So it seems to me that the consensus was that MGSV was a huge disappointment. Sure, top notch gameplay, but a terrible story. What are guys playing to heal the pain? I'm jumping back into Destiny. Might pick up Halo 5.
Edit: It's a sad state of affairs when you realize that Destiny has a less disjointed (not necessarily better) story than Phantom Pain
So it seems to me that the consensus was that MGSV was a huge disappointment. Sure, top notch gameplay, but a terrible story. What are guys playing to heal the pain? I'm jumping back into Destiny. Might pick up Halo 5.
Edit: It's a sad state of affairs when you realize that Destiny has a less disjointed (not necessarily better) story than Phantom Pain
Honestly I still don't see what's so bad about the game. The mission 46 twist? Because the game wasn't paced that well? This stuff isn't even that bad.
Honestly I still don't see what's so bad about the game. The mission 46 twist? Because the game wasn't paced that well? This stuff isn't even that bad.
I think a consolidated story mode with all the cutscenes and most releveant missions would be a pretty good story overall, issues with misson 46 aside. I wonder if anyone has tried something like that on pc or is working on it. Make the main story closer to peace walker in terms of pacing but include all the cutscenes that randomly popped up when you returned to MB in chapter 2
So it seems to me that the consensus was that MGSV was a huge disappointment. Sure, top notch gameplay, but a terrible story. What are guys playing to heal the pain? I'm jumping back into Destiny. Might pick up Halo 5.
TPP has the best story in the series! I love it!! I just love the twist!!! Whether they add more missions or not, it won't change a thing! Live you Kojima!
TPP has the best story in the series! I love it!! I just love the twist!!! Whether they add more missions or not, it won't change a thing! Live you Kojima!
I would put it in my top 3 as well (for me picking favorites is tough with MGS since I love the entire series, and am basically picking between games that I easily rate all 10/10).
I love MGSV's whole package personally (story, characters, music, graphics, gameplay, everything is top notch) but even if you remove the story completely I would still give this game a near perfect score. The gameplay in MGSV is just in a class of its own.
The further removed we are from the game's release, the more and more I appreciate the game as a modern stealth-action game. I don't if I'll ever come around to seeing this game as what I would define as a Metal Gear title. For me, it just doesn't retain so many things that carried the series to 2015 on a 28-year-long journey. But that said, the gameplay is really extraordinary at times. There's just a great deal to experiment with, with all the variables the game offers. And given how new so many elements of this game were to Kojima, I've gotta say that the open world approach is pretty impressive. (I've complained about the gameplay in the past, but who am I kidding? The gameplay is pretty solid.)
My dissatisfaction with The Phantom Pain has come solely from its use (or rather, misuse, as I feel) of potential-laden storytelling elements. At first, that disdain affected my judgment of every aspect of the game. But now, after some time to digest, I'm starting to appreciate the game as a whole, even if not as a Metal Gear game and not for its story. I actually found the story quite engaging as it was being told. I enjoyed the concept behind the villain - I mean, how many people think to use language as a weapon? It was just the lack of depth that I found to be disappointing. There don't have to be dozens of hour-long cutscenes to deliver a deep story. On the contrary, I think the cassette tape approach was a sound decision - I just don't feel it was implemented effectively enough. I really think the game would have benefited from a collectibles distribution system that was more in line with Ground Zeroes. In Ground Zeroes, the game would provide Intel within both the game world and post-mission. Chico's Tape 3, for example, is acquired when triggering an optional dialogue with Chico. This is how a majority of the tapes work in Ground Zeroes - found in the game map, possibly by carrying out an optional objective, such as the aforementioned Chico interaction or rescuing the prisoner who was set to be executed in the main mission (or simply finding it in the map - like Chico's Tape 6, which is found in an armory building). Chico's Tape 1 is given to players who complete the Intel Operative Rescue Side Op, and is the only post-mission reward tape in Ground Zeroes. I think it would have been so rewarding to find cassette tapes/various Intel scattered across the world on our own - not the tapes between Snake, Miller, and Ocelot, obviously, but maybe some sort of recorded dialogue, say, Soviet soldiers discussing their plans to take counter-measures against Quiet. Or the Intel file scanning - we never get an in-depth look at the Intel files, rather we are given a map marker, and I feel like this could have been so much more as a storytelling device. [Side Op 150 and Episode 45 spoilers]
After her disappearance, it's never really explained how Quiet ended up captured. The Side Op objective is to gain Intel on Quiet's location. You get the Intel and boom, Side Op complete, and you move onto the main mission, in which you follow a map marker to the location. I think what could have been so neat is having Intel files actually progress the narrative. Like, maybe we get some sort of information documented by the Soviet guards as to how they captured her alive - whether it be her voluntary surrender or merely being out-manned.
