Metal Gear Solid V: Ground Zeroes/The Phantom Pain

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So I finally got around to finishing this today, been avoiding this thread just in case of any in the air spoilers. I did enjoy it and surprisingly got into all the mother base stuff, might have to go and give PW another try now although obviously this has spoiled a lot of the story. Definitely was a feeling of repetition though, most missions followed the same angle bar a few.

I've S-Ranked about 40% of missions, some of them I surprised myself how well it went, others got lucky. Some are a pain in the rear, I'm glad I S-Ranked Mission 15 first go, I hate escort missions! The rest I'll work towards, I want to try them all on my own before I look at guides. It feels like a few can't realistically be S'd until you get later gear, but maybe I'm wrong. Same for the objectives, since for sure you can't do some of them without the best fulton and so on.

I tended to play mostly the same way, infiltrate at 6am with a silenced pistol and later silenced Sniper, take out the guards and fulton them just to get them out of the way, then rescue whoever needs rescuing. I liked that the game adapted, not really enough though, even without me doing the missions to cut their supplies off. The armored guys were the best deterrent, meant I couldn't just snipe them to sleep from a distance like you could even if they had helmets.

The weapons are kinda annoying though, at least for non-lethal. You either have the slow initial gun with only 30 ammo or the other one with more ammo and faster speed, but poorer distance. The unlimited surpressor I also realised was pointless with the first gun, because a 2-stage one is enough for all 30 bullets, then you need a supply drop with a surpressor anyway.

Then you have a whole myriad of lethals that you're basically encouraged not to use because you constantly need to fulton the best guys.

I've been playing in online mode but I've absolutely zero interest in doing the FOB stuff, I hope nobody ever invades me because I can't be bothered with it, all the insurance and security nonsense.

As for the ending/story:

It was actually probably the first MGS that I had a good grasp on by the end. Given how long it took me to play it after release I'd mostly forgotten the pre-release coverage but even after playing the opening I had a feeling something was going on, since the bandage guy was voiced by Sutherland. It was either all a dream/imagination, Sutherland wasn't really voicing Big Boss or as it turned out, you were a copy. Not sure which I leaned more towards but certainly not a surprise when it was revealed.

Everything else though, I followed pretty well which was certainly unusual for MGS, but then story was quite light anyway and you could digest it on your own time with tapes. It was easy to work out Eli was Liquid, Man on Fire was Volgin.

I liked the Quiet sub-plot and I thought the reasons for her not speaking were done well, even if the whole vocal chord plot was classic MGS silliness. Her lack of clothes and reasons though were clearly just an excuse for classic Japanese perving, their culture is just not the same as the West. That scene when you first come back smelling of ****.:lol:

Shame that you lose her at the end but I've now read you can get her back, doing her mission 7 times?

Since I finished it and checked I had done all the missions I found out about Mission 51, shame it got cut and I did wonder why that arc was left open but watching the unfinished cut-scenes were enough to cover it, obviously would've been nice to play it but it'd have been the same thing really, sneak up on them, then another fight against the MG.

The only bit I can't remember and need to look up is how Ocelot and BB ended up together and pally, I only vaguely remember the end of MGS3 and it was basically double/triple/quadruple crossing or something. Might end up replaying that one as well.
 
I hope nobody ever invades me because I can't be bothered with it
You almost certainly will be. But if you prioritise your combat unit over your FOB defence, your weakest men will automatically be assigned to the defensive unit - that way, if you get invaded, only your worst staff are at risk.
 
Any tips for a newbie?
Have you played a Metal Gear game before? If not, it's worth reading up on the backstory; the series has a very complex mythology to it. You should look at Snake Eater, Peace Walker and Ground Zeroes (everything else happens after the events of The Phantom Pain). Otherwise, you might be lost at times.

