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There's no doubt that Death Stranding will be the most polarizing game to players and
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reviewers alike.
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It's a game with high expectations that don't follow the traditional expectations modern
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gaming has set on the industry.
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It's slow, tedious and repetitive yet at the same time, it's therapeutic, satisfying and
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zen-like.
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Death Stranding is a very ambiguous game and for that same reason, I'll try not to spoil
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anything for you all.
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After a catastrophic event is known as the Death Stranding, The United States and seemingly
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the rest of the world has been completely changed as we know it.
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Civilization is segregated into cities with large gaps in between.
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It's a world of isolation and quartine that's constantly haunted by the memories of what
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the world used to be and the monsters that haunt it now.
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These monsters are known as BTs, come from the world of the dead, crossing the boundary
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between are two worlds and are a constant obstacle looming over our head.
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Who are we exactly though?
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Well, we're Same Porter Bridges, a porter or delivery man.
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In our modern society, we joke about just being a simple UPS or deliver man, but in
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a post Death Stranding world, they're the connective tissue that connects city to city
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by delivering vital packages to isolated cities.
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In return, connecting these cities brings them, online to the chiral network, this world's
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version of the new internet under the recovering United Cities of America government.
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Through connecting the cities back together, delivering packages to those in need and being
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a vital part of society, Sam slowly beings to reconnect America all while slowly uncovering
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more about the people in this world, the death stranding and how it all connects.
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In typical Hideo Kojima fashion, the story is told through long-form cinematics that
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rival and at times surpass those in Hollywood.
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Characters are filled with depth and personality despite their odd names like Deadman and Die
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Hard Man.
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Never the less, the performances here are truly outstanding being some of the most captivating
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performances I've seen in a video game.
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Ultimately the story grabbed by its mysterious foundation that fed me bits of lore and information
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the more time I invested in the game.
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Whether it was through long-form cutscenes or the subtle stories told through the emails
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and mission briefs, Death Stranding was a fascinating story though told in unconventional
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ways.
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Through its many gameplay previews and trailers, many including myself thought Death Stranding
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looked like an overly simplistic walking simulator and I was partially right.
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Death Stranding's gameplay does have elements of action here and there but the larger gameplay
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ratio is walking from point a to point b to deliver item x.
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Where I was wrong was whether it'd be oversimplistic because Death Stranding is the most intricate
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walking game.
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Where any other video game would treat walking as pressing forward on the analog stick and
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that's it, Death Stranding kicks it up a notch to some absurd levels.
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Sam Porter has weight to him as he walks the uneven mountain terrain.
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Carry too much on your back and you'll begin to lean on one side too much.
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As you walk, you'll have to shift your weight around to adjust to your movement.
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This means something as simple as walking down hell can easily mean Sam tripping off
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the side of a cliff and dying.
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While you can respawn, your mistakes have consequences like damaging your cargo and
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ruining your orders.
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The terrain isn't your only obstacle though.
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In this post Death Stranding world, some are against the reconstruction of any government.
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They like the chaos and freedom of this demolished world, these terrorist or mules lookout for
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porters like yourself to rob and kill.
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On top of the human enemies are the BTs, these creatures from the world of the dead that
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haunt the world of the living.
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They appear along with the time fall but with the help of your BB, you can detect their
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direction and hope you remain undetected.
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The BB attached to your chest comes from brain dead mothers, they're a bridge between the
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world of the living and the dead and thus, they can help detect the other world creatures
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like BTs.
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However, that's another management system to use as well.
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BB gets stressed when you're hurt when BTs show up and so on.
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Like any other baby, when BB feels scared or anxious, they'll start the cry only making
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the mules and BTs more aware of your location.
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Over time, I began to unlock new tools and weapons like grenades that could help me take
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down these enemies, making the anxiety and fear of them dwindle rather quickly.
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Like the terrain, I had been walking on for hours, these enemies went from being enemies
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to just any other obstacle.
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That theme of management is a constant mechanics in Death Stranding.
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From how you place the cargo on your body, your footwear wearing out as you walk more
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and BB's stress levels, Death Stranding is all about complicated management systems.
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The satisfaction of dealing with them comes through all the thank yous and social interaction
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you receive in a game where you never really directly interact with people.
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Death Stranding is an online game but not in the traditional sense.
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You don't see other players online but rather their creations.
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Death Stranding creates these server pools that gather a handful of people together.
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This means as I brought new parts of the world into the chiral network, I'd begin to see
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other people's building efforts in my world and vice versa.
