Second Edit: ShopTo Dan says Friday/Saturday dispatches.
Damn.
Second Edit: ShopTo Dan says Friday/Saturday dispatches.
Does anyone know if the free version of the game that comes with new Nvidia cards is the "Day1 Edition"? I'm curious if I'll get the bundle DLC (Blue Urban Fatigues, ADAM-SKA Special, Silver Personal Ballistic Shield, & Wetland Cardboard Box). Thanks
Yeah, it should have the preorder dlc.
only 2 areas :|
Same as MGS2 then (and one of them only lasts an hour or two).
I really haven't been following the media for this game, but have they showed off any PS3 footage? Reason I ask is because 4 looked really good on PS3. If they pull that off for 5, I might just get the PS3 version.
I don't know why, but I felt the need to go and buy an Xbox One controller in preparation for next Tuesday. Not liking the bumpers much, but other than that it's alright. I don't know if I'm just used to the ps4 controller, but the sticks don't have much resistance either. I will see how it goes.
Come on man, they're not going to show previous gen footage in any of the marketing. Best you're going to get is the official graphics comparison they put up in stills.
40-60 hour game tho
Bumpers are the only negative I have for that controller but considering how often you're using RB for the binocs/int scope it's a problem.
Not entirely they've reviewed a few story-focused things recently and given them a good score. Can't remember what, but they certainly have.
From my experiences reading the mag, edge value (in order of priority):
1. Fun or engaging experience (MGS2 and 4 have this but fucked it with so many cutscenes. So much of it wasn't gameplay. Also a lot of non-traditional "gameplay" focused games can still be fun, eg Everybody's Gone to Rapture or Minecraft)
2. Gameplay innovation (MGS has always been up on this but it usually had clipped wings due to the amount of story/exposition)
3. Overall impact (graphics, story, etc, tied with gameplay. Again, MGS does well but is clipped by the gameplay being almost in the backseat a lot of the time)
Their ratings are sort of how gamey a game is. How good a game is as a game. Arguably MGS often fails because of staggering gameplay with its cutscenes so often. Something which it looks like MGSV will avoid entirely.
(I'm not hating on MGS here, just explaining why I think Edge rate like this and what I think their criteria are as a long-time reader)
eh, reviewers always tend to overinflate game lengths (usually twice as much) compared to what I normally finish them in. If everyone's saying it's 40-60 hours, I'll assume that actually means 20-30 :lol
It's a shame, because the actual build quality far exceeds the PS4 controller. Not that that's hard, that thing is a joke. It's probably my favourite pad ever for comfort though.
Edit: Also a real shame that no pc games use the rumble triggers.
So, no then? Guess I will wait for the Digital Foundry article. Its also $10 cheaper than PS4 version.
eh, reviewers always tend to overinflate game lengths (usually twice as much) compared to what I normally finish them in. If everyone's saying it's 40-60 hours, I'll assume that actually means 20-30 :lol
Pretty bummed about the bumpers on the Xbox One controller. They're a bit annoying to use with the binoculars. But everything else about the controller is great, and I actually prefer it to the 360 pad and the DualShock 4, so I'll be using it with the game. Even the controller vibration feels much better.
I just read through the MGS 4 story again, holy hell I do not understand what happened during that game.
Anyone read a review that details how FOB works?
Not entirely – they've reviewed a few story-focused things recently and given them a good score. Can't remember what, but they certainly have.
From my experiences reading the mag, edge value (in order of priority):
1. Fun or engaging experience (MGS2 and 4 have this but fucked it with so many cutscenes. So much of it wasn't gameplay. Also a lot of non-traditional "gameplay" focused games can still be fun, eg Everybody's Gone to Rapture or Minecraft)
2. Gameplay innovation (MGS has always been up on this but it usually had clipped wings due to the amount of story/exposition)
3. Overall impact (graphics, story, etc, tied with gameplay. Again, MGS does well but is clipped by the gameplay being almost in the backseat a lot of the time)
Their ratings are sort of how gamey a game is. How good a game is as a game. Arguably MGS often fails because of staggering gameplay with its cutscenes so often. Something which it looks like MGSV will avoid entirely.
