11

Death Stranding Director’s Cut review: More fun, just as divisive

 2 years ago
source link: https://arstechnica.com/gaming/2021/09/death-stranding-directors-cut-review-more-fun-just-as-divisive/
Go to the source link to view the article. You can view the picture content, updated content and better typesetting reading experience. If the link is broken, please click the button below to view the snapshot at that time.
neoserver,ios ssh client

Norman Reedus and the magic fetus —

Death Stranding Director’s Cut review: More fun, just as divisive

This extras-packed release is the one to play—if you're on board with Kojima's crazy ideas.

Steve Haske - 9/24/2021, 3:42 AM

  • Sam's Odradek acts as a sensor for BTs.
  • This is how the game looks in normal widescreen...
  • ... and this the extended FOV in ultra-widescreen.
  • Sam talks with his handlers at Bridges through the Chiral Network.
  • Death Stranding Director's Cut features many stunning environments.
  • Bodies must be incinerated before they become BTs.
  • Beautiful lighting.
  • Sam must occasionally rock BB in stressful situations to prevent him from getting autotoxemia.
  • A hard haul.
  • Sam runs from a BT, courtesy of the game's photo mode.
  • Sam struggles with a heavy load.
  • Hangin' out in the private room.

Death Stranding's release in 2019 was probably the most anticipated game of Hideo Kojima's career.

The Metal Gear director had arguably become the premiere auteur in video games, with a reputation for convention-bucking design, meta-humor, and unapologetic cinematic influences. But this project was the first child of his acrimonious divorce with Konami, and no one had a clue what he might do next.

Death Stranding was appropriately weird, whatever it was. The first teaser had crab exoskeletons on a lifeless beach, tar handprints pressed in the sand, a naked, weeping Norman Reedus (The Walking Dead) tethered to a tiny, distressed baby, beached whales, and dead fish. All with zero indication of what the game actually was.

The teaser encapsulated Kojima's entire body of work: take it or leave it. As Senior Gaming Editor Kyle Orland noted in our original review on PS4, Death Stranding is Hideo Kojima unleashed. So what could possibly be left for a Death Stranding Director's Cut? It turns out, quite a lot—just maybe not by that name.

A Hideo Kojima Game, still

Yes, Death Stranding has finally hit PS5, and it's as uncompromising now as it was two years ago—even if it doesn't much resemble a director's cut in the typical film sense. Unlike Ghost of Tsushima Director's Cut (Sony's other recent PS5 re-release buoyed by extended content), Death Stranding's doesn't have a full-blown expansion bolted on to its older foundations to help flesh out its story.

Kojima doesn't agree with its naming convention, either, which won't faze anyone who follows his daily film, book, and music recommendations on social media. In a recent tweet, he offered a more fitting name for this release ("Director's Plus"), confirming that there wasn't a collection of cutting-room-floor scenes inserted back into the original's ambitious, unwieldy script. Everything that he wanted to include is in there.

Advertisement

If you skipped Death Stranding when it was on PS4 or PC, Director's Cut is the one to play. It offers fresh goodies for players to mess around with and a couple of fun, if bite-sized, new mission areas which blatantly call back to Metal Gear, among other things. As a bells-and-whistles port, it does a good job of expanding on its delivery-man-in-the-post-apocalypse-simulator premise, bolstered by the exclusive DLC of its release and tweaked further to take full advantage of the PS5's suite of exclusive features.

These extras don't necessarily push things far outside the grueling moment-to-moment revolutions of the game's underlying systems—and in some instances, they even intensify the game. But what stands out more to me than the advertised toys is how KojiPro has gone back and seemingly re-finessed what was previously there, going so far as to smooth out some of the prickly rough edges that divided players on release. Though subtle, these revisions offer the best argument for playing (or replaying) this version. That said, I've loved Kojima's work since the '90s, so if you weren't already on board for Death Stranding's wild ride, my digging into what's new here may not change your mind.

For everyone else, you'll find plenty of Kojima goodness. Director's Cut leans into Metal Gear's inclination to turn on a dime from theatrical gravitas to left-field absurdity, something that was curbed a bit in the original Death Stranding. Now you're free to, say, take a break from running for your life past umbilical-corded monsters to build ramps for daredevil jumping over chasms, or use a cargo catapult as a remote-controlled mortar to bombard terrorists in POV with a load of parcels—y'know, normal stuff for any software carrying the "A Hideo Kojima Game" label.

