Sabtu, 02 November 2019

Nest Thermostat, Amazon Echo and Philips Hue: The best smart home tech of the decade - CNET

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The Nest Learning Thermostat was first introduced to the world in 2011 and it inspired many other brands to think about "boring" home appliances in a new way. 

Jon Garnham/CNET
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We're jumping into a time machine to revisit some of best, biggest and the not-so-good in tech from the last 10 years. We've already covered influential people, memorable TV shows -- and even the worst tech trends of the decade. Now it's time to talk about the smart home

Smart home tech refers to a broad range of devices that connect to your phone, TV or voice assistant. While some smart home products existed before the 2010s, like Simplisafe's first-gen DIY home security system (2008), this decade ushered in the modern smart home industry -- an entire tech category comprised of thermostats, lights, security cameras and even fridges that do much more than their non-smart predecessors. 

But 10 products stand out more than the rest. Here are the biggest smart home hits of the decade, ranked in ascending order. 

Belkin WeMo Switch
Ry Crist/CNET

10. Belkin Wemo Smart Switch (2012)

Ah, the humble smart plug. These handy gizmos plug into outlets and make it possible to control lamps, space heaters and other dumb home appliances from your phone -- or with a voice command. It's a simple, affordable entry point into the smart home, and the Belkin Wemo Smart Switch was an early favorite. 

Its $50 price, straightforward app and early adoption of IFTTT, a service that helps devices from different manufacturers work together, made it a popular product recommendation in the early days of CNET's smart home coverage. Belkin replaced this particular switch with the Belkin Wemo Insight Switch (2013) and the Belkin Wemo Mini Smart Plug (2017), but the original Wemo Smart Switch is a legacy smart home product that inspired other brands to introduce easy-to-use app-enabled smart plugs. 

Read more: The best smart plugs of 2019

SimpliSafe Home Security Ultimate Package
Colin West McDonald/CNET

9. Piper (2013)

Piper was the original all-in-one home security system. This self-contained security device, now discontinued, cost $239. It came with an HD security camera, two-way audio and motion, audio, humidity, temperature and ambient light sensors. Piper was outfitted with a siren, so you could scare away potential intruders with a screaming 105-decibel alarm. 

Piper got its start on Indiegogo and expanded to online stores like Amazon after Icontrol Networks purchased the startup. Icontrol then released an improved version of the original Piper with night-vision called the Piper NV. Many other brands followed suit with all-in-one home security systems, but Piper led the charge for this smart home product category. 

Alarm.com purchased the Piper division of Icontrol Networks in 2017 and the Piper and Piper NV products were discontinued. 

Read more: All-in-one home security systems should be much more popular (commentary)

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Tyler Lizenby/CNET

8. August Smart Lock (2013)

The August Smart Lock, first introduced in 2013, was pretty revolutionary at the time. Instead of replacing your entire deadbolt -- a standard step for many smart locks, even today -- August's inaugural smart lock retrofit over most standard deadbolts. The installation required minimal time and effort and you could lock and unlock your door from the August app. August has since introduced next-gen versions of its classic Smart Lock, but the installation and overall simplicity remains the same. In 2017, Assa Abloy, the parent company of lock maker Yale, purchased August

August also sells a smart video doorbell, the square August Doorbell Cam Pro.

Read more: The best smart locks of 2019

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Chris Monroe/CNET

7. Samsung Family Hub (2016)

Most of the large appliances we've seen with integrated smart home tech aren't actually all that smart. The Family Hub fridge by Samsung is one of the few exceptions -- it was the first large appliance that impressed us with its smart tech. 

At $5,600, the Family Hub is an expensive refrigerator -- Samsung has since introduced other, slightly more affordable models. Samsung's goal: to make Family Hub the hub of your house. Not only do the fridges have an app, they have built-in cameras where you can see what's inside when you're at the grocery store. Not sure if you need more milk? Just check the camera. They also come with a giant touchscreen display on the outside, complete with a calendar, music apps and much, much more.  

