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Bio

Banned
Oct 27, 2017
3,370
Denver, Colorado
I assume I don't need to point out there will be spoilers but I'd rather err on the side of caution - there will be minor spoilers. Looked for recent similar threads, didn't find anything, but please feel free to fulton me if this has been done to death

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I recently went back to MGS V and am pretty eager to see what Era thinks of this game since I wasn't a part of the community back in 2015 when this came out. I've read a few topics here that either directly or indirectly discussed it, but not many and never in depth. I know the game is divisive, with a lot of hard core fans hating it and it lots of hardcore fans, like me, loving it. I actually think the divisive nature of the game works in its favor and strengthens the argument that it's one of the best games in the franchise.

One of the best things about the MGS franchise, in my opinion, is how unwilling Kojima was to rest on his laurels. Unlike other huge franchises, Kojima changed the core gameplay in at least one fundamental way with each installment, be it first person shooting in MGS2, survival and camouflage in Snake Eater, or Octo-Camo in Guns of the Patriots. He was also willing to tell stories in radically different ways each time, rather than just sticking with one long-arcing narrative that stayed familiar in tone or theme throughout; I loved the cyber-esque nature of Sons of Liberty as much as the retro-Bond homage that was Snake Eater. In both ways, Kojima seemed at least intent on staying with the times in terms of degisn, even if he didn't always succeed.

So it's no surprise to me that, after 7 years without a major console release, Kojima went with both open world structure and immersive, rather than visual, passive storytelling (especially given the stepping stone that was Peace Walker, which I think many people unfortunately skipped due to its initial release only on PSP). It's also not surprising that those also seem to be the two main sticking points for people.

However, I think they both work to make Phantom Pain a better, not worse, experience, simply because of how fully Kojima committed to those changes and how well he executed them. I think MGS V has the best open world gameplay ever on display; I've never played a game with such freedom of gameplay, where your path to success was limited mostly by your imagination, and not the underlying mechanics. I love the open worlds of games like GTA V or Elder Scolls, but it almost seems like those games have a problem where, the bigger the world gets, the more linear the actual gameplay becomes. GTA V is one of the biggest game worlds ever, but it holds your hand through every aspect of every mission, telling you exactly what to do and how to do it. The world is open but the gameplay is anything but.

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Phantom Pain's two massive open-world maps, on the other hand, do little more than plunk you down, give you a mission and a million and one ways to do it, and then leave you to your devices. Playing through it for the third time now, I'm finding myself completing missions using a third unique solution to each, most of the time. Blow up a tank or fulton it, or maybe lure the occupants out before you tranq and fulton them. Or have your dog cause a distraction so you can slip by or have Quiet start firing to draw their attention or ride right by the enemy while hanging off the side of D-Horse or use the parasite suit to wreak havoc or you get my point already.

I love that freedom, and that how you make use of it can change so drastically depending on a number of factors like buddy choice and loadout. But I don't think this change would have played so well if Kojima had stuck to the same heavy-handed narrative that he's known for. The ability to enjoy the open world really depends on your ability to actually interact with it, and constantly taking control away from the player to shove cutscenes in our faces would really detract from the game world Kojima created. It worked, and worked very well, in previous installments. Some of my favorite game stories of all time are MGS 2 and 3, but that kind of direction just wouldn't have worked here.

So I really appreciated that Kojima decided to let players experience the bulk of the story through audio tapes that could be played in almost any order, solely at your leisure, almost as if they were real briefings that were there to assist your decision making. It gave us as much freedom over the story as the mechanics gave us over the world we played in. That's about as like Kojima as anything he's ever done.

I know not everyone feels the same way, and I get why some people didn't respond well to it, especially when it comes to unresolved questions about Mantis and Volgin, etc.. I love how passionate the fans of this series are; part of the reason why it's my favorite franchise is the fun I have talking about it with other fans. I just think this game deserves better than it gets for some people. LIke most MGS games, Kojima's reach sometimes exceeded his grasp with Phantom Pain, but he reached farther with this game than almost any other, and still came away with a lot of success.

