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SPOILER: Metal Gear Solid V Spoiler Thread | Such a lust for conclusion, T-WHHOOOO

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Really like the posts in here.

I also have major problems with the structure of the gameplay and narrative delivery in Phantom Pain. It just feels unfinished and horrible paced after the Quiet mission........

The best part of the game for me was definitely the early parts in Afghanistan, until the Quiet encounter, that was really well paced and gradually building up the gameplay mechanics for a great boss encounter. But after that?

All the bosses flat out suck...... the gameplay becomes repetitive.... and there's only like a few memorable sneaking missions. Like... what.. the... hell.

Most of the game just involves extracting a bunch of completely no-name characters that have nothing to do with anything, and it's just tedious filler content lol......

As much as the core gameplay mechanics of this game are well done, the horrible pacing and mission structure just completely breaks the feeling of the game.

This game would be so much better if it was structured and paced as well as Peace Walker, which despite being on 100x less powerful hardware, it is the better game IMO.

In some ways I don't even want to think of this as a MGS game. It feels more like the best Ubisoft game ever made than a great MGS game.

I still very much enjoyed the game, the horrible pace and story delivery notwithstanding (though I did like elements of the story), but I'm mainly disappointed that if it was built as well as Peace Walker was this would be one of the best games ever made.

There's so many things I love about the game, like D-Horse, and D-Dog, and the overall gameplay mechanics, and the structure of almost all of the levels in Afghanistan, and the sneaking mission to rescue Code Talker...... as well as the Tank Unit destroying Side Ops which were amazing and gave lots of gameplay options.

But there's just so much wrong with the game as well..... ugh.. Just thinking about the different things..... bullet Sponge bosses THREE times that play pretty much exactly the same? What.. the... hell.... Peace Walker alone had infinitely more fun bosses, even though they were extremely easy, they were interesting and different and fun!

I always felt that the game sets a really high bar with the narrative, speculation, weirdness, story and pacing with the prologue, all the way through the first mission where you rescue Kaz. A bar that i don't think is reached but only a couple more times perhaps throughout the game. One time being stumbling on to Quiet. Which i thought was brilliant.

But the game doesn't engage you as it does in the prologue.

I do have to give props to the game for allowing me to do everything myself, instead of a cutscene. All the cool stuff that happens in a mission, was usually because i was playing the game and not otherwise.
 
Gotta be honest, this whole thing reminds of the uproar over the changed lighting model in Dark Souls II, where people were acting like it being cut-down somehow ruined the whole experience... I really hated that because it really distorted the conversation into being predominantly about what the game isn't, as opposed to what it is.

Some people are disappointed its not the sort of metal gear game that wanted, Ok. But lets not lose sight of how ridiculously fucking good the gameplay is, how much content there is, and yeah, how strong some of the cut-scenes are - both in terms of dramatic impact and spectacle.

Seeing a thread this negative about a game that is so good is shocking to me.

Yes but not every game has the same expectations. When a game is being heralded as the missing link by its own creator, then you set that expectation, especially for a series as large and popular as Metal Gear. There are swathes of games out there that feature no story but amazing gameplay, and that's perfectly fine, but Metal Gear is not one of those games. It has a cult following, which is not due to simply its gameplay. It has a story that, no matter how convoluted and eccentric it might be, people love and look forward to with each iteration.

No one is ignoring that MGS:V has superb gameplay, the series' best. But for a series' supposed last installment, it went out like shit (at least to many of us) and bears little resemblance to what made older titles so special. This game is literally a bastard.
 
Well ... yeah.

Reception is expectation and actuality. The gameplay is fantastic, yes, but a lot of people didn't get into Metal Gear Solid because of the gameplay. There's less of an emphasis on the things that made Metal Gear unique (like the heavy narrative), a feeling of broken promises ('Missing Link' yada-yada) and incomplete elements that are easy to be annoyed about (a missing final episode, which has the game end on a whimper rather than a roar).

MGSV is a fantastic game, I don't think you'll see anyone saying otherwise. But the near flawless execution of certain elements makes other elements that are not as well constructed more noticeably so; MGSV is a 40+ hour game that feels unfinished, it's a weird situation. Another reason for the negativity is probably the game ending weakly, and that being the impression of MGSV that people enter the thread with.

God damn I wish I was reading this thread a few days ago.

I have all these same feelings, despite AMAZING construction of the gameplay mechanics...

There is just so many elements missing or repetitive or weak from this game that stop it from being a great MGS.

IMO it's the best Ubisoft game ever made... lol.

I always felt that the game sets a really high bar with the narrative, speculation, weirdness, story and pacing with the prologue, all the way through the first mission where you rescue Kaz. A bar that i don't think is reached but only a couple more times perhaps throughout the game. One time being stumbling on to Quiet. Which i thought was brilliant.

But the game doesn't engage you as it does in the prologue.

I do have to give props to the game for allowing me to do everything myself, instead of a cutscene. All the cool stuff that happens in a mission, was usually because i was playing the game and not otherwise.

I absolutely agree.

I think this is a case of a game not being finished, at least in the timeline that Kojima wanted, and Konami would not allow.

