![]() I just don't like the immediate reward based systems, makes it feel too much like a game game for me, when I'd prefer more atmosphere. There was depth.Īnd moreso, the rewards you get at the end for the first few games for things like non-kills really aren't nearly as practical as the rewards you get in Peace Walker for the same thing, since you get more GMP for completing missions with an S, right? (I only played through once on a copy that wasn't my own, and my brain and body has been fairly useless lately in calling to mind certain things)Īnd Ground Zeroes had the game complete percentage incentive to get S ranks. Part of this was the amount of time it took to get to the Sorrow of course, and how that built atmosphere in and of itself, as well as creating a sort of weight to the killings I had committed previously. My first MGS game was MGS3, and I didn't really know that the game rewarded for no kills, or even the series stance towards the idea of killing in videogames or otherwise (of course, the game considers the act of killing and doesn't bother separating the implications of "real killing" vs videogame violence, maturely and beautifully) so I had racked up quite a few, and this made the Sorrow fight very impactful. By making the games mission based, it is harder to become immersed when you don't have to wait until the end of the game to receive some award for your lack of kills. In other words, you'll be measuring the worth of lives against other lives, and it could very well be emotional.īut, what TheMadTitan says remains true, and it is something that has bothered me in both Ground Zeroes and Peace Walker moreso than the old games. For example, I'm really thinking that the extra precautions soldiers can take to avoid getting instantly tranq'd, mixed with your "buddies" potential to permanently die, will make it so that if you get your buddy into a precarious situation, it'll be quicker and more protective of the buddy to kill rather than shoot a few tranq rounds into soldiers until they pass out. ![]() ![]() I'm thinking that the game is going to put you into situations where killing becomes morally ambiguous.
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