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Metal Gear Solid V The Phantom Pain E3 Full Gameplay Demo [Up: NEW official version!]

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viveks86

Member
original.jpg

Too funny! LMAO!
 

Gurish

Member
Loved everything besides the Fulton system, wish they would cancel it and think about other ways to recruit soldiers, it's too much OP.

Graphics are wonderful, gameplay is the best ever seen in MGS, really liked the Mother Base uses such as Intel, R&D, fire support etc, adds a nice strategic layer.

The only thing that worries me is that Kojima said that missions will remain basic like gather Intel and such, I really enjoyed some of the more interesting mission design in previous MGS games.
 
Never really played MGS before might jump in hopefully I will understand whats going on

The only required title for The Phantom Pain I would recommend is Ground Zeroes, as together the two games make up the MGSV "experience". The effects of GZ tie directly into TPP and it has a pretty comprehensive synopsis of the events of Peace Walker in GZ.

Otherwise if you are interested in playing one of the most influential game series of all time, there's always the HD Collection. :D
 

De_Legend

Banned
I hope when you are just doing your thing at mother base, chilin', that there won't be a freaking alert...

God I hate that defense thing.
 
Loved everything besides the Fulton system, wish they would cancel it and think about other ways to recruit soldiers, it's too much OP.

You can always throw them in a chopper or drive them out of the mission area (assuming The Phantom Pain removes the Out of Bounds restriction during certain missions).
 

Betty

Banned
It might be the poor streaming quality but does anyone else think that the game is hurt by being cross gen? The lightning seemed more impressive in the 2013 trailer.

The lighting was the most impressive thing about the video, take a look at the shadows that get cast through the smoke when Snake fultons the crate and tries to fulton the solider inside near the end.
 

Sn4ke_911

If I ever post something in Japanese which I don't understand, please BAN me.
A prompt for a return salute was shown in the game. It was assigned to R2, and can be seen when the rescued soldier next to the goat ran up.

That's the CQC icon, either it means you can salute comrades or you can CQC their asses.
 
Loved everything besides the Fulton system, wish they would cancel it and think about other ways to recruit soldiers, it's too much OP.

Graphics are wonderful, gameplay is the best ever seen in MGS, really liked the Mother Base uses such as Intel, R&D, fire support etc, adds a nice strategic layer.

The only thing that worries me is that Kojima said that missions will remain basic like gather Intel and such, I really enjoyed some of the more interesting mission design in previous MGS games.

I think what you see there is the Fulton in concept.

Having each Fulton attempt cost a certain amount of GP will reduce its effectiveness as will that % you see every time he uses it. 80% means 1 out of every 5 attempts the target will not be captured and be lost/killed in the process. That % will change based on certain conditions as well, like sandstorms.
 

Dali

Member
So does all the noise and obvious visual presence of the Fulton system go unnoticed unless the enemy is literally right on top of you?

Yeah, that needs to be added. Kojima needs to get on that.
At one point it looked like you were prompted to salute back by pressing r2.
 

quetz67

Banned
You guys think they'll have a "previously on MGS" intro for this, or something like the MGS Database they released for MGS4?

I haven't really played the series since MGS2 and even then didn't understand WTF was going on.
Haven't played any at all, I assume it is obvious to everyone why cardboard boxes drop from the sky and why stuff flies away with balloons? Not knowing much about MGS the footage kinda feels like it was some strange parody movie.

Graphically, still the horses butts look like plastic, besides that it looks OK.
 
So does all the noise and obvious visual presence of the Fulton system go unnoticed unless the enemy is literally right on top of you?

I think here's a good place to mention that anything in the gameplay demo is not final and is subject to possible change before the released version. :) (INDUSTRY STANDARD MESSAGING)
 

Nibel

Member
Not sure if this was mentioned before, but the fact that you can drop items on the heads of enemies is not only hilarious but another cool possibility to take someone out without causing too much alarm and noise.

I wonder how enemies will react to flying items on higher difficulties though. Will they notice them and shoot the items? I'd like seeing them being able to ruin your plans in certain, natural ways.
 
That's the CQC icon, either it means you can "salute" comrades or you can CQC their asses.

maybe at the beginning of the game you salute them, but when big boss becomes a demon, he CQC even the sheep. ;_;7


Also, next year is going to be a bloodbath. the goty awards are going to be seriously packed. We have MGS V, witcher 3, bloodporn, zelda, batman, uncharted 4, mortal kombat X, splatoon, star fox, yoshi woolly world, no man's sky, cuphead. Just add a rockstar release( AGENT! ;_;), and i will have a serious hard time choosing my game of the year.
 

Dali

Member
I think here's a good place to mention that anything in the gameplay demo is not final and is subject to possible change before the released version. :) (INDUSTRY STANDARD MESSAGING)
Well that's kind of a relief.