Absolutely agree that the game has such a high bar in certain scenarios. The Quiet fight is amazing, as well as the cutscenes which include her.

The the mission of killing your men is fantastically well done. The introduction is incredibly intense (though too scripted for my taste, I still thought it was great).

There is a ton to like about this game that makes me think it is still a great game, on the 8.0 to 8.5 out of 10 scale.

I made a personal description of all the things I didn't like quickly in a notepad soon after finishing the game, and while playing it, with comparisons to Peace Walker which I'm playing now (which I like a LOT more than TPP).

So this is basically my description of what I don't like and what I did like in MGSV TPP that make me give it a 8.0-8.5/10.

These are just my personal gripes, not to be objective, completely subjective based on how I felt about the the game mechanics and story presentation.

========================
NEGATIVES
========================

bosses were horrible aside from quiet and sehalanthropus

all bosses that were skulls were horrible, especially the forced fight one

no rations system

regenerating health system

many more uniform options in Peace Walker from the start of that game compared to the
whole of MGSV e.g. no customization of colour of "olive drab" uniform like in Peace
Walker

disposal of camo index, makes tactical options for uniform choice less interesting
based on the area you are infiltrating

no destroying components of enemy outposts like ration house/ammo house, besides the anti-air finder thing

stealth is less preferable to stealth and killing many enemies

past mission 12 repetitive mission structure

way too much focus on capturing non-essential characters just for filler

too much emphasis and time consumption on R&D and capturing soldiers

progression of R&D does not match well enough with story progression naturally,
simply too much time investment for non-story events like capturing no-name
soldier characters --> this is very unlike MGS Peace Walker that gives

researchable weapons are so redundant, do not need several shotguns and rifles
which are all effectively the same thing

weapons research simply does not indicate that research is for components later
on after you get the master gunsmith, again totally redundant and unclear
weapons research system

story does not naturally progress past mission 12, interrupted by too many
distractions that do not progress the story, even within story missions, and
side ops necessary to upgrade items and mother base to make later missions more
fun

cannot use more than one buddy simultaneously, takes away from tactical
opportunities

game does not pause when selecting items, can make for frustrating encounters
when attempting to use multiple strategies against enemies

changing equipment menu and customization of weapons menus are redundant, why are
they not in the same place and always accessible?

no way to rewatch cutscenes already passed (like MGS3 or Peace Walker)

========================
POSITIVES
========================

retry/continue system great

checkpoint system worked mostly great

Afghanistan levels very intricately detailed, with lots of tactical options

great elevation differences and structure differences in Afghanistan areas

buddy system works well, worst is with commanding Quiet, still good

AI responding to one another when nearby enemies are taken down is well done

AI response to stealing equipment also nice touch

travelling between areas using map and checkpoints and vehicles works well

"to be continued" before boss missions helped in choosing appropriate equipment

design of enemies tactics (changing equipment) based on your tactics is very well done
 
Amen. I used to be able to fight the Harrier on Extreme and Euro-Extreme easily. I have to re-learn those jedi ways :D

MGS2 had some of the craziest bosses, and the scale of them were all so different.

From small scale battles like with Vamp or Olga, to huge scale ones against the Harrier or Metal Gear Rays or the shootout in Arsenal Gear.

Looking back at MGS2, MGS3, and Peace Walker.... I can safely say I prefer all of those games over MGSV TPP without question.

MGSV TPP may be the most technically impressive MGS game ever made, by a massive margin. But it's also one of the weakest games in the series IMO.

Vamp was pretty intense if you didn't use the several cheese methods. He kicked my ass plenty of times when he was nearly dead. He was so toned down in MGS4 and that was sad. He works better in confined spaces and higher speed.

Fatman was also intense. You had to fight him at an extremely high pace, not letting him plant. He definitely created a lust for revenge in me.
 
Also, one thing I am curious about.

Ocelot and Miller take sides at the end of MGS5. Miller chooses David and trains him to defeat the Big Bosses, Ocelot chooses Liquid to help him defeat Miller and preserve the age of Big Boss.

Everything up through someone killing Miller (either Ocelot or Liquid) makes sense with that, but then Ocelot double-crossing Liquid to help Solidus take down the patriots doesn't. If he looped Liquid in, I am pretty sure he'd be down with the plan to take down the people that ruined his childhood and created him to be a failed clone of Big Boss.

The more I think about it, the less I think Liquid needed to be involved at all in this game.

That's what I am still unclear on.

I could understand why Miller/Solid v. Ocelot/Liquid, but then I don't understand why Ocelot v. Liquid with Ocelot really doing everything he can to help BB, thereby helping SS too because they ultimately had the same goal: destroy Cipher/patriots.

I am trying to understand how liquid fits into this. Superior clone my ass.

EDIT:

I also wonder Sutherland's reaction when Kojima explained who he was going to be voicing, lol.
 
I think you misunderstood the ending, they weren't talking about the children at the end, they were talking about siding with Big Boss or Punished Snake. Ocelot was always using Liquid.

But Miller doesn't side with Punished Snake, either. He abandons him and trains Solid Snake, who eventually kills both Bosses.
 
people saying that Zero was good all along make me laugh, he's not a one dimensional villian who can be defined as good or evil. Even in the Truth tapes he's still fully willing to go with the AI program, to, in his words "make the world become one".

