I'm planning to get MGSV:TPP soon and seems it's very common that the missions have way too much dead space. Maybe a medium sized design would have beem better, smaller but denser with content. Anyway, at least those 80s songs gonna make the travel from A to B bearable.
I agree. Imo it shouldn't have been open world and i hate that theres barely any interiors and just jungles and deserts. Should have been like MGS 3. No dead space, jungle areas felt unique and there were plenty of interiors. To add to that it would have been nice to deploy to other countries. I remember being excited when i could send soldiers to different places, thinking that i could play as them in new locations. Apparently not lol. I have so much more to add but i wont bore you.
Mgsv works well as a brain dead chill game due to the op weapons and the dead space. So get into that kind of chill mode and you'll still have fun with it. And if you are getting it new then the beginning of the game actually comes with well paced content so you won't run into the dead space problem until a quarter through the game.
@@pliskinboi I remember a guy on a video calling MgsV the ideal game for UA-cam. Just slap on a podcast or a video longer than 30 minutes and you're on autopilot mode for the rest of the Side ops grind.
It's set in Africa, there's lots if open space but they manage to keep you interested with items and outposts aswell as the occasional patrol, animal to rescue and challenges to repeat missions with sub objectives for a reward, the game itself is intended for you to take your time in as it's a tactical espionage shooter, it encourages you to scout, sneak and complete the objective
Yeah, you can really _feel_ that the game was rushed out partway through development. Honestly why the "Kingdom of the Plants", "More Animals" and "Infinite Heaven" mods are _essential_ to my ability to enjoy the game, at this point. The first two at least increase the amount of foliage present and doubles (triples?) the amount of animals that spawn in any area in order to fill in the dead space somewhat, making the outdoors at least visually more interesting, and the last one lets you pump up enemy numbers and add decently-sized roving patrols between bases, with the option to add vehicles (including, if you _really_ hate yourself, armored vehicles, tanks and helicopters) to said patrols (and to reinforcements!) and stuff. You actually also have the option to add custom music tracks to the game, playable from your iDroid, if you really want to.
having "the largest open world" in a game means literally nothing! it was a big deal back then, just because of the technical advancement... but if your world consists of 80% water or just rocks?! well, yeah... good job! really good job!
One thing that just came to my mind is technical limitations. After all MGSV is a cross gen game but it is still closer to the 360/PS3 era and that did lead to a lot of compromise. Development started well before the then next gen consoles were unveiled. A lot of these empty spaces may also act like loading and buffer zones. IIRC the game on PC can render enemies up to about 300 meters (may become invisible at that point but their AI is still intact) but only about 7-12 of them at any given time. GZ has this issue of enemies disappearing because the maximum number of rendered NPCs cannot be exceeded and this also leads to a lot of frustration when their AI also gets reset or halted. If you mod TPP on PC you very quickly run into loading issues, where NPCs or vehicles/interactables will fail to load properly. These are hardcoded limitations, so there is no way around them for now. TPP also suffers from very visible LOD (level if detail) issues, if you try to look at things very far away with your binoculars or scopes. Sure, they overshot it while they were designing the maps but it is a little more nuanced than a lack of trying or creativity.
Overshooting it post snake eater kind of became the mgs motto lmao. That's why ground zeroes is so cool. It's status as more of a conceptual demo forced them to stay focused and in a realistic lane.
Agreed. I like GZ the most, simply because of the very short runtime and tight focus, there are very little opportunity there to ruin it lol@@pliskinboi
Also wanted to add, a relatively small yet very replayable game I enjoyed recently has been The Evil Within 2. Has enough things to explore for and to do while lasting a fair amount of time. I love trying out how different plays with no upgrades and most of them.
If you're referring to chill scenic areas that act as a resting point or zone of reflection in between the action I agree. Dead space itself though is when the pacing gets killed and you start to wonder if having to hold forward for ten minutes is really worth it.
@@pliskinboi I suppose but then again it's not an issue I've really ran into. Even in phantom pain, yeah the space between was vast but I've never had issue with that as long as the content on whole was there at each point and wasn't skimped on. I think some folks might be getting conditioned by modern internet into the desperate need for instant gratification. Understandable if it's underdesigned empty space though. Example of lack of peaks in the vastness, Final Fantasy 15. What it did have was pretty grand spectacle, but there was really only like 2 fleshed out cities to visit, in a massive overworld. In that sense, it makes sense to me. You give me 5 or more jaw dropping cities and taking 12 minutes to get to them is not an issue for me, often adds to the experience as long as its visually stimulating.
there's also 2 dlcs so u can plays as 2 other characters that are in the game with there own short sub story very cool. the endings great and its a cinematic master piece @@pliskinboi don't do hard difficulty first lol there's also a hidden difficultly if u beat the game 3 times. :)
Ground Zero's map was so well put together they could make *four different* games on that map, including a rail shooter!
I'm planning to get MGSV:TPP soon and seems it's very common that the missions have way too much dead space. Maybe a medium sized design would have beem better, smaller but denser with content. Anyway, at least those 80s songs gonna make the travel from A to B bearable.