Also, it's just amazing to me that at, at some point, Kojima had to pitch to somebody the idea of a whale made entirely of conjured fire swallowing a Hind helicopter before an American-Russian triple agent cowboy rides in on a white horse to save the day, and nobody at Konami bothered to have Kojima committed. God bless this crazy fuckin' genius and the amazingly batshit insane ways he finds to entertain us these last 30 years.
 

Ravelle

Member
Oct 31, 2017
17,795
It's both the best and worst game ever made and it could have been a master piece.

It took me a while to get over the hole it left in me when the credits rolled but once I got over it I jumped back in to just mess around and finished all the missions and optional tasks, I believe I put around 300 hours in to it or something.
 

Nightfall

Member
Oct 27, 2017
3,963
Germany
The gameplay is magnificent and just fluid, intuitive and playful. There are so many options to achieve your goals that it should be overwhelming but it never is.

The story is ... not good. It becomes clear very fast that the game just isn't finished. Act 2 is a rehash on act 1 and act 3... could have been so good.

And the episodic nature can get tedious.

But the gameplay is goat.
 

Rotobit

Editor at Nintendo Wire
Verified
Oct 27, 2017
10,196
I came away from MGSV incredibly disappointed the first time I played it, but I've warmed to it a lot since then. Story-wise it's still a huge mess without most of the charm I associate with Metal Gear, but the gameplay is top notch and it features some of the most fluid systems I've ever seen. ChipCheezum's on-going LP is helping revitalize my interest in it, too, since it dives into every little detail.

At the same time I still think Kojima funneled money into things he didn't need to. The licensed music is great but kinda unnecessary, while they no doubt paid a lot for Keifer, who barely says anything. I don't even have a problem with his performance, I just think it's weird they spent so much money on something that barely makes an impact. There's no excuse for how Konami treats its employees but I'm not at all surprised it all ended the way it did.
 

Dr. Caroll

Banned
Oct 27, 2017
8,111
The story is ... not good. It becomes clear very fast that the game just isn't finished. Act 2 is a rehash on act 1 and act 3... could have been so good.
Act 3 is the ending you get when you disarm all the nukes in MP. Act 2 is a Peace Walker style epilogue designed to wrap up a few side plots. It's not some missing half. The game's narrative is more or less finished. The game's proper ending is killing Skull Face. That's it. That's all it was ever meant to be. The Phantom Pain. That killing him did absolutely nothing. Everything afterwards is tying up loose ends.
 

Laser Man

Member
Oct 26, 2017
2,683
I am way more forgiving for this games shortcomings because of the phenomenal gameplay than I would be with other games or even previous MGS games. It's weird that once they finally nailed that aspect the company behind it decided to focus on other things (prolly not weird from a financial perspective? I wouldn't know!). It was like the next game would have been something truly special because the foundation is rock solid but it all ended here.
 

EinBear

Member
Oct 27, 2017
1,669
At the same time I still think Kojima funneled money into things he didn't need to. The licensed music is great but kinda unnecessary, while they no doubt paid a lot for Keifer, who barely says anything. I don't even have a problem with his performance, I just think it's weird they spent so much money on something that barely makes an impact. There's no excuse for how Konami treats its employees but I'm not at all surprised it all ended the way it did.

Definitely agree with this. Not that the criticisms of Konami aren't rightly justified, but I'm always surprised Kojima came out of the whole media debacle at the time completely scott free.

When you look at how much time and money was sunk into MGSV, and for it to still feel unfinished, I can't really blame Konami for feeling like enough was enough.
 

Brau

Senior Artist
Verified
Oct 26, 2017
283
Finland
You claim that Kojima could not do heavy narrative in a an open world, that's true. But what about Ground Zeroes. A self contained area that is super dense in how you approach it to beat the mission, exposition and narrative. I loved GZ for this reason. It felt like the structure allowed you to make meaningful choices, the emergent gameplay was more significant and the narrative had many layers very well presented and tailored to however you wanted to play the mission. It was awesome.

TPP had a more diluted area with dead space and the missions structure felt more like filler rather than a good story that progresses.

At the same time I still think Kojima funneled money into things he didn't need to. The licensed music is great but kinda unnecessary, while they no doubt paid a lot for Keifer, who barely says anything. I don't even have a problem with his performance, I just think it's weird they spent so much money on something that barely makes an impact. There's no excuse for how Konami treats its employees but I'm not at all surprised it all ended the way it did.
Mother base was a huge waste of time. Tho the Paz arc in there was pretty cool.
 

