Delta impressions thread
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I’ve just played up until the area with the building Sokolov is inside of. I’m doing non-lethal and collecting the Kerotan and GA-KO which isn’t something I’ve done before and is actually quite hard searching for them while keeping the guards out of your way so just getting that short distance has taken me quite a while. I’ve also been calling Paramedic multiple times a screen to talk about animals. The codec really is such a big part of what makes MGS great.
As for specifically Delta rather than just Snake Eater: I’ve had some choppiness when entering some areas already which doesn’t seem great when I’m in performance mode, but it didn’t last for long. I still don’t really know about the engine. It kind of feels very high fidelity but also almost not as detailed as I’d expect given all the UE5 hype for realistic graphics? The Raiden mask looked kind of wrong, and I get that it’s meant to be a mask and they’ve maybe gone further with that this time but the hair on it in the opening cutscene just felt like something was wrong with it. Small nitpick but I don’t like that they made Snake in the background of the codec screen a totally visible model.
Gameplay wise I’ve had a few muscle memory hiccups when trying to hold up or CQC guards but that’s to be expected. So far I find I…don’t especially care for the over the shoulder MGSV style aiming in this. I keep using the classic down the sights aiming instead so really it’s just added an extra button press. I suppose I could switch the control style but I feel like I should give it more of a chance.
I like some of the new flourishes. The skeuomorphic design approach for the fast tuning of the codec is nice (though it is something we saw in MGS4 with the iPod). I like that the camo quick change will flood the screen with the camo pattern you’re changing to (though I do feel like the quick change is maybe too streamlined? Feels like it almost trivialises camo at all given it just shows you the one to be wearing. The argument could be made that MGS3’s original camo changing was already trivial given it tells you which is best but I feel like part of it was going to the one you think might be best to check the index score. This is so close to having no player input part of it is like well damn why even have to press up and X? Why not just ditch the index altogether. May change my tune on this too though, we’ll see).
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(02-09-2025, 10:04 PM)Dirty Duck Wrote: I’ve just played up until the area with the building Sokolov is inside of. I’m doing non-lethal and collecting the Kerotan and GA-KO which isn’t something I’ve done before and is actually quite hard searching for them while keeping the guards out of your way so just getting that short distance has taken me quite a while. I’ve also been calling Paramedic multiple times a screen to talk about animals. The codec really is such a big part of what makes MGS great.
As for specifically Delta rather than just Snake Eater: I’ve had some choppiness when entering some areas already which doesn’t seem great when I’m in performance mode, but it didn’t last for long. I still don’t really know about the engine. It kind of feels very high fidelity but also almost not as detailed as I’d expect given all the UE5 hype for realistic graphics? The Raiden mask looked kind of wrong, and I get that it’s meant to be a mask and they’ve maybe gone further with that this time but the hair on it in the opening cutscene just felt like something was wrong with it. Small nitpick but I don’t like that they made Snake in the background of the codec screen a totally visible model.
Gameplay wise I’ve had a few muscle memory hiccups when trying to hold up or CQC guards but that’s to be expected. So far I find I…don’t especially care for the over the shoulder MGSV style aiming in this. I keep using the classic down the sights aiming instead so really it’s just added an extra button press. I suppose I could switch the control style but I feel like I should give it more of a chance.
I like some of the new flourishes. The skeuomorphic design approach for the fast tuning of the codec is nice (though it is something we saw in MGS4 with the iPod). I like that the camo quick change will flood the screen with the camo pattern you’re changing to (though I do feel like the quick change is maybe too streamlined? Feels like it almost trivialises camo at all given it just shows you the one to be wearing. The argument could be made that MGS3’s original camo changing was already trivial given it tells you which is best but I feel like part of it was going to the one you think might be best to check the index score. This is so close to having no player input part of it is like well damn why even have to press up and X? Why not just ditch the index altogether. May change my tune on this too though, we’ll see).
I've had a very similar experience to you, I'm at the same part (although I'm at the return after you've met EVA) and I'm doing non-lethal and getting GA-KO and Kerotan. Kind of forgot myself as I didn't go into it planning to but I just sort of started doing it but I missed one at the very start of the game.
Weirdly I've had less issues with sneaking up on enemies for hold-ups outside of the Virtuous Mission. Well I haven't held them up yet because I had no weapon but I got right behind them for CQC, no idea why I could only do it while prone in the VM. I love the codec, being able to skip individual lines so smoothly without having to skip the entire dialogue is fantastic. I am having this weird glitch / error where each time I save Paramedic keeps asking me about the exact same movie (Forbidden Planet). There were other ones initially but once she mentioned this once she's done it about 6 times now.
