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

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Air striking the base isn't a guaranteed way to kill Skull Face, and it's not like Mother base has the capability to deploy a massive strike on an entire base.
That's why Venom was crawling into the base. To get him. As he wasn't able to, for he was in front of guns, Miller could've called in a pinpointed strike. If not on Skullface, then on XOF to give Venom an opening to kill Skullface. How about smoke on Venom? Or how about a full assault on the base after Venom went through?

Killing Skullface isn't that problem. Code Talker kicked his ass. Code Talker!
 
That to me is a problem. The game never really gets harder or smarter as you get better tools. You just get increasingly more overpowered tools and the AI stays doing generally the same idiotic thing it was at the beginning, except now it's wearing a helmet or night-vision goggles!

Ooooooh. So adaptive! So meaningful!

...Except the AI does adapt and get better. For instance, at the start of the game, if they get a glimpse of you, you have a large window to get out of sight, and they'll just go back to whatever they were doing. Later on, that window will be much shorter, and they'll be more likely to either run over and check (in pairs), or radio it in and cause security to be tightened.
 
Thanks a lot guys. I really appreciate.

But wasn't zero he's enemy? Eva its not mentioned here right?
Big Boss was initially a part of Cipher/The Patriots during its conception in the early 1970s, but he had a falling out with Zero over how The Boss's mortality for world peace should be implemented. Sensing the legendary soldier's disenchantment over their use of his image as a poster boy, Zero kicked off the "Les Enfants Terribles" project to have genetic clones created for potential military disposal. This action, done without consent, infuriated Big Boss into breaking away in pursuit of an increasingly anarchistic view of peace through a world without governments. In a sympathetic turn of events, Zero felt terrible for losing his closest ally as a result of his paranoia along with the rogue attack committed by one of his agents, Skull Face, after Ground Zeroes. He preserved Big Boss's comatose body away in Cyprus for safety as an effort to make amends for his previous actions. He was responsible for requesting EVA and Ocelot to oversee the operation of moving Big Boss, "Kazuhira" Miller, and the Medic/Venom Snake immediately after the destruction of MSF.
 
I really wish that instead of rehashed missions in the second chapter game had the story missions it had in chapter 2 then had a new game + mode where you replay all the story missions with the different difficulty modifiers on. You could bring your Mother Base with you into NG+ so you can continue expanding/developing things as needed, and you could get buddies back and see cut scenes you didn't see the first time through etc.
 
The way I understand the chain of events:

Skull Face tries to assassinate Zero, nearly kills him, Zero knows he's about to no longer be able to do anything and so gets around to setting up the Patriots AI system with the help of Strangelove to take over when he enters that semi-cognizant state (think Tuco's grandpa from Breaking Bad) and then Zero offers to put Big Boss in hiding after he learned of Skull Face's attack on Big Boss. Ocelot, Miller and Big Boss are in on the body double project, but Ocelot hypnotizes himself so that he won't remember about the project. So the only people that actively remember are Miller, Big Boss and Zero.

My interpretation of the scene where he smashes the mirror and you see Big Boss either he sees himself visually (a hallucination, as you said) as Big Boss or they found a surgeon skilled enough to take the sharpnel out without damaging anything.

You're a little off. Miller is completely unaware of the body double plan. That's why he's so pissed in the post credits stinger. All he knows is that Zero has arranged for Big Boss to be taken care of.
 
I don't think that's what the criticism means at all. But to address this point, I can't really say much about precedents with stealth games because I don't play them often. I have some old-ass Splinter Cell games on my shelf and that's about it. Although I seem to remember games like Blacklist being pretty challenging, but maybe that was because I was younger.

My criticism/complaint is a two-part critique that I have not just towards MGSV, but towards many, if not most games. And that is first of all, the the horrid state that AI is currently in. It's not improving and it might not for some time. Second, the difficulty curves in games, where we start with great balance, and then by the 1/2 or 2/3 point, everything becomes easy as shit. In MGSV, the first 10 hours were rewarding, tense and full of risk/reward measurements. By about 20 some-odd hours in, everything was easy as shit. Same thing happened to me playing TW3 earlier this year. By about 50 hours in (half my playtime), the game was stupidly easy, even playing on Blood and Broken Bones. I guess some people enjoy power trips, but I like to be challenged in games. I like a sense of accomplishment, and MGSV left me with none of that.

