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.
790 Comments  RefreshSorted By 
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Fia1

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I heard the game has a lot of fetch quests and backtracking I think I don't hear any of that in this review, I wonder what is the real take on that.

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asnakeneverdies

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@Fia1: It's a contemporary open world game with a progression component, and that means padded AF. I hope there's enough dilation accounted so that playtime could be reduced significantly, but I doubt it. It's hardly surprising, Fial. 🤷‍♂️

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deactivated-6092a2d005fba

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A game that is a fed-ex/postman pat simulator gets a 9 lol.

No Kojima fangirling going here lol.

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DoomsdayHell01

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@i_p_daily: Is a frustrating walking simulator type of game.

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YaYaYu

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@i_p_daily: 🤣🤣🤣

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asnakeneverdies

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So, that part about mob bodies going nuclear. Does that happen dynamically? 😮

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Gelugon_baat

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The player character's canteen of drinkable liquid turns rainwater into Monster energy drink.

What the heck? This is among the most entertainingly absurd product placement that I have seen in video games.

If that kind of thing turns up in the real world, soft drink companies would literally kill to get this tech, whether to destroy it or to have it for themselves.

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JimAbadon

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@Gelugon_baat: it sure bloody is. I'm a veteran in Kojima's games and it ain't really a Kojima game unless there are elements that make you go "this is absurd" at least once. Oddly enough, as much as I like realism in my games, all this absurdity in his never bothered me.

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Gelugon_baat

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Oh man, I am seeing some ridiculous distribution of cargo on the Internet already.

"The delivery of this cargo is urgent and the cargo must be horizontal during delivery." No-shit!

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JimAbadon

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@Gelugon_baat: Death Stranding is already giving us some memes about walking and delivering stuff properly already. Memes were Kojima-san's true intentions all along, THAT was his goal, I tells you!

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Gelugon_baat

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Edited By Gelugon_baat

Jeff Gerstmann described the gameplay as Kojima's zany misconstruction of the term "walking simulator" and terrible pseudo-existentialist representation of technology.

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USDevilDog

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Very good write up -- I appreciate the critical dive of the narrative and how its gameplay propels it, especially when the trailers were a bit convoluted.

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Gelugon_baat

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Edited By Gelugon_baat

Wait. Am I reading this right? In the backstory of this game, humans who have just been killed go "nuclear"?

I have seen all kinds of fiction about nuclear weapons and WMDs, but this one takes the (yellow) cake.

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BabeNewelll

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Edited By BabeNewelll

@Djon: Oh ffs let it go , sound like a nagging wife.

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Djon

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Edited By Djon

@Gelugon_baat: Don't know anything about those cultures. Just that it's hard to trust a reviewer who's so emotionally focused on political correctness that she'll crush games that doesn't live up to her moral high ground.

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Soulglove

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Thank you, Kallie

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phili878

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Edited By phili878

For the effort, complete innovation Kojima brought in, such a game deserves a 10. So don’t take me wrong, I’m not a fanboy but Hideo risks a lot to against all odds, bring us a new experience, and then giving a 9, man... still damn good score but give the man a 10 for actually going more than the extra mile for gamers.

Now, why IGN gave it a 6.8 goes beyond all reasoning. Why not a 6.67 or 7.1 or maybe round it to a 7?

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YaYaYu

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@phili878: what innovations in this sir?care to elaborate?

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phili878

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@yayayu: Read the review, it is all in there, good sir. Also, perhaps I give you a hint, it actually has a story that is well written ? When have you seen this last? CoD or BF ?

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videogameninja

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@phili878:

While the majority of reviews seem to be extremely positive/high there are a few notable gaming websites that have delivered (total pun intended.) rather low scores. IGN is probably going to be the one most talk about.

While its true it’s “different strokes for different folks” I was extremely surprised by the disparity in their review score from the overwhelming consensus so far.

It sounds like Death Stranding is going to be a decisive title. Even more-so than Control (a game I thought would take that nod for many years to come.).

I guess the best way to find out is for one to dive in themselves.

-CAN’T PLEASE EVERYONE NINJA APPROVED-

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angrycreep

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Edited By angrycreep

@videogameninja: Majority? Are you sure about that. I've seen about 12 so far and is not pretty 6s and 7s. You clearly a Sony fan. Way too much walking and extremely frustrating game is what they are saying. I'll get this game when is 20 bucks and save myself from throwing 60+ bucks out of the window

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PCPS4XB

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@angrycreep: its now at 84 metatratic so IGN is well below that.

