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

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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?

Nah dude, that's just his sleeve rolled up. Just like in the pic above.
 
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.

Yeah, probably. I would like the game to react to how you play and give you dynamic objectives, rather than give you many ways of tacking a predefined ones. To be honest, open-world isn't very MGS too, it was always more of a carefully planned out puzzle with set borders. I'm afraid that translating that to open world will mean only that there are a lot of open ground between these puzzles, but not much else. I hate the word, but so far I don't see the "Systemic" approach in it. However I do remember that you could influence the game in MGS3 by blowing up storage sheds, I was left wondering why didn't they work on that even further, because the open world concept just asks for it.

I like how State of Decay treats it's open world for example.
 
Yeah, probably. I would like the game to react to how you play and give you dynamic objectives, rather than give you many ways of tacking a predefined ones. To be honest, open-world isn't very MGS too, it was always more of a carefully planned out puzzle with set borders. I'm afraid that translating that to open world will mean only that there are a lot of open ground between these puzzles, but not much else. I hate the word, but so far I don't see the "Systemic" approach in it. However I do remember that you could influence the game in MGS3 by blowing up storage sheds, I was left wondering why didn't they work on that even further, because the open world concept just asks for it.

I loved that Storage shed business. Blew my mind!

To be honest, MGS3 was the point when I thought open-world would work really well for the series. Imagine, for example, The End boss battle if the area was one smooth map.

Personally, TTP seems like my dream MGS. It's still a puzzle game (all good stealth games are at their heart), you just get to choose how to approach it more than before. That's a good thing.
 
Yeah, probably. I would like the game to react to how you play and give you dynamic objectives, rather than give you many ways of tacking a predefined ones. To be honest, open-world isn't very MGS too, it was always more of a carefully planned out puzzle with set borders. I'm afraid that translating that to open world will mean only that there are a lot of open ground between these puzzles, but not much else. I hate the word, but so far I don't see the "Systemic" approach in it. However I do remember that you could influence the game in MGS3 by blowing up storage sheds, I was left wondering why didn't they work on that even further, because the open world concept just asks for it.

You are probably searching for another game, no offense. As others have said MGS was never the ME or Dragon Age type of game. Kojima said there is going to be some player decisions/actions that will alter some things but dont expect much.

Also I will disagree with you that MGS isnt suited to be open world because it has a predefined path.

GTA has also, always had a predefined path. And it is considered by most people the epitome of open world gaming.

Having a branching story is not something that is prerequisite of a particular gaming genre. Multiple endings can be on a pretty linear game as well. (for ex Heavy Rain)
 
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.
Kojima planned to reveal The Phantom Pain the way he did it at the VGAs. Showing a prosthetic arm in the concept image would ruin the surprise and would make things even more obvious than they already were.
 
Yeah, probably. I would like the game to react to how you play and give you dynamic objectives, rather than give you many ways of tacking a predefined ones. To be honest, open-world isn't very MGS too, it was always more of a carefully planned out puzzle with set borders. I'm afraid that translating that to open world will mean only that there are a lot of open ground between these puzzles, but not much else. I hate the word, but so far I don't see the "Systemic" approach in it. However I do remember that you could influence the game in MGS3 by blowing up storage sheds, I was left wondering why didn't they work on that even further, because the open world concept just asks for it.

I guess I just find alternate endings narratives to almost always be weak except the one they eventually consider cannon or whatever. It means nothing in the end, but something extra you have to strive for. I loved Human Revolution, but after going through the stealth route, I had no desire to pick it up again. The main reason was because I had to hack so much that it became as monotonous as could be. The gun play wasn't super enticing in the first place, so the idea of doing anything but stealth turned me off. Only to see another ending I could live without. The story is always second to the game play for me. Give me many tools that all work equally well and are fun, and I'll be good. I've said it before. the story in this game could be utter shit, but because of the groundwork layed by GZ, I know I'll enjoy the hell out of it anyway.
 
Kojima planned to reveal The Phantom Pain the way he did it at the VGAs. Showing a prosthetic arm in the concept image would ruin the surprise and would make things even more obvious than they already were.

Yeah but it would have been easier if he just showed us a screenshot of Snake's right arm. Something seems fishy.
 
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

Everything including the cutscenes have to be realtime since you can custom build mother base and there are cutscenes that take place there like the quiet one so the time/weather can definitely vary. I just want the realistic skyboxes back. Not sure why Kojima took them out.
 
