Metal Gear Solid 4 post:#1067

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Finally got my hands on this game. I played through a chunk of Act1. It had been a long time since I touched a Metal Gear game, and I'd only played one briefly at that. Controls seem pretty standard. I played up until maybe 30 minutes beyond meeting Drebin. The cut scenes really are way too verbose. The information could be communicated in about 1/3 of the time, and it's not like the dialog is particularly interesting or clever. The gameplay itself seemed good. Nice graphics and the city battle seems to do a good job of creating atmosphere. Not sure what difficulty my bro had it set to. Probably the standard, but there were definitely some dum dum moments from the guards. Like, I shot a guy in the leg and then hid behind a box. The guy ran away around a corner. I waited out the alert timer and then started to move ahead. The guy was sitting around the corner with his back to me. So, he didn't search for me and he didn't even try to run away or ambush me.

Seemed pretty solid, but I have zero interest in the storyline or the cinematics beyond the visuals. I played pretty early in the game, so it could end up being amazing, but the game could have done with a much more exciting intro.
 
In general, the stealth in MGS4 is like a chess game, an abstraction of reality. Beyond the time limit, the soldiers will reset to normal activities. However this does not mean that they are dumb throughout.

Within this stylized framework, the developers sometimes throw in more advanced behaviour to give the impression of a smarter enemy:

For example...
Crayon said:
Playing on The Boss Exreme, I was having a problem I didn't have so much before. I would be at a great distance from a soldier, moving slowly with a strong (50+) cammo index and he would "huh?" notice me from all that distance. Then I would stop moving, raising my cammo index and expecting him to not see anything and carry on. Instead, he would stand there for several seconds, them sight me and sound an alarm.

It took me using nvg thru a sniper scope to finally figure out what was going on....
The soldier saw "something" at a great distance.
He turned to inspect it, but saw nothing.
SO HE GRABBED HIS BINOCULARS
and re-inspected the rooftop a half mile away.
He found me and sounded the alarm.

Their behaviour depends on the level and situation. In an extreme case, these guys/gals may track you down 1-2 floors above/below their initial point.

During gun fight, don't expect them to behave like a FPS enemy. The point was not to force you to kill all on sight. There is usually a brief moment for you to counter (CQC , shoot or sneak away).


EDIT: If you want top notch AI and more shooting, don't forget to try Metal Gear Online. The people there should be able to keep you entertained for hours. ;-)
 
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Done with act 3. Another lame boss (found a spot of invulnerability in the building that let me heal as much as I wanted) and somehow a worse backstory than the laughing boss. I was cringing at the dialouge/story/voice in this whole sequence. Talk about terrible. What's great is that some scenes are very well done and yet you have these 2 that are utter shit and if you found this in any other game, it'd be a laughing stock.
 
During gun fight, don't expect them to behave like a FPS enemy. The point was not to force you to kill all on sight. There is usually a brief moment for you to counter (CQC , shoot or sneak away).


Once they discover you, they should surely act like good AI found on FPS! Instead, you can easily pick a choke point, shit there and head shot away until they stop coming. How about using flash/stun/nade? taking cover and flushing me out? flanking me? If I'm in a choke point they won't use a nade but if I'm standing in the middle of an open area with lots of room to dodge, they throw one out on occasion.

There should be a FEAR of getting spotted. Right now it's more of a "oops, my stealth tactic didn't work out. Oh well, time to bust out the G3 and lay em out."

Again, it's very clear that this game had been adapted so it caters towards the shooter fans as much as anything else. However, it's shooting and AI fall well short of top FPS. The best thing it's got going is the production value which outside of the B&B backstories, is quite amazing. That alone is worth a play through.
 
My point is, if you played Uncharted, RE4, SC, or even CoD4, L1 R1 shooting is what you do most of the time (maybe with a different layout).
Taking Uncharted for example, yes, most of the time you'd be over-the-shoulder shooting. But you didn't have to (there's that word again) and there were occasions when you wouldn't. In fact there were achievements for running-and-gunning. The auto-aim of the R1-without-L1 shot proved invaluable in later hectic levels, when we learnt you could actually shoot without aiming! And it was far more intuitive. If you have a shotgun and a whatnot is inches from you, you shouldn't need a carefully direct aim to take it out, and Uncharted supported that. In Uncharted, if you were by a wall and a ne'er-do-well rounded the corner, you could shoot them with R1. Worst case, you could shoot them with two buttons. In MGS4 you'd have to press Triangle to back away from the wall, L1 to get the gun and R1 to shoot.

