When Death Stranding launched, the reviews fell into two piles. One pile said it was a profound and lonely meditation on connection. The other pile said it was a six-hour idea stretched across sixty hours, with cutscenes that wouldn't end and a name that wouldn't quit. Both piles were partly right. Six years later, with the sequel out and the dust mostly settled, I think the first pile is winning. Quietly. The way the game itself wins everything.

The pitch is famously absurd: a near-future America has been broken by an event called the Death Stranding, which has fused the world of the living to the world of the dead. People live in scattered bunkers, terrified of going outside. You play a courier named Sam who reconnects the country, one delivery at a time, by carrying boxes from one isolated stranger to another isolated stranger, mostly on foot, mostly uphill.

That description sounds like a chore simulator. It is, in a way. But the genius of the game is that the chore is doing something. The chore is the argument.

The strap economy

Most games hide their systems. You press the button; the character does the thing. Death Stranding does the opposite. It puts the systems on the screen — literally, on Sam's body. You see the boxes you've agreed to carry. You see the straps holding them. You see the angle they sit on his back, the way they shift when he runs downhill, the way they fall off if you trip over a rock at the wrong speed.

The genre-changing trick is that the systems are doing visible labour. When you slow down to ford a river, you can see that you slowed down because you read the situation, not because the game decided you should. When the package on your back falls off, you can see that it fell because you arranged the load badly, two hours ago, when you were too proud to stop and rearrange. There is no save scumming around that. The game makes a quiet, persistent case for being honest with yourself, and the case is built into the controls.

Ladders, ropes, and the kindness of strangers

Here is where the loneliness pivots into warmth. Death Stranding is, technically, a single-player game. You can play the whole thing without seeing another player's avatar. And yet, more than any multiplayer game I've ever played, it is about other people.

When you place a ladder against a cliff so you can climb up, the game tells you (after the fact, gently) that the ladder is now accessible to other players. When you build a footbridge across a river, other players' Sams will use it. When you set down a charging station near a generator, somebody you will never meet will, six time zones away, plug their bike in and shave forty minutes off their delivery, and the game will quietly say: thanks. someone you'll never know is grateful.

You build for them. They build for you. The world is full of the residue of strangers who have all, independently, decided to leave the place a little easier for the next person. The game has invented an almost impossibly tender form of multiplayer: asynchronous helpfulness. There is no leaderboard. There is no scoreboard. There is just a ladder somebody hauled three kilometers up a mountain so you wouldn't have to.

Death Stranding is the only game I can think of whose multiplayer ethos is the opposite of "destroy." It is "leave a ladder."

Why this works in a post-apocalyptic setting

The setting is not incidental. Death Stranding could have been a game about a postal service in a normal world. It would not have been the same game.

Post-apocalyptic fiction has, for most of its history, been about scarcity. There are not enough bullets. There are not enough cans. There are not enough people you can trust. The plot is some version of: how do you survive when the resources are gone?

Death Stranding rewrites the premise. The scarcity in this world is not bullets. It's contact. It's the willingness to leave the bunker, to talk to the man you don't trust because he's the only man who can fix your truck. The game's central observation is that, when contact becomes the scarce resource, most of the standard post-apocalyptic violence stops making sense.

Why kill a stranger when finding one is already so hard?

The game asks this question, mechanically. Combat exists. It is bad. It is supposed to be bad. The combat feels clumsy and reluctant because Sam is clumsy and reluctant about it. You can kill a bandit. You can also walk around the bandit camp by taking a different ridge. The walk is almost always more interesting than the fight. The game is, in its quiet way, saying: the fight was always the boring choice. the walk was the point.

The architecture of the cutscene

The cutscenes are long. They are the most criticized thing in the game and the second most loved. They are very Kojima. They are also doing something specific.

A standard game cutscene moves the plot forward. The Death Stranding cutscene, more often than not, does not move the plot forward. It moves a feeling forward. It sits with one of the bunker dwellers — Heartman, Deadman, Mama — for fifteen or twenty minutes, almost in real time, watching them talk to Sam about something that has nothing to do with the mission. It is, weirdly, the most novelistic gameplay device of the last ten years.

These cutscenes are slow because the world is slow. They are long because Sam, after walking for forty real-life minutes, is willing to sit down and listen. The structural argument is: this is what it looks like to spend time with someone, when spending time with someone has become a rare event. it takes a while. don't skip.

The architecture of loneliness

Here is what I think the game is really about. Loneliness is not the same as solitude. Solitude is a room you choose. Loneliness is a room you can't leave. Death Stranding is a game about the architecture of that room — its walls, its windows, the way light enters it, the ways out that look like ways out and the ways out that actually are.

The bunkers in the game are not metaphors. They are bunkers. People live in them because there is real, immediate danger outside. But the bunkers also work as a description of how a lot of people live now, post-pandemic, post-everything. The world is technically open. The wifi works. The deliveries come. And yet a lot of us, when we look up from our screens, find that we have not actually been outside in days, and that we are not entirely sure how to start.

The game says: it starts with one delivery. Then another. Then a ladder you leave behind, because somebody else might come this way. Then a bridge. Then, gradually, an entire continent reconnected, person by person, box by box. The architecture of loneliness has a door. The door is heavy. You open it by walking.

What the sequel keeps

Death Stranding 2, out for a year now, keeps the strap economy and the asynchronous helpfulness and the long, weird cutscenes. It loses, here and there, a little of the quiet. There are more set pieces. There is more combat. There is, in places, an actual war.

I think that's fine. The first game made an argument that didn't need to be made twice in exactly the same way. The sequel inherits the argument and tests it under new pressure. You can still leave ladders. You can still walk around the fight. You can still sit with a stranger for fifteen minutes and learn something about them that wasn't on the quest tracker.

And that, I think, is the lasting trick of the series. It is not a series about the end of the world. It is a series about the daily work of remaking one. The work is mostly carrying. The carrying is mostly boring. The boring is mostly the point. And somewhere in the middle of it, when you crest a hill and see a small string of lights — bunkers somebody else reconnected, ladders somebody else left, footbridges held together with somebody else's patience — you realize that the loneliness has, quietly, become company.

That's a hell of a thing for a video game to do. I don't know what else to say about it. You should probably go play it.


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