Vela wrote:Mgs3 is the most coherent of the series along with mgs1. Both take place in a continuous area, which gives you a better sense of connection to the area. The advantage of snake eater though is the systems within it. Destroy an armoury or store room and guards become hungry or under equipped. Then add in the various uses for items such as the raikov mask, posion frogs in the fight with the fear, CQC etc.
I'd argue it still has superior gameplay to TPP.
Bollockoff wrote:Absolute bollocks. I love feed on a treefrog to pieces but the slew of one off gimmicks is like a toybox compared to V's gargantuan ballpit of entwining systems.Vela wrote:Mgs3 is the most coherent of the series along with mgs1. Both take place in a continuous area, which gives you a better sense of connection to the area. The advantage of snake eater though is the systems within it. Destroy an armoury or store room and guards become hungry or under equipped. Then add in the various uses for items such as the raikov mask, posion frogs in the fight with the fear, CQC etc. I'd argue it still has superior gameplay to TPP.
mistercrayon wrote:HOT COLDMAN
Vela wrote:All of which are limited to outpost tower encounters and small base infiltration. MGSV is impressive in controls/fluidity, but in terms of systems its not measurably smarter than Snake Eater. Sons of Liberty is still the template for enemy squad AI in terms of sweeps. 3 added CQC and the wildlife, camo, food and supply systems. What does V bring?
Bollockoff wrote:. Actual CQC counters. I only mention this because I remember how gutted I was playing Subsistence and coming to realise you couldn't execute the classy counters from the main menu background. Pain fixed all that.
Roujin wrote:Bollockoff wrote:. Actual CQC counters. I only mention this because I remember how gutted I was playing Subsistence and coming to realise you couldn't execute the classy counters from the main menu background. Pain fixed all that.
Except the CQC in Phantom Pain sucked total donkey dick compared to Ground Zeroes.
Fuck man, Ground Zeroes was really good. I kinda want to go back and play it again.
Oh shit, do I like Ground Zeroes more than Phantom Pain?
Plus sleep mines and a dog with a taser.Bollockoff wrote:Eh? Two large airfields (one of which has a huge Soviet military presence) and OKB Zero put to flame that idea. The Mujahideen underground ruins base alone feels more substantial and more dangerous than all of the Groznyj Grad areas combined. Then there's the square prison fort - typically more guards around than Snake Eater could ever render, AA guns on an overhanging cliff, sneaky access climbing up from a half-dried riverbed to the north of the fort, ventilation tunnels for solo infiltration, helipad for quick/suicidal chopper extraction - and this is just a minor base in the first area! Most of the outposts in both Africa and Afghanistan I can't remember names for fuck but I can think of easily as "that place on the slight mesa on the plains with the four gears I can extract", "That settlement with the one road where I can use smoke to easily abduct the Soviet Officer," "that pain in the arse Afghan base set into a mountain ridge which you don't want to try and sneak in the day once you start encountering snipers". They have legit character and personality just from their unique layouts. Chatting about systems it's a bit of a miss that you don't feel to mention the series' first day/night cycle. The effect that has on how you approach infiltration is immense. And then it entwines with the gear enemy soldiers can wear. NVG's, gas masks, ballistic shields, and you can cut those supplies off if you fancy by sending the boys out. Buddies. Buddies Buddies Buddies. Actual CQC counters. I only mention this because I remember how gutted I was playing Subsistence and coming to realise you couldn't execute the classy counters from the main menu background. Pain fixed all that.
djchump wrote:Do the other MGS games have kidnap balloons? If not, 5 wins by default.
They were in Peace Walker. But yeah, the make a big difference in V to how a stealth game works - speeding everything up because you're not trying to hide every unconscious guard, or can just steal tanks etc. rather than destroy/hide from them.djchump wrote:Do the other MGS games have kidnap balloons? If not, 5 wins by default.
Bollockoff wrote:Should have known the grapple club president would moan about his missing combo into throws.
Roujin wrote:Bollockoff wrote:Should have known the grapple club president would moan about his missing combo into throws.
Bollockoff wrote:Jests aside i didnt realise that functionality was removed between games till you made me search. Weird removal. Balancing FOB mebbe? I wonder if its the same in MGO. @smang the only CQC counter in 3 is just used against Boss and even then its some weird wrist lock you have to follow up with a typical CQC slam.Roujin wrote:Bollockoff wrote:Should have known the grapple club president would moan about his missing combo into throws.
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