FusedAtoms

Member
Jul 21, 2018
3,592
I really enjoyed the game , gameplay was incredible . Just wish it had more story .

And seeing that image in the OP reminds me how much I love DD , definition of a good boy, I used him as a companion basically the whole game
 

Deja

Member
Oct 31, 2017
17
The open world in MGSV is anything but entertaining. It's a drab collection of segmented areas that once you've done a single outpost and a single town/base you've pretty much seen everything on offer. About a third of the way through I just started extracting myself and "fast travelling" and dropping into the next mission by chopper. It may be huge compared to other MGS games but nothing was really all that memorable.

The game itself is decent, and story nonsense aside I did enjoy it, but it's not even close to a pinnacle of open world gameplay, never mind a pinnacle of the series.
 

Zhukov

Banned
Dec 6, 2017
2,641
There's a fantastic game in there.

Somewhere.

Smothered under a reeking mountain of shit.

Every now and again, in between the all the menu-driven micromanagement motherfuckery, the many commutes across big boring maps, the woman who must wear a bikini at all times because she breathes through her skin lads and the repetitive side quests, you get a precious glimpse of that fantastic game.

I think the thing that best exemplified MGS5 was that gameplay demo where they had to fast-forward through the boring open world travel. During their own demonstration. "Look at this game we want you to pay money for! It's so thrilling that we're having to skip bits in order to get to something worth showing." Sadly the final game did not come with a fast forward function. Would have been an immense improvement.
 

Rotobit

Editor at Nintendo Wire
Verified
Oct 27, 2017
10,196
Mother base was a huge waste of time. Tho the Paz arc in there was pretty cool.

It still amazes me that the mother base stuff in Peace Walker feels more "alive" even though you don't even walk around it. At least the soldiers in that had unique little lines of dialogue. It also looked better somehow, thanks to the struts sections each being incredibly different.

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I figure they changed that for the sake of loading but it just looks weird seeing that giant mile-long gap between each strut in V
 

ach er

Member
Oct 27, 2017
61
France.
I think MGS V has the best open world gameplay ever on display; I've never played a game with such freedom of gameplay, where your path to success was limited mostly by your imagination, and not the underlying mechanics.

I totally agree with you and that's without a doubt my favorite entry in the franchise in terms of gameplay, but I don't think it's a quality of the open world itself ?
Every sector of the open world (by sector, I mean an enemy base / airport / etc. and its surroundings) is a fantastic "stealth-sandbox". But I wouldn't enjoy them less if they were just enclosed huge-ass levels.
And each one of these seem so disconnected. And each time I had to roam through the open-world itself felt like a burden. It can be a good pacing between high intensity points in the game, but going to the ACC, then to the base, then going back for a secondary mission, then coming back to ACC then coming back to story mission was a real bother. The open world itself doesn't feel alive and breathing like, for example, Horizon's.
(Though there's a few times in the game where it's put to great use, like Quiet's encounter or the blow-the-tanks mission ! But it was more a few clever ideas than a whole well-built world).

So I really appreciated that Kojima decided to let players experience the bulk of the story through audio tapes that could be played in almost any order, solely at your leisure, almost as if they were real briefings that were there to assist your decision making.
I liked that too, but aside from that, I felt like most of the gameplay was totally disconnected from the story. Like, 70 % of the mission briefings are "Here's commander X and he knows something about the plot so just capture him".
So most of the time I wasn't fully engaged in the story, and I enjoyed less some high points of it - which saddens me because it was really good. :(
 

Modest_Modsoul

Living the Dreams
Member
Oct 29, 2017
23,606
The stealth game-play is great but the story is crap, in my opinion...

Even I enjoy Peace Walker story more.
 

aisback

Member
Oct 27, 2017
8,741
I love the game , the controls are some of the best I've ever used. If you think and play it like a brand new game and nothing in a series then you won't be disappointed.
 

