[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"$fJCQV03we1AXkNpI7iKc9XP4AAtiG6uNrehrEiJzny9E":3},{"data":4,"seo_meta":207,"additional":209},{"id":5,"api_id":6,"category_id":7,"pulse_source_id":8,"user_id":9,"igdb_id":10,"language_id":7,"clicks":11,"views":12,"share":11,"title":13,"summary":14,"image":10,"link":15,"url":10,"author":16,"published_at":10,"status":7,"url_image":65,"approved_at":66,"created_at":67,"updated_at":68,"premium":31,"translated_id":69,"marketing_provider_id":7,"marketing_id":70,"total_characters":71,"total_words":72,"reading_time":70,"allow_comments":35,"image_focal_x":73,"image_focal_y":73,"image_focal_card_x":10,"image_focal_card_y":10,"image_focal_square_x":10,"image_focal_square_y":10,"image_focal_banner_x":10,"image_focal_banner_y":10,"comments_count":11,"likes_count":11,"published_at_diff":74,"slug":15,"url_image_src":65,"permalink":75,"report_hash":76,"comment_hash":77,"created_at_formatted":78,"created_at_diff":74,"created_at_in_full":79,"created_at_textual":80,"approved_at_formatted":78,"approved_at_diff":81,"approved_at_in_full":82,"approved_at_textual":80,"updated_at_formatted":78,"updated_at_diff":83,"updated_at_in_full":84,"updated_at_textual":80,"translatable_attributes":85,"localized_title":13,"localized_summary":14,"avg_rating":11,"rating_stats":88,"rating_hash":89,"content_type":90,"url_image_original_src":65,"url_image_thumb_src":65,"user":91,"games":112,"source":113,"marketing":129,"marketing_provider":205,"comments":206,"user_rating":10},343549,2,1,67,79,null,0,35,"Hideo Kojima wants OD to push the boundaries of horror in games","\u003Cp data-path-to-node=\"1\">The gameplay proposal for their new project was met with quite some bewilderment by several corporations when the initial concepts were presented during business rounds. The creator of \u003Cstrong>Death Stranding\u003C\u002Fstrong> commented that he has always sought to tread unconventional paths in his career and believes this project will solidify his artistic signature once and for all. Known in the industry for embracing ideas that completely escape the commercial standard, the director aims to test new ways to engage the audience and provoke physical reactions through screens. This designer’s penchant for grandeur sometimes results in overly pretentious works with sluggish mechanics, but it is undeniable that his creative mind helps refresh a market saturated with identical sequels.\u003C\u002Fp>\u003Cp data-path-to-node=\"2\">The development of \u003Cstrong>OD\u003C\u002Fstrong> remains shrouded in a thick veil of mystery since the first conceptual images were showcased. Despite the technical secrecy, the central plan of the production is well-defined: to transform the experience into something unsettling and unprecedented.\u003C\u002Fp>\u003Cp data-path-to-node=\"3\">In a conversation with \u003Cstrong>Entertainment Weekly\u003C\u002Fstrong>, the director revealed more details about his ambitions with the title, emphasizing that the focus is on breaking traditional barriers of the horror genre.\u003C\u002Fp>\u003Cp data-path-to-node=\"4\">“I wanted to go beyond the 'scary' limit that other games have reached. It’s a single-player game, and I wanted to make it as frightening as possible. 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