As there hasn't been much innovation in the category since the Family Hub's debut, Samsung's line of smart fridges still dominate the category today by default. It's not something you need to rush out and buy, but the Family Hub was a good first step for the category that showed us the potential of smart large appliances. 

Read more: 5 mistakes to avoid when buying a fridge

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Sarah Tew/CNET

6. Dropcam Pro (2013)

The Dropcam Pro influenced the entire DIY security camera industry when it first hit the scene in 2013. Its 2012 predecessor, the Dropcam, was a solid camera, but the 1080p Pro really set the standard for the security hardware to come. Priced at $199, the Dropcam Pro had a straightforward app for live streaming, motion alerts and two-way talk. 

Startup Nest (now owned by Google) purchased Dropcam in 2014 and the Nest Cam Indoor was largely inspired by the Dropcam Pro. But its influence goes far beyond the Nest Cam Indoor. The Dropcam Pro marked the beginning of an era of $200 1080p HD home security cameras. That trend has only recently given way to more affordable models, like the $20 Wyze Cam

Read more: The best home security cameras of 2019

SmartThings Know and Control Your Home kit
Colin West McDonald/CNET

5. SmartThings Hub (2012)

SmartThings began on Kickstarter. The idea was simple -- this single, router-connected hub would control all (or at least, most) of your smart home devices. And the related SmartThings app would be your one-stop spot for monitoring and managing the settings of each device. When we tested the first-gen version, we liked it. It did a decent job unifying devices so you didn't have to switch between a ton of apps and settings menus. Instead, everything was in one place. 

After Samsung bought SmartThings in 2014 it introduced next-gen hubs with similar, updated functionality around the same time as the first Amazon Echo. By comparison, SmartThings and hubs from other companies (like Wink and Revolv) were clunky and hard to use. Even so, the original SmartThings hub, and its competitors (Wink and Revolv deserve honorable mentions here), paved the way for smart speakers and other devices that unite all of your smart home gadgets under a single device. 

SmartThings in its current form is still available as a hub, but has also expanded to Samsung TVs and fridges

Read more: The only way to save the smart home hub is to kill it (commentary)

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Tyler Lizenby/CNET

4. Ring Video Doorbell (2014)

Before Ring was Ring, founder Jamie Siminoff launched the Bot Home Automation Doorbot. The Doorbot had a lot of design and performance problems, but the company rebranded quickly as Ring. The $199 Ring Video Doorbell was among the first solid smart doorbells to reach store shelves. It's still sold today, at the reduced price of $100. Ring now offers a variety of other doorbells, security cameras and smart lights

Amazon purchased Ring in 2018. Ring has come under fire for its partnership with local police stations in the United States; customers have the option to share their camera's footage with law enforcement, raising questions about privacy and profiling

Many smart doorbell companies have emerged since Ring, but this brand has been the most prevalent in this still-growing product category. 

Read more: The best video doorbells of 2019

Philips Hue Connected Bulb starter pack
Colin West McDonald/CNET

3. Philips Hue (2012)

Color-changing LED bulbs may not seem like a new thing today, but back in 2012 they were pretty wild -- and Philips was at the forefront of the category. Originally sold for $200 in a three-pack with a required Zigbee hub, the color-changing starter kit now includes four bulbs for the same $200 price. Monitor and manage your lights individually and by room in the app. Set schedules, automations with other devices and more. 

The smart bulb market is much more saturated in 2019, and Philips itself has expanded to meet the growing industry. The company now sells white-light LEDs, Bluetooth-enabled bulbs and even light strips, but they aren't our favorite color-changing bulbs anymore. That title goes to the Lifx Mini.

Read more: The complete guide to Philips Hue

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Tyler Lizenby/CNET

2. Amazon Echo and Alexa (2014)

The original Amazon Echo emerged during a time when we were all trying to make sense of the smart home. Hubs like SmartThings and Wink were important precursors, but it wasn't until the Amazon Echo arrived in 2014 that the smart home really took off. This cylindrical speaker, powered by voice assistant Alexa, would open up the smart home world to entire families in a way that the trickier-to-operate hubs never could. 

