What Made Death Stranding 1 One Hell of A Game?

Is Death Stranding the most quintessentially Kojima game we’ve seen so far, but does it genuinely warrant its praise from a gameplay standpoint? Setting aside the Monster Energy memes and Kojima enthusiasm, Death Stranding remains a striking example of groundbreaking game design and genre reinvention. Despite being classified as a walking simulator, it transcends that definition. Its open-world is freely explorable, but unlike any other open-worlds currently available. It boasts an impressive roster of acting talent and numerous product placements, yet manages to avoid feeling forced or money-driven. Death Stranding is a game that elicits as much wonder as it does appreciation, an oddity that deserves both admiration and scrutiny.

Firstly, it created a unique subcategory which it aptly named ‘strand games’. Initially, I found it hard to distinguish Kojima’s strand game classification from the asynchronous messaging system in Dark Souls. Although Death Stranding does incorporate some elements similar to Dark Souls’ messaging system, it expands upon this concept by replacing helpful advice with actual in-game items, such as ropes, ladders, and so on. These items can aid other players in navigating the challenging conditions of the game world, enabling them to reach their delivery destination more easily. However, the multiplayer element is not the only feature that defines a strand game; it’s also the distinctive theming.

The storyline is utterly bizarre, and any attempt to explain it will be pointless. Instead, let’s focus on its main ideas and central premise. In this post-apocalyptic world, a character named Sam Bridges acts as a courier, transporting essential items to the secluded communities of America. Stepping outside is incredibly dangerous due to lethal weather phenomena like Timefall rain, making Sam an essential lifeline for the inhabitants of these fragmented settlements known as Knot Colonies. Following the style of game creator Hideo Kojima, every element in the game serves as a metaphor for the game’s themes. Fortunately, this symbolism is effectively woven into the gameplay and storyline to create an engaging experience.

Discussing the tale of Death Stranding wouldn’t be complete without acknowledging its exceptional ensemble cast. If another director had made this game filled with celebrities, the casting might appear forced or showy. However, Kojima skillfully infuses his unique style through these characters, particularly emphasizing their oddness – not in a comical sense, but as unsettlingly alien and familiar at the same time. The extraordinary acting of Death Stranding’s characters contributes significantly to making the game’s world more authentic and engrossing, despite its bizarre and enigmatic nature. For instance, Léa Seydoux portrays Fragile in a way that eating a bug on a regular Tuesday seems completely normal.

Norman Reedus brings authenticity with his down-to-earth voice and rugged everyday persona, making him an ideal fit for the freelance courier character in Death Stranding. While not every delivery person encounters horrifying BTs or military thieves, many players can identify with a guy delivering goods. If the characters seemed unrealistic or artificial, it would have diminished the game’s sense of immersion and realism. The characters in Death Stranding feel perfectly at home, even though the setting is so…unusual for Kojima, or put another way, charmingly peculiar. For once, the inclusion of Hollywood talent in a video game doesn’t feel like an unnecessary addition, but rather a vital element to the gaming experience itself.

The unique style that’s characteristic of Kojima is wonderfully reflected in the world-building and ambiance of Death Stranding. As a second Kojima game offering extensive open-world exploration, Death Stranding captivates players seeking an engaging, realistic environment. The setting is undeniably post-apocalyptic, yet the overcast skies and undulating landscapes evoke a sense of calmness. It’s hard not to be drawn into the environment while traversing towards a delivery point, particularly with the fittingly atmospheric music from Low Roar and Silent Poets accompanying the journey. Typically, I’m not fond of games incorporating licensed music from popular bands, but in this case, it’s skillfully integrated to complement the scenes without feeling incongruous. Kojima has an uncanny knack for blending Hollywood acting and licensed music into a game in such a way that it seems as if they were always intended to be there.

Death Stranding’s world isn’t merely aesthetically pleasing or sonically appealing; it serves a purpose beyond facilitating gameplay. Unlike many open-world games where terrain is simply a tool to reach destinations, in Death Stranding, the landscape becomes the goal itself. This might seem counterintuitive given its reputation as a delivery simulator, but the main focus lies in navigating and overcoming the terrain, not in reaching predetermined points of interest. The game’s ‘challenging’ mechanics, such as managing package weight and stability, contribute to this immersive experience by making the environment the central element of gameplay. In Death Stranding, you don’t merely traverse the environment to go from point A to B; instead, you interact with it and battle against it. Players must also strategize logistically, considering factors such as potential MULE attacks or the suitability of tools for different terrains. Essentially, the environment in Death Stranding is more than just a backdrop; it’s a character that plays an active role in the game, which I wish more games would emulate.

Not only does Death Stranding offer smooth gameplay, but it also excels at managing cargo by adjusting Sam’s balance using shoulder triggers for tilting. The Director’s Cut on PS5 offers enhanced haptic feedback and HD rumble, making the controller vibrate to mimic Sam’s weight and stability, a feature that stands out among PS5 games. While the shooting mechanics may not be top-tier in the third-person shooting genre, they serve their purpose when required. What sets Death Stranding apart is its focus on exploration and interaction within an open world, rather than combat, making it more enjoyable to traverse.

A unique aspect that sets this open-world game apart is how its ‘multiplayer’ functionality operates. Although the term ‘multiplayer’ might be a bit misleading as it suggests simultaneous interaction, this game offers an asynchronous cooperative experience instead. What makes this significant is the way the co-op ties in with the game’s central theme of bonding and connection. It serves as a means to bridge what is otherwise disconnected. Players can use the Portable Chiral Constructor to build useful items like bridges and power generators, which they can leave behind for other players who visit that region of the map in their individual game instances. The appreciation for these helpful tools or completing another player’s task doesn’t come with traditional rewards; instead, ‘likes’ serve as a form of recognition. Assisting fellow players fosters a sense of connection through kindness, mirroring the game’s core themes beautifully.

In Death Stranding, the gameplay might not appeal to everyone, but that’s true of many things within this unique and visionary title. It’s not being universally appealing is a testament to its originality, and as long as it remains quality work, that’s perfectly fine. We’re eagerly anticipating what the sequel will bring us from the mind of Hideo Kojima, Death Stranding’s most personal and uninhibited creation yet.

Note: The views expressed in this article are those of the author and do not necessarily represent the views of, and should not be attributed to, GamingBolt as an organization.

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2025-06-18 16:42