Nearly 160 hours in, MGSV still feels SO GOOD to play (controls, feedback, game feel)

At the risk of sidetracking this topic, lethal weapons are useful when you want to neutralize a threat while exposed and under fire. Sometimes you just want to clean out a map, and if you're spotted and have an entire army coming after you, you're not able to Fulton the people you knock out, so you just risk them coming back later when reinforcements arrive and wake everyone up.

What's great about MGSV's approach to weapons is both the lethal and non-lethal weapons are fun. You still have plenty of non-lethal weapons that pack a punch, from SMGs that fire rubber bullets to high-impact stun grenades. Although my personal favorite is lobbing a sleep grenade and seeing three bodies collapse in a heap.

The game's systems penalize you for this, both in not gaining more members and score... unless you're able to beat it really quickly. While you're open to do it how you want, the game itself doesn't compliment it or push you towards it. Certainly not to the point that there needs to be so many purchasable weapons .

I dunno, while controlling snake is great, this was just consistently one of the most frustrating games to play this year, quite possibly because snake controls so well. Everything in the game works against you, from the narrative structure, to the boring helicopter intro/outros, to the weird way you have to hack around the bad fast travel system... sigh.

I dunno, I really want to like this game but it just makes me angry in retrospect.

It's just a game that isn't there. It's a control scheme and that's it. It frustrates me to no end.
 
I agree with OP, and it's the reason MGSV is my GOTY 2015 so far.

The game aspect of it is just too good. Mechanically, it's one of the best games I've ever played. The story might not be the best , but it makes up for it in actual game play - the mechanics and moment to moment interactions you have while on a mission.
 
What's your current "gold standard" for this?
Are we talking about controls?

MGS4. I think it was even more responsive because it didn't have the high level of animations that MGSV has, so you were even quicker as Old Snake at turning, aiming etc. Plus you could roll forward, back step, side roll and dolphin roll. MGSV's controls is basically an extention of MGS4 but a few things added and some things removed.
 
Game is my goty. Ending was obviously rushed and incomplete, plan on going through it again after xmas.

Have 0 desire to touch the mess that is mgo tho
 
The mechanics are great but it's a shame they're wrapped in such a repetitive layer of the same scenarios over and over.

It is both one of the best stealth games ever made but also one of my biggest disappointments.
 
The amount of control you have is amazing. You can do so much at any given moment. It's now what I expect future games of similar genres to improve upon. But holy shit:
The mechanics are great but it's a shame they're wrapped in such a repetitive layer of the same thing over and over.

This.
 
The foundation of MGS5 is pretty much stealth perfection. It's unfortunately bogged down by a non negligible amount of fluff, but its still pretty darn great. The level design is pretty great too but I wish he went for more Ground Zero style sandboxes rather than much smaller outposts scattered around an empty map - the best missions are the ones with the biggest outposts.
 
The gameplay is really responsive, controls easy yet has a lot of elements to master and still looks really cool in a realistic way. Fantastic game.
 
The game's systems penalize you for this, both in not gaining more members and score... unless you're able to beat it really quickly. While you're open to do it how you want, the game itself doesn't compliment it.

I dunno, while controlling snake is great, this was just consistently one of the most frustrating games to play this year, quite possibly because snake controls so well. Everything in the game works against you, from the narrative structure, to the boring helicopter intro/outros, to the weird way you have to hack around the bad fast travel system...

It's just a game that isn't there. It's a control scheme and that's it. It frustrates me to no end.
I like the unconventional narrative structure. Without spoiling anything, it's essentially a self-contained adventure for Ch. 1 (which could've been divided into three acts), and an extensive epilogue in Ch. 2, which reminded me of a short story collection, about how
life on Mother Base went on after their (unfulfilling) revenge against Skull Face
.

And I like the missions, since the multi-faceted level design and AI routines invites the player to be creative with how they approach each situation. You have so many tools, buddy mechanics and support services, in addition to the wide range of infiltration points, sandbox shenanigans, etc. They take a handful of objective types but allow you to do so much with them. Similar to how Mario games are about reaching the flagpole but entail so much emergent variety along the way. MGSV is the whole package for me, and I'm surprised to say this since I don't expect much from this series when it comes to gameplay or non-intrusive storytelling.

