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Metal Gear Solid V: The Phantom Pain

Bigg Boss

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and that's a huge issue, a story so retarded it ruins everything around.
Do you believe love can bloom on the battlefield... ?

When MGS came out my dad was pretty into it right up until that scene. I was touting the realism of the game then that goofy shit popped up.
 
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Strap Yourselves In Codex+ Now Streaming!
Installed this today. It seems cool enough but I it failed the "can you just ignore all that elobarate stuff and brute force your way through using the most simple tactic" test that I like to apply to new games. I just ran around in the first village shooting my way through. Snake can take an insane amount of damage so is there any reason to use stealth except for larping and self-handicapping?

I read somewhere that the enemies adapt to your tactics, will the game get harder further on if I keep doing the Rambo approach? The game seems interesting but I'm afraid I will just waste my time if after 20 hours it turns out that there's no challenge.
 
Unwanted

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Installed this today. It seems cool enough but I it failed the "can you just ignore all that elobarate stuff and brute force your way through using the most simple tactic" test that I like to apply to new games. I just ran around in the first village shooting my way through. Snake can take an insane amount of damage so is there any reason to use stealth except for larping and self-handicapping?

Stealth is its own reward in the first place, but I say this as a purist of the genre. Nonetheless, better stealth = better scores = more GMP (money) = more heroism (better soldiers). A no traces bonus gets you automatic S-Rank.

I read somewhere that the enemies adapt to your tactics, will the game get harder further on if I keep doing the Rambo approach? The game seems interesting but I'm afraid I will just waste my time if after 20 hours it turns out that there's no challenge.

They do, and if you keep going full rambo the enemies will soon start having better armor, bazookas, call in reinforcements (helicopters, tanks). So you want to vary your tactics. But anyways, this is a game that rewards experimentation with fun; playing just the way that feels most efficient is a disservice to the whole experience.
 

bertram_tung

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You can indeed brute force rambo your way through mgs5 and that is part of why it was such major decline after mgs1-3. It is very unbalanced compared to the aforementioned games. (And mgs4 isnt worth talking about since its 80% cutscene, 10 percent gameplay, and 10 percent loading screen of old snake smoking a cigarette)
 

Blaine

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Yes, going John Rambo and blowing shit up is an option in this game, and a few scenarios virtually require it. It's not always as easy as people will imply, especially if you just charge right in there—but neither is it essentially functionally impossible as is the case with (most) previous MGS titles. In classic MGS, you may kill an enemy or two in open combat, but only because they're between you and an escape route/hiding spot.

Mods exist (check the SnakeBite mod manager and other offerings at the Nexus) that will tune this much more to your liking. We're talking about a few integers behind the scenes that could fix this for you, if you really feel so strongly about it.

That being said, the challenge of employing stealth and tactics quickly and perfectly and the shame of getting unnecessary bloodstains on my fatigues was more than enough motivation for me.

You will be doing yourself a disservice if you skip this game, that I can guarantee. You're right that it doesn't force you not to engage in open combat, but other than that, it's more than up to par. I agree Snake's too resilient by default; but again, it never bothered me, because I always strove to avoid being a Cro-Magnon, un-Japanese, hamburger-inhaling failure.

Do not miss one of the greatest computer game missions in history: "Backup, Back Down." God, what a great mission.
 
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I never understand folks who play games just to get them over with as quickly as possible with minimum effort :) No offense intended TalesfromtheCrypt
Usually I'd agree, but it's probably the best way to play this "game"
The more I played it, the more it dragged on and the less interested I was. If I just rushed through as fast as possible, I might have beaten it... maybe.
 

Blaine

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Wait a second, Rambo (in First Blood, anyway) mostly struck from stealth, with traps, pitfalls, and ambushes. The character's reputation is largely undeserved, since First Blood was the only actually good Rambo movie.
 

Bigg Boss

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I never understand folks who play games just to get them over with as quickly as possible with minimum effort :) No offense intended TalesfromtheCrypt
Usually I'd agree, but it's probably the best way to play this "game"
The more I played it, the more it dragged on and the less interested I was. If I just rushed through as fast as possible, I might have beaten it... maybe.

If you try to 100 percent the game you will burn out. If you don't it is fine.
 
