Portugeezer
Member
50 missions
150 side ops
Just keep playing missions that you might have not done, it will unlock more. OR go to Motherbase to unlock cutscenes that might lead to more missions.
Ugh, I guess I have to go get the escaped kids...
50 missions
150 side ops
Just keep playing missions that you might have not done, it will unlock more. OR go to Motherbase to unlock cutscenes that might lead to more missions.
Ugh, I guess I have to go get the escaped kids...
Side ops should have been a hodge podge of missions like in Peacewalker and Ground Zeroes. Those side ops were fun.., TPP? Not so much.
So what's this I read about cut content? Is there some place I can see what was cut because people are talking like they've seen it.
So what's this I read about cut content? Is there some place I can see what was cut because people are talking like they've seen it.
Got about 65% completion @ 72h playtime, but I haven't found any Intel tapes in the field like in Ground Zeroes. Am I done with informational tapes as I'm only playing side ops anymore (plus a couple of ch2 repeat missions)?
Man Side Op missions are such horseshit.
It's like 8 different missions that you have to do like 8 times each. Kill tank unit, kill heavy infantry, extract soldier/prisoner/wandering dude, get blue print, extract resource, blow up mines... And there are over a 150 of them.
Worst of all the side ops don't get unlocked until you complete them one by one so you would do 4, there would be no more side ops to complete then you would have to go back to the helicopter to make new ones pop up and then get get deployed in. Most other open world games actually have the decency to have these missions unlock when you go near them or they are unlocked already so you can just do all side missions in a quadrant of a map one at a time then move on to the next. I can't tell you how many times I have gone to the same area numerous times to do different (yet similar) side ops.
Amateur hour stuff right here to be honest.
The game gets away with it because even if you are doing virtually the same thing the mechanics of the game play and systems somehow make many of these encounters fun. Especially with the additional difficulty modifiers so you may have to extract a prisoner that is guarded by dudes that are completely decked out with gear compared to last time.
The eliminate tank units doesn't mean you have to fulton them, you can just blow them up. It's more efficient to fulton them of course but you can go the guns blazing route as well since you aren't being ranked on stealth for the side ops. Gives your bombardment strikes, mines and rocket launchers some use. Plus you still have to kill their choppers which are usually patrolling these tanks as well in the later ones.Its all a different skin for a "Fulton" mission.
Furlton a tank
Furlton soldier
Furlton POW
The gameplay in open world is a huge improvement over past metal gears no doubt. How the story was presented, the characters being so bland and quite frankly outright weird (Huey), Snake being a mute, the awkward cut-scene moments (there was plenty), the cut content. That was all a let down to me, maybe Konami being on Kojimas back effected his work ethic, having him make wrong decisions, maybe making a new engine alongside the game had side effects. Chapter 1 felt like being about half way through the story then they just rushed out the rest of it. This should have been a 2016 title. So I'm gonna place the blame on Konami. This game could have been so much more, feels bad.
I'm about 30 hours in and I think I can safely say PeaceWalker does almost everything better, other than the technical side of graphics.
Better overall plot & storytelling, faster gameplay with simpler controls, freaking awesome boss battles, everything is co-op compatible, and most importantly close to 0 downtime in between missions. I don't have time to wait for the helicopter to pick me up + loading just to complete a single side op. I don't have time to wait for D-Horse to drop in so I can ride 1000m across a mostly empty map just to get to my next mission objective. PeaceWalker was so much faster in this regard and actually respected my time.
I made a big analysis on the difference between the side ops in TPP vs PW like 20 pages back but the big thing I found was.
TPP has 10 unique objective types for 157 missions.
PW has 30 unique objective types for 140 missions.
Unique is used basically how the game breaks things up, so destroy the armored vehicle unit is a unique objectives compared to destroy the enemy tank unit.
But if you really break it down by TRULY unique objectives.
TPP has 3 unique objectives and PW has about 20.
TPP's side ops are a total fucking travesty.
