Metal Gear Solid V: The Phantom Pain |OT| The Man Who Sold The World

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I am playing so passively right now.

5 guys near each other, I'll just shoot them all quickly once with a traq and wait for all of them to fall asleep.

Then wait for the guys near by to walk down, react, then shoot them. Then fulton everyone.
 
Remind me which one that was

The one where you have to extract the truck with he tank convoy and the skulls jump out and chase you thru a swamp area. Somewhere in Africa.

I have absolutely no idea how to beat this. Maybe because I have been only playing with my silenced tranq pistol and sniper rifle?
 
Does anyone know why some of my soldiers have a lock next to them? I can't seem to assign them to any job. Hideo is one of those.
 
What were the two additional missions in the Prologue? I got one.

1. ????????
2.
Don't let The Man on Fire attack you.
 
I've fultoned so many goats I'm pretty sure I've effectively monopolized the goat market and no longer need to even do whatever the fuck my objective is. Just sit back and earn that sweet sweet goat money.
 
33RNe9l.jpg

this man... no fucks given...lol
 
The one where you have to extract the truck with he tank convoy and the skulls jump out and chase you thru a swamp area. Somewhere in Africa.

I have absolutely no idea how to beat this. Maybe because I have been only playing with my silenced tranq pistol and sniper rifle?
You can fight them at the enemy base before the truck drives off, there are several tanks around you can use
 
at the end of peace walker it goes through the time line and the "stinger" one is "2005: Kazuhira Miller is found murdered in his apartment in Alaska by an unknown assailant." and it's probably safe to assume Liquid did it.

I only played 1-4, but it's been since their original releases. I went and youtubed myself a reminder on that part of the story and it's starting to come back
 
So uh

This feels like MGSxSplinter Cell to me?

Not that I mind SC, just...kind of weird. I'm playing it and then I go "oh yeah, this is kind of peace walkerish!" while at the same time I feel like I'm playing Blacklist slightly?
 
I am trying to do the fist mission after prologue and too tired. After getting locked out of the house today I just can't focus. So much for having a full day to play..just did Awakening. :(
 
how the fuck do i get into the
lab where huey is once he's taken to the base?

i see that the
windows are blocked off via cages, and the doors have keycards on them... i assume i need a keycard? where/how do i get it?
 
Scouted a base where I needed to extract a prisoner. Marked enemies and put C4 on their power supply. Heard a cassette, but getting it let an enemy see me from behind, got caught. Booked it to the communications box and layed down C4. Dropped behind the buliding and blew both up so they went completely dark. Mowed down some dudes in the prison, got my guy and ran out as a sandstorm was hitting. Fulton out. Running back to the chopper had to fight a bear.

This game.
 
So while the layout of set piece locations and core game systems are extremely satisfying, and there's a lot of really cool shit in this game as a whole, it's a significant improvement over Peace Walker and seems to meet Kojima's vision of open stealth, and though I'm early I'm still loving the hell out of it...

...this could be the worst open world I've played in a quite some time. Afghanistan is basically of a series of dull military checkpoints repeated over stretches of drab, empty terrain, on a map built around weird geographical chokepoints and bottlenecks, with no reliable, snappy method of fast transportation and little if any reason to explore.

The game basically hasn't justified giving you an open world to explore, nor made exploration and traversal of that world enjoyable or rewarding. It almost seems like they started with the vision of a bunch of Ground Zeroes-like areas, in that they're sizable mission focused zones to explore and construct objectives around, and the sensible reuse of assets and overall "emergent" game design lead them to stitch them all together into one seemingly coherent open world without actually designing a game around said open world.

Maybe it gets better. Specifically the open world. But as it stands Afghanistan blows.
 
how the fuck do i get into the
lab where huey is once he's taken to the base?

i see that the
windows are blocked off via cages, and the doors have keycards on them... i assume i need a keycard? where/how do i get it?

There's a door on the east side that isn't locked (blue light)
 
Scouted a base where I needed to extract a prisoner. Marked enemies and put C4 on their power supply. Heard a cassette, but getting it let an enemy see me from behind, got caught. Booked it to the communications box and layed down C4. Dropped behind the buliding and blew both up so they went completely dark. Mowed down some dudes in the prison, got my guy and ran out as a sandstorm was hitting. Fulton out. Running back to the chopper had to fight a bear.

