Metal Gear Solid V: Gamescom Gameplay Demo

PS4 version says pre-load will happen on 8/30.

Argh, I don't think two days will be enough with my terrible internet speeds, to say nothing of PSN... This is gonna kill me.

As for those taking time off work... there's no way I'd do that. I find that with narrative games, if I 'binge', I don't get the same experience. You need to give yourself time to reflect on what's happening, what you think might happen next, how much you've enjoyed the part you've just played. These moments of waiting (at work or wherever) between sections just serve to reinforce the experience and make it stronger, imo. I personally plan to play it from 7pm-midnight every night for as long as it takes, but no more.

And yes, to anyone but a gamer that would probably sound like ludicrous binging, but I've done the 'wake-up and play for 14 hours with breaks only for a single meal' thing before when I've been hyped.
 
As for those taking time off work... there's no way I'd do that. I find that with narrative games, if I 'binge', I don't get the same experience. You need to give yourself time to reflect on what's happening, what you think might happen next, how much you've enjoyed the part you've just played. These moments of waiting (at work or wherever) between sections just serve to reinforce the experience and make it stronger, imo. I personally plan to play it from 7pm-midnight every night for as long as it takes, but no more.

Sure pal. Whatever helps you sleep at night.
 
I originally had the week of PC release off but then they brought it forward, now I only have friday the 4th and then the weekend.
But gonna end up finishing it during the vacation atleast.
 
Glad im not getting this digital, my internet speeds are going down to 0.5mb download at points.


Luckily I don't start Uni until the 15th October :D
 
I'm confused about what exactly this game is. I've only skimmed some videos in order to avoid spoiling, but it seems like it's just mission assignments in an open world. Does it not flow like a typical game where you follow a story and fight weird bosses?
 
I binged the ever loving shit out of all three Mass Effect games and have no regrets.

Also binged Wild Hunt. That was maybe a bit excessive.
 
What were your session amounts roughly? That seems a bit much.

Not sure, but maybe 12 - 14 hours a day (take gaps for cooking, eating, walking around, smoke break). Not literally half a day straight uninterrupted play. But yeah, the Mass Effect trilogy and Wild Hunt are maybe the only games I've been crazy enough to binge, and by binge I mean acquire at the earliest possible hour and dedicate as much of my waking life to. It's pretty gross, but fuck ya'll I regret nothing.
 
i have absolutely nothing to do for the whole month of september and i fear for my eyesight after the 12 hour sessions i'm going to be pulling in the first few days.
 
I played MGS2,MGS3 and MGS4 straight through my first times(3 was like 20hours the first time)
I will play as much of MGSV as I can from 12am Tuesday till 9PM Wednesday, maybe even 9pm Thursday.

I don't see requesting off as a problem, im going to have 2 or 3 random days off that week anyway.
Why not just get them set together around the time MGS comes out.
 
I'm confused about what exactly this game is. I've only skimmed some videos in order to avoid spoiling, but it seems like it's just mission assignments in an open world. Does it not flow like a typical game where you follow a story and fight weird bosses?
There is a story. We have only just seen mission 3 pretty much.
 
Actually, figure I'll ask here; was any reason given for the inconsistency in sleep/knockout times for guards? I get that guards can wake up on their own (especially on higher difficulties), but the timings in Ground Zeroes are all over the place. On normal difficulty you can tranq a guy right at the start (like in the tower) and after an hour+ play he'll still be out like a light. Other guards elsewhere however seem to wake out of their sleep very quickly with no trigger.

Combined with the body despawning, it seems more like a weird memory issue.
 
Actually, figure I'll ask here; was any reason given for the inconsistency in sleep/knockout times for guards? I get that guards can wake up on their own (especially on higher difficulties), but the timings in Ground Zeroes are all over the place. On normal difficulty you can tranq a guy right at the start (like in the tower) and after an hour+ play he'll still be out like a light. Other guards elsewhere however seem to wake out of their sleep very quickly with no trigger.

Combined with the body despawning, it seems more like a weird memory issue.

It pretty much is exactly that, as long as you aren't in the same area as the body then it's timer seems to freeze. But if you can actually see the body the timer is active.
 
I played MGS2,MGS3 and MGS4 straight through my first times(3 was like 20hours the first time)
I will play as much of MGSV as I can from 12am Tuesday till 9PM Wednesday, maybe even 9pm Thursday.

I don't see requesting off as a problem, im going to have 2 or 3 random days off that week anyway.
Why not just get them set together around the time MGS comes out.

yea i get 2 random days off anyways, im just requesting tuesday to be one of them :P
 
It pretty much is exactly that, as long as you aren't in the same area as the body then it's timer seems to freeze. But if you can actually see the body the timer is active.

Damn. Hopefully TPP remedies this issue. It's been a concern of mine from the moment this game was announced as cross platform, and strikes me as an engine balancing memory concern hindered by last generation platforms, but kept across each Ground Zeroes release to keep the design and play uniform.
 
