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Metal Gear Solid V: Gamescom Gameplay Demo

i think it would be awsome if there are invaders in the open world part.
then getting notice that you are invaded and that you can get sniped/shot/cqc from all over the map at any moment.
maybe even set traps for the person playing the mission

Dunno about that. Like if the invader can just rush around without having to sneak i wouldnt enjoy that really. But if the invader also has to be worried about getting caught yea sure.
 
Well it is not ancillary to the experience if you enjoy the challenge of dealing with human oponents. Then it is quite fun! :D

Do we know yet if the resources collected and stored via MB are used in MGO any? I can imagine this becoming much more of an issue if invading someones MB and taking their stuff effected what they could do in MGO.
 
Just played GZ for the first time

Ended up sprinting through the carnage when
extracting Paz. Got a prisoner killed by getting caught while escorting him to the LZ, and they executed him while I was hiding :(

Killed with no mercy after that :P
 
All this invasion talk is kinda amusing to me, since it seems like FOB is basically an endgame system. By then your MB will be so huge and full of shit, you probably wont care too much about the "stuff" on FOB's.

"Oh no... someone slightly unfilled one of my bars".

It's ancillary to the main experience, and exists only to the extent of your interest in the mechanic. All heavily weighted toward endgame from what I can tell, after you've reached the max you can grow MB.

I could see the fuss if folks were invading MB.... that would be more like Souls, and likely quite vexing. This is something else though.

I don't care at all about losing or gaining anything. The point is I now have thousands of bases to infiltrate and human opponents to battle.
 
Just played GZ for the first time

Ended up sprinting through the carnage when
extracting Paz. Got a prisoner killed by getting caught while escorting him to the LZ, and they executed him while I was hiding :(

Killed with no mercy after that :P

they execute the prisoners if they spotted you?
i didnt know that lol
 
Not going to create a thread just yet, but there are rumors that the game broke the street date, and will arrive in stores tonight in one or more GCC countries (UAE being the one name-dropped).

Same thing happened with lots of games, including MGS 4.

That is crazy early. Was it that early for MGS4?

Better check in with my local store...
 
That's pretty cool, I love metal gear games because there are things I won't see till way after the game releases.

I just watched a 30-minute tutorial on CQC in GZ. I've 26 hours clocked in the game and I didn't know you could do consecutive CQC like in PW, lol. Also didn't know that held up guards will stay that way indefinitely if you stay out of their line of sight. But if they can see that you're no longer pointing a gun at them, they'll try to escape. Insane attention to detail...
 
All this invasion talk is kinda amusing to me, since it seems like FOB is basically an endgame system. By then your MB will be so huge and full of shit, you probably wont care too much about the "stuff" on FOB's.

"Oh no... someone slightly unfilled one of my bars".

It's ancillary to the main experience, and exists only to the extent of your interest in the mechanic. All heavily weighted toward endgame from what I can tell, after you've reached the max you can grow MB.

I could see the fuss if folks were invading MB.... that would be more like Souls, and likely quite vexing. This is something else though.

1. It's certainly not an end-game system.

2. Resources in the game are finite and limited. There are only so many containers of materials, so many gems, so many soldiers, so many turrets/vehicles. There is only so much money. Imagine you're striving towards unlocking the bandana or cloak (end-game items) with research, when some fucker comes and steals three containers of stuff, unfilling your bar only a little physically, but potentially preventing you from completing the research forever by stealing the last ever opportunity you'd have to use those resources.

(The solution in that case is to go and rob someone else's FOB :P)

You are definitely not going to be nonplussed about someone coming into your base and stealing your shit.

I just watched a 30-minute tutorial on CQC in GZ. I've 26 hours clocked in the game and I didn't know you could do consecutive CQC like in PW, lol. Also didn't know that held up guards will stay that way indefinitely if you stay out of their line of sight. But if they can see that you're no longer pointing a gun at them, they'll try to escape. Insane attention to detail...

For some reason I find it really hard to do consequtive CQC in this game. I think they nerfed it a lot in comparison to GZ.

Also the best way with guards is to make them lie down. That way they can't see you.

They will stay lying down forever until you trigger an alarm.

