Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Death Stranding Director's Cut - Kojima's post-apocalyptic deliveryman simulator

Terenty

Liturgist
Joined
Nov 29, 2018
Messages
1,471
I know nothing about this game except that it's make by Hideo Kojima and that it's original in some ways. If I get it I kinda want to go in blind but I would like some opinions from prestigious kodexers. I am just tired of cutscene simulators a la Witcher 3, RDR2 and Mafia 3.

Is this worth my 60 smackaroons?
Depends on whether you will like the gameplay loop enough to try to connect everybody to the network, build roads and 5 star or not.

If yes, then it's easily 70+ hours of gameplay not counting cutscenes, if not, then ~40 hours with cutscenes.

a lot of mechanics really come into play when you start doing side stuff
 
Last edited:

OctavianRomulus

Learned
Joined
Aug 21, 2019
Messages
480
Well shit, I'm just tired of developers trying to turn games into movies. If you want to make a move just make a damn movie. No one sees the storytelling potential of gameplay these days.
 

Verylittlefishes

Sacro Bosco
Patron
Joined
Sep 14, 2019
Messages
4,965
Location
Oneoropolis
Well shit, I'm just tired of developers trying to turn games into movies. If you want to make a move just make a damn movie. No one sees the storytelling potential of gameplay these days.

Kojima Productions is going to start making movies

Kojima Productions has just released its first game, Death Stranding, since it was resurrected in 2015, but it's already looking to expand into movies. In a BBC documentary about Death Stranding, Hideo Kojima was confident about the developer's ability to pivot to a different medium.


https://www.pcgamer.com/kojima-productions-is-going-to-start-making-movies/
 

Gamezor

Learned
Joined
May 14, 2020
Messages
308
Finally got sick of building zip line networm and just
beat higgs
. Ugh lots of bad exposition is now sucking my will to continue. Should I go on or just google the ending? At times kohima can be his own worst enemy.
 

Sentinel

Arcane
Joined
Nov 18, 2015
Messages
6,833
Location
Ommadawn
The ending is long as fuck and it's just cutscenes (literally 2 hours of cutscenes) and you'll be watching the credits some 4 times.
That said, the best moment of the game (imo) is a gameplay section right before the actual ending of the game, involving the baby.
 

Egosphere

Arcane
Joined
Jan 25, 2018
Messages
1,926
Location
Hibernia
Finally got sick of building zip line networm and just
beat higgs
. Ugh lots of bad exposition is now sucking my will to continue. Should I go on or just google the ending? At times kohima can be his own worst enemy.
If I remember right, you'll have one more battle against Clifford, this time in a jungle, which is probably the best setting out of the battles against him. Then there will be one long trek, which you can breeze past if you have ziplines installed, and then there will be the ending, which will be about 90 mins of exposition. You could continue on until the Clifford battle, beat that, and then watch the rest on youtube. Although if you get that far, you might as well wrap it up yourself.
 

Gamezor

Learned
Joined
May 14, 2020
Messages
308
Finally got sick of building zip line networm and just
beat higgs
. Ugh lots of bad exposition is now sucking my will to continue. Should I go on or just google the ending? At times kohima can be his own worst enemy.
If I remember right, you'll have one more battle against Clifford, this time in a jungle, which is probably the best setting out of the battles against him. Then there will be one long trek, which you can breeze past if you have ziplines installed, and then there will be the ending, which will be about 90 mins of exposition. You could continue on until the Clifford battle, beat that, and then watch the rest on youtube. Although if you get that far, you might as well wrap it up yourself.

Ok thanks i’ll finish it. I definitely want to see the baby thing.
 

Gamezor

Learned
Joined
May 14, 2020
Messages
308
I'm just going to spoiler tag this just in case.

I beat Unger in the jungle, the trek was easy/fine since I had ziplines everywhere. The fight with the big sky whale was a pain in the ass and not very interesting. Overall the boss fights here seemed a little weak other than the fight with Higgs on the beach. Then I went to Amelie and seeing the end of the world sunset stuff was pretty cool. Then the game throws me into exposition credits mode which I have to trigger by pointlessly running up and down the beach. At that point I had enough, quit, and just looked up a written explanation of the rest of it. I am sorta sad I missed the baby part, but I can't sit through more cutscenes and pointless fucking running.