Could be a memory issue but I imagine they were still very much still tweaking that balance for TPP after GZ shipped. I think it'll be a bit more logical in the final game. Unless they actually have that system in place to make tranqs less powerful if they're abused and you have to gather golden crescent to counteract.
 
Actually, figure I'll ask here; was any reason given for the inconsistency in sleep/knockout times for guards? I get that guards can wake up on their own (especially on higher difficulties), but the timings in Ground Zeroes are all over the place. On normal difficulty you can tranq a guy right at the start (like in the tower) and after an hour+ play he'll still be out like a light. Other guards elsewhere however seem to wake out of their sleep very quickly with no trigger.

Combined with the body despawning, it seems more like a weird memory issue.
I've never had bodies despawn permanently, the game doesn't like loading more than 3 or 4 knocked out guards in a certain radius which as far as I've seen isn't something you can really modify yet.

But I've had that too.
Some guards never wake up and others wake up after like 5 minutes, I feel like maybe the environment matters somehow in terms of sleeping time, something makes them more or less likely to wake up perhaps.
 
Actually, figure I'll ask here; was any reason given for the inconsistency in sleep/knockout times for guards? I get that guards can wake up on their own (especially on higher difficulties), but the timings in Ground Zeroes are all over the place. On normal difficulty you can tranq a guy right at the start (like in the tower) and after an hour+ play he'll still be out like a light. Other guards elsewhere however seem to wake out of their sleep very quickly with no trigger.

Combined with the body despawning, it seems more like a weird memory issue.
The length of time a guard is disabled varies depending on how you take them out. A cqc throw will ko them for less than a minute but doing a combo will put them out indefinitely.
 
I thought the environment might matter too (eg: left out in the rain versus under cover), but from the ~25 hours I've put into Ground Zeroes there doesn't appear to be any consistency. A semi random knockout factor might exist, but yeah, as a whole I think it's more likely a processing/memory issue, the engine struggling (or simply not optimised) to keep track of all guard status.

Definitely had knockout soldiers completely disappear though. It's so weird. Their guns are usually still there, but no body.

The length of time a guard is disabled varies depending on how you take them out. A cqc throw will ko them for less than a minute but doing a combo will put them out indefinitely.

I know, but I'm talking about just the one. EG: tranq guy stays knocked out for the entire duration of a very, very long and patient run. tranq guy in the same run will wake up off screen after ~5 minutes.
 
Has it been confirmed that there won't be some sort of item and/or upgrade that will give you the classic Alert countdown? How are we supposed to deal with that?
 
I thought the environment might matter too (eg: left out in the rain versus under cover), but from the ~25 hours I've put into Ground Zeroes there doesn't appear to be any consistency. A semi random knockout factor might exist, but yeah, as a whole I think it's more likely a processing/memory issue, the engine struggling (or simply not optimised) to keep track of all guard status.

Definitely had knockout soldiers completely disappear though. It's so weird. Their guns are usually still there, but no body.

Some guards turn invisible too from time to time, but if you come close enough or just walk back and forth or whatever it is exactly that makes them come out, they'll reappear. Same thing with those knocked out soldiers. It actually happened to me today knocked two guys out, came back later, guns were there but they were gone. Rescued the POW turn around and there they were lying on the ground again.
 
Has anyone reached out to Konami on this? This close to release they must surely have it implemented already, and so can answer definitively.

I'll probably end up playing GZ again a week before TPP, but it would be nice to know if anything beyond merely having a savefile transfers over.
 
I'll probably end up playing GZ again a week before TPP, but it would be nice to know if anything beyond merely having a savefile transfers over.

Well back in February 2014 they said that certain things would carry over.
And then there is this (bottom two)
r8MKpmq.png
Sadly it's not made clear if that is referring to the POWs that you saved or just the bonus Mother Base Staff that they recently announced.
 
I thought the environment might matter too (eg: left out in the rain versus under cover), but from the ~25 hours I've put into Ground Zeroes there doesn't appear to be any consistency. A semi random knockout factor might exist, but yeah, as a whole I think it's more likely a processing/memory issue, the engine struggling (or simply not optimised) to keep track of all guard status.

Definitely had knockout soldiers completely disappear though. It's so weird. Their guns are usually still there, but no body.
I definitely feel like that stuff is a hold over from the console versions because I remember playing on the PS3 and collecting guards thinking "This loading guards in and out thing is really inconvenient, but hopefully that will be way better on PC." But it was exactly the same.

It'll probably be better in TPP, or hopefully people will figure out what controls the timers/numbers that handle guards in different states.

The only case I've had of guards permanently despawning is when I was abusing alert and causing more and more reinforcement guards to come in (Because they always had better stats in PW) and when I got up to 75 or so guards, the game was struggling with loading them in and out as I ran around despite their "marker" being on my map, and after awhile when I had too many guards and took too long to get to them, they did eventually start disappearing for good with only some of them returning once I had extracted a whole bunch.

When collecting guards I work in sections and keep morpho at a LZ basically the entire mission, then as I clear out more convenient Landing zones I bring him in further.

It takes awhile and requires a ton of running around but you never have too many guards knocked out or at risk of despawning if you're extracting them area by area.