There's more here for diligent players, too. You can uncover additional equipment types designed for more efficient hauls across Death Stranding's desolate landscape, a genuinely unexpected shift that goes a long way toward making Director's Cut as inviting for newcomers as it ever will be. There are also actual changes to the game world itself, though you'd likely never notice them without comparing this version with the PS4's. Regardless of whatever you choose to do, though, you're playing in Kojima's sandbox. Hope you like his pitch.

Advertisement
  • Boss BTs are monstrous.
  • The landscape you navigate is often savage and alien.
  • Sometimes you take orders that require a truck to haul everything.
  • BB is ready for his close-up.
  • Sam can find memory chips hidden around the world, which sometimes unlock new equipment.
  • Mads Mikkelsen, incomparable and criminally underused.
  • Doing tricks, just because.
  • Too bad your new buddy bot is a massive disappointment.
  • Sam encounters other porters in the wild from time to time.
  • The new nightmares Sam can experience in his room seem to suggest Kojima's next project will be a horror game.
  • You'll be using a reverse trike a lot to get around on roads.

Reconnecting the world?

If you've never touched Death Stranding, it's a good example of what happens with a celebrity creative calls up all his buddies to make something crazy. Joining Reedus, several of its characters are played by actors or directors Kojima deeply admires, including Mads Mikkelsen (Hannibal, Casino Royale), Lea Seydoux (Blue is the Warmest Color, Spectre), Guillermo Del Toro (Pan's Labyrinth, The Shape of Water), and Nicolas Winding Refn (Drive, Only God Forgives), and the Bionic Woman herself, Lindsay Wagner, though she was mostly let off the hook for voice work alongside Del Toro and Refn. A number of other friends appear as survivors in the world: director Jordan Vogt-Roberts (Kong: Skull Island), Geoff Keighley, Junji Ito, Famitsu Weekly editor Hirokazu Hamamura, Remedy head and Max Payne face model Sam Lake—the list goes on.

Display modes and extras

Death Stranding Director's Cut on PlayStation 5 features two display modes: "Performance" preferences 60 fps frame rate and a lower pixel count, while "Quality" mode targets that benchmark while running in native 4K. Even though I didn't run through capture analysis for the game, I tried out both modes and found performance delivered on its 60 fps target, while appeared to run close to it, with occasional drops during more graphically intensive scenes. However, choosing "Quality" in the wider FOV, ultra-widescreen mode included from the game's 2020 PC release apparently stabilizes the frame rate so that it's functionally identical to "Performance," delivering a solid 60 fps frame rate in addition to the bump in resolution. That makes this the ideal way to play if you're not bothered by the letterboxed ultrawide presentation. Finally (unrelated but worth noting), Death Stranding Director's Cut includes full keyboard and mouse support for players who prefer the feel of the PC version.
Its plot sounds equally insane. After a future America is devastated by a mysterious cataclysm, invisible ghosts from a post-limbo otherworld permeate the land of the living. These ghosts (BTs, an abbreviation for "Beached Things") cause "voidouts" (massive explosions that annihilate entire cities) when they come into contact with a human. Meanwhile, any corpse will transform into a BT itself if not incinerated. Following the disaster, the country is in shambles, and survivors from sea to shining sea to permanently hunker down in underground shelters, avoiding BTs and the storms of instant-aging "timefall" the creatures bring in their wake.

Sam Porter Bridges (Reedus), a porter from the organization Bridges (one of Kojima's tamer name choices) is different. He can come back from the dead, for one. He also has an affliction that allows him to sense nearby BTs, and is partnered with the baby from the game's first teaser, BB, who lives in a pod on Sam's chest and operates as a living spectral radar to make BTs visible. With these gifts, Sam is tasked by Bridges with the unenviable job of saving what's left of America and reintegrating the now-disparate "strands" of society through an interconnected successor to the internet.

As such, you deliver cargo to people in need on a coast-to-coast journey while also bringing more nodes into the so-called Chiral Network. In a clever touch, outposts throughout the country indirectly connect you with other players on their own expeditions, allowing anyone "in-network" to share items, traversal equipment, vehicles, and (if you feel like lending a hand) lost deliveries, transported asynchronously in from others' games.

Page:


About Joyk


Aggregate valuable and interesting links.
Joyk means Joy of geeK