Feel free to switch between Very Easy and Hard to try it out and you won’t notice a difference during Deliveries. Hard difficulty is really not hard at all. Nothing in this game is missable.ĭifficulty only affects enemy encounters (of which there are very few). For actual deliveries (which make up 99% of the game) there is no noticeable difference between “Very Easy” and “Hard”. You can change the difficulty whenever you want and as often as you want, it doesn’t void anything. For enemy encounters and boss fights you can switch to Very Easy in the game options. You can’t get this rank on Normal or lower difficulties. It’s recommended you play on Hard difficulty because it’s mandatory to get “Legend of Legends” S-Rank in Premium Deliveries (Trophy: Growth of a Legend). The first step is to play through the story. Everything is still doable after the story in free-roam. The Story takes 40 hours or so, depending on how many side deliveries you do along the way. Most of your time will be spent maxing out all facilities. Fortunately, outside of combat the difficulty doesn’t matter so it’s really not as bad as it sounds (pretty much the same as Very Easy difficulty). There is a difficulty-related gold trophy “Growth of a Legend” which requires you to play on Hard. The list consists of some story trophies, crafting, 56 collectibles (memory chips), and deliveries. The biggest help to cut down on time is to make use of Ziplines – they are unlocked later in the game and let you zip from one line to the next without being slowed by your cargo. This means doing lots of deliveries for them. The one trophy that makes it long is “Best Beloved” for maxing out all facilities. Welcome to the Death Stranding Trophy Guide! Death Stranding is not a hard platinum, but a time-consuming one. The official story trophy descriptions have been edited to hide potential spoilers. The Roadmap / Trophy Guide only discuss basic gameplay functions and nothing about story events. Regarding Spoilers: This trophy guide is as spoiler-free as possible.
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