Play
Please use a flash video capable browser to watch videos.
00:00:00
Sorry, but you can't access this content!
Please enter your date of birth to view this video

By clicking 'enter', you agree to GameSpot's
Terms of Use and Privacy Policy

Feature Video

How Metal Gear Solid 5: Ground Zeroes Revitalises Stealth By Making Failure Fun

Shoot on sight.

Despite being a relatively short prologue to Metal Gear Solid V: The Phantom Pain, Metal Gear Solid V: Ground Zeroes is an important milestone for the stealth genre. It is building on a relatively recent trend running through other stealth icons: a renewed focus on failure design. In other words, Ground Zeroes has figured out how to make failure fun, by giving you the scope to turn each little failure into an opportunity.

Failure as a gameplay state is far more commonly encountered in the stealth genre than in more popular genres like shooters and role-playing games. Perhaps because of this, the stealth genre has struggled to crawl out of its cubbyhole and find mass appeal. Stealth games require patience and dedication, are often brimming with complex concealment mechanics and deep enemy artificial intelligence, and withhold their payoffs to maximise long stretches of tense gameplay. These factors can make stealth games appear initially intimidating, but with time they become the reason the genre can be immensely captivating.

Everyone loves explosions, but setting one off in a stealth game usually means you're on the road to failure.

One of the most egregious factors that was turning people off stealth games was the frustration brought about by total failure. Elements like forced game-over screens upon being detected and clunky controls surrounding the last-ditch use of less-stealthy weapons felt like artificial difficulty increases that simply resulted in the reload of a save game.

A stealth game that exhibits good failure design is one that is less abusive to you.

Understandably, not everyone finds this stop-and-start gameplay fun. So recent stealth games like Splinter Cell Blacklist, Hitman: Absolution, and Ground Zeroes exhibit a renewed focus on failure design. Extra attention has been paid to the gradual failure states of these stealth games, and to what options are open to you once you trigger such a failure. A stealth game that exhibits good failure design is one that is less abusive to you, by replacing its hard game-over screens, or reasons to simply quick-load, with mechanics that extend or alter gameplay beyond failure in interesting and engaging ways.

The gameplay within those failure states needs to be tense, thrilling, and fun--all the things that moving undetected is, as well. Supporting an action approach is the first step. Combat controls need to be responsive. Weapon feedback needs to be punchy. Enemies need to behave in a manner that makes them challenging combat opponents, but one that also provides you with opportunities to slip away and reset your detection state.

That the enemy just ahead didn't hear me grab his buddy right behind him is a design decision made to encourage this kind of close-quarters risk-taking.

But if an action approach is well supported, what stops you from taking this path of least resistance when a stealth approach still requires the same patience and dedication as in the earlier games in the genre? If good failure design turns stealth games into stealth-action hybrids, why should you sneak when shooting can be just as fun? Ground Zeroes answers this by pursuing an approach to failure design that gives you the information and ability to turn failures into opportunities.

There is a high density of systems to take into account in Camp Omega, each potentially nudging you closer to a failure state.

Ground Zeroes is billed as one of the first open-world stealth games. Stealth gameplay and open worlds have met before in the likes of Far Cry 3 and Assassin's Creed. But those games contained their stealth encounters to distinct pockets within their open worlds by way of mission area boundaries. In Ground Zeroes, the whole environment is enemy territory. Nowhere is safe. That's standard operating procedure for Snake. But the sheer scope of Ground Zeroes' open-world approach creates a vast playpen of interconnected systems that exist to nudge you closer to, or further from, failure.

Reacting to this push-and-pull as you navigate Camp Omega in pursuit of your objectives keeps tension high, because this larger physical environment is accompanied by an increased consequence for significant failure. Getting spotted, or creating a loud enough disturbance, completely disrupts the behaviour of enemies not just in your immediate area, but throughout the entire location. In stealth games without the scope of Ground Zeroes' open world, this would usually result in just a few minutes of tense, reactive gameplay as you attempted to creep past twitchy trigger fingers before the situation reset, or before you made it to a new safe area. In Ground Zeroes, those few minutes could potentially become an hour or more. The sense that you are infiltrating a large location is all the more real when that location exists without load screens, and the consequences for disrupting that system are felt across its entirety.

