You guys built your FOB yet?
Posts by -HP-
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wow square enix, I don't think i've ever seen a video on youtube with so many dislikes!
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Anyone else find it incredibly impressive that *every* *single* light in this game is shootable, or you can turn it off via some other means.
This game is fantastic.
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I'm good, never really liked isometric games.
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I didn't do it yet because I'm not sure if there's a demand for it here at Mapcore, but if everyone's up for it, sure I guess we can create another thread where it's safe to discuss spoiler content.
For now, on this one, feel free to discuss gameplay related stuff but keep it spoiler free, use your best judgement!! In case of doubt, spoiler tag it.
Also, fucking hell this woman got some pipes
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Quote from TheOnlyDoubleF
It sounds like someone who's a bit overexcited by the game and it's release to me. I'll wait a bit to pass the euphoria and see what people really think about it.
Maybe, maybe not. One thing is for sure, I've put more than 25 hours in the game and I agree wholeheartedly. I wouldn't have too many problems saying this game might just be a masterpiece.
PS. I realize I'm the biggest MGS fanboy and this genre may not be for everybody. I feel like a fucking kid, and it's all so awesome!

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I really disliked GZ for many reasons, PaulH mentioned a couple I definitely agree.
That said, GZ shouldn't be used as a gauge to measure how good TPP is. GZ is not suposed to be a tutorial for TPP at all, it feels more like the vertical slice that they used to pitch the game to Konami, polish it up and release it.
Funny enough, I felt more lost in GZ's small world map than I ever did in the enormous TPP's world. You wouldn't even be missing anything from the story if you didn't play GZ since TPP explains everything relatively well.
TPP stands on its own, and yes, it has some really good tutorials to get you used to the complex game structure, it tries it's best to only throw new stuff at you at a timely manner and let you experiment with it.
TPP is more about giving you the toys, the sandbox and letting you play for as long as you want before you feel you want more toys and bigger sandbox. And man, there's a loooooot of toys, lol.
You really do make your own fun here. I can see this being GOTY for many, simply because "gameplay" and "freedom" seemed to be their main dev pillars for it, and it paid off.
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I just hit more than 13 hours of gameplay, and the game's telling me I only cleared 10% of the map.
This game is massive.
Quote from ZezeriHaven't played any Metal Gear game so far (I know, I know...
)Would you guys recommend having a look at this one? Or wouldn't I be able to enjoy it not knowing the previous parts.
Well this game is so damn diferent than any other MGS game, it doesn't really matter the order you decide to play them.
Mgs games are very linear and story focused, this one is as open world as Red Dead Redemption and it's actually very sparse in story compared to other mgs games. (There's definitely still a lot of story to absorve in here tho)
But to answer your question, you'll definitely be able to enjoy this without playing the others, it does a good job at welcoming newcomers in.
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There's only two things on this earth that I stopped trying to understand. One is Konami, the other is... nah, it's just Konami.
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Not ready for this commercial tho
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Very cool stuff man!
PS> Since this thread sort of became about the game, I went ahead and renamed the title of the thread for Lawbreakers.
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Alright, so I managed to get a copy last night and take it for a spin!
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Call me a fucking nerd, but I was so excited my heart was racing. Played it for about 4 hours last night, before my eyes just gave up and forced me to go to bed, I couldn't believe that not only I was playing a new MGS game, I was playing what's most likely the last true MGS game, and oh man it's a glorious game...
I won't spoil anything for anyone of course, but just to talk a little bit about it, the first couple of hours of the game are absolutely batshit kojisan-insane cinematic action.
As for the core of the game itself, I only played a few missions, but I can already tell I'll be spending dozens of hours immersed into this world. It still feels like that familiar Metal Gear game we all know and love but at the same time it feels like a new kind of game I've never played before,almost feels like a new genre of game, it's so fresh! The freedom you have in here is absolutely unparalleled, and there's so many different ways to tackle the missions, that most likely no two playthroughs from two diferent people of a single mission will be the same, which of course adds a lot of replayability value to the game.It just feels so good to play a game that doesn't underestimate the players intelligence, quite the contrary it asks for the player to be creative with his thinking, this game breathes gameplay and I love it for it!
Again, I only played a few hours but let me know if you have any questions, as long as they're not related to the story.
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I'm curious about this, the tech / sci-finess is intriguing. Can't wait for gameplay.
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Quote from 2d-chris
So many complicated answers, jeez, here is the solution
Pretty much!
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3Dnj nailed it perfectly, lol.
To add a bit to that, a level artist also needs to be technically knowledgeable as well. You need to learn the engine you're working on, inside out. Since you are going to be the hub for level designers, environment artists and lighting artists, it's where it all meets so you need to always keep the game's performance in mind, at all times. You may be able to do the most beautiful level in the planet, but if it doesn't run on low specs / consoles, it's no good.
Depending on the desired goal, you need to pick the cheapest and best technique to achieve the look you're going after, again, by using the engine to it's fullest, decals, light masks, 3d models, all the way to mess around with occluders to make sure the engine only renders what's necessary, and not what's behind walls, etc. That's all your responsibility.Also, you'll be talking with engineers a lot, about making optimizations to currently existing tech and helping them implementing new tech. (I remember back in c2, we had so many decals in the levels, they were making consoles crawl, so we needed to come up with a cheaper method of projecting decals on surfaces. (Deferred decals)
Of course, to add to all of that, you need to have a keen artistic eye. The golden word here is: composition!
You're going to be responsible for more gameplay, a lot. It's your responsability that the player never gets lost in the visual noise that art may be causing, by using leading lines, contrasting light, and just the way you place objects.
(If you want to practice composition, i recommend you give environment concept art and photography a shot, the methods you learn there can be translated into a game too)Also, you might not be creating new assets right off the bat, but you're going to be responsible for pretty much all of them. If a floor is dark, and the wall is bright, it's on you to "marry" those assets together by using whatever methods necessary, tweaking textures, tweaking materials, tweaking lighting, etc.
Good luck!
Burrito sighing off!
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Quote from blackdog
Ok so, as a non-PS owner whom MGS' trailers always sent shivers down, and from Snake Eater always tempted to get the platform… I think this trailer is really ugly.
Whats that shit Times-like font in the post credit scene? "Ultimate eVolution" as "evangelion, yes I ripped you off"?
And I'm ignorant in the evolution of Snake, I know there are many different Snakes (whhhhyyyy?!?!?! this always drew me crazy ?) seems like this spoils everything in terms of narrative??!!
You new to the franchise? There's few things in MGS that are completely original, even the name Snake is completely taken from the movie Escape from LA (including the eyepatch). In MGS2, Snake even hides under the name "Plissken" lol.
Kojima is a movie aficionado, and he always injects movie pop culture into his games, half the fun fun of them is figuring where they come from.As for the font, every different MGS game trailer has some really peculiar font choices. MGS4 for instance went for the brush style font, and if you go back to the previous ones you'll see other styles as well, not defending that horrible Times new roman font, just saying that he likes to play with shit like that, and not always successfully. lol
As for the many "Snakes", it's not really that complicated, there's Big Boss, and then there's 3 clones. Liquid, Solid and Solidus.