Death Stranding Review

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Noby Noby Boy released in 2009 and is widely regarded as the first "nobi" game. It's a funny word, "nobi". By itself, "nobi" (伸び) means "growth", while "nobinobi" (のびのび) means "to be at ease". Noby Noby Boy is the type of "stretchy dog" or "strand", if you will. Once stretched, this strand contributed to its length to Noby Noby Girl, a much larger version who wanted to encircle the entire solar system. Every player collaborated by stretching Boy, which in turn stretched Girl so she could complete her journey, bringing everyone together. This type of indirect cooperation with a shared goal is what it means to be— a nobi-game. Death Stranding is the latest nobi title notable for being Hideo Kojima's first original outing as director in two decades, following on from the Metal Gear series are plenty of reuse conventions such as the Codec and Support Team, which feel familiar roles. More interesting are its additions, namely Social Elements and elaborate Traversal Mechanics. From the beginning, much emphasis is given to the way Sam must navigate terrain more carefully than virtually any other character in existence. With a comically huge stack of action figures on his back, every pebble becomes a potential disaster lying in wait. Taking your hand off the controller for even a second can result in a punishing mishap. When it's all said and done, this is probably Death Stranding's standout element, terrain itself as the most commonly recurring enemy. This is why any description of the gameplay as nothing more than a "delivery simulator" is reductive. It's a delivery simulator in the same way Mario 64 is a game about touching stars. What you do in between is the gameplay. Even so, that comparison highlights how platforms have shared a similar focus since the two D-Days, getting from point A to Princess Peach. On the more cinematic side, much of the challenge in Ico arose not from moving the Boy place to place, but clearing a path for the living cargo that was Yorda. 2D cinematic platformers has tended to have an even larger focus on puzzle solving, but some are far more analog movement with room for a player mastery. That said, Death Stranding seems to occupy a genuinely unique space between all those titles, thanks to its commitment to ferrying packages on Sam's person. Rather than being a rare challenge, it's an ever present consideration, which means it's not enough to just cross a gap or drop from a ledge. The action itself must always be taken with care. Even in those moments where you find yourself devoid of fragile cargo in your back, BB is still strapped to the front. This runs counter to most games where increased mastery often means more frantic, more fast-paced gameplay. A large part of achieving the perfect delivery is mitigating risk by choosing the right path, building up the infrastructure and keeping a fresh pair of boots at the ready. Watch a video and it just looks like a guy walking around but actually play and it becomes a second by second assessment of terrain scanning for easier slopes and efficient paths through rocky outcrops. Many people play games to transcend the possibilities of everyday's life, so no doubt many will find this unrewarding. But there can be a zen-like calm over certain stretches where searching for the safest, most straightforward path proves to be just engaging enough to maintain focus while also allowing enough mental bandwidth to appreciate beautiful scenery. While it may or may not resemble America, there's something undeniably enchanting about the desolate world they've crafted here. It's a peculiar setup where, despite the constant Timefall, mankind and nature seem to sit in a comfortable enough equilibrium while still being completely distinct from each other. Cresting a hill to see the comforting outline of civilization is a great feeling. Maybe this is what it was like to return to a campfire many years ago... Only now the camp happens to be stocked with Monster Energy. Anyway, these moments of relief are where Death Stranding shines brightest and to its credit, they recur over and over again all the way to the end. Even after taming the early parts of the central map, basalt columns, heavy snow or BT's will occasionally show themselves, all but forcing another on foot excursion where the mechanics and eventual payoff are at their best. That said, there are also major faults here, mostly revolving around balance in both senses of the word. Ferrying the president's body is when the game reveals its balancing system, where Sam will sway from side to side under the weight of his load. Most of the time, this can be avoided outright by taking on fewer orders at once. But striving for efficiency will often cause Sam to become heavily burdened, increasing the chances of a tilt. This system is impressive and always makes sense, given the player's actions. At a minimum, it seems to factor in center of mass, terrain inclination, velocity and torque, meaning it's possible to minimize the number of incidents by careful positioning and movement. Tackling slopes at sensible angles and turning in white arcs are both beneficial, But exerting control over Sam's torso directly is simplistic. Unless you want to slow down and hold both triggers forever, your only choice is to watch as a sudden sway happens, followed by on-screen prompt which needs to be pacified. The prompts alone are the visual equivalent of an alarm bell, which makes us feel more like a series of quick time events rather than true control. But even if you're disabled them you're still using your eyes to measure Sam's balance. Most games rely on vision more than any other sense, but it's especially important here because paying attention to the orientation of the cargo clashes with the meditative appeal of soaking in landscapes. Given the sheer amount of factors which determine how Sam reacts to each and every movement, I have no doubt the team put grueling iterative effort into getting this aspect right. But the end result ultimately suffers since games can't currently stimulate equilibrioception, that innate feeling of balance you have on top of your more commonly cited senses. Perhaps, a good rumble implementation would be enough, but I think a better solution would require new hardware of some kind, like a sliding controller weight. This sensory mismatch is the last remaining obstacle which stops Death Stranding from accomplishing its goal of becoming a truly rigorous walking simulator, something