Monday, November 24, 2025

Contributor Profile: Stew Hotston


NAME
: Stew Hotston

SECRET UNDISCLOSED LOCATION: Sword School

NERD SPECIALIZATION(S): Books, movies, animation

MY PET PEEVES IN NERD-DOM ARE: the hero's journey

VAMPIRES, WEREWOLVES, ZOMBIES, ALIENS OR ROBOTS: Aliens

RIGHT NOW I'M READING: Blood over Brighthaven by ML Wang

...AND A COUPLE BOOKS I RECENTLY FINISHED ARE: Exordia by Seth Dickinson, The Salt Oracle by Lorraine Wilson

NEXT TWO ON QUEUE ARE: The Midnight Timetable by Bora Chung, Magic, Maps and Mischief by David Green

WHEN THE WEATHER SUCKS OUTSIDE I'M MOST LIKELY TO BE... making chocolate ice cream

MY FAVORITE SUPERHERO AND SUPER-VILLAIN ARE: Black Panther, Kilgrave from Jessica Jones

IF I WERE A SUPERHERO/VILLAIN, MY POWER WOULD BE: luck

THE BEST COMIC FILM OF THE PAST 5 YEARS IS: Spiderman into the Spiderverse

THE WORST COMIC FILM OF THE PAST 5 YEARS IS: Morbius

I JUST WATCHED XXXX AND IT WAS AWESOME: One battle after another

EVERYONE SHOULD SEE XXXX BEFORE IT'S TOO LATE: Frieren

BEST SCIENCE/SPECULATIVE FICTION SHOW OF THE PAST 10 YEARS: Severance

NAME A BOOK  YOU *NEED* A MOVIE OF (OR VICE VERSA): The Gutter Prayer by Gareth Hanrahan


Welcome Stew!

Film Review: Keeper

A slow-burning, dizzying, and surreal descent into folk horror madness

I'm continuing a trend this year where I go into movies absolutely blind, and folks, I can't recommend it enough. Trailers these days tend to give away the entire plot, choice scary bits, choice funny bits, and just generally lessen the film-going experience.

So when I heard Osgood Perkins, of recent Longlegs fame, was directing a new picture, I threw it on the calendar sight unseen. Perkins is divisive to say the least, but I love what he's doing with horror cinema, and I love the way he creates dreadful, brooding atmospheres. His name alone gets me in the theater, and it's fun having a scary-movie director you can count on yearly these days.

Keeper tells the story of a couple, Liz and Malcolm, who have been dating for exactly a year, and they take a trip upstate to spend a few days at Malcolm's family's cabin. Liz quickly discovers that something isn't right with the situation. The cabin itself is sparse, isolated, and none of the windows have curtains or blinds. Malcolm's rude cousin crashes their romantic getaway on the first night, and the next day Malcolm leaves Liz alone to return to work for a few hours. Before he leaves, he insists that she eat a bite of strange chocolate cake. That night, she rises alone and demolishes the rest of it.

What follows is a gradual descent into madness for Liz. Tatiana Maslany, of Orphan Black and She-Hulk fame, is incredible at capturing fear and paranoia. She sees disturbing spirits and dead women throughout the house, and, while venturing outside, nature and the woods take on an otherworldly quality that's hypnotic.

The first hour of Keeper is glacially slow, with Perkins ratcheting up the tension scene by scene through the use of strange shots. The camera is always peering from behind an object or wall, with 2/3 of the screen obscured by flat color while the characters occupy a mere sliver of it. These scenes are meant to make you feel like you're the obtrusive, evil presence.

If this all sounds weird and boring, you're not entirely wrong. The main complaint I've seen of Keeper is that it's way too long and slow. But don't worry—in the last 20 minutes you get the most surreal, intense, jaw-droppingly messed-up denouement dump I've ever seen.

Like with the villain reveal in this year's Weapons, everything goes back to a witch. Malcolm and his cousin, it turns out, are 200 years old, and as kids, they shot a pregnant woman who was on their property. (This woman also looks exactly like Liz in the present day.) She gives birth to what I can only tell are evil creatures, and these demons make a deal with the cousins: sacrifice a woman to them every year, and the boys can live forever.