It's possible to have the entire map full of guys lying down, all paranoid and quivering, convinced there's an armed gun-wielding lunatic pointing a rifle at them the whole time, while you run about diving off rooftops and crashing cars willy-nilly.
 
Couple of questions while we're talking about GZ

1) Do dashes above the enemies' heads mean they're not dead, but can't be woken up?
2) How long does it take them to wake up after being tranq'd? That's what got the prisoner killed.
 
Couple of questions while we're talking about GZ

1) Do dashes above the enemies' heads mean they're not dead, but can't be woken up?
2) How long does it take them to wake up after being tranq'd? That's what got the prisoner killed.

Dashes means k.o, it's equivalent of stars spinning around their head in the old games. Different attacks cause different ko times, I think the 5 hit combo is meant to be the best.

I think tranqs last 3 minutes or something, but might stay sleeping if you leave the area, not sure.
 
1. It's certainly not an end-game system.

2. Resources in the game are finite and limited. There are only so many containers of materials, so many gems, so many soldiers, so many turrets/vehicles. There is only so much money. Imagine you're striving towards unlocking the bandana or cloak (end-game items) with research, when some fucker comes and steals three containers of stuff, unfilling your bar only a little physically, but potentially preventing you from completing the research forever by stealing the last ever opportunity you'd have to use those resources.

(The solution in that case is to go and rob someone else's FOB :P)

It's not a literal end-game system, but it will be THE end game for the game.

How can you say that the resources are finite?
 
It's not a literal end-game system, but it will be THE end game for the game.

As in, it'll be the only bit of content left to do once you've finished all the missions? I can't deny that, not sure if I'd use the phrase end-game, though.

How can you say that the resources are finite?

Somebody just confirmed that a couple of pages ago.

Sorry, I can't face going and finding their quote.

They confirmed that the gameworld doesn't have infinite money or infinite means of making money. There are only so many diamonds, so many of each item/vehicle, so many guards, and so many containers. Presumably guards respawn, so that seems a bit ridiculous – but guards don't make you money anyway.

The point is that you can collect every money-making item in the game and then not be able to get any more money. We obviously have no idea just how much money you could make - presumably more than you need. But this means when people steal stuff from your FOB, you will legitimately be losing pertinent stuff.

Couple of questions while we're talking about GZ

1) Do dashes above the enemies' heads mean they're not dead, but can't be woken up?
2) How long does it take them to wake up after being tranq'd? That's what got the prisoner killed.

What the other guy said.

Above their head:

Distance - they're awake and mobile
Dashes - they're knocked out
Zs - they're asleep

Tranquilizing or chocking to sleep is about 5 minutes knock-out, I think. Five-hit-combo is like 10 minutes.

But if you leave the area, so they're not loaded on your screen, they stay unconscious until you enter the area again and the timer resumes.
 
Dashes means k.o, it's equivalent of stars spinning around their head in the old games. Different attacks cause different ko times, I think the 5 hit combo is meant to be the best.

I think tranqs last 3 minutes or something, but might stay sleeping if you leave the area, not sure.

Ah, I see.

So for the most safety, you should interrogate, knock out and tranq?
 
Anyone else going with all HUD and all assists off? I hope you'll be able to turn a lot of the sounds off as well. The sound of enemies being marked for example.
 
Wow, this game looks ABSOLUTELY incredible.

I don't try to get hyped over games but that presentation managed to make me anyway. Release day can't come soon enough.
 
Ah, I see.

So for the most safety, you should interrogate, knock out and tranq?

Knockout from grapple will KO them for the same amount of time as a tranquiliser. No point knocking them out and tranquilising them, unless they've already been KO'd for a couple of minutes and you're passing by.

If you want to tranquilise them to be sure, hold them up by aiming your gun at them when nearby from behind, interrogate them with L1 as per normal, then tranquilise them in the head.

Alternatively, you can hold them up from behind, interrogate them with L1, then tell them to 'Lie down' with L1. They will stay lying down forever until you cause an alarm. This is the only truly permanent solution aside from killing them. That is, if you're good enough to not be spotted from therein :P

You mean the analyser thing? It sounds like it'll be annoying but you don't need to use that scope upgrade if you don't want.

