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Metal Gear Solid V: Gamescom Gameplay Demo

so you don't need to do anything extra to see those sorted columns? They are provided on your mission list right away?

They're all in neatly sorted tabs. The challenge is getting those missions to unlock to begin with. Some side missions won't appear unless you complete optional mystery objectives in prior missions.
 
Since everyone thinks that tapes may be used to flesh out the story, is there any word on how you get those? Automatically at certain points, or do you happen to find them by yourself like the Chico tapes in Ground Zeroes?
 
I like it. No wonder reviewers who rushed through the game had trouble to understand the full picture.
How can you actually like having to complete an objective that isn't listed to unlock the ability to play an optional mission that completes the story? I feel like I'm taking crazy pills here. There's a huge difference between being a completionist and GUESSING what you have to do in order to get the opportunity to experience the full story.

To reward exploration and experimentation ofc :P

Fully okay with exploration prompting new objectives. Guessing unlock conditions however is undoubtedly shit.
 
Absolutely. Some will wonder why they weren't part of the main mission list.

A huge relief to hear that. Witcher 3 had some amazing side quests, I hope MGSV brings that level of quality.

They're all in neatly sorted tabs. The challenge is getting those missions to unlock to begin with. Some side missions won't appear unless you complete optional mystery objectives in prior missions.

Aaaand now I'm disappointed. I hate replaying missions/levels to unlock secret objectives. Could you tell us if they're easily missable or difficult to unlock?
 
They're all in neatly sorted tabs. The challenge is getting those missions to unlock to begin with. Some side missions won't appear unless you complete optional mystery objectives in prior missions.

Are those like the Assassin's Creed style 'full synchronization' bonus objectives we've seen in some of the gameplay demos? I think the ones for A Hero's Way were to take out the target non lethally, take him out from over 100m away, that kind of thing.

I hope there's a way to determine what those hidden objectives are without just trial and error. I think some of the ridiculous design choices in Peace Walker that practically required you to have a GameFAQs window open when you played were one of the many things that really hurt that game.
 
Opinions of Metal Gear games from people other than me are well and truly useless. I say this without ego or anger, just a knowledge that the emotional and mental ties I have with this series will lead me to having an experience that is truly my own, for better or worse.

Part of me wishes we can just preemptively ban the review thread for this game and replace it with Eatchildren's post from a day ago. God that will be an absolute cesspool.

Good luck to you all, and remember, when shit posting happens: walk away.
 
How can you actually like having to complete an objective that isn't listed to unlock the ability to play an optional mission that completes the story? I feel like I'm taking crazy pills here. There's a huge difference between being a completionist and GUESSING what you have to do in order to get the opportunity to experience the full story.



Fully okay with exploration prompting new objectives. Guessing unlock conditions however is undoubtedly shit.

IIRC from previews after you've completed a mission it tells you the optional objectives.
 
I hope there's a way to determine what those hidden objectives are without just trial and error. I think some of the ridiculous design choices in Peace Walker that practically required you to have a GameFAQs window open when you played were one of the many things that really hurt that game.

This is what I'm afraid of. It would suck if hidden objectives didn't have any hints or required you to complete the mission to reveal them.
 
How can you actually like having to complete an objective that isn't listed to unlock the ability to play an optional mission that completes the story? I feel like I'm taking crazy pills here. There's a huge difference between being a completionist and GUESSING what you have to do in order to get the opportunity to experience the full story.



Fully okay with exploration prompting new objectives. Guessing unlock conditions however is undoubtedly shit.

Well I could understand if it was like do 99 rolls ina mission etc but if it's more of a challenge run thing (No weapons, alerts, reflex off etc) i don't think it's too bad because it's fairly natural ways to challenge ourselves. Also I think if by doing them it teaches us more about the mechanics and how we can interact with ourselves (let's say, blow up X to attract guards from Y where we can then get Z without any trouble) it'd be ok.
 
This is what I'm afraid of. It would suck if hidden objectives didn't have any hints or required you to complete the mission to reveal them.

I think it'd be fine if you just have to complete the mission to reveal the hidden objectives. If they all follow the same pattern as the alternate objectives for A Hero's Way, you're not even going to have the necessary gear to complete them until much later in the game (in that case a non-lethal sniper rifle), so there's no chance of getting them your first time through any way.

What I hated about Peace Walker was that missions unlocked in a completely random order that you could never guess, so you had to go online and look at one of those ridiculous lists saying "Play Extra Op 19, then 27, then 115, then 79, then 65", etc. You'd get weapon blueprints by S-ranking completely unrelated missions, then you couldn't craft them until you had someone with the right skill so you had to go back to the internet to see where to find them; everything just felt so arbitrary.
 
