Chapter 1245: The Characteristics of Death Stranding

In the dream memory, there can be said to be two very extreme controversies about the game "Death Stranding".

Those who like it worship it as a god, and those who don't like it call it spicy chicken.

The most intuitive example is that some media have given a full score of 10, and there are also media that have given a just passing score.

Although the media rating is good to laugh at, after all, there are some games full of the arrogance of screenwriters and producers, and they can also get a perfect score of 10 under public relations.

And it means that the player can't appreciate it, which means that the player's taste is problematic.

But it's not as special as Death Stranding.

In Yang Chen's view, the reason why "Death Stranding" is so special is related to its game on the one hand, and on the other hand, it is also inseparable from the producer Hideo Kojima in the dream memory.

Because "Death Stranding" is full of many unique points, which belong to a characteristic of Hideo Kojima.

That's enough pretending, enough to make people feel cool.

The most intuitive example is a paragraph of unclear nouns.

For example, in Death Stranding, there is a catastrophe called 'Death Stranding', which corresponds to the title of the game.

At the same time, the unique creature that spawns during this cataclysmic event is called 'beached thing', which is not really true, but it is referred to in the game as BT.

It's actually quite normal to abbreviate something.

For example, the Juggernaut in "Warcraft", the English name is Blade Master, and the player will be referred to as BM.

Demon Hunter is also known as DH in English.

But these are all abbreviations for players, and in "Death Stranding" it is an official abbreviation, as for why?

It's simple, because it's enough to pretend to be forced.

At the same time, after the death of BT in the game, the matter left behind is called Cairoline matter, and the rain that Cairo's material drifts into the air is called time rain.

Although the network connection established by the Cairoline substance is called the Cairol network, the linker of the link is called the Cupid linker.

In addition, the game is full of a large number of exclusive terms, such as Void Explosion, Stygian, Mir, Extinction Factor, and Body and Soul are described as 'He' and 'Ka' as an ancient Egyptian concept.

Of course, behind these nouns, there is a unique meaning.

For example, the term 'Cairol' is derived from the ancient Greek word for 'hand', and the shape of the Cairo's substance is reflected in the game, which is the hand.

The rain that is dispersed into the air is called time rain, because this rain can cause the matter to age instantly.

And this mode of not speaking 'human words' also gives the whole game a unique sense of mystery, and it is also very cool.

As far as Yang Chen is concerned, he likes such a style.

Including when he was making "Metal Gear Solid: Phantom Pain" and the later series, Yang Chen also went to learn film knowledge for a period of time.

And later participated in the filming of "Resident Evil" and "Silent Hill" movies.

In fact, most games will basically have something like that.

It's just that the games supervised by Hideo Kojima are particularly prominent.

It is precisely because of this unique temperament that the people he likes are crazy and the people he doesn't like are crazy and degraded.

After all, the great Mr. Zhou Shuren once said: Don't pretend to be forced, pretend to be forced to be struck by lightning.

And the game made by Hideo Kojima, whether it is the setting of the characters, but also the construction of the world view.

It's as if it's engraved in your bones and blood.

At least whether Hideo Kojima admits it or not, it seems that there is such a feeling in the eyes of players.

Of course, Hideo Kojima's game is not flawless, and there are still many flaws in it.

It's just that there are some flaws, but Hideo Kojima knowingly committed it.

For example, Hideo Kojima can be said to have an unusual paranoia about long shots in one shot.

"Metal Gear Solid: Atomic Blast" opens with an explosion scene to the end, and there is also a cutscene in "Death Stranding".

But it also caused many problems, such as falling into a crisis, A and B, at this moment B encountered a crisis, and the camera was given to B.

Character A then disappears from the screen, standing motionless until the camera is on A.

This is the disadvantage of one shot to the end, and at this time, in fact, only a few quick switches of lenses are needed to solve the problem perfectly, and it can also better set off the atmosphere.

Hideo Kojima, as the director who knows the most about game development, and the producer who knows the director the most in game development, can't be unaware.

But he is paranoid not to edit, but to keep long shots, which is a paranoid that belongs to him.

Therefore, the immersion and experience of the game have also decreased.

So when he was making "Metal Gear Solid: Phantom Pain", Yang Chen also made some lens changes.

Rather than blindly pursuing a long shot to the end.

While long shots can make players more engaged in the story, if they don't fit, using long shots is counterproductive.

In this piece Hideo Kojima is paranoid.

In addition to the unique gameplay of "Death Stranding", the link is one of the most important.

Because this is destined to be a game that focuses on the process and emphasizes the experience of the person.

And this type of game also has a common characteristic, which is that it doesn't seem to be fun enough.

Players can't feel the unique charm of this game through video and live broadcast.

For example, interactive movie games, party games, etc., are designed to make these games look fun and cater to live streaming.

Death Stranding, on the other hand, is a typical game that looks boring and can only be felt when you play it.

Similarly, Hidetaka Miyazaki's "Wolf: Shadow Passes Twice", "Dark Souls" and "Bloodborne" are similar to other souls-based games, which are actually similar to some extent.

They are all games that focus on the process experience and are better than watching.

It's only after playing that you can understand how much progress you have made after every death.

The ecstasy of finally slaying a seemingly invincible and powerful foe after dozens of deaths is something that only players who have experienced it firsthand can understand.

Of course, compared to "Death Stranding", souls games are actually better in terms of viewing.

Because the audience can see how the streamer or other players died.

And in "Death Stranding", if you put aside the plot of the game and just watch it, then for most players, what will be interesting about this game?

Isn't it just running from A to B to deliver the goods?

But this is the biggest misunderstanding of "Death Stranding".