It's almost like you are Kojima.Holy cow... i feel like Kojima. You guys say what i want to say smartly and in a compact paragraph. I go on and on and on with no sense of direction.
It's almost like you are Kojima.Holy cow... i feel like Kojima. You guys say what i want to say smartly and in a compact paragraph. I go on and on and on with no sense of direction.
It's almost like you are Kojima.
Youd be better off forgetting it exists.ugh...Thanks Kojima.
Is there anything he didn't fuck up in the story? Everything is shallow, serves really no point in the story, and without many of the bits the story would still not work or have any major impact. He must've had someone overlooking his story, no?
Seriously... this game.... the phantom pain is all about feeling loss... i am just angry at it.
It's almost like you are Kojima.
I KNEW IT! The jig is up, brau.
Youd be better off forgetting it exists.
To me only 1-3 exist
Yeah that was actually awesome, and the fact that when they announced it/advertised it they had the same poster of BB up twice, only one was reversed. Now we know what that meant lolI like how the Ground Zeroes teaser slogan of "From Fox, two phantoms were born." originally sounded like it was talking about Liquid and Solid. When it's actually talking about Skullface and Venom Snake.
This defense doesn't hold up when the 'shell' in question is rescuing child soldiers to live on his oil rig, letting men bleed to death after being crushed by falling machinery, executing 25+ soldiers in his army to prevent the spread of infection and rubbing the ashes of his fallen comrades on his face as some bizarre ritual of respect.
These are fairly extreme actions, and I've never come close to doing any of them. I'm certainly not that Big Boss.
We, the players, can either 'be' Big Boss- legendary soldier and fulton-extraordinaire or Big Boss can be the guy who shows a hint of personality that never really goes anywhere because he's virtually silent and THEN goes on to do exactly what we all thought Big Boss did anyway, which is ACTUALLY what defines him in the MGS canon.
Na... has nothing to do with the pacing tbh. I am playing through Mad Max, and all the implied story and layout of the world itself are super interesting for those people that pay attention. I know more about the story behind the wasteland. I have glimpses of how it came to be, leaving me to imagine how it went down. Finding things that make sense, but surprise you when you find them. Not only that.. but every outpost in Mad Max, even when its reusing the same assets, is built so differently in a way that makes sense for the people inhabiting that area. Its so well done, that when you get missions, that are few btw. the story feels a lot more cohesive. Max doesn't really talk much, but does make comment on things that help add context.
All of this never happens in TPP.
ALL major events in TPP that have an impact on its outcome is never experiences. Everything is on tapes.
ALL major character traits or actions don't happen during the game. They happen outside of the game.
Dialogue is a hit or miss in the game. SO its hard to pin point which cutscenes are moving the story, and which are just there for fluff to make things look "cool". Like it was said before... VS puts ashes on his face as ritual for impact on the scene, not the story. Because that whole scene ends up in you having a small diamond on your shoulder. Thats it.
See what i am getting at? Pacing is not the issue. I actually thought chapter 1 had a coherent pacing that made sense for the format of the game. I like that through gameplay you create your own stories. But that doesn't help you move the main story arch forward does it?
I do want to state that i love MGSV... the gameplay is just so good. I still have reservations and think that a lot of things got cut down from their original scope, and would like the game to engage you more, specially for the target of hours you have to play the game. But its a new take, with new ideas that are very welcomed.
Its just a terrible MGS game.
This!!
Holy cow... i feel like Kojima. You guys say what i want to say smartly and in a compact paragraph. I go on and on and on with no sense of direction.
MGSV's meta-narrative works for players who, like Kojima, really like Big Boss, and not really for anyone else.
