Death Stranding's release in 2019 was probably the most anticipated game of Hideo Kojima's career.
The Metal Gear director had arguably become the premiere auteur in video games. He had a reputation for convention-bucking design, meta-humor, and unapologetic cinematic influences. But this project was the first child of his acrimonious divorce with Konami, and no one had a clue what he might do next.
Death Stranding was appropriately weird, whatever it was. The first teaser showed crab exoskeletons crawling over a lifeless beach, tar handprints imprinted on the sand, a naked, weeping Norman Reedus (Senior Gaming Editor Kyle Orland noted in our original review on PS4, Death Stranding is Hideo Kojima unleashed. So what could possibly be left for a Death Stranding Director's Cut? It turns out, quite a lot—just maybe not by that name.
Death Stranding Director's Cut [PS5]
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A Hideo Kojima game, still
Yes, Death Stranding has finally hit PS5, and it's as uncompromising now as it was two years ago—even if it doesn't much resemble a director's cut in the typical film sense. Unlike Ghost of Tsushima Director's Cut (Sony's other recent PS5 re-release buoyed by extended content), Death Stranding's doesn't have a full-blown expansion bolted on to its older foundations to help flesh out its story.
Kojima doesn't agree with its naming convention, either, which won't faze anyone who follows his daily film, book, and music recommendations on social media. In a recent tweet, he offered a more fitting name for this release ("Director's Plus"), confirming that there wasn't a collection of cutting-room-floor scenes inserted back into the original's ambitious, unwieldy script.
If you skipped Death Stranding when it was on PS4 or PC, Director's Cut is the one to play. It offers fresh goodies for players to mess around with and a couple of fun, if bite-sized, new mission areas which blatantly call back to Metal Gear, among other things. As a bells-and-whistles port, Director's Cut does a good job of expanding on its delivery-man-in-the-post-apocalypse-simulator premise, bolstered by the exclusive DLC of its release and tweaked further to take full advantage of the PS5's suite of exclusive features.
These extras don't necessarily push things far outside the grueling moment-to-moment revolutions of the game's underlying systems—and in some instances, they even intensify the game. But what stands out more to me than the advertised toys is how KojiPro has gone back and seemingly re-finessed what was previously there, going so far as to smooth out some of the prickly rough edges that divided players on release. Though subtle, these revisions offer the best argument for playing (or replaying) this version. That said, I've loved Kojima's work since 1998, so if you weren't already on board for Death Stranding's wild ride, my digging into what's new here may not change your mind.
For everyone else, you'll find plenty of Kojima goodness. Director's Cut leans into Metal Gear's inclination to turn on a dime from theatrical gravitas to left-field absurdity, something that was curbed a bit in the original Death Stranding. Now you're free to run for your life past umbilical-corded monsters to building ramps for daredevil jumping over chasms, or you can use a cargo catapult as a remote-controlled mortar to bombard terrorists in POV with a load of parcels—y'know, normal stuff for any software carrying the "A Hideo Kojima Game" label.
There's more here for diligent players, too. You can uncover additional equipment types designed for more efficient hauls across Death Stranding's desolate landscape, a genuinely unexpected shift that goes a long way toward making Director's Cut as inviting for newcomers as it ever will be. There are also actual changes to the game world itself, though you'd likely never notice them without comparing this version with the PS4's. Regardless of whatever you choose to do, though, you're playing in Kojima's sandbox. Hope you like his pitch.
Reconnecting the world?
If you've never touched Death Stranding, it's a good example of what happens with a celebrity creative calls up all his buddies to make something crazy. Joining Reedus, several of its characters are played by actors or directors Kojima deeply admires, including Mads Mikkelsen (Hannibal, Casino Royale), Lea Seydoux (Blue is the Warmest Color, Spectre), Guillermo Del Toro (Pan's Labyrinth, The Shape of Water), and Nicolas Winding Refn (Drive, Only God Forgives), and the Bionic Woman herself, Lindsay Wagner, though she was mostly let off the hook for voice work alongside Del Toro and Refn. A number of other friends appear as survivors in the world: Jordan Vogt-Roberts (Kong: Skull Island), Geoff Keighley, Junji Ito, Famitsu Weekly editor Hirokazu Hamamura, Remedy head and Max Payne face model Sam Lake—the list goes on.
Its plot sounds equally insane. After a future America is devastated by a mysterious cataclysm, invisible ghosts from a post-limbo otherworld permeate the land of the living. These ghosts (BTs, an abbreviation for "Beached Things") cause voidouts (massive explosions that annihilate entire cities) when they come into contact with a human. Meanwhile, any corpse will transform into a BT itself if not incinerated. Following the disaster, the country is in shambles, and survivors from sea to shining sea to permanently hunker down in underground shelters. They want to avoid BTs and the storms of instant-aging "timefall" the monsters bring in their wake.
Sam Porter Bridges (Reedus), a porter from the organization Bridges (one of Kojima's tamer name choices) is different. He can come back from the dead, for one. He also has an affliction that allows him to sense nearby BTs, and he is partnered with the baby from the game's first teaser, BB, who lives in a pod on Sam's chest and operates as a living spectral radar to make BTs visible. With these gifts, Sam is tasked by Bridges with the unenviable job of saving what's left of America and reintegrating the now-disparate "strands" of society through an interconnected successor to the internet.
As such, you deliver cargo to people in need on a coast-to-coast journey while also bringing more nodes into the so-called Chiral Network. In a clever touch, outposts throughout the country indirectly connect you with other players on their own expeditions, allowing anyone "in-network" to share items, traversal equipment, vehicles, and (if they feel like lending a hand) lost deliveries, transported asynchronously in from others' games.