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I could build a bridge in my world over a larger river that could appear as a useful
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structure for someone else playing the game.
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That introduce this sense of comradery between me and all the people playing online.
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I wasn't just helping rebuild America, it was and everyone else playing too.
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It's with that I found myself going out of my way from my main and side objective deliveries
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to build new structures, warning signs for players and pick up other people's lost cargo
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so I could help deliver it to where it needed to go.
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In return, I'd see a few likes appear on the side of my screen as I went on my way.
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The social likes act like a currency here that upgrades Sam's stats but also act as
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a motivational boost to me, letting me know my efforts were appreciated by some other
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real-life player.
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All in all, Death Stranding is a social heavy synchronize online game that caters to heavy
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inventory management.
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It's slow-paced and repetitive with bits of action toward the later end of the game but
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ultimately this is a game that takes its time to tell a story.
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For some it'll be too much of a sluggish buildup, swaying away many people, for others like
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myself, they'll find the process therapeutic and rewarding with new bits of story and action
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elements.
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With that said, the slow-paced nature of Death Stranding is front and center most of the
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time.
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It's not for everyone.
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As with all of my reviews, I can only speak for my take on the experience.
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There's a sense of beauty in the despair and isolation of this world.
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The Death Stranding has dismantled the environment leaving it this wide-open mountainscape that
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looks as if society was never here.
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Sam is but a speck of dust in this world but the mark he along with the rest of the players
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online leave can be monstrous.
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Like a nature walk through a forest, Death Stranding looks simple but lovely.
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The terrain here looks incredibly realistic from the plant life growing and dying as the
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time fall hits it, to the shine of the rivers leading down the mountainside.
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Character models are even more stunning with some of the most realistic facial capture.
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Norman Reedus, Troy Baker, Guierllmo Del Toro, and Margret Qualiy are phenomenally captured
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along with the rest of the studded cast.
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When it comes to performance, Death Stranding is impressive on both the base and pro model
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PS4.
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Base PS4 runs at native 1080p 30fps while the PS4 Pro can render that at a checkerboard
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4k resolution also at 30 fps.
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With the resolution being the only major differences between both versions, both pro and base ps4
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maintain a mostly constant 30 fps outside of a few hiccups during some cutscenes.
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Those tended to be the mirror shots when Sam was in his private room.
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Mostly likely due to the double rendering of Sam instead of a reflection trick, the
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game will dip to the mid-20s in these instances.
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Outside of that, you can expect a stable performance.
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If you're on PS4 Pro, you do have the option to render at 1080p instead of 2160p through
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system settings, this ironed out most of the frame dips.
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However, you can also force supersample from 2160p to 1080p using the PS4 system options
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for a sharper visual on a 1080p tv.
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Death Stranding is a true showcase of this generation's visual capability just like The
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Last of Us proved to be a technical showcase for the PS3.
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This Kojima's love for movies, cinematic framing and obsessively realistic visuals firing at
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full cylinders.
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The performances of actors are not only a spectacle to watch but to hear here too.
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While there's a lot of Hollywood stars here, it's more impressive to see the less known
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actors give it their all here.
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Tommie Earl Jenkins who may not be as well known as someone like Mads or Norman is incredible
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with his performance as Die Hard Man.
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Music selection here is well done.
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Low Roar's tracks playing as I spend hours walkthrough the devastated world gave things
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a melancholy but also meditative like feeling anytime I was on an expedition.
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After completing my 50 hours adventure, I found myself playing many of the Death Stranding's
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tracks on my walks.
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Chvrches' Death Stranding, Hoshino Gen's Pop Virus and Low Roar's Don't Be Serious were
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easily the most addicting songs for me.
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Just how I didn't think Joker was a fun movie to watch but I still enjoyed it for what it
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was and the social commentary is made, I find myself feeling the same way about Death Stranding.
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Death Stranding isn't fun, it lacks action and when it does have it, it takes an absurd
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amount of build-up to get to it.
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The slow pace nature of the gameplay drags on unlike other artful experiences that usually
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keep its entire gameplay down to 4 hours or less, Death Stranding is an easy 30-80 hours
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at least.
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Despite it all, I found myself smiling with every delivery made, with every thank you
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received.
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I didn't like spending my free time in Uni helping other people study for exams, but
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the satisfaction of seeing the joy on that person's face when they scored better because
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of my help, was enough to get me to keep helping.
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I felt like I was doing my part and that's what I feel with Death Stranding.
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It's soothing and reflective but sluggish and tiresome like any given chore given to
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you as a kid.