NuclearCake

Banned
Oct 27, 2017
9,867
Loved the game. It was a massive project for the team that sadly had to get chopped into two separate releases and a crucial mission was cut form the game that would have wrapped up the few loose ends the game had story wise. I really did like that it was a full sequel to Peace Walker. Instead of a game starring the Boss in WW2, which was actually planned and probobaly would have turned out to be a disaster.

The game mostly lived up to everything the game promised and i suspect that many people that did not play PW and were expecting a sequel to MGS4 of sorts,which is why some of them felt disappointed. Chapter 2 was a bit misleading but it honestly should have been called Epilogue or something, because i doubt Chapter 2 or the scrapped Chapter 3 were ever meant to be fully fleshed out Chapters like Chapter 1 was. There is not much evidence that much was cut from a content standpoint other than Mission 51 and a few cutscenes which were just changed into gameplay scenarios. The game did show Big Boss become the villain just like PW did and it did tie into MG1. So i really don't get the complaints that the game supposedly "lied to the fans"

I have my issues with how the story is paced and the fact that Ground Zeroes was not released with TPP, as was originally planned. It really makes the story feel disconnected at points. Crucial story elements were locked behind a separate purchase and i doubt this would have happened had Konami not already started to fall apart back in 2012. Even so, the story had many great ideas and i did like how it was executed. It fleshed out Zero's motivations more and rectified some of the damage MGS4 did to the series but sadly it was too little too late The only thing that the story completely fails at is the depiction of Quite. That plot-line is so horrendous that it honestly never should have left the concept stage. Also i did not like how they just abruptly killed off Chico for seemingly no reason at all but it is what it is i guess.

The Gameplay on the other hand was without a doubt the best in the series and it 100% lived up to my expectatins. It tapped into the potential the series had since the Tanker section in MGS2 and it was a blast to play and replay. The game use of open world fits. It was not meant for exploration like other open world games, it was more meant as a backdrop to let the players decide how they want to approach the mission objective. Whic isn't a bad thing. It's also nice that you actually got to play the game for once for a long stretch of time. MGS games always had strong core Gameplay but the series never got enough room to breath and get fleshed out because cutscenes always took priority and that became especially apparent in MGS4. (Where you spent about as much time watching install screens in between acts as you did playing the game.)
I think Peace Walker came close to actually striking the best balance between cut-scenes and Gameplay but even it tended to go overboard in some places. Still i wouldn't argue that MGSV wouldn't have benefited by making some those important tapes into cut-scenes.

it's a great game and i think it will get more appreciated as time goes on. It's pretty much in a similar place where MGS2 was when it got released in 2001.
 
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OP
OP
Bio

Bio

Banned
Oct 27, 2017
3,370
Denver, Colorado
Chapter 2 was a bit misleading but it honestly should have been called Epilogue or something, because i doubt Chapter 2 or the scrapped Chapter 3 were ever meant to be fully fleshed out Chapters like Chapter 1 was.

I think the whole point of Chapter II was that Big Boss had finally achieved his dream - a world with unending conflict where mercenaries like the Diamond Dogs were always needed and respected. There was no nice, neat ending because Big Boss didn't want a nice, neat ending. Liquid broke it down pretty well in MGS 1:

Snake : What are you really after?

Liquid : A world here warriors like us are honored as we once were, as we should be.

Snake : That was Big Boss's fantasy.

Liquid : It was his dying wish! When he was young, during the Cold War, the world needed men like us. We were valued then. We were desired. But things... are different now. With all the liars and hypocrites running the world, war isn't what it used to be. We're losing our place in a world that no longer needs us. A world that now spurns our very existence. You should know that as well as I do. After I launch this weapon and get our billion dollars, we'll be able to bring chaos and honor back to this world gone soft. Conflict will breed conflict, new hatreds will arise! Then...we'll steadily expand our sphere of influence.

Snake : But as long as there are people, there will always be war.

Liquid : But the problem is balance. Father knew what type of a balance was best.


I think Chapter II is really all about that. You defeat Skull Face, you get a bit of catharsis and then Miller's right back in your earpiece because there's still work to be done and Big Boss wouldn't have it any other way. It might not work well as a story in a traditional sense, but on a meta level, as part of the bigger overall Metal Gear narrative, I think it works great. That it also gives us an excuse to keep going back into the field to enjoy the wonderful core gameplay is just icing on the cake :)
 

ghostemoji

Member
Oct 27, 2017
4,818
I think MGSV is one of my favorite games to play, but it's meandering plot and lack of direction is a bummer. It's also a bummer because I love the editing and direction of a lot of the cutscenes and story set pieces.
 

