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Metal Gear Solid V: Dissociative Disorder (Super Bunnyhop review and analysis)

Sold mine as soon as I got the true ending. ¯|_(ツ)_|¯

Maybe if there was some variety in what was left to do, I would have kept it. But the sideops left and the barren open world left me with zero interest in continuining. There are very few games that deserve the label "perfect" in regard to any part of them, and MGSV certainly isn't one of them.

I guess it honestly depends on what you what from it and that's cool :) I just looooove pissing about in the game world and messing with all my toys. I'm not going to try to convince anyone, just that it has that special something that really appeals to me. In the same way that I'll still play Far Cry 2 now and again even now but I'll never look at Far Cry 3 or 4 ever again. Obviously I don't mean play constantly but dip into the way I dip into FC2, Half Life1/2, Resident Evil 4 and some of my other favourite games.

Once I rinse the side ops and unlock everything etc I'm going to take a break and enjoy the xmas games coming out (and some Metal Gear Online) and then start on the PC version I have of MGSV as well, with loads more custom 80's music tracks :P
 
This game has no personality. In ten years, no matter how shitty you think MGS4 is, I will remember certain scenes because I have an emotional attatchment to it. MGSV has none of these and that is why I am disappointed so hard with this game.

This sums it up perfectly for me. I think the game thinks it has that personality and emotional attachment, it's the only thing which explains the Sins of The Father being played after Skull Face's speech in the jeep, an amazing track which played over me sat there feeling absolutely nothing.
 
I wouldn't call it a "perfected sandbox" by any stretch of the imagination.

Yeah. The open world is cool and all for a Metal Gear game but it's not really used well. They could have had a system where factions fight over outposts and supply routes making it so things change as you play or if you help one side over the other. These are supposed to be areas of conflict yet no fighting actually goes on. We hear about the Mujahadeen (spelling) fighting the soviets but we never see it. It would have fit perfectly and made the empty open world a bit more lively.

Yeah, there are outposts to take over to get an emblem word but they refill as soon as you leave and many are just copy/pasted outposts. There is nothing in the wilderness between them except the occasional wild animal or truck if you're on the road.

It's cool that you can attack missions and outposts how you like from any angle and the controls and options available are very good but it's like, not super amazing ground-braking open world redefining.
 
I've been thinking a lot about MGS since I've finished this game (and this series effectively). And to me, MGS was never about the story. While it has some cool moments and I have a lot of fun with it, its not much better written than your typical anime. What makes Metal Gear Solid, is the amazing attention to detail in almost every single aspect of these games. The writing (no matter how badly it can get at points) has an explanation for everything. The music and sound design is always on point. The games are always beautiful and run really well. The gameplay has always been about experimenting with your tools and seeing what works, and the interactions are the best part of it.

Just the way everything interacts with each other and how you'll usually get a response from the interactions is nothing short of mindblowing. From the goofy shit like kissing a poster in MGS2 and dropping a supply crate on Quiet's head in MGSV, to having The End die in MGS3 if you wait too long to fight him or Miller dying in MGSV if you take a few in game days to rescue him. Just the fact that people are still uncovering new things about the game nearly a month after its release is just amazing.

I don't have any problem with anyone being disappointed with the game, or in the same vein calling it one of the greatest games ever 10/10 (hey opinions), but I've seen the narrative of "its a bad MGS game/its not an MGS game" and that I completely disagree with. This game has an immense amount of detail poured into and it, still more than ever, feels like an MGS game, even if its masked under a different narrative and design structure. Though I guess in that vein this is more opinionated, and really it depends on what Metal Gear Solid really means to each person. And for some people, that means the cutscenes/story.

While MGSV doesn't have many story beats that I'll find memorable 10 years down the road, I still have some really fond moments that happened in my own game that I'll carry with me like it was a memorable cutscene. A game doesn't have to have an insane story to find it memorable a decade later, especially a game like this where you can create your own stories with how insane moments can get.
 
Yeah. The open world is cool and all for a Metal Gear game but it's not really used well. They could have had a system where factions fight over outposts and supply routes making it so things change as you play or if you help one side over the other. These are supposed to be areas of conflict yet no fighting actually goes on. We hear about the Mujahadeen (spelling) fighting the soviets but we never see it. It would have fit perfectly and made the empty open world a bit more lively.

