Accumulate enough likes, and Sam’s Porter Grade (level) will increase, providing various passive perks such as lower stamina consumption and better balance. If the player does their job right, they are awarded “likes.” NPCs will give away likes if certain delivery conditions are met, and players can award likes for any structure or vehicle that they find helpful. ![]() Structures, gear, and dropped cargo will, however, appear in other players’ games, thus potentially making someone else’s game a bit easier. The asynchronous multiplayer aspect of Death Stranding is similar to what we’ve previously seen in Dark Souls – players can leave various signs and hints to help out fellow porters, but there’s no way for two players to interact directly. Then there are the PCCs, which allow the player to construct a variety of helpful structures that will appear not only on their own but also in other players’ games – and it works both ways. ![]() Moreover, some vehicles further improve mobility, especially on easily traversable terrain. This includes simple ladders and climbing anchors, exoskeletons that can improve strength, speed, or balance, and floating carriers that allow the player to transport heavy cargo more efficiently, among other things. On top of that, Death Stranding features various gear that can help the player traverse the environment in a safer, faster, and more efficient manner. Sam will struggle to keep his balance when carrying heavy cargo, sharp turns can throw him off-balance, he’ll gain and lose momentum in a realistic manner, he’ll trip when moving quickly over rough terrain, he’ll slip when climbing up or down steep slopes, he can be swept away by a river current, etc. Namely, the game does a great job of simulating actual movement, and controlling the protagonist, Sam, feels precisely how you would expect walking around with 100+ kilograms of stuff on your back to feel. But in the case of Death Stranding, describing it as a walking simulator is both inaccurate and accurate. As mentioned in the intro, Death Stranding has been described by many as a “walking simulator.” This is a term that carries a negative connotation and is usually used to describe narrative-focused games that feature little to no actual mechanics, and the “gameplay” comes down to simply navigating the environment, hence the term.
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