Unto The End Review — Feel The Loneliness of A Brutal Journey
Nothing is more enjoyable than playing a game that you didn't expect to be good enough to enter your personal "Best Games of the Year" list. Of course, on the other hand, nothing is harder than persuading other people into playing it. Especially when it's an indie game with little marketing that's fighting for attention against a certain big-budget RPG. In that way, Unto The End is like a valuable, small gem that you wouldn't be able to find unless you put all the big names aside and look for what you've missed in the late months of 2020.
When we talk about realistic games, the first things that come to mind are photorealistic visuals and other cutting-edge technologies within the industry that make games look almost live-action. But that's only one of the available ways – and probably the most expensive one – to make a game feel lifelike. When it comes to 2D games, we don't usually expect to see that realism. However, Unto The End is probably the closest experience I've ever had in a 2D game to real life. And it has nothing to do with the visuals. It's all about gameplay.
Red Dead Redemption 2 was arguably one of the very few realistic games of the last generation of consoles that tried to bring realism to the gameplay as well. Of course, the game had incredibly beautiful visuals, but there were some details in the gameplay that had a bigger impact on the game's realism. Just remember the looting animation where Arthur had to bend down and search the pockets of the corpses' clothes as one of that game's many examples of more lifelike gameplay.
Taking realism into the gameplay often has a significant influence on the audience for several reasons. One is that players don't usually see that in most of the other games. It's usually a novel approach to design. Another is that gameplay is the biggest way that players can interact with a game. Thus, it leaves a more persistent impact on them.
As declared by a brief note at the beginning of the game, Unto The End is a different and challenging experience, unlike most of the 2D games that you might've played. If you take any form of damage in the game you will start bleeding. If you don't find a camp to heal yourself your movement will get slower and slower until you eventually die. The game uses a Souls-like system where you have to find various bonfires/camps along the way to be able to heal yourself, create some mobile medicines, upgrade your armor, and train your combat skills.
The game's realism isn't just related to bleeding. Enemies and traps are not the only threats that can damage you in the game. Diving towards a rocky wall, for example, will end up in a head wound that needs treating.
Even combat has its own lifelike properties. This isn't an action game in the vein of Bayonetta or Devil May Cry. Your movement in combat has to be measured or you'll quickly meet your end. Further, your character is human. There might be times where they drop their sword in the middle of battle, forcing you to quickly react so that you can get a parry off in time. It's a more methodical style of combat, but it furthers that lifelike approach.
Injecting realism into the game in such a way will have an obvious result: A difficult and challenging experience. Level design in Unto The End reminds me of FromSoftware's Sekiro: Shadows Die Twice. Unto The End is quite a brief experience but the game uses a boss-fight system, where every combat scene represents a different enemy with a distinct style of attacking and defending. Each boss has their own weaknesses that you'll eventually figure out after failing again and again. Something Sekiro players are very familiar with.
Unto The End is not all about fighting though. Sometimes you can simply flee instead, and you wouldn't really miss much by doing so. The problem is optional battles are not usually rewarding since your sword is not upgradeable. Plus, most of the rest of your arsenal are limited-use items. So, fleeing from some battles means you can save those for more important encounters. The worst part is you can't learn to craft anything new in the course of your adventure. Most of the time, your character's progression in the game is felt through mastering the existing combat skills and learning the weak points of each enemy.
That being said, sometimes the best way to continue your journey without harming yourself or anyone else is to interact with the NPCs and trade items. With this, you can simply avoid some difficult fights and gain some items that will come in handy in some serious situations. Your actions can change the fate of NPCs and turn a hostile giant into a friendly outsider.
Story-wise, there is no dialogue in Unto The End. As the father of a family, you leave your homeland for a deadly journey in the frozen wilderness. But the game starts from a snowy mountain, and later in the game, you realize that all the things you've played were actually the way back home. So, you never know what was the journey for, but there are two different endings to the game. Personally, the dark one is my favorite.
It always feels great to be back at home after facing lots of horrible creatures and going through dozens of dangerous situations, but what if you're so late? What if you come back and realize all your resistance was in vain? It's painful that you see all your efforts are worth nothing at the end of the day. And that's something influential, even when you don't know all the details of the story.
Another thing that helps Unto The End to feel like a cold, dark, and real adventure is the developers' effort in cutting the use of HUD as much as possible in the game. There's no map, no waypoints, no missions, and no objectives. It's just you and a cold and snowy mountain. You're the only one that has to figure out the way back home.
