Showing posts with label Kojima Productions. Show all posts
Showing posts with label Kojima Productions. Show all posts

Monday, November 17, 2025

Video Game Review: Death Stranding: Director's Cut by Kojima Productions

Better late than never!


Death Stranding
, six years old now (note: this is a review of the original, not the recently released sequel), sat on the periphery of my must-play-at-some-point list since its release. I say periphery because I never actually purchased it, but always intended to. A friend bought it for me last Christmas and, besides wanting to check it out over the years, praise for the sequel helped push it to the forefront of my pile (and in a year of games that is the antithesis of any backlog, mind you). This game pushed me through a range of emotions that I wasn’t certain it would evoke, and the funny thing is, few of them had anything to do with the story. Let’s go through them a bit.

Emotion one: Frustration. It’s rare that I consider quitting a game. In fact, I’m a bit of a completionist. Giving up before finishing a game’s storyline is a rarity for me, and yet, there was one point early on when I considered doing just that. Here I am, ill-equipped to handle the world of Death Stranding, I have my BB (Bridge Baby, or, a baby in an incubator that connects to my chest that can detect BTs (ghosts)), and I’m delivering a heavy cargo load to the Wind Farm up in the mountains. I’ve been careful, holding my breath whenever I’m near one of the BTs (again, ghosts), but somehow, I’m caught. I try to escape, but alas, I have too much cargo and the souls from the beach drag me down into the tar. The world sways as I’m dragged hither and thither, and suddenly I’m over a hundred meters away from my cargo and—is that… why yes it is—a tar-drenched whale breaches the surface, my BB is wailing, and I can’t soothe it because I am surrounded by ghosts and am literally being chased by a whale in the mountains. None of it makes any sense, and I’m trying to figure out how to get away from whatever is going on. I fall a few times, and the BTs are pulling at me. The BB is still crying (I detest the sound of whining or crying (or anything high-pitched for that matter)), and I am not only frustrated now, but the game has fueled my second emotion: Anxiety. Finally, I managed to get away, but now my BB has autotoxemia and won’t be able to help me scan for BTs on my way back. I get a message: my cargo has been destroyed. Perfect. I have to reload my save and do that entire area over again.

The opening hours of Death Stranding are a chore. I understand the concept of learning to crawl before you can walk, but the game doesn’t do a terrific job of making you feel invested right away, so it feels like you’re scraping your knees on cement instead of learning to crawl on a plush carpet. The world, while giving the desolate feeling that it wants to evoke, doesn’t give one of character. It feels bland and incredibly unrealistic (albeit beautiful; graphics are nice—even for a six-year-old game). Lots of suspension of disbelief needed here to believe that this map is supposed to be what was once the United States of America. There are a few ruins here and there, but nothing makes the world feel like it is the remnant of a country once vast and opulent in some places, and criminally underfunded in others. It just feels like a big, empty open map. And while that definitely serves the gameplay, it doesn’t serve the worldbuilding and immersion. Sure, things were supposed to be wiped out when the Stranding occurred, with timefall (rain that ages anything it touches) aging everything to dust, but some things evaded destruction. The setting feels like an echo of what it could have been. I can appreciate it as a game world, but not as a replacement for the entire USA.


After the Wind Farm mission, I did something that I don’t think I’ve done before: I sought validation on the internet. I asked whether I was crazy or the game sucked. How did this game score well? Some folks said, “If you don’t like it now, you won’t like it at all,” and at that I felt a bit disheartened. But then some heroes said, “Get to Chapter 3. Just push on past the first area.” And so I did. Anyone who gives this game a chance and has a similar experience with the opening, I say push through to the third chapter. Don’t worry about what you’re missing in the first area; you can always come back—and with better tools.

The third emotion, Confusion, came into play when I entered the second area. The story was a bizarre rollercoaster of plot twists that didn’t always pay off, a main character whose motivations don’t seem to match his actions for 90% of the game, and side characters with really odd names (Fragile, Deadman, Heartman, Die-Hardman, Mama—What is his obsession with characters named Mama?). Norman Reedus was an interesting decision for the main character, not because he gives a poor-quality performance, but because he’s so recognizable, and the role of Sam Porter Bridges doesn’t push him to test his ability, it simply feels like you’re playing Norman Reedus from The Walking Dead. This is a Kojima game through and through, so expect a weird story with weirder characters and some plot points that don’t always make sense, and you’ll be fine. The story comes together in the end, but not necessarily in a completely satisfying way.