Kids could ask Alexa to tell them a joke. Adults could set kitchen timers, play podcasts, get weather reports -- and control their connected devices with a simple command, "Alexa, turn on the kitchen lights." A lot has changed in the smart speaker category since this first product -- Google Assistant and Siri have swooped in with smart speakers of their own. And the Alexa of 2019 has grown up a lot in five years, connecting with thousands of different skills, creating thousands of potential ways to interact with the newest, ever-growing lineup of Amazon Echo products.

There are privacy concerns associated with owning and using smart speakers. Amazon has been in the news for keeping transcripts of your Alexa conversationsThe company has since announced privacy updates, making it possibly to automatically delete Alexa recordings, as well as a "Home Mode" for Ring cameras that turns off audio and video recording when you're home. 

Amazon isn't the only company updating its privacy policies in an effort to give customers more control over their data. You can now ask Google Assistant to "delete the last thing I said/delete everything I said last week."  

Read more: The best Alexa devices of 2019

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John Kim/CNET

1. Nest Thermostat (2011)

The 2011 Nest Learning Thermostat, dreamed up by Matt Rogers and Tony Fadell (known as the "father of the iPod), marked the start of the modern smart home industry. Before the $249 app-enabled Nest launched, there were other thermostats (and other devices in general) you could control with your phone. But Nest was the startup that first considered design in a major way. It took something utilitarian and boring -- a thermostat -- that typically hides on the wall in a hallway, and made it a statement piece.

Yes, $249 is a heck of a lot of money for a thermostat, but a lot of people bought it. It's now in its third generation as the Nest Learning Thermostat. Nest also sells the Nest E Thermostat with a similar design as the Learning Thermostat at a more affordable $169 price. Google bought Nest in 2014 and has rebranded to Google Nest, now offering smoke detectors, smart locks, doorbells, security cameras and security systems that work with Google Assistant. 

There are dozens of smart thermostats today and our current favorite isn't even a Nest model -- it's the Ecobee SmartThermostat. But Nest made people excited about buying smart home products and I think it's one of the main reasons the larger category has grown so fast in ten years. 

Read more: Thermostats used to be ugly. Nest changed all that (commentary)

Now playing: Watch this: Nest's Learning Thermostat gets even smarter, easier...

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https://www.cnet.com/news/nest-thermostat-amazon-echo-and-philips-hue-the-best-smart-home-tech-of-the-decade/

2019-11-02 12:00:07Z
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Here’s How Much Money The Fitbit Founders Will Get From Google’s Acquisition - Forbes

A dozen years after they started Fitbit, cofounders James Park and Eric Friedman are handing off the company they worked so hard to build. The two men agreed to sell the company to Google on Friday in a deal that values the smartwatch maker at $2.1 billion. Park, 43, and Friedman, 42, who currently serve as Fitbit’s CEO and Chief Technology Officer, respectively, will each walk away with as much as $150 million (before taxes) as a result of selling their shares in the publicly traded company, Forbes estimates.

“More than 12 years ago, we set an audacious company vision – to make everyone in the world healthier,” said Park in a statement. “With Google’s resources and global platform, Fitbit will be able to accelerate innovation in the wearables category, scale faster, and make health even more accessible to everyone. I could not be more excited for what lies ahead.”

Google is paying $7.35 per share in cash for Fitbit shares – markedly less than the $20 price set by the company when it went public in June 2015. Fitbit’s stock sprinted to close at $29.68 on its first day of trading, vaulting Park and Friedman into the ranks of centimillionairesForbes pegged Park and Friedman’s stakes at $600 million each on the day of the IPO. In November 2015, both Park and James made Forbes’ list of America’s Richest Entrepreneurs Under 40 — with each worth $660 million. Park was age 39 and Friedman was 38 back then.