If you try to explore the various locations of the map, you will be rewarded with herbs, bones, sticks, and some other useful stuff. However, this is a harsh environment, especially if you don't have a torch to guide your way. Heck, the game even uses this to up the combat difficulty. You can drop your torch in the midst of battle, making it nearly impossible to see your enemies. But I can't complain about those mechanics too much as they all help to make an immersive experience.
Visually, Unto The End is one of the best-looking titles of this year for me. The game features an incredible lighting system that makes it feel haunting and scary when you walk through dark tunnels and dungeons. The audio design is also at its peak. You can hear a haunting humming that intensifies whenever you are near to a new danger. On the other hand, when you are on the surface, you can feel the difference only by the sounds.
My main problem with Unto The End is the fact that it's a very short experience. Right when I really felt like I was progressing well, the game ended. It was a bit disappointing for me. Just as I was ready for more new challenges, I saw the credits appearing on the screen. Plus, previous trailers for the game showed some locations, enemies, and scenes that are not available in the current product. Obviously, things can change during development, but it is disappointing to see all of that content cut.
Unto The End is a must-play for all the Souls-Borne fans who wouldn't miss anything in that FromSoftware vein. More importantly, it could be an excellent gateway title for players who haven't played a Souls-like game. Winning combat in Unto The End is a matter of being smart rather than having powerful weapons or a high-level character. For me, using my own skills to conquer my enemies was the cherry on top of an exceptional title.
The post Unto The End Review — Feel The Loneliness of A Brutal Journey by Mehrdad Khayyat appeared first on DualShockers.
Skyrim is Now Officially on Xbox Game Pass
Since its release nearly 10 years ago, Skyrim has managed to make its way onto every console ever since—if you have a system from 2005 or later, you can bet that Skyrim has been ported to it. As of yesterday, if somehow you still haven't played the game you can pick it up for only the price of admission on Xbox Game Pass.
We're happy to announce that The Elder Scrolls: Skyrim: Special XGP Edition-that-isn't-really-a-special-edition-we-just-want-it-to-feel-special is available today! pic.twitter.com/uA25S0BnLG
— Xbox Game Pass (@XboxGamePass) December 15, 2020
This new addition to Game Pass was announced officially at the Game Awards last week, but it has been a logical conclusion after Microsoft's acquisition of Bethesda back in September. A tweet from the official Xbox Game Pass Twitter account welcomed the Skyrim Special Edition to its service while also making a meme out of it in traditional Skyrim fashion. According to Bethesda, "war never changes," but apparently meme-ing Skyrim also never changes.
The game officially launched on the service yesterday and is free to play for all subscribers. Microsoft is looking to bring over all Bethesda games to Game Pass in the near future.
You've unlocked a new Shout!
Fus Ro Dah your way through #Skyrim – now on @XboxGamePass pic.twitter.com/wwu3uolV3F
— The Elder Scrolls (@ElderScrolls) December 15, 2020
Skyrim was not the only game announced to be headed to Xbox Game Pass this holiday season. Among Us was announced for Game Pass PC. Additionally Beholder: Complete Edition, Code Vein, The Dark Pictures Anthology: Man of Medan, Monster Train, MotoGP 20, My Fried Pedro on xCloud, Neovers, and Wilmot's Warehouse have all been announced for multiple editions of the service.
Microsoft is continuing to grow Game Pass' library and sweetening the deal. Earlier this year it was announced that Game Pass subscribers would also be getting EA Play for free as well as a two-month subscription to Funimation Premium Plus. It's no surprise why it's considered to be the "best deal in gaming."
For more on Microsoft Game Pass, make sure to check out this article on the full list of upcoming titles.
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Star Renegades and How to Better Highlight Fantastic Indie Titles
As early as 2015, I think it would be fair to say that there is always that one specific indie game that breaks through the AAA barrier both critically and commercially that reaches those who don't follow every facet of news that comes out every month. For 2015 there was Undertale, in 2018 there was Celeste, and last year was Untitled Goose Game just to name a few.
This year's indie darling to most —if you consider Fall Guys to be out of the indie space— has been Hades, the latest game by developer Supergiant and now considered one of the best roguelikes ever made. Personally, I was relatively frustrated with how Hades was praised when I found more personal love from Thunder Lotus' Spiritfarer. But those come from two completely different genres. But what about indies of the same?
