I said in an earlier post that I'm looking forward to giving that system another chance in MGSV. Part of what I disliked about Peace Walker was that there was only a picture of the base you were building, so all the 'base building' was really just spreadsheet management, and grinding out those Extra Ops meant seeing all those tiny levels you'd already backtracked through twice in the main campaign over and over and over. MGSV obviously doesn't have those problems, so I'm optimistic.
However, I would hope that 'expanding' on those features doesn't just mean doing the same thing all over again. PW's system needs some work, and I would hope they iterate on it and improve things the way they would with any other gameplay mechanic. Not having 'time passed' mean 'missions beaten' would be a good place to start, because that'd really discourage me from ever Free Roaming.
I'm concerned a little about the 'time' aspect, too. Is it confirmed that you can put more people in R&D to reduce the time it will take to develop new gear?
However, I disagree with the other GAFfer that free-roam won't count towards R&D time. I'm pretty sure all in-game time will count towards your R&D. You can do very substantial gameplay while in free-roam – completing side ops, finding buddies, finding resources, finding new gear.
There is no reason free-roam won't be counted towards R&D time. Unless KojiPro have directly stated otherwise, in which case fuck.
And as that person said, chances are the
non-optional gear you'll need to complete the game will be totally OSP or given to you to begin with. I really doubt any of the significant R&D stuff will be obligatory. And the moment-to-moment gameplay is looking so utterly phenomenal that all of this will probably just be deep, metagame backdrop to give your actions more weight, rather than being necessary micromanagement. I'm optimistic, too, but I'm
very optimistic.
It was blue in the e3 demo. But I think you're not really flying about anywhere in what's basically the start screen so it doesn't matter so much. Each of the segments starts with a big round number of GMP and the time set to 11:00, which means that at least the ASAP thing is faked for the demo.
Grey here
[edit for others' benefit: we were discussing why the world is grey through the Chopper's windows a couple of pages back. I'm arguing that it's because, when you're on the mobile base between missions, the Chopper is in the blank grey-zone in this screenshot. So when you change gear, Snake and buddies appear outside of the chopper and we edit stuff, etc.]
That's not helpful at all. If you want to move at top speed you obviously have to keep shouting "Hyah!" every three seconds, and "Just don't go at top speed" doesn't really fix the issue. That's like saying "If you don't like Quiet constantly humming, just never use Quiet".
Other video game horses either don't need constant prompting to stay at galloping speed (Witcher 3) or the devs programmed it so the player character didn't shout the exact same soundbyte every single time (Red Dead Redemption).
People are hugely blowing this out of proportion. I'm pretty sure in Shadow of the Colossus and OoT it was the same soundbite every time.
And more importantly, have you ever ridden a horse?
You do have to make the same noise/say the same thing every time you command a horse. You have to train horses to know a small, specific vocabulary. They have to have a very specific and limited set of commands which are the same every time, or you can't ride them efficiently.
I once rode a horse whose "go fast" command was the Arabic word 'Zeet'. If I said 'Zit' or 'Zet', or 'Work, ya damn nag', or 'yah!', or 'faster', he wouldn't do anything. If I said
'Zeet' he'd be off at a 30 mile per hour gallop. (Well, if I squeezed him, too. If we were at standstill 'Zeet' would just mean 'trot/go'.
Snake is using a horse properly when he does this. It's classic Kojima attention to detail.