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11 little Death Stranding 2 improvements that made me say ‘hell yeah’

When the original Death Stranding comes up in conversation, you can count on someone citing its tedious writing, pace-destroying exposition dumps, and reckless use of unexplained proper nouns as the biggest hurdle to enjoying it. Fair enough, but I submit that nothing sucked more in Death Stranding 1 than the menus.

Kojima’s first apocalyptic hiking sim had dozens of tiny annoyances that chipped away at my patience over two playthroughs totaling over 100 hours: Holding X to confirm every time Sam made the slightest cargo adjustment, navigating three layers of menus to recycle used-up grenades, plotting routes on an unhelpful map, the laborious process of emptying Sam’s backpack. I can feel my blood pressure rising just thinking about it.

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