I'm about 30 hours in and I think I can safely say PeaceWalker does almost everything better, other than the technical side of graphics.
Better overall plot & storytelling, faster gameplay with simpler controls, freaking awesome boss battles, everything is co-op compatible, and most importantly close to 0 downtime in between missions. I don't have time to wait for the helicopter to pick me up + loading just to complete a single side op. I don't have time to wait for D-Horse to drop in so I can ride 1000m across a mostly empty map just to get to my next mission objective. PeaceWalker was so much faster in this regard and actually respected my time.
I don't think anyone debates the gameplay or the game itself as a stealth/action sandbox. Its magnificent.
But the lack of a complete story. Fragmented storytelling. Flat characters and very weak lines... just piles up.
This is a game that the more i played... the more sad i would get. The flaws in this game run deep, and once you find a trail of one... it will lead you to more and deeper cracks. Its kinda sad. Whomever the fault was. Whether it was Kojima for too much scope... or not enough time. The game is not good in all respects that make an MGS good.
Gameplay is not the main thing people are complaining about. In terms of pure stealth, pretty much everyone agrees this is one hell of an experience.
The complaints and rants are about pretty much the rest of the game...
I can understand to a certain extent for sure, but I still don't fully get that stuff either. It has it's faults, sure. Any game attempting to shove one last bit of story into a 25 real world years old timeline probably will, especially with all the crazy shit Metal Gear is filled with.
But the Skullface story, this game's main story, was opened and closed pretty seemlessly. It wasn't the most exciting of MG stories and yes there were some pretty awkward scenes, (the title of this thread being one, the awkward-ass car ride with Skullface being another, ect.) but it was wrapped up nicely without many loose ends hanging. Which is actually pretty rare for a Metal Gear that wasn't 3. Quiet was a cool character, and her story was also opened and closed rather nicely. (Even though her directing the helicopter was once again another awkward scene).
The stuff after that just seem to me that it was Kojima trying to give the long time Metal Gear fans what they really want. He succeeded in some areas, failed in others, and completely threw some shit out the window, but it was enough to leave me happy and talking to my fellow MG buddies at bars about it for days.
I'm just used to Metal Gear having a certain amount of awkward and nonsensical to it. When I hear Skullface say this thread title's line, I'll chuckle a little inside, but it doesn't take me out of the experience at all. The only thing I found truly dissapointing was Eli's finale getting cut. Because yeah, in game, that shit is stupid. He just takes Salawhatchimacallit, along with a group of kids full of the English parasite strain, bails, and that's it? The fuck? That's a pretty big deal, and really a huge bummer that it's resolution was cut from the game.
From reading through the thread it seems more like people are upset with Metal Gear's story in general at this point. With the way the story chose to go in stuff like MGS4, and how that affected the other games including MGS5.
I'm about 30 hours in and I think I can safely say PeaceWalker does almost everything better, other than the technical side of graphics.
Better overall plot & storytelling, faster gameplay with simpler controls, freaking awesome boss battles, everything is co-op compatible, and most importantly close to 0 downtime in between missions. I don't have time to wait for the helicopter to pick me up + loading just to complete a single side op. I don't have time to wait for D-Horse to drop in so I can ride 1000m across a mostly empty map just to get to my next mission objective. PeaceWalker was so much faster in this regard and actually respected my time.
I can understand to a certain extent for sure, but I still don't fully get that stuff either. It has it's faults, sure. Any game attempting to shove one last bit of story into a 25 real world years old timeline probably will, especially with all the crazy shit Metal Gear is filled with.
But the Skullface story, this game's main story, was opened and closed pretty seemlessly. It wasn't the most exciting of MG stories and yes there were some pretty awkward scenes, (the title of this thread being one, the awkward-ass car ride with Skullface being another, ect.) but it was wrapped up nicely without many loose ends hanging. Which is actually pretty rare for a Metal Gear that wasn't 3. Quiet was a cool character, and her story was also opened and closed rather nicely. (Even though her directing the helicopter was once again another awkward scene).