It's an Omelas meets Picture of Dorian Gray situation, and for a minute in the theater, you breathe a sigh of relief—Ahh, so that's the hook. But then you realize there's so many questions. Why did the creatures need to make a deal? Why do the boys freeze their age at around 45 instead of 25, the best age that we can all agree would be best to live forever as?

The interesting part comes next, however. Liz, being sacrificed and thrown into the basement to be devoured by the creatures, doesn't succumb. Because she eerily resembles the creatures' long-dead mother, they spare her, imbuing her with evil black eyes and strange powers. Malcolm goes to bed thinking he's made another perfect deal with the devil, and instead wakes up aged 200 years, with Liz now taking the upper hand and killing him.

That's the simplified telling of the ending, and, like with any horror movie (or really any movie in general), describing it succinctly doesn't really do it justice. The scene in the basement where Liz comes face to face with the creatures is where the folk horror heads into overdrive. Splayed up against the wall is some sort of earthy, decaying effigy of the original witch, her head preserved in a vat of honey. The creatures are exceedingly spooky, and the real star of the scary factor of the movie. They're unlike any other demon I've seen (in a good way), and they're deeply unsettling. I like seeing the ways Perkins comes up with frights, and I trust him wholeheartedly to deliver.

Overall, I enjoyed Keeper. It's a twist on the haunted house trope that desperately deserves new life to be breathed into it. The cabin, like in any good horror movie, becomes a character itself and serves as a claustrophobic backdrop for the ever-intruding spirits that are slowly revealing themselves to Liz. It's hard to tell throughout the movie what's real and what's not, but that's part of the fun.

When you finish the movie, the opening scene makes more sense. It's a montage of different women throughout the centuries, and you realize they're all Malcolm's victims. The ending is made that much more satisfying when you realize his reign of terror has come to an end, and Liz is now in charge of the creatures. I can't stop thinking about what she'll do with them. Hopefully, she won't evil girlboss too close to the sun.

--

Nerd Coefficient: 7/10.

POSTED BY: Haley Zapal, NoaF contributor and lawyer-turned-copywriter living in Atlanta, Georgia. A co-host of Hugo Award-winning podcast Hugo, Girl!, she posts on Instagram as @cestlahaley. She loves nautical fiction, growing corn and giving them pun names like Timothee Chalamaize, and thinking about fried chicken.

Friday, November 21, 2025

6 Books with Stew Hotston

With a Celtic-Indian mother and a father of North African/Roma descent, Stewart Hotston is a somewhat confused second-generation immigrant living in the UK. His novels include the BFS and Subjective Chaos finalist Entropy of Loss, as well as the tech thriller Tangle’s Game and the science fiction novels based in UBISoft’s Watch Dogs universe—Daybreak Legacy and Stars & Stripes. He is also co-owner of one of the UK’s largest LARP systems, Curious Pastimes, and is an internationally competitive historical fencer with a PhD in theoretical physics.


Today he takes that diverse curriculum vitae and tells us about his Six Books.

1. What book are you currently reading?

I’m reading Blood over Bright Haven by ML Wang. For nonfiction I’m reading Judith Butler’s Who’s Afraid of Gender? I’m really enjoying both. Wang’s feels pretty timely, and an interesting take on a whole number of issues that are important to me (intersectionality, prejudice, colonialism) wrapped up in a meticulously crafted fantasy world.











2. What upcoming book are you really excited about?

Mahmud El Sayed’s science fiction novel The Republic of Memory is the one most on my radar. Having just seen the cover and read the first chapter, I’m really very excited for what he’s bringing to the genre—a unique cultural perspective, a fascinating stor, and what looks to be interesting structural choices.












3. Is there a book you’re currently itching to reread?

I’m not much of a rereader, but I have promised myself I’m going to reread The Spear Cuts Through Water by Simon Jimenez and the Tyrant Philosopher series by Adrian Tchaikovsky.














4. How about a book you’ve changed your mind about—either positively or negatively?

Annie Bot
. I’m not sure I’ve changed my mind—I really disliked it when I first read it, but it then went on to win the Clarke Award, and I’ve promised myself I’m going to return to it and reassess to see if what I found so difficult the first time remains a sticking point on a second readthrough.