BadWolf

Banned
Oct 25, 2017
12,148
My GOTG.

Sublime gameplay, great visual style with excellent character animation, fantastic music and it closes the loop on the MGS story perfectly. So many memorable moments.
 

Edgar

User requested ban
Banned
Oct 29, 2017
7,180
It's my most disliked recent AAA game. I get annoyed just remembering all the time I wasted hoping it will get better eventually
 

The Unsent

Member
Oct 25, 2017
19,435
The game was dissapointing, pretty good but too much like Far Cry. The only Metal Gear that I didn't finish, back in 2015 I couldn't figure out how to unlock the ending mission.
 

k0decraft

Member
Oct 27, 2017
2,183
Earth
My favorite MGS so far. Loved the gameplay so much. The soundtrack and Sutherland as Snake to me fantastic.

I like the fact that the Big Boss we were in control of wasn't the actual one and the idea of hypnosis.

I want a Mel Gibson-directed MGS. It would be The Phantom Pain but with a much better story. Rated R and y'all know it.

MGSV was my overall favorite game this gen...only recently dethroned by the grand action/adventure that was GoW2018....which is my RE4 this gen. GoW also gives me the same feels as Mario64 did back in the day.

Now, unfortunately I'm fucking spoiled by it.
 
Oct 27, 2017
39,148
Even if people hate the story, the gameplay more than makes up for it. The game is basically 80's military action flicks simulator and I love it for that. I wish it had more locations though like going back to the Guantanamo or Alaska or even Siberia.

Those would have made the game even cooler due to the vairety of locations.
 

gfxtwin

Use of alt account
Member
Oct 28, 2017
2,159
It's my favorite MGS after 1 and 3, and while I agree it has the best gameplay in the series, I'm confused as to why it's praised as being so open ended. So far I've found two effective strategies for infiltrating bases: Tranq every enemy one by one and fulton them out, or shoot them dead one by one and hide bodies. Or a combination of those. The replay value comes from the sheer amount of weapon types and gadgets at your disposal to mix things up a bit, but I haven't figured out any strategies beyond those two that are worth trying that make it live up to the "most open-ended stealth gameplay ever" hype.
 
Oct 26, 2017
7,981
It still amazes me that the mother base stuff in Peace Walker feels more "alive" even though you don't even walk around it. At least the soldiers in that had unique little lines of dialogue. It also looked better somehow, thanks to the struts sections each being incredibly different.

2806642-1201309516-metal.jpg


I figure they changed that for the sake of loading but it just looks weird seeing that giant mile-long gap between each strut in V

Yeah I would love to know. I wondered if it was simply to keep the visible guard count down but the bridges are so ridiculously long I'm not sure that would explain it.
The mother base idea had a lot of potential but they really skimped on the implementation.
 

Slime

Member
Oct 25, 2017
2,971
Some of the best gameplay of all time, contained within an unfinished mess that doesn't respect your time, and with some of the worst storytelling ever.
 

Deleted member 19218

User requested account closure
Banned
Oct 27, 2017
4,323
Playing through Skyrim, I quite like how open and barren the open world is in TPP. It feels more realistic having wide open flats that just stretch on forever.

Even the area of Whiterun just always has a giant settlement, cave entrance etc nearby and it feels a little cramped.

Looking towards the future I like how Death Stranding seems to also have huge open flat land. In TPP (and presumably Death Stranding) It really adds to the isolation and atmosphere and makes me feel like I am on a journey.
 

