forked from cadey/xesite
101 lines
5.2 KiB
Markdown
101 lines
5.2 KiB
Markdown
|
---
|
||
|
title: Death Stranding Review
|
||
|
date: 2019-11-11
|
||
|
series: reviews
|
||
|
tags:
|
||
|
- kojima
|
||
|
- video-game
|
||
|
- what
|
||
|
---
|
||
|
|
||
|
# Death Stranding Review
|
||
|
|
||
|
NOTE: There's gonna be spoilers here. Do not read if you are not okay with this.
|
||
|
For a summary of the article without spoilers, this game is 10 out of 10 game of the
|
||
|
year 2019 for me.
|
||
|
|
||
|
I have also been playing through this game [on
|
||
|
twitch](https://twitch.tv/princessxen) and have streams archived
|
||
|
[here](https://xena.greedo.xeserv.us/files/kojima_unchained).
|
||
|
|
||
|
There's a long-standing rule of thumb to tell fiction apart from non-fiction.
|
||
|
Fiction needs to make sense to the reader. Non-fiction does not. [Death
|
||
|
Stranding](https://en.wikipedia.org/wiki/Death_Stranding) puts this paradigm on
|
||
|
its head. It doesn't make sense out of the gate in the way most AAA games make
|
||
|
sense.
|
||
|
|
||
|
In many AAA games it's very clear who the Big Bad is and who the John America
|
||
|
is. John America defeats the Big Bad and spreads Freedom to the masses by force.
|
||
|
In Death Stranding, you have no such preconceptions going into it. The first few
|
||
|
hours are a chaotic mess of exposition without explanation. First there's a
|
||
|
storm, then there's monsters, then there's a baby-powered locator, then you need
|
||
|
to deliver stuff a-la fetch quests, then there's Monster energy drinks, and the
|
||
|
main currency of this game is Facebook likes (that mean and do absolutely
|
||
|
nothing).
|
||
|
|
||
|
In short, Death Stranding doesn't try to make sense. It leaves questions
|
||
|
unanswered. And this is honestly so refreshing in a day and age where entire
|
||
|
plot points and the like are spoiled in trailers before the game's release date
|
||
|
is even announced. Questions like: what is going on? Why are there monsters?
|
||
|
What is the point of the game? Why the hell are there Monster energy drinks in
|
||
|
your private room and canteen? Death Stranding answers only some of these over
|
||
|
the course of gameplay.
|
||
|
|
||
|
The core of the gameplay loop is delivering cargo from point a to point b across
|
||
|
a ruined America after the apocalypse. The main character is an absolute unit of
|
||
|
a lad, able to carry over 120 kilograms of cargo on his back. As more and more
|
||
|
cargo stacks up you create these comically tall towers of luggage that make
|
||
|
balancing very difficult. You can hold on for balance using both of the shoulder
|
||
|
buttons. The game maps each shoulder button to an arm of the player character.
|
||
|
There's also a stamina system, and while you are gripping the cargo your stamina
|
||
|
regenerates much more slowly than if you weren't doing that.
|
||
|
|
||
|
The game makes you deliver almost everything you can think of from medical aid
|
||
|
to antimatter bombs. The antimatter bomb deliveries are really tricky because of
|
||
|
how delicate they are. If you drop the antimatter bomb, it explodes and you
|
||
|
instantly game over. If you hit a rock while carrying an antimatter bomb, it
|
||
|
gets damaged. If it gets damaged too many times it explodes and you die. If it
|
||
|
gets dropped into water it explodes and you die. And you have to carry the
|
||
|
suckers over miles of terrain and even mountains.
|
||
|
|
||
|
This game handles scale very elegantly. The map is _huge_, even larger than
|
||
|
Skyrim or Breath of the Wild. You are the UPS man who delivers packages,
|
||
|
apocalypse be damned. This game gives you a lot of quiet downtime, which really
|
||
|
lets you soak in the philosophical mindfuck that Kojima cooked up for us all. As
|
||
|
you approach major cities, guitar and vocal music comes in and the other sound
|
||
|
effects of the game quiet down. It overall creates a very sobering and solemn
|
||
|
mood that I just can't get enough of. It seems like it wouldn't fit in a game
|
||
|
where you use your own blood to defeat monsters and drink _monster energy_ out
|
||
|
of your canteen, but it totally does.
|
||
|
|
||
|
There is some mild product placement. Your canteen is full of Monster energy
|
||
|
drink. Yes, that Monster. Making the player defecate shows you an ad for an AMC
|
||
|
show. There's also monster energy drinks in your safe room that increase your
|
||
|
max stamina for a bit. I'm not entirely sure if the product placement was chosen
|
||
|
to be there for artistic reasons (it's surreal as all hell and helps to
|
||
|
complement the confusing aspects of the game), but it's very non-intrusive and
|
||
|
can be ignored with little risk.
|
||
|
|
||
|
This game also has online components. Every time you build a structure in areas
|
||
|
linked to the chiral network, other players can use, interact with and upgrade
|
||
|
them so they can do more things. Other players can also gives you likes, which
|
||
|
again do nothing. Upgrading a zipline makes it able to handle a larger distance
|
||
|
or updating a safe house lets you play music when people walk by it. It really
|
||
|
helps to build the motif of rebuilding America. There is however room for people
|
||
|
to troll others. Here's [an example of
|
||
|
this](https://twitter.com/Brad_barnaby/status/1193084242743312384). There's a
|
||
|
troll ladder to nowhere. There's a lot of those laying around mountains, so be
|
||
|
on your guard.
|
||
|
|
||
|
Overall, Death Stranding is a fantastic game. It's hard. It's unforgiving. But
|
||
|
the real thing that advances is the skill of the player. You make the
|
||
|
deliveries. You go the distance. You do your job as the post-apocalyptic UPS man
|
||
|
that America needs.
|
||
|
|
||
|
<center>![UPS Simulator 2019](/static/img/ups-simulator-2019.jpg)</center>
|
||
|
|
||
|
By [mmmintdesign](https://twitter.com/mmmintdesign) [source](https://twitter.com/mmmintdesign/status/1192856164331114497)
|
||
|
|
||
|
Score: 10 out of 10
|
||
|
Christine Dodril's Game of the Year 2019
|