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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Soundchaz3r

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Edited By Soundchaz3r

From all the reviews, I gather this is a fancier, more interactive version of the "Visual Novel" games that are so pervasive in Japanese gaming. There is absolutely nothing wrong with this, as long as you understand what you are signing up for. They tend to be more of the "choice matters" category with slow pacing and limited action sequences.

I think the fact this is coming from Kojima can be a detractor and bad for the game in the eyes of some reviewers and players, as some people will automatically associate it with Metal Gear gameplay, which it seems is not what they will find in this game.

If my assumptions are true, then I can definitely understand why this game is so divisive among reviewers. Rather than taking too much credence from the score, reading the actual review may prove to be a lot more informative to the potential buyer, and allow them to figure if this is a day one purchase, or a 2020 Holiday Season heavily discounted purchase.

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Mogan

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Mogan  Moderator

@soundchaz3r: I don’t get the impression that Death Stranding is any less interactive, or more a visual novel than MGS was.

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ni6htmare01

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Can't wait till Friday! Got to see the Death Stranding Show and meet Kojima himself in NYC today! Getting even more exciting now after seeing all those cool display!

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twztid13

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@ni6htmare01: wow, congrats!

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falkyn

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death stranding firmware update 2.0 will include building cities?

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Lefttounge

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Edited By Lefttounge

This review to me is suspect, because he gave it a 9...Before the game even released? You can't go off betas bud. :/

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matastig

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@lefttounge: Game critics usually receive an early copy form developers

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twztid13

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@lefttounge: i think Kallie is a she, & this has been standard practice in gaming forever (or a bit over 20 years or more on this site i know for sure, from being a fan early on & knowing when to expect reviews on games i looked forward to. Also, I got to know many of the high profile reviewers & became good friends with several of them over time). Maybe the social media/streaming aspect threw a wrench in there, regarding expectations at least(?), but reviews are always completed before the game releases (except the very few occasions the dev/pub doesn't provide a code or copy for review & the reviewer has to buy it themselves on release day, which can hold up the process). When they publish the review is another thing, but i know 2 months ago everyone reviewed Zelda Link's Awakening early (like over 1 week i think?). It was under embargo & Nintendo said not to publish anything from the game or review until whatever date was in the contract.

I'm not saying you can't have an issue with the review or the reviewer, but at least make it a legitimate & well known or well researched issue, else it gives them reason to shrug off the actual complaints. It's probably far too time consuming to go through every post, then address every complaint, so when they see things like this, they can lump all of the complaints together as not being fact based. Those are the complaints that actually matter, too, since criticizing an opinion is...subjective & easily refuted (when acknowledged). Basically, these types of claims hurt the "community" (or the comment section, at least) when baseless.

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Arkhalipso

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@lefttounge: Lol.

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Mogan

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Mogan  Moderator

@lefttounge: It's wasn't a beta. There's a long period between a AAA game going gold and it actually releasing. Reviewers were sent codes for the final game.

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ZmanBarzel

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@lefttounge: The full game was sent out to reviewers mid-October.

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streetmagik

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Great review! Obviously I can't say I agree with it, because I haven't played it, but you did a really good job of explaining the basics, without spoiling. The scores for this game are all over the place. I've read reviews with scores from 6.5 to 9.

Obviously this game isn't for everyone, though there's enough info between the differing reviews that I feel comfortable in my decision to purchase it.

FYI, today, about an hour from where I live, Amazon did their first drone delivery in Cary, NC. The future is coming quick, and Kojima is just showing us the future of Amazon Prime. Thank you Norman Reedus, and... baby, for going through all this $#!+, to get the game to me on Friday!!

2 more days till we get to write our own reviews🤘.

Thanks again, it's a good read for a game with soooooo much going on. You know, the standard, everyday, run-of-the-mill, Hideo Kojima game.

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Crazy_sahara

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Tom hanks wishes you all good luck. Fed ex approved, hay can someone send me my package, I ordered it online just wondering if any one can help deliver it, I prefer you walk while delivering it.

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silv3rst0rm

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If Norman Reedus was an UPS delivery man, maybe our parcels would arrive in better shape!

haha!

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PCPS4XB

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Death Stranding just set a new benchmark according to Digit Foundry so people looking for eye candy, will be pleased. I gotta clear a bit of backlog until I get to this. Maybe wait a month or 2.

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mxdan

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Thank you for this review. I'm glad to see someone 'got it'. This game has so much built into it that offers insight into the culture we've built and while many won't get it I'm glad there are those who do.

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BDRTFM

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Edited By BDRTFM

@mxdan: Ahh, the old "People just don't get it" argument. Totally meaningless and impossible to argue.

