So I genuinely dislike Hideo's work, and find his fan's justification of "Yeah his stuff's insane, but that's the good part!" a terrible defense for games that seem to be nothing more than the fever dreams of a cocaine addled brain. But I've heard some people mention bits about Death Stranding, that imply it's got some kind of positive reinforcement of society elements. I'm not sure how to phrase it, but that, the game is designed, at least on some levels, to try and make you empathize with other players in the game, and to reinforce an idea of community and shared humanity, through the struggles of the game. Which that part, I admit, does sound interesting to me. But then the rest of my brain goes "Yeah but.. this is a Hideo game, the insane guy that made the metal gear series, which you loathe with a passion. Do you really want to pay money for this if it's nothing but another variation on *shudders* Metal Gear?"
So, would you say, that for someone who is almost fatally allergic to a typical "Hideo game", would I like it? I get that you don't know me and stuff, but, well basically just how fucking batshit insane is it, versus how much is actual engaging content?
I had to THINK on this.
As far as weirdness... Yes, its very weird, but the weirdness is only gratuitous a few times from what I've seen thus far. The majority of the weirdness is what I would honestly class as creative. The monsters and how they work are bizarre and extremely interesting. The cataclysm that rips up the world is definitely weird, but it honestly makes some sort of sense in the larger context of the story. People started fucking with time and death, time and death fucked back. Fine. Even the baby in a jar goes from gratuitous at the start to a meaningful, reasonably straightforward, part of the story by the stage I'm at.
Watching some cutscenes of the MGS series, a lot of the weirdness in there comes off to me as trying too hard. Like someone wrote themself into a corner and is trying to metaphor their way out of it. Like... Nanomachines, son. Scenery chewing, over the top weird because if I get weird enough people will think its deep, I hope, otherwise they'll realize I'm up a tree with no way down thanks to literal novels worth of preceding material I can't retcon. This game isn't that. I can tell Hideo is a generally competent writer, or at least has a good editor this time, because yeah there are problems, and yeah he gets up himself now and then, but so far there is actually a real, hopeful - acceptably written if dull in the cutscenes - story being told. Sometimes you get bogged down in metaphor, but at least I can recognize it as
intentional metaphor even if it feels too flowery.
When it comes to a sense of community, you are correct. The game has an online world kind of similar to Dark Souls >_>; People do stuff and you see the effects of that stuff in the game but you don't ever directly interact with them. There are hosts of things you can make or do in game and they effect other people. Building a road, bridge or shelter is a huge resource commitment, but with the help of others it becomes quite doable.
Early game I wondered why I would care about shared buildings - its not that bad crossing this land, I can carry enough stuff to make my own way, so who needs them. But as the game progresses it gets tougher. At one point I took on a delivery of really fragile beer. This shit lasts about 10 real world minutes in rainfall, less than that before I don't get a reward for delivering stuff in poor condition, and guess what just started and would not let up. I had a 15-20 minute walk ahead of me and a 30 min time limit, so this is basically an auto fail. But then I noticed someone made a rain shelter about a 5 minute walk away, and I had the shit to make another. So I ran to their shelter, and then traveled about 5 minutes further to make another. A little fucking around later and a lucky break on the weather and I managed to deliver some guys precious booze, mildly ruffled. I came back a couple (real life) days later thinking I could make another high value run, and what do I see but a whole host of dudes had taken the cue from the two of us and daisy-chained shelters across across the plains, so now a very difficult route for fragile goods was actually traversable, for everyone. The nature of the game means when I came back later some were missing and some new ones were present, but it was startlingly uplifting to see a whole bunch of people who will never meet or speak with each other band together to go all in on connecting a brewery to a weather station.
As long as you are okay with the idea of a game based around solitude and walking from point A to point B for long stretches of time, I would honestly suggest it. The cutscenes drag on and the dialog gets a little exhausting, but I just left and got a drink when it got to be too much. You'll still follow the story without someone reading a glossary to you. And so much of the game is fallout-style where you can stay occupied and exploring without engaging with the story for long periods of time. I got it on sale on steam, it'll probably be back on for the lunar new year sale if you read through the brick above and figure it sounds ok.