Finished it today.
Bottom line is, it's a very, very good game in most ways, definitely my personal game of the year, but even more notably, it's a very good display of both Hideo Kojima's strengths and limitations as a writer and as a game designer.
I'm about to shower this game with praise in the next paragraph but I would like to use this one to address my issues with it. Like many people I was pretty unhappy with Metal Gear Solid V, unlike MGS V, Death Stranding is certainly a fully realized game and a fully realized narrative. They do, however, share a few problems. The most major of which is that almost all character interactions, excepting a few bossfights, happen in cutscenes and most characters might as well not exist outside of them. There's two missions where you're carrying an actual, alive person from one place to another and those are memorable exactly because they are the only time you ever interact with someone outside of cutscenes. Of course unlike in MGS V, loneliness is built into the DNA of Death Stranding so it never sticks out the way there not actually being any war happening in Phantom Pain's warzones did but it still sometimes creates a disconnect between cinematics and gameplay. Kojima has always had a tendency towards redundant dialogue, there were moments when you had two text documents, three E-Mails and another two cutscenes more or less getting the same point across. This shouldn't have gotten through the editor, is what I'm saying. And last, and this might be a philosophical question, part of me can't help but wonder if Death Stranding wouldn't have been better if it hadn't been quite so bent on avoiding action game tropes. I can't, in good consciousness, call this a failure of the game because it's obviously very intentional, to the point it had a character almost literally turning to the camera and mocking the player for expecting more action. And I get it. I really do. Rope, not stick. It's actually quite admirable how the game takes the framework of a third person open world action game and then explores the question of how you can remove most of the violence from it and still have a game left. And it succeeds. Death Stranding is a mechanically enjoyable game. Maybe it's ignorance on my part, but I feel like mechanically speaking, this game sure wouldn't have been any worse, had it had a firefight once in a while. Thematically, sure, I get why it hardly has any but... you know, whenever it did have an action setpiece I couldn't help but feel that I wouldn't mind if more of the game was like those.
So much for the criticism, here's the praise:
Death Stranding is, in many ways, a brilliant game and stands as a considerable mechanical and artistic accomplishment. Mechanically it is impressively succesful in not only coming up with a core gameplay that doesn't involve any combat but also tying it to the games overall themes. Death Stranding is about building connections, emotional connections, sure, but also literally connecting places on the map. You hike to various places, cities, distribution centers, settlements, cross rivers and canyons, climb mountains and pass by, or through, bandit and terrorist camps and haunted grounds. And then you make it easier for yourself. You build bridges, place ladders, you can literally build a highway and, later on, a network of futuristic zip lines. And before you'll know it you can reach an isolated shelter you've taken a good 15 minutes to reach when you first connected it to the network in a few seconds. Footpaths start to take shape on well travelled paths. You start of in a hostile environment and you're helping civilization reclaim it. This might be the big, central idea of the game. The world might be in the middle of a calamity but humanity will find a way and carve out a path for itself. And talking about themes and narrative, Death Stranding delivers. In spades. DS has Kojima firing from all cylinders. Social commentary, political commentary, philosophy, environmentalism, mythology, science-fiction, Kojima weaves all of these together into a sprawling narrative that couldn't be more relevant or more resonant. Kojima is not a subtle writer by any stretch, nor is he the prophet people who still look up to him for figuring out where the internet was going back in the early 00s sometimes make him out to be, but Jesus Christ does he manage to tap into contemporary cultural anxieties. Death Stranding gets alienation, Death Stranding gets the double edged nature of the digital age, Death Stranding gets the dangers of reckless individualism. Behind all the Twin Peaksian mysticism there's a man who has taken a good look at the current state of the world and is deeply, profoundly worried. Death Stranding presents a very abstract vision of post apocalyptic America with its otherworldly, Scandinavian inspired landscapes but the wasteland it shows us is one we're all living in. Death Stranding isn't so much holding a mirror to our society as chasing it through a hall of mirrors, reflecting it back and sometimes distorting it from all angles.
stroopwafel said:
Playing the game some more I wonder how much of PT influenced Death Stranding. Obviously there is the cast(Reedus, Del Toro, Junji Ito as a holographic NPC) but DS has some clear otherwordly elements as well from the ghostly apparitions attached to umbilical cords(BTs almost same abbrevation) to multidimensional realities to Beaches that serve a similar function as Silent Hill(ie a sort of karma debt represented as a physical place).
If Death Stranding is a world in the far future destroyed by BTs their first appearance in the modern day would make a tremendous horror game that has almost the perfect set-up to explore the origin and cause of Silent Hill. Wouldn't be surprised if that was the original vision behind PT. Silent Hills is also plural similarly as Beaches in Death Stranding.
There was one section in particular relatively late in the game, as it was slowly but surely getting close to its climax, that made me immediately think of Silent Hill. I'm not gonna spoil it in case you haven't gotten there yet but something about it felt like it could, with some minor changes, very easily have been a setpiece in a Silent Hill game. Anyway, the game in general felt very much like Silent Hill, but instead of confronting an individual with their sins it confronts an entire culture with its sins. From remnants of small American towns popping up through primordial tar, to ghostly apparitions longing for a connection to the world of the living to an old soldier being trapped in nightmarish repetitions of long lost battles... man, it's so good!