And my favorite fight is probably Liquid Snake at the top of REX.

Liquid Snake on top of Rex definitely had the best atmosphere. HAVE AT YOU SNAKE!!!
 
So did Biggu Bossu just use stealth camo on his beard or something?

12-3-1442343431.jpg

maxresdefault.jpg
imo, just like kojima wore that weird joakim mogren mask at gdc 2013, big boss was wearing some kind of facial disguise mask
 
It really won't. People are acting like there is so much cut content, but so far this is the only thing that we definitively know was cut. The chapter 3 peace could have just been a rearrangement of title names. And really, what would a 3rd fight with ST-84 have brought to the game? Not much really. Sure it would have been a new area to explore, but it would have just been Africa-esque, and we don't know how big the level would have been.

No you're right ending the game with the player replaying the tutorial was definitely the way to go here.
 
Very much agree with the idea that the game scope could've been exactly the same in a 50% shorter campaign/story missions.

There were just too many filler content things, and also weaker main missions... like the awful bosses besides Quiet.

Theres a lot of things that went into the game that could be cut. Like the FOB missions seem like a good idea, but completely unecessary. Specially since hte game will have MGO already.

Motherbase was a waste of space. I love the cutscenes and seeing the base grow, but you can't do much with the base itself. All that detail and work for very little in return.

And one of the biggest, the zoo.... i am sure Kojima had plans for a lot of use for all of these, but they didn't pan out. So yea... concise and compile everything that affects story and game to be the most important, and from there just polish and build the game up.

Seems too many ideas that didn't transcend ended up making it to the game half way there.
 
Well ... yeah.

Reception is expectation and actuality. The gameplay is fantastic, yes, but a lot of people didn't get into Metal Gear Solid because of the gameplay. There's less of an emphasis on the things that made Metal Gear unique (like the heavy narrative), a feeling of broken promises ('Missing Link' yada-yada) and incomplete elements that are easy to be annoyed about (a missing final episode, which has the game end on a whimper rather than a roar).

MGSV is a fantastic game, I don't think you'll see anyone saying otherwise. But the near flawless execution of certain elements makes other elements that are not as well constructed more noticeably so; MGSV is a 40+ hour game that feels unfinished, it's a weird situation. Another reason for the negativity is probably the game ending weakly, and that being the impression of MGSV that people enter the thread with.

Serious question for you:

Had chapter 2 been named epilogue, or wasn't captioned at all and just acted like regular post-game content in a JRPG, would you feel as let down?

I mean episodes 30 and 31 felt pretty epic and climactic to me, I was pretty satisfied at that point. I mean, Its hard to argue that 'ol Skull face didn't get properly fucked up by our heroes!

Bad guy dead, as a result I kinda treated everything that followed as bonus side-story doled out while finishing up my side-ops/base building. Been a great experience for me.
 
Impossible, this game is fun to play. I guess the character does get caught on random shit all the time and that does suck!

Hahaha fair enough, I do not play many Ubisoft games ever. I think I played only Far Cry 4 for about 15 minutes and just did not like it very much.

But my intention was to say.... if Ubisoft wanted to make a better game...

MGSV TPP is the model that is far and above all their own games which are rather similar to MGSV in structure.

MGSV is a bar that Ubisoft probably won't reach in my lifetime :P
 
Serious question for you:

Had chapter 2 been named epilogue, or wasn't captioned at all and just acted like regular post-game content in a JRPG, would you feel as let down?

I mean episodes 30 and 31 felt pretty epic and climactic to me, I was pretty satisfied at that point. I mean, Its hard to argue that 'ol Skull face didn't get properly fucked up by our heroes!

Bad guy dead, as a result I kinda treated everything that followed as bonus side-story doled out while finishing up my side-ops/base building. Been a great experience for me.

Yes and no. It would be better for sure. The reason why it wouldn't be effective is because of the trailers. We would know there is a lot of cut elements in the game.

The story is still very lacking in the first half in comparison to prior games.
 
the difference between Quiet and The End is that The End is halfway through MGS3 and quiet is the first boss you encounter. I think it's actually more comparable with the Revolver Ocelot fight from MGS3. You're hiding behind rocks, firing when an opening happens. It just happens to be with sniper rifles.

The bosses overall were somewhat lacking but I think it would have been good we gotten 3 full chapters and the bosses all escalated properly.

In the first chapter we had Quiet, Man on Fire, Eli, Sniper Skulls, Skulls w/ Code Talker at the airport, and Salenthropus. Even if you don't agree with all those being boss fights 6 or 7 more spread through Chapters 2 & 3 would have done the job.

MGS3, MGS4, and Peacewalkers problem was that the bosses actually didn't have that much personality. The End is an awesome boss fight mechanically but he has no personality. At all. The Sorrow is married to the Boss and is Ocelots father and....??? Very cool boss fight but very irrelevant to the story.
 
This just seems flat out incorrect. What else did she need to be/do to be the equivalent of The End? Be an old, bald man with googly eyes? She was a sniper in an open area. There really isn't anything that different or cool to The End other than his character design and the console time clock gimmick.

