Death Stranding | Review


Published on Nov 23, 2019


After the split with Konami, which has cost the loss of Silent Hills, Hideo Kojima has founded his own Kojima Productions, whose very first game published is Death Stranding.

Thanks to the possibility of programming this video game to his liking without having to give an account to a production house and external to its shareholders, Kojima has had complete freedom to express themselves exactly as they wished, and to assume all the risks of such a choice. And the risks are all right.

In fact, it seems at least bizarre that a title like Death Stranding, which, in the intentions of its author should push the players to appreciate the union and cooperation with each other, is, in reality, a title that divides the critics and the players themselves.

On one hand, there are those who consider it an absolute masterpiece of videogame art without “if” and without “but”, on the other hand we have the supporters of the thesis that is nothing more than a simulator of express courier.

But Death Stranding is a work that cannot be reduced to these only two sides because there are not only white and black.


The love of Hideo Kojima for the cinema is well known to fans of video games, even the ones that don't know its the saga's most famous, that of Metal Gear Solid, and with Death Stranding this visionary author wanted to make this even more explicit: the long, wonderful and comprehensive movies often have a cinematic, with the use of the typical techniques of cinema, such as the plane sequence, that consist in the shoot scenes with only a single, long shot, without, then, disconnect the camera.

But, as you already certainly know, Kojima made use of the collaboration of actors and professional directors for her Death Stranding:

A further demonstration of his love for the cinema, Hideo Kojima has entrusted the roles of the two characters to two directors, who have participated as guests in the project:


Sam Porter Bridges is a courier, and is pretty damn good, as is already clear from its name, the Italian translation is “Porter Bridges” (I know, sounds terrible, this is why it is always a good idea to translate the names and surnames of fictional characters). Its purpose will be to reconnect between the different cities of the dissolved United States of America, who now live isolated, in order to save the world from Death Stranding, a phenomenon that in this futuristic version of our Earth is in reference to the beaching of whales.

I will briefly discuss in the following the structure of the plot of this title, for the time being, let us pause a moment on the point of the most controversial and criticized to Death Stranding: the gameplay.

It is true that in most of the missions you will be required to deliver loads from point a To point B? Yes. The gameplay boils down to just this? No.

As you continue in your strange adventure with Sam, you can enrich this gameplay, apparently very bare-bones with a series of elements: you can in fact build and strengthen means of transport, bridges, stairs, streets, nails, and ropes for climbing, weapons, and various pieces of equipment, all factors that will improve not just the lives of Sam, and your experience of the game.

A problem, however, are without a doubt the menu: of course, once familiar with the same you will not have big problems, but in the beginning, their complexity, combined with the characters really very little with which are written the thousands of on screen information, may send you, in confusion.

But there is another detail very interesting: if you play online, which I strongly suggest you do, because this is not required an active subscription to PlayStation Plus to access many online features of Death Stranding, once reconnected every single area you'll have access to the facilities built by other players, thereby taking advantage of a system game of the type online asynchronous multiplayer, because you will interact directly with the other carriers.

Thanks to this option, therefore, the level design will be different for each individual player and continues to evolve, and is directly affected by the structures of your mates and colleagues the couriers, and in perfect harmony with the message of unification of Hideo Kojima.

If during the first hours of the game you will think that all in all the gameplay is monotonous, take a bit of time to Death Stranding goes to show you that there is something more in addition to the deliveries in the life of Sam.


An analogy that comes to mind for me is between Death Stranding and a tree: both are unitary structures formed by the union of multiple elements, each with its own characteristics and the appearance of separate, but co-existing and merged together into a resulting coherent and unified.

To better understand the structure of this world, I advise you to also read emails and interviews that you unlock during the course of the game: not only will you find many information on the characters and the events narrated, but you can also enjoy the great research work of Hideo Kojima, who managed in a very fascinating to combine historical and scientific information in the real world with those born from his mind in order to create a collection and a history consistent.

Many lives intertwine and separate in Death Stranding in a narrative structure is nothing short of amazing which gives the better after the prime10-20 hours of game play already, because Death Stranding is a game from the duration very extended (approximately 40 hours, if we take into account only the main missions), and that in the salient will keep you literally glued to the screen.


Death Stranding is an experience in an experimental game, and if you also want to risky an experiment dictated by the freedom absolute of its author. Its narrative structure is, that in the beginning it might seem quite simple, is branching out in phases, the middle and the end of the narrative, giving you all the answers to the questions above in a coherent, comprehensive, and fascinating, revealing a story full of twists and choices, the narrative really bold, which help to create the plots exciting, moving and at times very gloomy (just think about the BB, the Bridge Baby, small human beings used as tools for an end-which of course I will let you in).

The great strength of Death Stranding, in fact, are its history and the way in which it is told and revealed a little at a time to create a world that is perfectly structured, in which you can convey to Sam his load in spectacular locations, all accompanied by a soundtrack, “travel” incredibly relaxing atmosphere that will accompany you in your exploration of an open world in which, however, very often you'll face challenges, even really challenging.

The opportunity, then, to select different levels of difficulty for the battles you will face this adventure with a level of challenge may be modified at any time according to your needs and your desires.

Sure, the gameplay could be more varied, but you can customize your game experience by focusing on other factors than delivery, such as the construction of the elements in your game world that will also help the other players.

Finally, the message of Death Stranding of unity and sharing is touching and full of meaning in an age like that in which we are living, where messages of separation and the construction of the walls contrasted sharply with another type of message, which emphasizes the importance of the relationships between human beings and mutual collaboration.

Ultimately, then, Death Stranding is one of those titles that demonstrate hands-low potential of the videogame medium to tell stories that are fascinating and perfectly structured, that you don't really have anything to envy to other media that have a significantly higher.

Recommended to those who love stories rich and complex characters, multi-faceted, and to those who love to relax by taking long trips interspersed with scenes and moments also very disturbing, which will certainly not the action (however, in general, I recommend an approach that is stealth to the very challenges, if you do not want to end up bled).

It does not matter if you love or detesterete: Death Stranding will surprise you, in one way or another, because even with all its flaws, the gameplay at times dish to the menu difficult to consult to the means of transport most heavy, which strangely sballottolano as if they were weightless, and that, for this, are uncontrollable, in a few words, however, Death Stranding is pure art in video games.

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