
The technology designed by Kojima and Shinkawa is incredible and stylish, yet somewhat close-to-home. The landscape is both barren and gloomy, yet beautiful and awe-inspiring. It goes without saying that I loved it, I was hooked and I was determined to plat the game from the minute I picked it up, and not just because of the addictive gameplay which had me totally fine with making deliveries for 2-4 hours a day for 2 weeks, but because of the wonderful and intriguing world that Hideo Kojima has put together.

With rain and snow known as “Timefall” accelerating time for anything it touches, your cargo takes damage pretty quickly in snowstorms like the above. I can see how this amount of effort-per-mission can be offputting to some gamers, who would rather get to the next bit of story asap, than faff about trying not to trip over tiny rocks as they barrel down a hillside, but even Kojima predicted that his game would not be for everyone, for those very reasons. The result is a very satisfying and addictive system of cargo management which will quickly have you planning out hour-long delivery routes with multiple stops along the way to both deliver cargo and pick up more, from one end of the map to the other, squeezing as many deliveries as you can into your outing. Advertisements Porters are perfectly fine with delivering under horrendous conditions, because of their unhealthy Like addiction.Įvery delivery is a challenge that you need to be willing and able to face, you need to plan your route and fabricate the right equipment and survey the land. All while avoiding ghastly spirits from the other side, hell-bent on having you fight a dolphin, or terrorists keen on bringing about an early apocalypse, or rival porters who want to steal your cargo and deliver it themselves for those sweet, precious likes. If you’re carrying a lot of cargo you need to balance it, manage your centre of gravity, manually balance yourself in rough terrain and avoid situations which might result in cargo getting lost or damaged. You’re not simply walking from point A to B to A, you need to manage your tools and equipment to ensure you can get there, you need to navigate wildly varying terrain and use the right vehicles or powered legs or simply just strategy to get there. You have to understand, that while from a very basic perspective Death Stranding is a fetch-quest simulator, it’s done with care and effort and thoughtful design. I’m sure you’ve all seen the memes, but Sam’s cargo-carrying ability is a bit ridiculous. Often you’d walk for minutes at a time just to reach your destination and do nothing except hold forward on the thumbstick to get there. There’s no inherent challenge in that, sometimes the items will be hard to find or the enemies hard to defeat, but getting there is no challenge.

I think in order to understand what makes Death Stranding so great we first need to understand what makes fetch quests so bad.įetch quests are missions, typically found in RPG games, which ask you to talk to an NPC, go and collect items or kill some enemies, and then come back to the NPC or go to a different NPC to hand in the completed quest.
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It’s gathered a huge group of naysayers since it’s release, swearing blind that the game is not worth your time and is full from top to bottom with nothing but fetch quests and, in a way, they’re right.
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Advertisements I’ve been worried about writing this review ever since I picked the game up because I have no idea how to convey my feelings about this game.
