StopMakingSense
Member
And, with a magazine in hand, you can CQC multiple people.
?
And, with a magazine in hand, you can CQC multiple people.
Dan's advice to Drew telling him to throw dudes instead of choking them out sensibly is already backfiring I see.
Fitness motivation for everybody: Michael Cole can probably kick all our asses now.
If you fulton a guy who is lying down but awake, he'll scream for help before the balloon takes off which alerts guys more than just seeing the balloon would.
It's barely an open world game. The Witcher 3's the only game I can think of that's really advanced the genre in quite some time.
Distractions are a powerful thing.
Good thing he was wrong, MGSV is one of the most important open world games of this generation.
I don't think he is wrong, regardless of how it turned out it's still unnecessary.Good thing he was wrong, MGSV is one of the most important open world games of this generation.
Well, y'never know with Metal Gear Solid. It's a tricky series.Oh right, i thought you meant you could do extra CQC with the magazine in your hands lol.
IMO it's more important than Witcher 3. Simply because Witcher 3 doesn't really 'advance' anything, it's a really solid Western RPG. Sure it's got a storyline akin to the original Mass Effect with the open worldness of an Elder Scroll Game(To a point), but MGSV in it's oppenness in regards to emergent gameplay are more important. That's what Witcher 3 is lacking, emergent gameplay. Sure you can make an argument that the MGSV story is unfinished, but the gameplay is 2nd to none. It's probably one of the only games in it's genre that does emergent gameplay right.
Without getting into spoilery specifics...
MGSV has great level design and a huge armament of gameplay systems which makes varying up approaches a lot of fun, but don't mistake this for having a good open world. MGSV does everything it can to cut up, cordon off, and reset the open world--it's essentially area-based, with missions and side missions deciding the area being selected. Everything is completely reset the moment you board Pequod to leave--the open world is a farce.
The Witcher 3, meanwhile, blurs the lines between traditional, linear RPGs and huge, open worlds, with a game world that is affected by the decisions being made. The consequences aren't always big, but they're there. Yes, it's cut into areas, and yeah, harvestables and enemies can respawn, but none of this is nearly on the same scale as MGSV. The Witcher 3 has a definite progression within its open world, based on what the player has done, and I can't think of a single other open world game that's even come close to these accomplishments.
I don't think he is wrong, regardless of how it turned out it's still unnecessary.
Let me put it this way, MGSV is as gameplay-emergent as MGS3 and they're both equally open world. The only difference is that MGS3 is lacking a mission select and side-ops are baked into the progression.Not exactly a bad thing to have the world reset. And having the world be pretty much a combination of different bases scattered around...wouldit be better if it was simply menu based and you selected which base to go to? It definitely cuts out alot of the fat that plagues other Open world games, IE in Far cry with it's endless towers to climb or assassins creed with...it's endless towers to climb.
I haven't really seen the Witcher 3 world 'progress' in the time spent with it. IE yeah people will mention stuff like 'Oh did you hear about the bloody baron?' Stuff like that. . And like you said, stuff respawns in witcher 3, or 'reset' as you put it for MGSV, so it's no different than MGSV in that regards aside from the story beats that change conversations or interactions with characters. Yeah, it's an open world game with the story branches of Mass Effect, but there is no real emergent gameplay like in MGSV. Witcher 3 is a fine Western RPG. The gameplay leaves alot to be desired, though.
Let me put it this way, MGSV is as gameplay-emergent as MGS3 and they're both equally open world. The only difference is that MGS3 is lacking a mission select and side-ops are baked into the progression.
Regarding Witcher 3, it's not just dialog or specific characters that change in the environment but a wide range of things that you may not immediately notice, some quite far-reaching in their effect. Dialog changes are among the most obvious, but there can be whole events or areas changed by decisions--permanently, and potentially affecting future choices. It really is awesome once you start to notice this stuff.
Not exactly a bad thing to have the world reset. And having the world be pretty much a combination of different bases scattered around...wouldit be better if it was simply menu based and you selected which base to go to? It definitely cuts out alot of the fat that plagues other Open world games, IE in Far cry with it's endless towers to climb or assassins creed with...it's endless towers to climb.
