Review

Death Stranding Review - Postal Service

  • First Released Nov 8, 2019
    released
  • PS4

Alone but not lonely.

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America is broken, and it's up to you to put it back together again. It's a tall order. A lot of people believe in it, but you're not sure you do. It'll take a lot of lonely, dangerous walks and exceptionally heavy lifting, and it's not really clear what America means in the first place. For some reason, you set out anyway, trudging through wetlands and rocky hills on foot, not fully knowing or understanding where you're going. Other than the monsters you can't quite see, there's not really anyone else around most of the time--just you and your thoughts, one foot in front of the other.

On one level, Death Stranding is about America. But your actual goal in setting out across the country is to help people, bring them together, and forge connections, not for the vague concept of America but for the sake of helping the people within it. Death Stranding is unrelenting in its earnestness and optimism--certainly not without its critiques of America, nor without its challenges and setbacks, but inherently hopeful nonetheless. It is a dense, complex, slow game with a plot that really goes places, but at its core, it never stops being about the sheer power and purpose we can find in human connection, and that is its most remarkable achievement.

Hands Across America

Rebuilding the country is as simple as getting every far-flung city, outpost, and individual onto one network, the bones of which were laid down by a pseudo-government organization called Bridges. As Sam Porter Bridges (played by Norman Reedus), all you have to do to win people over is bring them packages; most people never go outside due to mysterious monsters called BTs, but unlike most people, Sam can sense them enough to sneak past them and get important cargo to its destination.

Deliveries can be arduous. You're evaluated on your deliveries across a few categories, but the condition of the cargo can make or break a run, and there are a lot of factors working against you. The landscape can be extremely punishing, from expanses of exhaustingly rocky hills to rivers that are too deep and wide to cross unaided. On top of BTs, you also have to contend with Timefall, a kind of rain that rapidly accelerates aging and deterioration for most of the things it touches. Extended exposure to Timefall can damage or completely ruin your cargo, as can slipping and falling, getting hit by an enemy, or, in some cases, just being a little too rough with it. Even the smallest rocks can trip you up, too. In order to keep your footing, you need to pay close attention to where you're stepping, keeping your balance with the triggers while on rough terrain or when carrying a lot of stuff.

Once you reach your destination, though, you're showered with praise. The recipient will likely thank you to your face (albeit as a hologram), and then they'll give you a series of social media-style likes. You're inundated with a multi-page results screen itemizing all the likes you received for the delivery and in which categories, plus an overall rating for the delivery itself, no matter how small--it's positive reinforcement turned up to 11. These likes then funnel into each of the delivery categories like experience points, and as you level up, you can carry more weight or better maintain your balance, among other benefits. Deliveries also feed into a connection rating with each city, outpost, or person, and as that increases, you acquire better gear and sometimes gifts to reward your efforts further.

In short, you give a lot and get a lot in return. There is a relatively small number of mandatory deliveries to advance the story, but there's a seemingly unlimited number of optional deliveries, and I often found myself picking up orders destined for any place that was on my way. It's a cycle that's easy to get swept up in; no matter how difficult a delivery or how far the distance, you will at least be met with gratitude, likely feel fulfilled from having completed a tough delivery, and often given a tool to make future deliveries a bit easier. Most importantly, though, increasing your bonds with people is how you get them on the network, and the network is what elevates this core loop beyond the simple satisfaction of completing tasks and getting rewards.

No Caption Provided

The chiral network is a kind of souped-up internet that allows you to 3D print objects, which is incredibly useful and a strong incentive in itself. When at a terminal connected to the chiral network, you can print ladders and ropes for traversal, new boots as yours wear out, repair spray for damaged containers, and basically anything else you need to safely deliver cargo so long as you have a blueprint for it. You can also print a portable printer that builds structures for you out in open areas covered by the network--things like bridges, watchtowers, and generators, the latter of which are critical as you start to use battery-powered exoskeletons and vehicles.

The chiral network also grants you access to the online component of the game, which is absolutely essential. You never see other players in the flesh, but their impact is all around you; once an area is on the network, you can see structures and objects left behind by other players in the course of their own journeys, plus helpful signs they've put down just for those who come after them. You can pick up someone else's lost cargo and deliver it for them, too, knowing that someone else may find yours at some point and do you the same kindness.