Haven't played peace walker so I'm unfamiliar with it. Is this how it worked in PW? It just seems so counter intuitive to have this carefully crafted stealth game but have this loud showy mechanic that the player just has to get used to being the exception to the "no noise / don't be seen rule". Hope it's fixed or removed altogether.
 

Batzi

Banned
God, don't remind me. He was so bad in PW. He forgot to change his Old Snake voice back to MGS3 status.
This. Hayter was terrible in PW. I am so happy with the change and I love Kiefer Sutherland.

We're Diamond Dogs
Kaz it's me, I'm here to get you out
Kaz, I'm already a demon
Regarding fulton.... I'm almost certain that Peace Walker restricted your fulton use. You could only carry a certain number with you into battle and you were not able to get more mid mission except for some levels where they were pre set drops. Mother Base was always making them and you could upgrade them as well as your carry limit as you increased your levels.

Those who didn't play Peace Walker wouldn't understand that things won't be as simple as they seem to be. Of course there will be restrictions. Do you remember when the silencer on the tranquilizer gun worned out after some shots? That's because it was lvl 1 and you had to upgrade it. It takes GMP to do so. Did you notice that Snake's tranquilizer gun has a suppressor on it in TPP unlike Ground Zeroes?

MGSV-Stream_06-05-14.jpg

mgsv_gz_prison_guard.jpg
 

Gurish

Member
I think what you see there is the Fulton in concept.

Having each Fulton attempt cost a certain amount of GP will reduce its effectiveness as will that % you see every time he uses it. 80% means 1 out of every 5 attempts the target will not be captured and be lost/killed in the process. That % will change based on certain conditions as well, like sandstorms.

Thank you for the clarification, game looks amazing and i can't wait to have my hands on it! :)
 

Tookay

Member
It's weird that someone reported they used radios and we didn't get to see that...

But overall I am incredibly excited for this, and this is clearly going to be the greatest MGS game of all time, and probably one of my favorite games of all time.

Will it dethrone MGS3? I think so.

I think, considering how he saw the same footage as the rest of us, he misinterpreted that scene at the end of the mission, where the alert went off.
 
Well that's kind of a relief.

Haven't played peace walker so I'm unfamiliar with it. Is this how it worked in PW? It just seems so counter intuitive to have this carefully crafted stealth game but have this loud showy mechanic that the player just has to get used to being the exception to the "no noise / don't be seen rule". Hope it's fixed or removed altogether.

Trust me when I say (and I believe many would agree) that the Fulton system is a little more eloquent than the recruitment system in Portable Ops. Balloons and helicopters is preferred to dragging people to an anchored drop off spot.
 

Salaadin

Member
Trust me when I say (and I believe many would agree) that the Fulton system is a little more eloquent than the recruitment system in Portable Ops. Balloons and helicopters is preferred to dragging people to an anchored drop off spot with their body.
This.

I know fulton is very showy but I really don't mind it as the alternative was much worse. I'm not sure there's a better way for them to do it without over burdening and annoying the player
 

SDJGreen

Banned
I think what you see there is the Fulton in concept.

Having each Fulton attempt cost a certain amount of GP will reduce its effectiveness as will that % you see every time he uses it. 80% means 1 out of every 5 attempts the target will not be captured and be lost/killed in the process. That % will change based on certain conditions as well, like sandstorms.

Is it possible that there may be a usage limit in the finished game as well? That would really rectify most if not all of the problems I have with it. In Peace Walker it's not so bad because you don't have enough fulton balloons to just clear the area, but it was still quite overpowered even then.

Having a cost + failure rate + maximum usage limit per mission would be perfect in my opinion. Still dynamic in the way that it may fail and weather will affect it, but stops you from abusing it and still realistically uses accumulated resources. If you had a set limit, you wouldn't be able to just clean the area of bodies like they do in the demo, making it extremely easy to sneak about.
 

Salaadin

Member
I think peace walker had a limit of ten for fulton initially. That seems low for mgs5s massive levels but Im also not opposed to a low limit that forces us to pick and choose what we extract and eventually causes us to replay stages
 
Is it possible that there may be a usage limit in the finished game as well? That would really rectify most if not all of the problems I have with it. In Peace Walker it's not so bad because you don't have enough fulton balloons to just clear the area, but it was still quite overpowered even then.

Having a cost + failure rate + maximum usage limit per mission would be perfect in my opinion. Still dynamic in the way that it may fail and weather will affect it, but stops you from abusing it and still realistically uses accumulated resources. If you had a set limit, you wouldn't be able to just clean the area of bodies like they do in the demo, making it extremely easy to sneak about.

The demo was constructed to try and show off functionality as it appears in the game right now without regard for gameplay balance.

I hope this clears things up.

EDIT: Made simpler.
 

Sn4ke_911

If I ever post something in Japanese which I don't understand, please BAN me.
There are plenty of details that are still in flux/testing/concept and other various stages. Nothing seen in the gameplay demo should be considered final or without forthcoming changes and should be considered in concept and not in final form. The demo was constructed to try and show off functionality as it appears in the game right now without regard for gameplay balance.

