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- quick mgs v bullet-point review over lunch
- open world
- + Loved it.
- + Felt really huge at first, but through side ops I became intimately familiar with the landscapes of Afghanistan and Africa.
- + Every outpost was its own level... I had to scout from several angles; do I come in the sides or the front? Can I crawl over the top?
- + Repeating the same outpost later empowered me. There could be more, stronger guards but with my previous knowledge of the base I coudl overcome the harder difficulty.
- + Weather was a fun element; sometmies I'd pray for a sandstorm to ease my infiltration. Rain makes hold ups a walk in the park.
- = number, length and variety of side ops. they just help you practice your fundamental techniques. a little too many though with no reward.
- + but I did like the use of side ops to continue a main story. like a side quest focused on a single NPC
- - I would have preferred a third map... two is a weird number to leave it at, but I can understand the depth that went into the two we got. It's really not a well-founded detraction from the game itself, just a personal appeal.
- - Slip sliding away on rocks constantly; not easy to discern was is/isn't climable.
- - no mini-map (when not in iDroid mode; that one stinks)
- - Mother base was gorgeous in trailers and the first few visits. But halfway throught game the appeal was lost. No customization aside from color
- - i wish s ranks were actually hard to get and somehow incorporated the amount of optional mission tasks you completed
- RnD
- + liked searching for resources and blueprints; adds to the motivation to explore
- = pretty much peace walker.
- = gun customization. doesn't take away from anything; its just there if you want it.
- - development interface ugly and hard to navigate
- controls
- + forgoing my own 360 d-pad woes, extremely fluid. every movement was natural in the end. high precision.
- Mother Base/FOB/Sim City
- = just like PW. no complaints. easier to just "assign all" at least
- = FOB/PvP just not my cup of tea. Don't see anything wrong with it though. Optional so I ignored PvP.
- lore
- + like the tape system; get as more or as little non-essential lore as your time permits.
- + themes of revenge really strong in every character, but each acts upon it in a different way.
- + if you didn't see "the twist" coming at true end, you're a fool.
- + the main game has its own identity.
- + act two had some heartbreaking missions... huey+quiet. i was really feelin' it.
- + i like the "dark souls"-esque character missions/arcs. able to give those characters depth and see a little more of them close up, outside the context of the main missions.
- + there are still questions we didn't get answers to. We didn't get handed the end-all be-all lore compendium.
- = sad we didn't get mission 51, but things get cut. deal with it.
- - mgx was mentioned
- What I appreciate the most about MGSV is that there are no rules.
- You decide where to go. You decide when to go.
- You decide what weapons to bring. What to develop.
- What buddy fits your playstyle?
- Want to turn off Reflex mode? Try for no alerts/no kills?
- Or even bring a tank to a sniper duel.
- The game is as easy/hard, short/long, simple/complex as you want it to be.
- There are no rules!!
- masterpiece
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