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

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The way he just stares at characters during certain cutscenes is not natural at all.

Seriously. I was expecting to Kaz and/or Ocelot to snap at Venom and yell: "DUDE! Are you really ok?! Ever since you came back you have the charm and the attention span of an average potato. We NEED to get that fucking shit off your forehead because it is clearly turning you into a freaking sea cucumber. SAY SOMETHING dude! Remember the Cardboard Box Tanks!? Remember that shit? Look at me in the eyes while I speak to you!!"
 
Seriously. I was expecting to Kaz and/or Ocelot to snap at Venom and yell: "DUDE! Are you really ok?! Ever since you came back you have the charm and the attention span of an average potato. We NEED to get that fucking shit off your forehead because it is clearly turning you into a freaking sea cucumber. SAY SOMETHING dude! Remember the Cardboard Box Tanks!? Remember that shit? Look at me in the eyes while I speak to you!!"

"Afghanistan?"
 
After 80 hours I sustained an injury which made me unable to differentiate between red and white for the first time by jumping off a cliff.

I thought that was just something they made up for episode 51, but it's actually something that can happen during normal gameplay.
 
After 80 hours I sustained an injury which made me unable to differentiate between red and white for the first time by jumping off a cliff.

I thought that was just something they made up for episode 51, but it's actually something that can happen during normal gameplay.

I think depending on where you got the injury different things happen. They are all listed in the guide if you are interested. I can get them for you.
 
After 80 hours I sustained an injury which made me unable to differentiate between red and white for the first time by jumping off a cliff.

I thought that was just something they made up for episode 51, but it's actually something that can happen during normal gameplay.

Yeah, this happens in the prologue too and they mention it again later in a cutscene
 
I think Kojima suffers too much from listening to negative reviews.

MGS4 was criticised for cutscene length, PW was criticised for the boss fights.

Rather than look into why these things were criticised, he's done the worst thing and cut them right down and ignore the praise.

People liked the narrative of MGS games, but felt the MGS4 cutscenes were too long, not that people didn't like them. The boss fights are an integral part of the MGS formula and V just ignores them. The single two proper boss fights (Quiet and ST-84) are some of the best in the series, but the game seemed to take an aversion to them and fill the game up with toughened enemies who are not fun to fight.

Kojima, sadly, fundamentally misunderstands why people like the MGS games. It's not the gameplay, it's not the narrative, it's not the actors, it's not the characters, it's not the boss fights, it's not the moment to moment, it's not the easter eggs. It's all of these things and MGSV fails to deliver all of these in the mix we are used to. I love the game, don't get me wrong, but I love it as a game. Not as Metal Gear Solid.
 
MGS2 Snake at the end when he's speaking to Raiden was so obviously Kojima breaking the fourth wall speaking to the player (Raiden). To turn around on that stance now just goes to show how much Kojima changes his mind on things.
MGS2 message - "You are not Solid Snake just because you played MGS1, go out and build your own life"

MGSV message - "You're my most loyal soldier, you've been with me all this time. You are me"

Yeah, pretty contradictory. I explain it away with the in-universe explanation that BB and Solid Snake have totally contradictory ideals and would likely relay opposite messages like that
 
After 80 hours I sustained an injury which made me unable to differentiate between red and white for the first time by jumping off a cliff.

I thought that was just something they made up for episode 51, but it's actually something that can happen during normal gameplay.

It even happens in the hospital, seems to be related to when V.Snake takes too much damage.
 
Wby is this logo important enough to have on the cover? Anyone read 1984 to tell us why?

ingsoc_by_ghigo1972.jpg


https://en.m.wikipedia.org/wiki/Ingsoc
 
I think depending on where you got the injury different things happen. They are all listed in the guide if you are interested. I can get them for you.

Sure, I doubt I'd see them all anytime soon considering how hard it is to sustain a serious injury.

Yeah, this happens in the prologue too and they mention it again later in a cutscene

Oh, I totally didn't notice that. Caught me a bit off guard when all the blood suddenly was white.
 
"Afghanistan?"

During the infamous jeep ride, I was actually imagining Skull Face' speech in a different way:

".... Huh... You know, Big Boss, I was actually expecting this whole thing to play out very differently. Like, I had this grandiose speech in my mind, and these incredible pre-baked responses to whatever aggressive questions you may throw at me. But seems you are not very interested in this. Like, I have a Metal Gear and a lethal parasite, bro. Really? Am I really not that threatening? It's the mask, right? It's the fucking mask. I knew it."

