Guilty. But at least I don't go around writing books about my hackness.
you just gave an example, u cheeky bugger
Goddamn
breh, u can't call me edgy and then enjoy a similar retort :c
Guilty. But at least I don't go around writing books about my hackness.
Goddamn
Lol damn, that's ice cold. Why you gotta do him like that.
I did laugh, because it was a funny burn, but, good lord man, Hayter's a pretty decent fella and is one of few VA's who gives a shit about his character and his work.
I really wonder why they didn't change the name of Chapter 2.
They called it Race but it was about Huey and Eli mostly.
Yea, he's a hack.There is a game that did this already. Far Cry 2. Every outpost, and even jeeps around were on the look out for you. Almost to the point of annoying lol. Such a great game.
And yes... i don't trust Yong. His review and score of 97... plus his defend review video...I wonder what he'll cover next now that MGS is over. Someone pointed out that he did an analysis video of P5, without ever playing a persona game.![]()
The question wasn't what it takes to make a game, It was Kojima's management skills.
And I find it funny you mention Naughty Dog when they had developer employee issues for Uncharted which actually got a delay (like it always does) to spend time and money to make sure it comes out perfect. Like most great games get. but you wouldn't call the shift in their direction poor management because 2 creative heads disagreed.
All I was saying is your original idea regardless of who you are, in whatever creative field your in, isn't the best it can be until your team and even you yourself look at it from different perspectives. Sometimes all it needs is a little polish and other times your inspired by someone else's criticism that makes you see and change things for the possible better. Thats not bad management, it's just the creative process.
Yea, he's a hack.
But a metal gear game in an industrial open world excites me more than jungles. I want to see solid snake chased down dim lighted sewers. Solid Snake, with no weapons, looking for Natasha to get a pistol and to a safe house while the whole world looks for him under the Patriot's controlled society. Similar to the "brother eye" gimmick from Batman/DC comics a few years back.
Otacon is dead because of Snake's fox die, but his AI lives in the MK 3, accompanying Snake.
The metal Gear universe needed to expand, but instead it kept collapsing onto itself.
i don't think hayter rikes me anymore
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breh, u can't call me edgy and then enjoy a similar retort :c
People need to understand that MGS V is not like the Witcher 3 or like GTA V where there are many open space areas just for sight seeing to immerse the player instead of offering well designed areas like the bases in MGS V. MGS V has open spaces or empty spaces to connect enemy outposts and bases and that benefits the gameplay so the player can scout enemies location before infiltrating and select the path or the way to do the mission.
What do you want? Towers to climb and landmarks to discover? I prefer MGS V open world design.
youre right. In the documentary when hideo argues with the programmer on the priorities of the game, I sided with the programmer. Finish the game first, then do your revisions. With hideo, it's one step forward, two steps back.I understand your point then.
My ND reference still stands tho. Even tho what i think they did to Amy was uncalled for. The end result should benefit the project. At all times. We'll see how U4 does. But so far, i think its shaping up to be better than the previous games, delivering more vertical and dynamic gameplay, interesting story, and unparalleled beautiful scenery with set pieces that will amaze us.
The creative process is you feeding from everyone else tho. In that video everything comes from Kojima. So how is this a creative process?
Kojima tells Yoji to make Quiet have less clothes... he initially thought a more reserved look would be nicer. But you know... the end result speaks for itself.
Kojima in MGS4 decides that the cutscene with Sunny is not up to par, even tho there are more pressing matters in the game that could benefit from the time. They go and revamp the cutscenes, and the gameplay is left alone. I mean.. how it be a creative process when its one man calling the shots? Even in the video they all say they don't understand his motives, but as long as it makes the game better... and then they look puzzled.
Others in this thread have mentioned that Kojima had a writer that would capture all of his ideas and make it more cohesive. Maybe thats all he needed. In the end, i completely agree that a team works best when they have a responsible person at the helm that can carry the big picture, but empower people with good ideas to implement them.
