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Delta impressions thread
#51
finished now, loved it <3
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#52
Only up to the end of the Virtuous Mission after not getting time to play until today. Feels good which is nice, everything feels weighted well which was my main concern initially. One thing I'm not digging is how difficult it seems to be to sneak up behind enemies to hold them up, find it a bit odd. Sure if I'm running at them they should hear me, but if I'm very slowly stalk crouch walking behind them with nothing underfoot making noise it seems silly. The only way I can get it to work is to do that until I'm a few feet away then crawl towards them (which in my head makes more noise but idk).
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#53
Just finishing now.

The pros - it feels so much nicer to play than MGS3. I've always really struggled with how that game felt, even with Subsistance camera. The cons: it's MGS3. Same issues with the story beats - the biggest being with The Boss. We're only told how great she is without ever really seeing it.

It's a very faithful recreation/remake. I still wonder why it's been made from an artistic stand point? It exists because of nostalgia, and Konami wanting more money. It doesn't say anything in its own right. Which is fine I guess, it doesn't have to.
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#54
(01-09-2025, 12:30 PM)NateDog Wrote: Only up to the end of the Virtuous Mission after not getting time to play until today. Feels good which is nice, everything feels weighted well which was my main concern initially. One thing I'm not digging is how difficult it seems to be to sneak up behind enemies to hold them up, find it a bit odd. Sure if I'm running at them they should hear me, but if I'm very slowly stalk crouch walking behind them with nothing underfoot making noise it seems silly. The only way I can get it to work is to do that until I'm a few feet away then crawl towards them (which in my head makes more noise but idk).

Are you using the sneak button when you creep up behind them?  That's now required to actually get close enough to enemies in order to hold them up at gunpoint.  It's what I used to hold them up for the film reels on certain guards.  I sneak regularly until I'm a certain range, then use the sneak button to do the deed.
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#55
(01-09-2025, 04:29 PM)Departed Wrote:
(01-09-2025, 12:30 PM)NateDog Wrote: Only up to the end of the Virtuous Mission after not getting time to play until today. Feels good which is nice, everything feels weighted well which was my main concern initially. One thing I'm not digging is how difficult it seems to be to sneak up behind enemies to hold them up, find it a bit odd. Sure if I'm running at them they should hear me, but if I'm very slowly stalk crouch walking behind them with nothing underfoot making noise it seems silly. The only way I can get it to work is to do that until I'm a few feet away then crawl towards them (which in my head makes more noise but idk).

Are you using the sneak button when you creep up behind them?  That's now required to actually get close enough to enemies in order to hold them up at gunpoint.  It's what I used to hold them up for the film reels on certain guards.  I sneak regularly until I'm a certain range, then use the sneak button to do the deed.

Yeah, holding it all the way once I get to within maybe 5 yards of them. Only playing on Hard too. Even while crawling I have to use the stalk button too.
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#56
I find that even on Normal mode, we have to learn to love the stalking button. Which is a bit much. It was fine for the final approach in the original version sometimes, but I think they were overzealous with the enemy's ability to 'hear' you in this version. That, and I think movement speed is slower compared to the original with is more than mildly frustrating.

They really should have made it comparable to Phantom Pain's non-sneaking-suit equivalents. I keep getting tripped up on that - stuff that fits neither the original nor the game they're drawing from the most for modernization.
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#57
(01-09-2025, 02:02 PM)BigBrother Wrote:  I still wonder why it's been made from an artistic stand point?


I think the overall mission was to 'win the fans back' and 'show that we're fans too'.  After the Kojima departure debacle, the controversial state Phantom Pain was released in, the very existence of Survive, the Pachinko FOX engine remade scenes from Snake Eater (I think this is the biggest reason this was made), Konami left a sour taste in fans' mouths for many years.  If there's going to be something bigger coming - or even more remakes - they needed an influx of good will.  What better way than to apply the freshest coat of paint to the fan favorite entry?

Furthermore, with ten years (!) having passed since the last new entry, there's basically a whole new generation of potential fans to rope in.  Snake Eater has always been a viable point of entry for newcomers due to its prequel nature, and the overall high quality of both its story and game design.  The only better points of entry - the MSX original and Metal Gear Solid 1 - were not safe bets to remake.  The 8-bit originals would require a complete ground-up redesign, and lack the nostalgic connection for most fans, especially in North America where those games only became widely available with Subsistence.  As for MGS1 - they tried remaking that once already and people are still arguing about it to this day!

While mistakes were made (some of which can/will hopefully be patched), I do think they ultimately made the right decision.  And if they just want to do remakes for several years now? No complaints.
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#58
MG1 remake could theoretically redeem MGS V, if they dare to take risks with how they approach it.
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#59
(01-09-2025, 08:14 PM)starschwar Wrote:
(01-09-2025, 02:02 PM)BigBrother Wrote:  I still wonder why it's been made from an artistic stand point?


I think the overall mission was to 'win the fans back' and 'show that we're fans too'.  After the Kojima departure debacle, the controversial state Phantom Pain was released in, the very existence of Survive, the Pachinko FOX engine remade scenes from Snake Eater (I think this is the biggest reason this was made), Konami left a sour taste in fans' mouths for many years.  If there's going to be something bigger coming - or even more remakes - they needed an influx of good will.  What better way than to apply the freshest coat of paint to the fan favorite entry?

Furthermore, with ten years (!) having passed since the last new entry, there's basically a whole new generation of potential fans to rope in.  Snake Eater has always been a viable point of entry for newcomers due to its prequel nature, and the overall high quality of both its story and game design.  The only better points of entry - the MSX original and Metal Gear Solid 1 - were not safe bets to remake.  The 8-bit originals would require a complete ground-up redesign, and lack the nostalgic connection for most fans, especially in North America where those games only became widely available with Subsistence.  As for MGS1 - they tried remaking that once already and people are still arguing about it to this day!

While mistakes were made (some of which can/will hopefully be patched), I do think they ultimately made the right decision.  And if they just want to do remakes for several years now? No complaints.
None of this answers what it's artistic point is? I get all of that in regards to why it exists, but as a piece of art it has the creativity of a photocopy.

It's a heavy word, but it feels a little soulless? That doesn't mean it's bad by any means - but it exists solely because Konami saw easy money and absolutely took it.
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#60
I don't think it's soulless from an artistic standpoint. But I don't think it should be viewed as an artistic work in and of itself. If it were a movie, this would be halfway between a remaster and a new version (a director's cut sans director). Nothing as egregious as the Star Wars Special Editions. Maybe something like Blade Runner's Final Cut. That movie isn't drastically different from the previous Director's Cut, but the visuals were smoothed over without drastically changing the original aesthitic, and a few other issues were improved/fixed. That is the closest comparison I can think of. Delta is an effort to provide modest but faithful improvements (primarily visual) to a pre-existing work without compromising the original artist's intention.
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