The sense that you are infiltrating a large location is all the more real when that location exists without load screens.

This greater consequence to failure within the scope of an open world would make for frustrating or overwhelming gameplay if not for the fact that such disruption creates opportunities. Part of this involves the removal of the radar to make way for Ground Zeroes' spotting system, whereby guards can be tagged with markers to remain visible through walls. The more time you spend creeping around the base and utilising multiple vantage points to spot enemies, the more information you will have when guards become alerted.

Taking the time to observe Camp Omega and tag as many enemies as possible is worth the situational awareness this provides if all hell breaks loose.

At an initial alert phase, the game won't spawn new guards from off the map, so you're dealing with a consistent threat level. In this respect, the failure of alerting enemies or making them suspicious becomes fun, because the work you put into marking those enemies allows you to poke and prod at the AI with intent. Want to get through a heavily guarded area? Plant some C4 explosives on the other side of the base, sneak back to the guarded area, detonate the bomb, and watch the markers above all the enemies you've spotted show the guards leaving their posts to investigate--giving you the opportunity to slip by. Sure, alerting enemies at all is a small failure in a stealth game, but the fact that this plays out on the scale of Ground Zeroes' open world makes the sensation that you are exploiting an opportunity all the more tangible.

Detonating this C4 charge causes all the guards to investigate the disturbance, creating an opportunity to escape in the other direction.

The situational awareness acquired through spotting enemies, and the opportunities that awareness can be exploited to create, does not come at the cost of tension. Keeping you tense by balancing you on the knife's edge of chaos and control is what stealth games do best. But tipping too rapidly into chaos replaces tension with frustration; the best stealth games instil a sense that control is gradually being wrested from you. It's the idea of building in smaller, analogue failure states that stack upon one another, as opposed to one of two binary states: being hidden, and every guard knowing exactly where you are.

If you're executing this master plan, but a single guard catches a glimpse of you as he runs to investigate the explosion, what then? Ground Zeroes' new reflex system accounts for the first slip off the knife to create its own small and self-contained failure state. When you're spotted by an individual guard, the game will go into slow motion and allow you to lock on to that enemy's torso with your currently equipped weapon. You then have just a few seconds to take that guard down before he radios in and initiates a camp-wide alert. This reflex system strikes a fine balance between accessibility and consequence. You still need to manually aim for the head for a clean takedown. You don't have time to change weapons, so you're committed to firing with whatever is currently equipped--let's hope it's silenced. And the very real consequence of a dead body is something you will still have to deal with, quickly. It is a fantastic piece of failure design; it augments Ground Zeroes' polished action controls but still requires skill, precision, and the ability to account for the consequences.

Getting a headshot with the silent tranquiliser pistol during Reflex mode means this guard will go down without sounding the alarm.

What makes Ground Zeroes so fascinating is how those consequences can filter out like a butterfly effect. Let's say you take this guard out in reflex mode and move his body. Another guard may be driving a truck from the other side of the map past that body, and he'll pull over to investigate. That truck may be your way to progress even deeper into Camp Omega by hiding in its cargo tray. Can you take out the driver before he radios for backup? How will you get further into the base if the driver is dead? Can you risk driving the truck yourself past the remaining guards?

Even the location you choose to call your evacuation chopper into can create new opportunities by distracting the enemy. Just hope it doesn't get shot down.

In Ground Zeroes, tension remains high as small failures can potentially snowball into something worse. But even as that snowball picks up speed, you always have the chance to change its course and turn those failures into opportunities. The scope of the game's open world and the systems within it allow for such a wider range of smaller failure states that each little mistake is perfectly readable and sufficiently tense.

Ground Zeroes' new spotting mechanic promotes a risk versus reward play style, while the world is filled with elements that promote creative problem solving. That the game does all of this without compromising your ability to pursue a perfect stealth approach if you desire is a significant landmark for the genre.

But as good as Ground Zeroes is at making failure fun, the playpen that is Camp Omega eventually becomes too familiar. If the game's mechanics translate well to the far more massive open world of The Phantom Pain, then it's possible Kojima Productions may be in the midst of creating one of the most important stealth games ever made.

Written By

Want the latest news about Metal Gear Solid V: Ground Zeroes?

