Metal Gear Solid Δ: Snake Eater

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You didn't understand my complaint about sticky cover entirely. The worst part of it is that now you have to be more careful as you navigate the environment because the walls pull on you.

I have no idea what you mean about aiming. There is no way to shoot a gun anymore without going into the cramped OTS perspective or first person view, and there is no reason for it, since one of the buttons on the face of the controller is not used for something important and could have been used or remapped for dedicated melee/CQC. Edit: I used a M/KB. It was quick dive, I think. Could have been reworked, maybe with button combinations. Even if dropped, worth it for shooting without OTS/FPV.

Peace Walker sucked.
Sticky cover isn’t perfect but it opens up some context-sensitive actions that are more useful for stealth than normal movement in those cases. IIRC crouching or going prone breaks sticky so you don’t alert anyone by breaking away.

OTS in this game isn’t zoomed in so much like RE4/TLoU/GoW/etc. Maybe there could’ve been hipfire even the way it is, switching to CQC mechanics when closeup.

About crouching, oddly enough RDR2 has a good running crouch that works well for sneaking through camps at a decent speed.
 
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bluegate

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Pretty good, especially the final point in the video about being able to load save files from in-game rather than having to return to the title screen.
 
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Ezekiel

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Having a separate button that toggles running gives the player more control than using the tilt degree of analogue sticks.
It's a whole button that could be used for anything else, unfortunately all too often L3, including in MGS5. I like many applications of the run button, but it is used far too often now, so often that it stinks of checkbox design. Walking, trotting and running by just tilting the stick can be enough. When devs put in one higher speed with a button press, it means that they have to go out of their way to balance the action, and often they fail to do that, their AI bat at pursuing and working together to cut off the player. Sometimes stamina is the answer, sometimes a fog wall, but usually the latter isn't appropriate and often the former is not enough to balance the power of the sprint.

The sprint button is almost always used for dodging, which makes sense, but it means that almost every game is now way more about dodging and it's not enough to move around and position yourself well with the stick anymore. Attacks track you anyway, because they really want you to use that run button. With dodging there is the tendency of the developers to use invincibility frames as the attack from the enemy clips your character. When there is no dodge button, how lightly the combatants move about the arena and the reach that their attacks have become more important and have to be scripted with greater care.

Having a run button often means that you can't jump, and it makes devs more likely to automate all platforming, even in games where you would want to control the jumping and grabbing, like Batman. They easily could have put a jump button in the Arkham games by letting the player run without holding that face button.

The run button is usually on the face of the controller, and when it has to be held you can't easily manipulate the camera.
 

Phoenixmgs

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You didn't understand my complaint about sticky cover entirely. The worst part of it is that now you have to be more careful as you navigate the environment because the walls pull on you.
The cover system would get you killed in the online portion.



Oh, and the crouch of MGS4 and 5 was super lame too. Crouching low to reduce noise and make yourself somehow invisible from a distance has always been lame in games.
People legit think crouching makes you invisible even in online games. You'll see people crouch walking across the map and it only makes them super easy to kill because instead of say a fast moving pencil-shaped target, they are a slow moving ball and so easy to kill. In Ghost Recon Future Soldier, one of the classes had stealth camo just like Metal Gear and people would put that on and crouch walk and you could still easily see them across the map. Your eye is great a detecting any type of movement.
 
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thebobmaster

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Personally, I prefer a run button to having it be based on tilt. Adrenaline is a real thing for me when I'm playing a game, and especially in a stealth game, the last thing that I want to have happen is get caught up in the moment/slightly stressed out while trying to sneak up on someone, naturally push just a bit too hard on the analog stick, and run into the back of the guard I was just trying to ambush.
 

Ezekiel

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Personally, I prefer a run button to having it be based on tilt. Adrenaline is a real thing for me when I'm playing a game, and especially in a stealth game, the last thing that I want to have happen is get caught up in the moment/slightly stressed out while trying to sneak up on someone, naturally push just a bit too hard on the analog stick, and run into the back of the guard I was just trying to ambush.
In the original MGS3 enemies only heard you run when you were almost upon them, at which point it was already too late for them. It did make you a little easier to see, but the game was very generous by not fully alerting enemies. "Huh? What's that?" they would say, before peering closer or coming to investigate. In a game primarily about sneaking, I'd rather have a button for stalking than a button for sprinting, if the concern is pushing the stick too hard. But that assumes the level design is dense and not so empty, vast and boring that I'd want a sprint button, like in the inferior MGS5.
 

Ezekiel

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One of these people is much smarter than the other.

 

Ezekiel

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Played it briefly. Skipped all the cutscenes because I don't intend to finish it and am just curious about what they've done.

