It’s an exceptional game, IF you can stomach the gameplay loop. Some might describe it as a walking simulator, a beautiful one, but a walking simulator nonetheless.
It also has some great story telling, but the gameplay loop won’t change, so if you find that too boring, it might not be a game for you.
I’m gonna be that guy and say that death stranding isnt a walking simulator by definition, walking simulators as a genre are more like visual novels meanwhile death stranding id more call a hiking simulator about the logistics of going from A to B.
I’d say death stranding is more like euro truck simulator on foot than it is stanley parable.
Other than that pretty much my thoughts on the game.
I LOVE that description, and I completely agree. What I’ve noticed though, with people that do not enjoy the game, that they’ve all labeled it as a walking simulator.
You weren’t lying. I was looking for “knowledge” games similar to Animal Well and Outer Wilds and I saw some reviews making the comparison. Tbh, I was a little underwhelmed at first. I thought it was a good game but it didn’t feel like what I was looking for. But the back half really opened it up. Figuring out the mountain door puzzle was like a jaw on the floor moment. By the end I had several pages of graph paper with notes and sketches.
I know most people want this for 3 (don't blame you at all), but I actually really enjoyed 4 when I played it on Gamecube as a kid. The missions were silly and fun, and the NPCs and voice acting were over-the-top in often hilarious ways. I wonder if they've nerfed the Snake Run Slalom at all, I remember it being crazy hard.
Time to ask the burning question though... When are we getting a remake of THUG 1 + 2?
As a casual sims enjoyer, it genuinely does feel like they’re salty people liked Sims 3 more than Sims 4 and won’t release an “everything” version of it.
sounds about right from my personal experience. 40% of devs actually go out of their way to carefully design the lighting around it, and tweak lighting resolutions to get acceptable frame rates. the other 60% throw it in for marketing.
Edit: alright i have watched this video more and have more detailed thoughts. Many are pointing out that HUB used somewhat cherry-picked samples in this case, and they have a history of presenting RT in an unfavorable light (no pun intended). Now that I am thinking about it, I can see that a few of their samples are cases where the RT lighting produces softer, more realistic shadows or reflections, but Steve says the non-RT image looks better because the shadows or reflections look “sharper”. Idk, they weren’t that egregious, but it does give a weird vibe.
Regardless, I hope people don’t look at this and go “wow I guess RT is pointless then!”. The title of the vid suggests that we’ve had 6 years of RT with little to show for it, but I think I disagree. Part of the problem is that AAA game dev times are LOOOOONG, and devs are using engines from before the RT renaissance that they are comfortable with using. Accordingly, they stick with lighting techniques that they are familiar with, rather than trying to learn a new workflow. Combine that with the fact that the majority of gamers are still using last-gen consoles or 1080ti’s, and so devs have to use the old method of lighting to ensure that they can reach a viable audience. In that case, RT is a bonus feature that requires extra work on top of building the pre-baked lighting model.
We’re starting to see more UE5 games with “software” RT from Lumen, and these look great and can run smoothly on current-gen consoles. But even if the difference can be hard to see, the point is that RT lighting lets devs automate lighting in a lot of cases where previously they had to hand-place every lighting source. So moving to an RT future will mean that dev costs will go down, and smaller teams will be able to produce more visually-stunning games. It’s just that we’re in this weird limbo right now, where devs don’t want to go to only RT because a majority of gamers won’t be able to play the game, but gamers don’t want to get next-gen consoles because to their eyes, the graphics look basically the same. And of course they do, because devs are destroying themselves to make the pre-baked lighting look almost as good as RT.
Another thing that wasn't mentioned in the video that Proton does is it also -- sometimes, depending on the game -- checks a list of known requirements for a game and installs them through winetricks, or makes other recommended changes to game files that are known to make the game work.
When Proton is updated and the patch notes mention that a game was fixed, it's something to do with this part of the process. A certain library, or whatever was missing and Proton installs it for you behind the scenes.
It also runs WINE through Steam's launcher (aka Steam Linux Runtime) which has some common redistributables (aka Steamworks SDK Redist) built right into it, and it also runs appropriate anti-cheat solutions (aka Proton EasyAntiCheat Runtime or Proton BattlEye Runtime).
It is not just WINE. The Steam Linux Runtime is a stack of linux native libraries, binaries and tools designed to give game devs a consistent version of things to develop games against. Recently they moved this to be container based and I believe proton (which contains wine) is run inside this runtime as well.
I remember having discussions about this game where people excused the pisspoor framerate on the PS4 as being “cinematic”. It was even struggling to reach 24 FPS at times.
I assume this is now in a proper minimal 60 FPS lol
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