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(02-09-2025, 10:33 PM)NateDog Wrote: I am having this weird glitch / error where each time I save Paramedic keeps asking me about the exact same movie (Forbidden Planet). There were other ones initially but once she mentioned this once she's done it about 6 times now.
You're probably loading the autosave when you click "continue" from the main menu. That save is done before your manual save, therefore it treats every manual save thereafter as being the one that would trigger that dialogue.
I found something that bugs me. Because I manually reload, the game doesn't give me throwable magazines. I feel like I'm being punished for being strategic.
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(02-09-2025, 10:04 PM)Dirty Duck Wrote: I’ve just played up until the area with the building Sokolov is inside of. I’m doing non-lethal and collecting the Kerotan and GA-KO which isn’t something I’ve done before and is actually quite hard searching for them while keeping the guards out of your way so just getting that short distance has taken me quite a while. I’ve also been calling Paramedic multiple times a screen to talk about animals. The codec really is such a big part of what makes MGS great.
As for specifically Delta rather than just Snake Eater: I’ve had some choppiness when entering some areas already which doesn’t seem great when I’m in performance mode, but it didn’t last for long. I still don’t really know about the engine. It kind of feels very high fidelity but also almost not as detailed as I’d expect given all the UE5 hype for realistic graphics? The Raiden mask looked kind of wrong, and I get that it’s meant to be a mask and they’ve maybe gone further with that this time but the hair on it in the opening cutscene just felt like something was wrong with it. Small nitpick but I don’t like that they made Snake in the background of the codec screen a totally visible model.
Gameplay wise I’ve had a few muscle memory hiccups when trying to hold up or CQC guards but that’s to be expected. So far I find I…don’t especially care for the over the shoulder MGSV style aiming in this. I keep using the classic down the sights aiming instead so really it’s just added an extra button press. I suppose I could switch the control style but I feel like I should give it more of a chance.
I like some of the new flourishes. The skeuomorphic design approach for the fast tuning of the codec is nice (though it is something we saw in MGS4 with the iPod). I like that the camo quick change will flood the screen with the camo pattern you’re changing to (though I do feel like the quick change is maybe too streamlined? Feels like it almost trivialises camo at all given it just shows you the one to be wearing. The argument could be made that MGS3’s original camo changing was already trivial given it tells you which is best but I feel like part of it was going to the one you think might be best to check the index score. This is so close to having no player input part of it is like well damn why even have to press up and X? Why not just ditch the index altogether. May change my tune on this too though, we’ll see).
The problem is the camo system is inherently a flawed mechanic, in my opinion. If there was some kind of risk/reward element to changing camos, it would make more sense - but as it stands it's just an additional menu/input you make every time you move out of the tall grass. Don't blame Delta for this, it's an MGS3 problem imo.
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(02-09-2025, 11:03 PM)starschwar Wrote: (02-09-2025, 10:33 PM)NateDog Wrote: I am having this weird glitch / error where each time I save Paramedic keeps asking me about the exact same movie (Forbidden Planet). There were other ones initially but once she mentioned this once she's done it about 6 times now.
You're probably loading the autosave when you click "continue" from the main menu. That save is done before your manual save, therefore it treats every manual save thereafter as being the one that would trigger that dialogue.
I found something that bugs me. Because I manually reload, the game doesn't give me throwable magazines. I feel like I'm being punished for being strategic.
I reloaded from autosaves a couple of times but mostly my own saves as I always naturally obsessively save unless I'm avoiding it for a rank/title. I guess I'll make sure I don't do that at all from now on.
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(02-09-2025, 11:03 PM)starschwar Wrote: Because I manually reload, the game doesn't give me throwable magazines. I feel like I'm being punished for being strategic.
What I always do in both OG MGS3 and Delta is horde mushrooms. Half of them, I just use as throwable distractions instead of eating since they're all over the joint. The few areas where I needed a distraction to lure a guard away from my route, they always came in handy.
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God Robin Atkin Downes’ voice is so noticeable after PW and TPP.
Just beat the Virtuous Mission. The sentence splicing for Para-Medic’s survival tutorial was so noticeable, honestly such a weird way to do it when the voice actors were available. I also have no memory of the scene of the phone call between Johnson and Khrushchev. Probably because it’s not exactly a highlight of the plot, even if it’s necessary info it feels like it could have been relayed by Zero in a fraction of the time.
Still not fully won over by the visuals. Everyone looks a bit shiny with Volgin being the biggest example of this, though that could be an aspect of his purposeful design it just feels like it’s a thing across the board. The new Snake Eater opening really doesn’t have the same punch as the original, the scenes from later in the story just feel a bit lame to include-ruins some moments for new players and also makes it feel like a bit of a clip show.