There are [more or less] only 2 strategies to beating Quiet [referencing the initial encounter with her - not the Extreme variant]:

1). Supply drops on top of her position

2). Duke it out with her shot-for-shot with either a lethal/non-lethal objective - only breaking cover to catch her photosynthesizing.

The End has nearly countless ways to deal with the battle - not to mention that it's a far more fun battle and even though the area is smaller [all three combined], it feels much larger than Quiet's 1, stadium-like arena. It's not like you have the entire Afghanistan map to duel her in.

Setting her boss battle [or adding another one] in Africa [Lufwa Valley, anyone?] would have been better. Actually any sniper duel in
MGSV:TPP would have been better set in Africa.
 
Reading over it again

http://www.neogaf.com/forum/showthread.php?t=1031440

this is still the greatest thing on GAF I have taken part in
leading people on with Palculator from jokingly noting his organization doesn't exist
.

edit: http://www.neogaf.com/forum/showpost.php?p=160750225&postcount=1939

EMCEEEEE

I think the best post in there was the one about Canavero being Latin for "True Dog" and how it tied in with Diamond Dogs. I couldn't stop laughing that day.

Also...
ndCVcVl.jpg


Edit: And funny, after playing TPP, I wish EmCee was right. XD
 
I think even if the game had ended at 30 and the other chapters had been an epilogue, it would have still been woefully inadequate as a story and not tied up major loose ends that they chose to introduce in this game.
 
Serious question for you:

Had chapter 2 been named epilogue, or wasn't captioned at all and just acted like regular post-game content in a JRPG, would you feel as let down?

I mean episodes 30 and 31 felt pretty epic and climactic to me, I was pretty satisfied at that point. I mean, Its hard to argue that 'ol Skull face didn't get properly fucked up by our heroes!

Bad guy dead, as a result I kinda treated everything that followed as bonus side-story doled out while finishing up my side-ops/base building. Been a great experience for me.

This is how I felt about Chapter 2 with one big exception, The Truth mission. You could argue that there were hints leading up to it, but the actual mission appears without any actual catalyst. If Venom just suddenly comes about this realization, it should be paired with the player forming that realization at about the same time. If you want to use the cassette Big Boss leaves behind as the catalyst, why not pad that out over a few different cassettes that you get in the lead in to the final mission?
 
Theres a lot of things that went into the game that could be cut. Like the FOB missions seem like a good idea, but completely unecessary. Specially since hte game will have MGO already.

Motherbase was a waste of space. I love the cutscenes and seeing the base grow, but you can't do much with the base itself. All that detail and work for very little in return.

And one of the biggest, the zoo.... i am sure Kojima had plans for a lot of use for all of these, but they didn't pan out. So yea... concise and compile everything that affects story and game to be the most important, and from there just polish and build the game up.

Seems too many ideas that didn't transcend ended up making it to the game half way there.

Very happy to see that others finishing the game feel the same way about having so many features..... especially ones that don't even seem ready for a final game.

One of the most memorable events in regards to the zoo was capturing my first bear which I just happened to stumble upon as a Side Op (I think).

And it killed me twice but it was an interesting battle of trying to tranq it 10+ times and then wait for it to fall asleep without me getting mauled.... and this was in the first third of the game for me.

So I had this expectation that "yes, this animals thing is going to go somewhere." Much like it plays a pivotal role in gaining secret items in MGS3.

And then it doesn't. And I'm wondering... what's the point of these animals other than getting some extra GMP and seeing them in the zoo? Nothing at all, which was terribly disappointing.

And I think that experience for me reflects upon many of MGSV's features together, which are interesting, but just feel very unfinished.

I also very much enjoyed traversing Mother Base, but at some point I realized there is really no point to doing so. It's just a huge empty canvas to which you can upgrade your "staff morale" which is a completely opaque and seemingly useless system for the most part.

The most useful thing in Mother Base was the shower basically, to clean up my hero, and I had to wait through 3 loading screens and 3 helicopter travels just to do? That's just silly and redundant and time-wasting. Peace Walker's system was more brief, more coherent, faster, and IMO simply better... and I think it was actually good I never had to set foot on mother base.

(unless it's for a story purpose, that's perfectly fine, and it is fun to explore mother base.... but it's just so useless too)

Unfinished or not completely implemented features concerning the meta-game, and also like you said.... condensing the game to make the relevant features more prominent, and make the whole game tighter and more concise......... that is what I gather from this game.

And it speaks volumes to me against the concept of open-world games in general, which advertise the "number of hours" you can spend in the world. "Look at all the things" there are to see. "Imagine something is on the other side of the mountain." Maybe there isn't anything of interest and I feel like my time is being wasted trying to travel everywhere, research things, and get to the experience of the actual gameplay that is fun...... I think that's a bad thing for games, and specifically MGS, at least in the case of MGSV TPP.

I don't care how many hours I spend in a game world. If I spend 15 to 20 hours on a typical MGS game on my first play, and that 20 hours is engaging and brilliant for me.... that matters to me more than spending an extra 35 hours being interrupted constantly by notifications and half-finished features that are not much more than time-sinks and detract from the overall experience of the game proper.
 
