METAL GEAR SOLID V: THE PHANTOM PAIN

METAL GEAR SOLID V: THE PHANTOM PAIN

Deathraven13 12 fev. 2018 às 5:17
MGS5: TPP story feel empty because.....
Let me explain why MGS5: TPP feels empty, and I'm not talking about what happen to Venom Snake, we know that, nor mission 51 or chapter 3 it's all about the game we have right now.

So in the timeline MGS3 is before MGS: PW and MGS5: TPP, codec calls in MGS: PW as been restricted to just audio maybe because of the capability of the console it was on, but why we still only have audio in TPP when it's possible to have the old codec back ? Well in metal gear solid 2 people praised Kojima for the story, story wich are in the codec call mostly.

So what changed ? Well this man is the true genius behind the metal gear series, not Kojima:

http://metalgear.wikia.com/wiki/Tomokazu_Fukushima

After MGS3: Subsistance, Tomokazu Fukushima is not here anymore, he did the codec/radio of MGS2 and 3 wich is where most of the story is. If you don't believe me then remember where do we explain you the end of MGS2 about the whole mission and what Raiden truly did (video down below to refresh your memory):

https://www.youtube.com/watch?v=eKl6WjfDqYA&t=0s

The codec. So what are we missing in PW and TPP ? We got cassettes and cutscenes, along a pityful codec that give you general information even in FOB.

Tomokazu Fukushima was the man that made the story not boring the whole game, but people praised Kojima... Imagine if in MGS2 and 3 instead of codec we had some cassette tapes and a codec that gave general information, would those game be good ? No. Why ? Because the codec allows you to extend the length of the game if you want, you are not forced to see every codec called, but if you want you can, and you'll be occupied since there are more codec calls in MGS2 and 3 than there are cassettes in TPP.

What does the codec do ? It make characters interesting, here we have Kaz and Ocelot on the end of the codec.... and they suck, they just have no personnality, why ? Because you don't interact with them enough, but someone must write those codec calls and make them interesting.

We can see what a bad codec call are in TPP since none of them are intersting, cutscene alone didn't do a good job, even if it's Kojima speciality, when you are about to kill Quiet does it looks like you are about to shot the boss ? No, because you had no idea who Quiet was, and when she left you didn't had enough interaction with her to care, yes Venom snake is not big boss but if there is a romance between Quiet and Venom then it failed miserably, nothing make Quiet enjoyable in the story, hell if she was in Survive or another spin off it would have fit more.

So once again even with Hideo Kojima that people praise like a god, what is good in TPP ? The gameplay, and that's it. What was good when Tomokazu Fukushima was here ? The story.

If you remove codec calls from MGS3 would the story be that good ? No, only the gameplay would be good, without codec all the other characters like Major zero, Sigint and paramedic would feel as useless as Kaz and ocelot in TPP.

If you remove codec calls from MGS2 then seriously you'll lose 90% of the story. Emma and Hal would not argue during the codec call, showing us how they interact before Emma dies in the arms of her brother. If you couldn't call Pliskin/Snake then you wouldn't feel like he is a legend, because he give you some funny tips wich shoes that he is human, but you can see that he as more experience than Raiden thanks to the codec, after all if Snake didn't trusted his instincts during the bomb search the Big Shell could have been destroyed. The whole IA plot is in MGS2 codec so without it the game would feel as empty as TPP.

So what did the codec do in metal gear series ? It connected people to the players, sure a good cutscenes can do that, but too many cutscenes kill the game, a good cutscene would be during the fight against grey Fox in MGS1 on PS1, but if you didn't had some codec call before that fight it would make the character a little confusing, he helps you, yet you fight him.

I could go on but you probably see my point wich is cassette tapes sucks compared to codec calls, people complaign that TPP story is really bad and Kojima is in it, but what the game really needed was the codec calls. Now why we don't have such good codec calls ? Well we are missing the man behind those wich is Tomokazu Fukushima, that's one point, the other being Kojima wanted all missions to feel like a TV show, wich is why you get spoiled at the beginning of the mission wich is dumb, so codec calls like in the old time wouldn't fit here.



So if people don't really like Metal gear after MGS3 while Kojima is still here it's because the real "genius" was not Kojima but Tomokazu Fukushima.