No Caption Provided

In Death Stranding's best moments, the relief and gratitude you can feel toward someone you don't even know is an unrivaled multiplayer experience. At one point in my playthrough, I was being chased by MULEs, human enemies who love to steal cargo. I was on a bike, tasked with a time-sensitive delivery, almost out of battery and totally unequipped to deal with external threats. In my panic, I drove my bike into a ravine. As I slowly made my way up and out of it, I watched as my bike's battery dipped into the red, and I dreaded getting stuck with all my cargo and no vehicle, still quite a ways away from my destination. I rounded a corner and found myself in the charging area of a generator placed by another player, as if they'd known I'd need it in that exact spot at that exact moment. They probably just put it there because they needed a quick charge, but to me, it was a lifeline.

You can give and receive likes for these player-to-player structures, and just like with standard deliveries, it's a strong incentive to do something helpful for someone else. In the earlier sections of the game, I was using other people's structures far more than I was leaving behind help for others. But I wanted to pay it forward and know that my help was appreciated, so I started going out of my way to build structures I myself didn't really need; the map shows the online structures in your instance, making it easier to spot areas you could fill in for others. At first, the likes system seems like a pretty obvious commentary on social media and our dependence on external validation. But it's not so much a critique as it is a positive spin on a very human need for acceptance, and the system does a remarkable job of urging you to do your best for those around you, NPCs and real people alike. Feeling truly appreciated can be a rare occurrence in life, and it's powerful in its simplicity here.

The Super BB Method

The first few hours of the game are the slowest, and a large part of that is because you don't have access to the online component right away. It's an incredibly lonely stretch of time during which you mostly just walk; the work you do early on is especially laborious in the absence of advanced gear, and it serves to give you an appreciation for other players and better gear as you move forward.

Even as the gameplay opens up, you continue to get a lot of story exposition with almost no explanation. It can all seem kind of goofy at first, and you can get lost in the metaphors; every city you need to add to the chiral network has "knot" in its name, for example, and they are all referred to as "knots" on a strand that connects the country. There's bizarre and unwarranted product placement in the form of Monster Energy drinks and the show Ride with Norman Reedus. Guillermo del Toro's likeness is used for a kind of dorky character called Deadman, and there's a woman named Fragile in a game about delivering packages.

No Caption Provided

But the story really does go deeper than that. In keeping with the theme of human connection, each of the core characters you meet and work with has their own story to tell. They all have a unique perspective on death that lends them an equally unique perspective on life, and unravelling their characters, down to the true origins of their often literal names, contributes to the overall tapestry of Death Stranding's take on the human experience. As they open up to Sam, Sam opens up to them in turn, developing into a distinct character in his own right out of the reserved, emotionless man he appears to be at the start. I grew to love Sam, Fragile, and Heartman especially, and even the characters I didn't like as much add to the game's overall message about hope and love in the face of adversity.

By far my favorite character--and the most important one--is BB. BBs are infants in pods that can detect the presence of BTs, and they're issued to porters like Sam to help them navigate dangerous territory. You're told to treat BBs like equipment, not real babies, but it's impossible to think of your BB that way. It's full of personality, giggling when happy and crying when stressed out; it even gives you likes from time to time. There aren't many children left in Death Stranding's isolated, fearful world, but BB is your reminder that the future is counting on you, regardless of how you feel about America itself. The love that grows between Sam and BB is nothing short of heartwarming.

No Caption Provided

Connecting with this story, just as with connecting with NPCs and other players, can take work. It's not a story that immediately clicks on a surface level, and the dramatic mystery and off-the-wall science don't make too much sense at first blush. But it's an emotional story first and foremost, and making sense of things--while entirely possible, particularly if you read the letters and interviews that detail small bits of lore as you go--is not as important as reflecting on how it makes you feel.

You have plenty of opportunities to do that, too. In the quiet moments of travel, usually as you near your destination, music might start to play. The soundtrack, which is largely composed of one band--Low Roar--is phenomenal, the kind of contemplative folk-ish music that suits a trip alone through a meadow or down a mountain. Because the act of walking is so involved, it's not a time to detach completely and zone out; it's a time to feel your feelings or at least consider what's next in your travels.

