Sony’s PS5 Preparations Involve Taking A New Approach

Sony has been giving out new information on the PlayStation 5 in tiny drips, but behind the scenes the company is making big moves to prepare for the next generation. That includes not only hardware and software development as you’d expect with any new console cycle, but also a dramatic restructuring of the PlayStation business.

Newly placed PlayStation head Jim Ryan told GI.biz that the company is shifting to be one global unified brand, rather than disparate arms like PlayStation North America, Europe, and Japan. He also expanded on what that means for day-to-day operations.

“We feel we need to become a more global organisation, but this is absolutely not at the expense of our in-market strength at a country level,” he said. “I really want to reinforce the point that globalisation does not mean Americanisation, or vice versa. Becoming a global organisation does not, in any way, shape or form, mean becoming an American organisation.”

He said in practice, this has meant a more streamlined approach for developing the PlayStation 5 feature set. The product planners are having one conversation “instead of three different regional conversations, where they needed to reconcile positions that were often conflicting or contradictory.”

It also will appear in more globalized marketing campaigns. He cites Spider-Man as an example, which was executed as a single marketing campaign instead of three regional campaigns. That will be the model going forward, from the sounds of it, but there will still be room for individual regions to play to their strengths. The European arm might take the lead on FIFA, for example, while the Japanese region showcases Final Fantasy 7.

The worldwide approach also may mean fewer games catered to a specific market. Ryan cited the 2010 game Invizimals as an example of a game that was very catered to one region, and suggested that the same focused niche will now be served better by its indie partnerships. A recent management reshuffling will be key here too.

“The nature of AAA PlayStation 4 and certainly PlayStation 5 development… We’re obviously not going to have Worldwide Studios make a game for one specific European country,” he said. “And that might have been the case back in the PSP times with Invizimals [which was popular in Spain]. I think this will be where Shuhei Yoshida’s new task [of working with indies] will come in. If we are nimble, flexible and global, we can work with smaller developers to allow those countries’ specific needs to be met.”

For more on the next generation, check out everything we know about the PlayStation 5.

from GameSpot – Game News https://www.gamespot.com/articles/sonys-ps5-preparations-involve-taking-a-new-approa/1100-6471255/

Crash Team Racing Nitro-Fueled Adding Neon Circus Grand Prix This Week

A new Grand Prix is heading to Crash Team Racing Nitro-Fueled on November 9. The free Nitro Circus update includes a new track, game mode, characters, karts, cosmetic items, and more.

Koala Carnival is a new track helmed by circus strongman Koala Kong. It twists and turns through a death-defying Big Top that’s full of neon lights, hot air balloons, and vibrant colors. There’s also a new game mode in Local Arcade called Ring Rally, tasking you with nailing the perfect racing line in order to drive through each ring and earn the Nitro that will propel you to victory.

Meanwhile, Pasadena O’Possum and Ebenezer Von Clutch join the ranks of competitive racers in Nitro-Fueled, while the aforementioned Koala Kong headlines the battle pass-esque Nitro Gauge rewards set. Sticking with the circus theme, the Nitro Bumper Kart provides a new way to travel, and both the Pressuriser and Daredevil karts return from the original Crash Team Racing.

In terms of cosmetics, there are some new circus-themed skins, in case you ever wanted antagonist Doctor Neo Cortex to resemble The Joker. You can also outfit your karts with animated paint jobs for the first time, and if you manage to finish in the top five percent of the Grand Prix leaderboards, you’ll win the Champion Kart and Neon Circus signature decal.

Last but not least, heading into Adventure Mode and collecting all of the hidden Golden Eggs scattered across each hub world will unlock King Chicken for some royal poultry-themed racing.

