Yeah man. Even though kojima is making death stranding it won't be the same without the characters of mgs.
No need to imagine. Uncharted 4 and Max Payne 3 have much better gameplay than MGSV.
Also Ghost Recon Wildlands is much better.
Easily, imo. Despite disliking too much about the game to really enjoy it, I cannot deny this.
Warframe is fun,. but it's junky as hell. You look like you're slipping all over the environment. Feedback is barely there.
You ARE slipping over the environment and you can use mods to increase or decrease the friction.
Certainly not junky. It plays exactly how its supposed to.
Sounds more like a framerate issue.
Every game directly controlling something is extremely clunky running with <= 30 fps.
And MGSV is one of the only 60fps TPS on consoles, so there's an obvious explanation.
GTAV 30fps vs. 60 fps are already worlss apart. That's precisely the reason why I would never bother with RDR2 on consoles.
Except that doesn't translate to satisfying feedback and feels like you're not properly connecting with the environment.
And Janky* it's been janky as hell since closed beta.
Cant agree with that at all. Some of the frames feel very weighty compared to others.
However, regarding the controlling of the frames, which this thread is about, its much better than MGS V.
This guy/gal knows what's up.I love how MGSV controls, Vanquish though:
For me personally the tightest controls in a TPS.
It's nowhere near the level of MSGV, and largely to do with the fact the frames don't feel like they connect with the environment.
No need to imagine. Uncharted 4 and Max Payne 3 have much better gameplay than MGSV.
Also Ghost Recon Wildlands is much better.
You cannot win this fight. SurrenderSo is MGSV.
At least Wildlands is polished and the shooting is miles better than MGSV in every way.
Yet connecting with the environment, which I disagree with anyway, is not about the controls, which Warframe is better at.
That's part of the secret sauce, I think. Snake often animates and feels grounded to the environment, but the control response is nimble. The combination of moves that hold weight but don't hinder reaction makes it a cut above. Compare it to Division or Wildlands, like anytime you're low crawling on dirt in GR you may as well be shimmying on a polished kitchen floor. There's no weight to anything in that game, making controls feel unintrusive but anemic.can't wait to see how Death Stranding character will feel like, since it's not the Fox Engine but it's the Decima Engine. Aloy was pretty good to control, tho a bit more agile to my taste, I like more heavy grounded character like Snake.
We will see.
I can't really agree for a few reasons.
- The game's traversal is outright terrible. Snake is stumped by gentle slopes. Getting him to go where you want to go is more frustrating than it should be.
- The game's melee is weightless and has essentially zero inertia meaning that once you hit the melee button Snake loses all momentum and feebly punches at the air instead of carrying the blow forward.]
I mentioned in another post that it's V's ability to mesh the look of weight with the responsive action, and that's it's biggest differentiator. Something like Assassin's Creed is very smooth. It's smooth like the world is a playground of friction-less glass. I guess at that point it's subjective as to what feels better.