Risev

Member
Oct 27, 2017
3,414
I hate the whole "This game is a good game, but a bad (enter series name) game" because it usually doesn't make sense, but I also both love this game and am insanely frustrated by it. It's almost the complete opposite of MGS4. MGS4 starts great with a decent balance between gameplay and story within the first 2 acts, and then all of a sudden the game turns into a movie with 5 minutes of gameplay here and there. It felt like Kojima was unhinged and nobody told him no when he asked for anything. Enter MGSV. The game starts with a lot of story and cutscenes within the first 2 or so hours, and then almost nothing. After those cutscene-heavy 2 hours, you get 5 minute cutscenes every 5 hours of gameplay. It sucks because what's in the story is interesting (besides that Quiet shit, the parasite stuff is actually fairly interesting to uncover) and all the cutscenes are top-notch. But it felt like Kojima had absolutely no interest in making a Metal Gear game, he only wanted to make an sandbox stealth game and knew that setting it within the Metal Gear universe meant he got a bigger budget. In fact, I'm pretty sure Kojima said something very close to that effect after MGSV came out, but I can't be bothered to look for the quote right now. You could literally feel this while playing the game. The in-game locations in Afghanistan and Africa feel like they were created before deciding which story events take place where. I'm very sure they created most of the world and the gameplay, and then decided to start putting the story in place. Most story events have no reason to take place within this or that specific location, and having many missions revisit certain locations for no reason is evidence enough.

That said, I've put nearly 200 hours into the game. It's still the best playing action / stealth game I've ever played. The mechanics remain top-notch. Everything is extremely responsive and you have a ridiculous amount of options in how you tackle objectives. I know people complain about most main missions being filler but I never minded that since it just meant I had more scenarios to mess around with. And while the story is ultimately disappointing, I did like the characters and enjoyed the cutscenes. And damn are those first 2 hours still not glorious. I also didn't hate the ending. Thought it actually made sense in the context of the Metal Gear storyline. Venom's character design remains my favorite within the series. Also need to give a special mention to the soundtrack. Some amazing tracks in there.

Overall I'm really glad we ended up getting this game at all. It may have not completely lived up to my expectations (or Kojima's for that matter, thanks to the cut content), but I still really love it.
 

Ryouji Gunblade

Avenger
Oct 26, 2017
4,151
California
It could have done with significant changes to the male gaze camera and Quiet's clothes. But what I needed most was actual closure. Even MGS4 manages to offer closure.
 

Jeeves

Member
Nov 21, 2017
411
I love MGSV and look forward to replaying it. The backlash is so eye-rollingly overblown to me. The gameplay is fantastic of course, but my favorite part actually is the story, or at least the ways the character arcs played out. I'll quote a post I made a long time ago on GAF:

The cast is what makes this game great, moreso than the plot itself.

Miller was fantastic, really makes you react differently to his off-screen death later. I especially enjoy the contrast between him and Ocelot. Miller's denouncing of Big Boss at the end shows that he is a man of unshakable character and ideals (Except in matters of romance, but you know). Yes, he's largely driven by revenge in this game, but only against those who would keep him from his goal of peace through rendering war irrelevant. Is MSF/DD the right way to go about achieving such a goal? I don't know, but his heart's in a noble place. Even in his hamburger tapes we can see his thirst for peace, uniting the world through delicious chemicals. If anyone, he's the real "angel of peace" around here.

Ocelot has lived in complicated circumstances, always operating under a double or triple lie. But in this game, under his own hypnosis, he lived only for Diamond Dogs and without other agendas pulling at him from different directions, he was for once able to be his truest self. I think his time with Diamond Dogs was the best and most fulfilling part of his life, and he didn't even realize it. Unlike Miller, he's more enamored with Big Boss himself than the ideals he (used to) stand for, and so once the hypnosis was gone, he didn't have a second thought about abandoning this stage of his life to follow Big Boss. People complain that he "doesn't have a personality" in this game because he's not up to something, but to me his relative tranquility here in contrast to every other game is poignant and he's made more interesting for it.

Huey was another standout character. Loved that they added so much to him compared to his appearance in Peace Walker where - let's face it - he was just Otacon in a wheel chair. Hal didn't let the terrible things happening in his life warp him, and his father is a fantastic example of how far astray one could go under duress. Between his performance and the fact that we never see him do something reprehensible on screen, I kept asking myself "Are we really doing the right thing to this guy? Is he really bad?", having to remind myself of the evidence against him. Also, it's not hard to imagine him later drowning himself in his family pool and trying to take his stepdaughter with him. Turns out he is just the kind of despicable coward to do such a thing.