it otherwise achieves to impressive effect. Keeping Sam upright is the core challenge which justifies Death Stranding’s commitment to its courier premise. So it's a shame to see it implemented with room for improvement. Still, whatever minor problems are present with walking, the bigger issue is how it becomes a non-factor shortly after vehicles and zip-lines unlock. Even without explicitly loading cargo on to a Trike, the moment Sam sits on it—all sense of balance becomes irrelevant. As I've already implied, mechanics don't need to dominate a player's entire thought process for a game to be engaging because whatever deficit is left over can be occupied by the audio visual elements instead. That said, I don't think Death Stranding's landscapes are enough to make up for how mindless driving along a highway is in this game. By contrast, something like Truck Simulator, which has an identical objective, engages players with a bunch of other mechanics rather than relying on its visuals. It's vital to stay under the speed limit, obey traffic laws and avoid collisions with other vehicles. Basically, Truck Simulator is to driving what Death Stranding is to walking. But if you want to S-rank every delivery, then you'll probably spend more time driving than walking in Death Stranding. Of course, it's understandable why those exact same mechanics are no longer present in the post-apocalyptic world, but there's nothing else to make up the slack either. By itself, the Trike is already an appealing option, which can be used to cover most deliveries with little effort and foresight. Its simplicity makes it even more desirable. In other words, it's imbalanced. As for zip lines, setting them up is one of the most satisfying tasks that can be accomplished with the Chiral Network. Each area of the map needs to be brought online, then it's a case of scouting good locations to place nodes before deploying PCC's there. The act of doing this might just be the most enjoyable moments of core gameplay because it combines the appeal of planning with the appeal of traversal. Unfortunately, once that's accomplished, you're left with nothing. A series of zip-lines will trivialize deliveries to the point where you wonder why Sam, a.k.a. You, even need to be involved anymore. At this point, the game devolves into a series of menus accepting and releasing cargo without even a shred of challenge in between. Typically, when a mechanic is broken or makes a game more dull, the argument that arises is you should just not use it. Now, this gets suggested as an excuse far too often, considering that one of the primary goals of a designer should be to nudge players toward an enjoyable play style. But I'm willing to admit that self-selecting which parts of a game to utilize can be a powerful way of improving your experience. The Metal Gear series might just be the greatest implementation of this kind of alacrity difficulty thanks to the range of tools provided. This variety of approach is a key part of its broad appeal to both hardcore and casual fans. But the premise of espionage makes all the difference. The Phantom Pain will acknowledge when a player completes a mission without leaving so much is a spent shell casing or suspicious guard in their wake. If you're of the right mentality, this could be a prerequisite for being considered the world's greatest infiltrator. In some sense, you're not really Big Boss until you've reached a level of perfection which is difficult to achieve. The same can't be said of Death Stranding because logistics is inherently about optimization. Your delivery isn't better because the porter walked over rough terrain to bring it there when they could have taken the highway instead. Fast turnaround of intact cargo is the goal. With some set up, that goal becomes trivial to achieve. All of this is to say that the early hours of Death Stranding are its best because it becomes increasingly streamlined from that point forward. Unfortunately, even the beginning suffers on repeat playthroughs because once you know how to handle Sam, the first map presents effectively no challenge. On my initial playthrough I lost some packages in this stream, but only because I didn't realize how to get my stamina back quickly enough. This would never happen to me again, and so much of what seems daunting about those early hours is actually simple once it's understood, which means long stretches of almost nothing to begin with. It's a classic tradeoff where a game can have a smooth on ramp or a more bumpy start, which risks turning some people away. The former makes a better first impression, but every playthrough afterwards suffers as a result. Of course, there are more challenging moments later, such as recovering items from BT infested areas or the missions that involve antimatter bombs, which require even more careful movement than usual. Edge Knot City is another highlight and suitable climax, which demonstrates that the developers had a grip on what makes the game enjoyable, since it forces players through dense and tricky terrain on foot. While more traditional bosses are present, this section is what I would consider a true Death Stranding boss because it's the central aspect of gameplay at its most difficult. Some notable exceptions aside, what you mostly get is a game which seems hesitant to push itself, maybe partly because the mechanics hold up less well under difficult conditions where stumbles sometimes feel undeserved. Whatever the reason, after 50 hours of progress, barely anything about the moments to moment reality of walking has changed. This is best demonstrated by the introduction of a pointless Oxygen Mask, which is relevant for about two minutes. On a first playthrough this piece of gear seems ominous, so it's not unreasonable to keep one handy, which will weigh Sam down by an additional kilogram. Extra weight is generally the cost of equipment, but knowing that the mask will never be needed, that's a kilogram freed up on subsequent playthroughs. Repeat this process for every extraneous piece of gear and suddenly Sam feels a lot lighter, making the gameplay even easier than it was first time through. When you think about it, it's likely that no equipment is ever necessary to make any progress at all. To understand why, we need to consider two facts. First of all, since the premise revolves around logistics, the developers wisely decided to have each piece of equipment to occupy space. So if you leave an item in a locker, then you need to go back to that locker in order to