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Metal Gear Solid V: The Phantom Pain

 
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secret character



Joined: 12 Jul 2008

PostPosted: Sat Sep 08, 2012 8:33 pm        Reply with quote

CubaLibre wrote:
Well yeah, you can make it happen but it's a malfunction and has absolutely no benefits and a whole ream of downsides. But I don't mind it in MGS, because MGS.

So much of what makes the MGS aesthetic is that kind of stylistic absurdity and magical realism. Vulcan Raven, Fortune, Volgin; butterflies molded out of plastic explosive, a guy in a robotic tentacle-armed suit wielding katanas, melodramatic pleas about love blooming on the battlefield; it all serves to make sure you realize how unbelievable, over-the-top, and ridiculous all the action is, even while presenting serious, complex, and real issues.

MGS3 was probably the most polished example. MGS4 seemed to try to discard it entirely, even going so far as to retcon out the established supernatural elements. (I'm getting the feeling that there's something worth consideration in correlating the dominance of the Patriots' system in MGS4 with the disappearance and denial of magic (hi Adilegian).) I actually have played neither Portable Ops nor Peace Walker, so I don't have a good idea how those fit in, really.

The point is, holograms are cool and really shouldn't be a sticking point when it comes to MGS.


Isfet wrote:
wanna make a joke wherein i say something like "Metal Gear Solid 9/11s looks really good"

or somethin'

Maybe like, "So how about that Metal Gear Solid: The Twin Towers?"

(this joke is mostly a bad idea IMO, but I can't help but help with wordplay)
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secret character



Joined: 12 Jul 2008

PostPosted: Sun Jun 23, 2013 8:41 pm        Reply with quote

Ni Go Zero Ichi wrote:
The promise of open world MGS is enough to drive my hype to critical levels. That interview makes it sound delicious.

I feel the complete opposite; the idea of open world MGS sounds terrible. The series' strongest point has always been the extremely well-considered level design where every individual area is a puzzle, laid out in such a way to communicate to the player potential elements of a solution. It is "tight" design, where the concept of open world is pretty much necessarily "loose", because the increase in size of the playing area diminishes the amount of consideration the designers can give to each unit of space. The supporting example Kojima gives of what open world will allow for is something that the previous games in the series have already allowed for (i.e. speedrunning), which doesn't inspire confidence that the open world concept will be utilized any better than something like, say, No More Heroes, basically something that is quite unnecessarily tacked on to the core concepts of the game.
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