Yeah, there are outposts to take over to get an emblem word but they refill as soon as you leave and many are just copy/pasted outposts. There is nothing in the wilderness between them except the occasional wild animal or truck if you're on the road.

It's cool that you can attack missions and outposts how you like from any angle and the controls and options available are very good but it's like, not super amazing ground-braking open world redefining.

They have two systems in the game that work against each other. The open world and the idroid mission (side-ops) selection. The open world becomes much more dense if you stumble into side-ops, which happened several times to me. Also, the game systems (intel) spoil to much of what lies ahead on your way.
 
It's a valid review.

There are a lot of things wrong and puzzling with TPP, but when the game is good, it's really fucking good.
 
This game has no personality. In ten years, no matter how shitty you think MGS4 is, I will remember certain scenes because I have an emotional attatchment to it. MGSV has none of these and that is why I am disappointed so hard with this game.

That's exactly what I felt about this game. I can identify the "personalities" of all of the Metal Gear Solid games, assigning them a certain "mood" or charm. This game has none of that. I just can't find a single thing in this game that makes me attached to it.

Even Peace Walker, one of the games that I usually put low in my list, has that incredibly amazing moment with Peace Walker about to start World War III and the NORAD guys going apeshit, and the scene with Big Boss throwing away his bandana finally refusing to live (And die) the way The Boss did.

MGSV? I really struggle to remember a moment. Maybe the scene with
Venom killing his soldiers, but even that was diminished by the fact that Venom was just a body double.
. It was memorable I guess, but not Microwave Hall-memorable, not killing The Boss-memorable.
 
I dunno. In 10 years, I'll still remember how shit the diarrhea scene in MGS4 was along with how bad the rain scene in MGS5 is.

Game has plenty of memorable moments.
 
That's exactly what I felt about this game. I can identify the "personalities" of all of the Metal Gear Solid games, assigning them a certain "mood" or charm. This game has none of that. I just can't find a single thing in this game that makes me attached to it.

Even Peace Walker, one of the games that I usually put low in my list, has that incredibly amazing moment with Peace Walker about to start World War III and the NORAD guys going apeshit, and the scene with Big Boss throwing away his bandana finally refusing to live (And die) the way The Boss did.

MGSV? I really struggle to remember a moment. Maybe the scene with
Venom killing his soldiers, but even that was diminished by the fact that Venom was just a body double.
. It was memorable I guess, but not Microwave Hall-memorable, not killing The Boss-memorable.

MGSV has Skull Face's awesome scene (for the wrong reasons), I think that's what I'll remember the most about this game.
 
I've been thinking a lot about MGS since I've finished this game (and this series effectively). And to me, MGS was never about the story. While it has some cool moments and I have a lot of fun with it, its not much better written than your typical anime. What makes Metal Gear Solid, is the amazing attention to detail in almost every single aspect of these games. The writing (no matter how badly it can get at points) has an explanation for everything. The music and sound design is always on point. The games are always beautiful and run really well. The gameplay has always been about experimenting with your tools and seeing what works, and the interactions are the best part of it.

Just the way everything interacts with each other and how you'll usually get a response from the interactions is nothing short of mindblowing. From the goofy shit like kissing a poster in MGS2 and dropping a supply crate on Quiet's head in MGSV, to having The End die in MGS3 if you wait too long to fight him or Miller dying in MGSV if you take a few in game days to rescue him. Just the fact that people are still uncovering new things about the game nearly a month after its release is just amazing.

I don't have any problem with anyone being disappointed with the game, or in the same vein calling it one of the greatest games ever 10/10 (hey opinions), but I've seen the narrative of "its a bad MGS game/its not an MGS game" and that I completely disagree with. This game has an immense amount of detail poured into and it, still more than ever, feels like an MGS game, even if its masked under a different narrative and design structure. Though I guess in that vein this is more opinionated, and really it depends on what Metal Gear Solid really means to each person. And for some people, that means the cutscenes/story.