Anyways... i think we both agree on the topic. Just calling out things that i think are interesting to talk about.
Brutality. It's about time he knew.
Konami was willing to pay (probably more) for a better performance, even if there was less of it.
I don't think MGSV has well designed bases, there is like 2 or 3 good ones, everything else is the same.
Hmm... i think this i will disagree on. I think the bases serve a different purpose and design element. For them to be more interesting, have more personality, and be more memorable. Absolutely.
But there is quite a bit of design on each base that at first glance and when approaching them for the first time, they are pretty awesome.
Yeah..."better."
Here's a fun fact: in order to better understand his character, Keifer Sutherland was actually placed in a medically induced coma while recording his lines.
People need to understand that MGS V is not like the Witcher 3 or like GTA V where there are many open space areas just for sight seeing to immerse the player instead of offering well designed areas like the bases in MGS V. MGS V has open spaces or empty spaces to connect enemy outposts and bases and that benefits the gameplay so the player can scout enemies location before infiltrating and select the path or the way to do the mission.
What do you want? Towers to climb and landmarks to discover? I prefer MGS V open world design.
Yeah..."better."
Here's a fun fact: in order to better understand his character, Keifer Sutherland was actually placed in a medically induced coma while recording his lines.
Yeah..."better."
Here's a fun fact: in order to better understand his character, Keifer Sutherland was actually placed in a medically induced coma while recording his lines.
No, for me a base is good designed, when it forces me to use new tactics. This happend like in the villa and the big base. I just tranq and fulton everyone, gg. Hard game.
There is nothing like Camp Omega in this game, which was very well designed.
The demon stuff only happens when you grab someone and stab them or a couple other cases. There's even a sound to accompany it that signifies you've done something evil. You're not going to get a large demon horn from headshotting a sentry with your scoped rifle. At least I don't think so. I've been lethal for my 180 hours playthrough, fultoned only a couple animals and my demon horn is tiny. Rank wise you are punished far less than any other metal gear game for going lethal. You're not really penalized at all actually.Yeah, MGS have almost always been about doing things non-lethally (and that's how I preferably play when I get the chance eitherway), but no other MGS have been so punishing when it comes to using lethal weapons as MGSV.
Just the fact that there's a possibility that you might become a "demon" version of Venom Boss with an even bigger horn and blood you can't get rid of is so stupid and makes me not wanna use lethal weapons as I usually do after playing through the story once.
People need to understand that MGS V is not like the Witcher 3 or like GTA V where there are many open space areas just for sightseeing to immerse the player instead of offering well designed areas like the bases in MGS V. MGS V has open spaces or empty spaces to connect enemy outposts and bases and that benefits the gameplay so the player can scout enemies location before infiltrating and select the path or the way to do the mission.
What do you want? Towers to climb and landmarks to discover? I prefer MGS V open world design.
But they do. Some are more vertical, some on an incline, some are more like a fortress, some mix both fortress and incline, some are flat and open.... i mean.. there is variety in the approach they use... it just lacks a more intricate feel, which leads to what you are talking about. The design is there, it might not be the strongest. But... when first approaching a base, i had to think what how i would tackle this. It was a good feeling.
Sorry, I can't read this post over the sound of David Hayter gargling marbles while recording his lines and growling the last syllable of every sentence.
sounds like someone is a bit salty. Just because he spoke less, doesnt mean it wasnt better. I liked Keifer's line delivery much better than Hayter from his last MGS.
It was a good feeling, yes. Butknow this shit leads to nowhere is just depressing and making the game way worse than it is for me.
Hayter's Peace Walker turn was a bit bad, which people here have attributed more to the direction he was given. I will say I liked Kiefer's delivery during the funeral scene at least.
Forgot about Volgin you're correct. So only two people in the entire series are legit evil.
