I'm buying it for MGO. I don't think I'll play SP.
Don't waste your money mate!
I'm buying it for MGO. I don't think I'll play SP.
I have to dismiss OP's opinion since he didn't play Peace Walker. I loved that game. Ground Zeroes was fun too, and I'm glad that Phantom Pain feels like it's never going to end. I'm enjoying being a mercenary who never leaves the battlefield.
Why does this constantly come up in these threads? People complain about MGSV being mission-based, having wait timers and grinding and farming bullshit and so often the response is "Did you play Peace Walker?" Why does that matter?
Why does this constantly come up in these threads? People complain about MGSV being mission-based, having wait timers and grinding and farming bullshit and so often the response is "Did you play Peace Walker?" Why does that matter?
Why does this constantly come up in these threads? People complain about MGSV being mission-based, having wait timers and grinding and farming bullshit and so often the response is "Did you play Peace Walker?" Why does that matter?
Because Peace Walker was the previous Kojima Metalgear and the style he wanted to make these games in. Peace Walker was even originally being called MGS5: Peace Walker.
The gameplay style should not have come as a suprise after playing Peace Walker (and Portable Ops)
Because Peace Walker was the previous Kojima Metalgear and the style he wanted to make these games in. Peace Walker was even originally being called MGS5: Peace Walker.
The gameplay style should not have come as a suprise after playing Peace Walker (and Portable Ops)
Someone can't point to faults in MGS V just because the handheld titles exist???Whether its a surprise or not has nothing to do with someone not liking what was done in V. Hell, because I played PO and Peacewalker and I knew this game was likely going to be a bad MGS game even while enjoying most gameplay elements of all 3 games.Because Peace Walker was the previous Kojima Metalgear and the style he wanted to make these games in. Peace Walker was even originally being called MGS5: Peace Walker.
The gameplay style should not have come as a suprise after playing Peace Walker (and Portable Ops)
I thought it was the pinnacle of stealth gameplay and felt very much like a Metal Gear Solid game to me but I guess I was wrong with that :/
when i realized that it's basically a souped up Peace Walker..
I thought it was the pinnacle of stealth gameplay and felt very much like a Metal Gear Solid game to me but I guess I was wrong with that :/
For someone who enjoys games, you sure like treating them like work. Or at least with the same attitude I hope you have at work...
Very average game with great gameplay mechanics. Awful, unfinished story, barren open world, repetitive mission design, okay to terrible level design. I'm a huge Metal Gear fan and I wouldn't rate MGS V more than a 7/10.
Yeah, a hand crafted side quests that can only be completed in the way the devs intended to.
Such amazing quests in the Witcher 3, I tell you.
Lol... Sorry, but after recently playing MGS2 again, no. Haven't played MGS1 in a few years, but I remember being supremely frustrated with the controls in that one as well. I never once had any issue with any controls in MGSV... except maybe one of those rocket-launching vehicles.It is specially dissapointing because MGS never lacked good mechanics(except the portable ones :/) so these great gameplay praises can be said of any previous entry.
When the missions in a game become as tepid as the ones MGSV has with so many filler objectives that have incredibly little payoff in terms of goal or narrative then yes, it does feel like a chore to do many of the things in the game. Especially when the game destroys it's semblance of immersion with it's equipment development time which becomes incredibly frustrating during the "save the kids" side op, where chances are you end up having to grind to be able to develop the Fulton ugrade you'll only use once, and then wait another 20 minutes for the thing to develop.
That isn't enjoyable game design really.
I agree.
Peace Walker and MGSV are both "bad" Metal Gear Solid games. However, MGSV, on its own, is a fantastically fun, open world game.
It was a weird situation as I was playing through it because I was always disappointed that the story wasn't more front and center... but then I would play the missions and just be in love with the gameplay.
Bleh. I still don't know how I ultimately feel about it. I'd probably give it an A because, at the end of the day, I had a lot of fun playing it and that's what matters.
Lol... Sorry, but after recently playing MGS2 again, no. Haven't played MGS1 in a few years, but I remember being supremely frustrated with the controls in that one as well. I never once had any issue with any controls in MGSV... except maybe one of those rocket-launching vehicles.
I agree.
