With the 360 games no longer being added to the monthly Games with Gold offerings it seems 'weird' to 'just' see 2 games. With luck quality should increase. Speaking of which I think they have with at least one this month...
Bomber Crew is a great fun game I've played a lot of on PC; Via a free humble bundle code for Steam and later buying the USAAF dlc. My posts on that here, here and here. So seeing the Deluxe all in version free on Xbox should be an interesting return to the game for me.
Windbound a game I've not known about except for hearing the name(just sounds familiar). A shipwrecked alone experience on an uncharted island where you explore and adapt as you navigate land and sea to survive and thrive; All sounds interesting enough. Yet not a game I'll be diving into as even the 'good' reviews of the game on Steam are fairly scathing about the games mechanics. A visually good looking game let down with it's punishing and essentially meaningless survival mechanics. It also seems that the storyteller 'easier' mode lacks any motivation in story to drive the grind of game mechanics. A grind for the sake of it, it seems. A lot of nice ideas let down with implementation of the game. So I'd say a very polarizing game to say the least. Proof in the pudding and all; If it's a game that clicks with a gamer good on them. For me it's a case of too many games not enough time already. Maybe I'll miss a hidden gem....
Where do I start in trying to do a post about Death Stranding. I'm no massive Kojima fanboy. I like the earlier Metal Gear games. Kojima is as Kojima does. High concept and in explaining that via game he says much but offers little in comprehension. There is no help in understand the data/concept dumps that happen. A bit harsh but true all the same. Stories and narratives convoluted in names, acronyms, concepts and game lore(explained and not). It's a weaving of art, style, story and gameplay with a bit of a chip on the shoulder. An ego that can be unsubtle and preachy at times. All of which can be seen as either an o.m.g. Kojima is the master giving a religious experience; Or a player looking at a game and saying, w.t.f. is this shiz as they wonder why to bother. Death Stranding is a game you'll either drop or be absorbed by.
I first saw a trailer for the game that was of a naked man(Norman Reedus) on a beach crying as he held a tiny and equally naked baby, dead fish/crabs all around, black oil and ocean. I think it was a short cut of the initial trailer. It did nothing for me but say the game was 'weird' and 'strange'; And that I didn't want to know more. There was no hook of mystery for me. It was one of 'those' Kojima games. A game with good looking graphics but a story that was 'not for me'. Fair to say I was in the w.t.f. is this shiz camp of thinking. Also fair to say also that I had no fawning hype for the game(some were just OTT about it), but I'd missed the hype. It went over my head. After that I'd only heard/seen random and 'lite' references to the game that played into that first impression for me. A Kojima game, one of 'those' Kojima games. High concept and of no interest to me. The only other impression was form a friend who loves Metal Gear games(more than me) and had dived deeper to know more. He came back with the further impression that it was 'just' a walking simulator, moving cargo on your characters back from place to place. While I've come to appreciate such 'walking simulators', at the time it didn't seem appealing at all. Again graphics were looking cool, the 'high concept' and potential 'grind' not so much.
So why mention and post about it now, years after release?
Surprise surprise, the game was available to play via Xbox Gamepass for PC. Of the available new to gamepass titles; Seeing it and being able to access it free peaked my interest. To see if there was more to it for myself, given years of hype in the background.
Long story short. For me it ticks a lot of boxes. It is all I've said but it is way more. As for grind.... I can see how it could be seen as that but I'd not classify the gameplay as grindy. I've been playing it for three weeks. In that time I've clocked up 70 hours of gameplay(according to the save). A respectable average of over 3 hours a day. Not super hardcore but enthusiastically casual.... If that's a phrase. It's a game that has kept me wanting to be in it.
I can also say that I am 'so' into the game. As much for the logistics management as the combat. As much for the story as for the sneaking around tension. This game has given me that stomach jump feeling when Sam trips never mind falls. Never mind falls form a great height. The combat may be considered non-complex but it has nuance in the enemies and the way you fight each type, human or not, that it 'feels' good.
In game I'm a fan of the non lethal weapons. Especially the bolo gun.... Where I can then get to kick the helpless enemies to knock them out. There's a certain good feel retribution in that; Especially after they've stolen some cargo from you. Besides, using lethal weapons sounds way too risky with the BT threat of void outs(aka a nuke explosion). BT's are the 'non human'.... 'enemies'.
The BT(beached things) weapons are good but the standard BT 'hematic' grenade is still my dependable do all for taking on BT's.
Fighting BT's evolves as your weapons for them do. On very emotive, strategic and survival levels they are an enemy to always be cautious of. There is fear in facing them. The hassle of not outwitting a foe. An enemy escalation that not only looses cargo from your back but move your location... Not for a resulting death as much as for getting caught and loosing time, cargo and effort never mind anything else. It's a visceral encounter system.
Early on the best offence is defense, BT detection and avoidance. Not that far into the game you gain more deterrent weapons and then all out offensive ones. It's a part of the game lore/story that your character is special. It's no spoiler to say that his Pee is a weapon(weee-apon!). As a hint, it's better to remember that as he can pee anywhere and they (BT's) don't like it(early or later game); So in a way pissing yourself could be a win!
The graphics, especially when light and atmosphere align can be breathtaking. As can the audio, from environment and enemies to the licensed music that matches the mood for an ever engrossing journey.
And it is a journey. For the player as much as Sam.
This game does so many little things really, really well. They work and as a gamer I want more so I persist with the awkward. The main awkward is the first and best vehicle you get. The reverse trike and it's non cargo long range big brother. Both have players complaining about them. Cursing their handling.