Overall, I really liked the game, particularly the zip line network building aspects and sense of progression. The shared world works really well here. It's gorgeous, it has great music, and has unique gameplay. The setting and worldbuilding are cool. It had the Kojima polish. Higgs was kind of a lame villain, and the actual dialogue and cutscenes are only OK to bad. I feel like Kojima's best dialogue might have been used up in MGS1--not that it was amazing, but it just worked. The backloading of the cutscenes post credits was good in that there weren't as many to sit through during the game itself (like freaking MGS 4) and they sort of become optional with so much at the end. It's bad in that it's totally wonky from a pacing standpoint. They should have edited all the dialogue and cut scenes way down and then spread them throughout the game, but I guess Kojima just can't help himself. If you had someone rein him in, they might rein in all the good stuff too, so I guess you just have to live with it.

I seem to mainly play non-RPGs, maybe you should throw me out.
 

Belegarsson

Think about hairy dwarfs all the time ( ͡° ͜ʖ ͡°)
Patron
Joined
Oct 20, 2015
Messages
1,261
Location
Uwotopia
Steve gets a Kidney but I don't even get a tag.
Was going to say ironic that this game isn't on GOG... but since Denuvo is removed then I guess it's coming real soon.
 

cruel

Prophet
Joined
Sep 17, 2014
Messages
1,041
How much patience does this game require? Asking because my patience is close to 0. Is the whole traveling / passing obstacles idea more about careful planning your path, or more like 10+ tries trying to approach a mountain and falling down 9 out of 10?

I really like atmospheric / weird games with good music, but I'm horribly scared about the boredom on this. What's the final consensus of 'boring' in this?

And just as an example, not sure if helpful - I was not able to play Zelda BotW because of how boring it was. Totally different games, I know, but maybe can help with comparison?
 

Verylittlefishes

Sacro Bosco
Patron
Joined
Sep 14, 2019
Messages
4,965
Location
Oneoropolis
How much patience does this game require? Asking because my patience is close to 0. Is the whole traveling / passing obstacles idea more about careful planning your path, or more like 10+ tries trying to approach a mountain and falling down 9 out of 10?

I really like atmospheric / weird games with good music, but I'm horribly scared about the boredom on this. What's the final consensus of 'boring' in this?

And just as an example, not sure if helpful - I was not able to play Zelda BotW because of how boring it was. Totally different games, I know, but maybe can help with comparison?

My patience lasted like 2,5 hours (((
 

Gamezor

Learned
Joined
May 14, 2020
Messages
308
How much patience does this game require? Asking because my patience is close to 0. Is the whole traveling / passing obstacles idea more about careful planning your path, or more like 10+ tries trying to approach a mountain and falling down 9 out of 10?

I really like atmospheric / weird games with good music, but I'm horribly scared about the boredom on this. What's the final consensus of 'boring' in this?

And just as an example, not sure if helpful - I was not able to play Zelda BotW because of how boring it was. Totally different games, I know, but maybe can help with comparison?

I loved the game, but it’s a tough sell if you are impatient. Make sure you buy in a way where you can refund.
 

cruel

Prophet
Joined
Sep 17, 2014
Messages
1,041
Thanks, I will pass on it in this case. Will do one more playthrough of Dark Souls or Nioh instead.
 

Venser

Magister
Joined
Aug 8, 2015
Messages
1,911
Location
dm6
Surprisingly PC Ganer just chose it as their 2020 GOTY over Half-Life: Alyx.

https://www.pcgamer.com/game-of-the-year-2020-death-stranding/

Game of the Year 2020: Death Stranding


By PC Gamer a day ago

Truly no game encapsulated 2020 better than Kojima's journey to reconnect the world.

YP5yr3PZmQZdjhGREBMypm-320-80.jpg

(Image credit: Kojima Productions)

Here it is: PC Gamer's 2020 Game of the Year. If you want to catch up on all of this year's awards and staff picks, visit out GOTY hub.

James Davenport: Cut out the noise around all the odd Kojima-isms, the myth of the nonsensical two-hour long cutscenes, the needless cameos and indulgent winks at the camera—it's all there, and I like it, but it made up a miniscule percentage of my 100-plus hours wandering the American wastes.

What's important: Death Stranding is one of the best games about getting from point A to point B ever made—looking at you Breath of the Wild. It's a game of logistics and physics, resolutely and finally where it belongs on the PC among its simulator siblings, each of Normie's legs given the same attention that SCS Software gives to the 18 tires on a semi-truck.

It's a gorgeous exercise in isolation and serenity, touching on themes of what happens when late-capitalist culture alienates us from one another, and our attempt to chase whatever mindless serotonin high we can in place of those relationships. Death Stranding wants to find purpose in labor, to steer what we accomplish back towards serving one another rather than the ideas of misguided leaders. And it does it so, so well. Every hike up a hill is fraught with tension and danger, both from interdimensional ghosts pinned to reality via inky umbilical cords and… your own clumsy feet.

