How Death Stranding Should Have Ended

Hideo Kojima's masterpiece... or a total mess?

Of all the games Hideo Kojima has put together, Death Stranding might be his most... "out there".

A conceptual tone poem about togetherness, existential community and gift giving, done through the guise of a "hiking simulator" where 80% of gameplay is spent climbing mountains, dropping ropes for other players and delivering packages - it's safe to say VERY few people on this Earth could command the fortunes necessary to bring it to life.

Before I go any further I want to reiterate that Death Stranding should be treasured for that regardless, as even if you hated what was on offer, just be glad it exists. We're all likely in favour of pure ambition and risk, rather than another "clear the map one outpost at a time" cash-grab.

Anyway, like many eccentric creatives, Hideo Kojima would benefit from someone to bounce ideas off. The dart board to his onslaught of brutally on-the-nose suggestions, if you will.

Looking back at the Metal Gear Solid saga, that person was Kenichiro Imaizumi - Kojima's longtime producer, and someone who helped shape the franchise.

Sadly he departed in 2019, but it came after Hideo's games getting increasingly "more Kojima" over the years - culminating in MGS V being filled with supernatural fire demons and a half-naked woman who breathes through her skin.

With Death Stranding, though Imaizumi was on-hand for the majority, it's clear whatever influence he used to have on Hideo's wildest tendencies was completely gone.

Now, looking at trophy data, only 40% of all players saw the game through, and those chapter percentages drop off as the game goes on.

Why? Because the story - despite having EXCELLENT themes and intentions - is a total mess.

Again, I'll always champion everything Kojima puts out under a "freedom for creatives" banner, but man did it all fall apart, the more you played.

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Gaming Editor
Gaming Editor

WhatCulture's Head of Gaming.