MGS2 is a good game, but I can understand why it was divisive. It highlights the best and worst of Kojima.

MGS2 is a good game, but I can understand why it was divisive. It highlights the best and worst of Kojima.

Interesting story beats, but told in a long-winded messy manner.

Amazing core gameplay, but undermined by questionable design decisions like the dull level design, node terminals, and late-game forced combat and swordplay for a stealth game.

There's some amazing stuff in the game, but the way the story and gameplay are executed have huge barriers to entry to enjoying it. MGS1 was a subversive game in its own way and yet is a more palatable game and near-universally considered the better game despite the more dated gameplay and graphics.

u/Cyborg800-V2 — 12 hours ago

They're good games in their own right, but is it fair to say that with Metal Gear, Kojima far too frequently prioritizes spectacle over stealth, resulting it in lagging behind its contemporaries?

I've recently played through the MSX games for the first time as well as have just replayed MGS1 and 2. In between, I also played Splinter Cell 1 and Pandora Tomorrow.

All of these are good if not great games, but I feel that the overall gameplay evolved very little after Metal Gear 2: Solid Snake in 1990 through MGS1, 2, and even 3. I have never played 4, but have beaten Peace Walker and Ground Zeroes, plus have played 10 hours of Phantom Pain.

I feel like MG2 had more involved stealth and MGS1 downplayed it in pursuit of cinematic flair, which admittedly worked. Both MGS1 and 2 are more linear and the Zelda/Metroid-like mechanic of finding items to revisit previous obstacles feel more like obligations. What backtracking they have is to pad out their short lengths, as is adding new obstacles like mines in previous areas without warning.

From 1990-2004, the games were still relying on a top-down camera and binary form of stealth. All MGS1 did was add first person view. Yes, MGS2 added great stuff like first person aiming, ledge hanging, and corner peeking, but the gameplay is otherwise little-changed from MG2 from 1990. MGS3's additions like the camo and food systems are almost gimmicky and it's telling that later releases included a camera system inspired by Splinter Cell due to how the new and old design elements conflicted. Stuff like the Revolver Ocelot fight in MGS1 and the Solidus Snake sword fight in MGS2 also highlight Kojima prioritizing spectacle despite it not necessarily gelling with the dated controls, resulting in clunky annoying gameplay moments.

Meanwhile, Thief was released in 1998 like MGS1, but had a light and shadow mechanic and more advanced enemy AI. Splinter Cell from 2002 had light and shadow mechanics as well coupled with a more modern camera and variety of moves.

I love Metal Gear, but I feel that as stealth games, until MGSV, they were surpassed by the competition and were elevated by Kojima indulging in gimmicks like the Psycho Mantis fight rather than genuine gameplay depth.

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u/Cyborg800-V2 — 2 days ago

I was so close to the end but I’m quitting my dog tag hunt because I can’t get past this infernal fight on Extreme

u/Cyborg800-V2 — 2 days ago

Having replayed both recently, I appreciate MGS2 more now due to its prescient story and superior gameplay, but MGS1's characters, and atmosphere feel so much more impactful and it's a simpler yet arguably more effective game. What's everyone thoughts on how these two differ?

Ironically for a video game, MGS1's gameplay hasn't aged the best. The stealth mechanics are primitive compared to Thief from the same year and it's an overly linear game aside from some backtracking to pad the short length. Metal Gear 2: Solid Snake is a far more explorative game with somehow more involved gameplay. But everything else, from the characters to the presentation to the locations still hold up.

Meanwhile, MGS2 has amazing stealth mechanics that still hold up and its Tanker chapter and final act in Arsenal Gear are breathtaking, but the game feels more hollow and that the exposition can get grating, what with the 36 min series of cutscenes between the two final bosses. The alienation is the point, with the frequent and intrusive codec calls in the beginning of the Plant chapter and the clean orange look highlighting the artifice of the scenario, which eventually gives way to some amazing visuals as the game progresses. The game also feels more linear, especially with Shell 2 that feels like it had heavier cutscenes and codec calls to account for its lack of content, and there's a lack of the same urgency that MGS1 had.

I can understand why MGS2 was a hard pill to swallow back then and it still kind of is now. It's a brilliant game in several areas, but the pure unadulterated feel and gameplay of MGS1 and the Tanker chapter as well as Ground Zeroes remain the peaks of the franchise for me.

Looking forward to replaying MGS3 again and playing 4 for the first time later this year.

u/Cyborg800-V2 — 7 days ago

You can't even make an appreciation post for Halo 5's MP without people whining about the campaign, calling it "good but not Halo," or hating on newer fans because they "weren't there for 3" in the comments

u/Cyborg800-V2 — 9 days ago
▲ 335 r/halo

Halo 5 MP is my favorite in the franchise and one of my favorite MPs of all time. I think fans forget that the newer games brought in new ones as well and that this game is for the newer generation what 3 was for the previous.