I don't think anything I'm thinking of is really that revolutionary though, in terms of AI scripting, even within stealth games. Some more CCTV cameras. More randomized patrols. More helicopter scoutings. More persistent base searches when the enemy is alerted to my position. A real manhunt doesn't end in like a few minutes, they should search you out actively until they find you or actually secure the entire building or base. Maybe more base modifications, like added barricades and such. Less deaf guards (I can fulton a tank while a guard is standing 20 meters away, really?) Less static placement of guards and weapon points since I quickly became bored because of the repetition of those placements. I mean, want to be really ambitious? How about enemies that have some more "dynamic" traits such as cowardice, cautious, reckless, etc. rather than just copy-pasted same-y enemies?

Unfortunately, my complaint will really never be addressed. The average consumer is way, way more interested in "all dem gwaphics" than being challenged consistently.

What you said does happen though. More enemies start wearing helmets, night vision goggles etc... There were landmines when I repeated the third mission recently whereas they were absent in my first playthrough. I am also seeing more instances of alerts during fultons and also more instances of enemies shooting out the baloons. Infact if you stop sending troops on combat deployment missions you will increasingly start seeing these things like I did including more cameras and I am about a hundred hours in only. None of these are ambitious decisions though like you said and I dont think the 'focus on graphics' complaint can be levelled at MGSV or its fans considering this is one of the rare AAA games that focused on framerate and playability over eye candy. If you meant that point towards the larger AAA scene than sure.

I would like an even bigger challenge like you but even those challenges can be artificially created by the player. I frequently do the - 'Today I want to do no alerts run' or 'Today I want to take out every large outpost including the chopper. Fk stealth' etc.. and what is fascinating is that these options are always viable and not just viable but feel equally legitimate in terms of game design and challenge. None of the SC games are any more challenging than MGSV. They are less rewarding and in fact provide fewer options.
 
I think that's what got to me the most.

Big Boss is supposed to be LEGENDARY. And some no name medic scrub can impersonate him?

bull
shit.

In a game about superweapons like mechs and virus assassinations they successfully brainwash some random guy into being a legendary super soldier...and that somehow isn't the most important thing in the plot. Brainwash everyone.
 
Are there any boats in the game?

Would have been cool to have to infiltrate a tanker or something. From the little I've played I do wish there were more unique structures and buildings in the game.
 
What is this outrage now about the medic not being able to be like Big Boss? The way how the story presented it aside - this is a military mercenary medic. He is first and foremost a soldier with specialisation in field medicine. He can and should be as good as any other soldier.

Secondly, it's the point of Metal Gear Solid that Big Boss is "just" a exceptional soldier, not a super sayan that happens every 1,000 years. There are other exceptional soldiers around the world, what set him apart was opportunity and timing. He was at the right place where lots of forces worked for him to succeed. He isn't a hack or anything, he is just less then what the legends mutated him into.
 
You're a little off. Miller is completely unaware of the body double plan. That's why he's so pissed in the post credits stinger. All he knows is that Zero has arranged for Big Boss to be taken care of.

Miller is aware but he was pissed because he had no say in it. It wouldn't make sense for Ocelot to tell him at any point other than prior to Venom arriving at Mother Base because he puts himself under hypnosis after he parts ways with Big Boss. You can tell he's already under hypnosis by that point because if you tranq him during the CQC training mission he says the "2+2=5" code word thing.
 
Miller is aware but he was pissed because he had no say in it. It wouldn't make sense for Ocelot to tell him at any point other than prior to Venom arriving at Mother Base because he puts himself under hypnosis after he parts ways with Big Boss. You can tell he's already under hypnosis by that point because if you tranq him during the CQC training mission he says the "2+2=5" code word thing.
He didn't know during the game. He even gets a call from Zero that goes like this: "lmao, got your waifu." without going into the double details.
 