Over the course of the following year, Fitbit’s stock descended into single-digit territory as it struggled to unveil new products and face down competition from rivals including Garmin. The last time the company’s stock closed above $7.35 a share was in June of last year. It then continued to fall until it hit an all-time low of $2.99 in August this year.

Fitbit reported revenue of $1.5 billion in 2018, a 6% drop from the previous year. The company also posted a net loss of about $186 million last year, extending a three-year stretch of losses going back to 2016. A spokesperson for Fitbit did not immediately return a request for comment.

Park and Friedman each own about 8% of Fitbit’s equity, with Friedman controlling a slightly larger stake than his cofounder. The deal is set to close in 2020, as Google looks to take on competitors like Apple and Samsung in the fast-growing wearables sector.

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https://www.forbes.com/sites/giacomotognini/2019/11/02/heres-how-much-money-the-fitbit-founders-will-get-from-googles-acquisition/

2019-11-02 11:00:22Z
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Jumat, 01 November 2019

Apple TV+ is fine - Engadget

The pitch for Apple TV+ is pretty simple: Pay Apple $5 a month, and you'll get access to original shows and movies you won't find anywhere else. It's not a nostalgia play with a huge library of films like Disney+, or an evolution of an existing premium network like HBO Max. Apple TV+ is basically just exclusive content with the power of major celebrities and creatives, like Oprah and Steven Spielberg, behind it.

After spending several hours with it, the best I can say is that Apple TV+ is... fine? New series like The Morning Show, which stars Jennifer Aniston, Reese Witherspoon and Steve Carrell, are a clear sign that the company is investing heavily in talent. And the revamped TV app, which launched in May, makes it easy to find new bingeworthy content and keep track of everything you're watching. The handful of shows launching with Apple TV+, including Oprah's Book Club, the apocalyptic drama See and For All Mankind, an alternate history space race series by Ronald D. Moore (Battlestar Galactica), are all perfectly watchable.

Nothing truly stands out, though. The Morning Show tries its hardest to look like Important Dramatic TV in the vein of Aaron Sorkin, but aside from the litany of stars, the first episode struggles for an identity of its own. It's also very strange that one of its villainous news anchors, played by Billy Crudup, goes into an extended rant about how broadcast TV will be swallowed by tech giants, and viewers prefer less complicated and personalized content via social media. At the end, I half expected him to stare directly into the camera like a character from The Office.

Apple TV+ lacks the innovative spark of Netflix's early streaming service -- we all know that it's possible to make good TV away from the confines of cable and broadcast networks. But, as we noted in September, it doesn't matter if there's anything truly new with Apple TV+, it'll still be a huge success through Apple's marketing might alone. Pricing it at $5 makes it a no-brainer subscription for most consumers, and the company is also bundling a year of service with new device purchases.

Apple TV+

Even though Apple TV+'s selection of content is pretty slim at the moment, we know there's plenty more on the horizon. M. Night Shyamalan's mystery thriller Servant arrives November 28th, and there's more media in the works for next year, like Spielberg's Amazing Stories reboot. And the company has a major footprint advantage, as well. Apple TV+ launches in 100 countries today, whereas Disney+ will only be available in the US, Canada and the Netherlands when it hits November 12th.

Another bid in its favor: Apple customers simply have to open up the TV app on their iOS, Mac or Apple TV devices to subscribe to TV+. Signing up is simple, too, I just had to hit the huge Apple TV+ banner in the app, and it automatically recognized that I had a year of service ready and waiting because I bought an iPhone 11 Pro. After subscribing, you can simply start watching any TV+ show through the app.

The shows launched quickly and looked uniformly excellent on my LG OLED TV via the Apple TV 4K, thanks to broad support for Dolby Vision HDR. Everything worked pretty much like I expected, though Engadget Executive Editor Aaron Souppouris noticed a strange interface quirk while watching TV+ content. The "Menu" button on the Apple TV remote displays an episode description when you hit it once, and you'll have to hit it a second time to go back to the TV app. Everywhere else on the Apple TV, that menu button serves as a universal option to go back to where you were before. I figure most people will get over that quickly, but the interface inconsistency is strange to see from Apple.

