• Hey Guest. Check out your NeoGAF Wrapped 2025 results here!

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

Status
Not open for further replies.
Just finished watching the Phantom Episode that was cut from the game in the documentary.
Man, that would have been such a cool location and fight. What a waste. Makes me wonder how many more things were left on the cutting room floor.

Really enjoyed the game and I still have a few more side ops to finish, but I have to agree with most of you guys here about the lack of story content. I was expecting something along the lines of MGS 3 in terms of story and boss fights..

Ugh that M. Night Shyamalan "twist" ending :/
 
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.

For anyone who has the new Lupin III bluray there is a fantastic 20 minute interview with him and one of the stories he mentioned was on why he always cares about the characters he voices because he once asked a guy(He didn't mention the name) about a specific thing about his character in MGS2 because he's a fan and the dude was like "Who cares, blah blah" and all that shit, as a fan he felt disappointed lol so that's why he'd never want to be that guy.

Furthermore, you could visit his IDMB page and see him responding there often(don't know if that's still the case but his user is uberdave) even if you DM him on twitter, 9 times out of a 10 he'll respond to you. He's just a great fucking dude.
 
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. o_O
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.
 
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.

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.

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 like the sound of industrial. PW had a lot of these locations.

TBH... as other people have stated. This game would've benefited from a dozen GZ like locations. MOre intricate level design with more interiors and interactions. Interesting encounters and each with personality and more opportunity to embed narrative into it. So each country but more fleshed out and intricate, with less terrain for the sakes of making MGS bigger, would be a step in the right direction.

But on all counts... MGS is more about spy thrillers, with paranormal campyness... than jungle drama. lol. I don't even know what i would call MGSV story. An ocurrence?
 
i don't think hayter rikes me anymore

CPsQYfLWgAEiWEa.png:large

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.
 
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.
 
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.

I don't think MGSV has well designed bases, there is like 2 or 3 good ones, everything else is the same.
 
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.
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.
 
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.

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.
 
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.
 
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.

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.

Edit: Maybe my standards are too high, coming from Souls/Bloodborne.
 
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.

I'm with you. The world in MGSV was perfect for what I wanted. I didn't want a "Explore the open world and check boxes" world. I didn't want to roll up to an outpost and play Gwent with the soviets before I fultoned them back to base. I'm not let down there wasn't an underground XOF horse racing faction holding events in Afghanistan or Africa.

I wanted a stealth action game and I got it. And exploring DID pay off with cassettes and finding different/better ways into bases/outposts. For me at least. I don't need or want radio towers or collectible Snakes with a crappy little info card attached to them or whatever.
 
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.

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.
 
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.

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.
 
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.

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.

Very few games... can come to mind.. when i think about the souls and bb level design... i dunno if MGS would benefit of that direction of level design tho.

Tho i do wish the game had more interesting and expansive locations to explore. I feel after a half hour in each location i had the gist of it.
 
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.
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.
 
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.

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.
 
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.

It was a good feeling, yes. But knowing this shit leads to nowhere is just depressing and making the game way worse than it is for me.
 
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.

THAT'S CALLED PRESENCE OK

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.

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.
 
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.

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.

I like his in the prologue. Very big distinction between Ishmael and AHab. Very good contrast. Good performance.
 
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.
 
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.
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.

People are comparing it to witcher 3 but witcher could have been a simple map screen with hubs you could warp to and nothing in regards to mission design would be dramatically different. The missions in metal gear wouldn't even be possible without the open world structure. It's brilliant. A complete game changer to me.
 
I don't think MGSV has well designed bases, there is like 2 or 3 good ones, everything else is the same.

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.
 
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.
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 really don't get the sentiment that Hayter's Snake voice-over was horrible, hammy or whatever and that it "ruined the serious tone of MGS".

So what? Nearly everything in MGS is either hammy and stupid or j-drama/anime quality writing taking itself way too serious. And that to me is part of the charm to be honest.

I mean, all the other voice-actors/character always hammed it up just as much or even more than Hayter. MGSV isn't an exception, Miller, Skullface, Paz, motherbase staff VOs etc. Getting Kiefer to do his Jack Bauer gruffy voice didn't change anything and didn't make for a better performance in the end imo. Getting a serious and talented VA like Baker for Ocelot made for a boring and uncharacteristic performance too.

