Death Stranding - Kojima/Reedus
  • Good grief this end credits sequence.

    It's well worth it.
  • I was of course talking about the first one at the time.
  • b0r1s wrote:

    I found a cave, well maybe a crevasse, near a MULE camp.

    .

    I left a sign in that cave on Friday - if you saw it, I hope you gave it a like!
    PSN : time_on_my_hands
  • b0r1s
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    Of course :-)
  • b0r1s wrote:
    So what I’m getting as a negative is that you don’t do too much fighting. Seeing as we have a million games that do that, I’m happy to try something different.

    Well not really. If you read my post, I've listed many of the negatives I have with the game. The combat that is there is pretty terrible anyway. All you do is tap square to win against the mules.

    I'm wondering how much I'm gonna miss if I just mainline the story if I ever go back to it? It certainly won't be this year though...
  • I just went through the story. You miss the best items but you don’t need them really. I think if you really get into the game doing side missions can feel important (ie if you get into the fact that this game is about being someone who likes busywork you might enjoy doing all the busywork).

    After finishing I think I wish the story was leaner and better. It spends so much of your time on it by the end that it really needs to be good and it isn’t that good.
  • I generally stuck to the story, mainly as I didn't feel like I needed or wanted to help with any of the side missions on offer, all the npc's just felt really cold. Think I helped one or two when there was some connection but there wasn't many I genuinely cared about. I'd have potentially got a few of the good items earlier if I had done more but I never felt like any of the missions were too difficult as I lacked any equipment. The story as a simple concept was interesting, but it just got more and more bloated as it went on and as I said earlier even the credits were Kojima'd up the wazoo. I must say I'm glad I played and finished it as it is very different, but all the way through I was just thinking that world, a lot of the mechanics and the work that had gone into it could be used to make a number of games that I'd much prefer.
    Artist also known as Verecocha...
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    b0r1s wrote:
    So what I’m getting as a negative is that you don’t do too much fighting. Seeing as we have a million games that do that, I’m happy to try something different.
    Well not really. If you read my post, I've listed many of the negatives I have with the game. The combat that is there is pretty terrible anyway. All you do is tap square to win against the mules. I'm wondering how much I'm gonna miss if I just mainline the story if I ever go back to it? It certainly won't be this year though...

    I wasn't citing your post. More the general consensus online that it's a boring game. I've equated that with lack of combat, as that is the only thing I haven't done, compared to any other open world game and I have to say it's refreshing.

    Having read your post (I skim a lot in here to avoid spoilers) I get your point about the throwing everything at you approach. However, you just have to take your time. Nothing has to be rushed (apart from my first timed delivery which was fun) and as you unlock stuff read more and understand more it's starts to become more manageable. 

    I would add that the menus are needlessly noisy, which makes it difficult to initially make decisions in those menus.
  • Kow
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    Also, the text is too damn small.
  • Ah okay Boris sorry I thought you were replying to my post.

    Menu navigation and management feels overly complex to the point of silliness.
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    No worries bud. Yeah a lot of time when unloading and loading stuff I'll select the wrong thing or go to cancel by mistake.
  • Officer_V wrote:
    but all the way through I was just thinking that world, a lot of the mechanics and the work that had gone into it could be used to make a number of games that I'd much prefer.

    What kind of games would you like to see? Just out of interest.
  • I'm not quite understanding the complaints with the menus, I remember that it took me a few hours to acclimatise and understand what I was seeing but after that I found that they allowed me to organise and navigate very quickly. The orders menus are a bit confusing I guess, though there's only a few bits of information that you really need to extract for any particular job. The layout generally seems quite logical and clear, I'm not sure what could actually be improved without reducing the complexity of the gameplay or information.

    If there are some other games with similar levels of complexity that you think have much better menus I would be interested in checking them out. I mean I think it's just a case of there's a certain level of detail and complexity that exists in the game and the menus have to reflect that to allow you to do things, turns out logistics can be complicated.
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    There's a lack of feedback on what I've selected for example when adding stuff. Let's say I have auto-refined my load out, it would make sense for the active state to drop to the OK and make that more prominent. 

    It's not that they are complex, more that the visual language and cues are weak.

    Also, the first time I was looking at resources, I couldn't tell if I was removing resources from myself or from the base. Yes, once I figured it out, it was from the base, but not clear up front. There is a level of obfuscation that isn't needed.