I'm not saying MGS4 is impossible, nor a rubbish game. I'm just saying the combat mechanics, or indeed controls in general, aren't great. They could certainly be improved to eliminate a lot of the early mistakes and not require quite a long learning period to be able to use them effectively. From an objective stance of game design, I hope lessons are considered and learnt. Sadly a game that gets 10/10s or even virtual 11/10s probably isn't going to come into much objective criticism...
 
Taking Uncharted for example, yes, most of the time you'd be over-the-shoulder shooting. But you didn't have to (there's that word again) and there were occasions when you wouldn't. In fact there were achievements for running-and-gunning. The auto-aim of the R1-without-L1 shot proved invaluable in later hectic levels, when we learnt you could actually shoot without aiming! And it was far more intuitive. If you have a shotgun and a whatnot is inches from you, you shouldn't need a carefully direct aim to take it out, and Uncharted supported that. In Uncharted, if you were by a wall and a ne'er-do-well rounded the corner, you could shoot them with R1. Worst case, you could shoot them with two buttons. In MGS4 you'd have to press Triangle to back away from the wall, L1 to get the gun and R1 to shoot.

I'm not saying MGS4 is impossible, nor a rubbish game. I'm just saying the combat mechanics, or indeed controls in general, aren't great. They could certainly be improved to eliminate a lot of the early mistakes and not require quite a long learning period to be able to use them effectively. From an objective stance of game design, I hope lessons are considered and learnt. Sadly a game that gets 10/10s or even virtual 11/10s probably isn't going to come into much objective criticism...

The thing you are talking about existed in MGS3 . Even I missed the feature, as in MGS3 if there were too many gaurds around in alarm state, then I used to just turn Snake towards them and shoot with[] button, no aiming and the gun would fire in that direction.
When I was first playing MGS4 , I instinctively pressed R1 for that effect, but it turned out to be CQC, which was mapped to O in mgs3.
So, you see it was just a decision taken to simplify the control scheme, which had you pressing three or four buttons to fire some guns.So, one part improved, that the controls became simpler, but one part was lost. GIve and take. I adjusted myself accordingly. Do I miss it? Of course I do, but if MGS4 had a control scheme like MGS3, you would be cribbing a lot lot more than now !;)
 
What's so tough about

R1 alone = blind fire
L1 + R1 = sights up and aim fire
If close enough for CQC, auto switch to it?

I doubt people would be confused and I'm sure many playing MP would like an option for that controller scheme.
 
[BIGGER PICTURE]
You can always tell when a phenomenal game is released - people will spend days (and use up pages and pages of forum space) arguing over the tiniest details :LOL:
[/BIGGER PICTURE]
 
Taking Uncharted for example, yes, most of the time you'd be over-the-shoulder shooting. But you didn't have to (there's that word again) and there were occasions when you wouldn't. In fact there were achievements for running-and-gunning. The auto-aim of the R1-without-L1 shot proved invaluable in later hectic levels, when we learnt you could actually shoot without aiming! And it was far more intuitive. If you have a shotgun and a whatnot is inches from you, you shouldn't need a carefully direct aim to take it out, and Uncharted supported that. In Uncharted, if you were by a wall and a ne'er-do-well rounded the corner, you could shoot them with R1. Worst case, you could shoot them with two buttons. In MGS4 you'd have to press Triangle to back away from the wall, L1 to get the gun and R1 to shoot.

I'm not saying MGS4 is impossible, nor a rubbish game. I'm just saying the combat mechanics, or indeed controls in general, aren't great.
I don't recall anybody saying combat or controls are great. Well at least certainly I haven't been one of those people. MGS4 shooting is too slow for my taste, but it's still pretty good certainly much better than any previous MGS. It even does a couple of things many games still don't do, like switching sides in over the shoulder view. I also like psych and stress meters, though I doubt many really notice them playing on normal.
They could certainly be improved to eliminate a lot of the early mistakes and not require quite a long learning period to be able to use them effectively.
Well, if it took the last chapters of Uncharted for players to figure out aimless shooting, I don't think that MGS4 can be considered any worse. ;)
From an objective stance of game design, I hope lessons are considered and learnt.
We started to discuss two different things. I cannot honestly say whether controls are userfriendly or not, I can however say they were pretty standard for me (and others) because there are many games with similar mechanics even if theirs aren't always strictly mandatory, it's still what player is practically forced to do most of the time. And that certainly should be enough to get used to.

