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Metal Gear Solid V: The Phantom Pain |OT2| A Franchise Robbed Of Its Future

A-V-B

Member
Well, the climax of the
rescue the children
side ops was incredibly disappointing. Kojima just drops all the potential of that interaction like a hot sack.

Ugh.
 
1) how do we pet DD on motherbase ? I was trying to do it through action button but bitch slapped him instead :(

2) I don't see any options for FOB so far ?

3) are we eventually allowed to carry more than two primary guns ?

4) how do I get the transportation specialist

5) how do I make more potent tranqulizers

1) take him with you on a mission then come back to MB. He should be here with you, and you can pet him with triangle/Y

2) it's unlocked after mission 22

3) nope

4) one of the prisoner on mission 15 has this skill

5) you have a sniper later on (R&D)
 

A-V-B

Member
I think I finally figured out why this story's bothering me.

It feels like someone's incomplete reconstruction of the past instead of the real thing.
 
My God, farming fuel resources in this game is even worse than relic iron farming in the early days of Destiny. It's also complete bullshit that you have to wait for it to be processed. Shitty f2p-esque design.
 

SomTervo

Member
I'm totally fine with this approach, in a more real time open world experience.

I'm not sure that I would say "Kojima would have always" done it this way.

IIRC he's on record saying he would! That he always wanted the infiltration aspects to be fully playable.

I rather think he used to have a particularly heightened fetish for scripted sequencing, and made many structured scenes that would have been gameplay, even inits era (there were plenty of times I entered an area in MGS2 with a big cinematic flourish that I thought... really? Just let me play). But it seems to me that he's had a change of values with V.

That's what I meant. See immediately below.

But those smaller moments were story beats. "I've reached the helipad and I see a Hind D" is part of additional story content if Snake comments on it in a crippled sequence in a way that it's not if it's just an emergent helicopter experience in a sandbox.

I think that one, the Hind D scene, is definitely the exception. The majority of cutscenes in earlier MGS's – MGS4 was the worst offender by far – really weren't necessary. In MGSV the Hind D scene would be covered by the player taking cover and looking at the chopper taking off, and Kaz just saying 'That's a Hind D...' The same thing would happen, but we'd be on the ground watching it. And this does happen throughout MGSV. Frequently. I can imagine long stretches of MGSV as cutscenes, particularly at the start/end of many missions. And I'm glad they're not.

I think this sense of 'story beats' would be improved, however, if Snake did talk more in-mission. I think this is a real killer for a lot of players. And it is a bit odd, quite often. I justify it for myself by thinking that he's still suffering from PTSD/coma damage, so doesn't speak much because of that. But anyway.

If you're saying the player gets to play and discover their own story exeriences through emergent gameplay, that's fine, but that's exactly what I'd call a more sparse storyline. That's all I've tried to say: that MGSV substitutes scripted sequences for open-ended, player-directed fun in the sandbox.

That's kind of what I'm saying, but not 100%. I'm also not sure about "sparse" to describe the storyline. It can describe pacing, yes, but not the whole story (up to where I am). Including codecs and tapes, say hypothetically:

MGS1: 3 hours of cutscenes total, 6 hours of gameplay. Ratio 3:6 (or 1:2).
MGS4: 11 hours of cutscene total, 6 hours of gameplay. Ratio 11:6.
MGSV: 16 hours of cutscene total, 60 hours of gameplay. Ratio 16:60 (or 4:15).

This is hypothetical, I haven't finished the game, but say the above was accurate. There would be actually more story beats - backstory and plot - in MGSV, but it's just paced differently. Spread out in a gameplay-first experience. So the pacing is sparse, but the storyline isn't.

It's just semantics at this point I suppose :p
 

strafer

member
the open world was a big mistake by Kojima, he should have gone with the more linear approach. And the tapes were shit.

But hey, that's just me.
 

Orcastar

Member
It can be alienating.

But it's often seen as off kilter and charming.

The question is whether the off kilter nature of it was intended, or whether it actually is a localization fail. And I believe it partially is intended to be off kilter. A localization which would change these names would therefore be overstepping a mere translation of the experience into something that actively aims to change the tone of the story.

I think it's fair to say that smart localizers would have heated debates about either path.

That is indeed the question, and I'm sure for many players the off kilter nature of the MGS series is actually a big part of its charm.

And yes, domestication vs foreignisation is one of main points of contention in the field of translation studies, but that discussion is better left for another thread.
 

