Oh I know about the Silly ways to do it, but it’s disappointing that you can’t just strap a balloon to yourself and fly off like you did in Peace Walker, considering all the other things this game cribs off Peace Walker.
I mentioned earlier that I’ve only played the MGS games that are available on PC*, so MGSV was the first one I’d played in like fifteen years. I guess the MGS meta of “cardboard box as the ultimate in battlefield technology” is just something I wasn’t thinking about.
*Technically I did play the original MGS on Playstation, admittedly. Back when it was new and I’d never heard of it, a friend handed me his PS1 and a copy of the game and said “you’ve gotta play this”. He was right. It blew my teenaged mind. I was literally on the edge of my seat for most of the game.
I don’t know if this is worth going over in a future video, but one time when I was replaying, I decided to do a really stupid thing in the first mission. After rescuing Kaz, I got the Skulls to chase me; but instead of escaping to the rendezvous point, I headed towards the barracks instead. Virtually every player will try to go directly to the RV, or use that other thing that lets them skip the Skulls entirely – but I wanted to see what would happen if I made deliberately poor decisions.
What I discovered: the Skulls are either very badly programmed, or more likely, have unfinished or incomplete programming.
The Skulls actually aren’t programmed to chase you in that direction. As soon as I cleared Ghwandai, they just… gave up and vanished. Even if I was traveling along the open road and left myself wide open; they have a stricter leash in that direction than their normal leash going towards Wialo.
However, the fog isn’t programmed to lift up until you are within a stone’s throw of the Wialo village. The fog remained all the way up until the barracks, even though the Skulls were nowhere close by. It wasn’t until I was long past outpost 15 going southbound that the skies eventually cleared.
Combined with this, so long as the Skulls are on the field – or if not them, then at least their weather effect – no common guards will spawn. It’s not like that normally, either, but it is the case for that one specific mission. This essentially allowed me to loot all of Wakh Sind clean without any resistance.
There were also other things that could happen during this weird “Schrödinger’s Skulls” state of the game. I could notice one or two things in the barracks that were slightly different while in skulls mode. Nothing broken, but the Skulls were obviously meant to have various interactions with some aspects of the game world, like normal guards do – but the idea never took off in full.
I’m glad we’re at the point where “hey here are the ways MGS5 is utterly unfinished” has started to show. Beyond all the insane crazy fun stuff, I think the depressing tail of a broken game will be one of my favorite parts of this thread.
Wasn’t my intention to get us to that point so quickly, but on the plus side I think if we just take it as it comes it will be a while before we encounter the next obviously not-entirely-there thing. The first half of the game is pretty good in not showing the cracks of where something was supposed to be. I had to go out of my way in order to discover that about the early game Skulls. (Though it would explain why they’re not used in any Side Ops that I remember – because that’s a context where their flaws would’ve been rendered plain for all to see.)
The trick is that there is no one Vapor Snake timeline. A new Vapor Snake timeline can emerge at any point, with any combination of characters - all that’s required for one to form is for Snake to get stoned and do something dumb. No matter what he does - no matter how badly he damages himself and others - there can always be another Vapor Snake, a little further along the way.