*Awkward 5 minute silence*

"This was supposed to be a very intense moment. I prepared 9 years for this. 9 fucking years. And this is what I get. HEY! Are you even listening to me? Dude, there is no one behind us, stop looking back, I'm right here.... I guess it is my fucking fault for setting up that bomb in Paz's vajay jay, which in turn caused that weird shit to be logged inside your skull. And now you have this dumb, vacant sta.... HEY!! PLEASE ACKNOWLEDGE ME WHILE I SPEAK!! .................. Hey, driver... Please play some music now. This conversation is going nowhere..."
 
Exactly.

How can "the player be Snake", when 99% of the players out there wanted Snake to become an absolute monster in this game? If Snake is supposed to be the player, then it fails miserably in delivering what players truly wanted. Venom Snake does not react how I want him to react.

In fact, Venom Snake, the "player's avatar" does and acts pretty much the opposite of what players want from him.

So, Kojima's excuse is nonsense.

Well I mean less what players wanted or how they see Snake, but more the cop out of having your character perform vocal characterisations to shape their identity in one vessel of narrative, yet lock him out in another. Snake talks plenty in tapes, and it's quite good. He is silent for a majority of cutscenes, except for when he...isn't? There's no consistency.

You can't say "Well Snake will be silent in this game, because he is the player", then have him engage in lengthy exposition dumps and dialogue exchanges in tapes. As a method of storytelling with intent it simply does not work, and instead highlights the weird differences between both methods of storytelling.
 
I think Kojima suffers too much from listening to negative reviews.

I wish he didn't conform to negative complaints as much. Conforming to complaints about cutscenes or codecs is just idiotic. The complainers could just skip it, it always been an option. Seriously, fuck the complainers that complained about those.
 
I think Kojima suffers too much from listening to negative reviews.

MGS4 was criticised for cutscene length, PW was criticised for the boss fights.

Rather than look into why these things were criticised, he's done the worst thing and cut them right down and ignore the praise.

People liked the narrative of MGS games, but felt the MGS4 cutscenes were too long, not that people didn't like them. The boss fights are an integral part of the MGS formula and V just ignores them. The single two proper boss fights (Quiet and ST-84) are some of the best in the series, but the game seemed to take an aversion to them and fill the game up with toughened enemies who are not fun to fight.

Kojima, sadly, fundamentally misunderstands why people like the MGS games. It's not the gameplay, it's not the narrative, it's not the actors, it's not the characters, it's not the boss fights, it's not the moment to moment, it's not the easter eggs. It's all of these things and MGSV fails to deliver all of these in the mix we are used to. I love the game, don't get me wrong, but I love it as a game. Not as Metal Gear Solid.

I will defend the gameplay in this through and through.

By far the best in the series.

It just happened to have some of the worst design decisions that I can remember, just a lot of really stupid headscratching shit.

But as far as the feel of the game, no MGS game comes remotely close.

EDIT: Also, Kojima is a terrible writer, and the continuity of this franchise is garbage. No surprise the ending was the least subtle fan service love letter. That fall completely fat to an embarrassing degree.
 
Wby is this logo important enough to have on the cover? Anyone read 1984 to tell us why?

ingsoc_by_ghigo1972.jpg


https://en.m.wikipedia.org/wiki/Ingsoc
The red V is a layered reference.


Ingsoc/1984 reference

The "!" MGS is known for split in two

V for Venom/roman numeral five

Big Boss' life gets split in two. The black space in the V represents his coma, and after "V comes to" the two different red lines represent his two different lives
 
Wby is this logo important enough to have on the cover? Anyone read 1984 to tell us why?

ingsoc_by_ghigo1972.jpg


https://en.m.wikipedia.org/wiki/Ingsoc

Kojima likes to reference things because Kojima, even if they little deeper meaning to the plot.

I think fans have a tendency to give him this pseudo intellectualism praise wherein everything he includes in his games has some richer meaning to the themes or narrative. He fills his games with literally just shit he likes and goofball references because he saw/heard/thought of something cool and wanted it in. Part of the charm has been discovering all these oddities that really don't mean anything in the grand scheme of things.
 
