Sulphur on 22/10/2024 at 06:55
I'm still not over the Princess Beach line. I don't think I ever will be.
froghawk on 27/10/2024 at 17:58
Metal Gear Solid: Peace Walker (2010)
Inline Image:
https://assets-prd.ignimgs.com/2022/01/08/metal-gear-solid-peace-walker-button-1641602890324.jpgDirected and designed by Hideo Kojima
Produced by Hideo Kojima, Kenichiro Imaizumi, Kazuki Muraoka, and Yoshikazu Matsuhana
Written by Hideo Kojima and Shuyo Murata
Music by Nobuko Toda, Shuichi Kobori, and Kazuma Jinnouchi
Art by Yoji Shinkawa
Peace Walker is essentially Metal Gear Solid 5. The only reason it didn't get a number is that it was designed for the Playstation Portable. Because of that, this game changes up the series' formula in a big way, ushering in a new era. The games are much longer from here on out, with a lot more gameplay content (including what is arguably a good bit of filler). Following in the footsteps of Metal Gear Solid 3, these games actually care about being games now. It's odd to see such long titles from Kojima, who was very insistent in his previous titles that gamers need to go outside, interact with people, and stop living their lives inside video games — but here we are.
This is actually the fourth Metal Gear game for PSP, following the two Metal Gear Acid titles and Metal Gear Solid: Portable Ops — none of which were directed or designed by Kojima, only produced by him. This game started its development as Portable Ops 2 — Kojima gave the team his ideas, but they weren't quite getting what he was trying to do, so he decided to helm the development of a portable title for the first time. And thus, Peace Walker became its own thing, inspired by Monster Hunter and the genre it spawned. It still builds on many of the mechanics introduced in Portable Ops — both games feature only-slightly-animated comic book style cutscenes and base-building mechanics, but the latter has been massively streamlined.
Peace Walker barely engages with the plot of Portable Ops — there's a single throwaway line about being ‘glad that San Heironymo nonsense is over', and that's it. While Portable Ops was based on Kojima's plot ideas, he characterized the result as only partially canon. Peace Walker, on the other hand, is a mainline canon title which serves as the center of the prequel trilogy, which is centered around Naked Snake / Big Boss. The three titles in the Big Boss trilogy each take place a decade apart — Metal Gear Solid 3 took place in 1964, so this game takes place in 1974.
Peace Walker definitely suffers a bit from middle-of-the-trilogy syndrome. The purpose of the plot is mostly to further process the events of Metal Gear Solid 3 and 4 and to set up Metal Gear Solid V. Big Boss is still reckoning with The Boss's end a decade later. He has forsaken his country and decided to start his own nation in the form of an off-shore militia, called MSF (Militaires Sans Frontières), as a way of acting out his interpretation of The Boss's will. The overall plot follows the standard Metal Gear Solid formula. It lacks the meta elements of the Solid Snake games and follows more in the footsteps of Metal Gear Solid 3 (right down to the jungle environments), featuring numerous flashbacks from that title. Nonetheless, it really drives home the emotional impact of Metal Gear Solid 3's ending and may make you tear up all over again.
Because it's a portable game with tiny levels, filling each level with codec calls wouldn't really work. As such, the codec is now one-way and only used to give hints to Snake. Instead, all of those conversations have been separated out from the missions into cassette tape recordings that you can listen to in the menus as part of the mission briefing screens. There are hours upon hours of these tapes — I assume the idea was that you could carry the PSP around with you and listen to them while you do other things, but that doesn't translate so well to the PS3 HD remaster I played.
The game is set in Costa Rica, and it puts a lot of effort into fleshing out the history, politics, and biodiversity of the region in the tapes. A lot of effort goes into educating the player about the situation with Somoza and the Sandinistas in Nicaragua, the local birds, legends of Unidentified Mysterious Animals from around the world, French cuisine, and other entirely random topics. The core topic that this game addresses is nuclear deterrence — which feels a bit full circle for the series, as it hasn't been fully focused on the nuclear angle since the first game.
Snake has a fun cast of characters around him. Master Miller from Metal Gear Solid 1 is his right hand man, only with a retconned twist — while Miller was named McDonell Benedict Miller in the first game, here he is the half-Japanese Kazuhira Miller, raised in Japan. The game uses him to teach the player about Japanese culture. I'm not sure how to reconcile these two names, but they're clearly meant to be the same character. Miller is constantly cracking jokes, womanizing, and causing trouble around the base.