I'd take Hayter's iconic gravelly Snake voice from the other games all day over Kiefer's, not to say that Sutherland did a bad job or anything, but I just found it bland most of the times.
 
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.

But even considering vocal direction Kiefer seems to have suffered like Hayter did.

As Ishamel or Big Boss (as shown in the TPP Ground Zeroes flashback, such as when Big Boss is telling Paz about the other bomb) he has a great performance. As Punished "Venom" Snake all of the emotion is drained out of the character, but in hindsight that seems to have been intentional, so more the fault of the writing and vocal direction than Kiefer.

But Kiefer doesn't gargle any marbles, so he gets my vote, as Hayter's been downhill since MGS1.
 
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.

This is totally okay dude that you like it. I am just adding my opinion to yours :)

MGS3 is my second favourite MGS. I like MGS4 as much as I like MGS4.
 
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.

But you can indeed play TPP like you did in GZ. If you limit yourself to the main missions (which is what the game is really about), the game automatically cuts off parts of the map, limiting the available area to a roughly GZ-sized one.

I wouldn't call GZ typically Metal Gear-ish. Never before had the series offered that much freedom of movement and possibilities (the very same also seen in TPP, by the way); Camp Omega was virtually a "small open world" of sorts, one where you could go anywhere and do anything at anytime. Previous MGS were always quite linear, and even though they opened up the areas a bit more in MGS3 and MGS4, the basic objective was still getting from point A to point B and the amount of possibilities was overall much smaller than the one featured in GZ/TPP.

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.

MGSV doesn't have more content than TW3, but it does have a vastly and undeniably superior and more varied gameplay (which is to be expected, as TW3 is an RPG). As for Arkham Knight, coming from someone who enjoyed the game (even the Batmobile parts), you're damn right MGSV has more and better quality content. Haven't played Mad Max so I can't comment on it.

For the record, I do agree with the notion that MGSV is an unfinished game to some extent, since the Eli plotline (in)conclusion, among others, is quite jarring, and so is the lack of a proper final boss. Still, dismissing the whole game and categorically denying it as a potential GOTY on the grounds that it is "unfinished" when there's so much genius and such carefully crafted and awesome gameplay is just not right.
 
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.

Yes.

Right now.. the biggest factor that will result you in achieving S rank is doing it fast. That means going all gun power, blowing everything to pieces to get to the objective as fast as possible. Guarantees an S Rank.
 
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.

What would have been amazing is if as you unlocked story missions the world became more and more hostile. Like people are onto the fact that Big Boss is in this shit and you get more roaming patrols of armored vehicles, extra guard sentries, etc etc.

I also never felt the way a lot of people seem to about the distance you have to travel from LZ to the start of the mission? If it was a long route there were always things to sneak around and outposts to deal with. If you just groaned and tried to rush passed them to get to the mission objective ASAP, well that's on you. Same as if you think the game is easy and boring because you developed a silenced tranq sniper rifle and did every mission from a hill clearing out every enemy before you went in and calling the game "Stupid, repetitive, and boring" because Kojima didn't reach his hand through the screen and slap the sniper rifle outta your hand.
 
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.

Trudging through an active battlefield in this world would have made sense and been a cool way to fill the empty space between bases, I agree, but that was clearly outside the scope of an already bloated game. They'd have to add more AI routines and tweak it and... who knows what else is involved in that to create what they did in MGS4 (and hell, could even be the reason why they drop the mechanics for it midway through MGS4 and they ultimately don't matter after Act 2). Also, those areas in MGS4 were very small compared to what we have here.

At the same time, I think the mechanic/AI would have only made sense in Africa with all the different PFs. I think Afghanistan is comprised of only the Soviets (at least, all the major bases are in Afghanistan Soviet-controlled). So Afghanistan would still wind up being empty unless they threw in some PFs in it after you go to Africa for whatever reason.

Anyway... they didn't do it so we have an empty world between the outposts/villages/bases lol. Would've been cool and interesting if they did but ah well.
 
"Keeping Sahelanthropus is a symbol that Diamond Dogs made a difference in the world."
*Eli steals it*
"..."

Would have been nice if that caused a huge downward morale spike.
 
Status
Not open for further replies.
Top Bottom