Took me TWO DAYS to find this out so I'll gladly help you out. Go to the cassette tapes, find the track you want to set, and just press [] on PS or X on Xbox. That's it. It's that easy, except the UI is so bad there is NO INDICATION of that.
Yeah, it's her. As I understand it, you have a random chance of running into her before the story mission that she shows up in. I haven't seen her yet, though.
I'm also really not a big fan of the single take thing for all the cutscenes. It feels very showy, contrived, and artificial, like its not really a benefit form using it all the time and it becomes distracting.
There's a lot of cinematic effects Kojima does in here that just feel like he's doing them because the tools are available, and not for a lot of deliberate impact.
This. I'm guessing these people just want to burn through the game and wanted everything to have a pristine presentation during their first (and only time) through. I say sucks to be them. I for on am glad I have the ability to intentionally or unintentionally solve the mission in one of many completely different ways. Makes the game way more replayable. This game was made for me.
I'm so glad I didn't get another Metal Gear Solid game. I got another Peace Walker game which is more enjoyable to play.
People seem to be upset by the super simple "Kill X", "Collect Y" objectives but they're the best thing about the game. It's not filler, it's not laziness, it's freedom - it's the designers having confidence that the mechanics and the player's creativity will result in fun.
Who cares if the objective is simple if there are infinite number of ways to achieve it.
And how is having an objective going to make this worse?
How is having a reasonable outcome to the objective you complete with something more complex than extract X or Y going to hinder the game's freedom?
Take a look at Farcry 3/4 for example, they give you a lot of freedom yet they atleast manage to make the objectives a little more interesting and rewarding even if in the grand scheme of things it doesn't matter much. If I am to go and extract a dude, I need something more than 2 lines of dialogue at the end of the mission that makes me feel like it was worth doing that.
All I am saying is, that it gets old...especially when you keep going back to the same locations to do the same things.
I think they're just side-ops which you can repeat indefinitely for the purpose of extracting prisoners as staff members. I guess they're relatively skilled, otherwise it would be utterly pointless.
This is the thread on GameFAQs where the guy said he redid the mission for Malak and didn't get him back. I'm assuming that's just a generic message, or maybe there is another prisoner with the skill?
No clue, but I would assume it would be greyed out in the mission list if he was considered extracted like the other specialists I got. Going off your idea, maybe his speciality "transfers" to another character in the mission? If it was greyed out in the menu, I wouldn't have even brought it up.
Just beat mission 7. I also have done about 4 or 5 side ops, which are nice ways to get some quick GMP.
I think 6 and 7 are the best missions so far. Mission 6 was fun, giving you ways to experiment into infiltrating the location. The
psuedo boss fight at the end
was a little lame, though. Mission 7 was pretty cool, too. I chased a jeep on horseback and took down the two passengers to get to the first target. The second one, I missed the Jeep so I had to ride all the way up to the meeting point. I ended up accidentally getting spotted and I wound up jumping through a window to quickly CQC the last target. I made enough noise there so the enemies were distracted while I fultoned him to safety. I must admit, the sandbox is pretty fun to play in.
Quick question: how do I get extra side ops? I only have a handful unlocked, and they are not in order at all. I've got like 1, 3, 5, 11, 27, 50 or something like that.
I'm not a fan of a silent snake either... I don't know if that was because Kiefer was expensive or a decision to "immerse" the player more... but I miss Snake being so talkative.
Yep that's what really drew me to Snake in the first place and made him one of my most beloved protagonists. I've always played a lot of JRPGs, Zelda, Half-Life etc games known for their silent protagonists.
A hero like Snake, who was opinionated and always spoke up when something mattered to him, was a very different experience in MGS1 and 2. And he often had some very insightful things to say about the world and humanity that reflected on me as a young person.
Big Boss is obviously a different character from Solid Snake but he was far from silent in MGS3. He was young and naive but he still spoke a lot, still asked The Boss a lot of questions about her own insights.
He still spoke quite a bit in Peace Walker too, though he did take more and more of a backseat to Miller at times.
I'm not sure why this has changed and why Snake is now a borderline silent protagonist, but I don't like it. Sutherland does a great job with the lines he has and the facial capture makes Big Boss even more of an interesting character to me. But there are times when another character carries an entire conversation with Big Boss and there's not even a response from him. Ocelot will directly ask him a question and he doesn't even answer. It's pretty weird and seems out of character. Granted I'm still early in the game but it just rubs me the wrong way.
Edit: he does speak quite a bit more in the cassette tapes. It's just kind of odd in the first few major cutscenes. Like he's pre-occupied or just absent despite things happening and people talking to him. Maybe it's just part of how they're doing cutscenes this time around.
I'm also really not a big fan of the single take thing for all the cutscenes. It feels very showy, contrived, and artificial, like its not really a benefit form using it all the time and it becomes distracting.
There's a lot of cinematic effects Kojima does in here that just feel like he's doing them because the tools are available, and not for a lot of deliberate impact.
That scene didn't seem so bad to me because he was in the chopper when the altercation started. He wasn't just standing around vacantly like in most cutscenes. Bringing Miller to the base the first time and having Big Boss just stare blankly at him while he talked about the traumatic shit he went through was super weird though.
You have Ocelot and Miller both arguing on the radio and BB is saying nothing despite how high the tensions are. Then Miller has armed teams meet you and BB says nothing despite Miller saying he won't let her set foot on the base. There's just nothing until he prevents them from firing.
I get that sentiment as far as terrain goes, but the amount of bs they fill their open worlds in in FC isn't preferable to me. And the fucking Eagles in 4...I need to go lie down.