Metal Gear Solid V: Ground Zeroes

Metal Gear Solid V: Ground Zeroes

Follow

Discussion

141 comments
soilworker651
soilworker651

Speaking as a minority who isn't exactly an expert at this game: 

Having to restart the unforgivingly infrequent checkpoints because one enemy saw you, resulting in the entire base knowing exactly where you are, then having to listen to Kaz repeat his monologues over and fucking over endlessly is real fun, right.  I hope they allow manual saves for The Phantom Pain, and a "mute Kaz" function.

RohitV
RohitV

At the end of the day its gamers like rickphoenixxx who think they have been cheated. Fact is, gamers like you are looking for free passes everywhere. Why don't you go out there take your time make something exactly the size of ground zeroes as a game and then put it up for FREE...because that's the right thing to do. It's Konamis business plan to launch this product for money..why? Because people will buy it, gamers like me and whole lot of others on this site because it's that good. No one is forcing you to buy it. Wait for phantom pain and stop cribbing. And as a great man once said "if ur good at it why do it for free". Kojima productions and Konami have been great to is fans for so long it's ridiculous that gamers like these are feeling ripped off.

Unfallen_Satan
Unfallen_Satan

I think the concept of forced game over screen wasn't bad, but it would have been better if instead of that screen immediately, 50 guys shows up to kill Snake after one guy radios in, then the screen pops up.

If Snake can sneak away from those guys to continue in a base on a permanent alert with much heavier enemy activity. All the better.

Unfallen_Satan
Unfallen_Satan

I think my experience summarizes GZ's stealth to action transition pretty well. (Spoiler ahead.)

I was rescuing that boy only to discover that one guard who had a stable patrol route for many minutes that I observed beforehand suddenly changed his path to pass by two others I knocked to enter the hold pens.

"Damn, I should have just thrown those two off the cliff. No one would be the wiser." Except that wasn't an option even if I wanted to, as I discovered later when I tried to throw a body off the cliff. Of course, I wanted not to knock out anybody but instead cut a hole in the chain linked fence, but naturally a hotshot covert operator like Snake doesn't need tools like wire cutter or liquid nitrogen.

Anyway, the knocked out guys woke up and began to flash their light in the holding area. I was discovered! I quickly headshot the three marines originally guarding the pens and positioned myself to cover both obvious routes I know that spawn AIs will come. After killing about a dozen more marines, there was a brief lull in the spawn, and I carried the boy to a lower ledge and disappeared from the AI's alert zone.

KiriharaZro
KiriharaZro

Just another article to justify the pointless and stupid this demo is, it just remember me when GTA V came out, many articles about nonsense mechanics and curiousities were writed just to make us think it was a great game, just like this shit.

RohitV
RohitV

I have spent 15+ hrs on the game and to consider it a demo is ridiculous. There is depth to be found in the game without even trying. First of all I can guarantee that anyone who will play the game for the first time without knowing the locations for chico and paz won't be able to complete it within half hr. Secondly, there are 5 side missions to do which change the whole gameplay and how you approach the camp. After all this there is the matter of completing the game in the different trials that vary for both difficulties normal and hard. For e.g.. The mission in which you have to assassinate the 2 targets can be done by extracting both the targets instead of executing them which will totally change how you go about the same mission. To make things feel like the real deal try and switch of the reflex mode and the reticle (hip aiming) and play the game to see how things will suddenly feel so diff. This is a complete experience which i feel is worth the money. OK, I'm obviously a big fan of the whole genre and story but this game is reaching a very different level of stealth games and the fact is it can be played anyway u wish. Kojima has showed us the basics on which Phantom Pain is going to be drawn on, very strong basics. 200 times bigger is his claim for the main game....I can't even begin to imagine what we are in for.

diji112
diji112

i haven't played the new mgs yet but when playing blacklist or deus ex i'd rather reload the checkpoint than have the gameplay evolve into action. stealth is just more satisfying that way.

that said, stealth games whose gameplay revolve around playing fast paced cat and mouse with the enemy are also really fun like splinter conviction and the arkham games.

i really wish conviction was different I.p. would have loved to pay more of it. just not in a splinter cell game

diji112
diji112

i haven't played the new mgs yet but when playing blacklist i'd rather reload the checkpoint than have the gameplay evolve into action. stealth is just satisfying that way

Chaos-Striker
Chaos-Striker

I'm not really sure how valid the things this article states are. Yes, MGSV makes failure malleable, but I disagree that it doesn't fully penalize you when discovered. When Snake is discovered, regardless of entering reflex or combat mode, you seem to be almost automatically denied S-rank for that mission. So what do you do if you want S-rank? You pause the mission you were so focused on, and either restart from the last checkpoint or the entire mission itself. But even the checkpoint option deducts from your mission rank and in some cases (I think) it declines any S-rank potential at all.