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Crash Team Racing Nitro-Fueled was released back in June earlier this year. We gave it a score of 8/10 in our review, saying, “Simply put: This is a remaster done right. Nitro-Fueled maintains the spirit and rock-solid foundations of a childhood favorite while building on it and modernizing it where necessary–even if the handling might take a bit of getting used to. Adventure mode’s classic variant feels a little tough, but your first race on Roo’s Tubes or Sewer Speedway will bring a nostalgic grin to your face regardless. When the nostalgia fades, Crash Team Racing Nitro-Fueled remains fun and engaging enough to keep you racing on with a smile on your face for much longer yet. It’s good to have Crash back.”

from GameSpot – Game News https://www.gamespot.com/articles/crash-team-racing-nitro-fueled-adding-neon-circus-/1100-6471252/

Guerrilla Games Co-Founder Is The New Head Of PlayStation’s Worldwide Studios; Shuhei Yoshida Has New Role

Hermen Hulst, managing director and co-founder of Dutch developer Guerrilla Games, is PlayStation’s new head of Worldwide Studios. The change comes as part of Sony Interactive Entertainment’s restructuring ahead of the launch of the PlayStation 5, slated to release during fall 2020.

Worldwide Studios president Shuhei Yoshida is also leaving his current role to lead a new initiative nurturing third-party independent studios. These moves follow the departure of Worldwide Studios Chairman Shawn Layden after 32 years at the company.

Hulst will start his new role immediately and manage all of Sony’s game development across 14 internal studios, including the likes of Naughty Dog, Insomniac, Sucker Punch, and Santa Monica. In an interview with GamesIndusry.biz, PlayStation CEO and President Jim Ryan–who was previously PlayStation Europe chief–noted that Hulst’s appointment shows that Sony is thinking globally as it moves towards the next generation. “I think everybody in Europe should be thrilled and happy and proud that that is happening,” he said.

“Hermen is one of the most effective and well-respected leaders in the video game industry. He is a passionate advocate for the teams he leads and understands how to empower creative talent to build great experiences. I have no doubt Hermen can lead our teams to deliver compelling and diverse experiences at a steady cadence.”

Hulst most recently oversaw the development of Horizon: Zero Dawn at Guerrilla Games–a successful new franchise for PlayStation–and worked with Kojima Productions on the imminent Death Stranding. The studio is also well known for developing the Killzone series of games, and a sequel to Horizon: Zero Dawn is looking more and more likely. Angie Smets, Jan-Bart van Beek, and Michiel van der Leeuw will take over as joint studio heads at Guerrilla in Hulst’s place.

Meanwhile, Yoshida’s new role emphasises Sony’s commitment to supporting indie developers. “Everybody knows just how passionate Shu is about independent games,” Ryan continued. “These wildly creative experiences deserve focus and a champion like Shu at PlayStation who will ensure the entire SIE organisation works together to better engage with independent developers through a culture of supporting and celebrating their contributions to PlayStation platforms.

“I think we’ve always been there with indies, and when they were fascinated and engaged with virtual reality, that’s when we pivoted our engagement with them. So our work with the indie community has remained at the levels that it was during the early days of PS4.”

from GameSpot – Game News https://www.gamespot.com/articles/guerrilla-games-co-founder-is-the-new-head-of-play/1100-6471251/

Pokemon Go: Team Rocket Bosses And New Special Research Now Available

After weeks of teases, Pokemon Go‘s mysterious Team Rocket bosses–Cliff, Arlo, and Sierra–have finally made their debut in the game. Players around the world now have the opportunity to encounter and battle the three evil trainers, and they’ve arrived alongside a new Special Research questline that leads to the mastermind behind the organization: Giovanni.

The key to encountering the new Team Rocket leaders is the Rocket Radar, a device made out of the Mysterious Components that Rocket grunts have been leaving behind when defeated. If you collect six of these Mysterious Components, you can assemble a Rocket Radar, which will reveal the leaders’ hideout and allow you to challenge them.

Just as with Rocket grunts, if you defeat the Team Rocket Leaders in battle, you’ll then have a chance to catch one of the Shadow Pokemon in their possession, and Niantic teases that these monsters “might have special qualities.” Defeating Rocket leaders and grunts will also help you complete tasks in the game’s newest Special Research questline, which will culminate in an encounter with Team Rocket head honcho Giovanni. Defeat him and you’ll have a chance to rescue a Shadow Legendary Pokemon.