IIRC from previews after you've completed a mission it tells you the optional objectives.
So I'd have to play every main mission twice or more in order to unlock and play side missions that are also important to the narrative, sounds fun.
 
This is what I'm afraid of. It would suck if hidden objectives didn't have any hints or required you to complete the mission to reveal them.

Personally, I don't think everything should be handed to players on a plate. I'd be very okay with optional objectives being hidden until the community worked them out together, but that's just me, I like obliqueness.

So I'd have to play every main mission twice or more in order to unlock and play side missions that are also important to the narrative, sounds fun.

It does, doesn't it?
 
So I'd have to play every main mission twice or more in order to unlock and play side missions that are also important to the narrative, sounds fun.
I'm not sure if this is supposed to be sarcastic or not, but I'm gonna assume it is. In which case I'll say it definitely sounds fun to me if there are as many ways to approach missions as we've seen for A Hero's Way so far.
 
Personally, I don't think everything should be handed to players on a plate. I'd be very okay with optional objectives being hidden until the community worked them out together, but that's just me, I like obliqueness.
That's a tricky balance though. If it ends up being equipment gated or particularly time consuming just to get additional story that's a problem. Especially if the story presented is a bit thin to begin with. Comes off as heavy padding if so.
 
Personally, I don't think everything should be handed to players on a plate. I'd be very okay with optional objectives being hidden until the community worked them out together, but that's just me, I like obliqueness.

It works well for the type of story telling Dark Souls utilizes. I'm not sure how well it will translate to MGS. I guess we will find out. I don't think one way is inherently superior than the other.
 
What I hated about Peace Walker was that missions unlocked in a completely random order that you could never guess, so you had to go online and look at one of those ridiculous lists saying "Play Extra Op 19, then 27, then 115, then 79, then 65", etc. You'd get weapon blueprints by S-ranking completely unrelated missions, then you couldn't craft them until you had someone with the right skill so you had to go back to the internet to see where to find them; everything just felt so arbitrary.

All those things come naturally as you play through the missions, you didn't need to go GameFAQs.

That's a tricky balance though. If it ends up being equipment gated or particularly time consuming just to get additional story that's a problem.

Maybe. I think it's a little too early for us to be judging the balancing just yet.

It works well for the type of story telling Dark Souls utilizes. I'm not sure how well it will translate to MGS. I guess we will find out. I don't think one way is inherently superior than the other.

Personally, I like the idea of being told a story, not quite getting the full picture, and digging deeper to find out. I love those eureka moments when you connect fragments and get a new perspective on a narrative.
 
Personally, I don't think everything should be handed to players on a plate. I'd be very okay with optional objectives being hidden until the community worked them out together, but that's just me, I like obliqueness.

I'd be ok if the game gave us "intel" or hints as to what the objectives are without revealing them outright, but forcing me to replay the mission is something I don't like. That only goes for objectives that unlock story content or other missions though. I don't care if leaderboard stuff is hidden.

Seems like I'm gonna have to suck it up though and have a mission guide handy...
 
Personally, I like the idea of being told a story, not quite getting the full picture, and digging deeper to find out. I love those eureka moments when you connect fragments and get a new perspective on a narrative.

The problem is when this leads to deliberate obfuscation which does not feel natural to the flow of the story. It can be done well, it just needs to be more than a gimmick. Story telling doesn't have to be puzzle solving. The mystery is getting to know the characters, not what event fits where.
 
I'd be ok if the game gave us "intel" or hints as to what the objectives are without revealing them outright, but forcing me to replay the mission is something I don't like. That only goes for objectives that unlock story content or other missions though. I don't care if leaderboard stuff is hidden.

Seems like I'm gonna have to suck it up though and have a mission guide handy...

I totally get where you're coming from.

You most certainly do if you value your precious time on this Earth and want to waste as little of it as possible suffering through those godawful vehicle fights.

Haha! They're not so bad with a few friends. :)

The problem is when this leads to deliberate obfuscation which does not feel natural to the flow of the story.

Depends how it's handled, certainly. Again, way to early to judge that, I think.

It can be done well, it just needs to be more than a gimmick. Story telling doesn't have to be puzzle solving. The mystery is getting to know the characters, not what event fits where.

I never said it did, I was only saying that I like it when it is. Kojima is a fan of Paul Auster and David Lynch, so I hope we'll see some of those influences coming through. I love it.
 
I'm not sure if this is supposed to be sarcastic or not, but I'm gonna assume it is. In which case I'll say it definitely sounds fun to me if there are as many ways to approach missions as we've seen for A Hero's Way so far.
Different approaches are fun, forcing me to replay missions in order to unlock side missions that are not-really-side-missions if I wanted to "get the full picture" is not fun, at all. Thank you but I don't want to spend 100+ hours on my first playthrough with half of that time replaying the same content.

