Media Metal Gear Solid V: The Phantom Pain & Ground Zeroes

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Re: Metal Gear Solid V: The Phantom Pain

Man, quit arguing so early in the day, guys. Geeze... meet up with your girl and have lunch or something :rotfl

You are right. I'm going to finish this argument as soon as the sun goes down.
 
Re: Metal Gear Solid V: The Phantom Pain

So... to cheer things up, GZ Big Boss was shown painted today at TGS.
...PW BB had a better headsculpt IMO. Seems to me that the more realisitc looking, the harder is to sculpt their faces, Im thinking in PAK MoS Superman for example.

Yea it didn't look as good as the peace walker figures, maybe the missing bandana or something.
 
Re: Metal Gear Solid V: The Phantom Pain

Apparently sutherland is kiefer snake now, according to kojipro. Btw did you see his new alcohol commercial? What a poster boi.

sent from a tormented past
 
Re: Metal Gear Solid V: The Phantom Pain

Apparently sutherland is kiefer snake now, according to kojipro. Btw did you see his new alcohol commercial? What a poster boi.

sent from a tormented past

Kiefer is the poster boy of drunken debauchery. The ideal dude you'd want to have at a party or pantless orgy. Why else would Kojima hire him?
 
Re: Metal Gear Solid V: The Phantom Pain

Yea it didn't look as good as the peace walker figures, maybe the missing bandana or something.

This one?

maxresdefault.jpg


I think it looks great.
 
Re: Metal Gear Solid V: The Phantom Pain

Rewatched the video, and I still love pretty much everything I see, except that detective mode and the slow mo, they're just dumb imo, anyway, being able to drive and to jump a little higher are a natural consequence of the game going sandbox, it would be just dumb not to have those, MGS is not playing catch at any level in terms of gameplay just by adding a handful of minor features.
 
Re: Metal Gear Solid V: The Phantom Pain

Rewatched the video, and I still love pretty much everything I see, except that detective mode and the slow mo, they're just dumb imo, anyway, being able to drive and to jump a little higher are a natural consequence of the game going sandbox, it would be just dumb not to have those, MGS is not playing catch at any level in terms of gameplay just by adding a handful of minor features.

Agreed, my thing is with the seeing threw walls, I don’t believe its mandatory. I don’t think the player has to do that. Its only an option if you stay back and scout things out, then tag the enemies which I don’t believe the player has to do.
 
Re: Metal Gear Solid V: The Phantom Pain

Still, the fact that is an option reduces the difficulty, part of sneaking is reacting to not be seen, if you already know where the next guy's gonna be without peeking, is less fun for me.

I hope it's optional, or that the AI is a real b-itch to counter that :lol
 
Re: Metal Gear Solid V: The Phantom Pain

The soliton radar was fine in the 1sts MGSs because of the simple type of gameplay at the time and the camera angle, besides you still needed to peek because the SR only showed to that much.
 
Re: Metal Gear Solid V: The Phantom Pain

Yeah, but that's still not an excuse for the ridiculous amount of high-tech equipment in the Big Boss games. A holographic map? X-Ray vision to see through walls? Digital markers to keep track of your enemies?

I hope there's an option to turn this nonsense off.
 
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Re: Metal Gear Solid V: The Phantom Pain

That game play looked pretty boring. Are we really going back to the days of draggin recruits to the pick up like in Portable Ops?
 
Re: Metal Gear Solid V: The Phantom Pain

That game play looked pretty boring. Are we really going back to the days of draggin recruits to the pick up like in Portable Ops?

Not dragging. Big Boss now carries them over his shoulder like Ezio. It can't be said enough how much this game looks like a cut-and-paste of other titles. Visually, it does look stunning, though.
 
Re: Metal Gear Solid V: The Phantom Pain

Yeah, but that's still not an excuse for the ridiculous amount of high-tech in the Big Boss games. A holographic map? X-Ray vision to see through walls? Digital markers to keep track of your enemies?

I hope there's an option to turn this nonsense off.

That's my point, it may be more conceptual than actual tech though, sort of like BB's ability to keep track of the situation, still hope you can turn it off.

Not dragging. Big Boss now carries them over his shoulder like Ezio. It can't be said enough how much this game looks like a cut-and-paste of other titles. Visually, it does look stunning, though.

Not like Ezio, like anyone who would want to run while carrying a body, there's really no ground to say this game is copy/pasting things from other games in all seriousness, it's fine with jokes and all, but not in reality, most of them are just obvious steps for both realism and fluency.
 
Re: Metal Gear Solid V: The Phantom Pain

That's my point, it may be more conceptual than actual tech though, just BB ability too keep track of the situation, still how you can turn it off.

That would have been an interesting concept; if KojiPro found a practical way to incorporate Big Boss's tracking skills into the game. But, I doubt that's case. Just look at his holographic map... :monkey1
 
Re: Metal Gear Solid V: The Phantom Pain

Not like Ezio, like anyone who would want to run while carrying a body, there's really no ground to say this game is copy/pasting things from other games in all seriousness, it's fine with jokes and all, but not in reality, most of them are just obvious steps for both realism and fluency.

Do you honestly think so?? :lol. As for Assassin's Creed, Kojima has always wanted to take MGS into that direction (for whatever reasons, I can't even begin to understand). If the Ezio-style ledge jump from the TPP trailer wasn't a clear indicator already, then I don't know what is. Big Boss doing parkour? Not to mention horse back riding in a desert (Red Dead Redemption), being able to switch vehicles on the fly (Far Cry 3), seeing through walls (Batman Arkham). There's probably more, but that's all we've seen from the trailers.

Also, I wouldn't necessarily call reliance on sci-fi tech, during the Cold War ear as a step toward realism - a point that I've regurgitated more times than I can count. To Kojima's credit, the Fox engine does look nice though. Just look at those purdy graphics :lol.
 
Re: Metal Gear Solid V: The Phantom Pain

I am not sure any of the new features could be considered a step towards realism. Time slowing down, X-ray binoculars and 3d projected maps that we don't even have today don't seems real to me at all.

And all of these new features have been cherry picked from other popular games.
 
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