Nearly 160 hours in, MGSV still feels SO GOOD to play (controls, feedback, game feel)

Neiteio

Member
The other night I was playing MGO3 (another 4.5 hours logged, on top of ~160 for the main game), when I found myself simply running up and down the length of the hub world between matches.

Just running up and down the river valley. Climbing rocks, sliding down slopes, weaving between trees. Sloshing through water, diving into foliage. Barrel-rolling through the dust. Shooting targets in quick succession while lying on my stomach or back. Segueing from a comfy stroll to a steady jog to a thundering sprint. Diving into a crawl, my body fitting the lay of the land like a glove.

I think I did this for 15 minutes. Normally I'd be bored of a game by now (and I wish I was -- I want to free myself up for Super Mario Maker, Transformers Devastation and Yoshi's Wooly World), but everything just feels so good. The mere act of movement is a pleasure in itself. Just running around Jade Forest, I'm wholly entertained, like hopping around Peach's Castle in Super Mario 64.

For me, MGSV is the game that finally nails the perfect balance between solidity/weight and fluidity/responsiveness in a third-person action title. It doesn't have any of the "wide turn" wobbliness that makes turning or walking feel clumsy or inelegant in other realistic games. Every movement feels tight and precise, and yet still conveys the heft you'd want from such a detailed visual expression.

You can feel each footstep, firmly planted in the ground. When you sprint, you feel like a force of nature, 200+ pounds of muscle and equipment chewing up the scenery. When you dive, you feel the impact of that weight crashing into the earth. When you crawl, it feels very deliberate, every inch of your body hugging the earth. It just feels right. There's a real friction, a sense you exist in this 3D space.

The best part is how you can turn on a dime. So many realistic games make your character turn with a wide arc, over-animating their gait, but in MGSV your character simply turns around in place, right away, on the spot. And it still looks realistic. It doesn't break immersion or lose character.

Yes, there are times when the context sensitivity causes you to, say, cling to rails in Mother Base when you're just trying to go upstairs. A minor nuisance, but that's not what this is about. This is about the general feel of movement -- the feedback you get from simply existing in the world and moving through it. The sense of immediacy and athleticism from pushing forward on the stick and traversing the world.

We've come a long way since the days of Nico Bellic in GTA4 and his drunken inability to walk a straight line. Many titles overcompensate for this by making your character sluggish instead. But MGSV gets it right. It might have the best feel yet for a realistic third-person game.

What's your current "gold standard" for this?
 
I enjoyed my time with MGSV. Even with the repeat of side ops objectives, thanks to the sand box gameplay. You can have a different outcome every time. Especially if you try new things. I agree the controls are a big part of why it's so fun to play. Quite fluid and really puts you in the shoes of a "super Soldier". If we see more military third person sandbox games, MGSV is a standard that should be followed.

The Witcher 3 is better

One hell of a shitpost. Since we're talking game controls and both games are vastly different.
 
I agree, mgsv is a joy to play. Saddens me it's the last mgs game. The mission and level design are lacking IMO but the core mechanics are just so strong that I can somewhat forgive that.

The Witcher 3 is better

Not like they had to patch the controls a couple of times.
 
It's damn good. The thing about the games controls is it feels like Snake has weight behind his movements, yet his controls still feel really responsive.

Current standard? Can't decide but MGS 5 is up there.
The Witcher 3 is better
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The incredibly repetitive side ops and dull environments made it a chore for me to play past the 30 hour mark. By the time I got to chapter 2 I was so tired of the game that I watched the ending on YouTube. Gameplay is not everything.
 
Yeah, just to be clear, this thread is about controls, feedback, game feel, etc. This isn't about structure or story. (Although I enjoyed all of that, as well, for reasons I've described at length in the spoiler threads)
 
The Witcher 3 is better
A better game? Perhaps. But he is talking about gameplay, controls and feel. To even compare The Witcher 3 to MGSV gameplay wise is an insult. Geralt controls and moves like a tank and the combat is merely average.
 
It's like Kojima took all the complaints that were made about Peace Walker dumbing down the ever-loving shit of the standard MGS gameplay and vowed to ensure no one would continue to make those complaints again. Everything feels so seamless and so layered. I don't know if it's the best third-person shooter gameplay in a game, but it has to be in the running.
 