The legacy controls suck. Not only can you not remap the weapon and item windows from the D-pad, but they moved first person aiming to the right stick. I aim much better with my left thumb because that's the one I manipulate my characters with all the time. Devs of that era must have understood that. RE4, another where you stop to shoot, didn't just use the left stick for aiming because the Gamecube controller's right stick was a little nub, there was more to it. There's an option to switch the camera stick, but it's for all cam control, not just first person, and I'm not gonna move the character with my right thumb. With the right stick now used for aiming, of course the shoulder button/trigger has to be used for shooting. Quite stupidly, they mapped the first person view button to RB/R1, right above the shoot button. I swapped it with Stalking on LB/L1. It still feels so awkward.

Essentially means that I would have to play the game with the "modern" controls where CQC and shoot buttons are shared, like in declined MGS4 and 5, and the WRONG CAMERA PERSPECTIVE has to be used. No way.

I couldn't figure out at first how to get to the radio with the classic controls. Start is now a pause menu with options and Options is the Survival Viewer. You have to hold D-pad down briefly for the radio. To call someone, you push the right stick to their name and then press the face button with a CLAW GRIP. If you want the classic radio menu instead of the radial menu, you have to press the top face button while the radial menu is up. Should have just kept it how it was before.

They made the sneaking easier. I entered Rassvet on Hard mode with the XMP (M16 prototype) hidden underneath the rope bridge and shot the first two people in the head without anyone hearing. Only the third kill was close enough to someone else to put them in the Caution status. Doubting it was like this in the original, I turned on the PS3 version, started a game on Hard, tried to shoot the first one in Rassvet in the head with the XMP again and found that the second entered Caution. Even when I tried to go a little farther south and fire at nothing, the guards of Rassvet heard me. The game was already so generous with the ABUNDANT suppressors. Edit: Tested some more. Okay, so in the original, you can still shoot guns without suppressors without alerting the other guards, depending on how far away you are and where the bullet hits, but the remake seems more forgiving there.

Trying out the new controls imitating declined MGS4 and 5 where shoot and CQC are shared, I appreciate that there's shoulder swap, a feature that's often ignored in over-the-shoulder games, but that it's R3 means that you can never alternate to the original camera and appreciate the camerawork and how the low geometry world looks from a wider view, levels DESIGNED around that camera.

As per the modern standard, you now have to press Start and then Skip in order to skip cutscenes. This in a game with frequent consecutive cutscenes.
 
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NerfedFalcon

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As per the modern standard, you now have to press Start and then Skip in order to skip cutscenes. This in a game with frequent consecutive cutscenes.
Have you considered the possibility that being able to pause the game by pressing the pause button one time instead of twice even during cutscenes, as well as not skipping cutscenes by mistake, are actually things that people might want in their story-driven games?

What am I saying? Of course you haven't.
 

BrawlMan

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BrawlMan

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Have you considered the possibility that being able to pause the game by pressing the pause button one time instead of twice even during cutscenes, as well as not skipping cutscenes by mistake, are actually things that people might want in their story-driven games?

What am I saying? Of course you haven't.
Do you expect anything less from the constantly crying over nothing and always self absorbed old man?
 

Ezekiel

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Have you considered the possibility that being able to pause the game by pressing the pause button one time instead of twice even during cutscenes, as well as not skipping cutscenes by mistake, are actually things that people might want in their story-driven games?

What am I saying? Of course you haven't.
I don't know what you mean by "instead of twice." Yes, I thought about it. Still annoying. I'm wasting more of my life pausing and then pressing Skip than it would take me to redo the section of game and watch the cutscene again in the super rare instance that I happen to skip by accident. Just tell me in the options which one is Pause and which one is Skip and after enough games have been released maybe the winners will have been decided. That's a standard I could get behind. I'm think Start for skip and bottom face button for Pause, since Start is farther from where your thumb normally is. Then again, if the player presses Start to pause gameplay, maybe that should be consistent in cutscenes.
 

Ezekiel

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Look at this asshole. He crouch-walks even on the rope bridge, where no one is watching. Give players a crouch-walk in a game with sneaking and they will crouch-walk all the fucking time. Hate how this mechanic is usually implemented so much, and no, I'm not gonna stop talking about it.

 

BrawlMan

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No one, but your pathetic hide cares. Now get over yourself.


Patches are out now.

Awesome! Awesome to the max!

 

Ezekiel

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Playing around in the Virtuous Mission some more. As I said, the game is unplayable with the original camera because of what they did with the legacy controls. Playing with the 3D camera really feels awful because of how much more I have to manipulate it, in these environments that are quite obviously designed with a cinematic "overhead" camera in mind. I feel now how Resident Evil 2 purists must have felt when they played the remake, which I played a few years before first playing the original version. It kind of feels like watching a play on a stage but instead of staying in my seat and taking in the whole beauty of the scene I'm spoiling it all by walking around amongst the actors. I'm not looking at the character that has just entered the scene from behind the right curtain. If they had only expanded the areas, made them wider and longer, made them different, but still true to the original dialogue, then I would have had no complaints about a 3D camera.
 
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