One last exemple to show that Kojima alone is not up to his legend, the first mission in TPP, the hospital wich a lot of people seems to hate since it takes so long for nothing because after that the whole plot is empty in the middle. We had too many cutscenes in that mission and not enough in the rest, no real interactions with the other characters during the whole game, wich I include the battle gear, hell even D-Dog is boring since all you can do is pet him, all the buddy are just like accessories, even I could make a better use of them here check this:
You and D-Dog must find something using D-Dog sense of smell, it's a drug they plan to sell wich contains parasites, it spread via smoke wich increase the odds of those parasite to spread even more, you must find the factory and burn them, unfortunatly it was a trap all along, that information was a fake, it was just regular drug you have burned, ennemies approach your position and one sniper is about to shoot Venom, D-Dog jumped on you and took the bullet, Venom shoot the sniper with a non lethal weapon, now you must carry D-Dog on your back to safety while avoiding choppers and ennemies, Venom use some pieces of clothes nearby to try to stabilize D-Dog and to carry him without shaking him too much, but you let your primary and secondary weapon behind along all your other items just to not be too slow, so you have a pistol and you are on an invisible time limit, hearing D-Dog quietly whispering in pain, you must get past ennemies and if D-Dog dies it will trigger a cutscene in 2 case:
- If D-Dog is shot by ennemies, you stop and surrender, because you can't fight nor run with him dead on your back and only armed with a pistol.
- If D-Dog die because you took too long when you put him inside the chopper and check his status..... he will be dead, with Venom being sad since he failed miserably to save one of his buddy.

Add 2-3 special mission like that for each buddy and you'll feel closer to your buddies, wich for now have no real impact on the story.

So do you agree ? You don't agree ? Tell us what you think.

Bonus: Someone have an idea to what happened to Tomokazu Fukushima ? I got no answer and only find this on reddit wich as some good point on what I've said above:
https://www.reddit.com/r/metalgearsolid/comments/3nx8ls/okay_im_just_going_to_ask_it_where_is_tomokazu/
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A mostrar 31-45 de 94 comentários
OG Chronic Depression 12 fev. 2018 às 22:15 
I agree, but I think that the main problem with the MGS V story wasn't just the codec, but that the story was just bad. It is so convulated, with no direction or characters that we care about. At least the gameplay was good.
Lethal Placebo 13 fev. 2018 às 1:01 
Hey Deathraven, good to see you around these parts again. I pretty much agree with your entire post here. It's for the reasons you stated above that has me a bit worried about Death Stranding. I'm really not sure if Kojima's writing ability is up to the task. The loss of Fukushima was definitely felt after MGS3, especially in MGS4 where Kojima was badly in need of an editor. Thanks for taking the time to sing the praises of this unsung hero!
Deathraven13 13 fev. 2018 às 3:39 
Originalmente postado por lPaladinl:
I don't believe that the codec calls missing is what makes the game feel empty.

What makes the maps feel empty is the fact that parts of the maps are just empty. Might be realistic, but the bases are so widespread that from a gameplay standpoint, it's a bit monotonous to travel between bases sometimes.

I don't think the story feels empty, except for the ending of Chapter 1. I believe this in part was Kojima's intent. If he wanted us to feel like revenge against Skullface wasn't a satifying endeavor, he succeeded. Killing Skullface is one of the most empty portions of the game emotionally. It's even sickening, really. Despite all the evil that Skullface has done, his death isn't the answer that You, Venom, Huey, Miller, or Ocelot was looking for.

I especially think this may be the case because Kojima has always been a stong proponent of the idea of Peace in various forms, anti-nuke messaging, and anti-revenge. You see it throughout most of his work, even if subtle. The fact that many of the games even punish you for using lethal force, at least to the extent that "true endings" or unlockable content are locked behind non-lethal runs.

Maybe Chapter 3 would make the game feel more fufilling with the endings? But we have no way to prove that. All we have to go off of is what was in the Collector's Edition, showing us one single mission plot with Eli stealing the Metal Gear and Venom injuring him by accident because of his health condition that somehow hasn't been a problem during the rest of the game.

But no, I don't believe lacking Codec Calls is the problem here. The Casettes more than make up for the missing lore building and dialogue between characters. We also have something that we never had in MGS 1, 2, or 3, which is cutscenes where Snake is talking directly with the people he is operating with, complete with cutscenes linked to explaining game features in silly ways (like your first time back to base when Venom hasn't showered in long enough and your sneaking stat is lowered).

For the map I agree, it feels empty unlike Metal gear Survive, since gathering ressources will be important and you have to take care about oxygen, hunger and thirst. I have no idea how they could fix that in TPP, they did for survive but they are not the same game overall.

Originalmente postado por ItchyDani3l:
I agree that the codec to radio change definitely impacted the story.
But I think that the change was necessary. MGSV is much more free-form than MGS and the other games were.

There are very few scripted events in MGSV. You don't need to unlock weapons in order to progress, get keycards, beat bosses, etc.

If the Codec was used in its previous incarnations, it would be extremely boring, mini cutscenes that we've already seen.