Even though this is a game set in the midst of a violent conflict, and even though you have access to some pretty serious military hardware, going in all guns blazing is rarely a good idea (they are, however, useful for getting out of sticky situations, but you should definitely invest in non-lethal weapons). This is a game that requires patience to plan your next move, and you need to balance that patience out against the threat of being discovered. Deliberately doing nothing may seem counter-intuitive, but there is no bigger thrill than pulling off a complex multi-stage infiltration and exfiltration without anyone ever knowing that you were there.

There is no one way to play this game. You will be told where your objective is, and then it's up to you to figure out how to do it. Missions play radically differently depending on which direction you approach them from, and on which loadout you choose. There are often multiple ways to complete the objectives, but it's up to you to discover them for yourself.
 
Have you played a Metal Gear game before? If not, it's worth reading up on the backstory; the series has a very complex mythology to it. You should look at Snake Eater, Peace Walker and Ground Zeroes (everything else happens after the events of The Phantom Pain). Otherwise, you might be lost at times.

Even though this is a game set in the midst of a violent conflict, and even though you have access to some pretty serious military hardware, going in all guns blazing is rarely a good idea (they are, however, useful for getting out of sticky situations, but you should definitely invest in non-lethal weapons). This is a game that requires patience to plan your next move, and you need to balance that patience out against the threat of being discovered. Deliberately doing nothing may seem counter-intuitive, but there is no bigger thrill than pulling off a complex multi-stage infiltration and exfiltration without anyone ever knowing that you were there.

There is no one way to play this game. You will be told where your objective is, and then it's up to you to figure out how to do it. Missions play radically differently depending on which direction you approach them from, and on which loadout you choose. There are often multiple ways to complete the objectives, but it's up to you to discover them for yourself.
I've played IV and vaguely remember the original but I'll read up on the lore a bit more, do the infiltrations play out much like outposts do in the Far Cry games? I tend to go for a stealthy approach if I can.
 
Is there any better way to earn GMP at the endgame except for re-doing missions over and over?
Combat deployments, even if it's just a glorified roll of the dice.

If you go around interrogating your staff, they'll frequently give you the location of rough diamonds on Mother Base (which respawn). With eight to ten caches on each set of platforms, and the shooting range Side Ops, you can clear up to 500,000 GMP. Rough diamonds also respawn in the field, though soldiers rarely give them up.

You can also poach weapon placements and vehicles and sell them.

And you can get one-off payments for meeting objectives in the game.
 
Yeah I've been doing deployments but some of the online ones are ridiculous, like 23 hours to get only 300k.

Speaking of MB are there any other interactions (not just cut-scenes on return) on there beyond:

Paz
Quiet's cell
The room with Emmerich before he leaves

I kept looking to see if you could find the kids or anyone else on there but it all seemed rather empty and just set up for FOB stuff
 
Is there any better way to earn GMP at the endgame except for re-doing missions over and over?

FOB events are the best way to earn materials, staff, GMP and more stuff like uniforms, some weapons, etc. They're not proper invasions because it's against the AI and they don't invade you back, but they are quite difficult sometimes.
 
FOB events are the best way to earn materials, staff, GMP and more stuff like uniforms, some weapons, etc. They're not proper invasions because it's against the AI and they don't invade you back, but they are quite difficult sometimes.
I tried one of those last night, first platform was full of fully armoured guards and....it didn't go well. I hated the story mission on MB, doubt I'll ever be good at them.
 
I tried one of those last night, first platform was full of fully armoured guards and....it didn't go well. I hated the story mission on MB, doubt I'll ever be good at them.

Yeah, I struggle with these particular events but there are easier ones where there are only two platforms and a total of about 16 non-lethal guards. When you've got Noctocyanin it becomes much easier...
 
I find it incredibly hard to believe that this is a cross-gen game. It's open-world, it looks great, the AI seems smart, it has a tonne of customization options for everything and it runs at a solid 60fps 1080p on PS4.

I've found it tricky to sneak around early on in the game, I imagine it will get easier once I get the gear I need but I'm having fun just storming outposts like Action Man.
 