The game begins when an unlikely duo, Professor Galvez and his 16yr old peace-loving student Paz, bring Snake and Miller a mission for their militia. Snake and Miller immediately smell that something isn't right, but Galvez plays them a tape with the Boss's voice, which convinces Snake to pursue the mission and discover the truth. Snake teams up with the Sandinistas along the way. He earns the trust of Amanda Valenciano Libre by rescuing her younger brother Chico, and so both of them join the MSF. Chico is obsessed with the aforementioned Unidentified Mysterious Animals, or UMAs, like Big Foot and the Loch Ness Monster. He essentially serves the role here previously occupied by Para Medic's movie obsession in the third game, or MeI Ling's quotations in the original.
The main villain is a CIA operative named Hot Coldman. No, I'm not kidding. Kojima continued this naming strategy in Death Stranding with characters like Die Hardman and Heartman, but we'll get there later. Hot Coldman is responsible for a new Metal Gear ironically called Peace Walker, which he had scientist Huey Emmerich design as a nuclear deterrent — only now, he plans to use it to demonstrate its power, and so Snake must stop him. There are, of course, multiple twists and betrayals along the way — it all gets very convoluted in classic Kojima fashion. You'd never see a plot like this in an American game — it's incredibly refreshing to play a game where the CIA is a villain (just like real life!).
Because the Snake-Otacon dynamic was so popular in the Solid Snake games, they decided to reprise it here. Huey Emmerich is Otacon's father. They're very similar characters in a lot of ways, even voiced by the same actor. The main difference is that Huey is paraplegic, which explains his fixation on creating bipedal walking robots. He is partnered with a lesbian AI researcher named Dr. Strangelove, who he has an unspoken crush on. She is obsessed with The Boss, and puts all of her energy into trying to recreate her via AI. (This game may be a bit more normal than previous titles, but it's still a Kojima game!) Both eventually join your base and work together to develop a Metal Gear for the MSF, thus bringing them further towards becoming the villains.
Because Peace Walker is a portable title, it's scaled down in some ways. The graphics are worse than Metal Gear Solid 3, but they get the job done just fine. Enemies are practically blind and very easy to sneak around. You can no longer hide in grass, as prone sneaking has been removed from the game, which makes the pace a good bit faster. You have to set your camo and choose your weapons before each mission, and cannot change them during the gameplay (but camo is less important than it was in Metal Gear Solid 3). There are QTEs in some of the cutscenes, which naturally reach their height in the inevitable torture scene, forcing you to mash the controller so hard and fast that you feel like you might break it.
The game has a mission-based structure and the levels are designed to be bite-sized. Each level consists of a few small interconnected areas. The goal here is to expand your militia, which entails not only rescuing Sandinista hostages, but also capturing as many enemy soldiers as possible. To do this, you knock them out, attach what is basically a helium balloon to them, and a helicopter comes and picks them up (note that this can inexplicably also be done indoors, where they zip through the ceiling with no problem). If they object to being part of your army, they get thrown in the brig until they agree. Pretty messed up! In any case, this is a big improvement from the base-building mechanic in Portable Ops, where you had to tediously drag every soldier you wanted to recruit to a particular spot in the level.
And so the basic gameplay loop is a bit less dynamic than in past games — you basically go through each level, knock everyone out with a tranquilizer pistol, and ‘recruit' them. There are plenty of other toys to play with and possible approaches, but the game incentivizes this one play style so heavily that it's likely going to be the only one you engage with for the most part. All of this is pretty easy, but the challenge comes from the levels where you can capture vehicles to add to your army. Snake doesn't just single handedly fight one tank or helicopter this time around — he does it over and over again with a wide variety of large military vehicles (though he can also enlist the help of his militia in the form of co-op).
These vehicles are always protected by a team of heavily armored infantry, plus several rounds of reinforcements. You can always treat these encounters like boss fights and blow up the vehicle, but the real aim is to survive multiple waves of infantry until the driver of the vehicle gets frustrated and pops out to try and attack you, at which point you can knock him out and commandeer the vehicle. These encounters can get frustratingly difficult at times, and there are quite a lot of them in the game. You may also end up having to replay them if the vehicles you captured get destroyed later, which is probably my least favorite thing about this game.