Serious question for you:

Had chapter 2 been named epilogue, or wasn't captioned at all and just acted like regular post-game content in a JRPG, would you feel as let down?

I mean episodes 30 and 31 felt pretty epic and climactic to me, I was pretty satisfied at that point. I mean, Its hard to argue that 'ol Skull face didn't get properly fucked up by our heroes!

Bad guy dead, as a result I kinda treated everything that followed as bonus side-story doled out while finishing up my side-ops/base building. Been a great experience for me.

Skull Face being crushed by random debris is such a lame and anticlimactic end to the main villain. I cannot understand how you found that satisfying.
 
Still haven't progressed in the Extreme Code Talker mission, but I managed to try a few things.


Apparently you can sneak up on the skulls without them caring, you can CQC them, but she didn't care that I put her ass full of C4. Sadly it barely hurt her. Same for anykind of launchers, I guess they lack penetration.
 
To me there is one issue in MGSV that stands above the rest in terms of gameplay

THE FUCKING SIDE OPS

Let's break down what the 157 side ops consisted of.
A handful of story relevant side ops (like 7 or 8 with 5 of those being rescuing children which is basically extract the prisoner)

Prisoner extractions
Specialist extractions
heavy unit eliminations
armored unit eliminations
tank unit eliminations
mine disarming
Wandering mother base unit extractions
Puppet eliminations
Target practice time attack
Blueprint recovery

So 10 side ops types for 157 side missions. What the fucking shit is this.

By comparison this is what Peace Walker had for its 140 Extra ops

Target practice score attack / time attack / regular practice
Perfect stealth eliminations (dont get caught take out all targets)
Marksmanship challenges (headshots for points)
Prisoner extractions (called fulton recovery in PW)
Target demolition (plant C4 on the designated target within the time limit)
Cargo truck demolition (destroy a cargo truck and retrieve it's supplies)
Enemy unit elimination
Item capture (similar to demolition but you gotta retrieve the goodies that spill out of the thing you break open)
Intel retrieval (break in get the docs and get out)
Mine disarming
Hold up (hold a specific guard up for a shake down)
Base defense (mini horde mode basically, you get swarmed by enemies and you need to hold them off before they cross the designated line)
POW defense (similar to base defense but you have to defend a PoW from getting snatched while you fight off like 40 dudes)
Defend supplies (keep the enemies from reaching your supplies and taking them away)
Perfect stealth (sneak through the base without getting spotted to get to the goal as quickly as possible)
Obstacle demolition (sneak through an area and blow up the debris covering the goal)
Eliminate the kidnappers (kill some dudes who are taking your dudes)
Clearing an escape (clear an route to escape)
One shot (get as many points with one bullet)
Paparazzi (sneak in and take a picture of the person doing a certain task)
Ghost photography or something like that
Dead man's treasure (track the ghost to find the hidden treasure)
Pooyan Mission (Literally Pooyan redone with fulton balloons)
Missile interception (shoot down the missiles)
Date with Paz and Date with Kaz (self explanatory)
Destroy armored vehicles / tanks / choppers (redone boss fights basically)
Redux versions of the bossfights (same as above)
Monster Hunter missions (basically secret boss fights)
And I think like 1 other mission type I missed

Sure a lot of these are similar but at least THEY TRY TO BE DIFFERENT, they give you enough variety and difference in scenarios that the MGSV side ops fail to achieve. It's something like 30 unique objectives for 140 side ops. That's 3 times as much content, and I even rolled a few of the PW extra ops into one category when they could easily be considered different categories.

This is ridiculous, I was expecting the side ops to basically be MGSV variety hour like they extra ops were in PW. Not to mention the side ops in PW were basically treated as VR missions / challenge modes and the real meat of them was getting S ranks on them. It was a lot of fun, in TPP they were literally chores to get more GMP.
 
The End can fall asleep and you can find him by finding the sound of his snoring with the Directional Microphone and that is cool.

You can also catch his bird and he will fly to him.

You can also just run around with no camo and trigger him shooting at you.

If you get shot and look at where the dart is in your body you can also find him judging from where the shot came from.

The End is amazing.

Yes, The End is amazing. I have a save file right before his battle on the "Metal Gear Solid Legacy Collection" just so I can play it from time to time. I'll happily do it again if it comes out on the PS4 in some other kind of collection.

It's like Kojima peaked with "Metal Gear Solid 3: Snake Eater" and everything else seems vaguely close or far distant by any kind of comparison.
 
This is how I felt about Chapter 2 with one big exception, The Truth mission. You could argue that there were hints leading up to it, but the actual mission appears without any actual catalyst. If Venom just suddenly comes about this realization, it should be paired with the player forming that realization at about the same time. If you want to use the cassette Big Boss leaves behind as the catalyst, why not pad that out over a few different cassettes that you get in the lead in to the final mission?

Yes and no. Bear in mind there are two very distinct perspectives here. As players we are aware that Eli is almost certainly Liquid Snake, with all doubts pretty much removed once he opens his mouth and starts talking about revenge on his father/BB.