retrieve it. Plenty of other games have magical inventories which allow players to haul absurd amounts or teleport their belongings wherever needed. But this wouldn't be the right fit for Death Stranding as it would undermine the entire premise. Fragile Jumps are an exception, but they only transport Sam and need to be initiated from a Shelter. The second thing to consider is that structures, even simple ones like ladders, can degrade or be deconstructed by the player. Simply put, they're not permanent. Combine these two facts and we end up with a worrying implication. If a player uses a tool to reach a certain area, we can't count on them having that tool to make their way back since they could deconstruct it and not have any more tools available. Now, there would be a way around this if some could die since he can repatriate. But the point is, in order to avoid players getting stuck, none of the tools can ever be necessary for progress, which in turn means that the planning element of choosing what gear to carry loses some of its importance. Depending on your route, a ladder or rope could be useful, but they're never needed. The worst case scenario is just a little more walking to find a way around. In theory, this isn't so bad. You can easily imagine why the designers wouldn't want players to be forced all the way back to a shelter for tools when the gameplay already expects more patients than usual. The problem is really with the level design, where a lack of equipment usually just means turning the camera left or right and looking for an easier slope nearby. There's supposed to be some satisfaction in knowing you equipped the right gear for the right job. But if there's never much punishment for lacking equipment, then there's little reason to care about what you take on each delivery. It's not as though these menus are particularly inviting or enjoyable to use either. I'm not going to linger on this too long because there's an infinite number of alternate systems I could propose, but the current layout is obviously subpar in a few ways. For example, items can't be recycled without returning to a separate menu, and the same is true for the private locker. Accepting a new delivery opens the fabrication windows every time when it's more likely you won't want to manufacture anything. I could also talk about the optimize button and how players will probably always use it. But when the alternative is even more menu use, I'm just thankful for its existence. My real point is just that menus are generally boring and only serve to interrupt the actually enjoyable parts of a game. It would be unrealistic to expect a game about carrying items and not to have a menu at all but some streamlining here would have gone a long way. Maybe if equipment mattered more, it would be easier to justify all this time spent navigating screens instead of terrain. Anyway, combine all of these gripes and what you find is that as you progress, the challenge of traversal fades, but the online elements become more prevalent with the introduction of roads and additional structures. In other words, it becomes less walking simulator, more nobi-game. To evaluate Death Stranding on this front, it would be helpful if we could refer to another nobi-game with a similar premise. But unfortunately, The Tomorrow Children no longer exists. Considering how much attention Death Stranding received, The Tomorrow Children's unavailability should act as a reminder of why preservation is important. You never know when one might be relevant again. For the sake of brevity, I've decided not to explain the basics of this game, although it was tempting given the circumstances. You can source that information elsewhere. All I'll say is that while The Tomorrow Children was very flawed and very different from Death Stranding it did have a focus on logistics, cooperation and rebuilding society, along with a very weird setting. Basically, I couldn't help but think about it a lot while I played Death Stranding. To be clear, Death Stranding’s more polished and engaging movement system makes it more enjoyable on a moment to moment basis than The Tomorrow Children was. As a single player experience, Death Stranding is by far the superior game. But as a nobi-game, The Tomorrow Children easily outclassed it. And these differences reveal major flaws with Death Stranding. One important aspect of The Tomorrow Children was that each town had its own instance, a truly shared environment with the same resources and structures. If someone built a new building, it would spring up on your screen immediately. If you knew someone was nearby, you could drop an item meant for them with the knowledge that they would probably see it. You could even watch as the other player picked up your tool and began putting it to use in real time. By contrast, each world of Death Stranding is its own thing because players don't share all resources and structures. Without knowing how the servers work it's impossible to say for sure how each object is represented across multiple players, but we can formulate an educated guess through testing. A naive approach would take all players who enter Chapter Three within a certain time frame and link them together. That way, the roads aren't built so everyone can experience the satisfaction of seeing this barren landscape turn into a sci-fi highway. To understand why that setup wouldn't work, you need only remember that some people will play Death Stranding 16 hours a day, while others play an hour at a time. Two people that enter at the same time will quickly drift apart, which won't give either of them the best experience. Instead, it makes more sense to have each section of the Chiral Network populate individually for each player, meaning that over time your map becomes a unique layout. Now, this isn't terrible. In fact, it makes a lot of sense since most of the game takes place on one big map. The way the Chiral Network provides an excuse not to have other player structures in the new area is a clever harmony of gameplay and story. Still, hopefully you can understand that it provides a less than ideal social experience because you never get a true sense of how much you're helping other people. You never see others take the dropped cargo you left behind in the post box. You never see them climb the ladder. You never see them drive your Trike. For all we know, most of all cargo that has ever been left behind got deleted rather than picked up by another person. The servers don't have infinite room, so this will