I'm at around the 200 hour point on my second run, and it's striking how much fun it still is, which is pretty goddamned amazing when you consider how much of the game is frequently re-used, and how repetitive and similar the objectives are.

If they ever do another Metal Gear of this kind with more mission variety and more incentive to explore, it would absolutely be the definitive open world title.
 
It's pretty great. I beat the game in about 70 hours but the other 50 has just been exploring the world and doing cleanup. I certainly didn't expect the game to last me this long. It's so good, despite the lackluster second chapter.
 
It never got released outside of Japan so most people never played it, but I think my gold standard for this is EX Troopers. Movement in that game just feels so nice and fluid. Lock-on means you're never focused on aiming, just solely on action and movement.
 
The fact that I completed that many mind-numbingly repetitive side ops is a testament to how good the gameplay is.
 
GOTY easily for now, Witcher 3 came close but failed at the gameplay department, Fallout 4 if it's done right could potentially be a thread for MGSV though.
 
Yep, exactly. I've platinum'd the game and it still feels so good to play.

And Sonic Lost World is the gold standard for Sonic movement. #randomthought
 
Resident Evil 6 and Binary Domain both had some fantastic 3rd person gameplay and controls. Resident Evil 6 had good variety of moves and Binary Domain was just so solid with great gunplay. I've also heard good things about Max Payne 3 but have yet to play it. Game feel is such a hard thing to describe and explain eloquently. It is one of the most important elements of gameplay, particular in action games.
 
Yep, exactly. I've platinum'd the game and it still feels so good to play.

And Sonic Lost World is the gold standard for Sonic movement. #randomthought
LOL, so random bringing up Sonic

Actually, I've been thinking about 3D Sonic lately, despite not being a fan. The thing is, I've always liked the parts in 3D Sonic games where you simply race forward, bounce off obstacles and string together combos, but it stops being fun whenever there's a break in momentum, I.E. an abrupt stop, or stop-and-go platforming.

If only Sega could find the creativity in themselves to make a diverse enough selection of courses based around the concept of pure flow. The challenge is finding sufficient variety and room for player agency so it's not simply about holding forward on the stick and winning. I think that's where Sega has struggled with 3D Sonic titles.
 
When it comes to control the Witcher 3 has a looong way to go. He controls very poorly, running little half circles when you want to turn around, constantly getting stuck in terrain a normal person would just step over, he can't climb for shit, he misses ledge grabs half the time, he sprints like a character that isn't in an open world game, has incredibly unnatural momentum when it comes to stopping and controlling melee combat has all the refinement of a flash game.

The Witcher 3 and MGSV are going to go head to head in GOTY polls this year, but not when it comes to controls & responsiveness. If Geralt controlled like Punished Snake I'd be singing another tune.
 
GOTY easily for now, Witcher 3 came close but failed at the gameplay department, Fallout 4 if it's done right could potentially be a thread for MGSV though.

Bethesda has their work cut out for them, to say the least. For the amount of content they pack into their games, they still have a lot of the same issues plaguing the gameplay that they've had since Oblivion, especially the melee combat being among the absolute worst of any game in any genre.
 
LOL, so random bringing up Sonic

Actually, I've been thinking about 3D Sonic lately, despite not being a fan. The thing is, I've always liked the parts in 3D Sonic games where you simply race forward, bounce off obstacles and string together combos, but it stops being fun whenever there's a break in momentum, I.E. an abrupt stop, or stop-and-go platforming.

If only Sega could find the creativity in themselves to make a diverse enough selection of courses based around the concept of pure flow. The challenge is finding sufficient variety and room for player agency so it's not simply about holding forward on the stick and winning. I think that's where Sega has struggled with 3D Sonic titles.
Sounds similar to Donkey Kong Jungle Beat. Keeping the flow and combo going was so much fun.
 
Yeah nothing comes close to MGSV's controls.
Running makes me feel like a BEAST. Shooting is awesome (though I prefer GZ when it comes to the assault rifle. It just feels a bit better). Rolling is soooo good too. I go through a whole FOB with that shit. Diving off a cliff into a roll = amazing. Each CQC drop and punch sends shivers down my spine. Dropping from heights and landing on all fours = perfect. I could go on forever.
GOTY tbh
 
I agree fully, the game is pure joy to play, it just feels good. I almost never use fast travel, I just walk to my goal because I never get bored of walking and such, it just works flawlessly and gives me all the right feedback. From the actual controls to the audio, to the weight of the controls. Everything. Just. Works.