You are probably searching for another game, no offense. As others have said MGS was never the ME or Dragon Age type of game. Kojima said there is going to be some player decisions/actions that will alter some things but dont expect much.

Also I will disagree with you that MGS isnt suited to be open world because it has a predefined path.

GTA has also, always had a predefined path. And it is considered by most people the epitome of open world gaming.

Having a branching story is not something that is prerequisite of a particular gaming genre. Multiple endings can be on a pretty linear game as well. (for ex Heavy Rain)

GTA was praised because it's open world felt like a real place and had people mind their own business. Worst open-world games are extremely player oriented and revolve around the player. MGS now looks like Far Cry, but I wouldn't say that Far Cry had a great open world, but it had a lot of different activities that could liven up the gameplay, if you got tired of it. So far there were no side-activities announced, which makes me wonder - what has Kojima tried to do with the game and why make it an open-world one, while it doesn't have interlocking systems in place, nor does it have an abundance of side-content, neither does the world tries to portray a living place.

Getting a couple of mission areas stitched together by some traversable, but light on content terrain doesn't exactly scream open world to me. That whole structure was once used in AC1 and people did find it pretty boring. It wasn't until the sequel, which introduced a lot of diversions from the main gameplay and a lot more detailed terrain, when AC became a critical hit.
 

So good, could you gif Ocelot's facial expression when he says "If we fail and he dies" at around 2:18.

Everything including the cutscenes have to be realtime since you can custom build mother base and there are cutscenes that take place there like the quiet one so the time/weather can definitely vary. I just want the realistic skyboxes back. Not sure why Kojima took them out.

I still don't know what makes you think that. Your very clean and cloudless sky is still in the game.

original
 
I have to agree, the MGS series have certain gadgets and gameplay elements that are kind of OP or broken, depending on how you look at them. I love the series but I've never really diversified my approaches just because I could if I wanted to. It was always about finding the safest, easiest and if possible, quietest way of clearing a room. And this would most often entail using the tranq gun and disposing of enemies in the quietest way. I guess that's just the type of player I am, I tend to sweep and clean locations, disable guards even if I don't have to, or at least the ones that are in the way.

It's very cool that MGS lets you approach things differently and it's certainly a valid game design philosophy, but why would I jump on one leg while doing it if the game lets me exploit it? That there's a different philosophy, that the game should force, or at least encourage you to try a different approach, because the first, exploitable one, doesn't work very well anymore. It's basically temporarily taking away certain gameplay elements in favor of others to balance it out.

An example would be to have a large number of missions where enemies are say, fully armored or full of nanomachines that are resistant to your tranq gun, so you can't headshot them with it or put them to sleep that way. The OP tranq gun is now out of the picture so you need to think on your toes and try to distract the guards, put them down with CQC (which could be more complicated in this case as in more dangerous), create a diversion or evade them completely by learning their movement patterns.

I guess what I'm saying is that the tranq gun and fultoning can be extremely OP, especially if you're a careful, resource hogging player and thus can make most of the freedom redundant for a lot of players.

And this is true for most stealth games I've played, like Splinter Cell and Hitman. There's always a silenced gun, tranquilizer or not, strangling or putting to sleep and dragging or carrying someone out of the way. Mind you, it's extremely enjoyable for me to do these things but at the end of the day, when I stop and think about it, I've basically done that one same motion throughout the whole game, not even using most of the weapons, distraction gadgets and such. Why leave a problem unresolved (evading, distracting) when you can permanently take it out of the equation.

Payday 2 mixes things up a bit where you can knock out/kill a maximum of 3-4 guards, and only if you answer their radios and you can also subdue some by intimidating them. In other words, the hardlock they number of fultoned, tranqued or killed guards so you can't exploit it forever. It's not that well implemented in PD2 mind you, but I like where they were going with it.

I'm more for the idea that a game should be designed to guide and encourage the player to fully experience all facets of gameplay.
 
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.

this is what i loved about splinter cell blacklist. the idea that going through the game stealthily, but also taking enemies out systematically was a valued and rewarded strategy. that's actually typically how i naturally play most stealth games, MGS included. i find it hard to resist slitting some damn throats while playing MGS3 :)

that's one of my major complaints about the mission ranking in MGS, it punishes you for playing certain ways...even if those ways are stealthy.