Well back in February 2014 they said that certain things would carry over.
And then there is this (bottom two)
Sadly it's not made clear if that is referring to the POWs that you saved or just the bonus Mother Base Staff that they recently announced.
So far any character you extract with a yellow text, POWs, Unique Guards and so on will be what carries over to TPP
What we don't know yet is if regular guards carry over, but better to be safe than sorry.

It kind of annoys me the PC version doesn't get any of the CE or Day 1 version bonuses, even by pre-ordering.
 
Kojima recently said that gameplay will be identical between old and current gen so I think the knockout timer/memory issue will be in TPP.
 
Kojima recently said that gameplay will be identical between old and current gen so I think the knockout timer/memory issue will be in TPP.
Well what it comes down to is loading/unloading data more than anything else, so we'll see, and regardless after awhile people will figure out how to fix it.
Which is mostly all set by a bunch of lua files that can be edited in notepad.
 
Actually, figure I'll ask here; was any reason given for the inconsistency in sleep/knockout times for guards? I get that guards can wake up on their own (especially on higher difficulties), but the timings in Ground Zeroes are all over the place. On normal difficulty you can tranq a guy right at the start (like in the tower) and after an hour+ play he'll still be out like a light. Other guards elsewhere however seem to wake out of their sleep very quickly with no trigger.

Combined with the body despawning, it seems more like a weird memory issue.

Here is a video that explains a lot of the numbers behind Ground Zeroes. Might answer some of your questions. I haven't checked any of it myself, but it seems pretty thorough. The only problem is this video applies to the Hard difficulty setting, not normal.

https://www.youtube.com/watch?v=oCZzNJ6o-2A
 
I really want the physical copy though, but I can't wait to get it...

I sold all of my CSGO skins to grab the PC version as soon as they announced that it would launch on the same date as the console versions lol. Still going to keep my CE order to replay it on the big screen after I 100% on PC.
 
Couple of questions regarding buddies: Has it been said how many buddies we will have? And can we bring more than one buddy on one mission?
 
Couple of questions regarding buddies: Has it been said how many buddies we will have? And can we bring more than one buddy on one mission?

The buddies are:
D.Horse
D.Dog
Quiet (Stealth)
Quiet (Combat)
D.Walker

The game's Achievements suggest that those are the only ones. There's a Persona-ish S-Link system with the buddies that tracks how friendly you are with them, and Quiet, D.D and D.Horse are the only buddies that give you an Achievement for reaching the maximum rank (D.Walker misses out on being friends because he's a robot). Of course, there could always be some secret buddies we don't know about yet.

It seems like you can only have one buddy with you at a time. The old buddy gets Fulton'd back to Mother Base when you call a new one in.
 
Not that I'm aware.

Also...I ordered the strategy guide, more for collection than anything else, and it's somehow due on the 27th (my birthday!) but I'll post in the relevant mgsv thread when it arrives but if anyone wants a spoiler they could PM me...

Hope my copy arrives on the 1st or earlier :p
The 27th of August? That's my birthday!

Brotherrr!!
 
Looks like one buddy per mission but you can switch them out in the middle of one.

The buddies are:
D.Horse
D.Dog
Quiet (Stealth)
Quiet (Combat)
D.Walker

The game's Achievements suggest that those are the only ones. There's a Persona-ish S-Link system with the buddies that tracks how friendly you are with them, and Quiet, D.D and D.Horse are the only buddies that give you an Achievement for reaching the maximum rank (D.Walker misses out on being friends because he's a robot). Of course, there could always be some secret buddies we don't know about yet.

It seems like you can only have one buddy with you at a time. The old buddy gets Fulton'd back to Mother Base when you call a new one in.

Thanks for the answers. I'm hoping there's more buddies.
 
Couple of questions regarding buddies: Has it been said how many buddies we will have? And can we bring more than one buddy on one mission?

In a Japanese interview of September of 2014 (which was translated by JunkerHQ), Kojima stated that more than one buddy can tag along at a time. This hasn't been expanded upon since but Junker's translations are usually on the money!
 
The buddies are:
D.Horse
D.Dog
Quiet (Stealth)
Quiet (Combat)
D.Walker

The game's Achievements suggest that those are the only ones. There's a Persona-ish S-Link system with the buddies that tracks how friendly you are with them, and Quiet, D.D and D.Horse are the only buddies that give you an Achievement for reaching the maximum rank (D.Walker misses out on being friends because he's a robot). Of course, there could always be some secret buddies we don't know about yet.

It seems like you can only have one buddy with you at a time. The old buddy gets Fulton'd back to Mother Base when you call a new one in.
There could definitely be more buddies that just don't have the social/relationship aspect to them and therefore don't have achievements. Those are the ones we've seen so far but I wouldn't rule out there being more just based on achievements.
 
In a Japanese interview of September of 2014 (which was translated by JunkerHQ), Kojima stated that more than one buddy can tag along at a time. This hasn't been expanded upon since but Junker's translations are usually on the money!

Hell yeah. This makes me really excited. DD and Quiet all the way.
 
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