If anyone says they completely understand what Death Stranding is about, they’re fibbing. It’s as simple as that. But thankfully Hideo Kojima continues to try and share his vision with the rest of us ahead of its upcoming release. And the latest nugget of information lets us know there are consequences to our actions.
But I assume this is just one of the moral lessons digitally woven into this masterpiece.
The story unfolds around Sam Porter Bridges, who is trying to reunite the fractured United States. He meets a number of unplayable characters – some central, others temporary distractions – and delivers them much needed supplies. Along with the temptation of the Chiral Network, of course. But a few of these “friends we haven’t met yet” will require a more regular delivery, something the logistics of an open world doesn’t accommodate.
That’s because, as you venture further into the tale, you’ll tread even farther away from their place in the game. And then you’ll have to deliberate whether to turn back and continue to help, or put their needs to the back of your mind and not look back.
I assume it is something that will resonate with some gamers more than others. But it’s an interesting mechanic that you’ll meet early on in the game. As Kojima explains:
“We have a character who lives deep underground. He is sick and needs medicine, and Sam can deliver it. Since this happens at the beginning of the story, this is a must.”
“After completing this quest, the player himself chooses the following actions: you can constantly go to the old man and carry medicine; can deliver other items; You can listen to his stories from the past.”
But the reality is the majority of us will carry on with the game and leave this poor soul succumb to his fate. And that is the kind of decision the developer wants to prompt, the results of which will be interesting to monitor.
Is anyone here a psychology major?
Death Stranding aims to settle our confusion from November 8th. But then again, there’s a chance everything will remain as befuddling as it is now. And that’s the magic of Kojima.
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Living life one Batmobile chase at a time. When she’s not writing about video games, she’s writing terrible jokes that even a Christmas cracker would be embarrassed to share.