I love hearing about unique takes on game mechanics. Someone recently convinced me that limited inventories are kind of abused currently and that unlimited inventory systems would give more player choices.
I love hearing about unique takes on game mechanics. Someone recently convinced me that limited inventories are kind of abused currently and that unlimited inventory systems would give more player choices.
I’m pretty sure Death Stranding didn’t have fast travel, and I think it worked quite well there. Part of the challenge is to learn the best route between the stations, so it’s well incorporated into the gameplay. There’s barely any enemies on your way either, and those that exist are easily avoidable.
Traveling in Death Stranding is the game though. Enemies are only one part of the challenge; there’s also terrain and how much cargo you can carry on the way, even if you’ve taken that route before.
Death Stranding is Kojima attempting to sell out by making a walking simulator and accidentally putting too much work into it.
I found Death Stranding to be a game that, even though it has combat in it, it’s a solid demonstration of how many different types of mechanics we could be building a game around besides combat, even with a story and high production value.
I would go as far as to say that the combat is the weakest part of the gameplay. I did not enjoy the boss battles and had to turn down the difficulty for them.
I guess the combat was the weakest part, but it composes such a small part of the game that it made plenty of sense. From that perspective, I found it weird that it had any boss battles at all.
Absolutely. Those combat arenas made no sense at all.
If we’re talking about those environmental bosses, I’m down for those cause running away without falling down is sort of core gameplay.
But damn, I did not ask to have to play mandatory Call if Duty