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civet

Member
Jul 6, 2019
460
France
I'm quite glad that for once we get a game where you don't have to fight. Walking surely is a positive activity. Off course there's other walking sims out there but they are not wrapped up in an interestingly weird coating. Looking forward to it.
 

Skel1ingt0n

Member
Oct 28, 2017
8,754
This entire thread is the perfect encapsulation of this classic:

Fun+is+just+a+buzzword_64c9f6_6433505.jpg
 

RedMercury

Blue Venus
Member
Dec 24, 2017
17,665
If you pop into the menu – an overlay in the world, in real-time – gives you clear information on your Movement Speed, Balance, Carrying Capacity, Stamina/Fatigue Resistance, as well as your Lung Capacity and Resistance to Falling Unconscious. It also denotes battery capacity, sync level, and rugged terrain resistance.

Wow, are there enough fucking gauges to keep track of
 

LittleBee

alt account
Banned
Mar 15, 2019
334
So the objective of the game is to go from point A to B to make a delivery. And during that journey you may encounter bad guys that will stop you from making such delivery.

I don't know about you guys, but that sounds like one of those boring fetch quest in a RPG. But in this game, that's all you do...

This is a pass for me. I'll just watch someone play this game on youtube to satisfy my curiosity.
 

TrAcEr_x90

Member
Oct 27, 2017
831
So far this is day one for me. I really think it is going to be my go to "comfort" game. Just low stress gameplay I can vibe out to. Maybe becuase I'm older but I think I can really enjoy something different like this. It should be interesting with all the little wierd Kojima esque secrets he puts in his games to try to find.
 

Blayde

Member
Oct 27, 2017
1,690
Kentucky
like im 90% sure this game is not going to be good, gameplay wise, but i think im still gonna get it. I just hope the gameplay is horribly insufferable... i wanna see what crazy story shit kojima has cooked up.
 

AegonSnake

Banned
Oct 25, 2017
9,566
Wow, are there enough fucking gauges to keep track of
i have always believed that Metal Gear Survive was a game kojima was prepping during his final few years at Konami, and his team went ahead and finished it for him. There are a lot of similarities between the two games. The thirst/hunger meters affecting stamina, sickness or injuries also affecting stamina and of course O2 being a huge factor, right down to the big monster patrolling the underworld.
 

Loudninja

Member
Oct 27, 2017
42,216

Very cool stuff
19. The ladder has a weight allowance
While the ladder can also be used anywhere that the physics system will allow – be it to scale inclines or cross gaps – it does have a maximum weight allowance. This means you'll need to be careful not to step on it with heavy cargo, the results could be disastrous.

23. Your items can break
At one point we see Sam's footwear get damaged beyond repair, meaning that he's now walking the mountains with bare feet. This greatly reduces his stamina and bloodies up his feet, forcing him to take a rest and heal himself.

25. You can learn to play the harmonica
You can get hold of a harmonica in the game and can play it with the Touchpad when resting to play a "soul-soothing melody". This is something you'll be bad at to begin with and getting steadily better at playing over time, which your BB will love and give you 'Likes' for!

27. Take other player's cargo
If a player drops cargo (or leaves it behind, for whatever reason) you can actually pick it up and take it with you. This works in a similar way to shared-equipment, once you take it it's gone for everybody else all over the world!

29. Shared lockers exist in the world
You will occasionally stumble across Postboxes in the wild. These are shared and private lockers, structures that any player can build if they have the necessary resources. In here you can store items privately, you can entrust your cargo to other players to deliver on your behalf, leave items behind, and take on delivery quests – all of which earn you 'Likes' if you do a good enough job.
 

Quinton

Specialist at TheGamer / Reviewer at RPG Site
Verified
Oct 25, 2017
17,286
Midgar, With Love
Aesthetically it's obviously apples and oranges, but the core loop as it has been presented here gives me strong MGSV vibes. Polished and wide open, but take away the sci-fi shell and I can easily see any of Death Stranding's missions that are akin to what was shown growing repetitive, even dull. You're dispatched from z; you're working your way to x; you depart from x and stay vigilant of the chances of running into y; you return to z.