Hold ups definitely feel awkward. Here’s a moment where I had no idea what was going on at all.
My positioning was a bit off maybe and this is particularly extreme but I’ve had several moments where I’m poised to hold up a knocked out soldier as they get up but it isn’t registering once they’re up. Don’t remember it being so hard in the original.
(02-09-2025, 10:04 PM)Dirty Duck Wrote: The skeuomorphic design approach for the fast tuning of the codec is nice (though it is something we saw in MGS4 with the iPod). I take this back it’s very annoying to use given how the most minute movement will change the digit and there’s no leeway, unlike MGS4’s iPod (though obviously the iPod is less finicky irl than a radio).
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(03-09-2025, 08:03 PM)Dirty Duck Wrote: God Robin Atkin Downes’ voice is so noticeable after PW and TPP.
Just beat the Virtuous Mission. The sentence splicing for Para-Medic’s survival tutorial was so noticeable, honestly such a weird way to do it when the voice actors were available. I also have no memory of the scene of the phone call between Johnson and Khrushchev. Probably because it’s not exactly a highlight of the plot, even if it’s necessary info it feels like it could have been relayed by Zero in a fraction of the time.
Still not fully won over by the visuals. Everyone looks a bit shiny with Volgin being the biggest example of this, though that could be an aspect of his purposeful design it just feels like it’s a thing across the board. The new Snake Eater opening really doesn’t have the same punch as the original, the scenes from later in the story just feel a bit lame to include-ruins some moments for new players and also makes it feel like a bit of a clip show.
Hold ups definitely feel awkward. Here’s a moment where I had no idea what was going on at all.
My positioning was a bit off maybe and this is particularly extreme but I’ve had several moments where I’m poised to hold up a knocked out soldier as they get up but it isn’t registering once they’re up. Don’t remember it being so hard in the original.
(02-09-2025, 10:04 PM)Dirty Duck Wrote: The skeuomorphic design approach for the fast tuning of the codec is nice (though it is something we saw in MGS4 with the iPod). I take this back it’s very annoying to use given how the most minute movement will change the digit and there’s no leeway, unlike MGS4’s iPod (though obviously the iPod is less finicky irl than a radio).
Having played MGS2 and MGS3 recently enough, I definitely don't remember hold-ups being anything like this. If you were stationed behind an enemy with your weapon aimed at them, that was pretty much it. Feel like the delayed manner of soldiers getting up impacts it in that circumstance but there's no reason why it should be happening outside of that.
Just got past the Ocelot battle, yeah this is very much one part that really shows how the jump to a more advanced movement / control layout can make things trivial. Finished it in about 45 seconds I'd say, far too easy. I did find it quite funny how you could see these bullets/darts hanging out of his face when it zoomed in to show him reloading, that was probably in the original but I certainly couldn't notice it on my recent playthrough given it was on the Vita.
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Dirty Duck
The LBJ/Khrushchev conversation was always there - it was even in the TGS 2004 trailer back in the day. I think that also marks the first time real historical figures were depicted in Metal Gear?
Holdups do feel very wonky, neither quite the same as they were in the original nor 5. A bigger radius for activation would be a greatly appreciated patch.
If you're unhappy with the visuals, I implore you to toggle "legacy" filter on - it makes it all look and feel so much more like the original. It won't change the character models or anything, but my brain accepts this as 'Snake Eater' so much more easily that way.
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(03-09-2025, 11:38 PM)starschwar Wrote: Dirty Duck
The LBJ/Khrushchev conversation was always there - it was even in the TGS 2004 trailer back in the day. I think that also marks the first time real historical figures were depicted in Metal Gear?
Holdups do feel very wonky, neither quite the same as they were in the original nor 5. A bigger radius for activation would be a greatly appreciated patch.
If you're unhappy with the visuals, I implore you to toggle "legacy" filter on - it makes it all look and feel so much more like the original. It won't change the character models or anything, but my brain accepts this as 'Snake Eater' so much more easily that way. Oh yeah I realised it wasn’t an added scene. It just isn’t a moment that I’ve ever thought back on despite playing the game so much. When it started I was like “what’s this now?”
I had a look at the legacy filter during the virtuous mission and I do think it’s a lot better-just gives everything a more intentional feeling look. Buuuut I said to myself that I’d be playing it the “Delta way” the first time to properly assess how I feel about the dev’s choices. Options and toggles are all well and good but I do think judgement should be passed on what is being chosen to present as the default-it is what most first time players will experience without batting an eye I expect.
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