And if you don't have any Apple devices, you can still take advantage of the new streaming service through the Apple TV app on some Samsung smart TVs, as well as streaming boxes like Roku and Amazon's Fire TV Sticks. That app will be headed to Sony, LG and Vizio smart TVs later this year. Vizio, LG and Samsung users can also use AirPlay 2 to stream Apple TV+ content from iOS and Mac devices. Finally, you can also watch TV+ shows on the web at tv.apple.com.

Apple TV+ feels more like "Apple TV, too." The company has proven it can craft original streaming content, but that's about it. Then again, that's really all Apple had to do. Build the service, and the viewers will come

All products recommended by Engadget are selected by our editorial team, independent of our parent company. Some of our stories include affiliate links. If you buy something through one of these links, we may earn an affiliate commission.
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https://www.engadget.com/2019/11/01/apple-tv-review/

2019-11-01 19:15:17Z
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AirPods Pro review: the perfect earbuds for the iPhone - The Verge

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2019-11-01 13:00:06Z
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Death Stranding: The Kotaku Review - Kotaku

There is no elevator pitch for Death Stranding.

Every inch of Death Stranding teems with meaning or implication. Even the stupidest and most pretentious developments build to create a multi-layered game, one with numerous potential points of attack to analyze. It is a story about fatherhood. It is a broad dig at the gig economy. It is deeply concerned with upcoming environmental disaster and American politics, old and new.

Death Stranding is also about throwing grenades made from your own piss and shit at ghosts. It is about hiking alone in the wilderness for hours. It is a tireless grind. It is a commentary on social media and the internet, delivered through the asynchronous interactions players can have with one another as they play. It is breathtaking in scope, consistently intelligent in design, and beautiful to behold. It is a heaping pile of pretentious nonsense. It is a game in which characters drop overwrought interpretations of Kōbō Abe quotes. Its most recurring visual motif is a not-so-subtle gesture towards Thomas Pynchon’s Gravity’s Rainbow. It progresses not with the quiet stroke of a pen but with the pounding crash of a hammer. “I brought you a metaphor,” one of the characters says late in the game. It is stupid, and obvious, and perfect.

Death Stranding is also Hideo Kojima’s first major project following his departure from Konami in 2015. The context is charged: here is a widely acclaimed “auteur,” supposedly shackled by corporate overlords let loose at last, ready to blow your mind open with a masterpiece. The game follows on the heels of the tragic cancelation of Silent Hills, which was to be a video game collaboration with film director Guillermo del Toro, starring Norman Reedus. (Reedus now stars in Death Stranding, along with del Toro and tons of other celebrities.)

Then there’s the supposed weirdness of Death Stranding itself. During development, its plot and gameplay were tightly guarded secrets, with exorbitant and celebrity-laden trailers providing the only hint of what was to come. The game has been mythologized through its marketing, and Kojima—already considered a legend—has been further mythologized along with it.

But that narrative is replete with mischaracterizations. Kojima is a man with a highly skilled team at his disposal, decades of experience, celebrity friends, and millions of dollars in Sony backing. He’s no scrappier than any other rich and famous person. Because of this, there are two Death Strandings. There is the one in public consciousness, and there is the one that I have played. The first is a dream, an impossible (and frankly unnecessary) vindication of games as art created by a glorified mastermind. The actual game is a fantastic mess.

But is it good, Heather? Yes, friends. I love it.

Death Stranding is set in an alternate future where a cataclysmic event called the Death Stranding has devastated most of the world. The incident, described as a great explosion, has blurred the lines between the land of the living and the afterlife. In the world of Death Stranding, there is in fact something after death, and it is observable and measurable. Furthermore, every person has been discovered to contain their own “Beach,” which is a limbo-like space that they arrive at before finally moving into the great beyond. The thinning boundaries between our world and the afterlife released spirits called “beached things,” or BTs. BTs ravage communities, wreaking havoc on the living. They are so dangerous that if a human makes contact with a larger BT, it can trigger an event called a “voidout,” a sort of miniature nuclear explosion that can destroy cities in the blink of an eye. The world has been fractured into a few remaining cities and pioneer outposts. Connecting them are delivery services, staffed by porters who brave the expansive waste and sneak through BT territory to bring essential supplies to the disjointed smattering of humanity that remains.

