Fortnite

Fortnite

Tricks, News, Dances and Weapons, Fortnite @ Best More »

Free Fire

Free Fire

Can you survive ? More »

Overwatch

Overwatch

Strategy, Adenaline, Team effort More »

Rocket League

Rocket League

Are you the Best Driver and Score a Goal ? More »

Addict Gamer

Addict Gamer

We LOVE Video Games do you ? More »

 

Category Archives: Addict Gamer

Need For Speed Heat Review – Getting Warmer

Racing in Palm City–the fictional street racing capital of the world–is all about earning money and building a reputation. During the day there are sanctioned races on closed streets, with safety barriers, an adoring crowd, and substantial cash prizes awaiting those who cross the finish line. At night, illegal street racing engulfs the city’s neon-soaked roads, and the police respond in kind, blanketing the star-lit sky in the sound of thunderous V12s and whirring sirens. This dichotomy between day and night sets Need for Speed Heat apart from its contemporaries, and makes for Ghost Games’ best entry to date, stripping away a lot of the series’ needless baggage to get to the heart of what Need for Speed is all about.

There’s still a hackneyed story about crooked cops and racing crews that take themselves far too seriously; it’s full of corny dialogue, farfetched stakes, and irritating characters that wouldn’t make the cut in earlier Fast and Furious movies. Story missions occasionally crop up, too, forcing you to follow a character while they talk at you, and there’s even one instance of a dire tailing mission. Aside from this, however, the narrative is mostly relegated to background noise that’s easy to ignore, especially if you opt to skip any of its cutscenes. Need for Speed Heat is mostly focused on getting you behind the wheel of a car you’ve customized yourself, altering everything from the ludicrously oversized spoiler on the back, right down to the distinct sound of the engine.

No Caption ProvidedGallery image 1Gallery image 2Gallery image 3Gallery image 4Gallery image 5Gallery image 6Gallery image 7Gallery image 8Gallery image 9Gallery image 10

Each aspect of the game’s design is built around the core dynamic between day and night. Official circuit races dominate the faux-Miami streets when the sun is beaming, rewarding you with cash that can be spent on new cars, parts, and visual customization options. The autoparts companies and car salesmen in Palm City are a peculiar bunch, though. They won’t sell to just anyone–such is their love of cars. They have to know that you’re “cool” enough and are going to put their parts to good use, so the dead of night is spent competing in illegal street races to earn rep and convince them of your pedigree. This creates a clear divide between day and night that gradually cultivates this enjoyable flow, as you switch back and forth between the two time frames depending on whether you need money or rep.

The duality of this concept establishes an unmistakable vibe to each time of day–almost like they’re two completely different worlds. The sunlit streets feel relatively safe, with sanctioned events emanating a casual, crowd-pleasing atmosphere. Courses are clearly marked with barricades, there’s room to drift your car sideways around most corners, and the only thing you have to worry about is beating the other competitors to the finish line. By contrast, Palm City’s nightlife is risky and fraught with danger. Rain that was previously casting a gloomy shadow over the day’s races has now settled onto the surface of the road, as visually-striking puddles absorb the city’s neon haze and reflect it back. Traffic clogs the streets, making races feel more claustrophobic, and the threat of the police getting involved is a perpetual source of concern.

Cops in Need for Speed Heat introduce a unique sense of dread because of the way they’re intrinsically linked to your rep. As you win races and accumulate more and more rep during a night’s work, your Heat level will steadily rise. Catching the attention of the boys in blue will expedite your Heat’s ascension, with cops becoming more aggressive and plentiful the higher it climbs. There’s an element of risk and reward here, as a higher Heat level means a larger multiplier for all of the rep you’ve accrued in a single night. The only way to bank that rep is by escaping the police and reaching a safe house, but this is easier said than done when the police are on your tail like a bad rash. You can play it safe and store what rep you have, or extend the night by antagonizing the police in the hope that you’ll be able to shake them when your multiplier is higher. Need for Speed Heat’s best moments come when you’ve led the fuzz on a jolly merry-go-round and manage to ditch them by the skin of your teeth to bank a considerable amount of rep.

Although the police do have a tendency to feel unfair. If they get close enough and bring your car to a sudden halt, a “busting” timer appears, automatically signaling an end to your escapades if it ticks all the way down. The problem with this, aside from how fast it runs out, is that it will continue to count away the seconds even after you’ve accelerated away from the police. It should be difficult to escape the cop’s clutches, but since you can get arrested if they total your car, ending up in cuffs because an arbitrary timer counts down when you’re not even penned in is frustrating. There are also very obvious moments when police cars will spawn directly in front of you to prolong a chase. Sure, they might be crooked cops, but that doesn’t stop their blatant cheating from dulling the pulse-quickening thrill of each hot pursuit.

These scenarios can be thrilling, however, especially when you push your car into top gear. There’s a fantastic sense of speed in Need for Speed Heat, as cars and lights blur past your wing mirrors at what feels like 300 miles per hour. A noticeable lag on your steering inputs does make each car feel slightly heavier than they otherwise should, though. The handling model also doesn’t have the malleability to alter the handling from one car to the next, so they all end up feeling relatively similar to drive aside from variations in speed and acceleration. Drifting is also a tad iffy, borrowing its mechanics from the likes of Ridge Racer as opposed to Need for Speed’s past. Rather than feathering the brakes to get your car sideways, Need for Speed Heat asks you to let go of the accelerator and then pump it again in order to achieve a successful drift. It’s a realistic approach, boiling drifting down to deft throttle control, but it can be difficult to get a handle on at first, namely because pumping the brakes feels much more intuitive due to the past 15 or so years of racing games adopting this method. Thankfully you can alter the control scheme, and drifting is generally quite fun regardless. It feels a lot slower than it has in the past, but you have much more control over angles and potentially extending the length of your car’s rubber-burning slide.

No Caption ProvidedGallery image 1Gallery image 2Gallery image 3Gallery image 4Gallery image 5Gallery image 6Gallery image 7Gallery image 8Gallery image 9Gallery image 10

There are dedicated drift events, too, which require you to purchase the appropriate parts if you want to come out on top, and it’s here where Need for Speed Heat significantly improves upon its immediate predecessor, Payback. There are no luck-based Speed Cards needed to improve your car, nor are you limited to using specific vehicles in designated events. Instead, the upgrade system in Need for Speed Heat gives you the freedom to take a Nissan Skyline and mix and match parts such as the suspension, tires, and differential, until you have a car that can compete in road races, off-road races, and drift events–it’s just a shame there aren’t a few more event types to partake in. On top of that, there are also myriad parts available if you want to fully upgrade each car’s performance, along with a veritable bucketload of customization options, just in case you’ve ever wanted to control how much fiery overrun spurts out of the exhaust pipes. Each part is moderately priced so money is never much of an issue, and better parts are unlocked simply by increasing your reputation.

With only a select few events, no discernible difference between each car’s handling, and a simplistic driving model, Need for Speed Heat does stumble into repetition during its final few hours. It’s not quite a rip-roaring return to form, then, but this latest entry puts the Need for Speed series back on the right track. The duality of its day and night events props up what would otherwise be a fairly run-of-the-mill racing game, but the renewed focus on hurtling around the track, racing wheel-to-wheel, and customizing each car in numerous ways, taps into the essence of what Need for Speed used to be about. Need for Speed Heat may not revolutionize racing games, but it’s the best the series has been in a long, long time.

Star Wars: Jedi Fallen Order Copies Go Out Early, As Pre-Loading Begins, try it for Free- FULL GAME

Star Wars: Jedi Fallen Order, the new, single-player melee action game from the makers of Titanfall and Apex Legends, is almost here. The game officially launches on Friday, November 15, but copies of the game have begun to appear in the wild already.

There are reports on Reddit and elsewhere of people getting their hands on the much-anticipated Star Wars game ahead of time. Players who are keen to avoid spoilers are advised to be extra careful on social media, as information about the story could emerge.

Jedi Fallen Order takes place five years after Revenge of the Sith. The story, which is canon, follows a Jedi Padawan named Cal Kestis (played by Gotham’s Joker, Cameron Monaghan) who is trying to outrun Empire forces trying to eliminate all Jedis. The main enemy is Darth Vader’s trainee, the Second Sister, who is chasing Cal across the solar system.

Unlike other EA-published games, Jedi Fallen Order is not available early for EA Access subscribers. That’s a bummer, as playing upcoming EA games early is in part what makes the subscription service so attractive. However, EA/Origin Access subscribers are getting free bonus content for Jedi Fallen Order.

Early copies of Jedi Fallen Order emerging in the wild have appeared just as pre-loading for the game has begun. Respawn announced on Twitter that people who pre-ordered a digital copy of the game can start pre-loading now on PS4, Xbox One, and PC. The file size relatively small compared to other big AAA games, weighing in at around 37 GB (on Xbox One, at least).

As for when you can actually start playing Jedi Fallen Order, the game will reportedly unlock at midnight local time.

Jedi Fallen Order is expected to be a massive success commercially, as EA is expecting the game to sell as many as 8 million copies at launch. The NPD expects it to be among the best-selling games of 2019 in the US.

In other news, Mad TV actress Debra Wilson appears in Jedi Fallen Order as a Jedi named Cere Junda. She spoke to The Hollywood Reporter about the significance of her character and why she’s excited to be in the game.

“I believe I’m the first black female Jedi as far as video games are concerned,” Wilson said. “To be a part of the Star Wars universe in this regard is amazing. Growing up with Star Wars from a very early age–well not that early because I’m a little older–it had a very powerful impact on me.”

Want to try it for 30 days free?

Jedi Fallen Order

http://www.dpbolvw.net/click-9205707-13606495
http://www.dpbolvw.net/click-9205707-13606495

Pokemon Sword & Shield Review – Wild Things

With each new Pokemon game comes a new set of Pokemon, mechanics, and a region to discover, and Sword and Shield are no exception. The vibrant Galar region is a consistent delight to explore, incentivizing and rewarding collecting and battling in equal measure, and grandiose battles add an exciting dimension to the familiar Gym formula to deliver an engaging adventure beginning to end. But most notably, Sword and Shield cut down on the tedious and protracted elements from previous games in favor of amplifying what makes Pokemon great in the first place. This is the most balanced a Pokemon game has felt in a long time, and with that, Sword and Shield mark the best new generation of Pokemon games in years.

