Chapter 1245 The characteristics of "Death Stranding"
In dream memory, there are two very extreme controversies about the game "Death Stranding".
Those who like it regard it as a god, and those who don’t like it call it a spicy chicken.
The most intuitive example is that some media gave a full score of 10, while some media also gave a comment that just passed the pass score.
Although the media's ratings are just fine, there are some games full of arrogant screenwriters and producers, and they can also get a full score of 10 points under PR.
It also means that the player cannot appreciate it, because there is something wrong with the player's taste.
But it is not as special as "Death Stranding".
In Yang Chen's opinion, the reason why "Death Stranding" is so special is that it is related to its game, and on the other hand, it is also related to the producer Hideo Kojima in Dream Memory.
Because "Death Stranding" is full of many unique points, it is a feature of Hideo Kojima.
That is enough to show off and enough to make people feel cool.
The most intuitive example is the noun that is not clear and harsh.
For example, a major disaster in "Death Stranding" is called "Death Stranding" corresponding to the title of the game.
At the same time, the unique creature produced in this disaster event is called "beached thing". This is actually nothing, but the name in the game requires BT to be abbreviated.
It is actually a normal thing to abbreviate something.
For example, the Sword Saint in "Warcraft" is Bde Master in English, and players will be referred to as BM for short.
Demon Hunter is Demon Hunter in English, and players will also call it DH abbreviated.
But these are all abbreviations made by players, and "Death Stranding" is an official abbreviation. As for why?
It's very simple, because it's enough to show off.
At the same time, after the BT in the game dies, the substance left behind is called Cairo, and the rain that the Cairo matter drifts into the air is called time rain.
Although the network connection established by Cairo's matter is called Cairo's network, the linker is called Cupid linker.
In addition, the game is filled with a large number of exclusive nouns, such as Void Burning, Mir, Extinction Factor, and the body and soul. They are described as "H" and "Ka".
Of course, behind these nouns, there is a unique meaning.
For example, the so-called "Cairol" comes from the ancient Greek meaning of "hand", and the shape of Cairo matter is reflected in the game as the hand.
The rain that drifts into the air is called time rain because this rain can make matter age instantly.
This mode of not speaking "human words" also gives the entire game a unique sense of mystery and is also very cool.
For Yang Chen, he really likes this style.
Including when he was producing "Metal Equipment: Phantom Pain" and the subsequent series, Yang Chen also specially learned about film knowledge for a period of time.
He also participated in the filming of "Resident Evil" and "Silent Hill" movies later.
In fact, there are basically similar things in most games.
However, the games produced by Hideo Kojima are particularly outstanding.
It is precisely because of this unique temperament that the people he likes are crazy about being obsessed with and the people he doesn’t like are crazy about belittlement.
After all, the great Mr. Zhou Shuren once said: Don’t show off, be struck by lightning.
The games made by Hideo Kojima are both character creation and setting and a structure of the worldview.
Pretending to behave as if it is engraved in the bones and blood.
At least whether Hideo Kojima admits it or not, it seems to players that this is the feeling.
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 has an abnormal paranoia about the long shot of a single shot to the end.
"Metal Equipment: Atomic Point" exploded and cutscenes at the beginning, and there are also "Death Stranding".
But it also caused many problems, such as a crisis, A and B were two people. At this moment, B encountered a crisis, and the camera was given to B.
Then character A disappeared from the screen and stood beside him and did not move until the camera was giving A his movement.
This is the disadvantage of one shot to the end. At this time, only a few shots need to be quickly switched, which can perfectly solve the problem and better set off the atmosphere.
As a director, Hideo Kojima knows the best game development, and the producer who knows the best director in game development cannot not know.
But he just paranoid not editing, but retains long shots, which is his paranoid.
Therefore, the immersion and experience of the game have also decreased.
So when Yang Chen was producing "Metal Equipment: Phantom Pain", he also made some changes in shots.
Instead of blindly pursuing long shots that can be shot to the end.
Although long shots can make players more involved in the story, if they are not suitable, blindly using long shots will be counterproductive.
In this area, Hideo Kojima is paranoid.
In addition, a unique setting gameplay in "Death Stranding" is the top priority.
Because this is destined to be a game that focuses on the process and emphasizes personal experience.
This type of game also has one common feature, that is, it doesn't look fun enough.
Players cannot experience the unique charm of this game through video or live broadcast.
For example, interactive movie games, party games, etc. are all designed to make these games look fun and cater to live broadcasts.
"Death Stranding" is a typical boring look, and only when you play it can you feel its special game.
Similar to this is the "Second Wolf: Shadow Fall" produced by Hidetaka Miyazaki, and the soul-type games such as "Dark Souls" and "Bloodborn Curse", which are actually similar to those of soul-type games such as "The Curse of Blood".
All games that focus on process experience and are better than watching.
Only by playing with it can you understand what kind of progress you have made after every death.
After dozens of deaths, the ecstasy after finally killing the seemingly invincible powerful enemies is only able to understand that feeling.
Of course, compared with "Death Stranding", the soul games are actually better in viewing.
Because the audience can see how the anchor or other players died.
In "Death Stranding", if you put aside the game plot and just watch it, then for most players, what's interesting about this game?
Isn’t it just running from A to B to deliver goods?
But this is the biggest misunderstanding of "Death Stranding".
Chapter completed!