This game.

Red Dead Metal Gear Redemption
 
Scouted a base where I needed to extract a prisoner. Marked enemies and put C4 on their power supply. Heard a cassette, but getting it let an enemy see me from behind, got caught. Booked it to the communications box and layed down C4. Dropped behind the buliding and blew both up so they went completely dark. Mowed down some dudes in the prison, got my guy and ran out as a sandstorm was hitting. Fulton out. Running back to the chopper had to fight a bear.

This game.

8).

And therein lies the beauty of this game. Do.Whatever.The.Fuck.You.Want
 
So while the layout of set piece locations and core game systems are extremely satisfying, and there's a lot of really cool shit in this game as a whole, it's a significant improvement over Peace Walker and seems to meet Kojima's vision of open stealth, and though I'm early I'm still loving the hell out of it...

...this could be the worst open world I've played in a quite some time. Afghanistan is basically of a series of dull military checkpoints repeated over stretches of drab, empty terrain, on a map built around weird geographical chokepoints and bottlenecks, with no reliable, snappy method of fast transportation and little if any reason to explore.

The game basically hasn't justified giving you an open world to explore, nor made exploration and traversal of that world enjoyable or rewarding. It almost seems like they started with the vision of a bunch of Ground Zeroes-like areas, in that they're sizable mission focused zones to explore and construct objectives around, and the sensible reuse of assets and overall "emergent" game design lead them to stitch them all together into one seemingly coherent open world without actually designing a game around said open world.

Maybe it gets better. Specifically the open world. But as it stands Afghanistan blows.

If you're talking about places you have to infiltrate, then yes it gets better because they did make some key locations. If you're talking about the world itself, then you've already seen what to expect.
 
So once you get to MB and get the Fulton, can you go back to mission 1 and start extracting prisoners? I didn't get a chance to try.
 
found the prisoner in mission 6, put him down to fulton him but i look away from a moment to fiddle with inventory. 3 seconds later: prisoner has died -30 heroism

i turn around and found that i placed him down on a slight incline the lead to cliff to which he fell to his demise

yeah man that mission took be 3 hours.. but it was getting daytime so i used the cigar and it said the prisoner died... i wish nighttime was longer.. i think its 3 minutes per in game hour but i just dont like daytime in this game...
 
So while the layout of set piece locations and core game systems are extremely satisfying, and there's a lot of really cool shit in this game as a whole, it's a significant improvement over Peace Walker and seems to meet Kojima's vision of open stealth, and though I'm early I'm still loving the hell out of it...

...this could be the worst open world I've played in a quite some time. Afghanistan is basically of a series of dull military checkpoints repeated over stretches of drab, empty terrain, on a map built around weird geographical chokepoints and bottlenecks, with no reliable, snappy method of fast transportation and little if any reason to explore.

The game basically hasn't justified giving you an open world to explore, nor made exploration and traversal of that world enjoyable or rewarding. It almost seems like they started with the vision of a bunch of Ground Zeroes-like areas, in that they're sizable mission focused zones to explore and construct objectives around, and the sensible reuse of assets and overall "emergent" game design lead them to stitch them all together into one seemingly coherent open world without actually designing a game around said open world.

Maybe it gets better. Specifically the open world. But as it stands Afghanistan blows.

does mass effect have a better open world in comparison?

JWAhb4l.png
 
Loving the core gameplay and controls but the open world is AWFUL. Afghanistan is almost entirely devoid of anything unique or interesting save for the military checkpoints peppered throughout. I'm having a great time with the game but the open world has very little atmosphere or awe to it. It feels extremely last gen in that regard, my biggest fisapointment this far. Mother Base is also very empty and dull but gets brownie points because fucking with your crew and fultoning random shit never gets old.
 
Sneaking into the base camp in the Hellbound mission was probably the most intense mission for me outside the prologue right now.

All those guards. That last part with the escape.
 
