henke on 2/12/2019 at 11:15
I think deconstructing just gets you the raw materials back. Gotta use those ladders sparsely. They're useful, but also take up a lot of room so you can't carry too many.
Also, enjoy this fine video.
[video=youtube;iRqxgbuJ_DA]https://www.youtube.com/watch?v=iRqxgbuJ_DA[/video]
Starker on 2/12/2019 at 11:51
So, have you finished your journey through Iceland with inverted rainbows? How was it? Did it have the obligatory 8-hour Kojima cutscene at the end?
I mean, it totally looks like a (
https://www.ttlg.com/forums/showthread.php?t=149615) podcast game and I'm always mildly interested in AAA games that try something other than shooting dudes in the face as their main mechanic. Once it's actually out on PC, that is.
henke on 2/12/2019 at 12:41
Haven't finished it yet! I was really into it for the first 40 hours, but I'm at hour 45 now and it's getting to be a drag, so I'm mostly limiting my sessions to weekends.
As for podcast game, it might be a bit too chatty for that. Whenever you deliver a package, people have stuff to say, but they'll also sometimes call you up when you're out and about. But here's a podcast game rec: (
https://store.steampowered.com/app/1062960/UNDER_the_SAND__a_road_trip_game/) Under The Sand. Still in EA and light on content, but also regularly updated, fun (in a Jalopy-way), and dirt-cheap.
henke on 12/12/2019 at 09:57
Finished it last night. 48 hours total.
As usual with Hideo Kojima games I finish watching the last hour's worth of cutscenes, the credits roll, and I say "well, I don't know what that was all about. good game tho."
Sulphur on 16/9/2020 at 08:11
Let's talk about the first three hours:
Dead whales on a beach.
Invisible enemies called 'beached things'.
Etymology lessons (paraphrasing): 'strand means connection, stranded means you can't go home'.
Time-accelerating rain.
Piss grenades.
Useless polygonal umbrellas.
Separate options to shower, piss, and take a dump, each with their own mini-cutscene.
Obtuse acronyms: DOOMs, BTs, Bridge Babies, Void-outs.
Names: Diehardman. Heartman. Fragile. Bridges. Porter. Strand. Fragile.
And then there is the gameplay. Have I mentioned that I'm not a fan of physics-based hijinks if they have actual stakes?
This entire thing is complete and utter madness. It's indulgent to the same degree that soaking in a bathtub of Belgian chocolate topped with ice cream is.
It's a good thing I like it so far, then, huh? The gameplay literally is a walking simulator, which is a meta-pun I enjoy so much conceptually that I grin just thinking about it. And here's the real achievement in this game: because the weight system is complex but intuitive, and Sam's movement animation is realistically responsive and tactile across the terrain types, I don't mind shifting weight from left to right to avoid toppling over - so far. I am somehow enjoying slinging ropes and ladders across America-Iceland.
I am at a loss to explain why I like this game at the moment. This is a good problem to have.
Aja on 16/9/2020 at 21:19
So it sounds like Dunkey is right about everything except it being bad?
[video=youtube;ukqZ5VOoK5s]https://www.youtube.com/watch?v=ukqZ5VOoK5s&list=PLtoefB13mb3NumFPcLklFBH6IiPoJ3lT7&index=16[/video]
Sulphur on 17/9/2020 at 04:45
Dunkey's always right. But really the first strand-type game was when as a kid I studiously refused to learn how to tie my laces and one day some friends called me over to play some basketball.
Anyway, while dunkviews are always exaggerated for comic effect, if you do find the act of being a delivery boy tedious, this sure as heck isn't going to make you feel good about it seeing as it's the entire game.