(I'm not hating on MGS here, just explaining why I think Edge rate like this and what I think their criteria are as a long-time reader)
Did I say you were a good person? Because you are. A good person, that is.
I'd say that Edge like Metal Gear. MGS2/3/4 all got 8 whilst PW and GZ got a 9. That's pretty consistent praise from them, if you ask me.
I wouldn't mind onePM me for Spark Notes if you need a refresher spoken from a human instead of a wiki.
lvu2meaty
Yeah, I was responding to the guy saying that Edge gave MGS4 a 6/10, which he subsequently realised was an error (while I didn't, hurr)
I got 10/10 vibes for MGSV, definitely. Edge hold gameplay fun and innovation, playfulness as their #1 criteria, and if there's one thing almost all the reviews agree on, it's that.
Watching someone stream the Miller mission from after the prologue. Enemies are no joke in TPP, the search patterns and awareness is pretty nuts. Guy got spotted at night and they immediately radio'd in for an illum round (mortar) over the area. Probably the most impressive AI response to an intruder I've seen in these games.
Better than MGS2's clearing sequences?!
Those were awesome from a CQB perspective, this is on that level in an open environment. Except these guys are normal Russian soldiers so who knows if there's a more elite version with more involved movement/bounding/room clearing techniques.
So has there been any reviews that give an impression about the story without delving too much into spoilers? Gameplay seems amazing but I haven't seen much praising the narrative.
However, where Phantom Pains gameplay systems are far richer and meatier than any the series has ever seen, its story feels insubstantial and woefully underdeveloped by comparison. It opens confidently, with Director Hideo Kojima ready to fully embrace the techno-fantasy, live-action military anime identity that Metal Gear has been courting for the better part of two decades. This spectacular opening establishes a mood and a bundle of plot-related questions that are more or less abandoned until the time comes, some 30-60 hours later (depending on which answers youre seeking and how you play). Generally those answers are rushed and unsatisfying, lacking any real build-up or thematic relevance.
This is doubly disappointing in a series known for (sometimes clumsily and exhaustively) exploring its subject matter. The opposite is true here though. The Phantom Pain brings up topics like the personal cost of revenge, child soldiers, and torture to name a few, but it has positively nothing to say about any of them other than that they exist. Thankfully though, it never wasted my time pretending to say more, as cut scenes were sparse and brief, so as to let me get back to playing.
Though The Phantom Pain's story is impressive enough to enjoy on its own, when linked to other games in the series its importance is elevated for fans who have followed the journey for the last three decades. It delivers on its promise, revealing how Big Boss came to be the man many people know him to be, but the path is one nobody could have seen coming. Getting to this part of the story takes time, and requires patience. In the lead up to the finale, you need to spend an hour or two replaying older missions on a higher difficulty setting in order to unlock the last story missions. This is the only aspect of The Phantom Pain that feels off. The gameplay is near impeccable, and the story and characters are captivating, making for an experience that's unlike any other game I've played, but this part of the Phantom Pain felt mundane.
Equally sparse are the game's story elements. Beyond an outlandish, action-packed opening sequence - which we're not allowed to go into detail on, but we can probably reveal that it involves a hell of a lot of butt crack - The Phantom Pain is a remarkably economical affair, telling its tale of '80s cold war subterfuge through snatches of radio dialogue (courtesy of Ocelot), and the occasional return to Mother Base between missions. It's fascinating to see such restraint from Kojima, a man well known for his self-indulgence and excess, especially considering that The Phantom Pain is likely his Metal Gear swan song.
