Death Stranding is Hideo Kojima unleashed.
That sentence carries a lot of weight in the video game universe, where solid personal branding and marketing across decades of Metal Gear titles means Kojima ranks as one of the rare game auteurs players actually know by name. And as much as Kojima used the Metal Gear games to defy both narrative and gameplay conventions, the series still represented a stealth-action box that Kojima found himself straining against over and over again.
Death Stranding once again stands as a bold subversion of expectations from a creator known best for leaning into action heroics. For the vast majority of the game, your protagonist is not a Solid Snake-style hard-bitten action hero. He’s just a guy carrying a comically overloaded backpack across a lot of empty space, focused on a simple but necessary job, for better or worse.
Death Stranding is Kojima’s escape, not just from Metal Gear’s cardboard box but also from the restrictions and recriminations of his former corporate parent Konami. That means the new game lets Kojima take some bold risks, experimenting with gameplay systems that are somehow utterly isolating and deeply connected to other players at the same time. It also means this is Kojima at his most self-indulgent, with a bloated, convoluted mess of a sci-fi story that’s heavy on complication and light on relatable human moments.
Death what-ing?
It’s the near future, and America as it once was has been ravaged by a mysterious event referred to as the Death Stranding. For some reason, the barrier between the world of the living and the dead has been weakened, causing ethereal, usually-invisible-to-most creatures called BTs to roam the Earth. When a BT consumes a dead body, it causes a voidout that utterly destroys everything for a miles-wide radius.

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