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Got to talk about this in MGSV (SPOILERS)

Mission 43: Shining Light, Even In Death

Oh, the one that has some actual cutscenes for a change? Can't say it really did anything for me as I was already beyond annoyed by the game at that point and would have sunken that hole part of MB to the deepest depths of the ocean, had it been my choice. Couldn't give a rats ass about all does infected faceless nameless assholes in there.
 
Easily one of the best parts of the game. And the cutscene that followed after? Amazing. I was ready for full on vengeance/crazy Snake...but nope, it just fizzled from there.

"I won't scatter your sorrow to the heartless sea. I will always be with you. Plant your roots in me. I won't see you end as ashes. You're all diamonds..."

I just wanted more moments like that.

:_(
 
Oh, the one that has some actual cutscenes for a change? Can't say it really did anything for me as I was already beyond annoyed by the game at that point and would have sunken that hole part of MB to the deepest depths of the ocean, had it been my choice. Couldn't give a rats ass about all does infected faceless nameless assholes in there.
No joke, immediately after their deaths, I went back out into the field and replenished my ranks with better soldiers so their loss didn't hurt me at all. They needed a permanent character in there to make it have impact. Not a nameless grunt that I tranquilized and fultoned out on the side and never interacted with.
 
Oh, the one that has some actual cutscenes for a change? Can't say it really did anything for me as I was already beyond annoyed by the game at that point and would have sunken that hole part of MB to the deepest depths of the ocean, had it been my choice. Couldn't give a rats ass about all does infected faceless nameless assholes in there.

But that's
where I keep Volgin's not quite dead burning corpse! I occasionally go there to shoot a water pistol at him, then am disappointed that it never does anything.
 
If it had XCOM-styled troops with genuine uses and triumphs beyond their number I could see it being really powerful for me, personally. Unfortunately, as it was set up, it was more of a chore than anything--an endurance walk in following orders. I didn't find it shocking, just kinda boring, slowly turning off my DD automatons as everything about the game was trying to thwomp me with how serious it really was, seriously.

The ash/diamond thing was a cool touch, though. But again, it would've meant a whole lot more if those sacrifices were anything beyond vague numbers.

Yup. After the first outbreak, you realise that the soldiers were pretty replaceable stats on a menu so the second time around it loses the impact despite the imagery it uses to make it feel genuinely disturbing and heart wrenching. I think I actually felt worse after the fact realizing I had killed an S rank soldier. But then I got another one later.

Which could have been an interesting in its own right, especially consider how much Snake resents the government for using soldiers as pawns but it's over the top with how Snake is apparently feeling this anguish over soldiers he has never really acknowledged before this that it kinda worked better in the trailer removed from context for me.
 
I was an amazing mission however it was slightly ruined by the fact that you are EXPLICITLY told to kill any staff members showing symptoms if you encounter them and if you do as you were told and kill an infected member of staff you get an immediate game over...

I thought I was being proactive by attempting to stop the outbreak before it spread any further but was outright punished for it only to later discover that I had to go back down and kill everyone anyway -__-...

Still a great mission despite this however!
 
Yup, this mission was stupidly fantastic. The fact that all the people I had to kill were my A+ soldiers really added to it, too. Good way to bring in a game mechanic to make the player care.
 
I was an amazing mission however it was slightly ruined by the fact that you are EXPLICITLY told to kill any staff members showing symptoms if you encounter them and if you do as you were told and kill an infected member of staff you get an immediate game over...

I thought I was being proactive by attempting to stop the outbreak before it spread any further but was outright punished for it only to later discover that I had to go back down and kill everyone anyway -__-...

Still a great mission despite this however!
Yeah, this. I actually shot an infected staff at the beginning as well because Code Talker told me to but then the mission failed and I was like "WTF? He told me to!". However, as soon as I was prompted to execute them, I forgot about it as it was a pretty powerful sequence. A great mission indeed despite a minor flaw.
 
For me it was great but nothing mindblowing.

I had no emotional investment towards the people I was calling and the morality of it all was pretty clear but so I didn't feel like a "demon".

