I think he is being /s, reference to the recent W3 vs the world threads.One hell of a shitpost. Since we're talking game controls and both games are vastly different.
Willing to include racing games?
That, plus entire genres like first person shooters or strategy games.
That, plus entire genres like first person shooters or strategy games.
No doubt, they got those on lock down.That, plus entire genres like first person shooters or strategy games.
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.
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.
Videogames. Not videobooks or videomovies. Yes, gameplay is most certainly everything.
Sure, it should be the first thing that is nailed down correctly, but it's entirely reductionist to think that games shouldn't be more than just their gameplay. Having interactivity is what defines the medium but isn't the end all be all. Videogames are special because they can incorporate elements beyond gameplay in ways that movies and books can't.Videogames. Not videobooks or videomovies. Yes, gameplay is most certainly everything.
The things that are preventing MGSV from appearing on my goty list are not gameplay-related.Videogames. Not videobooks or videomovies. Yes, gameplay is most certainly everything.
It's a damn shame the level design, world design, mission design, bosses, and story were so lacking. Because the mechanics and "game feel" as you say, are nearly perfect. This could have been a GOAT, but it sadly was not meant to be.
I think people judge Phantom Pain too much by how they think it(a mgs game) should be, rather than what it is. Its so unconcerned with its own story most of the time unlike MGS4, that it feels weird to see people dock points for that. Imagine if that was done for Vanquish or Dragons Dogma. Its like being a 'great game but bad MGS' just means 'bad game' for a lot of people.The things that are preventing MGSV from appearing on my goty list are not gameplay-related.
A good critical analysis needs to consider the total package, not just the core gameplay, imo.
Videogames. Not videobooks or videomovies. Yes, gameplay is most certainly everything.
what do people dislike about the level design? are we talking about the open world in general or the bases? because i thought for the most part the bases were pretty good, particularly in afghanistan, some were utter shit but only a few imo
Yep. Can't see that complaint but thats how the world works.World design I could understand, but I think overall the level design (actual design of the camps) was awesome. Theres a lot of variety and and the places were all recognizable. I felt like by the end of the game I really learned a lot of the locations and the various ways to explore and exploit them.
World design I could understand, but I think overall the level design (actual design of the camps) was awesome. Theres a lot of variety and and the places were all recognizable. I felt like by the end of the game I really learned a lot of the locations and the various ways to explore and exploit them.
I beat it, but I got really bored with it quickly.
Level design is pretty poor aside from one or two bases, and everything's laughably easy to tranquilize and fulton, even without Quiet. Plus, everything that is not being solid snake (Menus, traveling, getting weapons, etc.) is downright abysmal. It's not a game that wants me to get to what makes it good.
I agree that the controls are nice, but there's just not enough heft there. It's a sham of a game. How anyone could play this longer than the 50 requisite hours to beat the story is beyond me. I'm almost inclined to say Ground Zeroes is a better game.
I'm 100 hours in and still not done with the story. I'm still playing because of the gameplay. I love the MGS games, but I always preferred the gameplay over that of story (which is the opposite of what most fans I meet seem to prefer.) Since story takes a bit of a backseat in V, it's honestly a dream come true for me.
The controls are tight. The only time I feel like I have to fight with them is crawling backwards, or turning around whilst crawling backwards. It's not something I do a lot. They feel like an evolved version of MGS4's controls, and they're superb.
100 hours in and I'm still developing and unlocking new equipment. Still finding new staff, skills and casettes on the battlefield. Still unlocking toys for deployment missions. Still having fun. This is good, isn't it?
The controls are tight. The only time I feel like I have to fight with them is crawling backwards, or turning around whilst crawling backwards. It's not something I do a lot. They feel like an evolved version of MGS4's controls, and they're superb.
I don't think there are a ton of people who flat out consider it a bad game. Maybe the most hardcore of MGS fans who just play these things for the story and feel disappointed/betrayed?I think people judge Phantom Pain too much by how they think it(a mgs game) should be, rather than what it is. Its so unconcerned with its own story most of the time unlike MGS4, that it feels weird to see people dock points for that. Imagine if that was done for Vanquish or Dragons Dogma. Its like being a 'great game but bad MGS' just means 'bad game' for a lot of people.
Though to keep this in perspective, if you had fun up until that point, that's more than twice as much quality time as you would've spent playing through any of the previous numbered entries.Honestly I got bored at 45 hours in.
Yup. It probably takes around 200 hours to unlock all weapons.
