because prior to this game, they are mere incidentals meant to limit the player from zooming around the map too fast, with DT it's part of the game and the thrill. kojima has the right to talk big, nobody's given this concept the AAA treatment before him. at best, you have indie AA efforts based on survival like the long dark and etc.The fact that he thinks inventory/encumbrance limits or open-world exploration are groundbreaking things never before seen
It's like Minecraft then.because prior to this game, they are mere incidentals meant to limit the player from zooming around the map too fast, with DT it's part of the game and the thrill. kojima has the right to talk big, nobody's given this concept the AAA treatment before him. at best, you have indie AA efforts based on survival like the long dark and etc.The fact that he thinks inventory/encumbrance limits or open-world exploration are groundbreaking things never before seen
kojima isn't kidding about the "need" for sequels either, DT looks like the sort of open-world game kojimmers was going for in MGSV - only he's not weighed down by the need to meet certain brand standards.
It's like Minecraft then.because prior to this game, they are mere incidentals meant to limit the player from zooming around the map too fast, with DT it's part of the game and the thrill. kojima has the right to talk big, nobody's given this concept the AAA treatment before him. at best, you have indie AA efforts based on survival like the long dark and etc.The fact that he thinks inventory/encumbrance limits or open-world exploration are groundbreaking things never before seen
kojima isn't kidding about the "need" for sequels either, DT looks like the sort of open-world game kojimmers was going for in MGSV - only he's not weighed down by the need to meet certain brand standards.
Hunt the Wumpus (1973)The first Metal Gear was released in 1987, so if it wasn't the first stealth game, it was surely one of the first.
Not by a long shot, Castle Wolfenstein is a stealth game from 1981 and I wouldn't be surprised if there are even earlier examples
gameplay translated
Items can level up, you can leave rope in a place and when you will return it will be there so you can use it, ground can be slippery and you can fall down depending on your balance stats, the packages will get damaged if they fall down, you can place items like ladders and ropes anywhere you want, when climbing you have to use sensor to avoid the slippery ground so you won't slide all the way down, the side missions are as you would expect.... delivering optional stuff
gameplay translated
Items can level up, you can leave rope in a place and when you will return it will be there so you can use it, ground can be slippery and you can fall down depending on your balance stats, the packages will get damaged if they fall down, you can place items like ladders and ropes anywhere you want, when climbing you have to use sensor to avoid the slippery ground so you won't slide all the way down, the side missions are as you would expect.... delivering optional stuff
You know how some games offer things like "hide helmet"?
After you're done playing "backpack balancing", I hope they include the hide option so I don't have to look at that incredibly stupid shit as I'm traversing the world.
Zep--
Adam does not work with fox engine. The "horizon zero dawn" effect will be felt in the game. Decima game engine is not a very advanced game engine. It is best not to keep your expectations high.
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Adam does not work with fox engine. The "horizon zero dawn" effect will be felt in the game. Decima game engine is not a very advanced game engine. It is best not to keep your expectations high.
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decima is not a 'horizon zero dawn' engine, it was first used in killzone shadowfall so if anything, it's an fps engine
There is no such thing as "a game engine doesn't allow a mechanics" That's why there are gameplay programmers who tailor the engine to their needs. Death Stranding doesn't seem to have revolutionary gameplay mechanics from a programming standpoint, so if Horizon Zero Dawn worked well with the Decima engine, I'm sure DS will work as well.Adam does not work with fox engine. The "horizon zero dawn" effect will be felt in the game. Decima game engine is not a very advanced game engine. It is best not to keep your expectations high.
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decima is not a 'horizon zero dawn' engine, it was first used in killzone shadowfall so if anything, it's an fps engine
I like Kojima, but this time he has a game engine problem. Even if you find the most genius man in the world, if you give him a game engine that doesn't have enough mechanics, he can't do anything. Because if everything he wants to do isn't mechanically written in the game engine, there's nothing he can do. He has to make a game according to the mechanics allowed by the game engine. This limits freedom and imagination. Unfortunately, this is the case.
There is no such thing as "a game engine doesn't allow a mechanics" That's why there are gameplay programmers who tailor the engine to their needs. Death Stranding doesn't seem to have revolutionary gameplay mechanics from a programming standpoint, so if Horizon Zero Dawn worked well with the Decima engine, I'm sure DS will work as well.Adam does not work with fox engine. The "horizon zero dawn" effect will be felt in the game. Decima game engine is not a very advanced game engine. It is best not to keep your expectations high.
sample:
decima is not a 'horizon zero dawn' engine, it was first used in killzone shadowfall so if anything, it's an fps engine
I like Kojima, but this time he has a game engine problem. Even if you find the most genius man in the world, if you give him a game engine that doesn't have enough mechanics, he can't do anything. Because if everything he wants to do isn't mechanically written in the game engine, there's nothing he can do. He has to make a game according to the mechanics allowed by the game engine. This limits freedom and imagination. Unfortunately, this is the case.