The games waste no time in getting you a starter Pokemon and off on your way to becoming the Champion. You can even skip some of the hand-holding you’d get in previous games, including the “how to catch Pokemon” tutorial, which hasn’t been done since 2001’s Pokemon Crystal; if you simply catch some Pokemon right away, the character who would have taught you acknowledges that you’re already good to go instead. You can reach the new Wild Area, an open-world expanse filled with all kinds of Pokemon of all levels, within an hour or so of starting your adventure.

And the Wild Area is the show-stopping feature of this generation. Pokemon roam the fields and lakes, changing with the day’s weather. They pop up as you walk by, and you can even identify Pokemon out of your direct line of vision by their cries. It’s all too easy to set out for one destination only to be distracted by a Pokemon you haven’t caught yet, an item glittering on the ground in the distance, or even an evolved form of a Pokemon that you didn’t realize you could catch in the wild. There’s constantly something new to do or discover, and it’s there to engage you right out of the gate.

Both in the Wild Area and outside of it, the Galar region is stunning. Locales from industrial city centers to rolling hills in shades of green and gold are vivid and beautiful, and small details, like Wooloo playing in a field, add a lot of charm. The United Kingdom-inspired motif includes both crumbling medieval castles and booming football-inspired stadiums, punk musicians and posh snobs–though Galar is still surprising to explore, not adhering so close to theme as to be totally predictable. I even found myself pushing ahead to the next town hoping to find a boutique with new clothes and accessories, on top of everything else waiting to be discovered in each locale, because the UK-inspired plaids and streetwear looks are cute.

No Caption Provided

You’re given much more freedom to explore than in previous generations. Sword and Shield go even further than Sun and Moon did in banishing HMs for good; you can fast travel to locations you’ve visited before from anywhere outside starting quite early in the game, and you have a bike that can later convert to a water vehicle to replace Surf. All other roadblocks, like trees in your path you need to Cut or large stones you need to move with Strength, are relics of the past. There are still hooligans that will artificially block your path at certain points in the story, but the actual hurdles to movement are completely gone.

Random encounters are also gone, and instead, you see Pokemon roaming all of Galar–even in the traditional routes and caves–which helps distinguish one area from the next. There are some Pokemon that remain hidden in the tall grass, denoted by an exclamation point, but you have to run toward the rustling grass to actually initiate the fight, so you’re never caught totally by surprise. Some Pokemon can only be found this way; this further encourages you to explore each locale thoroughly while making return trips painless, free of constant interruptions by wild Pokemon or stopping to use Repels to keep them away.

No Caption Provided

For wild Pokemon, battles are true to the established formula, but for big battles, Sword and Shield strip out Mega Evolution and Z-moves in favor of a new battle mechanic, Dynamaxing, which is sort of a combination of the two and can only be activated in certain locations. A Dynamaxed Pokemon grows to a massive size and is stronger overall, and its moves convert to superpowered ones based on type. It’s much more bombastic than Mega Evolution or even Z-moves, but functionally, it’s simpler–and that’s refreshing. After years of using both Mega Evolution and Z-moves in high-level battles, Dynamaxing is a welcome reset that also feels like a natural evolution of the increasingly high-octane battle mechanics of recent games. Any Pokemon can Dynamax, too; you’re just limited by location rather than an item, so it’s a more flexible way to battle that works for relaxed and competitive battles alike.

Dynamaxing is a fixture of the new Max Raids, in which you and three other people or NPCs take on a giant Pokemon at certain locations in the Wild Area. Raid Pokemon can vary from run-of-the-mill, easy-to-catch Pokemon to ones that are incredibly hard to find in the wild, but regardless, the rewards are fantastic; completing a raid, even if the Pokemon escapes and you fail to catch it, nets you tons of rare and important items. Plus, the Pokemon you get from raids are guaranteed to have some perfect stats, so even duplicate Pokemon are worth catching again.

No Caption Provided

At the lower levels, the raids are pretty easy, and you’ll likely have no trouble taking them on with only NPCs in tow. But the four- and five-star raids are challenging to the point where I couldn’t even complete some of them without the help of other human players. This is a welcome level of difficulty in the post-game, and communicating locally to get a raid group together is seamless–all you have to do is put out a call for raid partners (or people to trade or battle with in general), and nearby players will get a notification and have the option to join you from the social menu. It’s a great alternative to traditional competitive play after you’ve beaten the game, and while it does feed into competitive battling in both the item rewards and the caliber of Pokemon you’re catching, it’s satisfying just to overcome the challenge with friends.

The new Pokemon themselves are fantastic as a set. Quite a few of them seem geared for competitive play, with abilities and moves that inspire interesting strategies. Galarian Weezing, for example, has an ability that neutralizes opponents’ abilities; because many battle strategies involve use of abilities like Intimidate or Sand Stream to set up the battlefield to your advantage, Weezing could be a serious threat. There are also the aesthetically-inclined Pokemon, like the incredibly goth Corviknight or the adorable electric corgi Yamper, to inspire collectors. Throughout my journey, I was consistently delighted to discover each new Gen 8 Pokemon and the Galarian forms of older ones.

No Caption Provided

The starters, sadly, are among the worst of the new Pokemon; while they’re cute at first, their final evolutions are all not great. Each fits the British theme in a clever way and has a unique move to go with it, but on a purely visual level, all three are awkward with no clear winner among them. I still feel guilty confining my starter to the Pokemon Box, but it at least freed up a spot in my party to try out the new Pokemon I do like.

The Pokedex features a healthy mix of old Pokemon from each previous generation as well. There are certainly surprising omissions, but like with the new Pokemon, the list includes both fun Pokemon and competitive ones, plus an even spread of types. Sword and Shield might not have every Pokemon in existence, but what’s here is balanced exquisitely for battle, cuteness factor, and type. And because there are items that give Pokemon experience points now–and because you can access your Pokemon boxes almost anywhere–you can easily change up your team on the fly without having to stop and grind just to get a new Pokemon caught up in level. I experimented with different Pokemon more during Shield’s main story than I ever did in a previous Pokemon game, and it made me appreciate the Gen 8 Pokemon even more.

No Caption Provided

It also makes for a more digestible experience. The Wild Area is expansive, and because the available Pokemon change with the weather, it can look very different from one day to the next. There are enough Pokemon to keep things dynamic and surprising as you explore each day, but with some consistency across each biome so you know at least what kinds of Pokemon to expect. Even after 55 hours, there are still Pokemon I have no idea how to find, and uncovering the Wild Area’s secrets bit by bit has been a treat.

If anything, the constant draw of the Wild Area made the pacing of the story a bit choppy. I wandered and explored for five hours before challenging my first Gym, then defeated the next two in quick succession before breaking again to revisit the Wild Area. That said, I also was never too over- or underpowered for each Gym, and I was eager to explore in between them regardless. You can also do more in the Wild Area than just battle and catch Pokemon–you can camp out and make curry with your Pokemon, and that ended up being a lovely distraction. Making curry and playing with my Pokemon was a great way to break up longer excursions, plus a convenient way to heal everybody at once, and it’s really just an adorable way to spend a few minutes.

No Caption Provided

The Gyms themselves are a refinement on the longstanding formula in which you would have to go through a maze or solve a little puzzle to reach the Gym Leader. Similarly, each has a Gym Challenge, but they vary from herding Wooloo to competing with NPC trainers to catch a Pokemon, and this keeps things from getting stale. Dynamaxing combines with anime-style drama to make the Gym battles themselves appropriately exciting, too, as your opponents tend to put on quite the show when they enter the stadium. While the Gym and other story battles are largely pretty simple, some of the later ones do take more thought (and a few revives, in my case).

For competitive battles, small but significant quality-of-life tweaks greatly reduce the remaining barriers to entry. There are now items that allow you to change a Pokemon’s nature, which was the main missing piece in getting Pokemon battle-ready without hours and hours of tedious breeding and soft-resetting. You can also leave two Pokemon of the same species in the Daycare together, and one can pass Egg Moves to the other, meaning you don’t have to re-breed a Pokemon just because you forgot to put one Egg Move on it or changed your strategy a bit. The post-game Battle Tower also includes rental teams right off the bat to introduce you to some basic strategies, which also means you can start climbing the ranks without scrambling to prepare a slipshod team of your own first. All of this gets you battling at a competitive level much more quickly than was possible before, which is the whole point.

No Caption Provided

In collecting, battling, and exploring, Sword and Shield cut out the bloat and focus on what makes these pillars of the Pokemon games so captivating in the first place. You’re not held back by overly complicated back-end systems or hoops to jump through; from the outset, you can start wandering the Galar region, seeing its new Pokemon, and trying out its new battle strategies with very little in your way. This leaves you free to enjoy what Pokemon is all about, and that makes for an incredibly strong showing for the series’ proper debut on Switch.

Pokemon Sword & Shield Review – Polteageist And Crumpets

With each new Pokemon game comes a new set of Pokemon, mechanics, and a region to discover, and Sword and Shield are no exception. The vibrant Galar region is a consistent delight to explore, incentivizing and rewarding collecting and battling in equal measure, and grandiose battles add an exciting dimension to the familiar Gym formula to deliver an engaging adventure beginning to end. But most notably, Sword and Shield cut down on the tedious and protracted elements from previous games in favor of amplifying what makes Pokemon great in the first place. This is the most balanced a Pokemon game has felt in a long time, and with that, Sword and Shield mark the best new generation of Pokemon games in years.

The games waste no time in getting you a starter Pokemon and off on your way to becoming the Champion. You can even skip some of the hand-holding you’d get in previous games, including the “how to catch Pokemon” tutorial, which hasn’t been done since 2001’s Pokemon Crystal; if you simply catch some Pokemon right away, the character who would have taught you acknowledges that you’re already good to go instead. You can reach the new Wild Area, an open-world expanse filled with all kinds of Pokemon of all levels, within an hour or so of starting your adventure.

And the Wild Area is the show-stopping feature of this generation. Pokemon roam the fields and lakes, changing with the day’s weather. They pop up as you walk by, and you can even identify Pokemon out of your direct line of vision by their cries. It’s all too easy to set out for one destination only to be distracted by a Pokemon you haven’t caught yet, an item glittering on the ground in the distance, or even an evolved form of a Pokemon that you didn’t realize you could catch in the wild. There’s constantly something new to do or discover, and it’s there to engage you right out of the gate.