Second issue is whether controls are good/efficient or not. It may not be efficient, but they are good for me. In MGS4 I couldn't care less about aimless shooting, I have Solid Eye and Threat Ring, meaning I always know where the enemy is, I don't think people would use it most of the time anyway considering the enemy needs to be out of CQC range. but the option wouldn't hurt.

If MGS4 had faster melee enemies like Uncharted it would be a different story, but it doesn't have them unfortunately.

In MGO however, aimless shooting with Uncharted's aiming assist would make a totally different game where everyone would be picking up shotguns, no assult rifles, no sniper rifles and no CQC. Random 1(or 2)-hit kill battles. I'll pass on that, thank you.

BTW, I said shooting is slow in MGS4 but it fits very well with MGO. For that, I feel the need for other stuff, but I am waiting for leveling up to be able to criticize really objectively. ;)
Sadly a game that gets 10/10s or even virtual 11/10s probably isn't going to come into much objective criticism...
That goes both ways. Have you played GTA4 yet?
 
Once they discover you, they should surely act like good AI found on FPS! Instead, you can easily pick a choke point, shit there and head shot away until they stop coming. How about using flash/stun/nade? taking cover and flushing me out? flanking me? If I'm in a choke point they won't use a nade but if I'm standing in the middle of an open area with lots of room to dodge, they throw one out on occasion.

There should be a FEAR of getting spotted. Right now it's more of a "oops, my stealth tactic didn't work out. Oh well, time to bust out the G3 and lay em out."

Again, it's very clear that this game had been adapted so it caters towards the shooter fans as much as anything else. However, it's shooting and AI fall well short of top FPS. The best thing it's got going is the production value which outside of the B&B backstories, is quite amazing. That alone is worth a play through.

I'm always scared when i get spotted :(
 
I did not like the controls at first until I got used to them now I think they are great, I felt the same way about Warhawk now I can't stop playing it : )
 
Finally got my hands on this game. I played through a chunk of Act1. It had been a long time since I touched a Metal Gear game, and I'd only played one briefly at that. Controls seem pretty standard. I played up until maybe 30 minutes beyond meeting Drebin. The cut scenes really are way too verbose. The information could be communicated in about 1/3 of the time, and it's not like the dialog is particularly interesting or clever. .

Yup thats my impression of all the cutscenes in this game allmost. Alot of the time the cutscenes are just to long, and to uninteresting. Just tons of tons of dialoge, SLOW dialoge and they often talk to much around stuff. I get the point 1\3 in to the cutscene and the rest is uninteresting babble to me, i allready figured out the point of the conversation, but it keeps going on with uninteresting stuff alot of the time. Aspecially all cutscenes that are "technical". (the ones that explain things like nanotech, the AI system cores etc etc).
 
Yup thats my impression of all the cutscenes in this game allmost. Alot of the time the cutscenes are just to long, and to uninteresting. Just tons of tons of dialoge, SLOW dialoge and they often talk to much around stuff. I get the point 1\3 in to the cutscene and the rest is uninteresting babble to me, i allready figured out the point of the conversation, but it keeps going on with uninteresting stuff alot of the time. Aspecially all cutscenes that are "technical". (the ones that explain things like nanotech, the AI system cores etc etc).

When you meet Drebin he goes on an on about who he is and what he does. Then you radio with that scientist looking guy and Snake basically says, "Who is this guy? What does he do?" and scientist man explains the whole thing to you again. Snake even asks how he manages to be all over the world at once, after the guy has explained he's one of 800 clones. So then you get off the radio, decide to do business with the guy, and he basically explains why he's a gun dealer again, and why he can make so much money at it. The whole thing is explained about three times. And I love how Snake lets some strange and shady arms dealer inject his neck. Anyway, when that's over with and you get back to gameplay, you get a radio from scientist man again, and he starts to explain how Drebin is an arms dealer and how to use the Drebin menu. Why didn't they roll those instructions into the previous cut scene or radio com? The quality of the script is very poor. It could have used an army of editors.

Oh and shortly after that you find the "funny" bit where the soldier is taking a dump in a barrel and he gets chased with his pants down, because bums are funny. If you were going to take a dump, why would you climb inside a barrel? You'd get shit on your feet and the shit smell would be contained all around you. And then Snake uses the barrel to hide in? What the fuck, Snake?
 
