Oh, that I am. That's why I have so many yikes to give. Destiny has over supplied me with enough yikes to hand out to everything.
Even you can have one.
The game sounds tedious and annoying. What surprises me is what the good reviews focus on, the weirdness of story, the beautiful world, or just fawning over Kojima, I see no glowing reviews about the actual gameplay.
If you do manage to hold out, you will be rewarded with flashes of brilliance, it's just that those flashes are buried as deep as the core story is buried in the endless dialogue. And as profound as it wants to be, this is still a game in which you can equip and unequip your penis so you can piss out Red Bull. The good stuff is waiting for you beyond that piss, beyond the shit grenades, beyond that Ride with Norman Reedus advert unceremoniously plastered into a game universe where I didn't see a single television set. It's just a test of attrition.
thanks for dropping in to share your thoughts!I couldn't disagree with that IGN quote more.
On paper, yes, but it's the mechanics that completely change things up.
Here's the thing - most open world games focus on what happens when you arrive at your destination. The space between the objective and starting point is useless, empty space - you hold forward on the stick and you go. There's not usually much there.
Death Stranding inverts that - the arrival at your way point isn't usually the payoff - it's the journey.
Here's some examples..
I need to reach my objective in a stony field with large chasms running through it. I had a lot of things to carry and could barely walk with them so I loaded everything into a truck and hit the road. Unfortunately, I tried to jump a large chasm and missed - the truck fell into the chasm. Ruined, I climbed out of it and tried to consider my options. However, this commotion triggered a nearby camp (they have these pylons which scan for cargo). You can hear them above the chasm and then they start climbing down after me. So I open up the truck inventory quickly, grab a few supplies for combat and run.
Then I spent time taking out the patrol one by one (non-lethal - since killing leads to a voidout which blows a huge crater in the map).
After dispatching them, I returned to the truck and transported things piece by piece up the side of the chasm back to the surface. Carrying everything would be too difficult so I made my way to the bandit camp where the enemies had arrived from. Managed to steal one of their trucks and get back to my pile of stuff where I could load it up. I was able to continue my delivery route to the next way point until BTs appeared and the battery on the truck ran low (and since I wasn't in the Chrial network, I couldn't build a charge station). So I grabbed the key items for the mission and continued on foot, sneaking through BTs. Eventually, I made it to the top of a mountain (looking something like Mars at this point) and used the steep terrain as an excuse to run down the hill while trying to keep balance. Then - the objective was reached.
A simple little story but it's this type of occurrence - things going wrong on the road - that makes for such a memorable time.
Why would he do that when he's responsible for creating some of the best gameplay And level design in the industry though?He probably should just make a movie next time. Or maybe a seasonal TV series.
Whats there too imagine?
Kojima be like: "Let the players design your levels"Okay that IGN video review was brutal.
But it also got me thinking. If the ladders from other players are there at the cliff sides for everyone to see and use, are the roads there as well? And won't that remove the boring traversal sections? And in the end make the game a ton more enjoyable as time goes by?
Maybe this is yet another game that shows how day 1 reviews are really doing modern games a huge disservice? Few games are ready day 1. So why should we focus so much about how they are day 1?
I'm playing it on PC next year. Who know what the DS world will look like by then?
Just highlighting reasonable takes that will get buried in minutes.I can piece together enough to know that I wouldn't like this game that much, but that's simply because it just ain't my thing. I need more stuff to do, and certainly no exposition heavy cutscenes. I can definitely apprieciate how unique this game is, though.
absolutely nailed it! i loved death stranding too, and i find my taste in games usually lines up with yours so it was really nice reading this. i can't blame people for not liking it, but i really loved it.I couldn't disagree with that IGN quote more.
On paper, yes, but it's the mechanics that completely change things up.
Here's the thing - most open world games focus on what happens when you arrive at your destination. The space between the objective and starting point is useless, empty space - you hold forward on the stick and you go. There's not usually much there.
Death Stranding inverts that - the arrival at your way point isn't usually the payoff - it's the journey.
Here's some examples..
I need to reach my objective in a stony field with large chasms running through it. I had a lot of things to carry and could barely walk with them so I loaded everything into a truck and hit the road. Unfortunately, I tried to jump a large chasm and missed - the truck fell into the chasm. Ruined, I climbed out of it and tried to consider my options. However, this commotion triggered a nearby camp (they have these pylons which scan for cargo). You can hear them above the chasm and then they start climbing down after me. So I open up the truck inventory quickly, grab a few supplies for combat and run.
Then I spent time taking out the patrol one by one (non-lethal - since killing leads to a voidout which blows a huge crater in the map).
