Wow, I'm actually baffled by the criticism on this game from this forum, specially when I look outside all the complaints people have with Shenmue 3 are pretty much the same ones members of this forum are throwing towards DS, except for technical achievement. So traversing mountain ranges and rivers while keeping a baby alive is now way more boring than being stuck on remote rural area practicing Kung Fu on a dummy all day because... one is being made by Yu Suzuki?
No "gameplay" in DS? Resource management, free-roaming exploration, crafting, gunplay, stealth, melee combat are not enough? Alright, I can spell out how different DS is from MGS 5 to the people who can't tell them apart. For one MGS 5 is mission based and the game rewards players for stealth more than anything while DS focus on the crafting and resource management elements. Basically one is strictly an stealth action game while the other it's a survival free roaming adventure. Now how is Kojima "revolutionizing" (DID he really say that?) or adding anything new to the genre? Simple, technical prowess and deep mechanics. In DS, your avatar not only visually stacks all his inventory onto his back, adding weight to him and affecting his running speed, but also his balance. How does it actually play out in the game? The more stuff players collect and stack on Sam, the harder it'll be for him to run straight, aim perfectly while using a gun, fight and traverse certain terrains. He can even lose items while crossing a river as seen in the trailer. Imagine the tension of collecting only to abandon loot because of a sudden ambush is coming your way. Another element explained by Kojima is that Sam possesses some sort of mechanical boots that can enhance his jumping ability. That appears to be his main method of dodging attacks, but for it to work your avatar needs to build momentum. Add this to the fact Sam has different walking and running speeds depending on the terrain he is on, you'll be on constant fight setpieces where there's an actual focus on the environment around your avatar.
The other meaty part of the game, exploring and crafting, is as complex. As seen in the trailer there are numerous contraptions that can be crafted by the way of an instantaneous 3D printer tool Sam has with him, and they seem to serve multiple purposes like the little trolley that can help carry some of Sam's load or be used as a skateboard. That alone indicates that there might be possible room for improvised methods of engagement in battle using these tools, Breath of the Wild style. And along with the elements of required well being maintenance for your own avatar and the baby, I'm confident there will be no short moments of thrill to be had when players have to frantically look for resting places while surrounded in an area infested by those Shadowy type of enemies. Also, what a surprise it was to see that in at least one instance when "killed" you are not punished with a game over screen but welcomed to a boss battle.
With all these intricate mechanics, it's pretty much an open canvas for Kojima to set up memorable scenarios that utilize all these elements to the fullest. In the end it might turn out convoluted and messy, but boring I doubt it will ever be. And I don't think I'm the only "blind" one to see legend while speaking of "overrated" Kojima. Shenmue might be my favorite game, but it won't stop me from praising other worthwhile developers.