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Metal Gear Solid V: The Phantom Pain

Phage

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Yeah, I was thinking about how if Snake Eater and V were combined - take the huge seamless open world, but with Snake Eater's actually distinct areas and bosses, plus the survival stuff there... it'd be pretty much be the game of all time. And yeah - that is an admission that removing the base/mission structure and focusing on a single mission/objective would've made a better game.

While I will defend MGSV against the kneejerk contrarians - I don't think it will even end up in my personal top 10 all things considered. Still, a very worthwhile experience.
 

KK1001

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Sure, there are a lot of ways that the AI could be improved:
1. There are numerous videos of the AI not reacting to nearby explosions. They should probably do that.
2. A dude standing 10 meters away from you shining a flashlight at you should see you. Every time. Especially if he has night vision goggles on and it's nighttime.
3. The enemy should be able to see you from 100 meters away if you're running, riding a horse without ducking, or standing up without the appropriate sort of camo. You should have to, you know, fucking sneak up on them or plan how you're going to infiltrate the base rather than just ride your horse to up within 60 meters, get off, and then sneak from there.
4. The AI should react more forcibly to spotting and getting into fire fights with you. They shouldn't constantly poke their head or foot out, but should only do it periodically to fire on you. If you're sniping, they should take cover and stay under cover and call in support or try to crouch/crawl and get closer to your position. They should execute basic pin and flank techniques or use covering fire to move closer to your position. The enemy should also do a much better job searching for you when you run away. Right now it is too easy to escape from any combat situation just by running away. Combined with the fact that you can take so many hits and you have regenerating health, combat is a fucking cakewalk unless you are absolutely shit at video games. It's a stealth game; combat should be hard.
5. There should be more interaction between outposts. When a big outpost says that it is under attack and being wiped out, the enemy should suit up and send a few truckloads of dudes. If those guys get wiped out, send in some armored vehicles and a pair of helicopters. You shouldn't be able to fucking waltz right in and take over the fucking main base of the entire Soviet Army in Afghanistan. When a small outpost falls, enemies should send more guys to go patrolling. There should be squads of dudes searching the immediate vicinity or investigating.

This may seem like I'm asking for a lot, but without these things the entire open world system falls apart and becomes entirely pointless. Period. Navigating terrain, trying to evade enemy patrols, and ultimately lose them should be a part of the game. Right now, each outpost might as well be a 120m circle in a sea of darkness which doesn't meaningfully interact with the other islands.

I don't consider myself exceptionally skilled. It doesn't take much skill at all to shoot 8 dudes in the head with a sniper rifle because they carry out the same sort of brain-dead tactics time and time again. Or to pop out from behind a rock and shoot a dude in the head over while his buddies stand around like retards.

Why even have the fulton system at all? Why not just receive points directly with which you can unlock stuff in the tech tree? Why should I have to sit like some drooling retard playing Clash of Clans for shit I grinded for already to unlock?
 
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J_C

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Could you guys give me a hint about how is the game unfinished, without going into spoiler territory?
 

KK1001

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Could you guys give me a hint about how is the game unfinished, without going into spoiler territory?

An entire chapter/section was cut from the game. Part 2 also largely consists of doing missions you've done before over again, with special conditions and sometimes higher difficulty (when, hey, those things should have been available options in the first place or should apply to all missions after you beat the game, but fuck me right?)
 

Hobo Elf

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Could you guys give me a hint about how is the game unfinished, without going into spoiler territory?

The cut chapter ties up some plot points that now end up being unresolved and unexplained. There are also some things that got discussed in the beginning of the game and seemed kinda important but they never come up until the cut chapter.
 