Of course, that’s not all that’s happening in Pokemon Go right now. The game’s first Gen 5 Legendary, Cobalion, recently made its debut in five-star Raids, and you’ll be able to encounter it until November 26. The paid Regigigas event recently ended, but the Legendary Pokemon will return to the game as part of EX Raids later this month.

Finally, November’s Community Day is right around the corner. This month, the event takes place on Saturday, November 16–the day after Pokemon Sword and Shield launch for Nintendo Switch. The featured Pokemon this time around is Chimchar, the Fire-type starter from Diamond and Pearl. On top of increased Chimchar spawns, you’ll have your first chance to catch a Shiny Chimchar during the event, and Pokemon eggs will hatch at a quarter of the distance they normally require.

from GameSpot – Game News https://www.gamespot.com/articles/pokemon-go-team-rocket-bosses-and-new-special-rese/1100-6471228/

Death Stranding PSA: Always Be Logged In And Never Play Offline

While Death Stranding is mainly a single-player game, it does have a subtle online component in which your actions out in the world impact the experiences of others–and vice versa. Player actions like building bridges, placing ladders, or throwing up signs all have the chance to appear in other people’s instances of the world, though not everything you make or leave behind will manifest itself in another player’s world. There’s a lot to how the game’s online features functionality. What we detail below is primarily based on our own experiences, so there could even more ways the game’s experience changes while offline.

When playing Death Stranding, you’re automatically connected to servers. The game doesn’t require you to be always online to play, but it’ll inform you if you’re disconnected. If you’re kicked from the servers, you might think to continue, but we recommend reconnecting immediately.

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It’s important because when you’re offline, any new structures, signs, or traces left over by other players will not spawn into your world until you log back in. Everything you’ve encountered so far will remain, but nothing new will appear–aside from, maybe, the occasional NPC-built structure or gadget. Supply requests you’ve ordered and lost cargo other players have picked up for you also won’t be delivered. And any likes you’ve received from others won’t be contributed to your porter rank until you’re online again.

You will miss out on a critical component of the Death Stranding experience by playing offline. While the moment-to-moment action is not affected, the world will feel more lonely than what you’d experience while online–not to mention more difficult and arduous to explore.

Death Stranding’s world contains a myriad of dangers that are often overwhelming. Still, it’s through the subtle forms of assistance and support left behind by others that make overcoming the challenges you face even more fulfilling. If you’re disconnected from play, always jump back into the System menu and log back in. You can’t afford to go this one alone–well, you could, but why would you want to?

If you’re curious about how online play works in Death Stranding and all the ways you can impact another player’s experience, be sure to check out our in-depth multiplayer explainer. For more Death Stranding features, check out our in-depth beginner’s guide and our gallery highlighting all the most significant celebrity cameos we’ve found so far.

from GameSpot – Game News https://www.gamespot.com/articles/death-stranding-psa-always-be-logged-in-and-never-/1100-6471198/

Death Stranding Inventory Guide: How To Manage Your Weight

A crucial part of Death Stranding is managing and expanding your inventory. Depending on how you choose to organize your backpack and other inventory slots, Sam’s poise, posture, and speed will be affected. You can eventually acquire exoskeletons and vehicles to assist with your overall carry limit, but it’s essential to understand the basics in the beginning.

Below you can find everything you need to know about the basics of inventory management in Death Stranding, as well as a few handy tips to better deal with the challenges later on. For more Death Stranding features, check out our in-depth beginner’s guide and our gallery highlighting all the most significant celebrity cameos we’ve found so far.

How To Manage Cargo

First, you need to ensure that you’re keeping track of what’s on your body at all times. While exploring, it can be easy to pick up stray cargo, and before you know it, you’ll find that Sam’s stamina is reduced and his ability to balance negatively impacted. There’s a consequence for every item added to your inventory if you’re not careful. Even if you’re far under the carry limit, you can still notice an impact on your movement speed and balance with enough things stacked on you.