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deactivated-5ed3275ccace5

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@angrycreep: Do yourself a favor and dont buy it. But FFS stop yapping about it. Nobody gives a f*** whether you buy it for $60 or $20.

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bigcrusha

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@angrycreep: Argue average score until your face is blue, but can you not tolerate that people would rather have their own opinions than following every review?

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angrycreep

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@bigcrusha: Who's arguing? Is just my opinion based with what I seen so far in reviews. So chill is not a big deal

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solid_snake1461

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@phili878: on Metacritic, other IGN sites gave it much higher score though. Italian gave it 9.8, Japan 9.5 and Spain 8.7.

Anyway, it’s to be expected. With a game that try to be different and experimenting new concepts, rather than simply point at and shoot anything that move in sight, it’s sure would be niche.

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angrycreep

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@solid_snake1461: Never heard of japan, spain, Italian reviews. gameinformer gave the game a 7 out 10

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phili878

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Edited By phili878

@angrycreep: Maybe you should. IGN USA has some real shit reviewers at times. Unless they're ex-Gamespy people, which the current IGN reviewer of this game clearly isn't.

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jyml8582

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I pre-ordered the game when it was announced, completely oblivious of how it plays. I am 7 days away from getting the game and I still don't know how it plays. But it's okay because I believe in Kojima san, he never let me down.

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bigcrusha

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@jyml8582: Judging from all the reviews, it's a strategic narrative driven game. The value in the gameplay comes from the shroud of mystery in Kojima's wild and odd storytelling and engagement in strategically traversing treacherous terrain. I can see why it wouldn't be everyone's cup of tea, a lot of AAA gaming titles nowadays are run and gun, fast paced action which don't make you think about things such as cargo and walking. But if strategic narrative type games are what you're into, I can see you liking this.

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videogameninja

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@jyml8582:

I have tried my best to do the same to some extent.

Not knowing anything going in I’m sure will truly pay off big dividends and create new memorable experiences much in the way some of the most nostalgic moments in gaming from the past have.

-RIGHT IDEA NINJA APPROVED-

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videogameninja

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I don’t care what anyone says about Kojima…

“He is a genius!”

“He is an egocentric twit!”

“His games are glorified movies!”

One thing that even the most ardent critic has to admit is the man knows how to make great games.

-I CAN’T DENY IT/NATE DOGG NINJA APPROVED-

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deactivated-6092a2d005fba

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@videogameninja: Wait you're saying that delivering packages throughout the whole game, makes it great?

-YOU ARE CHUGGING ON KOJIMA KOOL-AID & HE APPROVES-

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deactivated-60805f69c9188

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@videogameninja: I can’t say much about Death Stranding since I haven’t played it (and probably won’t based on what I read, just not my cup of tea) but I will say some of my favorite games are the MGS series. From the best (MGS1) to the weird (MGS2) to the innovative (MGS3) to the epic (MGS4), however I feel like he kinda lost his way after 4. Peace Walker and MGS V were just horrible to me. It just got way too weird, things we’re retconned, I didn’t like the new gameplay, the storyline was weak, and I know Konami had a hand in destroying MGS V, but a lot of that was Kojima and I feel no matter how long he had to work on it, it wouldn’t have been much better than what we got. I think over time he got a little too into himself and just started making weird stuff and didn’t care because he knew it would sell like hot cakes because of his name. I just wish he would do a good action game with a great storyline again in the same vein as the earlier MGS games. No BS, no over complicated plot, just straightforward. However, this is just my opinion.

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Ultima_Dragoon

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@videogameninja: Of the (probably) 100s of "Approved" messages you've posted, this is the one that made me laugh out loud. I appreciate your contributions.

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@videogameninja: What I like about Kojima is that he TRIES. The man clearly spends hours before bed putting these kooky shower thought concepts that we all randomly think about on paper. Crack of dawn, he's in the studio diverting EVERY resource and game making asset at his disposal into making that shower thought come to life nearly EXACTLY how he envisioned it. His stories can often be whimsical, but AAA needs more figures like him, people who wanna tell stories instead of using game engines and assets crafted for pure profit.

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