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 see what you mean, but if this games follows the mold of peace walker...there won't be full-game "runs." each individual mission will have "runs" you can do. there's different ways to approach and replay each mission whenever you want. want to play the kaz rescue mission and not fulton, kill, or interact with anyone? go for it. but if you want to build up your base, you should probably return to that mission and play again and use the fulton to recruit soldiers. so it won't be necessary to start from scratch and play through the entire game again.
 
So good, could you gif Ocelot's facial expression when he says "If we fail and he dies" at around 2:18.



I still don't know what makes you think that. Your very clean and cloudless sky is still in the game.

original
But that is from the e3 2013 trailer. If you watch the e3 2014 trailer and demo you can see that the skyboxes are completely different. It doesn't have that realistic look to them. Everything else was improved, they even added better motion blur/animations to the game and the motion capture was also improved.
 
But that is from the e3 2013 trailer. If you watch the e3 2014 trailer and demo you can see that the skyboxes are completely different. It doesn't have that realistic look to them. Everything else was improved, they even added better motion blur/animations to the game.

Come on man, maybe they wanted to show that there is more variety to the skybox and not just clean weather with no clouds? just because they showed clouds this year doesn't mean they changed or made the skybox more unrealistic.
 
i see what you mean, but if this games follows the mold of peace walker...there won't be full-game "runs." each individual mission will have "runs" you can do. there's different ways to approach and replay each mission whenever you want. want to play the kaz rescue mission and not fulton, kill, or interact with anyone? go for it. but if you want to build up your base, you should probably return to that mission and play again and use the fulton to recruit soldiers. so it won't be necessary to start from scratch and play through the entire game again.

You know what? That's actually alright with me thinking about it now. A very good reason for GZ being so replayable is that it's a self contained area. It makes it that much less overwhelming to want to tackle it again to achieve different goals. Being able to just replay a certain area to get the fulton stuff over with after I've done my run I want to is an alright exception.

If this was a truly open world game where the entire game was one map and you could travel anywhere, I'm not sure I'd dig it as much. it would mean everything is tied together and the fulton recovery would be necessary every step of the way. Chapters work much better. I wish Splinter Cell would open up the levels this way. It's what I've wanted out of stealth games since Chaos Theory and MGS3.
 
So what's the consensus on the disappearance of stealth elements? I mean, the camouflage meters gone, threat ring gone, ...

I don't know, it looks a bit more like an action game to me.
 
Come on man, maybe they wanted to show that there is more variety to the skybox and not just clean weather with no clouds? just because they showed clouds this year doesn't mean they changed or made the skybox more unrealistic.

Yeah, like i said there is a particular pattern that differentiates it but i know the game is still in development so hopefully the future trailers show them again. I'll just pm Tora and see if he knows if it's still in. This is my most hyped game, i want it to look amazing!
It already looks like it :P
 
An example would be to have a large number of missions where enemies are say, fully armored or full of nanomachines that are resistant to your tranq gun, so you can't headshot them with it or put them to sleep that way. The OP tranq gun is now out of the picture so you need to think on your toes and try to distract the guards, put them down with CQC

Well, there are guards in PW that are similar to what you mentioned. You need two rounds one to knock his helmet off and one to put him to sleep, so i bet TTP will have something similar to it.
 
Come on man, maybe they wanted to show that there is more variety to the skybox and not just clean weather with no clouds? just because they showed clouds this year doesn't mean they changed or made the skybox more unrealistic.

I don't think the clouds will change. It is clearly a static skybox. In earlier demos and pictures the sky has always been a clear gradient that would allow for different kinds of cloud simulation styles to be implemented. Now it is clearly just a painted version.

On another note, can you still shoot the radio device of soldiers to prevent them from reporting in?
 
I don't think the clouds will change. It is clearly a static skybox. In earlier demos and pictures the sky has always been a clear gradient that would allow for different kinds of cloud simulation styles to be implemented. Now it is clearly just a painted version.

On another note, can you still shoot the radio device of soldiers to prevent them from reporting in?

Did people not pay attention when Snake used the Phantom Cigar in the gameplay video? the clouds were moving and Sean said we have "real time cloud simulation".

This is another pretty silly discussion guys, nothing has been downgraded.


Amazing, thank you.
 
So what's the consensus on the disappearance of stealth elements? I mean, the camouflage meters gone, threat ring gone, ...

I don't know, it looks a bit more like an action game to me.

It's simplified. I would love the camo back, but I always thought the threat ring was dumb as hell. Only makes sense for a future tech thing anyway. Anyways, now it's basically standing, crouching and crawling is your camo. And each are affected more greatly depending on time of day.
 