Once Sam’s backpack fills up, he’ll eventually begin to stack objects on top of his backpack. While this is fine for a few items, a full stack of cargo can make it difficult for Sam to maintain his balance. It’s especially noticeable when walking, as making slight movements to the left or right can cause Sam to struggle under the weight, prompting you to grip onto his backpack to avoid tumbling to the ground. Failure to counteract a loss of balance will cause Sam to fall, and his cargo to tumble out of his pack. Center of gravity is a real thing in Death Stranding, so be mindful of whenever Sam starts to lean too much in any direction and pay attention to the button prompts the game gives you.

While you can organize your backpack manually, you also have the option to have the game arrange it for you. By pressing the triangle button in the inventory menu, you can quickly optimize your cargo’s layout, placing heavy objects at the bottom and filling out other cargo slots on Sam’s suit. It’s a useful feature for optimizing Sam’s loadout and ensuring you have the best posture possible. However, a downside to this is that the auto-arrange option won’t acknowledge sensitive cargo. The option isn’t always your friend, so be sure to check out our feature explaining why.

As you progress, you’ll unlock accessory upgrades that allow you to put specific items into them. For example, you get a small utility pouch that holds all your blood packs. These accessory pouches are automatically loaded after selecting auto-arrange, so you don’t have to worry too much about what goes in them, but it’s something to consider when managing everything on Sam’s person. Another handy tip to better maximize your carrying space is to place weapons like the Bola Gun–which takes up two small cases worth of space in your bag–onto your tool rack instead of your back. Though it’s worth noting that the moment you equip a different tool in-game, the weapon will return to your backpack.

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Sometimes the burden you need to carry is too much no matter how you redistribute the cargo on Sam’s person. Fortunately, you do have a few tools that can help with this problem. As stated above, vehicles like the Reverse Trike and the Truck can assist with what you can’t carry. When you fabricate a vehicle, you’re free to distribute cargo onto it. Though be mindful that too much cargo on a vehicle will decrease its top speed. And when you’re plotting your route, it’s important to note if there are BTs on the way. A vehicle packed with cargo you can’t carry on your own is helpful, but if you’re forced to leave it behind, then what’s the point? Be smart about when to use vehicles to support your ever-expanding cargo inventory.

The last tool at your disposal when there’s too much cargo to carry without being over-encumbered are exoskeletons. You can earn your first pair by completing deliveries to the Engineer located south of Lake Knot City. Many of the exoskeletons expand your carrying weight by a decent amount, but the one that does so the most is the Power Skeleton. As you increase your rank with the Engineer, you’ll get upgraded versions of the Power Skeleton, which can carry even more. It comes at the sacrifice of carrying two pieces of cargo on your legs, but it’s well worth it for the expanded carrying weight.

In Death Stranding, it pays to always be aware of what’s in your inventory. Though you may be tempted to stack everything into your backpack without thinking, you’re sometimes better off rearranging items, offloading them, holding them in your hand, or loading them onto a vehicle.

from GameSpot – Game News https://www.gamespot.com/articles/death-stranding-inventory-guide-how-to-manage-your/1100-6471199/

Death Stranding: How Long Does It Take To Beat?

Death Stranding can be a long, sweeping epic or the length of your standard action-adventure game depending on how you play it. Do you care about doing extra side-missions and being the best porter in the entire UCA? Or do you just want to know what happens next? Here’s how long it takes to beat Death Stranding for both approaches.

As far as we know, Sony hasn’t published any official statements on how long Death Stranding is, but based on several GameSpot editors’ time with the game pre-launch, we have some numbers that might be useful to you. Please note these are not official numbers, just some basic calculations based on how long it took us here in the GameSpot office. For more Death Stranding features, check out our in-depth beginner’s guide and our gallery highlighting all the most significant celebrity cameos we’ve found so far.

