• Hey, guest user. Hope you're enjoying NeoGAF! Have you considered registering for an account? Come join us and add your take to the daily discourse.

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

JimPanzer

Member
Anyone else like to turn down the in-game brightness when it gets dark? It makes unlit areas almost pitch black and gives you much more incentive to use your NVGs. The default setting is way too bright imo. Plus I've found that the increased darkness gives me a false sense of safety, of course it doesn't affect enemy eyesight or anything, but it does help when I'm surrounded by 20 armed dudes and are planning what to do next. Combine that with playing without markers/tagging and you get, imo, one of the best stealth games released in recent years.

It makes me want a new, proper, Splinter Cell so bad.

Yup, can't see shit w/o NVG. Just like Dragons Dogma.
 

Real Hero

Member
really annoyed at this crashing on the FOB purchase because it seems like everything else is locked out. Meaning I can't play the game now...
 

Messiah

Member
Reposting because it got buried pretty fast a few pages back.
I have some intensely spoilery endgame questions about
____Quiet____
. I would ask this in the spoiler thread, but I've only just beaten episode
22
, so if someone could answer my questions with as few spoilers as possible that would be awesome.

I heard Quiet leaves you after a certain point in the story. I know you can get her to stay by equipping the butterfly emblem, but that this essentially locks you out of the true ending. 1: Is this true? If so, 2: she's then totally locked out from being at all usable? I couldn't, for instance, go back to episode 12 and recruit her again? 3: There's no way to get her back? 4: Would I be missing out on 100% completion and important story stuff unless I let her leave?

Thanks in advance.
Endgame spoilers:
1. Yes
2. Yes that's correct
3. No there's no way
4. You would be missing out of one of the best scenes in the game in my opinion
 

megalowho

Member
Not me. I can fuck with the system in a bunch of different ways in this. I can't climbing towers. I've had my fill of tower climbing after the far Crys and ACs. So much filler bs in those games. It's all become so meaningless.
I also like that the core concept behind securing towers, gaining visibility over an area, is executed organically as you approach each situation - tagging targets of interest from a high vantage point, a guard tower, a buddy, or other means.
 

Azulsky

Member
So if I go back to a mission to get a specialist that was part of one of the bonus objectives, do I need to actually complete the mission or can i just GTFO?

Guy is definetly back at MB and the development unlocked that he was needed for.
 

Kuro

Member
This game is so, so good. The story or "open world" might not be something like Witcher 3's but the gameplay has me so damn hooked. I think it puts it over Witcher 3 for my GOTY.
 

Tuck

Member
I'm incredibly bad at this. Theres SO many guards, and they can come from anywhere. I'm having fun, but I'm really bad.
 
I'm incredibly bad at this. Theres SO many guards, and they can come from anywhere. I'm having fun, but I'm really bad.

Don't worry, it starts off pretty tough but you will get better and get all sorts of tools to make things easier as you progress.
 

Fardeen

Member
this is the best and the worst MGS depending on what kind of MGS fan you are. This is absolutely the best gameplay MGS. So good. Addicting. The missions can be tackled is totally open. You can do a perfect stealth or you can be a walking tank. It gives you total freedom. I love the gameplay. But if you are a fan of MGS for its story and long cutscenes and codec conversation, you'll be sorely disappointed frown emoticon the story is pretty weak and there is too much missions between events of the game And some mission may be fillers. The game has multiple ending like peace Walker. I just completed the first chapter. But I'll play for the story. I wanna see how the story ends. I wish the story was better with more cutscenes. But this game is so good to play. I played over 46 hours right now And I wanna play so much more. Sometimes I play 12 hours a day. That's how addicting the game is.
 

Wagram

Member
The "characters" cast reel and credits for Hideo Kojima before/after every mission has to be some of the most obnoxious shit i've ever seen in a video game.

Not only does the former spoil, but the later is so ego-centric. I know who the damn director of MGS5 is, thanks for telling me the 18th time.
 

Jusoni

Member
After reading so much about how awful mission 2
9
is, I was positively surprised. That was so much more fun than some of the previous missions. And a lot easier.
Restarted once just to go full assault on my gear, and rest was cakewalk.
 

Clear

CliffyB's Cock Holster
Excellent post. That's a lot of amazing things about this game, but I can't help but be disappointed by a lot of things, too. It certainly does not re-write the rules to open-world design. If anything, it tells us what not to do.

Completely disagree, all of the points are bogus.

1. The management aspect and all the menu manipulation it entails is gameplay, its just gameplay of a different sort. Beyond the basic meta-game fun of building up your own private army it allow the player to shape the action component in a myriad of ways. It allows you to strengthen yourself and to weaken the enemy selectively and independently.

