I think he means the part in the demo where you enter building and you get an unskippable codec call from the guy. Are those skippable?
Yeahp, same method. The "outside calls" in the demo weren't skippable, but they are in the full game.
I think he means the part in the demo where you enter building and you get an unskippable codec call from the guy. Are those skippable?
Also they had to make up for the lost cost of the previous year+ developing MGS:Rising for which PG scratched most of the turned over assets. So if they gave PG another year for a game they aren't sure will sell a lot that could have end up biting them in the ass...MGR felt like it could have been better. But I understand why this game felt a little rushed. Apparently P* only had 1 year to develop this game and they asked Kojima for more time but he refused because he wanted this game to be released in the early 2013. I think this is because he knew the PS4 was going to be announced so he wanted this game out before it was released later in the year because MGS:GZ will obviously be released on the PS4 and no one will by buying or most likely playing the PS3 when they have the PS4 out. So for a game that was created and release within little over a year its a really good game. I wonder how good it would have been if it had a proper 2-3 years of development that a game like this needs.
Seriously, the last boss is far from polished.Also they had to make up for the lost cost of the previous year+ developing MGS:Rising for which PG scratched most of the turned over assets. So if they gave PG another year for a game they aren't sure will sell a lot that could have end up biting them in the ass...
edit: Also you could tell that Kojipro probably told Platinum to put a lot of work into the bosses because they are the more polished aspects of the game (even the last boss). Seems around level 5-7 they were in their crunch time lol...
Why is that? You could tell from howSeriously, the last boss is far from polished.
Why is that? You could tell from howhow short the last level wasAnd the number of cutscenes and multiple phases that the end boss got the most work in the last level. The last boss fight has a lot more going for it than the Sundowner one.
Maybe the first two parts felt tedious, but the final fight was fun IMO. Hell I thought the whole thing felt epic like the 2nd to last boss in God Hand.A final boss with tonnes of cut-scenes and padding in between isn't what I'd call polished. A polished final boss should an epic finale with just you and the boss duking it out without any god damned QTEs ala DMC3's Vergil battle. That's my take on it. MGR's final boss is just a tedious mess to me.
Maybe the first two parts felt tedious, but the final fight was fun IMO. Hell I thought the whole thing felt epic like the 2nd to last boss in God Hand.
Best 3d brawler out there in terms of depth and style (PS2 title).... developed by clover studios (now defunct). Controls feel clunky at first but once you get used to them the game feels great, and it's where my icon comes from.What's Godhand like? I keep hearing about that lately.