While MGSV doesn't have many story beats that I'll find memorable 10 years down the road, I still have some really fond moments that happened in my own game that I'll carry with me like it was a memorable cutscene. A game doesn't have to have an insane story to find it memorable a decade later, especially a game like this where you can create your own stories with how insane moments can get.
This is basically how I feel.
 
THERE BE SPOILERS.

https://www.youtube.com/watch?v=KO4Tusk_V2k

Just posted. Goes into the vastly different opinions between reviewers and gamers, so it's off to a good start.

vastly different opinions? this game has a 90 percent positive rating on steam right now. What the eff? Maybe you meant vastly different opinion between professional reviewers and jaded forum dwellers. I guess the metacritic is sitting at an 84 compared to the offical 93 which is pretty significant but still. There were other reviewers that did not attend this event and they were all unanimously positive about the game. It's usually when I come here or go on the subreddit that I see negativity. and I utterly disagree. yeah, i didn't watch this video yet, maybe I should lol.
 
Say what you want about the quality of the storytelling in V, but it definitely has some memorable scenes and segments. Like the entire Prologue for starters. That shit is amazing.

Regardless, the game will be remembered most as a landmark stealth game and how it integrated into an open world. Make no doubt that other developers will take note and borrow ideas.
 
Say what you want about the quality of the storytelling in V, but it definitely has some memorable scenes and segments. Like the entire Prologue for starters. That shit is amazing.

Regardless, the game will be remembered most as a landmark stealth game and how it integrated into an open world. Make no doubt that other developers will take note and borrow ideas.

I don't think the Prologue is good because its very linear and scripted.

In MGS1, 2, and 3 they just drop you right into an area and you can get going.
 
I've been thinking a lot about MGS since I've finished this game (and this series effectively). And to me, MGS was never about the story. While it has some cool moments and I have a lot of fun with it, its not much better written than your typical anime. What makes Metal Gear Solid, is the amazing attention to detail in almost every single aspect of these games. The writing (no matter how badly it can get at points) has an explanation for everything. The music and sound design is always on point. The games are always beautiful and run really well. The gameplay has always been about experimenting with your tools and seeing what works, and the interactions are the best part of it.

Just the way everything interacts with each other and how you'll usually get a response from the interactions is nothing short of mindblowing. From the goofy shit like kissing a poster in MGS2 and dropping a supply crate on Quiet's head in MGSV, to having The End die in MGS3 if you wait too long to fight him or Miller dying in MGSV if you take a few in game days to rescue him. Just the fact that people are still uncovering new things about the game nearly a month after its release is just amazing.

I don't have any problem with anyone being disappointed with the game, or in the same vein calling it one of the greatest games ever 10/10 (hey opinions), but I've seen the narrative of "its a bad MGS game/its not an MGS game" and that I completely disagree with. This game has an immense amount of detail poured into and it, still more than ever, feels like an MGS game, even if its masked under a different narrative and design structure. Though I guess in that vein this is more opinionated, and really it depends on what Metal Gear Solid really means to each person. And for some people, that means the cutscenes/story.

While MGSV doesn't have many story beats that I'll find memorable 10 years down the road, I still have some really fond moments that happened in my own game that I'll carry with me like it was a memorable cutscene. A game doesn't have to have an insane story to find it memorable a decade later, especially a game like this where you can create your own stories with how insane moments can get.

This is almost verbatim how I feel. MGS may be my single favorite game series and MGSV is right up there with my favorite games of the series.
 
I really think reviewers were on point about the story. Most of them described how unresolved it feels but if anything I think the impact of the cutscenes was undersold in reviews. It has the best acted, best directed and in my opinion most interesting cut scenes in the whole series. they stepped up their game in a major way. The grounded parts felt more grounded. The crazy anime stuff felt more crazy. the pointless sexism was more pointless and sexist. I think the real problem was conveying the flow and ending of the story without spoiling it, which must have been a hugely difficult task for some reviewers.

as jim sterling said

I’m willing to bet this is among the most critical, but I need to stress that despite how disappointed I may be in The Phantom Pain‘s writing, I am in love with it as a game. It’s a perfect example of the uniqueness of videogames as a medium – how its story could be so underwhelming, and yet it’s such a triumph in terms of interactivity that I still could not recommend it enough

which pretty much sums it up for me, except I liked what story was there. yeah, I'm not crazy about the twist but it really didn't detract from the experience for me at all. and lets not pretend that a niche forum like neogaf speaks for all gamers. Were a bunch of jaded fucks here.
 