Both in the Wild Area and outside of it, the Galar region is stunning. Locales from industrial city centers to rolling hills in shades of green and gold are vivid and beautiful, and small details, like Wooloo playing in a field, add a lot of charm. The United Kingdom-inspired motif includes both crumbling medieval castles and booming football-inspired stadiums, punk musicians and posh snobs–though Galar is still surprising to explore, not adhering so close to theme as to be totally predictable. I even found myself pushing ahead to the next town hoping to find a boutique with new clothes and accessories, on top of everything else waiting to be discovered in each locale, because the UK-inspired plaids and streetwear looks are cute.

No Caption Provided

You’re given much more freedom to explore than in previous generations. Sword and Shield go even further than Sun and Moon did in banishing HMs for good; you can fast travel to locations you’ve visited before from anywhere outside starting quite early in the game, and you have a bike that can later convert to a water vehicle to replace Surf. All other roadblocks, like trees in your path you need to Cut or large stones you need to move with Strength, are relics of the past. There are still hooligans that will artificially block your path at certain points in the story, but the actual hurdles to movement are completely gone.

Random encounters are also gone, and instead, you see Pokemon roaming all of Galar–even in the traditional routes and caves–which helps distinguish one area from the next. There are some Pokemon that remain hidden in the tall grass, denoted by an exclamation point, but you have to run toward the rustling grass to actually initiate the fight, so you’re never caught totally by surprise. Some Pokemon can only be found this way; this further encourages you to explore each locale thoroughly while making return trips painless, free of constant interruptions by wild Pokemon or stopping to use Repels to keep them away.

No Caption Provided

For wild Pokemon, battles are true to the established formula, but for big battles, Sword and Shield strip out Mega Evolution and Z-moves in favor of a new battle mechanic, Dynamaxing, which is sort of a combination of the two and can only be activated in certain locations. A Dynamaxed Pokemon grows to a massive size and is stronger overall, and its moves convert to superpowered ones based on type. It’s much more bombastic than Mega Evolution or even Z-moves, but functionally, it’s simpler–and that’s refreshing. After years of using both Mega Evolution and Z-moves in high-level battles, Dynamaxing is a welcome reset that also feels like a natural evolution of the increasingly high-octane battle mechanics of recent games. Any Pokemon can Dynamax, too; you’re just limited by location rather than an item, so it’s a more flexible way to battle that works for relaxed and competitive battles alike.

Dynamaxing is a fixture of the new Max Raids, in which you and three other people or NPCs take on a giant Pokemon at certain locations in the Wild Area. Raid Pokemon can vary from run-of-the-mill, easy-to-catch Pokemon to ones that are incredibly hard to find in the wild, but regardless, the rewards are fantastic; completing a raid, even if the Pokemon escapes and you fail to catch it, nets you tons of rare and important items. Plus, the Pokemon you get from raids are guaranteed to have some perfect stats, so even duplicate Pokemon are worth catching again.

No Caption Provided

At the lower levels, the raids are pretty easy, and you’ll likely have no trouble taking them on with only NPCs in tow. But the four- and five-star raids are challenging to the point where I couldn’t even complete some of them without the help of other human players. This is a welcome level of difficulty in the post-game, and communicating locally to get a raid group together is seamless–all you have to do is put out a call for raid partners (or people to trade or battle with in general), and nearby players will get a notification and have the option to join you from the social menu. It’s a great alternative to traditional competitive play after you’ve beaten the game, and while it does feed into competitive battling in both the item rewards and the caliber of Pokemon you’re catching, it’s satisfying just to overcome the challenge with friends.

The new Pokemon themselves are fantastic as a set. Quite a few of them seem geared for competitive play, with abilities and moves that inspire interesting strategies. Galarian Weezing, for example, has an ability that neutralizes opponents’ abilities; because many battle strategies involve use of abilities like Intimidate or Sand Stream to set up the battlefield to your advantage, Weezing could be a serious threat. There are also the aesthetically-inclined Pokemon, like the incredibly goth Corviknight or the adorable electric corgi Yamper, to inspire collectors. Throughout my journey, I was consistently delighted to discover each new Gen 8 Pokemon and the Galarian forms of older ones.

No Caption Provided

The starters, sadly, are among the worst of the new Pokemon; while they’re cute at first, their final evolutions are all not great. Each fits the British theme in a clever way and has a unique move to go with it, but on a purely visual level, all three are awkward with no clear winner among them. I still feel guilty confining my starter to the Pokemon Box, but it at least freed up a spot in my party to try out the new Pokemon I do like.

The Pokedex features a healthy mix of old Pokemon from each previous generation as well. There are certainly surprising omissions, but like with the new Pokemon, the list includes both fun Pokemon and competitive ones, plus an even spread of types. Sword and Shield might not have every Pokemon in existence, but what’s here is balanced exquisitely for battle, cuteness factor, and type. And because there are items that give Pokemon experience points now–and because you can access your Pokemon boxes almost anywhere–you can easily change up your team on the fly without having to stop and grind just to get a new Pokemon caught up in level. I experimented with different Pokemon more during Shield’s main story than I ever did in a previous Pokemon game, and it made me appreciate the Gen 8 Pokemon even more.

No Caption Provided

It also makes for a more digestible experience. The Wild Area is expansive, and because the available Pokemon change with the weather, it can look very different from one day to the next. There are enough Pokemon to keep things dynamic and surprising as you explore each day, but with some consistency across each biome so you know at least what kinds of Pokemon to expect. Even after 55 hours, there are still Pokemon I have no idea how to find, and uncovering the Wild Area’s secrets bit by bit has been a treat.

If anything, the constant draw of the Wild Area made the pacing of the story a bit choppy. I wandered and explored for five hours before challenging my first Gym, then defeated the next two in quick succession before breaking again to revisit the Wild Area. That said, I also was never too over- or underpowered for each Gym, and I was eager to explore in between them regardless. You can also do more in the Wild Area than just battle and catch Pokemon–you can camp out and make curry with your Pokemon, and that ended up being a lovely distraction. Making curry and playing with my Pokemon was a great way to break up longer excursions, plus a convenient way to heal everybody at once, and it’s really just an adorable way to spend a few minutes.

No Caption Provided

The Gyms themselves are a refinement on the longstanding formula in which you would have to go through a maze or solve a little puzzle to reach the Gym Leader. Similarly, each has a Gym Challenge, but they vary from herding Wooloo to competing with NPC trainers to catch a Pokemon, and this keeps things from getting stale. Dynamaxing combines with anime-style drama to make the Gym battles themselves appropriately exciting, too, as your opponents tend to put on quite the show when they enter the stadium. While the Gym and other story battles are largely pretty simple, some of the later ones do take more thought (and a few revives, in my case).

For competitive battles, small but significant quality-of-life tweaks greatly reduce the remaining barriers to entry. There are now items that allow you to change a Pokemon’s nature, which was the main missing piece in getting Pokemon battle-ready without hours and hours of tedious breeding and soft-resetting. You can also leave two Pokemon of the same species in the Daycare together, and one can pass Egg Moves to the other, meaning you don’t have to re-breed a Pokemon just because you forgot to put one Egg Move on it or changed your strategy a bit. The post-game Battle Tower also includes rental teams right off the bat to introduce you to some basic strategies, which also means you can start climbing the ranks without scrambling to prepare a slipshod team of your own first. All of this gets you battling at a competitive level much more quickly than was possible before, which is the whole point.

No Caption Provided

In collecting, battling, and exploring, Sword and Shield cut out the bloat and focus on what makes these pillars of the Pokemon games so captivating in the first place. You’re not held back by overly complicated back-end systems or hoops to jump through; from the outset, you can start wandering the Galar region, seeing its new Pokemon, and trying out its new battle strategies with very little in your way. This leaves you free to enjoy what Pokemon is all about, and that makes for an incredibly strong showing for the series’ proper debut on Switch.

Mario & Sonic At The Olympic Games Tokyo 2020 Review – Gotta Go Fast

After 12 years and five games, Mario and Sonic competing together at the Olympics is no longer shocking. The animosity of the Sega/Nintendo ’90s console war has long subsided; Mario and Sonic have faced off across three generations of Smash Bros games, and the blue blur has starred in numerous Nintendo console exclusives. Mario & Sonic at the Olympic Games Tokyo 2020 seems to recognize this, and does not lean in too hard on the gimmick; in the series’ first story mode, for instance, the characters from the Mario and Sonic universes chat and mingle without much fuss or fanfare about their worlds colliding. Instead of relying on brand recognition, Tokyo 2020 succeeds by being the most fully-featured and content-rich game in the series, serving up a lot of enjoyable, accessible minigames.

The game features 34 distinct events (including 10 rendered in a retro style to commemorate the 1964 Tokyo Olympics), 10 bonus minigames, a story mode, and online play. Events range from athletic button-mashers like the 100m and swimming races to sports like boxing, equestrian, and archery, all of which are easy to pick up and understand. The controls for every sport are extremely simple, occasionally to the point of being reductive–you’re not actually in control of your character’s movement in badminton and table tennis, for instance, only controlling where and when you hit the shuttlecock and ball. But some events feel more fleshed out, like soccer and rugby sevens; they won’t give FIFA or Madden a run for their money, but they’re a nice representation of the sports with all the edges and requirements of expertise sanded off, and make for an enjoyable casual take on the sports they represent. There are no absolute duds in the package, which makes for an unusually high hit rate for a game of this type.

Every event has a “buttons only” option and can be played with any controller (including a single Joy-Con) without issue, but several also allow for motion controls. It’s good that motion controls are completely optional, because their implementation is inconsistent. Any mini-game that requires accuracy, or returning the controller repeatedly to a central point, is better off with a controller in hand. Simulating a sprint by pumping your hands is entertaining, as is manipulating a Joy-Con like a skateboard. But strangely, sports that require the use of hands, like sports climbing and boxing, can feel messy and imprecise. The motion controls aren’t exact enough that they’d be my preference in any event, but thankfully you can avoid them entirely if you want.

Every event also features a bit of video game flourish, allowing you to pull off special moves to score more points or overwhelm your opponents. Each 2020 event has some sort of “Super” mechanic that kicks in if you press R at a certain point or perform an action perfectly. Depending on the event this can mean you get a burst of speed, extra power, or double scoring. Curiously, beyond this, Mario & Sonic at the Olympic Games Tokyo 2020 often feels quite straight-laced and sincere in its approach to these sports. The exception to this is in the three “Dream Events”–a hoverboard race, a competitive motion-controlled shooter event where players shoot targets and kites as they pop up around a castle, and a karate variant that transforms the dignified martial art into something more akin to Power Stone, as four players fight simultaneously in a 3D arena. The race is by far the most enjoyable, riffing on the old Sonic Riders series, although it’s limited to a single course; the other two do not make much of an impression.

