As for asynchronous MP, the games I listed mainly have just items, notes, pictures, perks, or power ups that other players leave behind for you. The Souls games also have PvP invasions, but I’m mostly able to avoid those. Otherwise the messages and ghost images flashing of another players last moments before death prove to not only be helpful warnings, but also weirdly comforting, knowing you’re not alone out there in the gauntlet of hardship.
But with Death Stranding, the game is definitely much easier when you utilize the online network. When you reach check points and connect then the world populates all manner of bridges, ladders, vehicles, and roads to make your traversal more painless and quicker. There’s a real unspoken sense of community with these players out there who leave behind structures for you. And you can reciprocate by leaving machinations of your own, and by giving the person “likes” (in true internet fashion) which builds a little virtual worth for them. Anyways, I shouldn’t drone on about it, my love of Death Stranding is well documented. But I think I just discovered the main difference to me of why I like this style of online play — most of the asynchronous MP I’ve enjoyed is cooperative rather than competitive.
Th3solution wrote:
But I think I just discovered the main difference to me of why I like this style of online play — most of the asynchronous MP I’ve enjoyed is cooperative rather than competitive.
That makes a lot of sense, and is very much something I reckon I could get behind.
I was thinking back over this subject the other day, and realised that the first time I encountered any kind of online «multiplayer-esque» connectivity in a single-player game was Just Cause 3 and its HUD's
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