Yes, Gilius. Portable Ops (which I didn't play) and Peace Walker were the start of Metal Gear's decline into micromanagement that killed the survival theme and sense of adventure. Destroyed the whole flow of the adventure, made the story boring by having Snake drop in and just leave minutes later. Futurism was ridiculous, building no technological bridge between Snake Eater and the first games of the series, The Boss AI was frustrating (should have left her character alone), Emmerich fanservice was far-fetched and annoying. Blander areas, thanks to crappy portable hardware and mini-mission structure.
all the base management stuff was a setup for MGS V's multiplayer Mario Maker mode where the FOBs were going to be custom maps submitted by the community but all the plans fell through when Konami forced Kojima to shipYes, Gilius. Portable Ops (which I didn't play) and Peace Walker were the start of Metal Gear's decline into micromanagement that killed the survival theme and sense of adventure. Destroyed the whole flow of the adventure, made the story boring by having Snake drop in and just leave minutes later. Futurism was ridiculous, building no technological bridge between Snake Eater and the first games of the series, The Boss AI was frustrating (should have left her character alone), Emmerich fanservice was far-fetched and annoying. Blander areas, thanks to crappy portable hardware and mini-mission structure.
They are mega tiny, and with the new easy controls, I don't see how this game will be any challenge at all when it comes to sneaking. It will be like the Peace Walker remaster for the 360, I guess.They aren't doing a redubbing, which I don't care about. But the maps are also being 1:1 recreated. I've never played the PS2 version, but isn't that reason for concern? How tiny are these maps?
Which makes these previews so useless. With the same small maps and easier controls, the only serious option is to play with the classic controls (and camera). But these people will not talk about those features and any small mechanical details that still did not carry over. They will describe (in shallow fashion) almost exclusively what is available by default, because those are the modes 98 percent of their readers and viewers will use.They are mega tiny, and with the new easy controls, I don't see how this game will be any challenge at all when it comes to sneaking. It will be like the Peace Walker remaster for the 360, I guess.They aren't doing a redubbing, which I don't care about. But the maps are also being 1:1 recreated. I've never played the PS2 version, but isn't that reason for concern? How tiny are these maps?
A common midwit complain is having to change camo too often, because most gamers are just min-maxxing tards who need 95% camo at all times despite not being needed at all"Change camo on the fly with D-pad"
Who changes their camo THAT much? Why?
Yeah, I just told a guy, "If you need to change it every time you switch from soil to vegetation for a five to 15 percent difference in a single map, you are weak. Splitter is just fine in most man-made spaces," after he said, "It's to your advantage to manage how effectively you blend in with your hiding spot."A common midwit complain is having to change camo too often, because most gamers are just min-maxxing tards who need 95% camo at all times despite not being needed at all"Change camo on the fly with D-pad"
Who changes their camo THAT much? Why?
Imagine complaining about control improvements.A common midwit complain is having to change camo too often, because most gamers are just min-maxxing tards who need 95% camo at all times despite not being needed at all"Change camo on the fly with D-pad"
Who changes their camo THAT much? Why?
Imagine complaining about control improvements.A common midwit complain is having to change camo too often, because most gamers are just min-maxxing tards who need 95% camo at all times despite not being needed at all"Change camo on the fly with D-pad"
Who changes their camo THAT much? Why?