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Review Copy Provided by PlayStation.
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In a lot of ways it's amazing Death Stranding even exists.
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The game often prioritizes the mundane over the exciting,
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intentionally evoking strong feelings of loneliness
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by having you trudge through desolate areas all by yourself.
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Such isolation ties into the core theme, which is all about bringing others together
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and how strong human connection can be.
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It's easy to make parallels between what's going on in this fictional world
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and our own tech-riddled lives.
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The fact that Death Stranding tries to explore and question so much is refreshing,
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but sometimes the game overindulges, and not all of its ideas hit as they should.
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There's a whole messy knot of things going on both within the narrative and the gameplay,
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for better and worse.
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You play as Sam, a porter who spends his days bringing all manner of goods
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from one part of Death Stranding's fragmented world to another.
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And really, delivery is most of the game.
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There are countless stretches where there's little other than the quiet, an objective marker,
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and the road you choose to get there.
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It's a sort of intentional boredom that can be off-putting, which seems to be the point.
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Delivery becomes a job, and like any job, there are times when you don't want to do it.
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However, by having tedium serve as such an essential part, it makes small moments stand out more.
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Since Sam spends so much time on foot,
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arranging cargo efficiently is crucial.
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Carelessness leads to damaging whatever precious things you're carrying.
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The same is true of the small decisions made along the way.
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Stray packages are littered all over, and if you want to help out by picking them up, you can,
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but doing so means increasing your load, potentially slowing you down and making it easier to lose balance.
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Many times the quickest way to a destination isn't the safest,
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and regularly scanning the environment to see the depth of a river or difficulty of the terrain
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helps you safely put one foot in front of the other.
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Using simple tools such as a rope to rappel down a mountain or a ladder to cross a chasm can be vital,
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but knowing when to best use them as well as how many to bring along is all part of the strategy
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since they add to the overall weight.
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Death Stranding does a commendable job of slowly layering new obstacles
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on top of the basic challenge of traversal.
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Weather conditions get worse over time, distances get farther, and loads become trickier to manage.
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Outside adversaries such as the ghost-like BTs and the fanatic MULES also become more prevalent.
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There's always something to deal with, whether big or small,
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and like the Metal Gear Solid games, Death Stranding provides room for experimentation,
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offering an array of tools that, while not essential,
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offer flexibility and create the sensation that whatever delivery style you land on is your own.
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The game's biggest strength comes from not how it promotes individual creativity, but
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rather with asynchronous collaboration.
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Objects like ladders and ropes that you use to make the road easier
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appear in the worlds of other players and vice versa.
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If someone uses a tool of yours, the game notifies you,
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and players can even "like" the object repeatedly.
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It's satisfying to serve as an invisible hand,
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and the way Death Stranding is designed makes it hard to ever truly take it for granted.
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Because there's often so little around, seeing the evidence of someone else can be comforting,
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and you feel appreciative of whatever it is they placed into the world,
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not necessarily because you need it, but because it punches through the wall of isolation
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the game is so good at constructing.
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There are times when you do need it, though.
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If you're caught in a bad situation for one reason or another,
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a total stranger can almost feel like some sort of guardian angel.
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It creates a tangible sense of community,
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where you're appreciative of the kindness of others simply because they're being kind,
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or at least it's easy to interpret that way.
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There are countless other games where you play with others,
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but few make the act of interaction so celebrated,
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allowing it to feel a bit deeper and more meaningful.
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How Death Stranding emphasizes interaction also helps the gravity of its own message.
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Time and again, the game states how people need to come together in order to survive.
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Yet because you get to live that experience firsthand just by playing,
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it's easier to take into real consideration.
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To put it bluntly, Death Stranding is trying to practice what it preaches.
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Unfortunately when the game strays away from its best concepts, the end result is generally underwhelming.
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Although we're limited in what we can show, boss fights look and seem like
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they should be these incredible moments, but they end up playing out as anything but.
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In fact, whenever Death Stranding leans in on shooting,
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any tension or interest completely evaporates because of how rudimentary these sections are.
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It essentially amounts to pointing and blasting away within a small box.