Some events are unlikely to hold your attention for long or bring you back often to try for a high score. Surfing feels good thanks to some strong animations, but there’s not enough variation between waves to hold your interest long term; skateboarding looks great, but the simplicity of the control scheme becomes stifling after a few rounds; the kayak event is controlled by rotating the stick, which is tedious. But most games hold up well in local multiplayer, as the simple controls (most only use two or three buttons) mean that they’re easy to pick up and learn. Mastering the exact timing on the 100m sprint and relay races, or working to get your best distance in long jump or javelin throw, makes for an enjoyable experience–especially if other players are involved.

No Caption ProvidedGallery image 1Gallery image 2Gallery image 3Gallery image 4Gallery image 5Gallery image 6Gallery image 7Gallery image 8Gallery image 9Gallery image 10

It’s a shame that the multiplayer options are so limited–you’re limited to simply going through the events in “quick play” and going through them one by one. There’s no opportunity to arrange multi-event tournaments, for instance; it’s just a matter of picking which events to play, and then playing them. Casual and ranked online play is included as well, but I did not have much success finding lag-free games, and it’s not the sort of experience that translates well to online play. It’s much more enjoyable when your opponents are in the room with you, all desperately trying to bash the ‘A’ button or master an equestrian course.

The major exciting addition in Tokyo 2020 are the new “Tokyo 1964” events, which render the action in a manner fitting somewhere between 8- and 16-bit graphics. They’re designed as though they were NES games, confined to two buttons, and super moves have been excised. You can turn on a CRT filter for these events to replicate the NES era better, and the minigames pay homage to the button-mashers of the time, albeit with less punishing controls (even if, yes, you’ll be asked to mash A as fast as possible). The highlight is a tremendously strange take on running a marathon, where you need to gauge your stamina, grab water cups from tables, ride the wakes of other runners, and aim for boost pads to reach the front of the pack.

Tokyo 1964 is a fun bonus, and it’s surprisingly integral to the Story Mode. The plot concerns Mario, Sonic, Bowser, and Eggman being sucked into an old game console to compete in the 1964 Tokyo Olympics, and they have to run around to win medals that will ultimately restore them to the present. This mode is a big bogged down by lots of text-only conversations of little consequence, but the overarching plot is appealing goofy, at least. The highlight is seeing game’s take on various iconic Tokyo locations, like Shibuya Crossing and Tokyo Skytree, lovingly rendered and filled with Mario and Sonic characters. They’re beautifully realised, and I found myself getting unexpectedly invested in the upcoming Olympics as I played through, visiting each venue and reading the collectable chunks of Olympic trivia that pop up in each environment.

No Caption ProvidedGallery image 1Gallery image 2Gallery image 3Gallery image 4Gallery image 5Gallery image 6Gallery image 7Gallery image 8Gallery image 9Gallery image 10

The story is largely an excuse to run through most of the events in the game, and the difficulty is turned all the way down: if you fail an event three times you can skip it. You also unlock a handful of new playable guest characters for Quick Play (who are only playable in certain specific events, strangely) and a further 10 minigames by playing through the short campaign. Some of these minigames are amusingly bizarre–I certainly didn’t expect a retro-styled stealth game in the middle of my Olympics experience.

Mario & Sonic at the Tokyo Olympic Games 2020 is an entertaining take on the sports-event genre that has, by and large, disappeared in the modern-day. The game aims for accessibility at every opportunity, and while nothing about it is particularly exceptional, it still has plenty of unique flourishes to offer, and the wealth of different events and simple controls make for an appealing casual multiplayer title. Thanks to a generous selection of events and a few neat gimmicks, Mario & Sonic at the Olympic Games Tokyo 2020 is the best entry in this series.

“Crash Team Racing Nitro-Fueled” Starts The Neon Circus Grand Prix – Bleeding Cool News

The latest Grand Prix to drop into Crash Team Racing Nitro-Fueled will have you seeing colors as they have launched the Neon Circus Grand Prix. Players can now take on this new season as they race around the insane new track, Koala Carnival, trying to complete challenges. Check out the full list of what’s been added this time around, along with the screenshots we have for you here, as you can play this Crash Team Racing Nitro-Fueled track now.

Credit: Activision

·         NEW TRACK: Koala Kong is the master of ceremonies for this brand-new track, Koala Carnival! It’s a death-defying big top spectacle, done the way only Koala can.

·         NEW GAME MODE: Hit those curves, secure those straightaways, and tighten your path with Ring Rally, a new game mode in Local Arcade! Master each track and complete Ring Rally challenges to earn Nitro.

·         NEW CHARACTERS: Crash Tag Team racers Pasadena O’Possum and Ebenezer Von Clutch bring the heat to the Pit Stop this season, and everyone’s favorite strongman, Koala Kong, headlines the Nitro Gauge reward set.

·         NEW KARTS: Go off the rails with the Nitro Bumper Kart, relive the Crash Tag Team Racing days with the Pressurizer and take some risks with the Daredevil!

·         PIT STOP: Put on a show with tons of new Pit Stop items, including Circus-themed Skins, Neon Wheels, and, for the first time, animated Paint Jobs!

·         ROYAL POULTRY: Head over to the Adventure Mode, explore each of the Hub Worlds, collect the hidden Golden Eggs and unlock King Chicken!

·         CHAMPION KART AND DECAL: Finish in the top 5 percent of the Grand Prix leaderboards and win the Champion Kart and Neon Circus signature decal!!

About Gavin Sheehan

Gavin has been a lifelong geek who can chat with you about comics, television, video games, and even pro wrestling. He can also teach you how to play Star Trek chess, be your Mercy on Overwatch, recommend random cool music, and goes rogue in D&D. He also enjoys standup comedy, Let’s Play videos and trying new games, along with hundreds of other geeky things that can’t be covered in a single paragraph. Follow @TheGavinSheehan on Facebook, Twitter, Instagram, and Vero, for random pictures and musings.

Disco Elysium Review – Pure Dynamite

Memories can be painful. Recalling them can result in feelings of regret, anger, shame, embarrassment, and worse. Much, much worse. In Disco Elysium, a mesmerising, hilarious and at times harrowing narrative-heavy RPG, recollecting a memory can prove fatal. For an amnesiac, alcoholic cop struggling with a new murder case with elusive details, and the world’s worst hangover, remembering the person he was offers a path to redemption for the person he might become. After all, memories that don’t kill you make you stronger.

Disco Elysium presents as an RPG in the mold of Baldur’s Gate or Divinity: Original Sin. Indeed, it opens with a nod to Planescape Torment with a semi-naked figure lying on a cold, hard slab before slowly rising to his feet–only the slab isn’t in a mortuary, it’s in a cheap motel room, and the figure wasn’t recently dead, he’s just still drunk. Very, very drunk. It proceeds with the traditional top-down view of the world, your party members traversing beautiful, hand-painted 2D environments, pausing to inspect objects and talk to people. There are quests to initiate, experience to gain, levels to up, dialogue trees to climb, and skill checks to fail. Yet in all kinds of other ways–thematically and mechanically–Disco Elysium is very unlike other RPGs.

No Caption Provided

On the one hand, it’s a detective game. Your amnesiac cop quickly discovers he’s been assigned to investigate a murder–what appears to be a lynching–in a small, seaside town. You and your new partner, the unflappable and eternally patient Kim Kitsuragi, at first inspect the body, interview potential witnesses and generally gather clues to identify the victim and track down the perpetrator. Played straight, there’s a meticulous satisfaction in assuming the role of by-the-book cop. You can grill suspects about their movements on the night of the murder and look for holes in their stories about what they saw. You can call in to the police station and request they retrieve further information about leads you’ve uncovered and, if there’s anything your booze-frazzled brain has forgotten, Kim is always there with a gentle reminder of the finer details of effective police work.

Of course, you don’t have to play it straight. Disco Elysium provides a staggering amount of options, letting you choose and role-play the type of cop–indeed, the type of person–your amnesiac detective is going to remember himself to be. As such, you’re welcome to walk out of your shitty motel room with just one shoe on, and you’re able to tell the manager you’re not paying for the room, nor the damage you caused, and he can frankly go screw himself. In his impeccably dry way, Kim will suggest this is not exactly appropriate behaviour, but he’s also not going to stop you from reinventing yourself as a cocky superstar cop, a rude asshole cop, a wretched nihilistic cop, a bungling apologetic cop, a mortified repentant cop, or some tempered combination thereof.

Even during what could be considered rote casework, Disco Elysium provides so much opportunity to express yourself. There’s a scene in which you and Kim are conducting an autopsy; while Kim got his hands dirty, I opted for the paperwork. It’s a very lengthy back-and-forth between the two cops, you prompting him through a dialogue tree of step-by-step instructions and filling out the proper sections of the form, and Kim voicing his observations as he examines the body. This scene, which should be aggressively dry, is instead wonderfully written, creative and entertaining, every new selection of dialogue options presenting you with little decisions about how to play things–do you agree with Kim’s assessment or try to argue with him, or do you just crack a joke instead? And every detail you read about Kim’s actions–his muttered asides, his matter-of-fact commentary on the decaying corpse, his raised brow in response to your nonsense–paints a vivid, indelible portrait of a man you’ve known for less than a day.

The full range of the game’s tonal spectrum is on display in this one scene. There are flashes of surprising camaraderie as you and Kim nod respectfully at each other’s insights. There’s playful humour as you make fun of the bureaucracy that requires such convoluted autopsy forms, and crude gags as you request Kim double-checks if he’s missed anything inside the dead man’s underwear. There’s the more sombre tone struck by the at times repulsive descriptions of the body’s state of decomposition, and threaded throughout is the satisfying accumulation of clues, the central mystery contracting and expanding as new information answers questions and asks further ones.

No Caption ProvidedGallery image 1Gallery image 2Gallery image 3Gallery image 4Gallery image 5Gallery image 6Gallery image 7Gallery image 8Gallery image 9Gallery image 10

But Disco Elysium is not just a commendable detective game. It is a deeply political game that tackles issues of ideology, privilege, racism, and class in a thoughtful and provocative fashion. The small, seaside town you’ve been summoned to is in fact the neglected working class district of Revachol, a city built to “resolve history” in the wake of a failed communist revolution that now sees it governed by a coalition of foreign nations.