You don't have to go for S-rank and I realize perfectionist players like myself are more on the minority side, not to mention the urge to just let loose with shooting enemies upon entering combat, but let's face it, anyone would want a good A or S-rank at the end of a mission, right? MGSV doesn't allow that, it practically forces the player to be 98% stealth if they want to get anywhere near unlocking things and compliments in the game. It's always been like that for MGS, I think, but MGSV's "new" failure formula doesn't change it.

tl;dr : if you want to really succeed at MGSV, you still have to face the full brunt of stealth requirements and penalizations.

virtualskill
virtualskill

My only gripe is reflex mode is LESS realistic than having the guards have to radio eachother...Kinda lame.

FighterforJC
FighterforJC

Wow.  Gamespot still desperately trying to make people buy this garbage.  Nobody wants to pay for ANY demo, it doesn't matter how replayable it is.  

LonelyHippie27
LonelyHippie27

I LOVE this prologue, I can't stop playing it. The graphics are sexy as hell on my PS3. Once Phantom Pain comes out, shit is gonna get real.

kozienzo
kozienzo

Ground Zeroes is the EP.

The Phantom Pain is the full length album.


Basically how I see it.

rickphoenixxx
rickphoenixxx

So we're treating this as an actual game now? With a  featured story is it? On a half hour DEMO? It's bad enough this garbage got the same score as full length recent games like Infamous, but gamespot is part of the problem not taking a stand against this kind of retail robbery. Your average uninformed person is going to pick this up thinking its the next Metal gear game(29.99-39.99 is the cost of some games on sale & this doesn't say DEMO on the box)and be furious when they realize what they paid a decent amount of money for.  Dead Rising 2:Case West cost 4.99 and offered that amount of entertainment for what it was at the time and arguably more than this even with it's cost. Expect other publishers to follow suit since this has sold pretty well, unless more people come out against the practice. EA and Capcom most likely.

rft_23
rft_23

So much hate going on here. Ground Zeroes was meant to be a demo to begin with. All these fuss about the game being short is becoming out of control. The only problem I could find with this game was the price tag. Its expensive for a demo or a prologue as it's officially called. The length doesnt matter much as you can spend hours on side missions. 
I think some people have negative impression about this game just because it received somewhat low scores in the metacritics rating without actually playing the game themselves. The below average scores were due to the length of the main story and the price tag. However, majority of the reviewers acclaimed the gameplay mechanics and the aesthetics of the core elements of the game.
Think of Ground Zeroes as a game which the players can learn the new game mechanics and apply these elements in the upcoming main game which is the Phantom Pain.       

soilworker651
soilworker651

Having said that (don't take it seriously by the way), this is still an awesome game.  The soliton radar in the first two Solid games has overly spoiled me, though. =(

rickphoenixxx
rickphoenixxx

@RohitV It is cheating the gaming public in the worst way, by the ol' bait and switch. The box art says A HIDEO K. GAME so what does that imply to an uninformed shopper? How is a person supposed to know this is just a paid demo in the vain of dead Rising 2:Case West? I have no issue with this being just a digital paid download like Case West was for 5-10 bucks but Konami and Hideo propped this up like an actual full release.Put yourself in the position of someone who paid 29.99 for this and beat it in an hour or less not knowing it actually wasn't a real Metal Gear game. Alot of those gamers would feel rightly screwed and may not get The Phantom Pain because of it. heck I was going to get this until I saw how short it was, and I am very informed on gaming. I assumed it was an actual real prologue and had 30 bucks worth of value to it. You cannot really defend this practice just because you love Metal Gear can you?