You can feel CE and 2's DNA in this game with the consistent weapon pad timers, faster and more competitive pace, and emphasis on verticality. I think that the fanbase seems to be made up of 3/Reach fans and those games were slower, but they aren't necessarily the be-all and end-all of what Halo is.

5 wasn't a COD/Titanfall 2 clone but the culmination of 11 years of evolution since Halo 2. 3 onwards tried to introduce a new aspect to the golden triangle with equipment. Reach and 4 turned that into armor abilities. 5 made them built into the player, making for the first entry with equal starts abilities since 2.

The weapons are more lethal and I think that's a good thing. 2 hurt the sandbox with the introduction of dual-wielding and 3 and Reach have a lot of weapons that are made redundant by precision weapons. Precision weapons still dominate in 5, but others like the AR, needler, boltshot, etc. can still get the job done.

Halo started out as a slower version of arena shooters and 5 further bridged the gap through its advanced movement, which coupled with the faster TTK makes for intense duels that I think remain unparalleled. Infinite's a fine game, but 5 still reigns supreme for me.

I'm very optimistic about the future of the franchise. I think 343/Halo Studios has done a fine job maintaining the franchise after Bungie left. Even if 4 had a more COD-like MP (though a lot of that can be traced back to Reach) and 5's campaign was the weakest, they've never made an outright bad game, they're at worst decent. Infinite was a mess development-wise, but the hire-ups responsible for that mess are gone and CE remake looks phenomenal.

The next game will inevitably continue to use the Unreal Engine and Infinite's movement and art style. Merge those with 5's visceral feel and breadth of content and I'm happy.

u/Cyborg800-V2 — 9 days ago

Two things. First, RebsGaming is unreliable. Second, imagine being so entitled that you think that the devs leave out features out of maliciousness rather than recognizing how busted the industry is.

u/Cyborg800-V2 — 9 days ago
▲ 74 r/ShitHaloSays+1 crossposts

Imagine calling at worst 7/10 games “not good” and comparing them to something that had Sonic ‘06

u/Cyborg800-V2 — 13 days ago
▲ 3 r/SaGa+1 crossposts

Which versions of the Final Fantasy Legend and Romancing SaGa games should I play?

I'm a relative newbie to JRPGs. I beat the PSP versions of Final Fantasy I and IV and the mobile version of Final Fantasy III years ago, but have been itching to play more JRPGs. I'm building a todo list of other franchises I want to go through, including Phantasy Star, Mana, Star Ocean, Tales, and more.

I own an Xbox, which isn't the best platform for RPGs, but I'm comfortable setting up emulators and applying romhacks and translations.

I've been researching the SaGa games and I'm conflicted over which versions I should play.

  • The Final Fantasy Legend games have colorization hacks, but there's also a WonderSwan remake of the original (I'm a sucker for 16-bit graphics) and DS remakes of the second and third. I understand that the DS remakes are faithful in some ways, but then 3's makes changes to be closer in-line with the other games since the creator of the franchise didn't work on the original but did work on the remake.
  • Romancing SaGa has the Super Famicom version with an English translation that's apparently buggy, but also the Minstrel Song remake that is closer to the original vision but has a different art style and major changes. If the WonderSwan version had an English translation, I'd include that as an option as well.
  • Romancing SaGa 2 has two versions on Xbox, a remaster preserving the original game and a 3D remake that adds major quality of life features.
  • Romancing SaGa 3 has a remaster on Xbox.

I'm conflicted over whether I should be experiencing these games through their original versions, warts and all, or be playing the remakes/remasters that iron out the issues, which means switching between multiple decades and not being able to appreciate the evolution of the franchise.

In particular, Romancing SaGa's SFC version is apparently rough, though I'll do research before playing to understand what the game doesn't tell you, but has the typical beautiful 16-bit art style, while Minstrel Song's art style is divisive but is more polished and includes cut content. Romancing SaGa 2 is loved across both versions, but I don't know if I'd play the remaster or remake.

What are your thoughts and/or recommendations?

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u/Cyborg800-V2 — 18 days ago

Has anyone else tried streaming from their Macbook to Xbox Series consoles using Moonlight + Lumen? Any tips or concerns?

I have a Macbook Pro with Apple Silicon M3 chip and was thinking of trying to play them remotely on my Xbox Series X.

I mainly plan on playing retro PC games like the GOG versions of the original Resident Evil trilogy (got the original with upscaled backgrounds working using Heroic Games Launcher) and the Steam versions of Final Fantasy VII-IX (which are supported on Mac using SummoningKit). You can already get emulators working using Dev Mode.

