![]() ![]() That would necessitate a wider, more uneven play space to explore. "The first game was so lacking in nuance that it stands perilously at the border of parody" If Kojima Productions were willing to risk it, I wonder whether social connection could carry Death Stranding 2 further than any big narrative concepts ever could – the first game is so lacking in nuance that it stands perilously at the border of parody. This is one reason the social elements of Death Stranding work as well as they do the feeling of relief when you stumble across a player-made shelter in the wilderness, with your resources and patience depleting, is practically unrivaled in this type of action-adventure experience. Wind and rain can be real killers, gradually eroding the quality of your gear and degrading the deliveries strapped to your back. Challenge is born out of survival – not from ghostly apparitions which grind the game to a halt, but from the elements themselves. Split across 15 'Episodes', Death Stranding is at its best when it asks you to hike across a vast distance with little consternation. Movement was always the main attraction of Death Stranding, and the boldest thing Kojima Productions could reasonably achieve in this sequel would be to lean further into the walking simulation and social connection aspects that underpin the entire concept. ![]() ![]() Death Stranding was at its best when it left you alone, free to explore the wilderness. ![]()
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