After dispatching them, I returned to the truck and transported things piece by piece up the side of the chasm back to the surface. Carrying everything would be too difficult so I made my way to the bandit camp where the enemies had arrived from. Managed to steal one of their trucks and get back to my pile of stuff where I could load it up. I was able to continue my delivery route to the next way point until BTs appeared and the battery on the truck ran low (and since I wasn't in the Chrial network, I couldn't build a charge station). So I grabbed the key items for the mission and continued on foot, sneaking through BTs. Eventually, I made it to the top of a mountain (looking something like Mars at this point) and used the steep terrain as an excuse to run down the hill while trying to keep balance. Then - the objective was reached.
A simple little story but it's this type of occurrence - things going wrong on the road - that makes for such a memorable time.
I couldn't disagree with that IGN quote more.
On paper, yes, but it's the mechanics that completely change things up.
Here's the thing - most open world games focus on what happens when you arrive at your destination. The space between the objective and starting point is useless, empty space - you hold forward on the stick and you go. There's not usually much there.
Death Stranding inverts that - the arrival at your way point isn't usually the payoff - it's the journey.
Here's some examples..
I need to reach my objective in a stony field with large chasms running through it. I had a lot of things to carry and could barely walk with them so I loaded everything into a truck and hit the road. Unfortunately, I tried to jump a large chasm and missed - the truck fell into the chasm. Ruined, I climbed out of it and tried to consider my options. However, this commotion triggered a nearby camp (they have these pylons which scan for cargo). You can hear them above the chasm and then they start climbing down after me. So I open up the truck inventory quickly, grab a few supplies for combat and run.
Then I spent time taking out the patrol one by one (non-lethal - since killing leads to a voidout which blows a huge crater in the map).
After dispatching them, I returned to the truck and transported things piece by piece up the side of the chasm back to the surface. Carrying everything would be too difficult so I made my way to the bandit camp where the enemies had arrived from. Managed to steal one of their trucks and get back to my pile of stuff where I could load it up. I was able to continue my delivery route to the next way point until BTs appeared and the battery on the truck ran low (and since I wasn't in the Chrial network, I couldn't build a charge station). So I grabbed the key items for the mission and continued on foot, sneaking through BTs. Eventually, I made it to the top of a mountain (looking something like Mars at this point) and used the steep terrain as an excuse to run down the hill while trying to keep balance. Then - the objective was reached.
A simple little story but it's this type of occurrence - things going wrong on the road - that makes for such a memorable time.
I really am shocked to find out the stealth and combat is poor. Even an unfinished game like MGS5 had GREAT combat and stealth. Kojima already had a blueprint!Easy Allies review is well done as always. Shame to hear the bossfights and combat are not well done.
I absolutely loved the mountain area but, also, you don't need to do that. There are other ways. That's the beauty of it.
This review is the definition of clickbait and the writer is absolutely loving it.
Gaming journalism, everyone.
Great post. your tech analysis is great but I really enjoy when you get into game criticism and analysis as wellI couldn't disagree with that IGN quote more.
On paper, yes, but it's the mechanics that completely change things up.
Here's the thing - most open world games focus on what happens when you arrive at your destination. The space between the objective and starting point is useless, empty space - you hold forward on the stick and you go. There's not usually much there.
Death Stranding inverts that - the arrival at your way point isn't usually the payoff - it's the journey.
Here's some examples..
I need to reach my objective in a stony field with large chasms running through it. I had a lot of things to carry and could barely walk with them so I loaded everything into a truck and hit the road. Unfortunately, I tried to jump a large chasm and missed - the truck fell into the chasm. Ruined, I climbed out of it and tried to consider my options. However, this commotion triggered a nearby camp (they have these pylons which scan for cargo). You can hear them above the chasm and then they start climbing down after me. So I open up the truck inventory quickly, grab a few supplies for combat and run.
Then I spent time taking out the patrol one by one (non-lethal - since killing leads to a voidout which blows a huge crater in the map).
After dispatching them, I returned to the truck and transported things piece by piece up the side of the chasm back to the surface. Carrying everything would be too difficult so I made my way to the bandit camp where the enemies had arrived from. Managed to steal one of their trucks and get back to my pile of stuff where I could load it up. I was able to continue my delivery route to the next way point until BTs appeared and the battery on the truck ran low (and since I wasn't in the Chrial network, I couldn't build a charge station). So I grabbed the key items for the mission and continued on foot, sneaking through BTs. Eventually, I made it to the top of a mountain (looking something like Mars at this point) and used the steep terrain as an excuse to run down the hill while trying to keep balance. Then - the objective was reached.