No, he means if you turn off the Display setting for 'Enemy markers', ie the orange/red triangles above enemy heads.

Even if you turn that off, you still get a little noise whenever you aim at them with your binos.

It bothered me, too, but I can live with it.

Anyone else going with all HUD and all assists off? I hope you'll be able to turn a lot of the sounds off as well. The sound of enemies being marked for example.

Yep, this is how I'm going to go for my first playthrough. HUD off, reflex mode off, possibly music off if possible. Also going to try and do it one-life. So if I get spotted, I'm just going to roll with the punches and try to lose them/fight may way out.

Stay immersed rather than try to 'beat' the game for my first playthrough.
 
For the first time in my life I've booked time off work to play a game. Game looks like perfection; the gameplay looks to be the best in the series, and as a linguist my hype was sent through the roof with the E3 2015 trailer; linguistic relativity is the topic of my to-be-written-dissertation (it's a fascinating theory) and so to see it in my favourite videogame series was just surreal.

Hoping I get it a day or two before release. Plan on fully locking myself away for a few days to do nothing but immerse myself in this magnum opus.
 
For the first time in my life I've booked time off work to play a game. Game looks like perfection; the gameplay looks to be the best in the series, and as a linguist my hype was sent through the roof with the E3 2015 trailer; linguistic relativity is the topic of my to-be-written-dissertation (it's a fascinating theory) and so to see it in my favourite videogame series was just surreal.

Hoping I get it a day or two before release. Plan on fully locking myself away for a few days to do nothing but immerse myself in this magnum opus.

As a fellow linguist, I, too, was impressed by how well that trailer handled the topic. I'm going to have to pull a sicky to get a night and day with the game, though :(

I've got a sneaking vibe that TPP is going to absolutely kill it in terms of writing. I think it's going to make up for the series' consistently flawed writing in the past.
 
Ah, I see.

So for the most safety, you should interrogate, knock out and tranq?

I've heard that the full CQC punching combo will knock a guard out indefinitely, but I haven't found that to be the case in my own experiments. It might work if you stand over them with a stopwatch, but it seems like if you leave the area and go far enough away that the game deletes that guard from memory, then come back again, they'll have sometimes woken up and left, but I'm not sure.

The best method I've found is to just hold them up and tell them to "Get down". They lie down on their stomachs with their hands behind their heads, and they'll never get up again unless another guard sees them and comes over to ask them what they're doing, or if you trigger an alert. You never need to fire a shot or even lay a hand on them. If you do need to move them, a quick kick will knock them out so you can pick them up and plonk them down somewhere else, then another kick will wake them up, allowing you to hold them up and tell them to get down again.
 
tell them to 'Lie down' with L1. They will stay lying down forever until you cause an alarm. This is the only truly permanent solution aside from killing them. That is, if you're good enough to not be spotted from therein :P
Another way is to put them in a vehicle after they're asleep/ko. Plus many ways of killing them that aren't counted as official kills.

No, he means if you turn off the Display setting for 'Enemy markers', ie the orange/red triangles above enemy heads.

Even if you turn that off, you still get a little noise whenever you aim at them with your binos.

It bothered me, too, but I can live with it.
Ah right, I didn't think it did that.
 
dWM1yPy.jpg


The staff you get from having played Ground Zeroes, apparently.

Translation by reddit.com/r/MetalGearSolid user thelordkoala

Mother Base Staff (#1?, with the purchase of MGSV:TPP)
1 Male 1 female. Red hair. Diamond Dogs emblem. Base Development/Intel expertise.

Mother Base Staff (#2?, MGSV:GZ First Edition bonus)
1 Male 1 female. Blonde hair. FOX emblem. R&D/Support expertise. (The staff pictured above)

Mother Base Staff (#3?, MGSV:GZ purchase bonus)
1 Male 1 female. White hair. Skull emblem. Support/Base Development expertise.

Mother Base Staff (#4?, MGSV:GZ transfer bonus)
1 Male 1 female. White hair. Skull emblem. Support/Base Development expertise.
 