This is simply one way, off the top of my head, I feel that some of the in-game mechanics could have been used to give a bit more meaning to our task at hand. This doesn't exclusively apply to the gameplay side of things, however. I feel that the twist could have been much more impactful under a different set of circumstances. For example... [Episode 43, 46 spoilers]
Rather than dropping the twist on us at the very end, I think it would have been much more significant had the twist been uncovered prior to Episode 43 (among other missions). As far as the player is concerned, the reason so many soldiers are willing to die for you is because you are Big Boss, the legend who gained the respect and admiration of soldiers all over the globe. The truth of the matter is, your Diamond Dogs follow your command because you are YOU, and you have taken them in and given them an opportunity that no one else would. This is evident in post-game Mother Base chatter such as "Boss, no matter who you are, you're still my CO." The way the game ends (on the twist) made me feel like I was just another Private Force that the world would have to deal with at some point - nothing more than a distraction for the real Big Boss, and I just feel like hearing things such as that post-game dialogue heard around Mother Base, before having to put down the men and women you took in as part of your family, would have made the twist that much more personal and meaningful.
My intent isn't to suggest that I could have done a better job than Kojima or anything silly like that, this was more so meant to show where my expectations were in correlation with what we got in the final product.
In the end, I think I will be able to remember The Phantom Pain as its own game - not as the "Missing Link" it was advertised to be, but as an incredibly addictive action game that stands head and shoulders above anything I'd played in the five years between it and its predecessor. It reminds me so much of my experience with Resident Evil 5 and Tomb Raider (2013). At first, I despised those games - for very similar reasons as The Phantom Pain. I felt they ran away from what made them household names in the first place as well as the legacy of their brand, rather than simply appreciating them for what they were, which not only did I come around to doing-- but ended up falling in love with the both of them in the process. I suspect that when it's all said and done, I will have developed a similar affinity for MGSV, if I haven't started to already. When I take it all in, and think of the conditions the team at Kojima Productions worked under to carry this game's development out to completion, it really is remarkable that they managed to pull off such a massive offering. I have no hatred for MGSV, my words and deeds are no more than a reflection of my sadness stemmed from this nearly three decade-ride coming to an end. From chanting "WHOA-HOAH!!!!" to being played like a damn fiddle and going Nuclear, would I do it all again for the game we got? Hell yeah.
I'm excited for Kojima, I'm excited for his team - wherever they may end up, and I'm excited to see a new take on Metal Gear from whoever is in charge of its development.
It's amazing what Ground Zeroes does better than the Phantom Pain. From the game trials to the wacky scenarios, to the important cassettes you find in-game (and the actual soldiers move their lips to what they're saying).
I love the Tanker mission, just as much as I love GZ compared to its lengthly meta counterpart. But unlike the plant mission, the Phantom Pain lacks that powerful impact felt across the gaming culture that the Plant mission delivered.
It's a nice game that gets a pass for the condition it was made and what could have been given a different scenario...but the same could be said of MGS4. If both those games had managed time and resources properly, Metal Gear would be a revered franchise (greater than it is today).
Funny how people decipher everything around it than the actual game, to quench the thirst for more Metal Gear. I for one hope there is, because it's not fair to judge an incomplete project (nor is it smart to challenge someone who has 100% the game. Then, and only then can you understand the phantom pain).
I just had this dream. It was the night before September 1st, I was queuing in line for release of MGSV. The line was growing larger with every moment, and everybody was hyped for the release. People were speculating about the game, short people were singing and fans were speculating the many twists that could be in what could be the biggest game ever. I even saw Jimmy with a jumper with Snake's head on it.
The air changed, and you could feel it before you mind realised it. Sometimes in these moments your body knows before you do, and in this instance there was a noticeable shiver throughout the crowd. The fans started to turn and look to see why this cold imbrae was coming from, and from a distance a man started to approach the crowd. It was Hideo Kojima.
That was the moment that it changed into a nightmare.
Hideo Kojima smiled, and his smile kept growing and growing. His teeth were huge, comparable to a grown man, and then at a key moment they started to slowly vibrate. It wasn't noticeable at first, but then you could tell when blood slowly started to ooze from his gums. The crowd was horrified. However, it wasn't over and with a distinctive clunk his teeth detached from his mouth. And then they started to float, almost with a with a sinister hover. The shape of the teeth slowly started to change, they blackened until they were no longer white, and they grew in shape to resemble a casket. The crowd screamed when they released that they turned into coffins; their deaths were imminent as the coffins flew towards fans and started to engulf them and dragged them to their own funerals. Kojima laughed, and pulled off his face, and then we knew it wasn't the man we once riled behind.
I just had this dream. It was the night before September 1st, I was queuing in line for release of MGSV. The line was growing larger with every moment, and everybody was hyped for the release. People were speculating about the game, short people were singing and fans were speculating the many twists that could be in what could be the biggest game ever. I even saw Jimmy with a jumper with Snake's head on it.
The air changed, and you could feel it before you mind realised it. Sometimes in these moments your body knows before you do, and in this instance there was a noticeable shiver throughout the crowd. The fans started to turn and look to see why this cold imbrae was coming from, and from a distance a man started to approach the crowd. It was Hideo Kojima.
That was the moment that it changed into a nightmare.
