At 130 hours in it's been 60 hours of gamplay since my last post. That's close to 4 and a half hours a day on average. Granted more of that time would have been clocked up over weekends etc. So still safe to say I've been well assimilated by the game. In doing this post it's been a lot harder to keep things 'unspoiler-ish' so if you intend to play the game, be 'warned'. Even a few years after launch..... I've remained spoiler free for the most part myself and it's been a better journey because of it.
So yea gamaplay since. So much has happened where do I even start.
I've built roads, constructed shelters, generators and upgraded other players constructs. Connections made and the story progressed.
More recently zip lines built and upgraded, BT's and stronger BT's defeated. All that and more and I still get a kick from hunting down MULES and returning stolen cargo in the earlier areas of the game as well as the later.
I'm currently in the Heartman episode, which is #8 and roughly the more realistic halfway mark. I do know there are 15 episodes(I've avoided more info). Within it I've done 3 of the 4 connections(Counting Heartman).
I've stalled on purpose(as I do with all new areas) to catch up on the 5 star chase on locations(which isn't that bad). Getting to 5 stars with 'clients' isn't the end of their worth and not just done for the sake of it(but kinda is as I'd have done it anyway). 5 stars gets one star on Sam's suit.
Those new connections(some of them) grant upgrades to gear, some can grant items after that when you reach greater delivery scores with them. Like the Cosplayer who give the large grenade pouches, the doctor and his Extra capacity blood bags; Or South Distro and a Level 3 truck. There is a lot of feeling of accomplishment in the game.
There are lots of better upgrades to get. Granted in my mind it's a haze of deliveries for so many locations I'm lost in trying to recall it all. Chiral boots, ladders and better weapons. etc etc etc. None has felt like a grind. I'm enjoying the world, existence in it and online interactions that are not real present interactions.
It's 'cool' to see other players leave a mark on locations that I can interact with if I want. A ladder or rope in the best position I can take advantage of; Or leave myself for another player to use. A like; Their appreciation is appreciated even if they left 1 like instead of 200.... It's not like I do the structures, rope or ladder for them, I did it for me for easier traversal, there and back...... But yet every player can benefit. Community without the direct interactive community communication.
With the bad comes the good. I've been lucky to have come across some other player infrastructure that I was able to use, enhance and add to myself. I've liked previous structures and players have liked the new stuff I've put up. The game mechanics are very interesting in that regard, on what is shared and shown. But there have been some elements that that have really made me work to get things setup. A zip-line on a mountain peak doesn't get there on it's own. Speaking of which. The mountains proper have only one real form of enhanced transport. Zip-lines; And they are so much fun.
Gameplay in the mountains is a different kettle of fish from the rest of the game. While the areas and the 'jobs' all built up infrastructure to better and better upgrades, bike to better bike, truck to better truck and open ground to then be on roads etc.... The mountains are a real harsh return to the basic two legs. Basic but not without help. Heatpacks and better augmentation frames for rough terrain. That said there are an awful lot of ladders, ropes and strewn cargo that it reminds me of all those Mount Everest documentaries(Never mind the bikes and trucks about players discard).
New area's bring new challenges. More powerful enemies, more extreme weather, it's atmospheric to say the least.
The game looks great. A game that keeps escalating the stakes and with it new level of normal before ramping up things again. I love it. Being in it and rolling with it, taking time is key to get the most from it. But then again this game scratches so many of my gameplay itches it's no surprise I 'like' it and want to prolong it. A player can blast though and only do the needed narrative story and still get enjoyment but you'll miss so, so, so much more.
For as much as I've seen in game from other players it seems that it's 5% of players that make it this far. Which is a pity.
The in game stories are typical Kojima, quirky to say the least. Self comounding over time to both explain and ask more questions.
The game has crossover content with Cyberpunk and Half-Life for fun. The later being my more favorite items. Specifically Alex's gravity gloves. A godsend and the only gloves I've worn since getting them. Leveling and the likes seem to come with no effort on my part. All gained in 'just' the doing of the game but as I'm so 'into' it that's not a real suprise.
The Pizza deliveries for a certain 'client' as the game goes on are weird and 'interesting'. Like most of the game a thing you think is trivial and can be ignored has a deeper meaning. I've no idea where the narrative is going on it but the last version I did had an additional kicker to the mix. Hand delivered Champagne, which meant not using vehicles etc.... Pain on foot but not really with the roads that I'd built. That said it was a surprise shock to an expected 'easy' job.
Caring for BB is likewise an interesting mix to the story. Like most else one the escalates on multiple levels.
As do the jobs. While not necessary my need to do more, more quickly to gain the ratings leads to pushing the limits of delivery time Some still easier than others again depending on the current infrastructure of your areas. All a self imposed thing.
So the game goes on. Plenty more to see and do.
No doubt I'll take my time and finalize some long overdue 'tasks'. For now that leads me to one more 5 star rating that is proving illusive. South Knot. Seems to need a lot of jobs to get from 4 to 5 stars. A lot, a lot. One job is barley noticeable when handed in.
I also want to take a peak at the area that was Middle knot city. I got close once and there seemed to be a player bridge up. for no reason other than just sightseeing.
The game is detailed, it's way more than superficial who knows what will be found round the next corner or over the next hill.
Spoiler warning.
One smaller story, an early game hard to reach(at the time) area has an old man in a bunker. You are his life line. I delivered and he connected to the area around him. No client can remain in constant contact. I mainly kept older clients linked with jobs via the robots. They can be sent to do the more mundane jobs remotely(for lesser rewards, but still). Loosing direct contact, it happens over time and distance. One trip back in person I was both surprised and semi shocked; Instead of seeing the old man on delivery, I saw his BT 'ghost'. He had died and that had an emotional kick to it for me. I guess I'm more connected to the game than even I thought. Perhaps Kojima is a subtle storyteller with heart. Bigger narrative with simple tales. Yea yea, I'm buying more into Kojima's higher concepts of storytelling. You know when you know, when it affects you. What clicks clicks.
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