Death Stranding is about carrying on anyway and trying not to panic when things get worse. Because they will. I've tumbled down cliffs and slid down a river or twelve, but scrambling to adjust and salvage my shipment is just an unexpected augmentation to the challenge. Just another excuse to play around with the dozens of tools supporting the deep traversal and survival systems that make or break every journey. Wrap it all up in morose themes and visually stunning sci-fi concepts, and Death Stranding goes from hiking sim to ineffable mood sim real quick—like Journey but with gravity and consequence.

Once Death Stranding opens up, it's easy to see the Metal Gear Solid 5 stealth sandbox ethos applied to the act of walking here, but with even more trust handed to the player. It was illuminating, talking to other folks who played Death Stranding. We all had similar experiences, these self-imposed goals that rose naturally from the courier sandbox in combination with the asynchronous multiplayer features, where some structures and items are synced between players. We dedicated weekends to finishing highways, hauling comical towers of goods between Death Stranding's highest and most treacherous peaks to build a zipline network.

None of it is even remotely required to finish the campaign, none of it guided by hardcoded questlines or prompts, but knowing you might make someone's own journey a little easier, well, turns out it's a much better reward than XP or any gun skin. The kindness might seem superficial, but there really is no reason for doing this stuff for strangers besides knowing how it feels yourself to eat shit and trip down a hill running from the encroaching black ooze of a BT swarm. Or any other less dramatic variation of tripping on your own feet.

Getting from point A to B is a tenuous trust exercise with physics, propped up by a totally optional trust exercise with strangers. Can you carry a tower of resin up that mountain on your back, through waist-deep snow, all before a time-accelerating blizzard arrives? Do you have enough climbing gear? Thermal pads? Fresh boots? Confidence? Faith? And Why do I explode like a lil' nuke when I die? Only way to find out is by making the slow, steady climb. Baby steps.



missing-image.svg

(Image credit: Sony Interactive Entertainment)

Andy Kelly: Death Stranding has completely changed the way I think about traversal in videogames. As much as I love Assassin’s Creed Valhalla, merrily skipping across Norwegian mountains feels, suddenly, quite ridiculous. I don’t think every open world game should go to the same lengths of simulation as Death Stranding, because the exhausting struggle of crossing a river or ascending a mountain peak is very specific to that game. But I would like other developers, inspired by Kojima Productions, to make traversing terrain more involved and considered. It kinda cheapens Valhalla’s majestic Scandinavian peaks when you can scramble up them effortlessly.

I also love how Death Stranding constantly drip-feeds you tools and gadgets to gradually make your job easier. At first it’s just you, your boots, and the elements, but later you get access to floating cargo platforms, electric tricycles, and exoskeletons that let you carry more weight. However, even with these helping hands, getting from place to place is still a challenge. When you encounter one of the game’s many varied, rugged Icelandic landscapes, it feels like a puzzle to be solved. You stand at the foot of a mountain, bulky packages strapped to every inch of your body, and wonder how the hell you’re gonna get to the top. And when you do, after much toil, it feels incredible.

missing-image.svg

(Image credit: Kojima Productions)

Wes Fenlon: Who cares if Death Stranding was released on consoles in 2019. This is the videogame of the year 2020—and like James said, it's a PC simulation through and through. Like Metal Gear Solid 5 before it, Death Stranding is a game that understands the satisfaction of choosing from a vast array of tools, making a fastidious plan, and executing on it.

And they understand physical comedy. In MGS5, attaching a balloon to a guard (or a bear) and sending them flying into the air was a joy all 500 times I did it. Death Stranding begs you to stack a wobbly tower of cargo on your back and run down a hill so that when you finally lose your balance, you eat shit hard. In a game full of melodrama, falling on your ass is still the most dramatic thing that can happen in Death Stranding.

The talk surrounding Hideo Kojima's games tends to focus on their themes, the ridiculous cutscenes, his obsession with Hollywood. As Chris adeptly pointed out in a Twitter thread highlighting the names of characters in Death Stranding, it can be hard to tell if Kojima's ideas are hilariously tongue-in-cheek or hilariously stupid. In Death Stranding's case, I don't think it matters. 2020 loaned the game added gravitas—its theme of reconnecting a post-apocalyptic, isolated America has real power, even alongside cutscenes with characters named Die Hardman and Sam Porter Bridges.

Again, is the way you frantically mash a "Like" button after encountering another online player's bridge or zipline a clever commentary on social media excess, or something Kojima thought was genuinely cool? I don't know. But it's funny. And it does the job, compelling you to help other players you'll never see, making you grateful for the lifeline someone else built for you over a treacherous stretch of terrain.