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mxdan

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Edited By mxdan

@bdrtfm: What do you mean here? Many people do get it. The ones who don't, like yourself, think games simply need follow traditional structure and spell every bit of characterization out. You marginalize an experience based on your rudimentary idea of what a game should be, but a lot of people disagree with your ideas.

Not everyone is a fan of a David Foster Wallace book. But some people find the way it breaks literary devices and takes risks as a beautiful thing. Many people hate his books though, and that's okay.

At the end of the day the tedium is adding value to what the game has to offer outside of it. That is why many people like the game in reviews all over the internet. Who are you to say that people are wrong for not needing a purely pleasurable experience in the entirety of what they do? And why is your way of looking at media the right way?

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Mogan

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Edited By Mogan  Moderator

@mxdan: You read a whole lot into that guy’s two sentence post.

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mxdan

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@mogan: I'm really not. There isn't a whole lot of substance in that post.

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silv3rst0rm

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@mxdan: I find it weird reading "So much built into it" about a game that "Gameplay wise" seems rather shallow and almost mind numbing.

I mean, I might get into this game but I wouldn't approach it with such a "So much built into it" kind of attitude.

From what I saw it seems like a light-headed game that might be ideal when you just wanna pull the plug and wander around in great environments without thinking too much.

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mxdan

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Edited By mxdan

@silv3rst0rm: It isn't traditionalist in many ways. But I think the point is the tedium. Kojima is essentially trying to connect the tedium we feel in life in a day to day, task to task, basis and essentially trying to say the task is secondary the connections and relationships we build. The way that people you'll never see give you the means to complete a task by leaving something behind is akin to a real life experience and all the things built around us that help us in our journey from people we will never see.

I don't know if I see this as a typical video game so much as I see it as interactive art in a sense. And not in the hyper visually creative sense, in the experience and what it is telling you about your own experience in life.

Kojima is such a brilliant person, I think this is 100 percent intentional. He doesn't want traditional success at this point. He doesn't want to build a 3rd person action stealth game. He wants to build something different then that. Something that gives us meaning in tedious, drawn out, boring day to day tasks.

Most people will hate it, they don't want a tedious game, and they won't get much out of it. But I think the people that will, will love this game for what it is.

There is something cathartic about long difficult treks that don't really try to overly stimulate you but have something slowly gained over time. It kind of reminds me of Minecraft in a way.

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BDRTFM

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Edited By BDRTFM

@mxdan: So he made a boring game to help us realize the tedium we feel in life? Most people can figure that out without having to spend $60-$90 on a video game. If you are trying to get people interested in this game, you're not helping. In fact, you're probably scaring them off.

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mxdan

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Edited By mxdan

@bdrtfm: As I said, the tedious part isn't for everyone. I'd hardly call it boring though. It's pretty expansive and there are a lot of mysteries to unravel and the part you're talking of is but one part of the entire thing. But the task itself is the point. You build on it.

And if you really are going to marginalize the entire experience like people can realize the depth of what he's trying to talk without the experience the game isn't for you. Neither is many movies or books.

You know what else was a similar experience? Journey on the PS4. Essentially empty with long drawn out nothingness and tedium to get to more earnest realizations. Games don't have follow your rudimentary way of looking at them. The ones I enjoy aren't overtly literal experiences.

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Fia1

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Edited By Fia1

@silv3rst0rm: From what I saw, even if you want to play it for chill the game can be a bit infurating, with easily falling/too slow and in that seems 100% the case at the later stages of the game.

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Crazy_sahara

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Edited By Crazy_sahara

I didn't enjoy metal gear phantom pain, I did ground zero, maybe it was because of the sheer feel of anticipation and how tight it was, yet phantom pain hospital scene felt slow and poorly paced, then we had the departure from the chopper into the forest, gears 5 did a much better job on immersion, then after departing a 5 minute forest your in the sevanah wild lands no vehicle to acquire just constant walking, then our oil tanker slowly evolves but still no vehicle until the map opens up and thenending didn't explain anything because the final content was hidden behind exclusive collectors edition content on fighting the end boss. Ahh. That's what happens when konami wanted a engine and kojima wanted a game, flow development, same could be said with final fantasy 15, quare enix builds their engine first before the game.

Kojima should have just built it in unreal engine and had made it he's last legacy working on it for 20 years death stranding.

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ASnakeNeverDies

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Edited By ASnakeNeverDies

@Crazy_sahara: Ground Zeroes is the better game, Sahara. The Phantom Pain wasn't an expansion to Ground Zeroes, but a completely different experience by virtue of its open world hub and progression components, unfortunately.

That said, Gears of War sucks.

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Crazy_sahara

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@asnakeneverdies: Only certain portions suck, gears 5 when it starts feels invigorating and absolutely gorgeous, yes later on its wierd.

