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Re: Metal Gear Solid V: The Phantom Pain

Well, thinking about it, vehicles do seem extremely odd for a sneaking game - where Big Boss has to remain inconspicuous at all times. Any sort of noise from a vehicle should attract enemies. It's unlike a game like Assassin's Creed where you can ride a horse to your heart's content - as long as you don't perform any high-profile moves to make the enemies suspicious of your behavior.

It would be more believable if Big Boss was able to hitch a ride on the back of a cargo truck, or even climb on top of a tank without being seen. Being able to drive vehicles on an enemy base seems too far of a stretch, though.
 
Re: Metal Gear Solid V: The Phantom Pain

Its not just the AI tho. The ridiculous amount of repetitiveness in that games with the recycled boss battles a thousand times and just how far your Sleeping darts go (which seems to be coming back for MGSV) its stupid easy to eliminate people with super charged CQC (which also seems to be coming back) to name a few.

The darts have traveled in a straight line from MGS2 to PW, now in MGSV supposedly they will have a drop, about the boss battles, they have been repetitive and pattern based all along, imo PW's boss battles are a lot more solid than PO.

I do hate the consecutive CQC though, is just retarded mostly because of the animation, It's very believable for me that someone like SS or BB can take down several enemies at once with CQC but the animation in the demo (almost the same as in PW) makes it look so bad.
 
Re: Metal Gear Solid V: The Phantom Pain

Well, thinking about it, vehicles do seem extremely odd for a sneaking game - where Big Boss has to remain inconspicuous at all times. Any sort of noise from a vehicle should attract enemies. It's unlike a game like Assassin's Creed where you can ride a horse to your heart's content - as long as you don't perform any high-profile moves to make the enemies suspicious of your behavior.

It would be more believable if Big Boss was able to hitch a ride on the back of a cargo truck, or even climb on top of a tank without being seen. Being able to drive vehicles on an enemy base seems too far of a stretch, though.

Since this an open world game, if you have the possibility to get dropped far from the objective and then grab a car to get closer, why wouldn't you have that possibility inside of the enemy camp?

But you're right, you should be careful and the enemies should be a lot more suspicious about it than what it was shown in the demo.
 
Re: Metal Gear Solid V: The Phantom Pain

The darts have traveled in a straight line from MGS2 to PW, now in MGSV supposedly they will have a drop, about the boss battles, they have been repetitive and pattern based all along, imo PW's boss battles are a lot more solid than PO.

I do hate the consecutive CQC though, is just retarded mostly because of the animation, It's very believable for me that someone like SS or BB can take down several enemies at once with CQC but the animation in the demo (almost the same as in PW) makes it look so bad.

In what other MGS games do you have to do the exact same Boss FIGHTS twice just to beat the game? In what other MGS do you defeat every single boss the exact same way? And I would like to know where you heard about the bullet drop from.
 
Re: Metal Gear Solid V: The Phantom Pain

Since this an open world game, if you have the possibility to get dropped far from the objective and then grab a car to get closer, why wouldn't you have that possibility inside of the enemy camp?

But you're right, you should be careful and the enemies should be a lot more suspicious about it than what it was shown in the demo.

Because he's inside an enemy camp :lol. If he's dropped far from his objective, he should run on foot and use stealth to keep his cover, so as to prevent the enemy from knowing his whereabouts. Let's not forget that Big Boss ran across the entire Shagohod base in MGS 3 on foot. He should be able to do it again.

The high-beam from the jeep was just laughable :slap.
 
Re: Metal Gear Solid V: The Phantom Pain

In what other MGS games do you have to do the exact same Boss FIGHTS twice just to beat the game? In what other MGS do you defeat every single boss the exact same way? And I would like to know where you heard about the bullet drop from.

Well most bosses throughout MGS you defeat them just by shooting at them, what you have to learn is how to avoid their attacks, which I thought it was a lot more varied in PW than in PO, but I think every other major console bosses are better.

It's been inferred that the marks below the dart pistol crosshair like if it was a grenade launcher indicates that you have to measure the drop of the dart.
 
Re: Metal Gear Solid V: The Phantom Pain

Because he's inside an enemy camp :lol. If he's dropped far from his objective, he should run on foot and use stealth to keep his cover, so as to prevent the enemy from knowing his whereabouts. Let's not forget that Big Boss ran across the entire Shagohod base in MGS 3 on foot. He should be able to do it again.

The high-beam from the jeep was just laughable :slap.

So what? If you have the possibility outside, it would be dumb not to have it inside, it's a matter of freedom, besides, there are situations where it may come in handy, if he's discovered while carrying a hostage, drop the hostage in a jeep and get the **** out of there.
 
Re: Metal Gear Solid V: The Phantom Pain

So what? If you have the possibility outside, it would be dumb not to have it inside, it's a matter of freedom, besides, there are situations where it may come in handy, if he's discovered while carrying a hostage, drop the hostage in a jeep and get the **** out of there.

