Controls great but bad gameplay

Controls great but bad gameplay

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Venom Snake is Big Boss.
Venom Snake is not better than John.

Time to watch the shitstorm unravel as I magically derail the thread just with this one post. This will be my only post in the thread.

That is all.

Honestly, outpost are unnecessary and make driving through the maps less fun.

Infiltrating the oil station, the palace, the manor, all could be fun, but nobody wants to deal with soulless outpost 17 or whatever.

Yup. Makes me wonder what he spent like 4+ years working on, because it certainly wasn't the gameplay/level design/plot/literally anything else

Read on Yea Forums his team spent almost 3 years creating the objectively amazing FOX engine, yet still that leaves kojipro with about 2 years to make the game which seem to be close to their previous dev cycles.

probably throwing social parties trying to hire more actors other than Sutherland.

There's a mod called Infinite Heaven that adds in a lot of free roaming random enemy spawns, Ive had skulls pop up while doing normal missions before. Makes it a little more bearable.

>objectively amazing FOX engine
the only good thing was performance. The world and interaction with enemies was a huge step down from previous MGS games.

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Peacewalker and TPP are way too fucking easy.

i liked ground zeroes better

That's not tied to the engine.

True, SOUL and TECHNOLOGY are sorely missing from V but that's because they didn't put that stuff in the game.

I feel bad for the fans who loved the MGS series so much (even after 4) that they outright hate this game.

It could've been better and it's not really metal gear at all but as a stealth sandbox game it was really fun, there's nothing quite like it

Fob invasions are absolutely top tier when both players are playing stealth nonlethal

Unfortunetly the easiest and most effective way to win is also the griefiest so if you do any Fob gameplay it's inevitable that you're going to get fucked by some sweaty neckbeard who hasn't left his room in 3 weeks because he's been optimizing his build for an unbalanced multiplayer mode. I tried to play the game recently and every single time I interacted with an enemy player they all played like there's some kind of professional meta established over the past 3 years while I've been away.

I have absolutely no respect for people who want to value watching numbers increase incrementally over having a legitimately fun time with a stranger. It's the exact same crowd that ruined dark souls pvp and I'm sick of it

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>what is every Japanese game post PS2

lmao what the fuck do those have to do with the engine

I liked it because it SUBVERTED my EXPECTATIONS

I thought it was just jumping on the generic 2016 open world train with the whole recruiting soldier mechanic that takes up a massive chunk of your playtime because it originally seemed like an in universe explanation for leveling the player/providing upgrades but then they pull the rug and use it to serve a massive thematic purpose for the chapter when Wolbachia happens

Shame that the game essentially ends after that

How many miles of dick do you think OP has sucked? Would you say, two million?

i was hyped, i played, i hated
now i'm replaying it
the gameplay wasn't great but it's acceptable imo, even the autistic base building was alright, i'm starting to forgive some stuff
the main problem was the retarded story
>inb4 all mgs stories all retarded xd
this was beyond the retardation, it could have been SO EASY to make a generic "big boss is turning into a bad man" story and it would have been good, but kojima thought that "fooling the audience = epic!". and i don't even want to talk about the vocal chord parasites

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It's core gameplay is good. The problem is the shit level design

Will we ever get rid of all the nukes in the world?

Only thing wrong was the narrative, it was a themeatic and tonal mess, the gameplay was fantastic and I have no idea why people consider it to be a terrible game. I wish there was more games where I can go full operator. All games that do are either pure FPS or are cover shooters.

Which was a shame. The Black Site in Ground Zeroes was a great example of how to handle things. You had a big, self-contained area that provided you with plenty to explore and multiple ways to approach your objectives, without any of the space feeling wasted.

If all of MGSV were back to back areas like that, the game would have been so much better for it. I mean, how many people enjoyed treking through the big empty land in Afghanistan or Africa when they were so empty and devoid of anything interesting? Or dealing with tiny outposts that had a few guards and not much else to do or interact with when you did run into something 90% of the time?

Not to mention the padding, like the game forcing you to do missions like "destroy X amount of vehicles in this convoy". Those weren't hard, but they sure were tedious.

shoulda just made it more like that ground zeroes game but with more stages, the gay open world shit added nothing and cost everything

Is MGSV level design where everything is connected or is it some bullshit pick a mission kind of deal?
I got it for free but I never touched it.

It's both at the same time. There are two main maps in the game, one in Afghanistan and one in Africa. All of the areas in each map are right there for you to stumble on, but the mission structure is done in a "pick a mission" deal.

Furthermore, the open world isn't put to good use most of the time. If you're just roaming around outside of a mission, there isn't much to do outside of trying to go from guard post to guard post kidnapping random soldiers and collecting plants in mostly empty spaces. A lot of missions don't really use the open world nature of the game all that well either. There's so much space in both maps where nothing ever happens.

You have two open world maps with the missions set within them.

At the very least, it makes it so that if you want to come up with a bullshit creative way to approach a base, you're not going to get jumped by guards or accidentally blunder into a mine.

Well MGS wasn't even the first game produced with that engine so I doubt that

>I wish there was more games where I can go full operator.
I'm conflicted on two fronts on this issue.
I'll start saying that after beating it, I actually love launching the game, equipping my custom tacticool stuff on the AAC, then dropping off from the chopper and OPERATING around my favorite bases.

Now, while I can find enjoyment doing this from time to time, through my proper run in the game from the prologue to the last mission, I was actually disallowed this fun by the game, held hostage by base-building autism, locked sections of the map, hours-long development of fun-enabling equipment which also required more staff management tedium to level up each unit plus the materiel requirements like this was one of these 00s browser games, and lastly, locking fun to mission completion rate, like the buddies or arm upgrades. (collecting blueprints was alright though).

Secondly, I think the decision to go open world negatively impacted level design and, as an even bigger sin for metal gear fans, narative density, memorable cinematography and storytelling took a huge backseat on the last kojima mgs game ever, and that last is a wound that will never heal.

Are you doubting kojipro made the engine? Why. Getting proven wrong is one google search away.