MGSV was impressive for me in many ways, but it's the feel of the gameplay that ties it all together and makes me unable to put it down until an hour after I say "I should stop playing for the night." It's just so good.

I agree the helicopter system was cumbersome, though. Should've had a fast travel system beyond the box travel.
 
I havent played this game yet but, Neiteio has very similar taste in games as me from the posts I have read. I will try this out.
 
I don't know why am saying this but I wish we had a Ghost in the Shell game with these type of controls.

I had the same idea. D-Walker is basically Tachikoma/Fuchikoma, Quiet could be swapped for Saito, there is a thermoptic camo item, Mother Base could be redesigned into the Section 9 HQ, CQC is pretty close to what Major could do in the hand-to-hand combat, and there is even some cyborg body customization already.
 
I like the unconventional narrative structure. Without spoiling anything, it's essentially a self-contained adventure for Ch. 1 (which could've been divided into three acts), and an extensive epilogue in Ch. 2, which reminded me of a short story collection, about how
life on Mother Base went on after their (unfulfilling) revenge against Skull Face
.

And I liked the mission variety, since the multi-faceted level design and AI routines invited the player to be creative with how they approached each situation. You have so many tools, buddy mechanics and support services, in addition to the wide range of infiltration points, sandbox shenanigans, etc. They take a handful of objective types but allow you to do so much with them. Similar to how Mario games are about reaching the flagpole but entail so much emergent variety along the way. MGSV is the whole package for me, and I'm surprised to say this since I don't expect much from MGS when it comes to gameplay or non-intrusive storytelling.

MGSV was impressive for me in many ways, but it's the feel of the gameplay that ties it all together and makes me unable to put it down until an hour after I say "I should stop playing for the night." It's just so good.

I greatly disliked the disconnected narrative and the lack of any motivation or drive for most of the missions. I really hate the feeling that a mission is just a throwaway thing and there's no motivation to really carry on. When people say they played for hours on end...I did get that feeling but it was more of me desperate for whatever scraps of story they would throw at me. The missions are so meaningless and could be made better by just a few simple tweaks. How many times are you sent to retrieve no name soldiers and prisoners? Why not make it some actual characters in the story and give meaning to what you're doing, rather than just giving me a contrived exposition dump at the end of every other mission?

The structure of chapter 2 would be fine if chapter 1 was actually satisfying. I thought Skullface was the worst villain in the entire franchise and the entire narrative development that they advertised was completely absent. You could say that it's supposed to be a comment on the nature of revenge or whatever but I don't think that came across at all. The only thing it felt was half-baked, underdeveloped, and weak.

I honestly did not truly enjoy this game until I came to terms with what it is really is, on a second playthrough where I modded out the bullshit weapon and base development timers, which BTW are idiotic and needless. By then I got over the disappointment and just enjoyed it for the great stealth game that it is. But goddamn was that a tough pill to swallow.
 
I like the unconventional narrative structure. Without spoiling anything, it's essentially a self-contained adventure for Ch. 1 (which could've been divided into three acts), and an extensive epilogue in Ch. 2, which reminded me of a short story collection, about how
life on Mother Base went on after their (unfulfilling) revenge against Skull Face
.

And I like the missions, since the multi-faceted level design and AI routines invites the player to be creative with how they approach each situation. You have so many tools, buddy mechanics and support services, in addition to the wide range of infiltration points, sandbox shenanigans, etc. They take a handful of objective types but allow you to do so much with them. Similar to how Mario games are about reaching the flagpole but entail so much emergent variety along the way. MGSV is the whole package for me, and I'm surprised to say this since I don't expect much from this series when it comes to gameplay or non-intrusive storytelling.

MGSV was impressive for me in many ways, but it's the feel of the gameplay that ties it all together and makes me unable to put it down until an hour after I say "I should stop playing for the night." It's just so good.