I hope this clears things up.

I have a feeling we have to wait longer for this game than "Early 2015" :(

Metal-Gear-Solid-V.jpg
 

Gurish

Member
There are plenty of details that are still in flux/testing/concept and other various stages. Nothing seen in the gameplay demo should be considered final or without forthcoming changes and should be considered in concept and not in final form. The demo was constructed to try and show off functionality as it appears in the game right now without regard for gameplay balance.

I hope this clears things up.

Yea, sounds reasonable. Now just give us a time frame for release and you are good to go :D
 

SDJGreen

Banned
The demo was constructed to try and show off functionality as it appears in the game right now without regard for gameplay balance.

I hope this clears things up.

EDIT: Made simpler.

That's fair enough, well hopefully some balancing can be done before launch.
The opinion that fulton is overpowered is quite unanimous in the thread I think, so it would be great if suggestions could be put forward. But I have no idea how one would go about that.
 
That's fair enough, well hopefully some balancing can be done before launch.
The opinion that fulton is overpowered is quite unanimous in the thread I think, so it would be great if suggestions could be put forward. But I have no idea how one would go about that.

Send your suggestions to @HIDEO_KOJIMA_EN and @ken1555 . F'reals, they read it. Possibly more closely than my reports. ;_;

EDIT: I also meant to imply that any balancing currently in the game was removed for the sake of the demo.
 
The ability to craft weapons and items from motherbase in realtime as well as everything you can do being based on currency reminds me of Drebin's Shop. I could be misremembering because I haven't played MGS4 in years, but wasn't that pretty exploitable in terms of how you could get as much ammo as you want so long as you grinded points/currency? In Peace Walker you had to choose what you were sent in with during the mission and that plus whatever was on the map was all you had. As cool as all this is, I kind of wish Fulton was a limited resource like PW and there's limits on the supply drops as well when using them during a mission otherwise I think they will be abused once people have a lot of money.
 

RangerBAD

Member
That's fair enough, well hopefully some balancing can be done before launch.
The opinion that fulton is overpowered is quite unanimous in the thread I think, so it would be great if suggestions could be put forward. But I have no idea how one would go about that.

It is balanced. It costs money. You won't necessarily have tons of money at that point in the game and you could tie it up on research and production. This demo allowed them to use Fulton freely without regards to money.
 

Tookay

Member
I understand that everything is subject to change and that the demo was mostly used for demonstration purposes; I just hope that there's enough discussion about the fulton that makes the team really consider how to balance it.

Obviously there has to be a degree of fun allowed, because nobody wants to drag everything manually back to some pre-determined point. But it looks like there's currently no gameplay downsides to it, because you can clear away an entire area away, with no worrying about body placement or even triggering an alert. It both breaks the stealth aspect and the immersion.

I realize that it costs some abstract amount of money, but I think there needs to be more immediate in-the-moment consequences to it, like making more noise or attracting enemies' attention.

Also, the insta-alerts really need to be addressed, though I imagine that might require some huge rewriting of the way enemies interact.
 

cackhyena

Member
I think that camera zoom sound is like the burnt celluloid or the rain hitting the screen, it makes it seem more film like. The anachronistic tech is a series staple. To be honest, the whole VR deal comes up in every entry post MGS2 and it'd be treading old ground that Kojima's already covered far more successfully.

I like the idea of it, personally, but I'm fine with it not being the case. Overall, though, I've never played these games for the story, so ti doesn't matter that much. I'm much more about the stealth.
 

Sn4ke_911

If I ever post something in Japanese which I don't understand, please BAN me.
Send your suggestions to @HIDEO_KOJIMA_EN and @ken1555 . F'reals, they read it. Possibly more closely than my reports. ;_;

EDIT: I also meant to imply that any balancing currently in the game was removed for the sake of the demo.

Can you tell us if MGSV will be at Gamescom or TGS? Maybe a new trailer?

Anyway thanks a lot.
 

oldboss

Member
The demo was constructed to try and show off functionality as it appears in the game right now without regard for gameplay balance.

I hope this clears things up.

EDIT: Made simpler.

I wouldn't want to abuse your kindness, but, would you be able to tell us anything about the alert system? Is it going to be like in GZ, are there going to be different alert levels, or is the whole map just psychic when it comes to player detection?

For example, would being discovered by a guard stationed at an outpost alert the guards stationed at a base 1km away, or would we be able to deal with said guard even after he yelled "CONTACT" with no one around to hear him?

As long as you can tell me that it's subject to change, I guess it would make me feel a bit better :p
Kojipro bothered to create one hell of a coherent open world game and I can't imagine they'd oversee something that important.
 

dan2026

Member
I assume there is some reason why Big Boss can't have the shrapnel removed from his head.
And yet by the time of Metal Gear 1 it has gone, so he must get it removed at some point.
 
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