How Long To Beat Death Stranding

  • 50 hours (standard)
  • 100 hours (completionist)

We took the average of several GameSpot editors’ completed playtimes with Death Stranding to get the standard completion rate. This is if you play Death Stranding at a pretty normal pace, balancing “main story” missions with the optional standard deliveries that help you build out reputation and increase your connection level with various NPCs in the world. Playing at this rate also means spending a decent amount of time building structures for other players and yourself: filling out areas connected to the chiral network with generators and watchtowers, delivering materials to bridges and road pavers to make travel more efficient, and so on. It also means spending some time delivering lost cargo for other players. If you’re not in an urgent rush to beat Death Stranding, but you’re also totally not idling around the world drinking Monster Energy, you can beat it in about 40-60 hours. One of our editors completed the game in 45 hours at this pace, but ended up focusing more on efficiency in the latter half to speed up the playthrough.

One of our editors was dedicated to maxing out his connection level with all NPCs in the game, and got 99.9% of the way there. Doing so required him to take on a ton of extra standard orders and deliver as much lost cargo as he could. This is as close to a completionist run as anyone at GameSpot has gotten so far, and it took about 100 hours. Depending on how much you love helping out your fellow porter, you could probably double that number before you even get halfway through the game, but that’d be entirely optional.

The more broadly community-sourced site HowLongToBeat.com (so far) has about 63 hours for “main + extras,” about 50 hours for a “rushed” pace, and 76 hours for a more leisurely playthrough.

No matter your approach to Death Stranding, we have you covered with tons of guides to help you get started. Be sure to also read our review of Death Stranding, which gave it a 9/10 and praised it for its “remarkable” exploration of “the sheer power and purpose we can find in human connection.”

from GameSpot – Game News https://www.gamespot.com/articles/death-stranding-how-long-does-it-take-to-beat/1100-6471233/

Death Stranding Guide: When Do You Get Your First Guns?

In the first few hours of Death Stranding, you spend a lot of time walking and hiking up cliffs. Along the way, you’ll encounter dangerous enemies like MULEs and BTs for the first time, and for the most part, you’ll be rather defenseless against them. During these stressful opening encounters, you might start to wonder when you’ll be armed with your first projectile-based weapon–or, well, a gun.

Below we detail when you get your first firearms in Death Stranding. For more Death Stranding features, check out our in-depth beginner’s guide and our gallery highlighting all the most significant celebrity cameos we’ve found so far.

When Do You Get Your First Guns?

The world of Death Stranding is fascinating in that there’s not much wanton violence. In fact, its scientific lore discourages senseless killing due to a phenomenon that causes a person’s spirit to return to the world as a BT if their body isn’t cremated soon after death. Worse yet, their body may trigger a Voidout, which is a devastating explosion that can leave a crater-sized hole in its wake. As a result, traditional firearms are discouraged, and the only people in the world who seem to use them are the Homo Demens separatist group.

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So when do you get your first non-lethal projectile weapon, then? Well, it takes a while, but you’ll eventually unlock one not too long after starting Episode 3. Progress the story to the point where your objective is to get the local preppers connected to the Chiral Network, and you’ll eventually meet the Craftsman. He’ll put you through the wringer and ask you to grab a toolbox in a BT-infested shopping mall.

Succeed in the Craftsman’s request, and he’ll reward you with your first weapon: the Bola Gun. Keep pushing the story forward, and you’ll eventually unlock the Sticky Gun and the Anti-BT Gun. For more details on each weapon and tips on how to use them, refer to the descriptions below.

The Bola Gun

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The Bola Gun is an invaluable firearm as it can instantly tie up unsuspecting human enemies from a distance. However, keep in mind that doing so will quickly alert their comrades around the area. Still, once you’ve managed to take down an enemy with a bola shot, follow up by kicking them while they’re down to knock them out, as they’ll get up much quicker if you don’t.

If you increase your rank enough with Craftsman, you’ll eventually unlock another version of the Bola Gun that can temporarily tie up BTs. It’s a lifesaver when you’re surrounded by BTs or encounter a large group that you can’t sneak past.

The Sticky Gun

Unlike the Bola Gun, the Sticky Gun isn’t built to harm human enemies physically. Instead, you use it to snatch cargo off them right under their noses–though it can also be used to grab any cargo from a distance. Essentially, the Sticky Gun fires adhesive rounds connected to a wire that can stick to cargo and reel it in. It’s a handy tool for avoiding confrontation while grabbing far-off supplies you may need in the field. Be mindful that after using the Sticky Gun to grab cargo, make sure to lower your aim, and then hold either shoulder buttons to ensure you catch it before it hits the ground.