5. What’s one book, which you read as a child or a young adult, that has had a lasting influence on your writing?

Oh, wow. That’s a difficult one because I read A LOT as a younger person and much of that has stayed with me. In terms of lasting influence on my writing, though? I think I was about 25 (I’m 50 now, so I’m going to let it count) when I read House of Leaves, and that really showed me that writing was more than content, more than delivering plot, that it could be about the words, the structure, the form itself. I’ve never written anything like it (and probably never will), but it remains a revelation to me that I return to again and again. Especially when I encounter people telling me there are rules to writing.







6. And speaking of that, what’s your latest book, and why is it awesome?

My latest is Project Hanuman, which is a space opera in the Culture mode, if that’s not too pretentious to say. More specifically, it’s also a retelling of how the god Hanuman lost his powers (and got them back), wrapped up in the collapse of a pan-galactic civilisation called the Arcology, and follows three of the survivors as they seek to build back. I am a trained physicist, and as a result this is one weird book, because modern physics says some incredibly strange things about reality, and I wanted to make those part of the story as much as the mythic elements around Hanuman.







Thank you, Stewart!

POSTED BY: Paul Weimer. Ubiquitous in Shadow, but I'm just this guy, you know? @princejvstin.

Thursday, November 20, 2025

New Contributors

We are excited to announce that Nerds of a Feather is growing. Today we welcome five new writers to the flock. You’ll be seeing much more from them in the coming weeks and months, but for now, here is a quick introduction to who they are and what they are about.

Christine D. Baker, Historian and Cat-Wrangler

Nerd specializations: History over all other things, especially ancient and medieval history. Memes and Early Internet culture. SFF books and short stories. Working to develop a specialization in Canadian SFF.

Bio: Christine has a PhD in History, although not in anything immediately relevant to SFF fandom. She's currently working through all the Hugo award winners and podcasting about it at Hugo History
(@hugohistory.bsky.social). In addition to SFF nerdery, she also does a lot of weight lifting, open-water swimming, and kayaking. You can find her posting photos of her cats at @klaxoncomms.com on Bluesky. (Klaxon is her freelance writing and editing business; so named because Christine is often a human klaxon.)

Maya Barbara

Nerd specialism: horror, literary fiction, pop culture

Bio: Maya Barbara, or known by a few as Babs, hails from West Tennessee where you can find her yelling about something pop culture related. She is also a high school English teacher who has moonlighted as a pop culture researcher/reporter for an uneven amount of years. You can summon her by talking about hyperspecific pop culture history or Interview With The Vampire (2022), the only show she’s trying to create a cult for.

Stew Hotston, The Mummy Librarian

Nerd Specialisms:
Books, movies, sword fighting

Bio: Stew is an author of all kinds of science fiction and fantasy. He's also a keen Larper (he owns the UK Fest system, Curious Pastimes). He's a sometime physicist and currently a banker in the City of London. A Subjective Chaos and BFA finalist he's also Chair of the British Science Fiction Association and Treasurer for the British Fantasy Society.

Eddie Clark

Nerd specialisms: SFF books. Video Games. Anime. The intersection of gay shit with all 3.

Bio: For his sins, Eddie has a day job which involves talking and writing about very specific nerd fixations to people who are at least nominally just as interested in them. Outside work, he takes a break by hiking, taking photos, and indulging in very specific nerd fixations and talking to people on the internet about them, which is of course very different from work. (He's an academic. All public nerdery, all the time).

Gabrielle Harbowy, part-time elf

Nerd Specialisms: TTRPGer, Team Star Wars. Totally normal about Baldur's Gate 3.

Bio: Gabrielle is an editor, writer of TTRPG adventures, novels, and short fiction, and she's a literary agent with Corvisiero Literary Agency. She loves cats, ravens, tattoos, starry skies, and playing tourist in her own city. When she's not reading or writing, she's thinking about reading and writing. She has a patreon focused on querying, writing, and game stuff at patreon.com/gabrielle_h, and can be found on bluesky at gabrielle-h and online at gabrielleharbowy.com.

Welcome to the flock!

