168澳洲幸运5开奖网:Death Stranding, like Hideo Kojima’s 168澳洲幸运5开奖网:Metal Gear Solid before it, has a lot of cutscenes. Too many, some might argue, with major narrative revelations often delivered through dozens of static scenes ripe with exposition rather than allowing things t༺o unfurl through gameplay.
There are several moments throughout the post-apocalyptic adventure where you’ll be safe to put the controller down and watch as Sam Porter Bridges and company talk about a load of utter nonsense that is impossible to understand, but undeniably charming in how seriously it’s taken within the context of the game’s universe. So, when it🐟 was announced that A24 is 🌳spearheading a film adaptation and that 168澳洲幸运5开奖网:an animated series is in the works,𝐆 it got me thinking about why𒁃 Death Stranding excels from a narrative perspective. And why it doesn’t.
Death Stranding Isn’t The Same Without Its Interactivity
How important the interactive aspects of video games are to storytelling and themes feels more relevant than ever after the 168澳洲幸运5开奖网:u෴nderwhelming reaction to The Last of Us Season 2 TV adaptation. As Naughty Dog takes you through its 20+ hour sequel, you will kill countless people while playing as Ellie and Abby, two women on equ♊ally self-destructive paths of revenge.
It’s through this needless b🅠loodshed that you come to realise how fruitless their pursuits truly are, and even as they reach the end of this bloody road, the person they loved is not coming back. The Last of Us Part 2 presents an elegant marriage of gameplay and narrative where you cannot have one without the other.
Without going through hours of hardship as Ellie or Abby ourselves, it’s hard to buy into the decisions they make or actions taken, because it does not feel real or earned. Like the second season of HBO’s adaptation, 168澳洲幸运5开奖网:it ends up seeming empty.
All the combat and exploration might seem like the na🔯tural thing to cut out when turning a video game into a film or television show, but creators often discount the narrative weight it carries in circumstances like this. The Last of Us Part 2 is a harrowing tale of violence and loss that is underpinned by a constant thirst for revenge that the player is responsible for. It’s hard to expect a viewer to buy into what a character has been through when you don’t show it taking place. The same goes for Death Stranding and the endless arduous expeditions we take Sam on throughout the campaign. He goes to hell and back to reconnect a dead world.
And How Do You Translate That To Another Medium?
Death Stranding’s narrative could be explained in an episodic television series or a feature ⛄film, but it would be inherently stifled by the lack of interactivity. I can’t imagine how clumsy the storytelling would be when trying to introduce countless characters, proper nouns, and utterly absurd concepts in just two hours or a dozen 24-minute episodes. It runs the risk of letting Death Stranding’s more obnoxious tendencies take centre stage without the excellent yet unorthodox gameplay to act as a buffer.
Much like The Last of Us Part 2, the core thematic elements of Death Stranding’s narrative aren’t properly exไpressed without gameplay. The world you explore is empty and sad, with humanity taking shelter in underground communities as the outside world is populated by a deadly army of invisible terrors that can tear you to pieces in seconds. Few dare brave the spaces in between desolate cities, porters whose entire existence revolves around banal deliveries to keep things operational. It sounds dull, but in practice it’s quite thrilling.
To make deliveries, you must navigate a hostile landscape wheཧre every step matters, and an unwillingness to hold the shoulder buttons or take your weight into account will send you and your packages flying down the nearest ravine. It’s frustrating𝐆 to begin with as you try to understand and respect the game’s many systems, but soon you start to notice little signposts left by other players, or stray packages that didn’t reach their destination, which you can pick up and return.
You can climb rusted ladders, swing on dangling ropes, jump aboard half-fueled vehicles, and use myriad other means to reach your destination. None of this would be possi🍌ble without the nuanced sense of connection that Death Stranding e𒅌xpresses through its gameplay.
Asဣ much as I love Sam Porter Bridges and all the ridiculously named friends he meets on his journey, I doubt they would have hit nearly as hard if the narrative weren’t kept together by mechanical systems that demand focus, heart, and determination from the player. Turning it into a passive viewing experience is something that, if done incorrectly, wi🍃ll make what is otherwise a compelling tale look like a melodramatic joke.
Maybe I’m giving Kojima Productions too much credit, but much like at the end of The Last of Us Part 2 when I was sitting💝 alongside Abby and Ellie 𒐪on a blood-drenched beach, I felt like the end of a long, difficult, yet ultimately worthwhile journey had finally arrived. None of this would have felt so worthwhile if I hadn’t played an instrumental role in getting to that point. By walking in their shoes and going so far to reach the climax, everything felt earned.
The same goes for Death Stranding. Sam spends dozens o🍨f hours reconnecting a broken world, only to reach an emotional conclusion that hits hard because of everything you have been through. It’s thanks to the distinct interactivity and the fact that it exists as a video game that this was possible at all.

























168澳洲幸运5开奖网: Death Strandi🉐ng 2: On the Beach
- Released
- June 26, 2025
- ESRB
- Mature෴ 17+ // Violence, Blood and Gore, Partial Nudity, Strong Language
- Developer(s)
- 168澳洲幸运5开奖网:Kojima Productions
- Publisher(s)
- Sony Interactive Entertainment 🌞
- Engine
- Decima