Phage

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KK1001

1. Haven't personally experienced this so I can't comment. Every time I've used an explosion there's always a follow up.
2. Either you haven't played the game, or you're at the beginning still. Later on, higher skilled enemies will see you from a further distance. This may be related to their stats, or just mission progression - not sure. I definitely agree that at the beginning they should see a bit further than they do though. Also this isn't actually a matter of AI intelligence, it's a parameter that was undertuned for some scenarios (view distance)
3. Same thing as 2
4. They... do those things. I will however agree with you that escape is too easy, and they should more rigorously pursue you.
5. They do that too. The other outposts send backup unless you've cleared them or you've destroyed their coms equipment. I agree that maybe more backup should be sent in general. Again, this isn't AI, this is a parameter that was undertuned (number of troops available for backup)

Snipers are certainly too powerful if you're fine with brute forcing a C-B ranking. Later on there are some enemies that are essentially immune to them though (full armor)

Fulton system is much better than a skill point tech tree lol. It also ties into the story itself - anytime a game's mechanics tie into the narrative is a plus.

Again, I'm not too sure why you're upset about the fulton/base aspect of the game since it can be largely ignored if you don't need equipment upgrades.
 

J_C

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The cut chapter ties up some plot points that now end up being unresolved and unexplained. There are also some things that got discussed in the beginning of the game and seemed kinda important but they never come up until the cut chapter.
Got it. Well some plotspoints in older MGS games were so convoluted that I could barely figure it out, maybe i will just pretend that this is the case in MGS V. :stupid:

It seems kinda obvious that the reason why Kojima left the studio is that Konami wanted to rush the game out, meanwhile Kojima wanted more time (money). MGS is Kojima's life, his darling, he took pride in it, and he didn't want to release it in an unfinished state. Thankfully the game turned out great even in this state, but imagine how much better it could get with some more dev time.
 

Phage

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Well some plotspoints in older MGS games were so convoluted that I could barely figure it out

Like what? Not trying to disparage you - I often hear of people getting confused at the story, but I've never understood what's so tough about if you play through them and pay attention.
 
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CptMace

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I have no problem with the casual plebs who eat up this, because at least they won't completely ignore this game's flaws while picking apart Fallout 4 to up their ~internet cred~. They'll enjoy both wholeheartedly, like the tasteless morons they are. What's worse is the Kojima Kultists. "Surely, Kojima-sama can do no wrong! I-I-It must have been big bad Konami! Yeah! That's it! $80 million and 5 years just wasn't enough time!" No, it was Kojima who decided to imitate GTA. It was Kojima who, by plastering his name all over the game, takes credit for the completed project and all of its flaws. I'm not trying to defend Konami here, but I am sick and tired of Kojima dicksuckers excusing this man at every turn. They excused him after the cutscene-ridden self-indulgent bullshit that was MGS4, and they are excusing him for making a giant piece of shit that the retards in the gaming media will eat up because they love the taste of Kojima's taint and spent a week in a Konami gulag.

Ahahah.
We're talking about a dude that was asked back then to make a 3D version of his Metal Gear games and still managed to shit a 2.5D game with MGS (which had an actually cool effect for him: his gameplay was unique, and his games felt even more special). A dude that likes to railroad the player so he can make his cool little 30min cutscenes full of bullshit chit chat about world peace and what would be a 4 yrs old telling one of his nightmare.
You're so up your ass you actually have this original opinion that, like all original opinion, everybody shares somehow : damn these folks who suck kojifraud's dick ! Yet you don't even know shit about what people actually think, nor that you care, so let me clarify my rant about this open world bullshit being anti-kojima :

- I love kojima because his games are fucking terrible to such a point that they're instant classic. They have kept their same old gameplay up 'til MGS4, which as I said was a 2D-game gameplay, because the dude doesn't know how to make a fucking 3D game at all. Can you believe that one of the most praised game designers of the industry doesn't know how to make a 3D gameplay :') . Yet I actually believe his level design is top notch, precisely because he clearly laid them out on 2D before giving them the third dimension that rarely mattered : the height.
So, no, MGSV is nothing Kojima would think of doing, or be able of doing. Let alone the fact he made it clear he didn't give two fucks about the psp games. Those who think MGS4 is not his fault however are clearly butthurt or right out delusional, there's nothing more kojima than this nonsense which I particularly like, for obvious reasons that follow :

