MGS V Ground Zeroes - Enemies load distance and stuff
Enemies loading and unloading at a level I don't expect from the self praising Fox Engine.
I can sorta understand the case where the enemy is practically on the other side of the map, but the case near the cliff just can't be unseen. And the case of stuff vanishing into Kojimaland when they're out of view. Basically my plan of extracting the entire base in one chopper ride has to be reformulated.
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Meanwhile, a little something something.
The MGS universe is not one that I have any attachment with. The closest I've gotten to it is with Revengeance, but that hardly counts, as the game itself reminds me. Well, I got it free for PS Plus, so I don't feel betrayed by the price tag to story content ratio. Although I did squeeze quite a bit of playtime with all the unlockables and generally dicking about in the name of "testing stuff out".
So as for the game part of it, I don't have much liking to military based stealth. There seems to be a great disconnect as the game tries to be realistic when it can hardly maintain the facade. As with stealth games, there's quite a bit of events triggered by player's proximity or action, to the extent that stuff can blink in and out of existence after a cutscence. As with military stealth games, I suppose thing will at some point resolve to guns. Controls scheme being the first to comply.
To control is to wrestle with the controller. While some functions are reserved for more specific actions like prompts and binocular which are not used all the time, more general functions like sprint and roll are shoved down the priority list requiring complicated controller murdering finger rituals to perform. Learning to sprint was a challenge in itself, I'm quite surprised that I didn't get an achievement from learning to roll. Rolling along this line of complaints is prompt based actions. Snake as a soldier is so disciplined that he treats the prompts as a direct order, to the point he will not climb the side of a rock that does not flash up a prompt.
The radio guy can't shut the eff up. In some missions, he incessantly insists on me checking on the brief before I do anything. Since he is treated as a radio call, it interrupts with the, well... radio call function which again shares the same button (L1), which again is another waste of button much better suited for a more general function. Snake or whatever alias he has, being the renown supersoldier that I'm vaguely told that he is, with an army of his own, has to deal with someone nagging him for not checking the mission details before setting foot into enemy territory.
Apart from enemies popping in and out, the checkpoint system seem to mess up a lot of stuff as well. By design or by limitations, entities get reset all over the place. Vehicles realign themselves perfectly in the middle of the road, vehicles sent out of mission area get transported back in, bodies inside the vehicle get farted out, freed prisoners are relocated, etc..
I don't really bother much about the graphics, looks ok enough, although the collision doesn't match the skin of the object too closely, particularly noticeable when Snake can submerge his entire upper torso into a rock surface. The map loads fairly quick though, but then again, the map is pretty small. But somehow not small enough for the soldiers to all be loaded in and their routines run organically, although that could just be a design choice as well.
For some reason, I can't take this game seriously. Perhaps its the AI and the nature of stealth games to outsmart the AI that the world it exists in looks stupid in comparison. Perhaps its the colossal ego I felt in some of the missions.
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