Unfallen_Satan
Unfallen_Satan

By the time I came back after putting the boy on the helo, the based had returned to normal like nothing happened. No one even discovered the boy was gone. And those dozen marines must have been killed by a ghost as nothing more could or should be done about it. Life goes on.

It was not until one of those side ops that I discovered I could steal an apc and drive around the base unhindered, unless I bumped into something like a metal can. I could have swore I tried to interact with the apc when carrying the girl but couldn't.

I don't think you can fail in this game unless you get shot to death or, as in the only time it happened to me, I was carrying the girl as a shield and she got shot to death.

Glasscut32
Glasscut32

@KiriharaZro  Lol if you think Ground Zeroes suck and you think GTAV sucks.. I think most people will agree with me that there is a 99% chance you suck at video games.. Bottom line or either you don't play video games at all.. Go watch T.V. okay never play another console game.. Reason i say this is because both games sold very well 

rickphoenixxx
rickphoenixxx

@RohitV Try harder to justify purchasing a demo please. ANY game can be stretched out if you don't mind doing the same things over and over again. I spent 2 hours playing Shadow Warrior's story and survival combat mode yesterday and if I wanted I could play it again because even though it's just a demo it's really fun slicing and dicing enemies up. Yes I just compared a FREE DEMO of mindless low rent fps to a PAID DEMO of a freaking Metal Gear title. If people like you keep paying for full retail release demo's and sites like this keep giving them good reviews, then it will become the norm just like DLC on disc is now. Be part of the solution and not the problem, speak out against this kind of shameless cash grabbing don't contribute to it.

FighterforJC
FighterforJC

@RohitV  Phantom Game is a real game.  Ground Zeroes is not.  Ground Zeroes is one level, period.  You can play the game however you want, it's still the same game over and over and over.  I can think of many games that you can play differently each time.  Try this on for size.  Maybe you can play Ground Zeroes upside down the second time.  Then on your next playthrough play it with the controller upside down.  Then on your third playthrough, play it with just your right hand, and on the 4th, with only your left hand.  That's replay value right there, bro!

beno33
beno33

@diji112  in Gz you can do just that and reload the checkpoint, but it counts as a retry, while that will still give you no alerts playthrough, it will not give you the total stealth title

Archangel2222
Archangel2222

@virtualskill  it depends how you look at it, boss is an epic soldier so his reaction time is faster than a normal soldier, kinda makes sense for him to react better to have a shot at silencing the enemy. besides it can be disabled in the menu for the pros

dstopper29
dstopper29

@FighterforJC  If you're 12 and allowance money is tight, yes. 


If you're serious and/or not a whiny kid, maybe.

Archangel2222
Archangel2222

@FighterforJC  read the post below from lonelyhippie, see the likes and sales numbers. kinda fun to me and others for a fraction of the price. going to see a movie at the cinemas is more expensive than this game

ANUBISZER0
ANUBISZER0

Same here, played the hell out of this on my PS3. Gonna get The Phantom Pain for my new PS4 though.

DrKill09
DrKill09

@rickphoenixxx  THANK YOU.  Someone who understands.  It's not just the short length, it's that it will set a precedent, and we will end up paying more for less content.


Some of these god damn MGS fanboys just don't get it.

NettoSaito
NettoSaito

@rickphoenixxx Why do people call this a demo, but they don't call VR Missions, or Port Ops Plus a demo? VR Missions was an expansion mission pack for MGS1, POP was a mission pack for PO, and this is an expansion for PW. It has one mission which includes actual story, while it has about 10 hours worth of other missions to keep you busy. Thing is, unlike the other two mission based mini games/expansions, Ground Zeroes actually includes a story mission. The others were nothing but stand alone, and had nothing to do with the timeline.

TERMINATOR-SSD
TERMINATOR-SSD

@rickphoenixxx  this kind of crap is why i dont tend to buy from publishers like EA anymore. 95% of my stuff is all independent games


this game IS a demo. You finish the level once in a good 2hours, then you are given more missions for the same level, ONE level. replay value my ass, this is cheap tactics 


If this game was priced at £10 i would not have a problem. Its worth £10 and it should be the same on all platforms, why is it more on another console for the same demo. Again publishers and marketing BS. 

dietc
dietc

@rickphoenixxx "half hour DEMO" you have not played or seen this game in action once, right?