The Sticky Gun is unlocked not long after syncing up the Distribution Center South of Lake Knot City to the Chiral Network. You’ll get the ability to fabricate one during a main story delivery.

The Anti-BT Handgun

You get your third firearm–the Anti-BT Handgun–while helping out the Junk Dealer and the Chiral Artist during the latter end of Chapter 3. It’s not the best, since it takes several rounds to defeat a standard BT, but it’s the first gun you have to defend yourself against them. Given its damage output, the Anti-BT Handgun is recommended for use alongside Hematic Grenades.

More Weapons In Store!

Given all the dangers inhabiting Death Stranding’s world, its people have had to be resourceful. As stated above, they’ve had to rely on more imaginative weapons than traditional firearms to combat a myriad of otherworldly threats. Keep playing, and you’ll see just how much human ingenuity has advanced weapon design in Death Stranding’s world.

from GameSpot – Game News https://www.gamespot.com/articles/death-stranding-guide-when-do-you-get-your-first-g/1100-6471241/

Death Stranding Walkthrough, Guides, And Tips

Oh Norman Ree…I mean, oh Sam Porter Bridges. No wonder you’re so down in the dumps. You’ve got the weight of an entire nation resting on your back, not to mention a ton of lost cargo that needs to be returned to its rightful owner. That’s a big burden, to say nothing of the rough terrain and supernatural enemies you’ll encounter along the way.

Taking on Sam’s journey in Death Stranding is a massive undertaking, but don’t fret! We’ve got your back. Chapter by chapter, GameSpot’s formidable Edmond Tran is going to guide you through Death Stranding’s critical steps. And while he treks his way through the game, sharing his best insights along the way, we’re also serving up mini guides focused on things like vehicles, weapons, and the best-kept secrets and tips that will help you get the most out of your journey.

Because Death Stranding is only just hitting shelves, we’re starting things off with a handful of early-game walkthroughs and guide content, but rest assured a lot more is on the way in the near future.

Enough talk, let’s get down to business!

Death Stranding Walkthrough

(New walkthroughs coming soon)

Death Stranding Guides

We’ve also prepared focused guides on key topics below, many of which are useful even after you’ve got the basics down.

Death Stranding is somewhat unique because it makes the simple act of walking in a video game feel demanding. How demanding? So much so that we made a walking guide to help explain finer points of hiking with a silly amount of gear on your back. Of course, failure can also be an good teacher. In the case of Death Stranding, and in the video below, it’s also great for a laugh or two.

The Death Stranding train is just starting to roll down the tracks. Be sure to check back with GameSpot next week for more helpful tips, walkthroughs, and videos.

from GameSpot – Game News https://www.gamespot.com/articles/death-stranding-walkthrough-guides-and-tips/1100-6471243/

Death Stranding Mule Guide: How To Deal With Those Pesky Bandit Deliverymen

In Death Stranding, the path to making a successful delivery is paved with myriad dangers. When you’re not avoiding horrifying BTs or hiking up a steep mountain, you’re dealing with MULEs. This bandit-like crew of unofficially sanctioned deliverymen who live for the high of making deliveries, so much so that they’re willing to attack innocent porters and steal their cargo to get it. MULEs are a frequent annoyance who can instantly inconvenience even the most straightforward delivery.

Below you can find tips detailing how to engage with MULEs and what to consider before you cross into their territory. For more Death Stranding features, check out our in-depth beginner’s guide and our feature highlighting all the most significant celebrity cameos we’ve encountered so far.

How To Sneak Past MULEs

You typically run into MULEs at their camps spread across the world. They’re often situated on the way towards significant delivery stations, so you’ll usually have no choice but to cross their territory. MULEs attack on sight, so it’s essential to stay hidden–at least if you want to pass without causing any trouble.