- He shits out crazy wtf moments, adds blatant and very clumsy auto-references and meld them with actually serious yet very "i-just-read-about" talk about disarmement and peace and whatnot and does so every 30 fucking minutes and you'd actually want people not to praise him ? What kind of sick fuck are you ? Where is my shot of ridiculous western encounters in MGSV ? This record tape thingie, again, is at the exact opposite of every one of his game's design : forced 30min babbling about stuff, while crazy stuff happens before the bewildered eyes of the player, did an invisible cyborg ninja just jump in the room and cut this old porn actor's arm ? Well, better listen to the vip talk about armament and world peace. 10/10 (btw that one's for the dude who claimed he stopped at MGS2 because it became ridiculous :lol:)

And these are the two points that, imo, make MGSV anti-kojima in its very essence as I said. Though you were more focused on heroically calling out the supposed kojima apologetists, you didn't even bother to know what we meant.
 

J_C

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Like what? Not trying to disparage you - I often hear of people getting confused at the story, but I've never understood what's so tough about if you play through them and pay attention.
Well I can't bring up an example right now, because I played MGS a long time ago, so the details are blurred in my mind. :D Maybe I should have played the episodes more than once, so I pick up all the details.
 

KK1001

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KK1001

1. Haven't personally experienced this so I can't comment. Every time I've used an explosion there's always a follow up.
2. Either you haven't played the game, or you're at the beginning still. Later on, higher skilled enemies will see you from a further distance. This may be related to their stats, or just mission progression - not sure. I definitely agree that at the beginning they should see a bit further than they do though. Also this isn't actually a matter of AI intelligence, it's a parameter that was undertuned for some scenarios (view distance)
3. Same thing as 2
4. They... do those things. I will however agree with you that escape is too easy, and they should more rigorously pursue you.
5. They do that too. The other outposts send backup unless you've cleared them or you've destroyed their coms equipment. I agree that maybe more backup should be sent in general. Again, this isn't AI, this is a parameter that was undertuned (number of troops available for backup)

Snipers are certainly too powerful if you're fine with brute forcing a C-B ranking. Later on there are some enemies that are essentially immune to them though (full armor)

Fulton system is much better than a skill point tech tree lol. It also ties into the story itself - anytime a game's mechanics tie into the narrative is a plus.

Again, I'm not too sure why you're upset about the fulton/base aspect of the game since it can be largely ignored if you don't need equipment upgrades.

2. I beat the game. They still see me, at most, from 60m away. I know that it isn't an AI thing, but the fact that I was deep into part 2 and enemies were still so clueless that they couldn't see me is a sad indication of how the AI and the parameters of sound, sight assigned to soldiers wasn't made to account for the open world.
4 & 5. Not from my experience. My typical encounter with an enemy camp goes like this: I shoot them, the alarm goes off, they fan out behind cover and proceed to bob their heads up and down, allowing me to dome them one after another. If backup does come, it consists of 2 or 3 guys and maybe a helicopter, which is practically fucking blind. Then I capture the outpost and no one bothers me. I hear HQ over the radio go "everyone, prepare yourselves, etc etc" but I look at the map and only one other outpost is alarmed. I have yet to see more than a single outpost or two go red. This of course resets completely if I decide to return to ACC.

As for ranking, it's mostly based on time. You can get an S ranking on Episode 31 by using the walker to ride all the way in.
 

Hobo Elf

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because the dude doesn't know how to make a fucking 3D game at all. Can you believe that one of the most praised game designers of the industry doesn't know how to make a 3D gameplay :') .

What in the flying fuck do you even mean by 3D gameplay? You mean being able to operate on a Y, X and Z axis? Just like, uh, Zone of the Enders? Maybe you heard about it?
 
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CptMace

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I mean that MGS1/2/3/4 play like the original metal gear : keep out of the cone of vision.
3D platformers actually added a dimension to their gameplay, FPS did too. You could remake metal gear solid in a 2D fashion and you'd still have most of its gameplay remain the same.
 