Venom's a good character too, but unlike the Raiden switcharoo I don't think those who dislike him now will change their minds later. As others have pointed out, his crowning moment that endeared him to me was "Shining Lights, Even in Death". The Paz stuff was also a great depiction of this surgeon's being haunted by his failure to save her, the guilt lingering and slowly bubbling to a head even through his psycho manipulation or whatever he underwent. Like Miller, I think he has an earnest desire to help the world. Similar to Huey and Hal, I think Venom might be something like what Big Boss would have turned out to be had he not been twisted by the events of Peace Walker. Funnily enough I think Venom, who never even met The Boss, is probably the character with his views most in-line with her will, tragically misinterpreted or disregarded by those closer to her.

It's a shame that the game was left as an incomplete work, but it's also a shame that many fans were so fixated on the dangling plot threads that they overlooked what this game absolutely did deliver on: its characters.
 

Sev

Member
Oct 27, 2017
422
MGS5 never had the potential to have a good story imo. That it's rushed is one thing, but what we had from chapter 1 was already not the strongest MGS storylines have been. It only gets worse and more boring without even going into chapter 2, and Skull Face is one of the worst villains I've seen. Despite how bad the story set itself up and got worse from there, I love Venom Snake and he's one of my favourite snakes. All things considered, that final reveal and the post-credits conversation was a good way to end the game, and probably my favourite moment. The hospital section at the beginning was also great.

I agree with all the praise the gameplay has gotten as far as infiltration, sneaking, and rescuing prisoners/recruiting soldiers go. It's by far the most I've enjoyed a stealth game, controlling Venom feels incredible, and the array of things you can experiment and interact with as well as the quality of the level design hardly makes it feel dull. It's easily some of the best gameplay any game this generation has had. With all that said, my enjoyment of the game goes down a cliff every time I have to take on tanks, walkers, or parasite units. Those missions are awful and I've never gotten used to them.
 
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Magneto

Prophet of Truth
Banned
Oct 25, 2017
14,449
You claim that Kojima could not do heavy narrative in a an open world, that's true. But what about Ground Zeroes. A self contained area that is super dense in how you approach it to beat the mission, exposition and narrative. I loved GZ for this reason. It felt like the structure allowed you to make meaningful choices, the emergent gameplay was more significant and the narrative had many layers very well presented and tailored to however you wanted to play the mission. It was awesome.
I agree. I love Ground Zeroes and i strongly dislike Phantom Pain. Better narration, and the moment when you have to bring Paz to the chopper... There's nothing as good as that in Phantom Pain.
 
OP
OP
Bio

Bio

Banned
Oct 27, 2017
3,370
Denver, Colorado
It's my favorite MGS after 1 and 3, and while I agree it has the best gameplay in the series, I'm confused as to why it's praised as being so open ended. So far I've found two effective strategies for infiltrating bases: Tranq every enemy one by one and fulton them out, or shoot them dead one by one and hide bodies. Or a combination of those. The replay value comes from the sheer amount of weapon types and gadgets at your disposal to mix things up a bit, but I haven't figured out any strategies beyond those two that are worth trying that make it live up to the "most open-ended stealth gameplay ever" hype.

You gotta use your imagination more, because there are a number of effective means of clearing out any base/stronghold or dealing with groups of enemies. Lure them out with noise and then slaughter them with your D-Walker. Send DD in with the taser because watching a dog jump on people's heads and then shock them unconscious will NEVER get old. Create a distraction in their camp, cause some chaos and then have Quiet pick them off one by one from afar.

Or, y'know, ambush them with POOP

 

FlashbladeERA

Member
Oct 27, 2017
1,259
Definitely agree with this. Not that the criticisms of Konami aren't rightly justified, but I'm always surprised Kojima came out of the whole media debacle at the time completely scott free.

When you look at how much time and money was sunk into MGSV, and for it to still feel unfinished, I can't really blame Konami for feeling like enough was enough.
If mgsv was finished and konami cared about it's console devs, the game would have continued to print money along with the fox engine investment being used in future games
 
Dec 23, 2017
8,123
I decided to hop on Metal Gear Online after reading this thread. Sadly, online seems rather dead now. :(

It was my first MGO, I never got to play the previous ones. I really enjoyed the fast, snappy, tactical combat of this game.
 
