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    Death Stranding

    Game » consists of 12 releases. Released Nov 08, 2019

    The first game from game director Hideo Kojima after his departure from Konami, Death Stranding is a third-person action-adventure game where the goal is to dredge through a ravaged wasteland to reconnect isolated cities and prevent a mass extinction.

    This game has nothing to say and its ideas never evolve?

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    deactivated-6373f6c34cbfb

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    This section of the review really surprised me.

    "Frustratingly, I kept waiting for Death Stranding to offer something to say, something to justify the amount of breath spent explaining its most obvious metaphors and motivations. Unfortunately, it never gets there. Its early game musings on human connectedness and the need to bring people together never evolves over the 50 hours you'll spend playing it. The things it says at the beginning are pretty much the same things it's saying at the end, and none of those things are all that deep."

    I've been seeing this sentiment a lot and I don't agree with it. I'm interested in what other people think about the themes presented in the game.

    To get it out of the way, the dialog is bad and most of the characters are not interesting. The game doesn't present ideas in a subtle way at all. But I do think that this game presents some interesting ideas that absolutely do evolve over the course of the game.

    I'm interested in what you think.

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    PananaBeel

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    #2  Edited By PananaBeel

    I'm about 30 hours in and I'm starting to agree with their review in some ways. For example, the fact that the message doesn't really change. Not that I have a problem with that necessarily, just that I don't need it repeated to me over and over again. I'm behind the concept of connecting people and uniting a nation. However, there's a tendency for some of the characters (Diehardman and Amelie) to sound like a broken record as if you need to be reminded why you're working for them.

    I forgive it, though, because there's enough going on in the game to keep me curious. I don't mind the lack of subtlety, it's charming in its own way. After finishing the "Unger" episode I am even more invested in this game than before. I was completely blown away by that transition.

    As @kmj2318 said, the dialog is bad and often leaves a lot to be desired. That being said, there are several moments where the characters and dialog have created a perfect storm for me to begin pondering the various possibilities of what this game is and what it could be. Somehow the game's flaws have still managed to enable it to provide an interesting experience that pushes me to derive my own narrative based in its blunt and strange behavior.

    As the game explains itself, I have more questions. And I feel like I need to finish this to the very end to form my final opinion.

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    ThePanzini

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    #3  Edited By ThePanzini

    Isn't every settlement you add to the chiral network bringing people together its literally the entire point of the game, each settlement you add nets you new tools and gadgets a gameplay metaphor of being stronger together by connecting people.

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    Humanity

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    #4  Edited By Humanity

    I mean are you interested in hearing people tear the game down or are you interested in opinions about the actual plot? The game has a very singular focus and it carries it forward throughout the experience. Whether you like or enjoy this focus is subjective to every individual which is best exemplified by the varied reviews out there. IF you didn't like it, or you don't like the dialog then sure, but what is the actual point of the thread? So that we can all come together and reiterate that Kojima writes poorly or that he uses cliched and simple metaphors? I'm sure there are plenty of places where people are more than happy to go in detail about how "bad" everything about the narrative is.

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    ghost_cat

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    Well, does it say something to you? And are you like "totally?" Then Death Stranding may have spoken to you!

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    deactivated-6373f6c34cbfb

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    @humanity: “ I mean are you interesting in hearing people tear the game down or are you interested in opinions about the actual plot?”

    Either. The way you’re coming off is confusing to me. Maybe you misread the OP?

    @thepanzini: that’s all true, but over the course of the game another narrative starts to show in little bits. Then the cutscenes that follows the first set of credits subverts a lot things.

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    deactivated-6373f6c34cbfb

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    @thepanzini: @humanity: “ I mean are you interesting in hearing people tear the game down or are you interested in opinions about the actual plot?”

    Either. The way you’re coming off is confusing to me. Maybe you misread the OP?

    @thepanzini: that’s all true, but over the course of the game another narrative starts to show in little bits. Then the cutscenes that follows the first set of credits subverts a lot things.

