It's now become a (excellent) habit, Kojima Production sent us the 1080p60 version of their Metal Gear Solid V: The Phantom Pain from the Tokyo Games Show. And us usual too, the humongous file size means only the torrent is available for the moment!
Thanks for this i have been waiting on a quality version since release.I love the little details i see.the way his arm skin folds when he shook it while climbing.I have to finish watching now, thanks again.
Game looks fun watching the devs play but it seems entirely dependent on using all your gizmos and shit and I would imagine the majority of players will just run and gun through it and that will be a shallow experience from the look of it.
Still, played correctly... buncha neat shit going on in this video
my connection is from China, but i find out that every time i use the bt for downloading, there's always 0 speed...
i don't know what goes wrong, or just because there's something wrong with the connections overseas?
Commented on 2014-09-29 16:32:49 In reply to yippee123
Posted by yippee123
my connection is from China, but i find out that every time i use the bt for downloading, there's always 0 speed...
i don't know what goes wrong, or just because there's something wrong with the connections overseas?
I'm guessing the "great firewall of China" has something to do with this :/
Thank you,Gamersyde,and Kojima Productions!
I've been looking forward to this for days!
I know this must be greedy,but,it would be way better if you could provide two other trailers of MGS from TGS.Quiet But Not Silent trailer,and Diamond Dog trailer.
Commented on 2014-09-29 17:32:01 In reply to scoobs0688
I agree with you to a certain degree, since that's also true for most - if not all - games. Like many programming professors I've had over the years said: "There's no wrong or right, only a more efficient way to do it."
For example, most people play Batman: Arkham games' fights passively, not using gadgets, special moves and waiting to counter, instead of actively attacking, using special moves and also gadgets.
You can play it actively or passively, using gadgets and special moves or not, but the satisfaction and better results come from mastering the system and using it to the full extent. While not doing so might leave people with a feeling of shallowness and then they will complain the combat system isn't great.
Something similar can also be said about Assassin's Creed's combat, though the combat mechanic it's not nearly as good as the one in Batman: Arkham games.
What's great about Metal Gear Solid V: The Phantom Pain, just like Splinter Cell: Blacklist, is that you have all these different options on how to play to reach your objectives.
And the game incentivises playing them in different ways, that's why enemies learn to defend against tactics you used before, not only to make it more challenging, but also to make you think of different approaches to reach the same objective.
This game is pretty inspiring, honestly and truly, the little touches that they've added seriously brings the game to a next level. I honestly reckon that this game should be the poster child for 60 FPS gaming, it's just so smooth and brilliant! I'm definitely gonna upgrade my rig to enjoy this game the best I can, hopefully that 1440p g-sync monitor mixed with GTX 970 in SLI.....that could be the holy grail right there!
thanks for the videos guys, absolutely top class...I've actually seen this on youtube already but I'm gonna grab your version
It looks really great. Maybe not the best looking game at times but I imagine it's going to be a blast. Only issue is it looks a little easy, I don't know...I'm definitely playing it on the harder difficulty.
hell yeah! thanks, I was hoping to see this one in glorious 1080p at 60fps.
btw can we expect the quiet and dd cutscenes to be uploaded as well? that'd be awesome!
Awesome. Thanks Konami/Gamersyde, loving this partnership and as a die hard MGS fan, I can not wait for this game!
Every time I say to myself I will not expose myself to more media and just wait until release but it's not possible :) And I never feel regret after exposing myself to the media due to how awesome it is and I know there are MANY more surprises left in the full game.
Commented on 2014-09-30 00:59:56 In reply to masteratt
Posted by masteratt
Awesome. Thanks Konami/Gamersyde, loving this partnership and as a die hard MGS fan, I can not wait for this game!
Every time I say to myself I will not expose myself to more media and just wait until release but it's not possible :) And I never feel regret after exposing myself to the media due to how awesome it is and I know there are MANY more surprises left in the full game.
With Kojima, you'll never know everything even after the credits and stinger roll at the end. I've had so many play throughs in the past mgs games, even after i've seen all the media/reviews of its games.
Commented on 2014-09-30 03:04:20 In reply to SayifDoit
Posted by SayifDoit
It looks really great. Maybe not the best looking game at times but I imagine it's going to be a blast. Only issue is it looks a little easy, I don't know...I'm definitely playing it on the harder difficulty.
Agree. Not sure if they are playing on easy or what, but it looks like you could just spend all day messing with the enemies and not really be challenged.
Other than that my only issue is that there doesn't seem to be much in the way physics in the game. It looks like they are still using old school animations for deaths as opposed to any form of ragdoll or procedural physics. Not a huge deal but seeing the same death/incapacitation every time for a few thousand times gets old and kind of kills the immersion.
The visuals and amount of variety seem to be mind blowing though and should make up for any shortcomings. I'm probably in the minority here, but I hope they keep the cutscenes within reason here. It was one of things that turned me off to the series. I only have maybe half an hour a day to play games, I can't spend 25 minutes at a time watching an elaborate conversation about PMCs...
Commented on 2014-09-30 06:44:54 In reply to michaelob
Posted by michaelob
Agree. Not sure if they are playing on easy or what, but it looks like you could just spend all day messing with the enemies and not really be challenged.
Other than that my only issue is that there doesn't seem to be much in the way physics in the game. It looks like they are still using old school animations for deaths as opposed to any form of ragdoll or procedural physics. Not a huge deal but seeing the same death/incapacitation every time for a few thousand times gets old and kind of kills the immersion.