RohitV
RohitV

You haven't even played it??...u have not 'wasted' ur money as yet?....and u have a better informed opinion of it being a rip off than a lot of people who have played it. I guess ur right then. Now it's making sense. Don't buy this...that way u can justify how this game sucks...and isn't worth your time. I wish I could share my exact thrills about this game as a co gamer with you but it's better off this way. Ur better off than those who play and then cry foul about the mere "2 hour" completion time of the story mission and then touching the controller to control snake again would be a waste of time after that.....we've been cheated!!! I'm not going into that camp again....I've been in it for 2 hrs!!!! I can run from one side to other in 3 mins.. No..even less!!!! What treachery...my dear fellow gamer, you are just unaware about your awareness. I have now spent 18 hrs in that stupid camp and loved every second of it....without any "monetary justification"oriented efforts. It doesn't matter to me if everyone thinks it was a waste. I got everything I wanted out of a game out there in the market and FOR ME(the most important part) it was worth every penny. Are we're expecting games to come out with a set of disclaimers saying "warning a 2 hr campaign if played in the default way" or "random people don't buy as u won't have a clue what just happened" " only for hardcore mgs gamers". People don't touch things they don't like. If you know metal gear u know it. If I have played snake eater or peace walker it's because I knew about it before hand. I also knew how "short the 1 story based mission in this game was but that wasn't what stopped or pushed me to buy it. I was intrigued by the possibilities in the camp in a metal gear universe and that's what made the decision for me.

KiriharaZro
KiriharaZro

@Glasscut32 @KiriharaZro  

Not all games are MGS or GTA you know, maybe you sucks in all other games because you only play those ones. And its a very poor way of seeing things if you only play and buy games that were "sold very well", not because something sells that way means its good, you just show your simple and childish way of thinking

sudarsanvrs
sudarsanvrs

@rickphoenixxx @RohitV  "mind doing the same things over and over again"!!! again most haters are just straight up refusing to understand what others are trying to say. Its a fucking sandbox game not just an non interactive open world or open level. There are multiple paths  and multiple secrets that you can take/do to get something different out of it, even cut scene changes based on your actions. Replaying just for the sack of it and replaying it to find something new and getting better at it are different u idiots. God, im pretty sure most of you haven't even played the game yet or just posting an  "opinion" based on speedruns and livestream. play the fucking game and then comment about it.

FighterforJC
FighterforJC

@Archangel2222 @FighterforJC  Movies and games are two different things.  You can try to justify your purchase however you want if it helps you sleep better at night, but i know nothing does that better than making suckers out of others as well.

xokamix
xokamix

@ANUBISZER0  Is TPP gonna come out for ps3, or is it only next gen? Any confirmations on this? :o

rickphoenixxx
rickphoenixxx

@DrKill09 @rickphoenixxx Yes, this is why it's a dangerous practice. No one thought DLC would get out of control either, but it has. Just like people spoke out against things like the old X1 policies, this cannot become the norm for the industry we love. If Hideo gets a pass because we all like Metal Gear, then where does it end?

staticsnake87
staticsnake87

@NettoSaito @rickphoenixxx  Because of a thing called the bandwagon. People create artificially problematic or wonderful things. Like taking a random prologue to a quality series and slamming it into the ground to be part of the crowd, or alternatively taking some CGI cartoon musical and over-hyping it into the "greatest" Disney movie of all time. People are sheep.

staticsnake87
staticsnake87

@TERMINATOR-SSD @rickphoenixxx  "ONE level. replay value my ass"


So I have one question for you. In the yearly first-person shooter games everybody buys like hotcakes, do the bulk of people wind up playing online multiplayer mostly or not? Further, does anyone ever notice that when you do play games like that online, the community tends to pick out one, maybe two, small levels at best that the community loves, and that generally seems to be the only one they play. Every year, tons of games online, people play the same thing overt and over and over and over.


I don't think an arbitrary "level" defines what a game is worth. Far Cry 3 had "one level," it was the entire game. Just cause 2 had "one level," it was the entire game world.


