Found my first S+ in the field.
Dat orange
The second you see it, you know. You just know you're not stopping until you've got that guy.
This is, like, my exact situation. I wasn't even following MGSV outside of watching the trailers. I've always been interested in the stories of these games but not the way they're told, and MGS4 was the straw that broke the camel's back, so to speak. More like the anvil that broke its back. Now to be clear, I have a lot of affection for MGS4, and it has some truly great moments, but I have to cringe through so much of it, if I'm not struggling to stay awake.
So I wasn't planning to pick up MGSV. Not right away, at least. But then by pure chance I got hooked on Quiet's Theme, and the review hype got to me, and by degrees I started thinking, "Maybe I should check out Ground Zeroes." And so I did. And I was so impressed by the incredible gameplay and the more minimalist approach to storytelling that I picked up MGSV and the guide on Day One.
And like you, TPP is now one of my favorite games ever.
I must've missed the first spoiler thread. It's sad to hear people were mean to each other over a game. These things should unite us, not divide us. Our opinions can differ, but we should at least appreciate that we were all drawn to this same series.
Legend. I'm surprised there are so many MGS4 defenders. The gameplay is god-tier, but the experience is fucking horrible.
Absolutely re amicable discussion on a site like this. I think many were genuinely upset about how the story turned out.
I think a big part of why MGSV's story was so unfocused was because on a purely mechanical level, it is fragmented.... and then fragmented again for good measure.
In MGS games it used to be that you were either in gameplay, or in a cutscene/codec until you got to the end of the game, there was a flow to it.
In MGSV you have your pre-mission briefing, the helicopter ride in, a looooong stretch of gameplay, then maybe a cutscene or debriefing, credits, then you load into the ACC and have to navigate a menu to get to any new important cassette tapes, listen to those, go back to your mission menu and select the next one, or if you're in chapter 2 you load into a random side op, etc. etc. repeat until the next mission or cutscene randomly pops up.
No flow.
See, I think if they gave you more deployment options, there would be far less of an issue. Eg not just helicopter. Underwater deployment, BASE drop deployment, etc. Like MGS1-3.
The way I see it, in MGS1-3:
> you watched a cutscene setting the backstory
> you watched a cutscene of Snake deploying in a cool way
> you watched a cutscene of him arriving
> you watched a CODEC call of him briefing more
> watch a cutscene of him scanning the area
> you played the infiltration itself until a new area/mechanic/character/story beat (one every 20-30 minutes usually)
> then cutscene
> you played a bit of the exfiltration
> watch cutscene of climax
> watch cutscene of actual exfiltration
In MGSV:
> you watched (and played bits of) a cutscene setting the backstory
> you watched a cutscene of Snake deploying in a cool way
> you played him arriving
> you played him getting briefing (tapes)
> you played him scanning the area
> you played the infiltration from deployment all the way into the target without any cutscenes
> perhaps watched a cutscene in a story mission here, but probably not
> you played the exfiltration all the way out of the target
> you played the climax
> you played the actual exfiltration
The above x1000 instead of just x2 (MGS1-3), x5 (MGS4) or xN (Peace Walker). When you quantify the game this way,
it sort of is the ultimate MGS game. Within MGSV is multiple MGS1-4 adventures, contained in its huge structure.
I suppose the argument is that by making so much of the MGS traditional pacing, the impact was lost overall. I still love it, MGSV is basically a "make your own MGS game" generator for me. Land somewhere, pretend I'm Solid Snake, infiltrate like shit and have a great adventure.