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For how basic it all is, these moments can be needlessly stretched out.
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What's worse is the game throws the same bad ideas at the player repeatedly,
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making it more tedious over time.
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Kojima has partly built a reputation on his inventiveness with action and boss fights, but
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that quality is sorely missing in Death Stranding.
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The same is largely true of dealing with MULE camps or sneaking past BTs.
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MULEs hunt you down since they're obsessed with stealing whatever cargo you're carrying.
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They can catch you off guard, especially if you're in a zen-like state while peacefully delivering packages.
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Yet whatever excitement could pop up in these encounters
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deflates upon discovering how quickly MULEs crumble.
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Small armies of them can be dealt with by only using a rope.
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It's practically an identical situation with BTs.
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How they're presented is legitimately unsettling.
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Trudging around these often invisible, otherworldly forces is an excellent concept,
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as is the fact that they chase after you through handprints they aggressively stomp into the ground.
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Yet despite the effective presentation, they're really not much of a threat.
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As long as you move quietly and efficiently hold your breath,
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there's little worry of being caught.
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The game doesn't dramatically change things up with BTs either.
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Once you know how to get past them, they're simple to circumvent every time.
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Death Stranding has a tendency of making something look interesting without necessarily following through.
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As expected, the narrative is a lot to unpack.
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Everyone is isolated in the aftermath of a cataclysmic event,
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and it's your job to reconnect the United States by establishing a countrywide network.
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Sam has a clear objective, but the game is always teasing at something greater and more insidious.
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It often flashes intentionally confusing scenes that almost dare you to try to piece it all together.
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Of course, the hope is that
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there's some sort of emotional payoff after spending so much time in the dark,
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and there definitely is.
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For all of the twisting and turning the game does, a lot of it comes together with surprising clarity by the end.
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Part of what makes some of the mystery and eventual reveals work
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comes down to the strength of individual performances.
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The big name actors and motion capture technology are used to great effect.
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A lot of emotion is communicated nonverbally, and moments of particular anguish feel palpable
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because of the expressions seen on screen.
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Music is also used fantastically and with great care.
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It's rare that the meticulously pieced together soundtrack is utilized at all,
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and you spend an abundance of time in silence.
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Yet when a quietly stunning track does appear, the contrast makes these moments all the better.
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The method perfectly mirrors how you interact with other players and the world itself.
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There are things about the storytelling that are hard to let go of.
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Sometimes Death Stranding's story can't seem to decide whether it wants to leave you out at sea
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or beat you over the head to the point of bruising.
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There are moments when it spends so many words to say very little.
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A big reason for this problem is the repetition with how things play out.
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Major characters sort of push you along from one objective to another
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until you eventually hear their tragic backstories.
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It's not that this background is uninteresting, but how you get there can feel unnatural.
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The game needs more connective tissue between its big emotional cut-scenes,
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which is hinted at through optional emails.
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These messages can be just as interesting as anything else
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and are one of the very few ways you get an idea of how this world is viewed by the people within it,
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which helps ground the story.
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Yet reading through countless emails is not the most gripping way to get a sense of things,
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so it's hard not to want some of these ideas or moments to get a bigger spotlight.
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Fragile ends up being one of the best characters because of
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how much quality time you get to spend with her.
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Other characters can feel like tutorial givers, info dumpers, or objective issuers,
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whereas Fragile feels more like a person who slowly develops in parallel with Sam himself.
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Death Stranding contains aspects that could have been better.
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It's also easy to cherish your time with it.
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It's exactly the kind of game that opens your eyes to how nauseatingly safe most games are.
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Death Stranding shoots for the moon, carelessly tossing away convention in ways others wouldn't dare.
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The game wants you to be uncomfortable, confused, bored,
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and to reflect on those feelings, to sit with them for a while.
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There is a sense of fearlessness here that's hard not to respect
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and that most aren't given the opportunity to attempt.
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Death Stranding is an easy, easy game to complain about or even be angry at,
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but it's also a lot more fascinating than many other, more conservative works.
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Review Copy Provided by PlayStation.