I think the best way to fix this is to rewrite the story for TPP from the ground up.

Reinstate the previous mechanic of finding new weapons which allow you access new areas.

Add more characters. MGS1 had like 10 major characters.

TPP just has Miller and Ocelot. Big Boss doesn't even count as a character any more. He doesn't speak to anyone. He just gets talked to. Huey doesn't really count as a major character, because all he does is whine and get interrogated. Eli doesn't actually have any major dialog. Pycho Mantis doesn't talk either. Vulgin doesn't have any dialog. Skull Face is barely more interesting than a plain sheet of paper. Quiet has 2 lines of dialog in the whole game. Code Talker's only redeeming quality is his hamburger tapes. DDog, while adorable, is not a major character with any arcs outside of being a puppy. The Boss personality core is never fully explored. I could go on.

The fact is that TPP tries to make Big Boss, Skullface, Huey, Quiet, Eli, and Code Talker into major characters, but none of them actually do anything or have any interesting character interactions.

On the other hand, Miller, the Colonel Cambell, Mei, the russian weapons lady, Otacon, Snake, Meryl, Ocelot, Liquid, Psycho Mantis, and even Gray Fox were really interesting characters with strong interactions.

Yes I've already stated here that the format won't allow for codec call unlike MGS 1 2 & 3 since it's a long mission in those, I'm just saying that people feel that the story is empty because the game doesn not really have that much interesting cutscenes and characters feel empty, even your staff are just numbers and your buddies are not that interesting story wise. They could have made it more interesting easily.



Originalmente postado por OG Chronic Depression:
I agree, but I think that the main problem with the MGS V story wasn't just the codec, but that the story was just bad. It is so convulated, with no direction or characters that we care about. At least the gameplay was good.

Yes the gameplay is good and FOB is great. Yes we could have a better story and it just feel too short, even in MGS:PW you had a really good story and you learned about all those new characters, even the missions on harder difficulty are interesting because when you capture a vehicle or defeat one of those robot you earned a cool reward. A shame we did not get to upgrade the battle gear and maybe use it online like in an automatic arena.



Originalmente postado por Lethal Placebo:
Hey Deathraven, good to see you around these parts again. I pretty much agree with your entire post here. It's for the reasons you stated above that has me a bit worried about Death Stranding. I'm really not sure if Kojima's writing ability is up to the task. The loss of Fukushima was definitely felt after MGS3, especially in MGS4 where Kojima was badly in need of an editor. Thanks for taking the time to sing the praises of this unsung hero!

Thank you very much, I feel a bit ashamed that it took me so long to notice all of this but in my defense FOB really kept me away from all of this, this mode as so many secrets and fun to discover. I understand that people prefer MGS5 over the old one and some prefer the old one over MGS5, but one of the point is that without Tomokazu Fukushima the metal gear series felt a little odd to me, I loved MGS: PW but I could still feel like something was missing.

After watching the final codec moment in MGS2 on youtube (because damn it's so good and well written, even the beLIEve me part is good) I saw a comment saying that it's not Kojima that have written that it was Tomokazu Fukushima, then after a little bit of research it was clear that Kojima surely did all the cutscenes of most metal gear game while he did the codec and metal gear acid story.

So in the end I prefer Tomokazu Fukushima over Hideo Kojima after all this research, I have no idea what happened to him but without him I wonder what death stranding will be, if they both worked together on DS then I'll bet it will be a master piece, but Kojima alone is not that good while Tomokazu Fukushima can write a good scenario and dialogue since he did that for metal gear acid wich is a game I love along MG acid 2.
rancher_gamer 13 fev. 2018 às 4:41 
I'm sick of this "Fukushima was what made the MGS series great" meme. No one except for the people who worked with him have any idea how much he contributed to writing the script in those games.

I read an interview by Kojima some years ago where he claimed that he writes every single word but Fukushima helps with the codec conversations. From memory, he talked about how there were so many codec conversations, which gave me the impression that Fukushima wrote stuff that had little to do with the story, so gameplay instructions and optional secret dialogue. I'll try to dig it up if I can.

Kojima could've been lying or underplaying his involvement, but his statements are more reliable than this rumour that is all over the internet. Kojima's been done with MGS since MGS3 came out. He intended for MGS2 to be the last which is evident from the ending. I think the reason why MGS3 came out so well is because he was able to make his own interpretation of the Bond films which he's cited as a massive influence to him over the years.

MGS4 and MGSV were clearly made without the same enthusiasm. MGS4 rushed to close every single cliff hanger that his fans gave him death threats for and lacked the passion the other games had. V's ending also closes the other holes with a reinterpretation of MGS2's ending, clearly closing off the game for good. He's been working on the series since 1987. He was sick and tired of it after 2, and when he was finishing up Peacewalker, he asked Kotaku and it's readers to email Konami to encourage them to allow him to work on other projects. That was in 2009.