I find it incredibly hard to believe that this is a cross-gen game. It's open-world, it looks great, the AI seems smart, it has a tonne of customization options for everything and it runs at a solid 60fps 1080p on PS4.

I've found it tricky to sneak around early on in the game, I imagine it will get easier once I get the gear I need but I'm having fun just storming outposts like Action Man.

I'm playing on PS3 and it looks pretty good, my only issue on the visuals front is how dull and empty most of it looks. Kojima seemingly got obsessed with deserts/sandy areas and jungles at some point because everything since 3 has featured one or both. Obviously 80s Afghanistan wasn't a metropolis but a few more built up areas and interesting buildings with interiors wouldn't have hurt.

It gets easier the more you get used to things but certainly some things later in the game make infiltration easier. The main thing is obviously scouting and marking as much as you can because otherwise in such open areas you're bound to be spotted on your corners somewhere.

The AI do adapt to what you do as well so it also gets tougher as you get more kitted out to balance it. It's good really because it means when you go back to replay early missions it's not a cake walk with your now full gear, things have changed.
 
I'm playing on PS3 and it looks pretty good, my only issue on the visuals front is how dull and empty most of it looks. Kojima seemingly got obsessed with deserts/sandy areas and jungles at some point because everything since 3 has featured one or both. Obviously 80s Afghanistan wasn't a metropolis but a few more built up areas and interesting buildings with interiors wouldn't have hurt.

It gets easier the more you get used to things but certainly some things later in the game make infiltration easier. The main thing is obviously scouting and marking as much as you can because otherwise in such open areas you're bound to be spotted on your corners somewhere.

The AI do adapt to what you do as well so it also gets tougher as you get more kitted out to balance it. It's good really because it means when you go back to replay early missions it's not a cake walk with your now full gear, things have changed.
I agree that the world looks a bit dull, it's the emptiest game I can recall playing but it seems as though they are plenty of gadgets to keep it entertaining.
 
I agree that the world looks a bit dull, it's the emptiest game I can recall playing but it seems as though they are plenty of gadgets to keep it entertaining.

Yeah I mean it's fun to have a play with some weapons and tools at a guard post because even if things go tits up you can easily blast your way out of trouble with only 3/4 guards on each post.

Feels good when you execute something perfectly though. When you get to your objective without anyone seeing you and not even firing a weapon feels good. Proper infiltration with sneaking and distraction. Those sandstorms can come in very handy as well!
 
I've found it tricky to sneak around early on in the game, I imagine it will get easier once I get the gear I need
Tag enemies from a distance using the scope. That will help you observe and memorise positions and movements. Pick your entry point and move from cover to cover, bearing in mind that the most direct route isn't necessarily the best. Crouching and crawling are your friends, and bear in mind that you can shoot in any direction when lying prone.

a few more built up areas and interesting buildings with interiors wouldn't have hurt.
Yeah, I have felt that the game is sorely missing interiors like the Granin Design Bureau. The few that are present do feel like pretty basic Counter-Strike maps.
 
Every time I went to a new base I was hoping for something like Grozny Grad but always come up disappointing. You get a tease of something that may be good...

with the hidden base where the Gear is built/stored but there is nothing to it and you never go deeper. Even OKB wasn't what I was expected, given it's locked away for most of the game. It's just another linear, open area with literally nothing at the end of it, just story cut-scenes.

The house was also disappointing, far too small and restrictive to realistically sneak around
 
I'm playing on PS3 and it looks pretty good, my only issue on the visuals front is how dull and empty most of it looks. Kojima seemingly got obsessed with deserts/sandy areas and jungles at some point because everything since 3 has featured one or both. Obviously 80s Afghanistan wasn't a metropolis but a few more built up areas and interesting buildings with interiors wouldn't have hurt.

It gets easier the more you get used to things but certainly some things later in the game make infiltration easier. The main thing is obviously scouting and marking as much as you can because otherwise in such open areas you're bound to be spotted on your corners somewhere.