I'd say it's the current gold-standard for sure. Only select Nintendo games like for instance Metroid Prime or some Mario's come close or surpass it.
 
Sounds similar to Donkey Kong Jungle Beat. Keeping the flow and combo going was so much fun.
Oh man, Jungle Beat was amazing. I need to dig up the bongos the next time I visit my parents, I know I left them there.

Actually, my brother has the GameCube, and WiiU BC doesn't go back that far. Sheeeeeeeee-it.
 
I beat it, but I got really bored with it quickly.

Level design is pretty poor aside from one or two bases, and everything's laughably easy to tranquilize and fulton, even without Quiet. Plus, everything that is not being solid snake (Menus, traveling, getting weapons, etc.) is downright abysmal. It's not a game that wants me to get to what makes it good.

I agree that the controls are nice, but there's just not enough heft there. It's a sham of a game. How anyone could play this longer than the 50 requisite hours to beat the story is beyond me. I'm almost inclined to say Ground Zeroes is a better game.
 
I got bored after like 40 hours I think. Gameplay is great yeah, but the level design is mostly terrible and the pacing/story beats are awful. The side ops are just mind numbingly bad, but yeah core gameplay is absolutely top notch.
 
I agree fully, the game is pure joy to play, it just feels good. I almost never use fast travel, I just walk to my goal because I never get bored of walking and such, it just works flawlessly and gives me all the right feedback. From the actual controls to the audio, to the weight of the controls. Everything. Just. Works.

I'd say it's the current gold-standard for sure. Only select Nintendo games like for instance Metroid Prime or some Mario's come close or surpass it.
Yeah, I think saying a game has Nintendo-like game feel is probably the highest compliment you can pay a game. It seems like a Japanese thing where there's much higher priority on nailing the controls, feedback, friction, etc. The Souls games are also masterful at this, especially Bloodborne.

For that reason, MGSV and Bloodborne are currently vying for my personal GOTY.

(And I liked the many ways to approach each mission, the unconventional narrative structure and story, etc., but this thread is about gameplay, so I'll leave it at that!)
 
The overall MGSV gameplay is pretty much why I felt Ground Zeroes was justified at the price it was, because it was made with the intent to be played over and over and it was designed in a way in which it was suppose to evoke the feeling of "I just want to jump in and collect some shit and feel good about playing it in the process"

So sinking 10+ hours into it at the very least felt natural. Phantom Pain only made it better, so I actively enjoy just exploring and running about in the world and the missions even if I've been through there a handful of times already.
This to me is where unbelievable potential for MGO lies if they make use of it as a platform and just build onto it endlessly with more and more stuff while tweaking/balancing it.

MGSV and Dark Souls games generally evoke the same feeling to me as far as gameplay goes, though honestly after playing MGSV 200+ hours, going back to Dark Souls II was a terrible wake up call to how garbage it feels in comparison to MGSV, Dark Souls 1 however felt okay still, if a little janky in spots.

I don't like playing lethal but boy does going in to missions loud and lethal make for a whole other and equally awesome experience.
 
Why even put lethal guns in this game? It's completely pointless.
At the risk of sidetracking this topic, lethal weapons are useful when you want to neutralize a threat while exposed and under fire. Sometimes you just want to clean out a map, and if you're spotted and have an entire army coming after you, you're not able to Fulton the people you knock out, so you just risk them coming back later when reinforcements arrive and wake them up.

What's great about MGSV's approach to weapons is both the lethal and non-lethal weapons are fun. You still have plenty of non-lethal weapons that pack a punch, from SMGs that fire rubber bullets to high-impact stun grenades. Although my personal favorite is lobbing a sleep grenade and seeing three bodies collapse in a heap.
 
Controlling Snake feels *so* good.
He has weight, momentum... The controls just feel "right."

That said, there only being the two "open world" areas drags the game down.

I feel like I've seen everything and there's just nothing particularly interesting about the environments anymore.

It's the best game I just don't have any motivation to go back to.
 
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