I completely agree, it was a crazy thing you had to do but none of the people you end up killing were at all important to the story, if you had a few characters who were developed throughout the course of the game and were interesting and endearing enough I could absolutely see this being a huge thing but in the end these are all generic NPC's, the craziness of the mission is impressive but it doesn't have the emotional connection that it would have had if someone important (or simi important) is someone you have to have gun down.

Now on another hard ( major spoilers for a certain character...)
If you want to know something that is emotionally wrecking is Paz, after thinking shes dead you get to interact with her multiple times in that one room only at the end to find out that Venom was just hallucinating and she really did die in ground zeroes, that got me more then I expected and was a much bigger emotional moment to me then anything in this mission did.
 
Yup, this mission was stupidly fantastic. The fact that all the people I had to kill were my A+ soldiers really added to it, too. Good way to bring in a game mechanic to make the player care.

Maybe if you actually did anything with them. I didn't.
 
I've said it before in another thread but a lot of people fail to realize how out of bounds this mission was for the franchise. Never in the past did you have to slaughter innocent people like this while playing as the protagonist. I guess people wanted something even more brutal and gory but Kojima probably refused.

Anyways this mission was great. It wasn't my favorite in the game but its definitely top 3. I'd have to put the bumblebee and mansion mission ahead of it.
 
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For me it had great tension and a dark feeling up until this moment. When they all saluted i couldn't stop laughing, it was something that would only happen in metal gear. Sort of took alot from the rest of the mission for me though.
 
This was pretty much the only mission in the game I thought did a good job at blending narrative and game play while simultaneously casting some doubt over Big Boss moral priorities but after the fact it feels like it's just kind of there. It really had an impact on me during my first run but in terms of what it contributes to the plot it amounts to very little. The impact isn't felt since it feels like they just get over it a few minutes after the cutscene.

Yeah, fucking asshole Huey was being annoying as hell. It was even worse when you realize that he caused the outbreak. He deserved to be exiled, or better yet, executed, but Venom Snake tends to be more merciful. Many say that the characters in the game are bland, but Huey was definitely a very interesting character to me. He truly felt like an insane sociopath in many instances. Thank God Otacon turned out to be a much better man.

Pretending anything was going to happen to Huey was fucking dumb since he has to survive for him to get cucked by his own son. I liked the idea of him being depicted as a weak/questionable link to Diamond Dogs as there should be at least one (since Big Boss is supposed to running a villainous organization and it's hard to believe that everyone just blindly agrees to it) but to be frank it was written so oddly that it's less that he develops into becoming a sociopath and more that we're supposed to accept he was always this way when there were never any shades of that in Peace Walker. I didn't like that it pretty much ruined his character since that kind of makes the pathos of Otacon and Emma's relationship even harder to swallow as someone who "had it coming".
 
I've said it before in another thread but a lot of people fail to realize how out of bounds this mission was for the franchise. Never in the past did you have to slaughter innocent people like this while playing as the protagonist. I guess people wanted something even more brutal and gory but Kojima probably refused.

Anyways this mission was great. It wasn't my favorite in the game but its definitely top 3. I'd have to put the bumblebee and mansion mission ahead of it.

There's no need to be brutal. All that we ask for is a meaningful impact, something that can't be given by simply shooting at faceless puppets we've never met or talked to before.
You achieve that with good writing or gameplay. In order for that part to work, in my opinion, we needed both.. and both were missing, since besides what I've just said before, I agree with those stating that this part shouldn't be played in the 2nd Chapter, so late, so disconnected from everything else, but way earlier.
 
An absolutely emotional moment and the best in the whole game in my opinion.
It happened after 150+ hours of playthrough for me so it hit me badly. At first I thought "hey, some story is happening!", then "what's with Kojima's zombie fetish anyway", but then seeing all the soldiers who were in there made me think "wait what the fuck is going to happen? we're going to save them, right?"

Then I reached the top and shit hit the fan. I have to kill each and every one of them. Some are scared, one guy even fires at you when he realizes what's about to happen. And there's this "-60 Heroism" and "Staff member has died" that won't stop. Also, the rooms in the quarantine platform re-use Paz's room, giving the whole thing a very strange atmosphere that makes you wonder if it's even real at all, because of how strange and twisted it is (you have to kill several guys you saw hang around Mother Base, who don't react like usual enemies do, and because they trusted you, it feels like The Boss over and over again).

