Press J to jump to the feed. Press question mark to learn the rest of the keyboard shortcuts
Log In
Found the internet!

For those who like talking about games as much as playing them.

r/truegaming

63
pinned by moderators
Posted by4 days ago
63
36 comments
126
Posted by19 days ago
126
126 comments
27
Posted by4 hours ago

When I posted this on r/truegaming initially, I mistakenly posted only one paragraph of the full writing due to the confusion with the mobile Infinity app and went unnoticed for three days. I only recently realized the mistake and decided to repost this subject with my full writing.


Metal Gear Solid 3: Snake Eater remake was announced to be in development, now titled "Metal Gear Solid Delta: Snake Eater". This was the remake I was dreaming of since I beat Metal Gear Solid V: The story, style, and theme of Metal Gear Solid 3 with the gameplay foundation of Metal Gear Solid V.

I have been thinking about what the MGS3 remake would look like for a long time. I believe the remake must address these points in order to meaningfully prove its existence. Here is a wishlist of how the remake can fix and improve upon MGS3.


Gameplay Foundation

Carrying over MGSV's mechanics is no brainer. After experiencing those smooth controls, AI, fluid combat and stealth system, and animations, I never wanted to go back to the clunky mechanics of the old MGS games.

Obviously, some of the mechanics would need to be refit for MGS3's gameplay theme. MGSV's instantly regenerating health system doesn't fit the survivalist motifs, so opt out for MGS3's slowly-regenerating health system from the stamina. MGS3's enemy types like flamethrowers and dogs would work fantastic with the reimagined gameplay. Metal Gear for some reason removed swimming after MGS3, so the remake can deepen this system to utilize for the level design. I imagine the swimming in the cave section could be expanded. Maybe you can even "hunt" the fishes while you are underwater. I am aware MGSV technically didn't ditch the camo index system, rather they just "hid" it from the HUD, but it would be better for the player to optionally turn the display on and off, considering how much the camo is crucial to the gameplay system.

There are also little features that can be integrated into the remake as a changed form. For example, instead of making an electric sound from a bionic arm to lure the guards, as Naked Snake didn't have any bionic arm, Naked Snake can "whistle" to lure the guards. The Far Cry-style tagging system can also be drastically scaled down considering how much MGS3 puts emphasis on the methodical environmental gameplay. Sprinting and getting damage drain stamina much faster so the action-combat approach can have more negative consequences.

Map Design

27
3 comments
Vote
182
110
Posted by3 days ago

I've recently been playing Skyrim since picking up a Series X. I've played it many times before, and one thing that kind of annoys me is that there is no actual end to the game. At no point does the game ever tell you that you've done enough. At no point do NPCs stop calling you a "milk drinker" and at no point do guards ever stop saying "let me guess, someone stole your sweet roll?". Even after I've done all six quest lines the game offers out of the box: Main Quest (dragons returning), Civil War, Fighters Guild (Companions), Mages Guild (College of Winterhold), Thieves Guild, and Dark Brotherhood (assassinations). Expansions add two more: Dawnguard (vampire hunters vs vampires) and Dragonborn (the last Dragonborn, aka you, vs the first Dragonborn). Even the short expansion, Hearthfire, which lets you adopt up to two children (as it adds four homeless children) and build a home for them to live in. Do everything the game has to offer, including all the side quests... and the game never ends.

Bethesda made Skyrim this way on purpose. In their previous game, Fallout 3, when you got to the end, it told you that if you continued, the game would end, so if you had anything else you wanted to take care of, to put off the main quest until you had done so. Otherwise, you were railroaded into the ending. And people didn't like this, so they made an expansion that allows the game to continue. And now, if you play the "Game of the Year Edition" of Fallout 3, the game never ends, just like Skyrim.

The official Fallout 3 spinoff, Fallout: New Vegas, is widely considered to be the superior of the two. It's two years newer, has newer features despite being the same game engine. And it has an ending. It has four expansions, none of which change the ending. New Vegas let you lock out all the endings but one (Yes Man/Independent Vegas), but once you reached that point, the battle at Hoover Dam, it told you, this is the end.