Anyway it is too early to judge, and I do hope it's not as bad as I'm imagining.
 
C-cmon Morty, y-you know you want to play this g -buuurp- great new action game. Stealth, future, science, you know its going to be great Morty. Juuuuuust great.

Aw jeez MNC, y'know, I-I-I don't wanna shoot nobody!

wubalubadubdub!

giphy.gif
LOL

@LupeFiasco: After 8 hours straight of playing #ThePhantomPain @Konami HQ all I have to say is MGS Fans just Call off work & school for the rest of 2015

Hyyyyyypeeeeeeee.


Random fun fact: Lupe Fiasco shouts out to MGS in this incredibly deep song. Like MGS2 levels of deep. (Slightly NSFW Strippers warning)
 
I never said it did, I was only saying that I like it when it is. Kojima is a fan of Paul Auster and David Lynch, so I hope we'll see some of those influences coming through. I love it.
Not familiar with Auster's work but if Kojima can reach anywhere near Lynch's style and evoke the same intensity of emotions I'll be more than happy. The supposed hallucinations from the trailers do seem to indicate that intent. I can't wait.
 
Not sure if you can answer this but would you agree with the french magazine that there are only about 5% cutscenes in the whole game?

Disagree or Agree would be enough ;)

I honestly can't say yet, because 1) I haven't finished it, and 2) how MGSV seamlessly transitions from gameplay to cutscene then back to gameplay is unusual for the series. Aside from cutscenes that begin with a fade to black (ie. your traditional MGS cutscenes), you now have a lot more zooms and straight cut transitions into cinematics from gameplay. If you count any skippable scene as a cutscene, I've seen cutscenes as short as 5 seconds and as long as 10 minutes.

I don't think this is a bad thing. You just won't often have that fade-to-black to convey you that "You can put your controller down for a while, here's an MGS cinematic!" Unless I was transitioning in or out of Mother Base, I was always holding the controller because I don't know when I'll suddenly have full control of Big Boss again.

To reward exploration and experimentation ofc :P

It's also to test your listening skills. Many optional objectives can be learned by simply paying attention to any special requests that automatically come in via Codec when the mission starts or as new developments happen in the middle of a mission.

There is a believable degree of field intelligence-based cause-and-effect in unlocking some side missions. It wouldn't make sense for a side mission to unlock just because you pulled off a 150m sniper kill, but it would make sense that a side mission would unlock because you overheard a conversation between two targets before you killed them (even though you could complete the mission by killing them w/o hearing the conversation).

Are those like the Assassin's Creed style 'full synchronization' bonus objectives we've seen in some of the gameplay demos? I think the ones for A Hero's Way were to take out the target non lethally, take him out from over 100m away, that kind of thing.

There are similarities to AC in that regard, yes.

thanks. anything else you can share before sunday?

I think we're good for now. I'm sure there'll be enough reviewers and influencers who'll be here after the embargo's up to answer questions, but I'll poke my head in if I have time.
 
Not familiar with Auster's work but if Kojima can reach anywhere near Lynch's style and evoke the same intensity of emotions I'll be more than happy. The supposed hallucinations from the trailers do seem to indicate that intent. I can't wait.

Paul Auster is a post-modern novelist. MGS2 was certainly influenced by his New York Trilogy (Peter Stillman is a character in the novel, plays with identity as a major theme, looks at the relationship between the reader and writer etc.). Book is damn good. Well worth a read.

It's also to test your listening skills. Many optional objectives can be learned by simply paying attention to any special requests that automatically come in via Codec when the mission starts or as new developments happen in the middle of a mission.

There is a believable degree of field intelligence-based cause-and-effect in unlocking some side missions. It wouldn't make sense for a side mission to unlock just because you pulled off a 150m sniper kill, but it would make sense that a side mission would unlock because you overheard a conversation between two targets before you killed them (even though you could complete the mission w/o hearing the conversation).

That sounds splendid.
 
It's also to test your listening skills. Many optional objectives can be learned by simply paying attention to any special requests that automatically come in via Codec.

There is a believable degree of field intelligence-based cause-and-effect in unlocking some side missions. It wouldn't make sense for a side mission to unlock just because you pulled off a 150m sniper kill, but it would make sense that a side mission would unlock because you overheard a conversation between two targets before you killed them (even though you could complete the mission w/o hearing the conversation).

This sounds much better. I hope this extends to most side missions.

Paul Auster is a post-modern novelist. MGS2 was certainly influenced by his New York Trilogy (Peter Stillman is a character in the novel, plays with identity as a major theme, looks at the relationship between the reader and writer etc.). Book is damn good. Well worth a read.
Sounds interesting. Would love a comprehensive list of major (thematic) influences for the MGS series.
 
