Game Entertainment Empire

Chapter 1245 Characteristics of “Death Stranding”

In Dream Memory, it can be said that there are two very extreme controversies about the game "Death Stranding".

People who like it regard it as a masterpiece, and people who don't like it call it spicy chicken.

The most intuitive example is that some media gave a perfect score of 10, while others gave a review that was just over a passing score.

Although it would be nice to laugh at the media's ratings, after all, there are some games that are full of arrogance from screenwriters and producers, and they can also get a perfect score of 10 points due to public relations.

And it means that if players can’t appreciate it, then there’s something wrong with the player’s taste.

But it's not as special as "Death Stranding".

From Yang Chen's point of view, the reason why "Death Stranding" is so special is, on the one hand, related to the game, and on the other hand, it is also closely related to the producer of Dream Memory, Hideo Kojima.

Because "Death Stranding" is filled with many unique points, which is a characteristic of Hideo Kojima.

That's enough pretense, enough to make people feel cool.

The most intuitive example is a series of unclear nouns.

For example, a catastrophe in "Death Stranding" is named "Death Stranding" corresponding to the title of the game.

At the same time, the unique creature produced in this disaster event is called "beachedthing". This actually means nothing, but its name in the game is abbreviated with BT.

It is actually normal to shorten something.

For example, the English name for the Juggernaut in "Warcraft" is BM, and players will call it BM for short.

The English name of Demon Hunter is DemonHunter, and players will also refer to it as DH for short.

But these are all abbreviations made by players, while in "Death Stranding" it is an official abbreviation. As for why?

Very simple, because there is enough pretense.

At the same time, after the death of BT in the game, the material left behind is called Cairo substance, and the rain of Cairo substance scattered into the sky is called time rain.

Although the network connection established by the Cairo substance is called the Cairo network, the linker is called the Cupid linker.

In addition, the game is also filled with a large number of exclusive nouns, such as virtual explosion, dark beach, Mir people, extinction factor, and the body and soul are based on an ancient Egyptian concept, with 'He' and 'Ka'. describe.

Of course, there is a unique meaning behind these nouns.

For example, the so-called 'Cairo' comes from the ancient Greek word for 'hand', and the shape of Cairo's material is reflected in the game as a hand.

The rain it forms when it floats into the air is called time rain, because this rain can cause matter to age instantly.

And this mode of not speaking 'human words' also gives the whole game a unique sense of mystery, and it is also very cool.

As for Yang Chen, he quite likes this style.

Including the original production of "Metal Gear Solid: The Phantom Pain" and subsequent series, Yang Chen also studied film knowledge for a period of time specifically for this purpose.

And later participated in the filming of the "Resident Evil" and "Silent Hill" movies.

In fact, most games basically have similar things.

But the games produced by Hideo Kojima are particularly outstanding.

It is precisely because of this unique temperament that people who like him are crazy about him, and people who don't like him are crazy about him.

After all, the great Mr. Zhou Shuren once said: Don’t pretend to be cool, or you will be struck by lightning.

As for the games produced by Hideo Kojima, both in terms of character creation and settings, there is also a structure of the worldview.

It's as if pretentiousness is engraved in one's bones and blood.

At least whether Hideo Kojima admits it or not, players feel that way.

Of course, Hideo Kojima's games are not perfect, and there are still many flaws.

It's just that there are some flaws that Hideo Kojima made knowingly.

For example, Hideo Kojima is extremely paranoid about long shots that end in one shot.

The explosion cutscene at the beginning of "Metal Gear Solid: Ground Zeroes" is the same as in "Death Stranding".

But it also caused many problems. For example, two people, A and B, were caught in a crisis. At this moment, B encountered a crisis, and the camera was given to B.

Then character A disappears from the screen and stands motionless until the camera is on A. He will not move.

This is the disadvantage of one shot to the end. At this time, only a few quick shots are needed to perfectly solve the problem and better enhance the atmosphere.

As a director, Hideo Kojima knows the most about game development, and the producer who knows the best about directors in game development cannot possibly not know this.

But he was just paranoid about not editing and instead kept the long shots. This was a paranoia of his.

This also reduces the immersion and experience of the game.

Therefore, when making "Metal Gear Solid: The Phantom Pain", Yang Chen also made some camera changes.

Instead of blindly pursuing long shots that take one shot to the end.

Although long shots can make players more immersed in the story, if it is not suitable, blindly using long shots will be counterproductive.

Hideo Kojima is paranoid in this area.

In addition to the unique setting gameplay in "Death Stranding", linking is the top priority.

Because this is destined to be a game that focuses on process and personal experience.

And games of this type also have a common feature, that is, they don’t look fun enough.

Players have no way to experience the unique charm of this game through videos and live broadcasts.

For example, interactive movie games and party games are all designed to make these games look fun and cater to live broadcasts.

"Death Stranding" is a typical game that looks boring and only feels special when you play it.

Similar to it are soul-based games such as "Sekiro: Shadows Die Twice", "Dark Souls" and "Bloodborne" produced by Hidetaka Miyazaki, which are actually similar to a certain extent.

They are all games that focus on process experience rather than watching.

Only by playing it can you understand how much progress you have made after each death.

After dozens of deaths, the ecstasy after finally killing a seemingly invincible and powerful enemy can only be understood by players who have experienced it personally.

Of course, compared to "Death Stranding", Souls games are actually better in terms of viewing quality.

Because the audience can see how the host or other players died.

In "Death Stranding", if you put aside the game plot and just watch it, then most players will think what is interesting about this game?

Isn’t it just running from A to B to deliver goods?

But this is the biggest misunderstanding about "Death Stranding".

()

Please remember the first domain name of this book: . Mobile version reading URL:

Tap the screen to use advanced tools Tip: You can use left and right keyboard keys to browse between chapters.

You'll Also Like