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

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Hey guys, got a real important question. Im at the part of the game where they keep throwing you repeat missions with higher difficulties. I can't seem to unlock anything that's new to the story. Do I have to complete all these repeat missions to unlock more of the story?
 
Quiet's being sexualized way too much in this game...

I dropped by the Medical Facility where she was being held, and this song was playing in the background, while she was laying down provocatively on her bed...



It's like... "come 'ere Big Bawse, you know you want this."
 
I always ran passed the storage containers on motherbase wondering if i fultoned them would i get anything for them, or if i already " had " them and id just be wasting fulton money. After finally equipping the wormhole fulton and then realising its how i could extract some of the containers that were underground in mother base i ran around the entire thing, taking all of the containers. Im like 10 million GMP in dept and ive got staff moral going down and people leaving. SCREW THEM!
 
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Hey guys, got a real important question. Im at the part of the game where they keep throwing you repeat missions with higher difficulties. I can't seem to unlock anything that's new to the story. Do I have to complete all these repeat missions to unlock more of the story?

No you don't, you just have to wait little before they unlock. Do side missions or run your motherbase until you see a new main mission unlock
 
I think you guys have been unlocking missions too fast, and that's why you have to wait it out :lol. If you look at the PSN trophy list, practically all of the trophies are "rare" to "very rare" in the ratings. I don't think the majority of people have even cleared mission 12 as yet, let alone, finished the game.
 
I've now had a chance to clock even more time in this game.

I'm starting to see some rough edges in the almost flawless gameplay.

It seems like there are some walls that you can't stick and go into cover to.

There is also some problem with taking cover next to closed doors. When the door opens inwards, it becomes tricky trying to avoid getting spotted because you can't do the quick take down cuz the door is blocking. Here's where the reflex mode is essential and I think they added it in to mask over the little problems.
 
one of the thing thats pissing me off is when i go to walk up little rocks and i keep jumping down off of them over and over, especially when im trying to sneak, so frustrating.
 
God damn this game is so satisfactory, I'm already sending the boys on their own little missions to make me moneyz.

Anyone tried the bionic punch yet? Pretty fun to use.

I love this narrative style of building up the story through conversations and tapes and finishing it up with a cutscene, I was just hinted of Quiet's existence through soldiers conversations and later on through codec by Kaz, can't wait to run into her.

Do you guys usually complete all the additional objectives of the missions or just the main one? I try to clear all the missions on 1st try, so far I'm only leaving the objectives my R&D isn't ready to tackle yet.
 
I try to get all the objectives in each mission done before i move to the next. The bionic punch is cool, the sound is from the bionic man tv show i think.

Sent from my XT1096 using Tapatalk
 
Yeah it is, I discovered it in one of the "extract mother base wandering soldiers" mission, trying to KO him, it was a whoah moment for me :lol.

I'll be more organized in my next play-through, right now I want to grind up mother base (sideops and all) and finish up the story, next play-through I'm going for 100% and S-ranks, I'm just having fun right now :lol
 
I have to say, the level design in this feels pretty linear, considering that there's hardly anything to do in the "sandbox" aside from run-of-the-mill base missions within confined mission parameters. It reminds me of Far Cry 3, but with a lot less freedom. It's a shame that there aren't any towns and cities to explore or locals to interact with. Even Mother Base seems pretty barren, as there's hardly any soldiers walking around and most of the buildings are just closed off. No side activities worth mentioning, except for target practice. I'm 13% finished and all I'm seeing are missed opportunities. Big Boss' silence is pretty annoying, too.

The gameplay is definitely what I'd expect from MGS, though.
 
It does feel strange that the game took so many years to make, yet Snake barely talks, theres barely a soundtrack, theres 4 hours less cut scenes than MGS4, same parts of the map are used for multiple missions, repeat missions in the main story and the final mission of the game got cut.
 
You are building Motherbase, so you have to extract your men, plantation, animals, trucks, tanks, weapons, etc. Everthing becomes much more lively, and you'll watch the men converse among eachother.

I guess I'm the odd man out, but I think every aspect of this game is on a different level from all the MGS games. It was blowing my mind that this was from the same writers from the other games, until I started watching the credits for the episodes. Just listening to the dialogue in the cassettes had me in disbelief that they were writing them because they blow the other games out of the water in being mature, rather than devolving in melodrama. Turns out there are different writers, so I wasn't crazy. Have you guys been listening to the cassettes? I think the story has been great, and now every cutscene is a treat.

I think it's doing a good job tying everything together. Tonally, it feels like MGS and MGS3 are the only games that fit this game. I think you guys know how much I love MGS2 and MGS4, but the story-telling in this game makes them look bad. I know I'm in the minority on this thread.
 
Wow, I can't believe this. I think I know why the music sucks- it's because nobody from the previous games worked on this. Harry Gregson-Williams was only the music producer, hence he didn't provided any tracks to the cutscenes like previous games. The rest of the music is composed by Ludvig Forssell & Justin Burnett, both without any credits to their belt.

I don't know how the game will turn out, but one thing's for sure is that the music is unremarkable for a Metal Gear game. It makes up for that in (awesome) 80's pop songs, but as far as original compositions go, this game has nothing good. Gone are the days I listen to lossless Metal Gear music while driving to work. :(
 
I've now had a chance to clock even more time in this game.

I'm starting to see some rough edges in the almost flawless gameplay.

It seems like there are some walls that you can't stick and go into cover to.

There is also some problem with taking cover next to closed doors. When the door opens inwards, it becomes tricky trying to avoid getting spotted because you can't do the quick take down cuz the door is blocking. Here's where the reflex mode is essential and I think they added it in to mask over the little problems.

one of the thing thats pissing me off is when i go to walk up little rocks and i keep jumping down off of them over and over, especially when im trying to sneak, so frustrating.

Always try to climb rock and then slide back down. Also ran into invisible walls when looking for the legendary bear
 
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Wow, I can't believe this. I think I know why the music sucks- it's because nobody from the previous games worked on this. Harry Gregson-Williams was only the music producer, hence he didn't provided any tracks to the cutscenes like previous games. The rest of the music is composed by Ludvig Forssell & Justin Burnett, both without any credits to their belt.

I don't know how the game will turn out, but one thing's for sure is that the music is unremarkable for a Metal Gear game. It makes up for that in (awesome) 80's pop songs, but as far as original compositions go, this game has nothing good. Gone are the days I listen to lossless Metal Gear music while driving to work. :(
I think you brought this up before, but yeah, that would explain the unremarkable music. Even from trailers and previews, it just seemed generic.
 
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