If you've struggled with the previous MGS games' fussy controls, or bewildering plot, this is the most intuitive, self-contained entry yet. At core, it plays like MGS: Ground Zeroes, but the game is more tonally upbeat, though not without teeth-clenching shocks or grey area morality. The game's full of subtle nods to MGS lore, but all the really hardcore, fan-nodding, plot nuances are hidden in the optional cassette tapes to be listened to as you roam the battlefield. You don't even need to know the plot of Ground Zeroes and the game recaps it in any case. From the intro's opening seconds, you're intuitively funneled to learn the controls, and your motivations are clear: it's a revenge tale, pure and simple. At least, that's Kojima 'simple' but you'll see.
If anything, hardcore fans might be a touch disappointed with the brevity of cut-scenes, and the core plot is slightly vanilla for those weened on the meta-concepts of the La-Li-Lu-Le-Lo. Don't get me wrong: this is an epic of rich themes, with myriad twists and turns, but I'm yet to experience a 20 minute cut-scene about the role of The Patriots in 20th century history like in MGS4. The major caveat is that I'm yet to finish the game, and even that description is inaccurate but I can't explain for fear of spoilers.
I havent said much about the storythats intentional!but I will say that I have yet to see a cutscene thats run longer than a few minutes, other than the prologue, which lasts about an hour and a half and is essentially a cinematic tutorial. Its flashy and crazy and it makes absolutely no sense. I loved it.
A great deal of the plot is told through optional cassette tapes that you can play any time, even when youre on a mission. These tapes have replaced the CODEC system, which is yet another welcome change, because listening to expository dialogue is wayyyy more palatable when you can do other stuff at the same time. This is where Kiefer Sutherland (the new Snake, replacing David Hayter) gets most of his lines, oddly.
I believe the appropriate response is: "HNNNNNNNNNNNNNNNNNNG"
Watching someone stream the Miller mission from after the prologue. Enemies are no joke in TPP, the search patterns and awareness is pretty nuts. Guy got spotted at night and they immediately radio'd in for an illum round (mortar) over the area. Probably the most impressive AI response to an intruder I've seen in these games.
Biggest thing for me is just how long the traditional caution stage lasts. These fools SEARCH. It's no joke lol. They did this in GZ as well but if they're alerted to you around a high value target, like Miller or Paz during those rescues they'll take up fortified positions around their prisoner for added security. It's a great touch.
From IGN:
From Gamespot:
From Eurogamer:
From GamesRadar:
From Kotaku:
I actually found GZ's AI lacking in this regard, probably because it was such a small area. They obviously had to tone it down. Does the AI seem more powerful in TPP?
Streamer played some of the cassettes. There's absolutely back and forth dialogue there between Snake and his contacts for the briefing tapes etc. Way more dialogue than you'll get from the cutscenes so far. That's a sigh of relief for me.
This is all so exciting, thanks Bo.
I think I'm outta here.
Hey yo I think if your'e talking about any streams this week you should keep it to the Spoiler thread.
Getting to this part of the story takes time, and requires patience. In the lead up to the finale, you need to spend an hour or two replaying older missions on a higher difficulty setting in order to unlock the last story missions
Fuck this! I knew it.
Lack of story (like MGS1,2,3 and 4) is a real deal breaker for meIm so sad reading this.
holy crap stefaniejoosten is soo pretty she speaks 3 languages really looking forward to using her as my partner for missions...☺️
Getting to this part of the story takes time, and requires patience. In the lead up to the finale, you need to spend an hour or two replaying older missions on a higher difficulty setting in order to unlock the last story missions
Fuck this! I knew it.
Lack of story (like MGS1,2,3 and 4) is a real deal breaker for meIm so sad reading this.
It was already an absolute pleasure replaying most of the earlier games. If the gameplay in TPP is that good, I really doubt it's going to be a big hassling replaying a small portion of the experience to complete extra side-ops or difficulties.
Kojima wants you to experience everything his game has to offer, Cyb. It's a good thing imo.
I know what you are saying but he could have made both. Gameplay and story.
oh eyah, now that the game is out in the wild
do we know if getting caught is still an insta-alert or if the guards have to radio it in before everything goes full alert?