Sony hate thread

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I have pretty milquetoast taste when it comes to video games, but I genuinely, hand to God, struggle to figure out how people enjoyed Death Stranding so much that it got a sequel. That is literally a walking simulator with Normie Reedus and nothing else. People always talk about how you can just watch TellTale Games and that's almost better than playing them, but I at least I want to watch a TTG. Couldn't pay me to watch some monkey walk around for 50 hours.
Am late but there's a couple reasons from my own experience and what I've seen online:
  1. The tedious, time-consuming gameplay (the game is best taken slowly) feels more worthwhile than spending the same amount of time doomscrolling on your phone or mindlessly browsing the web or watching youtube or whatever
    • But not so intense that you have to give it your all. You can just fuck around while listening to podcasts or audio commentaries in the background and not lose anything from doing that.
    • COVID lockdowns gave people way too much free time to fuck around with this stuff. Usually only the chronically unemployed are able to play stuff like this. Same reason streaming took off at the same time, I think
  2. The game's premise, presentation, and tone is actually pretty unique, and more importantly appealing, compared to other games (doubly so modern games). You only ever see games like these (work sims, arthouse-y experiences, etc.) in the indie sphere, and those are a mixed bag of quality and presentation. The first game is very indie-coded in that way, despite the budget...and celebrity cameos...
  3. The game's story is very poignant and is about building meaningful relationships with people even as humanity is literally on the verge of extinction, a kind of assurance that even though things are bad, they will get better. I think that strikes harder if you're an empath or you're personally going through some of that stuff yourself.
  4. The protagonist and antagonist are played by Norman Reedus and Troy Baker, and they are objectively attractive men. And we all know how much women loveattractive men
    • Though I think Norman Reedus's appeal is dad energy. Single dad energy
    • Troy Baker's character in particular is kind of insane, to boot
    • Also incidentally attracts women of the fag worshipping variety
  5. The arthouse-y (and broadway-esque) nature of the first game had idiots gaslighting themselves into thinking the game was way deeper that it actually was
  6. Kojima's name is attached to it, obviously.
  7. Like it or not he's one of the few people that still knows how to put cool things and attractive women in his games (well, besides the full-body scan of Debrah Wilson in 2)
E: Unfortunately neither game ever does anything interesting with its premises. You can play the first game through the prologue and the first mission (where you're tasked to deliver a body to an incinerator) and you've pretty much experienced most of what the game has to offer. Play all the way to Port Knot City and you've definitely experienced all the game has to offer. At first trailers made it seem like the second game had a lot more going on, but it really was just very brief tastes of what could be, wrapped up in a bloated and less interesting copy of the original. And keep in mind these games have insane production values for what are essentially mods of MGSV.
 
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Check local pawn shops.
Oh god lol the only one around here is one of those shitty Super Pawn chain stores. I don't know how they manage to make them all look identically "dreadful and depressing" inside, but fucking hell there's not a bargain to be found at any one of these chain stores. How they stay in business is beyond me. The prices aren't even remotely good, nor is the selection.

ETA:
I hate that there's seemingly no middle ground between "Hand Holdy Nonsense" and "Souls-Likes" in terms of vidya difficulty anymore.
I've been playing Enshrouded lately (solo, not with a group). It's toeing the line (thankfully leaning correctly towards "oh just fucking figure it out dude" for the most part) between letting you figure things out (it uses a journal to track quests give hints where to go/what to do instead of just spelling it all out, and shows compass markers but no auto-navigation, no "magic trail sense" to give a line to follow, etc.) and punching you in the face with the answer (e.g. grappling hook points (fixed in the world) do that periodic 'shimmer' thing conspicuously so you'll always notice them).

But it's a huge world to screw around in (and get your ass beat by; even on easy/casual it's not all that hard to kill yourself via enemies, fall damage, "shroud" regions you're not high enough level to withstand yet, or environmental hazards) and there've been a few things I've just had to look up how to find/do because the game doesn't spell things out and I'm kinda dumb sometimes. Finding ores (before you realize what they look like and where they tend to be) is a pain, since there's no quest like "mine [copper ore] at [x,y,z]" and it doesn't "light them up" magically with any kind of "sixth sense highlight" feature. Instead, you don't even learn the recipe for smelting copper bars until you first get your grubby paws on some ore first, and there's no quest to show you where to look, what it looks like or how to mine it. I like it that way. It's giving enough information to get you started and essentially saying "oh just go fuck around and try shit, it's not like death is expensive (by default), just get out there and try!"

It even (mostly) resists the "climb towers to unlock the map" cliché. You do ascent towers throughout the land as you play, but only to unlock them as fast travel points to use as launchpads to take off from with your glider to go find shit to do. Unlocking a tower does not automatically unlock new PoI's on the map or give you more information about existing ones, nor does it "unlock" new areas of the map except by virtue of you being able to jump from their peak to glide around and explore. You learn about locations by stumbling upon them, being told about them by NPCs, or by finding information or clues about them by reading letters/posters/notes scattered throughout the world. Nothing reveals terrain on the map except physically going there and seeing it with your own eyes.

