Metal Gear Solid V: The Phantom Pain | Review Thread | Words That Kill

It is probably the last Metal Gear Solid game.

Might be that Konami will give the franchise to a Western studio as they did with Silent Hill. Homecoming. But who knows? It seems that they are not interested in AAA-games anymore.
He's whining about the trend, FF15, Zelda etc.
 
Eurogamer impressions

The dense zaniness that has defined Metal Gear seems to have been largely transposed from the story to your moment to moment actions, and to a vast open world that's surprisingly taut and refined, coursed with rich strategy that plays both on and off the field. Metal Gear Solid 5 is a different type of open world game, then, and a different type of Metal Gear game. After playing through a chunk of the Phantom Pain's campaign, there's every reason to think that Kojima's last entry in the series may well be his best yet.

http://www.eurogamer.net/articles/2015-08-24-metal-gear-solid-5-review-impressions
 
Open world will never go away, will it? :(
Why woulf iy ho away? It's like grieving that first person games will never go away. It's just a game element. It's popular at the moment and no matter how long it will stay th!t way, there will always be games that are linear. If you don't like open world games in general, just don't purchase them.
 
Though the scores are high, some of what's being said make it seem like the campaign may be a letdown. I don't want to play on hard for a true ending either, that's some bullshit. Ugh, I think I'll walk away from these threads until it comes out and I can see for myself.
 
Really? Good to hear then, looks like I'm just remembering things wrong

That's one thing less to be concerned about

Just to labour the point, here's the first available briefing tape in Peace Walker as an example:

[SNAKE]

Kaz, what kind of shape is that plant the "professor" gave us in?

[MILLER]

First time I laid eyes on it, I thought it was some kind of joke. It was a giant birdhouse - seagulls everywhere. We eventually scraped off most of the rust and bird crap. The underlying structure's intact - a little elbow grease and we should be in business.

[SNAKE]

Who used to own it, anyway? Whatever shape it's in now, somebody sank some serious money into building it.

[MILLER]

From what I can tell, an American university built it as a research platform for ocean thermal energy conversion, "OTEC." The name's still on some of the rusty old power turbines. I'm guessing they must have had government and corporate assistance to build it, too. But they couldn't solve the thermal efficiency problem, and the project was canceled. Then after the university abandoned it, a KGB front company scooped it up for next to nothing... At least, that's my theory.

[SNAKE]

How'd the KGB manage to buy a plant built with American capital, front company or not?

[MILLER]

Yeah, that "professor" is quite the operator. One other thing the plant's set up so that it can join up with other plants of the same standard.

[SNAKE]

So they were originally planning on expanding the place, huh?

[MILLER]

Hey, let's give it a shot? We can get some more people together and build this place up into a proper home for MSF. You're with me on this, right, Boss?

Pretty similar to most CODEC conversations, if you ask me. If your contact is taking a massive info dump in your ear obviously Snake spoke less, but again, that isn't unusual for CODECs.
 
Hnnnnnnnnng! At the reviews, must resist purchasing...I'm not a fan of the franchise but the reviews are calling it a radical change...

And now I have an XboxOne too! :-P
 
Nothing wrong with open world games if they're good open world games.

There's like 2 of those:
just cause and the gta series, all the others suck

I hope MGSV will go in the good category :p

From the quote from the previous page
GTA5 offers greater geographical variety, but its controls are Duplo bricks to MGS5's Technic lego.
I can always appreciate a good stab at grand theft auto series crappy undercooked gameplay mechanics (though the driving wasn't bad in gta5)

There hasn't been one of those yet. Meanwhile there are hundreds of good linear games.
Just cause 2 is pretty amazing, it's a true sandbox. Sadly most open modern open world games aren't sandboxes they tend to just be mmo style quest collections, with each quest being just a chore (ubisoft games for example)
We need a new word to categorise these shitty mmo style chore list maps they call 'open worlds', so that we can leave the name 'open world' for the good games.
 
There hasn't been one of those yet. Meanwhile there are hundreds of good linear games.

Believe it or not but there has a been a lot of good open world games. Maybe not for you but among most there has. One even came out a few months ago where a lot agree it's one of the best out there.
 
There's like 2 of those:
just cause and the gta series, all the others suck

I hope MGSV will go in the good category :p

From the quote from the previous page

I can always appreciate a good stab at grand theft auto series crappy undercooked gameplay mechanics (though the driving wasn't bad in gta5)


Just cause 2 is pretty amazing, it's a true sandbox. Sadly most open world games aren't sandboxes they tend to just be mmo style quest collections, with each quest being just a chore (ubisoft games for example)

Red Dead Redemption
 
I don't even look at MGSV as an open world game, but an objective-focused sandbox game that just happens to take place in a large sandbox.

IMO, there's more similarity between TPP and Hitman Blood Money than there are with any other open world games, even Far Cry or RDR.
 
As per Eurogamer - reviews were done at a 'review event', which Konami paid for. Which is nothing strange in big video game terms.
 
Great scores! Just finished a replay of MGS3 and am getting close to closing the book on Peace Walker HD - hard to believe it's almost time for 5.
 
So it's exactly what I'm expected after MGS: GZ. The best MGS game but the worst story wise. I know gameplay it's wonderful , I noticed all the potential in GZ but I can't avoid to feel a bit disappointed about the diminuished return of the 'story core' like the previous.
 
They say, literally, you NEED to REPEAT boss battles on higher difficulty with the same cutscenes in order to proceed in the story.