How big is the game?
I am wondering if I have the time with this until Forza 6 and Uncharted Collection arrives. Also I am playing Gears of War at the moment also so=P
 
I got mauled to death by a bear.
Bears are highly resistant to tranquilizers it seems

yeah holy shit what was with the one side ops
the wandering soldiers or whatever.... he ran in the mountains really fast lol he took like 15 traq rounds... and or course while running up their, he ran into a bear... used like 25 tranqs in all..
but seriously do they explain that soldier.. like wtf...
 
Spoilers for post mission 13.

I just have a question --
Where can you find Huey at MB? Ocelot keeps telling me he's working on R&D, but he's doing it in confinement -- where is said confinement?
 
Yep, then they get put into a department if a space opens up
I'm pretty brutal when it comes to hiring and firing. At the start of the game i was sending everyone back, but now I only take good stat guys. I had a big cull of the shite I'd sent back, all my MB stats went down of course but at least I'm now on top of it. Basically anyone with all E's or a mixture of E's and D's don't get a look in.......I get all exited when I spot chumps with a couple of B's!
 
wtf

was doing mission, did the main objectives but i'd found some random prisioners

was out to get them, and as soon as im out of the "hot zone", mission ends, with no chopper. "good job boss", results screen

wtf game be consistent. I was able to finish all secondary objectives after the main ones in all previous missions

everything previous about the game told me missions were as long as I wanted em to be by calling the chopper
 
So while the layout of set piece locations and core game systems are extremely satisfying, and there's a lot of really cool shit in this game as a whole, it's a significant improvement over Peace Walker and seems to meet Kojima's vision of open stealth, and though I'm early I'm still loving the hell out of it...

...this could be the worst open world I've played in a quite some time. Afghanistan is basically of a series of dull military checkpoints repeated over stretches of drab, empty terrain, on a map built around weird geographical chokepoints and bottlenecks, with no reliable, snappy method of fast transportation and little if any reason to explore.

The game basically hasn't justified giving you an open world to explore, nor made exploration and traversal of that world enjoyable or rewarding. It almost seems like they started with the vision of a bunch of Ground Zeroes-like areas, in that they're sizable mission focused zones to explore and construct objectives around, and the sensible reuse of assets and overall "emergent" game design lead them to stitch them all together into one seemingly coherent open world without actually designing a game around said open world.

Maybe it gets better. Specifically the open world. But as it stands Afghanistan blows.

I'll echo that an say that the terrain isn't terribly readable either. I don't know what I can and cannot climb until I'm right up against it and getting a climb prompt or not.

I've also heard so much about Afghani rebels fighting back against the Soviet invaders on audio tapes but haven't seen anything of the sort in-game. You'd think that they could add that sort of concept in MGS5 since it was done in MGS4 in the early sandbox areas.

The enemy patrols and overlaps aren't particularly challenging either, in my early hours. I'm still very early in the game (starting main mission 3 soon), mainly playing Side Ops, and finding that often times guards will just sit at heavy emplacements, cycling through a standard idle animation and a cigarette animation -- all while facing the same direction. This makes it super easy to defuse the stealth puzzles by walking up behind them and holding them up or CQCing them. There aren't enough guards so as to make their patrol paths interesting and overlapping in such a way that sloppily leaving bodies in the open causes an issue for a novice stealth player. This wasn't really the case in GZ, so it's really weird to see it happening here.

Lastly, having so many resources littered about (plants and boxes of components) kind of devalues exploration because there's no real reward for it other than you getting to press a button and eventually being able to use it for R&D when arbitrary requirements dictate X/Y/Z of A/B/C are needed to make a Cool Gun. It's a rational way of defining the economy in this game, but it's not terribly interesting. If the game stuck to GMP as a singular currency without plants and natural resources, I'd be OK with that.

I'm thinking the only reason plants are used and spread out geographically, limited to certain regions on the map, is for relatively inexpensive to produce missions. Go collect X rare flowers, from this heavily guarded area, for the soldier at MB's sickbay who needs them. That kind of thing.

Enjoying the game but I'm definitely having some armchair design criticisms early out of the gate.
 
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