Thirith on 5/11/2019 at 09:23
I have very little interest in Diablo 4 on PC, but Diablo 3 was a great couch coop game for me and my wife, especially since she didn't grow up playing video games. It was a fantastic way for her to unwind after work, and killing hundreds of ghouls and goblins can be supremely cathartic. I'm hoping that D4's local coop on consoles will work as well.
SubJeff on 7/11/2019 at 21:21
Death Stranding comes out tomorrow.
The amount of work out into this thing... Looks like it's going to be an experience and not a game.
Maybe I should play the Metal Gear Solid series.
icemann on 8/11/2019 at 02:21
What I've read in reviews sounds quite interesting. Majority of the gameplay is you being tasked with connecting up communities with a network. So you travel from point A to point B (point B being the delivery point). As you travel you need to contend with how much to carry, as the more you carry the more likely you are to fall over, which results in supplies being destroyed.
Problem being that various terrain is more hazardous, with huge mountains, snow and with enemies around like BTs (which are essentially evil spirits) and human terroists. You don't want to kill anyone as that results in even more harmful spirits being around.
So what you want to do is to build things with those resources you have on you to build various structures (zip lines, bridges, roads etc) which are then there for all players to use, as the games state is persistent. So as you travel you'll find structures other players built, which can be of help to you in getting where you need far easier.
As the game goes on, you get to purchase better gear which enables a larger inventory, faster movement, less falling over etc etc. As soon as I read about all that from an extensive Kotaku article (which I can link if theres interest) that the game became far more interesting to me.
demagogue on 8/11/2019 at 04:00
The part I found interesting is that players can leave messages to each other and, well for lack of a better term, backdoor troll through that system, but it seems this was expected and intended. So as you progress, developed areas start becoming increasingly seedy, like boom town red light districts, and that reviewer (Guardian) said he started looking for alternative paths through undeveloped areas just to get away from that and back to the simplicity of the first part, just a guy in nature. But the encroaching of society made it increasingly hard to avoid.
That in itself is a message. The game doesn't even have to push it; it happens naturally & the game lets it. You're trying to reconnect society and make things run smoothly at the same time you're being reminded why society sucks and why the inefficient slog through unvarnished nature has a purity and simplicity in itself.
I think you phrased it right; it's meant more as an experience you endure than a game you play, and I take it that it leaves you with a lot to think about and relieved you just got through it. It's a weird kind of feeling of accomplishment. I still don't know what to think about it, but it makes me think I ought to see it just to see something this unique at this large of a scale.
Sulphur on 8/11/2019 at 05:05
To be completely accurate, what that reviewer meant was the social messaging system of plunking something down for likes was being increasingly cheapened by low-effort emoji droppers. I doubt it gets 'seedy' or in fact developed due to player involvement (the game brings over structures into your game based on various metrics, including overall ratings, so it can't wholesale plonk an entire settlement of ladders, say, into your game), since you never actually interact with another player in the game.
demagogue on 8/11/2019 at 06:16
I don't want to speak for the (
https://www.theguardian.com/games/2019/nov/01/death-stranding-review-playstation-4-pc-kojima-gameplay) reviewer so I'll just quote it. The term seedy just came from the red-light district reference, but I see what you mean. But the overall point is still there.
Quote Posted by The Guardian
Over time, the thrill of acquiring hi-tech items yields to a pang of regret. Other players' emoji signs litter distribution centre entrances in the quest for cheap likes, and rugged landscapes start to resemble red-light districts. You start to crave undiscovered delivery routes for a reminder of the game's unspoilt beauty. Thematically, it's pretty overt: mankind's attempt to tame nature - through selfishness, or selflessness - is storing up an environmental problem.
Sulphur on 8/11/2019 at 06:24
Yeah, the red-light district reference is because the emojis are like little bits of neon on the landscape. Here's a (
https://youtu.be/Fnj7U0sCXDQ?t=86) video that explains it. It's an interesting subjective take, but given that structures decay over time and it's likely no two players will experience the same set of structures, it's also not the entire message.
icemann on 8/11/2019 at 07:19
For those who crave the original feel of the game, the game could really use a mode that has all the online stuff off.
If you'd just have the structures you create, be permanent (during that play through). That'd be pretty fun.
SubJeff on 8/11/2019 at 08:02
Does it have that? I'd be surprised if not.