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    Gundato

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    @kmj2318: Any chance you'd be willing to expand on what you mean (in spoiler tags)?

    I only read a wikipedia summary of the game so I am definitely missing some nuance, but what you allude to sounded more like "plot" development than message development. Which I think is the crux of a lot of GB's issues with the game

    To stick to Kojima: Think back to MGS2. All throughout that game there is the idea of the influence/memes left in our wake. Snake did Some Shit and Solidus was using that to further his own agenda. Raiden is entirely a product of men pretending they are Big Boss and then trying to recreate Solid Snake. Snake, and by association Raiden, never asked for this, but they caused it. But Big Shell, particularly the last half, added on the theme of passing on one's self, one's "memes", through one's loved ones. Snake and Otacon are bestest buds by this point and Raiden/Rose needs no elaboration (well, it probably does, but not on this topic). Even Emma (problematic as she was) is a product of her love for her brother (... kojima predicted the incest porn craze?).

    it is overall a similar message: What you do matters and will impact generations to come. But it starts more on the side of "our sins live on" and gradually (read: rapidly and abruptly) shifts to the idea of needing to make connections (hmmm) with loved ones to pass on one's good, not just one's bad.

    Neither are particularly deep, but MGS2 (and 1 and 3 and 4 and Rising) at least seemed to do a better job of building on the initial premise. By all accounts, Death Stranding's overall message/"philosophy" does not change from start to finish. Whether that matters or not is up to you, but I am very curious if there was some bit summaries didn't capture.

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    BoOzak

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    #9  Edited By BoOzak

    This seems like a spoiler thread so i'm not going to mark anything. (not that I go into details that much)

    It does have something to say but it's very simple and you can pretty much glean what that is from the trailers. I dont feel like the message evolves but to be fair a good story (in my opinion) doesnt need a strong message or need to make some kind of statement it just needs good character developement and an interesting plot. I found the characters and the world interesting initially, when I didnt know much about them but after hours worth of exposition and technobabble (nonsense in other words) I couldnt care less, and the characters are only as deep as their gimmick, they dont change much beyond maybe Sam himself but even then it feels artificial and it doesnt help that he goes out of his way to state "I have changed!".

    I still enjoyed the game for it's bombast though.

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    deactivated-6373f6c34cbfb

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    @gundato:

    The initial premise of the game is that people need to be reconnected. This game, on it's surface, advocates for "bridges not walls," with strong utopian overtones. The plot undermines this message as much as it supports it, showing that connectedness has good and bad sides. At the end, the entire premise of traveling west to reconnect America is revealed to be a ruse. Sam is being used by Amelie. She wants Sam to connect everyone so that she can commence the final extinction.

    While it looks like on the surface, this game is saying, in simple fashion, that we all need to be connected, it's not that clear throughout the game. It shows that by being connected, we are able to acquire more resources, but that we are also more vulnerable. There is talk about the "price of progress" in some emails that push this further.

    Sam never shows much interest interest in reconnecting America. Even at the very end, receiving accolades from the president, he walks away from that profession. Bridges and Amelie are misleading Sam to "work for the greater good" but really they have their own nefarious plans. Sam turns his back on this. What looks like a lofty goal "to make the world a better place" is really just the elites framing their success as good for everyone. "Make the world a better place" is a meme that big tech companies use. They push the idea that connecting everyone is a universally good thing, when really it's more complicated. I also see this game as questioning big institutions as a whole that act like good citizens. I can't help but to see this as a reaction to corporations being woke when really they don't care, which in light all this Hong Kong controversy, is timely.

    Sam turns his back on the larger society to become a dad. This looks like a rejection of national or global connectedness in effort to regain interpersonal connections. The Cliff storyline supports this too. The elites in the government take away his child (and possibly kill his wife to create a BB, I don't remember if that's why happened or if she died naturally) in the name of progress. I see this as a statement that the desires of people in government and big business is antithetical to the people. Large institutions gain in tearing families apart, and what actually is heroic is pulling back from the culture and focusing on family.