Another way is to put them in a vehicle after they're asleep/ko. Plus many ways of killing them that aren't counted as official kills.


Ah right, I didn't think it did that.

Oooh, amazing tip on putting them in the car. I wonder if they'll fix any of that shit for TPP.

I'm interested to see how many genuine, low-level gameplay improvements there'll be in TPP. We've only seen evidence of a couple of cosmetic things.
 
Another way is to put them in a vehicle after they're asleep/ko. Plus many ways of killing them that aren't counted as official kills.

Hah, a few days ago I set my sights on extracting every living soul in Camp Omega, and I was shuttling dudes around to the helipad in a Jeep wondering if that would work.

The staff you get from having played Ground Zeroes, apparently.

RIP Glaz and Palitz. You can at least play as recruits without having to wear balaclavas in MGSV, though, so the hair and facepaints will be visible on the character models. Hopefully they'll be high ranks.
 
As in, it'll be the only bit of content left to do once you've finished all the missions? I can't deny that, not sure if I'd use the phrase end-game, though.



Somebody just confirmed that a couple of pages ago.

Sorry, I can't face going and finding their quote.

They confirmed that the gameworld doesn't have infinite money or infinite means of making money. There are only so many diamonds, so many of each item/vehicle, so many guards, and so many containers. Presumably guards respawn, so that seems a bit ridiculous – but guards don't make you money anyway.

The point is that you can collect every money-making item in the game and then not be able to get any more money. We obviously have no idea just how much money you could make - presumably more than you need. But this means when people steal stuff from your FOB, you will legitimately be losing pertinent stuff.



What the other guy said.

Above their head:

Distance - they're awake and mobile
Dashes - they're knocked out
Zs - they're asleep

Tranquilizing or chocking to sleep is about 5 minutes knock-out, I think. Five-hit-combo is like 10 minutes.

But if you leave the area, so they're not loaded on your screen, they stay unconscious until you enter the area again and the timer resumes.

That may be true as far as resources are concerned such as artillery or shipping containers, but I don't believe that's the case with GMP. You get GMP for replaying missions and sending soldiers out to do missions, so it's hardly finite.
 
Dispatch missions bring in resources, so do (some?) FOB locations via mining/fishing or whatever they're doing out there.
If resources were finite you'd run out of everything eventually, even if you can steal from other players! That's not going to happen.
 
I just watched a 30-minute tutorial on CQC in GZ. I've 26 hours clocked in the game and I didn't know you could do consecutive CQC like in PW, lol. Also didn't know that held up guards will stay that way indefinitely if you stay out of their line of sight. But if they can see that you're no longer pointing a gun at them, they'll try to escape. Insane attention to detail...
Nice little touch, but entirely game breaking. I'm hoping they've fixed that for TPP, but I doubt it. It would be cool if you had an extra option to tie down and gag those dudes.
 
As a fellow linguist, I, too, was impressed by how well that trailer handled the topic. I'm going to have to pull a sicky to get a night and day with the game, though :(

I've got a sneaking vibe that TPP is going to absolutely kill it in terms of writing. I think it's going to make up for the series' consistently flawed writing in the past.
I too am a specialist in very specific areas that the MGS series has dealt with the past. I've seen the games pulling quotes almost verbatim from some of the most renowned papers, and often throwing them at the player without appropriate context.

I'll always admire Kojima for introducing young people to so many serious and relevant topics in such a spectacular way (and for LOTS of other reasons), but I can't help but cringe at people calling him a visionary thinking that everything on the games is him.
 
So.. I guess its safe to assume you dont have to rescue all prisoners in order to get bonus soldiers in TPP.

And it seems like it will be a pretty empty reward anyway, since new Motherbase recruits should be easy enough to acquire in TPP. Unlocking costumes in GZ that will carry over to TPP seems like the better reward.
 
I'll always admire Kojima for introducing young people to so many serious and relevant topics in such a spectacular way (and for LOTS of other reasons), but I can't help but cringe at people calling him a visionary thinking that everything on the games is him.

Kojima is a futurologist who predicted usenet and I won't let you tell me otherwise.
 