almost certainly happen to some packages, if it hasn't already. Likewise, you never know how your structures will propagate into other worlds. Drop a generator and it might appear for a hundred other players or nobody. Unless a lot of people start sending Likes, you'll never be sure, and even then you'll only experience it as an abstract piece of text on the left hand side. Worse still, there could be a certain amount of fakery going on. There are many inner workings about the online component, which should raise eyebrows. For example, it seems as though roads are very unlikely to be completed by anyone else. It can happen, but it's a rare occurrence. It's as though connecting Auto-pavers to the Chiral Network just grants a certain amount of resources which the player needs to top off to finish the job. The developers might have been motivated to implement it this way so every player could complete the road for themselves —an understandable temptation— but a case of mistaken priorities because it undermines the more important sense of community at the heart of the experience. Likewise, vehicles end up in share garages, but there's no indication of how this happens. It seems as though vehicles are just being cloned so as not to rob anyone of their stuff, which again, is a self-centered thing to prioritize when the goal is supposed to be cooperation. Worst of all, if you save before repairing or upgrading a structure, then reload, you'll see it's status has been rolled back. Unless they restricted players to a single save file, it couldn't work any other way without being exploitable. But that raises the question of when, if ever, your contributions appear for other players. Now seems like a good time to mention that durability decreases with play time, not real time. So when two people look at the same structure, you're probably not seeing what they're seeing. To be clear, there's no telling how these things work server side. So I could be wrong about some of them, but it doesn't give a good impression. Nobi-games require a certain level of trust into developer. Even for something as simple as a Noby Noby Boy, it's impossible to independently verify the length submitted by every other player. So we need faith in the developer to handle that job accurately. Death Stranding does nothing to foster this faith. Instead, it seems deliberately deceptive in an attempt to make its online elements look more impactful than they really are. It's worth noting that none of what I just mentioned is explained by the reams of Tutorial Text you'll be assaulted by over the course of a playthrough. The Private Room Terminal contains even more information, but details about the inner workings of the online are curiously slim. Maybe because they don't want you to think about it too hard. Before making my next point I'd like to establish something first. Obviously, this game will undergo a change someday when the servers are switched off. The question right now is how severe a change that will be? Having put a fair amount of hours into an offline playthrough, I would say the biggest difference is how much more time consuming road construction becomes. It's questionable whether that actually makes the gameplay more difficult, since it's still possible to build everything solo, but it's certainly more laborious at least. Regardless, since most of the online components don't require a real time connection to other players, this presents an opportunity for preservation by randomly selecting certain object placements to be entered into a log. That log could be kept until the servers are about to go down, then a patch created which would pull objects from the log rather than the server. This would allow the engine to simulate an online playthrough without the need for an Internet connection. That's still a less than ideal way to experience the game but it would allow latecomers to at least get a sense of what multiplayer was like. Some future developer or reviewer might want to reference Death Stranding for whatever reason and it would be nice if they could play something resembling multiplayer rather than just filming the title screen. Since I don't know whether they're planning to preserve the game using this method, I don't know whether or not to praise them for it. But if you revisit this review, once the servers are offline, you'll have your answer. Either way, it's clear that online connectivity isn't necessary for any of Death Standing's mechanics to work. As far as you know, it was fake. After all, you never actually had a face to face interaction with another player. One way to salvage this underwhelming multiplayer element is to spin it as satire, since Likes are obviously intended to be satirical in the first place. It might take a while for us to reach this point in the discourse, but I reckon, once everyone comes to terms with how poorly implemented the online elements are, it'll only be a matter of time before people start arguing that these interactions being lackluster was the actual point. Rather than utilize the Internet to allow for interaction through gameplay, Death Stranding emulates social media specifically by only allowing players to interact in more superficial ways. I suppose that's an interesting take on it, but this ultimately amounts to saying that the Online was supposed to be unsatisfying, in which case I'd agree, it was. Anyway, given some of these faults with the nobi-component, I have a predictable complaint to throw against Kojima. It feels as though the narrative was prioritized over the mechanics. That doesn't mean the game portion is bad. I think even if you dislike the gameplay, you're probably willing to admit it's better than it has any right to be given the premise. I have no hesitation calling Death Stranding the first open-world walking simulator in the literal sense of the term. To its credit, I actually think this game could turn out to be influential. All too often, the act of traversal is mere filler between the actual content, despite the fact that traversal often takes up large chunks of time. 2D games usually suffer from this problem less, since they tend to be dense with more dangerous obstacles. And some 3D ones, particularly platformers, have made the mere act of moving around enjoyable onto itself. But there's something to be said for Death Stranding. If nothing else, it shines a spotlight on this issue at least. Personally, I would prefer to see developers move in a direction which maintains engagement without resorting to such mundane