It's not an inherently bad loop, and indeed, my description can be simplified to cover many, many games. But if cargo-carrying is the crux of plenty of the content — and I'm wagering this is probable for multiple reasons I'll expand upon if requested — then I worry that the pretty vistas and immersive mud baths and harmonica will wow me for a little while but quickly become small glimmers of coolness amidst a sea of repetition.

When I first played MGSV, I was startled by how immersive it all felt. But within several hours I was already growing weary of doing the same few things again and again. My ultimate feelings on the game unfortunately fall under the more negative side of the clear and present fandom divide.

Death Stranding has quite an intriguing sense of atmosphere about it, though, and as fellow Xenogears fan Weltall Zero implied upthread, it comes across as intriguingly intellectual entertainment. I'm excited because I'm finally beginning to feel like maybe, just maybe, my proven-accurate pre-release worries that MGSV would have a barebones number of cutscenes are unwarranted in the case of Kojima's latest effort. I don't get as much of an "I get the sinking feeling we've seen half the story in these trailers, if not more so" anymore, whereas previously I was bracing for the worst. So with regard to what it is that Kojima is attempting to communicate to me, the potential player, I'm warming up. As someone who has spent much of my life traveling, soaking in natural beauty, and stepping wayward of what I've come to perceive as "artificial social sustenance," I like what I'm seeing.

I just hope I'll also like what I'm playing.
 

nelsonroyale

Member
Oct 28, 2017
12,128
again, if this stuff actually looks all that 'engaging' to someone, perhaps they should seriously consider a career change:

https://i./1s/2019/02/13/12/9765502-6699413-image-a-11_1550060421892.jpg

Ignore the context of the story, ignore the incredible setting, ignore the fact that you fight fictional beasts, ignore the fact that you can ride vehicles, ignore the fact that you actually use weapons to attack hostile camps, then sure.
 

Kupo Kupopo

Member
Jul 6, 2019
2,959
Seriously, it seems like you're going to spend more time in the menus than actually playing the game.

yep. & this's exactly why ups drivers make the big bucks: it's all those menus they gotta be checking all the time...

Ignore the context of the story, ignore the incredible setting, ignore the fact that you fight fictional beasts, ignore the fact that you can ride vehicles, ignore the fact that you actually use weapons to attack hostile camps, then sure.

um, ups drivers actually do ride vehicles. really...
 

Traxus

Spirit Tamer
Member
Jan 2, 2018
5,197
After watching the whole thing this morning I'm blown away. So many cool concepts! I wish I could hear the Q&A part in English.

Building infrastructure together across a rugged shared world by dropping structures like ladders, ropes, bridges, jukeboxes, warning signs, vehicles, who knows what else
...and having players rate them is such a cool concept. Do structures with the most "likes" become permanent? Over time I assume the most efficient hiking paths will rise to the top. I can see speed runs taking unique paths being a thing.

And that's not even getting into the BTs and combat which looks awesome in its own right.
 

RedMercury

Blue Venus
Member
Dec 24, 2017
17,665
Ignore the context of the story, ignore the incredible setting, ignore the fact that you fight fictional beasts, ignore the fact that you can ride vehicles, ignore the fact that you actually use weapons to attack hostile camps, then sure.
Keep in mind we haven't played the game so ultimately nobody can say for sure, we're just speculating. Based off the article linked above it does seem like there are many, many things to keep track of outside of a more standard third-person gameplay loop, and that may not appeal to some people who find fun in the gameplay of moving/shooting/traversal/exploration and not within the preparation for those things or the maintenance of things like gauges or attire.
 

FreezePeach

Banned
Oct 25, 2017
12,811
After watching the whole thing this morning I'm blown away. So many cool concepts! I wish I could hear the Q&A part in English.

