METAL GEAR SOLID Positive energy parenting |
- Positive energy parenting
- Huey Bad. Otaku Good.
- The cat requires rations
- Snake Drinks Pepsi [v.o]
- Major, I've been waiting for you in my room!
- Metal Gear Characters by Nationality/Ethnicity
- [STAND USER] Senator Armstrong
- !
- It got me by surprise
- Borderless Soldiers T-S h i r t & J a c k e t
- Found a (VERY) old commission I did for a fan comic cover just before MGS3 came out.
- Regain! Drink it or die!
- MGSV:TPP you only live twice trailer. I made this weeks before the game came out. Not amazing, as it was my first editing project, but I hope you enjoy.
- Metal Grenade Rising
- Liquid Snake is iconic, but compared to the likes of The Boss, Solidus, Skull Face, or even Gene, he's like a baby.
- What order should I play the games in?
- *Spoilers* So uh...mission 43 (MGSV)
- Best way to play portable ops?
- Does M43/45 have different cutscenes?
- I just discovered an easter egg (?) related to the gold items in MGSV.
- How MGSV & Ghost Babel inspired me to "make my own."
- Howdy, I just finished my first playthrough of the series(barring some entries). Here are my thoughts.
Posted: 12 Jan 2020 09:09 AM PST
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Posted: 12 Jan 2020 11:28 AM PST
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Posted: 12 Jan 2020 08:20 AM PST
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Major, I've been waiting for you in my room! Posted: 11 Jan 2020 09:18 PM PST
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Metal Gear Characters by Nationality/Ethnicity Posted: 12 Jan 2020 02:32 PM PST
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[STAND USER] Senator Armstrong Posted: 12 Jan 2020 12:16 AM PST
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Posted: 12 Jan 2020 10:06 AM PST
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Posted: 12 Jan 2020 01:38 PM PST
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Borderless Soldiers T-S h i r t & J a c k e t Posted: 12 Jan 2020 03:22 PM PST
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Found a (VERY) old commission I did for a fan comic cover just before MGS3 came out. Posted: 11 Jan 2020 08:11 PM PST
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Posted: 12 Jan 2020 01:51 AM PST
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Posted: 12 Jan 2020 03:00 PM PST Talking about his MGS1 self here... Liquid served as great "Dark Solid Snake", but at the same time he was so whiny, that it was always hard to take him seriously. [link] [comments] | ||
What order should I play the games in? Posted: 12 Jan 2020 08:42 AM PST So after finishing mgs5 (still playing) I feel the urge to start finishing the rest of the series, do you guys thing I should play the games in order of the timeline or in order of release date? [link] [comments] | ||
*Spoilers* So uh...mission 43 (MGSV) Posted: 11 Jan 2020 09:07 PM PST Boy oh boy. I don't know where to start. I've never cried because of video games. I didn't cry when Aerith was stabbed in the back. I didn't cry when Sekiro stabs himself to give Kuro his mortality in the purification ending. I didn't cry after killing Solaire. And then I lost it the moment I opened the door with those soldiers humming fucking Peace Walker. Saluting and hazily swaying from side to side. The fact that their names came up when aiming down your sights, that really made me openly cry like a bumbling drunk. And then a glimmer of hope appears, shining brightly in this red-lit lab of disease and depression. At least I can save 1 person. Boy was I fucking wrong. He dies too. I love this game. Easily in my top 3. If this is the quality I can expect from Kojima, I'm looking forward to the rest of the MGS series. Oh and fuck Huey. [link] [comments] | ||
Best way to play portable ops? Posted: 12 Jan 2020 01:41 PM PST As far as I am aware it never got the hd treatment like peace walker and fixed it's janky controls. Do I go PSP go, vita or emulation? [link] [comments] | ||
Does M43/45 have different cutscenes? Posted: 12 Jan 2020 01:27 PM PST I already got spoiled the fact that Quiet leaves DDogs after Mission 43, unless you have the Butterfly emblem equipped My question is if there's different cutscenes that play when you do or do not it equipped, since I'd like to know whether I need to back up my save file if I want to see both cutscenes [link] [comments] | ||
I just discovered an easter egg (?) related to the gold items in MGSV. Posted: 11 Jan 2020 09:58 PM PST Whenever I deploy with all the gold equipment, mysterious subtitles appear right as I deploy. They say things like "Time to do it to it." and "Let's get this show on the road.", but there's no voice lines. Here's video proof that shows some of the various lines that appear: https://www.youtube.com/watch?v=s8PW9Paq4Ac From the testing I've done, all I need is 4 of the gold items equipped for the subtitles to appear. This includes the gold uniform, gold arm, gold shotgun, and gold shield. Making my helicopter, D-Walker, and vehicle gold doesn't seem to do or add anything, though I might be wrong, so I'll have to do further testing later. Does anybody know anything about this? I absolutely cannot be the only one that discovered this. [link] [comments] | ||