Hobo Elf

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I'm still not sure what you are talking about. You can shoot up and down in MGS, unlike in Metal Gear. That itself is already a 3D gameplay feature. MGS1, 2 and 3 also had elevation and enemies didn't magically detect you even if you were in their cone but on another level. Clearly there is a 3rd dimension in play in MGS. I think you wouldn't be making this argument if MGS was a FPP game. To me it seems like you are confused by the camera angle they used, which is similar to the original MG.
 
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CptMace

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I'm still not sure what you are talking about. You can shoot up and down in MGS, unlike in Metal Gear. That itself is already a 3D gameplay feature. MGS1, 2 and 3 also had elevation and enemies didn't magically detect you even if you were in their cone but on another level. Clearly there is a 3rd dimension in play in MGS. I think you wouldn't be making this argument if MGS was a FPP game. To me it seems like you are confused by the camera angle they used, which is similar to the original MG.

What I mean is the base of work they had to make the original MGS was Metal Gear, and they didn't really go for another way to approach the gameplay. The aim system is a good example of that : the base aim system of MGS is a typically 2D-suited one : you aim in a direction on the xy plane. In the original MGS, i don't even remember if you could go first person aim, but even if you could there was not a single reason to do so. In MGS2/3 you'd only aim to instant tranquilize or make them dance by aiming at their crouch. Other than that, they considered it wasn't important enough to even change it, it was still a 2D-suited aim system and you'd need to make a clumsy manipulation to go first person. It's only with MGS4 that they actually went like "wait, shouldn't we finally have an aim system which suits a 3D environment at last ?" "sure why not ? It won't matter much more anyway :D".

The other point are the level layouts, there were already some height in MGS but they added way more of these in MGS2, yet it never really mattered either, at worst a dude from below/above would see you and again, you'd just realize that the radar wasn't well thought out for this kind of situation, since it only displays the floor you're on.
Long story short : the 3rd dimension didn't matter much, and was there because they were asked to make a 3D game, which they never really wanted to do.

To be fair, doesn't most stealth games (except Thief) play like this? Even Splinter Cell.

I'm a fan of Hitman, and Hitman didn't even start as a stealth game, the original one was a mess of a bloody shooter. Though it had a legit 3D gameplay since the very beginning, a proper aim system and a lot of cool ideas regarding 3D environments, one of the first missions of Silent Assassin was about finding the proper window from which you'd see the target to shoot in the soviet embassy.
 

Hobo Elf

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What I mean is the base of work they had to make the original MGS was Metal Gear, and they didn't really go for another way to approach the gameplay. The aim system is a good example of that : the base aim system of MGS is a typically 2D-suited one : you aim in a direction on the xy plane. In the original MGS, i don't even remember if you could go first person aim, but even if you could there was not a single reason to do so. In MGS2/3 you'd only aim to instant tranquilize or make them dance by aiming at their crouch. Other than that, they considered it wasn't important enough to even change it, it was still a 2D-suited aim system and you'd need to make a clumsy manipulation to go first person. It's only with MGS4 that they actually went like "wait, shouldn't we finally have an aim system which suits a 3D environment at last ?" "sure why not ? It won't matter much more anyway :D".

The other point are the level layouts, there were already some height in MGS but they added way more of these in MGS2, yet it never really mattered either, at worst a dude from below/above would see you and again, you'd just realize that the radar wasn't well thought out for this kind of situation, since it only displays the floor you're on.
Long story short : the 3rd dimension didn't matter much, and was there because they were asked to make a 3D game, which they never really wanted to do.

In MGS you can't use normal weapons like the SOCOM to aim up and down, but you can still shoot as such thanks to the auto aim (if an enemy is standing above you and you are able to target him, you can shoot him). Some weapons you can (and must) aim in a FPP view, like the Sniper and Nikita. In fact when you shoot with the Nikita and you get to move the missile yourself, you may move it in the XYZ axis, which is very important in the part where you need to destroy the controls that are pumping gas into that one room. This technique can be used in many other places where traversing elevated terrain is a thing, such as cheesing the 2nd Sniper Wolf fight via shooting with the Nikita from a safe spot where she can't shoot you.