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Banned
Oct 27, 2017
3,370
Denver, Colorado
Definitely agree with this. Not that the criticisms of Konami aren't rightly justified, but I'm always surprised Kojima came out of the whole media debacle at the time completely scott free.

When you look at how much time and money was sunk into MGSV, and for it to still feel unfinished, I can't really blame Konami for feeling like enough was enough.

The Metal Gear franchise is one of the best selling in history, with almost 50 million total copies combined. The franchise has been a huge success for Konami and, in the modern era, pretty much their only one besides Pro Evo. MGS V sold over 3 million in its first week, alone. If the games didn't make money and were simply some prestige project, I'd agree with you. But Kojima more than justified his expenses, not just in terms of constant quality and universal acclaim throughout the years, but on a purely commercial level, as well.
 
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Bio

Banned
Oct 27, 2017
3,370
Denver, Colorado
I decided to hop on Metal Gear Online after reading this thread. Sadly, online seems rather dead now. :(

It was my first MGO, I never got to play the previous ones. I really enjoyed the fast, snappy, tactical combat of this game.

The very first MGO, from MGS 3, is one of my favorite things of all time. It was super raw and unpolished and you could tell Kojima didn't quite have a grasp on online multiplayer back in 2005, but oh man it was so inventive and fresh
 

Minamu

Member
Nov 18, 2017
1,900
Sweden
The real life phantom pain I and many others feel because the story is poor and unfinished and yet over probably forever is palpable. I love the fact that the final entry is flawed, because of the pain it causes me because I'm a fan. On some level I prefer this broken mess of a game and Kojima/Konami situation to the opposite. It's the flaws that give you character after all :)

And the gameplay was great.
 

evilromero

Member
Oct 27, 2017
3,379
I'm a pretty big MG fan myself and I love this game to death. Hell, it may be my favorite game of all time. I didn't pay attention to a lot of the hype and the reactions that came out when it released so my initial impression was that it was head and shoulders the best in the fanchise. To me I didn't know about this narrative that it was incomplete and allegedly missing content. Felt complete to me. Most importantly the game is fun as all fuck.
 

gfxtwin

Use of alt account
Member
Oct 28, 2017
2,159
You gotta use your imagination more, because there are a number of effective means of clearing out any base/stronghold or dealing with groups of enemies. Lure them out with noise and then slaughter them with your D-Walker. Send DD in with the taser because watching a dog jump on people's heads and then shock them unconscious will NEVER get old. Create a distraction in their camp, cause some chaos and then have Quiet pick them off one by one from afar.

Or, y'know, ambush them with POOP



I'll still need to unlock DD's taser and Quiet :p . I like using gadgets like decoys and feel dumb now that I never thought to use explosives as a distraction. The poop trap never occurred to me either, I guess because using a pile of dook to make a large vehicle careen off the side of a road goes against my understanding of how poop, cars and physics work :p It does kinda make sense in a Metal Gear logic way though and I'm gonna try it next time I play.
 
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DyCy

Member
Oct 25, 2017
371
I'm replaying the game right now as well. I understand that people could be disappointed with the story but honestly I think that if it was presented differently (like if some tapes were mandatory codec conversations) I'm sure it would receive a greater appreciation because I think the story is pretty interesting in itself.

Act 3 is the ending you get when you disarm all the nukes in MP. Act 2 is a Peace Walker style epilogue designed to wrap up a few side plots. It's not some missing half. The game's narrative is more or less finished. The game's proper ending is killing Skull Face. That's it. That's all it was ever meant to be. The Phantom Pain. That killing him did absolutely nothing. Everything afterwards is tying up loose ends.

People's obsession with Chapter 3 is ridiculous. I guess they think Episode 51 was supposed to be a full chapter but it's obvious that it was just a one and done mission considering the whole Chapter 2 thing is all about showing that the hunt for Skullface created more problem in the end, and Snake leaving a kid to die on an island (or so he thought) clearly fits this idea.
 

Wagram

Banned
Nov 8, 2017
2,443
The worst Metal Gear in the solid series by far as a complete experience. It's disappointing.