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I made it vee
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there it is dood
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>>741158845
It's not exactly hard. You can drive the tri-cruiser 99% of the way up without difficulty.
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>>741158845
>>741158956
Couldn't pay me to do this walking sim software
Not gonna even use the words play and game, as you can't play it and its not a game
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>>741158845
Why didn't you climb to the actual top
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Just beat this game over the weekend. Holy fuck, what a good game it is. Currently working on 100%-ing it. So glad to see good games are still being made
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>>741158956
>that long ass bridge
WHAT WERE THEY THINKING
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>>741159146
i'm scared of heights
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Big ass moon
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>>741159146
it's where i belong
>>741159083
i'm not paying you
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The Juan Cuckman encounters are kino too. Cliff is still cooler, but I didn’t mind Cliff 2
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Easily the most badass endgame segment since the Halo 3 Warthog Run
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>>741159440
It's still fun, but did you not find the traversal very easy compared with DS1, and that the story in DS2 is all over the place?
I enjoyed it, but sadly wasn't in a 'holy fuck this was good' kind of way
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Saw these fools approaching the BT area between the Architect and the Pizza Chef and I followed them to make sure nothing bad happened to them, then punched them for being retards
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>>741159083
Hello i'm here to deliver this gif and connect your post to the chiral network.
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He’s mad at me for killing his bro :(.
>>741159998
I admit it’s even more flawed than the first game, and that the story is a “lazy” copy paste of the first game’s, and I do prefer the first game overall. But I still greatly enjoyed the second game, even if it’s inferior to the first.
I’ll put it like this, when the credits started rolling, I wasn’t pissed off like everyone warned me I would be. I was quite pleased
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>>741158845
i should watch this film on youtube someday...
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>The hardest part of the game is a VR training session
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almost done with the roads bros
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I love this game
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>>741160695
Keep it up, Sam
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>>741160480
Ah that's pretty good - I wasn't pissed off at the end, just deeply conflicted about the experience. Once again I let expectations get the better of me from Kojima's trailers. I was really looking forward to seeing how it would explore the 'SHOULD WE HAVE CONNECTED?/WE SHOULD NOT HAVE CONNECTED' theme.
Turns out this was the most undercooked element of the entire narrative and is only really brought up on a single occasion and then immediately dismissed by the appearance and impromptu dance sequence from Die Hardman.
I just felt the story was generally all over the place and it completely tracks with it having been rewritten as Kojima has stated.
I also found out of every Kojima game, this was the one where the characters felt least like real people. There is zero chemistry been any of the characters at all, they all sound like they're just speaking into the abyss.
Then the emotional core of the story about Lou is often just in the background because we're having a random arbitrary Cliff clone sequence again, or a Higgs confrontation that's randomly inserted into the narrative.
But despite all this I still found Sam endearing as a character and felt the peak of the game was when he finally comes to terms with Lou's death.
The gameplay was still fun, but too easy and didn't feel it evolved enough.
So yeah, unfortunately, deeply conflicted and left a bit of a sour taste for me.
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>want to five star the last two outposts for platinum
>remember I haven't played in a few months so my ez-mode zipline network will be degraded aa fuck
Ah well, at least my stockpile of thousands of supply units and the amazing soundtrack will make rebuilding fun.
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Love this, what do they call it, “futuristic brutalism”? The juxtaposition between all this high tech “futuristic brutalism” stuff and the beautiful Australian wildlands put out such a nice aesthetic
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so ziplines placed by other players are just always straight ? Or do other players not know that you can curve them. It doesn't make sense that every zipline i fine is straight and most don't connect to others because of obstacle. Feels like a bug
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>>741161112
All multiplayer ziplines are straight, yes. It works in their game but nobody elses.
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>>741160982
Good points and I agree with all of them. I'm a lifetime Kojima enjoyer so I'm a bit sad that DS2 didn't exhibit unambiguous growth from the base material laid down by DS1. I think MGSV was a deeper game than either of the Death Strandings despite it having 1/3rd of its content, including crucial story elements chopped off.
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>>741158845
See that mountain?
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>>741159440
I loved the game, but never came back to it after finishing the story. It's just not the same without Lou.
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>>741161676
See-that-mountain kino https://files.catbox.moe/t6ta4g.mp4
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This truly is a doggie dog world.
>>741160982
That’s fair, anon. To each his own.
I agree the story of DS2 is all over the place and nonsensical, and a lot of the plot holes are hand waved with “It’s the Beach, I ain’t gotta explain shit”.
To me, the whole game seemed like it was about loss and the stages of grief and the acceptance that follows, not just for Sam but for the player as well. Sam (the player) just lost Lou (the first game) and during the first half he still goes around thinking she’s still in the pod (the player still treats this game like it’s the first one) but halfway Sam accepts Lou being gone (eventually the player realizes this is not the sequel he was expecting) and then ultimately reconciles with Tomorrow and accepts the predicament he has been thrown in (the first game is over and done with but the player can (hopefully) still enjoy the second game for what it is). You can expand this analogy across not just the first game but gaming as a whole. Games have indeed changed, for better or worse, and we can only mourn the classics so much before we eventually learn to move on. At least that’s my autistic headcanon.
The “Should we have connected?” theme is admittedly shoved in the background, and it would’ve been nice if it had a bigger role than just a simple plot twist that gets immediately forgotten about. All it served for was explaining how Higgs returned.
I don't know if I agree with you on the cast being out of touch with one another. There are various scenes of the Magellan crew interacting with one another and it seems like they genuinely care about each other (though they seem a bit apathetic about Sam’s woes and lie to him literally through the entire game), but I do admit that characters in the Metal Gear games seemed to be connected to each other on a deeper level than DS2.
I understand why the game pisses off a lot of people, but I just wasn’t one of them. Again, to each his own, any love of any kind
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>>741159998
Already knowing how to play makes a total difference, DS1 really wasn't hard to traverse either.
Same feel on my enjoyment, it was cool but i still dream of DS1 and DS2's less focused, shotgun approach.