From Venom's (fictional) stand-point we have an unrelated, but very militarily precocious kid soldier who just seems to have fixated upon him as father figure. Now Venom may not know what we do, but he is aware via BB's memories of Zero's Les Enfants Terribles project.

So when the results of the blood-test come back and Ocelot makes a huge point about them not being related, the jig is kinda up.

Also regarding future developments, its interesting to note that both Miller and Ocelot repeatedly council BB that direct conflict with Cipher is not a good idea - declaring war is not on the table at this point in time.

So really, within the fiction as laid out, once Skull Face is dead, there is no real antagonist to be faced. Yes Eli and paranormal lightning-rod kid mantis are still out there, but despite their powers, they are still just kids.

Objectively, justifying large-scale events post episode 31 would require a whole new antagonist to be introduced. Essentially its another game.

fastmower said:
Skull Face being crushed by random debris is such a lame and anticlimactic end to the main villain. I cannot understand how you found that satisfying.

Well, he doesnt just get crushed. He gets shot to bits in a lengthy and pretty sadistic manner by Snake, Miller, and Huey. That its so violent yet still somewhat anti-climactic is kind of the point. Vengeance doesn't heal the phantom pain.
 
NotTheGuyYouKill's suggestion as to what the story of MGSV should have been is brilliant. Seem like it might be fun to have a go at revising MGSV's story, also. I probably won't put too much thought into it, so there might be gaps and missing elements. Typos are likely.

*A note over all of this. 'Main Ops' would be distinguished from 'Side Ops' more strictly; anything that isn't prefixed of suffixed with a cutscene would be a 'Side Op'.*


  • PROLOGUE
  • The hospital escape would play out like it does. Ishmael, however, would be a hallucination. And Big Boss would actually be Big Boss. Keep the partially amnesiac angle.
  • Replace Ocelot with Gray Fox.
  • The Skulls return. They apprehend Kaz and his squad of soldiers, as in MGSV.

    CHAPTER 1: REVENGE
  • Rescue Kaz.
  • At least 2 Skull boss fights in this chapter. Same as in MGSV, but they are preceded by a Psycho Mantis appearance, and disappear into the mist when defeated. Maybe one-on-one, too.
  • Ally with the Mujahideen.
  • Complete odd jobs, like in the actual game, but filtered through Mujahideen characters who appear in cutscenes.
  • Earn the name 'Saladin'
  • Meet Ocelot again, who is working with the Russians. Have a CQC boss fight for old times sake, or something.
  • Rescue Huey, discover Sahealanthropus.
  • Odd jobs.
  • Invade OKB Zero, with the option of invading with Mujahideen forces attacking (with more support depending on the amount of favour you gained with them).
  • Fight and 'destroy' Sahealanthropus.

    CHAPTER 2: RACE
  • Enter Africa.
  • "Skull Face has resurfaced. He's researching a weapon to surpass Metal Gear"
  • Meet Eli, boss fight.
  • Rescue Child Soldiers
  • Discover the vocal cord parasite.
  • Face the Man on Fire in an actual boss fight. Somewhere claustrophobic.
  • Learn that Skull Face has been using Mother Base survivors to test his parasite. Throw in a now adult Chico who is revealed to have been alive and experimented on for 9 years. He dies shortly after blaming Big Boss.
  • Huey exiled, but the player has the choice of pulling the trigger on an empty gun to see him squirm first.
  • The infection spreads to Mother Base, Big Boss being the carrier, without being infected (let's say Skull Face inoculates him because he wants the virus to spread).
  • Mission 43.
  • Hallucinations of The Boss, make it into a boss fight, even.
  • Have another Skull boss fight, after which it is revealed that it was Mantis messing with your head all along. The mist dissipates and it is revealed you were killing innocents. Or children, whatever.
  • Big Boss is captured and despondent. Tortured. 'Sins of the Father' playing whilst it happens, with Skull Face trying to 'break' Big Boss (and listen to it while you read the rest of this). Mother Base has lost faith in him, some remain loyal to him but most (led by Miller) view him as a "monster". Grey Fox disbands with the loyal.
  • Rescued by the child soldiers you rescued earlier. 6 of them prop you up and carry you out of the torture facility, telling you to stay still and move when they are providing cover in a similar way to how you rescue them.
  • Go to track down Skull Face. He's in a base located in Galzburg, South Africa. The same establishment as the original Outer Heaven. Infiltrate a 3D recreation of a section of MG1's Outer Heaven, fuck Skull Face up (read NotTheGuyYouKill's version of how that fight should go down), but he laughs at having turned you, Big Boss, the hero he could never be, into a demon. His real plan all along.

    CHAPTER 3: REPENTANCE
  • I didn't think this far ahead. Tie up loose ends. A final boss fight against Eli, who is commandeering Sahealanthropus with Mantis. Maybe just roll it into the epilogue. Outer Heaven from MG1 becomes your post-game base of operations, instead of Mother Base.