Hideo Kojima smiled, and his smile kept growing and growing. His teeth were huge, comparable to a grown man, and then at a key moment they started to slowly vibrate. It wasn't noticeable at first, but then you could tell when blood slowly started to ooze from his gums. The crowd was horrified. However, it wasn't over and with a distinctive clunk his teeth detached from his mouth. And then they started to float, almost with a with a sinister hover. The shape of the teeth slowly started to change, they blackened until they were no longer white, and they grew in shape to resemble a casket. The crowd screamed when they released that they turned into coffins; their deaths were imminent as the coffins flew towards fans and started to engulf them and dragged them to their own funerals. Kojima laughed, and pulled off his face, and then we knew it wasn't the man we once riled behind.
Undertale? I played it for half an hour so far. Wasn't impressed. I was like that with Dark Souls as well though, and that turned out to be one of my favourite games of all time.
It's amazing what Ground Zeroes does better than the Phantom Pain. From the game trials to the wacky scenarios, to the important cassettes you find in-game (and the actual soldiers move their lips to what they're saying).
People keep saying this. I'm not seeing it at all. The only unique mission types in GZ that aren't utilized in TPP is a terrible on rails shooter mission, and the snatcher mission, which would have been nice to have in TPP. But GZ isn't doing anything gameplay-wise as a whole that's better than TPP. I really think people's disappointment with the story and pacing of TPP is leading to them to trying to pick apart other aspects of the game.
People keep saying this. I'm not seeing it at all. The only unique mission types in GZ that aren't utilized in TPP is a terrible on rails shooter mission, and the snatcher mission, which would have been nice to have in TPP. But GZ isn't doing anything gameplay-wise as a whole that's better than TPP. I really think people's disappointment with the story and pacing of TPP is leading to them to trying to pick apart other aspects of the game.
I don't agree at all. If you're just reading the mission type on paper (extract this guy, blow up this thing), sure. But the actual missions are quite varied in terms of location and scenario, ways to approach the mission, ways the mission can play out, etc.
Ground zeroes made you hunt down key cassette tapes that were valuable to the story. I rather liked that. Ground Zeroes and Peacewalker understood how to make side ops fun, whereas Phantom Pain fell into your standard open world side op mistakes.
And I'd rather do an on rail rescue mission that destroy tank unit 12.
Ground zeroes made you hunt down key cassette tapes that were valuable to the story. I rather liked that. Ground Zeroes and Peacewalker understood how to make side ops fun, whereas Phantom Pain fell into your standard open world side op mistakes.
Have to disagree, what TPP did is make all the relevant story tapes accessible easily while just playing the main story. So anyone who finishes the campaign also gets all the tapes to complete the story without any trouble and can get right on piecing everything together.
In Peace Walker on the other hand, for example, you had to grind a ton to get all the tapes, even fight the bosses over and over. And then even had to finish all the side ops (and all story missions) to get the final tape.
Making the story more readily accessible with zero grinding was an excellent decision with TPP. And the optional conversations out in the field were a great and seamless touch too.
There's definitely something from GZ I wish was in TPP, not quite sure what though :S. Not sure about PW though, TPP trumps that in pretty much every way imo.
Also it's almost annoying how good TPPs mechanics are, literally everything else (aside from fighters and sport games) feels archaic (mechanically speaking) in comparison.
Ground zeroes made you hunt down key cassette tapes that were valuable to the story. I rather liked that. Ground Zeroes and Peacewalker understood how to make side ops fun, whereas Phantom Pain fell into your standard open world side op mistakes.
And I'd rather do an on rail rescue mission that destroy tank unit 12.
I absolutely wouldn't. Destroy tank unit 12 offers options in terms of how you approach taking them out. What weapons and tactics you use, extract or kill/destroy, etc. You'd rather play a rails shooter sequence? Really? Also, you're comparing TPP side ops to GZ missions? GZ side ops are more akin to random main missions in TPP that didn't have much story attached to it. TPP side ops and GZ side ops aren't directly comparable.
And the tapes thing...you would rather have key story beats that are on the tapes be strewn about the world in TPP? That would be terrible. It made sense in GZ but it wouldn't in the larger level design of TPP. Hunting those things down would be an annoyance
There's definitely something from GZ I wish was in TPP, not quite sure what though :S. Not sure about PW though, TPP trumps that in pretty much every way imo. Also it's almost annoying how good TPPs mechanics are, literally everything else (aside from fighters and sport games) feels archaic (mechanically speaking) in comparison.
Have to disagree, what TPP did is make all the relevant story tapes accessible easily while just playing the main story. So anyone who finishes the campaign also gets all the tapes to complete the story without any trouble and can get right on piecing everything together.
In Peace Walker on the other hand, for example, you had to grind a ton to get all the tapes, even fight the bosses over and over. And then even had to finish all the side ops (and all story missions) to get the final tape.
Making the story more readily accessible with zero grinding was an excellent decision with TPP. And the optional conversations out in the field were a great and seamless touch too.
There is no grinding required to finish the campaign.
I ran through the main story on the second fresh playthrough with zero grinding and had no problems getting S ranks left and right. The game is very well balanced around being able to finish it with minimal tools.