I haven't really seen the Witcher 3 world 'progress' in the time spent with it. IE yeah people will mention stuff like 'Oh did you hear about the bloody baron?' Stuff like that. . And like you said, stuff respawns in witcher 3, or 'reset' as you put it for MGSV, so it's no different than MGSV in that regards aside from the story beats that change conversations or interactions with characters. Yeah, it's an open world game with the story branches of Mass Effect, but there is no real emergent gameplay like in MGSV. Witcher 3 is a fine Western RPG. The gameplay leaves alot to be desired, though.
For somebody whose played as much mgs5 as Dan, he seems to know very little about certain things.
Though the overhand grenade throw takes a while to figure out.
MGSV is far, far more 'open world' than MGS3 is. I dunno what you're saying, that they're both equally open world. That's just...wrong. Objectively. And I know what you mean like events, probably one of the more noticeable one are the 3 sisters. But it's like...yeah Fallout 3 and Skyrim both did that. And that's great, that's RPG. But it's not treading new ground in that sense.
EDIT: Ground Zeroes is a better sandbox area than anything in MGSV. I wish the full game had been a series of maps like GZ. It felt so much more imposing and real than anything in MGSV.
I've gotten to the tail end of MGS 5 and it's really lame that you have to replay missions to unlock new story missions. Kinda kills any flow that game had. That probably won't be fun to watch once Drew gets to those. Which he may have said not all of his play through will be recorded, I can't remember.
I've gotten to the tail end of MGS 5 and it's really lame that you have to replay missions to unlock new story missions. Kinda kills any flow that game had. That probably won't be fun to watch once Drew gets to those. Which he may have said not all of his play through will be recorded, I can't remember.
I enjoy watching people play MGSV but I haven't played it myself yet. Can I watch Drew's playthrough at this point without getting spoiled too much?
By that I mean I remember people saying at some point the story disappears for quite a while. Has he reached that point?
I've gotten to the tail end of MGS 5 and it's really lame that you have to replay missions to unlock new story missions. Kinda kills any flow that game had. That probably won't be fun to watch once Drew gets to those. Which he may have said not all of his play through will be recorded, I can't remember.
GZ was basically the equivalent of 2 major bases from MGSV stuck together. You have the concrete building area(Which is shallow with no inside areas except the basement), the tent area, the warehouse area(Again, shallow), and the POW camp. What made it sandboxy was the weapons scattered around and the way you can approach the mission objective, but MGSV has plenty of open approaches, even more than GZ. GZ was great, but IMO it's nothing compared to MGSV.
I've gotten to the tail end of MGS 5 and it's really lame that you have to replay missions to unlock new story missions. Kinda kills any flow that game had. That probably won't be fun to watch once Drew gets to those. Which he may have said not all of his play through will be recorded, I can't remember.
It's more than just raw geography; it's tower placement, spotlight cones, NPC placement, actual cameras, the vehicle route...in practically all ways, Camp Omega is a more fun area to play in than any one location in MGSV. I'm literally willing to make a video treatise to this fact.
And you know what? Yes, MGSV has more open approaches. But forever and a day now, stealth games are made by the way they limit and disempower the player, not by the way they empower them.
The best mission in the game is the one that has you stealth through a section that can only be accessed through that specific missionOKB Zero
People need to play Far Cry 2.
The emergent stuff in MGSV is pretty much a slight evolution of what FC2 did.
FC2 for most important open world game. Preach!
I remember liking that game but ultimately getting pissed off with all of the patrols that came byPeople need to play Far Cry 2.
The emergent stuff in MGSV is pretty much a slight evolution of what FC2 did.
FC2 for most important open world game. Preach!
People need to play Far Cry 2.
The emergent stuff in MGSV is pretty much a slight evolution of what FC2 did.
FC2 for most important open world game. Preach!
People need to play Far Cry 2.
The emergent stuff in MGSV is pretty much a slight evolution of what FC2 did.
FC2 for most important open world game. Preach!
Stefanie Joosten, the woman who plays Quiet, has been streaming herself playing TPP, and she is actually better than Drew, no joke. I'm talking: stealth, lining up head shots, noticing helmets and such and changing her strategy. It's very impressive, considering MGSV is very systems and control heavy.