Hard mode versions of all missions with rewards for getting High ranks like better weapons, other codenames, or emblem parts, or camo would have been awesome.
 
The way I understand the chain of events:

Skull Face tries to assassinate Zero, nearly kills him, Zero knows he's about to no longer be able to do anything and so gets around to setting up the Patriots AI system with the help of Strangelove to take over when he enters that semi-cognizant state (think Tuco's grandpa from Breaking Bad) and then Zero offers to put Big Boss in hiding after he learned of Skull Face's attack on Big Boss. Ocelot, Miller and Big Boss are in on the body double project, but Ocelot hypnotizes himself so that he won't remember about the project. So the only people that actively remember are Miller, Big Boss and Zero.

My interpretation of the scene where he smashes the mirror and you see Big Boss either he sees himself visually (a hallucination, as you said) as Big Boss or they found a surgeon skilled enough to take the sharpnel out without damaging anything.


oh welp, didn't see it was from last page. whatever
That's really helpful. Thanks bro :)

Big Boss was initially a part of Cipher/The Patriots during its conception in the early 1970s, but he had a falling out with Zero over how The Boss's mortality for world peace should be implemented. Sensing the legendary soldier's disenchantment over their use of his image as a poster boy, Zero kicked off the "Les Enfants Terribles" project to have genetic clones created for potential military disposal. This action, done without consent, infuriated Big Boss into breaking away in pursuit of an increasingly anarchistic view of peace through a world without governments. In a sympathetic turn of events, Zero felt terrible for losing his closest ally as a result of his paranoia along with the rogue attack committed by one of his agents, Skull Face, after Ground Zeroes. He preserved Big Boss's comatose body away in Cyprus for safety as an effort to make amends for his previous actions. He was responsible for requesting EVA and Ocelot to oversee the operation of moving Big Boss, "Kazuhira" Miller, and the Medic/Venom Snake immediately after the destruction of MSF.

Wow. Thanka bro. Much appreciate it.

One last question:)

When did zero take the DNA from BB and started the clone project? :
If Eli is Liquid, then when did it start?
 
I talked about these before, and made suggestions on how things should engage you instead of you always looking for the game to engage you.

http://www.neogaf.com/forum/showpost.php?p=178929548&postcount=5269
http://www.neogaf.com/forum/showpost.php?p=178931144&postcount=12439

I don't think its ambitious... its just directing resources to the things that make more impact to the game overall, instead of having things that we can do without. Exmaples... FOB and online, Zoo, most of Motherbase.

The graph for this game challenge and gameplay should always be a steep ramp. Kinda like the souls games or dragons dogma... always challenging... easy to play but hard to master... and when you overcome a challenge... it feels darn good.
I think this is what killed me by the time I got the real ending of MGSV. The lack of feeling "so darn good." In the first 10 or so hours, I was getting a lot of that feeling from S-Ranking missions, stealthing through areas and capturing bases. But the magic wore off because the game seemed to stop responding to me and giving me curveballs.