action as keeping a character balanced, especially since we can simulate equilibrioception yet, but I wouldn't be surprised if this caused other developers to stop taking ease of traversal as something to be taken for granted. In that regard Death Stranding is a success. There's plenty of room for improvement, but considering this was their first attempt at it I'd say it counts as impressive. On the flip side, setting the game in one big map which is supposed to represent America and where in every single person is controlling a digital likeness of Norman Reedus going through the exact same narrative beats is not the ideal way to make a game about connection. The Tomorrow Children was the opposite, what little story it had was a secondary concern. All you needed to know was that the player characters were playing precisely because everyone was supposed to be equal there. Although, as you might expect, some were more equal than others. Resources, vehicles and tools were shared because everyone was a cog in the machine. There was no false sense that you are both the savior of the world on your own screen and just another porter to everyone else. The mechanics and premise were in alignment with each other in a way Death Stranding never even comes close to accomplishing. This pay it off for The Tomorrow Children in several ways, one of which was the sense of isolation both game share. To be fair, Death Stranding does a good job of fostering this atmosphere through its barren landscapes and sound design. But The Tomorrow Children's comparatively simple and much more effective trick was that you would sometimes literally be left alone. In those moments when nobody else was around it could be felt directly by the real absence of other players. Ironically, this means that offered both a better sense of community and a better sense of isolation. If you ask me, the key difference is that The Tomorrow Children leaned on its mechanics more than its narrative to provide those feelings. One way discussion around games differs from that of other media is preoccupation with whether something is gamey enough. Even I’ve praised games for this in the past, something I still feel holds merit. But it's curious to note that other media don't seem so hung up on this idea. Nobody really cares whether a song was the best possible way for the composer to express their emotions. And you have to dig pretty deep into avant-garde filmmaking to find any discussion about whether a given film is sufficiently filmic enough to justify its existence. Perhaps this is partly because games incorporated all other media anyway, leaving them without a singular claim on their core elements. If you think that's a bold assertion, just keep in mind the Private Room alone contains text, music, sculpture, graphic design, architecture, images, acting, animation, interactivity and blatantly shitty advertising. Kojima himself had an interesting take on the "Games-as-Art Debate", where he said that "games are more akin to a museum, a gallery which allows players to move from one piece to the next". Perhaps not coincidentally, this way of thinking provides the best defense of how Kojima structures his titles. If the game is a gallery, then it doesn't matter if one piece is music, whereas the next is a cutscene. There doesn't have to be a single true line connecting all the pieces and they don't all have to be interactive. Regardless of how I feel about that, one implication seems clear to me. If that's the case, then it's not enough to say something is well written for a game. It's either a well written or it's not. It has good performances or it doesn't. Frankly, I never thought I'd have to spend so much time on these elements as a game critic. But here it goes. First of all, Death Stranding’s pseudoscientific perspective on the afterlife is intriguing. What might appear in the beginning to be a series of bizarre, disconnected ideas makes a decent amount of sense by the time the credits roll, and if you're willing to give it some thought, you can see how well the script capitalized on the premise at hand. In the event that hard evidence of an afterlife revealed itself, the first thing academics would do is try to incorporate that discovery into a scientific framework, something Death Stranding does a good job of representing. BB is a connection to the world of the dead because it hasn't been born yet. Deadman has no Beach because in this world souls are granted to individual humans, so organs are just useful meat. Likewise, conjoined twins would have to share a soul if they were conceived with a shared body. Now, you or I might not think that these rules are fair, but that's irrelevant. The rules of the universe are what they are. Science only seeks to find a set of principles underlying any natural phenomena. Here, the mystery of death has been solved to the benefit of some, like Heartman, and the detriment of others, like Deadman. Despite an abundance of exposition, towards the end, some things do remain unexplained, but even many of those seem to have a thread of logic when examined. Humans abuse their time dilation of the Beach to send massive data transmissions, but if every action has an equal and opposite reaction, then that stolen time must be redirected somewhere, which might explain the increasingly heavy Timefall as the story progresses. Likewise, the Beach and Beached Things seem utterly mysterious on a surface level, but the visual design of the Seam, which parallels the floating silhouettes of the BTs, seems like more than coincidence. A Beach is a transition between the states of land and sea or life and death. Those snagged underwater are unable to drift away, which explains why they send Likes after the cord is cut, freeing them from the Seam. If the ocean represents the world of the dead, then this also explains the abundance of sea creatures which appear throughout the game, showing that the barrier between life and death is weakening. Even the living world has a few worldbuilding gems like how people take oxytocin pills to supplement their lack of interaction. MULEs are arguably one of the strangest concepts thrown into the mix, but sooner or later you're forced to confront the idea that you too see something enjoyable about delivering packages or else you wouldn't keep playing. Even the ostensibly bland UCA is also given some personality by the surveillance state undertones, which everyone seems to wilfully ignore. Of course, some aspects seem to exist just to create enigmatic imagery like the