up crawling/cardboard simulator.
 
Have they talked at all about how many environments will be in the final game? Will it just be one extra big one kinda like Ground Zeroes, or will there be more? We've only really seen that desert environment, but Kojima tends to do a good job of not giving away the whole game before it launches, so I dunno.

http://www.metalgearinformer.com/?p=9895

After getting in a helicopter, players can select missions via a menu. Ground Zeroes will just feature one location, Camp Omega. The Phantom Pain however, will include a variety of locations all over the world, such as Afghanistan and various African countries. There won’t be any metropolitan areas though, instead expect locations such as deserts and jungles with remote enemy bases.

The latest trailer Big Boss is seen in a destroyed village near a jungle at the beginning, you also saw it with the child soldiers in the last trailer and in the background of where Eli is fighting Big Boss they've just not revealed any gameplay in these locations. The hospital is also somewhere else, speculated to be Cyprus. It's more than just Afghanistan.
 
Oh man, I find some of the most fun in that, as in any stealth game that allows me to do this, but I get what you are saying. In fact allowing a player to go that route shows how much they let the players do what they want.

Me too? Dont get me wrong, I love my full stealth/no kill runs, but I also enjoy my silent assassin runs, where I try to eliminate enemies without being detected. Or the pure fun runs. A game should always provide more content and ways to play. Even if some people hate for example to do a rambo run. Including me. But I like that the option is there if I want to.

You opinion is perfectly valid, but what would you prefer - fewer ways which drastically alter the playthrough like Deus Ex, or more features that all cosmetic/animation changes, while the playthrough remains largerly the same? I know I would be more excited if you could con some beduins into attacking the camp, so you could sneak in undetected, or disguising yourself heavily like in MGS4, so you won't be recognized by anyone at all.

At that point the game looks like it will be pretty straight up crawling/cardboard simulator.

I disagree that gameplay experience that doesnt affect story (because I think that is what you are discussing, maybe I am wrong) makes a playthrough largerly the same.

A full stelath run in MGS provides a complete different experience gameplay wise than a rambo run, so it makes for a completely different playthrough.

Also, why not both? MGSV going open world is actually the best thing to happen to the series. To me, the gameplay possibilities in such a vast world with so many gameplay mechanics, provides a playground like no other. Add to that the fact that Kojima has said that certain player actions, will affect the story (although I believe not in serious ways) , the customization of Mother Base etc and I seriously think that all these mechanics + the toys you are given to play around with + the open world + vehicles will make for a completely different experience depending on who plays the game and how he chooses to play it.

I love games that are not straightforward and always give the players option. I hate shooters like cod where all you do is point and shoot.
 
Me too? Dont get me wrong, I love my full stealth/no kill runs, but I also enjoy my silent assassin runs, where I try to eliminate enemies without being detected. Or the pure fun runs. A game should always provide more content and ways to play. Even if some people hate for example to do a rambo run. Including me. But I like that the option is there if I want to.

Yeah, my first run through is a silent assassin slaughter fest with most of them. Second round is no kill. Fulton will screw up my normal way of doing things, though.
 
I disagree that gameplay experience that doesnt affect story (because I think that is what you are discussing, maybe I am wrong) makes a playthrough largerly the same.

A full stelath run in MGS provides a complete different experience gameplay wise than a rambo run, so it makes for a completely different playthrough.

Exactly and this is 2 ways to play MGS. I am not only talking about branching story and quests, but rather about different approaches to the same situation. So far the most of these stealth options serve a singular purpose - sneak in, distract and knockout a guard. Distracting and knocking out is one way, while going all rambo is the other way.

But there are tons of other imaginable ways of tackling the situation, just like I've explained already - you could probably make the locals attack an outpost or obtain a disguise, so you won't have to repeat the same cycle of sneaking in and knocking out guards. Also you could misinform the opposing force, so they transfer the guards or your mission objective so you could hit them on the road, not in a heavily fortified base.

There are tons of possibilities that could dramatically alter the gameplay, but for now we can only knockout a guard with 10 different methods and sneak in further in yet another 10 different methods. All cosmetic changes, while the gameplay is still the same as is the result.
 
I think the dynamic weather and time of day will also affect the cutscenes.

This scene from the E3 2013 trailer...

2014-06-2315_00_23-mghjs02.png


is probably just minutes away from this scene, yet the weather and time of day is completely different.

2014-06-2315_01_25-mey3s4o.png


2014-06-2315_01_38-me1cs4e.png

Something I was thinking about the other day: in the top one he's obviously missing his leg, but in the new trailer when he's wheeled away you can see he has his peg leg (fake edit: or maybe a crutch).
 