A-V-B

Member
the open world was a big mistake by Kojima, he should have gone with the more linear approach. And the tapes were shit.

But hey, that's just me.

The open world structure is definitely damaging to having a certain kind of story.

Gameplay's top notch, though.
 
So I finally noticed that destroying radio equipment and radar dishes are persistent, anything else that seems persistent in the open world that I may be missing?
 

BocoDragon

or, How I Learned to Stop Worrying and Realize This Assgrab is Delicious
That is indeed the question, and I'm sure for many players the off kilter nature of the MGS series is actually a big part of its charm.

And yes, domestication vs foreignisation is one of main points of contention in the field of translation studies, but that discussion is better left for another thread.

I can already see how big of a debate that must be :) thanks for the perspective.
 

SomTervo

Member
The storyline is pretty sparse, though. Lots of Things Happening, but none of it sticks.

I like it, personally. I don't think it's sparse. Whenever I think 'Man, I want some story', I put on a tape, and that tides me over. There are enough things happening throughout but I can focus on gameplay.

By the end I might feel differently, though.

How do you view a buddy's bond level?

End of mission screen.

Otherwise, I go to Development on the iDroid, and go to Buddies development subset. Then look at a weapon or item for the buddy you're interested in, and a panel will pop up saying what R&D level you need for the item, etc. At the bottom of this panel it will have columns for 'Required bond level' and 'Current bond level'.

That's usually how I check it.

Got Quiet at 100. Yeah, baby.

Wenn you start a mission and choose your Loadout you can see it on the right side of the screen when choosing your buddy.

... Or this. This is a much better way than either of the ones above.
Target practice side ops are so so...bleh. Nope not doing them

They're all good imo except the R&D one which is a clusterfuck nightmare.

I recommend doing them all except that one.
 

MrS

Banned
Very minor mission-type spoilers ahead. No mission content or progression spoilers.

Last night I completed my first Subsistence mission version.

This is the first time I've truly felt like I was playing a Metal Gear game the whole game. MGSV is a masterpiece imo. Even if it has teething issues, the amount of new stuff it tries is unbelievable. I'd say these experimental aspects are the game's only real weaknesses – and the fact that they're experimental excuses the problems. This ties to the open world structure, etc.
So Mission 30 didn't feel like MGS to you? Stahp

How hard is it to platinum this game? Do I have to S rank every missions?
Easy but time consuming. S ranks are easy, look up PowerPyx's vids on YouTube if you need a walk through. The boring part is gonna be mission tasks and animal capture.
 
Super interesting hearing peoples opinions of the game as opposed to what the reviews have been saying. Lots of 9's and 10's and saying the story is great in the reviews, and a lot of people not liking the story or it's structure at all on here.

I'm only on mission 15 I think and the story seems OK so far I guess. There are small moments where that "Metal Gear feel" seeps through but then it quickly evaporates and just turns back into a souped up splinter cell game.

I'm not too sure what to think of it to be honest. The gameplay is rock solid and infiltrating different areas never gets old for me, but I'm really just not sure what to think of it right now.
 
What the fuck. Guy writes a spoiler about mission 41 and I click on that as I've done that mission but that's a spoiler. It happened a couple of times now and it really annoys me. What's up with that?
 

BocoDragon

or, How I Learned to Stop Worrying and Realize This Assgrab is Delicious
IIRC he's on record saying he would! That he always wanted the infiltration aspects to be fully playable.



That's what I meant. See immediately below.



I think that one, the Hind D scene, is definitely the exception. The majority of cutscenes in earlier MGS's – MGS4 was the worst offender by far – really weren't necessary. In MGSV the Hind D scene would be covered by the player taking cover and looking at the chopper taking off, and Kaz just saying 'That's a Hind D...' The same thing would happen, but we'd be on the ground watching it. And this does happen throughout MGSV. Frequently. I can imagine long stretches of MGSV as cutscenes, particularly at the start/end of many missions. And I'm glad they're not.

I think this sense of 'story beats' would be improved, however, if Snake did talk more in-mission. I think this is a real killer for a lot of players. And it is a bit odd, quite often. I justify it for myself by thinking that he's still suffering from PTSD/coma damage, so doesn't speak much because of that. But anyway.



That's kind of what I'm saying, but not 100%. I'm also not sure about "sparse" to describe the storyline. It can describe pacing, yes, but not the whole story (up to where I am). Including codecs and tapes, say hypothetically:

MGS1: 3 hours of cutscenes total, 6 hours of gameplay. Ratio 3:6 (or 1:2).
MGS4: 11 hours of cutscene total, 6 hours of gameplay. Ratio 11:6.
MGSV: 16 hours of cutscene total, 60 hours of gameplay. Ratio 16:60 (or 4:15).