Anime Review: 7th Time Loop

There's a little bit of everything in this compact time loop/romance/action/adventure

Anime series usually fall into distinct categories: shonen adventure, romance, magic and fantasy, portal adventure, etc. Seventh Time Loop is a fun, compact story that offers a little bit of all the things viewers might want from an anime. Its full title is: The Seventh Time Loop: The Villainess Lives a Carefree Life Married to Her Worst Enemy. Although it seems to tell the complete story, the title is intentionally misleading. The protagonist Rishe is not a villain, and her life in her seventh time loop is not at all carefree.

Rishe is a young noblewoman forced into an engagement to her kingdom’s arrogant prince. When false rumors paint Rishe as a villain, the prince denounces her and publicly cancels the engagement. Rishe takes the opportunity to flee and start life anew in an unexpected trade. However, she is eventually killed and reborn into the same moment of the original engagement being broken. In the style of Russian Doll, Groundhog Day, or Source Code, Rishe restarts her life with all the knowledge she amassed from her prior incarnations. In each time loop, Rishe has extended time to build skills, find practical mentors, create friendships, and learn about the world before she dies. Through her various incarnations she learns, with the help of others, to be a maid, a merchant, an herbalist, an academic scientist, a soldier, and other practical tasks, and she becomes stronger and smarter after each life.

In each time loop Rishe’s death is, directly or indirectly, brought about by Arnold, the cruel prince of a neighboring kingdom whose warmongering brings, in various forms, destruction to Rishe. However, in her seventh reincarnation, Rishe has had enough of her fate being controlled by both princes. She tells off her fiancĂ© and jumps from a balcony to escape. She is intercepted by the same prince Arnold, who stabbed her to death when she was a soldier in her last life. Arnold is powerful, sharp-tongued, and stoic, but intrigued by Rishe’s fierce, unladylike behavior. Fascinated, he immediately proposes to her. With several caveats, Rishe decides to accept in the hopes that a closer relationship to her six-time killer may give her insight into him and possibly help her bring peace to the realms.

In many romance anime stories, the protagonist is shy, unpopular, or otherwise insecure, and is constantly dazzled or flustered by the other stronger/more popular/richer person’s attention. In Seventh Time Loop we don’t have that sort of unbalanced dynamic. Rishe is smart, physically strong, and very clever. Arnold is the same. Arnold is confident, although stoic, and he knows Rishe is no ordinary princess. Intellectually, Rishe has the upper hand, since she has relived this existence six times. The cat-and-mouse dynamic is reminiscent of the always entertaining The Apothecary Diaries but without the mystery elements. Both characters call each other out when they detect deception or manipulation.

However, the slow-burn, enemies-to-lovers romance takes a back seat to explorations of a range of issues, including class oppression, the role of women, using commerce to help build economic stability, and the unending cost of war. Since Rishe has lived life as everything from a scullery maid to a royal to a merchant to a soldier to an academic, she has insight into options other than war and oppression. But these are the options Arnold feels compelled towards. In each episode she uses one of her past experiences to redirect Arnold.

In addition to Rishe’s time looping, we also get insight into Arnold’s backstory, including how his abusive father shaped his bitter personality and led to a toxic relationship with his troubled younger brother. The story also introduces likeable side characters from various aspects of Rishe’s reincarnations. For those who like action and adventure, there is plenty of sword fighting, palace intrigue, war flashbacks, family drama, and political upheaval. For those who like romance, there is plenty of witty parlor banter (in the vibe of Queen Charlotte), ballroom scenes, and swoon-worthy moments between our bold heroine and her morally gray fiancĂ©. The writers do a good job of painting Prince Arnold as a complex and problematic but still potentially redeemable character. In the vibe of Bon Appetit, Your Majesty, the time travel premise provides a perfect device for subtly redirecting a tyrant.

For fans of The Apothecary Diaries, this is an ideal short series to tide you over until the next season finally drops. But, the storytelling is more linear and direct, and lacks mystery elements or extended moments of introspection. The overall tone and animation style is much more simplistic. And the historical setting means there will be plenty of troubling content to wrestle with without resolution because of the short length of the series. However, despite these limitations, Seventh Time Loop packs a lot of entertainment, social commentary, humor, and adventure into twelve very bingeable episodes. With optimistic, brightly colored animation, and a pragmatic point of view, the series provides balanced storytelling with just enough adventure, moral depth, romance, and humor to keep you satisfied.

Nerd Coefficient: 8/10.