How MGSV & Ghost Babel inspired me to "make my own." Posted: 11 Jan 2020 09:09 PM PST In between my various jobs to pay the bills, I've been learning coding language to try and understand the basics of top down game making for GMS2. I've known for the longest time that I wanted to make a stealth action game of my own, I've actually co-written one a buncha friends of mine have had in the works for Unity, and my two biggest inspirations were, fittingly, two of my favorite MGS games; V for Volatile Fiddle Man & Ghost Babies. Anyone who knows me knows that I'm a huge fan of both these games. But at their bare bones core, what I love about them both are the moment-to-moment mechanics. GB is a perfect top down stealth action game. You always have all the visual information you need, guards at their hardest difficulty will give you a run for your money but still never feel frustrating. Levels are all excellently designed with tons of cover and for a now twenty year old gameboy game, I don't think GB gets nearly enough credit for the sheer amount of depth to its rooms. Any given room could have pillars or crates for cover, corners to squeeze through, hell, it even introduced hiding in bushes four years before MGS3 was a thing. It did what a good stealth action game should do; gave you all the tools you needed to get out of a tight jam, and plenty of ways to get from A to B without needing to confront a single enemy. Another aspect I wanted to play with was enemy types. GB only had one enemy in the entire game, and I think a game needs more than that. But that you can keep it simple. One example, I actually got from my favorite time killer whenever I'm at the DMV or County Court. There's an iPhone game called "Sneak Ops." It's basically just "go to goal." And for a phone game, it's really fun and really tense. One enemy that shakes things up is an armored one, who can't be knocked out the way every other enemy can. So I'd wanna have something like that, where armored foes, you'd wanna bypass at all costs, or else the method of eliminating them makes too much noise, and you risk all eyes on you. And the game controls beautifully. It's omni-directional, guns are responsive, controls are tight, and everything moves exactly as fast as it needs to move. Not sure if that's made better because of emulators on PC, but damn if the PC emulated version ain't a whole barrel of fun. On top of that, it had some truly killer boss fights, Pyro Bison being among one of my all time favorites in the whole genre. On the flip side, you got V; mechanically, it's well beyond anything even the most skilled dev could whip up with GMS2. But on a more practical level, you had objective-based missions. Go to place, blow thing up. Go to place, shoot guy in face. Go to place, attach balloon to guy. Go to other place, put thing in pants. But while the objectives were simple, the options were always expansive. For example, you had any number of ways to destroy the comms satellites in mission 4...or you could say "fuck all that," and take your squirt gun to the radio gear in a hut instead. That's the kinda route I'd wanna go, semi-open objectives with alternative paths, and multiple ways to get the job done. My objective in making this game-o-mine is to merge the two in some ways. I wanna make a top down stealth action with a lotta the moment-to-moment stuff being similar to GB; areas with tons of structural cover to give you options to navigate. Forks in the road that split so you aren't limited to just one path from A to B. A larger quantity of guards on-screen, but not too many because I don't wanna make a hard stealth action game, just one that makes you put in the work without dicking you around. But I also don't want the missions to just be about going from A to B. I would wanna have that, to maintain the "keep moving forward" aspect of some of the classic MGS games, but only after an objective had been achieved. To give you an example, one mission scenario involves disabling automated anti-personnel weapons within the exterior wall of a facility. To do that, the player would have two options; rigging each turret gun with C4, or eliminating the on-site commander to steal his access key to the security office and just override the system quietly. If at all doable, I'd also include the option to pickpocket the OSC when his back is turned or if he's distracted by something, so you can get the job done without arousing any suspicion of any kind. Then after that, the objective is "get inside the base." And from there, you'd have a few different entry points, even a few hidden ones. If doable, I'd add additional parameters. For example, if you choose to destroy the turret guns, then once the objective is complete, reinforcements would arrive from the base to seek out the intruder (you), and now, you'd have to deal with even more guard presence. Whereas, if you go the sneaky route, everyone carries on like it's Wednesday. I'd wanna make every mission like that. Have a chapter set in one location, with anywhere from