Recently, I finally took the time to play Star Renegades the other indie roguelike from this year, and one of which you maybe haven't heard of until now. Developed by Massive Damage, Star Renegades is a retro-style, turn-based RPG where a motley crew of heroes tries to stop a robotic alien race from destroying their reality alongside a reality traveling robot known as J5T-1N. After each failed run, J5T-IN travels to the next alternate reality where the same heroes exist and where you try again despite constantly thinking that you failed an entirely different reality.
It has an incredibly deep diverse combat system that feels more like a side by side tactical RPG where one wrong decision could significantly affect your team and your run. Once you get a hang of its mechanics, Star Renegades becomes immediately addictive to the point where I've been thinking about it while playing other games.
After my first five hours with Star Renegades, I preferred it much more compared to Hades, and with even more hours under my belt my opinion still hasn't changed. Hades I think is still great with its own appeal. And I think there are many reasons as to why Hades has received the level of recognition it has this year, and how it (unintentionally) loomed a massive shadow on other indie games, but more specifically, Star Renegades, a title of its own genre.
For those unaware, Hades was an early access game that was announced alongside the launch of the Epic Games Store in December of 2018. From my own personal social circles, there wasn't anyone I knew who was following it during that time, but with what I've heard posthumously, the action roguelike naturally evolved over time by a significant margin. With Hades's official release being announced at the beginning of Nintendo's Indie World presentation in August, it immediately attracted eyes —including my own— leading it to become one of the biggest games of this year.
Star Renegades released a mere eleven days before Hades giving Massive Damage little time for their much lesser-known roguelike title to get gamers interested. Additionally, the developer has only made one game prior to Star Renegades while each game Supergiant has made is widely considered an indie gem.
I think the most major observation that I've recently realized with the success of Hades is how much of a commercial boost a game gets if it is showcased during a Nintendo Indie World presentation. Not only was it in the showcase, but it was the first game to be shown with a complete trailer to boot, making it hard to ignore. Each Nintendo presentation feels like an event, so those who watch tend to not forget the games that stick out to them, and Hades certainly left a stellar first impression. With that being said though, there is another key tool to get indies on consumers' radars; Xbox Game Pass.
Multiple popular indie titles this year, including my two favorites Star Renegades and Spiritfarer, have launched on Xbox Game Pass for both console and PC. It has already been proven that these deals with Xbox's subscription service have significantly helped with the number of players who try out games from different developers. As an example, CrossCode developer Radical Fish Games has previously explained how it saw a higher player count through Xbox Game Pass than other platforms combined. Fall Guys which feels more like a platform than an indie since launch, found massive success due to being a PlayStation Plus title during the first month of its release as well. Who knows how well it would have done on the platform if it wasn't given away for free.
While great, it doesn't get the promotional value from something like Indie World. It would be cool to see Xbox do something similar for all the games that are making their way to Game Pass every month. By following a model similar to Nintendo, it would be more exciting for subscribers and would be more effective than just putting out a tweet or sending a push notification to your phone through the mobile app.
Again, I think that Hades is a fantastic game that deserves most, if not all, of the praise it has been getting. It is the most accessible roguelike for those who are new to the genre which will casually bring in more players through that alone. Star Renegades is a more traditional roguelike in difficulty with being a consistently challenging experience that may turn off some. However, that doesn't stop it from being absolutely brilliant, and in my opinion, a worthy contender for Game of the Year. It makes me wonder if it had released at a different time, would it have received the level of attention it deserves, or would it be lost to most just like it was this year?
This idea I'm presenting is hypothetical and could all be coincidental at the end of the day, but I do know that there are ways to better promote indie titles moving forward. Instead of putting the vast majority of attention on one indie, let us lift those of similar quality on that same pedestal. And I get it; there are countless indie titles that release every year, so for players who are really looking for something different they have to take their own time out to look for them. But there should be ways of promoting them clearly before getting to that point.
Word of mouth is a huge help for indie developers, and so I'm using my platforms to tell you that if you love roguelikes, then Star Renegades is a must-play. It is one of the best games of 2020, a Game of the Year contender, and it is truly a shame that it hasn't had the recognition it deserved from most outlets throughout the year. Regardless of that, Star Renegades will still be available once 2020 ends, so I highly suggest you play it. I hope this article will help give it at least a portion of the visibility it deserves.
