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Good god, Metal Gear Solid: Peace Walker is utter shite (please help me)

I'm playing PW and isn't bad, it's limited but this was for PSP which is pretty damn good. I'm loving the drawn cutscene, they are so good.
 
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.
 
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!"

I'm kind of glad she's safe from GZ/TPP, because they'd probably kill her off.


Also, the scene where he fultons Chico is priceless.
 
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?
 
Ahhh Cecile Kaz's second love after Big Boss. maybe if she was around for Kaz after GZ he might not be the crazy Cipher obsessed fool he is now
 
Cecile has the best death message in the series, bar none.

"Snake! Are you alright!? I'll imitate a bird! Caw! Caw!"

.

Fun Fact, Cecile is modeled on the communications manager for Konami Paris. Kojima met her on the press tour for MGS4. That's the only reason she is in the game, Kojima met an attractive french woman who worked for Konami and said..."I'll stick her in my next Metal Gear!"

Absolute genius.
 
I love Peace Walker. I've finished it three times now. I know I'm not the norm but I didn't have too much trouble with the bosses and I always played solo and never really had to grind all that much. i do think the game is designed for my play style as I try to tranq my way through MGS titles. I'm still wrapping up the end game with MGSV but right now, I think I prefer the overall package of Peace Walker.
 
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.
 
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.

Zinedine-Zidane-Headbutts-Marco-Materazzi-2006-World-Cup-Final.gif
 
Are you playing on ps3? I'm in the process of clearing every mission once so I can get the final tapes and unlock some of the fun weapons. If I see you on I can assist with bosses. There's actually a bunch of folks who still play online that I have encountered and are very helpful. If you're having trouble with a boss, just go into host mode and wait like 5 min for another person to join. Odds are they have a high level rocket launcher or something that will wreck shit.

Start capturing as many POWs and soldiers as you can to build the base. It's not a side thing, it's a main part of the game and it's tied to weapon availability and progression. Also do a bunch of the side ops because that's where you find the "confidential docs" needed to make new items and weapons.
 
It's funny considering the bonus misions, but Peace Walker actually plays a lot more like a modern day war-themed Monster Hunter, which also means that it's a lot more fun with friends. Try that. Play co-op. It's fun (though I also had lots of fun playing it on my own).
 
Peace Walker is a bad game but the story is alright and kind of essential for GZ/TPP. Just watch it on youtube or Metal Gear Scanlon on Giant Bomb.
 
I tried to play PW like a normal MGS heck a normal game aka doing main story missions only and it sucked cause of difficulty spikes due to not having grinded in a freaking METAL GEAR game. Then I switched to playing using a hacked save file full of goodies an it still sucked cause the bosses were still terribly unbalanced for one person >.<

I didn't even know about the tapes/secret ending until years later lol. Which reminds me, gutting codecs in favor of tapes was a super awful decision.

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.
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!

It's highly repetitive and super grindy, but it's got a better plot than MGS2.
Thats crazy talk.
 
I loved the shit out of Peace Walker, but it took me a while to get there. When I first started I was really disappointed with the mission-based gameplay style, optional missions, and managing the base, which I found to be little more than a giant distraction from the fun bits. It was a huge departure from the MGS I knew and loved, but I forgave it because the format worked really well for a portable platform: quick burst missions and other shit you can do when you don't have time to a complete a whole mission.

Then something clicked. I started getting kinda obsessed with building out mother base and my staff and weapons/items. Getting that sense of progression was really cool and the rest of the things that irked me kinda slid into place along with that. Then it all made sense. You are Big Boss, who commands his own private army. Of course the gameplay should change to showcase that change. It couldn't remain one-man sneaking missions with OSP, just wouldn't make sense. Managing mother base went from a distraction to an integral part of Snake's transformation into Big Boss, which made me really appreciate how the game was set up.

You might have to learn to love it, but I really recommend it because it also preps you for how to handle Phantom Pain.
 
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.

Better plot than MGS2? Not a snowballs chance in hell.
 
I'm up to a boss battle with a helicopter. So far the game is dirt easy aside from the boss fights which aren't really hard just bullet sponge dullness.
 
Peace Walker coop with some friends and a whole day to spare was the most fun I've ever had in any Metal Gear game, playing it solo it's a solid 7/10 though and I rate it slightly above TPP, just take it as it is, a portable game for a portable device.
 
Yo just fulton everyone you see and put them all in their best category. I had no trouble unlocking the second ending because I had already pretty much met the requirements by then.
 
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.

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.
 
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.
 
Peace Walker was great, especially for a PSP game. If you compare the controls to the other MG games, sure it's not the greatest, but the story and stuff it introduced was awesome and those things have been built upon and massively improved for MGS 5, which is basically Peace Walker 2 in everything but name.
 
I hate the story and the boring (clone) characters..Huey, Strangelove...so dumb. Besides that it`s a good handheld game but a medicore Metal Gear
 
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.


This. I didn't mind PW at all, in fact I liked it.


That said. You'd be hard pressed to find something that matches the brilliance and relevance of MGS1, 14 years later.
 
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.

"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.

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.

That's partially correct, but it's only a small part of the overall intent of the game.

Kojima felt highly compelled to push the "postmoodern" theme in MGS2, the bulk of which being the idea of challenging the norm and questioning aspects of society. In doing so, he basically turned the game itself into a "postmodern" work, that is to say, he created a piece of art intended to cause the observer (the player in this case) to question the validity of the subject at hand. This was done by what was essentially a large-scale slight of hand.