Say what you want about the quality of the storytelling in V, but it definitely has some memorable scenes and segments. Like the entire Prologue for starters. That shit is amazing.

Regardless, the game will be remembered most as a landmark stealth game and how it integrated into an open world. Make no doubt that other developers will take note and borrow ideas.

The prologue was way too slow and too long. Check what the other games do (MGS, MGS2, MGS3, MGS4). You get the introduction cutscene and you are inserted into the gameplay facing enemies in either stealth or Rambo Mode.

MGSV's prologue forces you through insta-death sequences while moving slow as hell.
 
The prologue was way too slow and too long. Check what the other games do (MGS, MGS2, MGS3, MGS4). You get the introduction cutscene and you are inserted into the gameplay facing enemies in either stealth or Rambo Mode.

MGSV's prologue forces you through insta-death sequences while moving slow as hell.

lol I never died once. I don't think I was even seen. Pretty sure I got a perfect stealth rating.
 
I don't think the Prologue is good because its very linear and scripted.

In MGS1, 2, and 3 they just drop you right into an area and you can get going.

I think you're forgetting how much goes on in those games before you actually get going. If you aren't skipping scenes like a motherfucker in 3, it goes on for what feels like aaaaaages. 2 was the shit in that regard, though. Not much getting in the way before I was farting around.
 
vastly different opinions? this game has a 90 percent positive rating on steam right now. What the eff? Maybe you meant vastly different opinion between professional reviewers and jaded forum dwellers. I guess the metacritic is sitting at an 84 compared to the offical 93 which is pretty significant but still. There were other reviewers that did not attend this event and they were all unanimously positive about the game. It's usually when I come here or go on the subreddit that I see negativity. and I utterly disagree. yeah, i didn't watch this video yet, maybe I should lol.

Ehhh... its worth a look.

First half is very good, second half kind of devolves into the usual complaints based on hardcore fanboy expectations of what constitutes "the ultimate metal gear". Which is fair enough I suppose, but it does push it a bit by half-heartedly throwing shade towards reviewers who don't feel the same disappointment.

As usual the fact that it got good reviews because its an enjoyable and well-made game (which ironically is not something that many people actually dispute), is treated with incredulity and suspicion because they can't see past their own thwarted expectations.
 
I've been thinking a lot about MGS since I've finished this game (and this series effectively). And to me, MGS was never about the story. While it has some cool moments and I have a lot of fun with it, its not much better written than your typical anime. What makes Metal Gear Solid, is the amazing attention to detail in almost every single aspect of these games. The writing (no matter how badly it can get at points) has an explanation for everything. The music and sound design is always on point. The games are always beautiful and run really well. The gameplay has always been about experimenting with your tools and seeing what works, and the interactions are the best part of it.

Just the way everything interacts with each other and how you'll usually get a response from the interactions is nothing short of mindblowing. From the goofy shit like kissing a poster in MGS2 and dropping a supply crate on Quiet's head in MGSV, to having The End die in MGS3 if you wait too long to fight him or Miller dying in MGSV if you take a few in game days to rescue him. Just the fact that people are still uncovering new things about the game nearly a month after its release is just amazing.

I don't have any problem with anyone being disappointed with the game, or in the same vein calling it one of the greatest games ever 10/10 (hey opinions), but I've seen the narrative of "its a bad MGS game/its not an MGS game" and that I completely disagree with. This game has an immense amount of detail poured into and it, still more than ever, feels like an MGS game, even if its masked under a different narrative and design structure. Though I guess in that vein this is more opinionated, and really it depends on what Metal Gear Solid really means to each person. And for some people, that means the cutscenes/story.