Outside and inside are totally different. While outside, you'll have a wide-open space for driving around, versus a somewhat open, but enclosed area in a camp with enemies inside. I can understand blasting out, guns blazing in a hostage rescue situation... but, I just hope that there aren't too many of those. It just seems to completely defeat the purpose of stealth.
 
Re: Metal Gear Solid V: The Phantom Pain

Outside and inside are totally different. While outside, you'll have a wide-open space for driving around, versus a somewhat open, but enclosed area in a camp with enemies inside. I can understand blasting out, guns blazing in a hostage rescue situation... but, I just hope that there aren't too many of those. It just seems to completely defeat the purpose of stealth.

I know what you mean, I know you shouldn't do that if you're sneaking, duh :lol but that should be up to the player, a really hard AI should compel you to keep a low profile, which is why I hope they fix that dumb AI for the final release.
 
Re: Metal Gear Solid V: The Phantom Pain

The part where Snake ran over an enemy had similar physics to GTA, I think that GTA physics has no place in realistic game like MGS. There should be more weight to it, and it should feel more visceral, similar to say, The Last of Us's fighting mechanics.

Instead the enemy soldiers fly off on impact, with his gun conveniently detaches for you pick up.

You can also count how many times enemies slide into cover instead of trying to get close to Snake. I think the combat system of MGSV seriously needs to be overhauled, it seems very clunky in comparison to what other games are doing nowadays.
 
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Re: Metal Gear Solid V: The Phantom Pain

I know what you mean, I know you shouldn't do that if you're sneaking, duh :lol but that should be up to the player, a really hard AI should compel you to keep a low profile, which is why I hope they fix that dumb AI for the final release.

:goodpost:

I'm sure that they'll fix it. It would be embarrassing if the biggest release since MGS 4 was plagued by the enemies from Peace Walker :monkey1.
 
Re: Metal Gear Solid V: The Phantom Pain

The part where Snake ran over an enemy had similar physics to GTA, I think that GTA physics has no place in realistic game like MGS. There should be more weight to it, and it should feel more visceral, similar to say, The Last of Us's fighting mechanics.

Instead the enemy soldiers fly off on impact, with his gun conveniently detaches for you pick up.

I think Kojima has been inspired by GTA too much. He recently lamented about not being able to make MGS V more like GTA V.
 
Re: Metal Gear Solid V: The Phantom Pain

The part where Snake ran over an enemy had similar physics to GTA, I think that GTA physics has no place in realistic game like MGS. There should be more weight to it, and it should feel more visceral, similar to say, The Last of Us's fighting mechanics.

Instead the enemy soldiers fly off on impact, with his gun conveniently detaches for you pick up.

I didn't feel it that way, the jeep definitely looks more weighty than in GTAV, plus, if you run someone over (I'm no expert :lol) but that is what will happen, you will send them to fly away, and trust me, they'll drop anything they're carrying :lol

:goodpost:

I'm sure that they'll fix it. It would be embarrassing if the biggest release since MGS 4 was plagued by the enemies from Peace Walker :monkey1.

Ugh god forbids :lol
 
Re: Metal Gear Solid V: The Phantom Pain

You guys should check out the Tomb Raider reboot. I personally hate that game for not being well, Tomb Raider but it had truly solid gunfights and frantic closed ranged combat.

Kojima should also take a page from The Last of Us, every attack you made felt like it had real weight despite the limited variations of attacks you can perform.

Point is that from the trailers it seems that the enemies felt like drones instead of a group of humans desperately wanting you dead. It's probably because the game is still far from being optimized so here's hoping it'll be fixed.
 
Re: Metal Gear Solid V: The Phantom Pain

The part where Snake ran over an enemy had similar physics to GTA, I think that GTA physics has no place in realistic game like MGS. There should be more weight to it, and it should feel more visceral, similar to say, The Last of Us's fighting mechanics.

Instead the enemy soldiers fly off on impact, with his gun conveniently detaches for you pick up.

You can also count how many times enemies slide into cover instead of trying to get close to Snake. I think the combat system of MGSV seriously needs to be overhauled, it seems very clunky in comparison to what other games are doing nowadays.

I felt the animation was leaps ahead of every other MGS had some flaws, particularly the weight of everything, it looked quite cheap. Like Snakes jumping/landing and the enemies physics. It must be because its an early build

About the vehicles, it makes perfect seance to include then here. It's an open world game, there's no way it couldn't be included.

It makes seance that snake gets away with driving around that base since it is one of their vehicles. And he didn't exactly drive right I front of then either. Again stupid AI is down to this being a demo
 
Re: Metal Gear Solid V: The Phantom Pain

The only way for this franchise to evolve to to make the stealth harder as well as the AI. When you look at the franchise as a whole, it's way too easy to fool the AI.
 
Re: Metal Gear Solid V: The Phantom Pain

Exactly, it all comes down to AI to push you to go sneaking instead of grabbing a jeep and run everyone over :lol
 
Re: Metal Gear Solid V: The Phantom Pain

The possibility of grabbing a car doesn't go against it being MGS, at all, not even close, para nada.

That the game doesn't make you go stealth as a primary method does...

It has nothing to do with vehicles.
 
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