Na... has nothing to do with the pacing tbh. I am playing through Mad Max, and all the implied story and layout of the world itself are super interesting for those people that pay attention. I know more about the story behind the wasteland. I have glimpses of how it came to be, leaving me to imagine how it went down. Finding things that make sense, but surprise you when you find them. Not only that.. but every outpost in Mad Max, even when its reusing the same assets, is built so differently in a way that makes sense for the people inhabiting that area. Its so well done, that when you get missions, that are few btw. the story feels a lot more cohesive. Max doesn't really talk much, but does make comment on things that help add context.
All of this never happens in TPP.
ALL major events in TPP that have an impact on its outcome is never experiences. Everything is on tapes.
ALL major character traits or actions don't happen during the game. They happen outside of the game.
Dialogue is a hit or miss in the game. SO its hard to pin point which cutscenes are moving the story, and which are just there for fluff to make things look "cool". Like it was said before... VS puts ashes on his face as ritual for impact on the scene, not the story. Because that whole scene ends up in you having a small diamond on your shoulder. Thats it.
See what i am getting at? Pacing is not the issue. I actually thought chapter 1 had a coherent pacing that made sense for the format of the game. I like that through gameplay you create your own stories. But that doesn't help you move the main story arch forward does it?
I do want to state that i love MGSV... the gameplay is just so good. I still have reservations and think that a lot of things got cut down from their original scope, and would like the game to engage you more, specially for the target of hours you have to play the game. But its a new take, with new ideas that are very welcomed.
Its just a terrible MGS game.
Any
Venom is a shell filled with (for want of a better word) the player's 'will'. The player's 'will' going in is to play the game, to 'be' Big Boss and to live up to the myth (the first thing you're told to do outside of the tutorial). Acti
What gets me is the lazy writing to try to explain things with science. Parasites do not explain pulling a gun out of your hand. Nor does magnetic fields explain how mantis lifts a 50 ton robot. Just say it's supernatural. That's all you have to do.
Problem with that analysis is its applicable to every video game character ever. The player's "will" or physical manipulation of the controller always drives the game. But it's now recursive and absurd; in Snake Eater, is Big Boss a shell of Big Boss? Is Joel a shell of Joel? Gordon of Gordon? We have no agency other than this small, universal control. There's no particular manifestation of the player's will in MGS V, and so nothing distinguishes it in this framework.
The only unique aspect here is "living up to the myth," completely undercut by the in game actions. Nothing Venom does in game ever comes up again. Each part of the Big Boss myth is still directly attributable to the man himself. For all the other games except slightly MG 1, Venom makes no difference.
Does this ever actually happen? As far as I know, Mantis is still magic.
Psychic powers are the only thing Kojima seems okay with leaving alone. He ruins all other supernatural events with Parasites or Nanomachines.
I don't think I'd describe Venom as a "shell" for the player's will, although I get what Screaming Meat is saying. Like I said above, Venom's story is his own. We get to sign off on certain details, but those details are superficial in the story a name, a birthday, a face.
They're a nice gesture, but what's really being recognized is the way we write the battlefield narrative. Not the story narrative that would be Kojima's half. Our half is how we approach each level and how we overcome the challenges along the way. Only by completing the battlefield narrative do we complete the journey in the story narrative.
I just see the meta-narrative element as a touching "thank you" to the fans from Kojima that celebrates the fact "this is an interactive medium." It applies not only to this game but to the series as a whole. Every time you played a level, you played it your way and made the experience your own. Meanwhile, the real takeaway from the twist itself is the character contrast I touched on in my last post. But that's another subject entirely.
You mean using the environment to tell the story? I love that! Dark Souls, Fallout: New Vegas etc. all nailed that kind of thing. I don't think video games that don't use it are inherently bad. It's a technique that works on some games and not on others. I can't recall any MGS that really makes extensive use of that.
Yeah, there is a heavy reliance on tapes and the order they're released could've been better thought out for more impact...
...but some of those tapes are actually pretty fucking awesome: Paz and Zero (actually anything with Zero), Skull Face and Codetalker, the Hamburger ones, Back to Life etc.
Not sure I follow.