    EPILOGUE
  • Final mission in New York. Sneak into Zero's apartment building, which culminates in a conversation between the two explaining the things explained in the Truth tapes (minus the Venom Snake thing, because that doesn't happen). Some reconciliation. He offers that Big Boss return to America officially. Big Boss does so, with Ocelot, Grey Fox, Liquid and Mantis in tow, rejoining FOXHOUND, but still operating Outer Heaven in secret. Throw a Solid Snake appearance in to make the fans happy too.
 
Apparently you can sneak up on the skulls without them caring, you can CQC them, but she didn't care that I put her ass full of C4. Sadly it barely hurt her. Same for anykind of launchers, I guess they lack penetration.

Totally what Kojima was going for with those designs. For people to start talking about penetration.
 
To me there is one issue in MGSV that stands above the rest in terms of gameplay

THE FUCKING SIDE OPS

Let's break down what the 157 side ops consisted of.
A handful of story relevant side ops (like 7 or 8 with 5 of those being rescuing children which is basically extract the prisoner)

Prisoner extractions
Specialist extractions
heavy unit eliminations
armored unit eliminations
tank unit eliminations
mine disarming
Wandering mother base unit extractions
Puppet eliminations
Target practice time attack

So 9 side ops types for 157 side missions. What the fucking shit is this.

By comparison this is what Peace Walker had for its 140 Extra ops

Target practice score attack / time attack / regular practice
Perfect stealth eliminations (dont get caught take out all targets)
Marksmanship challenges (headshots for points)
Prisoner extractions (called fulton recovery in PW)
Target demolition (plant C4 on the designated target within the time limit)
Cargo truck demolition (destroy a cargo truck and retrieve it's supplies)
Enemy unit elimination
Item capture (similar to demolition but you gotta retrieve the goodies that spill out of the thing you break open)
Intel retrieval (break in get the docs and get out)
Mine disarming
Hold up (hold a specific guard up for a shake down)
Base defense (mini horde mode basically, you get swarmed by enemies and you need to hold them off before they cross the designated line)
POW defense (similar to base defense but you have to defend a PoW from getting snatched while you fight off like 40 dudes)
Defend supplies (keep the enemies from reaching your supplies and taking them away)
Perfect stealth (sneak through the base without getting spotted to get to the goal as quickly as possible)
Obstacle demolition (sneak through an area and blow up the debris covering the goal)
Eliminate the kidnappers (kill some dudes who are taking your dudes)
Clearing an escape (clear an route to escape)
One shot (get as many points with one bullet)
Paparazzi (sneak in and take a picture of the person doing a certain task)
Dead man's treasure (track the ghost to find the hidden treasure)
Pooyan Mission (Literally Pooyan redone with fulton balloons)
Missile interception (shoot down the missiles)
Date with Paz and Date with Kaz (self explanatory)
Destroy armored vehicles / tanks / choppers (redone boss fights basically)
Redux versions of the bossfights (same as above)
Monster Hunter missions (basically secret boss fights)
And I think like 2 other mission types I missed

Sure a lot of these are similar but at least THEY TRY TO BE DIFFERENT, they give you enough variety and difference in scenarios that the MGSV side ops fail to achieve. It's something like 28 unique objectives for 140 side ops. That's 3 times as much content, and I even rolled a few of the PW extra ops into one category when they could easily be considered different categories.

This is ridiculous, I was expecting the side ops to basically be MGSV variety hour like they extra ops were in PW. Not to mention the side ops in PW were basically treated as VR missions / challenge modes and the real meat of them was getting S ranks on them. It was a lot of fun, in TPP they were literally chores to get more GMP.

Oh God thank you!

I love you..... it's not just a myth that I am seeing repetition in MGSV......

I <3 this thread. I was so scared I was just going crazy being disappointed with the latest MGS... lol.
NotTheGuyYouKill's suggestion as to what the story of MGSV should have been is brilliant. Seem like it might be fun to have a go at revising MGSV's story, also. I probably won't put too much thought into it, so there might be gaps and missing elements.



  • PROLOGUE
  • The hospital escape would play out like it does. Ishmael, however, would be a hallucination. And Big Boss would actually be Big Boss. Keep the partially amnesiac angle.
  • Replace Ocelot with Gray Fox.
  • The Skulls return. They apprehend Kaz and his squad of soldiers.

    CHAPTER 1: REVENGE
  • Rescue Kaz.
  • At least 2 Skull boss fights in this chapter. Same as in MGSV, but they are preceded by a Psycho Mantis appearance, and disappear into the mist when defeated. Maybe one-on-one, too.
  • Ally with the Mujahideen.
  • Complete odd jobs, like in the actual game, but filtered through Mujahideen characters who appear in cutscenes.
  • Earn the name 'Saladin'
  • Meet Ocelot again, who is working with the Russians. Have a CQC boss fight for old times sake, or something.
  • Rescue Huey, discover Sahealanthropus.
  • Odd jobs.
  • Invade OKB Zero, with the option of invading with Mujahideen forces attacking (with more support depending on the amount of favour you gained with them).
  • Fight and 'destroy' Sahealanthropus.

