[...] The incredible attention to detail, to bringing small actions and gestures to life with thoughtful controls and and precise feedback [...] That makes Death Stranding first and foremost a kind of job-and-walking simulator, or perhaps more accurately, a backcountry hiking simulator. It has weapons, it has stealth mechanics, it has different enemy types who populate its world. But it's nowhere near as interested in any of those things as it is interested in the way each footfall lands on broken ground, how you move differently when you're carrying extra weight, depending on where you are carrying it. For one trek to a distant mountain peak, I over-prepared with gear and forgot that each new item would add to the comically growing pile atop my character's backpack. I had tons of climbing gear and weapons to deal with anything I might encounter… but it also meant that I'd turned my cargo into a giant sail. The moment I hit a blizzard near the summit, my character was spun around and then hurled down an icy slope, and sent a small avalanche of broken equipment boxes into the valley below. Death Stranding always wants you to think about speed versus safety, and to consider the hidden hazards that can only be avoided with forethought and care, not a tool.
It mostly succeeds at these ambitions. It maintains a sense of dull, focused tension as you consider each step of your journey, and each forking the potential path in light of the tools at your disposal. With a light cargo and good supply of ropes and ladders, forbidding cliffs can be become easy shortcuts. With a heavy cargo and a shortage of climbing gear, even gentle slopes become potential catastrophes. Sometimes this deliberate pacing and thoughtfulness gives way to a relaxing sense of success and freedom, but at other times it continues to build into a nail-biting crisis as one small misjudgment or stroke of bad luck creates another. You took the wrong way over a hill and instead of a gentle pass between peaks, you find yourself navigating deadly, snowy cliffs as every step leaves your character more tired, and consequently, clumsy [...]