The cited example is incorrect also, as supply drops occur in that mission automatically regardless of whether you call them or not. Not to mention that making time free from threat to dig into your iDroid is half the skill involved.

2. This is fundamentally fallacious as the actual hub of the game is the ACC, not mother base. Mother base is effectively another sort of "field" environment where missions and story events take place. "Why can't we just select a mission and go" is just another restatement of the "why have an open world" argument. Point being if you just jump to locations based off a rote menu, spatial relationships between points in the game world are redundant. Its convenient but flavourless.

3. The game is formatted like episodes of TV show to accentuate the stand-alone nature of the combat scenarios they contain. The "surprise" aspect is kind of moot given each mission is intended to be replayed multiple times. Sub-objectives are in many cases mutually exclusive (i.e. eliminate vs extract target) or take place in geographically remote locations, there's a balancing "surprise" element in what those are in many cases. Ultimately though, there is benefit to knowing who/what you are facing up-front in terms of building anticipation of what you are going to encounter, not to mention allowing you to equip an appropriate loadout for what can be lengthy stretches in the field.

4. There is plenty to be done, and fun to be had, from just exploring these expansive war-zones. The whole point of "open-world" construction is to provide a free-form sandbox wherein you set your own targets in order to amuse yourself.

That whole post is classical example of someone stretching to justify why something that is different from their preconceptions and expectations is "wrong".
 

TheXbox

Member
Finished Mission 31, time to take a break.
Feels like a fairly complete story in itself, barring a few loose threads. Wonder how they're going to wrap this all up, though. Feels like I'm no closer to evil Big Boss than I was when I started.
 

Sub_Level

wants to fuck an Asian grill.
I keep seeing a Materials Processing pop up show in other peoples playthrough but I have not seen it a single time. Anyone know what gives?

R&D platform target practice... jkdsdfsa;jlfd;jlawkrj v4t;lsdkj ghs;dlrk ha;elk he4;kj gh

I don't want to spoil myself for where the last ones are. I have just 3 left to find.
 

dmshaposv

Member
Not only does the former spoil, but the later is so ego-centric. I know who the damn director of MGS5 is, thanks for telling me the 18th time.

And to think before the game came out, everyone had pitchforks and knives because kojimas name had been removed from the boxart...
 
Can someone shed some light on how the sabotage Combat Deployment missions work? If I send my guys do the side-op that stops helmets distribution, will helmets be unavailable to enemy soldiers for a period of time or a certain number of missions? How does this work exactly? Thanks.
 

SomTervo

Member
Completely disagree, all of the points are bogus.

1. The management aspect and all the menu manipulation it entails is gameplay, its just gameplay of a different sort. Beyond the basic meta-game fun of building up your own private army it allow the player to shape the action component in a myriad of ways. It allows you to strengthen yourself and to weaken the enemy selectively and independently.

The cited example is incorrect also, as supply drops occur in that mission automatically regardless of whether you call them or not. Not to mention that making time free from threat to dig into your iDroid is half the skill involved.

2. This is fundamentally fallacious as the actual hub of the game is the ACC, not mother base. Mother base is effectively another sort of "field" environment where missions and story events take place. "Why can't we just select a mission and go" is just another restatement of the "why have an open world" argument. Point being if you just jump to locations based off a rote menu, spatial relationships between points in the game world are redundant. Its convenient but flavourless.

3. The game is formatted like episodes of TV show to accentuate the stand-alone nature of the combat scenarios they contain. The "surprise" aspect is kind of moot given each mission is intended to be replayed multiple times. Sub-objectives are in many cases mutually exclusive (i.e. eliminate vs extract target) or take place in geographically remote locations, there's a balancing "surprise" element in what those are in many cases. Ultimately though, there is benefit to knowing who/what you are facing up-front in terms of building anticipation of what you are going to encounter, not to mention allowing you to equip an appropriate loadout for what can be lengthy stretches in the field.

4. There is plenty to be done, and fun to be had, from just exploring these expansive war-zones. The whole point of "open-world" construction is to provide a free-form sandbox wherein you set your own targets in order to amuse yourself.

That whole post is classical example of someone stretching to justify why something that is different from their preconceptions and expectations is "wrong".

Agreed on all counts

Edit: except the intro credits, for each mission i think they should be gone/toned down/optional. It would be perfect if they only showed up on replays
 
Completely disagree, all of the points are bogus.


3. The game is formatted like episodes of TV show to accentuate the stand-alone nature of the combat scenarios they contain. The "surprise" aspect is kind of moot given each mission is intended to be replayed multiple times. Sub-objectives are in many cases mutually exclusive (i.e. eliminate vs extract target) or take place in geographically remote locations, there's a balancing "surprise" element in what those are in many cases. Ultimately though, there is benefit to knowing who/what you are facing up-front in terms of building anticipation of what you are going to encounter, not to mention allowing you to equip an appropriate loadout for what can be lengthy stretches in the field.

