Death Stranding DPE
Death Stranding DPE
Death Stranding DPE
DPE 1
Mechanics - Travel is one of the biggest mechanics of the game this includes many
sub-mechanics such as :
Balance
Cargo Placement
Player Speed
Maneuverability
Stamina
Vehicle Travel
BB (Stress)
Route Planning
Sound
Resources and building are another key mechanic that influences Long-term
Gameplay
Scavenging
Building (Roads bridges Generators etc.)
Another very interesting mechanic is the partial multiplayer system in this game,
Even though you will never see another player ever you are still connected to a
server, and if you and another player happen to be in the same area you may call out
to them and they will hear your voice without ever seeing you, The structures they
DPE 2
build in that server will also be available to every player on that server making
deliveries much easier and quick. During enemy fights with BTs other players will be
able to throw items such as blood-bags grenades weapons to aid in the fight which,
goes back to Kojima’s purpose of showing players they are never truly alone.
DPE 3
balances the player through any terrain at the cost of stamina, which is a small price
to pay. The biggest feature is how your actions affect the world in the combat aspect
for example BTs are not the only enemy you come across, There is another group
called MULES who will only attack if you are carrying cargo, With human enemies
you must decide to use non-lethal rounds as killing them will cause them to go necro
in 48Hrs and cause a void out if not taken to an incinerator, This essentially feels like
punishment for killing them and is more work and required, However the sheer fact
that your actions have consequences in this world is a very meaningful thing,
aligning with the developers motivation to make this game in the first place. On a
more technical note the collisions in this game are absurdly bad, If the whole game
revolves around travel and getting from point A to B at least that could have been a
pleasant experience, but it is not instead the game focuses more on punishing
players by scattering packages on a trip or light fall. Vehicles such as the cicada
series or the heavy ones are quite useless due to the abysmal collisions in the game,
they feel useless and more like an add-on rather than a mechanic that was meant for
use. Often times in this game it feels like the developer has already decided how he
wants the player to play this game and any deviation from that plan is allowed but
not without consequence, for example in episode 13 Sam is stuck on Amelie’s beach
alone, during this the the credits play as the player runs around the empty beach,
(the credits play 3 times in the game) while the credits play this simulates a very long
and exhausting feeling which may be to give the player a small glimpse of how Sam
feels on the beach however the game is no where close to finished and just seems
self-indulgent and forceful.
User Experience - The GUI for the game is nothing special or out of the box it can be
very tiny at times but apart from nothing quite noteworthy or negative, However one
thing that stands out that games were not doing at the time is the diegetic UI during
gameplay for example this is shown when delivering cargo, as an ammo counter and
even when recharging a vehicle, it is a small aspect of the game but reduces screen
clutter and makes the whole sci fi vibe of the game that much immersive, The game
has a very vast playlist of tracks that play during the travel, however the player can
not choose based on their mood, it is affected by in-game variables for example the
weather, the terrain and what the character is doing. Another small note-able aspect
is the interactions with Sam in this room there are quite a few easter eggs and call
backs to the studio and Kojima’s previous games.
DPE 4
DPE 5