While MGSV doesn't have many story beats that I'll find memorable 10 years down the road, I still have some really fond moments that happened in my own game that I'll carry with me like it was a memorable cutscene. A game doesn't have to have an insane story to find it memorable a decade later, especially a game like this where you can create your own stories with how insane moments can get.

I absolutely agree. My only problem with the game is that it feels like they wanted to do a typical MGS Game AND a tactical open world game like Operation Flashpoint/Arma. In the end they didn't have enough time to flesh out either aspects of the game....let's be honest here...an average joe was able to do more elaborate mission-structures in Operation Flashpoint's editor almost 15 years ago. Efficiency is/was not the strength of Kojima Productions.
 
This game has no personality. In ten years, no matter how shitty you think MGS4 is, I will remember certain scenes because I have an emotional attatchment to it. MGSV has none of these and that is why I am disappointed so hard with this game.

Yep.

I finished the game a week ago, and I've already moved on and forgotten all about it. I never thought I would say that about a MGS game.

The moment to moment gameplay was undoubtedly fantastic, but the repetitive mission structure, lifeless open world, and the completely forgettable story/characters soured me on the game overall.

Oh, what could have been...
 
Yeah. The open world is cool and all for a Metal Gear game but it's not really used well. They could have had a system where factions fight over outposts and supply routes making it so things change as you play or if you help one side over the other. These are supposed to be areas of conflict yet no fighting actually goes on. We hear about the Mujahadeen (spelling) fighting the soviets but we never see it. It would have fit perfectly and made the empty open world a bit more lively.

Yeah, there are outposts to take over to get an emblem word but they refill as soon as you leave and many are just copy/pasted outposts. There is nothing in the wilderness between them except the occasional wild animal or truck if you're on the road.

It's cool that you can attack missions and outposts how you like from any angle and the controls and options available are very good but it's like, not super amazing ground-braking open world redefining.
You absolutely summed up many of my feelings. I think having all the toys and gadgets was cool. But I think it would have served the game much better to have a tighter, more compactly imagined world rather than the sprawling thing it became. Also, the copy/pasted outposts really is true.

I think the more problematic thing though is the repetitive mission structure. Almost none of them felt meaningful or unique after doing a few of each.

I guess I was also caught offguard by just how easy the main missions and sideops were.
 
All this review did to me was point out that while a lot people love this series. Every Metal Gear game no matter how much history vindicates it or not is heavily flawed somewhere and really really good somewhere else and whatever those things are, they are massively subjective. Regardless of this they usually review well anyways.

On the review itself it got a little nitpicky near the end while he was trying to tie his views into why the game got a 10 on review sites. It felt like less of a review than pointing out all of the problems with the game that he thinks disqualifies it as a 10. He does mention the things he likes but it felt more like "i'm gonna prove you wrong" than a review.

Still my GOTY though.
 
Yep.

I finished the game a week ago, and I've already moved on and forgotten all about it. I never thought I would say that about a MGS game.

The moment to moment gameplay was undoubtedly fantastic, but the repetitive mission structure, lifeless open world, and the completely forgettable story/characters soured me on the game overall.

Oh, what could have been...

I can guarantee that time will not prove favorable to MGS V for exactly this reason.

It has a great first impression. Most people will enjoy playing it, and most people will probably give the game good marks; I'd bet a large amount of GOTY awards go its way, especially given its late release.

But its empty, disposable, two words you'd never normally apply to MGS. Five years from now, with Metal Gear dead and buried, its the rest of the series fans will reminisce about. MGS V will be that weird, fun little diversion Kojima threw out at the end.
 
The whole idea that beating the game and the lack of a proper conclusion being a "phantom pain" kind of rings true for me.

It's impossible for me to say that I dislike the game, I had so much fun playing it and I was dying to get home from work every single day to play it all night. I enjoyed what there was of the story too, I was just constantly hungry for more. The more distance I get between it though the more I feel disappointed. There's something missing, and I find myself not even able to jump back in and just enjoy the game play because of it.
 
Ehhh... its worth a look.

First half is very good, second half kind of devolves into the usual complaints based on hardcore fanboy expectations of what constitutes "the ultimate metal gear". Which is fair enough I suppose, but it does push it a bit by half-heartedly throwing shade towards reviewers who don't feel the same disappointment.

