DEATH STRANDING DIRECTOR'S CUT

DEATH STRANDING DIRECTOR'S CUT

Not enough ratings
The Saavy Luden: Tips, Mechanics and Ideas for the discerning Porter
By Enormous Jackman
The joy of discovery, experimentation and "never forgetting your playful side" are a big part of the great experience that is Death Stranding in my opinion and although I highly recommend playing blind and discovering for yourself if you resonate with the game, some of it's subtle glories are not always apparent at first. I have made this catalog of mechanics and notions to serve as a kind of quick start guide for those looking to better understand the nature of the game play/overall experience, as well as a simple list of those many little obscure mechanics for porters looking to learn more ways to enjoy the vast and masterfully crafted world of Death Stranding.

The first sections are mainly my perspective and opinions on some of the subtle fundamentals and underappreciated depth to the game. Below it is a more straightforward list/catalog of gameplay mechanics, menu/item management options and ergonomic tools that are easy to miss and I wish I had known about sooner.

* Moderate spoilers of gameplay items/unlockables, virtually no story spoilers. Kojima stories are like the matrix, you can't even be told, you just have to see it for yourself. Recommend playing for at least a few hours to get the most out of the information.
*Guide uses original PS4 controller terms and personally I feel playing this game on a controller with analog is a must.
   
Award
Favorite
Favorited
Unfavorite
Concepts, Strategies and Perspectives
Choosing your path. Strategy and Style.
The core game play being about both deciding your path on the small scale and strategic multitasking and planning of your routes and objectives on a large scale, while optimizing what you can carry with you, emphasizes finding your own way. It is an ineffable overall feel for the concept you start to understand the more you play and see the story.

A design theme of multiple options to achieve your goal permeates Death Stranding. Most tools and weapons have at least 2 uses if you get creative, most major destinations have at least two kinds of paths to get there. One can usually choose to fight or sneak through a brutal choke point of enemies, climb treacherous paths if you prefer to battle the elements or scope out a nice long way around both to devise combinations of all your options.

Sometimes you will find yourself unable to avoid slogging up a brutal slope with a heavy ass load but often this is preventable when you plan ahead. Coming up with strategies to avoid these arduous situations is a rewarding feeling, and even in these positions there is a rewarding endeavor and many choices to make.
Will you thoroughly scan the area with the odradek and binoculars for routes far ahead as you go or focus on sprinting the most efficient path possible directly ahead? Will you carve a more flat leisurely switchback path and prevent stamina drain or will you trudge straight up knowing it will form a more trodden path to swiftly run back down on the way back?

If you're leaning and stumbling you can slow the pace of your walk instead of centering balance or try holding the heavy stuff in hand instead of on Sam's back. Of course you can also choose to tackle things directly without too much strategy and the game does a decent job at making a variety of play styles viable but ultimately the game encourages patience and persistence for finding an enjoyable cadence in the process of travel. Some situations can feel clunky or frustrating but just remember to explore all your options. Find a way to do things your way and when it gets too easy do it with style.

Trailblazing and Terrain System
"The paths we walk become roads, Sam. See the tracks you left behind? They tell a story. If you were a spy on a mission, you'd have failed, but you're not. So be proud of those tracks. They're proof that you exist. Keep leaving that proof. Let people know you're out there. Give them the courage to come together again. As you expand the network and aid your fellow Americans, you strengthen the bonds between us all and blaze a trail for them to follow."

-Die Hardman

This hill was completely covered in rocks when I made those footprints; and when I get to another destination after riding over the path on my bike or walking it again, it will be further cleared and solidified as a dirt trail that will take longer to be washed away by timefall.

  • Wherever you walk the footprints you leave will create a path. All these paths you take are temporarily saved on the map and can be seen with the odredek scanner. Upon returning, the areas traversed that aren't over massive solid rock and the like will usually be cleared of most smaller rocks and obstructions. If you keep traversing the path(usually seems to be 2 or 3 times) it will be worn into a visible dirt trail.

  • This seems to take effect most reliably by accessing the terminal menu of any knot or shelter on the network. This works even without a delivery, I was able to get the first phase of pathening to appear just using a postbox terminal.

  • The rate that unused trails dissipate is seemingly inconsistent but well worn trails seem to last quite awhile. I noticed some of the trails I made for big story mission deliveries connecting the network and so forth seemed to be permanent. Trails in snow are more short lived but especially useful for walking more easily.