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This game is a action game. The core fundamentals it seems to be built around is a interactive version of Rambo: First Blood Part 2. The game is like a series of different missions built around the ending of that movie, which has stealth, but also has tons of action.

Stealth is a way you can go, and the less things you take with you the better your score will be, but it's also a action game where getting into huge cool shootouts and calling in attack helicopters is an option. Some missions stealth is far more important than others, and like Romulus said up there you will get better scores by being stealthy. Not using stealth can also start costing you more, and I don't mean to your final score, but the cost of needing to air drop more ammo or weapons in.

Enemies adapting to you is basically a bigger version of what Splinter Cell: Chaos Theory had, but it's always active across the map. You head shot too many enemies they start wearing helmets. You shoot too many enemies they start wearing armor and getting better weapons and reinforcements. You keep hitting enemies at night they'll start wearing night-vision and put flashlights on guns. The more you use stealth they'll start using surveillance cameras, mines, drones, and surveillance cameras with guns on them. You use more long range attacks and they'll start deploying snipers into bases. Use gas too much and they'll start carrying gas masks. If I remember right you can send soldiers out to have these lowered, (or maybe you pay) and they'll shift depending on how you finish missions.
 
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Thanks for your comments guys. I will give this game a try based on your recommendations although I'm still a bit sceptical. I heard that turning off reflex mode off makes it a bit harder so I will do this definitely.
Not sure about enemy marking, how do you guys feel about that? One hand, I like that it incentivises scouting enemy bases before going in. On the other, I just fucking hate x-ray vision in games. I would tend to turn it off, or is the game very much designed with this feature in mind?

Zombra just to clarifiy my position: I'm not trying to brute force the game as quickly as possbile, it was just a test. I firmly believe that in a stealth game, stealth (properly executed by the player with the available tools) should be an easier path than just shooting your way through. Otherwise, stealth becomes an optional gimmick.

The Thief Games and Chaos Theory achieve this by making the player character fragile and vulnerable in open combat (plus the shooting in Chaos Theory is clunky as fuck). That's why I was suprised to see how much damage your character in MGS 5 can shrug off without any problems.
 
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DJOGamer PT

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Installed this today. It seems cool enough but I it failed the "can you just ignore all that elobarate stuff and brute force your way through using the most simple tactic" test that I like to apply to new games. I just ran around in the first village shooting my way through. Snake can take an insane amount of damage so is there any reason to use stealth except for larping and self-handicapping?

Vanilla game is very forgiving indeed
Even the enemy adaptation doesn't do much to solve the problem given Snake's superhuman endurance

That's why I've repeatly say to anyone trying this game for the first time
" If you want some real challenge and danger in thia game, then go to the Nexus install the Hardcore Mod "


Not sure about enemy marking, how do you guys feel about that? One hand, I like that it incentivises scouting enemy bases before going in. On the other, I just fucking hat x-ray vision in games. I would tend to turn it off, or is the game very much designed with this feature in mind?

The game is perfectly playable without it
Also turn reflex and the chicken hat off
 
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Unwanted

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Thanks for your comments guys. I will give this game a try based on your recommendations although I'm still a bit sceptical. I heard that turning off reflex mode off makes it a bit harder so I will do this definitely.
Not sure about enemy marking, how do you guys feel about that? One hand, I like that it incentivises scouting enemy bases before going in. On the other, I just fucking hate x-ray vision in games. I would tend to turn it off, or is the game very much designed with this feature in mind?

Given you get bonus points for never using Reflex in a mission, yes, you should go for it, reflex is the scrub mode. Also visible marking makes the game too easy, it's a whole different experience with that turned off (you can still use the map to see the enemies you've marked)

The Thief Games and Chaos Theory achieve this by making the player character fragile and vulnerable in open combat (plus the shooting in Chaos Theory is clunky as fuck). That's why I was suprised to see how much damage your character in MGS 5 can shrug off without any problems.

Install the Infinite Heaven mod (which is the only one you'll ever need), it lets you adjust almost every single thing of the game, including Snake's health, enemy hearing/sighting levels (you could try setting them to 150% to imitate Ground Zeroes' hard mode), and even QoL settings like skipping helicopter rides at the start of every mission. Also helpful for making the open world less barren in free-roam mode.
 

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I heard that turning off reflex mode off makes it a bit harder so I will do this definitely.

Reflex mode should be turned off ASAP.

