This needs to be the OT title. Nothing else is acceptable.
This needs to be the OT title. Nothing else is acceptable.
Damn. I love a good fishing minigame. Enjoying it in FE3H at the moment. So good.The reveal trailer has a bunch of dead whales, so I'd assume sea life was wiped out.
Well you just named 5 different area themes so I guess it's safe to say there will be multiple environment types. Not to mention those are the only ones shown so far (remember when Nintendo fans thought Mario Odyssey would only have two levels because that's how many were in the trailer?)I meant we always, almost only, see screenshots in this green flat area. Like, isn't there more? What is he doing/testing there all day? How weird.
And yes I know we already saw mountains, this same looking red area, a forest, ruins and a snow section, but still, not much variety here.
Same
Also urinate, lets not forget about the important stuff here
😂 Agreed. It's hard to get amped from all this talk. They've yet too show what will make the game fun to play
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.
There is slow yet smooth games and there is clunky slow games.I'm gonna be pissed if this game gets a free pass just because it's made by Kojima, while RDR2 gets shit on for being "slow and clunky". Everything I've seen so far makes me believe Death Stranding will redefine "slow and clunky"
You got it the wrong way around - his heart works for 21 minutes before stopping, then he spends 3 minutes dead (not enough time for the brain to decay, but enough time to do a small bit of searching in Hades) before being revived.I have a hypothesis concerning this scene: I'm guessing it takes place near the beginning of the game and that it's interactive to an extent! Heartman's heart stops beating at the midpoint of the scene, thus forcing the player to either wait in real time for the defibrillator to revive Heartman in 21 minutes or take a nap to fast forward to his revival. It would be a cool way to subtly introduce that mechanic to the player.
- You can trade supplies and use camps built by other players to rest up
- connecting you with other players
Yeah, asynchronous multiplayer
No, but the game has asynchronous online. Kinda like souls games where players can leave messages and you can read them in your game world, also in Death Stranding players will be able to see vestiges of other players, but you cant play online with them. I think the idea is the ability to help eachother but without being in the same game world. But this will be an optional feauture.
Yeah, asynchronous multiplayer
Thought this was common knowledge by now lol
Everything here points to a tedious gameplay loop given how large the environments look. Hope Im wrong.
The UI seems to be kinda inspired by Dead Space - i.e. minimal and diegetic, with stuff like the bracelet showing health status, etc.
The UI, as far as I'm aware, is going to be diegetic - kinda like Dead Space.
and I'm totally digging that.
Everything here points to a tedious gameplay loop given how large the environments look. Hope Im wrong.
Ah, you're right! Welp... so much for that idea then! XD Still... I think that would have been a clever way to go about it. Totally up Kojima's alley, I feel.You got it the wrong way around - his heart works for 21 minutes before stopping, then he spends 3 minutes dead (not enough time for the brain to decay, but enough time to do a small bit of searching in Hades) before being revived.
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.
Not sure why this is so hard to understand for some.
But alas, we'll find out November 8.
No, this is from what Kojima has personally described in interviews but also what he showed us in the E3 2018 and recent Release Date trailer.That's a very interesting take on the game loop & exploration. Is this your personal theory on how traversal risk/reward will work?
It's based on all the gameplay shown. Different traversal tools, with specific length and height limits. Cargo management and balance mechanics. Different means of transport (ie bike, automated drones, by hand, backpacks). Gear that improves your balance, speed, etc. Enemies that mutate the terrain.That's a very interesting take on the game loop & exploration. Is this your personal theory on how traversal risk/reward will work?
It's based on all the gameplay shown. Different traversal tools, with specific length and height limits. Cargo management and balance mechanics. Different means of transport (ie bike, automated drones, by hand, backpacks). Gear that improves your balance, speed, etc.
Traversal here is an actual gameplay system, not just the thing you do to get to the action
Its like the opposite of MGS. Hope Im wrong too.Everything here points to a tedious gameplay loop given how large the environments look. Hope Im wrong.
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.
I'm gonna be pissed if this game gets a free pass just because it's made by Kojima, while RDR2 gets shit on for being "slow and clunky". Everything I've seen so far makes me believe Death Stranding will redefine "slow and clunky"
I've said this before, but I feel the whole "Social Strand System" Kojima is pushing in this game is very reminiscent of MGSV's Nuclear Disarmament in the sense that players around the world had to get together to accomplish a single goal without ever crossing paths. Only this time, players are coming together, connecting and CONSTANTLY helping each other through strands despite yet again never crossing paths. It's stuff like players trading supplies with one another, sharing safe houses or trailblazing and coming up with safe paths to avoid confrontation with enemies.
"It's an open-world action game, but it's really something new," said Kojima. "There are so many things happening in the real world - in America, in Europe - everything is actually connected by the internet, but in a way we're not connected in the real world these days."
"I'm putting that as a metaphor in the game. The player will have to reconnect the world in the game. You're very alone, there's solitude, but you're trying to connect. The story and the gameplay, the key word is 'connection.' There are so many things in-between, of course, but the key is connection," he continues.
"I also threw in a really new idea. You're connecting the game, and everyone is playing it together, and you'll be connected, everyone will be connected together as well. I can't say anything because Sony will be very unhappy. I don't want to be disconnected from Sony."
"I want people to think of their lives, or to take a step back and look at the world and say 'oh yeah, this is the connection or disconnection in the world.' Like some people create walls around, like what's happening in Europe, you might see some similarities playing the game."
A man without his backpack.