  • This mechanic is invaluable for making timed, exceedingly heavy, or otherwise difficult deliveries much easier. Taking enough time for scouting a path, building shelters/generators/ladders/zip lines on it, and running a few laps to really learn it while also physically clearing out obstructions with trails will make pretty much any delivery a breeze. (Note: trails don't form as well outside chiral network but a practice run out there with plenty of ladders/ropes is still always worth it, especially if you enjoy that pioneering scout feel).

  • When a trail is more defined scanning it with the odredek will show other players' footprints who've taken a similar path. These are the likes I most enjoy giving, for the anonymous fellowship in recognizing someone else chose the same path less traveled as I.

Paths don't form everywhere but it's pretty thorough. They seem to be more enduring if it's traveled by a lot of other players/ a main road. Like many elements of the chiral network, the specifics are mysterious so results may vary. I will update if I confirm anything new.

For me the trail blazing is a core but overlooked element of this game that adds not only a really fun immersive feeling to being an inter-dimensional pioneer, but a lot of tactical depth to planning routes. Choosing to take the way you came on the way back will create a more permanent trail for the future but it always pays to explore new, more optimal or interesting paths. Choosing a path is an investment in it's maintenance. Many of the structures I was most gratified in building were ones that maintained and pointed the way along certain obscure but cool paths to vital areas.
Mechanics/Gameplay Tool Tips list
I discovered a lot of nifty little mechanics on the road to 540-hood and from other porters around the internet and in the spirit of connection wanted to create a simple resource for sharing them in one place.

Some obvious, some more obscure but there are basic things I didn't know for years like the 3rd brake button. I recently saw someone online say they didn't know you could boost vehicles with L3 or tilt the 3D map in pause menu so I wanted to make a comprehensive list of a lot of those great mechanics that are easily missed or unintuitive. I've tried to weigh usefulness and obscurity while mostly avoiding tips included in the game but also accounting for foundational stuff some people may miss.

Mainly the mechanics and tips that are particularly useful or fun compared to how easy they are to miss with more fundamental stuff at the top.
Fundamental/Travel/Movement
  • Ladders can be picked back up and reused if you haven't touched it or moved too far away(you'll see a little clicking spark effect to know it's set in place. Press Square to slide down ladders.

  • You can turn off the "extended warning" mini cutscene with the odredek whenever BB senses BTs in the options. The warning is still plenty clear with it off.

  • Holding cargo in hand is a solid option for heavy stuff that would make Sam lean otherwise. Handheld cargo is also protected from damage when falling.

  • Timefall doesn't damage cargo when container damage gets depleted. The passage of time (and degrading of structures) only occurs while you are playing. The preset NPC built structures don't degrade below 29%, you can rely on them! Roads don't seem to either once built. Continuing to donate helps out newer porters getting them built though.

  • The sticky gun can be fired at climbing anchors to pull the rope down to you if it's stuck up on the cliff. Note you must fire it at the anchor itself, not the rope. Can be unreliable but a cool option.

  • Most bridge links give you a useful reward but you definitely want to get the Cosplayer's grenade and utility pouch upgrades asap. Also the Roboticist's all terrain skeleton is available slightly early, I believe when you get to mountain knot if you find lost cargo for her and deliver it. A must have for snow walking.

  • Read the tips, pay attention to the tutorials, explore and experiment at your own pace with side missions etc. There is no wrong way to enjoy but it should be noted that advancing in the story early on will open up a lot of new options and tools to play with that really enrich the free roam. Chapter 5 is a good spot where you have most of the core things available to you. Get to the weather station as soon as you can if you are struggling with heavy loads on foot.

    Movement Techniques

    Movement is mostly simple and intuitive with a good balance of technical control versus limitation to reward strategy and tactical decision making but there are some more subtle mechanics to understand just how much control you have.

  • Stopping Tapping directly backward/away on the analog from where Sam is facing when you've built up some momentum will make him stop more quickly. Used along with centering you gravity with both hands will act like brakes when driving your Norman Reedus meat vehicle. If you're really moving, going downhill or carrying a lot you must hold the direction longer. When sprinting you also have slide stop option with crouch button.

    *You can really feel the distinction when you do what is known as a half circle in fighting games with the analog to do a 180 turn. Rotate the analog quickly to the left or right stopping at the bottom to form a half circle and Sam will plant his foot and quickly shift direction versus when you just go straight from holding up to down he will stop, turn and start moving again.

