I'm not against «RPG» and progression - focused mechanics in games by any means, nor am I against
loadout screens, upgrade trees, and special items.
There is an extensive preview of Metal Gear Solid V: The Phantom Pain in the latest issue of OPM and OXM (a whooping 16 page feature) with lot of new details on start of the game,
loadout screen, Snake's buddies, new emeny called «Skulls», Missions, Side - quests and many other thing.
Higher levels unlock weapon upgrades and special abilities, which you can switch out at
your loadout screen before a match and / or at respawn.
You'll need to sort out which skills and items you take into battle with each character's
loadout screen, but what's important here is that everything found and learned is significant in its own way.
They'd like the voice of Snoop Lion (formerly Snoop Dogg, formerly Calvin Cordozar Broadus, Jr) to sit alongside that of System Shock 2's SHODAN and Stanley Parable's Narrator on
the loadout screen.
On the PlayStation 4, players have to use the triggers to readjust focus on
the loadout screen, with the DualShock 4's touch pad going unutilized.
Not exact matches
You can also tweak your
loadouts from the tablet, and being able to do so with a touch
screen is a welcome addition to the game.
This may feel off - putting for fans who prefer the seamless and unhindered action presented in the past, but fortunately shifting and tweaking Bayek's optimal
loadout doesn't force you into menu
screens for extended periods, though manipulating a cursor with a controller is bit of a nuisance.
Daunting for the first few hours as you stare at
screens of games, modes,
loadouts and then you get in a game with explosions going off, people shouting.
Like the original Relics, you can use the Touch
Screen or the GamePad to quickly choose a new
loadout.
Shortcuts to your custom
loadouts can be quickly access using the touch
screen in multiplayer modes, while the in - game map is also displayed.
Loadouts, equipment, clans, bases, areas... you're treated to some quick snippets of in - depth information via the nauseatingly frequent loading
screens, but these are rendered useless by virtue of the fact that the basics are never adequately explained.
During lobby
screens I often find myself using up the full 70 seconds agonizing over
loadout choices.
Aside from that, there were some nice quality of life changes with the HUD including your selected Striker indicator is now moved from the bottom of the
screen to above your weapon
loadout.
Much like in Arcade and Multiplayer, death isn't just a blank «game over»
screen - it's a way to actively change up your
loadout to overcome the challenge that just put you down.
Every mission starts with you in the weapons truck where you can equip the Interceptor with your own choice of weapons by using the touch
screen to arrange your
loadout.