Lol, more funny than i expected.Minute 8:20
It's obviously fake but still funny. This is probably how Kojima haters think he behaves or something.
Yep, Taro's antics are even better than Kojima's trolling, both are great though :)Thanks, sorry for the late reply I took the time to watch it and yeah it was a programmer who wanted to stabilise the game whilst Kojima wanted to polish it.
That's some really funny stuff, Japanese developers/directors like Yoko are always entertaining.
Minute 8:20
It's obviously fake but still funny. This is probably how Kojima haters think he behaves or something.
I told myself I'd only watch the first TGS demo and not the Private Room stuff. It's been hard not doing so lol. Supposedly there's a lot of little surprises in it which I'd prefer to discover myself.I haven't been watching the more in-depth gameplay stuff so I can go in blind. This will be the first game I bought Day one since fuckin BLOODBORNE.
But I think I'm gonna break and watch some stuff today
I'm not really a fan of how this thread is devolving into general meta-commentary on how Kojima is being treated on Era and other parts of the internet so let's talk about the game, shall we?
I watched the TGS gameplay demo yesterday for the second time (with english translation this time round) and I'm super curious to the extent we as players can build these megastructures together (highways etc) and how deep it all goes. The general idea I got is that you can see megastructures in development and they will be labelled as such in the environment and you can then drop supplies near them to help contribute to the development of it (the construction of 'em won't be on a timer hopefully). The player that contributes the most to this structure gets their name on it.
Thing is, once these are completed, are they permanent? Could they slowly tear down as a result of the harsh environment? Can you just build these anywhere or is it just certain designated locations? Would we have to maintain them regularly with other players? So many questions lol. I'm really interested in this trailblazing aspect of the game.
I really like the idea that Void Outs could destroy structures that you spent a long time building with others, disappearing from your world but not there's.
Also I think it's clever that the in-universe justification as to why you don't run into many NPCs (outside of enemy units like MULE) is because they're all underground.
I'm gonna be honest, I think the specifics of the voidouts and the process of Sam dying in this game is the one absolute thing Kojima doesn't want to reveal before the game launches. People talk about how he doesn't wanna spoil the story or that there's going to be a huge gameplay twist but if there's anything that'll fit that role, it's voidouts/dying. There's been a huge amount of secrecy involved with this particular mechanic especially when you look into concepts/people related to it like Hades/the other side, Cliff, BB, and how Sam of all people can return from voidouts (extinction factor?).There's something very much like the Tomorrow Children going on in this game I can't put my finger on it. He should show us a void out and the aftermath of it in gameplay form, that's what I have been waiting for.
This is a good call out. It could have some tie in to the themes of the game, or it could just be something that Shinkawa saw and happened to get into (for instance I do character design and I like Ukranian dress - most of the time it's thamatically irrelevant but those shapes still sneak into some designs).To this day, I have no idea why Death Stranding has so much Egyptian mythos motifs (BB = Akh, Hades = Duat, Mads = Osiris - Egyptian God of the Dead ---> Akh being able to traverse the Duat (the other side), the 'mummy' in the TGA 2017 trailer with the golden funeral mask etc).
It's extremely noticable with Higgs' design (look at the patterns underneath his cloak) and the official symbol representing voidouts.
I feel it'll all make sense if we knew the gameplay process of dying and void outs, which he naturally doesn't want to reveal. I think seeing all of this for the first time is really going to blow our minds and make a lot of the game 'click' if I'm making sense.
I really like the idea of naturally creating roads that are easier to travel by following previous footsteps, and timefalls negating that effect. I hope it's really applied as is in the game. As for people living underground, I feel like there is a very on the nose meta commentary coming in the game ;)I'm not really a fan of how this thread is devolving into general meta-commentary on how Kojima is being treated on Era and other parts of the internet so let's talk about the game, shall we?
I watched the TGS gameplay demo yesterday for the second time (with english translation this time round) and I'm super curious to the extent we as players can build these megastructures together (highways etc) and how deep it all goes. The general idea I got is that you can see megastructures in development and they will be labelled as such in the environment and you can then drop supplies near them to help contribute to the development of it (the construction of 'em won't be on a timer hopefully). The player that contributes the most to this structure gets their name on it.
