Metal Gear Solid 5

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WOO--HOOO--!!

I hope there'll be some 4th wall breaking jokes like the one in MGS4 lawl.
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Kuro vi Lolitannia wrote...
WOO--HOOO--!!

I hope there'll be some 4th wall breaking jokes like the one in MGS4 lawl.


Of course it will be as silly as the other MGS.
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There is already a 4th wall breaking in the MGSV Phantom Pain trailer when Kaz asks "What about him?", the guy looking at BigBoss in a comma and Kaz injured.

Kojima stated that it was him looking "at his work" in Joeff's interview, as a soldier recruit we might get Hideo Kojima again as a playable character like in MGS Peace Walker.
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Just finished Ground Zeroes.

First hour I spent getting used to the controls and Camp Omega's layout. I finished the Ground Zeroes mission in about 45 minutes in-game time, but in reality it was around three hours because I took a stealth approach. I'll probably tackle the Side-Ops later on after I logged in some time with FFX HD.
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After actually playing this game, I don't know how to feel about this game. It's extremely glitchy, and more importantly there's no trademark rolling tackle! Overall this game, while looks good, and I do enjoy Kiefer's voice because he has that old man experience sound to it, I'm overall disappointed in this game. Hopefully this isn't what I can expect to see in the Phantom Pain.

To me, Metal Gear games had several elements in common, nonlinear gameplay with minor side events that can change the flow of the game, with spectacular game mechanics with even more spectacular story telling. The story telling is still here,( that or I'm just excited to actually see more MGS animation in action) but the flow of the game is changed too much. Like the radio, they made it on the go, where's the personal relationships you develop by calling that person? Calling Sigant, Paramedic always had some interesting results, even Mei-ling. Now it's strictly analytical.

I'll admit somethings, I've been spoiled by the radar/solid eye and camo index. Those two aspects absent from the game immediately made this difficult to play. However while it has a few Metal Gear aspects, it feels like it's adopting too many aspects at once and it's changing how metal gear feels. I don't want to sound like that guy, but a fucking health spray? What happened to stepping on a claymore and getting hit by 50 caliber machine guns and healing up by eating a disgusting ration MRE? What happened to the actual health system, because this sugar coated screen bullshit just means I'll almost never die given most circumstances.

Let's not forget alert phase. I'm not one to despise change or even realism, but I do not hate evolving traditional game elements. Also, the weapons menu is just really not MGS-esque. Hopefully they bring back a lot of the elements they took away.
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Cyndas wrote...
After actually playing this game, I don't know how to feel about this game. It's extremely glitchy, and more importantly there's no trademark rolling tackle! Overall this game, while looks good, and I do enjoy Kiefer's voice because he has that old man experience sound to it, I'm overall disappointed in this game. Hopefully this isn't what I can expect to see in the Phantom Pain.

To me, Metal Gear games had several elements in common, nonlinear gameplay with minor side events that can change the flow of the game, with spectacular game mechanics with even more spectacular story telling. The story telling is still here,( that or I'm just excited to actually see more MGS animation in action) but the flow of the game is changed too much. Like the radio, they made it on the go, where's the personal relationships you develop by calling that person? Calling Sigant, Paramedic always had some interesting results, even Mei-ling. Now it's strictly analytical.

I'll admit somethings, I've been spoiled by the radar/solid eye and camo index. Those two aspects absent from the game immediately made this difficult to play. However while it has a few Metal Gear aspects, it feels like it's adopting too many aspects at once and it's changing how metal gear feels. I don't want to sound like that guy, but a fucking health spray? What happened to stepping on a claymore and getting hit by 50 caliber machine guns and healing up by eating a disgusting ration MRE? What happened to the actual health system, because this sugar coated screen bullshit just means I'll almost never die given most circumstances.

Let's not forget alert phase. I'm not one to despise change or even realism, but I do not hate evolving traditional game elements. Also, the weapons menu is just really not MGS-esque. Hopefully they bring back a lot of the elements they took away.


Yeah, the whole bloody screen when you take a hit thing annoys me. In addition to the health spray your health also regenerates too, hopefully Kojima fixes this in Phantom Pain, if I wanted to play a 3rd person shooter I'd play Gears of War, also the dive seems kinda useless.

And what glitches? I never ran across any, I'm playing the PS3 version.
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If you suck Kojima dick like I do, then it was worth all the 30 dollars. I'm amazed how much content there was on one area.
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Quiet's powers

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