The 'Tanker' portion embodies everything Metal Gear Solid had been, and was expected to become, up to that point. This was what was revealled publicly, this was what was reviewed by critics, and this was what many players gained early access to. Essentially, it was everything fans wanted. This is of course meant to be a stark contrast to the remainder of the game. This drastic change is meant to test the player and "open their eyes" so to speak. The intent is to make the player question the value of the game itself rather than blindly accept it as Kojima knew many fans would.

On one hand, it's clever, and Kojima succeeded in proving a point: many people will blindly accept and furthermore defend something without logically questioning it themselves. On the other hand, it was self-fulfilling and the point needn't be made: if something lacks value, observant individuals will recognize and question its purpose. As it is, this is the folly of "postmodern" thinking.

You've likely seen examples of "modern art" on display, odd works of out-of place, non-abstract presentations. Perhaps you've thought to yourself, "What's the point?" Well, strangely enough, that is the point: to make you question it. The creator knows that, by simply presenting it as "art," someone will reactively accept it as such, possibly putting it on display for others to improperly accept unquestionably. The reward then comes from knowing this and alternatively from the knowledge that some individuals will question and, subsequently, reject it. It's not a point worthy of being made, but someone felt compelled to assert it nonetheless.

Such as it is with MGS2. It succeeded in making players question it's validity, but this was an inevitability as that was it's intent all along. In conclusion, MGS2, like the "postmodern" theme which influenced it, is itself only validated when exercising its core ideal of challenging its very existence. As such, ironically, the people who praise MGS2 so highly are the very ones who fail to understand it's true "artistic value."
 
PW is an awesome game.
I don't get why people say it's grindy to get the true ending, just a handful of side ops.
All s-rank and 100% is a whole different story though.
 
"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.
 
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.

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.
 
How many MGS games have you played again?
:p

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.

I hate PW and love MGSV's gameplay.

It's not that hard to fathom. They're not that similar. A lot of what I hate about PW isn't in 5.
 
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.

Well, I found PW educational. I got really into the Che Guevara discussions.
 
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.

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.
 
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.
 
The fulton stuff was shit and the base building was garbage. It's an awful game IMO. How Kojima could go from MGS4 to something as terrible as PW is beyond me, and it saddened me to hear that garbage snuck its way into MGS V too.
 
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.

Someone read too much Tim Rogers ;)
More seriously, I disagree that MGS2 plays with those themes effectively. I think those ideas very interesting, and fail to see anything deep about their treatment by MGS2
(the one thing which I did enjoy, if only because I feel no other game attempted it - was to show the 'main character' through a 'sidekick' 's point of view. But even then, the day is not saved by Solid Snake, and Raiden feels like the hero, so that was not a ballsy enough delivery - if that was the intent).

Strictly a personal opinion - but I disagree very much with all
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.

except the cinematics. Worst villain of all of MGS (how can you compare the Boss with Solidus is beyond me * ) - by far - and an overall weak plot. The goons are weak too, with the exception of Vamp and Olga. I liked Fortune in principle, but she did not deliver.

Not to say that PW does not have its own issues; it's certainly much less ambitious (and more 'tropey', with that dash of Kojima bonker-ness, and ultimately works better for it imo.)

Huey did suck, but again, all emmerich suck (otacon mgs1 gets a pass). Hot coldman was idiotic but fun in its scenes.

grammar nazi time (I am sure I left my own mistakes in there):
it is 'inducing' and 'its'

My favorite MGS meta-commentary remains (MGS3 spoiler)
walking through the sorrow's river.
It especially worked for me since, given the rambo-ish setting, I decided that unlike my previous run at MGS 1/2, it'd be ok if I just shot at everything
 
Man I loved Peace Walker. These PW threads are always a sad read for me. Sick story, enjoyable bosses, and didn't have an issue building up MB. Fun characters, too.
 
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?

This is a sober assessment of the game.

MGSV is a bigger, badder PW, with a balanced Single Player mode.
 
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?

Duckroll and I tranq'd rathalos or whatever
 
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.
Yeah but they created a simulation for shadow moses incident because of the internet.

That's a genius plot. You just don't get it.
 
I've never understood the hate for Peace Walker. It has issues with the bosses and the requirements for the true ending, but otherwise it's the best PSP game I've played. The mission structure works great for on-the-go play, co-op is a lot of fun (and can actually make the bosses fun), story is simple yet entertaining, visuals were amazing, cutscenes looked really cool (and were interactive!), and the base building mechanics were addicting.

I feel like most of the people hating on it have either only seen the cutscenes, or played it on consoles with unrealistic expectations. It's a portable game, people! Just because it wasn't made with consoles in mind doesn't mean it's garbage. Is it the best in series? No, but it did interesting things that set itself apart from the pack. Plus, it's a better overall package than MGSV.
 
The limitations of the PSP held it back. Heard the HD one was an improvement. MGSV:TPP is basically a huge expansive current gen version of PW. And PW story is required if you wanna understand MGSV's characters more.
 
One thing about the bosses...I absolutely hated the vehicle bosses accompanied by ground troops, until I watched an LP by someone a lot more skilled than me and learned how incredibly useful smoke grenades are during those bits. Develop and enhance them asap. Some of the later post-story palette swap bosses can get really tedious and bullshit, but they're more of a multiplayer bonus challenge, there's no reason to do them, even for the real ending.

I do like the actual stealth gameplay, it's a lot more simple and arcadey, kinda like the older titles, and CQC slamming dudes against walls never gets old.

And the mission objective variety is certainly more diverse than TPP, especially some of the post-story missions.
 
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