The murder you’re investigating at first seems tied to a months-long labor dispute. Negotiations between union and corporate leaders are at a stalemate, striking workers have shut down the harbor, scab laborers are picketing in the streets, and road transport in and out of town is at a standstill. More deeply ingrained are the painful memories of the wars that first beheaded the Revachol monarchy and then quashed the revolution, and the lingering darkness of centuries-old racial resentments fuelled by the “economic anxieties” of industrial change. It’s a remarkable, nuanced circumstance–tensions are high, violence feels inevitable, and the future of Revachol has never felt more uncertain.

…in all kinds of other ways–thematically and mechanically–Disco Elysium is very unlike other RPGs.

The case you’re working intersects with the political arguments of the town. Navigating such intricacies can be tricky, though the amnesia conceit gives you a good excuse to ask what might otherwise seem like basic questions. You’re given openings to sympathize with or reject various political views, and your character stats do in fact track how much of a communist, fascist, ultraliberal, or moralist you are. There’s a tongue-in-cheek approach here, as when you’re given the option in favour of your preferred ideology it’s, without exception, an utterly extreme version of it. Moderate paths don’t exist–there’s no room for a “public option,” the communists are all about jumping straight to the “eat the rich” stage.

Indeed, Disco Elysium isn’t especially interested in the typical binary ideologies explored in most RPGs. It pokes fun at extremism and at the same time chides you for any attempt to retreat into non-committal centrism, and it’s even less interested in trying to dodge politics. Instead it wants you to focus on the dynamics of power that structure society and the systemic changes required to repair the inequities of those relationships. This is a game with a specific, if complex, point of view and it’s not afraid to remind you of it even when it’s leaving room for you to explore other ideas.

No Caption Provided

No Caption Provided

At the centre of all this ideology is the matter of your privilege. Disco Elysium remains very much aware that you are playing a middle-aged, heterosexual, white man–a policeman, no less–and that fact grants him a heightened degree of privilege to express himself. You’re able to reinvent yourself, to choose to be this or that type of person, without much in the way of repercussions, save the odd disapproving glance from Kim. Meanwhile, many of the characters you meet aren’t possessed of the same privilege; they’re the downtrodden, exploited by authority, trapped in systemic poverty, or just desperately trying to escape their circumstances. The contrast makes this point with piercing clarity.

Yet Disco Elysium isn’t just a formidable game of politics and detective work. It also jettisons a bunch of standard tropes of RPG interaction and replaces them with new systems that delve deep into your character’s psyche. There is no combat to speak of–at least not in the conventional sense. There are moments where you can suffer damage to your health and morale, the two stats that determine whether or not you remain alive. For example, one early incident saw me discover that reading a book can cause actual physical pain. And there are certain, shall we say, encounters that play out like combat analogues, except you’re not choosing to attack or defend. Instead you’re picking from a selection of actions and lines of dialogue, where success or failure depends on the skills you’ve prioritised and the luck of the dice.

During character creation you cannot alter the physical appearance of your nameless cop. You can, however, drop points into a bunch of entertainingly unusual and evocative skills, 24 in total across four broad categories. Among them, Drama allows you to lie convincingly while also detecting the lies of others, while Inland Empire, refers to your gut instinct by way of David Lynch; Savoir Faire assesses your expertise with the intersection of grace and style; while Shivers–my favourite skill–to “raise the hair on your neck” and, in essence, gain a greater awareness of the physical environment, both immediate and occasionally miles and miles away.

No Caption Provided

No Caption Provided

Disco Elysium’s skill system is refreshingly original. The entire fascinating suite it posits serves as a captivating exploration to your character’s inner life and echoes his journey of self-rediscovery. Skill checks are being rolled all the time to see if there’s something you should know. It could be as simple as checking whether your Perception means you notice a particular object. Maybe you see or hear a word you don’t recognize and your Encyclopedia skill interrupts to provide a definition. Perhaps you’re walking down the street and, Shivering, gain a deeper, more poetic understanding of your place in the world. These pop up like typical dialogue boxes on the right edge of the screen and you’re often able to conduct conversations with your skills, digging for more information or telling them to pipe down, a little chorus in your head filling the gaps and prodding you into action. These competing, often uncalled-for, voices add up to a remarkably successful simulation of how the mind works.

Skills intrude during conversations with other characters, too. Reaction Speed might let you pick up on an unusual turn of phrase and give you an additional response to pursue, letting you uncover a clue. Sometimes your skills offer conflicting approaches. Drama might be urging you to make a big scene right now–“This is your moment!” it’s yelling in your ear–but Composure is pushing back, coolly arguing for restraint. The specific voices that you decide to listen to may be influenced by your strength in each skill or the type of person you want to become. They also connect back to how the game wears its politics, as many of the unpleasant things you can say are the result of failed skill checks. It can feel weird to have your character do something you didn’t quite intend, or to have your dialogue choices restricted to three equally offensive alternatives, but there’s something pleasingly authentic in the way things don’t always go according to plan.

Supporting the skill system is what the game describes as your Thought Cabinet, a kind of mind map that charts your collected understanding of the world. Critical moments of awareness will enable you to access a particular thought, which you can then research to unlock a range of benefits. An early realization that you are in fact homeless triggered the “Hobocop” thought. While mulling over the very strong possibility than I was more hobo than cop, I suffered a penalty to all Composure checks; once my research was complete and I had decided I was now committed to the hobo life, I regained my Composure and took my dumpster-diving abilities to another level. More than a seamlessly integrated perk system, the Thought Cabinet manages to successfully reposition character development as a kind of intellectual deconstruction. It’s incredibly satisfying to look back on the completed cabinet at the end of the game and see it as a neat summary of your character’s defining moments, the points at which you learned something about yourself and were able to grow.

No Caption Provided

No Caption Provided

Gallery image 1Gallery image 2Gallery image 3Gallery image 4Gallery image 5Gallery image 6Gallery image 7Gallery image 8Gallery image 9Gallery image 10

Learning to read Disco Elysium, through what can initially feel like a mad jumble of competing voices, is the essential first step of attuning yourself to the type of experience it wants to deliver. This is a game with, let’s be honest, an absolute shit-ton of words to read. Literally everything you do, save walking from one place to another, is conveyed and accomplished through text. There are item descriptions, branching dialogue trees where it’s not unusual to have a large handful of options at any one time, skills interjecting with new thoughts and random asides, and even books to read. I cannot verify the developer’s claim that there are one million words in the game, but I can attest that I spent the overwhelming majority of my 50-odd hours with Disco Elysium utterly enraptured by the words it sent my way.

And what beautiful, bonkers, bold words they are. Disco Elysium is easily one of the best-written games I’ve ever played. There’s a swagger and a confidence here that’s rarely seen. There’s a masterful ability to transition from drama and intrigue to absurdist comedy and pointed political commentary in the space of a few sentences. One moment you’re elbow deep in the grim details of police procedure, the next you’re contemplating some metaphysical wonder; later, some hilariously grotesque joke is followed by a spell of genuinely moving emotional vulnerability. It might sound all over the shop, but it works because it all rings true to the fascinating, multi-faceted central character.

No Caption Provided

No Caption Provided

Your nameless cop can be charming, offensive, understandably confused, brimming with completely unearned optimism, flustered, unguarded, or simply sick of everything he’s had to endure. Your skill selections and dialogue choices nudge him in these directions, but of course the reality is that he’s always all of them. The man whose “armpits are lakes, a scythe of booze” preceding him, as he’s first introduced, is the same man who licks congealed rum off the counter of the bar, is the same man who, locked in a tender embrace with a strange woman, vows to spread peaceful communist revolution one hug at a time, is the same man who passes the time sitting on a playground swing, whistling a tune with his detective partner. A writhing mass of contradictory impulses and behaviour, as human as the rest of us.

Disco Elysium is a mad, sprawling detective story where the real case you’ve got to crack isn’t who killed the man strung up on a tree in the middle of town–though that in itself, replete with dozens of unexpected yet intertwined mysteries and wild excursions into the ridiculous, is engrossing enough to sustain the game. Rather, it’s an investigation of ideas, of the way we think, of power and privilege, and of how all of us are shaped, with varying degrees of autonomy, by the society we find ourselves in.

Death Stranding Review – Postal Service

America is broken, and it’s up to you to put it back together again. It’s a tall order. A lot of people believe in it, but you’re not sure you do. It’ll take a lot of lonely, dangerous walks and exceptionally heavy lifting, and it’s not really clear what America means in the first place. For some reason, you set out anyway, trudging through wetlands and rocky hills on foot, not fully knowing or understanding where you’re going. Other than the monsters you can’t quite see, there’s not really anyone else around most of the time–just you and your thoughts, one foot in front of the other.

On one level, Death Stranding is about America. But your actual goal in setting out across the country is to help people, bring them together, and forge connections, not for the vague concept of America but for the sake of helping the people within it. Death Stranding is unrelenting in its earnestness and optimism–certainly not without its critiques of America, nor without its challenges and setbacks, but inherently hopeful nonetheless. It is a dense, complex, slow game with a plot that really goes places, but at its core, it never stops being about the sheer power and purpose we can find in human connection, and that is its most remarkable achievement.

Hands Across America

Rebuilding the country is as simple as getting every far-flung city, outpost, and individual onto one network, the bones of which were laid down by a pseudo-government organization called Bridges. As Sam Porter Bridges (played by Norman Reedus), all you have to do to win people over is bring them packages; most people never go outside due to mysterious monsters called BTs, but unlike most people, Sam can sense them enough to sneak past them and get important cargo to its destination.

Deliveries can be arduous. You’re evaluated on your deliveries across a few categories, but the condition of the cargo can make or break a run, and there are a lot of factors working against you. The landscape can be extremely punishing, from expanses of exhaustingly rocky hills to rivers that are too deep and wide to cross unaided. On top of BTs, you also have to contend with Timefall, a kind of rain that rapidly accelerates aging and deterioration for most of the things it touches. Extended exposure to Timefall can damage or completely ruin your cargo, as can slipping and falling, getting hit by an enemy, or, in some cases, just being a little too rough with it. Even the smallest rocks can trip you up, too. In order to keep your footing, you need to pay close attention to where you’re stepping, keeping your balance with the triggers while on rough terrain or when carrying a lot of stuff.