I agree the helicopter system was cumbersome, though. Should've had a fast travel system beyond the box travel.

I think what frustrates me is that we could have had a good game out of these near-perfect controls. Bigger bases, longer missions, more complex objectives. But the game's initial gameplay unravels the more you do the missions. It's almost always "approach this one outpost or small base through this way, snipe this guy, and then do one of 3 objectives". That's depressing.
 
Yeah, I think saying a game has Nintendo-like game feel is probably the highest compliment you can pay a game. It seems like a Japanese thing where there's much higher priority on nailing the controls, feedback, friction, etc. The Souls games are also masterful at this, especially Bloodborne.

For that reason, MGSV and Bloodborne are currently vying for my personal GOTY.

(And I liked the many ways to approach each mission, the unconventional narrative structure and story, etc., but this thread is about gameplay, so I'll leave it at that!)

Oh, it is. It's always top priority. This is one of the things I try to emphasize to everyone when I say Japanese games always feel the best to me gameplay-wise. Yeah, got to admit that MGS5 controls were probably as close to perfection as it gets and it always felt responsive. Excellent gameplay goes a long way in my book over everything else. Yeah, imo the game has some problems, but they really nailed the gameplay mechanics. I think the 60fps also contributes to this as well. I really like the Witcher 3 but control and animation-wise, MGS5 definitely takes the crown, but Witcher 3 imo has better mission variety and sense of urgency though.
 
Thread complementing the game is like flies to shit for the negative post. Place never changes.

To be honest, there has to be some positive things said about MGSV every now and then among the shitload of comments about disappointment and shitty practices.
 
Best playing game this year with the funnest mechanics and tightest controls: Splatoon.
I actually made a thread about game feel in Splatoon. You can read it here. However, this MGSV thread is about the game feel of realistic third-person games, which are bound by certain conventions that Splatoon is not. Namely, realistic third-person games try to be, well, realistic in their visual expression, which in the past has caused games to feel over-animated and sluggish (see GTA4). MGSV finally gets past all of that.
 
I completely agree. With such an impressive base, Konami would be foolish to not at least license out the Fox Engine.

I don't know why am saying this but I wish we had a Ghost in the Shell game with these type of controls.

I'm thinking that Lupin III would be a perfect fit. Stealth (obviously), two combat buddies, and increase the quotient of wacky gadgets. A bit more acrobatic moveset and swap Skull Unit evasion for ICPO evasion and you're golden. File it in the "impossible" drawer.
 
It's only repetitive if you choose to play it that way. I'm 60 hours in and am trying new non-lethal options (since everyone now has helmets), have only started on D-Walker upgrades and am replaying missions where I just storm the base landing zone that I unlocked by destroying their radar earlier.

As for the actual controls, apart from some annoying climbing where you slide on some slopes but not others, it's a joy to play. Animations are smooth, aiming is snappy, guns feel right, and Snake does exactly what you tell him to.
 
Yes, I think MGSV was the first game for me that played "next gen".

Its just satisfying. I mean, I was disappointed with the actual story or lack thereof, but the game played like a dream.
 
Fox Engine is a thing of beauty. Everyone at Kojipro really are over achievers. After playing the game for over 100 hours my mind is still blown every time I'm able to roll around on the ground while shooting off my back and interrogate enemies at the same time. Being able to do all that in an open world is really crazy. There is nothing like it. No other game comes close to offering so many layers of gameplay depth.
 
The only thing I hate is the inconsistent mantling when you're trying to climb rocky hills. Too many ledges that look like they should be traversable but aren't. Other than that, it's the best controlling 3rd person game ever.
 
If I'd select my goty list based on the core gameplay alone instead of looking at the overall package, MGSV would have had a very good shot at one of the top spots.


From all the MGSV talk within this past month, it sounds like the best and worst game ever.
And of course, neither is true. It has extremely strong core gameplay and is very solid technically (graphics, performance), but it's also flawed in a lot of ways, ranging from small annoyances to things that should be seriously criticised.
 
