The side ops bugged me, but I enjoyed the story a lot more than I thought I would, there's a breezy, summery quality to the game, it's like Kojima was trying to unwind from making MGS4 and he just threw things that he liked into PW.
You've got crazy anachronistic technology, Kaz is insane and convices BB to create an ocean clubhouse for men, you've got a half naked lolita schoolgirl running around doing insane anime shit, Big Boss keeps trying to pass himself as a nature photographer or something to absolutely every NPC he meets, the antagonist of the game is a man called; "HOT COLDMAN" and last but not least David Hayter gives a hilarious vocal performance as a man who sounds like he has final stage throat cancer.
All of this happens against the back drop of a bizarrely serious story about nuclear deterrence and mutually assured destruction. You also regain health by eating doritos and mountain dew.
It might not be what people wanted but it's a crazy diamond of a game. It's actually even more hilarious that Ground Zeroes tries to be so deathly serious with characters who Peacewalker established as being raving lunes.
Cecile has the best death message in the series, bar none.
"Snake! Are you alright!? I'll imitate a bird! Caw! Caw!"
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One of the worst games I've played on PS3. It being a PSP game doesn't excuse it from being such a terrible game because there's lots of PSP games that could be full fledged console titles.
The graphics suck, gameplay suck, mission structure suck, story suck, presentation suck, soundtrack suck, wow what a bad game it was.
Instead of making this garbage Kojima should've used the opportunity to create a new IP, test the waters with a lower budget on PSP.
If theres a new wave I'm not part of it! Pretty sure I got laughed outta the games original OT for not liking it back then either. Also not ever buying/playing TPP precisely because its like PW!Yup. This new wave of PW hating is just people who wrote it off because they were mad Kojima made an important MGS game for the PSP and are now loving MGSV and don't want to admit that it is basically PW2, in both gameplay design and story.
Thats crazy talk.It's highly repetitive and super grindy, but it's got a better plot than MGS2.
It's highly repetitive and super grindy, but it's got a better plot than MGS2. Just Skyhook everyone off the map, this will in turn give you recruits, and you can then meet your staffing needs.
...
Thats crazy talk.
Better plot than MGS2? Not a snowballs chance in hell.
Nah, "crazy talk" was MGS2's dialogue. (Also, 'that's.')
Definitely better than MGS2's plot. Nuclear Deterrence and Mutally Assured Destruction easily trump a try-hard conspiracy.
Definitely better than MGS2's plot. Nuclear Deterrence and Mutally Assured Destruction easily trump a try-hard conspiracy.
Baby's first lesson in detterance and a villain named Hot Coldman better than a post modern deconstruction of the medium tied into a fairly prescient view of information control? I don't think so.
Baby's first lesson in detterance and a villain named Hot Coldman better than a post modern deconstruction of the medium tied into a fairly prescient view of information control? I don't think so.
Speaking of MGS2, I remember seeing some in-depth analysis, and it went on about how the Plant chapter was so visually dull and shitty compared to the Tanker chapter because it was Kojima subverting expectations. What a pretentious load of bollocks. Even the music was shitty in the Plant.
"Postmodernism" holds little to no value as a meaningful descriptor. It's essentially a useless term (and, yes, this assertion is itself deconstructive). The "info control" grand-stand consisted of a combination of the blatantly obvious mixed with gross exaggerations in an attempt to feign depth. It's not an impactful revelation as some fans seem to believe.
I think you're being kind of obtuse here. You know exactly what I mean when I describe MGS2's narrative as being post-modern, and how it builds self-referentiality into its narrative. Also I am specifically referring to post-modern as in the post-modern art movement, pioneered by the likes of Andy Warhol, which is not a meaningless descriptor.
And the overall narrative of deconstructing and playing upon fans expectations both in presentation, story, and cutscenes. So the information control aspect of the narrative isn't necessarily worth praise for being topical in itself, but because the entire game was thoroughly and systematically designed around that very theme on a meta-textual level. Even the series trademark awkward hammy dialogue takes on an eerie and effective vibe when paired with the revelations and surreal atmosphere of the game.