The proper bosses this time are no longer a crew — they're a series of AI vehicles. Metal Gear Solid 3 already minimally fleshed out its bosses, and this game found a way to avoid having to flesh them out at all. The AI theme is a bit anachronistic for 1974, but here we are. These bosses are designed to require you to call in supply drops to defeat them, where cardboard boxes with ammo and health items are dropped by helicopter onto the field — there's no way to enter the fight with enough ammunition. You can also call in airstrikes, but calling in too much support will cause your heroism level to drop. This isn't something you need to be worried about — the only benefits of having a high heroism level are that it causes more soldiers to volunteer for your army (you already get more than enough without volunteers) and that it unlocks new battle cries for the game's online mode.
Only around half of the play time is spent on the actual gameplay. The other half of the game takes place in menu screens. Listening to cassette tapes and base management are the main events here. You assign all the soldiers you've, uh, ‘recruited' to different departments (combat, R&D, mess hall, medical, and intel). Each soldier has a skill set which makes them better suited for certain tasks, so you want to assign your soldiers to maximize the level of each department — but you can also use the auto-assign function if you don't feel like doing that for every individual soldier. You can then send your soldiers and vehicles (later including your Metal Gear) on work-for-hire militia ops for extra money. These are not interactive, but you can watch a very boring 2D replay if you want — you'll probably do it once and then skip it every time after that, especially since the game tells you which troops and vehicles were killed/destroyed in action afterwards. You then use the money you raised for the R&D department to develop new gear.
This basic loop takes 10-20min, and then you basically just do that over and over again, which makes sense for a handheld title. I don't necessarily love how it breaks up the main plot — I definitely preferred the more continuous approach of the previous games rather than constantly interrupting the flow of the levels and plot with menu games and side ops. It's a fun loop, but it can get grindy in a way I don't love if you let it, especially when it comes to capturing vehicles. Thankfully, the grinding is mostly optional, but you can really let it stretch things out if you want to. Despite the short levels, this is by far the longest Metal Gear Solid game thus far — I quit after 35hrs, but howlongtobeat.com says it will take 95hrs to finish everything.
There's loads of side content here which gets more interesting and diverse as the game goes on — shooting galleries, ghost levels, dating simulators, Monster Hunter crossovers, and more. The dating simulator parody leads to an awkward moment where Snake gets inside a cardboard box with a character who claims she is 16, and then the box bounces around a bunch. There's also one where Snake does the same thing with his right-hand man, so I guess it's just a weird sort of parody that is lost on an audience that doesn't play all the dating sims that are so popular in Japan but never make it to the US.
The game was designed as an interesting single player / multiplayer hybrid. I didn't get to explore the online aspects, as there's not much of a player base left. Part of my difficulty with the vehicle battles is that they were really meant to be played co-operatively with up to four players. Most of the game can be played with a second player. I bet this was incredibly fun and made the frustrating bits a lot more enjoyable — I wish I could've experienced it, as there are whole sets of squad actions which can be executed in co-op, including multi-person cardboard ‘love boxes' to sneak around in.
As such, Snake isn't the only playable character this time around — each mission can be played using any member of your militia. You can trade militia members with other people, as well. There's also a 6-player versus mode with the usual array of deathmatch and capture missions. The PS3 HD version I played also includes a ‘transfarring' feature, allowing you to move your saves between the PS3 and the PS Vita. The HD collection also includes the second and third titles, which both also include this feature, though Peace Walker is the only one truly designed to utilize it.
Overall, Peace Walker is an excellent game. Unlike the Solid Snake trilogy, which were half cutscenes and barely wanted to be games at all, the Naked Snake/Big Boss trilogy are truly games, and very fun ones. It's easy to get a bit addicted to this one. While the overall plot is less compelling than previous titles, and the game feels like it has less to say, all the details make the game and its cast come to life. As a portable title and the middle of the trilogy, it's not going to be as memorable as Metal Gear Solid 3 or Metal Gear Solid V, but it provides an important piece of the story — Metal Gear Solid V doesn't make any sense without it. As such, it's an essential part of the Metal Gear Solid canon.