    I'm actually ok with it now, but it isn't necessary to make people jump through hoops to use a menu. A UI's job is to simplify the complex, not mirror the systems that underly it.
  • Interesting, not sure I quite understand/agree, but I get that it's not the most forgiving interface for newcomers. I think there's a good reason why they've done it like this though, it's setup to allow people to breeze through various tasks very quickly and see the information at a glance, once they have gotten used to the flow and the positions of things. They could have broken things down more into separate sections or screens, or had a more rigid sequence for some actions that might have made it easier for beginners, but that might limit the maximum speed at which someone can get things done later on.

    In case people aren't aware, you can hold press X to quickly OK confirm a screen, saves you having to scroll all the way down. There's a few other things that can be done with hold presses too, look for the segmented ring around the button prompt.

    I kind of get your resources example, if you want to carry materials then you have to actually place them on your person as a physical box, which I quite like compared to the usual bottomless inventory in most games. They could have made it so that you could see what you already had on you in that screen, though that would add more clutter onto the screen which might further confuse new folk. As it is I just kept a mental note of what I was carrying and tried to calculate what else I needed.

    They could certainly have unified the discrete menus a bit more, though keeping them separate helps to define the different tasks a bit more. Not sure what the right balance would be. I do feel like the interface as a whole is geared towards efficiency and clarity, once the player has spent some time in it that is.
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    I think I may be addicted. Did my first big run today and I got very cocky and had my first bad run in with BT’s. Nearly lost my cargo. Had to circle round to pick it back up and also had to do my first container repair.

    But the vista that then greats you when you crest the hill to Lake Knot City was worth the effort. I am honestly just enjoying the scenery. Perhaps it’s lockdown getting to me, but I’m loving being outside in this game.

    Not sure how this ran on PS4 Pro but I’m glad I’m playing it on my silent PS5.
  • b0r1s
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    This keeps getting better. At no point have I been bored. I’ve just had my first proper combat with a group of MULES but only because I fucked up and thought I was heading to a safe spot and ended up running right into their camp. Yeah it’s a bit button bashy but their are better ways to take them down or avoid them. As someone who dislikes stealth in games I actually enjoy abiding fighting in this.

  • When you say proper combat with mules what do you mean?
  • b0r1s
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    As in taking on more than a couple of them. I ran towards a camp that I thought was a small outpost. So I had a combo of taking em down with weapons (I’ve got two so far) and the punching thing is a bit basic. Previous to this I’d generally avoid em and will continue to do so unless I have to get something from one of their camps.
  • I found just wildly spamming square did the trick.
  • I enjoyed the little forays into mule territory, the stealth is pretty simplistic but quite fun really, and escaping away with your haul is some good fun.
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    The camp I left behind had so much stuff, but I had to climb a mountain after so couldn’t nab anything. I’m assuming the camps reset when you go back out.
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    Can’t stop playing this. I’m hooked. Everything works so well (yes Gurt even the menus are fine now ;-) ). All the layered systems coming together as you unlock areas and build bridges. I’ve just spent all day completing the road from Lake to South and it was so satisfying, running through Mule territory, stealthing and grenading through BT territory all the while on the hunt for materials to finish the road. I’m not actually sure I want the main story to end. But I guess I had better finish it otherwise Cyberpunk isn’t getting a look in.
  • Escape
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    regmcfly wrote:
    big walk

    k4mm-P.gif
  • Amazon are selling this for £14 for PS4.

    CD Keys for PC, £18.
  • b0r1s
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    Everyone should play it :-D
  • Denuvo removed so bought.

    Expect lots of complaints from me over the next few weeks about the rampant commercialism.
  • It's actually not anything like as bad as you might assume. I was concerned about that going in but was very pleasantly surprised at how mostly innoffensive that stuff was.

    Also the game world appears to be operating via some kind of socialism, presumably out of necessity, though it's not really explained.
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    Just keeps getting better. I’m even slowing down to build and connect things properly. I can see how you can quickly romp through the main story, but I’m enjoying the world building too much.

    And boy...
    Spoiler:

    Special shout to the environmental sound effects. On the surround sound just really immerse you, especially when a storm is brewing and you hear a crack of thunder in the distance.
  • I ended up spending far more time than was required in this too. It's so compelling and fun to explore and build in the world.


    Apparently there's been a bunch of Cyberpunk related items and missions added to this.

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