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u/Cyborg800-V2 — 19 days ago
▲ 52 r/Doom

I love all three, but it’s impressive that the older games rival 2016 in raw mechanics when you remove its progression

u/Cyborg800-V2 — 25 days ago

The amount of people exposing that they never made it beyond Capaldi’s first and missed out on peak is insane, as is implying he was the start of the decline

I remember not enjoying Series 8 back in 2014, but it’s baffling to see comments claiming that the writing dropped off in his era (as though Tennant didn’t have Series 2 and RTD1 didn’t rely on Deus Ex Machina with every finale) or that Capaldi was a bad Doctor.

Not to tribalistic, but it’s clear casuals dropped off around Series 8 and missed out on Series 9 and 10. It’s a shame to see Capaldi and his era be treated this way.

He’s the Timothy Dalton of Doctor Who (albeit he had a full run): someone who understood the character, but inherited the franchise during a time where people were starting to lose interest and despite both seeing a revitalization quality-wise (both Dalton Bond films are amazing while Series 9 and 10 are some of the best of the revival for me).

u/Cyborg800-V2 — 26 days ago

I beat Pandora Tomorrow for the first time. The quality of life additions like alarms decreasing, environmental diversity, and easier difficulty are much appreciated. The difficulty spikes and short length/linearity hold it back from what could have been a definite improvement over the original.

I feel like I have less to say about this one than I did with the first. It's an easier time and I love stuff like instant lockpicking and optic cable options for doors, opening doors while carrying bodies, alarm levels going down after a while, and the whistle.

However, while the levels show more variety than the original and you get some interesting segments like going through a train or following Dahlia in the streets of Jerusalem, their length prevent them from sticking in my mind as much as the original. The atmosphere and music are still strong, just not as memorable.

The game starts out really strong and I'd say it's more consistent quality-wise than the original. I love the first five levels: Embassy, Lab, Train, Jerusalem, and Jungle. However, the game once again falls short in the end. Playing on Xbox with checkpoints drastically impacts the difficulty. The TV station level with that one outdoor section in the rain with flashes of thunder and LAX with the room full of innocents and terrorists you had to kill were challenging, though I'd say the game is easier than the original and than its reputation suggests.

I'm going to replay MGS1-3 before I move on to Chaos Theory because I know that game's going to set the bar really high. I'm working on a stealth survival horror game in Godot and have been playing these titles, many for the first time, as research.

Here's my ranking of the levels:

  1. Jungle
  2. Embassy
  3. Lab
  4. Jerusalem
  5. TV Station
  6. Shipyard
  7. Train
  8. LAX
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u/Cyborg800-V2 — 28 days ago
▲ 48 r/stealthgames+1 crossposts

I beat the first Splinter Cell for the first time. It was a great game that aged exceptionally well. The only things that really hold it back are forced combat with wonky accuracy and lack of quicksaves on Xbox, adding to the trail and error.

It's remarkable how well the game aged visually and gameplay-wise. It might not look as photorealistic as it did in 2002, but a strong art direction always trumps realism. Control-wise, it's funny how it came out just a year after MGS2, yet is basically modern aside from raising your weapon with x rather than left trigger.

Thief and Splinter Cell were overshadowed by MGS, but have far more involved stealth mechanics and I think MGS spent most of its lifespan playing catch-up, with Ground Zeroes, my favorite gameplay-wise, basically being SC1 from 12-13 years earlier with some QOL features like improved movement and less binary detection. In fact, I'm working on a personal hobby project blending Ground Zeroes's aforementioned QOL features, open map design, and on-site procurement with Splinter Cell's stealth.

I love most of the game, but the last three levels see a severe difficulty spike with forced combat mechanics that don't work because of how poor Fisher's aiming is, even when stationary with the reticle as small as possible. I had played every level up to and including Chinese Embassy 1 on PC last year but switched to Xbox and the lack of quicksaves really affects the difficulty. On one hand, it results in more tense gameplay and you have to live with the consequences, but the placement of checkpoints exacerbates frustrating sections like Chinese Embassy 2's thermal keypad room that leads to a turret or Presidential Palace's opening.

If I had to rank the levels, it'd be like this:

  1. CIA HQ
  2. Police Station
  3. Defense Ministry
  4. Kalinatek
  5. Chinese Embassy 1
  6. Presidential Palace
  7. Training
  8. Oil Refinery
  9. Abattoir
  10. Chinese Embassy 2

I'm looking forward to playing the three bonus levels before moving on to Pandora Tomorrow and especially Chaos Theory.