During the infamous jeep ride, I was actually imagining Skull Face' speech in a different way:

".... Huh... You know, Big Boss, I was actually expecting this whole thing to play out very differently. Like, I had this grandiose speech in my mind, and these incredible pre-baked responses to whatever aggressive questions you may throw at me. But seems you are not very interested in this. Like, I have a Metal Gear and a lethal parasite, bro. Really? Am I really not that threatening? It's the mask, right? It's the fucking mask. I knew it."

*Awkward 5 minute silence*

"This was supposed to be a very intense moment. I prepared 9 years for this. 9 fucking years. And this is what I get. HEY! Are you even listening to me? Dude, there is no one behind us, stop looking back, I'm right here.... I guess it is my fucking fault for setting up that bomb in Paz's vajay jay, which in turn caused that weird shit to be logged inside your skull. And now you have this dumb, vacant sta.... HEY!! PLEASE ACKNOWLEDGE ME WHILE I SPEAK!! .................. Hey, driver... Please play some music now. This conversation is going nowhere..."

When Skull Face stopped talking I just played the soldier shitting in the toilet tape during the jeep ride. Seemed the most appropriate "response" to give at that time.
 
Wby is this logo important enough to have on the cover? Anyone read 1984 to tell us why?

ingsoc_by_ghigo1972.jpg


https://en.m.wikipedia.org/wiki/Ingsoc

Ingsoc was newspeak for English Socialism or "The Party". They were trying to make it impossible to be critical of the party by eradicating the language that could be used to criticise it. They also rewrite history as they see fit - the concept of "if there's no evidence to the contrary, how can you prove that it happened?" - by removing and rewriting books, newspapers and so. Oceania has always been at war for Eastasia or Eurasia.... or none.... or both.... whatever the party decides, changing the narrative as they need to, keeping people in check.

If you've never read 1984, I highly recommend it.
 
MGS2 message - "You are not Solid Snake just because you played MGS1, go out and build your own life"

MGSV message - "You're my most loyal soldier, you've been with me all this time. You are me"

Yeah, pretty contradictory. I explain it away with the in-universe explanation that BB and Solid Snake have totally contradictory ideals and would likely relay opposite messages like that

I think the lesson learned here, and I've said this before, is that kojima twists and contorts the mgs characters in order to supply the themes he wants tackle in each game
 
I should add mario kart and sonic songs to this game, so i can play them when i try to s rank the rest of the missions. It seems all i have to do is go fast.
 
I think the lesson learned here, and I've said this before, is that kojima twists and contorts the mgs characters in order to supply the themes he wants tackle in each game

This, times a million. And it's been evident for years. Characters in MGS are contorted to fit whatever thematic or narrative vessel they need to be for that particular game. The narrative itself is consistently retroactive in its twists, wherein it takes existing concepts locked in years ago and redefines them simply to suit the course of the new game. It's how you end up with Ocelot being on a hundred different sides.

I think that's maybe why some fans have reacted so badly to the twists in MGSV? It was the game that was probably most expected to be straight down the road with its gap filling narrative and, even with twists, sensibly stitch the Big Boss and Solid arcs together. But, you know, Kojima gonna Kojima.
 
Well I mean less what players wanted or how they see Snake, but more the cop out of having your character perform vocal characterisations to shape their identity in one vessel of narrative, yet lock him out in another. Snake talks plenty in tapes, and it's quite good. He is silent for a majority of cutscenes, except for when he...isn't? There's no consistency.

You can't say "Well Snake will be silent in this game, because he is the player", then have him engage in lengthy exposition dumps and dialogue exchanges in tapes. As a method of storytelling with intent it simply does not work, and instead highlights the weird differences between both methods of storytelling.

It backfires even more because it robs the character of any kind of agency in the story. I'm basically Miller's go-there-do-this-kill-that-rescue-him-fulton-her guy. Just another soldier doing the grunt work. If Snake, at the very least, spoke and had internal motivation, I could get behind that. MGSV is very much a half measure story.
 
EDIT: Also, Kojima is a terrible writer, and the continuity of this franchise is garbage. No surprise the ending was the least subtle fan service love letter. That fall completely fat to an embarrassing degree.
This is another point. He tried to explain a plot hole from the two, and let's be honest, least known games in the franchise that absolutely no one was asking about. People didn't CARE that Big Boss showed up in MG2, no one cared. Why did he need to answer that, of all questions?
 
This, times a million. And it's been evident for years. Characters in MGS are contorted to fit whatever thematic or narrative vessel they need to be for that particular game. The narrative itself is consistently retroactive in its twists, wherein it takes existing concepts locked in years ago and redefines them simply to suit the course of the new game. It's how you end up with Ocelot being on a hundred different sides.

