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These are enjoyable little challenges in their own right, but more importantly, they allow you to get a feel for Death Stranding’s combat without the risk of losing any precious cargo that comes with trying to learn to fight while you’re out on the job. On top of just blasting paper targets, there are around 30 different VR drills in which you compete against the clock – from stealth-slicing umbilical cords through a gauntlet run of BTs to making fools out of MULEs using only grenades. Accessed via the terminal at any distribution center, it allows you to get to grips with every weapon – and each of them now feels more distinct thanks to the subtle feedback afforded by the DualSense’s adaptive triggers.
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The new firing range is definitely a welcome inclusion. It's just odd that so many of these concessions seem to directly contradict the deliberate hard-working spirit that many appreciated about the original version, which makes the Director’s Cut feel somewhat. It’s the latter group of people who perhaps wanted to like it but couldn’t, along with any other fence-sitters, that this PlayStation 5 Director’s Cut seems to have in mind its raft of quality-of-life improvements and player-friendly features added specifically to make more manageable molehills out of its many formidable mountains. However, anecdotally I’ve come across just as many people who have played Death Stranding and completely loved it as I have people who’ve bounced off it within its intentionally grueling opening hours. It’s been two years since Death Stranding’s release in that time, the PS4 and PC versions of Kojima’s backbreaking delivery man simulator have gone on to sell more than five million copies combined, making it a success by any measure.
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