The worst thing about this Fulton "everything" is that it's still not used for it's primary function - extracting operatives from the field. Snake should've been able to extract himself from any point on the map with these balloons, but no, it's not gamey enough, you have to make a run for it.
The Fulton Recovery System has an 80% success rate. Why would Snake use it?
 
Yeah, my first run through is a silent assassin slaughter fest with most of them. Second round is no kill. Fulton will screw up my normal way of doing things, though.

Fulton is also an option :) I mean on how to use it. You can make yourself go all role playing out and carry a guard to a remote location and then Fulton him.

I agree though that if Fulton is as broken as it was in the demo (i highly doubt it) I will avoid it as much as I can.

Exactly and this is 2 ways to play MGS. I am not only talking about branching story and quests, but rather about different approaches to the same situation. So far the most of these stealth options serve a singular purpose - sneak in, distract and knockout a guard. Distracting and knocking out is one way, while going all rambo is the other way.

But there are tons of other imaginable ways of tackling the situation, just like I've explained already - you could probably make the locals attack an outpost or obtain a disguise, so you won't have to repeat the same cycle of sneaking in and knocking out guards. Also you could misinform the opposing force, so they transfer the guards or your mission objective so you could hit them on the road, not in a heavily fortified base.

There are tons of possibilities that could dramatically alter the gameplay, but for now we can only knockout a guard with 10 different methods and sneak in further in yet another 10 different methods. All cosmetic changes, while the gameplay is still the same as is the result.

But most of the ways you have listed here, existed one way or another in multiple MGS games. :)

For example the disguise was used in more than one MGS games.

MGS4 also had battlefields that you had opposed factions and you could manipulate things, albeit not in a huge way.

Also, in general MGS doesnt have just 2 options knockout and distract. You kind of generalize it , and I get why you do it, but certainly there is more to this than that.

There are multiple ways to distract an enemy and multiple different outcomes depending the distract method you use. Knocking out guards also has similarly different outcomes, depending on the method used. You can knockout a guard simply to distract another guard.

Also, again, going open world with real time weather and a vast area at your disposal changes completely the way you can approach a mission. You can even bypass entire sections. Some people may go head on battle against the main area of the objectives, others could scout the area and find secret passage through a nearby mountain or village. The day/night cycle affects the shifts of the guards, so you also have extra options there that affect your approach, you try and go during the night with darkness covering you, or broad daylight but fewer guards? And what happens if a sandstorm comes out of nowhere and messes with your plans? And lets not forget that Kojima always likes to provide gameplay senarios that change the conventional approach we expect and keeps the game fresh.

All these things really make MGSV an engaging and always changing environment, and I believe this is enough to make everything stay fresh and give players the options to approach the situation as they please.
 
Exactly and this is 2 ways to play MGS. I am not only talking about branching story and quests, but rather about different approaches to the same situation. So far the most of these stealth options serve a singular purpose - sneak in, distract and knockout a guard. Distracting and knocking out is one way, while going all rambo is the other way.

But there are tons of other imaginable ways of tackling the situation, just like I've explained already - you could probably make the locals attack an outpost or obtain a disguise, so you won't have to repeat the same cycle of sneaking in and knocking out guards. Also you could misinform the opposing force, so they transfer the guards or your mission objective so you could hit them on the road, not in a heavily fortified base.

There are tons of possibilities that could dramatically alter the gameplay, but for now we can only knockout a guard with 10 different methods and sneak in further in yet another 10 different methods. All cosmetic changes, while the gameplay is still the same as is the result.

PENDANT ALERT:

Distracting and knocking out a guard should be considered two separate things. You don't have to do both and you can get through most of the games without interacting with the guards at all (except in scripted events). So, technically, that's a third way of dealing with your enemies (distraction) and a fourth if you include "ghosting" as a play style (if you have the timing down, you can literally run through MGS2 and only do battle with the bosses).

Also, this seems like a kind of reductionist logic. Take an area in MGS, right? Since the goal is always to get through the room, then by your rationale (10 different ways to do the same thing) what you do in the that room doesn't really matter because the end result is the same. I like having a variety of options regardless of the end result. It's the illusion of choice that all games are built on and MGS does it a lot better than other games.

Don't get me wrong, the things you suggested would be amazing. Who knows though, we may get stuff like that. After all, MGS4 had battles kicking off and disguises, maybe they'll be brought back and improved upon or maybe you could order your men from Motherbase to launch an attack on a position or you could use artillery strikes as distraction or summink.
 
CHEEZMO™;117846101 said:
Something I was thinking about the other day: in the top one he's obviously missing his leg, but in the new trailer when he's wheeled away you can see he has his peg leg (fake edit: or maybe a crutch).