Players control Sam Porter Bridges, a lone wolf courier who is more content in the wasteland than around other people. After the last living president of the United States passes away, Sam is asked to carry out her final directive: connect the remaining settlements to the “chiral network,” a futuristic internet that allows for instant communication and fast 3D printing of infrastructure and supplies. The goal, he is told, is to “make America whole again.”

Carrying out this directive becomes ever more complicated as terrorist factions conspire to kickstart mankind’s extinction, politicians cover up horrible crimes, and a literal ghost bent on revenge wages a personal war against those who wronged him. It’s operatic, excessive, and ultimately leads to a finale so spectacular and absurd that it moves beyond anime overindulgence into a glorious pimple popping of plot.

So, there are grand political machinations that extend far beyond Sam’s reach. But throughout it all, he’s still just a postman who needs to make his deliveries while living in the worst possible world. To help him navigate that world, Sam is given a “bridge baby.” This baby in a pod grants Sam the ability to perceive BTs and progress on his journey across the continent. Throughout the journey, he will deliver countless packages and supplies from outpost to outpost, hiking untold miles in solitude while slowly bringing settlements into the network. Each new excursion is dogged by tough terrain, lurking BTs, raiders, and a corrosive rain called “timefall” that rapidly accelerates everything it touches.

Most of the time, Sam navigates these dangers while wearing a backpack crammed with packages and gear. The contents of the backpack must be balanced. If Sam’s too heavy on either side, he’ll fall. And if Sam falls, his cargo will be damaged. It is painful to traverse terrain and all too easy to fall, especially in the early game. But over time, Sam gets stronger, and the player gains more resources.

At first, Sam’s gear is little more than a good pair of shoes and maybe a rope for climbing. As players progress, they’ll gain access to a variety of robotic rigs to increase how much Sam can carry or how fast he can move in extreme terrain. Eventually, that means portable 3D printers than can build bridges or even safe houses to rest at provided you have enough raw materials.

It costs a lot of materials to build a bridge or a shelter. These structures also take damage over time and must be repaired. But you aren’t the only one in this world who is building bridges over coursing rivers, or hanging ziplines in rocky mountaintops. Death Stranding will put you on a server with other players, each of them building their own structures that you can share and use. You can even deliver packages that they’ve dropped, or leave behind packages you can’t deliver yourself. Every time Sam connects another town in the world to the fictional chiral network, Death Stranding will connect you to the real-life network of other players and their structures.

Sharing is rewarded. These structures exist in a pseudo-social network where players can “like” those that they find useful. The more “likes” you get, the better. It contributes to a progression system that uses a variety of criteria—mission completion time, the size of a cargo haul, completion of special conditions—to increase a player rank that eventually gives rewards, like the ability to carry more items or run down slopes without slipping as much.

But it’s not just delivering packages, building bridges, and connecting people to one another. Eventually, Sam gets weapons: rifles, shotguns, and grenades, all made using Sam’s blood and other bodily fluids. Because Sam is special, you see. He’s a “repatriate,” which means that instead of dying in mortal situations, he is able to guide his soul back to his body and rise again to complete the job. This makes him a perfect candidate for tough deliveries. His bodily fluids can be weaponized against the BTs as well, especially his blood. A “hematic” grenade can dispose of a BT in an instant, while blood-soaked bullets can slowly perforate them into mist. The best option is to avoid BTs altogether, relying on Sam’s bridge baby to perceive the ghosts’ locations and sneaking past them.