So I'm not sure how Peace Walker is narratively more effective on any level. Unless you are really into being taught what deterrence is over, and over, and over again.
How many MGS games have you played again?
But seriously, I really don't understand someone hating PW but enjoying MGSV. Structurally they're pretty much exactly the same, except Konami spent like 80 million on making MGSV and it came out on a console, and both of them play worse than MGS4 did, albeit for differing reasons.
My response to Justice was pretty thorough in explaining why postmodernism is essentially worthless. Also, neither game was educational. Deterrence is simply a much better subject matter as it holds real weight in the world we live in. The same cannot be said for postmodern thinking.
My response to Justice was pretty thorough in explaining why postmodernism is essentially worthless. Also, neither game was educational. Deterrence is simply a much better subject matter as it holds real weight in the world we live in. The same cannot be said for postmodern thinking.
My response to Justice was pretty thorough in explaining why postmodernism is essentially worthless. Also, neither game was educational. Deterrence is simply a much better subject matter as it holds real weight in the world we live in. The same cannot be said for postmodern thinking.
You are considering both games on a metatextual level and making a judgement about which theme holds more weight when applied to the real world. This is postmodern thinking. The Patriots have you.
Damn... knew I shouldn't have agreed to that nano-bot injection.
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I mean is it really worthless if it causes more people to become aware of the artifice behind media? That just because they are shown something on a screen doesn't make it true? So many people think things like documentaries are objective truths when in reality they are anything but, and I think MGS2 illustrates that point in a very powerful way because of its interactivity.
But even if you feel that post-modernism is a worthless artistic goal, do you really feel that all the other aspects of Peace Walker's narrative are better than that of Son's of Liberty? Just because deterrence is something that exists in this world doesn't make the simple fact that the game uses that as a theme (although I use that term lightly here since its use in Peace Walker really is just a motif since it isn't really integrated into...anything about it) a worthy narrative.
Like on a base level the story of MGS2 is way more entertaining than Peace Walker's zzz enducing one. It's cutscenes have dramatic, cinematic action, it's villains have charisma, and it's plot has substantial intrigue.
Like on a base level the story of MGS2 is way more entertaining than Peace Walker's zzz enducing one. It's cutscenes have dramatic, cinematic action, it's villains have charisma, and it's plot has substantial intrigue.
I thought people on this board loved Peace Walker.
Peace Walker is a ton of fun, but it's designed to be a multiplayer portable game first and foremost. It's pretty grindy, especially towards the end, but when played with friends it's super fun. There are tons of silly tools and weapons to play around with, and a bunch of ways to tackle most missions and boss fights. It's really a proto-MGSV in terms of the sandbox nature of the design, but in a much smaller scale.
It's clearly not for everyone though, especially people who want some big continuous linear solo game. I'll never understand people who feel that they HAVE to play a game. If you find it a chore or don't enjoy it, just stop and do something more fun instead of wasting your time?
Peace Walker is a ton of fun, but it's designed to be a multiplayer portable game first and foremost. It's pretty grindy, especially towards the end, but when played with friends it's super fun. There are tons of silly tools and weapons to play around with, and a bunch of ways to tackle most missions and boss fights. It's really a proto-MGSV in terms of the sandbox nature of the design, but in a much smaller scale.
It's clearly not for everyone though, especially people who want some big continuous linear solo game. I'll never understand people who feel that they HAVE to play a game. If you find it a chore or don't enjoy it, just stop and do something more fun instead of wasting your time?
I loved the fultonbase building stuff and the comics cutscenes
Yeah but they created a simulation for shadow moses incident because of the internet.Nah, "crazy talk" was MGS2's dialogue. (Also, 'that's.')
Definitely better than MGS2's plot. Nuclear Deterrence and Mutally Assured Destruction easily trump a try-hard conspiracy.