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MGSV is just a good looking game. It's one of those Yoshi's Island titles that will look good whether it's the day of release or 50 years into the future. Characters are well-designed, setpieces are pulpy and full of cold war personality, and the cinematics are all handled with that loving Kojima madness players have craved since MGS1. It really feels like a game that cost 80 million dollars to make, even though the version we all played is technically not even finished!

The real question (to me, at least) is how willing the games industry is to support total direction. I don't usually encourage one-man-band style development, but amidst all the paint-by-numbers Ubisoft titles I genuinely fear the design-by-committee releases. For games to be interesting again, we need to branch out from the current homogeneous identity of quicktime events and cinematics the length of a four course dinner. People gotta make games, again.




Here's a fun MGSV fact: the amount of time that's passed since MGSV:TPP's release is the same amount of time that separates the events of GZ and TPP :)


So is the time passed since the release of MGS2 and the time between TPP and the tanker incident :)


Oh no. That one hurts...


> People gotta make games, again

PC seems to be where more gameplay innovation occurs because the barrier to entry is much lower. I'd love to see Playstation make console development more accessible for a wider range of developers.




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