Before We Begin
I’ve tried very hard to have this be a spoiler-free review, even in terms of spoiling simpler gameplay details. There are a whole lot of things about Death Stranding that I don’t go intoâbut I do so because I want you to be able to go into the game as fresh as possible.
Iâm afraid I have some bad news: Death Stranding is just a video game.
From the moment of its reveal at E3 2016, Hideo Kojimaâs first post-Konami project has had an air of otherworldliness to it. Every new trailer was a mystery, every additional character an enigma, every scrap of story another hint of an experience that might just be beyond human comprehension. As more and more trailers for the game hit, I felt like I was watching the early seasons of Lost, when it still seemed like things were obviously leading up to one hell of a gigantic, reality-shifting revelation.
However, like Lost, Death Strandingâs truths are often sadly more mundane than the fictions our imaginations had dreamed up. One of the gameâs most notable features, the shadowy figures that float in the air attached to ghostly umbilical cords known as BTs, are utterly unnerving when you first encounter them. Not much laterâand especially once you begin to receive tools to deal with themâitâs hard to see them as much more than typical video game enemies. The babies encased in glass that weâre told are stuck between the worlds of the living and the dead? The beings floating in the sky? The constant tears, the handprints suddenly forming on the ground, the black goo, the beaches where countless creatures have stranded themselves, the bouts of bizarre time travel to past real-world conflicts? They too all make senseâwell, as much sense as Kojimaâs trademark tales of pseudoscience can make. At times, to a pretty straightforward degrees. Once Death Strandingâs unrelenting rainstorms wash away all of the cryptic build-up weâve been subjected to over the last three years, this video game is, in so many ways, just a video game.
And yet, I can tell you with all sincerity that Death Stranding is also a video game unlike any other that I can remember.

Image credit: Sony Interactive Entertainment
To be clear, I say that as someone who could go either way on Kojimaâs gaming efforts. Iâve played less than half of the Metal Gear Solid series, and honestly, my favorite game of his remains the 1995 Sega CD release of Snatcher. While I appreciate his dedication to coming up with digital interactive insanity, the games Hideo Kojima has headed have ranged from groundbreaking (Metal Gear Solid) to almost masturbatory (Metal Gear Solid: Ground Zeroes). No matter what you think of him, itâs been hard to avoid the growing legend thatâs built up around this man who broke free from the shackles of his old company so that he could deliver us his potential magnum opus. As weâve heard author Peter Tieryas call Death Stranding âbreathtakingâ and âstunning,â and Norman Reedus peg Kojima as a âgeniusâ genius,â I think itâs been difficult for the game to escape the shadow of its creatorâfor both good and bad.
It was only Chapter 3 when Death Stranding started to lose me, and I wasnât sure at first if it was going to be able to pull me back. In its earlier hours, the game had introduced me to its world, our protagonist Sam Porter Bridges (Reedus), the mission weâd be accompanying Sam onâreconnecting the remnants of a fallen America via a high-powered networkâand given me a small taste of exploration. In Chapter 3, I was finally let loose in the proper open world where a good chunk of the rest of the game would take place, and it was kind of a slog. Most of what I was doing felt like busywork, and the promise of major narrative moments or the weirdness weâd seen in trailers was strangely absent. I was a glorified delivery boy running errands across harsh terrain for post-apocalyptic shut-ins, and it felt like a thankless job for both Sam and myself.
And then, I hit Chapter 4. While Iâm not allowed to tell you anything tangible about the story from then on under the terms of the review embargoâand really, I wouldnât want to spoil things anyhowâthis is where the true Death Stranding begins. At that point, the deeper narrative elements began to emerge, and Sam started to have more interactions with other actual people (and not just the holographic projections of less-important NPCs). That was also when gameplay started to diversify, so it felt like I was doing more than making deliveries to the same small handful of people over and over.

Image credit: Sony Interactive Entertainment
The problem is, in trying to explain why Death Strandingâs gameplay ends up feeling so unique, it might sound like anything but. Fetch quests, exploration, loot hunting, stealth, resource management, escort missionsâlots of things weâve seen and done countless times before. Death Stranding isnât just a box of random tools duct-taped into a bundle of uselessness, though. Everything thatâs gone into it melds together into one cohesive whole, at times to excessive detail.
For example, take the often-vilified âwalking simulatorâ genre. Death Stranding laughs at the label, because it actually gets down to sim levels of complexity just to determine how you will walk around. Every inch of ground has a rating for how easy or hard it is to traverse. Sam can lose his balance if heâs carrying too much or going too fast, and momentum is important when going up or down steep slopes. You can use ladders or climbing anchors to get yourself pretty much everywhere. Footwear will break down after too much walking. Even smaller rivers can be treacherous depending on how fast or deep they run. Carrying items, too, requires legitimate thought. Containers come in different sizes and weights, so how you have Sam load them onto his back, or attach them to other body parts, can make movement easier or harder. Making sure your load is secure is such a big deal, in fact, that the DualShock 4âs left and right triggers are primarily used either to carry additional cargo or grab on to the straps of Samâs backpack for extra reinforcement.
There was a groove that I got into when it came to making deliveries that became incredibly enjoyable after a while. In one moment, it might be my determination to not leave any lost packages behind. In another, it was pushing myself to see how many, or how big, of deliveries I could make at once. What made those end goals satisfying a lot of the time was actually the journey to get to them. Death Strandingâs world is beautiful. On a technical level, absolutely, as Guerrilla Gamesâ Decima engine helped produce some gorgeous results even on my original model PlayStation 4. More impressive, however, is the design of the world. The team at Kojima Productions has obviously put a lot of work into building their vision of after-the-fall America, with every location feeling visually rich, complex in design, and completely hand-crafted. Traversing the gameâs landscape is never easy and often dangerous, but it’s always engrossing.