A simple little story but it's this type of occurrence - things going wrong on the road - that makes for such a memorable time.
This actually sounds awesome to me.
Fallen order?Outer Worlds, Outer Wilds, RE2 and Fire Emblem will be the top 4 among most outlets imo
Why do people keep saying this?These review scores are everything I could have asked for.
Sounds like we have a triple A video game on our hands that is actually interesting.
I never really understood the franchise potential of monosodium glutamate, but that's just me.So Konami was responsible for MSG games being awesome and not Kojima?
xD
The lol thing here is that people are surprised by some of the low scores.
That sounds amazing. I'm so in.I couldn't disagree with that IGN quote more.
On paper, yes, but it's the mechanics that completely change things up.
Here's the thing - most open world games focus on what happens when you arrive at your destination. The space between the objective and starting point is useless, empty space - you hold forward on the stick and you go. There's not usually much there.
Death Stranding inverts that - the arrival at your way point isn't usually the payoff - it's the journey.
Here's some examples..
A simple little story but it's this type of occurrence - things going wrong on the road - that makes for such a memorable time.
Probably not allowed.So far non of the videos i watched showed or talked about hades were you fight mads....
Meaning a broken, unfinished game probably shouldn't get a 4. What's it matter what genre it is? Apparently they had the racing reviewer do this game. He has no problem jumping genres and like it or not, games get compared to one another by their scores.
Maybe it wasn't very fun to him. I'm not getting into the reviews myself. Hopefully I'll play at a later time.
This sounds great. I really like the idea of flipping the open world loop, making the journey the star, not the destination.I couldn't disagree with that IGN quote more.
On paper, yes, but it's the mechanics that completely change things up.
Here's the thing - most open world games focus on what happens when you arrive at your destination. The space between the objective and starting point is useless, empty space - you hold forward on the stick and you go. There's not usually much there.
Death Stranding inverts that - the arrival at your way point isn't usually the payoff - it's the journey.
Here's some examples..
I need to reach my objective in a stony field with large chasms running through it. I had a lot of things to carry and could barely walk with them so I loaded everything into a truck and hit the road. Unfortunately, I tried to jump a large chasm and missed - the truck fell into the chasm. Ruined, I climbed out of it and tried to consider my options. However, this commotion triggered a nearby camp (they have these pylons which scan for cargo). You can hear them above the chasm and then they start climbing down after me. So I open up the truck inventory quickly, grab a few supplies for combat and run.
Then I spent time taking out the patrol one by one (non-lethal - since killing leads to a voidout which blows a huge crater in the map).
After dispatching them, I returned to the truck and transported things piece by piece up the side of the chasm back to the surface. Carrying everything would be too difficult so I made my way to the bandit camp where the enemies had arrived from. Managed to steal one of their trucks and get back to my pile of stuff where I could load it up. I was able to continue my delivery route to the next way point until BTs appeared and the battery on the truck ran low (and since I wasn't in the Chrial network, I couldn't build a charge station). So I grabbed the key items for the mission and continued on foot, sneaking through BTs. Eventually, I made it to the top of a mountain (looking something like Mars at this point) and used the steep terrain as an excuse to run down the hill while trying to keep balance. Then - the objective was reached.
A simple little story but it's this type of occurrence - things going wrong on the road - that makes for such a memorable time.
That sounds amazing.I couldn't disagree with that IGN quote more.
On paper, yes, but it's the mechanics that completely change things up.
Here's the thing - most open world games focus on what happens when you arrive at your destination. The space between the objective and starting point is useless, empty space - you hold forward on the stick and you go. There's not usually much there.
Death Stranding inverts that - the arrival at your way point isn't usually the payoff - it's the journey.
Here's some examples..
I need to reach my objective in a stony field with large chasms running through it. I had a lot of things to carry and could barely walk with them so I loaded everything into a truck and hit the road. Unfortunately, I tried to jump a large chasm and missed - the truck fell into the chasm. Ruined, I climbed out of it and tried to consider my options. However, this commotion triggered a nearby camp (they have these pylons which scan for cargo). You can hear them above the chasm and then they start climbing down after me. So I open up the truck inventory quickly, grab a few supplies for combat and run.
Then I spent time taking out the patrol one by one (non-lethal - since killing leads to a voidout which blows a huge crater in the map).