The post Star Renegades and How to Better Highlight Fantastic Indie Titles by Cameron Hawkins appeared first on DualShockers.
Netflix's The Witcher Gives Us a Sneak Peek From the Set of Season 2
As reported earlier today, The Witcher's Henry Cavill has had to take a little rest due to hurting his leg while on an assault course. Thankfully though, and despite hitting a series of monster-sized hurdles, the continuation of season two can be played out around the actor as he rests up and hopefully he'll soon be back to his witchery ways. To cheer us all up, Netflix's The Witcher has tossed its fans some treats as they celebrate its first day of #Witchmas by offering us a look around the curtain at season two in a series of images.
Even though we don't get a glance at any of the cast members, the images provide a lot more than meets the eye. As you can see from the pictures below, there's the Witcher medallions hanging from what looks to be a tree and also a collection of swords which could very well be of Kaer Morhen, the keep where the Witchers of the School of Wolf were initially trained and also where Geralt of Rivia is taking Princess Ciri in season two. If you're a fan of The Witcher, you'll know that a lot of Geralt's fellow Witchers were killed so the hanging medallions shown could be from his fallen comrades.
We also get a look at what could be an elven Scoia'tael flag tucked into a forest somewhere. Scoia'tael are elven rebels (known to be made up of halflings and dwarves, too) also known as the Squirrels, due to the squirrel tails they wear on themselves and appear throughout the game in The Witcher, The Witcher 2: Assassins of Kings and The Witcher 3: Wild Hunt. Whether this is a Scoia'tael flag remains to be seen when we finally get a chance to watch season two of The Witcher for ourselves at some point next year.
Over on The Witcher Twitter account, fans have been given the fun opportunity to vote on what they would like revealed on the first day of #Witchmas. The choice that players had the chance to vote on were 'Cuts from The Witcher Season One' or 'The Law of Surprise'. With the latter topping the votes this time, a trio of images appeared in some sweet shots of season two. In a new poll, fans will get the choice between getting to see 'Season two Script Page' or, again, 'The Law of Surprise'. So far it seems that people are gravitating towards more of the same in The Law of Surprise but there's still time yet if you want to cast your vote.
The Witcher is available to stream on Netflix now and if you wish, be sure to check out our own review for the Netflix series here as you wait until next year sometime to get a look at season two. If gaming is more your style, The Witcher 3: Wild Hunt is available now on PS4, Xbox One, Nintendo Switch, and PC. The Witcher 3: Wild Hunt Complete Edition will be heading to next-generation platforms and this time, the game will look as pretty as ever.
The post Netflix's The Witcher Gives Us a Sneak Peek From the Set of Season 2 by Rachael Fiddis appeared first on DualShockers.
CD Projekt Red Founders Have Lost $1 Billion Since Cyberpunk 2077 Launch
After years of excitement and a massive marketing campaign over the course of the last two years, Cyberpunk 2077 launched and was quickly torn down. The game has a myriad of issues, from random bugs and glitches to outright unplayable performance on last-gen consoles. Although Cyberpunk 2077 has more than made up its costs already, it seems that the founders of developer CD Projekt Red are still managing to lose money.
A report released by Bloomberg yesterday found that the game's glitches and rocky launch have cost the founders of CD Projekt Red over $1 billion. Over the course of the past week, the company's stock has plummeted, although not to record lows. Due to Cyberpunk 2077's numerous issues, the developer has provided an apology stating that it did not pay enough attention to the game's performance on PS4 and Xbox One. It went on to recommend that players refund the game if they are not pleased with it.
— Cyberpunk 2077 (@CyberpunkGame) December 14, 2020
The Bloomberg report also notes the stain that has now formed on CD Projekt Red's reputation. The company, which has been celebrated for The Witcher franchise of games, now finds a lack of public trust. With its previous franchise, CD Projekt Red established itself as a developer of high-quality games and was adored for such. Now, public opinion on the company, which has been caught in lies regarding Cyberpunk 2077's performance, has flipped. It's not clear what CD Projekt Red can do to recover its public face.
CD Projekt Red has promised that Cyberpunk 2077 will receive massive updates in the coming months to address its performance and stability issues. The game also has more content coming in the future, including DLC and a multiplayer component. The game will supposedly receive free content updates sometime during 2021, with a multiplayer mode due out by 2022.
The post CD Projekt Red Founders Have Lost $1 Billion Since Cyberpunk 2077 Launch by Otto Kratky appeared first on DualShockers.