Image credit: Sony Interactive Entertainment
Itâs just, in proclaiming that Death Stranding becomes something that feels special, Iâm actually uncertain how shared that experience will be. Casual players, longtime Kojima fans, Metal Gear Solid devotees, even my own colleagues out there in gaming mediaâI donât know how any of them are going to judge that gameplay. Death Stranding could receive a review calling it a revolution in gaming, another could call it the most boring and pointless trash ever, and yet another could call it a middle-of-the-road effort that ends up being completely average, and all of those opinions might be right.
My final moments with Death Stranding left me feeling like Iâd just played a pretty brilliant game, but maybe some of that brilliance comes because it speaks to things I love in gaming. (By the way, those final moments came after around 63 hours, which included me doing a good chunk of, but not all of, the side content.) Like, for example, the exploration. Iâm the type who would spend hours finding ways to get my character in World of Warcraft over mountains that I was never expected to cross, just so I could see those typically unseen places without needing there to be something waiting to reward me for my effort (which there often isn’t in this game’s more remote areas). The parts of Death Stranding where youâre able to plan out and build devices to help speed up traversal? They spoke directly to the part of me that obsesses over games like SimCity. Or how about the gameâs online elements, which allow you to help other players by sharing resources, equipment, and structures? Player support roles are a passion of mine!
If thereâs one part of Death Stranding that I feel has the best chance to work with the widest audience, itâs the gameâs story. Yes, it’s deliciously ridiculous, built upon heaps of scientific and historic nonsense, and I wouldnât have it any other way. What makes it so wonderful, though, are the characters that push the story along. Death Strandingâs cast is fantastic. There isnât a single major character that I didnât love, that doesnât play an important part in the narrative, or who feels like a one-dimensional trope. And if I held any remaining reservations about Kojimaâs obsession with Hollywood stars, the stellar acting on display here erased them. Seriously, this is such a great castâand that definitely includes the women. Even though I havenât played Metal Gear Solid V and donât know the character well, Iâm far too familiar with the arguments against how Kojima handled Quiet. I canât tell you how Death Strandingâs women directly compare to herâbut I can tell you that Fragile (LĂŠa Seydoux) and Mama (Margaret Qualley) were far and away my favorite people in the game. Theyâre both incredibly badass, in very different ways.

Image credit: Sony Interactive Entertainment
There are two concerns I had with Death Stranding, and Iâve saved them for last because Iâm mixed on how much these are legitimate complaints, versus how much theyâre me wishing the game had been something itâs not. First, for a story surrounding the act of delivering things to people, that cargo feels far too unimportant far too often. Yes, the core of the story is the bringing together of people separated from one another, so whatâs important most of the time is that youâre just taking something to them, not what that something is. However, in the moments when Sam is making a delivery of true importance to someone, and you see the effects of his efforts to get it there safely, the results were some incredibly powerful scenes. Death Stranding wouldnât work if there was less stuff to carry from place to place, but I do think it could have worked better had more of that stuff held real emotional value.
The otherâand Iâm well aware that this would be absolutely game-breaking under the vision the development team hadâis that I sometimes wished Death Stranding was a more linear experience. At various times, when the game knows where youâre heading and what general route youâll be taking, one of a selection of songs (from what is a wonderful soundtrack) will kick in as Sam crosses the landscape. For me, those were far and away Death Strandingâs most powerful moments, giving that sense of truly being on an epic journey that so many other games just never seem to captureâand I wished they could go on for longer. I wanted, instead of a varied path across an open world, Samâs trek to Americaâs West Coast to be one that was always going forward, constantly exploring new territory Iâd not yet covered, never affording me the security of knowing Iâd soon be back to an area Iâd seen andâto at least some degreeâtamed. Again, that would be a very different Death Stranding than what Kojima and crew wanted to give us, but I still long to know what might have been.
What I do know is that Death Stranding isnât perfect. It isnât without flaws, and rough edges, and missed opportunities, and ideas that didnât always land as well as they could have. It isnât a game that everyone will love, or maybe even like, or maybe even be able to tolerate. It also isnât the next coming of a video game savior, sent down from the heavens by its creator to change digital entertainment forever.
What Death Stranding is, though, is a work that can truly claim to be something different in a time of overwhelming sameness. Itâs a game that isnât afraid to be unconventional at times and mundane at others, and which benefits from a willingness to be both. Death Stranding makes me glad that Hideo Kojima makes video gamesâbecause our hobby would be boring as hell without him.

Image credit: Sony Interactive Entertainment