As for the rest of your post, I still don't get what you are striving for. You keep bringing up examples of 3D gameplay and then dismissing it as "oh it's not important, it doesn't count".. So what is it exactly that you you want? What is your example of 3D gameplay that metters? Shooting up and down has always been there and you admit it, but then it's not good enough? You can hold on to ledges in MGS2 and drop down, climb up. There are helicopters boss fights that fly and giant mecha that feel much more interesting as 3D objects than they would be as 2D objects. You keep saying that you think it's pointless and then you don't even bring up any examples of how you'd improve it. Your whole argument boils down that the game could be made as a 2D game and as such it's pointless to be 3D, ignoring the fact that you can make the exact same argument for very much nearly every other 3D game as well.

Let's go back to your previous post:

3D platformers actually added a dimension to their gameplay, FPS did too.

What did FPS add with the extra dimension that MGS didn't? What do 3D platformers do differently that you can't do in a 2D one? Instead of jumping on monsters while going left to right you can also now go up and down while jumping on the same monsters. Your argument doesn't make any sense and it applies to everything else as well if we just simplify it enough. You're just cherry picking.
 

sexbad?

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Tardos like sexbad buying a $60 game when they vehemently hated the prologue-game to it, and vehemently hate the entire series based off of watching some youtube videos alone; then being surprised when they don't like the game. What a shocker!!! Wow!!! Poor fellow.
Hey faggot, maybe it's because people with actual taste demonstrated promising ideas that trumped your stupid fanboyism. There are plenty of core gameplay elements that, upon actually hearing about them, I immediately wanted to love. Retards like you are too busy jerking off and making the game sound like some cool-ass six hour movie with horse riding and magic balloons, so you might not understand. I was immediately invested in it for the AI systems and the complexity of level design, which are both miles ahead of the garbage design I encountered in Ground Zeroes. That much is certain. It's just unfortunate that it's hampered by everything else. The AI has some cool features in responding to me, they just can't tell their ass from their elbow, individually speaking. The levels are truly open, but set in a boring world and repeated through a grindy main quest. I dislike these things for vastly different reasons than the ones I had before people convinced me to buy this mediocre game.
 
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CptMace

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In MGS you can't use normal weapons like the SOCOM to aim up and down, but you can still shoot as such thanks to the auto aim (if an enemy is standing above you and you are able to target him, you can shoot him). Some weapons you can (and must) aim in a FPP view, like the Sniper and Nikita. In fact when you shoot with the Nikita and you get to move the missile yourself, you may move it in the XYZ axis, which is very important in the part where you need to destroy the controls that are pumping gas into that one room. This technique can be used in many other places where traversing elevated terrain is a thing, such as cheesing the 2nd Sniper Wolf fight via shooting with the Nikita from a safe spot where she can't shoot you.

As for the rest of your post, I still don't get what you are striving for. You keep bringing up examples of 3D gameplay and then dismissing it as "oh it's not important, it doesn't count".. So what is it exactly that you you want? What is your example of 3D gameplay that metters? Shooting up and down has always been there and you admit it, but then it's not good enough? You can hold on to ledges in MGS2 and drop down, climb up. There are helicopters boss fights that fly and giant mecha that feel much more interesting as 3D objects than they would be as 2D objects. You keep saying that you think it's pointless and then you don't even bring up any examples of how you'd improve it. Your whole argument boils down that the game could be made as a 2D game and as such it's pointless to be 3D, ignoring the fact that you can make the exact same argument for very much nearly every other 3D game as well.

Let's go back to your previous post:



What did FPS add with the extra dimension that MGS didn't? What do 3D platformers do differently that you can't do in a 2D one? Instead of jumping on monsters while going left to right you can also now go up and down while jumping on the same monsters. Your argument doesn't make any sense and it applies to everything else as well if we just simplify it enough. You're just cherry picking.


Yeah i'm cherry picking. Who's entirely focused on a single line over my message for several posts now ?

