going through mission 5:
god damn.
you guys werent kidding. easily the high point of the game so far.
Is that Episode 5 with
the objective of extracting a Russian translator?
going through mission 5:
god damn.
you guys werent kidding. easily the high point of the game so far.
Yes. Portable showers on MB. Look like white portable toilets.
Yes mother base look for shower chronojohn
Cool, thank you!There's a shower by the helipad at Mother Base. Looks like a porti-potty.
I suspect this is a big part of why im loving this game
it actually reminds me of Far Cry 2 in more aspects than just that
There's a shower by the helipad at Mother Base. Looks like a porti-potty.This is going to sound like a dumb question but can you shower or something to get rid of the blood on Snake?
Does base construction continue while I'm not playing?
Also lol dat horror movie intro.
Is that Episode 5 with.the objective of extracting a Russian translator?
That's what I'm digging too. Like it's not totally Far Cry 2, it's still Metal Gear, but being reminiscent of Far Cry 2 combined with sensible evolution of the Metal Gear formula is a damn satisfying hybrid.
I know I'm really early, but I can totally dig how fans of the narrative heavy, linear structure of MGS1/2/3/4 would be disappointed. I feel that style of design probably ended with MGS4, while Peace Walker experimented with a new direction, and MGSV takes fragments of that direction (while abandoning others) and explores yet another one.
On one hand I'd love a modern MGS1/2/3 style game, because that shit would be dope. But on the other hand we got plenty, the best of which are incredible, and I love seeing devs try their hand at reimagining their franchises with a new vision that still retains the spirit and flavour of what the franchise is known for.
MGSV might not be MGS1/2/3/4 in overall structure and presentation, but it's still distinctly MGS in play, possibly the best the series has been in play, and a legitimately top tier (at least, so far) stealth game. After big franchises like Thief and Hitman disappointed, this is a fucking fantastic feeling.
And now, Afghanistan is before me.
That's what I'm digging too. Like it's not totally Far Cry 2, it's still Metal Gear, but being reminiscent of Far Cry 2 combined with sensible evolution of the Metal Gear formula is a damn satisfying hybrid.
I know I'm really early, but I can totally dig how fans of the narrative heavy, linear structure of MGS1/2/3/4 would be disappointed. I feel that style of design probably ended with MGS4, while Peace Walker experimented with a new direction, and MGSV takes fragments of that direction (while abandoning others) and explores yet another one.
On one hand I'd love a modern MGS1/2/3 style game, because that shit would be dope. But on the other hand we got plenty, the best of which are incredible, and I love seeing devs try their hand at reimagining their franchises with a new vision that still retains the spirit and flavour of what the franchise is known for.
MGSV might not be MGS1/2/3/4 in overall structure and presentation, but it's still distinctly MGS in play, possibly the best the series has been in play, and a legitimately top tier (at least, so far) stealth game. After big franchises like Thief and Hitman disappointed, this is a fucking fantastic feeling.
EDIT: Actually, that's pretty funny to think about. While Thief 4 and Hitman: Absolution strangled their gameplay agency and level scope in favour of more narrative driven scenarios and stricter level design, MGSV despite being built from a franchise known for exactly that has gone in the opposite direction, offering deeper agency and longer stretches of gameplay in wider playspace than ever before.
The only thing I don't like so far is the tutorial. It takes a thousand times too long for what it is introducing.
Or...You can run past the group on the right while on the horse! It worked for me. (Yes, I got the bonus and everything.)
Thank the heavens there are no extensive cutscenes and that they're skippable
I'm more than 60 hours into the game & I've not used the Phantom Cigar at all.
Anyone in regards to my question about Returning To Menu? I just saw the yellow icon, but am in the middle on Mission 1 but I have to go to bed.
Can I quit to the menu or should I put my PS4 into Rest Mode and leave it running?
I'd just put it into rest mode, haven't tested where it resumes from save. Rest mode/standby works like a charm.Anyone in regards to my question about Returning To Menu? I just saw the yellow icon, but am in the middle on Mission 1 but I have to go to bed.
Can I quit to the menu or should I put my PS4 into Rest Mode and leave it running?
That's what I'm digging too. Like it's not totally Far Cry 2, it's still Metal Gear, but being reminiscent of Far Cry 2 combined with sensible evolution of the Metal Gear formula is a damn satisfying hybrid.
I know I'm really early, but I can totally dig how fans of the narrative heavy, linear structure of MGS1/2/3/4 would be disappointed. I feel that style of design probably ended with MGS4, while Peace Walker experimented with a new direction, and MGSV takes fragments of that direction (while abandoning others) and explores yet another one.
On one hand I'd love a modern MGS1/2/3 style game, because that shit would be dope. But on the other hand we got plenty, the best of which are incredible, and I love seeing devs try their hand at reimagining their franchises with a new vision that still retains the spirit and flavour of what the franchise is known for.