Insta-Forum: What Do You Think of Cyberpunk 2077 So Far?
While 2020 is (finally) almost about to end, this year had a few more big releases in store to cap off an exceptional year for gaming. Namely, CD Projekt Red's Cyberpunk 2077 is one of the releases that almost everyone has been waiting for, and last week finally brought the massive sci-fi RPG into the hands of players on consoles, Google Stadia, and PC.
Of course, Cyberpunk 2077 also hasn't exactly had the smoothest launch. Since its debut last week, players have encountered a number of bugs and technical issues, with the most pronounced being on the last-gen versions for PS4 and Xbox One. While it was expected to be a graphical showcase with demanding hardware requirements, for the time being it seems like CD Projekt Red has an uphill climb to address the issues players have encountered across the console and PC versions of the game.
With the game out now, we want to hear from the DualShockers community: What do you think of Cyberpunk 2077 so far? How has your experience with the game fared? Are you enjoying your time in Night City? What have been your favorite quests or storylines so far? Let us know in the comments below.
For me, playing Cyberpunk 2077 feels like it has been a bit of a mixed experience. It's easily been one of the games that I've been most looking forward to playing this year, and I'm happy to have finally spent time playing it on PC. Granted, that experience hasn't been perfect, as even on a PC that (for the most part) has been able to handle running the game smoothly, I'm still running into a number of bugs and technical issues each time that I play. The storytelling and world-building that CD Projekt Red have achieved in Cyberpunk is immense and striking, but I can't help but feel that the game is being held back a bit in its current technical state and hope that it can improve with time.
Cyberpunk 2077 is available now on PS4, Xbox One, Google Stadia, and PC, with optimizations for PS5 and Xbox Series X|S to arrive sometime next year.
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Paranoid Gets a New Haunting Trailer Showing Off Some Gameplay Footage
Madmind Studios shared a new trailer from Paranoid, focusing on the game's main protagonist and his endless nightmares triggered by a mental illness.
Worked previously on Agony and Succubus, Paranoid is the next project from Madmind Studios and it looks pretty different from the team's last titles, though it's still set in the same genre. Paranoid follows a man's life in the 1980s that has been interrupted by horrifying visions, and zombie-like creatures. During your adventure in the dark and haunting rooms and corridors of a motel, you will learn more about the protagonist's life and his mental status.
The game also features intense combat scenes as well, granting you both melee and ranged weapons to deal with the hostile creatures you face in course of your adventure.
Currently, there's no official release date for Paranoid, but Madmind Studios is targeting next-gen hardware with its new game and you can wishlist it on Steam as of now. No console release has been confirmed for Paranoid yet. Visually, the game looks fantastic with high-quality textures, detailed models, and incredible lighting. However, having an interesting story-line with enough amount of horrifying elements and engaging gameplay mechanics, are the other essential properties of a horror experience that should be worked on as detailed as the game's visuals.
It's worth noting that Madmind Studios' previous title, Agony, received poorly by some media and players due to the presence of some intense violation scenes that you wouldn't usually see in video games or even the fellow entertainment mediums. Along with Paranoid, the studio is also working on Succubus, a demonic horror experience, that falls in the same line as Agony with lots of sensitive content and brutal violation. There's a prologue version of Succubus available for free right now, with the full version launching sometime in the future.
The post Paranoid Gets a New Haunting Trailer Showing Off Some Gameplay Footage by Mehrdad Khayyat appeared first on DualShockers.
EA Play on Xbox Game Pass For PC Delayed Until 2021
Xbox Game Pass is undeniably one of the best gaming deals out there right now. For pretty low prices, users get access to a massive catalog of games, including everything from Xbox Game Studios and a big chunk of EA's library. However, PC users of the service will have to wait a little bit longer for the full experience. The addition of EA Play to Xbox Game Pass for PC has been delayed until 2021.
The delay was announced in a blog post on the official Xbox site. Although the announcement was originally going to celebrate the arrival of EA Play on Xbox Game Pass for PC, it turned into "one asking for a little more patience." It's not entirely clear why the delay was made, the blog post only states that "we need more time to provide the Xbox Game Pass experience." Updates on when PC users of Xbox Game Pass can expect EA's library to be added will come next year.
