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  1. Post
    #76
    *Itís a single-player game in a sense that you will play alone, but being connected changes that as you can follow in other players footsteps.
    *Some players will just plow through the story as quickly as possibly, while others will focus on constructing building and stuff. The like system plays a pretty big role in the game. Everyoneís approach will be different. Some people wonít interact so they wonít get aid, but the more likes you give and get the more connected you are to others.
    *Thereís an in-game mailing system that shows bonding levels between players
    *You can summon players during boss fights, you fight alone but you arenít alone. In the demo we can see a white ghost like Sam throwing items at the player to help them fight against the boss. Though from the demo, it was obvious that the other player wasnít doing any damage directly to the boss. This is what Kojima refers to as a ďStrandĒ he stated.
    *ďEssentially Sam is reconnecting a fragmented world. Itís a game of connection, you are essentially by yourself, exploring the world by yourself. Itís a very lonely world. Then at a certain moment you connect with other players, and thatís why I call it a stranding game.Ē
    *You can build bridges by yourself or other can work together to build it. The player with the most contribution in the building will have their name appear on the object. This was shown in the demo as the character went over the bridge.
    *If you travel down the same path as other players itíll eventually smooth out that path and turn it into a road so you can drive faster and smoother down it.
    *At the end of the demo Kojima states that paths will be made and you can even make highways to make deliveries by truck, which wasnít shown in the demo.
    *Players can leave warning symbols behind, warning them of rough environments and such. This was shown in the demo, very similar to the Souls game.
    *Structures that are still in construction will be labeled as such in the world as shown during the demo. You can leave supplies behind at the location to contribute to building the structure.
    *Green footsteps are those of other players
    *In the demo a second ladder had been placed by another player that can be used.
    *There is a ďlikeĒ system that players use to connect with one another. You can like objects left behind by others.
    *Shoes are important in the game, they can break. You can leave other players a spare set of shoes to help them.
    *Players can leave things behind, whether they forgot to pick it up or just discarded they will show up for other players. They can also age over time if they donít get picked up. Can be repaired by players using tools.
    *You can junk items and other players will see that also.
    *You can make lockers that other players can use. Can be used to share items or privately.
    *If a route is used frequently itíll make a path
    *Rain damages packages, players can use shelter that other players made for protection
    *Can customize music and players will hear it and vice versa.
    *Can level up certain structures plays leave behind.
    *Left behind stones are indication that a player has rested there. You can rest there also, from the demo he implies that something will happen if enough resting in used in the spot.
    *Mules are enemy NPC that attempt to steal cargo, they steal cargo from other players around the world. In the demo Kojima takes a more stealth approach by leaving some of his cargo behind and riding the hoverboard. The cargo was left behind because Mule can detect players easier if they hold it.
    *Ping system lets you see all the cargo the Mules have stolen. All the items are taken from other Sams in the world.
    *Can throw cargo at Mules but they become damaged. Recommends not to use your own cargo.
    *Charge stations can be left behind for players to charge their equipment
    *Can tag objects left behind by players so they show up better for others
    *You can leave motorcycles behind for other players
    *In the demo there is a scene that music begins playing as the player traverses across the rough hill. Kojima states that there are millions of other people who will be doing the same thing and experiencing the same thing. This can only be achieved when connected, although he does say you can skip out on these experiences if you decide to take a vehicle all the way to your destination.
    *At distribution center you can see what other players have made.
    *Kojima ends his first demo being thankful for his journey and all the connection he has made along it. This no doubt played a crucial part in Death Stranding development.
    *The concept behind the game is connections and you have been going through that. We havenít been going through third parties, and have been connecting directly with these individuals.
    Seems pretty interesting, wonder how well some off the stuff will be

  2. Post
    #77
    ^ That's piqued my interest somewhat. Sounds quite fresh, i just hope that they're not "Doing a Molyneux" and being overly ambitious, biting off more than they can chew.

  3. Post
    #78
    Kojima reckons Death Stranding won't get "really fun" until about halfway through the story.

    Oh boy, I'm sold! I'm gonna go log into PSN right now to pre-order!

  4. Post
    #79
    Yea....I've already decided this game probably isn't for me. That statement from Kojima just reaffirmed my decision. I'm not playing a game for 10-15 hours just to wait for it to finally get good. No thanks.

  5. Post
    #80
    EvaUnit02 wrote:
    Kojima reckons Death Stranding won't get "really fun" until about halfway through the story.

    Oh boy, I'm sold! I'm gonna go log into PSN right now to pre-order!
    I still don't understand what the heck this game is about - what is clear is that it's a boredom simulator.

  6. Post
    #81
    Sounds good, could be a day one.