After dispatching them, I returned to the truck and transported things piece by piece up the side of the chasm back to the surface. Carrying everything would be too difficult so I made my way to the bandit camp where the enemies had arrived from. Managed to steal one of their trucks and get back to my pile of stuff where I could load it up. I was able to continue my delivery route to the next way point until BTs appeared and the battery on the truck ran low (and since I wasn't in the Chrial network, I couldn't build a charge station). So I grabbed the key items for the mission and continued on foot, sneaking through BTs. Eventually, I made it to the top of a mountain (looking something like Mars at this point) and used the steep terrain as an excuse to run down the hill while trying to keep balance. Then - the objective was reached.
A simple little story but it's this type of occurrence - things going wrong on the road - that makes for such a memorable time.
Never had a post about this game excite me more than this one.I couldn't disagree with that IGN quote more.
On paper, yes, but it's the mechanics that completely change things up.
Here's the thing - most open world games focus on what happens when you arrive at your destination. The space between the objective and starting point is useless, empty space - you hold forward on the stick and you go. There's not usually much there.
Death Stranding inverts that - the arrival at your way point isn't usually the payoff - it's the journey.
Here's some examples..
I need to reach my objective in a stony field with large chasms running through it. I had a lot of things to carry and could barely walk with them so I loaded everything into a truck and hit the road. Unfortunately, I tried to jump a large chasm and missed - the truck fell into the chasm. Ruined, I climbed out of it and tried to consider my options. However, this commotion triggered a nearby camp (they have these pylons which scan for cargo). You can hear them above the chasm and then they start climbing down after me. So I open up the truck inventory quickly, grab a few supplies for combat and run.
Then I spent time taking out the patrol one by one (non-lethal - since killing leads to a voidout which blows a huge crater in the map).
After dispatching them, I returned to the truck and transported things piece by piece up the side of the chasm back to the surface. Carrying everything would be too difficult so I made my way to the bandit camp where the enemies had arrived from. Managed to steal one of their trucks and get back to my pile of stuff where I could load it up. I was able to continue my delivery route to the next way point until BTs appeared and the battery on the truck ran low (and since I wasn't in the Chrial network, I couldn't build a charge station). So I grabbed the key items for the mission and continued on foot, sneaking through BTs. Eventually, I made it to the top of a mountain (looking something like Mars at this point) and used the steep terrain as an excuse to run down the hill while trying to keep balance. Then - the objective was reached.
A simple little story but it's this type of occurrence - things going wrong on the road - that makes for such a memorable time.
That IGN video review got me thinking that it's not for me either, for now. But the online component and how you can see and use other players constructions to get up mountains etc made me think it might be for me at a later date. I'm definitely keeping my eye on how it evolves. Might be a whole other game if you jump in next year on PC.These reviews are great, i find that games most tailored for a specific taste are better than games that are designed for the masses. And this game is probably not for me.
I couldn't disagree with that IGN quote more.
On paper, yes, but it's the mechanics that completely change things up.
Here's the thing - most open world games focus on what happens when you arrive at your destination. The space between the objective and starting point is useless, empty space - you hold forward on the stick and you go. There's not usually much there.
Death Stranding inverts that - the arrival at your way point isn't usually the payoff - it's the journey.
Here's some examples..
I need to reach my objective in a stony field with large chasms running through it. I had a lot of things to carry and could barely walk with them so I loaded everything into a truck and hit the road. Unfortunately, I tried to jump a large chasm and missed - the truck fell into the chasm. Ruined, I climbed out of it and tried to consider my options. However, this commotion triggered a nearby camp (they have these pylons which scan for cargo). You can hear them above the chasm and then they start climbing down after me. So I open up the truck inventory quickly, grab a few supplies for combat and run.
Then I spent time taking out the patrol one by one (non-lethal - since killing leads to a voidout which blows a huge crater in the map).
After dispatching them, I returned to the truck and transported things piece by piece up the side of the chasm back to the surface. Carrying everything would be too difficult so I made my way to the bandit camp where the enemies had arrived from. Managed to steal one of their trucks and get back to my pile of stuff where I could load it up. I was able to continue my delivery route to the next way point until BTs appeared and the battery on the truck ran low (and since I wasn't in the Chrial network, I couldn't build a charge station). So I grabbed the key items for the mission and continued on foot, sneaking through BTs. Eventually, I made it to the top of a mountain (looking something like Mars at this point) and used the steep terrain as an excuse to run down the hill while trying to keep balance. Then - the objective was reached.
A simple little story but it's this type of occurrence - things going wrong on the road - that makes for such a memorable time.
I couldn't disagree with that IGN quote more.
On paper, yes, but it's the mechanics that completely change things up.
Here's the thing - most open world games focus on what happens when you arrive at your destination. The space between the objective and starting point is useless, empty space - you hold forward on the stick and you go. There's not usually much there.