Cyberpunk 2077 has a similar feature. The problem with Cyberpunk 2077 is that it tries to force you to rush the main quest, and when you go to "Meet Hanako at Embers," all of a sudden it's telling you you're at the point of no return? And you're like, "but I ain't really done shit?". At least you can say no and put that quest on indefinite hold. But isn't that kind of the same problem? Cyberpunk 2077 is pushing a narrative that you are dying due to a choice you are forced to make. However, the only times you seem to be having a rough go of things is when you do the main quests. Otherwise, you're perfectly fine. Fallout, the very first one, may have had the best implementation of this. You have so many hours to go find that water chip, or you doom your vault to death. Once you get it, and return it to the vault, you no longer have a timer. I believe The Legend of Zelda: Majora's Mask had a similar thing, you had so many hours to beat it, or you lose. The PlayStation (1st gen) game D was even simpler. In 90 minutes, the game ends one way or another. You completed your task, or you didn't. There was no saving. The game was effectively paused when you weren't doing anything. Timer ran regardless. The multiple discs made the timer somewhat stressful, but it was a game like Myst or The 7th Guest with QuickTime videos that played whenever you moved from Point X to Point Y. So the discs were mostly movie data. The game itself took like an hour tops, with speed runs doing it in around 40 minutes. So you did have enough time.

So, getting back to Skyrim (and games like it, such as Fallout 4). How would you end it? I think of The Walking Dead and how it would constantly tell you "Clementine will remember this." And then that last choice, I'm not going to spoil it, but it changed the dialogue to "Clementine will never forget this." That little change gave an emotional scene so much more weight. Like the weight Cowboy Bebop said we're gonna carry. (Every episode ended with "See You, Space Cowboy" in text along the bottom right, I think a few said something else, but the series finale said "You're Gonna Carry That Weight." And carry it, we did.) The emotional weight of a solid ending that sticks with you. The Walking Dead did it right.

So how could Skyrim have done it? I think once you beat the game, once you've literally done everything, you could have been given a game mechanic, such as through a scroll you couldn't drop that would sit at the top of your inventory, or a torch you could light. This would be similar to the Wait function, where time passes much faster to get you to a desirable time. There's a bench just outside the mine at Knifepoint Ridge, where the Daedric (demon) prince Boethiah sends you to do her dirty work (don't ask why the female demons are called princes, I didn't write the lore). You can just sit there and you get this spectacular view of a wooded valley. At sunset, it's majestic. I had a different ending in mind, and I've done this before. I wait until evening, and I put my adopted kids to bed. (They always ask if they can stay up late, I say no.) I wait for them to get in bed (they don't change clothes or get under covers, they just lay on top of the bed in the clothes they wear all day, every day), and then I get up and walk away. I let my character watch over his or her children as they sleep, for at least 1-2 hours of in-game time. Then I quit the game and delete all saves associated with that character. But getting back to the scroll/torch thing, I think there should be a way to say "I'm done" and fast forward 10+ years and show us where everyone is, the changes you made, while credits roll. Of course you could reload an earlier save and continue, but I think the game should have a valid ending. I'd love to see what becomes of the kids you adopt. Do they marry and have kids? Do they pick up your weapons when you can no longer carry them and become heroes? What of those you saved?

Fallout 4 sort of attempted this. When you defeat the Institute, or when siding with the Institute, when you defeat the other factions, you're yanked out of the game and shown a cut scene where your character looks back on everything that's happened and where they want to go from there. And yes, each ending — there are a few — ends with the catch phrase "[...] war... war never changes." Except it has weight to it that feels just right. It's more like... and this is not a spoiler, the line is given in the trailer... "because I know war... and War. NEVER. CHANGES." But then it jumps back to the game, which then goes on forever. You can give your character a similar cinematic ending. I like to go up to Vault 111, there's a ridge that overlooks Sanctuary. If you made that your main settlement to build, you probably got a pretty good view. And you can have multiple lovers and paramours there, as well as pets and even your own child, sort of, but also kind of not? Since we're in a spoiler tag, I'm talking about Synthetic Shaun.