  • Tilting/Slow Walk Don't underestimate the power of taking your time. Slowly moving will solve many problems and allow you to take it all in while still forging ahead, if you center balance while tilting the analog slightly you are an unshakable rock of stability and stamina preservation. You have to get a feel for what you can get away with but this makes some very precise and safe descents/short drops on cliff sides possible.

  • Tilting also works while sprinting and will let you slow/stabilize briefly without breaking your stride. A useful movement option for the speed skeleton boost and can give you some jump distance variety.

  • Walking in compass/first person mode can be used for precision strafing and movement where turning is difficult or dangerous.

  • The level 3 stabilizer is basically a jet pack, extending your jump and negating fall damage as long as you have battery power. Use with the heating pad extra batteries and speed skeleton sprint jumps to enjoy ascension into a true Luden state.

Menu/Interface/Item Management
These can save a lot of time and button pressing for when you get into that hooked on delivery flow state and just want to get back on the road ASAP. There's also just something about the dense menus in this game that make it easy to overlook simple ergonomic options.

  • Whenever there's a menu where you have to confirm changes you can hold down X to do it instead of scrolling down and clicking the confirm button every time. This is an example of things to look out for in the dense menus. That blue radiating blip is there to emphasize this particularly important button holding glyph. Same effect points to R3 input to switch to second page of the in game item wheel.

  • From cargo menu press options/start button to exit straight to game instead of having to hit Circle twice.

  • Press X when first pausing/Hovering over Sam will bring you straight to cargo menu from map, you don't have to press left on D-pad to bring up side menu like I did for my entire first playthrough.

  • Press Square to select multiple items. Can be held down to scroll through. Hitting left/right moves between sections in cargo menu.

  • The option to "hide spoiler signs" also has an option to hide all signs other than your own. Great if you're sick of those shameless like farming signs placed where you can't avoid them.

  • Hiding certain icons on the map like the signs, climbing anchors of other players etc is well worth tweaking to make the map less cluttered (Also map can be tilted to get a better angle on elevation and what not).

  • Take advantage of all the in game management options for variety and to cut down on menus like holding down triangle to offload cargo, dropping gear from the radial menu(great for floating carrier), using the binoculars/compass instead of the map.
Vehicles/Carrier
  • There are 3 different brake buttons. L2 is a reverse/brake. Circle is drifting/handbrake. Triangle is a straight up brake, functions similarly to L2 but seems to stop you a bit quickly and while going backwards. Also vehicles can boost with L3 and jump with X.

  • You can pick up cargo, chiral crystals etc while on the trike if you hold still. Works great with gravity gloves.

  • When riding floating carriers you hover right over the tar covered BTs/tar pits that form when the floating ones "catch" you, effectively allowing you to just surf right through BT territory as long as its downhill/you stay moving. They will eventually knock you off holding still but you can even just push yourself forward pressing square and avoid them pretty easily on open ground. L2 and/R2 to brake on Carrier.

  • You can use the rope to tie down cargo on floating carriers and on transport trike.

  • Trikes can go nearly anywhere with enough patience, including across ladders.
Human and BT Battle
  • The Bola Gun will restrain and reveal BT's. Very effective in combination with a certain cuff link upgrade. Headshots on human enemies will instantly knock them out without having to do a follow up kick. These combined with it's stealth advantage made it my go to efficient weapon most of the game. With a bola gun, grenade pouch full of hematic grenades and maybe one smoke or shock grenade you have a lightweight versatile loadout for humans and bt's.

    Bolas can't do anything against the big monster bt's but you can always call out to the other naked ghost Sams during those fights for hematic weapons, so you can get by without them if pressed for space/weight.

    Human battle
    • BB will block oncoming bullets when excited! Just sit down and whistle a quick tune before an anticipated fight.

    • Running over human opponents in vehicles counts as non lethal and knocks them out, can be pretty viable and entertaining, especially with the defensive trike.

    • Melee combat: the L2/R2+X dash can be used to dodge attacks, Holding both triggers and attacking does a tackle, the rope strand can be used to parry enemy attacks, cargo and gear is strong melee weapon(even broken or consumed items).

    • The jump attack knee is my go to melee attack. Breaks through block and uses less stamina than the tackle as well as knocking them over. Channel your inner Captain Falcon by tapping L3 to stop sprinting just before jumping into a knee and kick them when they're down for a satisfying and efficient knock out. Note the sprint jump attack is the drop kick, which is hard to land and a lot of recovery time.



