18 reviews liked by chubbstar


This review contains spoilers

to be completely honest, this game is really boring. the thing that you put most time in the game is literally WALKING. for the first few hours or so, you are walking huge distances to deliver packages to other people to get you to join them in your so-called project of bringing America back together. I'm sure it's not accurate, but throughout the entire game, you walk through an entire quarter of the U.S. I have yet to complete this game, but the last time I played it, I had finished the first big boss fight sequence. Though the game isn't entirely bad, a few of it's pros make up for some of the game.

The environment of this game is absolutely beautiful. every view you take of the world is absolutely amazing. The music is my favorite part of this entire game, it has made me put LOW ROAR on my Spotify playlist, and I have countless of hours listening to all of their music. This game is definitely beautiful, it's just that it is pretty slow.

UPDATE: i have finished the game and I have to say that I wish i hadn't been so harsh on it before. Yes, the game is pretty repetitive and gets boring at times, but the story makes up a lot of the game itself. Kojima was definitely on something to produce this masterpiece of a story, and the mechanics. Good story, beautiful soundtrack, breathtaking visuals and scenery, and well developed characters. If the gameplay was more fun, this game would be a full 5 for me.

Oddly enjoyable but ended up dropping it to play other games where you actually do stuff

Yes, this has a pretty decent idea inside here with how it integrates other players being used in the game. But no, this is just like Journey where one unique idea doesn't excuse a lackadaisical game, only it's even worse here with how much walking back and forth there is with the game insisting on making you watch more movie than play the actual game in the first couple hours, leaving me wondering "Do I really want to continue playing this repetitive game that prides itself as genre-defining when I can just play Totally Reliable Delivery Service and get 80% of the game?" And I answered no.

I really respect this game, but I also really think it's a boring mess. Sorry?

Me In the begging:
Awesome story, gameplay sucks.

Me, in the end of the game:
Awesome gameplay, story sucks.

Story is overindulgent, style over substance, no tension, no resemblance of pace, piece of cake. Constant high brow “sci-fi” name dropping without any substantial ideas behind them. As many Japanese games this one suffers of hyper formalism and over explaining everything and anything.

Cause it calls “DIRECTOR’s cut”, than I have to say that this director needs to get a good editor and stop put his name on everywhere. I swear, I read his name at least 8 times during the game.


As for the gameplay, obligatory delivering especially early in the game boring as fuck.

By the end when you have more tools it could be really calming and relaxing. Thanks to Decima engine: everything looks gorgeous. I made so many screenshots. It was a good way to meditate when I missed my meditation sessions.

Death Stranding is the best 6/10 game I've ever played. A genuinely unique title that everyone should experience for themselves, yet at the same time one that constantly gets in the way of itself any time it tries to become something truly great. I think it speaks volumes that the best time I had with this game was after I had beaten it; when finally given the freedom to explore and create infrastructure, as well as do deliveries unimpeded by awful story, overwrought characters and uninspired combat. That ability to build out the world for yourself and your fellow porters and enjoy the fruits of your creation is what really makes this game shine, but the amount of work it demands you do to achieve that is so absurd I wouldn't blame anyone for not wanting to put in the time.

Somewhere in this weird piece of art is an idea for a very good video game, but you have to suffer through monotonous fetch quests, annoying gameplay, and an obtuse story to experience even a hint of that idea.

Death Stranding does that thing that a lot of games do - it throws you into an environment that clearly spells out your limitations before slowly introducing tools to make your journey easier. The difference is it's not like "You could only jump before, but now you can double jump. Isn't that fun!?"
It's more like "You don't know how to walk down a hill because you're a big dumb man baby. Struggle through this for 10 hours and then we'll give you something to make it not suck." Every minute I spent walking around in that world was a constant battle of "Wow this sure looks beautiful I can't wait to explore it more" and "Oh I beefed it again on a pebble while walking up a slight incline".

Every single upgrade or improvement you get in the game isn't to make a fun game more fun, it's to make the game you are playing suck less.
"Walking with a load sure does suck, huh? Here have this"
"Traveling this long distance over and over is boring. Make a road to make it faster"
But you still have to put in a lot of work to even build these structures to make your life easier. So you either struggle to complete your journey or you struggle to collect resources to build a bridge to make it easier to complete your journey. Yay?

The social/"strand" portion of Death Stranding I think is some of the coolest stuff I've experienced in a game. Building bridges, roads, or other structures that you or others can use to make you journey a little easier is a lot of work but also satisfying. The fact that those structures can then be used by other players is very cool, even if it did feel like I was the only one in my world actually contributing to these projects.
I'd spend hours working on these roads and the contributions from others was measly.

I can stomach boring gameplay if the story is at least holding my interest along the way. And while I wouldn't call Death Stranding's story uninteresting, I definitely wouldn't call it good. The vibe of this game consist of characters with goofy names delivering horribly-written lines of dialogue with deadly-serious tone all while Monster energy drinks and ads for Norman Reedus's real life TV show on AMC are in the background. It's a game that simultaneously takes itself so seriously and not seriously at all. Honestly, normally, I think that kind of thing can be kind of funny but every second of this game had me scratching my head and asking "This is the video game mastermind everyone worships?"