Not a bad game IMHO. The only thing I would call excessively hand-holdy is that specific loot in the world (that triggers a new recipe unlock, quest or NPC, advances a questline, or is otherwise "important" tends to have a "glowing aura" around it (or its containing chest, as appropriate) once you get close enough to it, and the game forces you to craft certain things by making them prerequisites to even learn new recipes that use those items as ingredients (and there's a marker in the UI for each craftable thing that essentially amounts to "craft one of these to unlock a new recipe!"). The world's all hand-built, and most items are adequately hidden or locked behind "find switches/keys to unlock these doors in sequence and avoid traps first to reach the 'treasure room' or 'boss fight' at the end" walls. But there's a handful (like "find the Blacksmith's old Crucible") where you just walk to an abandoned camp, kill a few monsters, and the big fucker's just sitting there out in the open and you're like "really? C'mon dude ..." And you have to fetch those to advance the story and tech tree.

Ah well, I still enjoy it. It can still be done. Very few developers (especially not modern AAA) bother to even try though.
 
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If Wolverine can somehow sell 6 million, the video game industry is truly dead. The Goyim will have fully accepted slop as the norm.
6 million?

Oh please, like they could get rid of that many copies in so little time. How could they burn that many disks at once?

Hell the number of copies probably went UP during the sale, if it happened at all.
 
I have pretty milquetoast taste when it comes to video games, but I genuinely, hand to God, struggle to figure out how people enjoyed Death Stranding so much that it got a sequel. That is literally a walking simulator with Normie Reedus and nothing else. People always talk about how you can just watch TellTale Games and that's almost better than playing them, but I at least I want to watch a TTG. Couldn't pay me to watch some monkey walk around for 50 hours.

Here's some perspective from someone who put 100+ hours into Death Stranding. I was running back and forth in the starting zone doing quests and accidentally created a footpath. "That's an interesting feature," I thought, and stopped playing for a few hours to go do something else. When I came back, the path had grown into the size of a road and the game told me the screen name of every single real life player who had used my accidental footpath. That game mechanic completely blew me away. I had never experienced anything like that in a game before or since; it was truly that unique. Sure, I've played a bunch of management/tycoon sims where you build roads, but I'd never had actual real life people use my transportation networks until I played Death Stranding. It was a mind-blowing experience for a logistics nerd like me. That got me hooked, and I ended up spending 100+ hours building more infrastructure.
 
Here's some perspective from someone who put 100+ hours into Death Stranding. I was running back and forth in the starting zone doing quests and accidentally created a footpath. "That's an interesting feature," I thought, and stopped playing for a few hours to go do something else. When I came back, the path had grown into the size of a road and the game told me the screen name of every single real life player who had used my accidental footpath. That game mechanic completely blew me away. I had never experienced anything like that in a game before or since; it was truly that unique. Sure, I've played a bunch of management/tycoon sims where you build roads, but I'd never had actual real life people use my transportation networks until I played Death Stranding. It was a mind-blowing experience for a logistics nerd like me. That got me hooked, and I ended up spending 100+ hours building more infrastructure.
I spent an embarrassing amount of time assembling zipwires and working on road maintenance. Getting "Likes" as your only reward was painfully on the nose, but stirred the membrane, lmao.
 
It'll fail, regardless. The cattle pay attention to reviews.
It probably will fail. Imo, the game has too little good going for it. The combat is passable, but the rest is well bellow that. Wolverine being friendly is fine by me but he should be a lone wolf before finding a place to belong with the X-men. Should he be nice? Sure but some distance should be required. There should be room to grow.

All in all, there are better games with better everything out there. Spiderman worked because it had a unique movement mechanic. This game has nothing.
 
It was a mind-blowing experience for a logistics nerd like me. That got me hooked, and I ended up spending 100+ hours building more infrastructure.
but how much of that can you know for sure isn't faked?

Nier automata did something similar to what you described, the idea was people were given the choice to sacrifice their save in order to help someone random to get the true ending.
it is a great experience narratively when you take the concept on face value, but if you actually look into how the mechanic actually works, there's fake names that work offline and people will always have the chance to THINK they're going through something personalized, when it really isn't.

Don't get me wrong, the idea of someone's stuff they build helping you in your run is a cool concept,
but Death stranding isn't really focused on that idea enough to actually physically engage with other players in real time.
 
Crossposting a post I made in the 4chan community watch thread, since it is tangentially related and shows the absolute depths of mindbreak that certain sony fanboys have sunken to.
 
He really is though
i hope this nigga gets mocked, i hope he knows he gets mocked.
i'm not talking about DSP, i mean the faggot presenting DSP as a target audience because DSP can still mess up no matter how hard you retard proof stuff, DSP is the incarnation of anti-retard proofing.
 
but how much of that can you know for sure isn't faked?

Nier automata did something similar to what you described, the idea was people were given the choice to sacrifice their save in order to help someone random to get the true ending.
it is a great experience narratively when you take the concept on face value, but if you actually look into how the mechanic actually works, there's fake names that work offline and people will always have the chance to THINK they're going through something personalized, when it really isn't.

Don't get me wrong, the idea of someone's stuff they build helping you in your run is a cool concept,
but Death stranding isn't really focused on that idea enough to actually physically engage with other players in real time.
Anecdotal, but I would often send a little message to people who put a particular amount of effort into repairing my structures, or returned a lot of my cargo. Replies were fairly common so if there's a smokescreen, I don't think it's as thick as Nier's.
 
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