As usual the fact that it got good reviews because its an enjoyable and well-made game (which ironically is not something that many people actually dispute), is treated with incredulity and suspicion because they can't see past their own thwarted expectations.

This happens after every metal gear game by the way. The backlash against 2 was legendary. you couldn't even talk about 4 on here without a sea of bile washing over you. I mean, there are legit criticisms. I thought the mission structure was brilliant, revolutionary even. but I can see why some people didn't like it. I feel sorry for them though. to me it was the most liberating action game I've played in years. Maybe ever. It took the sandbox gameplay of deus ex, hitman, thief and all the metal gears that came before and refined it into an insanely fun package.

Some of the most emotional moments in a metal gear game, which I guess I shouldn't talk about for fear of spoilers. Ah well, everybody is entitled to their opinion.
 
I think you're forgetting how much goes on in those games before you actually get going. If you aren't skipping scenes like a motherfucker in 3, it goes on for what feels like aaaaaages. 2 was the shit in that regard, though. Not much getting in the way before I was farting around.

Yeah, MGS3 is my favorite of the series but it easily has the worst opening. Virtuous Mission is kind of a disaster. It's like all of the worst excesses of the series compressed into a single hour or two. Tons of exposition rich cutscenes. Snake can't move two feet in the forest without getting another super long mandatory codec. Doesn't do a good job of explaining the new stealth and survival system. Then closes with three long cutscenes back to back (Boss betrayal, Snake Eater Briefing, Crash Landing followed by Boss Meeting) that practically rival some of MGS4's cutscene excess in length.

It's only then that the game really starts and they nail the pacing. Cutscenes are paired back significantly and you start to get some decent uninterrupted zones that begin to show off the new gameplay systems. Story gradually escalates, there are very few mandatory codec calls, and when the game finally gets cutscene heavy again in the back half it feels earned.
 
I never got killed during the prologue either.

once I had a gun it was headshots from the shadows for every single motherfucker. I don't even think the man on fire saw me other than cut scenes and motorcycle chases. I will agree that it was pretty long though. Still, every metal gear game since the first one has a very long intro. I'm not sure if people are aware but a huge, huge amount of the prologue has skippable moments, even parts that don't seem like cut scenes. I think I was done in 20 min or less just by skipping the skippable parts because I already saw my roommate do it but.....why would anybody do that their first time through? I found it riviting.
 
The prologue was way too slow and too long. Check what the other games do (MGS, MGS2, MGS3, MGS4). You get the introduction cutscene and you are inserted into the gameplay facing enemies in either stealth or Rambo Mode.

MGSV's prologue forces you through insta-death sequences while moving slow as hell.
The intros for MGS3 and 4 are also overly long, and also barely interactive.

This is hardly the worst intro for an MGS game.
 
MGS is one of my all time favorite series and I find its zaney horseshit story charming as all get out. That said I wouldn't call the narrative the best part of any game in the franchise. It's odd to see so many people yadda yadda away the admittedly top-tier gameplay/attention to detail to lament the shortcomings in the story. Personally I'm thankful Kojima made a MGS focusing on the series' strongest traits. He made the best game of his career.
 
The notion that MGSV will be forgotten in a few years... :lol

I suppose it's possible though. It certainly doesn't have the amount of just absolutely awful shittastic cutscenes that 4 did to make it memorable in the minds of so many fans. It definitely needed a bit more dancing in the rain.
 
I've been thinking a lot about MGS since I've finished this game (and this series effectively). And to me, MGS was never about the story. While it has some cool moments and I have a lot of fun with it, its not much better written than your typical anime. What makes Metal Gear Solid, is the amazing attention to detail in almost every single aspect of these games. The writing (no matter how badly it can get at points) has an explanation for everything. The music and sound design is always on point. The games are always beautiful and run really well. The gameplay has always been about experimenting with your tools and seeing what works, and the interactions are the best part of it.