No no, that's just part of the ...not sure what it's called in english, I'll just post a pic lol.

zusammenklappbare-tragen-auf-rollen-zweiteillig-70612-118347.jpg


2014-06-2316_26_37-meikswl.png
 
Exactly and this is 2 ways to play MGS. I am not only talking about branching story and quests, but rather about different approaches to the same situation. So far the most of these stealth options serve a singular purpose - sneak in, distract and knockout a guard. Distracting and knocking out is one way, while going all rambo is the other way.

But there are tons of other imaginable ways of tackling the situation, just like I've explained already - you could probably make the locals attack an outpost or obtain a disguise, so you won't have to repeat the same cycle of sneaking in and knocking out guards. Also you could misinform the opposing force, so they transfer the guards or your mission objective so you could hit them on the road, not in a heavily fortified base.

There are tons of possibilities that could dramatically alter the gameplay, but for now we can only knockout a guard with 10 different methods and sneak in further in yet another 10 different methods. All cosmetic changes, while the gameplay is still the same as is the result.
You can draw away plenty of enemies in GZ with distractions to reach your objective more freely. They talked about that being able to be done in TPP as well, I believe. Drawing them away in vehicles and setting up IEDs, effectively. Thinning out the enemy forces. I like the idea of disguises, but how do you work that out to a point where it isn't op or boring as shit? This isn't and has never tried to be something like Hitman, where a good deal of the game play revolves around a mechanic like that.

Fulton is also an option :) I mean on how to use it. You can make yourself go all role playing out and carry a guard to a remote location and then Fulton him.

I agree though that if Fulton is as broken as it was in the demo (i highly doubt it) I will avoid it as much as I can.

I'm hoping I don't actually have to Fulton anyone. Let me try and get by with the minimal amount of farting around with it...unless I can just Fulton a bunch of dead bodies. Zombie army defending my base. For the first play through.
 
What's interesting in this screenshot is he doesn't have the prosthetic arm yet but this looks like Afghanistan?

QPacu.jpg


Maybe when Kojima revealed that Project Ogre is MGSV he didn't want to reveal Snake's prosthetic arm yet.

Gurney/Stretcher.

93B90A558.jpg
 
I'm hoping I don't actually have to Fulton anyone. Let me try and get by with the minimal amount of farting around with it...unless I can just Fulton a bunch of dead bodies. Zombie army defending my base. For the first play through.

hmm unfortunately I highly doubt that you can completely avoid recruiting.

Mostly because rebuilding the mother base is undoubtedly one of the major focuses of the game story wise. So I guess that you eventually will have to extract targets and build at least to some degree your forces.

Dont know though why you'd want to completely avoid it tbh. I am also not a fan of making an uber fortress kind of Mother Base, but I wouldnt mind keeping it in a moderate state.
 
hmm unfortunately I highly doubt that you can completely avoid recruiting.

Mostly because rebuilding the mother base is undoubtedly one of the major focuses of the game story wise. So I guess that you eventually will have to extract targets and build at least to some degree your forces.

Dont know though why you'd want to completely avoid it tbh. I am also not a fan of making an uber fortress kind of Mother Base, but I wouldnt mind keeping it in a moderate state.

You may be able to helicopter them out too. I hope that's an option for those who want a more hardcore experience.
 
But most of the ways you have listed here, existed one way or another in multiple MGS games. :)

Yes and I want these ways to be represented here, not cut.

Drawing them away in vehicles and setting up IEDs, effectively.
It's all fine and dandy, but as far as I remember, going loud like that actually makes the area swarm with guards more, not less. And also this implies that there is an intruder, it makes the base go into "warning" state and soldiers would just respawn. While attacks of locals could be used to lure away guards without alerting the base to your presence.

I like the idea of disguises, but how do you work that out to a point where it isn't op or boring as shit
Disguise was used before. And honestly, fulton and the new cardboard box look a lot more OP than being able to infiltrate a camp with a disguise.

the goal is always to get through the room
To be able to change that goal is what I am talking about. Like in Deus Ex you could set out to do different things that would move you further to the plot, or like that Shadows of Mordor game allows you to adapt to the changing goals.

IMO "ghosting" isn't really a different option from stealth, because it doesn't add anything to the game. You just play same sections differently. For me it's like playing a game with one hand - you change the way you play, but the game itself doesn't change a lot.
 
I'm hoping I don't actually have to Fulton anyone. Let me try and get by with the minimal amount of farting around with it...unless I can just Fulton a bunch of dead bodies. Zombie army defending my base. For the first play through.

Yeah, suppose you just want to fulton important people like POWs - I hope the game still alows you to progress smoothly. Defending your base would be a bit more challenging but it would still be possible.

Or like you said, fultoning nobody except for story-related characters and volunteers automatically joining your Mother Base, then I hope the game allows this. It's like customisable difficulty and also gives you the choice of playing a different way.
 
hmm unfortunately I highly doubt that you can completely avoid recruiting.