Fight, But Not To The Death

You can just as soon be ripped out of that headspace, though, by a shift to the haunting music that signals BT territory. The otherworldly growls of BTs as they close in on you can be terrifying, and early on, your best bet is to freeze in your tracks and hold your breath for as long as you can so you can quietly sneak by them. But there are times when you have to fight a BT in its true form, and for that, you have specialized weapons to take them down. These BTs aren't the ethereal humanoid shapes that float above the ground but huge eldritch horrors that screech under clouds of blood. The combat is mechanically simple--you mostly have to move around a bit and hit them before they hit you--but the sequences are visually and aurally arresting.

You don't get a gun that works on live enemies until 25 or so hours in, but even then, it's non-lethal. You are actively guided away from killing in Death Stranding, because when people die, their bodies basically go nuclear and level cities, leaving nothing but craters and BTs in their wake. On top of that, the main human enemies are MULEs, former porters just like Sam that have been corrupted by an automated world--they've essentially become addicted to snatching cargo in their desperation to have a job and a purpose as more and more people become replaced by machines. They're not evil, and killing them seems like, well, overkill; it's easy enough to knock them out with the nonlethal methods you continue to unlock as the game progresses. I didn't kill a single one in my playthrough, though punching them is satisfying.

No Caption Provided

While BTs and MULEs are a concern when delivering cargo, there's also Mads Mikkelsen's character, a man who's introduced through memories Sam sees when he connects to BB's pod. He gets his own dedicated segments that punctuate hours of simple deliveries, and these highly contained, much shorter sections are striking in their art direction and juxtaposition to the rest of the game. It's not immediately clear what he is, whether it's an enemy, potential friend, or something else entirely, but he's captivating in his ambiguity.

The most cartoonish enemy is Troy Baker's Higgs, a terrorist whose depravity seems to know no bounds. Of all the characters, Higgs is the weakest, with far less nuance to him than anyone else in the cast. He's really just there as a Big Bad to motivate you in a more traditional video game sense than delivering packages and helping people, but he and his band of faceless terrorists are more a means to an end than full-fledged villains. He's the catalyst for some of the major BT fights, and in the end, perhaps an extreme reminder that it's possible to stay hopeful even when things are darkest.

Death Stranding argues in both its story and its gameplay that adversity itself is what makes things worth doing and life worth living.

Death Stranding is a hard game to absorb. There are many intertwining threads to its plot, and silly names, corny moments, and heavy exposition belie an otherwise very simple message. That comes through much more clearly in the game's more mundane moments, when you find a desperately-needed ladder left behind by another player or receive a letter from an NPC thanking you for your efforts. It's positive without ignoring pain; in fact, it argues in both its story and its gameplay that adversity itself is what makes things worth doing and life worth living. It's a game that requires patience, compassion, and love, and it's also one we really need right now.

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Now Playing: Death Stranding Video Review

Back To Top
The Good
Your efforts are rewarded in practical ways as well as emotional ones, driving home the positive impact of what you do for others
Connecting with other players through acts of kindness is a powerful experience that further underscores the game's hopeful message
Each main character's individual story contributes to the whole with a distinct perspective
Fighting BTs is a visually and aurally arresting experience
You're actively discouraged from killing human enemies, which serves the game's themes well
The Bad
Higgs is a disappointing villain that serves as a means to an end
9
Superb
About GameSpot's Reviews

About the Author

Kallie completed Death Stranding's story in 60 hours, taking the time to deliver some pizzas and build quite a few roads. She would die for BB. Review code was provided by Sony.
777 Comments  RefreshSorted By 
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Ninjatrek

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Thank you for the very detailed and thoughtful review. I was kinda on the fence about this one, but after watching the review I'll be getting this one for sure!

5 • 
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Chubby170

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@Ninjatrek: You may want to check some other reviews. They were not glowing about the game.

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phili878

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@chubby170: you mean IGN USA? All other IGN sites graded it 8.8-9.7. All major review sites graded it a 8-9, one a 7. If he is to check other reviews, it will be to reassure him even more to buy it and not what you are implying to.

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Mudreo

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@phili878: The theory that IGN would divvy its reviews by country and water down its message except when done by necessity for language reasons is cute. IGN anglosphere, the whole enchilada, gave it a 6.8, and this plus your admitted Game Informer qualifies as "easily check some that are not glowing" compared to the real nobodies who disliked New Vegas. How ingenious and glowing of its fans to get wrong the perception of the game.