    This game makes a statement about people in power. It's funny that the president that wants to build bridges is as evil as the one that wants to build walls. There is some back story that there was a Trump like president that proceeded Bridget. Bridget seems more like a Clinton type of president. This game a massive rejection of neoliberalism.

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    DrM2theJ

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    I don't think I agree with the assessment that the message "never evolves" or that the game has "nothing to say" now that I've finished it.

    I think it's easy to roll eyes through a lot of the sci-fi part of the ending on Amelie's beach where she goes on--at length--about being an Extinction Entity (EE). That part is basically explaining that reconnecting everyone was a ploy to initiate the final stranding. It has a heavy-handed message to send when the game has Sam (the player) "choose" how to end things--either start the last stranding or stop it and have it wait for people to potentially cause it on their own. But the player doesn't really have a choice. You end up going up to hug her, a very direct physical "connection", and that signals Sam's choice not to start the last stranding.

    Up to that point, the message hasn't really "evolved" in my opinion.

    But that's not where the game ends.

    The remaining parts of the game are essentially about the immorality of the entire BB project. Up to this point in the game, a lot about the BBs has been treated so callously. But over the course of the game Sam and Deadman come around to loving Lou like a baby, not just a BB. This development comes to a head in the Lou chapter when we finally learn that Cliff was Sam's dad and that Sam was the original BB. The immorality and inhumanity of the entire BB project is laid bare when Bridget insists on Cliff's death, and that scene where Sam is blocking Die-Hardman from shooting Cliff and BB (who is actually himself as a baby) is the climax of the whole thing.

    So the end of the game reveals that the "connections" of the chiral network aren't actually a positive by default. Making those connections enabled the final stranding to start. And making those connections justified the inhumane BB project from the very beginning. From my perspective, it's suggesting that "connections" are not always positive--they can be manipulated for negative uses.

    On a related note, some people seem to walk away from the game saying Sam hasn't changed, but he's changed dramatically. He says he hasn't changed to Fragile at the very end, as he walks away from Bridges. But this is after multiple instances of him allowing people--his friends Deadman and Fragile in particular--to physically touch him, something he detested throughout much of the game. But his final moments at the incinerator with Lou really show that he has changed. He's rubbing Lou's lifeless body trying desperately to get him to wake up because he has changed. He cares about Lou.

    So those are examples of why I think it did have an evolving message and "something to say". All that said, I think the story pacing in the game was terrible and I think it backloaded way too much of it. I also don't think the story was earthshattering or anything. But I do think it was more complex than the "connections = good stuff" from the beginning of the game and the marketing campaign.

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    Abetorias

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    MG1 - Nuclear proliferation bad/Don't be a tool

    MGS2 - MEMES/Don't be a tool

    MGS3 - Nukes still bad/Sometimes you have to be a tool

    MGS4 - I have no fucking idea, please help

    MGS5 - Great gameplay/Underrated Multiplayer/Quiet was mostly naked for reasons, you see

    Death Stranding - Fighting against extinction gives purpose to life/Live day to day/Make real connections/Don't get addicted to likes/don't use babies as tools/don't overburden yourself/Visit Iceland

    Uh yeah, I'm thinking it's pretty deep. Alex didn't get it because he's a drummer

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    MerxWorx01

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    @abetorias: for MGS4 if say that the during the Iraq and Afghanistan War the idea of commodifying war by way of PMCs with Blackwater being in the News at the time Kojima decided to take it to the extreme by making every aspect of war into a heavily controlled and monetized thing where slick commercials for PMC groups and mood stabilizers for every combat scenario were common place. Everything is ID tagged down to the bullet as if every gun is ready to be audited and foreign countries are sectioned off like a work site and borders sold by the contract and are under occupation by contractors. Once war is controlled and monetized to such extremes we in turn see it as the norm and no longer see it as an abberation but business as normal.

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