I think that's maybe why some fans have reacted so badly to the twists in MGSV? It was the game that was probably most expected to be straight down the road with its gap filling narrative and, even with twists, sensibly stitch the Big Boss and Solid arcs together. But, you know, Kojima gonna Kojima.

Reminds me of this

 
http://www.gamespot.com/articles/mgs-5-the-phantom-pain-s-snake-won-t-talk-much-koj/1100-6425687/

I think after knowing the ending and reading this, it was probably the plan all along to not have Keifer speak that much during cutscenes.
It was the plan all along. Kojima has been saying it in interviews for years that he wanted big boss to be like mad max in road warrior for this game.
All the nonsense about Keifer being too expensive is baloney. Snake doesn't say much more in mgs4 either. Did you see that ending cut scene with big boss? He's mute and he's mute for most of them too. The most talking snake does in mgs4 is arguing with Meryl in the start of act 3 which was admittedly cool. In fact outside of wacky codec calls where he asks medic how animals taste and peace walker where he admittedly talks a whole bunch, snake has never been an overly talkative character.
 
All the nonsense about Keifer being too expensive is baloney. Snake doesn't say much more in mgs4 either. Did you see that ending cut scene with big boss? He's mute and he's mute for most of them too. The most talking snake does in mgs4 is arguing with Meryl in the start of act 3 which was admittedly cool. In fact outside of wacky codec calls where he asks medic how animals taste and peace walker where he admittedly talks a whole bunch, snake has never been an overly talkative character.
What? In MGS3 he talks often enough when talking to Eva, Ocelot, The Boss, Sokolov. Even more so in codec calls obviously, including characters other than Para Medic.

You should also play through MGS4 again because snake is far more chatty in other sections of the game than just when talking to Meryl. The return to Shadow Moses is pretty much a two man comedy duo of Snake and Otacon as they look back on the events of the previous games.

Edit: Hell MGS4 opens with Snake giving a monologue.
 
I will defend the gameplay in this through and through.

By far the best in the series.

It just happened to have some of the worst design decisions that I can remember, just a lot of really stupid headscratching shit.

But as far as the feel of the game, no MGS game comes remotely close.

EDIT: Also, Kojima is a terrible writer, and the continuity of this franchise is garbage. No surprise the ending was the least subtle fan service love letter. That fall completely fat to an embarrassing degree.

He's a director in need of a really good writer or two. He can come up with the story beats and general scenario, but what the series has desperately been crying out for is a good writer to tie Kojima's ideas together.
 
It was the plan all along. Kojima has been saying it in interviews for years that he wanted big boss to be like mad max in road warrior for this game.
All the nonsense about Keifer being too expensive is baloney. Snake doesn't say much more in mgs4 either. Did you see that ending cut scene with big boss? He's mute and he's mute for most of them too. The most talking snake does in mgs4 is arguing with Meryl in the start of act 3 which was admittedly cool. In fact outside of wacky codec calls where he asks medic how animals taste and peace walker where he admittedly talks a whole bunch, snake has never been an overly talkative character.

Lmao, Snake's a mute in MGS4? If anything Snake spoke too much in MGS4. He's always been a chatty character, the fact that Kojima wanted to do things differently this time is proof.

War has changed, anyone?
 
Well the events of mission 43 is kind of a major choice and set of events that were directly controlled by Venom.

He murders a bunch of Diamond Dog soldiers and then goes with the whole "Make them into Diamonds". This set of events evokes or should evoke the biggest emotional response from Kaz and Venom was the only one that really made any choices there even if the situation didn't leave him with any options.

that's a great character moment for Venom, sure, I actually liked that scene quite a bit

buttttttttttt

that's not a significant choice really. and my point stands, any truly significant choice was either approved of by one of the main two or presented as an option by one of the main two. It fits with the notion that Miller knew in that he is extremely pissy throughout the game, too, which would make even more sense if your best brah abandoned you and now you're left to do a knock off Outer Heaven with some duder you kinda know

this is all as much speculation as Miller knowing about Venom after the fact is. We don't have a concrete time frame for when Miller knew and nothing definitive really happens during the game to determine when he was informed

Lmao, Snake's a mute in MGS4? If anything Snake spoke too much in MGS4.

ironically enough, the only time SS feels like a mute in MGS4 is when Big Boss shows up and he can't shut the fuck up for like 30 minutes
 
Ok, so I completed Mission 50, is the real final mission the earlier one with Quiet leaving?