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Ninjatrek

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@chubby170: Oh for sure, I’ve seen others as well to get a better grasp of what this game is. But overall, I’m so curious and decided to take the plunge and find out for myself

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phili878

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@Ninjatrek: save yourself time, they graded it about an 8.8 - 9.7 which one 6.8, other one 7, all others made a significant jump after that, we’re talking about top 10 review sites.

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02050muh

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@Ninjatrek: played it, now at chapter 2. Very slow pace in the beginning. But when u get further, it becomes addictive, can’t put the controller down. Really much needed this kinda game that doesn’t involve shooting and killing people.

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jestifizzle

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@02050muh: Been watching a marathon stream of guys playing it, literally seems like the most boring game ever. The guys playing even keeps saying "I'm keeping an open mind about this game because there has to be more around the corner, but it's not looking great so far"...the dude is 20 hours into the game...

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Milknweed

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Milknweed  Online

@jestifizzle: The game is honestly not for everybody, its pretty much post apocolyptic fed ex, but yea i dont think this is a game you would know if you like based on streams and reviews its something you gotta play yourself.

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Thuban_23

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@Ninjatrek: Also considering who the reviewer is, it's likely the review doesn't have a whole lot to do with the actual game. Might want to wait a day or 2 at least.

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MondasM

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people, expressing your opinions without even playing the game is kind of lame, please do review it after you've completed the game... :D

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lion2447

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@MondasM: It's not lame. People can still form certain opinions without having to put down time and money. I'll admit, many people use more emotion or hivemind to render a vertict beyond what they should be doing which does tend to ruin the integrity of number ratings. But, there are still things that professional reviews and videos can showcase that would be enough to allow for a limited opinion.

I, for example, have not purchased the game, but still have an opinion based on what I have seen and it would be no different whether I have played the game or not.

A couple of pet peeves of mine for games are in-game advertising and direct celebrities. This game is supposed to be a kind of apocalypse sort of world, but somehow Monster Energy drinks and AMC's Ride survived. Don't know how the in-game characters are even going to watch the show since how limited communication the game world has. It just makes the ad even more stand out and out of place. The other peeve is having direct celebrities in games. Offering voices I don't mind, but direct looks of known real people just makes me lose immersion. Also, I'm sure there are contracts in place for their likeliness, which means the game already has an expiration date.

Also, by having celebrities voices and likeliness in the game, I'm positive a much larger chunk of the game budget went to just paying them. Imagine the graphics artists, game designers, etc. could be paid for for the same cost as having just one celebrity.

I look at the game and think the game story may not be bad, it's just the wrong medium. The game, to me, currently looks more like a tech demo with a story added. A game is an interactive medium and has to hold the gamer from the beginning to the end. Doing the same tasks over and over, with nothing but the story driving me foward will not hold my attention long enough. If the story is the only driving force, then, again to me, it would be much better told as a movie.

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MondasM

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@lion2447: sorry it took me some time to reply, brand placement is kind of lame, too, but this is the kind of world we are living in right now, it does blow however...

the use of celebrities does seem to be due to one of kojima's passions, namely cinema, he expressed in many of his interviews that he tries to interweave cinema and gaming... he tried to create something different with guillerme del toro for the cancelled silent hills game, where he intended to work with norman reedus, which quite unfortunately come int fruition... i do respect his views and his efforts for creating something out of the ordinary...

on the other hand people can trust some other's opinions, but it's not the same as experiencing it for yourself, if i were to listen to critics, i wouldn't have found out about and cared for quite some games, movies, concerts, etc., and therefore think that no one can be a better judge for your own preferences, you just have to try and bite the bullet every now and then... :)

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Edited By lion2447

@MondasM: I do sometimes go in blind or counter opinions and end up enjoying games others may not, but more and more rarely nowadays. Mostly due to microtransactions and games extorting for more money (lootboxes.) These mechanics have basically ruined my passion for going in blind to new games now. I do a thorough look into any new game purchases now, looking to avoid these mechanics before deciding to purchase or not.

My main critisism for this game (I only have various videos as reference) is the exploration. Although the world is expansive, it is also empty. I get that is with the lore of the game, simply adding a few structures or old cities to explore would be interesting. I don't mind more passive games, but there still has to be something to pique my interest.

