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  1. Sounds about right. Much like the white old gods cults in western society, the yakuza/modern samurai mentality is still alive and well over there. That said it will probably inspire a dope Beat Tekeshi movie at some point
  2. Imagine being an actor who genuinely wants a serious role where they wear blackface, plays an ethnic stereotype, a character based on a real person of another ethicity, etc. Rarely happens any more of course. Oh wait...
  3. Respawning bonfires in FO are just places you meditate and a screen pops up showing your character entering a psychic realm thing for an unknown amount of time, and also video game logic + Star Wars movies are basically live action animation, and the game is animation live action of the live action animation.
  4. Still only interested in Mandalorian and Ghibli films so far. I wonder if they're gonna end up restricting every show and movie from every studio they parent to be D+ exclusive at some point (no more digital or physical releases).
  5. Valve tend to make a new Half-Life whenever they're ready to reinvent the wheel so VR was to be expected, but is this VR exclusive? There's not going to be a screen version?
  6. Five hours in. Finished the prologue, fucked around on Bogano for a while then jumped right into Dathromir for 30 minutes, got my shit caved in so I fled back to the other two planets. I'm pretty out of the loop with Star Wars lore having only watched the OT, Rogue One, TFA and TLJ but for what it's worth, initial impression so far is Respawn finally made The Star Wars Game. Like there were several Batman games, then Rocksteady ended up making The Batman Game. Neversoft made a Spider-Man and many more were attempted with varying degrees of success, but Insomniac ultimately ended up making The Spider-Man Game. Starbreeze helmed The Riddick Game, as good, arguably better than most of the films. And now this has finally been done with Star Wars. Well played, Respawn! ^__^
  7. I mean, those are courier sims, so yeah. Fetch questing itself is essentially like being a courier though, isn;t it? At least a lot of the time, even if it's not the main thing that makes those games enjoyable since of course most games with fetch questing tend to be appealing despite that aspect of the gameplay... Zelda and Bioshock, for example. Missions/quest design in open world games too will offer more tasks than strictly delivering items, but the general action of traveling from point a to b to do jobs for characters is prevalent and feels courier-esque, at least to me. In contrast, stuff like Journey, Riven, Ico, Dark Souls, classic Resident Evil, Minecraft, competitive multiplayer, and tons of arcadey games with levels instead of one large map, etc maintain a sense of progression that feels less guided than that quest/mission structure. And even open world games tend to have so much stuff to do beyond the main or side missions that playing them transcends the repetitiveness of the gameplay and doesn't feel as much like that's what you're doing, and like you said it definitely won't feel as couriery as games like Truck Simulator or Death Stranding where delivering parcels is an intentional focal point of the gameplay.
  8. That truck driving sim and Elite Dangerous, so not that many I guess lol. At least as far as courier sims go. If I'm being honest most open world games - including GTA, Zelda, Horizon, The Witcher, Fallout, Assassin's Creed, etc - all feel like "courier games" to me in the sense that the mission structure mostly has you meeting a character and they ask you to do a favor, you use transportation to go from point a to point be or maybe c and get it done and move on to the next one. Something I can actually agree with Biggie on is most open world games have a task assignment aspect to their gameplay, which can be appealing to many gamers for different reasons. It's definitely more of a focus in DS, but I felt like a courier in tons of games. I dunno, most of what I've played in general (which isn't much tbh, I tend to go through less than ten or so games a year) isn't as interesting as DS to me. More fun? Sure. Monkey Ball and Star Wars put me in a better mood than any game in recent memory but Death Stranding has me too because I can't remember the last time a sci-fi horror premise in any visual media since maybe Sunshine or Annihilation had me as fascinated from second one. A post apocalyptic world where there's some mysterious event that makes earth look like another planet, and some dimension called the beach makes every person who dies explode into a nuclear weapon because of the appearance of an unknown chemical element that makes rain speed up time and bring out interdimensional ghosts who grab you and make you fight large monsters made of fossil fuels unless you plug a baby into your suit which lets you see them? I NEED to know if any of this will make sense. Will it? Should it? No idea, but fuck all if it isn't interesting! I'm just a sucker for new visuals and stories, and I've never experienced anything like it. Are there any stories that are similar to it? Any movies with that visual style? Who knows if it will stick the landing, but it's been quite an experience so far.
