Chapter 1245: The characteristics of "Death Stranding"


In dream memory, there are two extreme controversies regarding the game "Death Stranding".
Those who like it will be regarded as a god, and those who don't like it as spicy chicken.
The most intuitive example is that some media gave a full score of 10, and some media gave a score that just passed.
Although the media’s ratings are just fine, 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, it is a problem with the player's taste.
But it is not as special as "Death Stranding".
From Yang Chen's point of view, the reason "Death Stranding" is so special is that on the one hand, it is related to the game, and on the other hand, it is inseparable from the producer Hideo Kojima in dream memory.
Because there are many unique points in "Death Stranding", which is a characteristic of Hideo Kojima.
That's enough pretense, enough to make people feel cool.
The most intuitive example is a paragraph of unclear nouns.
For example, in "Death Stranding", a catastrophe named "Death Stranding" corresponds to the title of the game.
At the same time, the unique creature produced in this disaster event is called ‘beachedthing’, which is nothing but BT for short.
It is actually quite normal to abbreviate a thing.
For example, the Juggernaut in "Warcraft" is called BM in English.
The English name of Demon Hunter is DemonHunter, and players will also call it DH for short.
But these are all abbreviations made by players, and "Death Stranding" is an official abbreviation. As for why?
It's simple, because of enough pretense.
At the same time, after the death of BT in the game, the leftover material is called Cairole material, and the rain that Cairole material floats into the air is called time rain.
Although the network connection established by Cairo Material is called the Cairo Network, the linker of the link is called the Cupid linker.
In addition, the game is also full of a large number of exclusive terms, such as false explosion, underworld, Mir, extinction factor, and body and soul are based on the concept of ancient Egypt, with'hertz' and'ka'. describe.
Of course, behind these nouns, there is a unique meaning.
For example, the so-called ‘Cairo’ comes from the ancient Greek meaning of ‘hand’, and the shape of Cairo’s substance reflects the hand in the game.
The rain water that floats into the air is called time rain, because this rain water can make the matter age instantly.
And this mode of not speaking "human words" also gives the entire game a unique sense of mystery, and it is also very cool.
For Yang Chen, he likes such a style.
Including the original production of "Metal Gear Solid: The Phantom Pain" and subsequent series, Yang Chen also specially studied film knowledge for a period of time.
And later participated in the filming of "Resident Evil" and "Silent Hill" movies.
In fact, most games basically have similar things.
But the game supervised by Hideo Kojima is particularly prominent.
It is precisely because of this unique temperament that people who like it are crazy infatuated, and people who don't like it are crazily degraded.
After all, the great Mr. Zhou Shuren once said: Do not pretend to be forced, pretend to be struck by lightning.
As for the games made by Hideo Kojima, both the characterization and setting of the world have a structure.
Pretending to be forced is as if it were carved into the bones and blood.
At least whether Hideo Kojima admits it or not, it seems to the players that there is such a feeling.
Of course Hideo Kojima's game is not perfect, 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 for long shots.
"Metal Gear Solid: Primal Blast Point" exploded in the beginning and ended the cutscenes, and there are also in "Death Stranding".
But it also caused many problems. For example, when A and B were caught in a crisis, at this moment B encountered a crisis, and the camera was given to B.
Then the character A disappeared from the screen, standing beside him motionless, until the camera showed him A.
This is the shortcoming of a shot to the end, and at this time, in fact, only a few quick shots are needed to solve the problem perfectly, and it can also better set the atmosphere.
Hideo Kojima is the director who knows game development best, and the producer who knows the director best in game development can hardly not know.
But he is paranoid not to edit, but to keep long shots. This is his paranoia.
Therefore, the immersion and experience of the game has decreased.
So when making "Metal Gear Solid: The Phantom Pain", Yang Chen also made some lens changes.
Rather than blindly pursuing a long lens to the end.
Although a long lens can make the player more involved in the story, if it is not suitable, blindly using a long lens is counterproductive. U U Reading www.uukanshu.cOM
Hideo Kojima is paranoid in this area.
In addition to a unique setting gameplay in "Death Stranding", links are the top priority among them.
Because this is destined to "Death Stranding" is a game that focuses on the process and emphasizes personal experience.
And this type of game also has a common feature, that is, it doesn't look fun enough.
Players cannot feel the unique charm of this game through video and live broadcast.
For example, interactive movie games and party games are all designed to make these games look fun and cater to live broadcasts.
And "Death Stranding" is a typical look boring, only when you play it can you feel its special game.
Similarly, there are soul games like "Sekiro: Shadow Die Twice", "Dark Soul" and "Curse of Blood" produced by Hidetaka Miyazaki, which are actually similar to some extent.
They are games that focus on process experience and are better than watching.
Only after playing, can you understand how much progress you have made after each death.
After dozens of deaths, the ecstasy after finally killing a seemingly invincible and powerful enemy, only players who have experienced it can understand that feeling.
Of course, compared to "Death Stranding", the viewing degree of soul games is actually better.
Because the audience can see how the anchor or other players died.
And in "Death Stranding", if you ignore the story of the game and just watch it, then most players will find this game interesting?
Isn’t it just going from A to B to deliver the goods?
But this is the biggest misunderstanding of "Death Stranding".
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