And it seems like it will be a pretty empty reward anyway, since new Motherbase recruits should be easy enough to acquire in TPP. Unlocking costumes in GZ that will carry over to TPP seems like the better reward.

I agree with you.

It would have been a good enough motivation to play GZ until TPP is released but yeah, a costume or even a unique paint for gun/rifle would be a better reward.

Unless ofcourse the rewarded soldiers are B rank soldiers or above. That would be a really useful resource early on in the game.
 
I'll always admire Kojima for introducing young people to so many serious and relevant topics in such a spectacular way (and for LOTS of other reasons), but I can't help but cringe at people calling him a visionary thinking that everything on the games is him.

Everyone knows Hideo does everything. He writes the script, programs the engine, does all of the motion capture, builds his own real life Metal Gears so he can study them and make them look right in game, does all of the voice acting for every character by doing impressions of different voice actors and hand carves the bits onto discs that he made. Also, his name wasn't removed from the box. He just carved it onto every molecule of the plastic.
 
Somebody just confirmed that a couple of pages ago.

Sorry, I can't face going and finding their quote.

They confirmed that the gameworld doesn't have infinite money or infinite means of making money. There are only so many diamonds, so many of each item/vehicle, so many guards, and so many containers. Presumably guards respawn, so that seems a bit ridiculous – but guards don't make you money anyway.

The point is that you can collect every money-making item in the game and then not be able to get any more money. We obviously have no idea just how much money you could make - presumably more than you need. But this means when people steal stuff from your FOB, you will legitimately be losing pertinent stuff.

I imagine some things as being finite, such as diamonds, like you suggested, but I wonder if maybe it just means that Mother Base will only be able to hold so much rather than you'll eventually run out of stuff to fulton back to Mother Base.

I can't imagine a scenario where if enough of your things are taken from your FOB via invasion that you can't go back out on mission to restock because the single player world will be desolate.
 
Not going to create a thread just yet, but there are rumors that the game broke the street date, and will arrive in stores tonight in one or more GCC countries (UAE being the one name-dropped).

Same thing happened with lots of games, including MGS 4.

Whaaaaat?Maybe I missed the gone gold thread?Geez they don't play overseas... 😂
 
dWM1yPy.jpg


The staff you get from having played Ground Zeroes, apparently.

It seems to me you will still get the extracted POWs and unique guards. The wording suggests these are bonuses on top of the transfer.

I recently asked in another thread if the PS+ version of GZ would enable you to get all the DLC, but this states that Staff DLC#2 only comes with the first edition. Now it could be that all digital versions of GZ are indeed first (and only) editions as this suggests:


I don't know, but R&D expertise from the start seems like a nice bonus, so I wouldn't mind receiving it.
 
Is this bonus the same as the one that was promised with launch copies of GZ?

E: there are a pair of soldiers that come with the code from first run copies of GZ
 
I wouldn't say it's less interesting. It means the invader must always prepare for a strong opponent when invading. Also it's fair to the defending player, because it gives him a good chance to defend his base.

I don't know. I think fair implies an equal chance for both parties and I don't see that.

Fair to me would be matching the attacker against the base defenses the defender has and if they get seen or caught, THEN you let the defender know about it.

It's already a massive dis-advantage to the attacker, since it's not really one-on-one. It's the attacker vs the defender and a whole base of traps and guys. The balance would have been pitting the attackers stealth skill against the base and calling in the defending player if they mess up. If people are stealthing your whole base, you need to work on your defenses.

Very bummed out about this detail. I thought it would have been perfect the other way.
 
I don't know. I think fair implies an equal chance for both parties and I don't see that.

Fair to me would be matching the attacker against the base defenses the defender has and if they get seen or caught, THEN you let the defender know about it.

It's already a massive dis-advantage to the attacker, since it's not really one-on-one. It's the attacker vs the defender and a whole base of traps and guys. The balance would have been pitting the attackers stealth skill against the base and calling in the defending player if they mess up. If people are stealthing your whole base, you need to work on your defenses.

Very bummed out about this detail. I thought it would have been perfect the other way.

Infiltration is a high risk undertaking, the invader should never expect it to be easy or even fair.
 
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