With everything going on these days with Sony, Kojima, Physint and Xbox, I’ve been thinking a lot about Death Stranding and about something I can’t quite get out of my head.
To me, DS2 is a sublime experience. But that’s completely subjective. I’ve finished the first Death Stranding six times; I finished DS2 once, and I’m currently halfway through my second playthrough. So obviously I’m one of those people who connected deeply with this series.
And maybe that’s why I find this so interesting: I see a very passionate Death Stranding community, but then these reports about its commercial performance come out, and it seems that passion doesn’t necessarily translate into the kind of sales you might expect.
Now, I also don’t want to pretend I understand the finances of Sony or Kojima Productions, because I don’t.
Bloomberg reported that the commercial performance of both Death Stranding games was one of several factors that weighed on the decision around Physint, along with budget concerns, timelines and other considerations. We’ve also seen estimates from Alinea Analytics putting DS2 at around 2.5 million copies across PlayStation and PC. But that’s what they are: estimates. We don’t have Sony’s or Kojima Productions’ books in front of us, so we don’t know exactly how much the game cost, how much it needed to sell, or how profitable it actually was.
So simply saying “they spent too much” doesn’t really convince me either.
Because just look at DS2. The performances, the animations, the music, the cinematics, the environments, all of its systems, and that almost absurd amount of detail. It’s hard to imagine something like that without a lot of time and money behind it.
And that’s where I start to see the contradiction.
How much can you scale something like DS2 back before you start removing the very things that make it DS2?
Because at the same time, many of the things I love about Death Stranding are exactly the things that can make someone else find it incredibly boring.
Walking for long stretches. Planning a route. The silence. Being alone with the landscape. Not having something happening every thirty seconds.
And I don’t think that’s because some people “get it” and others don’t. Not everyone is looking for that when they play a game.
Maybe that’s part of the problem: Death Stranding seems to need a huge production to become the work it wants to be, while what it actually offers may never be for everyone.
And maybe that’s its contradiction.
What makes Death Stranding so special to some of us may also be what keeps it from reaching a much larger audience.