    BT Battle/Stealth Strategy

    There are a few options for dealing with BTs depending on your preference, mainly sneaking, fighting or outrunning or a combination of the 3. Facing them head on when you've unlocked some weapons, you can kill the big monster you get dragged to and the area will be clear of BTs for a short time. You can get dragged and then just escape from the monster's tar area to run through but both these options will often damage cargo. When the tar has opened up but you haven't been pulled under/dragged to the monster yet, don't panic! You can still escape if you play your cards right and have enough stamina. Escaping this way your cargo is still intact.

    • When caught by a BT and trying to wrestle free from the tar BTs you can aim/use weapons when the "Shake off" prompt is up (including Sam's urine). This is a good time to throw a hematic grenade at your feet to get them all off you and get away(Note if you aim too low Sam will just do the throw animation but nothing happens, aim slightly in front of you)

    • When you want to fight the BTs but avoid damaging cargo, consider using a post box private locker. You can stash your cargo in a vehicle or on the ground but it must be well out of the tar zone and poses a high risk of damage or lose.

    • Remember to use sandalweed in combination with holding your breath when sneaking/avoiding BTs to have more stealthy footsteps.
Travel without a delivery.
Multitasking and always carrying cargo somewhere as you travel is generally a smart move, but don't get so hooked on delivery that you forget to take some time for some good old fashion free roam. Not only is it a fun change of pace but it allows you to optimally carry out reconnaissance and trail maintenance.

  • You can carry a lot more gear and tools and still travel light. Having several PCCs to get more experimental with structures. (You can delete them anytime remotely from the map)

  • With no destination you can focus on path finding and exploration, getting to know new ways around the land on the fly.

  • Allows you to take advantage of repatriation, with relatively inconsequential death(as long as you dont cause a voidout by being eaten by BTs) and falls you can experiment more with the combat and movement. Just be sure to take care of BB and don't put your Reedus through too much suffering.

  • Affords you time to be a Luden and just play!

This game was an excellent journey for me and I hope these tips help some other porters out there on the road. I will try to update this as I discover more.

Keep on Keeping on!
Extra/Miscellaneous/Minutia
For the particularly discerning porters who enjoy the further subtleties of Death Stranding knowledge and mastery. Some are quite inane but threw them in as they are things I was gratified to learn.

    Luden Movement
  • You can center balance in the opposite direction you are going to turn preemptively if you anticipate leaning.

  • You can start holding X while in first person and let go of L1 and Sam be in auto climbing mode without having to do a jump or dash. Most of the time you can just jump/dash and connect with the rock/climbable surface safely but a good option if you want to be extra careful not to slip on inclines by jumping.
    Miscellaneous
  • There is an item limit to your collective private locker usage but its pretty high and you're unlikely to hit it unless you're actively hoarding and neglecting item management like I did. Also when you receive a gift upon delivery you can just hit Circle/back and it puts it in your private locker.

  • Avoid basic math on retrieval orders when you want to check if you have all the cargo and they aren't numbered 1/6 etc: pause and go to Orders and look towards bottom for the total amount of cargo weight possible in order and compare it with your carried cargo.

  • Trucks have a section of small lights on back left to indicate how full the cargo capacity is.

  • Timefall shelters will fill canteen when it's raining/snowing.

  • The oxygen mask counts as the equivalent of holding your breath stealth wise. It also protects Sam from from toxic cargo with a broken container(this doesn't damage the vog cargo so you can just trike spewing poison carefree with the mask on if you don't want to use the truck).

  • In bridge links section clicking on your own name shows you some interesting statistics such as what all structures you've built/upgraded. Useful if going for completion.

  • Speaking of completion, when fabricating an item there is a small box on the bottom left of that menu with a check mark in it letting you know if you've fabricated that item before.

  • If using controller on PC and the cursor is popped up, try left clicking to get it to disappear.
    Multiplayer Mysteries
  • Remember the log accessed from the data menu can be used to review the messages that pop up randomly when starting that tell you what players used your structures. I wish it was easier to see what structures got likes but I enjoy these messages and looking around for which ones it was. I would get bummed when I accidentely paused or something else that interrupted the messages and didnt know the log could review them for a long time.

  • Players that recently liked your structures and what not when you log in seem to appear at the top of the list in your bridge link(below your contracts) until you interact with other player structures. A good way to build mutual like connections.

Special thanks to Hot Goldman.