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February 16, 2026 8:22 pm


Hideo Kojima’s Silent Hills and the Future of His Next Game

Picture of Pankaj Garg

Pankaj Garg

सच्ची निष्पक्ष सटीक व निडर खबरों के लिए हमेशा प्रयासरत नमस्ते राजस्थान

The term “dynamic” has become a bit of a buzzword for gaming media, with the idea that dynamically generating things like enemy placements, item drops, or even the weather makes a world feel more lived in. In reality, it adds a level of RNG or randomness into a situation, which is intended to enhance replayability and make each encounter feel new and completely different from the last several. So, considering the way that Death Stranding ‘s world is constantly evolving , adding some dynamic movement of the swarms of BTs could go a long

Few AAA games of recent years are as unique or as divisive as Death Stranding . While the unconventional gameplay of Hideo Kojima ’s open-world post-apocalyptic delivery sim failed to resonate with a lot of players, plenty of fans have been curious to see it expanded upon in a potential sequel. To that end, Kojima has clarified a few things about a piece of concept art that had fans thinking that he was teasing such a g

For the uninitiated, Kojima caused a stir this summer when he tweeted what many believed to be concept art for a new Death Stranding game . Back in June, the developer shared a photo of his desk, and eagle-eyed fans took notice of an illustration of a never-before-seen vehicle branded with “BRIDGES,” the name of the corporate government that protagonist Sam Bridges works for. Naturally, this has resulted in plenty of speculation as to what it could mean for the future of Death Strandi

Fatherhood is explored in a different way in _ Death Stranding 2 Endings|Https://Deathstranding2World.Com/ Stranding . _ Sam Bridges obviously goes through some form of it as he cares for bridge baby, Lou, as Sam has to explore the game world while carrying Lou in his pod which is attached to his chest. He develops a bond with Lou similarly to how a parent does with a child (he does carry Lou around like a mom). In fact, motherhood might be just as important a theme as fatherhood in _ Death Strandin

If the sequel goes north instead of south, the Canadian landscape boasts a bevy of open countryside and chilly mountaintops to navigate. The Banff National Park could work as a stunning setting all on its own thanks to the glacial lakes containing some of the bluest water on the entire planet, casting reflections of the endless woods and hilltops that stretch out into the distance. For a more relaxed area, the dense forestry to be found in British Columbia would provide a soothing sense of serenity during the player’s travels. Meanwhile, the multicultural streets of Montreal offer sights and senses representative of a multitude of cultures and beliefs from around the world, giving players little pieces of everywhere in a future of days gone

If this is the case and Kojima Productions is looking at continuing Death Stranding into a series, then there are a few critiques and requests that the sequel may need to address. Similarly, there are some natural improvements that a sequel can make as both gaming technology improves with next-gen consoles and PC hardware, as well as the capabilities with in the game world evol

While travelling through a ruined Tokyo would surely be a haunting experience, what would be even more mesmerizing is to see the more rural areas of the country. Mount Fuji alone would be a spectacle to witness, especially if the game allowed the player to climb to its very peak for a delivery mission. Just as Ghost of Tsushima recently proved , the lush and vibrant open fields in the country sides of Japan can be very peaceful to explore and the endless assortment of colors on display within the nature there is a feast for the e

So, there’s a strange turning point that comes after reaching the first of Cliff Unger’s war beaches, where the player is suddenly given the ability to kill enemies with the introduction of lethal weapons. However, as Kojima Productions writes through the gameplay , the lack of ludonarrative dissonance means that the player is heavily punished for killing enemies, but is given almost no reward for doing so. It’s a positive in a storytelling sense, but leaves the player with all these weapon options that are really meaningless and could be explored further to give a stronger risk/reward factor for straight up mur

The vehicles are a strong point of contention for players, considering that they imply that they’ll be able to trivialize some deliveries, but they also don’t exactly move over unsteady terrain all that well. Combine this with the fact that most of Death Stranding ‘s artful aesthetic is built around landscapes that have been reclaimed by nature or wreckage of bombed cities, and the available vehicles almost require roads to be built. So, a new focus on vehicles to give them a better give and take on which terrain they can travel across and how much they can hold as a result is an improvement a sequel should aim

This doesn’t necessarily need to go along with the previous entry, and would actually work best with the current system where BT infestations stay in specific places. There already is a system for clearing out BT Territory by destroying the Giant BT that can usually either be found in the center of the area or shows itself by attacking the player. However, while this will clear the area and allow the player to move through hostile territory in ease, it never lasts for very long, making it somewhat more difficult to enjoy these sections of Death Stranding ‘s open-world without having to immediately run a

Author: Benny Cody

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