upside down rainbows. And it would have been nice to see a few of these ideas explored more thoroughly, but you really can't fault the game for the sheer number of concepts it throws into the mix. Overall, the worldbuilding is admirable. As for the characters who populate that world, those are less successful. Great actors sometimes get assigned to "Foxhound Rank" of chameleon. In other words, they get praised for their ability to blend into a role so much you stop seeing them and only see their character. Obviously, an actor's caliber is important there, but makeup and costume designers play a crucial part in that process, too. Some casting directors will even try to pick unknown, so viewers aren't distracted by famous faces, although naturally they can't control whether that person then goes on to become famous afterward. Seeing a recognizable person might reassure potential viewers that they're in for a good performance, but it doesn't improve the performance itself. It has the opposite effect. Games, which don't fully embrace the ability to hire an actor for their acting chops alone by disguising the person behind a performance, are shooting themselves in the foot for no good reason. Now, I tend to get passionate when I feel that games are being held back by preconceptions or habits derived from other media. But I might be able to swallow this pill if not for the fact that Kojima found a way to make a terrible practice even worse. Face scanning famous figures like Guillermo del Toro, who then don't even bother to play themselves, is a perverse reversion of a key advantage that mo-cap performances can provide. There might be times where this would make sense. For example, an actor could be cast to play themselves, in which case their appearance is crucial. I'm also not going to get up in arms about a small cameo here or there, but Death Stranding is way over the fucking line. The sad thing is all this face scanning bullshit was basically a waste of time anyway, so let's cut a long story short. I happened to play The Last of Us Part II directly after my most recent playthrough of Death Stranding, and as soon as Joel appeared on screen, I felt some part of my brain finally relax because it no longer had to work so hard to figure out what the facial animations were supposed to mean. Keep in mind, Troy Baker plays both Joel and Higgs, but only Joel provided this kind of mental relief. Most developers simply aren't up to scratch here, so having scenes like this where you're expected to read some complex emotion into Norman's face just ends up giving the impression of constipation. If you don't agree with me now, you will in 20 years when this looks downright embarrassing compared to future tech. Don't pretend you don't know what I'm talking about. We all want to believe this looks good. But I know you see what I see. Just look at it with honest eyes. Developers are jumping the gun by trying to craft stories which rely on facial performances, many of which don't even look good today and will only seem worse with every passing second. Basically, every actor in Death Stranding is struggling against the impression of their own famous face and primitive facial capture, but besides that, the performances themselves are a mixed bag. Mads Mikkelsen obviously stands out as the highlight, at least partly thanks to the amniotic fluid blur, which helps bridge the uncanny valley, but also because he just seems comfortable in the role. It's fair to say he steals every scene he's in, but then again, he's mostly by himself. Maybe it's unfair to praise him for giving such a natural performance when half the cast seemed to be intentionally stilted and awkward. This is an aspect which makes Death Stranding and Kojima’s work in general difficult to critique. If nothing else, he's exceptional at straddling the line between "Lowbrow" and "Highbrow" concepts, making it difficult to discern whether something is clever or stupid. This could be used as a cynical ploy to deflect criticism, but I don't get that impression. Kojima has been obsessed with weird details for almost as long as games have even existed. If you don't believe me, then just take Policenauts for a spin where you'll be treated to plenty of lengthy scientific explanations for irrelevant minutiae long before Wikipedia made such info dumps so easy to achieve. My point is, when you first learn that your character is a porter who builds bridges named Sam Porter Bridges and that Nick Easton lives in the "Eastern Most City", there are two ways you can view this information. Easy to think, Kojima is the biggest hack to ever live, or you think that character is born into a dystopian society where children are possibly wards of the state might name people according to their occupation. After all, surnames like Smith and Butcher had to come from somewhere. Is it fucking ridiculous that Die-Hardman's real name is John McClane? Or is it plausible he got that nickname because his name is John McClane? This superposition of Highbrow and Lowbrow is enjoyable in its own way and might be the defining Kojima blend so many of us keep coming back for. Still, it's difficult to say whether some of these characters are portrayed well as a result. Even though he just spends most of his time relaying information with a flat affect, Tommy Earl Jenkins almost seems like he was born to play this kind of role in the Kojima game. It's the rest of the Support Team which are more questionable. Experts and esoteric fields probably tend toward higher levels of eccentricity. In a society, where people interact with each other so little, maybe it's not hard to imagine Heartman, Deadman or Mama having such awkward presences. On the other hand, Fragile seems just as stilted despite working in a customer service position. You could say this stems from her recent trauma, but I don't get that impression from her flashback. Either way, they missed an opportunity to have her counterbalance some of the more off-putting characters by being a more relaxed or grounded presence. By contrast, Sam’s often aphenphosmphobia also makes him withdrawn and weird to those around him, but his standoffish attitude is still relatable even long before his connection to BB reveals a softer side to him. Norman does a good job of portraying Sam's disinterest in the project of reviving America without coming across as malicious or petulant. But the way he conveys that fear of being touched is less convincing. If you are genuinely afraid of human contact, you wouldn't allow someone to get