The AI do adapt to what you do as well so it also gets tougher as you get more kitted out to balance it. It's good really because it means when you go back to replay early missions it's not a cake walk with your now full gear, things have changed.

If you are running only in 720p, and feel the need to bump the resolution ( if you have 1080p tv ), you can force the game to run in 1080p on PS3 ( upscaled - with no impact on performance, at least on my PS3 ), simply untick 720P under display setting, leaving only 1080p ticked :) Running in 1080p also gives cleaner look, especially when Big Boss is in the desert.
 
I think when it comes to level design, Ground Zeroes was pretty much perfect, and it's a shame that The Phantom Pain did away with that insane level of detail in favor of a large open world filled with nothing. I enjoyed Phantom Pain a lot, but if I'm being honest, Ground Zeroes was a better game. Everything about it was well thought out, and the small story was infinitely better than the mess in Phantom Pain.
 
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I think when it comes to level design, Ground Zeroes was pretty much perfect. And it's a shame that The Phantom Pain did away with that insane level of detail in favor of a large open world filled with nothing. I enjoyed Phantom Pain a lot, but if I'm being honest, Ground Zeroes was a better game. Everything about it was well thought out, and the small story was infinitely better than the mess in Phantom Pain.

I will always prefer that 'simple' design to MGS games. It took me a LONG time to get into MGS3 and I never got into Peace Walker at all, although I'm going to give that another go soon.

I just liked the structured design of 1+2, you were always going from A to B for a story reason and there was no dead-land between them, just something in your way. I did like MGS3 eventually but the best parts for me were the tight, well designed levels rather than the open land with a few half-buildings here and there.

I definitely like that the open ended-ness gives you different ways to approach missions but you can get that with a well designed, structured level as well. I like when you can walk through the front door, go through a vent, climb over the top.

Far too often with V it teased you with open-ness but the mission structure still funnelled you in one way, usually because there was an unscalable mountain in the way or just one way into a base, or for a story reason like mission 28. Why couldn't/wouldn't you go the direct way, from the north? Because you have to go from the south....because story.

I don't recall ever finding a building with a sneaky entrance right into the heart of it as you used to get in MGS games. There was one Afghan base but it only plopped you into the open. But who knows, maybe I missed some.
 
I don't recall ever finding a building with a sneaky entrance right into the heart of it as you used to get in MGS games.
Yakho Oboo has one or two stormwater drains that take you into the main quad. And Mfinda Oilfield has a couple of areas where you can move about really well. Nova Braga does it a bit, but I really like the open design, especially for the mission where you have to kidnap or kill the arms dealer. And I quite like Da Shago Kallai; it's open, sure, but it's got all of those berms and lots of elevation. The complex is small, but very tricky because it's close quarters and obstructed lines of sight.
 
@Samus, @Jawehawk - I just saw some footage for Tom Clancy's Ghost Recon Wildlands. Granted, I haven't seen much, but between the footage and what I could find online, it looks like a spiritual cousin to The Phantom Pain (for some reason, the predictive text on my phone always thinks I'm going to type The Phantom Paisley) with its mix of open-world setting and open-ended gameplay. I have never actually played a Ghost Recon game before, though.
 
I will always prefer that 'simple' design to MGS games. It took me a LONG time to get into MGS3 and I never got into Peace Walker at all, although I'm going to give that another go soon.

I just liked the structured design of 1+2, you were always going from A to B for a story reason and there was no dead-land between them, just something in your way. I did like MGS3 eventually but the best parts for me were the tight, well designed levels rather than the open land with a few half-buildings here and there.

I definitely like that the open ended-ness gives you different ways to approach missions but you can get that with a well designed, structured level as well. I like when you can walk through the front door, go through a vent, climb over the top.

Far too often with V it teased you with open-ness but the mission structure still funnelled you in one way, usually because there was an unscalable mountain in the way or just one way into a base, or for a story reason like mission 28. Why couldn't/wouldn't you go the direct way, from the north? Because you have to go from the south....because story.

