My copy arrives today, so I'm going to be playing once I get home. I don't know if I'll be watching this any time soon. It feels weird to watch these guys play through it so close to my own first run through.
I think they should change it up though. Clearly Drew was better at Ground Zeroes, so I think Dan should have to play and receive instruction from Solid Scanlon.
If you haven't got eyes on round a corner or past an obstruction, try tossing a magazine out in the open to make guards you can't see move.
Knocking on walls is back in The Phantom Pain (Well, sort of. For some reason they gave it a high-tech makeover and it now uses your stupid bionic hand, but it's function is the same)
Also, rushing for a good rank isn't a good idea. Avoiding being spotted is worth way more points than a slightly longer playtime will cost you.
But then again, I do see some value in Konami (Kojima's?) earlier defense that microtransactions are there for people who have less time on their hands. Especially when considering that the structure of Metal Gear games up till now has been very linear and short. I can just see some fair-weather Metal Gear fan coming to this game and thinking that its scale is way too big for a standard Metal Gear game. But then again, implementing microtransactions is not necesarily the best way to tackle that problem.
It sounds like the actual twist might be that there's another Snake/Big Boss running around - presumably the player character - heretofore unmentioned. For those keeping score, that's FIVE guys who all look the same and are believed to have nigh-superhuman military skills. I joked in the Spoiler Thread that this was turning into Spider-Man's Clone Saga and...Yep. it is.
The more I think about it, the less I care about the tapes thing. Don't get me wrong, I still think it's a terrible way to tell a story. But since I feel very little investment in the story (since much of what happened with the narrative in the games after MGS3 has left me cold), missing out on the story beats isn't such a big problem. I'm here for the sneaking sandbox. And that stuff just sounds great.
Man, burying core story beats in the tapes is bumming me out. The gameplay looks great, and I've long since ceased to have much good to say about the wider MGS meta-narrative anyway, but I will definitely miss having a solid narrative thread running through.
Still, keen to play it. Looked great in the GT review and GameSpot's review was super promising. The sandbox sounds great. Just hope the base building doesn't get too tedious. I just want to sneak in places and do stuff. Played the Jamais Vu mission in GZ earlier and man...That is Metal Gear Solid right there, all the stuff like that that seems to be in TPP? That's why I play these games.
@hassun: In a game that requires covering ground to gather resources and head to missions, it makes much more sense to have your story delivered in a format where you can listen to it on the move or while doing other things, versus the old MGS style of taking a break from the action to hear some exposition. Some games do audio logs well, and others do it quite poorly.
Not saying that invalidates anyone's opinion, but that we should wait to play it before we decide if this implementation works for this particular game.
My problem with it isn't how you experience it, it's how it's delivered. Collectible tapes are fine for universe building, but they're a bad way to tell a narrative because...There isn't one. You're very likely to get them in some scrambled order and miss bits. It ceases to be story. If they were doled out sequentially, but you could listen at your leisure, I would be fine with it, but making you collect them just makes it a tedious nuisance.
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