Oh come now I think you might be being a little unfair here, to me the stealth genre has always been about tactical options and exploiting opportunities and the way I see it the vehicles open up a whole new suite of tactical options and opportunities to exploit, sure there will probably be a bit of traversing large stretches of wilderness to get to your objective (though I am pretty sure there will be drop zones and extraction points closer to your mission objective as well) however to lament the introduction of vehicles because of this is incredibly short sighted, I mean if you have played Ground Zeroes you know you can hide in the back of certain vehicles and use them to stealthily traverse checkpoints or get to the other side of an enemy base but they also make great explosive decoys and traps as the enemy and even assassination targets will unknowingly get in and drive a jeep that has been rigged to blow.
Oh, sure, tactical-espionage-action yada-yada. Having played the first 3 games, however, tactical and 'action' is something I've always associated with the Hitman franchise, and less so with Metal Gear. It's not like I'm against it in this game, but to be honest -- Why would anyone ever use it, when you have easier alternative methods? The whole angle with Snake hiding at the side of his horse, for instance, riding past a couple of guards undetected always struck me as incredibly odd -- You could forgive the old games for having the guards being unable to see 2 feet straight ahead of them but this? How could these guards not get suspicious of that or even see him? The option is neat, sure, if not silly. Using the chopper to travel in Ground Zeroes would usually always alert enemies, I didn't see a need for it beyond the sole use of extracting POWs, which is fine, but it alerts the enemy base because they are noisey so they ruin my flow of wanting to be secluded at all times -- Neither did I see a need for the cars, as they too are rowdy and attract attention as opposed to avoiding detection. Sure, the idea of hiding in one, to get inside restricted areas, is neat but that's a whole different angle then actually driving them. The problem is that the game needs to encourage stealth, and if you have several different other ways of how you could easily extract a guy with fulton, or infiltrate a base using only the Tranq gun then why would ever need anything else? In previous games, I didn't see much need for any equipment beyond the Tranq gun, and fulton (in Peace Walker anyway). Now, don't get me wrong. If you want to play the game like more of an action game, gunning blokes down, traversing in vehicles then that's great, as long as the game doesn't detract encouragement for using stealth like other examples i.e. Hitman Absolution or Splinter Cell Conviction.
It shouldn't be incredibly hard to be stealthy over capping guys down, or using the 'get-out-of-jail-free' equipment.
There are also tanks for those who prefer the more indiscriminate destruction approach which while not the most stealthy of options is still good to have as an option at least, the Jeeps also make for a good method of escape when the **** hits the fan and you need to haul ass to the extraction zone. They even showed a video of somebody using the fulton on a jeep to take down a helicopter so it all depends on your imagination and how you use these things to your advantage, in the end the vehicles look like they will add far more value to the game than they could possibly detract from it.
I won't deny the intricate methods of using your equipment in TPP is neat. The problem I have, like I mentioned above, is if you start leaning towards designing an action game, it ultimately alienates the stealth, usually it'll always lead to scripted scenarios where it's not even possible to be stealthy. It already started with Guns of the Patriots, by having 1/4 of the game be set in the Middle East somewhere, and as stealth games go, it's not the ideal setting -- Along with scripted vehicle shooting sections; The actual section that is dedicated to stealth in that game was a boring 15-30 minutes stalking of some random Johnny in an obscure European town. Deus Ex's latest and earlier iterations have still managed to avoid all of this by having the entire game designed with stealth in mind, but see examples like Hitman Absolution or Splinter Cell Conviction, where stealth is an 'OPTION' though in actuality the game secretly resents you for not simply capping every enemy in head, particularly the latter example. Phantom Pain is designed as an open world game, which usually always mean there's a main plot and then there's a whole other unconnected padded BS you can do, usually it's usually a cluster ****, as there's a main objective and there's a whole lot of unconnected BS to pad things out -- I imagine a stealth game in a whole open world setting could go both ways. I, however, have found most modern open worlds to tirelessly padded and unmemorable and prefer the tighter designed environments, like the Asylum in the first Arkham game, or the maps in Thief 2 and Hitman Blood Money, just to use a stealth-related example.
That's just me.
Going back to the 'action-game-stealth-hybrid' subject, however.
Later on in Splinter Cell Conviction it is next to impossible to get through certain corridor sections without getting detected -- The game was designed with a different mindset after all. Hitman Absolution doesn't allow you the same kind of freedom, in terms of stealth, like Blood Money did. Its addiction of trying to be more cinematic kills the stealth -- On higher difficulties the guards will see through your disguise in 5 secs, rendering them useless, along with it being impossible to do all the optional objectives while remaining hidden because higher difficulties apparently adds more guards. That's not how it was in Blood Money, you'd just get less hints, equipment and map locations of your enemies. The game wanted you to rely on your own memory to memorize all guard patrols, positions and everything, which was tense and cool. But I'm sure you know all this, I think I heard that you've seemingly played it before.
Honestly if you are looking for something to be negative about I am not sure vehicles are the thing, personally I would go with the micro-transactions as I have yet to see a game where micro-transactions have impacted a game in a positive way and I have doubt that it wont be any different for Phantom Pain.
Oh, sure, microtransactions are poison and even more so in non continuous games like Metal Gear. You won't see me celebrating it, as much as not even bothering giving it the time of day.
Then again if stealth games to you are only about avoiding enemy vision cones then I hear Volume is supposed to be pretty good.
That is essentially what stealth is about, yes, or at least what they were about back then. The old Thief games, in particular, were among the best of its kind. Infiltrating a base and leave no trace that you were ever there except for the tell-tale sign of your host's vast riches being conspicuously absent.. All the game needed to do then was giving me the ability to leave a cute-worded note for the owner. But there's no need of trying to talk me out of buying the Phantom Pain. I'm obviously getting it, as I'm holding out hope that Phantom Pain will deliver an experience that is fun to do stealthily as opposed to it being a chore -- Well, I'm hoping it's going to be fun at least, Ground Zeroes was fun enough. I actually kinda liked it as it wasn't completely sandbox, but felt more tight and sprawly designed.. It was big without necessarily being big which is the kind of "open world" that I like. Oh, and a decent story I suppose though Peace Walker and Guns of the Patriots didn't leave me with that much hope for the future.