Building infrastructure together across a rugged shared world by dropping structures like ladders, ropes, bridges, jukeboxes, warning signs, vehicles, who knows what else
...and having players rate them is such a cool concept. Do structures with the most "likes" become permanent? Over time I assume the most efficient hiking paths will rise to the top. I can see speed runs taking unique paths being a thing.

And that's not even getting into the BTs and combat which looks awesome in its own right.
Depending on just how big the landmass is and how complex, all the user help defiitely adds some nice problem solving aspects to the game. But if the areas arent quite as big as them seem i could see it being kind of redundant after a while.
 
Oct 25, 2017
14,741
The Last Of Us is one of my favorites games ever, but I wouldn't describe it as "fun". It's engaging, which is different, I guess.
Your opinion is entirely valid, of course, but the multiplayer wouldn't be as successful as it was if a lot of people didn't find the gameplay genuinely fun. Not "engaging", "emotional" or any of the other reasons we love the main story, but pure fun to play.
 

MillionIII

Banned
Sep 11, 2018
6,816
Keep in mind we haven't played the game so ultimately nobody can say for sure, we're just speculating. Based off the article linked above it does seem like there are many, many things to keep track of outside of a more standard third-person gameplay loop, and that may not appeal to some people who find fun in the gameplay of moving/shooting/traversal/exploration and not within the preparation for those things or the maintenance of things like gauges or attire.
BOTW and rdr2 have shown that more people are into that than not.
 
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doyneamite

Member
Oct 26, 2018
705
I don't have a PS4 but I've been keeping a really keen eye on this just out of curiosity and because of some of the people involved.
Watched the full video and my takeaways are:

  • The world itself looks beautiful and I'm sure it will be great to go through.
  • The combat was okay - didn't really jump out at me as being anything special.
  • Still remains to be seen how enjoyable/repetitive the gameplay loop will be/become 10/11 hours into the game.
  • The menus have a lot going on.
  • If it wasn't for some of the actors involved, I don't see how interesting some of the characters would be otherwise.
Still expect it to sell very well but also to divide opinion as has been said in this and many other threads a thousand times. Will still keep an eye on it.
 

DGS

Member
Nov 2, 2017
2,298
Tyrol
I know, the game will be a bomba in North America, but here in Middle Europe it will be the best selling game of the year... after Landwi19 and FIFA.

But for real, I'm looking forward to this game. Looks intriguing.
 
Oct 25, 2017
14,741
Wow, are there enough fucking gauges to keep track of
What I like about these systems is that most of them seem to have a tangible effect on the controls.

Your balance meter isn't something you just pay attention on the menu and when it's at a good number you just go back to holding forward on the analogue stick. If your balance is off, it'll be harder to traverse, especially uneven terrain. That's what interests me the most, how these systems affect the way I interact with the character and world, not just how I interact with the menus.

Or movement speed, which won't just be something you want more of so you can traverse the world more quickly to get to your quest marker, you want better movement speed to survive encounters against armed humans or BTs.

And obviously, the best way to raise both stats is carrying less stuff, which includes ladders and guns, which also obviously directly affect your moment to moment gameplay.

This is my shit. Keeping track of multiple survival game stats just so my character doesn't suddenly die when the meter reaches 0 and the game can work properly is boring to me, but managing these things with my button presses, now that sounds interesting.

Eden makes a great point about this when it comes to Equip Load in this post:

2BZkEn1.gif

uyU6REh.gif



I feel that this is a much more complex subject than how annoying encumbrance can be in RPGs. For all intents and purposes it appears that having a tool for every situation has a very real cost to your mobility instead of what RPGs typically do, as in looking you into a walking state. Which can lead to some real interesting decision making because as we know, the world has hostiles in it that straight up try to steal your shit and scan around for equipment specifically:
0EZ8vNG.gif


My main issue with encumbrance in RPGs as I said in a thread earlier this month, was that they rarely actually present compelling choices. Typically You just are given a ton of shit to pick up and then the game tells you when you have too much and then you drop a bunch of useless things. This seems like a genuine attempt at providing a compelling inventory system that directly affects how you approach situations on top of the part where you make a plan on what to do next.