Occasions of style over substance are hardly new to the series, but I take your point.
I agree. I liked the pacing of Ch.1 (but prefer the story of Ch.2 where everyone is turning on everyone else). The former is partially down to the missions I chose. It accounts for the disparity between players regarding the pacing.
I've learned over the last month that what makes an MGS game is different for each person.
Yeah, but not all games acknowledge that collaboration, that's what makes it interesting. The game highlights it, scrutinises it (somewhat) and our relationship to it, and integrates it into the narrative. The others you mention don't really do that. Bioshock does, MGS2 does, MGSV does.
Kojima isn't saying the player shaped the story.
Kojima is saying the player shaped the battlefield narrative, which earned them the right to see the story to its end.
You're free to feel however you want about it, but I just see it as a touching "thank you" from the man on his last MGS game, and possibly the last MGS game ever (unless the pachinko game is canon...)Which, since it applies to every game ever, is a pretty hollow and uninteresting massage.
There's not much interesting in a blanket mentioning of the idea. Since, as I pointed out, MGS V goes no further it offers nothing on the subject.
As an aside, Bioshock and MGS 2 are actually the opposite idea, a total rejection of player will.
You're free to feel however you want about it, but I just see it as a touching "thank you" from the man on his last MGS game, and possibly the last MGS game ever (unless the pachinko game is canon...)
Kojima always thinks each MGS is his last. It's entirely possible he thought this really -was- the last one when he started it, since it slots right between the two timelines and leads straight into MG1.But he didn't know this was gonna be his last MGS.... 7 years to make that excuse of a story and is justified by saying "I just see it as a touching "thank you"" Sorry.. but that is not good enough.
Kojima isn't saying the player shaped the story.
Kojima is saying the player shaped the battlefield narrative, which earned them the right to see the story to its end.
Kojima always thinks each MGS is his last. It's entirely possible he thought this really -was- the last one when he started it, since it slots right between the two timelines and leads straight into MG1.
I'm not sure what you're saying. If anything it sounds like you're going along with my idea that the Kojima-controlled narrative (the story) exists separate from the player-controlled battlefield narrative (how the player beats each level, i.e. sneaking, combat, etc). Two halves of the coin that is MGS. Only Kojima controls the story, but the player decides how the challenges are overcome in the gameplay.I hate to be rude here but Kojima isn't saying jack-shit (in favor or against your idea), he is literally watching Mad Max and posting hotdog pictures.
Worse you don't shape anything, not a single MGS has you in actual control of anything beyond "time paradox", Snake, Boss, Venom are all fiddles swimming in the ruse at the time.
We can be reductionist and say that MGS2 doesn't lead into MGS4 since we don't see every story beat of Snake aging into an old man between MGS2 and MGS4. But that would be reductionist. The fact is that the closing scenes of TPP overlap with the final moments of MG1. Kojima not only bridged the timelines, he overlapped them. Whether you find this satisfying is entirely up to you, but the point is that Kojima went into this story with intent to end in Outer Heaven, and he did. It's easy to see how he could really, truly believe this was the last MGS, and thus put in his "thank you" gesture accordingly.But it doesn't (apart from that tiny scene at the end). We don't know what happens to Diamond Dogs, how Big Boss and Miller join Foxhound, what role Venom plays between MGS5 and MG1, etc
But it doesn't (apart from that tiny scene at the end). We don't know what happens to Diamond Dogs, how Big Boss and Miller join Foxhound, what role Venom plays between MGS5 and MG1, etc
I have a question. What by-the-numbers prequel story has EVER been good? Did the Star Wars prequels really improve that story? Did seeing the future war and Kyle Rees' origin in Terminator Salvation add to that franchise?
Kohima is smart enough to know that filling in the blanks is not what makes a compelling story, you can argue that the story in MGSV isn't compelling (I think it is) but I can assure you that a story focused on filling in the blanks wouldn't be any more interesting. Time and time again has shown us that's not how good stories are written.