The problem is you don't like the prologue to Phantom Pain (not a demo since this is not a part of Phantom Pain), but you feel that your opinion trumps others and snob yourself up because ooh you only play indie garbage. Good for you. I disagree with the yearly first-person shooters I mentioned, but I deal with it by not buying it. I still have to deal with all the news of it every year, so you can just sit right there and deal with Ground Zeroes, cause we love it, and it's an amazing experience, as MGS always is.

xokamix
xokamix

@TERMINATOR-SSD @rickphoenixxx  this game costs $20 if you download it off the psn store or xboxlive shop. playing the extra $10 for a hard disk copy is called a stupid tax and it's your own fault if you pay $10 more than you should have. Besides,  my total playtime in the game is 16 hours and it says im only 34% complete. these "side missions" are not like infamous or gta side missions where snake would have to go watch over sheep or do a job the main character of a game wouldn't normally do like collect items for a stranger. These side missions contain cannon information and do have an impact to the main MGS story line. And guess what? ALL the side missions contain credits at the end. Just like the main mission. The only difference between the main mission and the side missions is that the main mission has more cut scenes. So for my 16 hours i put into this game to only have 36% complete? Totally worth the 20 bucks spent on this game if you ask me. MGS games are meant for completionists. That's what makes this game successful. It's not made for you people who are casuals to stealth games.

lone_gunmenx
lone_gunmenx

@RohitV  I have literally played every Metal Gear game including the MSX games through the Subsistence version of Snake Eater, MGS Acid games, and the PSP games. I love Peace Walker and have no doubt I'd love Ground Zeroes, but I don't want to support this business model. For this reason I have not purchased the game still. It's killing me, but I'm confident it will either be bundled with the full game or discounted on PSN before the final game comes out. 


Since it is a prologue I can wait to play it just before the next game comes out. If people buy Ground Zeroes it just encourages Konami and other gaming companies to sell prologues. I'd rather it just be part of the full game

rickphoenixxx
rickphoenixxx

@sudarsanvrs You refuse to understand that this is a paid retail demo. Just Cause 2(a much bigger open world) had a FREE DEMO you could run around in and do many things to....and that was free. This being a high quality demonstration of what the actual next metal gear release will be like classifies it as such regardless of its good quality. So you too are part of this new problem and not the solution. Have yourself to blame when more and more demos come out as retail releases in stores bud, I for one am speaking out against this anti-consumer practice.

RohitV
RohitV

Exactly. It's not like any other random game with linear run through. If u can't give value to the fact that a mission can be done without alerting anyone or without using a single bullet and the same can be done with wiping out the whole camp then there's no point for people like these to even try to talk u about this game. Appreciate what the game is about. It's the content that is preceding any kind of quantity issue that every hater here is arguing about. It's about u realising not me justifying. Take a football game for eg. Same pitch same player models same AI same goal....still we play it again an again..why..because it is the perfect example of a sandbox....it will be different every time u enter it because ur not an ai. Linear games treat u like an ai which is what u have become. U lose purpose if the game stops guiding u. If they made a city location and a jungle location for the other missions then it would be worth it? And if the made separate objectives like kill everyone, tranquilize everyone seperate missions that would justify the $19.99 u have to pay for it?....

BlackBaldwin
BlackBaldwin

@sudarsanvrs  totally agree with you the game is pretty well done but then again I enjoy games like these in general.  I remember when MGS was about to come out for playstation I got a demo disk from pizza hut back in the day with a variety of demos on it and MGS was one of the games you could clown around in and I swear I must've played that opening area for months until the offical game finally was released I must say I'm excited for phantom pain to be released its just too bad how gamers nowadays seem to be nothing but hipster moaners.  


Also I don't mind this business practice gaming is a expensive hobby if you can't afford it stop gaming its the cheap skates thats bring down this business not the paying customers.

VoidSECT
VoidSECT

@xokamix  It will come out for all platforms (PC not comfirmed yet)

rickphoenixxx
rickphoenixxx

@xokamix @TERMINATOR-SSD@rickphoenixxx Metal Gear Solid on PS1 is my favorite game of all time and I love the series, and this is why I am furious at a retail release like this. You have no idea who I am or my gaming history. What the MSG game(or any other games are for that matter)are, is whatever the player sees them as and enjoys them as. Quit D*** riding Hideo by saying this "game" is 16 hours long because it lets you walk around after you finish the 6 minute to 2 hours(average 30 minutes) "campaign". By that logic GTA5 is 24,000 hours long.