It's also to test your listening skills. Many optional objectives can be learned by simply paying attention to any special requests that automatically come in via Codec when the mission starts or as new developments happen in the middle of a mission.

There is a believable degree of field intelligence-based cause-and-effect in unlocking some side missions. It wouldn't make sense for a side mission to unlock just because you pulled off a 150m sniper kill, but it would make sense that a side mission would unlock because you overheard a conversation between two targets before you killed them (even though you could complete the mission w/o hearing the conversation).
Now that's what I wanted to hear.
 
Thanks normalmode, that's what I was expecting. GZ does a bunch of this already with guard conversations hinting at things and kaz telling you about the missing agent.
Sounds great if goes further and start opening more side ops based on this.
 
It's also to test your listening skills. Many optional objectives can be learned by simply paying attention to any special requests that automatically come in via Codec when the mission starts or as new developments happen in the middle of a mission.

There is a believable degree of field intelligence-based cause-and-effect in unlocking some side missions. It wouldn't make sense for a side mission to unlock just because you pulled off a 150m sniper kill, but it would make sense that a side mission would unlock because you overheard a conversation between two targets before you killed them (even though you could complete the mission by killing them w/o hearing the conversation).
This is what I imagined it being like when I first read your post and I'm glad to hear that's the way it is. Great stuff.
 
How can you actually like having to complete an objective that isn't listed to unlock the ability to play an optional mission that completes the story? I feel like I'm taking crazy pills here. There's a huge difference between being a completionist and GUESSING what you have to do in order to get the opportunity to experience the full story.



Fully okay with exploration prompting new objectives. Guessing unlock conditions however is undoubtedly shit.

Yeah, I don't think that's what they're saying.

They're saying that side/optional objectives - which are revealed after you beat a mission for the first time - unlock entire side missions.

It wouldn't make any sense if you had to guess your optional objectives. They're revealed to you after you beat a mission once - we know this from the press preview in May/June.

Different approaches are fun, forcing me to replay missions in order to unlock side missions that are not-really-side-missions if I wanted to "get the full picture" is not fun, at all. Thank you but I don't want to spend 100+ hours on my first playthrough with half of that time replaying the same content.

Anyway it is too early to judge, and I do hope it's not as bad as I'm imagining.

The side objectives in GZ were phenomenal fun to play and 'unlock'.

I am not worried.

So close, everyone...
 
Won't it kind of fuck with the gameflow if you're replaying a lot of the missions during the same playthrough?

Hope most of these hidden objectives are quite obvious or easily achieved tbh. It'd feel weird to me to make an impact on the world even slightly advancing the story, like killing or extracting a certain target, then going back in and having those same targets and same guards right back where they were before I did it the first time. Especially if you're keeping the rewards for doing it the first time.

On that note, how do they prevent farming things for Mother Base by replaying missions?
 
If the tapes are like in GZ where I have to FIND them.. fuck that. So they punish people who don't have the time to explore or just don't know to do certain things by giving them less story?
I'm sure some people here will defend it by saying its all part of Kojima's master plan or something..
 
It's also to test your listening skills. Many optional objectives can be learned by simply paying attention to any special requests that automatically come in via Codec when the mission starts or as new developments happen in the middle of a mission.

There is a believable degree of field intelligence-based cause-and-effect in unlocking some side missions. It wouldn't make sense for a side mission to unlock just because you pulled off a 150m sniper kill, but it would make sense that a side mission would unlock because you overheard a conversation between two targets before you killed them (even though you could complete the mission by killing them w/o hearing the conversation).

That sounds magnificent. Thanks for letting us know.
 
If the tapes are like in GZ where I have to FIND them.. fuck that. So they punish people who don't have the time to explore or just don't know to do certain things by giving them less story?
I'm sure some people here will defend it by saying its all part of Kojima's master plan or something..

Yeah, people shouldn't be be rewarded for playing. In fact, why aren't all the cassette tapes available at Konami's YouTube? Come on, man, what are you even talking about? The game shouldn't reward the player for playing? Also, there will be tapes you find and tapes you receive for completing missions (as well as briefing tapes which are included with each mission).
 
It's also to test your listening skills. Many optional objectives can be learned by simply paying attention to any special requests that automatically come in via Codec when the mission starts or as new developments happen in the middle of a mission.

There is a believable degree of field intelligence-based cause-and-effect in unlocking some side missions. It wouldn't make sense for a side mission to unlock just because you pulled off a 150m sniper kill, but it would make sense that a side mission would unlock because you overheard a conversation between two targets before you killed them (even though you could complete the mission by killing them w/o hearing the conversation).

Sweet, that's the best piece of info I've read. Just one thing, are all side ops unlocked through exploration or you see a few of them unlocked per act/chapter and the rest you unlock through exploring/listening?
 
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