The discussion I offer the forum for the weekend is this: Should games have a definitive ending? If so, should there be a clearly marked point of no return, or is it just over when it's over? If not, when do you decide to stop playing? And do you do anything ceremonious about it? Or do you just drop it and never return?

110
51 comments
217
Posted by3 days ago

Do you remember Battleborn, the other hero shooter released in 2016? It's completely normal if you don't, as it was quickly overshadowed and buried under Overwatch's massive success. Regardless, it had mixed to average reviews as it was very pretty and fun, but also not that well balanced, very clunky, and always online. Seems like no one was really missing much, but with recent events coming to light I can't help but looks back on what it was and how much fun i had with it.

The 25 (plus five from DLC) playable characters were all quirky and fun, some examples being an omnicidal rogue AI with a chipper voice and a kneecap collection, a 26 year old penguin with pent up aggression and a mech, and a cloned soldier whose clones have their own structured society. Each hero had their own abilities, including an ultimate not unlike Overwatch's character ability system. The character gallery was filled to the brim with personality like it went down a list of every possible character archetype to match. It was hard not to at least respect the personality the game had because of its characters.

The gameplay itself was, at least in the multiplayer, similar to the usual MOBA. advance you and your minions to take the enemy objective and win, killing the enemy and making friends along the way. Alongside MOBA-like game modes there were more FPS based ones, like king of the hill and control points. In these game modes, you would level up your chosen character as you played, choosing from certain buffs and changed to your abilities to buff you and help you adjust for what you needed to get an edge on the competition. Alongside leveling was also an economy where you would buy items chosen by you before the game starts via a loadout system. These bought items would give more number-centric buffs like more health or damage or a decrease in ability cooldowns. While snowballing was an issue, I very much liked the system. No two games were alike because of how the leveling and item system worked.

Aside from competitive multiplayer there was also a PVE game mode where you would play through a repeatable story mission, still leveling up and buying items just like in PVP. Except now, you fought through hordes of enemies while doing objectives and fighting bosses. There were eight of these levels, plus five more from DLC, with a hardcore mode with extra difficulty and rewards. These missions would be the best way to collect loot for your characters to use in both PVE and PVP game modes. The story itself was barebones, but it got the job done while still having entertaining character interactions throughout.

Quite a bit of this is starting to sound familiar. Leveling up, replayable PVE missions, a story. Simply put, the game Blizzard promised Overwatch 2 would be was already made and released seven years ago, and it was Battleborn. It had most of Overwatch 2's selling points, even the five player objective based PVP. If this is all true, then why bother playing Overwatch 2 when there's Battleborn? Unfortunately, Battleborn was an always online game, and it's servers were shut down early 2021. I would love to see a big bold return of one of my favorite games ever, and so would quite a few others if you look. I am going to not add a "but" on the end of that sentence, just to keep my hopes up. In short: I miss Battleborn, man.

217
44 comments

About Community

/r/truegaming is a subreddit dedicated to meaningful, insightful, and high-quality discussion on all topics gaming.
Created May 1, 2011
r/truegaming topics

1.4m

Members

477

Online

Top 1%

Ranked by Size

r/truegaming Rules

1.
Discuss Gaming
2.
Be Civil
3.
Specificity, Clarity, and Detail
4.
No Advice
5.
No List Posts
6.
No Inflammatory Posts
7.
No Self Promotion
8.
No topics that belong in other subreddits
9.
No Retired Topics
10.
No Handouts
11.
Reviews must follow these guidelines
12.
Surveys must follow these guidelines
13.
External Links must follow these guidelines
14.
Automod Restrictions
Widget image

Alternative subreddits

r/Gaming4Gamers

108,094 members

r/Games

3,196,960 members

r/gaming

37,033,928 members

r/patientgamers

586,293 members

r/gamingsuggestions

190,641 members

r/AskGames

33,614 members

r/ShouldIbuythisgame

1,383,490 members

r/nintendo

2,218,817 members

r/GamePhysics

2,292,535 members

r/CoOpGaming

13,230 members

    Moderators

    Moderator list hidden. Learn More