Once you reach your destination, though, you’re showered with praise. The recipient will likely thank you to your face (albeit as a hologram), and then they’ll give you a series of social media-style likes. You’re inundated with a multi-page results screen itemizing all the likes you received for the delivery and in which categories, plus an overall rating for the delivery itself, no matter how small–it’s positive reinforcement turned up to 11. These likes then funnel into each of the delivery categories like experience points, and as you level up, you can carry more weight or better maintain your balance, among other benefits. Deliveries also feed into a connection rating with each city, outpost, or person, and as that increases, you acquire better gear and sometimes gifts to reward your efforts further.

In short, you give a lot and get a lot in return. There is a relatively small number of mandatory deliveries to advance the story, but there’s a seemingly unlimited number of optional deliveries, and I often found myself picking up orders destined for any place that was on my way. It’s a cycle that’s easy to get swept up in; no matter how difficult a delivery or how far the distance, you will at least be met with gratitude, likely feel fulfilled from having completed a tough delivery, and often given a tool to make future deliveries a bit easier. Most importantly, though, increasing your bonds with people is how you get them on the network, and the network is what elevates this core loop beyond the simple satisfaction of completing tasks and getting rewards.

No Caption Provided

The chiral network is a kind of souped-up internet that allows you to 3D print objects, which is incredibly useful and a strong incentive in itself. When at a terminal connected to the chiral network, you can print ladders and ropes for traversal, new boots as yours wear out, repair spray for damaged containers, and basically anything else you need to safely deliver cargo so long as you have a blueprint for it. You can also print a portable printer that builds structures for you out in open areas covered by the network–things like bridges, watchtowers, and generators, the latter of which are critical as you start to use battery-powered exoskeletons and vehicles.

The chiral network also grants you access to the online component of the game, which is absolutely essential. You never see other players in the flesh, but their impact is all around you; once an area is on the network, you can see structures and objects left behind by other players in the course of their own journeys, plus helpful signs they’ve put down just for those who come after them. You can pick up someone else’s lost cargo and deliver it for them, too, knowing that someone else may find yours at some point and do you the same kindness.

No Caption Provided

In Death Stranding’s best moments, the relief and gratitude you can feel toward someone you don’t even know is an unrivaled multiplayer experience. At one point in my playthrough, I was being chased by MULEs, human enemies who love to steal cargo. I was on a bike, tasked with a time-sensitive delivery, almost out of battery and totally unequipped to deal with external threats. In my panic, I drove my bike into a ravine. As I slowly made my way up and out of it, I watched as my bike’s battery dipped into the red, and I dreaded getting stuck with all my cargo and no vehicle, still quite a ways away from my destination. I rounded a corner and found myself in the charging area of a generator placed by another player, as if they’d known I’d need it in that exact spot at that exact moment. They probably just put it there because they needed a quick charge, but to me, it was a lifeline.

You can give and receive likes for these player-to-player structures, and just like with standard deliveries, it’s a strong incentive to do something helpful for someone else. In the earlier sections of the game, I was using other people’s structures far more than I was leaving behind help for others. But I wanted to pay it forward and know that my help was appreciated, so I started going out of my way to build structures I myself didn’t really need; the map shows the online structures in your instance, making it easier to spot areas you could fill in for others. At first, the likes system seems like a pretty obvious commentary on social media and our dependence on external validation. But it’s not so much a critique as it is a positive spin on a very human need for acceptance, and the system does a remarkable job of urging you to do your best for those around you, NPCs and real people alike. Feeling truly appreciated can be a rare occurrence in life, and it’s powerful in its simplicity here.

The Super BB Method

The first few hours of the game are the slowest, and a large part of that is because you don’t have access to the online component right away. It’s an incredibly lonely stretch of time during which you mostly just walk; the work you do early on is especially laborious in the absence of advanced gear, and it serves to give you an appreciation for other players and better gear as you move forward.

Even as the gameplay opens up, you continue to get a lot of story exposition with almost no explanation. It can all seem kind of goofy at first, and you can get lost in the metaphors; every city you need to add to the chiral network has “knot” in its name, for example, and they are all referred to as “knots” on a strand that connects the country. There’s bizarre and unwarranted product placement in the form of Monster Energy drinks and the show Ride with Norman Reedus. Guillermo del Toro’s likeness is used for a kind of dorky character called Deadman, and there’s a woman named Fragile in a game about delivering packages.

No Caption Provided

But the story really does go deeper than that. In keeping with the theme of human connection, each of the core characters you meet and work with has their own story to tell. They all have a unique perspective on death that lends them an equally unique perspective on life, and unravelling their characters, down to the true origins of their often literal names, contributes to the overall tapestry of Death Stranding’s take on the human experience. As they open up to Sam, Sam opens up to them in turn, developing into a distinct character in his own right out of the reserved, emotionless man he appears to be at the start. I grew to love Sam, Fragile, and Heartman especially, and even the characters I didn’t like as much add to the game’s overall message about hope and love in the face of adversity.

By far my favorite character–and the most important one–is BB. BBs are infants in pods that can detect the presence of BTs, and they’re issued to porters like Sam to help them navigate dangerous territory. You’re told to treat BBs like equipment, not real babies, but it’s impossible to think of your BB that way. It’s full of personality, giggling when happy and crying when stressed out; it even gives you likes from time to time. There aren’t many children left in Death Stranding’s isolated, fearful world, but BB is your reminder that the future is counting on you, regardless of how you feel about America itself. The love that grows between Sam and BB is nothing short of heartwarming.

No Caption Provided

Connecting with this story, just as with connecting with NPCs and other players, can take work. It’s not a story that immediately clicks on a surface level, and the dramatic mystery and off-the-wall science don’t make too much sense at first blush. But it’s an emotional story first and foremost, and making sense of things–while entirely possible, particularly if you read the letters and interviews that detail small bits of lore as you go–is not as important as reflecting on how it makes you feel.

You have plenty of opportunities to do that, too. In the quiet moments of travel, usually as you near your destination, music might start to play. The soundtrack, which is largely composed of one band–Low Roar–is phenomenal, the kind of contemplative folk-ish music that suits a trip alone through a meadow or down a mountain. Because the act of walking is so involved, it’s not a time to detach completely and zone out; it’s a time to feel your feelings or at least consider what’s next in your travels.

Fight, But Not To The Death

You can just as soon be ripped out of that headspace, though, by a shift to the haunting music that signals BT territory. The otherworldly growls of BTs as they close in on you can be terrifying, and early on, your best bet is to freeze in your tracks and hold your breath for as long as you can so you can quietly sneak by them. But there are times when you have to fight a BT in its true form, and for that, you have specialized weapons to take them down. These BTs aren’t the ethereal humanoid shapes that float above the ground but huge eldritch horrors that screech under clouds of blood. The combat is mechanically simple–you mostly have to move around a bit and hit them before they hit you–but the sequences are visually and aurally arresting.

You don’t get a gun that works on live enemies until 25 or so hours in, but even then, it’s non-lethal. You are actively guided away from killing in Death Stranding, because when people die, their bodies basically go nuclear and level cities, leaving nothing but craters and BTs in their wake. On top of that, the main human enemies are MULEs, former porters just like Sam that have been corrupted by an automated world–they’ve essentially become addicted to snatching cargo in their desperation to have a job and a purpose as more and more people become replaced by machines. They’re not evil, and killing them seems like, well, overkill; it’s easy enough to knock them out with the nonlethal methods you continue to unlock as the game progresses. I didn’t kill a single one in my playthrough, though punching them is satisfying.

No Caption Provided

While BTs and MULEs are a concern when delivering cargo, there’s also Mads Mikkelsen’s character, a man who’s introduced through memories Sam sees when he connects to BB’s pod. He gets his own dedicated segments that punctuate hours of simple deliveries, and these highly contained, much shorter sections are striking in their art direction and juxtaposition to the rest of the game. It’s not immediately clear what he is, whether it’s an enemy, potential friend, or something else entirely, but he’s captivating in his ambiguity.

The most cartoonish enemy is Troy Baker’s Higgs, a terrorist whose depravity seems to know no bounds. Of all the characters, Higgs is the weakest, with far less nuance to him than anyone else in the cast. He’s really just there as a Big Bad to motivate you in a more traditional video game sense than delivering packages and helping people, but he and his band of faceless terrorists are more a means to an end than full-fledged villains. He’s the catalyst for some of the major BT fights, and in the end, perhaps an extreme reminder that it’s possible to stay hopeful even when things are darkest.

Death Stranding argues in both its story and its gameplay that adversity itself is what makes things worth doing and life worth living.

Death Stranding is a hard game to absorb. There are many intertwining threads to its plot, and silly names, corny moments, and heavy exposition belie an otherwise very simple message. That comes through much more clearly in the game’s more mundane moments, when you find a desperately-needed ladder left behind by another player or receive a letter from an NPC thanking you for your efforts. It’s positive without ignoring pain; in fact, it argues in both its story and its gameplay that adversity itself is what makes things worth doing and life worth living. It’s a game that requires patience, compassion, and love, and it’s also one we really need right now.

Death Stranding Review – Deliverance

America is broken, and it’s up to you to put it back together again. It’s a tall order. A lot of people believe in it, but you’re not sure you do. It’ll take a lot of lonely, dangerous walks and exceptionally heavy lifting, and it’s not really clear what America means in the first place. For some reason, you set out anyway, trudging through wetlands and rocky hills on foot, not fully knowing or understanding where you’re going. Other than the monsters you can’t quite see, there’s not really anyone else around most of the time–just you and your thoughts, one foot in front of the other.

On one level, Death Stranding is about America. But your actual goal in setting out across the country is to help people, bring them together, and forge connections, not for the vague concept of America but for the sake of helping the people within it. Death Stranding is unrelenting in its earnestness and optimism–certainly not without its critiques of America, nor without its challenges and setbacks, but inherently hopeful nonetheless. It is a dense, complex, slow game with a plot that really goes places, but at its core, it never stops being about the sheer power and purpose we can find in human connection, and that is its most remarkable achievement.

Hands Across America

Rebuilding the country is as simple as getting every far-flung city, outpost, and individual onto one network, the bones of which were laid down by a pseudo-government organization called Bridges. As Sam Porter Bridges (played by Norman Reedus), all you have to do to win people over is bring them packages; most people never go outside due to mysterious monsters called BTs, but unlike most people, Sam can sense them enough to sneak past them and get important cargo to its destination.