More than that if you want to include the new weapons they patched in. Say goodbye to your precious metal
The other night I was playing MGO3 (another 4.5 hours logged, on top of ~160 for the main game), when I found myself simply running up and down the length of the hub world between matches.
Just running up and down the river valley. Climbing rocks, sliding down slopes, weaving between trees. Sloshing through water, diving into foliage. Barrel-rolling through the dust. Shooting targets in quick succession while lying on my stomach or back. Segueing from a comfy stroll to a steady jog to a thundering sprint. Diving into a crawl, my body fitting the lay of the land like a glove.
I think I did this for 15 minutes. Normally I'd be bored of a game by now (and I wish I was -- I want to free myself up for Super Mario Maker, Transformers Devastation and Yoshi's Wooly World), but everything just feels so good. The mere act of movement is a pleasure in itself. Just running around Jade Forest, I'm wholly entertained, like hopping around Peach's Castle in Super Mario 64.
For me, MGSV is the game that finally nails the perfect balance between solidity/weight and fluidity/responsiveness in a third-person action title. It doesn't have any of the "wide turn" wobbliness that makes turning or walking feel clumsy or inelegant in other realistic games. Every movement feels incredibly tight and precise, and yet still conveys the "heft" you'd want from such a detailed visual expression.
You can feel each footstep, firmly planted in the ground. When you sprint, you feel like a force of nature, 200+ pounds of muscle and equipment chewing up the scenery. When you dive, you feel the impact of that weight crashing into the earth. When you crawl, it feels very deliberate, every inch of your body hugging the earth. It just feels right. There'a real friction, a sense you exist in this 3D space.
The best part is how you can turn on a dime. So many realistic games make your character turn with a wide arc, over-animating their gait, but in MGSV your character simply turns around, in place, right away, on the spot. And it still looks realistic. It doesn't break immersion. It doesn't lose character.
Yes, there are times when the context sensitivity causes you to, say, cling to rails in Mother Base when you're just trying to go up the stairs. A minor nuisance, but that's not what this is about. This is about the feel of movement, the feedback you get from simply existing in the world and moving through it. That sense of immediacy and athleticism of pushing forward on the stick and traversing the world.
We've come a long way since the days of Nico Bellic in GTA4 and his drunken inability to walk a straight line. Many titles overcompensate for this by making your character sluggish instead. But MGSV gets it right. It might have the best feel yet for a realistic third-person game.
What's your current "gold standard" for this?
The Witcher 3 is better
Honestly I got bored at 45 hours in.
So its more out of principal than the actual quality? I mean I can understand that. I didnt buy GZ as I did not want to support this practice of selling demos for $30. It was pretty fun once I got it pn ps+.I don't think there are a ton of people who flat out consider it a bad game. Maybe the most hardcore of MGS fans who just play these things for the story and feel disappointed/betrayed?
In my case, my biggest personal grievances with the game aren't even just things you'd usually associate with game analysis, like the poorly paced story, its typically bad writing or the absolutely messed up structure and economy balancing - for me it's basically a matter of principle that a game that treats women like MGSV does and that simply does not respect me or my time and tries to extract additional money with disgusting threat generation systems straight out of the most cynical and exploitative F2P mobile design playbook... simply should not be rewarded by appearing on my goty list.
Though I make sure to mention how good the core gameplay is in pretty much every one of these threads, respect where respect is due and all that.
I think people judge Phantom Pain too much by how they think it(a mgs game) should be, rather than what it is. Its so unconcerned with its own story most of the time unlike MGS4, that it feels weird to see people dock points for that. Imagine if that was done for Vanquish or Dragons Dogma. Its like being a 'great game but bad MGS' just means 'bad game' for a lot of people.
Even removing story from the experience and judging the game for what it is, literally the only part of it I personally enjoy are the mechanics as detailed in the OP. The missions, locations, pacing, open world, and the Mother Base systems absolutely put me to sleep and I have no motivation to put anywhere near the time it would take to complete all of it. Dragon's Dogma is actually a good comparison as I felt the same way about that game. Great mechanics completely let down by a bland game.
Does that make it a bad game though? I don't think so, it's more complicated than that. Taken purely as a bunch of stealth playgrounds it's probably the best around. Unfortunately for me, that isn't enough.
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 mentioned "realistic" multiple times in the OP.You didn't mention realistic in the OP.
Personally I've never played a "realistic," third-person game with game feel that I'd say is above average. Maybe uh the Gears of War games.
A positive MGSV thread?
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Probably the best balance of control vs animation we've ever seen in the industry.