Well, there are guards in PW that are similar to what you mentioned. You need two rounds one to knock his helmet off and one to put him to sleep, so i bet TTP will have something similar to it.

Oh yeah, I remember a lot of upward flinging helmets in my PW playthrough :), but as far as I remember it was still pretty easy to do it and it mostly became a two bullet instead of a one bullet action.

Although I'm sure there'll be all kinds of guard types and stuff to do in TPP so I'm not that bothered either way. The gameplay shown so far just looks like so much fun.
 
Just rewatched the video and it's incredibly... weird... how LITTLE snake actually talks :/ Was it like that in ground zeroes, too?

Don't ever hire a big hollywood actor to voice act in a game :(
 
It's simplified. I would love the camo back, but I always thought the threat ring was dumb as hell. Only makes sense for a future tech thing anyway. Anyways, now it's basically standing, crouching and crawling is your camo. And each are affected more greatly depending on time of day.

looks like camo is in the same way it was in peace walker, there's just not percentage shown to you. if BB is wearing olive drab in one cut scene and desert camo in the same cutscene, it's safe to presume that it's because you can choose different outfits and camo before each mission. and again, like peace walker, probably have these suits associated with different weapon and item loadouts
 
So what's the consensus on the disappearance of stealth elements? I mean, the camouflage meters gone, threat ring gone, ...

I don't know, it looks a bit more like an action game to me.

I believe Sean Eyestone mentioned in one of the Kojima Stations that the camo index still exists, it's just invisible and the UI doesn't spell out how exposed you are like in previous games. Never liked the threat ring.
 
Kojima planned to reveal The Phantom Pain the way he did it at the VGAs. Showing a prosthetic arm in the concept image would ruin the surprise and would make things even more obvious than they already were.

While I'm sure he would like to keep some thing a secret, I'm not sure that's entirely the case here. Kojima said that he had this game planned - how he wanted everything to go - before development got under way. Changes, of course, could have been made, but you can even see the character's belt hanging like a tail. Maybe there's another explanation for it - maybe that's another character entirely. Hard to say from that angle, as the eyepatch strap isn't visible. Maybe it's just Kojima taking pictures of some of the Fox Engine's assets? Anything is possible. Hell, I remember people speculating that the character pictured was The Boss! In any event, I can't wait to see that location in-game. It looks stunning.

So what's the consensus on the disappearance of stealth elements? I mean, the camouflage meters gone, threat ring gone, ...

I don't know, it looks a bit more like an action game to me.

I think most of the "worry" surrounding the added/removed mechanics disappeared when Ground Zeroes was released. All of the additions that were supposedly going to turn Metal Gear into Splinter Cell: Conviction fit in quite nicely - even in the small, controlled environment that Camp Omega was. While the camo meter isn't visible from the HUD, I wouldn't rule out it appearing in Snake's iDroid in some form or another.


Beautiful. Thank you!
 
Give him time, he was in a coma for 9 years.

And no, this has nothing to do with Sutherland.

http://www.neogaf.com/forum/showpost.php?p=117842027&postcount=2872

Thanks for the info.

One thing, though, is if you recall from the MGS 4 'making of' documentary that, I think, was included w/ some versions of the game (if not all?) was that kojima had that one moment where he decided he wanted to re-do one of the cutscenes last-minute. I wonder how impossible something like that is w/ someone like sutherland.
 
You are probably searching for another game, no offense. As others have said MGS was never the ME or Dragon Age type of game. Kojima said there is going to be some player decisions/actions that will alter some things but dont expect much.

Also I will disagree with you that MGS isnt suited to be open world because it has a predefined path.

GTA has also, always had a predefined path. And it is considered by most people the epitome of open world gaming.

Having a branching story is not something that is prerequisite of a particular gaming genre. Multiple endings can be on a pretty linear game as well. (for ex Heavy Rain)

There are opinions and there is just some fundamentally wrong ones to swallow!
 
It's simplified. I would love the camo back, but I always thought the threat ring was dumb as hell. Only makes sense for a future tech thing anyway. Anyways, now it's basically standing, crouching and crawling is your camo. And each are affected more greatly depending on time of day.

I agree on the threat ring, it wasn't really necessary - I just wanted to give an extra example of camo-tech. Makes sense, I guess.