+ Gorgeous world
+ Incredible soundtrack
+ Really cool building/social element

- Gameplay loop is just nonstop fetch quests
- Getting around the world is actively not fun until you put the work in to make it suck less
- BT encounters are stressful
- Nonsense story
- Conflicting tone

anyone who says they like this game is lying to sound smart

Tales of Phantasia is one of if not the best JRPG on the SNES. I knew Tales of Phantasia existed but nothing really other than that. I had no real expectations for the game but it quickly left an impression with it's beautiful spritework and lovely music, not to mention the voice acting that is presented right from the opening scene. It is a crying shame this did not come out in the west because it and Chrono Trigger would surely be mentioned together a lot more. Realistically the only issue is that by end game there is a decent amount of magic pausing, similar to secret of mana, but for the most part, you can turn off spells (which you likely will in dungeons to save mp) so if you are used to random encounter legacy RPGs, this still feels like on of the best.

Seventeen years ago, Nintendo released New Super Mario Bros., and they fucking meant it when they said “new”.

The company may as well have struck crude oil for the sheer amount of money that they printed after its release; thirty million copies sold served as the clearest sign they were ever going to get that this was the way the series needed to be from here on out. A decade and a half later, and almost literally every single 2D Mario game we’ve gotten since has been a member of the New sub-franchise — New Super Mario Bros. Wii, New Super Mario Bros. 2, there was even a New Super Luigi U. You can argue that Super Mario Maker breaks the pattern, but I’d argue back that dropping a glorified level editor and telling the players to design the games themselves doesn’t count for much. Besides, Mario Maker is still a lateral step at best; it’s playing the same hits as before, just rolling four previously-released games together to be swapped around as needed. The New Super Mario Bros. mode, funnily enough, turned out to have the most advanced movement tech, meaning that the most serious players and level designers effectively found themselves with yet another New game fairly early into Mario Maker’s lifespan.

Nintendo’s modus operandi seemed to be that if you somehow weren’t sick of New Super Mario Bros. yet, then they’d make sure that you would be. Every subsequent game seemed to scrape a couple of extra flakes of wood off of the bottom of the barrel, desperate to find something else they could extract from this fucking sub-series. New Super Luigi U was a download-only level pack for New Super Mario Bros. U that starred exclusively Luigi, because at least that was different enough from starring Mario to warrant its own game; New Super Mario Bros. 2 put an obscene emphasis on the act of collecting coins, which is almost universally the least exciting part of any Mario game. The 3D entries — Galaxy, 3D World, Odyssey — seemed to be the place where Nintendo was still experimenting and innovating what Mario could be, while the 2D games quietly shuffled along in rote stagnancy for two decades like retirees towards death. There was no zest, nothing fresh, just an endless series of “bah-bah”s and maybe one or two new power-ups every couple years so you didn’t start thinking that you spent sixty dollars for the exact same game again (you did).

Super Mario Bros. Wonder gives 2D Mario a personality again, and it’s a complete triumph for that fact alone.

How truly great it is to play a game like this without any positive expectations, and instead come away with full confidence that it’s some of the best that Mario has ever been. Of course, maybe that’s not saying much — 2D Mario has been almost exclusively New Super Mario Bros. for about half of the entire franchise’s lifetime now — but Super Mario World and Super Mario Bros. 3 are often hailed as the best platformers ever made, so anything that can stand next to them is doing something very right. If I’m being completely honest, I think it clears both of them easily. Call it recency bias, but it’s been a long, long time since I’ve been this impressed by anything Nintendo’s put out.

The game managed to get all the way through prototyping without a deadline, and it unquestionably shows. Wonder has a whole box full of toys that it's eager to show the player, and it almost never lingers on any of them; the majority of level gimmicks here get used just a single time and never again, while the most common returning gimmicks really only appear maybe three times before vanishing forever. All of them feel about as realized as they could be; while it may sound a bit like the game is just throwing out everything in the hope of something sticking, most of these concepts are really only fun for one or two levels, and it wouldn't be wise to try making a full game out of them.

It revels in being strange. As strange as Mario is ever going to be allowed to be, at least. It took me a little bit to make a decision on whether I thought the talking flowers were charming or annoying, but I eventually ended up liking them; as the game goes on, they get progressively more and more unhinged, dropping the "you did such a good job" schtick to just start saying strange shit. One level is filled with green goo that you need to swim through to progress, and the flowers won't stop talking about how much they want to eat it. When you get the wonder seed, turn into a goo ball, and then pass by one of the flowers, he audibly licks you and then says how delicious you are. I think about that flower a lot. What a little fucking freak he was.

The badge system serves mostly to trivialize an already easy game, giving the player the option to get extra mid-air jumps, or a free rescue from a bottomless pit, or adding exclamation point blocks everywhere that cover basically every hazard you could ever possibly deal with in a given stage. It definitely feels designed more to provide an experience than a challenge, and I think that's fine. I would love to see a level pack for this that ramps up the difficulty so I'm not constantly walking around with 99 lives and 999 flower coins, but I'm probably not the target audience for this anyway. Mario is for kids, after all. We've gotta wean them off of this before we start hitting them with the Celeste C-sides. Regardless, though, the badges mostly offer some unique ways to engage with these levels, and there are tons of secret paths in every single one that you can only access by snooping around off the top of the screen or behind brick-covered passageways. There's a shocking amount to explore here, which is extra surprising considering how inherently linear a 2D sidescrolling stage is going to be.

I had an absurd amount of fun with Wonder, and the ten or so hours it took me to breeze through it just melted away without me even noticing. Fingers crossed that this completely buries New Super Mario Bros. from here on out. If this is the way that Nintendo is going to be developing 2D Mario games, then I'm absolutely going to be here for it.

I have to be careful about asking for more like this, though. Nintendo might spend the next twenty years making nothing but Super Mario Bros. Wonder sequels.