For me the open world actually had meaning in the context of the missions. It was crucial to their design and couldn't have been done without it. People argue it could have been closed off levels but if you play even the first 3 missions it's clear that isn't true. It's the first open world game I ever played where the open world was critical to the design other than gta, and honestly gta missions will give you a game over screen if you even think about losing your target or deviating slightly from the scripting.No one is asking for GTA like missions or fantasy landmarks. The empty spaces between all of these bases and outposts are a giant waste of time, much like the actual game in general. MGS4 already showed what they could have done to give these maps more life and interaction.
I don't think MGSV has well designed bases, there is like 2 or 3 good ones, everything else is the same.
It would also benefit from harder achieving S rank qualifications like Ground Zeroes. I've basically S ranked everything on my first try, which sucks cause there's no reason to revisit some of these places.I feel you bro.
Its a steep decline once you get a whiff of all these deep issues.
Still.. the game is fun, its got interesting elements to it. Can it benefit from better design, absolutely. But i do recognize that the game redefines itself in a good way in my book.
Hayter's Peace Walker turn was a bit bad, which people here have attributed more to the direction he was given. I will say I liked Kiefer's delivery during the funeral scene at least.
Hayter's Peace Walker turn was a bit bad, which people here have attributed more to the direction he was given. I will say I liked Kiefer's delivery during the funeral scene at least.
Which is probably why Ocelot is casually spitting out "good job, BAWS. ...whatever" as he eats a sandwich or some shit during the Sally fight.This is the running joke in every game. In MGS3, Signit even says Granin's design is stupid and pointless.
Yeah fuck that site. The stuff with the msx/intel/portopia stuff is infinitely more interesting tbh
While some bases are better than others, I don't agree with you. btw you and me have different tastes, I read your comment in this thread that your favorite MGS game is MGS 2, while I don't hate it, it my second least favorite game in the series after Peace Walker. My favorite story in the series is MGS 3.
Well yeah, I don't dislike it as a whole, but that isn't a shield from critiques. Its profoundly disappointing Kojima and team didn't pursue the superior design choice.
And I'd say they do have different philosophies. TPP prioritizes expansive environments that can be, in a literal sense, approached many ways. Ground Zeroes had a more typically Metal Gear approach, a smaller scale with more intricate considerations of design.
Does it though. Compare it to the other open world games/sandbox games that came this year... Witcher, mad max, arkham knight etc does metal gear really have more content than those games?
Also, it's not only the story that's unfinished, but so is the in game content. Mother Base is very underwhelming, and just listening to the soldiers dialogue, you see what was cut (animals running wild on MB for example), Battle Gear is not featured and makes no difference in combat deployment.
The "knocking" command is stupid. Choose another soldier, and command him to knock. Watch what he does. Also, do you know you still waste bionic arm material when you're playing as another soldier, even though it can't be equipped.
The attention to detail is absolutely gone in this game, and it's because the baron land you play in is so vast, it's hard to get all the details right unless you have a solid game plan goon in. After completion, this game is as boring to play as it is to watch a MGS4 cutscene.
It would also benefit from harder achieving S rank qualifications like Ground Zeroes. I've basically S ranked everything on my first try, which sucks cause there's no reason to revisit some of these places.
I thought MGSV's open world was fine and it would have been actually great if there was more escalation to it.
Afghanistan being a primer for how you play around in this new world, Africa being more open, and then other areas being new things stacking on the existing areas would have been fine. But unfortunately the ultra restricted Afghanistan made up over half the game and Africa's mission types were not well-explored. The oil refinery was this big "Oh my god this is what I wanted out of this game" moment and maybe one or two missions hits that same feeling again.
http://www.204863.thelalilulelo.org/
There's a hidden countdown set to end on Saturday.
These people sure do put a lot of effort into this stuff.
Edit! It's not hidden lol
I just didn't scroll down
.
No one is asking for GTA like missions or fantasy landmarks. The empty spaces between all of these bases and outposts are a giant waste of time, much like the actual game in general. MGS4 already showed what they could have done to give these maps more life and interaction.