Just the way everything interacts with each other and how you'll usually get a response from the interactions is nothing short of mindblowing. From the goofy shit like kissing a poster in MGS2 and dropping a supply crate on Quiet's head in MGSV, to having The End die in MGS3 if you wait too long to fight him or Miller dying in MGSV if you take a few in game days to rescue him. Just the fact that people are still uncovering new things about the game nearly a month after its release is just amazing.

I don't have any problem with anyone being disappointed with the game, or in the same vein calling it one of the greatest games ever 10/10 (hey opinions), but I've seen the narrative of "its a bad MGS game/its not an MGS game" and that I completely disagree with. This game has an immense amount of detail poured into and it, still more than ever, feels like an MGS game, even if its masked under a different narrative and design structure. Though I guess in that vein this is more opinionated, and really it depends on what Metal Gear Solid really means to each person. And for some people, that means the cutscenes/story.

While MGSV doesn't have many story beats that I'll find memorable 10 years down the road, I still have some really fond moments that happened in my own game that I'll carry with me like it was a memorable cutscene. A game doesn't have to have an insane story to find it memorable a decade later, especially a game like this where you can create your own stories with how insane moments can get.

I agree with most of what you said and this is pretty close to how I feel too, though I do think V has some memorable story moments of its own. They're much more intrinsically linked to the gameplay, but they're there. And while I can't say story wasn't one of the major reasons I played this series before, I actually enjoyed the change of focus in V nonetheless.
 
This happens after every metal gear game by the way. The backlash against 2 was legendary. you couldn't even talk about 4 on here without a sea of bile washing over you. I mean, there are legit criticisms. I thought the mission structure was brilliant, revolutionary even. but I can see why some people didn't like it. I feel sorry for them though. to me it was the most liberating action game I've played in years. Maybe ever. It took the sandbox gameplay of deus ex, hitman, thief and all the metal gears that came before and refined it into an insanely fun package.

Some of the most emotional moments in a metal gear game, which I guess I shouldn't talk about for fear of spoilers. Ah well, everybody is entitled to their opinion.

Totally agree, although I think the situation with Kojima/Konami is adding an extra twist to the emotionality of some people's reactions.
 
I think you're forgetting how much goes on in those games before you actually get going. If you aren't skipping scenes like a motherfucker in 3, it goes on for what feels like aaaaaages. 2 was the shit in that regard, though. Not much getting in the way before I was farting around.

Oh I remember since I replay the games constantly. You can skip those cutscenes in those games.

But in MGSV you can never skip past holding the analog stick forward for 5 minutes. You can never skip past learning how to aim. I admit it's a nitpick but its my reason for why the prologue is not amazing.
 
This is basically how I feel.

This is almost verbatim how I feel. MGS may be my single favorite game series and MGSV is right up there with my favorite games of the series.

I agree with most of what you said and this is pretty close to how I feel too, though I do think V has some memorable story moments of its own. They're much more intrinsically linked to the gameplay, but they're there. And while I can't say story wasn't one of the major reasons I played this series before, I actually enjoyed the change of focus in V nonetheless.

Glad to see I'm not alone! And yup, there are story elements elements I'll carry with me as well, though they're more intertwined with the gameplay like the surprise encounter with Quiet and how that area was specifically designed for that fight, and how it took me 20 minutes to beat her as I tried to sneak up on her with nothing but my tranq.

I absolutely agree. My only problem with the game is that it feels like they wanted to do a typical MGS Game AND a tactical open world game like Operation Flashpoint/Arma. In the end they didn't have enough time to flesh out either aspects of the game....let's be honest here...an average joe was able to do more elaborate mission-structures in Operation Flashpoint's editor almost 15 years ago. Efficiency is/was not the strength of Kojima Productions.

I wish I could comment more on this since I've never played either of those games, but I think every Metal Gear has always had some levels that frustrated me or I found lacking, and MGSV can suffer from this more because of how stretched how there is and how many areas there are.
 
Just a few minutes in, but I completely agree with his critique of how this game has been reviewed. Calling something a perfect masterpiece but without qualifying it enough is incredibly disingenuous. But that may be because I too share his view of a complicated relationship with this game.

Agree 100%.

This game is far from a masterpiece, which MGS1/2/3 actually are.
 