I believe Sean Eyestone mentioned in one of the Kojima Stations that the camo index still exists, it's just invisible and the UI doesn't spell out how exposed you are like in previous games. Never liked the threat ring.

Oh, well that'd be nice if it's still there but just invisible.

I think most of the "worry" surrounding the added/removed mechanics disappeared when Ground Zeroes was released. All of the additions that were supposedly going to turn Metal Gear into Splinter Cell: Conviction fit in quite nicely - even in the small, controlled environment that Camp Omega was. While the camo meter isn't visible from the HUD, I wouldn't rule out it appearing in Snake's iDroid in some form or another.

Well, that's what I was afraid of. The bullet-time thing (which you thankfully can turn off) was another addition that I didn't like and totally removed the stealth aspect. When you're spotted, you should be fucked. They should've just left that out entirely. I don't like the fact that I have to "disable" something to play a MGS game the way MGS games are. Oh well, everything else looks amazing.

Story-wise: is there a topic here with some speculation/rumors about the story? I've been delving into the MGS story with some youtube videos (sogood.gif) and playing MGS 3: Snake Eater again. Oh man. I can't wait to play with Big Boss again.
 
If GTA is the epitome of nothing else, it certainly has a shot at nabbing that achievement in regards to atmosphere. I've never played an open world game that feels as alive/lived in as a GTA game. GTAV raised it to new heights. A feat especially admirable given the tongue in cheek humor around every corner.
 
All this memory loss thing is pure conjecture from your part.

Maybe not so severe that it would make him look through Ocelot like he was nothing, but it's safe to say that there is some type of memory loss...

When Snake wakes up from his 9-year coma, his memories start coming back. This is also done with those players in mind who haven’t played any Metal Gear game before (it sounds like we can expect flashbacks or something similar).

Source
 
I'm really bummed this game isn't using the typical MGS health system. The open nature of the game would be perfect for MGS3's health/stamina system. It would allow for more opportunity for dealing with food hunting and self-healing.
 
Just had a thought... every time there's a supply drop the new item comes in a cardboard box that Snake does an animation where he goes inside it. The box then shakes, breaks apart and Snake has the new item. I wonder if this might be how we change outfits during a mission as well? As in Snake goes inside the box still wearing Tiger Stripe, the box breaks apart, then he's wearing Olive Drab.
 
Just had a thought... every time there's a supply drop the new item comes in a cardboard box that Snake does an animation where he goes inside it. The box then shakes, breaks apart and Snake has the new item. I wonder if this might be how we change outfits during a mission as well? As in Snake goes inside the box still wearing Tiger Stripe, the box breaks apart, then he's wearing Olive Drab.

They could just make it so that you can change outfits while inside any cardboard box.
 
I stand corrected. BTW I am not sure Afghanistan is so early in the game. BTW I thought that the escape part comes earlier and it will probably cover a lot of ground in terms of introduction.

Sure seems like it'll be the first official mission by the way Ocelot is talking. The tutorial skip in the video makes me think that as well.
 
And none of it would be the first real mission of the open world nature he's described this game as. I'm sure there will be bits of both of what you mentioned. To me, Afghanistan looks like the first real deal mission.

Thinking about how heavy Kojima goes with cinematics, you could be right, but he has said he wants to cut down on all that. Guess we'll see.
 
It's simplified. I would love the camo back, but I always thought the threat ring was dumb as hell. Only makes sense for a future tech thing anyway. Anyways, now it's basically standing, crouching and crawling is your camo. And each are affected more greatly depending on time of day.


I always thought of the threat ring as being Snakes intuition and not some sort of future tech. But I could and likely am totally wrong.
 
I stand corrected. BTW I am not sure Afghanistan is so early in the game. BTW I thought that the escape part comes earlier and it will probably cover a lot of ground in terms of introduction.

My expectations :

Prologue : Hospital Escape
Chapter 1 : Rescue Miller & Introduction to Diamond Dogs

Obviously a boatload of guesses, but my guess is that while BB has been in coma, Kaz has been laying down the foundation for the MSF 2.0 aka Diamond Dogs, and has allied himself with Ocelot along the way, and hiding BB's location from those who want him dead.

But BB's location is compromised, gets attacked in the hospital and then Ocelot goes and rescue you. Then some amount of time passes with Ocelot recapping what the hell has happened, basically the 'tutorial for new players' segment, and prep you up with your arm and some... I don't know, insane therapy session to turn a 9-year old coma patient into a badass fully fit soldier.

Then you rescue Miller.
 
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