Then there is the room with the soldiers humming the PW theme and letting Venom do the right thing, and that what made me feel the worst. Then there is the one guy who might not have it - lol nevermind. You go inside thinking you might salvage something out of this, but in the end you have to kill each and every one of your soldiers who were in there, at close range (and trying to headshot to make it quick but missing and hurting them more), some of them being S ranks and some of them being recognizable from earlier. Giving you the goggles was a dick move too, since in the end you realize no one is safe, not even that one guy.

Then you have the following cutscene, with the nightmare-ish transition from Venom to Demon Snake and the audio flashback to the very first scene in the game (Outer Heaven). Then you have one of the most anticipated cutscenes from the trailers. I think this part of the story really cements Venom as his own character, by giving him his own "The Boss" moment.

Overall the on-rail sections of the game were fantastic and it's sad there weren't more of them.
 
Didn't feel much I'm afraid. At this point in the game I was in a low mood because of all the repeated levels so this mission just came out of the blue. Plus I didn't really care for my soldiers as I was not really that engaged in the base management system.

I was surprised for sure that there was another new mission and felt that this might get the story finally moving. I think there was one more mission or cutscene after this and apparently I had finished the game (had to check google and to confirm this). One of the more interesting moments definitly, even if it felt out of place amongst all the repeats.
 
It didn't impact me all that much, it retreaded what had more or less already happening with Mother Base staff dying, didn't matter to me that Boss had to put 'em down. The idea of them having an urge to flee to the rooftop to get eaten by birds and have their disease spread was very harrowing, though. I just don't know how well it acts as a one off.

I'm a big fan of Peace Walker, so them humming the theme as you put them down was pretty heavy but the way they stood around and talked also came off as kind of goofy and Kojima-ish, so, again, it didn't have that impact for me.

It was a huge moment of the game obviously but I feel the same way about the intro - it was very intense but not the perfect gaming sequence it was for others. The emergent gameplay of the main missions did that for me.
 
The direction was good but I literally had 0 attachment to my crew.

Well that's the problem.
Just like during the first outbreak , where you're against the clock , this mission shine if you've taken care of your crew even at the most minimal level.

It's not just a loss of heroism points, it's the pay-off this scene creates and the fact that you're sacrifying your ressources and these aren't just containers. Those are npcs you could walk by on the Mb and would have made a salute or some other comment .

If you don't care about your crew , yea the scene doesn't work well , but if you do... that missions works beautifully.
 
Well that's the problem.
Just like during the first outbreak , where you're against the clock , this mission shine if you've taken care of your crew even at the most minimal level.

It's not just a loss of heroism points, it's the pay-off this scene creates and the fact that you're sacrifying your ressources and these aren't just containers. Those are npcs you could walk by on the Mb and would have made a salute or some other comment .

If you don't care about your crew , yea the scene doesn't work well , but if you do... that missions works beautifully.

It's a subjective experience. Personally, re-arranging, dismissing, and fultoning recruits might be considered a form of care but there's almost no emotional bond the game creates with the staff outside of arriving at Motherbase now and then and seeing their repeated faces and changing names salute you, and comically thanking you for knocking them out.

It didn't help that the first outbreak was handled in a fairly detached manner, either. Distanced from the infected, and up in the air within Snake's cozy ACC, staff were tediously selected based on the language they spoke and systematically quarantined. Generic name after name, face after face, ticked and moved. Only in some brief cutscenes do the implications play out but soon it's all a-okay and it's back again to hiring and firing. It's a game system after all.

Unfortunately due to the system itself it had up to that point allowed the player to see them as brainwashed, disposable, cookie cutter staff and then out of the blue required the player to shoot them. It's ultimately Venom Snake, often criticized for his silence, who ends up conveying more emotion through his words than some felt enacting the violence itself. Still a great mission.
 
It had very little effect on me.

The game had already spent 30 hours or so establishing that Mother Base soldiers are just a statistical resource, and Snake had already gotten his 'revenge'. We were also past the famous car ride scene at which point I utterly divested myself of any interest in the story.

So no, it was just a long, annoying forced walk for me.
 
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