four to five missions attached, each in self-contained, but semi-open environments. Each mission with an objective on top of moving forward. And if doable, bonus shit like secret documents to uncover along the way. My aim would also be to make as many bosses like Pyro Bison as possible; as in, here's an advanced enemy, and here's the many ways you can take them down. Bison worked so well because he had a fair amount of attacks: waving his flamethrower back and forth, shooting straight fire, making it rain fire, and using his jetpack to bounce around. He also had body armor, making him impervious to bullets. So your options were to shoot at the tank at his back, rig traps for him, chuck grenades at him, or shoot nikitas at him. I'd wanna make bosses like that but with the added bonus of having things in your environment that you could use as well, like fuel drums, loose debris that can fall on a boss, cranes that can drop shit if you push a button, etc. This year, I'm gonna really hunker down and find a way to get this off the ground. I've been dicking around with sprites and what sorta assets I'd wanna make. I'm okay tracing because I'm no artist and am A-Okay not getting better at it. I already got a story in mind, characters, locations, bosses, etc. It's gotta all start with that very first room tho. One room and one enemy. Once you can make that work, you's in business. Rule of thumb; start small, then build, build, build. This is my gameplan; to have a solid foundation done by the end of 2020. The game is gonna be my very first real crack at making a video game, and it could end in absolute disaster, but better to try and fail miserably then sit on a billion ideas I wish people who knew what they were doing would make instead lol. I'll be sharing videos, sprites and progress the more this comes along. Where this project goes is anyone's guess. But fuck it, I'm turning 35 in a month. And since this election year is too important for me to throw away my vote by putting myself as a write-in nominee, hey, making a video game is the next best thing, right? That's the beauty of the age we live in, homies. It's 2020, and whether you run with GMS2 or Unity, the tools are all here for us to make the kinda games we want, and if we're looking to make a buck, hopefully, the kinda games other people might want too. And I'm a schlub who knows fuck all about coding. But these tutorials on youtube haven't been half bad. You just gotta really pay attention, go in order, endure all the boring starter shit since you ain't gonna be doing any of the cool shit out the gate when you know nothing the way I know nothing, and start small. I got no clue if Metal Gear still has a future, but if I got the tools to make a game where guy sneaks around place and fights colorful weirdos with stupid names, by God, I have a responsibility to do so. [link] [comments] | ||
Posted: 11 Jan 2020 11:56 PM PST I will say almost the non spoilery stuff first. I loved all of these aside from peace walker. They are all at least 8/10 games(aside from Peacewalker) for me. MGS1 was great, a little frustrating with the controls but still really amazing, 8/10. MGS2 is my personal favorite, it has the charm, the gameplay, and the story that I love, 10/10. MGS3 is fantastic as well, love the new gameplay ideas, the story, setting, and characters. MGS4 was surprisingly good, although it had a lot of cutscenes it was really entertaining. MGS4 had really fun gameplay and level ideas. I still love the idea of sneaking through an active warzone. OctoCamo was really fun and the story(though sometimes a bit over the top and heavy handed)wrapped everything up the best it could. I am stuck between an 8 and 9/10 for MGS4. Peace walker is by a significant margin. The gameplay changes made the game worse, the story was largely uninteresting to me, I dislike majority of the characters and I absolutely hate chapter 5. Peacewalker is probably a 6/10 for me, it had its moments and some nice ideas like the Fulton and base building but made other choices that I really dislike. Ground Zeroes was really fun and a good intro to TPP. It is largely Peacewalker but the gameplay is much more enjoyable. I also cannot talk about Ground Zeroes without saying it is absolutely gorgeous. If i am just taking the experience i had with it into account, 7/10. However if i were to consider the price GZ cost it would probably be more like a 5 or a 6, not enough there for that much money. Finally TPP(which I just finished like half an hour ago) Great game with a really lackluster story. I was enchanted by the first act and it fell apart in act 2. Although the story wasn't great, the cintematics were great and I actually enjoyed some of the characters like code talker, and quiet. Gameplay is king here, I love just messing around trying new tactics. MGSV is a solid 8/10 for me. So if I had to rank the Metal Gear games I played from worst to best it would go like this:
I have no clue what to play next, I am feeling a bit burnt out on stealth games but I am glad I gave these a chance. Cheers guys. [link] [comments] |
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