And to directly address your insinuation that the codec was Fukushima's invention... have you not seen gameplay from the first metal gear games? The codec still exists in the form of a tranceiver. Codec was used in the earlier metal gears to cut development time drastically. Codec conversations take up hours in each game, that's thousands of man hours saved of animation, motion capture and directing cutscenes.

We also have no clear evidence of Fukushima's writing talent. From what I've been told, Ghost Babel's writing is fine, but as the story is just a reinterpretation of MGS1's events, that's not really a fair test at all. While with Kojima, we have Policenauts and Snatchers. They were all soley written by Kojima.

People try to blame the decline in quality on Fukushima's departure but it sounds like a case of burnout to me. His series is older than the majority of his fans. He's wanted to work on a new IP for ages.
Deathraven13 13 fev. 2018 às 6:23 
Originalmente postado por Elizabeth:
I'm sick of this "Fukushima was what made the MGS series great" meme. No one except for the people who worked with him have any idea how much he contributed to writing the script in those games.

I read an interview by Kojima some years ago where he claimed that he writes every single word but Fukushima helps with the codec conversations. From memory, he talked about how there were so many codec conversations, which gave me the impression that Fukushima wrote stuff that had little to do with the story, so gameplay instructions and optional secret dialogue. I'll try to dig it up if I can.

Kojima could've been lying or underplaying his involvement, but his statements are more reliable than this rumour that is all over the internet. Kojima's been done with MGS since MGS3 came out. He intended for MGS2 to be the last which is evident from the ending. I think the reason why MGS3 came out so well is because he was able to make his own interpretation of the Bond films which he's cited as a massive influence to him over the years.

MGS4 and MGSV were clearly made without the same enthusiasm. MGS4 rushed to close every single cliff hanger that his fans gave him death threats for and lacked the passion the other games had. V's ending also closes the other holes with a reinterpretation of MGS2's ending, clearly closing off the game for good. He's been working on the series since 1987. He was sick and tired of it after 2, and when he was finishing up Peacewalker, he asked Kotaku and it's readers to email Konami to encourage them to allow him to work on other projects. That was in 2009.

And to directly address your insinuation that the codec was Fukushima's invention... have you not seen gameplay from the first metal gear games? The codec still exists in the form of a tranceiver. Codec was used in the earlier metal gears to cut development time drastically. Codec conversations take up hours in each game, that's thousands of man hours saved of animation, motion capture and directing cutscenes.

We also have no clear evidence of Fukushima's writing talent. From what I've been told, Ghost Babel's writing is fine, but as the story is just a reinterpretation of MGS1's events, that's not really a fair test at all. While with Kojima, we have Policenauts and Snatchers. They were all soley written by Kojima.

People try to blame the decline in quality on Fukushima's departure but it sounds like a case of burnout to me. His series is older than the majority of his fans. He's wanted to work on a new IP for ages.

Your lack of informations on the subject shows that you don't master this subject, every Metal gear game that as been made with Kojima was been made with it being the last one in his mind, so he never planned the whole metal gear story series in advance.

Tomokazu Fukushima joined the MG serie with metal gear solid on PS1, wich is where the codec shined the most since on MSX and NES the dialogue was very limited to "hey go there, do this", so he did not invented the codec, but he when he joined the codec was very lively and made characters interesting, sure they still pinpoint what you should do on some occasion but from MGS 1 to MGS3 you could learn some other stuff and the conversation was not boring for most of them. Wich is why after he was not there anymore MGS4 felt different and MGS:PW and MGS5 had no more good codec call, back to the basic infos wich made MGS5: TPP characters empty, even if Kojima intentionnaly made the game like TV episodes because he knew after MGS4 that he didn't had what it takes to make some good codec conversation, and added too many cutscenes. With MGS: PW he probably had to use cassette tapes since it's on PSP but for TPP he could have used the codec, it's here in MGS3 ! If you combine all cassette and compare it to the codec call you can make in MGS1 2 or 3 you'll understand that Kojima know that he can't writte that well.

So people praise Kojima like he was a genius, but he is only good for cutscene, for exemple they had a debat with the team in MGS2 to put blood or not on Otacon, blood from his sister E.E, Kojima wanted to add blood because it would show how serious the situation is and the horror of such battle. So he can do that but he can't really writte good codec conversation hence why we still have cassettes for no reason when codec was used in the timeline, cassette tapes allow for low level script to be made because they are short, easy to use (voice only), and leave the rest to imagination, but overall you won't a very good or emotionnal conversation with someone via cassette tapes, that's why Venom Snake barely talk, it's because Kojima can't write some good conversation.