When you meet Drebin he goes on an on about who he is and what he does. Then you radio with that scientist looking guy and Snake basically says, "Who is this guy? What does he do?" and scientist man explains the whole thing to you again. Snake even asks how he manages to be all over the world at once, after the guy has explained he's one of 800 clones. So then you get off the radio, decide to do business with the guy, and he basically explains why he's a gun dealer again, and why he can make so much money at it. The whole thing is explained about three times. And I love how Snake lets some strange and shady arms dealer inject his neck. Anyway, when that's over with and you get back to gameplay, you get a radio from scientist man again, and he starts to explain how Drebin is an arms dealer and how to use the Drebin menu. Why didn't they roll those instructions into the previous cut scene or radio com? The quality of the script is very poor. It could have used an army of editors.

Oh and shortly after that you find the "funny" bit where the soldier is taking a dump in a barrel and he gets chased with his pants down, because bums are funny. If you were going to take a dump, why would you climb inside a barrel? You'd get shit on your feet and the shit smell would be contained all around you. And then Snake uses the barrel to hide in? What the fuck, Snake?

Thats exactly what im talking about! This goes on throughout the game, and
you will notice than the bosses in acts 1,2,3,4 all have pretty much the same story (some girl gets molested and now shes angry\sad\whatever). All the bosses even have a "second coming" thats exactly the same in all instances.
Maybe kojima realized he only had enough content for 3 hours of cutscenes so he decided to make people talk slowly and use as many words as possible or even make them repeatthemselves. Because without the cutscenes this game isn't very long. ACT1 takes like 30 minutes of playing time.

Alot of people say that the game has the best story ever, and it plays as a movie and whatnot. Have you people not seen any good real movies ever? Im talking about movies that wins oscars and what not. This game may have a lot of cutscenes, but if this was a movie, it would have been one of the most boring movies i have ever seen.

So many wierd design choices that im amazed.

Why didn't they bother to make a proper streaming engine to increase graphic fidelity? Your allready installing the game, might aswell utilize that for streaming so we get better graphics AND no\low load times as a bonus.

Why did they bother to spend so much time making some of the cutscenes realtime? The most impressive cutscenes are not rendered in realtime, so why bother doing any? Its not like the cutscenes are made 10 times better because you have the ability to zoom or make pictures appear in front of you for every second cutscene..

And why didn't someone edit all the repeating parts. The dialoge so far (ive just killed cryingwolf), has been terrible.
 
I have no real complaints about the graphics, audio, gameplay or even the loading. Does the loading get worse later in the game? What I played had some loading, but it seemed acceptable.

The controls are pretty solid. I did find that I'd lean against a wall and would want to reach out and grab a guy as he passes, but I think you have to get off the wall first, which is minor. Would have been nice to do it from up against the wall. Also there was a spot where I was crouched along a wall and moving under a window sill. There was a guy I wanted to shoot, but you can't pop up and shoot like in gears/uncharted. You have to get off the wall and then shoot. A bit of an annoyance if you want to maintain your cover between shots.

Overall, I wouldn't say the game differs greatly from my experience with the previous games, other than the visuals and audio. That's pretty standard for sequels.

I feel like the cut scenes and radio coms take me out of the experience because they're way too long. I'd like to skip them, but then I feel I'd have no idea what was going on.
 
Dont get me wrong, the game looks good, but why they didn't bother to stream is beyond me. Maybe they really did run out of space.


I feel like the cut scenes and radio coms take me out of the experience because they're way too long. I'd like to skip them, but then I feel I'd have no idea what was going on.

my feeling exactly.
 
Okay Ostepop, we get it.

*snip*


I'm all for finding fault in a game where it's due, no game is perfect after all, but repetitive fault finding in every aspect of what is widely regarded to be a pretty decent game? If you dislike the game so much, why not just stop playing it?!! ;)

Mod Note: It appears you've found fault in every aspect as well! Anyways, if you disagree and would like to discuss it please do so. The repetitive one-liner comments just aren't healthy for continued discussion of the topic. :) -AlS
 
This is how you do the beginning of Act 2 http://www.youtube.com/watch?v=WH60MOvrAog

Can you see how the game is 10 times more fun when played stealthfully?

I cant see really anything amazing with this playthrough.

Hes just taking his time tranquilizing everybody... The game would play exactly the same if you decided to kill everybody with silenced weapons and CQC. (I play like that, but i dont go out to kill everybody, i kill if im tempted to or if i get spotted).

The whole no kills thing ended for me in the first frogg encounter, as it feels stupid for me to shoot at people with darts when they run at me with P90's actually trying to kill me. (I dont think that should count as interfering in the war, as they planned to attack you and that squad, thus they where bound to end up killing or getting killed there anyway)

I also dont see how tranqulizing everyone is not interfering with the war, as im sure tranqulizing a whole battlion in a warfare situation would have a big impact on the outcome of this war anyway
 
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