We’re not too far away from the release of Death Stranding 2: On The Beach, and rcently I’ve been thinking about my time in the original.
Death Stranding is a game that’s never really left me, and springs to mind regularly. I couldn’t quite quantify it at the time, trying to write about it and rationalise it. Now, though, I feel like it’s sunk in. Whilst I could barely recollect the story, or at least remember what sense I made of it at the time. It was more than just the narrative or the gameplay that stayed with me.
Death Stranding was doing something different. Something unique, and, actually, special. Focusing on the world after a catastrophe. Examining what it means to re-connect everyone, and looking at how on earth we’d go about it.

Throw in some politics, sci-fi, stunning vistas, a star-studded cast and a soundtrack that made me a fan of loads of new artists. Death Stranding is an experience. And, with hindsight and a fresh playthrough I wonder if it’s a masterpiece.
Here are arguments both for and against it, because, for all of the wonder. It can definitely be confusing, inaccessible and perceived as being a bit too far up its own arse.
What do you think?
Argument FOR Death Stranding Being a Masterpiece
Unparalleled Vision and Originality
Death Stranding is undeniably unique. In an industry often accused of stagnation and iterative design, Kojima delivered a game unlike anything else. Its “strand game” genre aims to connect players in a subtle, asynchronous multiplayer experience, fostering a sense of community and mutual aid in a desolate world.
This bold deviation from conventional gameplay loops is a testament to its artistic ambition.
Deep, Philosophical Narrative and World-Building
The game delves into complex themes of connection, isolation, life, death, and the human condition. The narrative, though abstract at times, explores profound existential questions through its unique lore, characters, and metaphors (like the “Death Stranding” event itself, Timefall, and the Beaches).
It encourages introspection and offers a thought-provoking commentary on society’s increasing interconnectedness while also highlighting the fragility of those bonds.
The world-building is meticulous, creating a hauntingly beautiful and desolate America.

Innovative and Meaningful Gameplay Loop
While often labeled a “walking simulator,” the act of traversal in Death Stranding is its core mechanic and a deeply engaging one. Players must meticulously plan their routes, manage cargo weight and balance, and strategically utilize tools and structures to navigate challenging terrain.
This seemingly simple act becomes a meditative and rewarding experience, amplified by the asynchronous multiplayer elements where players leave behind helpful structures (bridges, roads, ladders, zip-lines) that benefit others, fostering a genuine sense of collaboration and contribution. It makes the act of delivering cargo meaningful and satisfying.
Stellar Presentation (Graphics, Sound, Performances)
Death Stranding is visually stunning, showcasing the power of the Decima Engine with breathtaking landscapes, detailed character models, and impressive environmental effects.
The atmospheric sound design, coupled with an evocative soundtrack by Low Roar and others, perfectly complements the desolate mood. Furthermore, the star-studded cast (Norman Reedus, Mads Mikkelsen, Léa Seydoux, Troy Baker, etc.) delivers exceptional performances, breathing life into their complex characters.

Emotional Impact and Unique Player Experience
For many, Death Stranding is an incredibly emotional journey. The isolation of Sam Porter Bridges, his struggles against the elements and supernatural threats, and the gradual reconnection of America create a powerful sense of empathy and triumph.
The subtle interactions with other players, seeing their structures or receiving likes for your own, can be surprisingly heart warming and create a unique sense of shared struggle and accomplishment.
Argument AGAINST Death Stranding Being a Masterpiece
Repetitive and Pacing Issues
Despite its innovative core, the gameplay loop can become repetitive for many players. The sheer volume of deliveries, especially in the early hours, can feel like a chore. While new tools and vehicles are introduced, the fundamental act of carrying cargo across varied but ultimately similar terrain can lead to monotony.
The narrative also suffers from pacing issues, with lengthy cutscenes and exposition often interrupting the flow of gameplay, especially in the early chapters.
“Walking Simulator” Label and Lack of Traditional “Fun”
For players expecting a more action-packed or traditionally “fun” video game experience, Death Stranding can be a severe disappointment.
The slow, deliberate pace of traversal, combined with limited combat and environmental interaction (outside of delivery mechanics), leads many to dismiss it as a “walking simulator.” This focus on methodical movement over immediate gratification can be off-putting for a significant portion of the gaming audience.

Overly Convoluted and Self-Indulgent Narrative
While praised for its depth, the story can also be criticized for being overly complex, convoluted, and at times, self-indulgent. Kojima’s signature narrative style, characterized by extensive exposition, cryptic symbolism, and a large cast of eccentric characters with often on-the-nose names, can be overwhelming and confusing.
Some plot points feel underdeveloped or have perceived plot holes, leaving players with more questions than answers.
Clunky Combat and Limited Enemy Variety
Combat encounters, while present, are often seen as the weakest aspect of the gameplay. They can feel clunky and unintuitive compared to the refined traversal mechanics. The variety of enemies is also limited, primarily consisting of MULEs (human bandits) and BTs (supernatural entities), leading to predictable engagements.
The focus on stealth and non-lethal approaches, while thematic, can also feel restrictive for players who prefer more direct confrontation.
UI and Inventory Management Frustrations
The user interface (UI) and inventory management can be cumbersome and overly complex. Navigating menus, organizing cargo, and understanding the myriad of stats and options can be a frustrating experience, especially for newcomers.
The constant need to balance cargo and equipment adds a layer of realism but can also be an annoying hindrance to efficient gameplay.

What do you think?
The more time I think about it, the more I lean towards it being a masterpiece, and actually, I wonder if a follow-up could ever hit in the same way. Will Death Stranding 2: On the Beach people to strike the same chords with people? With it not neccessarily being a new world and a continuation of a story this time, can people get pulled into it in the same way?
I think probably yes. Hideo Kojima is very good at knowing what his product is and delivering his vision. Which has consistently hit all the right notes in the gaming world.
Looking at it like Breath of the Wild and Tears of the Kingdom. We thought here, that it was the impossible follow-up. But it ended up being better in so many ways.
Kojima has it in him, we want more of it, and well, very few games impact players like Death Stranding.
Death Stranding is a masterpiece, a unique, interesting and emotionally impactful game that helped us re-examine what games could and should be. Did it please everyone? No. But what does?
If you haven’t played it, you really should. But it’s so easy to get turned-off by it, I can absolutely see why people can’t engage with it. Perhaps that’s good though. Isn’t all art emotive? Don’t we all feel and view things differently and react accordingly?

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