Here's what Tomokazu_Fukushima did:
http://metalgear.wikia.com/wiki/Tomokazu_Fukushima

rancher_gamer 13 fev. 2018 às 7:04 
Originalmente postado por Deathraven13:
Originalmente postado por Elizabeth:
I'm sick of this "Fukushima was what made the MGS series great" meme. No one except for the people who worked with him have any idea how much he contributed to writing the script in those games.

I read an interview by Kojima some years ago where he claimed that he writes every single word but Fukushima helps with the codec conversations. From memory, he talked about how there were so many codec conversations, which gave me the impression that Fukushima wrote stuff that had little to do with the story, so gameplay instructions and optional secret dialogue. I'll try to dig it up if I can.

Kojima could've been lying or underplaying his involvement, but his statements are more reliable than this rumour that is all over the internet. Kojima's been done with MGS since MGS3 came out. He intended for MGS2 to be the last which is evident from the ending. I think the reason why MGS3 came out so well is because he was able to make his own interpretation of the Bond films which he's cited as a massive influence to him over the years.

MGS4 and MGSV were clearly made without the same enthusiasm. MGS4 rushed to close every single cliff hanger that his fans gave him death threats for and lacked the passion the other games had. V's ending also closes the other holes with a reinterpretation of MGS2's ending, clearly closing off the game for good. He's been working on the series since 1987. He was sick and tired of it after 2, and when he was finishing up Peacewalker, he asked Kotaku and it's readers to email Konami to encourage them to allow him to work on other projects. That was in 2009.

And to directly address your insinuation that the codec was Fukushima's invention... have you not seen gameplay from the first metal gear games? The codec still exists in the form of a tranceiver. Codec was used in the earlier metal gears to cut development time drastically. Codec conversations take up hours in each game, that's thousands of man hours saved of animation, motion capture and directing cutscenes.

We also have no clear evidence of Fukushima's writing talent. From what I've been told, Ghost Babel's writing is fine, but as the story is just a reinterpretation of MGS1's events, that's not really a fair test at all. While with Kojima, we have Policenauts and Snatchers. They were all soley written by Kojima.

People try to blame the decline in quality on Fukushima's departure but it sounds like a case of burnout to me. His series is older than the majority of his fans. He's wanted to work on a new IP for ages.

Your lack of informations on the subject shows that you don't master this subject, every Metal gear game that as been made with Kojima was been made with it being the last one in his mind, so he never planned the whole metal gear story series in advance.

Tomokazu Fukushima joined the MG serie with metal gear solid on PS1, wich is where the codec shined the most since on MSX and NES the dialogue was very limited to "hey go there, do this", so he did not invented the codec, but he when he joined the codec was very lively and made characters interesting, sure they still pinpoint what you should do on some occasion but from MGS 1 to MGS3 you could learn some other stuff and the conversation was not boring for most of them. Wich is why after he was not there anymore MGS4 felt different and MGS:PW and MGS5 had no more good codec call, back to the basic infos wich made MGS5: TPP characters empty, even if Kojima intentionnaly made the game like TV episodes because he knew after MGS4 that he didn't had what it takes to make some good codec conversation, and added too many cutscenes. With MGS: PW he probably had to use cassette tapes since it's on PSP but for TPP he could have used the codec, it's here in MGS3 ! If you combine all cassette and compare it to the codec call you can make in MGS1 2 or 3 you'll understand that Kojima know that he can't writte that well.

So people praise Kojima like he was a genius, but he is only good for cutscene, for exemple they had a debat with the team in MGS2 to put blood or not on Otacon, blood from his sister E.E, Kojima wanted to add blood because it would show how serious the situation is and the horror of such battle. So he can do that but he can't really writte good codec conversation hence why we still have cassettes for no reason when codec was used in the timeline, cassette tapes allow for low level script to be made because they are short, easy to use (voice only), and leave the rest to imagination, but overall you won't a very good or emotionnal conversation with someone via cassette tapes, that's why Venom Snake barely talk, it's because Kojima can't write some good conversation.

Here's what Tomokazu_Fukushima did:
http://metalgear.wikia.com/wiki/Tomokazu_Fukushima

You basically ignored everything that I said and just continued with your unsubstantiated claims that Fukushima was the mastermind behind Metal Gear. And the reason why the MSX games are so bare bones is because it's almost a 30 year old game. You clearly don't understand the hardware limitations of the MSX2 - infact the main reason why Metal Gear is a stealth game is due to hardware limitations. The system could barely handle having more than a certain amount of enemies and projectiles on screen at any given time.