Thing is, once these are completed, are they permanent? Could they slowly tear down as a result of the harsh environment? Can you just build these anywhere or is it just certain designated locations? Would we have to maintain them regularly with other players? So many questions lol. I'm really interested in this trailblazing aspect of the game.
I really like the idea that Void Outs could destroy structures that you spent a long time building with others, disappearing from your world but not there's.
Also I think it's clever that the in-universe justification as to why you don't run into many NPCs (outside of enemy units like MULE) is because they're all underground.
It's all really cool from a game design perspective. Seeing all of these different systems come together in the open world will be really interesting.I really like the idea of naturally creating roads that are easier to travel by following previous footsteps, and timefalls negating that effect. I hope it's really applied as is in the game. As for people living underground, I feel like there is a very on the nose meta commentary coming in the game ;)
I'm gonna be honest, I think the specifics of the voidouts and the process of Sam dying in this game is the one absolute thing Kojima doesn't want to reveal before the game launches. People talk about how he doesn't wanna spoil the story or that there's going to be a huge gameplay twist but if there's anything that'll fit that role, it's voidouts/dying. There's been a huge amount of secrecy involved with this particular mechanic especially when you look into concepts/people related to it like Hades/the other side, Cliff, BB, and how Sam of all people can return from voidouts (extinction factor?).
To this day, I have no idea why Death Stranding has so much Egyptian mythos motifs (BB = Akh, Hades = Duat, Mads = Osiris - Egyptian God of the Dead ---> Akh being able to traverse the Duat (the other side), the 'mummy' in the TGA 2017 trailer with the golden funeral mask etc) and what the significance of it all is in relation to mechanics like voidouts and the game's plot/world in general.
It's extremely noticable with Higgs' design (look at the patterns underneath his cloak) and the official symbol representing voidouts.
I feel it'll all make sense if we knew the gameplay process of dying and voidouts, which he naturally doesn't want to reveal. I think seeing all of this for the first time is really going to blow our minds and make a lot of the game 'click' if I'm making sense and it's this initial exposure he wants to keep secret.
👍👍👍👍Wow this is pretty interesting the whole Egyptian stuff. The more secrecy the better, Kojima mentioned Alien and the Space Jockey always was the one unexplained thing in that movie till Prometheus. Moments like that are great in these types of mediums with a show don't tell approach. If the game has anything like that going on i'll be in my element.
I imagine it being similar to following deer paths in the forest. You never actually see the deer forging the paths, they just gradually form over time as the deer slowly wander.I really like the idea of naturally creating roads that are easier to travel by following previous footsteps, and timefalls negating that effect. I hope it's really applied as is in the game. As for people living underground, I feel like there is a very on the nose meta commentary coming in the game ;)
I'm especially curious about the logistics behind it, how are they gonna operate with player distribution, persistent elements etc. I'd really like a behind the scenes documentary someday.It's all really cool from a game design perspective. Seeing all of these different systems come together in the open world will be really interesting.
I think the online aspect of the game is going to be handled in chunks, similar to Dark Souls/NieR: Automata. You don't connect to EVERYONE at the same time, it's more every new gameplay session has you put into a pool of players. That seems a lot easier to manage.I'm especially curious about the logistics behind it, how are they gonna operate with player distribution, persistent elements etc. I'd really like a behind the scenes documentary someday.
Ok but then it means it isnt persistent from session to session? Like if I'm currently playing, and in my session I see a bridge made by Joe but not finished, I contribute materials to finish it, then save and disconnect. Will I not be in the same session as Joe's bridge when I reconnect if player distribution is random everytime? In that case it could be explained in game as timefalls distroyed the bridge thenI think the online aspect of the game is going to be handled in chunks, similar to Dark Souls/NieR: Automata. You don't connect to EVERYONE at the same time, it's more every new gameplay session has you put into a pool of players. That seems a lot easier to manage.
