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Thread: Death Stranding (PS4) - Hideo Kojima

  1. #76
    Member
    Registered: May 2004
    And 48 hours into the game you get to fire it again? Wait, fire as in shoot or fire as in the gun is out of a job now?

  2. #77
    Level 10,000 achieved
    Registered: Mar 2001
    Location: Finland
    Honestly, in this game it could be either. I better not spoil it.

    After a week, I'm 34 hours in, and y'know what, I gotta say it's got some pretty good truckin'.



    After seeing how flimsy the bike handling was I wasn't expecting much from the trucks, but they're pretty fun. Not Spintires or anything, but they feel properly weighty, awkward to maneuver, and I especially like how they turn into stilt-trucks when you drive into water. (I'm starting to feel like the game is pandering to me at this point) After I finished paving the highway all the way from the north to the south in the Central Region, I spent a good amount of time just driving up and down it delivering packages between the different stations. Once that got boring I continued following the story missions west. It's got a great sense of being on a dangerous expedition once you have to start huffing it over the rocky mountains.

  3. #78
    Still Subjective
    Registered: Dec 1999
    Location: Idiocy will never die
    Finally started. The games has been on the table for a week.

    Looks great.

    The main mechanic is fun so far (though there are a lot of cutscenes so I'm 3.5 hrs in and I've hardly "played"). It somehow reminds me of Thief because you're going where no one has been, almost, and you're trying to find a way through that maybe no one else ever has.

  4. #79
    Level 10,000 achieved
    Registered: Mar 2001
    Location: Finland
    Yeah, exploration is definitely a big part of the appeal. Did you say you hadn't played any of the Metal Gear Solids? It's actually lighter on cutscenes than most of the MGSes, but about the same as MGS5. Lots of cutscenes at the start, but later on it eases up and just lets you play.

    I'm 43 hours in, getting close to the finale.

  5. #80
    Still Subjective
    Registered: Dec 1999
    Location: Idiocy will never die
    I haven't played any MGS games, not. I've started the first one - the remake for PS3 - but haven't got very far at all.

    My frustration at the moment is in overestimating the length of the ladders I try to put up, but that's me being overly optimistic about scaling cliffs! I'm still early enough in that I've not got all the tools. There is a resource I can see on the scanner but still can't pick up. I've been to the main Knot City (Central?) several times to drop off lost kit now, and I've now got other player's minor structures - ladders and ropes - in my game. Some are NPC's I'm sure.

    I'm also a bit confused about the deconstruction. I seem to not get my ladder back if I deconstruct, and in my cargo management I now have a rope that is deployed or something and shows up as red instead of green like everything else. Do you not get your kit back? And if not, what is the point of deconstruction? I also still don't see what relieving yourself does, nor what certain things stand for - they use the terms but I'm just inferring the meanings from the context. E.g. BTs.

  6. #81
    Level 10,000 achieved
    Registered: Mar 2001
    Location: Finland
    I think deconstructing just gets you the raw materials back. Gotta use those ladders sparsely. They're useful, but also take up a lot of room so you can't carry too many.

    Also, enjoy this fine video.


  7. #82
    Member
    Registered: May 2004
    So, have you finished your journey through Iceland with inverted rainbows? How was it? Did it have the obligatory 8-hour Kojima cutscene at the end?

    I mean, it totally looks like a podcast game and I'm always mildly interested in AAA games that try something other than shooting dudes in the face as their main mechanic. Once it's actually out on PC, that is.

  8. #83
    Level 10,000 achieved
    Registered: Mar 2001
    Location: Finland
    Haven't finished it yet! I was really into it for the first 40 hours, but I'm at hour 45 now and it's getting to be a drag, so I'm mostly limiting my sessions to weekends.

    As for podcast game, it might be a bit too chatty for that. Whenever you deliver a package, people have stuff to say, but they'll also sometimes call you up when you're out and about. But here's a podcast game rec: Under The Sand. Still in EA and light on content, but also regularly updated, fun (in a Jalopy-way), and dirt-cheap.

  9. #84
    Level 10,000 achieved
    Registered: Mar 2001
    Location: Finland
    Finished it last night. 48 hours total.

    As usual with Hideo Kojima games I finish watching the last hour's worth of cutscenes, the credits roll, and I say "well, I don't know what that was all about. good game tho."

  10. #85
    PC Gamering Smartey Man
    I <3 consoles and gamepads

    Registered: Aug 2007
    Location: New Zealand
    It seems to be a great port, thankfully. Not perfect, no proper FOV slider and no support for custom resolutions.



    "HOW DARE YOU release a game that doesn't support my decade+ old OS!" Every time with these luddites.





  11. #86
    Chakat sex pillow
    Registered: Sep 2006
    Location: not here
    Let's talk about the first three hours:

    Dead whales on a beach.
    Invisible enemies called 'beached things'.
    Etymology lessons (paraphrasing): 'strand means connection, stranded means you can't go home'.
    Time-accelerating rain.
    Piss grenades.
    Useless polygonal umbrellas.
    Separate options to shower, piss, and take a dump, each with their own mini-cutscene.
    Obtuse acronyms: DOOMs, BTs, Bridge Babies, Void-outs.
    Names: Diehardman. Heartman. Fragile. Bridges. Porter. Strand. Fragile.

    And then there is the gameplay. Have I mentioned that I'm not a fan of physics-based hijinks if they have actual stakes?

    This entire thing is complete and utter madness. It's indulgent to the same degree that soaking in a bathtub of Belgian chocolate topped with ice cream is.

    It's a good thing I like it so far, then, huh? The gameplay literally is a walking simulator, which is a meta-pun I enjoy so much conceptually that I grin just thinking about it. And here's the real achievement in this game: because the weight system is complex but intuitive, and Sam's movement animation is realistically responsive and tactile across the terrain types, I don't mind shifting weight from left to right to avoid toppling over - so far. I am somehow enjoying slinging ropes and ladders across America-Iceland.

    I am at a loss to explain why I like this game at the moment. This is a good problem to have.
    Last edited by Sulphur; 16th Sep 2020 at 04:20.

  12. #87
    Member
    Registered: Jul 2002
    Location: Edmonton
    So it sounds like Dunkey is right about everything except it being bad?


  13. #88
    Chakat sex pillow
    Registered: Sep 2006
    Location: not here
    Dunkey's always right. But really the first strand-type game was when as a kid I studiously refused to learn how to tie my laces and one day some friends called me over to play some basketball.

    Anyway, while dunkviews are always exaggerated for comic effect, if you do find the act of being a delivery boy tedious, this sure as heck isn't going to make you feel good about it seeing as it's the entire game.

  14. #89
    Member
    Registered: Mar 2001
    Location: Melbourne, Australia
    Why anyone who dislikes walking simulators would even consider the game is beyond me. Be hell.

    Personally I can't wait to play it. I found exploring around in No Mans Sky to be a blast. So if its anything like that, be fun.

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