Death Stranding
Welcome, dear reader, to the hallucinogenic odyssey that is “Death Stranding,” a game that tosses you into the boots of a post-apocalyptic delivery man in a world that looks like Salvador Dalí and H.P. Lovecraft threw a rave in a tornado. It’s less of a game and more of a spiritual experience—like meditating on a mountaintop if the mountain was alive and constantly trying to kill you.
The Premise: Deliver or Die
In the wastelands of tomorrow, you are Sam Porter Bridges, portrayed by none other than Norman Reedus, who looks like he walked straight out of a rugged cologne commercial into the apocalypse. Your mission? To reconnect disjointed cities and fractured lives by delivering packages. Yes, in this bizarre new world, the UPS guy is the hero humanity needs.
The World: A Beautiful Nightmare
“Death Stranding” is the brainchild of Hideo Kojima, a man who, if he wrote books, would make Kafka look like a children’s author. The world here is a mesmerizing blend of stunning landscapes and supernatural horrors. One moment, you’re admiring picturesque ruins under a golden sunset; the next, you’re running from ghostly figures and toxic rain that age everything it touches. If that’s not a metaphor for anxiety about your unread emails, I don’t know what is.
Gameplay: A Symphony of Loneliness
Playing “Death Stranding” is like learning to dance while balancing a stack of fine china on your head. You trek across rugged terrains, rivers, and mountains while managing your cargo, equipment, and baby-in-a-jar (yes, you read that right—a baby in a literal jar that helps you detect said ghostly figures). This game takes “Don’t Drop the Baby” to a new level.
The real challenge? The loneliness. This game makes you feel the isolation of its world in your bones. Each delivery is a test of endurance, both for Sam and for you, the player, as you navigate this surreal, desolate landscape, occasionally stumbling upon remnants of other players in the form of structures or helpful items, reminding you that loneliness doesn’t mean you’re entirely alone.
The Madness: Connecting the Dots
“Death Stranding” is as much about building connections in-game as it is about reflecting on our real-life connections. Every package delivered helps reconnect a fractured society, and every interaction feels weighted with significance. Kojima has somehow turned a FedEx simulator into a profound commentary on human connection and isolation.
Verdict: Delivering Madness
To play “Death Stranding” is to dive headfirst into the depths of Kojima’s unfiltered id. It’s weird, it’s wild, and it’s definitely not for everyone. But if you’re willing to embrace its peculiar charms, you’ll find a game that dares to ask big questions: What does it mean to be connected? Can a single person make a difference? Is repeatedly tripping over rocks a metaphor for life?
“Death Stranding” is a masterclass in video game artistry and existential dread, wrapped up in one enigmatic package that’s as likely to frustrate as it is to fascinate. Strap on your hiking boots, grab your baby jar and get ready to deliver through the apocalypse. It will be a strange ride, and you wouldn’t want it any other way.
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Filed under: Art,games - @ 02/05/2024 12:03
Tags: Death Stranding, game, Hideo Kojima, review