Review

Death Stranding Review

  • First Released Nov 8, 2019
    released
  • PS4

Alone but not lonely.

PC version update: The vast, beautiful, desolate world of Death Stranding lives on PC in top-notch form. After about 15 hours with the game, I'm drawn back into its melodramatic story and unique gameplay loop of cargo delivery simulation and harrowing stealth-action. To reconnect the country in Death Stranding is to also connect with the many players who are doing the same, and through asynchronous multiplayer design, you both engage in rebuilding the world together while helping one another do your in-game jobs.

Given the right specs, the PC version of Death Stranding can look and run much better than it did on the PS4 Pro (I played using a Core i7-7700K CPU and RTX 2080 video card). I ran 2560x1080 resolution, as the game supports native 21:9 ultrawide aspect ratio, and every setting maxed out while using Nvidia's DLSS antialiasing option. And through action sequences and heavy weather hikes, the frame rate is consistently in the high 90 FPS to 110 FPS. This is a proper PC port that looks stunning and runs smooth.

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Now Playing: Death Stranding Video Review

If you're in the mood for a different style of gaming experience, one that's often relaxing and sometimes incredibly tense, Death Stranding is worth playing. -- Michael Higham, July 13, 2020

You can read our original review for the PS4 version, first published November 1, 2019, below.

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.

No Caption Provided

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.

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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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

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.
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Knottoday

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Obviously I haven't played this, but based on several reviews, I wanted to say that I think this game is like art. Art cannot be judged by a scale of 1 to 10 because its all about how it makes you feel. However, there is one key ingredient in games that's not found in other artistic mediums, and that's "fun factor." We play games because we want to have fun while doing it. I use fun in the sense that its something you want to keep doing given the actual activity is sitting and staring at a screen while twittering your fingers. The problem here seems to be that this the video game medium and despite this game's obvious artistic leanings and statements, I'm not sure this game is actually fun to play. This is why this game will get mixed reviews.

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OldDadGamer

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@knottoday: Well, yes and no. There certainly are games we play to have fun. Lots of them. Most of them. But then there are some masterpieces that were upsetting, depressing, and made you want to just gaze into space, drinking scotch (The Last of Us comes to mind).

And I'm not sure that "fun factor" doesn't exist in other media. There are plenty of movies that are really there to be little more than funny or exciting. Some Broadway musicals are little more than upbeat songs and spectacle. There's plenty of mindless television that people eat up. And there are plenty of people who, when the go out to the movies or a show, want to laugh and be excited, some who want to have a deep, meaningful experience, and people who like both. It's great we have something for everyone in every media.

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ProjektInsanity

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@olddadgamer: TLoU is an excellent example, but notwithstanding the bleak storyline and atmosphere, I still enjoyed the combat. It was visceral enough that it was really satisfying to crack something over the head with a board or pop off a few rounds into some jackass who was trying to hurt Ellie. It was, in many ways, a participatory version of The Walking Dead. Again, hard show to watch, but I definitely enjoyed watching the relationships between characters develop (at least for the first few seasons, then it became tedious and lost me).

I think Knottoday is on to something, even if it's not 100% true. There are bits of experimental art that are conceptually intriguing, but beyond a few moments of pondering, are not especially entertaining.

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OldDadGamer

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@ProjektInsanity: True. I think that's why those experimental art games are usually best when they're rather short. I admit, I loved Gone Home, What Remains of Edith Finch still makes me think, I'm digging Detroit right now. That said, would I want 60 hours of any of those? Good lord, no. Not even close. I wouldn't want 60 hours of TLOU.

I think what Knottoday might be on to isn't so much that this is ponderous experimental art, but it's a WHOLE LOT of ponderous experimental art, and do we really want that?

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ProjektInsanity

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@olddadgamer: That's an excellent point. Probably not. It's the same way you may enjoy running around in a neon-colored maze for a few minutes, but I wouldn't want to do it for an hour. Touche.

I wonder if the future will bring a gaming equivalent of the short film (some would argue it's the indie game, but it's really not). Something like a 30-minute story where you perform a fairly basic task or series of tasks. It's presumptuous of me to state this without playing Death Stranding, but I'll bet this entire game can be encapsulated in something like one of the missions of Horizon:ZD, where the main character tracks certain clues from a bygone world, connects the dots to ponder new implications, and ultimately moves humanity one step closer to restoration, all while tackling a few of those interesting foes in the process and employing a bit of stealth. I'd plunk down a buck of two for that experience, if it was well done.