And even though it's my favourite MGS game - 2 has awful writing and horrible pacing. In case you ignore everything I say again:

Here's Kojima saying he wrote everything in MGS2 except for SOME of the codec dialogues. https://i.imgur.com/Y8ojDv6.jpg You have no proof that Fukushima was the reason why 1-3 were so well written. It's just he happened to leave before 4 came out and that was where the quality dropped off.

Like I said earlier: Policenauts and Snatchers are considered to have amazing stories. They were solely written by Kojima. Ghost Babel was written soley by Fukushima and from what I know it's just a condensed version of MGS1.

I think you're looking at MGS2 with rose tinted glasses. I love that game to pieces but even I can admit the game is poorly paced. There's way too much time spent on unimportant and boring dialogue. Kojima's biggest weakness with his writing is that he has no idea how to write succinctly and instead relies on exposition dumps to get his point across. Even the translator for MGS2 thought that Kojima was a bad writer.
Deathraven13 13 fev. 2018 às 7:21 
Originalmente postado por Elizabeth:
Originalmente postado por Deathraven13:

Your lack of informations on the subject shows that you don't master this subject, every Metal gear game that as been made with Kojima was been made with it being the last one in his mind, so he never planned the whole metal gear story series in advance.

Tomokazu Fukushima joined the MG serie with metal gear solid on PS1, wich is where the codec shined the most since on MSX and NES the dialogue was very limited to "hey go there, do this", so he did not invented the codec, but he when he joined the codec was very lively and made characters interesting, sure they still pinpoint what you should do on some occasion but from MGS 1 to MGS3 you could learn some other stuff and the conversation was not boring for most of them. Wich is why after he was not there anymore MGS4 felt different and MGS:PW and MGS5 had no more good codec call, back to the basic infos wich made MGS5: TPP characters empty, even if Kojima intentionnaly made the game like TV episodes because he knew after MGS4 that he didn't had what it takes to make some good codec conversation, and added too many cutscenes. With MGS: PW he probably had to use cassette tapes since it's on PSP but for TPP he could have used the codec, it's here in MGS3 ! If you combine all cassette and compare it to the codec call you can make in MGS1 2 or 3 you'll understand that Kojima know that he can't writte that well.

So people praise Kojima like he was a genius, but he is only good for cutscene, for exemple they had a debat with the team in MGS2 to put blood or not on Otacon, blood from his sister E.E, Kojima wanted to add blood because it would show how serious the situation is and the horror of such battle. So he can do that but he can't really writte good codec conversation hence why we still have cassettes for no reason when codec was used in the timeline, cassette tapes allow for low level script to be made because they are short, easy to use (voice only), and leave the rest to imagination, but overall you won't a very good or emotionnal conversation with someone via cassette tapes, that's why Venom Snake barely talk, it's because Kojima can't write some good conversation.

Here's what Tomokazu_Fukushima did:
http://metalgear.wikia.com/wiki/Tomokazu_Fukushima

You basically ignored everything that I said and just continued with your unsubstantiated claims that Fukushima was the mastermind behind Metal Gear. And the reason why the MSX games are so bare bones is because it's almost a 30 year old game. You clearly don't understand the hardware limitations of the MSX2 - infact the main reason why Metal Gear is a stealth game is due to hardware limitations. The system could barely handle having more than a certain amount of enemies and projectiles on screen at any given time.

And even though it's my favourite MGS game - 2 has awful writing and horrible pacing. In case you ignore everything I say again:

Here's Kojima saying he wrote everything in MGS2 except for SOME of the codec dialogues. https://i.imgur.com/Y8ojDv6.jpg You have no proof that Fukushima was the reason why 1-3 were so well written. It's just he happened to leave before 4 came out and that was where the quality dropped off.

Like I said earlier: Policenauts and Snatchers are considered to have amazing stories. They were solely written by Kojima. Ghost Babel was written soley by Fukushima and from what I know it's just a condensed version of MGS1.

I think you're looking at MGS2 with rose tinted glasses. I love that game to pieces but even I can admit the game is poorly paced. There's way too much time spent on unimportant and boring dialogue. Kojima's biggest weakness with his writing is that he has no idea how to write succinctly and instead relies on exposition dumps to get his point across. Even the translator for MGS2 thought that Kojima was a bad writer.

If you ignore what I write and the proofs I show you then want to counter me by saying that I ignore all you have said then you are wasting my time if you ignore the truth.

I told you how Kojima saw MGS every game and what he and Tomokazu Fukushima did in the game. So if you ignore all that then explain this I dare you:

Why after Tomokazu Fukushima was gone we did not have these codec moment like in MGS 1 2 and 3 in MGS5: TPP ?

