
Hideo Kojima’s Death Stranding, like many of the Japanese game maker’s titles before it, is a game that polarised people when it came out on PlayStation 4 in 2019.
Placing players in the work boots of Sam Porter Bridges (played by The Walking Dead’s Norman Reedus), a delivery man working to re-establish a broken and fractured post-apocalyptic America, many heralded the game as the second coming. Others saw it as a grind-laden walking simulator.
I’ve always found Kojima’s games a little bizarre. I didn’t play the early Metal Gear Solid games & only bought Metal Gear Solid V because of all the praise it received from everyone. I hated it. I sold the game disc to a friend pretty soon after I bought it.
Last year, however, I played the PC version of Death Stranding for the other website I write for (to see how it fared on PC) and for the most part, I enjoyed it, concluding “I’m not sure whether it’ll completely win me over but I’ve found myself kind of enjoying creeping through BT (Beach Things)-infested plains and silent valleys.”
For the uninitiated, Death Stranding is a game where you walk from point A to point B then generally back to point B but sometimes via point C and E. There’s stealth thrown in every now and then where Sam has to avoid the BTs – floating remnants of dead people – which can cause events called “voidouts”. If caught by a BT Sam will have to face off against animal-like creatures made out of a tar-like goo that would like nothing more than to eat him if they got the opportunity.
They explode in a shower of a chirrilium, a gold coloured compound that sprouts from the ground in the shape of a hand when the boss is defeated.

The story involves people with names like Fragile, Deadman, Heartman and Die-Hardman and Sam carries an infant in a portable incubator called a Bridge Baby attached to his suit. It can sense BTs. There’s also a protagonist called Cliff, a former special forces solider who is searching for his lost BB, which just so happens to be Sam’s BB. It’s confusing and complicated.
Fast forward to September 2021 and I’m playing the PlayStation 5 enhanced version of Death Stranding thanks to a review copy supplied by PlayStation NZ and I think that the changes made to this version have actually made the game more enjoyable and accessible and I’m enjoying it much more the second time around.
Sure, it still has the incessant grind where one minute you could be delivering underwear to a base somewhere high in a mountain range while the next you’re transporting old parts to a junk man, but the refinements in the new version have made it a less frustrating experience and a, dare I say it, more enjoyable experience.
The Director’s Cut brings a few quality of life improvements: For starters, you gain access to equipment like the wearable power skeletons (which makes you walk faster or through rough terrain) and new weapons much earlier on now.
There’s also the cargo catapult that is, as the name suggests, a canon that that sends cargo into safer areas, avoiding zones that might put it at risk from at the best MULES and at worst BTs. Being able to use those things much earlier on makes things so much easier to traverse the environments – and makes the grind less of, well, a grind.
There are also new story missions and a racing track – and the Monster Energy drink found in Sam’s living quarters has now been replaced by another game-specific brand!
The Director’s Cut of Death Stranding brings a performance mode which up scales to 4K (from 1800p) & targets 60 frames per second and a fidelity mode that offers native 4K but slightly reduced performance. It also has faster load times thanks to the PS5’s SSD & uses the haptics and adaptive triggers of the PS5 controller remarkably well.
Another new feature is that you can replay the boss battles through the figurines on display in Sam’s private room & you can even use a Buddy Bot – an automated delivery robot – to give Sam a lift when he’s tired of walking. They’re small quality of life changes but they’re welcome.
What hasn’t changed here is Hideo Kojima’s movie-like treatment of the game: It’s still incredibly cut-scene heavy but thankfully you can skip them, which is a god send. I really don’t need to sit through four cut scenes every time Sam goes to his private quarters or takes a shower. It’s just a little too much.
As weird as the story is, though, to its credit it’s delivered so masterfully by the ensemble cast that I found myself strangely engaging with what was going on. I mean, I was still confused half the time but it was presented so well that I just went with it.
Death Stranding is also intriguing in that it’s a persistent online world too which means that one morning you’ll step out from your safe house to find overnight while you’ve slept, someone has built a bridge over a nearby ravine or a shelter that will protect you from the acidic timefall rain.
So far, I’ve sunk around 21 hours into Death Stranding Director’s Cut & I’ve just finished Episode 7 (there are 14 from what I understand ). It’s a long, long game with a few of the episodes chocked to the brim with the weird shit that you’d expect in a Kojima game.
Here’s the thing, though: On paper, Death Stranding isn’t normally the type of game that would capture my attention but here we are, more than 20 hours in and I’m still happy to strap a antimatter bomb to my backpack and drudge 2000m through rocky terrain (and possibly deep snow) to deliver the item to some doomsday prepper way in the back of beyond.
Or take on a bunch of enemies to recover a camera for a photographer just because it has sentimental value. Or continuously slide down an icy cliff face, determined to get the winter clothing required for a mission-critical delivery.

The Director’s Cut of Death Stranding has something pushing me forward that the game couldn’t do when I played it on PC. I also found that completing one or two deliveries then putting the game down – sometimes until the next day – worked well. It broke up the trudging from point A to point B into more digestible chunks.
Even with the new additions, Death Stranding will still divide gamers but personally, after spending time with both the original Death Stranding and now the Director’s Cut, I believe that if you’re on the fence over whether you should dip your toes into Hideo Kojima’s weird but kind of intriguing world, then the Director’s Cut is definitely the way to go. I also appreciated the soundtrack more this time around, especially when a tune kicks in when you’re mid-delivery. It’s calming.
Who knows: Like me, you might find some solace wandering alone through a post-apocalyptic landscape with nothing but the cargo on your back and a baby strapped to your chest for company.