MGSV might not be MGS1/2/3/4 in overall structure and presentation, but it's still distinctly MGS in play, possibly the best the series has been in play, and a legitimately top tier (at least, so far) stealth game. After big franchises like Thief and Hitman disappointed, this is a fucking fantastic feeling.
EDIT: Actually, that's pretty funny to think about. While Thief 4 and Hitman: Absolution strangled their gameplay agency and level scope in favour of more narrative driven scenarios and stricter level design, MGSV despite being built from a franchise known for exactly that has gone in the opposite direction, offering deeper agency and longer stretches of gameplay in wider playspace than ever before.
me neither, havent deployed at a specific time of day either
feel like im not going to much. the advantage / disadvantage system with that seems.. not that clear / useful
also; not using the cardboard box at all, tho I kinda want to start for fun, even if it fucks me over
I think the game is structured in a weird way
side-ops are straight up the Ubisoft missions
but main missions sometimes really move the narrative with cutscenes and all, and other times are like... Ubi mission Plus?
I feel like people would be less disappointed if there was a path of MAIN MAIN missions that included proper plot progression rather than it being a toss up wether you get that or not
that way you could jerk around as long as you want and when you're done you could do the next "main" thing
most games are structured like that so it's weird to see this one take this oddly hybrid approach
If you saw the save game icon, you can turn off your PS4 & resume at that saved checkpoint.
Thanks for the fast replies.I'd just put it into rest mode, haven't tested where it resumes from save. Rest mode/standby works like a charm.
Something tells me you haven't played any prior games in the series besides Ground Zeroes.Thank the heavens there are no extensive cutscenes and that they're skippable
Always sliding down those mountains.I hate doing a side op and then a mission has me go and do the exact same thing in the same location, way too repetitive. Also climbing is messed up.
I'm more than 60 hours into the game & I've not used the Phantom Cigar at all.
game really drives home that japanese devs can really kill it at mechanics, like top-tier
this is an odd comparison since they're vastly different games in terms of overall quality; but the way this game controls and how natural and great the movement possibilities and actions feel, reminds me of something like Resident Evil 6
say what you want about that game but it controlled really great. It was worse than most Western developed action games but it moved better than all. This game does the same thing with Stealth (except the other aspects of it dont suck)
just a joy to grab the controller and do shit. feels perfect. gives that insta-badass feel
just a joy to grab the controller and do shit. feels perfect.
I didn't use the Phantom Cigar at all for about 40 hours.
Have you used the Cardboard Box?
I don't think I have. Like, I tested its functionality, but I haven't actually used it.
I hate doing a side op and then a mission has me go and do the exact same thing in the same location, way too repetitive. Also climbing is messed up.
The first MGS in years where you can describe it as having "intuitive controls" and not be lying.
RIP in peace all those guys accidently killed in MGS3
+/- Clearly KojiPro's first open world game. It's kind amusing that you have "mission areas" which lock you into (admittedly large) zones of play space rather than truly utilising the open world.
+/- Combing the above two points, the open world area zoning is pretty transparent. Probably a combination of building for last generation hardware (hiding streaming, limiting area scope), and also KojiPro bottlenecking level design in their first open world game. Lots of impassable ridges and mountains, funnelling you towards large place spaces where objectives and structures lie. Actually pretty reminiscent of Far Cry 2.
tldr; gud game
I heard the guards talking about a deep tunnel leafing to somewhere there are not allowed to be. They said its pitch black and none of them tried.
Does anyone know the exact location?
just a joy to grab the controller and do shit. feels perfect.
keeping these points in mind, mgsv feels like mgs4's act 2 on super steroids
You know what I don't miss? 1+ hour cutscene/dialogue runs between one mission ending and the next one starting. Seriously. I don't give a shit how much you like MGS4 or how important cutscenes are, that shit in MGS4 was inexcusable. MGS4 Act 3 ending + briefing + Act 4 opening is seriously like 1 hour 15 minutes. It's too fucking long.
And it's gone and that's great.
Thanks! I was just curious if it was miss able.It's locked until a certain story mission. Behind thepower plant.
I try not to do the whole East vs West thing but yeah, pretty much. The issue is that a lot of Western developers lean heavily on "immersion" production wherein a significant resources from the tech, animation, and art departments are put into having the player avatar react and move "realistically" within the game world. Which has its place and is fine, but almost always results in a kinda goofy, sluggish responsiveness to analogue stick and/or key input. There's an unfortunate and natural dissonance between bridging the real limitations of a control pad/keyboard/mouse and presenting your game systems with believable, "natural" motion.
Sometimes it just pays to go "fuck it", reduce your emphasise on naturalistic movement and weight, and go for something that is tighter and more responsive. MGSV still animates well, even if most of the movements and play feel are quite unrealistic and snappy. But it's not like it's at a cost of immersion. If anything, my avatar feeling responsive and tight to control aids my immersion even if visually it's lesser.
Could someone assuage my fears? I'm worried I've had the game completely spoiled for me. Warning possible end spoilers:
.
It's an exact quote so sorry for the formatting. Please don't explain it if that makes sense, but I mean is this a terrible spoilery thing?