Death Stranding pulls from a variety of sources. The resurrections and multiplayer aspects of Dark Souls, the wandering of Proteus and No Man’s Sky, the clumsy body movements of QWOP, the skeletal remains of Metal Gear Solid V: The Phantom Pain and more surprisingly Metal Gear Survive. These pieces come together into a unique package with a simple loop: you start here, now please go there. Pick a mission, grab your gear, figure out how to get there, climb over whatever mountain is in your way without losing all your cargo. Fall, get up, keep going. Rinse and repeat, with added layers of intrigue and combat challenges as the story progresses.

The larger narrative of Death Stranding is spellbinding, but like The Phantom Pain before it, Death Stranding speaks more clearly through its systems, and is more interesting to play than its raw narrative is to experience. Using the game’s system of shared building and messaging, it’s possible to warn fellow players of BT hunting grounds, leave garages stocked with vehicles to freely use, drop shoes and excess gear into shared storage lockers, and create complicated pathways through a treacherous game world. The word strand, we are told early in the game, refers both to a tie that connects something and the act of being stranded, isolated from others. Just as Metal Gear Solid V’s war micromanaging expressed the endless cost of mercenary violence and revenge, Death Stranding’s systems speak to these two interpretations. Initially, players are indeed stranded. They are alone in a game world with few signs of human interaction, then slowly but surely, the topography changes. Footsteps on a path, the start of a road. These span out to form a complex spider’s web of player structures. Every piece feeds into the other. It turns out having ladders, better shoes, and increased mobility matters a lot when you might stumble over the perfectly placed rock at any moment.

Eventually, I reached a particularly treacherous part of the game where most of my deliveries involved hiking through thick snowfall. A few players had braved this area before me, but I found many of their structures to be incomplete. A makeshift series of magnetic ziplines covered some peaks, but there were no connecting ziplines on the most obvious paths. The foundation of a more complex system was there; all it needed was some work to become the thing it could be. Instead of progressing forward with the story, I gathered the materials I needed and ventured through BT territory to place the required ziplines, ones that could allow travel over the most dangerous areas, the areas that Death Stranding clearly expected players to pass through.

It was not easy. Time and time again, I was dragged to the ground by shadowy ghosts and pulled into a stream of tar that rushed me away from my destination. I fired bullets coated in my own blood and threw grenades containing my sweat at massive beasts until I somehow managed to get where I wanted to go. Over the course of several hours, digital blood and sweat literally spent, multiple hikes through the worst conditions accomplished, I connected my ziplines with the broader network. Anyone who came after me would be able to use them, crossing over the mountains easily and flying over the BT’s feasting ground. I’m proud of those ziplines, of the work that went into making them. I’m thankful to the strangers whose devices I literally connected with to make something that would benefit not only us, but everyone who stumbled through the treacherous paths after us. There was no real point to doing this, other that it could be done and I thought it should be done. I needed to do it. I needed to build something.

During my time reviewing Death Stranding, I had a relationship fall into disrepair. That my most valued personal connection frayed while playing a game that is ultimately about the bonds we make was not lost to me. Time and time again in Death Stranding, I wandered through harsh red deserts and snow-capped peaks with the mission of bringing people together. I crossed bridges left by strangers, trusting that the paths they had laid would bring me where I needed to go. Outside of the game, I was lost. What does it mean for a connection to unravel, like an old rope bridge across a ravine? What does it take to rebuild one?

I don’t have answers to this. Death Stranding didn’t provide them. Instead, it insisted on a simple idea: that we are made strong by the grace and, more beautifully, the chance of others. That we travel on the roads of those who went before us, leaving our own marks that ultimately affect the path those behind us take. We walk alone more often than we walk together, losing ineffable things along the way like so much fumbled luggage. And yet, we sometimes see signs of care. In life, they’re small. A random text message from an old friend, a free drink at the neighborhood bar, an enthusiastic conversation with a co-worker about nothing important, the sound of your roommate playing his guitar. In Death Stranding, these things are literal. A generator powering our car in the middle of nowhere, a glowing thumbs up emblem at the city gates, a ladder crossing a flowing stream, a structure protecting us from the acid rain.