There should be no intro credits. They serve no purpose. Especially when playing a mission for the first time. You also select your loadout before the credits. Sub-objectives get revealed after completion so you can use that information on later replays.
 

Alo0oy

Banned
Can someone shed some light on how the sabotage Combat Deployment missions work? If I send my guys do the side-op that stops helmets distribution, will helmets be unavailable to enemy soldiers for a period of time or a certain number of missions? How does this work exactly? Thanks.

Yes, that's how they work, but I think it's based on in-game time rather than a fixed number of missions.
 

Hasney

Member
Ps4 servers straight up won't work for me.


What is there to loot if someone just has the command platform?

Have you tried restarting the game? It seems to be a weird thing where playing for x amount of hours stops online from working, even in suspend mode.

And nothing on the command platform other than guns/staff, but if you build a second strut, then every platform gets materials on those areas.
 

Sub_Level

wants to fuck an Asian grill.
I keep seeing a Materials Processing pop up show in other peoples playthrough but I have not seen it a single time. Anyone know what gives?

Ok nevermind I figured it out.

You have to keep Score display on to see your materials processing.

I don't know what the fuck Score has to do with base management but ok. Phew, at least I know Base Development Unit is actually doing something.
 

xclk07

Member
Waaaait a sec. So this whole FOB/micro-transaction thing is even worse than we thought? If others can invade you when you are offline: say I want to take a break for a week or two. That means my staff can be COMPLETELY wiped out (but for the handful you can "lock in") when I return since the FOB auto-(re)populates? Thus I'd have to spend hours grinding back a staff just to get back to the MB team levels where I already was?

Holy crap that's awful design. Guess I won't be making an FOB till the VERY end game when I've already completed everything/developed everything.
 

ElTorro

I wanted to dominate the living room. Then I took an ESRAM in the knee.
Mission 18, any hints?
If the kids didn't just run off of there own free will this would be done by now.

You can give them orders to wait or run with the radio button menu.
 

Cyd0nia

Banned
The "characters" cast reel and credits for Hideo Kojima before/after every mission has to be some of the most obnoxious shit i've ever seen in a video game.

Not only does the former spoil, but the later is so ego-centric. I know who the damn director of MGS5 is, thanks for telling me the 18th time.

He has his fans here, but these games have always been full of pretentious shit.

I've not played a lot yet but I was glad when
the Mother Base crew gave anaesthetic to Miller on arrival. He was just talking boring angry shit about Zero, and Cipher and revenge in Snakes face for 5 minutes with Snake not saying a thing. I get it, shut up already!
So far this is one of the best Metal Gears to play but the most nonsense to read and listen to. I find myself imagining coming in to this series for the very first time with this game and wondering how many people don't know wtf is going on.

God like graphics and immersion, terribad storytelling (so far).
 

shiba5

Member
FOB is utter garbage. At least my experience thus far.

Everyone I've invaded had no materials, I don't know where to find them. There was one instance where I fell through a wall and died, so that was cool. I was invaded last in night when I was offline, asleep. No way I could possibly defend myself. Cool.

If you disconnect they can't invade, correct? So just log off before you leave.
 

Ambitious

Member
It's entirely possible to avoid them. It's just that a little patience is required. They kind of track you, so you need to lead them along enough, first.

is that the mission where they show up right when you try to get on the chopper, right? You can get away without being seen by them! What I did was lure them under the bridge, then run like crazy back and cross the bridge before they had time to walk up again.

Oh, so that's how it works. Thanks. I did try to go below the bridge and move past them on the right side, but they moved towards me. When I retreated, I saw that one of them went down below the bridge while the other stayed up top in the middle of the road. That's why I assumed their movement was scripted so the player has to encounter them.
 

SomTervo

Member
I like the story, personally. And i'm someone with unfairly high standards. TLoU, Silent Hill 2, Max Payne 2, Planescape, Deus Ex standards. I'm around mission 30 atm.

Quiet is the exception though. Phenomenally written scenes/actions/motives, terribly written backstory.
 

Ikuu

Had his dog run over by Blizzard's CEO
Pretty sure Kojima made the game episodic so he could stick his name on the screen as much as possible.
 

hypernima

Banned
I kinda miss the linearity of past titles. Doing missions is kind of fatiguing me and I'm not getting any deeper into the storyline because I feel i'm on the mission grind forever.
 

shiba5

Member
Any way to cheese trough the end of mission 12?

Call in the chopper to the LZ nearest your location then send it to the far LZ when the Salwhatever notices it. When the thing runs towards the far LZ, quickly call the chopper back to you and jump in.
 
Top Bottom