(
https://medium.com/@froghawk/metal-gear-solid-peace-walker-2010-fd7a060c3a37)
froghawk on 5/12/2024 at 21:49
Death Stranding (2019)
Inline Image:
https://cdn1.epicgames.com/offer/0a9e3c5ab6684506bd624a849ca0cf39/EGS_DeathStrandingDirectorsCut_KOJIMAPRODUCTIONS_S4_1200x1600-5f99e16507795f9b497716b470cfd876Directed and designed by Hideo Kojima
Produced by Hideo Kojima, Kenichiro Imaizumi, James Vance, and Ken Mendoza
Written by Hideo Kojima, Kenji Yano, and Shuyo Murata
Music by Ludvig Forssell
Art by Yoji Shinkawa
Kojima was supposedly fired from Konami due to budgetary concerns over the development of Metal Gear Solid V — not to mention the secret development of his Guillermo del Toro collaboration, the Silent Hill entry PT (Playable Teaser), without Konami's consent, using funds meant for Metal Gear Solid V. Perhaps he was trying to get fired! Finally free from the Metal Gear Solid series, Kojima founded his own independent studio (also named Kojima Productions) and worked out a publishing deal with Sony. The new studio began work on a game using the Decima engine (formerly used for Horizon: Zero Dawn). The resulting game, Death Stranding, is the most Kojima game ever made in every way possible (aside from the horniness, which, while still occasionally present, is quite toned down — the game is mostly too depressed to be horny).
Death Stranding shares a lot of DNA with Metal Gear Solid V, from the stealth elements to the open world, but it's very much its own beast. It was an attempt to imagine a new type of game — a TRUE walking simulator. While there are combat and stealth segments, they aren't the central focus, and instead are mostly used to provide some variety from the main mechanic. Said mechanic is traversal and delivery — Death Stranding is basically a futuristic amazon delivery simulator, and it's every bit as nightmarish as that sounds. If Metal Gear Solid V was about our world today — a disconnected world on the verge of apocalypse — then Death Stranding is the logical next step. Many artists have given their visions of the post-apocalypse, but I've never experienced one that looks quite like this.
It takes place in a post-collapse America where everyone has become truly disconnected and isolated (far beyond what was displayed in Metal Gear Solid V), with a plot centered around attempts to re-establish some sort of connection between people. (While many saw this as a commentary on the pandemic and lockdown, the timing was coincidental.) It's unclear what is going on in the rest of the world. All we're told is some sort of apocalyptic event called a ‘death stranding' has occurred, leading to this state of disconnection. In the wake of that, an organization called Bridges loosely took charge of the country (inasmuch as anyone could truly be in charge), and began attempting to reconnect the country into the ‘United Cities of America' by bringing cities across the country into their ‘chiral network'. The few people remaining in this desolate countryside are preppers — people who built underground bunkers pre-emptively, before the apocalypse, and who are now extremely isolated.
Despite being labeled ‘America', the land itself is actually modeled after Iceland — which means it's gorgeous and cold. The map displays a picture of the USA which the player traverses from end to end, but the game world is comically small relative to the actual America (though that's not a bad thing, as an actual America-sized open world would be way too much). In addition to the land you're traversing seemingly bearing no relation to what's displayed on the map, the weather and terrain remain pretty similar across the country, so even the sense of progression is minimal. With all that said, I think the decision to make this America have no relation to the one know today, from city names to cultural markers, was intentional. This is a country that has completely lost its identity. The sense of dissonance created by seeing that map with something completely unrecognizable plopped on top of it is one of the driving forces here.
Kojima finally got to fully indulge his inner movie nerd with this game, as he cast multiple big-name actors and directors in the game. Sam is played by Norman Reedus (of Boondock Saints and Walking Dead fame), and he isn't just a voice actor — he also did the motion capture, and the character looks like him. Similarly, Margaret Qualley (of The Leftovers and Once Upon a Time in Hollywood) plays a character named Mama, Léa Seydoux (of Wes Anderson, James Bond, and Dune fame) plays a character named Fragile. Many of the preppers Sam visits along the way are celebrity cameos, from Conan O'Brien to Edgar Wright.
Kojima also got the likenesses of two of his favorite directors — Guillermo del Toro and Nicolas Winding Refn — to appear as main characters named Deadman and Heartman, though they did not voice those characters. Yes, the names in this game are preposterous. Jersey Boys actor Tommie Earl Jenkins plays a character named Die Hardman (actual name: John McClane — no, I'm not kidding, but he's also one of the only characters that has an actual name). As if Hot Coldman from Peace Walker wasn't bad enough, Kojima had to go and create a whole game's worth of similar names. The antagonists (played by Mads Mikkelsen and Troy Baker) also have punny names, though it may not be obvious why until late in the game in one of their cases.