Your post was a great read by the way, and I like a lot of the ideas. This line really resonated with me in particular though:
I dunno.. i feel like i have to go prod at the game for it to do something.
I know people will say "it's not an open world like other games," but this is the problem with calling something open world. I expect a world whose existence I can at least somewhat believe in. And MGSV felt so static and plastic (In fairness to MGSV though, many, many open world games fail at this). It really is a "toy" where you're given a bunch of equipment to see how it works in an area. The game doesn't really push back at you.
...Except the AI does adapt and get better. For instance, at the start of the game, if they get a glimpse of you, you have a large window to get out of sight, and they'll just go back to whatever they were doing. Later on, that window will be much shorter, and they'll be more likely to either run over and check (in pairs), or radio it in and cause security to be tightened.
Given the upgrades to equipment that you get, I didn't find the difference in the window at that point to be at all meaningful or more difficult. Hardly noticed it. Game consistently became easier without any serious hitches.
What you said does happen though. More enemies start wearing helmets, night vision goggles etc...
This gave me difficulty really only the first time I ran into helmeted/nigh-visioned enemies, and only because I didn't expect it. I thought it was really clever at first, but in the end it does very little to change their behavior or the player's.
There were landmines when I repeated the third mission recently whereas they were absent in my first playthrough.
There were never enough or never enough cleverly hidden to matter to me. They were always painfully obvious in placement. Maybe I got lucky in that respect though. My favorite was when an enemy was so brainedead that they would run into their own minefield if I baited them.
I am also seeing more instances of alerts during fultons and also more instances of enemies shooting out the baloons.
Meh, mitigated by the wormhole fulton. Which by the way does not have enough downsides to it considering how ridiculous the thing is.
I would like an even bigger challenge like you but even those challenges can be artificially created by the player. I frequently do the - " Today I want to do no alerts run' or 'today I want to take out every large outpost including the chopper fk stealth' etcc
I think this is making excuses for poor design. The game should be well designed enough that it hands me bigger challenges, reward me for creative play and has a sense of satisfaction attached.
None of the SC games are any more challenging than MGSV. They are less rewarding and in fact provide fewer options.
I don't think the mentality of "more options = better game" is particularly helpful either. I also don't remember feeling any less rewarded with them than I did by the end of MGSV.
 
I think this is what killed me by the time I got the real ending of MGSV. The lack of feeling "so darn good." In the first 10 or so hours, I was getting a lot of that feeling from S-Ranking missions, stealthing through areas and capturing bases. But the magic wore off because the game seemed to stop responding to me and giving me curveballs.

Your post was a great read by the way, and I like a lot of the ideas. This line really resonated with me in particular though:

I know people will say "it's not an open world like other games," but this is the problem with calling something open world. I expect a world whose existence I can at least somewhat believe in. And MGSV felt so static and plastic (In fairness to MGSV though, many, many open world games fail at this). It really is a "toy" where you're given a bunch of equipment to see how it works in an area. The game doesn't really push back at you.

By the time i reached Chapter 2 i was excited to enter a new territory of twists and new gameplay scenarios. Which would carry me through what it felt at the time, would be the 2nd third of hte game.

Little did i know... by the time i got to Mission 43 i was surprised and excited since hte mission was very thought provoking.. but then the game just ended... and i was glad it did, because i just wanted it to end so i could go play Mad Max.

I agree with you on the open world. In a lot of ways. MGSV is on top because it allows you to do everything yourself. But there are just not enough situations to keep that challenge.. or at least keep you on your toes.
 
Apparently Ocelot's hypnosis could do what cloning, VR, and nanomachines could not.

Goes back to my earlier theory, if Ocelot wanted to use his hypnosis to turn someone into Godzilla, he could.
 
Apparently Ocelot's hypnosis could do what genetic coding, VR, and nanomachines could not.

Goes back to my earlier theory, if Ocelot wanted to use his hypnosis to turn someone into Godzilla, he could.

if they had a Godzilla sized metal gear.


if raiden can learn to be as good as solid snake with vr training, if ocelot can hypnotize himself to be liquid, a soldier trained by big boss, and then hypnotized to believe he's big boss, seems completely sane.
 
Apparently Ocelot's hypnosis could do what genetic coding, VR, and nanomachines could not.

Goes back to my earlier theory, if Ocelot wanted to use his hypnosis to turn someone into Godzilla, he could.

Only so the real King of the Monsters could safely build Outer Tokyo
 
That's really helpful. Thanks bro :)



Wow. Thanka bro. Much appreciate it.

One last question:)

When did zero take the DNA from BB and started the clone project? :
If Eli is Liquid, then when did it start?
Zero initiated the "Les Enfants Terrible" project in 1972 which gave birth to Solid Snake, Liquid Snake and, eventually, Solidus Snake. All clones went through different genetic experimentation, such as the dominant/recessive trait dispute between the two aforementioned clones and the advanced accelerated aging in Solidus, but all of them were created through Big Boss's DNA and EVA offered to have her eggs used in their creation.
 
^^Kojima wasn't hinting at anything, it's a recurring theme



Do we have to wait till the 6th to find out what FOB online entails? Supposed to be new features right? I can't imagine ppl shelling out money for MB coins just to build more fobs to gain resources for nothing.
 