The visuals and amount of variety seem to be mind blowing though and should make up for any shortcomings. I'm probably in the minority here, but I hope they keep the cutscenes within reason here. It was one of things that turned me off to the series. I only have maybe half an hour a day to play games, I can't spend 25 minutes at a time watching an elaborate conversation about PMCs...
There's always been a kind of fun element to how bad the AI was in the last few games. Based off the MGS5 Ground Zeroes AI, if you play on hard, the AI is quite aggressive. I'd say they are on par with Far Cry 3 AI, not really difficult but enough to add some experimental room difficulty wise. In GZ it also depended on weather and time, during the day it was pretty easy to get spotted, on hard its almost double that. Take into account for noise, enemy bodies, not to mention that if you've been to a location the next time through the AI would have made efforts to combat you: Helmets, backup, helicopters, lights, etc. You can see some variety from the E314 demo to the gamescom one. I wouldn't say they are old school Splinter Cell Level AI, but then again there head aches to too advance an AI.
I'd say from the GZ demo they are more towards player enjoyment rather trial and error, but then again you could just bump up the difficulty. It all adds into the grade at the end of the mission, less lethal kills and best speed time equals a better grade. I found it pretty fun.
Driftwood
Download is now functional again on Gamersyde. Sorry for the past 53 days or so when it wasn't. (> 3 Months ago)
Driftwood
Another (French) livestream today at 2:30 CEST but you're welcome to drop by and speak English. I will gladly answer in English when I get a chance to catch a breath. :) (> 3 Months ago)
Driftwood
GSY is getting some nice content at 3 pm CEST with our July podcast and some videos of the Deus Ex Mankind Divided preview build. :) (> 3 Months ago)
Driftwood
For once we'll be live at 4:30 pm CEST. Blim should not even be tired! (> 3 Months ago)
Driftwood
More Quantum Break coverage coming in a few hours, 9:00 a.m CEST. (> 3 Months ago)
Driftwood
We'll have a full review up for Firewatch at 7 pm CET. Videos will only be tomorrow though. (> 3 Months ago)
Driftwood
Tonight's livestream will be at 9:15 GMT+1, not GMT+2 as first stated. (> 3 Months ago)
All comments (31)
Still, played correctly... buncha neat shit going on in this video
i don't know what goes wrong, or just because there's something wrong with the connections overseas?
i don't know what goes wrong, or just because there's something wrong with the connections overseas?
And thank you, Gamersyde.
I've been looking forward to this for days!
I know this must be greedy,but,it would be way better if you could provide two other trailers of MGS from TGS.Quiet But Not Silent trailer,and Diamond Dog trailer.
For example, most people play Batman: Arkham games' fights passively, not using gadgets, special moves and waiting to counter, instead of actively attacking, using special moves and also gadgets.
You can play it actively or passively, using gadgets and special moves or not, but the satisfaction and better results come from mastering the system and using it to the full extent. While not doing so might leave people with a feeling of shallowness and then they will complain the combat system isn't great.
Something similar can also be said about Assassin's Creed's combat, though the combat mechanic it's not nearly as good as the one in Batman: Arkham games.
What's great about Metal Gear Solid V: The Phantom Pain, just like Splinter Cell: Blacklist, is that you have all these different options on how to play to reach your objectives.
And the game incentivises playing them in different ways, that's why enemies learn to defend against tactics you used before, not only to make it more challenging, but also to make you think of different approaches to reach the same objective.
PS. Thanks for the videos! =)
thanks for the videos guys, absolutely top class...I've actually seen this on youtube already but I'm gonna grab your version
:)
btw can we expect the quiet and dd cutscenes to be uploaded as well? that'd be awesome!
Every time I say to myself I will not expose myself to more media and just wait until release but it's not possible :) And I never feel regret after exposing myself to the media due to how awesome it is and I know there are MANY more surprises left in the full game.
Every time I say to myself I will not expose myself to more media and just wait until release but it's not possible :) And I never feel regret after exposing myself to the media due to how awesome it is and I know there are MANY more surprises left in the full game.
Other than that my only issue is that there doesn't seem to be much in the way physics in the game. It looks like they are still using old school animations for deaths as opposed to any form of ragdoll or procedural physics. Not a huge deal but seeing the same death/incapacitation every time for a few thousand times gets old and kind of kills the immersion.
The visuals and amount of variety seem to be mind blowing though and should make up for any shortcomings. I'm probably in the minority here, but I hope they keep the cutscenes within reason here. It was one of things that turned me off to the series. I only have maybe half an hour a day to play games, I can't spend 25 minutes at a time watching an elaborate conversation about PMCs...
Other than that my only issue is that there doesn't seem to be much in the way physics in the game. It looks like they are still using old school animations for deaths as opposed to any form of ragdoll or procedural physics. Not a huge deal but seeing the same death/incapacitation every time for a few thousand times gets old and kind of kills the immersion.
The visuals and amount of variety seem to be mind blowing though and should make up for any shortcomings. I'm probably in the minority here, but I hope they keep the cutscenes within reason here. It was one of things that turned me off to the series. I only have maybe half an hour a day to play games, I can't spend 25 minutes at a time watching an elaborate conversation about PMCs...
I'd say from the GZ demo they are more towards player enjoyment rather trial and error, but then again you could just bump up the difficulty. It all adds into the grade at the end of the mission, less lethal kills and best speed time equals a better grade. I found it pretty fun.