  9. I loved Shenmue 1 and 2 back in the day but I'd be lying if I said I felt much nostalgia for revisiting them as anything except something to make fun of during a buddy playthrough. That said I still want 3 to do well so Yu can against all odds complete the saga. They said if 3 sells well it will be easier to do more...which kinda makes the release date being so close to the new Kojima and Star Wars games seem a kinda bold I would think lol
  10. Seems a BIT reductive, but sure I guess ( btw to any fed ex staff reading this, deepest respect and sympathies for enduring all those firefights with terrorists and random encounters with interdimensional ghost monsters made of fossil fuels who you can't even see until after recharging and plugging in your company baby/ghost detector in the rain that fast forwards time). Look, it's just a fact that most story-driven open world games - DS included - already employ a "go here and do this" style of design. Sometimes it can feel more or less noticeable, but at core it's usually there. There's definitely some intentional absurdity in the degree to which it's a focus in DS, which is probably what you're reacting to. These subversions of established open world game tropes, from the approach to combat design, errand-style missions, what a game's story can be, etc if nothing else is what's giving it most of the appeal it has so far. Also unless you're a weirdo who's only playing it to be a Kojima stan or feel seen as an antisocial trucker or something you can't help but get emotions while playing it that you don't feel often in video games, even though as always whether or not it's good entertainment or art or whatever is going to be subjective. For me, repetitive as the gameplay can be, the imagery, mystique and mechanical depth of it and the overall experience feeling so new and different keeps me engaged, even if it's not technically always fun to play. So yeah, most of DS is a courier game, but to its credit, fuck all if its also not THE most interesting game about playing as a courier that could possibly be made lol. ____ Bouncing off the Metal Gear/Death stranding discussion: Has anyone else who grew up loving MGS recently played them for the first time in several years? What was your reaction? I just fired up 2 and 3 and the amount of cutscenes was hella jarring to me lol. I still like both the gameplay and stories in the series, but the gameplay to cinematic ratio is definitely more enjoyable in Kojima's later stuff I think. Shifting back to Death Stranding, an early observation/possible spoiler (?), maybe not, but just in case
  11. The thing I love most about DS is, you've got this mysterious, bonk as fuck premise with the interdimensional ghosts, rain that speeds up time, babies used as batteries, grenades made of your character's bodily fluids, everyone becoming a nuke after they die and all that stuff, and all of it feels so new and the gameplay and world design go to impressive lengths to support such a bizarre sci-fi premise. It can be videogamey at times, but not so much that it breaks tone. The gameplay loop is essentially a job quota in this world. A important job that your character has to do - making deliveries to people stranded by timefall, BTs and terrorists outside of cities. If such a strange event happened, a job like this would no doubt need to exist. The world looks like what you might expect after a cataclysmic explosion and resembles terrain formed near and/or after volcanic activity (though part of me has suspicions that the setting is even on earth to begin with). Technology and advanced 3D printing play a vital and understandable role in maintaining and rebuilding any and everything that isn't made of stone. The timefall is part of the gameplay loop - with your cargo and items in danger of decaying within a certain amount of time, you need to restore or replace it or start over. Since human corpses explode like weapons of mass destruction, non-lethal combat against hostiles is heavily prioritized. Vehicles not only respond to rocky terrain like they would in reality; driving more carefully to avoid hitting those rocks and ruts is basically a gameplay mechanic unto itself. And unlike most action/adventure titles where your character has a magical invisible backpack that holds dozens or more weapons and items, you visibly carry everything you have on you and managing item weight and amount is part of the gameplay and dramatically effects each journey to your destination. And unlike most games, your character eats and drinks, sleeps and even uses the bathroom. Overall, DS starts with this fascinating and creative world and its gameplay is based on a sim-like attention to detail regarding living day to day in that world. I'm back now at chapter 4-5, where it goes from minimalist hiking simulator to more of a full-on open world action game and its super enjoyable. It won't be fun for everyone, but it's such an interesting new experience unlike anything else out there and I'm glad it exists.
  12. Wow I wasn't expecting to love this as much as I do. It's the perfect Star Wars game: the action, spectacle and sense of adventure of Uncharted, the exploration and satisfying game design of Metroid, and on top of all that there's Souls-esque lightsaber combat plus force powers. It feels like an interactive Star Wars movie with production values that match the films and the controls have that Respawn touch of smoothness and responsiveness. Only on the second or third planet but its amazing so far. Now I'm struggling trying out figure out if I should put Death Stranding on hold to play through this, or finish DS first with this to look forward to.
  13. Supposedly there's a 2 hour cinematic in Death Stranding lol. It almost feels like Kojima went all in to make up of for a lack of them in MGSV. And THAT game almost felt like a reaction to the critics who said he relied too much on cinematics to make his work entertaining haha. Nobody trolls their fans and critics like Kojima does. Anywho, personally I'll enjoy a game heavy on cinematics as long as they aren't unskippable and both it and gameplay are good. Would you say this is because you feel video games are moving towards more emergent narrative design to increase emotional engagement during gameplay instead of disrupting the flow of it with exposition and cinematics, and you enjoy that more? Showing story and evoking emotion vs telling/explaining it, etc. But also that interactive media, arguably more than any visual medium, is still highly versatile and allows for good art to be made hundreds of ways, be it emergent gameplay and narrative, use of long cut scenes and lots of writing, games where you control the movements of a character and interact with the world, games that are live action choose your own adventure movies, use text and still pictures instead of moving visuals, heavy story or even no story, single player, competitive, sidescrolling, 3d, 8-bit, photorealistic, abstracted, etc?
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