Quick update: To ensure a great experience for everyone, EA Play will not be launching on PC with Xbox Game Pass until 2021.
more info: https://t.co/qiTVRE2bRN
— Xbox Game Pass For PC (@XboxGamePassPC) December 15, 2020
On consoles, EA Play has been part of the Xbox Game Pass ultimate package since November 10, the launch date of the Xbox Series X | S. For PC players, EA Play availability was supposed to roll out this December.
It's important to note that Xbox Game Pass Ultimate members also have access to Xbox Game Pass for PC. The $14.99 a month service provides access to Xbox Game Pass and all its content regardless of what platform users choose to play on. Subscribers to the regular version of Xbox Game Pass do not have access to EA's library of titles through the service.
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Dicey Dungeons Drops on Nintendo Switch After Missing Indie World Showcase
Nintendo held their latest Indie World Showcase yesterday and there were a load of great announcements and updates. As well as the outstanding announcements, however, the showcase had a few glaring omissions. One of the titles people were hoping for that never showed was Team Cherry's Hollow Knight: Silksong and another was the deckbuilding roguelike Dicey Dungeons.
While Silksong remains somewhere, seemingly lost in the ether, Dicey Dungeons developer Terry Cavanagh has since provided fans with a very exciting update on his title's Nintendo Switch port.
The game, which has been available on PC since August 2019, is available to purchase and download on the Switch right now. The announcement came with a message from the dev team, which said:
I'm really excited about today's launch! I think the game is a great fit for the Switch, and I'm really hoping it finds a new audience here that digs what we're all about.
If you've enjoyed Dicey Dungeons, today is a really good day to spread the word and tell people about it! We're a tiny team of independent creators, publishing a console game on our own, and to be honest, we really need all the help we can get <3
While it's strange that the title was left out of yesterday's Indie World Showcase, especially after the Switch port was revealed on one earlier this year, it's great that it is now out on the Switch.
For those who are unaware, Dicey Dungeons sees the player assume the role of a giant walking dice. The player must build a deck to fight monsters and gather loot in order to take down Lady Luck.
Dicey Dungeons may have missed out on the Indie World Showcase, but there were plenty of other titles that didn't. Headlining the show were announcements of Switch releases for the likes of Spelunky and Spelunky 2, Grindstone, Gnosia and Among Us.
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Kojima Productions Celebrates 5th Anniversary With Art and New Merch but No Game Announcements
If you were hoping for some news regarding Kojima Productions' next project, unfortunately, we will be disappointed. We heard in October this year that Hideo Kojima has a brand new game under development and he is looking for talented developers to join his team in Tokyo for a new experience, but as the studio celebrated their 5th anniversary and teased that a host of updates would be imminent via Twitter, no games were announced. What was announced though was a brand new wallpaper representing the studio's mascot Ludens, a PDF where artist Yoji Shinkawa shares his thoughts on the design and 'birth' of Ludens, and also some merch to celebrate the studio's anniversary.
The Kojima Productions Twitter account told one user that "The updates that we have planned today are purely to celebrate our anniversary and to thank you all for the support that you have given us these past 5 years." Even though dishearted fans didn't get to hear about a game announcement, Kojima Productions did put out a video celebrating Hideo Kojima's reception of the BAFTA fellowship which you can watch below, a video thanking their fans for the support over the last five years and, of course, some rather stylish attire.
Some of the merch included new and official Kojima Productions hoodies and sweatshirts with the iconic logo embroidered on the front. Over on Hideo Kojima's Twitter account, the director and producer did show off some very fancy and unique handmade sneakers he received from one of the staff to celebrate the studio's 5th anniversary. The Death Stranding sneakers even incorporated Fragile's studs at the front and some beautiful designs around the sides. If you're looking to pick a pair up, unfortunately, these were specially made for Kojima by illustrator and Graphic Designer, Justin Delacuesta.
Last month, in celebration of the first anniversary of Death Stranding, a fan-made film by YouTuber Raxy featured a nearly minute-and-a-half long video features him in costume as Sam Porter Bridges–the game's protagonist played by Norman Reedus–exploring various terrain with cargo and BB in tow, alongside a couple of shots of him using the odradek to scout out for BTs. Of course, it's also set to music that would feel right at home in the game itself. Death Stranding's PS4 debut was followed by its arrival on PC this past summer, which introduced support for ultrawide monitors, enhanced resolutions and higher frame rates, and a brand new Photo Mode to capture and share in-game screenshots.
Death Stranding is available now on PS4 and PC.
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