It's in MGS3 wich come before TPP so it make no sense to have cassettes.

If Tomokazu Fukushima was not that good but Kojima is a god making master pieces then why does TPP only have 2 chapters with a boring story ? Because so far people most likely remember and love MGS 1 2 & 3, not MGS 4 or MGS5. Why ? Because MGS 1 2 & 3 had a good scenarion, MGS5 only as a good gameplay, even if I prefer MGS3 healing system and stamina since in MGS5 you have COD health regen and infinite stamina.

Long story short: If people remember MGS 1 2 & 3 it's because Tomokazu Fukushima was here, after that with only Kojima the story became garbage and to cover up this they focused at first on cutscenes (MGS4) then gameplay become the only option left (MGS5). We will see if Metal Gear Survive will have a better story than TPP. wich is not that hard. The gameplay is better than TPP for me if someone wanted to ask me once again.

EDIT: I forgot something very important, capturing animals in TPP is boring and impossible without a guide, side ops are too repetitive so the gameplay is good but it does not justify such horrible gameplay elements....
Última alteração por Deathraven13; 13 fev. 2018 às 7:24
rancher_gamer 13 fev. 2018 às 7:32 
Did you not read my "proofs"? You're just making this up. Show me clear evidence that Fukushima leaving was the reason why they got rid of the codec calls.

You can't. In MGS4, the codec calls became hour long cutscenes because they had the budget and technology to animate full cutscenes. Codec calls were always the substitute for cutscenes.

Then the game got criticized strongly because there's 9 hours of cutscenes to 11 hours of actual gameplay. The game had no substance, Kojima never wanted to make it. And with TPP, Konami was working on shutting down KojiPro during development. To say that the development was turbulent would be an understatement, an anonymous source talked about there being blackouts and a huge portion of the staff was being laid off.

I'm just going to stop responding because I think you're trolling at this point. You've ignored the only clear proof of Kojima being responsible for most of the writing in the entire series. Well congratulations, you managed to annoy me. Have a good day.
Deathraven13 13 fev. 2018 às 7:49 
Originalmente postado por Elizabeth:
Did you not read my "proofs"? You're just making this up. Show me clear evidence that Fukushima leaving was the reason why they got rid of the codec calls.

You can't. In MGS4, the codec calls became hour long cutscenes because they had the budget and technology to animate full cutscenes. Codec calls were always the substitute for cutscenes.

Then the game got criticized strongly because there's 9 hours of cutscenes to 11 hours of actual gameplay. The game had no substance, Kojima never wanted to make it. And with TPP, Konami was working on shutting down KojiPro during development. To say that the development was turbulent would be an understatement, an anonymous source talked about there being blackouts and a huge portion of the staff was being laid off.

I'm just going to stop responding because I think you're trolling at this point. You've ignored the only clear proof of Kojima being responsible for most of the writing in the entire series. Well congratulations, you managed to annoy me. Have a good day.

I told you about MGS4, you just don't read what I say, I've said that people complaigned about MGS4 cutscenes like you just did, so why was it balanced in MGS 1 2 & 3 and not in MGS4 ? Because Tomokazu Fukushima was not here after MGS4, that's not hard to understand.



Originalmente postado por Elizabeth:
You've ignored the only clear proof of Kojima being responsible for most of the writing in the entire series.

You've ignored my proof that say the opposite, even if Kojima did say that he wrote most of the stuff doesn't mean that it's true, it's not a proof, otherwise I could show you a tweet with Konami saying "The big boss of Konami wrote most of the story in metal gear series" then you'll say it's true ?

Kojima love movies and always wanted to do it, without Tomokazu Fukushima he went too far in MGS4, that's one proof that Kojima can't write correctly. If you gather all codec call you can get in MGS 1 2 or 3 you'll have more dialogue than in TPP.

Also I'm still waiting on what you've said, but if you did not find anything then you know why but at least have the courage to acknowledge your mistakes. Yes when you start with "From memory" it's not a proof and it mean that you are not sure, if I ask you if the sky is blue and you say "from memory it's blue" it means that you are not sure otherwise you'll say "It blue" or "of course it's blue".

Originalmente postado por Elizabeth:
From memory, he talked about how there were so many codec conversations, which gave me the impression that Fukushima wrote stuff that had little to do with the story, so gameplay instructions and optional secret dialogue. I'll try to dig it up if I can.

rancher_gamer 13 fev. 2018 às 7:50 
https://i.imgur.com/Y8ojDv6.jpg

Why am I still here.
rancher_gamer 13 fev. 2018 às 7:51 
If it's not obvious, that's the proof I talked about which I already posted earlier. Jeez louise.
Captainn 13 fev. 2018 às 8:25 
Originalmente postado por OG Chronic Depression:
I agree, but I think that the main problem with the MGS V story wasn't just the codec, but that the story was just bad. It is so convulated, with no direction or characters that we care about. At least the gameplay was good.
I've avoided playing TPP for so long. I'm a huge MGS fan but I just couldn't bring myself to care. The story is nothing near what it was in the older games, the voice actor change is a huge pet peeve of mine (in games or outside of them, do not change my MC) and the codec, a key part of the Metal Gear Solid series, is missing.

