I recently went back and played Ground Zeroes. Compared to MGSV, the difference in story, gameplay...

I recently went back and played Ground Zeroes. Compared to MGSV, the difference in story, gameplay, and level design is not even comparable between the two. If they had 10 -15 levels like Camp Omega in Phantom Pain, where the area is actually detailed rather than feeling like a generic base in an empty desert, it would have been a shorter but much more enjoyable game. The grind, monotony, and repetition in PP's mission structure really prevented me from enjoying it as much as Ground Zeroes. Also, having a protagonist that actually says something sometimes is nice rather than completely silent and autistic in PP.

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More than that, I think the cutscene direction in GZ is superb and a step above TPP's. The intro to GZ is the strongest part of MGSV altogether. Storytelling goes to shit in open world environment. It's better to do what GZ did and have us play through the story first and then come back for extra missions.

Yeah, even cassete tapes are better written and better acted in GZ.

test

My man

>a short slice of life experience is more refined than a 50 hour unfinished game that went through development hell
woah.... who would have guessed

Yeah i agree OP, it would be better that way. i always cringe when somebody speaks about GZ like it's a totally different game when in reality it was a real prologue and was obviously cut out from TPP to make more money. Such a shitty move from Cuntjimo and konami. It was a cool mission that set a really dark tone, sad that they decided to cut it out from the main game. Like many other things - battle gear, mission 51, skullface boss fight, chico, dogs and so on. All the good stuff. Fuck them.

Metal gear V pp was so bad, it really was terrible. No real metal gear fans or living person liked it, only konami bots liked that dogshit fuck hideo and fuck kojima

The game is finished. The island was always DLC.

I played Ground Zeroes when it released and somehow only yesterday found out there's a Raiden mission in it. To be fair it was my first Metal Gear Solid experience so I probably missed something obvious.

GZ is what a mgs game should be. Good level design in an open world, tpp was an excuse to make it barren and empty and cocksucking kojima faggots say you have no imagination. Imagine the cope

No way Kojima wanted to separate the two games. It was purely on Konami because they were shitting blood that the game was going over budget (even though the costs were maintained for AAA standards)

GZ is also the best written/directed part of any MGS. And that's also why muh Fukushima tards are fags. Anyone with the slightest brain matter can see that GZ is the peak of MGS storytelling.

True. Kojima just had no expertise in making open-worlds. Mercenaries 1, 2, and 3 ("Wildlands") are way better military sandboxes. Only WASP males can understand this.

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Is that the game where you paid $50 to play a demo level?

Part of TPP's problem is that none of the locations feel real. It's just a bunch of huts in a desert. There's no wildlife, there's no life anywhere, not even in your own base. Such a sterile fucking game.

I liked the grind, monotony, and repetition of PP's mission structure.

I think the bigger problem is that there are no enemies in the open world, and they don't pursue you outside their bases

The faggot who made the level design no longer works at konami so that should be a good sign, I think

Honestly, good for you. I used to not understand how people liked MGSV but in all honesty, when you compare Phantom Pain to a game like Wildlands it's a hell of a lot more enjoyable.

It's also really hard to keep a firefight going if you want. It wasn't a big deal in old games because you could go in and out of rooms to reset things. It's rare for enemies to call for backup and if they do, they usually just call the two patrols walking between every outpost. Other games like GTA or Assassin's Creed don't have a problem spawning enemies, so why doesn't this one even try to keep the world connected?