But the fourth emotion I experienced—Appreciation—kicked in once the gameplay clicked with me and the world became this moldable map under my fingertips. The vision was clear, and the game had become addictive. I spent many nights thinking, “just one more delivery.” But that one turned into two, two turned into three, which turned into an invasion of a MULE camp, which turned into finding another place to connect to the UCA. I would get excited to find a lost piece of cargo for the connection I wanted to level up with and think, “It’s only a few minutes away; let me just bring it to them real quick.” The game has a distinct quality of making you feel you are, in fact, a very important deliveryman trying to connect a once great country (even if the map doesn’t seem like one was really there in the first place).


The gameplay is unique in some senses, familiar in others. At its core, it has basic third-person shooter controls. You get weaponry to dispatch enemies, both of the living and dead variety, and can use stealth to get the job done (though not as intricate as Metal Gear Solid V, the mechanics work well). The uniqueness comes from the delivery aspect of the game. As a porter, it is Sam’s job not only to deliver cargo, but to ensure it remains intact and with as minor damage done as possible. Sometimes, a delivery has a time limit. Sam can only carry up to a certain weight limit before he is over-encumbered, so it’s up to the player to ensure that they don’t exceed what they can manage. Not only is weight a factor, but so too is the height of the cargo. Too high or heavy, and the cargo pile will tilt left or right, and the player has to ensure Sam remains upright or the whole thing may topple over. Easy enough on flat terrain, but once you enter the rougher areas, rushing through is a big no-no. This game induces anxiety like almost nothing else. Watching as my cargo washed away downriver because I mismanaged my energy made me laugh (only after frantically doing everything I could to recover it all). In Death Stranding, if you fail big, you usually only have yourself to blame. And biting off more than you can chew, even when you are familiar with the rules of the game, is incredibly tempting.

As new tools unlock, the game becomes more pliable and the vision for the “stranding” genre unfolds. When you place a tool in the game’s world (for instance, a generator that charges all your batteries—especially vehicles), other players who share your lobby also get that in their game world. When you help yourself in this game, you help others, and vice versa. Every time I set up a system that made the world more traversable, I had hoped that it would make it into other people’s worlds. It was enjoyable to see my hard work pay off, and, in the end, I could get around a map—that provided many initial challenges—with ease. The puzzles in Death Stranding aren’t ones you’d find in a Legend of Zelda game. No, the puzzle here is how to make the best use of your tools and the surrounding landscape. As I bent the world to my will—helping not only myself, but others—as I made the premium-timed deliveries with minutes to spare, my cargo perfectly intact, there’s so much satisfaction that I almost forgot about that time that my cargo was destroyed because I was surrounded by ghosts while carrying a crying baby to a Wind Farm in the mountains while a whale chased me.

Almost.


I know Kojima’s story and characters won’t be for everyone. This is a man with an odd vision who now has full control over his work. I felt at many points that the game would have been served well by some higher-up saying, “This is stupid. Did you add it because you thought it sounded cool? It doesn’t.” Or, “Did you just randomly think of it this morning? It doesn’t fit, cut it.” Despite some misfiring in the story and a sometimes cumbersome UI, the soundtrack does well to echo the vibe of the game and put the player in the mood to make some more deliveries. The emptiness and desolation play into Low Roar’s hands.

I know the first few paragraphs came off quite negative—and well they should. Death Stranding had an abysmal start. You shouldn’t have to push through to get to the good part (especially when pushing through takes 6+ hours). When the game gets going, you can experience something unique on a AAA scale. Most games that innovate nowadays lie firmly in the indie camp, so this was a breath of fresh air. It’s not perfect, but despite my misgivings, it is quite good and worth exploring if you want something experimental and that does what it sets out to do (mostly). Despite my confusion regarding the end of the story, I still find myself eager to play the next entry. More deliveries? Yes, please.

The Math

Objective Assessment: 7.5/10.

Bonus: +1 for unique gameplay. +1 for addictive, yet at times relaxing, gameplay loop.

Penalties: ‒1 for opening hours. ‒1 for story misfires.

Nerd Coefficient: 7.5/10.

Posted by: Joe DelFranco - Fiction writer and lover of most things video games. On most days you can find him writing at his favorite spot in the little state of Rhode Island.

