Walking Game

I’ve finally started playing Death Stranding and it is delightful and weird and everything I want it to be. Basically, you play as a Porter, bringing things from A to B, by walking and sometimes balancing your load. It takes place in a post-apocalyptic America after the Death Stranding put a hold to civilization and isolated everyone. It’s up to Sam (you) to reconnect the United Cities of America by visiting various outposts and connecting each Strand and Knot together (get it?). There’s also the mysterious Timefall, a rain that speeds up time on all it touches, a consistent danger in the world that’s heralded by an inverted rainbow. Also, BTs, which are, um, ghosts(?) that follow you by your breathing. And a fetus strapped to his chest that helps you sense those BTs but also has memories of its own. And if a BT grabs hold of a living person they can create a massive explosion that obliterates everything around it. But not Sam, since he’s a repatriate and able to come back to life.

Like I said, the game’s fricking weird.

And oh how I love it.

I’m only a few hours in, but I know I’m in for a ride. In part because director/writer/producer/auteur Hideo Kojima proved in the Metal Gear Solid games that he is a man with a vision. That vision may be totally bonkers and nuts, but he knows what he’s doing and you’re just along for the ride. I’ve been looking forward to Death Standing for years, so my personal hype makes sense, but I’m just so darn delighted by how completely devoted to its weird idiosyncrasies it is.

Perhaps it helps, then, that gameplay is so basic. You’re walking. Amidst all these complex themes (seriously, I found myself looking up chirality and knot theory on Wikipedia during my commute because of this game), the core mechanic is just going from A to B, traversing ridges and fording rivers and using a ladder to get a little higher. You’ve gotta load your gear just right so you don’t topple over, and toppling over is bad because you don’t want to damage whatever it is you’re transporting.

It’s simple.

But I know it’s gonna get more complex. Not just because I’ve seen trailers for the game that involve doing more than I’m doing now, but because that’s how video games work. You start off simple, with the basic mechanics of the game (in Death Stranding, it’s walking and balancing; in Super Mario Bros., that’s jumping and squashing goombas; in Breath of the Wild, it’s walking around and hitting things with sticks) and as the game goes on things get more complex (Wild gives you a hang glider, Mario has you swimming sometimes, Death Stranding, well, I’m not there yet).

A neat part of a well-made game is how the game gets more complex as it goes. It takes time, sure, but by the endgame, you’re managing a variety of systems and mechanics that would have been overwhelming at the get-go. Metal Gear Solid V starts you off with only a couple guns and a horse. Over time you’re able to deploy decoys, call in helicopters, have a sniper buddy, drive a tank, and play music on a Walkman. It’d be a lot to drop on you at once, so instead, the game paces it out, introduces you to things as they happen. The MegaMan games are like this too; with the platforming starting off simple and later stages throwing more curveballs at you and mixing things up as you go on, so by the time you reach the final stages you’re acing all that came before.

As of now, Death Stranding is a simple game with a lot of crazy ideas, and I know that simplicity is foundation for more interesting stuff later on. In the meantime, it’s a really weird game about walking and I am so here for it.

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