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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xgalacticax

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Not a bad score for what looks like a hiking simulator. I might try it after all...when I can get a free PS Now trial.

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Utnayan

1998

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Now, if I could instead of being kind, steal the packages of other people and tell them how much they suck at games while I ransack their installation, THAT would be what would be happening in an Apocolypse.

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Warlord_Irochi

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@Utnayan: I think you maybe missed every single MP survival game out there. You have other options for that, Kojima here wanted to do something different. End of story.

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gunnyninja

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@Utnayan: You just explained why we needed a game that could restore faith in humanity...

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Utnayan

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@gunnyninja: If you think my actions in a video game reflect how I, or human's in general, would react in a real world apocolypse situation, you need to seek medical attention.

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gunnyninja

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@Utnayan: "THAT would be what would be happening in an Apocolypse." Which is it? Don't second guess your statement now...

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Utnayan

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@gunnyninja: What? Wait, are you a liberal?

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gunnyninja

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@Utnayan: Lol, I'm someone who doesn't associate every thought with politics...You know, I think for myself...

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Utnayan

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@gunnyninja: Good! I like you already and obviously you are over the age of 25.

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silv3rst0rm

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This sounds like a "No Man's Sky" kind of game.

Slow paced based on exploration.
A game that requires you to sink hours into it!

Not too sure if I'm down for it...

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Divisionbell

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I have to say this sound crazy and excellent. Can’t wait to delve Into it.

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TrueLink

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I predict this is going to be the most love or hate game of the generation. Either you are going to be totally down with its concept, or you are going to find it to be boring trash. Hopefully I'll be in the former.

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esqueejy

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Edited By esqueejy

@TrueLink: I dunno about that. I had fun making fun of it...particularly JarBaby...but mostly I'm finding myself sortof ambivalent and just uninterested. It certainly looks very very pretty and well put together, but the concept just isn't grabbing me and making me want to play, even though I would agree it's a somewhat clever allegory for how divided American society is right now and our need to bring things back to a more unified, altruistic identity. Anyway, I suspect a lot of people are going to fall into the sort of grey limbo "meh" zone where I'm at.

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Archangel3371

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This game looks and sounds incredibly intriguing to me and definitely something that I’m very interested in experiencing. I don’t always need to be constantly fighting or inputting combos to enjoy a video game. Sometimes simply exploring a game’s world can be its own reward. This looks very much to be that kind of game for me. I’m very much looking forward to playing this game.

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Gr4h4m833zy

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@Archangel3371: Same here. I would pre order it but even though kojima said you can play it offline doesn't mean you dont still have to connect to the internet. Look at modern warfare. They say you can play the campaign offline but you still have to be online initially. Cool name by the way.

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maximus1983

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Thank you Kelly, your review is the perfect contrast to igns ..let's say.. simple review . Don't get me wrong, both this and the other are important things that need to be said but ign is more of the disclaimer that functions as a filter before you read this. The fact that you saw the importance in the games message and systems while they hardly mentioned them seems to be the substance that will either draw you in or push you away

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Utnayan

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@maximus1983: I do not, nor do most, play games that bring politics into it. Enough of the liberal agenda. Make a fun game to play. The game is complete liberal agenda bias and once you play it you will see why this reviewer in particular subjectively loved it. Kojima's "Inspiration" was built off a poet named Kobo Abe, who was a Japanese Communist after World War 2, and oops, be careful what you wish for with socialism and communism because once Kobo got a taste of what that really meant, he lost all artistic freedom and expression and decided, "Hey, I guess this isn't really a good thing after all". The game is riddled with not what Kobo Abe LEARNED from growing up and realizing socialism and communism is a sham, but rather glorified his thoughts before that learning mechanic set in (Similar to elitist liberal society today in America). Games are NOT art. Enough with this nonsense. Tell an engaging story, make it fun to play, as they are meant to take our minds off the idiocy of the world, not bring it back into our entertainment medium. I'll vote with my wallet. My Woke Wallet.

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Jendeh

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@Utnayan: Okay, so I'm scrolling through the comments and your name keeps popping up. You seem desperate to let everyone know you don't support the "liberal agenda" in this game. Cool. Good for you. Luckily you won't be forced to play it. In fact, I don't think you ever had any intention of playing it. From the beginning you undoubtedly knew that you had no interest in a Kojima game since he often has a political theme running through them. So, why are you here? Do you have some agenda?

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mogan

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mogan  Moderator

@Utnayan: You're saying that Hideo Kojima, the guy behind Metal Gear Solid, should be making games without politics in them?

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Utnayan

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@mogan: No what I am saying is a game is a game, not art. Metal Gear had IN GAME politics and intrigue.

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mogan

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@Utnayan: Seems like a lot of folks might not share your opinion on what games are. But whether you think of games as art or not, or like this particular one, let other folks enjoy what they enjoy and decide for themselves what they think is important about Death Stranding. You can always write your own review once you've played the game yourself.

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Utnayan

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@mogan: Define a lot of folks? This community? I think if you poll (Statistically speaking) the overall base of gamers, you will find people do not want political ideals in their video games - they want to escape it. Because people are tired of it. And the last thing they want are those same ideals scapegoated as "Art", to breach their escape. For example: Been on 3 vacations this year around the world. San Juan, the ABC islands, Ireland, Greece, Italy, Rome, etc. Based on my limited polling, while hammered off drink passes and wine, everyone (Literally everyone) didn't touch a news media site to hear anything about the real world. They said the same thing about games, movies, Tv. :)

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mogan

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@Utnayan: You're speaking for a group you can't possibly know the opinions of in order to give your own opinion more weight. But even if some majority of gamers DID want games sans all political ideals, that doesn't mean Kojima needs to make his games that way, or that reviewers can't like them.