I'm a good folk anyway so i'm gonna answer again, fuck me if you still do the ostrich after that.
Regarding platformers, how would you translate mario 64 levels in the 2D fashion of classic marios ? Right, you can't. These are 3D games.
Regarding the gameplay of MGS1/2/3, it's baffling that you'd think gameplay suffices to itself. Like, you put a gameplay feature in a game and it's magically worth something, or rather it's magically relevant. And yet you don't want to aknowledge the fact that a gameplay mechanic is nothing without a proper level design to support it in a series of games that is notorious in that regard : MGSIV has a solid gameplay in itself, really, you could do a shit ton of stuff to go through the levels, yet it was worth no shit since the level design was banal shit boring and didn't require anything more but crawling to the end of the corridor. Who the fuck uses the robot in this game, really ?
I totally forgot, i swear, that you could go first person with the nikita missile... i fucking wonder why ? Could it have to do with the fact that it not only isn't required at all for the ONLY use of the nikita in the whole game but although because the base view while controlling the missile is from the above, in a clear way to say "where do you want to go on the xy plane milord ?" ? I'm pretty sure 80% of the players never realized they could go first person with it, and probably never did so because it never hit them that the height could be of any importance, not that I'd reproach that to them.
Thank you however to remind me of the sniper sequences, isn't there a better way to point out how crappy any proper aiming in the game actually feels like. Everytime I reach that point where sniper wolf lurks in front of me, my hands are shaking and my ass is sweating "boy it's time for that awful awful moment again". Yet ironically, Sniper Wolf never leaves the xz plane :lol:
The copter fight in MGS, whether you realized it or not, happens on the same good ol' xy plane. The chopper sometimes go over you but only to go to its next position, which is conveniently placed on a side of the building so you can still hide behind some random shit, like from any grounded foe really.
The fact you consider that the auto-aim targeting up and down automatically proves that it's impossible to translate it in 2D is rather laughable, so thank you for that.
There's 3D as 3D modelization and there's 3D as 3D movement, aiming, vizualizing the level and shit - in a word 3D gameplay, the very reason these two things are different explain the existence, especially on the ps1, of "2.5D" with shit like Crash, Tombi and the good old MGS.
"Crash isn't 2.5D you can go in any direction and jump !" is basically what you're saying right now.

MGS3 had the fight against The End, which was cool. I guess that this sniper at least actually moves around the level, and not just changes position on a shooting wall. I'll conceide this one.
 

TheHeroOfTime

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Was the final part of the Emmerich rescue right? I remember that I ran away with D-Horse and I had to hide a copule of times from the Sahelantropus before call the chopper. I did not spent 30 minutes, but for me it wasn't call the Pequod and leave the zone instantly.
 

Phage

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Hey faggot, maybe it's because people with actual taste demonstrated promising ideas that trumped your stupid fanboyism. There are plenty of core gameplay elements that, upon actually hearing about them, I immediately wanted to love. Retards like you are too busy jerking off and making the game sound like some cool-ass six hour movie with horse riding and magic balloons, so you might not understand. I was immediately invested in it for the AI systems and the complexity of level design, which are both miles ahead of the garbage design I encountered in Ground Zeroes. That much is certain. It's just unfortunate that it's hampered by everything else. The AI has some cool features in responding to me, they just can't tell their ass from their elbow, individually speaking. The levels are truly open, but set in a boring world and repeated through a grindy main quest. I dislike these things for vastly different reasons than the ones I had before people convinced me to buy this mediocre game.

You are pretty much alone in thinking the early missions of TPP are better than Camp Omega lol.

Also good job not addressing a single point I raised in my post that had more effort put into it than every ounce of inanity you've spewed in this entire thread combined.

Stay pleb and thanks for the laughs.
 

Phage

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Just finished the final mission, story wise at least. That was... bad. Listening to the tapes you unlock from completing it, will announce the objective way to think after I finish them. Very disappointing end so far though.
 

KK1001

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Outside of Episode 31 I can't think of a single mission that felt like a Metal Gear game or that was better executed than Camp Omega.
 

KK1001

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I just want Metal Gear: Hitman: Blood Money, the game.

Is that so FUCKING much to ask, world?
 

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