Like, this situation becomes a lot different when you're carrying a shit ton of equipment on your back affecting not only your ability but also your balance.
xFKA53x.gif


Even shooting seems to be directly affected by terrain and your balance.
Jderowp.gif


and make no mistake, when the conditions are right it does appear that the controls are very responsive in typical Kojipro fashion. With a quick dodge and items being able to be picked up super fast.
fS3Ncah.gif

VTJ0itD.gif




Like the idea that people don't find this interesting or unique is so confusing to me.
 

SJRB

The Fallen
Oct 28, 2017
4,861
Does anyone know if the harmonica song is a real life song? I remember Mads singing the song in a previous trailer as well.

That bit might just be the most mindblowing part of the gameplay for me - playing harmonica to soothe a baby connectect to your chest, and getting facebook-style likes from said baby.

It so videogame-y but also not, in some weird way.
 

cgatto

Member
Feb 9, 2018
2,672
Canada
So the objective of the game is to go from point A to B to make a delivery. And during that journey you may encounter bad guys that will stop you from making such delivery.

I don't know about you guys, but that sounds like one of those boring fetch quest in a RPG. But in this game, that's all you do...

This is a pass for me. I'll just watch someone play this game on youtube to satisfy my curiosity.
Possibly the most reductionist post ever?
 
Oct 25, 2017
14,741
So the objective of the game is to go from point A to B to make a delivery. And during that journey you may encounter bad guys that will stop you from making such delivery.

I don't know about you guys, but that sounds like one of those boring fetch quest in a RPG. But in this game, that's all you do...

This is a pass for me. I'll just watch someone play this game on youtube to satisfy my curiosity.

I suppose that depends on what makes those fetch quests boring to you. Is it the story presentation or the mechanics involved?

If the very fact that you're making a delivery is what makes those quests boring to you, then fair point, this is comparable. But to me, personally, what makes them boring is that I'm just holding forward on the left analogue stick or fast travelling from point A to point B so I can get exposition from random NPCs I'll forget about the next day.

That's why it's so rare that I'll enjoy quests that would otherwise be boring just because of good writing, it's just not enough to me. A boring quest is boring no matter what the people are saying or the lore importance of the key item I'm carrying or whatever. Delivering shit or saving the world is the same to me if all I'm doing is holding forward between combat bits.

But if you're like me and what makes fetch quests boring to you is the mechanical part of them, then this isn't really comparable. Making deliveries isn't just the story context behind you walking from A to B, it's the entire gameplay loop, with complex mechanics and systems surrounding your actions, having to plan the best route and everything.
 
Oct 25, 2017
13,246
What I like about these systems is that most of them seem to have a tangible effect on the controls.

Your balance meter isn't something you just pay attention on the menu and when it's at a good number you just go back to holding forward on the analogue stick. If your balance is off, it'll be harder to traverse, especially uneven terrain. That's what interests me the most, how these systems affect the way I interact with the character and world, not just how I interact with the menus.

Or movement speed, which won't just be something you want more of so you can traverse the world more quickly to get to your quest marker, you want better movement speed to survive encounters against armed humans or BTs.

And obviously, the best way to raise both stats is carrying less stuff, which includes ladders and guns, which also obviously directly affect your moment to moment gameplay.

This is my shit. Keeping track of multiple survival game stats just so my character doesn't suddenly die when the meter reaches 0 and the game can work properly is boring to me, but managing these things with my button presses, now that sounds interesting.

Eden makes a great point about this when it comes to Equip Load in this post:

Damn, your post and Crossing Edens really highlight how much depth the gameplay loop could have even with just traversal.
 
