- Oct 25, 2017
I'm glad he confirmed it's not a FPS. The gameplay had me worried for a sec.
Infidel, this is Kojima we are talking about. This screams art and life!
I should clarify, sorry. I voiced concerns that we would be receiving a barebones story for MGSV throughout the marketing campaign based on how frequently we were shown the same cutscenes and various things that Kojima had been saying in interviews.There's no way anyone with any sense told you that MGSV had more than a barebones story. That was 1000% the entire fanbase's single biggest complaint about the game. The only people that seemed not to care about the lack of story were newcomers that only cared about the gameplay.
To be fair, regardless of some of the hate it gets online, RDR2 is one of the best-reviewed games of the entire generation (tied with BOTW) and it has sold a metric ton of copies.
I can imagine the Strands working a bit like bloodstains and soapstones in Dark Souls.The "Social Strand System" is basically what Kojima dubs the "Tactical Espionage Action" (synonymous with MGS) of this particular game. This is just my interpretation but Death Stranding is all about connecting with others and uniting together as one in order to achieve a goal and so presumbly, this Social Strand System would mean connecting with others online to help one another without ever crossing paths. This is done through strands (connections) that are in the environment if you look at the sky here.
It's quite similar to how Kojima wanted players around the world to get together for Nuclear Disarmament though this time it's part of the core experience. Indirectly helping one another and "reconnecting". Though this idea isn't really anything new, games like NieR: Automata and even Dark Souls have done this before.
Here's his explanation.
It seems the game has various exoskeletons you can wear to enhance Sam's abilities. Pre-ordering the standard edition gives you the speed skeleton which I'm assuming makes Sam traverse the world quicker while the Digital Deluxe gives you the All-Terrain and Power Skeleton.So I posted this awhile back in another DS thread but not sure if it ever went anywhere.
In almost all other places there's no description for the DS preorder items, but there was on the US blog post:
Which, considering the terrain in the screenshots and footage we've seen seems to suggest some mechanic attached to the walking and balancing side of transporting cargo.
If that is the case then just the act of walking across these distances could be more involved than just holding the stick in more situations than we're typically used to in games.
Definitely, but specifically the mention of enhancing an ability to balance on uneven terrain, considering the landscape and the courier gameplay, suggests to me that the act of crossing these distances might be more involved gameplay wise than we're used to.It seems the game has various exoskeletons you can wear to enhance Sam's abilities. It's weird that the PSN store pre-order page doesn't mention the All-Terrain or Power Skeletons but only the Speed Skeleton which I'm assuming makes it so you traverse the world quicker.
Yeah. I mentioned that in my post down below. Stuff like coming across BTs and having to utilize stealth to get past them, having to deal with the heavy cargo, enemy patrols, having to keep track of the durability of your gear (Sam carries multiple boots for example), removing smashed toenails otherwise movespeed becomes slower, gaining height and reaching vantage points in order to make your way to various locations etc. All of those keep you engaged in the game. LIke you say, you're not just pushing the left stick forward and zoning out. I don't know if "new" is the word to describe this but it definitely seems like something different in a game. Kojima has always said that YOU the player are Sam (just like we were Venom) and with a gameplay loop like this, it does feel like you yourself are in there.Definitely, but specifically the mention of enhancing an ability to balance on uneven terrain, considering the landscape and the courier gameplay, suggests to me that the act of crossing these distances might be more involved gameplay wise than we're used to.
That when people say "might get boring to walk around" they might not be considering what walking fully involves in some scenarios.
Remember all those complaints about MGSV's open world feeling empty? Well, I feel they'll (justifiably) be making a return when Death Stranding launches. Don't get me wrong, the prospect of exploring a desolate and broken world utterly transformed by the Death Stranding really excites me but I realize this isn't the kind of thing for everyone. We've had a solid grasp of the gameplay loop for a while now which is more about HOW you go from point A to point B to deliver things while surviving and bracing the horrors of the land. It's about engaging you with the environment and you coming up with your own path. You could walk to your destination but you're more likely to come across BTs that way. Driving around makes you more susceptible to ambushes by the Homo Demens etc. Walking in the footsteps of other delivery people to ensure the route you're taking is not dangerous, that kind of thing.