Deliveries can be arduous. You’re evaluated on your deliveries across a few categories, but the condition of the cargo can make or break a run, and there are a lot of factors working against you. The landscape can be extremely punishing, from expanses of exhaustingly rocky hills to rivers that are too deep and wide to cross unaided. On top of BTs, you also have to contend with Timefall, a kind of rain that rapidly accelerates aging and deterioration for most of the things it touches. Extended exposure to Timefall can damage or completely ruin your cargo, as can slipping and falling, getting hit by an enemy, or, in some cases, just being a little too rough with it. Even the smallest rocks can trip you up, too. In order to keep your footing, you need to pay close attention to where you’re stepping, keeping your balance with the triggers while on rough terrain or when carrying a lot of stuff.

Once you reach your destination, though, you’re showered with praise. The recipient will likely thank you to your face (albeit as a hologram), and then they’ll give you a series of social media-style likes. You’re inundated with a multi-page results screen itemizing all the likes you received for the delivery and in which categories, plus an overall rating for the delivery itself, no matter how small–it’s positive reinforcement turned up to 11. These likes then funnel into each of the delivery categories like experience points, and as you level up, you can carry more weight or better maintain your balance, among other benefits. Deliveries also feed into a connection rating with each city, outpost, or person, and as that increases, you acquire better gear and sometimes gifts to reward your efforts further.

In short, you give a lot and get a lot in return. There is a relatively small number of mandatory deliveries to advance the story, but there’s a seemingly unlimited number of optional deliveries, and I often found myself picking up orders destined for any place that was on my way. It’s a cycle that’s easy to get swept up in; no matter how difficult a delivery or how far the distance, you will at least be met with gratitude, likely feel fulfilled from having completed a tough delivery, and often given a tool to make future deliveries a bit easier. Most importantly, though, increasing your bonds with people is how you get them on the network, and the network is what elevates this core loop beyond the simple satisfaction of completing tasks and getting rewards.

No Caption Provided

The chiral network is a kind of souped-up internet that allows you to 3D print objects, which is incredibly useful and a strong incentive in itself. When at a terminal connected to the chiral network, you can print ladders and ropes for traversal, new boots as yours wear out, repair spray for damaged containers, and basically anything else you need to safely deliver cargo so long as you have a blueprint for it. You can also print a portable printer that builds structures for you out in open areas covered by the network–things like bridges, watchtowers, and generators, the latter of which are critical as you start to use battery-powered exoskeletons and vehicles.

The chiral network also grants you access to the online component of the game, which is absolutely essential. You never see other players in the flesh, but their impact is all around you; once an area is on the network, you can see structures and objects left behind by other players in the course of their own journeys, plus helpful signs they’ve put down just for those who come after them. You can pick up someone else’s lost cargo and deliver it for them, too, knowing that someone else may find yours at some point and do you the same kindness.

No Caption Provided

In Death Stranding’s best moments, the relief and gratitude you can feel toward someone you don’t even know is an unrivaled multiplayer experience. At one point in my playthrough, I was being chased by MULEs, human enemies who love to steal cargo. I was on a bike, tasked with a time-sensitive delivery, almost out of battery and totally unequipped to deal with external threats. In my panic, I drove my bike into a ravine. As I slowly made my way up and out of it, I watched as my bike’s battery dipped into the red, and I dreaded getting stuck with all my cargo and no vehicle, still quite a ways away from my destination. I rounded a corner and found myself in the charging area of a generator placed by another player, as if they’d known I’d need it in that exact spot at that exact moment. They probably just put it there because they needed a quick charge, but to me, it was a lifeline.

You can give and receive likes for these player-to-player structures, and just like with standard deliveries, it’s a strong incentive to do something helpful for someone else. In the earlier sections of the game, I was using other people’s structures far more than I was leaving behind help for others. But I wanted to pay it forward and know that my help was appreciated, so I started going out of my way to build structures I myself didn’t really need; the map shows the online structures in your instance, making it easier to spot areas you could fill in for others. At first, the likes system seems like a pretty obvious commentary on social media and our dependence on external validation. But it’s not so much a critique as it is a positive spin on a very human need for acceptance, and the system does a remarkable job of urging you to do your best for those around you, NPCs and real people alike. Feeling truly appreciated can be a rare occurrence in life, and it’s powerful in its simplicity here.

The Super BB Method

The first few hours of the game are the slowest, and a large part of that is because you don’t have access to the online component right away. It’s an incredibly lonely stretch of time during which you mostly just walk; the work you do early on is especially laborious in the absence of advanced gear, and it serves to give you an appreciation for other players and better gear as you move forward.

Even as the gameplay opens up, you continue to get a lot of story exposition with almost no explanation. It can all seem kind of goofy at first, and you can get lost in the metaphors; every city you need to add to the chiral network has “knot” in its name, for example, and they are all referred to as “knots” on a strand that connects the country. There’s bizarre and unwarranted product placement in the form of Monster Energy drinks and the show Ride with Norman Reedus. Guillermo del Toro’s likeness is used for a kind of dorky character called Deadman, and there’s a woman named Fragile in a game about delivering packages.

No Caption Provided

No Caption Provided

But the story really does go deeper than that. In keeping with the theme of human connection, each of the core characters you meet and work with has their own story to tell. They all have a unique perspective on death that lends them an equally unique perspective on life, and unravelling their characters, down to the true origins of their often literal names, contributes to the overall tapestry of Death Stranding’s take on the human experience. As they open up to Sam, Sam opens up to them in turn, developing into a distinct character in his own right out of the reserved, emotionless man he appears to be at the start. I grew to love Sam, Fragile, and Heartman especially, and even the characters I didn’t like as much add to the game’s overall message about hope and love in the face of adversity.

By far my favorite character–and the most important one–is BB. BBs are infants in pods that can detect the presence of BTs, and they’re issued to porters like Sam to help them navigate dangerous territory. You’re told to treat BBs like equipment, not real babies, but it’s impossible to think of your BB that way. It’s full of personality, giggling when happy and crying when stressed out; it even gives you likes from time to time. There aren’t many children left in Death Stranding’s isolated, fearful world, but BB is your reminder that the future is counting on you, regardless of how you feel about America itself. The love that grows between Sam and BB is nothing short of heartwarming.

No Caption Provided

No Caption Provided

Connecting with this story, just as with connecting with NPCs and other players, can take work. It’s not a story that immediately clicks on a surface level, and the dramatic mystery and off-the-wall science don’t make too much sense at first blush. But it’s an emotional story first and foremost, and making sense of things–while entirely possible, particularly if you read the letters and interviews that detail small bits of lore as you go–is not as important as reflecting on how it makes you feel.

You have plenty of opportunities to do that, too. In the quiet moments of travel, usually as you near your destination, music might start to play. The soundtrack, which is largely composed of one band–Low Roar–is phenomenal, the kind of contemplative folk-ish music that suits a trip alone through a meadow or down a mountain. Because the act of walking is so involved, it’s not a time to detach completely and zone out; it’s a time to feel your feelings or at least consider what’s next in your travels.

Fight, But Not To The Death

You can just as soon be ripped out of that headspace, though, by a shift to the haunting music that signals BT territory. The otherworldly growls of BTs as they close in on you can be terrifying, and early on, your best bet is to freeze in your tracks and hold your breath for as long as you can so you can quietly sneak by them. But there are times when you have to fight a BT in its true form, and for that, you have specialized weapons to take them down. These BTs aren’t the ethereal humanoid shapes that float above the ground but huge eldritch horrors that screech under clouds of blood. The combat is mechanically simple–you mostly have to move around a bit and hit them before they hit you–but the sequences are visually and aurally arresting.

You don’t get a gun that works on live enemies until 25 or so hours in, but even then, it’s non-lethal. You are actively guided away from killing in Death Stranding, because when people die, their bodies basically go nuclear and level cities, leaving nothing but craters and BTs in their wake. On top of that, the main human enemies are MULEs, former porters just like Sam that have been corrupted by an automated world–they’ve essentially become addicted to snatching cargo in their desperation to have a job and a purpose as more and more people become replaced by machines. They’re not evil, and killing them seems like, well, overkill; it’s easy enough to knock them out with the nonlethal methods you continue to unlock as the game progresses. I didn’t kill a single one in my playthrough, though punching them is satisfying.

No Caption Provided

No Caption Provided

While BTs and MULEs are a concern when delivering cargo, there’s also Mads Mikkelsen’s character, a man who’s introduced through memories Sam sees when he connects to BB’s pod. He gets his own dedicated segments that punctuate hours of simple deliveries, and these highly contained, much shorter sections are striking in their art direction and juxtaposition to the rest of the game. It’s not immediately clear what he is, whether it’s an enemy, potential friend, or something else entirely, but he’s captivating in his ambiguity.

The most cartoonish enemy is Troy Baker’s Higgs, a terrorist whose depravity seems to know no bounds. Of all the characters, Higgs is the weakest, with far less nuance to him than anyone else in the cast. He’s really just there as a Big Bad to motivate you in a more traditional video game sense than delivering packages and helping people, but he and his band of faceless terrorists are more a means to an end than full-fledged villains. He’s the catalyst for some of the major BT fights, and in the end, perhaps an extreme reminder that it’s possible to stay hopeful even when things are darkest.

Death Stranding argues in both its story and its gameplay that adversity itself is what makes things worth doing and life worth living.

Death Stranding is a hard game to absorb. There are many intertwining threads to its plot, and silly names, corny moments, and heavy exposition belie an otherwise very simple message. That comes through much more clearly in the game’s more mundane moments, when you find a desperately-needed ladder left behind by another player or receive a letter from an NPC thanking you for your efforts. It’s positive without ignoring pain; in fact, it argues in both its story and its gameplay that adversity itself is what makes things worth doing and life worth living. It’s a game that requires patience, compassion, and love, and it’s also one we really need right now.

Death Stranding Review – The Super BB Method

America is broken, and it’s up to you to put it back together again. It’s a tall order. A lot of people believe in it, but you’re not sure you do. It’ll take a lot of lonely, dangerous walks and exceptionally heavy lifting, and it’s not really clear what America means in the first place. For some reason, you set out anyway, trudging through wetlands and rocky hills on foot, not fully knowing or understanding where you’re going. Other than the monsters you can’t quite see, there’s not really anyone else around most of the time–just you and your thoughts, one foot in front of the other.

On one level, Death Stranding is about America. But your actual goal in setting out across the country is to help people, bring them together, and forge connections, not for the vague concept of America but for the sake of helping the people within it. Death Stranding is unrelenting in its earnestness and optimism–certainly not without its critiques of America, nor without its challenges and setbacks, but inherently hopeful nonetheless. It is a dense, complex, slow game with a plot that really goes places, but at its core, it never stops being about the sheer power and purpose we can find in human connection, and that is its most remarkable achievement.

