Bug In 'Metal Gear Solid V: The Phantom Pain' Halts Game Progress In Certain Missions

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Rexly Peñaflorida is a freelance writer for Tom's Hardware covering topics such as computer hardware, video games, and general technology news.

  • Christopher1
    So, no one apparently thought that Quiet would be chosen for these missions? Or is it a case of 'code oversight' or 'too much code' at the end of the missions.
    Reply
  • cats_Paw
    Who would pick the half naked speachless, big boob girl, right?
    Reply
  • yronnen
    That's why, as tempting as it is, I never buy PC games on release day or pre-release. Wait a couple of months to clean out all the bugs (unless it's Batman Arkham Knight, when apparently you need to wait half a year), and get the game then at a lower price...
    Reply
  • AGx-07_162
    That's why, as tempting as it is, I never buy PC games on release day or pre-release. Wait a couple of months to clean out all the bugs (unless it's Batman Arkham Knight, when apparently you need to wait half a year), and get the game then at a lower price...

    This isn't just a PC issue.
    Reply
  • firefoxx04
    This is why I play dayz. Cheep and they told me it would be broken going into it.

    People continue to pay big bucks for games, expecting that they will be bug free and BAM issues all over. Back in my day, new games worked how they were supposed to. Seriously, now its like they rely on the fact that we have internet and just figure they will issue a patch. Couldnt do that back in the day.
    Reply
  • none12345
    This is why i dont buy games on day 1. The culture of release a game you know is buggy and expect people to pay $60-70 for it is a joke, and i will not support it.

    Start releasing finished games, and ill start buying them on day 1 again.
    Reply
  • alidan
    This is why I play dayz. Cheep and they told me it would be broken going into it.

    People continue to pay big bucks for games, expecting that they will be bug free and BAM issues all over. Back in my day, new games worked how they were supposed to. Seriously, now its like they rely on the fact that we have internet and just figure they will issue a patch. Couldnt do that back in the day.

    back in my day, and the code for a game and all the art could fit in sub 4mb of space, 16mb for the really big games but that was mostly art.

    i would love to see how much code an old snes game required and a current AAA game, just so we can get a good grasp of how hard this is to debug, because apparently a lot of people dont understand this at all.
    Reply
  • mwryder55
    Even in the old days of DOS and Windows 3.1 there were games released with killer bugs. Ultima Underworld comes to mind. We had to use a BBS over a dial-up modem to get the patches. These weren't today's enornous files that replaced the existing files, but small files that replaced the faulty part of the file, not all of it.
    Reply
  • RazberyBandit
    A BBS? Showing your age, mwryder55. Sadly, knowing what a BBS is (or was) shows mine, too. LOL
    Reply
  • alidan
    16602373 said:
    Even in the old days of DOS and Windows 3.1 there were games released with killer bugs. Ultima Underworld comes to mind. We had to use a BBS over a dial-up modem to get the patches. These weren't today's enornous files that replaced the existing files, but small files that replaced the faulty part of the file, not all of it.

    that, i believe is an issue with the way some engines like unreal handle updates.
    also, with today's internet, you dont need to make a patch that replaces parts of a game's coding, you can make a patch that replaces all of certain files so there is no chance the patch will fail that way, granted, when a 1gb a day or several times a day, or even several gb every week comes along those are problematic to me.
    Reply