within arm's reach in the first place. Rather than maintaining an exhausting vigilance that they might reach out for you at any moment, it would be easier to just subtly keep a comfortable distance without the need for any sudden movements. While the cinematography during action sequences is solid, it really falters in these quieter moments where it could have given us a much better sense of Sam's character by emphasizing distance between him and others. I could take or leave most of the supporting cast, but at least Deadman's burgeoning bromance with Sam unfolds so gradually it feels earned by the end, resulting in a nice payoff. Heartman had a couple of charming moments, too, and depending on how you view the lore, his backstory can become much more complex as a result. It seems as though Voidouts and BT’s caused people to disappear directly into the Seam with no hope of return, whereas regular deaths end up on the Beach. If that's the case, then Heartman is delusional about seeing his family walking into the ocean since they died in a Voidout. It's left tantalizingly vague whether this really was them, but on some level, Heartman must believe it wasn't because he scours beaches looking for them, even though they were clearly walking into the sea. There's arguably more adapt to this character than meets the eye, but it's totally squandered when his arc is resolved post-game through an e-mail where he admits to giving up his search. This seems like the kind of thing which should have been shown rather than told or better yet played rather than shown. But maybe I'm just not in that museum frame of mind. Overall, I wish these characters painted a more convincing picture of how humanity might confront this vision of an afterlife. It seems to set them up in order to demonstrate the rules and implications of its pseudoscience rather than the psychological told those rules might have on people forced to endure them, which I think would make for a more engaging story. Even so, there's only one character I truly can't stand, and that's Amelie. Her presence is a catastrophic failure on just about every level, even from the moment of her introduction, which pointlessly spoils the fact that something weird is going on with her identity. To be clear, Lindsay Wagner returns in a great performance for Samantha. Despite having only one real scene, this moment hangs over the whole game thanks to a kind of frail vulnerability she imparts the character. Amelie is the opposite, however, and we can spin this contrast as an intentional one. But regardless of the reasoning behind it, the kind of breathless grandiosity with which she delivers almost every line is extremely grating. Her status as an Extinction Entity also happens to be one of the largest remaining question marks left dangling by the end. Now, I'm not of the opinion that every question needs to be answered. Sometimes an open-ended approach is more satisfying. But when it relates to the motivation of the chief antagonist, that seems like an important point to address. Despite having played the game twice, I'm still not entirely sure whether Emily is some kind of Eldritch Being, just a regular human or a mixture of the two. As such, I have absolutely no idea what's going on in her head most of the time, or if she even has an understandable thought process in the first place. I'll admit I haven't spent as long dwelling on the lore as I could, but this shouldn't be something you have to work hard to understand, considering so much of the plot hinges on Amelie's motivations. If anything, the Death Stranding would be far more terrifying and make for a better existential threat allegory if it didn't have this kind of human personification at all. This is where we could make more effort to pry apart the meaning behind Amilie's speech or her status as an Extinction Entity. But if you ask me, the problem with Kojima's quantumbrow blend is that it becomes impossible to care about the potentially deeper meaning behind certain elements. For example, the private room wake up chime has the same motif as Cliff's Lullaby, which is intriguing. It's possible this music is pumped into Sam's room specifically in an effort to keep him passive, or maybe Samantha adopted the jingle as something for all of Bridges out of guilt. There are potential implications to the bigger picture here... But then Sam winks at the camera and you realized there really is no point thinking about it. The biggest thematic reach I'm willing to make is that both the gameplay and story have a focus on risk aversion. A charitable view might say that the mechanics are a metaphor for the story, but personally, I think that's giving it way too much credit. To be fair, some pieces of symbolism do line up so nicely, they're easier to dwell on. Mama being a hardware engineer, and Lockne being a software engineer, parallels that body soul dichotomy. Notably, Mama ends up being the "Ka" and Lockne the "Ha", which is the opposite of their occupations, as though they subconsciously knew they were missing a piece of themselves and tried to fill it through their work. Likewise, Cliff spells out his part in all this by showing how human beings can tear each other apart through conflict. This makes him a perfect foil for Sam, and there is something beautiful about the way his son goes on to accomplish what he never could, but the way this comes about is lacklustre. Sam defeats Cliff by proving to be a better soldier, despite clearly being outmatched. For this to be poignant, there really needed to be some other way of bringing Cliff back to his senses, something which would show the value of Sam's approach. Despite arguably being an avant-garde title, Death Stranding fell into a surprisingly simple trap of assuming how a computer game climax needs to be structured. One of Kojima’s more eccentric boss fights would have been a perfect fit here. For example, Cliff might be impossible to kill, but taken down by a hug, rather than giving that moment to the incomprehensible psychopath. In order for that suggestion to make sense, to reveal of Sam's parentage would need to come a bit sooner, but it's not as though the story gains much by saving it until the last possible moment. To be clear, Sam actually does hug Cliff at this point, it just happens through a cutscene; for going interactivity, which might have made it more powerful. It's not just that you don't get to initiate this reconciliation, though, it's that you only get to do the opposite by shooting at it. Even if we just view Cliff's