Peace Walker and MGSV are both "bad" Metal Gear Solid games.
I'm tired of seeing the same people bitching about the same thing over and over. You would swear the whole world feels like them if you didn't pay attention to who's repeating themselves in every thread. We get it. You didn't like it. Get over yourselves.
OP, MGSV is a lot different in mission structure so if you liked the old, linear gameplay but don't like change then you will not like the game. Also, cutscenes are there. They're just spread out because of the long gameplay sessions so it seems a lot more sparse, but there IS a similar amount of cutscenes compared to past MGS games. The problem is that the story is all over the place and lacks focus.
The whole 'bad mgs' thing seems to come from ppl who havent seen the whole series evolve. Kojima has redefined that with every game. MGS5 not being like 2&3 doesnt necesarily make it a bad mgs.Why does this constantly come up in these threads? People complain about MGSV being mission-based, having wait timers and grinding and farming bullshit and so often the response is "Did you play Peace Walker?" Why does that matter?
I don't get the people claiming to be "huge fans" of the series and a fan of this entry. I just don't.
I may be hyperbolic, but the first hour (hospital section) soured me deeply on the game. No I don't find it cinematic. And no, it wasn't that amazing.
The whole Mother Base shit I've read about didn't help either. I'm done with those facebook-esque mini-games.
My point is you probably do this with every game. Every games becomes a system which you aim to learn and then break by employing the most cost-effective strategy.
This works and is even welcome in linear games, but is absolutely not the point of sandbox games.
The whole 'bad mgs' thing seems to come from ppl who havent seen the whole series evolve. Kojima has redefined that with every game. MGS5 not being like 2&3 doesnt necesarily make it a bad mgs.
Thing is, a game that knows how to design a very advantageous strategy is usually one that knows how to balance it out so it doesn't become a crutch for the player to lean on.
OK, two things...
MGSV is a sandbox experience, not way around that, and because of that even the most outrageous strategies must have a similar effectiveness to the good old silenced non-lethal sniper rifle. What if the player wants to know every single soldier using supply crates? Or knock them out using decoys? The game has to support that and reward that train of thought. Any strategy can be a crutch.
But EVEN THEN....
MGSV is also a prime example of how to introduce dynamic difficulty and keep the player having to change his strategies over time. Helmets, Shields, Riot Gear are some of the examples that either make it more challenging or outright impossible to employ Tranquilizer weapons in combat or stealth. Which is an example of how the game still attempts to make every conventional strategy more challenging as your play.
I've said this before, but even though those are options, they're also mostly gimmicky ones that are only really fun to use once or twice but also relatively impractical. Dropping a crate onto a foe is only really a useful strategy over anything else during the Quiet boss battle, and like I said a few pages back, decoys are relatively inferior to using empty magazines because the former will put guards in a caution state while the latter doesn't. Incidentally while we're on the subject of those;
Seeing how I often mentioned the tranq gun in conjunction with empty clips early on, you can still employ the latter to misdirect armored guards and knock em out with a CQC if that matters. The main point here is the ability to bypass guards. The only time I elect to take guards out with anything I have is when they're an inconvenience or when I want to fulton them, which is still perfectly doable with the most basic load out.
I dunno, I feel like the best way to scale difficulty in MGSV is to only allow you to go into most missions with a limited load out based on what you choose from the start and then heavily restrict the things you're allowed to supply drop from then on. Limit the suppressors, limit the empty clips, make having to actually procure ammo and materials on field more integral. That's why out of all the rehashed missions later in the game, I enjoyed the Subsistence missions since it made things more challenging and made the most out of having to use what the environment can offer. I wish MGSV had more of that - more of you assessing the situation because you're relatively unequipped to handle the situation, as opposed to most of the best solutions otherwise being neatly handed to you from the start
I agree with the OP. I've progressed a similar amount, on mission 11 right now I think. There have been only a couple of "cool" parts that I'd expect from a Metal Gear game.
The game feels completely stretched thin. Why am I doing so many rescue/capture missions targeting some rando? That is super boring.
Remember Metal Gear Solid? You infiltrate a gigantic base and fight supernatural bosses every hour or so.