To be fair, MGS3 has the advantage of being the genesis title. It is the first chronologically and effectively had a blank slate where it only needed to conform to future titles in the series. It is comparatively devoid of baggage. TPP, meanwhile, was in the unenviable position of trying to be interesting while bridging two full-fledged timelines, and by "trying to be interesting" I mean not simply showing the stuff you expect.MGS3 is a prequel and is considered by a lot of people to be the best MGS so far. Even if its not the best by some, its still a very good prequel.
You're free to feel however you want about it, but I just see it as a touching "thank you" from the man on his last MGS game, and possibly the last MGS game ever (unless the pachinko game is canon...)
Why does Skull Face want revenge on Big Boss? I'm still fuzzy about this. They explained that his lust for revenge overpowered Volgin's so his will took over, but I don't understand what Big Boss did to get him so pissed in the first place.
Why does Quiet want revenge on Big Boss? Is it because she got burned in the hospital? Or something before that?
Not really? He got the Zero intel from Paz already. Why go after MSF after that?Big Boss is just a stepping stone to get to Zero, who represents what Skull Face truly hates. Attacking Big Boss leads to Zero.
Not really? He got the Zero intel from Paz already. Why go after MSF after that?
Could have easily been venom commanding foxhound too. I dunno. Other than the twist most of it is pretty easy to comprehend. No more or less than other games. Especially 2Miller left Big Boss and went back to working for Cipher/Patriots, Big Boss builds Outer Heaven, development of TX-55, Big Boss infiltrates the US government while evading Patriot oversight, Solid Snake early military years, Liquid Snake is off doing his own thing with Mantis. There are things. But I'm not sure how this question leads us anywhere, it's clear things happened between those games.
The parasites killed Zero, Skull Face locked Big Boss in a revenge loop for 30 years, Diamong Dogs has about much effect as MSF. Sahelanthropus was an incomplete piece of technology that didn't come to pass. It only worked because of Mantis. Hence why Rex couldn't stand on its own legs without reverse knee joints. Otacon, as brilliant as he was, couldn't solve that problem. You're making brittle criticism that could be easily aimed at Peace Walker and MGS3.
Why? Venom Snake had a horn and prosthetic hand in 1984. By 1995 we have no idea how far technology has advanced. In 2009, Ocelot has an organic hand implanted into his right arm and we have no idea how common that technology is by then.
How so? Big Boss was set up to just die in that chopper, right?It was just another thread that could lead him to Zero in case Paz lied.
Could have easily been venom commanding foxhound too. I dunno. Other than the twist most of it is pretty easy to comprehend. No more or less than other games. Especially 2
How so? Big Boss was set up to just die in that chopper, right?
The "villain we all heard Big Boss was" comes out of MG2, i.e the real one.Could be, just another interpretation in a sea of possibilities. Right now I'm torn between Venom working with BB to the very end and Solid Snake being an extremely effective fall guy and Big Boss turning out to be a good guy all along while Venom became the villain we all heard Big Boss was. There are cases for both, but I tend to believe in the first one for now... Second one is still cooking in my head.
If Big Boss survived, he would go after Cipher - who is Zero. Skull Face wins.
If Big Boss was injured/died, he could catch Zero while he made a move to help/avenge his old friend. Skull Face wins.
Turns out both weren't needed/didn't happen. Paz spilled her guts after being raped and beaten.
He wanted Huey. BB was taken out as a precautionNot really? He got the Zero intel from Paz already. Why go after MSF after that?
...what about ghosts?
The "villain we all heard Big Boss was" comes out of MG2, i.e the real one.
MG1 Big Boss wasn't even doing anything, the world got wind of Metal Gear and so they wanted OH shut down.
Not really? He got the Zero intel from Paz already. Why go after MSF after that?
Anyone notice when Venom punches the mirror with his robotic hand, the reflection is his own arm? Interesting.