Kinda confusing on where the games actually ends.

Also, I heard some content was not in the final game which would have made the game better, but it would spoil the game so can anyone tell me now? Thanks!
 
The Phantom Pain is a little weird when it comes to player freedom.

You have tons of options for how you can approach a mission, but it asserts a 'correct' way of playing. It does this with the Mission Score system, and the Fulton system.

My options, when attempting to do a mission well, are filtered through "I should do this without being seen" and "I should do this trying not to kill anyone", which restricts what you are able to do by quite a significant amount. Then there are things like Air Support automatically removing the possibility of getting an S rank, and therefore being things you mentally check off of your list of options.

You have dozens of weapons, but when you filter it through the two major factors I mentioned above, you really only have a few. Your tranquillizer dart pistol, perhaps a silenced rifle you can develop (and its tranquilizing variant), a variety of grenade and decoys. Assuming you want to play the game well, which I assume most players go into a mission intending to do, you don't have all that many options.

Compared to something like Far Cry 2/3/4, where there isn't really any defined 'correct' way of doing any mission or outpost, I find that's where options erupt. "I'm going to tear through this place with a grenade launcher" sort of stuff. You can do that in The Phantom Pain, but will most players? I don't know.

You have a lot more freedom in infiltration, though.

These things would he true if you could only play the mission once.
 
Ok, so I completed Mission 50, is the real final mission the earlier one with Quiet leaving?

Kinda confusing on where the games actually ends.

Also, I heard some content was not in the final game which would have made the game better, but it would spoil the game so can anyone tell me now? Thanks!

Finally beat the game and would like to know the cut content as well!
 
Poor Solid was just really fucking confused

The funny thing is even though the mo-cap wasn't as advanced as TPP, Old Snake was way more expressive than V.Snake in that scene alone. It almost looked like he was about to cry when Big Boss said the world would be better off without Snakes.
 
that's a great character moment for Venom, sure, I actually liked that scene quite a bit

buttttttttttt

that's not a significant choice really. and my point stands, any truly significant choice was either approved of by one of the main two or presented as an option by one of the main two. It fits with the notion that Miller knew in that he is extremely pissy throughout the game, too, which would make even more sense if your best brah abandoned you and now you're left to do a knock off Outer Heaven with some duder you kinda know

this is all as much speculation as Miller knowing about Venom after the fact is. We don't have a concrete time frame for when Miller knew and nothing definitive really happens during the game to determine when he was informed



ironically enough, the only time SS feels like a mute in MGS4 is when Big Boss shows up and he can't shut the fuck up for like 30 minutes


Hi Snake, I'm Big Boss, back from the dead, and boy, oh boy, do we have a lot of catching up to do. What? Oh, the guy in the wheelchair? That's Zero. He's like 105 or something. Let's watch him in piss into a bag whilst I talk numbers to you. Zero plus zero equals one back to zero. It's going to be fun. Then we can unplug him and reclaim the secret hidden fourth part of the philosopher's legacy! Hahaha.....I'm kidding. There's no money left any more. I used the last of it to buy this lovely jacket. It's suede. It was the last one in the shop. The lady who served me said I had the menace of a man who had sold the world. She may have drunk. OK, SNAKE MY BOY LET'S NANOBOT THE SHIT OUT OF THIS EPILOGUE!!
 
People still saying that the Snakes were virtually mute in past MGS games? Big Boss jizzing all over the M1911 that Eva gave him in MGS3 is more dialogue and characterization than what Venom gets in the entirety of MGSV.
 
This is good isn't it?

People still saying that the Snakes were virtually mute in past MGS games? Big Boss jizzing all over the M1911 that Eva gave him in MGS3 is more dialogue and characterization than what Venom gets in the entirety of MGSV.

Snake has literally said more about cardboard boxes in past games than all of V.Snakes lines. I think the only time anyone talks about a cardboard box is Ocelot when you're introduced to MB development. Then again Ocelot talks about everything in this game including goats. The elusive Shalashaska talking about medicinal plants, what an awesome character.
 
Holy shit, I just noticed that during that scene where your base is infected and you're killing the staff members that are saluting you, they're actually humming the peace walker theme. It's so sad to hear :(
 
That isn't true. Not all people replay missions to screw around. Many play them to refine the same tactics they did the first time, to do a mission better.