There's more at play than meets the eye, it's definitely something different which is why I'm interested to at LEAST give it a shot.
This is just random pics from his Twitter feed. It wasn't meant to be a big reveal.
Ahhh ok that makes much more sense.I should clarify, sorry. I voiced concerns that we would be receiving a barebones story for MGSV throughout the marketing campaign based on how frequently we were shown the same cutscenes and various things that Kojima had been saying in interviews.
I was routinely told that I didn’t understand that Kojima was hiding a ton up his sleeve and “remember MGS2?”
Definitely agree on all accounts and that's a great post. I actually question if they'll go deeper as well, tying player interaction into the basics of walking itself in uneven areas. My head reaches back to the balance meter on skateboards and though that's not what I expect here, I speak to the general sense of the player having to remain engaged during the act of walking through these areas above and beyond awareness/hazards/paths/status affects. Not sure if that makes sense as I'm half trying to articulate a concept that I have no idea how Kohima might execute but something directly tied to the act of walking and the player.Yeah. I mentioned that in my post down below. Stuff like coming across BTs and having to utilize stealth to get past them, having to deal with the heavy cargo, enemy patrols, having to keep track of the durability of your gear (Sam carries multiple boots), removing smashed toenails otherwise movespeed becomes slower, gaining height and reaching vantage points in order to make your way to various locations etc. All of those keep you engaged in the game. LIke you say, you're not just pushing the left stick forward and zoning out.
Beside Quantum Break, there's no other game where you play as a character that look just like the actor. Or maybe it's because I know the actors and their face are so recognisable.
Reading this, I'm reminded of the Tony Hawk games. You know whenever you do a manual, you've got that little balancing meter on the side.
That (the first half of your post) is exactly what I’ve been referencing and talking about. The manual meter is the same as the grind meter (well, aside from x/y) that I mentioned so you’re on the same wavelength. Especially with the clip you posted. All combined I think it’s likely that just the act of walking with cargo in some terrain will involve interaction and mastery. “Walking mechanics” if you will.Reading this, I'm reminded of the Tony Hawk games. You know whenever you do a manual, you've got that little balancing meter on the side.
Obviously this is a bit of an extreme example but something like this really does make you have to pay attention to things. Watching the trailers, you can see Sam wobble and adjust to the uneven environment. Having maintaining Sam's balance and cargo weight be a core mechanic means being engaged as failing to means tripping over and potentially losing cargo. In this very same bit below, he trips up and falls into the stream.
Someone over at reddit made this mockup a few months ago but this is how I always imagined Death Stranding's gameplay to be like. It's less about engaging with enemies constantly but more about building connections. Whether that's by trail blazing and paving the way for others to establishing communication towers which could be used for the United Cities of America to communicate with other settlements but also for fast travelling.
Then be pissed . Don't know the last time I've played a slow and clunky Kojima game.
Well his previous game has literally the best gameplay ever in video games. So I'm not sure why you're "concerned".
If there's one issue Kojima's games have never had it's slow and clunky controls. Ridiculous convoluted storylines, overly long cutscenes, and a lot of navel gazing, sure. But the actual gameplay has always been tight. Indeed, Kojima's most recent - MGSV - had incredibly tight controls and was 60fps on all formats to boot.
Oh my bad, I thought you were asking if the screens in the OP were on a PS4 Pro
Probably sleep since “every human function can be done in 21 minutes...except sleep...that is the tricky one.”
MGS5's running and fighting looked clunky on the surface as well but felt pretty dam great in hand. I'm pretty sure it's safe to assume that Kojima&co will nail a good feelNo doubt the game is going to be a visual stunner. I'm just concerned over the gameplay they had shown in that trailer. The fighting and running just seemed clunky to me. I'm hoping it was just a bad choice of footage. Still going to wait for reviews before diving in, but im definitely still interested!