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Death Stranding - Kojima at it again

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26 minutes ago, Monkeyspill said:

I think I’m right at the end (can’t remember the episode) so I’m labelling this END GAME SPOILERS.

 

 

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I’m on, I think, the final boss fight (giant mutant flying whale thing). I’ve dragged Cryptobytes across the map for Fragile and I have to keep them under 50% damage. I’ve done as best as I can but what with the constant time fall, monster attacks, terrorists shooting at me and no fabricating repair sprays, it’s already at 47% damage. I don’t see how it’s possible to keep it under 50% damage.

 

 

Spoiler

The 50% condition is optional.

 

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The negative review bombing this has attracted over at Metacritic (user scores) is pretty crazy. I mentioned this in reference to some other earlier online responses, but I don’t think I’ve seen anything like that since the No Man’s Sky launch. 

 

I’ve gone on a few hours in the game and am enjoying it all the more. It’s become quite tense and action packed during certain stretches, which I wasn’t expecting. (The music and sound design for when BTs show up remains intriguing and exciting - as is all the audio stuff that kicks off when you’re discovered by MULES.)

 

So glad I took a risk with this and trusted people’s reactions to the game over here!

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Question for those who have finished the game:



I just did lake knot city and destroyed the giant BT with Higgs controlling it, next up I have to meet Fragile. I'm wondering though am I now heading to the point of no return, or does the game make it pretty clear when that is? I want to do lots more deliveries, finish off some zip lines, roads etc before the end. I understand you can return after the game to do this stuff but I'd rather savour my time without knowing what's ahead. I don't need an exact chapter but just a rough idea would be good, should I start finishing up the open world stuff now? Cheers

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I think I may need to stop playing this for a bit. Didn’t think the game would be so addictive - and if I see someone wearing a remotely large backpack in the street, I think of Sam and cargo management...

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On 03/12/2019 at 17:08, Alan Stock said:

Question for those who have finished the game:

 

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I just did lake knot city and destroyed the giant BT with Higgs controlling it, next up I have to meet Fragile. I'm wondering though am I now heading to the point of no return, or does the game make it pretty clear when that is? I want to do lots more deliveries, finish off some zip lines, roads etc before the end. I understand you can return after the game to do this stuff but I'd rather savour my time without knowing what's ahead. I don't need an exact chapter but just a rough idea would be good, should I start finishing up the open world stuff now? Cheers

 

 


 



I’m almost certain that you are already past the point of no return! It’s straight onto the finish line when you hit Lake Knot City. 
As you mentioned, you’ll be able to go back and do all the deliveries to your hearts content

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Well i'm on a mission to complete all the roads, which can be a bit of a nightmare in the mountain/snowy region, as a few of the 'road constructors' need 5000 metal and ceramic.

 

It's my personal mission now though - the courier job can take a back seat. I'm strictly a road  man now.

 

I've put the story on the backburner for now - chapter 9, and about 70 hours in!

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Enjoyed this little review of the game...

 

‘Death Stranding was made with love. I want to say it’s “hand crafted” but that’s nonsense and not really descriptive—but holy wow does this game invoke that feeling. Moving on to other games afterwards just feels like a downgrade in almost every way.’

 

https://thirdcoastreview.com/2019/11/21/game-review-death-stranding/

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I've been holding off posting about this game because i'm still early on in the story (Ep.6) and i'm curious if the simple A to B inventory porn premise will hold my interest for countless more hours.

 

My gut tells me yes, but lets post some thoughts:


The fact this game exists, is nothing short of miraculous! Whoever at Sony cut the cheques (and this game was not cheap, you can tell that from the extraordinary production values – not the mo-cap (which is a new benchmark) – just simple things like menus, presentation, icons – the whole thing is so classy and clean – like you're peeking into the future, and seeing how all products should be designed from now on.

 

To make a game whose sole mechanic is 'fetch quests', so utterly engaging is dumbfounding! I can't explain the compulsion to press on, even when i'm cursing the over abundance of small rock geometry versus the rudimentary vehicle handling which leads to an awfully clumsy interactive experience. But! You persevere! You simply have to reach that waypoint. Why, doesn't factor into the equation after the first few awkward successes. Everything that surrounds such a basic game, is carefully and thoughtfully constructed to blind-side you. Distract you from such a menial task. Its brilliant only because we know and love Kojima's gift for using every trick up his sleeve to convince you it's important in some way, when in fact, its little more than a beautiful distraction.

 

And isn't that what we all want? Every now and again. Something to take us away from the hum-drum of regular life. So few games manage that, especially in this day & age of throw-away entertainment. To have the vision, the gusto, and attitude to buck any-and-all-trends, is why we love and appreciate Kojima so much. Long may he continue!

 

Okay bedtime. Me and Norman are gonna stumble over some Decima scenery tomorrow afternoon. And truth be told, its the only game i've played this year that sticks with me, in my thoughts, even when i'm not playing. And for some, it may feel like a waste of time (and time is valuable), but I think the connection aspect really hits a nerve. You're alone, but not. Like most of life. It may sound stupid but its nice to engage in some form of interactive entertainment that isn't disposable, that has some sort of meaning, despite how ludicrous it may seem on the surface.

