There needs to be more linear games this gen!

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Curious to know what exactly about the story is "bad"?? Is it the actual "story" or just the way it's presented and the overall structure of the game itself?
Venom Snake :beli:

shyt really cheapened the whole story in my opinion

To me the story was decent, I just wasn't really feeling the way they decided to throw stuff into the tapes just to explain some stuff. I mean MGS1-4 never had this issue of not being able to explain it's story throughout the game so I don't really get why V had to do away with that.
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The tapes should of just been codec. I hate everything from Peace Walker.
 

Fatboi1

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Venom Snake :beli:

shyt really cheapened the whole story in my opinion

It's funny because before I found that out, I was like "Man it feels wack being able to use other soldiers in main missions. It makes the story feel weak. Then come to find out you never were Snake in the first place.

The tapes should of just been codec. I hate everything from Peace Walker.
The tapes could've stayed but I think some tapes should've been straight up cutscenes because some of them were really long and just felt out of place. Like everything important is just being recorded immediately for you to listen?? It wasn't really a big deal to me though. My biggest gripe was the lack of varied locales. I think I would've preferred a third setting.
 

GoldenGlove

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No dog in this fight but that was a design choice.
Naughty Dog had no way to program the buddy ai in a manner that would ensure the player would remain undetected, so they basically made Ellie invisible so as to not penalize players for something out of their control.
If we're going to nitpick, Quiet rips through outposts and bases while scouting.
She sounds like a freight train and is visible 50% of the time and yet is never seen or acknowledged by the enemy ai
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No, Quiet moves to a location that you tell her to go to. She has cloaking so she's invisible anyway. But once she fires an un-silenced shot, the AI reacts to her. And if there are a lot of people in that outpost, and if there are snipers/mortars she can get hurt and have to be evacuated from the area. It's nothing like Ellie and TLOU.
 

Fatboi1

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No, Quiet moves to a location that you tell her to go to. She has cloaking so she's invisible anyway. But once she fires an un-silenced shot, the AI reacts to her. And if there are a lot of people in that outpost, and if there are snipers/mortars she can get hurt and have to be evacuated from the area. It's nothing like Ellie and TLOU.
Nah, while she's changing locations she runs RIGHT past enemies all the time and the loud sound she makes doesn't alert enemies even though it's obvious. she's not invisible the whole time while moving.

It's the same as TLOU's Ellie not being visible to before combat. Before alert mode, Quiet will not get spotted by enemies even if she moves past them in broad day. Her getting hurt is irrelevant as Quiet is part of the gameplay options so that really doesn't matter. The point being... it's the same, Quiet won't alert enemies unless she shoots. Try it out. Have her change positions in an outpost and watch her as she moves. It doesn't alert anyone. If the game was designed with that in, it'd suck for stealth runs because the enemy would be in alert mode even if no one saw you but saw her move around.
 
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Ciggavelli

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Son there's a reason majority of the greatest games of all time are more focused than open world. I like open world games too but I think they have their place. They don't have to be the majority. That's what I believe @Fatboi1 is trying to say. nikkas is getting offended when I bet the majority of their best gaming experiences came from more linear games.
Fallout 3, skyrim, oblivion, Witcher, gta, and red dead are in my top 10 with Mario games, amplitude, relentless and some others I'd have to think about. Open-world games take up like half on my favorite games ever. I absolutely love exploration and the sense of wonder these games bring me. Bethesda does it best in my opinion. I don't care about the shytty combat, the exploration is so fukking fun and exciting. I love that shyt.

Mgsv isn't your typical open-world game and I dunno if I'd even place it in my top 15. Still a solid 90+ game though. I spent over 150 hours in it, and enjoyed most of it (minus some repetitive ass side ops). Can't say that about too many games.
 
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Ciggavelli

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It is in a sense. But everything u do has some kind of a purpose and it doesn't let u stray too far off the main goal for too long.
Still has repetitive shyt in it too though. Collect all the queen octopuses' babies :camby:

Even Mario has repetive shyt in it. Collect 8 red coins, blah blah blah. Repetitiveness is present in a lot of games, not just open-world ones.
 

spliz

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Fallout 3, skyrim, oblivion, Witcher, gta, and red dead are in my top 10 with Mario games, amplitude, relentless and some others I'd have to think about. Open-world games take up like half on my favorite games ever. I absolutely love exploration and the sense of wonder these games bring me. Bethesda does it best in my opinion. I don't care about the shytty combat, the exploration is so fukking fun and exciting. I love that shyt.

Mgsv isn't your typical open-world game and I dunno if I'd even place it in my top 15. Still a solid 90+ game though. I spent over 150 hours in it, and enjoyed most of it (minus some repetitive ass side ops). Can't say that about too many games.
I can respect that list. But most of the people in here complaining I can guarantee don't have a list that looks like urs. MGS1 made me realize how important a focused story. Great gameplay and overall presentation can be to a game. I have to be interested in what's going on around me. Especially as a grown man with responsibilities. That exploring shyt gets tedious quick as fukk to me now.
 

Ciggavelli

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I can respect that list. But most of the people in here complaining I can guarantee don't have a list that looks like urs. MGS1 made me realize how important a focused story. Great gameplay and overall presentation can be to a game. I have to be interested in what's going on around me. Especially as a grown man with responsibilities. That exploring shyt gets tedious quick as fukk to me now.
I like story focused games too. To the moon is probably in my top 10 because the story was so good. You can have both, like fallout new vegas though
 

spliz

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Still has repetitive shyt in it too though. Collect all the queen octopuses' babies :camby:

Even Mario has repetive shyt in it. Collect 8 red coins, blah blah blah. Repetitiveness is present in a lot of games, not just open-world ones.
I didn't say it didn't. But I think people's problem with linear gameplay these days is its like a rail. U just keep going till the ride ends. Where back in the day. U explored within the linear world. U had to backtrack. Like in Resident Evil for instance. U wouldn't be able to get thru certain doors until later. And u had to backtrack to achieve certain things. But give me a well done linear game>>>>open world any day of the week.
 

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No, Quiet moves to a location that you tell her to go to. She has cloaking so she's invisible anyway. But once she fires an un-silenced shot, the AI reacts to her. And if there are a lot of people in that outpost, and if there are snipers/mortars she can get hurt and have to be evacuated from the area. It's nothing like Ellie and TLOU.


False.
Quiet is very visible when switching locations and scouting outposts. It sounds like a tornado is directly on top of you and the camera even shakes violently if you come close enough while she's on the move.
Much like TLOU, it's a game play design to not penalize the players skilled enough to maintain a stealthy approach.
Much like Ellie, Quiet is outright invisible until combat is initiated. If the enemy ai approaches her position before then, she'll simply blitz right past them to another position.
Ellie can also be harmed once combat has began, so that point is pretty moot.
They are exactly the same and both titles would drive stealth users insane if the ai had been programmed any other way.
 
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