They also told there's a LOT of grinding and you need that in order to proceed too, but while in PW repeat a mission was easy since they were short, in TPP there's the problem missions are long.

I'm only translating this stuff, I don't know if it's accurate or so, I presume it is, anyway, since Multiplayer.it is one of the major italian review sites.

That can't be right, unless they are just talking about the true ending.
 
They say, literally, you NEED to REPEAT boss battles on higher difficulty with the same cutscenes in order to proceed in the story.

They also told there's a LOT of grinding and you need that in order to proceed too, but while in PW repeat a mission was easy since they were short, in TPP there's the problem missions are long.

I'm only translating this stuff, I don't know if it's accurate or so, I presume it is, anyway, since Multiplayer.it is one of the major italian review sites.

The fuck? That sounds terrible.
 
That can't be right, unless they are just talking about the true ending.

I don't know, but I have no doubt they told that (I'm italian and the streaming was in italian).
They also suggested to lose some of your time on costantly upgrading your Mother Base, otherwise later on you will be forced to grind in order to unlock a specific item needed to proceed.
 
Kinda wish we had some more context on each reviewer. Not really liking the number of candid "this is my first mgs game" popping up in various reviews and don't really trust that one who couldn't be bothered to get a BBE in previous titles talk to me about difficulty. Also, I could swear many of those talking about the story and the way it's presented went from mgs4 to tpp skipping pw.

On a side note: was it confirmed that they didn't get to see the ending?
 
There's like 2 of those:
just cause and the gta series, all the others suck

When your scale only has suck and great on it a lot of games are going to fall through the cracks.

Plenty of other games featuring open world design that I've had a lot of fun with, Far Cry, Saints Row, Tomb Raider, Shadows of Mordor. Sleeping Dogs is open world isn't it? Witcher 3 has multiple large regions but is open-worldish within those regions, same for DA:I. Always enjoy Bethesda's open world games, be they elder scrolls or fallout.

There's nothing about open world that prevents a developer from providing a linear, story-driven campaign within that open world. If that is what you want and they're not delivering, blame the developer, not open world itself.
 
I'm only translating this stuff, I don't know if it's accurate or so, I presume it is, anyway, since Multiplayer.it is one of the major italian review sites.
regardless of what those people are saying, it was confirmed like 60 pages ago that you need to grind for the ending.

I'm sure kojima will explain that in a way that makes sense amirite~

anyhow, looking forward to finally play this. grind, disappointing story or whatever I think I'll enjoy it a lot.
 
There hasn't been one of those yet. Meanwhile there are hundreds of good linear games.

Dying Light is the best open world game I've played, and one of my favourite games of all time. Unbelievable level design across the whole world which makes it feel like an open world Half-Life 2 (in quality). Plus brilliant game design which puts it in my top 10 GOAT list. The quests aren't amazing but the gameplay and level design in each is so good (esp. on Hard) that they get elevated. Almost Fallout 3 quality.

But I've also had amazing experiences with Fallout 3, The Witcher 3, Batman: AO and AK, Just Cause 2, ACIV: Black Flag and Shadow of Mordor. I don't think any developer has 'mastered' the open world, yet, but this year has seen several devs come very close already – and I think Kojima's taut sense of focus might be the game to do just that.

Open world is a slightly different kind of gameplay, arguably an acquired taste, but it's just as valid as linear design. In the future I imagine we're going to see less linear games in general - not just meaning there will be more open world games, but also that linear games will become slightly more open in themselves.

Already seen this trend with games like Uncharted. Each Uncharted game has become slightly more open, to the point where Uncharted 4 is going to have multiple branching paths and optional 'objectives'.
 
Reading about some drastic changes, no elaborate cutscenes or emphasis on story?

My fear is it won't fell like MGS anymore, I don't want it to be another open world time-vampire.

Great scores so far though
 
I don't even look at MGSV as an open world game, but an objective-focused sandbox game that just happens to take place in a large sandbox.

IMO, there's more similarity between TPP and Hitman Blood Money than there are with any other open world games, even Far Cry or RDR.

Yeah, this.

From the EG impressions:

All that stuff is a footnote in the grand scheme of things however, and - unlike most open world games, happy to bury their middling mechanics beneath an excess of window dressing - The Phantom Pain's strength is in the way it confidently allows its wonderful, fiercely-refined systems to come to the fore. Metal Gear Solid 5 is a game that delivers its singularly ambitious vision - absolute freedom within the stealth genre's familiar framework - with laser-focussed clarity.

Metal Gear Solid 5's open world might not be vast, varied or stuffed full of things to do, but it's a place of constant movement. Night falls, day breaks, sandstorms sweep in, patrols come and go - and this organic sense of life means that missions are never predictable (no matter how often you play them) with tactical possibilities arising all the time. It's a game of planning and reacting in a world that refuses to stand still, making every minute matter and every success feel earned.

Equally antithetical to the current model of open world design is The Phantom Pain's remarkable lack of padding - everything you do feels meaningful and consequential. Guard posts and roaming patrols aren't simply there for colour as you traverse the world: one careless move into hostile territory and every single enemy on the map will know you're coming, with more search parties and increased security radically altering the way a mission unfolds. And while other games tout choice and consequence as a headline feature, the Phantom Pain just gets on with it. Even the smallest action can have unexpected consequences - some significant and others barely perceptible.
 
Top Bottom