The game is far from perfect, but for me it is almost. It has its flaws and shortcomings. FOB being the major issue I have with the game, but the gameplay is so damn fun that any flaws it is I overlook and keep playing with a smile on my face. I want more and more, it is just a shame we wont get more though.
 
The absolute shit-tier bosses alone keep this from being a 10/10 for me. Still, at least they weren't as crap as Peace Walker's.

Good video, with some interesting points. And he barely raises his voice throughout, which is a bonus.

Absolutely spot-on observation regarding the soundtrack. Ground Zeroes had a much better score than Phantom Pain, where the music barely has any presence.
 
Definitely worse than the first 4 numbered games.
Definitely not

I love MGS3, but there is no denying it has the worst opening. An exciting opening followed immediately by overly long and unneeded exposition. When you finally gain control, another long exposition scene is thrown in shortly as well. In between areas are long unneeded cutscenes detailing information the player doesn't really need to know.

It's hardly an opening (for the game part), there isn't much "playing" in the first couple hours. It's a problem that other MGS games do not have.
 
Definitely not

I love MGS3, but there is no denying it has the worst opening. An exciting opening followed immediately by overly long and unneeded exposition. When you finally gain control, another long exposition scene is thrown in shortly as well. In between areas are long unneeded cutscenes detailing information the player doesn't really need to know.

It's hardly an opening (for the game part), there isn't much game in the first couple hours. A problem that other MGS games do not have.

At least on replays, you can skip all of the cutscenes and radio chatter. With TPP, you're forced to go through these dull crawling and stumbling-around sequences (especially bad when you're replaying the hospital mission to complete any missed tasks/rank).
 
Coming off really confused at all the gameplay backlash.

Having compared MGSV to GTAV, Mad Max, and other Open World games that have come out in years past, MGSV is more entertaining in a very approachable way.

The empty patches in the Open World felt fine, due to the amount of time I could spend trying out different strategies on bases. And the missions had simple 'get object A' objectives, but that means there would be a vast amount of solution paths.

The game provides tools that have orthogonal differences in functionality and simple missions that allow for a large possibility space. There are no mid-mission cutscenes that ignore my equipment choices and give me the 'correct' weapon loadout instead, and I don't lose access to my custom vehicles because they would be overpowered for a certain mission (most of the time). It's the best Open World game I have played so far because it actually maintains high player agency.
 
How many reviewers played the ENTIRE game? How many have gotten 100% or close to it? I love the game but to have to rinse and repeat the side ops got boring fast. I just ran through them with the same strategy. If reviewers experienced all of those side ops and long ass timers we'd probably see different scores. But who knows. Love the game though.
 
Definitely not

I love MGS3, but there is no denying it has the worst opening. An exciting opening followed immediately by overly long and unneeded exposition. When you finally gain control, another long exposition scene is thrown in shortly as well. In between areas are long unneeded cutscenes detailing information the player doesn't really need to know.

It's hardly an opening (for the game part), there isn't much "playing" in the first couple hours. It's a problem that other MGS games do not have.

You can skip all the cutscenes with the touch of a button. Press Press Press Double Tap Triangle Press Press and there you go. Maybe 2 minutes to get into the action.

With MGSV you have an opening that is really good the first time you play it. And thats the only time. I remember I was annoyed by MGS4's unskippable commercials but compared to this forced tutorial those commercials are amazing.
 
This game has no personality. In ten years, no matter how shitty you think MGS4 is, I will remember certain scenes because I have an emotional attatchment to it. MGSV has none of these and that is why I am disappointed so hard with this game.

what does personality mean exactly

and why would anyone who thought mgs4 was a maelstrom of abject stupidity care that you had an emotional attachment to said abject stupidity
 
At least on replays, you can skip all of the cutscenes and radio chatter. With TPP, you're forced to go through these dull crawling and stumbling-around sequences (especially bad when you're replaying the hospital mission to complete any missed tasks/rank).
Well, you can just skip the opening sequence completely by not playing the level. There isn't much story to digest in the opening of MGS5.

I feel guilty skipping the opening of MGS3. It's the most story heavy opening in the series, but it's also the most dull as a game.
 
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