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

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Just got my sneaking suit oh yeah. Don't even care about the dick Bach cause that thing is so damn slick. And I've got a pretty good sized MB, with a platform for every team.

About to go [story side op around main missions 8-11]
get Emmerich.

This game is real fucking good.
 
Big Boss is damn near a silent protagonist sometimes, it's a bit jarring how little he talks and how little he reacts to others dialogue.

Yeah, it's a bit unsettling. It's made BB feel like a silent protagonist who lacks any agency. For this all-important character, characters are literally dictating to him what "clients" want of him for each and every mission.

To be fair, if you listen to the audio casettes, you'll hear a bit more of Sutherland's voicework. It's a lot of BB catching up on what happened in the past 9 years, however. This and covering the events of MGS3 and PW for people who missed out on those completely.
 
First time MGS(V) player. What should I disable if I loathe too much HUD and elements on screen, but still have helpful elements to not make it too frustrating?
 
I'm aware :) But I didn't want to take the extra hit (I was very poor at that time) :p
Yeah, me too, I originally got a brown bear after doing a side op in that area, I stumbled upon the bear, got killed 3 times, eventually got the bastard and sent him to Motherbase. Only to discover that I had a side op waiting for me which was to get the same bear again lol.

I died another 3 times lmao :)
 
Hahah, when I found that, my wife was laughing in the background when she heard it. I had Boss do a little dance :D

Ha! Awesome.

it's my helicopter song

so good

Likewise. So, so good.

WHAT. Where is it? I can't believe I missed out on that!

Drat, I turned the game off and I've forgotten the name of the place. But uh...
I found it in that base that's called, like, uh, Yazoo, or something. It's west-central or so, a bit north of that early Side Op that has you secure a sniper for extraction. Sorry I can't be more specific but I'm out right now so I don't have the map handy.
 
You unlock free roam mode later.

MGSV is open world, but open world is probably the worst marketing tagline this game was attached with.

What do you mean 'free roam mode'? So it's the same restricted map but you can roam around freely (which you already can) or every mission map will then connect together?
 
Big boss saying like 10 words even during story scenes is bothering me.

Something I never did playing Peace Walker last month (For the first time) was listen to the cassette tapes, and only in hindsight did I realize that it's Kojima's replacement for the codec conversations where a majority of Snake's characterization comes across.

I've taken the time to slow down and listen to the tapes more in my time with MGSV today and enjoying it, there's more of Sutherland's acting in it and it satisfies -- although I understand the frustration of the prime cutscenes. He's very mute in them, you expect him to throw something in there. It was nice to see his reaction to Kaz.
 
Ok a few things...

1) This game is awesome. 5 hours in and I love everything about it so far, and it says only 2% completed lol. Last game I played 5 hours was halfway through it.

2) Where can I find Ocelot or Miller at MoBase? I'm only in the very beginning, a few missions in (when you get to MoBase), but I ran around and couldn't find anyone except soldiers walking the deck.

3) Does anyone else ride into Battle with
Clueless
music? lol

4) The freedom in this game is awesome. You feel like a Boss (pun intended) figuring out the best way to tackle the goal while listening to audio tapes or music. This is some good shit.

5) I'm fine with this version of "Snake", I was sad at first but I'm getting very used to Kiefer. My only annoyance is how Snake, Ocelot and Miller sound alike. Sometimes you can't tell the difference.
 
WHAT. Where is it? I can't believe I missed out on that!

Ha! Awesome.



Likewise. So, so good.



Drat, I turned the game off and I've forgotten the name of the place. But uh...
I found it in that base that's called, like, uh, Yazoo, or something. It's west-central or so, a bit north of that early Side Op that has you secure a sniper for extraction. Sorry I can't be more specific but I'm out right now so I don't have the map handy.
I'm sure I found it in the village you go to to get Intel about Kaz's whereabouts.
 
Sandbox/open world in this particular instance. I think my early issues are due to the general emptiness and banality of the open world and scarcity of rewarding content (as noted by others), coupled with the weird fragmentation of mission design.

I say this as someone who is really fickle with open world games, as it's a genre that for me frequently slips up with interesting game design. But I feel coherently integrating your entire structure into the open world is essential if you're going to build one. This is something I liked a lot about Sleeping Dogs and The Witcher 3, how they integrated mission flow and core game systems into the open world they had built.