Oct 25, 2017
14,741
again, if this stuff actually looks all that 'engaging' to someone, perhaps they should seriously consider a career change:

https://i./1s/2019/02/13/12/9765502-6699413-image-a-11_1550060421892.jpg
So you're saying that you'd love killing people for money? I love combat in games, but I'm not sure I'd like a career change to be able to do that every day in real life.

Gameplay isn't just what appears on screen while you press buttons, it's how you interact with the game. Just like you have games with combat with good and bad gameplay, you can have fedex simulators with good and bad gameplay.

Also, if equipping exoskeletons to jump long distances and using my gamer girl bath water as a slowdown grenade were parts of working as a postman, you're damn right I'd consider a career change.
 

Boots The God

Banned
Oct 28, 2017
642
Kojima and team seem to be more focused on flexing the number of different systems they can fit in one game rather than making sure the systems are implemented well. The game can still be good if they are all decent enough and the story works, but so far nothing gameplay-wise looks particularly strong to me. Giving me MGSV vibes... Fun for a few hours.

As an example, that boss fight was just Sam chucking grenades at a monster barely concerned about harming him (or might've been that easy/cinematic difficulty). Im hoping others consist of more, but in the event they don't...oh man 😬 haha. Fingers crossed the story sticks the landing
 

janusff

The Fallen
Oct 25, 2017
18,135
Austin, TX
So the objective of the game is to go from point A to B to make a delivery. And during that journey you may encounter bad guys that will stop you from making such delivery.

I don't know about you guys, but that sounds like one of those boring fetch quest in a RPG. But in this game, that's all you do...

This is a pass for me. I'll just watch someone play this game on youtube to satisfy my curiosity.
TLOU is about Joel taking Ellie across the country. Guess that game is just one giant fetch quest too.

See how silly that comment is now?
 

FullNelson

Member
Jan 28, 2019
1,319
Your opinion is entirely valid, of course, but the multiplayer wouldn't be as successful as it was if a lot of people didn't find the gameplay genuinely fun. Not "engaging", "emotional" or any of the other reasons we love the main story, but pure fun to play.

Yeah, I agree, I was only mentioning that there are more reasons to play a game that just pure "fun", not taking any shots to TLOU gameplay. For me, the gameplay felt so, tense, I guess? so not fun in a traditional way, but I did enjoy my time with it.
 

BossAttack

Member
Oct 27, 2017
43,017
So the objective of the game is to go from point A to B to make a delivery. And during that journey you may encounter bad guys that will stop you from making such delivery.

I don't know about you guys, but that sounds like one of those boring fetch quest in a RPG. But in this game, that's all you do...

This is a pass for me. I'll just watch someone play this game on youtube to satisfy my curiosity.

You just described 60% of all stories, including Star Wars.
 

Traxus

Spirit Tamer
Member
Jan 2, 2018
5,197
Depending on just how big the landmass is and how complex, all the user help defiitely adds some nice problem solving aspects to the game. But if the areas arent quite as big as them seem i could see it being kind of redundant after a while.
Of course there is going to be some algorithm going on behind the scenes so players don't end up finding thousands of ladders placed in generally the same area. I'm curious how it will work with the rating system. Assuming it's not procedurally-generated and finding a player-created structure is like one chance in a trillion ala no man's sky
 
Oct 25, 2017
14,741
Damn, your post and Crossing Edens really highlight how much depth the gameplay loop could have even with just traversal.
Right, and it remains to be seen if they deliver on that, the game could obviously still be awful, who knows, but a lot of people are dismissing it without even properly understanding how it works. Too many people are equating story context with gameplay mechanics.

Oh, so MGSV is a stealth game? I've played Gravity Rush, stealth isn't fun. Pass.

And I dislike MGSV, but you know, it would be extremely misguided to judge a stealth game based on stealth missions in other games, so why are we doing it with this one and traversal?

At least compare it with Breath of the Wild's traversal or something like that, and not a random fetch quest in some other game.