The stuff after that just seem to me that it was Kojima trying to give the long time Metal Gear fans what they really want. He succeeded in some areas, failed in others, and completely threw some shit out the window, but it was enough to leave me happy and talking to my fellow MG buddies at bars about it for days.
I'm just used to Metal Gear having a certain amount of awkward and nonsensical to it. When I hear Skullface say this thread title's line, I'll chuckle a little inside, but it doesn't take me out of the experience at all. The only thing I found truly dissapointing was Eli's finale getting cut. Because yeah, in game, that shit is stupid. He just takes Salawhatchimacallit, along with a group of kids full of the English parasite strain, bails, and that's it? The fuck? That's a pretty big deal, and really a huge bummer that it's resolution was cut from the game.
From reading through the thread it seems more like people are upset with Metal Gear's story in general at this point. With the way the story chose to go in stuff like MGS4, and how that affected the other games including MGS5.
Why aren't there available vehicles at every or most guard posts?
I finally got around to unlocking the "trught". I'm not going to lie, I was hesitant to want to do so following all of the backlash, but that was it? Really? I loved it. I mean, the game was obviously unfinished for whatever actual reason, and while I loved every minute of the game, I absolutely understand any and all critisim levied at the game for that. However, I can't be the only one who found the "truth' to be brilliant, can I?
But that's the thing, in terms of the plot, the game doesn't even hope to reach the same level of standards (And by standards I mean everything from quality to insanity) as the other games.
Skull Face is a completely forgettable villain. The story has no climax. As much as a certain group of people hate on MGS4, that game at least had a very powerful climax. This game just doesn't. You do some Side Ops and the game unlocks the Truth mission just like that.
Where's the build up?
Peace walker may be faster but Phantom Pain's gameplay eats it up and shits it out. Just miles and miles better. I just don't even know what to say...
I'm sorry. MGS4 did not have a powerful climax. It was one of the most shambolic and clumsy things I've ever seen. It could walk the walk, it couldn't talk the talk. There were nice moments, overshadowed by gallons of gunk and waffle, with last moments that felt like it was trying way too hard. It ran out of 'power' about 20 minutes in, and barely regained any of it.
I don't have a problem with a twist or even the twist itself just that it felt pretty pointless. It just happens independent of pretty much everything else in the game. The game doesn't suffer if mission 46 didn't happen, if anything it just makes things messier. Compare this to say MGS2 or MGS3 where the late game twists are supported by the rest of the game and are the metaphorical mic drops that highlight the themes of the respective games.
Maybe if Phantom Pain had some bosses or interesting enemies to fight, but I'm 30 hours in and the entire game has been sneak, tranquilize, fulton -- rinse & repeat -- all with really forgiving stealth mechanics that don't require any advanced tactics as far as I know. At least PW had co-op and some boss battles.
Getting S ranks in PW actually required you to memorize patrol paths and sometimes move as fast as possible. So far I've S-ranked the first 20 missions of Phantom Pain and it has been a cakewalk. You can even get spotted and go non-lethal, and as long as you didn't spend 10 minutes wandering around you'll get the S.
Still a hell of a lot better than "whatever" MGSV tried to give us while failing miserably.
I don't have a problem with a twist or even the twist itself just that it felt pretty pointless. It just happens independent of pretty much everything else in the game. The game doesn't suffer if mission 46 didn't happen, if anything it just makes things messier that it is in the game. Compare this to say MGS2 or MGS3 where the late game twists are supported by the rest of the game and are the metaphorical mic drops that highlight the themes of the respective games.
MGS4 is kinda the same way in that the post credits Big Boss revival was unneeded.
Let's not go too far down this rabbit hole - but I definitely disagree.
MGSV struck a few developments, gave us some food for thought, loads of gameplay, and wrapped it up. Nothing like "whatever" MGS4 tried to give me for 20 hours, 8 of which I played, and failed miserably.
