![]() ![]() ![]() The game is set “a little bit into the future” and is about something that would “tend to happen in a couple of years,” he said. “I think people will cry, yeah,” he said. Kojima also said that the game is meant to be an emotional, evocative, affecting experience for players that won’t just make them cry, but experience an entire range of emotions. Kojima said it’s a different way of connecting the game and the story, but that the game’s form of player choice isn’t like giving them a chance to find the “good ending or the bad ending.” I do want people to feel they are making the decision.” ![]() If they want to know more about the story, they have to fo this way or that then. “You can move freely in the game - that means you can go anywhere you want in the game - so then what happens to my story? Sometimes I leave them to do what they want but they can’t proceed in the story. I want the player to play freely, but at the same time, there is more dramatic story-telling. “It’s really difficult, to be honest, to tell a story in an open world game,” he said. He later explained that while players will have the ability to roam the world of “Death Stranding,” the game is still a narratively-driven linear game. “I can’t say anymore because Sony will be very unhappy.” I’ll also throw in a really new idea: you’re connected with the game and everyone is playing it together and everyone will be connected as well. There are so many things in between of course, but the key is connection. The keyword for the story and the gameplay is connection. You feel very alone, in solitude as well, but you’re trying to connect. So players will have to reconnect the world in the game. I’m kind of putting that as a metaphor in the game. “There are so many things happening in the real world, in America, in Europe, Everything is connected by the Internet but we’re not connected in the real world these days. “It’s an action game, an open world action game, but it’s really new, it’s something new,” he said. Kojima did, at one point in the conversation, describe the game, or at least his best attempt at describing it without giving anything away. “I want to make sure the first idea works.” He added that he tries to stick to the kernel of his story. ![]()
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