I'm only comparing gears 5 zipline departure to metal gear 5 chopper drop and what had a impact.

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REVIEWLIES

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Kojima films productions kkkkkkkkkk

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daledao

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Anyone who gives Days Gone a 5 out of 10 should not be trusted on their biased reviews. Tread carefully before using this review to decide your purchase so you won't be sorry. Had I listened to the terrible review on Days Gone from this reviewer, I would have not bought my favorite Playstation 4 Game of all time...Days Gone.

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Utnayan

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@daledao: Yep. Completely true, and why it was rated horribly was because biker dudes.

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silv3rst0rm

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@daledao: Days gone was a Masterpiece!
It almost stepped in front of "The Last Of Us" as my favorite game of all time!

Pretty damn close!

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GustavoB

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@silv3rst0rm: I also enjoyed Days Gone a lot and will never ever understand the reviews it got.

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LiveDreamPlay

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@daledao: True!

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Judge99

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@daledao: I could not agree more

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PCPS4XB

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Edited By PCPS4XB

Damn people are still pissed this game scored great overall. I'd say pretty good for a new IP. And i call BS for people saying this scores good because of bias towarda kojima. Did zone of the Ender's psvr score great? And people claiming mixed reviews? Umm I don't remember 84 average was concidered mixed....more like good/great. The game is not perfect but the game is far away from being bad. If you don't think its for you well guess what we dont use your opinion as the hard stick to measure how good a game is. This is a love or hate game and from what I'm seeing its true with most people liking it. And the rest b!tching about it.

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esqueejy

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Edited By esqueejy

@pcps4xb: Nobody says it was bad. It's just that people are throwing tantrums over it getting 7s and below from many reviewers. Metacritic is crap BTW.

Numerous reviews in the 7 range or below, counterbalancing the reviews that gush over it, is decent on average, but not overwhelmingly great. Sounds like it's overall a decent, but deeply flawed, game...and certainly not the industry-changing masterpiece it was billed as. Some may like it...others, well, it just doesn't really generate much interest.

It's not really a love or hate game. I'm not really seeing many people hate on it at all...altho it does have some truly strange crap going on that lends itself to making a bit of fun of it. Really, what I'm seeing, is that there's a lot of people like me who are unimpressed, don't find it interesting and don't think it looks as good as it was hyped to be...and there are a lot of people out there desperately and personally invested in this game being recognized as the Second Coming, so they're all throwing overly defensive tantrums accusing anyone who won't agree that the game is a 9-10, including honest reviewers who gave it 7 or below, of being "biased" as if they have some sort of "agenda", which is nothing but tinfoil hatted denial and the go-to delusion for people who can't accept that reality isn't quite agreeing with them.

The game isn't the Second Coming. Oh well. Life goes on.

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PCPS4XB

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@esqueejy: from what I see here people are throwing tantrums of mostly positive reviews. 62 of the 75 reviewers gave it 80 or more. Overall it recieved good to great and alot saying it's a masterpiece. Judging by the reviewers opinion, I'll call it safe to say it a great game with some flaws and not a masterpiece. But most games I play/release are great with some flaws. I'm actually excited for this game. Looks like a different experience. Will there be a possibility I'll not like it? Sure. There were games that scored much higher and i wasnt satisfied. I just see too many people really wanting this game to suck.

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ghost140

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Edited By ghost140

I feel like this is gonna be like the new Terminator, reviews well but sells horribly which lets be honest sales is the only metric that really matters in todays world.

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LiveDreamPlay

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@ghost140: Sadly sales indeed matter a lot. However, I doubt this won't sell well.

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Forester057

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@livedreamplay: Why is it sad that sales matter? Of course they matter. The people want to get paid for their hard work. Don’t you?

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LiveDreamPlay

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@forester057:

Sales being the only metric that matters, like you said in the first comment, is not a good thing, no. Devs will only strive for purchases rather than quality, and all you'll be left with is the EA type of games.

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Judge99

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Edited By Judge99

I’m concerned that this rating 9/10 is bunk.

This was by the same reviewer who intentionally bombed days gone......

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JSprunk

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@judge99: So I would expect there to be heaping piles of political correctness in this one. She seems to grade games based solely on that.

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Utnayan

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Edited By Utnayan

@jsprunk: Yep. From the streams I am watching it is all about political left leaning... everything. (Also I haven't seen a streamer yet that isn't frustrated beyond all belief with the game, aside from graphical presentation)

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JSprunk

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@Utnayan: As soon I heard "Make America Whole Again" on the commercial, I knew I'd have to go into playing Death Stranding with a full container of disinfectant wipes and Pepto. I'll be waiting for this one to hit the bargain bin.

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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 Rating85 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