Is anyone else kind of annoyed by the fact that the S-ranked Legendary soldiers you get after beating Chapter One can't run for literally a single second without sounding like they're having a fucking heart attack?
 
Is anyone else kind of annoyed by the fact that the S-ranked Legendary soldiers you get after beating Chapter One can't run for literally a single second without sounding like they're having a fucking heart attack?
I am more annoyed that when I send S-ranked soldiers on a simple destroy helmets mission and they get themselves killed. :V
 
C2W Subsistence Mode

Go in by chopper right on top of the base. Plan is to take out the objectives from the chopper so I won't need to land.

Plan goes tits up, get out of chopper and fight my way to the objective.

Get sniped a dozen times through a goddamn sandstorm.

Everyone in the base gets murdered.

Finish the mission getting chased by a gunship.

S Rank.

The Blood God is pleased with me.
 
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oh for fucks sake

I just lost Flaming Buffalo. Forever. Because I failed the stupid event FOB and got killed.
 
Every generic Diamond Dog sounds like they have a combination of asthma, bronchitis, Black Lung and The Consumption when they sprint.
 
Did you get killed on a FOB? Or in the regular game?

You can die as much as you want in the regular game, no problem. On a FOB, your ass is forfeit. Apparently.
 
Only one intel platform and one combat platform left till a fully built Motherbase. :)
 
What the fudge?! 3.1 in-game hours to build a final platform for one of Mother Base's areas? And that's for each of them?



I know I've completed the story and still have over 50% of the Side Ops to go through MGSV, but that's some serious silly buggers you're pulling there.

But since I have finished the story, 'spose I could go over what I thought of the game, using the highlights of the previous games in the series as a structure of sorts.

MGS1 - The Boss Battles
MGSV doesn't really have any, and for a series that previously relied on its bosses providing the high-water marks, this is the development decision that most baffles me. Time, money, etc caused the last chunk of the game to go away, I know, but bosses tend to be spread throughout the game. What do we have here? The two scraps against Sehelanthropus, that one encounter with The Man on Fire, and....that's it pretty much. The formers are cool and genuinely tense, but feel more like final boss battles in a way, while the latter is a Puzzle Boss...only with a solution 100 times easier to work out than previous series ones. Don't even get to fight Skull Face. Pfffft.
Quiet comes the closest with her introductory scene, and using the environment to avoid her snipes was pretty darn cool.
I don't count the fights with the Skulls as bosses.
It's a grand shame as MGS1's bosses will be remembered long after these ones. Vulcan Raven. Sniper Wolf. Psycho Mantis. Each one brings up a distinctive memory of their battlefields, their tactics, their final scenes, years after we last fought them. I never managed to get to his part, but I'm sure you can lump Liquid and REX in there too. Him being the pilot almost certainly makes that fight better than the impersonal empty shell that is Sahelanthropus barraging you in V.

MGS2 - The Environment
Not gonna lie, I'm an unabashed fan of the art direction and general 'look' of MGS2. Even now it's still said to be one of the PS2's best-looking games. Plus where else do you get to fight on a strut-based platform 'city' in the middle of the ocean...wait...wait a minute...

Did..did the Patriots get the design idea for Arsenal Gear's 'upper half' from Mother Base?!



Anyway, MGSV by and large succeeds on this front massively helped by the open-ended nature of the overall mission design. Afghanistan and Africa are just large enough to ensure no location staleness, but I absolutely agree with one reviewer that the game needed a third location (that remote island for Mission 51 looked pretty promising. Sigh...) in order to truly be astonishing.
Not quite enough interior environments either.

MGS3 - F***ing Everything
MGS3 is still the best game in the series by a hop, skip and jump. MGS4 made a valiant effort to catch up, but spent too long monologuing about nanomachines. MGSV simply exploded 1 third of the way from the finish line, and after such a promising start too.
Apart from the graphics, certain design and control elements, and the weapon customisation, MGS3 is the superior product. It's more fun, has a tighter story, still has rockin' boss battles, keeps The Boss exactly where she should always have been kept without tarnishing her good name, etc. I could think of more examples...but it's half 12am and I'm tired.
Also I thought bringing Volgin back was dumb.

MGS4 - Storytelling and Epic Moments
Yes, Mr "8-Hours of Cutscenes" MGS4 has a better story than Mrs "20 Minutes of Silent Jack Bauer" MGSV. It's a bit of a mess, sure, but at least there's meat on the bones. And I much preferred Drebin's weird antics with his alien monkey than listening to Code Talker explaining about VOCAL CORD PARASITES for the 50th goddamn time.
The rest of MGSV's tapes aren't bad at all, but alot of them shouldn't be tapes. A middle ground was sorely missed here between both games' presentation for their major story beats. That said, at least 4's no-nonsense, showy fights and showdowns stick more in the mind. REX vs RAY anyone?

tl:dr
MGSV is a good game - one that I'll continue to play for a week more at least - but it definitely doesn't replicate its predecessors biggest successes. That's not the say it's one of the worst games in the series, but it did frustrate me on more than one level, especially now after knowing what could have been without Konami's executive meddling.
 
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I think that, artistically speaking MGSV is pretty fantastic and does a wonderful job of keeping it's themes of lingering pain, grief for what's been lost and how revenge doesn't actually make you feel better.

The fact that you can really feel the game that's missing at various points only further tickles my art bone, the sensation of what should be there lingers, obvious in it's absence, almost like a lost limb...:p

I do wish we got more character interaction though, Ocelot fucking saved the game for me but I really wish we got more communication in scenes rather than tapes.

Skull Face was amazing as a villain but poorly used I think.
 
I think that, artistically speaking MGSV is pretty fantastic and does a wonderful job of keeping it's themes of lingering pain, grief for what's been lost and how revenge doesn't actually make you feel better.

The fact that you can really feel the game that's missing at various points only further tickles my art bone, the sensation of what should be there lingers, obvious in it's absence, almost like a lost limb...:p

I do wish we got more character interaction though, Ocelot fucking saved the game for me but I really wish we got more communication in scenes rather than tapes.

Skull Face was amazing as a villain but poorly used I think.
From what I can tell, a lot of Skull Face scenes seems very impromptu.

It's very possible that the tapes were made ahead of time and then his onscreen stuff simply fell through as time/money constraints start being a problem
 
I have to say this is hilarious



Donna Burke tries to sing Quiet's Theme, at which point Stephanie Joosten photobombs her and then they catfight. :p
 
So, for those of us here that don't know, the newest patch has given us a way to regain Quiet after she leaves Mother Base for good in the story.

Simply replay Mission 11 seven times after completing "A Quiet Exit", and on the seventh time you play said mission, instead of Replay in the title, it'll say "Reunion." Spare Quiet after the boss fight here, and congrats!

Quiet is back!
 
So, for those of us here that don't know, the newest patch has given us a way to regain Quiet after she leaves Mother Base for good in the story.

Simply replay Mission 11 seven times after completing "A Quiet Exit", and on the seventh time you play said mission, instead of Replay in the title, it'll say "Reunion." Spare Quiet after the boss fight here, and congrats!

Quiet is back!
Kinda cheapens the whole thing, IMO. But people want their waifu back. :/
 
I understand and appreciate the narrative experience of being denied Quiet. On the other hand, replaying the mission seven times combined with the length of time it's been for the majority of players mean that experience has been adequately explored. New players may be denied the full benefit of the... uh, denial, I suppose, but it will still require a time investment, and the vast majority of players just wont do that.
 
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