Death Stranding inverts that - the arrival at your way point isn't usually the payoff - it's the journey.
Here's some examples..
I need to reach my objective in a stony field with large chasms running through it. I had a lot of things to carry and could barely walk with them so I loaded everything into a truck and hit the road. Unfortunately, I tried to jump a large chasm and missed - the truck fell into the chasm. Ruined, I climbed out of it and tried to consider my options. However, this commotion triggered a nearby camp (they have these pylons which scan for cargo). You can hear them above the chasm and then they start climbing down after me. So I open up the truck inventory quickly, grab a few supplies for combat and run.
Then I spent time taking out the patrol one by one (non-lethal - since killing leads to a voidout which blows a huge crater in the map).
After dispatching them, I returned to the truck and transported things piece by piece up the side of the chasm back to the surface. Carrying everything would be too difficult so I made my way to the bandit camp where the enemies had arrived from. Managed to steal one of their trucks and get back to my pile of stuff where I could load it up. I was able to continue my delivery route to the next way point until BTs appeared and the battery on the truck ran low (and since I wasn't in the Chrial network, I couldn't build a charge station). So I grabbed the key items for the mission and continued on foot, sneaking through BTs. Eventually, I made it to the top of a mountain (looking something like Mars at this point) and used the steep terrain as an excuse to run down the hill while trying to keep balance. Then - the objective was reached.
A simple little story but it's this type of occurrence - things going wrong on the road - that makes for such a memorable time.
Thank you for this message. I'm sure it will help some people to better understand what's the emphasis here and why's a different take to most other games.I couldn't disagree with that IGN quote more.
On paper, yes, but it's the mechanics that completely change things up.
Here's the thing - most open world games focus on what happens when you arrive at your destination. The space between the objective and starting point is useless, empty space - you hold forward on the stick and you go. There's not usually much there.
Death Stranding inverts that - the arrival at your way point isn't usually the payoff - it's the journey.
Here's some examples..
I need to reach my objective in a stony field with large chasms running through it. I had a lot of things to carry and could barely walk with them so I loaded everything into a truck and hit the road. Unfortunately, I tried to jump a large chasm and missed - the truck fell into the chasm. Ruined, I climbed out of it and tried to consider my options. However, this commotion triggered a nearby camp (they have these pylons which scan for cargo). You can hear them above the chasm and then they start climbing down after me. So I open up the truck inventory quickly, grab a few supplies for combat and run.
Then I spent time taking out the patrol one by one (non-lethal - since killing leads to a voidout which blows a huge crater in the map).
After dispatching them, I returned to the truck and transported things piece by piece up the side of the chasm back to the surface. Carrying everything would be too difficult so I made my way to the bandit camp where the enemies had arrived from. Managed to steal one of their trucks and get back to my pile of stuff where I could load it up. I was able to continue my delivery route to the next way point until BTs appeared and the battery on the truck ran low (and since I wasn't in the Chrial network, I couldn't build a charge station). So I grabbed the key items for the mission and continued on foot, sneaking through BTs. Eventually, I made it to the top of a mountain (looking something like Mars at this point) and used the steep terrain as an excuse to run down the hill while trying to keep balance. Then - the objective was reached.
A simple little story but it's this type of occurrence - things going wrong on the road - that makes for such a memorable time.
ClassyHe's been a hack. This game looked like nonsense and his own ego stroking since it was revealed.
People expected His Higness Kojima Sensei to deliver the definitive game of this generation, with a score at least in the mid 90s.People talking like 85 is a bomb. It's at least something original, it may or not be any good in the end, but the originality and craziness makes me want to play it.
Anyone knows how long it takes to finish?
It's funny, because that moment in the bottom MGS4 gif was actually one of my favorites of the entire game. Maybe I'm a masochist but I find it very compelling when games try to make you feel the suffering or the struggle of the game character. It's one of the things I loved the most about The Last Guardian and Red Dead Redemption 2. That build up and struggle often makes the catharsis of payoff that much more powerful.
It's interesting to see that people who hated Kojima for years and couldn't talk about it, now can troll him because of a game with 84 on Metacritic with 40 scores of 9 and better.
MGS4-Terrible boss battles with somehow even less story relevance than 3's. Half assed "stealth on a battlefield" concept the game drops halfway for a terrible and tedious chapter 3, a whatever "just run through it chapter 4, and a lazy "eh 2 rooms of stealth chapter 5". An embarrassing story that chooses to over explain, retcon, and just shit on plots and characters from the previous game.
Jedi Fallen Order is totally going to Shadow of Mordor it's way to GOTY.