Having a game lined up to play is never a bad thing. Death Stranding is a long game, too, but that just means it’ll be hard to let go. Its slower pace is refreshing its script is thematically dense while nowhere near as dry as its AAA counterparts and the core gameplay loop is downright addicting, tossing players against unseen enemies in high tension environments.
Like any good game, there are dozens of different reasons why someone might like Death Stranding. Even when the industry is at its worst, games like Death Stranding remind us why we love video games. In a generation where AAA games increasingly became more homogenized with time, Death Stranding proves that genuine creativity will always have its place in the medium. So far, most of the lore has been found in the codex entries and not in the actual game, but I definitely want to know more about it.Death Stranding is an excellent way to close out not just 2019 for gaming, but the entire decade. It's incredibly intriguing, but I need to get more into it to see how much substance it has. You have a limited amount of supplies, and getting hit may knock all your important packages off your back, damaging them and forcing you to find an opening to go back for them.
I can't tell if it's because it's heightened by the fact that it's usually so calm, but my blood really gets pumping when I get spotted or when a boss fight begins. Moreover, when things do happen, they really happen. That helps create a strong sense of community that ties into the theme. You wouldn't be as appreciative of a bridge if the river was easy to get through, and you wouldn't care about bypassing enemies at all if you could just sprint through without thinking about it. The thing with all that, though, is that if the gameplay wasn't tedious enough to make you realize just how hellish doing it properly on your own is, then your appreciation for all those other things would be lessened. On top of that, the little optimizations you do when you run a route over and over again gives a feeling sort of like Dark Souls (bleh), where your experience and skill is giving a very tangible result. It's also fantastic to see everybody work together to build a bridge over a particularly wide river that everybody eventually needs to cross, and an even better feeling when other people give you facebook likes because your structure helped them. The gameplay loop is incredibly drab on paper, but there's something strangely compelling about total strangers leaving you ladders and ropes that open up completely new routes that bypass enemies completely. It's something to do with a combination of the setting and, weirdly enough, the gameplay. I put some thought into why I like this game, because it's pretty hard to articulate. TL DR- Sam Shares our exact frustration, I didn't think I'd live to see the day where Kojima would have the technology to use literary techniques often used by film to tell a story and have those techniques make the transition to gaming so well. another person who just keeeeeps ooooon talkiiiing. What's important here is the look on Sam's face the second the screens close up: He looks overwhelmed, annoyed, frustrated- someone pops in on the comms and Sam straight up has this look like "Okay, seriously what the fuck- ANOTHER prompt? Oh wait, it's just another person. THE FIRST time you see the "Delivery completed" screen, it flips through all this unnecessary information that means little to nothing to us (YET) as the players (due to the fact that we don't know enough about the world yet).
We've toyed around with the idea of "Kojima should Direct" a long, long time ago and to be honest I had completely forgotten that Kojima has wrestled with including literary subtext in to his work (mainly due to the limitations of technology). I think that was completely intended with the UI.