This is hypothetical, I haven't finished the game, but say the above was accurate. There would be actually more story beats - backstory and plot - in MGSV, but it's just paced differently. Spread out in a gameplay-first experience. So the pacing is sparse, but the storyline isn't.

It's just semantics at this point I suppose :p

I'm not sure if I actually feel like the cutscene distribution explains it all. I actually think there are less cutscenes in MGSV. But I'd need to finish it to say for sure.

The only thing it would take for me to feel certainly "classic" would be more scripted story events at certain gameplay checkpoints. More real time conversation to and from mission points. More set pieces, like hiding amongst an army as they hear a speech from a commander (a la Dolph in MGS2).

But at the same time, that would sacrifice the purity of the open world, real time emergence, wouldn't it?

I'm okay with MGSV being its own thing. But I do think the story is spectacularly non-structured, considering the source. Seems like there is less story, and it's a reaction to the excess of MGS4. I kind of like it for now, though there is potential for story growth in this gameplay formula (alas, Konami).
 

RodzTF

Member
So just unlocked Quiet for deployment. Took her into Africa to do a side op to extract a prisoner, told her to scout an outpost but she just perched on a hilltop doing nothing. Isn't she supposed to mark enemies like DD?
 

eso76

Member
Super interesting hearing peoples opinions of the game as opposed to what the reviews have been saying. Lots of 9's and 10's and saying the story is great in the reviews, and a lot of people not liking the story or it's structure at all on here.

I'm only on mission 15 I think and the story seems OK so far I guess. There are small moments where that "Metal Gear feel" seeps through but then it quickly evaporates and just turns back into a souped up splinter cell game.

I'm not too sure what to think of it to be honest. The gameplay is rock solid and infiltrating different areas never gets old for me, but I'm really just not sure what to think of it right now.

Opinions !

It's a flawed masterpiece.

I personally think it's far too long (20hrs and still story mission 14..not even 25% done in the main campaign, around 15% overall completion) but there's a constant drip of little new things you unlock that make you go on and play some more, "some more" quickly becomes a whole new mission, new story tidbits, new unlocks you want to experiment with etc.
 

mfiuza

Member
Has anyone gotten an S on Mission 16? If yes tell me please how?

Step by step I did yesterday:

1) Start the mission with DD horse or vehicle + a rocket laucher
2) Go straight to airport
3) Find the truck behind the building with the sniper (going all the way through the right there is just one guy to tranq. The sniper wont see you and you can go up a stairs and jump right in front of the truck.
4) Behind this building with the sniper you can fulton both the tanks and the truck will be parked. Tranq everyone and go to the truck
5) Rocket the sh*t out of everybody. I had to use the call for supplies once to get more ammo for the last 2 skulls (but you can bring them down with any other machine gun).
6) Fulton the truck and run back to your car.
7) PROFIT
 
Hey i have just one question! I completed a bunch of sides ops, but i'm short on money! (doesn't happen a lot, but here i am)

What happen if i go to the edge of the map? The idroid voice tell's me "caution, you are about to leave the mission area"

what happen if i do that? do i go back to mother base or do i get a game over? that ould spare me to call the chopper if i can just go back like that
 

Setsuna

Member
It's barely an excuse, but the only reason I can think of is that the AI is so good they'd see the chopper every time you fly between points. So you'd be constantly raising the region's alert level every time you flew around, making things harder for yourself.

Of course, they could always just make the chopper 'invisible' so that this was doable... It's really stupid.

My reasoning behind that idea is that on Mother Base it's fine to fly from point to point (press Square/X when you board the chopper). The only difference between MB and the AOs is that MB has no hostiles on it.

But thats the reason why we take out the anti air radar
 

Greddleok

Member
Hey i have just one question! I completed a bunch of sides ops, but i'm short on money! (doesn't happen a lot, but here i am)

What happen if i go to the edge of the map? The idroid voice tell's me "caution, you are about to leave the mission area"

what happen if i do that? do i go back to mother base or do i get a game over? that ould spare me to call the chopper if i can just go back like that

Why don't you just try it? It's a game, you're allowed to experiment.
 
