>>12011180
>Sneaking up behind a soldier at gunpoint and then making them drop items, using them as a human shield or making them piss themselves
Completely useless gameplay wise. It is always better to just take out a soldier immediately and loot the body afterwards.
>Then in mgs3 you can interrogate an enemy after sneaking up on them, choose to let them go
Again useless.
For both of these games, the aforementioned actions are just ineffective and a waste of time on lower difficulties, where enemies pose no threat and it is impossible to run out of resources, whereas on higher difficulties the game is narrowed into a small range of optimal strategies which exclude these things. Interrogation, for example, tells you nothing you don't already know if you've already beaten the game once, except for radio frequencies to disable Caution which you cannot afford to get in the first place on Extreme and above.
A player can, in theory, do these things and get away with them, but at that point it is a make-your-own-fun exercise for a game that does not encourage or reward usage of its disconnected mechanics. I do not condemn such a thing, but at that point it is the player's effort rather than the developer's.
>in mgs2 the boxes also allow you to fast travel through the mail room.
And in MGS3 the boxes are broken and allow you to trivialise the Fury fight and all of Groznyj Grad. This is good because it means you have to play the dogshit game less.