Speaking of names, this game is obsessed with the words ‘bridge' and ‘strand' (not to mention all the umbilical cord imagery). The president's name is Bridget Strand, and she is dying of cancer. Her daughter, Samantha America Strand (known primarily as Amelie, though she goes by other names as well) is thus taking over her effort to reconnect the country. However, she is being held hostage by terrorists on the opposite coast. The main character, Sam Porter Bridges (because he's a delivery boy who works for Bridges, get it?), is Amelie's adoptive sibling, and he's been tasked with rescuing her. He's a stoic, shut down type, who literally feels pain when people touch him on account of a condition called DOOMS — but more on that in a moment.
Sam's mission, then, is to traverse the entire country from the east coast to the west coast, bringing cities into the network along the way, convincing locals to join up by delivering them packages, and ultimately rescuing Amelie on the west coast. Much of the game's challenge comes from organizing all the packages you're carrying, often on foot, so that you can traverse the difficult, varied, and often rocky terrain without dying or ruining the cargo. You must carefully balance the cargo on your body with how you organize it, and be sure not accept too big of a job on foot. The image of Sam struggling to stay upright while carrying a pile of cargo twice his height on his back is a harrowing one. However, he can also use vehicles — assuming that they're able to traverse the difficult terrain, not run out of batteries, and stay in one piece.
Bringing the right tools for the job is important, and Sam traverses the environment using ropes, ladders, and special external skeletons to enhance his carrying ability, in addition to many other tools. The game has an interesting form of multiplayer that feels somewhat similar to Dark Souls — players can help each other by delivering each others' dropped packages in a mutually beneficial arrangement, creating useful structures (like literal bridges, generators, and safehouses) or helping to rebuild roads, leaving gear for each other, and putting up signs that act as power ups for other players. In other words, the game is quite literally about connection, but in a disconnected way where the players never actually see each other.
The terrain may be treacherous and difficult to traverse, including snowy mountains and steep rocks, but that's hardly the only threat. Chiralium-filled rain known as ‘timefall' causes aging and disintegration to accelerate, making it dangerous to stand out in the rain — so navigating or avoiding timefall is one of the major jobs of a porter. Due to the timefall, there are few trees or animals in this world — it is truly desolate, despite green mosses that can withstand the timefall covering many surfaces. The greatest threat of all is the ghosts. After the Death Stranding, the spirit world fully infiltrated our world. Everyone has a place in the spirit world that they are able to go to called a ‘beach'. Spectres (called beached things, or B.T.s, which are the souls of beings that died on Earth post-stranding) are able to reach across from their beaches into our world and attack people, but adults cannot sense them until it's too late.
If a B.T. (made of antimatter) touches a person (made of matter), they will cancel each other out and cause a ‘voidout' — a giant explosion leaving a large crater in the earth and throwing lots of chiralium into the air, which is a type of matter originating from the beaches which has infiltrated our world after the death standing. This fundamental incompatibility felt to me like a commentary on western empiricism being at odds with the spirit world. Somehow, these two worlds need to be reconciled, but a path forwards is not clear. All corpses need to be promptly incinerated, otherwise they will turn into BTs and run into someone, causing another voidout.
This mechanic is used to discourage killing. Raiders called MULES will attack you and try to steal your cargo, and need to be carefully avoided, outmaneuvered, or fought off. Like Kojima's previous title, the game takes an immersive simulator-inspired route and give you many tools to deal with combat encounters, and many of those are nonlethal and stealthy — but killing is still an option. However, if you kill someone, you must take their body on a long trek to an incinerator in a limited amount of time, before their body explodes. With that said, since many of the nonlethal weapons are just nonlethal copies of lethal weapons like assault rifles, much of the combat feels like a standard third person shooter, complete with shooting galleries as training for new weapons. It's a little disappointing from a game promising a break from tradition, and introduces a little of the ludonarrative dissonance the game is trying so hard to avoid back into the proceedings — but I suppose you need to include some concessions to reel people in.
Adults may not be able to see B.T.s, but premature infants are still firmly connected to the other world, so they can sense them. In a horrific act of exploitation, porters often use babies floating in glass containers as a tool to detect BTs, then throw them away when they've outlived their use. These are known as ‘bridge babies' (BBs). While everyone using them is encouraged to view them as inanimate tools, Sam becomes quite attached to his BB, and their relationship is a central part of the game's story, as is the origin of the bridge babies.
