Inventory management is a substantial part of the game-one of the first and most obvious examples of Death Stranding's remarkable secret project, which seems to be taking all the most annoying mechanics from other games, then breaking, rebuilding and refining until it's core to the experience. Once a delivery order has been accepted, it's time to load up Sam's backpack with the cargo and whatever other equipment he'll need to complete the delivery. Much more harrowing is delivering a fragile package over rough terrain, forcing you to a tense crawl, like the trucks delivering sensitive explosives over bumpy mountain roads in the 1953 movie The Wages of Fear. Only one boss battle is downright tedious, a handful are fun, but most hover somewhere around "forgettable Resident Evil encounter" on the all-time video game bosses board. Periodically, you'll also tackle boss battles or fall into a historical warzone, but these one-off breaks from the main state of play are a small percentage of the game, almost certainly totalling less gameplay than the collective runtime of cutscenes. Sometimes you'll be asked to go to a location, retrieve something and pack it back, but that small variance is about as diverse as the structure of missions get in Death Stranding. There are vast, diverse and inventive elaborations on this simple premise, but acculturating to Death Stranding is easier once this is understood as the game's core. At its heart, "Death Stranding" is about navigating terrain.
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