"Walking simulator" was once used as a pejorative, and it's almost like Death Stranding took that as a challenge. It's a deep, satisfying sim about walking up hills, and somehow an affecting story of human connection, too, even when you're walking around with a baby named BB strapped to your chest.

missing-image.svg

(Image credit: Kojima Productions)

Jody Macgregor: It's an entire game about terrain, what could be more PC gaming than that? How about the fact if it has an entire side story about NPCs who are obsessed with Valve games?

Every now and then you get an email from a Portal fan who sends you off in search of missing companion cubes—which oddly fits with Death Stranding's idea that post-apocalyptic survivors are really into pre-Stranding pop culture, from Seven Samurai to the God of War soundtrack. Your reward for finding the companion cubes is Valve-themed merch, like Gordon Freeman's glasses, a lambda-covered truck, or a wearable headcrab that you might forget you have on until it shows up in a serious cutscene. I shouldn't need to tell anyone here how much that rules.
 
Last edited:

Xelocix

Learned
Joined
Dec 25, 2020
Messages
458
Location
Your moms panty drawer
Surprisingly PC Ganmer just chose it as their 2020 GOTY over Half-Life: Alyx.

https://www.pcgamer.com/game-of-the-year-2020-death-stranding/

Game of the Year 2020: Death Stranding


By PC Gamer a day ago

Truly no game encapsulated 2020 better than Kojima's journey to reconnect the world.

YP5yr3PZmQZdjhGREBMypm-320-80.jpg

(Image credit: Kojima Productions)

Here it is: PC Gamer's 2020 Game of the Year. If you want to catch up on all of this year's awards and staff picks, visit out GOTY hub.

James Davenport: Cut out the noise around all the odd Kojima-isms, the myth of the nonsensical two-hour long cutscenes, the needless cameos and indulgent winks at the camera—it's all there, and I like it, but it made up a miniscule percentage of my 100-plus hours wandering the American wastes.

What's important: Death Stranding is one of the best games about getting from point A to point B ever made—looking at you Breath of the Wild. It's a game of logistics and physics, resolutely and finally where it belongs on the PC among its simulator siblings, each of Normie's legs given the same attention that SCS Software gives to the 18 tires on a semi-truck.

It's a gorgeous exercise in isolation and serenity, touching on themes of what happens when late-capitalist culture alienates us from one another, and our attempt to chase whatever mindless serotonin high we can in place of those relationships. Death Stranding wants to find purpose in labor, to steer what we accomplish back towards serving one another rather than the ideas of misguided leaders. And it does it so, so well. Every hike up a hill is fraught with tension and danger, both from interdimensional ghosts pinned to reality via inky umbilical cords and… your own clumsy feet.

Death Stranding is about carrying on anyway and trying not to panic when things get worse. Because they will. I've tumbled down cliffs and slid down a river or twelve, but scrambling to adjust and salvage my shipment is just an unexpected augmentation to the challenge. Just another excuse to play around with the dozens of tools supporting the deep traversal and survival systems that make or break every journey. Wrap it all up in morose themes and visually stunning sci-fi concepts, and Death Stranding goes from hiking sim to ineffable mood sim real quick—like Journey but with gravity and consequence.

Once Death Stranding opens up, it's easy to see the Metal Gear Solid 5 stealth sandbox ethos applied to the act of walking here, but with even more trust handed to the player. It was illuminating, talking to other folks who played Death Stranding. We all had similar experiences, these self-imposed goals that rose naturally from the courier sandbox in combination with the asynchronous multiplayer features, where some structures and items are synced between players. We dedicated weekends to finishing highways, hauling comical towers of goods between Death Stranding's highest and most treacherous peaks to build a zipline network.

None of it is even remotely required to finish the campaign, none of it guided by hardcoded questlines or prompts, but knowing you might make someone's own journey a little easier, well, turns out it's a much better reward than XP or any gun skin. The kindness might seem superficial, but there really is no reason for doing this stuff for strangers besides knowing how it feels yourself to eat shit and trip down a hill running from the encroaching black ooze of a BT swarm. Or any other less dramatic variation of tripping on your own feet.

