Game Review: Death Stranding: Director's Cut (XSX)

 





When Hideo Kojima announced that his first project after leaving Konami would be something called Death Stranding, the internet exploded with speculation. The trailers featured dead whales, black silhouettes on the horizon, a crying baby in a pod, and Norman Reedus standing on a beach full of… well, mysteries. Kojima, the master of convoluted narratives and playing with players’ expectations, once again did what he does best – fueling curiosity for months while revealing almost nothing.

But when the game finally landed in players’ hands, it turned out that – contrary to fan theories about epic spy missions or battles with interdimensional armies – the core gameplay was… delivering packages. Sounds trivial? It is. But, as with most Kojima projects, even a simple task becomes a pretext for an elaborate, philosophical tale about human connection, death, loneliness, and hope.



America in pieces, people in isolation

The world of Death Stranding is a post-apocalyptic vision of the United States. A cataclysm known as “Death Stranding” tore reality apart, brought supernatural beings called BTs (Beached Things) to Earth, and destroyed social bonds. People live in isolation, locked in shelters, afraid to step outside.

In this world, we meet Sam Porter Bridges (Norman Reedus), a courier who takes on the mission of rebuilding the country – not out of patriotism, but more out of obligation and… a lack of better options. His job is to deliver essential supplies and connect more settlements to the so-called chiral network – a futuristic form of the internet that enables the exchange of information and technology.

On his journey, Sam meets a cast of colorful characters: Fragile (Lea Seydoux), a woman with a tragic past; Heartman (Nicolas Winding Refn), a scientist living in 21-minute life cycles; Deadman (Guillermo del Toro) – a tech expert with dark humor; and BB – a baby in a pod that serves as both a work tool and the emotional heart of the story. There are also antagonists – including Higgs (Troy Baker), a terrorist with the manners of a cartoon villain, and the mysterious Cliff (Mads Mikkelsen), who delivers some of the most moving scenes in the game.



 Courier simulator with a twist

The core gameplay loop is simple: pick up cargo, carry it to the destination, keep it in good condition, and avoid hazards. This can be medical supplies, food, building materials… or even pizza, which must be delivered horizontally. Kojima treats even such trivial tasks with absolute seriousness.

What might sound like a “walking simulator” is, in practice, a systemic puzzle where you must account for:

  1. Terrain – hills, rocks, rivers, and mud can trip Sam, and a fall often means damaged or destroyed cargo.

  2. Weight distribution – every kilogram matters; poorly balanced loads affect your stability.

  3. Weather – rain (Timefall) accelerates the decay of equipment, forcing careful route planning.

  4. Enemies – BTs that react to Sam’s breathing, and MULEs – human raiders hunting for cargo.

The more deliveries you complete, the better Sam’s skills become: he can carry more, maintain better balance, and use advanced equipment – from exoskeletons to ziplines.



Help from another world

One of Death Stranding’s most original features is its asynchronous multiplayer. You never see other players directly in your world, but you can use the effects of their actions – bridges, ladders, ropes, and generators they’ve left behind. You can also build structures yourself that may save another player’s life. The “likes” system acts as both prestige currency and a soft incentive for altruism.

It works phenomenally – one moment you’re racing against the clock and terrain, and the next you find a perfectly placed bridge built by someone probably just thinking of their own route. This kind of invisible cooperation creates a real sense of connection with others.



 Less Metal Gear, more improvisation

Kojima is known for creating brilliant combat systems, but here he deliberately reduces their importance. Fighting BTs is mainly about avoiding contact or using biological weapons (literally – made from Sam’s bodily fluids). Encounters with MULEs are straightforward – you can knock them out or disable them with non-lethal weapons. Killing humans is actively discouraged, as it leads to catastrophic story consequences.

Boss fights? They are visually impressive but mechanically simple – more spectacle than challenge.

 From frustration to satisfaction

The first hours can be slow – no advanced gear, repetitive terrain, and a deliberately unhurried narrative. But the more you progress, the more it becomes clear this is intentional. The game gradually rewards you with better tools and shortcuts, giving a sense of tangible progress. The moment you connect more points to the chiral network and start building your own infrastructure is pure satisfaction.



Kojima Productions at full power

Visually, Death Stranding is stunning – landscapes are photorealistic, character animations are detailed, and atmospheric effects (especially Timefall) are breathtaking. The actors’ faces are recreated perfectly, adding weight to dialogue scenes.

The soundtrack is a mix of ambient music and tracks by Low Roar and other artists. Music appears at perfect moments – when you crest a hill and see your destination in the distance, with a melancholic song playing in the background, it’s hard not to feel chills.

Between pathos and absurdity

Kojima serves up a cocktail of big ideas, pseudoscientific explanations, and absurd character names (“Fragile,” “Deadman,” “Heartman”). Beneath the layer of bizarre metaphors lies a simple, human story about the need for connection and the strength we find in others.

The plot is uneven – moments of genuine emotion mix with overly long expository scenes, and some characters (especially Higgs) are one-dimensional. Still, the relationship between Sam and BB, along with the final act, give the game emotional weight that lingers after the credits roll.

Pros:

  • Unique approach to multiplayer – real cooperation without direct contact.

  • Atmospheric, moving soundtrack.

  • Realistic movement and weight mechanics.

  • Beautiful graphics and detailed facial animations.

  • Sam and BB’s relationship – the emotional heart of the game.

Cons:

  • Slow pace in the early hours.

  • Simple, often unsatisfying combat..

  • Repetitive objectives over the long term.

Final score: 8/10

Death Stranding is a game that divides players. Some will see it as a boring courier simulator, others – as a profound story about bonds and hope. Kojima has created a unique experience, at times frustrating, but also moving and unforgettable. It’s a title that demands patience but rewards those willing to give it a chance.





My Gameplay:


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