Based kojimabro chad.
Imagine thinking the game is unfinished just because it is ""different"" from the prologue of the same whole product developed by the same development team originally intended as one singular product.
>muh 10-15 camp omegas meme
What the fuck does that even mean? You mean that you believe that sand nigger land and Africa nigger land have Guantanamo Bays?
Your argument boils down to "I want tone-deaf level design [which would be bad level design] because I don't enjoy the setting that actually ties in to the game's themes and messages"
It is okay to not enjoy the setting user, but at the very least TPP is consistent with GZ's design philosophy of freedom of infiltration, the kind of freedom that ties in with the Avatar twist, the kind of freedom that is supposed to help alleviate the monotony of a war without end/Tactical Espionage Operations if you let it affect your playstyle.
>inb4 Kojima doesn't let us make story decisions like killing Huey when that would result in a clunky Time Paradox game over, when your Avatar already acts like what you expect him to be as Big Boss.
In the end it is called creative risk user, I hope you understand that Kojima can't please everyone and fulfill his vision, which made him popular in the first place, at the same time, it is a trade-off.
And try to find positives of this game, I don't care if you hate the game or not, but it isn't really healthy for you user to think about things this way, even though it's cringe to quote game characters I suppose it's a little bit relevant in this case.
>You too have known loss, and that loss torments you still. You hope hatred might someday replace the pain, but it never goes away. It makes a man hideous, inside and out.

>If they had 10 -15 levels like Camp Omega in Phantom Pain, where the area is actually detailed rather than feeling like a generic base in an empty desert, it would have been a shorter but much more enjoyable game.
That was the opinion of many even a month after game's release, you know.

>In the end it is called creative risk user
Jumping the shark with your franchise to spite your employer and fans is the very definition of stupidity. If you’re trying to damage control for the game, It’s too late. People know he’s a fucking hack

I just play the side ops over and over again.
>sit back and tag every visible guy in a base
>shoot a couple
>base goes on alert and they send out a search party
>fall back a bit and tag everyone in the party
>rinse and repeat until everyone in the base is dead and then go in and collect all of the stuff
This works for a lot of the main missions as well, and thanks to my autism it never gets old.

Not him but Kojima wasn't even allowed to work on the game in its final months. This is why the game literally just recycles the intro as ending. This blunder isn't on him. It's on Konami.

>Not him but Kojima wasn't even allowed to work on the game in its final months. This is why the game literally just recycles the intro as ending. This blunder isn't on him. It's on Konami.
He literally shat the bed with the story, made his composer made a SHIT ton of music which costed money and time that he didn’t even use, changed the original direction of venom talking to a silent autist because midway through development he got obsessed with mad max, and met with low roar and was working on his ds concept WHILE being employed at konami (there’s tweets since 2012-2013 to support this). The blame is on both Kojima and konami

>to spite your employer and fans
Goddamn you autists are fucking stupid.

Forsell's material didn't make it into the game because the game wasn't finished you retard. You could find tapes of the OST in the game but since there was no place for it to play, that's where they were stored instead.

>was working on his ds concept WHILE being employed at konami
So? Directors do this all the time. It's called being creative.

>to spite your employer and fans
source: dude trust me, i hated this game so it must've been intentionally designed so I would hate it.
> If you’re trying to damage control for the game
I don't care, my intent is to share my opinion, in hopes that could inspire more interesting discussions other than "game bad" or "game unfinished", then again I really shouldn't expect anything other than shitposts.
>This is why the game literally just recycles the intro as ending.
source: dude trust me
It's probably just so you could see the foreshadowing one more time before they reveal it to you, a way of saying it's been in your face the entire time, but they really should've skipped the gameplay portion or something since it doesn't really include anything important on a replay (aside from the opportunity to kill Ishmael and have a Time Paradox game over).
Also it's not an ending, the game is never supposed to "end", it's merely a revelation that changes how you see the game you are playing, in fact the game "ends" like three times beforehand and yet still goes on, a never ending post-game.
>He literally shat the bed with the story,
>he made a story I didn't like

>changed the original direction of your self-insert talking to a silent autist because midway through development he got obsessed with mad max and wanted to make his personality more about his actions (and your actions) instead of words (that kill) in game where language is a major plot point and the literal reason why your best buddy doesn't talk.
>Snake barely talks in Ground Zeroes, scene related for example
I do agree with the rest though, more or less.
this

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Why couldn't MGSV have beautiful environments like that? It's just sand and grass.

MGSV animations are far beyond that of Ghost Recon. And this despite being a 60 fps PS4 game.