Yep I can imagine myself picking it up once a week to run a few missions/side ops just because of how fun it is to play. It's the best gameplay I've ever experienced in a 3rd person action game.
 
230 hours in and it's still a joy to play (didn't try FOB yet). OP you nailed it about the movement, controlling your character in MGS V is simply amazing, I also spent 15 mins or maybe more practicing in the empty online lobby (btw the music is sick). MGO 3 is fun too.
 
The controls are good but after doing so many side ops and missions it gets pretty stale seeing the same area. Too many missions took place in that airport. I played a lot of the game for the story and it didn't satisfy me in that regard either. It being Kojimas last game makes it tough to swallow.
 
The incredibly repetitive side ops and dull environments made it a chore for me to play past the 30 hour mark. By the time I got to chapter 2 I was so tired of the game that I watched the ending on YouTube. Gameplay is not everything.

there's no getting around the fact that the side ops and animal hunting are terrible if you're going for 100%. my advice would be to just...not go for 100%. i've spent nearly 100 hours almost entirely focusing on the main missions, replaying them for both s-ranks and getting all the side objectives, which are sometimes more interesting than the main ones.
seriously, for all the complaints about the 'empty world,' the main ops make up for it and then some. in every mission you are rewarded for exploring and poking at them in different ways: overhearing plot-relevant conversations, finding skilled pows, blueprints, etc. most missions are just packed with stuff and were clearly the primary focus for the designers.
wandering around the world doing the same side op over and over for hours could kill anyone's interest in the game i think. :P

it helps that the game controls magnificently, and the more time i spend with it and think about it, the more i come to appreciate the story as well (as fractured and incomplete as it is). im debating whether to delete my save and start over from scratch, but i think i'm gonna have to force myself to put it aside for a while to focus on other games.
 
I have it on my Xmas list. Just too much going on with work and other games that I have not had time to play. I have been avoiding anything story related or even watching reviews/video's of the game. The only thing I did was read that thread about the shitting on-line and paying for bases and such. Looking forward to playing the game come the holidays.
 
I'm always in favor of controls that allow the player tons of option. This puts MGSV controls above the by-the-numbers TPS games that just copies the uncharted or gears system, and joins the ranks of Vanquish and RE6.
 
i expected MGSV to be a game i spent about an hour with, appreciate from for what it was, and never touch again. my gaming habits are really ADHD these days so i figured the prospect of infiltrating bases crawling with patrols and micromanaging the base through several menus not to be something i could "sit back and relax" to on my valuable gaming time

but... it's actually very fucking fun. it's been a long time since a game grabbed me like this has. and on the graphical front it's probably my first "the generation has arrived" moment... i simply cannot believe its cross gen.

can't believe how many have finished it so quickly... i'm only about 10% in and i got the game on day 1. kind of racing to the finish line before it gets spoilered....just dying to see what's so horrible about the ending. so in a way, i won't be disappointed either way! :/
 
nearly 250 hours with mgsv so far.

my only major problems with it at this stage, having long since left the story stuff behind, are relegated to goofy FOB related shit.

i have kinda fostered this madness in myself that i have to keep getting better soldiers and getting more and more resources for the last two struts needed for my FOB, which can be something of a chore. that's my problem though. i not locked out of any developments by a long shot, and i'm an A or an S in every base function. that's just me trying to max out everything.

sometimes i just drop myself in a mission and play it how i want to, or try to actively do things differently. so far, great results. it's always a fun time, and more than occasionally pretty thrilling.

the missions like mission 6 where you have to cover more geography than usual are pretty great. having to sneak through or around outposts and bases, avoid road patrols, choppers, vehicles, etc keeps me on my toes so i'm not just acting like i'm on autopilot even in the stretches between anywhere of interest.

i'd really have appreciated more long-form missions, though i think the lack of them might be down to the fact the game has a scoring system that rewards based primarily on time. once i've already got my s-rank though, i might as well play it however i like and take as long as i want.

makes me wish mgsv modding gets to the point where custom missions and maps can be made, but i don't think that'll ever happen without any dev tools being released. there's only so much that can be done with reverse engineering.
 
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