boss fights as exhibitions in the Death Stranding museum, they're not a particularly coherent collection. Unfortunately, there are many such moments of disconnect between Sam and the player to the point where I'm forced to speculate whether they were intentional. For example, the downright baffling choice to highlight an atomic bomb on the players back then have some act ignorant about it. I could twist myself into rhetorical knots about how Kojima is a postmodern genius for including such a stupid event, but I'd rather just admit that this was a pointless misstep. This disconnect from Sam recurs again at the worst possible moment when it comes time to incinerate Lou, something most players would obviously refuse to do if not railroaded into it. Deadman's justification for this is an unwillingness to disobey a direct order from the president. The same man who was begging Sam for forgiveness just minutes earlier. Even so, this might be redeemable if Sam was merely playing along, but then he tries to burn the pod only to change his mind. If Sam had just taken Lou out of the pod once he was ready to burn his Cuff Link, it would be enjoyable on subsequent playthrough to know for sure that you and Sam have the same goal of rescuing Lou. But instead, there's a last second twist for nothing more than some fleeting shock value. The way interactivity is used throughout the narrative leaves a lot to be desired. But in general, Lou’s implementation is somewhat commendable. On my first playthrough, I felt that she was an underwhelming presence. But after making an effort to interact with her more, I'd say you get what you put in. She's not forced down your throat, at least not metaphorically. And there's something admirable about this hands off approach. Allowing players to choose where, when or even whether to interact with Lou means it's only natural that different people will have different experiences. Even the same person might walk away with a new impression should they revisit the game at a different stage of their life. Of course, everyone forms their own opinion about whatever media they consume. But my point is, that interactivity can amplify a player's subjective experience depending on their actions. In other words, if you don't make an effort to engage with Lou, then you'll be given fewer opportunities to form a positive impression of her, and vice versa. It's a feedback loop which naturally leads to more extreme outcomes. It's important to recognize that this isn't a flaw. It's just how games work. You bring something to the experience depending on how you behave, and that's fine. For that reason, I won't say they should have put more focus on Lou, since that implies pushing her to the forefront where she doesn't belong, but I do wish that the interactions with her were less contextual and less distinct from the rest of the game. It seems like a copout to have so many of these opportunities take place during break times, which are almost functionally equivalent to a pause menu. Ultimately, Death Stranding is a game about walking and delivering packages, but it could be about committing genocide against aliens, in which case, Lou, could be implemented exactly the same way. My point is, Death Stranding has no shortage of ideas and some aspects are admirably realized, but it fails to weave these disparate strands together. Maybe if you can strap in for Kojima’s latest museum tour, this isn't so bad, but as a single work of art, it leaves something to be desired. Every game has at least some of their multimedia mixture I described earlier, and I doubt we'll ever arrive at a future where every single game is 100% gameplay. I don't think I'd even want that anyway. After all, the Metal Gear series is an eclectic mix and I found a lot to enjoy there. I don't buy into the museum analogy, but I do think it's a thought provoking point of view which might have a kernel of truth to it, especially for the kind of games Kojima makes. The theme of Metal Gear Solid 3 was the Times. In other words, the idea that cultural context can shape who we see as an enemy or a friend. Likewise, yesterday's novel fusion of game and film can become today's tired formula. Kojima has stayed the same, but the times have changed, maybe due in no small part to the influence of Metal Gear itself. All of this is my way of lamenting that Death Stranding's novelty is mostly skin deep. Despite all the talk about Timefall, Beached Things, sinister umbilical cords and so on, it's a disappointingly conventional game. In one sense I admire that Kojima has stayed true to his style, but in another, it's a shame to see him fall behind rather than blazing new trails. While I only sometimes enjoyed Death Stranding, I rarely ever hated it. Some of the story sequences are terribly paced and provide little narrative substance to justify themselves, but apart from that, it's easy playing. Once it spins up in Chapter Three, you get a lot of time just wandering around, avoiding simple obstacles and taking in the sights. Unfortunately, there's also a lot of missed potential along the way, and while that's understandable, considering what a strange premise it is, that doesn't mean it's not disappointing. The difficulty fails to keep pace with a barrage of upgrades and the online elements are so weakly implemented, they contribute very little, especially once you see through the illusion. Despite those problems, I'm ultimately happy this game got made. At least now I can say that Sony bankrolled a game where you …from ghosts. While I think it's a shame that Kojima is one of the few directors who could secure this much funding for something so bizarre, it's nice to see him use that power, at least partially for good. There are some genuinely worrying aspects, like its reliance on famous faces, gratuitous advertising, incestuous Hollywood-style cronyism and typical overindulgence of cutscenes. but there are enough admirable aspects to just about offset those problems. If nothing else, it uses a fascinating world to raise worthwhile questions about how engaging traversal could or should be. The end result may wobble between moments of greatness and moments of tedium, but for me at least, the good and bad both just about maintained balance.
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Channel: Matthewmatosis
Views: 355,417
Rating: undefined out of 5
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Length: 46min 35sec (2795 seconds)
Published: Tue Oct 13 2020
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