Mostly because rebuilding the mother base is undoubtedly one of the major focuses of the game story wise. So I guess that you eventually will have to extract targets and build at least to some degree your forces.

Dont know though why you'd want to completely avoid it tbh. I am also not a fan of making an uber fortress kind of Mother Base, but I wouldnt mind keeping it in a moderate state.

Simply because it makes me pay attention to anything other than finding the most direct route through a level and doing so with minimal contact with the enemy. For one type of run at least. Then a balls out assassin run is out of the question as well. Since you need dudes alive to defend your base. It's just something I wish wasn't necessary by you the player, to fortify if you chose not to. I wish it was that doing so granted you bonus things that add to your enjoyment of the game, if you chose to partake, but don't gate you off from doing that minimal contact run either. Maybe that will still be the case. I'm hoping so. I'd like to think I won't see a warning sign when trying to leave a level after completing the main objectives that says " you need to fulton a certain amount of soldiers to complete this area"...or something. Let the game keep a certain amount, however under-stocked, always in place for you.
 
Yes and I want these ways to be represented here, not cut.

I wouldnt worry much about that to be honest. The disguise kind of a sure thing to be there. And even if the others arent there, I am certain that Kojima will offer something new. He always does. We havent seen everything MGSV has to offer gameplay wise. I believe the environment you are in will play a huge role.

You may be able to helicopter them out too. I hope that's an option for those who want a more hardcore experience.

Like I said you can go hardcore role playing and as such carry targets to remote locations in order to Fulton them. I know it is forced by the player, but hey, it is there.

I seriously believe though that Fulton will be ok. It wont be like in the demo. I mean it cant be so OP.
 
What's interesting in this screenshot is he doesn't have the prosthetic arm yet but this looks like Afghanistan?

QPacu.jpg


Maybe when Kojima revealed that Project Ogre is MGSV he didn't want to reveal Snake's prosthetic arm yet.

93B90A558.jpg

I suppose not all story details had been finalized back then. If you look at this screenshot, though...

Is it just me or does his right arm look weird? Like it's bandaged like when he had the prosthetic back from the hospital? Could just be the lighting. Maybe they changed which arm he lost because in that first screenshot in Afghanistan it looks they're hiding his right arm too?
 
To be able to change that goal is what I am talking about. Like in Deus Ex you could set out to do different things that would move you further to the plot, or like that Shadows of Mordor game allows you to adapt to the changing goals.

IMO "ghosting" isn't really a different option from stealth, because it doesn't add anything to the game. You just play same sections differently. For me it's like playing a game with one hand - you change the way you play, but the game itself doesn't change a lot.

What your asking for is multiple endings/routes through the game narrative, right? I'm not sure if that's something MGS, particularly this one as it is so in-hoc with he other entries, can do effectively.

Although, since the game is sort of open-world, you may be able to skip stages, so to speak. For instance, perhaps a skilled player could skip finding the details of where Miller is located and just head straight there? It would be unusual for Kojima not to take that into account in someway. Hopefully, he lets you just do it and it's super hard.

Regardless, being able to set the natives on the base is just another distraction, isn't it? No different from laying down a magazine. I'd rather not have lots of options to do the same thing ;P

Also, Ghosting may involve distractions, but it is different from knocking people out and or killing people. It's the third way! :)

Like I said you can go hardcore role playing and as such carry targets to remote locations in order to Fulton them. I know it is forced by the player, but hey, it is there.

I seriously believe though that Fulton will be ok. It wont be like in the demo. I mean it cant be so OP.

Man, I haven't got a problem with Fulton. I just like options. :)
 
Simply because it makes me pay attention to anything other than finding the most direct route through a level and doing so with minimal contact with the enemy. For one type of run at least. Then a balls out assassin run is out of the question as well. Since you need dudes alive to defend your base. It's just something I wish wasn't necessary by you the player, to fortify if you chose not to. I wish it was that doing so granted you bonus things that add to your enjoyment of the game, if you chose to partake, but don't gate you off from doing that minimal contact run either. Maybe that will still be the case. I'm hoping so. I'd like to think I won't see a warning sign when trying to leave a level after completing the main objectives that says " you need to fulton a certain amount of soldiers to complete this area"...or something. Let the game keep a certain amount, however under-stocked, always in place for you.

I believe that a lot of side missions will be centered on extracting valuable targets. In fact even the main mission we watched (saving Miller) is also an extracting type of mission. In that sense, since your objective is extracting, you could complete that without caring too much about doing side stuff that mess with your main goal. So based on your style of play you are good.

Maybe it would be enough by the end of the game. But even if it isnt, I dont think you would have to farm targets. But the player is certainly rewarded by building a considerable MB force. New gadgets, weapons and such always is a good thing for me. It provides more tools to play around and new stuff to experiment with. :)
 
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