Death Stranding 2’s Gameplay Is Too Good For Me To Waste My Time Watching Its Bad Cutscenes

Death Stranding 2: When Gameplay Triumphs Over Storytelling

The gaming world is abuzz with the anticipation surrounding *Death Stranding 2*. But a recent article highlighted a familiar struggle: the balance (or imbalance) between engaging gameplay and, shall we say, *less-than-stellar* storytelling. The author, like many players, found themselves captivated by the core mechanics, only to be bogged down by lengthy, disjointed cutscenes. Let’s delve into why this is a persistent issue and how it hints at potential future trends in gaming.

The Gameplay Loop: A Masterclass Undermined

The core gameplay of the *Death Stranding* series, the “porter” experience of traversing landscapes and delivering packages, is lauded for its unique and immersive qualities. It’s a gameplay loop that, when left uninterrupted, is deeply engaging. The article underscores this, emphasizing the sheer joy of the core mechanics. The problem? The constant interruption.

The original *Death Stranding* had a similar problem. Too many cutscenes were, in the opinion of many players, detracting from the experience. If Kojima-san had a better story, the situation might be different, but the opposite is the case. The first game, for example, involved a lot of exposition from characters you never knew and/or will never see again.

Did you know? The first *Death Stranding* was praised by many, but also criticized by many for its very long cutscenes. Players have even been known to skip these scenes to get back to the core gameplay.

The Storytelling Conundrum: Over-Reliance on “Cinematic” Moments

The article points out a common criticism: the cutscenes in *Death Stranding 2*, are too long, poorly written and don’t enhance the gameplay experience. They often feel self-indulgent and break the flow of the game. This isn’t just a matter of personal preference; it’s a frequent complaint that points to a larger issue in game development: prioritizing cinematic presentation over narrative coherence and player agency.

Our first look at Rainy.

The Rise of the “Skip” Button and Player Agency

The author’s solution? Skipping the cutscenes. And the result? A far more enjoyable experience. This isn’t a rejection of storytelling in games; it’s a demand for *better* storytelling or, at the very least, the freedom to prioritize gameplay when narrative falls short. The ability to choose whether or not to engage with the narrative is key to a positive gaming experience.

This trend suggests a shift toward greater player agency. Developers are increasingly recognizing the importance of player choice, not just in gameplay but also in how the narrative unfolds. Games like *Baldur’s Gate 3*, with its rich choices, and the ongoing popularity of open-world games which do not force the player into a cutscene after every level, are evidence of this evolution.

Future Trends in Gaming Storytelling

So, what does this mean for the future of gaming? Here are a few potential trends:

  • Emphasis on Interactive Storytelling: Rather than passive cutscenes, games will feature more dynamic narratives that react to player choices and actions. Think branching storylines, dialogue choices with real consequences, and environmental storytelling that reveals plot through gameplay.
  • Modular Narrative Design: Developers might adopt a modular approach, allowing players to choose the level of narrative engagement. This could involve “skip” options, optional side quests that expand the lore, or even customizable storytelling experiences.
  • Focus on Well-Crafted Writing and Concise Delivery: If cutscenes are essential, they will need to be well-written, concise, and integrated seamlessly into the gameplay. The story should enhance the experience, not hinder it.
  • Emergent Narratives: The beauty of the open world is that it doesn’t force the player to watch a cutscene to know what to do, and what is happening in the plot.

Pro Tip: Prioritize the Gameplay

Before you start *Death Stranding 2* or any other game with a strong narrative focus, consider the balance between gameplay and story. Don’t be afraid to experiment with skipping cutscenes if they disrupt your enjoyment. Remember, the best gaming experience is the one you find most engaging.

FAQ

Is skipping cutscenes “wrong”?

No, not at all! It’s about personal preference. If a cutscene detracts from your enjoyment of the game, skipping it is perfectly fine.

Are long cutscenes always bad?

Not necessarily. When cutscenes are well-written and enhance the game, they can be a fantastic addition. But they shouldn’t come at the expense of gameplay.

Will all games move away from cutscenes?

Unlikely. Cutscenes can be a powerful storytelling tool. However, we’re likely to see more games that offer options to control the level of narrative engagement.

The debate over cutscenes in *Death Stranding 2* is a reflection of a broader shift in the gaming landscape. It’s a testament to the importance of player agency, and the evolving relationship between gameplay and narrative. By embracing these trends, developers can craft experiences that are both immersive and engaging, ensuring that the gameplay loop remains the star of the show.

What are your thoughts on cutscenes in video games? Share your opinions in the comments below!

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