As mentioned earlier, Sam has a condition called DOOMS, which means he has a strong connection to the beaches on the other side. He's also a ‘repatriate', meaning he died as a child but somehow came back to life. The result is that Sam became effectively immortal, as he is transported to the ‘seam' between earth and beaches upon dying, and is able to ‘repatriate' from there (i.e. come back to life). However, DOOMS ‘sufferers' are also plagued by persistent nightmares of a more final apocalypse. Indeed, one of the game's primary themes is the inevitability of the impending sixth mass extinction. There's a problem with people's beaches — they're becoming connected and bleeding into each other. This particular type of connection inevitably leads to extinction.
I'm sure your eyes are crossing by this point from all the jargon and moving parts, and the plot only gets more complicated and convoluted from there — but ultimately, it's another Kojima story about faith in humanity and connection that's perhaps a little too simple and on the nose thematically, but it's at least filled with all sorts of interesting commentary about our world. For example, the BBs seem to represent capitalist exploitation — the sins of our world — and it's insinuated at times that the onslaught of phantoms in the world is a form of cosmic punishment for that behavior. It explores the effects of globalization and the internet through the chiral network and the beaches — as the world becomes more connected once again, it also accelerates the inevitable end.
With that said, that plot convolution is a real problem. Metal Gear Solid 2 used plot convolution to make a point, and it was done so in a tightly paced and controlled manner — but not so in Death Stranding (and this time, it feels as if you're supposed to understand it all). There's so much here that I can barely even begin to encompass it in this article, and the way it's delivered doesn't do it any favors. The game throws so many new concepts at you early on that it's difficult to absorb them all, but most of the game is extremely thin on actual plot development, and instead is taken up by side stories. At lot of crucial information is conveyed via emails and interviews, which aren't even recorded with audio this time — they're text, buried deep in a menu.
The pacing is even wonkier than Metal Gear Solid 4. Much of the 40+hr game's actual plot is delivered in one cutscene at the end, with way too much new information thrown at you at the last second. This information retroactively changes and recontextualizes everything that came before it, but given how long the game is, it's truly impossible to absorb what it all means on one playthrough. Or perhaps even after several — I've read through many plot summaries now, and I still don't think I get it. There are simply too many concepts, moving parts, recontextualizations, and subplots. The plot even contradicts itself at several junctures! Any attempt to truly understand it all is bound to be undermined.
That's especially problematic given the pace at which I played the game. This is a rare game that doesn't feel as if it's designed to be addictive — I felt encouraged to take it slowly, and it took me an entire year to finish it. This made it extra hard to keep track of everything. It's divided into 15 episodes, each named after a character in the game. The second and third are very long, taking up the bulk of the first half (hence the skewed plot distribution). The deliveries can get rather repetitive, which encourages approaching the game in small doses. My playthrough took nearly 50 hours, but I skipped quite a bit of the side deliveries. There is some fun side content, like the racing in the director's cut which was added later via a DLC, but for the most part, the side deliveries get monotonous.
Sam almost never interacts with actual people — instead interacting with holograms — which is potent commentary in and of itself. Most of these interactions take place through delivery terminals, and there are basically just two types of those — the small individual type, and the larger city hub type which includes a private room and a firing range. There is only one private room design, and all of them look identical. This all feels a bit lazy — which is understandable, given the massive scale and ambition of the project, but it also contributes to the repetition. The outdoor environments are absolutely gorgeous — the game's huge vistas, open skies, and overall emptiness do a great job of conveying a depressing and lonely feeling — but I really feel the game would've benefitted from more indoor environments. We visit multiple cities, but we never get to see any of the people in them — it's just more interactions with lone individuals through holograms at delivery terminals. Perhaps this was meant to increase the feelings of loneliness, but with no contrast to that, it doesn't fully land.
Part of the monotony comes from the fact that the preppers are all somehow devoid of personality and affect, barely seeming excited at all to connect with another person, thus undermining the game's message. The stories of the people you meet along the way should be the star of the show here, but instead it all feels a bit jokey and underdeveloped — celebrities playing survivalists with occupations like ‘cosplayer', ‘junk dealer', and ‘film director'. Unfortunately, this means many of the people playing preppers are not really actors and deliver their lines with minimal affect. Not that the lines themselves are much to write home about — you'd expect making the interactions with survivalists to be at least somewhat quirky, but most of them feel surprisingly bland. It never feels as if you truly connect with most of the people you make deliveries to — they simply aren't fleshed out enough as characters.