Wednesday, March 2, 2016

Microreview [video game]: Metal Gear Solid V: The Phantom Pain by Kojima Productions

The Man Who Sold the World


I have a love/hate relationship with the Metal Gear series; I loved Metal Gear Solid, and I hated every other game in the series. That's not true. I haven't played all of them, and I also love Metal Gear Rising: Revengeance, a game whose gameplay is so out of place with the rest of the series as to not include it in the same breath. The point is that I feel Metal Gear Solid struck a perfect balance between excellent gameplay and over-indulgent creator nonsense that the other games in the series did not. I didn't get excited for Metal Gear Solid V when it was announced as two games, didn't get excited when it reviewed well, and really paid it no notice until it was selected as Giant Bomb's #2 game of the year. I always buy their game of the year, but I don't have a WiiU, so I deferred to the number two choice. I set my prejudices aside for a moment, and jumped into Metal Gear Solid V: The Phantom Pain.

You are codename Punished "Venom" Snake, the legendary Big Boss, and it's 1984. Your Mother Base has been destroyed, your forces killed, and you've been hospitalized from critical injuries you received in the escape. After an explosive wake up, you're reunited with your lieutenants, Ocelot and Miller, and start about the task of rebuilding your private army (the Diamond Dogs), and tearing apart Afghanistan and the Angola-Zaire border in your search for the man who nearly killed you, Skull Face, to exact your revenge.

MGSV has a lot of interconnected systems in it, but for the sake of the "micro" in microreview, let's focus on the core gameplay loop. Storyline missions are broken into episodes. Each one starts you at one point in the open world map, and gives you an objective or two. How you achieve those objectives, such as eliminating an enemy commander or rescuing a POW, is up to you. At your disposal are a huge number of weapons (lethal and non-lethal) and utility items, ranging from the standard Metal Gear cardboard box, to inflatable decoys and smoke grenades that can summon your attack helicopter and fire support team. What works so well in these missions is that they encourage stealth and doing things quietly, but if you screw it up and have to shoot your way out, it doesn't really punish you in the way other Metal Gear games will. There are a ton of tools at your disposal. You can, should, and will need to use them all.

The sheer variety of missions and objectives and ways to accomplish them means MGSV rarely feels repetitive, arbitrary, or boring. Sometimes I was carefully scoping out enemy positions, creeping through their defenses, and quickly slipping out, POW in a fireman's carry, without a trace. Sometimes I would try to be sneaky, fail, and finish my objectives only after killing every single person in the area. In one mission, I was having trouble sneaking in, so I shot a rocket at an enemy position. It created a diversion, so while they were all facing in the direction of where I shot the rocket from, I was able to sneak around behind them, and finish the mission. With the exception of the very noisy rocket, I was neither seen nor heard.

There is a lot more going on, including side ops (side quests in other games), buddies and their relationships to you, base building, online mission dispatches, item and weapon research, and regular open world exploration and collectible finding. It's all great and none of it is jammed down your throat too fast. In fact, I'd estimate a solid 1/3 of the game is a steady tutorial ramping up to having all of your systems online and moving.

What doesn't work so hot is the story. It's less nonsense than some Metal Gears, but the conclusion is extremely underwhelming. It feels cut off, like the development team suddenly ran out of time or money or both. It leaves a lot of loose ends that aren't remotely addressed by the next game in the series timeline, which would be the original Metal Gear. It does one thing right at the end, but a dozen different things wrong.

I went into MGSV extremely skeptical, and was absolutely engrossed by it. It's hard for me not to be effusive about it. I just enjoyed this game so, so much. If I had played it earlier, it would've easily been one of my favorite games of 2015. Not quite good enough to unseat The Witcher 3, but it's excellent and they do have a lot of similarities. It's good enough to make me want to revisit those previous Metal Gear games that I didn't put a lot of time into. It's a real shame that Hideo Kojima has parted ways with Konami, and thus the Metal Gear series. The series may be at a functional end, but it went out on an extremely high note.

Side note: If you're likewise not a huge Metal Gear fan and not willing to jump headfirst into the full The Phantom Pain, check out Metal Gear Solid V: Ground Zeroes. It is more-or-less a demo for that excellent core gameplay loop, and it's a quarter of the price of the full game. Yes, it's a paid demo, but it contains an area not seen within The Phantom Pain, gives some backstory to the full product, and offers some items to carry over.

The Math

Baseline Assessment: 9/10

Bonuses: +1 extremely Solid (ha!) gameplay that rarely feels tedious or not fun

Penalties: -1 rushed ending undercuts dozens of hours of build up

Nerd Coefficient: 9/10 (very high quality/standout in its category)

***

POSTED BY: brian, sci-fi/fantasy/video game dork and contributor since 2014

Reference: Kojima Productions. Metal Gear Solid V: The Phantom Pain [Konami, 2015]