I'm being facetious there, but you get the point. I literally gave up on the series after I watched MGS4's last cutscene. I didn't want to play it again, didn't really want to think about how Koji had tied it off. But after MGSV's last cutscene? Sat for a couple of minutes. Played for another hour, having fun. Went to bed. Got up. Played for another 4 hours, listening to tapes. Decided it was a masterpiece. Went out for a drink. Finished with a distinctly positive and upbeat feeling and was keen to play more.
I made a big analysis on the difference between the side ops in TPP vs PW like 20 pages back but the big thing I found was.
TPP has 10 unique objective types for 157 missions.
PW has 30 unique objective types for 140 missions.
Unique is used basically how the game breaks things up, so destroy the armored vehicle unit is a unique objectives compared to destroy the enemy tank unit.
But if you really break it down by TRULY unique objectives.
TPP has 3 unique objectives and PW has about 20.
TPP's side ops are a total fucking travesty.
Maybe if Phantom Pain had some bosses or interesting enemies to fight, but I'm 30 hours in and the entire game has been sneak, tranquilize, fulton -- rinse & repeat -- all with really forgiving stealth mechanics that don't require any advanced tactics as far as I know. At least PW had co-op and some boss battles.
Getting S ranks in PW actually required you to memorize patrol paths and sometimes move as fast as possible. So far I've S-ranked the first 20 missions of Phantom Pain and it has been a cakewalk. You can even get spotted and go non-lethal, and as long as you didn't spend 10 minutes wandering around you'll get the S.
Yeah, but Peace Walker plays like shit.
Why are people believing that ingsoc is real its annoying and now they have a a chat room http://ingsoc.org/204863.html
TPP's side ops are a total fucking travesty.
You should mix things up and use all those wonderful toys you can develop. Even now after 80 hours I'm still having brilliant fun messing about with all the systems. It's the only metal gear game I've found truly fun to 'go loud' in.
You may be my antithesis. I had it the other way around completely. I watched the MGS4 ending, orgasmed, went to Heaven and beyond, and it further cemented the series as legendary in my eyes.
I watched the MGSV ending and I was just like "WTF"?, with absolutely no desire to keep playing it anymore.
Yeah, but Peace Walker plays like shit.
I played around once or twice with the toys and went straight back to the methods that work for me.
I'd argue that the rest of the game DOES support the twist in the sense that the game revolves around spreading the legend of Big Boss.
You hear soldier conversations talking about his exploits as you progress through the game. You're this myth, this legend that you're helping to circulate without actually being the man. This idea of legends not being what they were supposed to be was talked about in MGS1 and MGS2. Snake tells Meryl the real Solid Snake is nothing like the legend. Then in MGS2 he tells Raiden that legends are just stories that people remember, interpret, then pass onto the future. In MGS3 this is showcased firsthand as the premier mission of Big Boss turns out to be largely built on lies. Eva in MGS4 outright states that Big Boss' legend was built on lies and exaggerations by Zero. This game is proof of her statement.
I acknowledge that while also agreeing that the game itself does virtually nothing to the timeline. It doesn't change anything. It doesn't showcase some of the moments and characters we wanted to see including but not limited to: Naomi and Grey Fox, Sniper Wolf as a child, Liquid being treated like dirt by Big Boss, and a more tangible connection to the final version of Outer Heaven we see in MG1. I also acknowledge that Chapter 2's layout is plain weird and disjointed and the fact you replay the tutorial mission is dumb bullshit.
Anyway, no matter which way you slice it, I doubt any creator can say they've created so many experiences that are so absolutely different and idiosyncratic in their own way. It's quite an achievement.
But that's the thing, in terms of the plot, the game doesn't even hope to reach the same level of standards (And by standards I mean everything from quality to insanity) as the other games.
Skull Face is a completely forgettable villain. The story has no climax. As much as a certain group of people hate on MGS4, that game at least had a very powerful climax. This game just doesn't. You do some Side Ops and the game unlocks the Truth mission just like that.
Where's the build up?