Being able to explore the locations that the characters delivers to would make the game more exciting. Instead of a NPC doing the equivalent of answering the door, saying thank you, and that is the end of it, I would like to go inside these structures and see NPC's walking around. I would like to see how they now live in this "new" world. For me, that would add so much more to the game.

As a side note: I find the baby in a bottle really creepy. It reminds me of those old science movies where you see various creatures suspended in jars. lol.

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MondasM

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@lion2447: later additions of loot-boxes and mtxs is the only reason i am not pre-ordering games, which are not solely single-player, anymore...

i am intending to wait for a while before jumping into death stranding, just to see how the online sharing / helping aspect of this game develops...

ps: the baby in the bottle is pure wtf... :D

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02050muh

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Edited By 02050muh

@lion2447: this game is not for u anyways. But i respect kojima studio’s development team for having ‘HUGE balls’ by producing something weird and strange like this.

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krazeekhujo05

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@02050muh: You spelled Tedious and boring wrong.

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02050muh

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@krazeekhujo05: not all people enjoy the latest 'Joker' movie. Same with this game. I don't mind if people find it boring after playing the game (last year's GOTY RDR2, lots of people found it boring and snooze-fest too)

The problem is, people bashed this game without even playing it. what the hell?!

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lion2447

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@02050muh: I completely agree. A game that doesn't try to cater to everyone is actually a game I respect more. Lately too many games try to capture a wide audience and end up being not overly good because it tries to do too many things. Though the game doesn't interest me, I'm sure it will still gather the intended audience.

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Mogan

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Edited By Mogan  Moderator

@MondasM: The Internet speaking authoritatively about something they have only a little second hand experience with? Never. : P

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MondasM

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@mogan: it's a first for me... :P

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twztid13

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@mogan: That can get the POTUS impeached, so it has to count for something on the interwebs...sadly.

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doodoflife

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The level of advertising and attention this game is getting on GS really makes you question the review process of this site.

How can you review a game without bias when there’s an obvious promotional agreement with Sony and GS at play?

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Mogan

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Mogan  Moderator

@doodoflife: I don’t know if it’s still run the same way, but traditionally, the editorial and business sides of the company operate mostly independently. So the person reviewing Death Stranding doesn’t necessarily know how much other coverage the game’s going to get while they’re writing/scoring their review.

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doodoflife

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Edited By doodoflife

@mogan: I am on Instagram receiving gamespot posts about Death Stranding that say “paid sponsorship with Sony” in the post itself.

GS is failing to disclose this sponsorship in their review which is incredibly deceptive.

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Mogan

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@doodoflife: The review isn't sponsored by Sony. If you want to believe the Death Stranding review is "tainted" be my guest, but publishers buy advertising on gaming sites all the time, and GameSpot's score is very much in line with the vast majority of other reviews.

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doodoflife

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@mogan: Gamespot has a paid sponsorship with Sony for Death Stranding. Their review was higher than the average and they have been promoting the hell out of it since.

If you want to believe getting paid to promote a product has to effect on their ability to objectively review it well than I have a bridge to sell you.

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Mogan

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Mogan  Moderator

@doodoflife: GameSpot and every other free video game site have ALWAYS run ads for video games.

If you don’t trust that the Death Stranding review (which was a whopping 7% over the average of more than 80 reviews) wasn’t influenced, then go somewhere you do trust.

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viniterra

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@mogan: their bosses are the same

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ecurl143

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Why is this review still hogging the front page?

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Mogan

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@ecurl143: Game comes out today, so now is when a lot of folks are looking for info.

Plus, it’s a real big launch.

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Edited By ZmanBarzel

@ecurl143: Probably because the game is out today and there's a much larger wave of people who will now be looking to find out if the game is good.

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Death Stranding More Info

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  • First Released Nov 8, 2019
    released
    • PC
    • PlayStation 4
    Death Stranding is a PlayStation 4 exclusive from Hideo Kojima's new studio.
    6.7
    Average Rating89 Rating(s)
    Please Sign In to rate Death Stranding
    Developed by:
    Kojima Productions
    Published by:
    505 Games, Sony Interactive Entertainment
    Genre(s):
    Action
    Content is generally suitable for ages 17 and up. May contain intense violence, blood and gore, sexual content and/or strong language.
    Mature
    Blood, Intense Violence, Partial Nudity, Strong Language