 

Yes, its just a game. But I love the fact its unlike anything i've played before. And if I have to disclaimer that comment - I mean its greater than the sum of its “third person open-world adventure” parts. 

 

Play it or not, I don't care. But I care enough to write this waffling essay because the game clearly inspired me to. And that rarely happens to a jaded old fart like me.

 

Curtis ^_^

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I’ve not seen or heard the difficulty level discussed much about this game. I think I’m a very average gamer and I’m hardly ever dying but in some of the encounters I’m getting perilously close which adds to the drama immensely. 
Before playing the game  you would imagine that all the different systems and enemies would mean It was a “hard” game but actually it’s really easy but does a good job in making you feel in peril most of the time.

what does everyone else think?

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More stupid things that I shouldn’t enjoy, but love. The inventory management, the wee bombs, soothing the dumb babby, getting cargo home at over 50% gives me a good feeling. I’m always a bit disappointed when I end up arriving with knackered cargo. 

Also the skin of your teeth BT encounters. Last night I had to drop a load of stuff at a wind farm. I got absolutely reamed by BT’s on the way. Lost my cargo twice, used three repair sprays. One of which was wasted because I was spraying it in the wrong direction! (I’m not a clever man). 

But even with all these things that in most games would be a no deal, I keep coming back for more. It is weird, but by golly it’s good. 

 

 

 

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On 07/12/2019 at 08:24, Junker said:

I’ve not seen or heard the difficulty level discussed much about this game. I think I’m a very average gamer and I’m hardly ever dying but in some of the encounters I’m getting perilously close which adds to the drama immensely. 
Before playing the game  you would imagine that all the different systems and enemies would mean It was a “hard” game but actually it’s really easy but does a good job in making you feel in peril most of the time.

what does everyone else think?


Yep, it’s actually one of the easiest games I remember playing, as there is a lot of leeway. Make a shit damaged delivery? You don’t fail, just get a bad rating. Get caught by BTs? It’s basically an inconvenience, it’s not very hard to escape. Boss fights are all pretty short and you can either repatriate or try again quickly. But at the same time how easy it is doesn’t make it any less fun, and like you say you do feel peril because you want to do well and not make life harder for yourself. 

Finished it earlier today, fantastic game, probably the best game I’ve played this year. The end segment did get a bit boring and was overly long, but I feel that’s a stupid criticism as it was me who chose to buy a Kojima game... I didn’t expect anything else!!

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Yes but! You can tactically get caught by BT’s to confront the BT boss. Kill it and you’ll clear the area of BT’s making the delivery route faster. 
 

its all about the deliveries. 

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^ This.

 

Had my first ‘dragged to the squid boss’ encounter before. Kicked his ass with help from some good online Samaritans lobbing me blood rifles. And now that particular ballache of a mountain pass is clear of cnuts. From now on I’m gonna tool up and let the tar peeps take me to their leader.

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On 07/12/2019 at 08:24, Junker said:

I’ve not seen or heard the difficulty level discussed much about this game. I think I’m a very average gamer and I’m hardly ever dying but in some of the encounters I’m getting perilously close which adds to the drama immensely. 
Before playing the game  you would imagine that all the different systems and enemies would mean It was a “hard” game but actually it’s really easy but does a good job in making you feel in peril most of the time.

what does everyone else think?

 

Interestingly before reading your post I felt to write about the difficulty too. It’s something I’ve come to really appreciate about the game as time has gone on - this journey of feeling pretty overwhelmed, under-equipped, confused and somewhat frustrated at the beginning to feeling much more in control, aware of how deal with dangers and empowered as time has gone on.

 

The difficulty is genuinely spot on for me for the reasons you say. I rarely die now and am more tooled up and experienced (which is satisfying after all that came before), but it doesn’t feel like a breeze either. It somehow still feels very tense at times. It’s neither too easy like The Wind Waker (I suddenly mention that game because it’s another one I love with an atmosphere that makes you forgive any flaws, and I wondered if I was being ‘too easy’ on Death Stranding because I’m a sucker for its setting too - but no, Wind Waker’s flawed difficulty level did affect my enjoyment of the game despite it being completely bewitching otherwise) - DS is not too easy a game like that, but then it hasn’t provided much ‘hardcore’ challenge in a while either. It’s some weird perfect blend of horrible tension and an easy ride.*

There are also subtle changes in how the same old threats operate which are keeping things interesting too. 

 

(My my only issue is a similar one to the MGS games - I would kind of like it to be less easy to re-load a game. If I got in a real pickle in most Metal Gear Solids I would simply load an earlier save rather then work with my mess, and I find myself doing the same here. However, that’s my own fault for ‘cheating’ and not choosing to go on after drastic mistakes, and I can’t think of design approach to get around this except disallowing custom saves or penalties for loading games all the time...)

 

*There are the difficulty settings of course. I’ve not ever strayed from ‘normal’! (And punishing-mechanics-if-you-don’t-plan-much notwithstanding.)

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