I agree. Imo it shouldn't have been open world and i hate that theres barely any interiors and just jungles and deserts. Should have been like MGS 3. No dead space, jungle areas felt unique and there were plenty of interiors. To add to that it would have been nice to deploy to other countries. I remember being excited when i could send soldiers to different places, thinking that i could play as them in new locations. Apparently not lol. I have so much more to add but i wont bore you.
Mgsv works well as a brain dead chill game due to the op weapons and the dead space. So get into that kind of chill mode and you'll still have fun with it. And if you are getting it new then the beginning of the game actually comes with well paced content so you won't run into the dead space problem until a quarter through the game.
@@pliskinboi I remember a guy on a video calling MgsV the ideal game for UA-cam. Just slap on a podcast or a video longer than 30 minutes and you're on autopilot mode for the rest of the Side ops grind.
It's set in Africa, there's lots if open space but they manage to keep you interested with items and outposts aswell as the occasional patrol, animal to rescue and challenges to repeat missions with sub objectives for a reward, the game itself is intended for you to take your time in as it's a tactical espionage shooter, it encourages you to scout, sneak and complete the objective
Yeah, you can really _feel_ that the game was rushed out partway through development. Honestly why the "Kingdom of the Plants", "More Animals" and "Infinite Heaven" mods are _essential_ to my ability to enjoy the game, at this point. The first two at least increase the amount of foliage present and doubles (triples?) the amount of animals that spawn in any area in order to fill in the dead space somewhat, making the outdoors at least visually more interesting, and the last one lets you pump up enemy numbers and add decently-sized roving patrols between bases, with the option to add vehicles (including, if you _really_ hate yourself, armored vehicles, tanks and helicopters) to said patrols (and to reinforcements!) and stuff.
You actually also have the option to add custom music tracks to the game, playable from your iDroid, if you really want to.
having "the largest open world" in a game means literally nothing!
it was a big deal back then, just because of the technical advancement...
but if your world consists of 80% water or just rocks?! well, yeah... good job! really good job!
One thing that just came to my mind is technical limitations. After all MGSV is a cross gen game but it is still closer to the 360/PS3 era and that did lead to a lot of compromise. Development started well before the then next gen consoles were unveiled.
A lot of these empty spaces may also act like loading and buffer zones. IIRC the game on PC can render enemies up to about 300 meters (may become invisible at that point but their AI is still intact) but only about 7-12 of them at any given time. GZ has this issue of enemies disappearing because the maximum number of rendered NPCs cannot be exceeded and this also leads to a lot of frustration when their AI also gets reset or halted. If you mod TPP on PC you very quickly run into loading issues, where NPCs or vehicles/interactables will fail to load properly. These are hardcoded limitations, so there is no way around them for now.
TPP also suffers from very visible LOD (level if detail) issues, if you try to look at things very far away with your binoculars or scopes.
Sure, they overshot it while they were designing the maps but it is a little more nuanced than a lack of trying or creativity.
Overshooting it post snake eater kind of became the mgs motto lmao. That's why ground zeroes is so cool. It's status as more of a conceptual demo forced them to stay focused and in a realistic lane.
Agreed. I like GZ the most, simply because of the very short runtime and tight focus, there are very little opportunity there to ruin it lol@@pliskinboi
Yeah, those inbetween-bases areas are the Real Pain, in (MGS) Phantom Pain
*I don't mind the open world structure but a 3rd map was definitely necessary. maybe somewhere up in Russia* 👍
Also wanted to add, a relatively small yet very replayable game I enjoyed recently has been The Evil Within 2. Has enough things to explore for and to do while lasting a fair amount of time. I love trying out how different plays with no upgrades and most of them.
always been a fan of the "dead space" in games. has never been an issue to me of any sort.
If you're referring to chill scenic areas that act as a resting point or zone of reflection in between the action I agree. Dead space itself though is when the pacing gets killed and you start to wonder if having to hold forward for ten minutes is really worth it.
@@pliskinboi I suppose but then again it's not an issue I've really ran into. Even in phantom pain, yeah the space between was vast but I've never had issue with that as long as the content on whole was there at each point and wasn't skimped on. I think some folks might be getting conditioned by modern internet into the desperate need for instant gratification. Understandable if it's underdesigned empty space though.
Example of lack of peaks in the vastness,
Final Fantasy 15. What it did have was pretty grand spectacle, but there was really only like 2 fleshed out cities to visit, in a massive overworld. In that sense, it makes sense to me. You give me 5 or more jaw dropping cities and taking 12 minutes to get to them is not an issue for me, often adds to the experience as long as its visually stimulating.
But does it has SIXTEEN TIMES THE DETAILS?
I'd argue GZ has just as much detail if not more than phantom pain ironically enough.
have and would you play through mg rising revengance?
Parts of it. I haven't gotten around to beating it though. But I have enjoyed what I've played
there's also 2 dlcs so u can plays as 2 other characters that are in the game with there own short sub story very cool. the endings great and its a cinematic master piece @@pliskinboi don't do hard difficulty first lol there's also a hidden difficultly if u beat the game 3 times. :)
great vid
I was annoyed that Ground Zeroes was an expensive demo.
It's so much more than a demo. I do agree it should have been cheaper though.
Don't use the b-word, it offends tall people. 🙏