Hands Across America

Rebuilding the country is as simple as getting every far-flung city, outpost, and individual onto one network, the bones of which were laid down by a pseudo-government organization called Bridges. As Sam Porter Bridges (played by Norman Reedus), all you have to do to win people over is bring them packages; most people never go outside due to mysterious monsters called BTs, but unlike most people, Sam can sense them enough to sneak past them and get important cargo to its destination.

Deliveries can be arduous. You’re evaluated on your deliveries across a few categories, but the condition of the cargo can make or break a run, and there are a lot of factors working against you. The landscape can be extremely punishing, from expanses of exhaustingly rocky hills to rivers that are too deep and wide to cross unaided. On top of BTs, you also have to contend with Timefall, a kind of rain that rapidly accelerates aging and deterioration for most of the things it touches. Extended exposure to Timefall can damage or completely ruin your cargo, as can slipping and falling, getting hit by an enemy, or, in some cases, just being a little too rough with it. Even the smallest rocks can trip you up, too. In order to keep your footing, you need to pay close attention to where you’re stepping, keeping your balance with the triggers while on rough terrain or when carrying a lot of stuff.

Once you reach your destination, though, you’re showered with praise. The recipient will likely thank you to your face (albeit as a hologram), and then they’ll give you a series of social media-style likes. You’re inundated with a multi-page results screen itemizing all the likes you received for the delivery and in which categories, plus an overall rating for the delivery itself, no matter how small–it’s positive reinforcement turned up to 11. These likes then funnel into each of the delivery categories like experience points, and as you level up, you can carry more weight or better maintain your balance, among other benefits. Deliveries also feed into a connection rating with each city, outpost, or person, and as that increases, you acquire better gear and sometimes gifts to reward your efforts further.

In short, you give a lot and get a lot in return. There is a relatively small number of mandatory deliveries to advance the story, but there’s a seemingly unlimited number of optional deliveries, and I often found myself picking up orders destined for any place that was on my way. It’s a cycle that’s easy to get swept up in; no matter how difficult a delivery or how far the distance, you will at least be met with gratitude, likely feel fulfilled from having completed a tough delivery, and often given a tool to make future deliveries a bit easier. Most importantly, though, increasing your bonds with people is how you get them on the network, and the network is what elevates this core loop beyond the simple satisfaction of completing tasks and getting rewards.

No Caption Provided

The chiral network is a kind of souped-up internet that allows you to 3D print objects, which is incredibly useful and a strong incentive in itself. When at a terminal connected to the chiral network, you can print ladders and ropes for traversal, new boots as yours wear out, repair spray for damaged containers, and basically anything else you need to safely deliver cargo so long as you have a blueprint for it. You can also print a portable printer that builds structures for you out in open areas covered by the network–things like bridges, watchtowers, and generators, the latter of which are critical as you start to use battery-powered exoskeletons and vehicles.

The chiral network also grants you access to the online component of the game, which is absolutely essential. You never see other players in the flesh, but their impact is all around you; once an area is on the network, you can see structures and objects left behind by other players in the course of their own journeys, plus helpful signs they’ve put down just for those who come after them. You can pick up someone else’s lost cargo and deliver it for them, too, knowing that someone else may find yours at some point and do you the same kindness.

No Caption Provided

In Death Stranding’s best moments, the relief and gratitude you can feel toward someone you don’t even know is an unrivaled multiplayer experience. At one point in my playthrough, I was being chased by MULEs, human enemies who love to steal cargo. I was on a bike, tasked with a time-sensitive delivery, almost out of battery and totally unequipped to deal with external threats. In my panic, I drove my bike into a ravine. As I slowly made my way up and out of it, I watched as my bike’s battery dipped into the red, and I dreaded getting stuck with all my cargo and no vehicle, still quite a ways away from my destination. I rounded a corner and found myself in the charging area of a generator placed by another player, as if they’d known I’d need it in that exact spot at that exact moment. They probably just put it there because they needed a quick charge, but to me, it was a lifeline.

You can give and receive likes for these player-to-player structures, and just like with standard deliveries, it’s a strong incentive to do something helpful for someone else. In the earlier sections of the game, I was using other people’s structures far more than I was leaving behind help for others. But I wanted to pay it forward and know that my help was appreciated, so I started going out of my way to build structures I myself didn’t really need; the map shows the online structures in your instance, making it easier to spot areas you could fill in for others. At first, the likes system seems like a pretty obvious commentary on social media and our dependence on external validation. But it’s not so much a critique as it is a positive spin on a very human need for acceptance, and the system does a remarkable job of urging you to do your best for those around you, NPCs and real people alike. Feeling truly appreciated can be a rare occurrence in life, and it’s powerful in its simplicity here.

The Super BB Method

The first few hours of the game are the slowest, and a large part of that is because you don’t have access to the online component right away. It’s an incredibly lonely stretch of time during which you mostly just walk; the work you do early on is especially laborious in the absence of advanced gear, and it serves to give you an appreciation for other players and better gear as you move forward.

Even as the gameplay opens up, you continue to get a lot of story exposition with almost no explanation. It can all seem kind of goofy at first, and you can get lost in the metaphors; every city you need to add to the chiral network has “knot” in its name, for example, and they are all referred to as “knots” on a strand that connects the country. There’s bizarre and unwarranted product placement in the form of Monster Energy drinks and the show Ride with Norman Reedus. Guillermo del Toro’s likeness is used for a kind of dorky character called Deadman, and there’s a woman named Fragile in a game about delivering packages.

No Caption Provided

No Caption Provided

But the story really does go deeper than that. In keeping with the theme of human connection, each of the core characters you meet and work with has their own story to tell. They all have a unique perspective on death that lends them an equally unique perspective on life, and unravelling their characters, down to the true origins of their often literal names, contributes to the overall tapestry of Death Stranding’s take on the human experience. As they open up to Sam, Sam opens up to them in turn, developing into a distinct character in his own right out of the reserved, emotionless man he appears to be at the start. I grew to love Sam, Fragile, and Heartman especially, and even the characters I didn’t like as much add to the game’s overall message about hope and love in the face of adversity.

By far my favorite character–and the most important one–is BB. BBs are infants in pods that can detect the presence of BTs, and they’re issued to porters like Sam to help them navigate dangerous territory. You’re told to treat BBs like equipment, not real babies, but it’s impossible to think of your BB that way. It’s full of personality, giggling when happy and crying when stressed out; it even gives you likes from time to time. There aren’t many children left in Death Stranding’s isolated, fearful world, but BB is your reminder that the future is counting on you, regardless of how you feel about America itself. The love that grows between Sam and BB is nothing short of heartwarming.

No Caption Provided

No Caption Provided

Connecting with this story, just as with connecting with NPCs and other players, can take work. It’s not a story that immediately clicks on a surface level, and the dramatic mystery and off-the-wall science don’t make too much sense at first blush. But it’s an emotional story first and foremost, and making sense of things–while entirely possible, particularly if you read the letters and interviews that detail small bits of lore as you go–is not as important as reflecting on how it makes you feel.

You have plenty of opportunities to do that, too. In the quiet moments of travel, usually as you near your destination, music might start to play. The soundtrack, which is largely composed of one band–Low Roar–is phenomenal, the kind of contemplative folk-ish music that suits a trip alone through a meadow or down a mountain. Because the act of walking is so involved, it’s not a time to detach completely and zone out; it’s a time to feel your feelings or at least consider what’s next in your travels.

Fight, But Not To The Death

You can just as soon be ripped out of that headspace, though, by a shift to the haunting music that signals BT territory. The otherworldly growls of BTs as they close in on you can be terrifying, and early on, your best bet is to freeze in your tracks and hold your breath for as long as you can so you can quietly sneak by them. But there are times when you have to fight a BT in its true form, and for that, you have specialized weapons to take them down. These BTs aren’t the ethereal humanoid shapes that float above the ground but huge eldritch horrors that screech under clouds of blood. The combat is mechanically simple–you mostly have to move around a bit and hit them before they hit you–but the sequences are visually and aurally arresting.

You don’t get a gun that works on live enemies until 25 or so hours in, but even then, it’s non-lethal. You are actively guided away from killing in Death Stranding, because when people die, their bodies basically go nuclear and level cities, leaving nothing but craters and BTs in their wake. On top of that, the main human enemies are MULEs, former porters just like Sam that have been corrupted by an automated world–they’ve essentially become addicted to snatching cargo in their desperation to have a job and a purpose as more and more people become replaced by machines. They’re not evil, and killing them seems like, well, overkill; it’s easy enough to knock them out with the nonlethal methods you continue to unlock as the game progresses. I didn’t kill a single one in my playthrough, though punching them is satisfying.

No Caption Provided

No Caption Provided

While BTs and MULEs are a concern when delivering cargo, there’s also Mads Mikkelsen’s character, a man who’s introduced through memories Sam sees when he connects to BB’s pod. He gets his own dedicated segments that punctuate hours of simple deliveries, and these highly contained, much shorter sections are striking in their art direction and juxtaposition to the rest of the game. It’s not immediately clear what he is, whether it’s an enemy, potential friend, or something else entirely, but he’s captivating in his ambiguity.

The most cartoonish enemy is Troy Baker’s Higgs, a terrorist whose depravity seems to know no bounds. Of all the characters, Higgs is the weakest, with far less nuance to him than anyone else in the cast. He’s really just there as a Big Bad to motivate you in a more traditional video game sense than delivering packages and helping people, but he and his band of faceless terrorists are more a means to an end than full-fledged villains. He’s the catalyst for some of the major BT fights, and in the end, perhaps an extreme reminder that it’s possible to stay hopeful even when things are darkest.

Death Stranding argues in both its story and its gameplay that adversity itself is what makes things worth doing and life worth living.

Death Stranding is a hard game to absorb. There are many intertwining threads to its plot, and silly names, corny moments, and heavy exposition belie an otherwise very simple message. That comes through much more clearly in the game’s more mundane moments, when you find a desperately-needed ladder left behind by another player or receive a letter from an NPC thanking you for your efforts. It’s positive without ignoring pain; in fact, it argues in both its story and its gameplay that adversity itself is what makes things worth doing and life worth living. It’s a game that requires patience, compassion, and love, and it’s also one we really need right now.

Facebook
Facebook
YouTube
YouTube
Instagram