Highlights:

  • Slow burn, time travel romance
  • Clever exploration of social issues
  • Compact, linear storytelling

POSTED BY: Ann Michelle Harris – Multitasking, fiction writing Trekkie currently dreaming of her next beach vacation.

Wednesday, November 19, 2025

Film Review: In Your Dreams

Maybe sleep on this one

It’s tricky to make a story about dreams feel like it has actual stakes. In Paprika, the danger is that the outlandish creations of the dream world are leaking out to reality. In Inception, the danger is that going too deep may make you lose your mind. And you know what you’ve gotten into if you start dreaming of Freddy Krueger. But if you’re telling a cute adventure for kids, you can’t make things too dangerous. Ultimately, the consequences of experiencing a dream only matter in the real world; that’s what Pixar’s Dream Productions understood so well. In the new Netflix animated film In Your Dreams, the danger for most of the plot is rather unclear; whenever a dream gets too scary, the kids simply wake up. It’s only in the third act that the script seems to remember that something must be at stake.

In Your Dreams plays with the double meaning of “dream” as “the random images your brain vomits while you sleep” and “a heartfelt desire” to turn the character of the Sandman into a sort of wish-granting genie. Our protagonist, a young girl called Stevie, is worried that her mother’s new job opportunity may cause her parents to divorce, so she embarks on a quest across the dream world to find the Sandman’s remote lair and ask him to fix reality. The fact that in stories involving the Sandman he typically has no power outside of dreams should give you a hint as to how the whole matter will turn out.

As derivative as the story gets, it should at least be commended for destigmatizing divorce and women who pursue their careers. But do children in the 21st century really need to be reminded that divorce isn’t the end of the world? One would hope not, but with the conservative bent that the culture is taking, I guess any progressive message is welcome.

The movie follows to the letter the basic scriptwriting advice that what your protagonist thinks they want is not what they actually need. Stevie thinks that she should defend the sanctity of the nuclear family, but what she needs is to learn to stop poking her nose in adult decisions she doesn’t understand. She’s the only character in the movie with an arc, and it leads to not trying to fix what’s not broken. It’s an odd way to resolve a plot, because it implies that things were already going to sort themselves out before she started overthinking.

There's a minor additional arc for Stevie regarding her relationship with her little brother, and it goes exactly in the direction one can predict in a story for kids. The fact that she’s written as a control freak who must learn to take it easy, while her brother is a chaos goblin who is not required by the plot to mature or discover any lesson in order to repair their relationship, points to uncomfortable gendered assumptions that the script seems unaware of. You know your choices in characterization need some extra work when your most interesting character is a smelly plush giraffe.

In Your Dreams does fulfill the requisite task of making its dreamscape look random and whimsical, which is what should be expected of a child’s unconscious, but there’s a disconnect between Stevie’s current worries and the content that her dreams show her. It’s curious that during her whole adventure she doesn’t encounter any dreams about her parents’ crisis, and instead she spends the movie’s runtime revisiting the greatest hits of her own oneiric repertoire. That’s a missed opportunity for thematic cohesion.

There’s an original piece of lore that the movie comes up with to explain nigthmares, which has fascinating implications worth pausing to examine for a moment. Because the Sandman can’t affect the real world, it’s actually very dangerous to ask a wish of him: he’ll only make it true within his domain, which requires you to stay trapped in it. To protect dreamers from ever meeting the Sandman, his counterpart, a giver of nightmares, distorts dreams so that you’ll wake up before you make it too far into the world of dreams. This means that nightmares are good for you, and you should be grateful that they keep you from a much worse dream experience. I can’t wait to see parents try to soothe their kids’ night terrors with this argument.

In Your Dreams is pretty to watch, but it’s far from the visual grandeur of Inside Out and somehow, amazingly, less deep in its themes than Slumberland. I can’t even recommend it for a couple hours of mindless fun. You can get that on your own by going to sleep.

Nerd Coefficient: 5/10.

POSTED BY: Arturo Serrano, multiclass Trekkie/Whovian/Moonie/Miraculer, accumulating experience points for still more obsessions.

Monday, November 17, 2025

Video Game Review: Death Stranding: Director's Cut by Kojima Productions

Better late than never!