Now that I've played the game a bit I'm enjoying myself. The gameplay is amazing. But the storytelling aspects of the game have been decreased by leaps and bounds.
Deathraven13 13 fev. 2018 às 8:33 
Originalmente postado por Elizabeth:
If it's not obvious, that's the proof I talked about which I already posted earlier. Jeez louise.

Again, it's not because Kojima says it in an article that it's true. So it's not a proof, what did Tomokazu Fukushima said then ? What did Tomokazu Fukushima worked on then if he only did some codec conversation ?

Well I do have the proof against: "Kojima flatly states that he writes every word of his own game" (except some dialogue) even if technicaly Metal gear is owned by Konami so it's not even his own games, so it's already not true.

Here's a list of what he was credited for and what Tomokazu Fukushima was credited for:

https://en.wikipedia.org/wiki/Hideo_Kojima#Metal_Gear_series

http://metalgear.wikia.com/wiki/Tomokazu_Fukushima

Now if you check the credits of MGS 1 2 and 3 you can see what Kojima did and Tomokazu Fukushima did, it doesn't prove that Hideo Kojima nor Tomokazu Fukushima wrote everything by themselves, but it proves that without Tomokazu Fukushima the metal gear series as been declining on the story part.

MGS1, at 0:32: https://www.youtube.com/watch?v=Z8AeLziFJhI

MGS2, at 2: 43: https://www.youtube.com/watch?v=hToqdAmRS40

MGS3, at 0:41: https://www.youtube.com/watch?v=eFHOktTJYoA

After that Tomokazu Fukushima was not there anymore, Shuyo Murata replaced him.

MGS4, at 0:36: https://www.youtube.com/watch?v=uqtfZ5kxVcg

And then he had even more help to write the story in MGS5: TPP lol.

MGS5: TPP, at 3:50: https://www.youtube.com/watch?v=rfvFILQLYnE

So if he write everything except one-two thing, why in TPP does he have 3 people with him to write the story when he could do it by himself, MGS 1 2 & 3 story are longer than TPP and Tomokazu Fukushima is credited as writter just like Kojima in those, so what did the 3 other writters did in TPP ? They have written 10 tapes each ? For someone that say that they write everything except some codec call he sure got lazy in TPP.

If you could send me the source of that article I will do some more research on your proof. imgur is not really a ressources.
Deathraven13 13 fev. 2018 às 8:35 
Originalmente postado por ๖ۣCaptain ๖ۣJohnWick:
Originalmente postado por OG Chronic Depression:
I agree, but I think that the main problem with the MGS V story wasn't just the codec, but that the story was just bad. It is so convulated, with no direction or characters that we care about. At least the gameplay was good.
I've avoided playing TPP for so long. I'm a huge MGS fan but I just couldn't bring myself to care. The story is nothing near what it was in the older games, the voice actor change is a huge pet peeve of mine (in games or outside of them, do not change my MC) and the codec, a key part of the Metal Gear Solid series, is missing.

Now that I've played the game a bit I'm enjoying myself. The gameplay is amazing. But the storytelling aspects of the game have been decreased by leaps and bounds.

MGS 1 2 3 & 4: 2 people credited for writting.
MGS5 TPP: 4 people credited for writting.

I know it's hilarious.
Captainn 13 fev. 2018 às 9:01 
Originalmente postado por Deathraven13:
Originalmente postado por ๖ۣCaptain ๖ۣJohnWick:
I've avoided playing TPP for so long. I'm a huge MGS fan but I just couldn't bring myself to care. The story is nothing near what it was in the older games, the voice actor change is a huge pet peeve of mine (in games or outside of them, do not change my MC) and the codec, a key part of the Metal Gear Solid series, is missing.

Now that I've played the game a bit I'm enjoying myself. The gameplay is amazing. But the storytelling aspects of the game have been decreased by leaps and bounds.

MGS 1 2 3 & 4: 2 people credited for writting.
MGS5 TPP: 4 people credited for writting.

I know it's hilarious.
2 writers produced a better story than 4 writers could manage to produce. Quality over quantity seems to be the issue here.
Última alteração por Captainn; 13 fev. 2018 às 9:08
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