Assisted Living Godzilla
Prophet
- Joined
- Nov 23, 2017
- Messages
- 4,686
I kind of love this game despite all its flaws, the biggest of which is this seems like a confused jumbled mess of gameplay ideas.
Something I've always wanted to see open world games do is this kind of terrain system this has. Now before this game, that kind of stuff was basically only something you'd see in football games, like the long gone now NFL 2K games where rain would affect moment and and your character might rip up the ground doing a spin move or something. I wonder if Death Stranding also got some ideas from Football video games too, because when you're going through a MULE camp on foot without any guns that juke move you have can become very important. Running through a MULE camp with too many enemies for you to really fight can end up feeling like a pretty simple football game, and it's a pretty fun little obstacle in the way of you delivering your packages. That said there are a number of thing that stand in the way of this simple little fun gameplay look, which are:
I think the weirdest thing about the capture gun is the game builds in a reason why you can't use guns on people, almost as if they're giving you an in-universe reason you'll have to use juke moves and fist fighting to make it through a MULE camp. Then it just gives you a special nonlethal gun that gets you around that.
The building aspect also seems like something only kind of half thought out. I was left wishing that was deeper, that I was freely building up distribution centers myself in a RTS Factorio kind of way, and needing to set up safe routes for delivery bot that physically traveled the map. Having the ability to build stuff is fun, and that was nice enough that I wish there was more to that part of the game.
This game also needed a better hand-to-hand system. It's alright for the majority of the game, it's completely functional. But around the end when it wants to to this kind of pseudo fight game things it's like, ok, this game should have implemented something a little deeper if it's going to make such a big thing of it for this big boss fight.
I'm also even more sure now after beating this game, and doing the last of the Cliff Unger stuff that a lot of this game is reworked Silent Hills stuff. The Wagner characters seem like they could be some cult leader in the town, and Unger feels like a reworked version of the first two game's leads.
Something I've always wanted to see open world games do is this kind of terrain system this has. Now before this game, that kind of stuff was basically only something you'd see in football games, like the long gone now NFL 2K games where rain would affect moment and and your character might rip up the ground doing a spin move or something. I wonder if Death Stranding also got some ideas from Football video games too, because when you're going through a MULE camp on foot without any guns that juke move you have can become very important. Running through a MULE camp with too many enemies for you to really fight can end up feeling like a pretty simple football game, and it's a pretty fun little obstacle in the way of you delivering your packages. That said there are a number of thing that stand in the way of this simple little fun gameplay look, which are:
- Capture Gun. Having a range weapon that tie everyone up pretty easily means you'll never really need to engage with this aspect of the game. In fact I was pretty far into the game before I had this little relevant that this aspect is kind of like a football video game (at which point I also started thinking about how Sam's suit with big shoulder pads kind of looks like some kind of sci-fi football uniform) because I almost always had either a gun or a vehicle.
- Vehicles. While driving around will make deliveries go far faster, they also make MULE camps more or less completely pointless. Likewise the roads you build with others, which is a nice group aspect which is what the game is actually all about, do this too.
- There aren't enough MULE camps. Going with this football thing some more, the layout of the map should be such that there's MULE camps between all your destination, just like you're always going to have a defense between you and the end zone. The distance between destinations and MULE camps can also be too much, which gives you less incentive to even want to engage with them.
- This isn't as big of a problem as the other thing, but it would have been nice to have more action you could take. Just having a juke as an evasive move keeps things simple, but it's also a little too simple.
- Vehicles. While driving around will make deliveries go far faster, they also make MULE camps more or less completely pointless. Likewise the roads you build with others, which is a nice group aspect which is what the game is actually all about, do this too.
- There aren't enough MULE camps. Going with this football thing some more, the layout of the map should be such that there's MULE camps between all your destination, just like you're always going to have a defense between you and the end zone. The distance between destinations and MULE camps can also be too much, which gives you less incentive to even want to engage with them.
- This isn't as big of a problem as the other thing, but it would have been nice to have more action you could take. Just having a juke as an evasive move keeps things simple, but it's also a little too simple.
I think the weirdest thing about the capture gun is the game builds in a reason why you can't use guns on people, almost as if they're giving you an in-universe reason you'll have to use juke moves and fist fighting to make it through a MULE camp. Then it just gives you a special nonlethal gun that gets you around that.
The building aspect also seems like something only kind of half thought out. I was left wishing that was deeper, that I was freely building up distribution centers myself in a RTS Factorio kind of way, and needing to set up safe routes for delivery bot that physically traveled the map. Having the ability to build stuff is fun, and that was nice enough that I wish there was more to that part of the game.
This game also needed a better hand-to-hand system. It's alright for the majority of the game, it's completely functional. But around the end when it wants to to this kind of pseudo fight game things it's like, ok, this game should have implemented something a little deeper if it's going to make such a big thing of it for this big boss fight.
I'm also even more sure now after beating this game, and doing the last of the Cliff Unger stuff that a lot of this game is reworked Silent Hills stuff. The Wagner characters seem like they could be some cult leader in the town, and Unger feels like a reworked version of the first two game's leads.