Death Stranding
, six years old now (note: this is a review of the original, not the recently released sequel), sat on the periphery of my must-play-at-some-point list since its release. I say periphery because I never actually purchased it, but always intended to. A friend bought it for me last Christmas and, besides wanting to check it out over the years, praise for the sequel helped push it to the forefront of my pile (and in a year of games that is the antithesis of any backlog, mind you). This game pushed me through a range of emotions that I wasn’t certain it would evoke, and the funny thing is, few of them had anything to do with the story. Let’s go through them a bit.

Emotion one: Frustration. It’s rare that I consider quitting a game. In fact, I’m a bit of a completionist. Giving up before finishing a game’s storyline is a rarity for me, and yet, there was one point early on when I considered doing just that. Here I am, ill-equipped to handle the world of Death Stranding, I have my BB (Bridge Baby, or, a baby in an incubator that connects to my chest that can detect BTs (ghosts)), and I’m delivering a heavy cargo load to the Wind Farm up in the mountains. I’ve been careful, holding my breath whenever I’m near one of the BTs (again, ghosts), but somehow, I’m caught. I try to escape, but alas, I have too much cargo and the souls from the beach drag me down into the tar. The world sways as I’m dragged hither and thither, and suddenly I’m over a hundred meters away from my cargo and—is that… why yes it is—a tar-drenched whale breaches the surface, my BB is wailing, and I can’t soothe it because I am surrounded by ghosts and am literally being chased by a whale in the mountains. None of it makes any sense, and I’m trying to figure out how to get away from whatever is going on. I fall a few times, and the BTs are pulling at me. The BB is still crying (I detest the sound of whining or crying (or anything high-pitched for that matter)), and I am not only frustrated now, but the game has fueled my second emotion: Anxiety. Finally, I managed to get away, but now my BB has autotoxemia and won’t be able to help me scan for BTs on my way back. I get a message: my cargo has been destroyed. Perfect. I have to reload my save and do that entire area over again.

The opening hours of Death Stranding are a chore. I understand the concept of learning to crawl before you can walk, but the game doesn’t do a terrific job of making you feel invested right away, so it feels like you’re scraping your knees on cement instead of learning to crawl on a plush carpet. The world, while giving the desolate feeling that it wants to evoke, doesn’t give one of character. It feels bland and incredibly unrealistic (albeit beautiful; graphics are nice—even for a six-year-old game). Lots of suspension of disbelief needed here to believe that this map is supposed to be what was once the United States of America. There are a few ruins here and there, but nothing makes the world feel like it is the remnant of a country once vast and opulent in some places, and criminally underfunded in others. It just feels like a big, empty open map. And while that definitely serves the gameplay, it doesn’t serve the worldbuilding and immersion. Sure, things were supposed to be wiped out when the Stranding occurred, with timefall (rain that ages anything it touches) aging everything to dust, but some things evaded destruction. The setting feels like an echo of what it could have been. I can appreciate it as a game world, but not as a replacement for the entire USA.


After the Wind Farm mission, I did something that I don’t think I’ve done before: I sought validation on the internet. I asked whether I was crazy or the game sucked. How did this game score well? Some folks said, “If you don’t like it now, you won’t like it at all,” and at that I felt a bit disheartened. But then some heroes said, “Get to Chapter 3. Just push on past the first area.” And so I did. Anyone who gives this game a chance and has a similar experience with the opening, I say push through to the third chapter. Don’t worry about what you’re missing in the first area; you can always come back—and with better tools.

The third emotion, Confusion, came into play when I entered the second area. The story was a bizarre rollercoaster of plot twists that didn’t always pay off, a main character whose motivations don’t seem to match his actions for 90% of the game, and side characters with really odd names (Fragile, Deadman, Heartman, Die-Hardman, Mama—What is his obsession with characters named Mama?). Norman Reedus was an interesting decision for the main character, not because he gives a poor-quality performance, but because he’s so recognizable, and the role of Sam Porter Bridges doesn’t push him to test his ability, it simply feels like you’re playing Norman Reedus from The Walking Dead. This is a Kojima game through and through, so expect a weird story with weirder characters and some plot points that don’t always make sense, and you’ll be fine. The story comes together in the end, but not necessarily in a completely satisfying way.