It’s pretty easy to sneak past MULEs, as there aren’t a lot of them in a camp. You’ll find a few patrolling the outskirts either on foot or in a truck, but as long as you cut through the small pockets of open space between them, you can typically emerge unscathed. If you see tall grass, make it a point to take advantage of it as cover. Keep in mind that tall grass will be useless as cover if you’re carrying too much cargo.

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Despite your best efforts to be sneaky, you’re likely to encounter trouble from the MULEs’ scanning pylons, which periodically trigger as you travel through their territory. When a scan initiates, any marked cargo on Sam will get pinged, alerting MULEs to the location it was last picked up. If this happens, immediately try to find cover as far away from where you were pinged as possible. With some luck and persistence, you’ll avoid their incoming patrols. It’s worth noting that in Episode 3, you’ll get an ability that allows your Odradek’s scanning ability to negate MULE scans. It’s unlocked after you arrive at the Timefall Farm for the first time.

If you’re not carrying any cargo (tools or deliverables), know that MULEs will largely ignore you as long as you stay away from their main camp area. Get too close and they’ll become aggressive, so maintain your distance and you should be able to walk through their territory with no trouble. This behavior can be a nice way to spare yourself any trouble from MULEs. For example, you might want to build yourself a postbox to offload all your equipment prior to entering MULE territory.

How to Fight MULEs

Nobody is perfect, so there will inevitably come a time when MULEs will corner you into a fight. Early on, the best strategy is to run for dear life. When you do, try not to sprint in a straight line, as they’re quick to throw their shock spears ahead of you, which upon contact can knock cargo from your backpack and temporarily halt your movement for a short time. This effect gets to be more strenuous later on when you get vehicles, as MULE shock spears can render your ride immobile for a much longer time.

When push comes to shove, you can defend yourself against MULEs by punching them when their guard is down–which temporarily knocks them unconscious. That, or if you’ve got a piece of cargo in your hand that you don’t care about, you can smash it onto a MULE’s face for a swift knockout. But if you’re feeling particularly brave (and are without valuable cargo), you can tackle them by sprinting and pressing the attack button with both triggers held down. This maneuver can stun MULEs, leaving them open for attack; it’s also particularly useful against armored MULEs.

It’s also possible to use more defensive maneuvers against an attacking MULE. While it’s perfectly viable to dodge an incoming MULE’s lunging attack with a well-timed sidestep, you can counter it with your Strand as long as you hold it up just before contact. If performed successfully, Sam will use his Strand to throw them off balance, leaving you an opening to deliver a swift grapple attack that instantly knocks them out. The Strand is also capable of stealthily dispatching MULEs for a brief time. Approach a MULE from behind, hold up your Strand, and use it to incapacitate and tie them up in one fell swoop.

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Speaking of tying up MULEs, you’ll eventually unlock the ability to fabricate a Bola Gun, which can instantly tie up an unsuspecting MULE from a distance. However, keep in mind that doing so will quickly alert their comrades around the area. Regardless, if you’ve managed to take down a MULE with a bola shot, be sure to pass by and kick them while they’re down to knock them out, as they’ll get up much quicker if you don’t.

Other useful tools against MULEs are Smoke Grenades and Shock Bombs, which are both incredibly effective at stopping a pack in their tracks. Once you’ve unlocked these grenades for fabrication, it’s recommended to have them on hand whenever you’re crossing through MULE territory. You never know when you’ll need them.

There is decoy cargo, like the Smoke-Emitting and Vog-Emitting cases, which can draw MULE attention while also potentially incapacitating them. Both are handy when you get pinged while sneaking and want to turn back the odds in your favor.

Regardless of how much you make use of the tactics we’ve detailed, if you find yourself overwhelmed, there’s no shame in running way. A swift escape is always within reach in any MULE encounter, so always keep that in mind. It’s generally not worth engaging for too long if it means all your precious cargo getting damaged beyond repair, or worse, stolen.

from GameSpot – Game News https://www.gamespot.com/articles/death-stranding-mule-guide-how-to-deal-with-those-/1100-6471002/