And I think that's what I'm disliking about MGSV, simply the utilisation of the open world, the lack of justification for having it, and how poorly integrated mission pacing and structure is. It's basically at its best with the bit sized structuring, much like Ground Zeroes, but the empty space in between is pretty fucking boring even from a sandbox perspective. Rigid episodic structure was the wrong choice, in my opinion, if they wanted to really make an open world.
 
Just spent about 5 and a half hours with this. It's already molding my playstyle. So far very few huge screw ups. My
Miller
rescue mission could have gone smoother, but eh. I can live with it.

Really want to get that stat display upgrade for the binoculars. I've just been kinda fultoning everyone and giggling each time.

I'm going to have so much fun with this game for the next few months.
 
I just forgot about that system

I think in Peace Walker it was shorter if your Heroism was higher?
Yeah I think it's the same in this, as well, the higher your heroism the more staff will voluntarily join you. Heroism also has other uses but it could be classed as spoilers, nothing major and nothing to do with the story though!

If you want me to say it and tag it let me know.
 
Just had enough time to play the prologue last night and reach the first location; only Kojima could get away with an intro that contains
flaming unicorns and flying whales
. Utterly nuts.


I am going to strip this game for every single morsel of gameplay it has to offer.
 
Whoa. Really?

I... guess there are multiple locations then. Makes sense.
Yep, last night I heard the final countdown on a tape in Africa but couldn't get it as I'd already gotten it in Afghanistan, so I'm presuming there's multiple places to get the music tapes.
 
Sandbox/open world in this particular instance. I think my early issues are due to the general emptiness and banality of the open world and scarcity of rewarding content (as noted by others), coupled with the weird fragmentation of mission design.

I say this as someone who is really fickle with open world games, as it's a genre that for me frequently slips up with interesting game design. But I feel coherently integrating your entire structure into the open world is essential if you're going to build one. This is something I liked a lot about Sleeping Dogs and The Witcher 3, how they integrated mission flow and core game systems into the open world they had built.

And I think that's what I'm disliking about MGSV, simply the utilisation of the open world, the lack of justification for having it, and how poorly integrated mission pacing and structure is. It's basically at its best with the bit sized structuring, much like Ground Zeroes, but the empty space in between is pretty fucking boring even from a sandbox perspective. Rigid episodic structure was the wrong choice, in my opinion, if they wanted to really make an open world.

further along there's a few missions where you gotta tackle targets in moving cars from one of the bases to another, stuff like that. You only get the possible path marked on the map.

that's one of the so far very few instances where it felt like it took the open world design into account to do something

specially if you make the car stop with horse poop
 
I just smoked a Phantom Cigar and woke up in back of a truck? What?

1Fl32ml.png


"Uh oh, not again!"
 
Okay I'm up on a cliff for Side Op 11 which has you extracting a sniper. I finished and was about to leave when suddenly I see the subtitle "Go away already!" but I can't tell where its coming from or what it is. Help?
 
Sandbox/open world in this particular instance. I think my early issues are due to the general emptiness and banality of the open world and scarcity of rewarding content (as noted by others), coupled with the weird fragmentation of mission design.

I say this as someone who is really fickle with open world games, as it's a genre that for me frequently slips up with interesting game design. But I feel coherently integrating your entire structure into the open world is essential if you're going to build one. This is something I liked a lot about Sleeping Dogs and The Witcher 3, how they integrated mission flow and core game systems into the open world they had built.

And I think that's what I'm disliking about MGSV, simply the utilisation of the open world, the lack of justification for having it, and how poorly integrated mission pacing and structure is. It's basically at its best with the bit sized structuring, much like Ground Zeroes, but the empty space in between is pretty fucking boring even from a sandbox perspective. Rigid episodic structure was the wrong choice, in my opinion, if they wanted to really make an open world.

it feels like i haven't stumbled on anything in the open world besides diamonds and resources. no sidequests, no weird goings-on, no interesting unique soldiers or setups... it's just boring mostly
 
You know I was really distressed at first thinking that Snake was just abandoning the horse at every mission, until I panned the camera from the helicopter and saw...
the goddamn balloon lifting the horse haha
This is the best game.

Drat, I turned the game off and I've forgotten the name of the place. But uh...
I found it in that base that's called, like, uh, Yazoo, or something. It's west-central or so, a bit north of that early Side Op that has you secure a sniper for extraction. Sorry I can't be more specific but I'm out right now so I don't have the map handy.

Thank you, that's more than enough for me to go on!

I'm sure I found it in the village you go to to get Intel about Kaz's whereabouts.

Thanks!
 
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