But the story of DS2 isn't so stupid because the characters may yap nonsense all game long, what matters is everything that's not said. For example Fragile's quirk of grabbing people and not letting go says more about her character than all of her dialogue combined, Rainy doesn't say a single interesting thing and her character is entirely made up of what she does, "Shut up Dollman" but never "Stop moving Dollman". Heartman talks shit but clearly it's his thumbs and his collapses, his body language that people remember. Higgs, he's a walking evil speech yet he's loved for his grimaces, his perfect rage never directly addressed but boiling underneath his act. Sam the Man who silently ports the sins of the world like a cross.

And they're all on screen saying too many words until everybody mentally checks out.

I say DS2 is not shallow, it's incapable of expressing itself, there's a logic to its madness because it's the product of 1 or 2 people's daily daydreams about some subjects. Everything makes sense i see it: Take the cutscenes that play when you walk through the Plate Gate, there are fishes, then the fishes are caught, sold on the market and then turned into sushi. Kojima is scared of sea creatures and this sequence depicts the mastery of that fear. Why is it in the game? It's weird. It's personal. DS2 talks to me on entirely personal, primordial, wordless level and maybe the bullshit surface level stuff was done on purpose to chase me out into the weeds of my own mind where the network signal is stronger.
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But yes, I agree the traversal is too easy unfortunately. Another reason the first game is (slightly) superior.
There’s no incentive to not cross rivers either. I didn’t wanna submerge Lou in the rivers in the first game, I couldn’t care less about submerging Dollman even if he had a problem with it. In fact, if he would complain, it would only encourage me.
Still a great game overall. Easily my personal GOTY. Shame it didn’t win any awards, but then again I never really cared what people in ties think
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>>741163238
>DS1 really wasn't hard to traverse either.
No, but you didn't get an exo so early, so a greater proportion of the game was definitely spent having to be more careful how you walk.
Then there were missions like the antimatter bomb over the mountains - out of the main and side deliveries I did, I never had anything remotely difficult to transport.

>But the story of DS2 isn't so stupid because the characters may yap nonsense all game long, what matters is everything that's not said.
I guess what i'm saying is all the characters just feel kinda wooden to me. Something about the way the dialogue is delivered just feels almost cold and clinical a lot of the time - none of the characters feel like real people to me at all.
I think it also comes down a bit to the ratio of quirky character shit is cranked up quite high compared to DS1. Felt to me like half the scenes someone does something very Kojima in it and there wasn't a good balance.
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>>741160982
Damn dude the impromptu dance is part of the exploration of the theme, it's Hardman's counter argument. He says "yes we should continue to connect but only when it's a good connection" in his epic speech afterwards, or more accurately he says "fuck off globo-nanny i'm moving out of the house".
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>>741161109
It's aesthetic. Industry looks its best alongside nature.
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>>741162473
The first game sold the people of that world acting weird but in the second game they truly act like weird aliens.
What happened on set, was there a rape or something? Or maybe: https://youtu.be/XElQLXXyblk?t=22
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>>741158845
Now do it in mexico
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>>741161056
Structures don't degrade when you're not playing. It would suck big time
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>>741162473
>the player still treats this game like it’s the first one
Literally me with all the combat in 2 and why I got bodied at first despite clearing camps with bare fists in 1
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Easily one of the best looking games out there.
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>>741164673
The engineer was literally the first prepper in the main zone. We got the exo-skellington at the same time as in DS2.
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Reminder that Higgs did nothing wrong.

>>741166472
Now if only DLSS didn't fuck up my screenshots taken in game. I'd use one of the other upscalers but their AA is fucking awful.
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There's no pretending, i'm tired as balls.
Goodluck DS thread.
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>>741167026
Sam is not a gay!
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>>741167149
But (You), the player, on the other hand...
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I uninstalled because I got bored. Hated the day and night cycle. The first one did that better.
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>>741167208
Thank you for your sacrifice anon.
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>>741167670
The first game did not have a day/night cycle. Why'd you hate it ?
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>>741158845
I AM SAM!
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Keep on keeping on!
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>knocking out survivalists without being seen
>follow one
>walks on a sign
>sign zaps him
>fucking DIES
>tar puddle appears below fresh corpse
>golden BT comes out
>grabs corpse
>doesn't elaborate
>leaves
>the power of the sign dragged the enemy into the tar
I wish I had more than just pic related for proof. This entire event sounds like that kid made it up

>>741167857
HEY MY NAME'S SAM TOO
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>>741167815
Exactly. I like how everything was illuminated all the time. Plus the New Zealand looks were great.
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>>741169550
Odd opinion. Day/night cycle is something I personally wanted in an eventual sequel. My only complaint is that it goes by a little too fast
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>>741158845
>very peak of a mountain isn't smooth
doubt



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