I don't recall ever finding a building with a sneaky entrance right into the heart of it as you used to get in MGS games. There was one Afghan base but it only plopped you into the open. But who knows, maybe I missed some.

I never played the first game, and the 2nd game I've only played once, so I can't really remember the level design to well. The 3rd game I find to be kind of bad, and there was nothign in the level design that stood out to me. I really like the level design, and the game as a whole, in MGS4. Changing difficulties basically changed the entire game, as more enemies would spawn, and they would have different patrol patterns. And then there is of course Camp Omega in Gound Zeroes, which is just perfection.


@Samus, @Jawehawk - I just saw some footage for Tom Clancy's Ghost Recon Wildlands. Granted, I haven't seen much, but between the footage and what I could find online, it looks like a spiritual cousin to The Phantom Pain (for some reason, the predictive text on my phone always thinks I'm going to type The Phantom Paisley) with its mix of open-world setting and open-ended gameplay. I have never actually played a Ghost Recon game before, though.

I was excited last year when they showed the new Ghost, but the gameplay shown this year showed what it really was. An ultra generic shooter with no stealth mechanics, no AI and boring level design. Far removed from the Ghost Recon of the old days. I really, REALLY want a new SOCOM: US Navy Seals game, similiar to what we had in the PS2 glory days. Those games were brilliant and difficult.
 
the gameplay shown this year showed what it really was. An ultra generic shooter with no stealth mechanics, no AI and boring level design.
I suspect that a large part of what was shown was more action-oriented for the sake of the E3 crowd. It did feel more like a game where you use stealth to kill, rather than evade enemies, but the town they showed looked significantly bigger than some of the locations in The Phantom Pain.
 
Yakho Oboo has one or two stormwater drains that take you into the main quad. And Mfinda Oilfield has a couple of areas where you can move about really well. Nova Braga does it a bit, but I really like the open design, especially for the mission where you have to kidnap or kill the arms dealer. And I quite like Da Shago Kallai; it's open, sure, but it's got all of those berms and lots of elevation. The complex is small, but very tricky because it's close quarters and obstructed lines of sight.

Yeah I found all of those, the Oilfield one is a good way to get in but you don't get very far, you're still popping out into a big area of danger. I found a pipe to walk inside as well but didn't get you anywhere. I liked in the old games where you could get right into the heart and then almost work your way back out the hard way.

The airport I thought was good and sneaking into the main building wasn't easy but it still felt smaller and underutilised than it could be, seemed like a lot more potential there. Given the whole size I was expecting a full-size Camp Omega type base within it. Central Base camp is probably the closest but still nothing like Omega in scale or variety. It's pretty much sneak along the left hand side from the main entrance or along the North edge from the NE entrance.
 
In all my time gaming I have never been so effed off with a game as I am right now.
I've been doing the extract Dr. Emmerich mission for about 3 hours crawling around until I eventually got to him, then Saelanthrapus started chasing me which was easy enough to escape from but just as I was disappearing out of sight I get the "Leaving the mission area" warning and before I even have chance to stop my horse that's it mission over, start all over again...
 
In all my time gaming I have never been so effed off with a game as I am right now.
I've been doing the extract Dr. Emmerich mission for about 3 hours crawling around until I eventually got to him, then Saelanthrapus started chasing me which was easy enough to escape from but just as I was disappearing out of sight I get the "Leaving the mission area" warning and before I even have chance to stop my horse that's it mission over, start all over again...

Yeah...

There are a few silly missions where logic dictates that leaving the area would suffice to complete the mission and make you safe but you have to extract in a specific location instead because.....reasons. Like the very first proper mission, once you have Miller and the chopper can't land at the first point, why on earth wouldn't you just run in the opposite direction of the Skulls to safety? No, you have to get past them because.....reasons.

I also hate that leaving the misison area accidentally is an instant failure where other games would automatically spin you around or respawn.

Even in free-roam there are a couple of places I tried to explore and before I could stop the jeep i'd got game over for leaving the mission area. Not well designed, that mechanic.
 

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