    CHAPTER 2: RACE
  • Enter Africa.
  • "Skull Face has resurfaced. He's researching a weapon to surpass Metal Gear"
  • Meet Eli.
  • Rescue Child Soldiers
  • Discover the vocal cord parasite.
  • Face the Man on Fire in an actual boss fight. Somewhere claustrophobic.
  • Learn that Skull Face has been using Mother Base survivors to test his parasite. Thrown in a now adult Chico who is revealed to have been alive and experimented on for 9 years.
  • Huey exiled, but the player has the choice of pulling the trigger on an empty gun to see him squirm first.
  • The infection spreads to Mother Base, Big Boss being the carrier, without being infected (let's say Skull Face inoculates him because he wants the virus to spread).
  • Mission 43.
  • Hallucinations of The Boss, make it into a boss fight, even.
  • Have another Skull boss fight, after which it is revealed that it was Mantis messing with your head all along. The mist dissipates and it is revealed you were killing innocents all along. Or children, whatever.
  • Big Boss is captured and despondent. Tortured. Mother Base has lost faith in him, some remain loyal to him but most (led by Miller) view him as a "monster". Grey Fox disbands with the loyal.
  • Rescued by the child soldiers you rescued earlier. 6 of them prop you up and carry you out of the base, telling you to stay still and move when they are providing cover.
  • Go to track down Skull Face. He's in a base located in Galzburg, South Africa. The same establishment as the original Outer Heaven. Infiltrate, fuck Skull Face up, but he laughs at having turned you, Big Boss, into a demon. His real plan all along.

    CHAPTER 3: REPENTANCE
  • I didn't think this far ahead. Tie up loose ends. A final boss fight against Eli, who is comandeering Sahealanthropus with Mantis. Maybe just roll it into the epilogue.

    EPILOGUE
  • Final mission in New York. Sneak into Zero's apartment building, which culminates in a conversation between the two explaining the things explained in the Truth tapes (minus the Venom Snake thing, because that doesn't happen). Some reconciliation. He offers that Big Boss return to America officially. Big Boss does so, with Ocelot, Grey Fox, Liquid and Mantis in tow, rejoining FOXHOUND. Throw a Solid Snake appearance in to make the fans happy too.
Very cool, keep up these lists, very interesting takes!

Quoting to read later :)

Though I am fine with the concept of Venom Snake. I am just unhappy with the story delivery mainly from MGSV.... so much less than all the other MGS number games, and Peace Walker.
 
Been thinking it over again and my opinion simply won't change on this game. It's a fantastic game, it just isn't a fantastic Metal Gear game.

I'm pretty sure it'll end up being my favourite MGS game if we rate it solely on stealth/gameplay, as I love it. I adore the dynamic gameplay this game offers. It's the truest vision of MGS gameplay there is. I applaud Kojima for finally delivering on this.

I just wish I could praise the rest of the game on an equal level. But I can't. I don't even blame the dialogue or writing. Compared to most videogames, it's not terrible at all. The story actually has some cool ideas and themes. The problem is that it a) features too little 'actual story' and b) doesn't handle the little story it has that well. I'm fine with the writing at face value, but too many things get introduced only to end up unresolved. More so than any other MGS game. It's also the first MGS game where the ending simply didn't give me the feeling that I'm done. There was more to it. I felt like the game ended in the middle of it all. Not a good way to end your series on.

But beyond that, it simply doesn't feel like Metal Gear Solid. I never expected this game to have a story that would put it on the same level as the best stories in the entire videogame industry. But I did expect a Metal Gear story. As silly and over-the-top they are, I loved every single MGS story... except V. I loved the over-the-top characters and tongue-in-cheek personality of each game. It's that crazy personality which made me love the franchise in the first place. It's what set them apart from other games, to me. I know a lot of people out there like to hate on these stories (admittedly, it can get very silly at times) but there was a charm to it that was unique to Metal Gear. And despite this wacky nature, it still managed to deliver a dramatic story that kept me interested.

The Phantom Pain didn't give me that feeling. And that's a shame. Because even the ludicrous story of MGS4 managed to do it. MGSV lacks personality. It lacks that... certain charm the other games had. I miss those crazy bossfights and their wacky designs. This game didn't have any of those. I can't even remember which fights I would define as boss fighs. Probably just Quiet and Sahelanthropus. The skulls never felt like bosses to me. They were just bullet sponges that I nuked with my missile launcher. The environment used in Quiet's boss fight was actually pretty cool, but beyond that I cannot remember anything else.

And in the end, that's my biggest problem with this game. It lacks personality and memorable scenes. I've been joking about that one Skull Face scene for days, but I wouldn't even be surprised if that ends up being the most memorable part of this game, to me. And that's saying something. It might sound like I hate this game, but I don't. I love the gameplay, it's just... everything else. Which in this case doesn't sound like much, but to me, it is. I don't think this would be as big of an issue in most games, but in this case, it's a disappointment. And I don't even blame Kojima, it's hard to tell why and what happened. I feel like many things have changed. And maybe he has just different priorities, too. That's fine. As I said, the gameplay is exceptional.

I just really wish the rest was as good. It would have been my favourite Metal Gear Solid game, if that was the case. Now I'm left with an unfinished game that will probably never provide the closure I wanted.
 
I just realized that when you go see Paz she still looks like she is 16 years old despite being 34. What's the deal with this? Just Kojima being lazy for fan service?
 
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