I do once for S rank and once (or more) for side objectives. Skipping side objectives and taking a pure speed approach is usually best for S ranks anyway and after you get it you can use stealth camo or air strikes as you please when you go back in to mop up the stuff you missed.
 
This is good isn't it?



Snake has literally said more about cardboard boxes in past games than all of V.Snakes lines. I think the only time anyone talks about a cardboard box is Ocelot when you're introduced to MB development. Then again Ocelot talks about everything in this game including goats.

Or giving Ocelot hard lessons on gunplay and being a cocky asshole about it.
 
Battle Gear starts happening? That wasn't his call. Sahelanthropus being brought to the base?

Maybe I'm forgetting something, but I remember both of those being his decision. He gets the final say on Battle Gear going into development, and Kaz grills him over bringing Sahelanthropus to the base in a tape.

This is another point. He tried to explain a plot hole from the two, and let's be honest, least known games in the franchise that absolutely no one was asking about. People didn't CARE that Big Boss showed up in MG2, no one cared. Why did he need to answer that, of all questions?

They're important to Kojima himself and the rest of the series, even if most of the fanbase has never even played them. I imagine the inconsistency has been gnawing at him ever since he started actually writing Big Boss as a character.
 
They're important to Kojima himself and the rest of the series, even if most of the fanbase has never even played them. I imagine the inconsistency has been gnawing at him ever since he started actually writing Big Boss as a character.
They already explained it in MG2 by speculating that Big Boss had majority of his body replaced by mechanical components. Considering the crazy bionic arm shenanigans you get in MGSV that actually seems the more obvious and plausible resolution than a body double.
 
So you are saying the game is easy or doesn't offer freedom? I don't understand.
I'm saying that because the game is so easy, the freedom doesn't even matter. It's a cursory offering of freedom that means nothing. Having so much player freedom would be meaningful in a difficult or complex game. But the game never forced me out of my comfort zone. In fact, the game rarely even challenged me aside from a random difficulty spike here and there. As it stands, I was able to quickly fall into a mission routine that worked nearly flawlessly every time. Hell, because you have to return to the same boring-ass locales time and time again, I had the simplistic map and enemy layouts so well engrained in my head that there was really hardly any surprises when I reentered a base. That to me speaks of poor game design. During the course of a well planned game, I should have to adapt to novel situations, develop new skills and think in new ways. After the first maybe 10 hours, you don't need to do that anymore in MGSV.

This also feeds into my notion that the game would have been better off with more Camp Omega style sandboxes and less of the repetitious "open world" it turned out to be.
This was what killed a lot of the joy in the gameplay for me after quite some time in the game. The enemies lack inherent skillsets which would make devising alternate tactics meaningful or worthwhile. As far back as MGS2, you had precision military sweeps performed in an area once the alarm bells went off. MGSV doesn't present you with any sense of challenge or threat like that.

I wrote a pretty long post on Medium about why it's okay to be disappointed or happy with MGSV, and I posed a question I felt was worth asking and hopefully will see analyzed by gamers who are willing to put some thought into decompressing the mess that is MGSV rather than blindly, venomously defended for the sake of protecting the game's status.
The bolded is so very true. At the beginning, you see enemies adapting, and frankly I was impressed. Here were enemies starting to use night vision goggles because of my tendency to do night infiltrations. Here were enemies wearing helmets because of my love of headshots from behind. But in the end, that hardly had any effect on my playstyle. Hell, it barely made them more difficult. Sure they're wearing new equipment, but they're not actually doing anything new. The AI really isn't all that sophisticated, and taking them on in different ways really didn't feel meaningful or worth my time.

I think your Medium post asks a great question. One to really think over.
I think it's absolutely a flaw in the game's design. Allowing the player to equip the most effective weapon in each slot means that they're always able to go their preferred route, which naturally limits their options because few people would willingly limit their effectiveness.
MGSV's early game balance is sublime. It has a great rhythm. You need to recon each outpost to the best of your ability. You're constantly balancing between your ideal scenario and resorting to using noisy or lethal weapons whenever things go south.
Fast forward a few hours - every enemy is now automatically marked before you even arrive at the outpost, all of your guns are silenced and non-lethal. Now the only thing that requires skill is finding a way to allow things to get out of hand when you have all the resources you'd ever need.
Again, yup.
 
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