I was sitting in the chopper customizing my gear, and my brother came over. So I was showing him how I turned my guns and vehicles and base pink, and then I went into first person mode and said "and look at my silver bikini sniper friend" and as if on cue, moments later she did this.
Got a mini lap dance. This has never happened before, I'm guessing it's related to me having 100 rating with her.
I'm also really not a big fan of the single take thing for all the cutscenes. It feels very showy, contrived, and artificial, like its not really a benefit form using it all the time and it becomes distracting.
There's a lot of cinematic effects Kojima does in here that just feel like he's doing them because the tools are available, and not for a lot of deliberate impact.
I think they're just side-ops which you can repeat indefinitely for the purpose of extracting prisoners as staff members. I guess they're relatively skilled, otherwise it would be utterly pointless.
20 hours in...MGS5 really is 2014's Destiny. The similarities are staggering.
+AMAZING play mechanics, feels great to play when the action starts
+Looks really nice, although clearly cross-gen
-Open World is really a few walled off linear hot spots used for main missions and filler "free roam" missions, with resources to collect. Areas you think you can traverse, ya can't. Its a hassle getting from one side to the other. No NPCs, villages, anything particularly interesting or notable.
-You spend a lot of time sitting in loading screens after you extract from every mission. Your ship takes you back to the hub base, until you realize its horrifically boring with maybe 2 activities and you can't interact with anybody, so you go back to the loading screen ship.
-There's not a whole lot of narrative momentum or structure, you can play for hours and not really have much of an emotional investment in any of the world or its characters. Main character feels like an avatar and not a person. You do "main" missions thinking they'll advance the plot, and not only are they very similar to the filler missions, but it feels like nothing you did mattered anyway. Just another chore taking care of.
-There's a big grinding metagame they attached to it, so you're always on the lookout to collect a hundred different things to build yourself up and micromanage various components of your loadout. IDK, they felt this was a needed evolution over the old games where you just played it and found cool shit in the world. Now they make you grind for it.
Can't wait for the expansion next year that makes MGS5 a great game
This saved me from having to type that much, I can't really disagree. I'm pretty disappointed overall, but like Destiny, the core gameplay is damn good.
Yeah, something like Miller on the radio telling you he got intel that there's a hit squad on the hunt for you while you are on the way to a mission. Stuff like that would be cool.
He's quiet but opinionated. If the idea is to stop Big Boss from conflicting with my own views as a player, they failed. He still makes big decisions without my input. He still has a clear personality.
I think they're just side-ops which you can repeat indefinitely for the purpose of extracting prisoners as staff members. I guess they're relatively skilled, otherwise it would be utterly pointless.
But why is it still presented as a new side op, meaning the menu annoyingly still includes it in the count of how many new side ops I have and it has that little circle besides the mission?
An example mission that is still white and marked as new after completion:
Yeah, something like Miller on the radio telling you he got intel that there's a hit squad on the hunt for you while you are on the way to a mission. Stuff like that would be cool.
Took me TWO DAYS to find this out so I'll gladly help you out. Go to the cassette tapes, find the track you want to set, and just press [] on PS or X on Xbox. That's it. It's that easy, except the UI is so bad there is NO INDICATION of that.
I start it, I go to the village/camp about 200m east of the LZ...
Then i have to hightail to a truck about 1km north-north west travelling to the riverbank another 1km north west. I get there and a cutscene auto plays and its mission over?
Rocket launcher. Though it's basically a round about way of saying "this misison has heavy armoured vehicles so you might want something to damage them". I found C4 traps to be more useful with rockets as a backup.
I'd call this a masterpiece, but there are several aspects I'm not enjoying that much.
- As everyone's discussing, Big Boss is a defined, singular character who is not speaking when he should. In a way it would work better if we played our own custom-created character
- as much as I love the open world and the game structure, it's totally at odds with the story and sense of pace. We have a story which is compelling and pulls us through, making us want to see more of it – on the other hand you have lots of missions which don't advance the story in any way, even ostensibly story-focused ones which are even under the 'Main Mission menu'
I want to play tonight, but mainly I just want to see what happens next (on Episode 18 I think). However I know at least one of the Main Missions on my list might as well be a Side Op, and worse than that, I have lots of Side Ops to do.
It really pulls you both ways at once. What a strange game.
It's absolutely gutting that this isn't in the game, especially after Alienous (who's finished it) agreed.
In my first few hours I was literally thinking "if there are skirmishes/dynamic battles at certain times, this will be the GOAT. I mean, MGS4 had it so surely this will"
Omg yes. It would do a lot to add to the world feeling alive and the historical angle (and I keep hearing about rebels in the area but only ever see soviets), but it would add another cool gameplay layer by playing the sides off eachother.
I wouldn't be surprised if we would have eventually seen something like that if Konami didn't decide to shitcan Kojima Productions. I don't blame them for not wanting to explore that in MGSV because it's already a huge achievement for them to jump from MGS4 and PW to this level of quality and depth in an open world. But after they mastered the implementation and the tech, making stuff more dynamic with self-evolving battlefields would definitely be the next step.
Can't go under it, over it or through it with C4. I tried following the ridge to climb up, but the way terminated to a chest high cliff that he couldn't climb either.
Had to call in a heli to get there even though I started the mission from free roam.
This isn't the end, right? What's this Chapter 2 stuff mean? I've seen the credits and then there's that sizzle reel that seems to suggest there's still a LOAD of narrative still to come (some of which looks pretty damn tasty). I'm still loving playing the game, so it's wise to push on again and keep playing? And there are still narrative goodies ahead beyond just replaying missions and Mother Base?