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u/Cyborg800-V2 — 1 month ago

r/TopCharacterTropes post claims that it's commonly seen that the show dropped in quality during the 2010s and couldn't escape Tennant's shadow. Really?

From what I've heard, the franchise became even more popular in North America during the Smith era and the 50th Anniversary was the peak of the popularity.

Quality-wise, I haven't seen beyond Whittaker's first episode, which was solid, but considering the Moffat era dominated the 2010s with him being showrunner from 2010-2017, I find the idea that there was a decline in quality questionable.

Yes, Moffat's era had its high and lows, but so does every era. Are Series 6, 7, or 8 really that noticeable of a drop when the peak in quality people are referencing includes Series 2? I personally find Series 4 to be the only standout and 1-3 are mixed bags. 6-8 at least feel more tonally consistent. I watched Series 1's first three episodes and found them dated. Series 5 was what made me a fan and emboldened me to go through 1-4.

Many of the best episodes of RTD1 were written by Moffat. His era reduced the camp and soap opera and was more daring. Capaldi's run may have seen a ratings drop and Series 8 wasn't the best transition, but Series 9 and 10's quality cannot be understated.

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u/Cyborg800-V2 — 2 months ago

Would the dynamic overhead perspective and on-site procurement of Metal Gear Solid enhance Splinter Cell's stealth or diminish it?

I'm working on a personal hobby project in Godot that blends MGS's base gameplay with the light and shadow stealth of SC and Thief, which I find to be deeper and less binary.

I had played parts of Splinter Cell 1 before and loved it and now I've restarted it and even ordered Double Agent V2 from Ebay (since my dad already owns the first three on Xbox) so I can experience the franchise and research how I can capture it for my game.

Splinter Cell and Thief are already very tense games, but I think an overhead view could add further tension and fear while lacking the empowerment a traditional third person camera provides. Following Thief's AI behavior rather than the binary alarm states of MGS coupled with the light meter should ideally avoid the frustration some have with classic MGS's camera and stealth.

My feeling is that this camera style would not only be a unique challenge and distinguish my idea, but also to counter the argument that it and its ilk are "outdated" solely because they don't conform to the homogenized style of today. If I execute things right and address legitimate issues people had, which is why I made this post, then people would instead appreciate the things that were always there, like the cinematic feel and tension.

u/Cyborg800-V2 — 2 months ago

Can the light and shadow stealth of Thief and Splinter Cell thrive in a dynamic overhead perspective like that of MGS1-3, or is that camera style best left in the past?

Inspired by MGS2, I've implemented corner peek and first person aiming (with the player unable to move and only able to look 90 degrees left and right).

I love the cinematic camera angles of classic RE, but recognize that tank controls are a barrier of entry to newcomers, so I feel that MGS2's camera is a good middle-ground.

For me personally, I feel passionate about using this camera style because it lends a unique cinematic feel. The traditional third person camera empowers the player and I feel the overhead view does the opposite. Following Thief's AI behavior rather than the binary alarm states of MGS and SC coupled with the light meter should ideally avoid the frustration some have with classic MGS's camera and stealth.

My feeling is that this camera style would not only be a unique challenge and distinguish my idea, but also to counter the argument that it and its ilk are "outdated" solely because they don't conform to the homogenized style of today. If I execute things right and address legitimate issues people had, which is why I made this post, then people would instead appreciate the things that were always there, like the cinematic feel and tension.

I'd like to see a second opinion on this. What are the positives and negatives of my choice of camera? How would they impact the gameplay of Thief and Splinter Cell?

u/Cyborg800-V2 — 2 months ago

Blending Splinter Cell/Thief's light and sound stealth with the dynamic overhead view of Metal Gear Solid 1-3? A recipe for friction and depth or frustration?

I'm exploring an idea of mine using Godot that blends the light and sound stealth mechanics of Splinter Cell and Thief with classic Resident Evil's exploration and Metal Gear Solid's dynamic overhead camera that transitions and changes based on player position. Inspired by MGS2, I've implemented corner peek and first person aiming (with the player unable to move and only able to look 90 degrees left and right).

I love the cinematic camera angles of classic RE, but recognize that tank controls are a barrier of entry to newcomers, so I feel that MGS2's camera is a middle-ground.

For me personally, I feel passionate about using this camera style because it lends a unique cinematic feel and doesn't provide the player the power of a traditional third person camera. It'd encourage the player to be more methodical and feel more vulnerable. Following Thief's AI behavior rather than the binary alarm states of MGS and SC coupled with the light meter should ideally avoid the frustration some have with classic MGS's camera and stealth.

I'd like to see a second opinion on this. What are the positives and negatives of my choice of camera? How would they impact the gameplay of Thief and Splinter Cell?

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u/Cyborg800-V2 — 2 months ago