I can see where they are coming from, Yet riding it is fun and with a bit of cajoling I've gotten trikes into any area I've wanted(Windmill knot there and back, weather station, farm and waterfall no problem etc). It's also a bike that works better while reversing up insurmountable terrain. Yes the reverse trike does better in reverse than going forward.
Overall its no wonder the game clicks with me. It's got a large asset management and courier logistics systems at it's heart! ETS 2 fans rejoice! This could be a game for you as well(just without trucks)!
Metal gear fans will feel familiarity with the aesthetics in game. Kojima fans will see the epic cut scene and game cinematography. The look and feel of technology and the chimes of the incoming calls from the ever watching horde of remote onlookers to that journey. If you thought Otacon was bad, these guys at times can seem a never ending stream you want to just hang up on. But as a gamer I've persisted with most calls and they do answer questions. However I've gotten used to skipping what I now know to be the repeatable waffle. Especially when finishing/handing in jobs etc.
The degradation of equipment/cargo/vehicles and structures is a good one. I can also see why it's so good with the online co-op/shared experience elements of the game. A shared world with other players without any real direct interaction. It really works for me. The pleasure of helping others without the hassle of actual interactions; It makes players funnel towards a cooperative angle rather than a destructive one without noticing. Like adding materials to build/rebuild roads or returning lost cargo you come across. Rebuilding or upgrading a structure that helps you also helps other players.
This is compounded in a good way as it all goes towards an overall character score in game areas as well as an overall player level.
Put an item down and get a certain distance(depending on the item) form it and it can be considered 'lost'. It will then appear in another players iteration of the world. If they leave it they leave it, if they pick it up and place it in a locker to 'return' it to you.... you can get it back. It's an interesting system that has more pluses than minus's in my view.
The same goes for vehicles if they are left out in the world for long enough. Your garage in any location can also be added to the mix; Not your actual vehicles but an online copy of it is shared for anyone to use. I've been in a location with no resources handy and needed a bike... Shared garage to the rescue! Many likes for the other player who's bike it 'is'. A form of resource grind removal.
That's the game.... Likes and shares. The meta of the meta. Only nice. Kojima wanted to remove the negativity and bring players together via cooperation. It works. It works for me.
All of a sudden I'm 'getting' the higher concepts from the game. Some better than others but that's all down to personal perspective and how a player 'takes' such concepts with the gamplay.
The initial UI interactions are one of overwhelming confusion. Again an element that will either click or not. For me its another element to the game that I now click through/skipping without thinking. Ultimately it's a case of getting used to it. Knowing what to look for and ignoring the rest. It takes time.
This goes for all UI elements from job hand-ins, level progression and inventory. But I love it now. It takes some getting used to, but here and now, halfway through the game I'm into it!
The more you deliver to 'clients', the more rewards you get. Some are extremely useful but until a player persists in raising client levels they may never know about them! Each client has 5 stars akin to reputation. When you get the 5th star with them they give you a star to wear. I think the 2nd and 4th starts are the gear reward marks. For me it's a case of maxing out all the clients with all the stars for loads of repeat rewards.... And for spares.... Those boots.... and the ladders..... But those boots!
The game isn't just about gear management but you charterers personal management. It's the epitome of immersion; And it all matters, it all makes the game easier by percentages. That said a player can do it all or non of it. A player can leave the private room without the stamina buff of the energy drinks on the table; Or a player can get 20+ % increase in Stamina. Even in a later game like my save, I never leave without the buff!
As toxic and dangerous as the worlds environment has be there's still pleasure in the world. There are game mechanics to take a break, relax. It's all about immersion(lol).
If you've read this far, the game is worth a try, I can say now that I'd buy it but I'm not sure the journey would be the same on a platform where I'd have to start from scratch(steam). So I may end up buying it on Xbox(for PC use as I have it now) and see what that brings. I may wait till after the endgame for that.
All said and done I'm super glad I tried it. But I only did that because it was 'free'. I'd recommend it but it's such a subjective game that it's going to be very polarizing for players in a love or loath it way. A fact game players will only know when they try it. Catch 22 again. Buyer beware but I hope I've provided some information to sway one way or the other.
With the bulk of the new content truly played out and time being made for other games I've not been back much to Planet Crafter. That is until I started messing about with my 'second' save again. Thankfully patch notes have all contained the reassuring words that saves will be compatible with new content/patches(for now). So my primary save and play-though is safe which means I can get to be less careful with a second save.
A little knowledge is a dangerous thing they say; Knowing everything about the game and being in a second save is a much different experience. For me, it allows for a less particular and less orderly take. An early save knowing where all the loot boxes, secrets, shortcuts are has made it an 'easier' life for a stranded human on an alien world. It's been different but worth it.
For the second save I've piled all in on a single location as 'the' base and placed it in the large Iridium cave at the original start location. This is a game and a save I can do my 'thing' in; Collect, store and micromanage for the sake of it. In a 'compact and bijou' location filled with compromises.
Very compact and with lots and lots of compromise.
It was only in returning to the 'main' save that I noticed there was going to be one little problem....
Second save main base:
Main save late game:
I say little problem.... It's a big one...... A big vine I thought I had accounted for.... At a different pillar. Doh!
To move the base ever so slightly is a no go as the ground floor and the upper floor are all storage(for everything in the game that can be looted). So I can now confirm my second save is going to be permanently halting all teraforming. It's an 'early game save'..... This is the save of compromise so I'm not bothered, not really(?). It would've been nice to have been vine free in the future but it is what it is.
I doubt I'll get into a mood to move, rebuild and resort...everything. Never say never, but for now and the foreseeable.... There would have to be a massive and long content drought for that to be considered.