The game's cast of main characters is where the interesting stories truly lie, and where the game's emotional core resides. The backstories of characters like Heartman and Mama are quite strange and unusual on the surface, but at their core they are stories of people trying their best to maintain connections with their lost families. The same can be said of one of the main antagonists, but I won't spoil that. Reedus gives a nuanced, guarded performance, and the way he interacts with all these characters, gradually letting them in, is one of the game's strongest elements. The lens zooms way out by the end of the story, encompassing cycles of extinction and cosmic purpose. It reaches some arguably rather pessimistic conclusions within all that, but stays hopeful — even all the wild plot twists and convolutions at the climax come down to Sam's connections with another person.
Ultimately, any attempt to write about it will fall short. It's simply too big, too expansive, and too unusual to even try to explain. It took me several months after finishing it to publish this, and I very nearly gave up and deleted it several times. In the end, I've barely scratched the surface. What I can say is that Death Stranding is a completely unique title — I've never played anything quite like it. AAA video games are generally about destruction, so for someone to intentionally make a game about creation and connection in an alienated world is a strong statement. I have to give it major kudos for attempting to break away from the tired combat-loop oriented gameplay of most big titles, while making a lot of solid commentary in the process.
Was I consistently entertained? Absolutely not, but I also think that's part of the point. Making traversing a barren post-apocalytic world a purely ‘fun' experience would introduce ludonarrative dissonance which would interfere with the message. So it isn't always the most fun game to play — after all, being grim and depressing is a big part of the point — and it isn't always the easiest to understand, either, but that doesn't mean it isn't worth taking the ride. It's highly flawed, no doubt — Kojima's ambition got the best of him and I don't think he managed to assemble all of his ideas into a coherent picture — but I'm glad it was made, and I hope it inspires others to run with some of these concepts.
(
https://medium.com/@froghawk/death-stranding-2019-cfcb0d087e2b)
Malf on 6/12/2024 at 12:58
You have my respect for finishing the game.
Once more combat encounters started appearing, I quickly lost interest, finding it too punishing for my tastes.
I did complete the first "Boss Battle", then put the game down for a while.
I then tried it on Steamdeck, where it actually performs really well. But by that time, I'd forgotten how to play, and after wandering out of a base only to run into Mules almost immediately, I put it down and haven't been back.
A real shame, as I admire a lot of what it does.
Malf on 6/12/2024 at 16:11
Okay, bizarre coincidence, but I was just reading a (
https://www.quantamagazine.org/exotic-new-superconductors-delight-and-confound-20241206/) Quanta Magazine article about exciting advances in superconductive materials science, and the word "chiral" popped up there too!
It may not be news to everyone here (I didn't do physics at school), but a chiral is "A material with a preferred internal direction".
The more you know!
froghawk on 7/12/2024 at 20:26
Chirality is a pretty basic concept in chemistry, used to refer to molecules that have mirror image forms that can't be superimposed on each other. Sometimes, in pharmacology, these can have different effects. Some drugs are presented as an equal mixture of both images (called a racemate or racemic mixture - like ibuprofen or amphetamine), which are labeled r- and s- to differentiate them. For other drugs, only one enantiomer (the name for one side of the mirror image) is effective, or perhaps the other is somehow toxic, and so only the r- or s- form will be presented (drugs like escitalopram or esomeprazole).
Why, then, would Kojima use this concept? Well, I think the incompatible mirror images concept reflects the spirit world/material world and matter/antimatter dichotomies that he's drawing here, and it directly links them in a sciencey way, and you know he loves that!
Aja on 9/12/2024 at 17:29
Great writeup on Death Stranding. Reading some of those jargon terms elicited an odd mix of warmth and post-traumatic stress. I loved Death Stranding overall, but I think if they had done something to make it feel like you were actually travelling enormous distances and not just going on a day hike, it would've made the adventure feel more meaningful. I agree that having at least glimpses of some of the cities or inside the bunkers would've gone a long way toward giving the impression that this world is real. But I can also appreciate that Kojima probably doesn't have Konami money anymore, and the game had to scale accordingly. I'm curious how you felt about the extended ending slog..
Starker on 9/12/2024 at 20:41
I think you could have just written "Princess Beach" and left the review at that.