Hey i have just one question! I completed a bunch of sides ops, but i'm short on money! (doesn't happen a lot, but here i am)

What happen if i go to the edge of the map? The idroid voice tell's me "caution, you are about to leave the mission area"

what happen if i do that? do i go back to mother base or do i get a game over? that ould spare me to call the chopper if i can just go back like that

Press the select button to go to the game menu (not the idroid menu)

Then click return to acc!

How far into the game are you out of curiosity? I have never had money problems but you have me worried lol
 

Jintor

Member
I as there's no way to have the best of both worlds.

I don't believe that's true. I wouldn't even say it hasn't been done before. Certainly not to Metal Gear's level of story, sure. But there have been good open world games with good stories before.
 

KORNdoggy

Member
i find the gun limitation on the field is a more and more annoying design decision the more i play...

you get SOME warning if heavily armoured vehicles are going to show up since it says missiles are recommended. but there have been so many times i've gone through an entire mission with non-lethal means, only to find something at the end which would have been a damn sight easier if i'd have brought some explosives or a rocket launcher with me (walker gears, attack choppers, skull squad).

it's a game all about choice in approach, but then limits you from the outset of a mission. if this game had past MGS's bottomless inventories the choices in combat would be much greater and much more fun imo.
 
Press the select button to go to the game menu (not the idroid menu)

Then click return to acc!

How far into the game are you out of curiosity? I have never had money problems but you have me worried lol

returning to acc doesn't cost anything or lost progress? Well i am officially stupid!

to answer to your question don't worry about money, it's just that a developped lot of thing and i realised that i had only 100'000 left (and when i start a mission it cost me 20'000-30'000, and i want to extract a lot)

it already happened once but i quickly got back at 1,5 million with side ops etc...
 
i find the gun limitation on the field is a more and more annoying design decision the more i play...

you get SOME warning if heavily armoured vehicles are going to show up since it says missiles are recommended. but there have been so many times i've gone through an entire mission with non-lethal means, only to find something at the end which would have been a damn sight easier if i'd have brought some explosives or a rocket launcher with me (walker gears, attack choppers, skull squad).

it's a game all about choice in approach, but then limits you from the outset of a mission. if this game had past MGS's bottomless inventories the choices in combat would be much greater and much more fun imo.
bruh. you can request supply drops.
 

SonnyBoy

Member
Not sure if serious or not, but yellowcake is actually an official moniker for a certain type of uranium...

That skit is hilarious though! ;)

Ah! So Dave actually used an official moniker in a literal sense. Thanks for the explanation lol. I thought that the
yellow cake
was just a code name.
 

dmshaposv

Member
the open world was a big mistake by Kojima, he should have gone with the more linear approach. And the tapes were shit.

But hey, that's just me.

The last time he gave us a linear story driven 'cinematic' game - it was called MGS4.

Thank god, he doesn't listens to fans like you.
 
i find the gun limitation on the field is a more and more annoying design decision the more i play...

you get SOME warning if heavily armoured vehicles are going to show up since it says missiles are recommended. but there have been so many times i've gone through an entire mission with non-lethal means, only to find something at the end which would have been a damn sight easier if i'd have brought some explosives or a rocket launcher with me (walker gears, attack choppers, skull squad).

it's a game all about choice in approach, but then limits you from the outset of a mission.
if this game had past MGS's bottomless inventories the choices in combat would be much greater and much more fun imo.
But you can just call in supply drops of new weapons. Also, having C4 always in your loadout is the way to go.

I quite like choosing your loadout based on the mission description / what you think might go down. Makes it feel more realistic being dropped in and having to utilize your limited equipment the most efficient way you can.
 

SomTervo

Member
So Mission 30 didn't feel like MGS to you? Stahp

In an earlier post I said that there have been a handful of story missions which totally nailed it, including that one :)

I'm mainly chatting about all the filler-like missions, eg 'blow up these tanks' or 'rescue these prisoners'. They're amazing but don't feel like MGS.

Playing Subsistence versions? They sure feel like MGS. Not having all your kit there to deploy at a moment's notice is a game-changer for me.

But thats the reason why we take out the anti air radar

I guess the idea is that anti-air radar stops you from being blown up by anti-air emplacements. It allows you to land quickly and safely. But even with anti-air blown up, dudes still physically see the chopper flying in and raise the alarm of the whole region. So my point is that if you could press square to fly between helicopter points, guys would be constantly seeing you and raising the alert level – and you have no control over the chopper so it would be crazy infuriating.

My argument is obtuse, but I bet KojiPro tested all this and it just didn't work, even with lots of testing, for whatever reason.
 
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