Ok but then it means it isnt persistent from session to session? Like if I'm currently playing, and in my session I see a bridge made by Joe but not finished, I contribute materials to finish it, then save and disconnect. Will I not be in the same session as Joe's bridge when I reconnect if player distribution is random everytime? In that case it could be explained in game as timefalls distroyed the bridge then
But then how do i receive likes from my bridge when people cross it? It can only happen in my session while I'm connected? Dont get me wrong it makes sense and might be exactly how it works, I just find it very interesting to think about. What if they found a way to have persistent stuff or at least semi persistent for a period of time?It can't be made that reliable, because you could have the situation where someone else has built a bridge in an overlapping spot as Joe.
But then how do i receive likes from my bridge when people cross it? It can only happen in my session while I'm connected? Dont get me wrong it makes sense and might be exactly how it works, I just find it very interesting to think about. What if they found a way to have persistent stuff or at least semi persistent for a period of time?
Interesting, your constructions could be kinda part of your "inventory" and be transported between instances from session to session and only persist if they are "succesfull" otherwise its timefall. That could work and would be pretty coolI'm not sure but being online could be part of it, like all your non-decayed items could get instanced to a server when you log in, and stay there for a while, and more popular things could stick around longer.
Ahh. Gotcha.Just in Boss battles, I'm cool with all the other aspects. I know it's optional as well, I just don't want some help icon flashing in my UI because someone is available to help me lol. I'm sure you can customize to your liking though
The game will be playable at BGS in early October:
Interesting, your constructions could be kinda part of your "inventory" and be transported between instances from session to session and only persist if they are "succesfull" otherwise its timefall. That could work and would be pretty cool
Maybe they could also have "metadata" taking all players data in consideration for things like terrain formation, like the natural path will be created depending on how many people walk there worldwide
I know right? What edition of the game are you guys picking up? I'm picking up the Special Edition.Can't wait for it, not only the game experience but jumping on here to discuss and figure things out together !
I haven't order anything yet because I mostly go digital, but I'd like only a steelcase version, I don't know if it exists though?I know right? What edition of the game are you guys picking up? I'm picking up the Special Edition.
Can't wait for it, not only the game experience but jumping on here to discuss and figure things out together !
It does yeah. Are you in the US? I'm in the UK and GAME stock this version for an extra £20. I wanna get this but maaaaaaaaan, I really want to play the game as soon as it unlocks at midnight and there's no guarantee that I receive this on launch day.I haven't order anything yet because I mostly go digital, but I'd like only a steelcase version, I don't know if it exists though?
Oh shit! Is it actually playable or.....? My Google Fu translates it as "first hand access" but that has me wondering if it's like an exclusive theater or something since the next paragraph goes into more detail about actual playable games for the first time in Brazil.
I'm in France, it's always the same issue for me though lol, getting the steelcase means not getting to play it when it unlocks, and I know if I go physical I'll end up double dipping to play when it unlocks, especially when the next monday after release is bank holiday here :)
Same. Understanding the game together as we go along is gonna be great.
It does yeah. Are you in the US? I'm in the UK and GAME stock this version for an extra £10. I wanna get this but maaaaaaaaan, I really want to play the game as soon as it unlocks at midnight and there's no guarantee that I receive this on launch day.
I completely missed the thread you are all refering to today, but the bolded I would really like to know more about please :)
Yeah I realised when it was linked to me that I saw it but didnt participate, but in the end I was more interested in the Yoko Taro stuff but there was nothing in the end ^^
I was curious too and found this.
I know right? What edition of the game are you guys picking up? I'm picking up the Special Edition.
The game will be playable at BGS in early October:
I know right? What edition of the game are you guys picking up? I'm picking up the Special Edition.
I know right? What edition of the game are you guys picking up? I'm picking up the Special Edition.
CE.I know right? What edition of the game are you guys picking up? I'm picking up the Special Edition.
I know right? What edition of the game are you guys picking up? I'm picking up the Special Edition.
That solves my problem then, digital it isStandard. Everything else is sold out, but I'm planning on buying the artbook as soon as it releases.
As for people living underground, I feel like there is a very on the nose meta commentary coming in the game ;)
It's easy enough to make, but it can be done good, let's wait and see lol