But the fourth emotion I experienced—Appreciation—kicked in once the gameplay clicked with me and the world became this moldable map under my fingertips. The vision was clear, and the game had become addictive. I spent many nights thinking, “just one more delivery.” But that one turned into two, two turned into three, which turned into an invasion of a MULE camp, which turned into finding another place to connect to the UCA. I would get excited to find a lost piece of cargo for the connection I wanted to level up with and think, “It’s only a few minutes away; let me just bring it to them real quick.” The game has a distinct quality of making you feel you are, in fact, a very important deliveryman trying to connect a once great country (even if the map doesn’t seem like one was really there in the first place).


The gameplay is unique in some senses, familiar in others. At its core, it has basic third-person shooter controls. You get weaponry to dispatch enemies, both of the living and dead variety, and can use stealth to get the job done (though not as intricate as Metal Gear Solid V, the mechanics work well). The uniqueness comes from the delivery aspect of the game. As a porter, it is Sam’s job not only to deliver cargo, but to ensure it remains intact and with as minor damage done as possible. Sometimes, a delivery has a time limit. Sam can only carry up to a certain weight limit before he is over-encumbered, so it’s up to the player to ensure that they don’t exceed what they can manage. Not only is weight a factor, but so too is the height of the cargo. Too high or heavy, and the cargo pile will tilt left or right, and the player has to ensure Sam remains upright or the whole thing may topple over. Easy enough on flat terrain, but once you enter the rougher areas, rushing through is a big no-no. This game induces anxiety like almost nothing else. Watching as my cargo washed away downriver because I mismanaged my energy made me laugh (only after frantically doing everything I could to recover it all). In Death Stranding, if you fail big, you usually only have yourself to blame. And biting off more than you can chew, even when you are familiar with the rules of the game, is incredibly tempting.

As new tools unlock, the game becomes more pliable and the vision for the “stranding” genre unfolds. When you place a tool in the game’s world (for instance, a generator that charges all your batteries—especially vehicles), other players who share your lobby also get that in their game world. When you help yourself in this game, you help others, and vice versa. Every time I set up a system that made the world more traversable, I had hoped that it would make it into other people’s worlds. It was enjoyable to see my hard work pay off, and, in the end, I could get around a map—that provided many initial challenges—with ease. The puzzles in Death Stranding aren’t ones you’d find in a Legend of Zelda game. No, the puzzle here is how to make the best use of your tools and the surrounding landscape. As I bent the world to my will—helping not only myself, but others—as I made the premium-timed deliveries with minutes to spare, my cargo perfectly intact, there’s so much satisfaction that I almost forgot about that time that my cargo was destroyed because I was surrounded by ghosts while carrying a crying baby to a Wind Farm in the mountains while a whale chased me.

Almost.


I know Kojima’s story and characters won’t be for everyone. This is a man with an odd vision who now has full control over his work. I felt at many points that the game would have been served well by some higher-up saying, “This is stupid. Did you add it because you thought it sounded cool? It doesn’t.” Or, “Did you just randomly think of it this morning? It doesn’t fit, cut it.” Despite some misfiring in the story and a sometimes cumbersome UI, the soundtrack does well to echo the vibe of the game and put the player in the mood to make some more deliveries. The emptiness and desolation play into Low Roar’s hands.

I know the first few paragraphs came off quite negative—and well they should. Death Stranding had an abysmal start. You shouldn’t have to push through to get to the good part (especially when pushing through takes 6+ hours). When the game gets going, you can experience something unique on a AAA scale. Most games that innovate nowadays lie firmly in the indie camp, so this was a breath of fresh air. It’s not perfect, but despite my misgivings, it is quite good and worth exploring if you want something experimental and that does what it sets out to do (mostly). Despite my confusion regarding the end of the story, I still find myself eager to play the next entry. More deliveries? Yes, please.

The Math

Objective Assessment: 7.5/10.

Bonus: +1 for unique gameplay. +1 for addictive, yet at times relaxing, gameplay loop.

Penalties: ‒1 for opening hours. ‒1 for story misfires.

Nerd Coefficient: 7.5/10.

Posted by: Joe DelFranco - Fiction writer and lover of most things video games. On most days you can find him writing at his favorite spot in the little state of Rhode Island.