i am slowly tturning my opinion around on this0, gameplay is looking actually pretty varied and detailed. turn off the slow-moe and marking shit, and i reckon it'll be quite good
I hope that's why. It would be such a waste to improve the guards vision, only to take a step back in the sound department which has been a mechanic since mgs1 and make them deaf. But i'm also hoping no knocking isn't true and destructoid just missed it, like they made a mistake on there being no first person.
Game looks great, although some of the shadows have jaggies.
I'm curious how many people will be getting the last gen version. I know I'll be picking up the PS3 version.
Is it weird that I'm looking forward to this game because of the length? I barely make it through games anymore (recently stopped playing Tomb Raider halfway through), and ~1-2 hours with some replay value sounds great.
Is it weird that I'm looking forward to this game because of the length? I barely make it through games anymore (recently stopped playing Tomb Raider halfway through), and ~1-2 hours with some replay value sounds great.
I prefer shorter experiences as well, but this is kind of a different case because it's just the lead-up to the "real" game. I'm not sure there'll be enough closure by the end for it to feel like a complete experience.
Initiating radio calls in reatime by simply tapping L1 is a really smart evolution of the MGS formula. That's the kind of forward thinking I like to see.
It's also interesting that binoculars have a dedicated button as well (R1). All these little control and interface innovations are getting me super excited.
Initiating radio calls in reatime by simply tapping L1 is a really smart evolution of the MGS formula. That's the kind of forward thinking I like to see.
It's also interesting that binoculars have a dedicated button as well (R1). All these little control and interface innovations are getting me super excited.
For sure. Much more intuitive than having to walk up to the person / object of interest, pause time by pressing select, pick contact, initiate call, listen to talking heads for a few minutes, then resume gameplay. From what I've read, now we can just focus the camera toward the subject (with reticule or binoculars) and hit L1. The gameplay continues while the contextual radio conversation plays in the background. Simple, yet brilliant.oh really? thats really cool. definitely a step forward, these things should have been real-time.
Ah that could make sense. I was wondering what other functions would be attached to the square button besides the dive maneuver. Didn't even consider wall-sticking. Kinda wish the previews went into even more detail about the control scheme. I find that type of stuff just as fascinating as plot or general mechanics.Metal Gear Solid V: Ground Zeroes |OT| Kaz, I'm already a demo
Yeah it seems they've thought quite a bit about changing up the controls. The controls have always changed from one game to the next but retained weird quirks. I like how you can move from running, crouching, crawling and back to running all without stopping now, or dive straight to a crawl by pressing square. (seems there's no more judo rolls tho) Square might double as the 'stick to walls' button now if that's still needed.
On a positive note, unlike the rest of the games in the series, MGSV seems to be relying a lot on Binoculars to explore the area before moving in. That's really something I wanted to use but didn't find much use for it in the past games. Good to know it's now essential.
I just hope in the main game you still get a choice of what contact to call up. They could do it with the rpg wheel mechanic that's now there and choose between Ocelot, Kaz and whoever.
Its not the first MGS game in 4 years, a real MGS fan would know that.
Metal Gear Solid V: Ground Zeroes |OT| Kaz, I'm already a demo.
I just hope in the main game you still get a choice of what contact to call up. They could do it with the rpg wheel mechanic that's now there and choose between Ocelot, Kaz and whoever.
I just hope in the main game you still get a choice of what contact to call up. They could do it with the rpg wheel mechanic that's now there and choose between Ocelot, Kaz and whoever.
Game looks great, although some of the shadows have jaggies.
I'm curious how many people will be getting the last gen version. I know I'll be picking up the PS3 version.
Metal Gear Solid V: Ground Zeroes |OT| Kaz, I'm already a demo
Metal Gear Solid V: Ground Zeroes |OT| Kaz, I'm already a demo
Metal Gear Solid V: Ground Zeroes |OT| Kaz, I'm already a demo
Metal Gear Solid V: Ground Zeroes |OT| Kaz, I'm already a demo
Since when did the size of the world define how open it is? GTAV isn't open world by GameSpot's reasoning, because you can't fly to another island. And saying...Rumor: Ground Zeroes is an open-world game.
Reality: Ground Zeroes is not an open-world game.
...is contradictory, because TPP isn't one big world.the Phantom Pain is supposed to be "hundreds" of times larger than Ground Zeroes, which will likely fit into the open-world paradigm that we've grown accustomed to in games like Grand Theft Auto V.
I sent one of the guys from DidYouKnowGaming? over to the Nasu event and they came back with a pretty great interview.
Metal Gear Solid V: Ground Zeroes |OT| Kaz, I'm already a demo
I sent one of the guys from DidYouKnowGaming? over to the Nasu event and they came back with a pretty great interview.
Since when did the size of the world define how open it is? GTAV isn't open world by GameSpot's reasoning, because you can't fly to another island. And saying......is contradictory, because TPP isn't one big world.
GZ is open world, a small open world.
I sent one of the guys from DidYouKnowGaming? over to the Nasu event and they came back with a pretty great interview.
No, MGS4 without loading is a linear corridor.Each Metal Gear Solid 4 section without loading is an 'open world'.
Usually an open world game is a game that features no loading between sections. You could consider Ground Zeroes' base an open world, but ... at that point the term becomes kind of useless. It's certainly a large level. And 'open world' ... eh, I think a lot of people would disagree.
How big is this place?It's certainly a large level. And 'open world' ... eh, I think a lot of people would disagree.
This is a great watch so far.
Each Metal Gear Solid 4 section without loading is an 'open world'.
How big is this place?
AC games are open worlds - even when you may start off in a smaller section of Venice, say. I think its a mix of overall size with gameplay flexibility and exploration.
I'd love to see an overhead from GZ superimposed on some other open world maps we might know and love. Or hell, even just the larger levels from other games.
I still have absolutely no sense of the size or scale of Ground Zeroes.
I'll wait until The Phantom Menace is due out, as I think the price for the digital version is too high.. This will undoubtedly be part of a promotional sale for it I reckon.
I sent one of the guys from DidYouKnowGaming? over to the Nasu event and they came back with a pretty great interview.
Watching the interaction with the turrets and vehicles, looks like MGO3 will be some kind of CoD/battlefield game.
If this isn't used, it would be a complete waste.Metal Gear Solid V: Ground Zeroes |OT| Kaz, I'm already a demo
According to what Kojima has stated GZ was content that would have been in TPP but they wanted to give fans something sooner. Its an intro.So to be clear since everyone keeps saying demo, none of the GZ content is in phantom pain right?
(source)eurogamer said:Kojima said: "I'll be honest here: this wasn't necessarily a strategic move. The Phantom Pain is roughly over 200 times bigger than Ground Zeroes... I knew we couldn't hit a game that big for next-gen launch date [22nd February for the PS4 in Japan], and we didn't have any Japanese titles that were available for launch... At that time Ground Zeroes was almost complete, and a lot of fans asked for a product out there, so that's the decision I took."
"If I can't make The Phantom Pain on time, but the product is there I might as well deliver it for the people," he added. "So that was the reasoning behind this move, though I didn't do too much thinking on what would happen after that."