Ziplines totally trivialize this game, it's not even funny. How the hell did they not notice this during testing? Also, making those roads makes the game very easy. You can skip mules and BTS so easily. What would you like to see in the sequel?
Ziplines totally trivialize this game, it's not even funny. How the hell did they not notice this during testing?
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how the hell did anyone even make it to ziplines? what a slog
Ziplines come into picture towards the very end of the game. They are like a reward for your hard work.
The roads serve a similar role, and are super satisfying, rewarding to build.
Both of them project the game's main topics and message: we ourselves can turn hostile and deadly waste lands into a somewhat comfortable and safe society, with hard workd and co-operation.
Didn't even break a sweat. Death Stranding was SUPER ADDICTING. I'm glad I got to play it during the first major lock-down, as it allowed me to no-life it for over 12 hours a day, for several weeks.
I do not need to pretend anything. DS is one of the greatest video games of the past decade, and one of the highlights + swan songs of the 2010s as a whole.
I mean, while they are rewarding to build, they kill the challenge the game has which the game already has little of. That's my main problem with Death stranding, it's not challenging at all. Even on hard mode, it's still way too easy
>they kill the challenge the game
That's the point.
The world is dying. You're a loner trying to keep it up. You get a chance to fix and improve things, in order to remove the dangers and challenge.
That is the beauty of the game.
Not to mention not every game ever made needs to be some masochistic 2hard experience in the first place.
Honestly, I think that's giving it way too much credit. I feel like they didn't think too hard about how the game was designed tbh. I will play the sequel because I think it has a lot of potential to be a great game but currently it's not
>Honestly, I think that's giving it way too much credit.
I do not think so. I love games like this, and Kojima's been delivering beautiful, atmospheric and emotional rides like so for many decades.
It is true that the game's end-game was clearly rushed, and Snoy obviously got cold feet in the end when it came to some of the darker plans KojiPro had for the game, but what is there works pretty damn well.
> I feel like they didn't think too hard about how the game was designed tbh
this has to be bait
Kojimbo is a most autistic sperg and overthinks all features in his games
Let's be real, Kojima was more happy he got to work with Hollywood actors than making a delivery game that has tons of depth to it
Where do all you shills come from like from what sites? I see that same manufactured type of shill praising with Outer Wilds and Disco Elysium, can someone actually fucking mention what sites they are? Or will the thread continue to maintain a snide tone while admittely being clueless on where half of these kinds of posts actually come from
This might be hard to believe but some people actually like video games.
Sorry kid, but (You) need fuck off to where ever the hell you came from.
DS was a magnificent game, and I've been on this site longer than you've been able to walk and talk comprehensive sentences.
It's actually pretty fun but it does get repetitive. I feel like this game could have been explored a lot better because the base is pretty good. Sadly, Kojima is interested with face scanning actors and literal whos and not as interested with exploring the gameplay further.
Why do people pretend to like this game?
It has zero artistic authenticity
I like this game.
I play Elite Dangerous a lot as well, so I can see how a game like this can be polarizing.
Because it's fun. It's ok if you don't like it, Kojimbo isn't for retards.
wasn't my type of game but a friend of mine loved the logistics of delivering shit.
I feel like it has a lot of artistic authenticty considering most players didn't really get the storyline of the significance of some of the names and visuals used
Why do you pretend the game has any difficulty at all? You just sound like a retard.
>What would you like to see in the sequel?
Snowrunner style vehicle mechanics (maybe not as in-depth, but more in-depth than the janky DS1 vehicles)
Mountain climbing (climbing up cliffs instead of just rappelling down them)
Physical instead of magical ziplines
More in depth balancing mechanic than just holding R2+L2 to never fall over
More logical roads rather than the floating in the air Rainbow Road tracks
I think they knew the game would get really boring and repetitive so they decided to add a way to skip that boredom just to get done with the game so you can watch the cutscenes
There's supposed to be a sense of progression, although I agree they went overboard with the roads, it makes the game a tad too trivial too early. Ziplines come late, and you still have to set them up which gives a sense of accomplishment in and of itself.
>What would you like to see in the sequel?
An entirely different game loop. I don't know what, but I have faith that Kojimbo isn't go to rehash gameplay.
>Didn't even break a sweat. Death Stranding was SUPER ADDICTING. I'm glad I got to play it during the first major lock-down, as it allowed me to no-life it for over 12 hours a day, for several weeks.
>I do not need to pretend anything. DS is one of the greatest video games of the past decade, and one of the highlights + swan songs of the 2010s as a whole.
Lol
Lmao
No I am fucking tired of this kind of posting for all kinds of shilled garbage that sounds too undeniably artificial. And I'm tired of the copes and everyone ignoring it or just mentioning it sounds like shill shit occassionally at most. I am going to find out what sites you shill faggors come from and comb through everything I can find from the archives to other site. I spend way too long on this awful tourist marketing normalmoron shithole not to anyways. Stay tuned
I'm sorry that you not only dropped out of schools, but also have never been actually passionate about a single video game, and be capable of expressing said emotions in detail.
>I WILL FIND U!!
Sorry lil' phoneposter, but you already did find me. I don't frequent any other site sans Ganker.
Retard doesn't understand the concept of Progression
You could fix it by having the zipline snap under loads above a particular weight threshold.
Try to zipline off a cliff with 100KG on your back, cable snaps and gravity graciously expedites your trip to the bottom in exchange for all of your bones.
>What would you like to see in the sequel
More ziplines
>sequel
the game flopped, so I doubt we'll see anything soon. I also hated the game so i'm not bummed about it.
>the game flopped, so I doubt we'll see anything soon
hahaha love the reference. In actuality I have no idea how successful the game was or not. I just didn't like it.
>I didn't like it, so i'll say it flopped
if only you gay retards could avoid being like this then this board wouldn't be such a cesspool
i beat the game using only ladders
if you built roads, used ziplines you did not beat this game.
the point of the game is to be as optimal as possible. after 50 hours of walking and riding ziplines are great addition to toolkit. but no point to argue with another low iq 4chin subhuman
the point of death stranding is to make the game easy
>Ziplines totally trivialize this game
>making those roads makes the game very easy
brainlet spotted. The process of building roads was moving a massive amount of materials to locations which gave you a reason to raid mule camps, BT infested zones, make material requests from other players and to do a bunch of deliveries to level up settlements. building the UCA highway makes the player interact with basically every system in the game and create their own deliveries with pick-up & drop off points. Roads themselves were just training wheels for ziplines which required the player to measure out locations like a fucking surveyor when they're trying to figure out optimal routing for ziplines. Unlike roads ziplines get players to explore elevated locations on their own to place ideal link stations so they coerce players to check out resourceless areas with nice vistas. High value zipline stations provide rapid transit through BT zones but also require high elevation, a hellish combination for a BT encounter with a high reward.
The heart and soul of Death Stranding is constructing the UCA highway and completing the grand line. Every delivery in the game is just a tutorial to making infrastructure with other players.