Small wonder that Sony moved to snap up console-exclusive rights to
Hideo Kojima's first game after his acrimonious split with Konami.
Kojima and PlayStation have a close relationship that dates back to
Metal Gear Solid's debut in 1998. Beyond that, Sony's commissioners have
a helpless weakness for the most ambitious and bizarre visions of video
gaming's great auteurs and obsessives. If you are a Fumito Ueda, or a
David Cage, or a Kazunori Yamauchi, and you have a weird idea for a game
that cannot possibly be made on budget and will confuse the hell out of
the marketing department, then Sony has a few million dollars with your
name on them.
Well,
Kojima has delivered. On time, surprisingly, but also 100 per cent on
brand. The first release from his new studio Kojima Productions and his
first non-Metal Gear game since 2003's Boktai, Death Stranding is
nothing if not an event. It is at once unmistakable as his work and
surpassingly strange. It is grandiose and goofy, liberating and
frustrating, thrilling and audaciously dull. It boldly strikes out for
new territory even as it gets bogged in the mire of convention. Its
preoccupations are nakedly displayed while its plot is borderline
incoherent. It's hilariously indulgent of its creator; the production
could certainly have used more people who were willing to tell Kojima
no. Although perhaps we can be glad they weren't around. If they had
been, Death Stranding would be more like other games, and that would be a
shame.
Mystification at Death Stranding's content and storyline,
which has persisted since it was announced, doesn't really end when you
start playing it. It turns out the PR wasn't being deliberately
enigmatic - it just is that weird. It really is a game about delivering
packages in a desolate future where the veil between death and life has
been torn. After a catastrophic event known as the death stranding,
America is a dangerous wasteland stalked by reckless bandits and
frightening apparitions known as BTs. Rain accelerates the passage of
time for anything it touches. Understandably, most people live
underground. As Sam Porter Bridges - a stolid deliveryman, played by
Norman Reedus - you must reconnect a fragmented society by bringing
bunker-like waystations, outposts and cities onto the "chiral network", a
kind of ectoplasmic internet.
It's
an odd universe, laden with symbolism: bridges, ropes, hands, babies,
umbilical cords and the signifiers of death are everywhere. If it has an
eerie power - and it definitely does - it is not thanks to the
heavy-handed thematic treatment or the clumsy writing. Seldom has a game
worked so hard to explain itself only to fail. The actors spend most of
their time valiantly wading through a tar pit of exposition that
somehow does little to advance your understanding or flesh out their
strikingly designed characters. (In fact, this game is so obsessed with
exposition that it continues through, and then past, the end credits.
The entire hours-long final act of the game is so overblown, it's a
scarcely believable display of hubris.)
Credit where it's due to
the cast: Qualley adds a much-needed note of relatable humanity; Seydoux
does her best with a faintly icky characterisation. Reedus does the
gruff everyman thing well enough and his compact physicality really
grounds Sam as an avatar. Del Toro, the acclaimed Mexican film director
and connoisseur of pop-culture weirdness, seems to be having the most
fun with this nonsense, and is a lively presence throughout. Kojima
continues to have an awkward relationship with his female characters,
who are objectified or mythologised in uncomfortable ways: mothers,
sisters, soulmates and tragic ghosts, often muddled together. It's fair
to say that the men are hardly more than ciphers, either.
Where
does Death Stranding get its strange power from, then? Why will it
linger in the memory long after the 50 hours or so (not counting
sidequests) you spend playing it? At this point, it's worth puncturing
the image of Kojima as gaming's supreme auteur to remind yourself that
he has had a vital collaborator on almost every one of his games: the
artist Yoji Shinkawa. Together, Kojima and Shinkawa have created
indelible characters and crafted a signature look: a kind of muscular,
sinuous, faintly sinister futurism, powered by robotics and haunted by
the bomb. Death Stranding, on which Shinkawa served as art director,
weaves in a new strand of ghostly horror, and is perhaps their most
potent creation yet.
It
cuts Metal Gear's ties with the real world; although nominally set
maybe 100 years in the future, Death Stranding feels as if it exists
much farther off. It's a distant, bleak fantasy of humanity drifting
toward oblivion. The landscapes are stark, melancholy, empty. Hard,
clean materials streak with rust in the "timefall". The technology is
skeletal: one particularly memorable creation, brilliantly animated, is
the Ordradek, a flower-like scanning arm that sits on Sam's shoulder,
pulsing, spinning and pointing to indicate the presence of BTs. The BTs
themselves are genuinely haunting. They manifest, variously, as sudden
handprints in black mud; floating, smoky figures tethered by winding
umbilical chords; grasping torsos emerging from puddles of tar; and
ghastly, thrashing, monstrous fish.