Do we have to wait till the 6th to find out what FOB online entails? Supposed to be new features right? I can't imagine ppl shelling out money for MB coins just to build more fobs to gain resources for nothing.

Was there rumblings that they'd expand on FOB when MGO launches?
 
if they had a Godzilla sized metal gear.


if raiden can learn to be as good as solid snake with vr training, if ocelot can hypnotize himself to be liquid, a soldier trained by big boss, and then hypnotized to believe he's big boss, seems completely sane.

Ehhhh, I don't know about that.

Raiden was raised to an extent by Solidus, and grew up on the battlefield. Ocelot hypnotizing himself is also silly, but he didn't just use hypnosis. He used drugs, and psychotherapy.

If we were given some information about Venom, I might be able to overlook that. But Kojima can't do that, because that would undermine the incredibly stupid meta narrative of YOU'RE THE BIG BOSS NOW GUIS!

But you're right, it's not the dumbest thing in Metal Gear lore.

But it's pretty dumb.
 
I'm not dealing with this fam
Every time I feel like I'm over it I get roughy back down to sad town reality.
Why did it have to end like this 😢
 
I'm not dealing with this fam
Every time I feel like I'm over it I get roughy back down to sad town reality.
Why did it have to end like this 😢

I feel your pain brother.
mgs4_bigboss_hug.gif

I'd love for co op to be added... And the rest of the game

Coop would be definitely interesting. So would the rest of hte game. lol.

I wonder if Kojima will do a postmortem now.
 
Oh nifty. Wonder what they could add.

Hopefully less BS, I get wrecked with a high security team but fail to dish out the same reckoning to my targets :(

I feel your pain brother.
mgs4_bigboss_hug.gif



Coop would be definitely interesting. So would the rest of hte game. lol.

I wonder if Kojima will do a postmortem now.

Like I'm all good with the story and I've come to terms with that. But the Canp Omega is just a heart breaking what could've been 😥😥
 
That to me is a problem. The game never really gets harder or smarter as you get better tools. You just get increasingly more overpowered tools and the AI stays doing generally the same idiotic thing it was at the beginning, except now it's wearing a helmet or night-vision goggles!

Ooooooh. So adaptive! So meaningful!

Dunno if we were playing the same game, but fultoning dudes became impossible for me since they would instantly see the balloon from miles away, then shoot it before I got the wormhole. And some of my sneaking paths had claymores all over them.
 
I can't believe the piece of shit that they give you for that mission. Even if you have a leveled up GROM, they hand you an unleveled version that sucks. So you basically have to start the mission by ordering your real one. And even then, the mission just isn't fun.

I may be wrong, but I remember that the old primary back weapon you deployed with is dropped on the floor where you are standing, and you can switch back after Quiet gives the trash GROM version to you.
 
I'd love for co op to be added... And the rest of the game
That would be wild but I aint holding my breath. Whats interesting is someone was sifting through the code for the nuclear disarmament cutscene and there's mentions of player 2 but no player 1. Probably nothing. I just would like for fob to be more compelling. Maybe it's mgo related customizations.
 
This gave me difficulty really only the first time I ran into helmeted/nigh-visioned enemies, and only because I didn't expect it. I thought it was really clever at first, but in the end it does very little to change their behavior or the player's.

There were never enough or never enough cleverly hidden to matter to me. They were always painfully obvious in placement. Maybe I got lucky in that respect though. My favorite was when an enemy was so braindead that they would run into their own minefield if I baited them.

Maybe you did get lucky but enemies running into their own minefield after baiting them I would consider a plus and a hilarious moment. I would never think of that as a negative :P


Meh, mitigated by the wormhole fulton. Which by the way does not have enough downsides to it considering how ridiculous the thing is.

The wormhole fulton is not a mandatory tool that you have to use during a mission. I only got it after finishing the game and I just use it for fun. That is the thing - This game emphasizes fun. You could use wormhole fulton if you feel that is fun or you can use Hand of Jehuty if it is fun or some other tool or item. The game provides choice and surprisingly the outpost designs are malleable to whatever device you take. It is always fun to experiment with different tools and use only ones which you feel enhance your immersion. Surely it being there as one of the many options on the screen should not mean you are compelled to use it.

