Phantom Pain Intro

This single two hour long sequence made an 8.0 game, into a 9.0 game for me.

Sup Forums screw the cut content, i'm sad we'll never get a full game like this!

How would you like for me to respond?

i wasn't exactly thrilled to play QWOP simulator first thing that happens in the game
and doing it again later on was equally not exctiting

that's nice

Yea dude I wish the whole game was a long, linear sequence that the game forces me to play twice.

>the slow paced tutorial with hardly any gamplay was the best part of the game

>This single two hour long sequence
>two hour long sequence
>two hour long
>two hour
what the fuck are you talking about?
it was like ten minutes

It was really really good for what it was supposed to be, an introduction to the plot and buildup for things to come. Too bad the rest of the game completely failed to deliver.

So...

Who was Ishmael again?

A figment of Venom's imagination?
Big Boss?
Someone else?

If only the entire game was as thematic.

As much as I liked the atmosphere and the cutscenes, the music ect - it was pretty arse dude.

Compare that to the opening of MGS1 - just you and the game and a few guys on pretty easy patrol paths. The only time the opening gets close to that is the very end of it where it puts you in a room of dudes and says "Go for it," which is after 30 minutes of learning how to stand up and crawl. You're expected to have played Ground Zeroes before this for fuck's sake. Also the Man on Fire fight is completely abysmal. You know you can't kill him with bullets and so you look around for water pipes, thinking that it's going to be one of those fights. But NO! What you're supposed to do is fucking sprint to the blocked off door and then do a QTE - with 0 indication that is what you're supposed to do. Great boss fight Kojima.

The bed sequence alone takes that long. Hell, it's longer I'm pretty sure.

Get rid of Quiet, and nothing changes.

Also, why didn't she just write shit down? Its not like the vocal cord parasites killed you for writing?

If only the entire game were so intense

I had higher hopes for the first kaz mission, I thought, "if GZ was just the demo, then imagine needing 3-4 hours to rescue kaz sneaking through miles of map"

Then you just listen to Ocelot give you the tutorial, go to the first town with 2 guys in it, get the intel, go to the place where kaz is, expect to do some Red Band Trailer sneaking through it, find you can walk along the side right past all the guards and only have to punch one, and then bam, at kaz.

Then I saw the Skulls, and thought, "oh shit", then all you have to do is horse away. At least they chase you, but the entire mission my first go was only 30 minutes. GZ's main mission didn't even go by that fast. I was disappointed as fuck, especially when immediately after that, with absolutely 0 impact, we get "kaz i'm already a demon".

Hey Kojima, KYS.

That's not how I beat him though. The first time I threw grenades at him, causing him to stumble forward into the pool of water. The second time I lured him under the water tower and then blew it up. I didn't even know there was a QTE way to beat him.

It's an hour even if you try to rush it (which you can't).

>Get rid of Quiet, and nothing changes.

Wrong. She removes triggers from the Huey story stuff, and so the game is incompletable without her. Same with DD. Skull Face will still say that the 3rd English strain is close to you even if she's dead.

And yeah, the vocal cord parasites could kill you if you wrote things down. The explanation was that while writing you could subconsciously intonate the words.

Talking about the hospital dude. You know the APC that comes barging through the wall when you go near it, to teach you how to dive.

I genuinely hate this intro. Don't get me wrong, I'm not an impatient child and I can certainly appreciate linear, story driven sections, but this HOUR long intro is a joke.

Actually on the subject of Quiet you have to bring in Code Talker. Code Talker is pretty adamant about removing the threat of the parasites from the world. And so what does he do when he finds the host of the English strain? Nothing. He doesn't tell Big Boss or Ocelot or anyone that he had a chat with her in Dine, and that she admitted she has the English strain of the parasite. She could at anytime wipe out the entire base with it and infect the entire world if it gets off somehow, and he doesn't do anything about it. He doesn't go "Oh! I'm gonna go make a wolbachia strain for you!"... he just doesn't do anything.

Maybe because he knows Kaz would have fucking thrown her into a boiling pot of acid? And she was intentionally trying to stop the spread of the parasite.

I can't imagine Code Talker would have given many fucks. For all he knew she could have gone ballistic at any time and ended the world - which would have been entirely on him for
A) Discovering the parasites and cultivating them
B) Not doing jack shit about it

His and her actions don't make any sense. He should have created a strain of wolbachia for her immediately. At the very least, someone should have knocked her out and cut her vocal cords out - not like she's gonna talk anyway, so same shit right?

So why didnt snake die of infection when Quiet had to call out coordinates for pequod?

>and so the game is incompletable without her

This is a lie. You can playing mission 46 despite killing Quiet.

Maybe, but you will not see Huey's storyline to c completion if you killed her. I would argue that Truth is not the ending to the game anyway. The real ending is Disarmament which has been designed to be impossible.

>yfw Sup Forums thinks the most linear cinematic level in an open world game is the best part of the open world game

open world games were a mistake

1 hour if you didn't skip shit.

MALE TO FEMALE

It doesn't activate for a while after the host speaks.

Dunno how long she survived.

She ain't got no lungs so wouldn't bother her. She might go off and kill herself or she might not. It's up to interpretation and is ultimately means nothing for the rest of the series

The linearity isn't the issue, it's how scripted it is.
It's an extremely cool scenario and setting utterly wasted on being a long-winded tutorial. The tension of being helpless in a hospital--especially with that lighting--is a great scenario for stealth. Imagine if it played similarly to the caution mode in previous Metal Gear games. Of course that would be too demanding to be the opening, but nonetheless.