Getting from point A to B is a tenuous trust exercise with physics, propped up by a totally optional trust exercise with strangers. Can you carry a tower of resin up that mountain on your back, through waist-deep snow, all before a time-accelerating blizzard arrives? Do you have enough climbing gear? Thermal pads? Fresh boots? Confidence? Faith? And Why do I explode like a lil' nuke when I die? Only way to find out is by making the slow, steady climb. Baby steps.



missing-image.svg

(Image credit: Sony Interactive Entertainment)

Andy Kelly: Death Stranding has completely changed the way I think about traversal in videogames. As much as I love Assassin’s Creed Valhalla, merrily skipping across Norwegian mountains feels, suddenly, quite ridiculous. I don’t think every open world game should go to the same lengths of simulation as Death Stranding, because the exhausting struggle of crossing a river or ascending a mountain peak is very specific to that game. But I would like other developers, inspired by Kojima Productions, to make traversing terrain more involved and considered. It kinda cheapens Valhalla’s majestic Scandinavian peaks when you can scramble up them effortlessly.

I also love how Death Stranding constantly drip-feeds you tools and gadgets to gradually make your job easier. At first it’s just you, your boots, and the elements, but later you get access to floating cargo platforms, electric tricycles, and exoskeletons that let you carry more weight. However, even with these helping hands, getting from place to place is still a challenge. When you encounter one of the game’s many varied, rugged Icelandic landscapes, it feels like a puzzle to be solved. You stand at the foot of a mountain, bulky packages strapped to every inch of your body, and wonder how the hell you’re gonna get to the top. And when you do, after much toil, it feels incredible.

missing-image.svg

(Image credit: Kojima Productions)

Wes Fenlon: Who cares if Death Stranding was released on consoles in 2019. This is the videogame of the year 2020—and like James said, it's a PC simulation through and through. Like Metal Gear Solid 5 before it, Death Stranding is a game that understands the satisfaction of choosing from a vast array of tools, making a fastidious plan, and executing on it.

And they understand physical comedy. In MGS5, attaching a balloon to a guard (or a bear) and sending them flying into the air was a joy all 500 times I did it. Death Stranding begs you to stack a wobbly tower of cargo on your back and run down a hill so that when you finally lose your balance, you eat shit hard. In a game full of melodrama, falling on your ass is still the most dramatic thing that can happen in Death Stranding.

The talk surrounding Hideo Kojima's games tends to focus on their themes, the ridiculous cutscenes, his obsession with Hollywood. As Chris adeptly pointed out in a Twitter thread highlighting the names of characters in Death Stranding, it can be hard to tell if Kojima's ideas are hilariously tongue-in-cheek or hilariously stupid. In Death Stranding's case, I don't think it matters. 2020 loaned the game added gravitas—its theme of reconnecting a post-apocalyptic, isolated America has real power, even alongside cutscenes with characters named Die Hardman and Sam Porter Bridges.

Again, is the way you frantically mash a "Like" button after encountering another online player's bridge or zipline a clever commentary on social media excess, or something Kojima thought was genuinely cool? I don't know. But it's funny. And it does the job, compelling you to help other players you'll never see, making you grateful for the lifeline someone else built for you over a treacherous stretch of terrain.

"Walking simulator" was once used as a pejorative, and it's almost like Death Stranding took that as a challenge. It's a deep, satisfying sim about walking up hills, and somehow an affecting story of human connection, too, even when you're walking around with a baby named BB strapped to your chest.

missing-image.svg

(Image credit: Kojima Productions)

Jody Macgregor: It's an entire game about terrain, what could be more PC gaming than that? How about the fact if it has an entire side story about NPCs who are obsessed with Valve games?

Every now and then you get an email from a Portal fan who sends you off in search of missing companion cubes—which oddly fits with Death Stranding's idea that post-apocalyptic survivors are really into pre-Stranding pop culture, from Seven Samurai to the God of War soundtrack. Your reward for finding the companion cubes is Valve-themed merch, like Gordon Freeman's glasses, a lambda-covered truck, or a wearable headcrab that you might forget you have on until it shows up in a serious cutscene. I shouldn't need to tell anyone here how much that rules.

How is this surprising?

More importantly who even cares what PC gamer thinks?
 

Duraframe300

Arcane
Joined
Dec 21, 2010
Messages
6,395
So, I finally started Death Stranding and I'm currently a few hours in.

And.....

I mean we got a world connected to the afterlife, purgatory represented by a fucking beach, invisible undead monsters that are apparently giants, babies from stillmothers that apparently have a connection to the afterlife and some murica' loving people that wax philosphically for two hours about the simple act of rebuilding a communication network (which from the name is apparently made out of the same stuff thats toxic to anyone but I digress...) including a vice president who's literary named die hardman.

I mean I get that, its ok.

But,

I'm currently looking at a codex entry that describes how the world fell into mass depression and drug use because amazon decided to go full in on drone delivery.

:hmmm:
 
Last edited:

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom