Metal Gear Solid V: The Phantom Pain |OT| The Man Who Sold The World

Status
Not open for further replies.
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

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.
 
So I have been playing the game for six hours now. I'm doing free roam to get myself accustomed to the game even though I ranked S Ground Zeroes multiple times in hard difficulty. This game is a lot of fun. It asks you to be creative in how you will accomplish a mission. Ever since the E3 2013 trailer, I always imagined getting behind the truck hiding inside a cardboard box and just ride along tagging enemies along the way. You know what? It works! The truck went from outpost to outpost allowing me to do some reconnaissance.
 
Mission 6:
I'm very, very worried about this gunship. Can we snipe pilots and send gunships crashing or should I have brought a rocket launcher or something?
 
So, I keep hearing stuff about a cool cutscene in the medical bay or something? Can anyone help me out and give me some tips on how to find it? Mother Base seems utterly empty so far.
 
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.

It feels like a Far Cry / Splinter Cell hybrid to me. The worst I can say about The Phantom Pain is that it's a fantastic game, but most of it doesn't feel like a Metal Gear Solid game. It has being a stealth game in common with prior MGS games, but it is a very different breed of stealth game, far closer to Splinter Cell on the 'stealth game' spectrum.

It's a super well crafted game, but it's very definitely of a similar make to other open world games. I can see the flawed game design in this that I also see in Far Cry, and it's weird to see that in a MGS game, which are usually uniquely their own experience.
 
I'm just happy that Hideo Kojima got to develop an open-world Metal Gear before he got fired. Always wanted to see how that would pan out. I have to admit, I seriously miss the cutscene heavy exposition from MGS2 and MGS4. The cutscenes and story is always why I play Metal Gear.

Yet I love the whole Peace Walker structure, all of the loot and smooth controls and level design. I'm a little mixed at the moment, being a little more on the positive side though.
 
Just got home a few hours ago from staying downtown. Played the prologue.

Holy fucking hell that was sick. More to it than I had thought.

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.

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 / tired of that 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
 
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.)

I can confirm this.
I was scared to death and panicing, so I went for it with D-Horse... And it worked!
 
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'm more than 60 hours into the game & I've not used the Phantom Cigar at all.

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
 
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?

If you saw the save game icon, you can turn off your PS4 & resume at that saved checkpoint.
 
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.
 
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.

Couldn't agree more.
 
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.
 
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 tend to deploy at 6pm. I used the c.box only once. Like all MGS games, I don't use the box, it's there for me to screw around with.
 
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

Yeah, I agree.

About a 1/3rd of the Main Missions have any plot relevancy. Coincidentally that's where it feels like an MGS game, and the part that I most liked.

Like you suggest, I would have dug if the game had that 1/3 as the 'Main Missions' and everything else labelled as 'Side Ops' necessary for progression. It would have been a surface level difference, but it would help separate the 20 hours of busy work from the 10 hours of actual Metal Gear Solid.

2/3rds of the game feels like a stealthy soldier game, but nothing about those are very 'Metal Gear'. You're targeting military commanders and arms dealers, not a vampire or someone who shits themselves. You might as well be Sam Fisher.
 
If you saw the save game icon, you can turn off your PS4 & resume at that saved checkpoint.

I'd just put it into rest mode, haven't tested where it resumes from save. Rest mode/standby works like a charm.
Thanks for the fast replies.

Knowing my gaming schedule I really hope I can just quit, but since I was doing pretty good there on the first Mission so far going to put it in Rest Mode for now and test it out another day.

Thanks again. Unfortunately off to bed. Sucks.
 
I was trying to do a no kill playthrough, but a couple of dudes in a truck ran over a group of sheep crossing a road.

The guards got what they deserved
 
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 :p)

just a joy to grab the controller and do shit. feels perfect. gives that insta-badass feel
 
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 have started to use the Phantom Cigar already, especially now that I can make more with material. I have also tried the box but it haven't been useful.

Thank the heavens there are no extensive cutscenes and that they're skippable
Something tells me you haven't played any prior games in the series besides Ground Zeroes.

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.
Always sliding down those mountains.
 
I'm more than 60 hours into the game & I've not used the Phantom Cigar at all.

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.

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 :p)

just a joy to grab the controller and do shit. feels perfect. gives that insta-badass feel

Yeah, it has me excited for MGO.

There seems to be an emphasis on 'cool' that Japanese developers have that isn't so prevalent in Western developed games.

Getting into a firefight in MGSV is just 'cool'. You shoot people and their bodies violently twitch as the bullets hit them, like an enthusiastic stuntman would do. You jump to the ground and roll left and right while continuing firing. You sprint towards someone and slam them. It also looks and feels 'cool'.
 
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 think I used it once when a guard was about to walk by me during the first mission. That was it. But then again, I didn't use the box in any other MGS game either. Always been more of a gimmick than a useful too.
 
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.

this, too is another failure of the system

I did a bunch of side ops early on and when I went back to do the main missions they were all located at those same areas just repopulated

game really does have a structure issue. it opens up to however you wanna play it but by taking advantage of that and making my own way it makes me feel like im playing it wrong

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

yep
 
I heard the guards talking about a deep tunnel leading to somewhere they are not allowed to be. They said its pitch black and none of them tried.

Does anyone know the exact location?
 
+/- 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

keeping these points in mind, mgsv feels like mgs4's act 2 on super steroids
 
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?

It's locked until a certain story mission. Behind the
power plant.
 
just a joy to grab the controller and do shit. feels perfect.

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.

keeping these points in mind, mgsv feels like mgs4's act 2 on super steroids

Definitely, which is probably why I'm enjoying it so much.
 
Could someone assuage my fears? I'm worried I've had the game completely spoiled for me. Warning possible end spoilers:

Someone was writing about MGS protagonists and this is what they put:

[MGSV:TPP Protag](/s It's the medic from GZ. a.k.a Venom or Punished Snake)

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?
 
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.

sure

but mgsv takes it to the polar opposite extreme, which is also shitty

MGS3 had it right :)
 
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.

yeah that's a good way to put it. game feels snappy but not arcadey in terms of how it animates and all.

the east vs west thing only really comes to mind with games like Resident Evil 6 or Vanquish (which equally excels at player control), but it's an interesting thing. was reminded of those games real quick.
 
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?

That is not the story of the game.

The game has a plot that's actually quite engaging, and one you should experience.
 
I'm just glad we got MGS4 to put some closure on everything while Kojima was still around. Phantom Pain is really light on story and doesn't offer many conclusions but it's all just filling in gaps and giving backstory in the overall timeline. It doesn't matter that much.
 
Status
Not open for further replies.
Top Bottom