If you want to be punished for engaging in open combat, try invading other players' FOBs (forward operating bases) later on. This is MGSV's version of PvP, and you'll get your full taste of being obliterated if you don't creep and crawl properly.
 
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This game is a action game. The core fundamentals it seems to be built around is a interactive version of Rambo: First Blood Part 2. The game is like a series of different missions built around the ending of that movie, which has stealth, but also has tons of action.

Stealth is a way you can go, and the less things you take with you the better your score will be, but it's also a action game where getting into huge cool shootouts and calling in attack helicopters is an option. Some missions stealth is far more important than others, and like Romulus said up there you will get better scores by being stealthy. Not using stealth can also start costing you more, and I don't mean to your final score, but the cost of needing to air drop more ammo or weapons in.

Enemies adapting to you is basically a bigger version of what Splinter Cell: Chaos Theory had, but it's always active across the map. You head shot too many enemies they start wearing helmets. You shoot too many enemies they start wearing armor and getting better weapons and reinforcements. You keep hitting enemies at night they'll start wearing night-vision and put flashlights on guns. The more you use stealth they'll start using surveillance cameras, mines, drones, and surveillance cameras with guns on them. You use more long range attacks and they'll start deploying snipers into bases. Use gas too much and they'll start carrying gas masks. If I remember right you can send soldiers out to have these lowered, (or maybe you pay) and they'll shift depending on how you finish missions.
a pity such an objectively awesome game is dragged down and completely annihilated by the most retarded lore and cutscenes ever, they would put both last jedi and latest dune to shame. combined.
 

Bigg Boss

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Thanks for your comments guys. I will give this game a try based on your recommendations although I'm still a bit sceptical. I heard that turning off reflex mode off makes it a bit harder so I will do this definitely.
Not sure about enemy marking, how do you guys feel about that? One hand, I like that it incentivises scouting enemy bases before going in. On the other, I just fucking hate x-ray vision in games. I would tend to turn it off, or is the game very much designed with this feature in mind?

Given you get bonus points for never using Reflex in a mission, yes, you should go for it, reflex is the scrub mode. Also visible marking makes the game too easy, it's a whole different experience with that turned off (you can still use the map to see the enemies you've marked)

The Thief Games and Chaos Theory achieve this by making the player character fragile and vulnerable in open combat (plus the shooting in Chaos Theory is clunky as fuck). That's why I was suprised to see how much damage your character in MGS 5 can shrug off without any problems.

Install the Infinite Heaven mod (which is the only one you'll ever need), it lets you adjust almost every single thing of the game, including Snake's health, enemy hearing/sighting levels (you could try setting them to 150% to imitate Ground Zeroes' hard mode), and even QoL settings like skipping helicopter rides at the start of every mission. Also helpful for making the open world less barren in free-roam mode.

Yes, Infinite Heaven and maybe a skin or two.

No Reflex, No Markers, Snakebite, Infinite Heaven, Final Destination.
 

Ezekiel

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Everything costs so damn much in MGO. Just unlocking another character slot to be able to use all three types (and bathing suits) costs 800 MB coins. I miss classic MGO. For the PS2. They let you fucking type in classic MGO. MGSV, no communication!
 

Ezekiel

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Like fifteen people at most times. I visit it every once in a while. It's kind of shit. Even worse than the PS3 iteration.
 

Silva

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Installed this today. It seems cool enough but I it failed the "can you just ignore all that elobarate stuff and brute force your way through using the most simple tactic" test that I like to apply to new games. I just ran around in the first village shooting my way through. Snake can take an insane amount of damage so is there any reason to use stealth except for larping and self-handicapping?

I read somewhere that the enemies adapt to your tactics, will the game get harder further on if I keep doing the Rambo approach? The game seems interesting but I'm afraid I will just waste my time if after 20 hours it turns out that there's no challenge.
Try that midway through the game, when each camp has swarms of enemies in those mechanical walkers with miniguns.

And of couse, turn off reflex mode.

Then come back here and say stealth isn't useful. :P
 
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Modron

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Everything costs so damn much in MGO. Just unlocking another character slot to be able to use all three types (and bathing suits) costs 800 MB coins. I miss classic MGO. For the PS2. They let you fucking type in classic MGO. MGSV, no communication!
There was some regulation passed a few years back making games that have in game text required to have some kind of text to speech conversions in case blind people want to play the games or some other lulziness. So now most modern online games have no in game text and only audio if that.
 

