Clear
CliffyB's Cock Holster
I think the core ethos of the gameplay being less about doing stuff, than doing stuff as well as you can is going to be the deal breaker for most people. Its an approach that only really works if you are willing to invest in what the game has to offer.
I think that most people who actually buy the game will be able to get into that headspace, and it seems evident to me that it highlights the crucial difference between players and critics.
DS is the second game this year I've really enjoyed playing that's gotten tarred with the "outstays its welcome" brush. And as with Days Gone, I find it a completely redundant criticism.
I'm sorry but the mentality of burning through a game, just to say you've "beaten it" just baffles me. I can understand critics who likely get paid the same to write a review for a 5hr game as a 50hr one getting more antsy about slow builds and long playtimes, but that is a fault of the occupation, not the game.
Being a short, snappy experience is a characteristic, not a merit. If you like something as a pastime, more is just more, it adds value especially when we are talking about products that are sold at standardized price-points.
My point is, Death Stranding is not an experience that benefits from being rushed through. It by design suits a much more considered and patient approach than most "action" games. The more you rush, the more likely you are to get frustrated, and the less rewarding the experience will be.
I think that most people who actually buy the game will be able to get into that headspace, and it seems evident to me that it highlights the crucial difference between players and critics.
DS is the second game this year I've really enjoyed playing that's gotten tarred with the "outstays its welcome" brush. And as with Days Gone, I find it a completely redundant criticism.
I'm sorry but the mentality of burning through a game, just to say you've "beaten it" just baffles me. I can understand critics who likely get paid the same to write a review for a 5hr game as a 50hr one getting more antsy about slow builds and long playtimes, but that is a fault of the occupation, not the game.
Being a short, snappy experience is a characteristic, not a merit. If you like something as a pastime, more is just more, it adds value especially when we are talking about products that are sold at standardized price-points.
My point is, Death Stranding is not an experience that benefits from being rushed through. It by design suits a much more considered and patient approach than most "action" games. The more you rush, the more likely you are to get frustrated, and the less rewarding the experience will be.