I don't think the mentality of "more options = better game" is particularly helpful either. I also don't remember feeling any less rewarded with them than I did by the end of MGSV.

More options = better player agency = better game. Options are always better IMO. The only potential problem with having many choices is if one choice is always much better than any other choice but so far, at least in most of the missions and side ops I have completed I have used every permutation and combination of infiltration I could think of and all of them seemed fair game.

I would like better AI in games sure but it is not like the previous MGS games or SC games or any stealth game really has better AI. Comparisons with DD and Souls coming from MGS fans dont make sense to me since MGS was never ever as challenging as a Souls game. So while I will always want better AI in all games I do not know if it is fair to specifically criticize MGSV regarding this when there is no precedent for better AI in this genre.


Awesome stuff. This game keeps on giving lol.
 
I think I need to undergo hypnotherapy to see this game as the methaporical genius of giving the player actual phantom pain.

Everytime I boot this game up to complete the optional task to get 100%

I can feel the story we lost, the content we lost, like its all still there.

You can feel it too, can't you?
 
Given the upgrades to equipment that you get, I didn't find the difference in the window at that point to be at all meaningful or more difficult. Hardly noticed it. Game consistently became easier without any serious hitches.

Doesn't change the fact that yes, the enemy does in fact adapt. Maybe you think it's still too easy, but it's a progression in difficulty that will of course be mitigated if you've already invested in good enough R&D.
 
Kojima turns him into a fraud, and that doesn't sit well with people.

If it weren't so clumsily written, this could have been an intentional angle behind Big Boss.

The one guy who manages to be "legendary" is Solid Snake, and he's pretty much very much in tune with who he is, what he is trying to do, and doesn't buy into the legends.

I said it before, but after MGSV, I honestly think that Big Boss just bought into his own hype way too hard.
 
I think I need to undergo hypnotherapy to see this game as the methaporical genius of giving the player actual phantom pain.

Everytime I boot this game up to complete the optional task to get 100%

I can feel the story we lost, the content we lost, like its all still there.

You can feel it too, can't you?
We should make Konami give back our past: playtime or cut content.
 
Ehhhh, I don't know about that.

Raiden was raised to an extent by Solidus, and grew up on the battlefield. Ocelot hypnotizing himself is also silly, but he didn't just use hypnosis. He used drugs, and psychotherapy.

If we were given some information about Venom, I might be able to overlook that. But Kojima can't do that, because that would undermine the incredibly stupid meta narrative of YOU'RE THE BIG BOSS NOW GUIS!

But you're right, it's not the dumbest thing in Metal Gear lore.

But it's pretty dumb.

I mean, the idea that he's one of your MSF soldiers is kind of implied. If you played peace walker, those guys were pretty good. (And they flat out say it was your best soldier from peace walker, or abouts) That's not that different than raiden's situation. (Venom trained by Big Boss == Raiden trained by Solidus) Like...the thing about BB is just that he's REALLY good. he doesn't have super powers. (though in MGSV it seems like Venom has regenerating health, super speed, and time dilation as super powers....)
 
I can't believe the piece of shit that they give you for that mission. Even if you have a leveled up GROM, they hand you an unleveled version that sucks. So you basically have to start the mission by ordering your real one. And even then, the mission just isn't fun.

You can walk forward and pick up whatever it was you dropped during the cutscene.
 
Wormhole Fulton is prolly the most broken weapon plot wise.

Why does big boss have cheap wormhole tech in 1984?

Why...anything after that. That tech would change everything way more than Metal Gears or nanomachines or parasites.

The fuck.
 
Wormhole Fulton is prolly the most broken weapon plot wise.

Why does big boss have cheap wormhole tech in 1984?

Why...anything after that. That tech would change everything way more than Metal Gears or nanomachines or parasites.

The fuck.
The biggest problem is how cheap it is to use. There's almost no real downside to carry around 48 of them versus carrying 48 balloon'ed fultoning.
 
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