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Knottoday

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@olddadgamer: Agree about fun factor in other mediums. And maybe the phrase is wrong, but I can't think of another . Again, its not about "fun" but about being drawn in.

The point being, artistic works can be very polarizing because its about how you feel and not about actually viewing a story or playing a game.

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cashx002

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IGN gave it a 6.8 lol.. . Losers.

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BDRTFM

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@cashx002: Who calls someone a loser for liking a game less than someone else? The writer at IGN played the game. Have you?

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cashx002

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@bdrtfm: I was just having fun. Get a life boi. I love the game. One' man's so called garbage is another's treasure.

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Zander80

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"A game about delivering packages"........lmao

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pmanden

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@zander80: I had rather play good old Paperboy and deliver some papers.

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OldDadGamer

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@pmanden: Dude, that game rocked. Respect, fellow old dude.

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ProjektInsanity

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@olddadgamer: It did, although the discrepancy between what the game insisted I hit and what I insisted I did not was a source of much adolescent rage. When you're playing on a small, pixelated screen, it's very much open to interpretation.

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OldDadGamer

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@ProjektInsanity: Ah, but did you play the arcade version with the actual bike handlebars? That was awesome. Made up for so much.

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ProjektInsanity

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@olddadgamer: Hah, no. I was deprived.

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Yams1980

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game looks boring. I just can't see how chugging around delivering things will be fun... also having to pick up all the crap each time you get knocked off your feet.

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Fia1

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This fetch quester ending up being incredibly divisive, I wonder what the people opinion will be when they get this game, will it be actually a masterpiece? find out next week.

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JimAbadon

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@Fia1: game started in Metacritic with 83/100 and then went up to 84. I would hardly call that "divisive", it's pretty solid in the positive category. I'm fairly certain people will bash it when it comes out but with some of the user reviews I've seen in different sites, I'd very much rather trust Metacritic's critic reviews only.

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PCPS4XB

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Wow this game just set the benchmark for best looking game. The details are crazy.

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Pyrosa

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The gameplay description starts off sounding like a boring version of Kevin Costner "The Postman II."

...but all the details around the more substantial Souls-style "disjointed yet shared-world MP" makes this all sound truly interesting and compelling.

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Good_Coop89

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@Pyrosa: A boring version? There's an exciting version of The Postman?

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gamingdevil800

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This review:

http://66.media.tumblr.com/70c767ca398f29fa86ec082820751601/tumblr_mvnsjyhyGi1rlpawyo2_r1_500.gif

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aross2004

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To all those who are still in, enjoy the game! To all those who aren't, it's not like there aren't plenty of other awesome games to play right now.

Everyone wins!

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Gamerforlife96

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@aross2004: i feel you are the only one who look at everything as balance as it should be upvote

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Janpieterzun

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As expected you see excuses for disconnected and bad storytelling. Goofy, and nonsensical aren't positive words when in the next sentence the reviewer is saying deep and emotionally rewarding. It feels like delusional self-mythology, no i'd rather say bullshit. Yes, it feels like bullshit, with product placement to boot. So a walking fed-ex simulator where the driving force behind progression is feeling validated? GTFOH, seriously?

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brxricano

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@Janpieterzun: Thank you. What ive been saying since before review. This is how Kojima views western gamers. Soft and coddled. No kill playthroughs, walking, exploring, emotions, having no value without validation, completely lost without an internet network, one hard working person out of millions, a story that doesnt matter but characters that do, meaningless bad guys and bosses, safe music and atmosphere, and a strong finish to a very weak premise and concept. Eat it up or no dlc dessert for you. Dont forget to worship him while he insults you, guys. Smh.

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Utnayan

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@brxricano: Blows my mind. But... its ART!

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deactivated-5e83c14458072

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Why is it so hard for some to understand that it's an attempt from someone to make something different? I've lost count of how many times I've said this but we shouldn't be against having variety in the medium. People complain about getting the same rehashed AAA types of games every year, but they also complain when they get something different. This game in particular is clearly not for everyone, and thank God it isn't because otherwise it would have been your average open world game, which doesn't mean it would have been bad, but I'd much rather have something that I feel I've never played before.