Ezekiel

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Everything costs so damn much in MGO. Just unlocking another character slot to be able to use all three types (and bathing suits) costs 800 MB coins. I miss classic MGO. For the PS2. They let you fucking type in classic MGO. MGSV, no communication!
There was some regulation passed a few years back making games that have in game text required to have some kind of text to speech conversions in case blind people want to play the games or some other lulziness. So now most modern online games have no in game text and only audio if that.
Need more info. Doesn't make sense. Most games have written menus without text to speech options. You can't play the games without proceeding past those menus.
 

Modron

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First search result
https://www.thenerdmag.com/video-ga...-speech-and-vice-versa-to-cater-disabilities/
Video Games in US will now require Text to Speech and More
Basically, the video games industry has had multiple waivers, the last of which was for game software and expired on Dec 31st, 2018

Here are the games that will be affected by this

  • Games that enter development after this date must be fully compliant.
  • Games already in development after this date but released after it must be as compliant as possible, how far through development the game was at Dec 31st may be taken into account in case of a complaint.
  • Games released before this date that receive substantial updates after it must also be compliant.
Here’s a talk on this subject matter by the FCC



UPDATE: We would like to clarify that the implementations are only mandatory if your games have a form of online communication. If your game is strictly single-player or local co-op, you are fine. This will most likely affect AAA games with the feature or select indie devs who make multiplayer games.

Full details of what game developers and publishers will need to comply with include

  • Operable without vision. Provide at least one mode that does not require user vision.
  • Operable with low vision and limited or no hearing. Provide at least one mode that permits operation by users with visual acuity between 20/70 and 20/200, without relying on audio output.
  • Operable with little or no color perception. Provide at least one mode that does not require user color perception.
  • Operable without hearing. Provide at least one mode that does not require user auditory perception.
  • Operable with limited manual dexterity. Provide at least one mode that does not require user fine motor control or simultaneous actions.
  • Operable with limited reach and strength. Provide at least one mode that is operable with user limited reach and strength.
  • Operable with a Prosthetic Device. Controls shall be operable without requiring body contact or close body proximity.
  • Operable without time dependent controls. Provide at least one mode that does not require a response time or allows response time to be by passed or adjusted by the user over a wide range.
  • Operable without speech. Provide at least one mode that does not require user speech.
  • Operable with limited cognitive skills. Provide at least one mode that minimizes the cognitive, memory, language, and learning skills required of the user.
  • All information necessary to operate and use the product, including but not limited to, text, static or dynamic images, icons, labels, sounds, or incidental operating cues, [shall] comply with each of the following, assessed independently:
  • Availability of visual information. Provide visual information through at least one mode in auditory form.
  • Availability of visual information for low vision users. Provide visual information through at least one mode to users with visual acuity between 20/70 and 20/200 without relying on audio.
  • Access to moving text. Provide moving text in at least one static presentation mode at the option of the user.
  • Availability of auditory information. Provide auditory information through at least one mode in visual form and, where appropriate, in tactile form.
  • Availability of auditory information for people who are hard of hearing. Provide audio or acoustic information, including any auditory feedback tones that are important for the use of the product, through at least one mode in enhanced auditory fashion (i.e., increased amplification, increased signal to noise ratio, or combination).
  • Prevention of visually induced seizures. Visual displays and indicators shall minimize visual flicker that might induce seizures in people with photosensitive epilepsy.
  • Availability of audio cutoff. Where a product delivers audio output through an external speaker, provide an industry standard connector for headphones or personal listening devices (e.g.,phone like handset or earcup) which cuts off the speaker(s) when used.
  • Non interference with hearing technologies. Reduce interference to hearing technologies (including hearing aids, cochlear implants, and assistive listening devices) to the lowest possible level that allows a user to utilize the product.
  • Hearing aid coupling. Where a product delivers output by an audio transducer which is normally held up to the ear, provide a means for effective wireless coupling to hearing aids.

"We would like to clarify that the implementations are only mandatory if your games have a form of online communication." Thus lots of online games have increasingly no communication means whatsoever and people use third party apps to chat.

I've seen some games use precooked messages you can select to skirt this, most recently I played a little of ace combat 7 online which used canned responses.
 

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