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twerkloak

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how TF does a game soley based on Fetch quest... get a 9? wtf drugs was the reviewer on to actually convince themselves this was a fun game? big oooff.. cant wait to see this game in user hands so we can get a real idea of the game score, not these hyped up, Sony paid review cycle of the first week.

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Brakkyn

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@twerkloak:
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mogan

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mogan  Moderator

@twerkloak: Apparently, it's not based solely on a fetch quest.

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silv3rst0rm

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@twerkloak: I see a lot of people interested in it...

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lonewolf1044

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From the trailers and all the game looks to be top notch and as said by other posters the game appears to be weird in an sense but this is Kojima style and I can get into it as it may not be everybody style of work. I may not get it on day of launch as I have other games that are priority and will eventually buy this. I loved MGS series and even in the wild I may like this.

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monkyby87

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What a weird fucking game.

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deactivated-64c06b51403e7

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Thanks Kallie.

I can see it.

Troy Baker's over-rated.

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Utnayan

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@proceeder: No, it's just that Troy Baker plays a republican.

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Gr4h4m833zy

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@proceeder: you and kallie just dont know real talent.

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deactivated-64c06b51403e7

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@gr4h4m833zy: Pretty sure he F'ed up Ocelot too.

The man can't even stick to a consistent accent.

But, hey, you can enjoy his "talent" as much as you like. It's not like the guy shies away from taking roles (maybe he should).

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Utnayan

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@proceeder: He played Joel in Last of Us, and Last of us 2 upcoming, and tons of other games. He performs very well.

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itchyflop

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Edited By itchyflop

@owizeisme1: by people you mean you?

If you dont understand Kojima, his work, his legacy you never will.

Whether you want to or need to is an entirely different conversation.

I believe you dont want to hence your comment.

Uniqueness or different people are always criticised, they end up changing the world somehow.....

Kojima already has with MGS.

:)

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Utnayan

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Edited By Utnayan

@itchyflop: Please tell me how Metal Gear changed the world. What world do you live in dude? I want to join your realm of the imaginary.

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itchyflop

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Edited By itchyflop

@Utnayan: Did it not impact you some way then, the PS1 version was huge and not just in sales etc?

I could mention the genius of using the deletion of your game from memory card (physical) at the boss, weve all seen that before right? or again?

Answer : NO

He changed the world as in brought us revolutionary gaming pleasure, story telling, innovative series of games, entertainment like JK Rowling and Harry potter using one example.

Without him we wouldn't have had those moments, Konami have tried and failed since.

With respect if you're one of the ones crying about how bad this is, or joining "my realm" and belittling me on here, why not try being a little more subjective in how you've come to that opinion before playing it or the negative substance of your comment.

EDIT : I haven't even asked if you've played any of the MGS series, i wonder if you haven't if your brave enough to admit it on here.

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Utnayan

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@itchyflop: Oh I thought you meant change the world in a political sense of how people live in it :) No, it didn't change entertainment either. They were fun games with some good story lines, some bad, some "Wtf" moments, and some good game play elements and some bad. As are all games. Kojima didn't revolutionize gaming. Like, at all.

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itchyflop

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@Utnayan: OK thats your opinion.

They weren't just "fun" games they were radical (see memory card portion of my comment).

It all started on the humble 8 bit too.....

So hes long established also.

i used to cringe at the mountains of cut scenes in my youth, but after playing many of the same genre of games, the uniqueness and story of his work i appreciate.

The diversity isn't for everyone, no worries.

Have a good weekend!

:)

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Utnayan

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Edited By Utnayan

@itchyflop: You too buddy :)

With regards to the memory card comment, Eternal Darkness did this first didn't it?

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Fartman7998

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Great review, thanks Gamespot. I trust Gamespot more than most.

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john2020

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This is a great review. Regardless of the score given, the quality of this review should be recognized.

I appreciate the time you took to understand the big and nuanced concepts of the game, and it shows clearly through with your examples and language. I was indifferent about the game, but now I want to know more. Thank you for this!

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Terrorantula

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Will you Americans stop with the Vocal Fry? You never used to do it, but now after the Hipster movement, it's everywhere.

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Gr4h4m833zy

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@Terrorantula: vocal fry?

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pyro1245

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@gr4h4m833zy: Haha. Google it. It's good for a laugh. Never heard the term myself.

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bookfan8780

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Okay, this game might be "good" subjectively, but it sounds incredibly boring to me. I don't care how visually stunning it is, there are plenty of visually stunning games that actually have more to the plot than being the UPS delivery dude in a post-apocalyptic world. I won't be buying/playing it.

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Crazy_sahara

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Edited By Crazy_sahara

A game that's innovative is, Microsoft flight simulator it's mind boggling the technology housed to run a environment no graphics card in the next 50 years will achieve single handedly with out a powerful warehouse how large is the question how detailed is to be seen, but yes it's the future of huge ffn games, but the most innovative is star citizen(it's not a question when it releases its a question of what it will be) and Al walking simulator is not one of them.

Well let's look on the bright side at least you can drive in ff15, even tho both games including this are now dumpster fire.

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