YES, the guy is pretentious, but you're going to play his games, not marry him. Kojima does have talent for making games, but what he makes doesn't resonate with a lot of people, and that's fine. MGS is considered by some as the best gaming franchise of all time. He made a demo and it became an instant horror classic. I mean, come on...

I've come to realize that in many cases it's not about people not liking his games, it's about them not being able to tolerate the fact that some people like them a lot. Just move on and play whatever you want to play, why waste time telling others that they shouldn't enjoy something that they enjoy? What a stupid, immature mentality.

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BDRTFM

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Edited By BDRTFM

Although this game looks intriguing, I'm not sure I want to play something that requires a lot of patience to do so. I don't have that kind of patience anymore or time to spend fleshing out a story. From what I've been reading, it's a lot of long periods of nothing strung together by moments of action and tons of dialogue. Sounds too much like one of those cinematic experiences developers just have to try at least once. I don't want to pay $90 for a game I may or may not finish. When a game sounds ify, I wait for a major sale. I have such a huge backlog of games, I don't mind doing so.

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Gr4h4m833zy

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@bdrtfm: i have 90 and counting. You?

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Crazy_sahara

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The biggest innovative thing about this game is how it's tied to a server to assess people ln different styles of play, and when that innovative functionality dies this Innovative game will be costing someone money and the servers will die in this innovative game leaving portion of it dead like most games, only to have the mod community turn it into a meme, oh let's replace these files for this new game coming out, oh let's put this awesome actor in from the joker movie.

Either way the games dead for being innovative while Sony distances them selves

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fotis52

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Well this seems to be like the Joker of gaming... Some will love it and will defend at all costs for being an "innovative masterpiece", but some will say that although it seems solid and well made, it lacks some sort of substance or feels like kinda boring...

I dont like slow paced games and I will skip that or buy it when it's on sale...

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XenomorphAlien

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Lots of middling scores, I was told this would be the game of the generation, what happened?

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Sindroid

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@xenomorphalien: Come on. you think Kojima is the golden boy developer in the gaming world? Certainly not. He is too praised by critics and fans.

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deactivated-61c387491b649

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@xenomorphalien: Maybe form your own opinion and not rely on others to tell you what to think?

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XenomorphAlien

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@march202002: Yeah, let me pay $60 on something I'm not sold on buying.

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mogan

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mogan  Moderator

@xenomorphalien: It's averaging 84 on metacritic; that's not exactly middling.

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Utnayan

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@xenomorphalien: People with common sense reviewing it negative. People who want to experience liberal artwork, positive. Really that simple. Mix in some Kojima can do no wrong people in there and you have a polarizing review schedule.

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Richardthe3rd

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@Utnayan: Man, I really hope you can wake up from the cancel-culture nightmare you seem to have submerged yourself in. It must be miserable.

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Utnayan

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@Richardthe3rd: What the hell is cancel culture? I am a republican.

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Richardthe3rd

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@Utnayan: cancel-culture/outrage culture doesn't care what political persuasion you are, just that you absolutely deny one side because you rely on a pre-digested outlook on the other and reject anything you're told to.

You know, the whole "I have common sense so I reject liberal/conservative" cud that you rechew from your favorite pundit, like you just did in your statement above.

Glad you learned something today.

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Jendeh

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@Utnayan: Liberal artwork? Are you telling me that AOC and Bernie Sanders are in this game?

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mogan

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@Jendeh: Kojima was putting so many other celebs in there, you never know. : p

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Utnayan

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@Jendeh: They are! There is also an evil republican played by Troy Baker.

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Warlord_Irochi

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Edited By Warlord_Irochi

@Utnayan: So, those who think like you are the ones with common sense. Also now works in which America is not the center of all, even when it's not being criticized, are "liberal".

You also did wrote twenty comments, TWENTY, in a game you don't like, each time somebody writes something you don't agree with just to turn the conversation into politics. I really don't want to know what level of obsession and unhappiness is required to reduce everything to a political and narrow-minded view like that one.

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PCPS4XB

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@Utnayan: so anyone who gives it a good review is does not have common sense? 😅

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Utnayan

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@pcps4xb: Pretty much!

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PCPS4XB

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@Utnayan: lmaoo....

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