Like I said, I'm only 11 missions in, I feel like I'm still in a tutorial level, and I'm still hoping that it turns into a real MG game with interesting STUFF.
For reference:
Metal Gear Solid bosses,
Most MGSV bosses through mission 11,
I don't get why people say the level design is bad. Every mid to large outpost has a unique characteristic, and can be approached in half a dozen different ways, while remaining naturalistic and 'un-gamey' in appearance (ie not obvious knee high walls all over the place).
I can't help but feel that a lot of the critisim of the game is This Is Not The Game I Imagine In My Head Pre Release + I Play In A Really Boring Way + I'm A Cut Scene Masochist.
Peace Walker IS a Metal Gear game. It has boss' (regardless of how you feel about the A.I's), it has charm, an attempt at a coherent story. Also a twist at the end that is hidden through gameplay, that doesn't randomly add itself un-introduced to your mission menu.
Yes the gameplay has its limits but remember it was designed as a portable title. The short mission structure tied with the mission select screen were meant to be approached whether you had 5 or 30 minutes to spare. When playing on a home console the enemy A.I is limited to compensate for only having the one analogue stick of the PSP. Tapes where used in the absence of codecs as it would have halted the pick up and play nature of the games design. They made sense and helped shame and support the colorful cast of characters. TPP uses them as exposition heavy info dumps, since they couldn't find a coherent way to do so through the "story"
All in all Peace Walker delivered on its original title as the true Metal Gear Solid 5 and to me remains as such.
I've said this before, but even though those are options, they're also mostly gimmicky ones that are only really fun to use once or twice but also relatively impractical.
The only time I elect to take guards out with anything I have is when they're an inconvenience or when I want to fulton them, which is still perfectly doable with the most basic load out.
That's why out of all the rehashed missions later in the game, I enjoyed the Subsistence missions since it made things more challenging and made the most out of having to use what the environment can offer.
I agree with the OP. I've progressed a similar amount, on mission 11 right now I think. There have been only a couple of "cool" parts that I'd expect from a Metal Gear game.
The game feels completely stretched thin. Why am I doing so many rescue/capture missions targeting some rando? That is super boring.
Remember Metal Gear Solid? You infiltrate a gigantic base and fight supernatural bosses every hour or so.
Like I said, I'm only 11 missions in, I feel like I'm still in a tutorial level, and I'm still hoping that it turns into a real MG game with interesting STUFF.
For reference:
Metal Gear Solid bosses,
Most MGSV bosses through mission 11,
This baffles me. This is a clear example of how you can't seem to play the game the way you want to. Why not deploy with the most basic weapons and refrain from using them. You have the power to make every mission a subsistence mission, and yet you can't do it out of some sense that if the game allows you to play it on Easy, you should.
Play the game like you want to play it, not like it tells you to.
I expected something from Chrono Cross (Chrono Trigger's sequel), and the game delivered an entirely different plot, setting, characters, setting, music, etc to what I was expecting. And I still loved the hell out of it since the first day..
There are tons of different ways to get into bases but there is always that one path that allows you to get in without raising suspicion and never found a reason to go through any other area. It's not like there are weapons and items are hidden when going to Path B instead of path A.
MGSV is in no way more a sandbox game than MGS3 where destroying supplies and the HIND in Bolshaya Base will affect the outcome of the soldier's behavior, There are no multiply ways in Fighting Quiet like you did with The End in Mgs3 and there was no moment in MGSV where you can disguise yourself to blend in with the soldiers. It's just rinse and repeat in MGSV since Mission 1.
Well the game has a story, cut scenes and boss fights so that's irrelevant. But even if it didn't of course you can.
I agree with the OP. I've progressed a similar amount, on mission 11 right now I think. There have been only a couple of "cool" parts that I'd expect from a Metal Gear game.
The game feels completely stretched thin. Why am I doing so many rescue/capture missions targeting some rando? That is super boring.
Remember Metal Gear Solid? You infiltrate a gigantic base and fight supernatural bosses every hour or so.
Like I said, I'm only 11 missions in, I feel like I'm still in a tutorial level, and I'm still hoping that it turns into a real MG game with interesting STUFF.
For reference:
Metal Gear Solid bosses,
Most MGSV bosses through mission 11,