Sam trudges across this
unsettling, beautiful space, bringing packages from one place to
another. That really is the substance of Death Stranding: fetch quests.
It could almost be a parody of rote open-world game design, but it turns
out that Kojima Productions is deadly serious about it. It wants the
simple act of navigating this world, from A to B, to be challenging and
evocative. It is. Sam must carry his load on his back, stacked high, and
he must bring the equipment he needs with him, too: weaponry, ladders,
climbing ropes, supplies, spare boots in case his wear out. He has
finite stamina and endurance reserves, and you need to think about
weight distribution and balance. The landscape is rugged, so you need to
plot your routes carefully, pulling the controller's triggers to keep
Sam on an even keel. Climbing is hard, but descending is more dangerous
still, and if you topple your cargo may be damaged.
It
is steady, hypnotic stuff. Some may find it boring. I enjoy hiking
myself and found it startlingly true-to-life to pick my way through the
rocky outcrops, footfall by footfall. The maps encourage this, being
convincingly organic, meticulously designed and completely open. I liked
the game best when I planned a circuitous route for a delivery and was
rewarded with a long, lonely walk through silent, beautiful views; or
when I figured out that I could shortcut a very long delivery by taking a
risky, gruelling trek through a high mountain pass. The loop is one of
careful preparation - selecting your equipment, optimising your load,
planning your route - followed by the journey. It's fair to say that it
can be pretty dry, and the micromanagement can be onerous. But at its
rigorous best, Death Stranding reframes your relationship with an
open-world landscape in much the same way that The Legend of Zelda:
Breath of the Wild did.
For both better and worse, that's not all
there is to it. There are vehicles - bikes and trucks - though they're
not always well suited to the landscape. There is combat with human
bandits, which is a blend of stealth and scrappy, panicky combat
familiar from Metal Gear. There are BT encounters, which are wonderfully
creepy and suspenseful at first, as you try to crawl past the ghouls
without being detected, but aggravating and strangely pointless when you
are caught and must face one of the larger apparitions, which can be
fought or fled from. There are some boss battles, though none to match
the classic, theatrical encounters Kojima has staged in the past. As in
Metal Gear, there is an abundance of overdeveloped, underused gadgetry
and systems. As in Metal Gear, there is a satisfyingly exacting way to
play, but you are just as likely to blunder or brute force your way
through.
Here's another contradiction for you: it is a very lonely game, but
you are never alone. Death Stranding takes Dark Souls' idea that other
players can leave messages in your game and expands upon it. Once you
have connected an area to the chiral network, you can see messages and
use equipment players have left behind, entrust deliveries to them or
pick them up, and collaborate with them on building useful
infrastructure like roads, safe houses and shelters. Sometimes this
kills the mood a little, but more often than not it's a life saver, and
there's nothing more pleasing than creating a particularly useful
structure and having it go viral. Other players reward you with Likes,
which you also earn from making your deliveries and other in-game
actions, and which seem to be the most prized currency in this world.
They are Death Stranding's equivalent of experience points and feed into
a fuzzily defined character progression system.
Both the Likes
and Sam's job - a kind of heroic, public-service version of a
gig-economy courier - have a deliberately mundane and contemporary
resonance in this otherwise otherworldly setting. I think it's
deliberate, anyway, and Kojima does have something to say about how we
are engineering ourselves into a state of busy isolation (though some
might question his thesis that the best way to bring people together is
by expanding network coverage). The commentary is earnest, if a little
on the nose. Sadly, it gets lost in a froth of stoned-undergrad-grade
existential waffle towards the end of the game, as Kojima strains
unsuccessfully to make something meaningful of his nonsensical story and
garbled lore.
As the credits roll on Death Stranding, heavy with
unearned pathos, the impression you're left with is of a
self-congratulatory monument to the ego of a creator who is high on his
own supply. Has Kojima always been this full of it? Maybe. But then you
return to the game proper, select a humble delivery order, lace up your
boots and plan another reckoning with those unforgettable, haunted
moors. And you realise that this game has got under your skin in a way
few do.
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