“I brought you a metaphor.”

Death Stranding’s multiplayer aspects function as both criticism of online parasocial relationships and a strong metaphor for themes of togetherness and worker solidarity. Crossing the lonely wasteland encourages players to build narratives in their minds. Stumbling upon new bridges and seeing the names of familiar players, it’s easy to believe you know something about them. I noted how one player seemed to place their structures in areas with heavy foot traffic, maximizing “likes.” Another always seemed a step ahead, building exactly what was needed with care and consideration. You build affection for some players, annoyance for others. The opportunists, the caregivers. You crave “likes” and engagement because it feels good to have something, anything in the wasteland. One time, I built the start of a highway outside of a distribution center and woke up to find the road had been expanded by someone else. My initial structure has thousands of likes. Later on, returning to it, someone else’s name was presented as the owner and they had even more praise than I’d received. Who was this asshole, swooping in to take implicit responsibility for something I had built? I bet he’s the kind of person who steals people’s jokes on Twitter. These thoughts are, of course, nonsense. There’s no more sense to our interaction than whatever meaning I brought to it. Yet I cannot help but believe I know who they are, and accept that they’ve undoubtedly formed their own thoughts about me.

In practice, building structures and expanding pathways creates more camaraderie than contention. There’s no denying the strange narrative context underpinning it all⁠—we were, after all, extending from coast to coast in an effort to make America whole again⁠—but the effect of these mechanics is more romantic than unfortunate. Countless workers, united in the solidarity of their task, creating public and functional means to allow essential services to continue. The work mattered enough that players had each other’s backs and tended to the essential parts without prompting. Death Stranding waxes poetic about intertwining souls and bonds that last from one world to the next. If love, sadness or duty could move from the land of the living to the dead, then perhaps these feelings of pride and solidarity can shift from the digital to the actual. We made something; we helped each other. Video game or not, there’s a comfort in that. It turns out that being an Amazon worker in the apocalypse isn’t so bad when solidarity prevails.

The larger world of Death Stranding is far from idyllic. Scattered throughout the broken continent are pockets of hoarders know as MULEs, as well as other terrorists, all of whom are eager to steal Sam’s cargo. These human adversaries provide a different challenge from BTs. If you want to pilfer MULE supplies or rob caches from terrorists, you still can engage in some stealth action, as you would with BTs. High grass and natural obstacles provide plenty of means for ingress, and gear like a bola gun and rope to tie up enemies let you incapacitate foes. The other option is loud and hectic, and just as worthwhile. With the right arsenal, it’s possible to descend upon an enemy camp like a marauding archangel, firing away with non-lethal rounds—killing a human would produce a BT, after all—and causing frantic firefights that reward prize resources and gear.

This is the most obvious vestige of Metal Gear Solid’s DNA. While Death Stranding is not an action game, it does handle action well when needed. This extends to boss fights, which I cannot spoil here except to say that they range from stealth guerilla affairs to biblical clashes that would feel right at home in Yoko Taro’s Drakengard. Violence is a last resort, and Death Stranding is best experienced in a careful and stealthy fashion, but when the time comes for the silence to break and explosions to ring out, it’s powerful. Not everything can be solved with a bridge. Combat is a hard truth, and one that always feels dirty and messy.

All of this is work. Death Stranding is a long and grueling game, but that grind and sweat is fundamentally important to its identity. After the initial plot is set up, the next 40 to 50 hours are devoted to quiet hikes and desperate forays with only a few plot punctuations. In Death Stranding, labor is key, and offering any convenience to the player outside of a few weapons and gadgets would rub against the game’s themes. If players are meant to value connections, they need to be alone for hours.

I did have a constant companion in these journeys: my friend and colleague Tim Rogers. We have talked for hours in his darkened office, chatted relentlessly over Slack messages. Plenty of it was goofing for goofs’ sake but when the time came for us to think about the world design, Tim spoke clearly.

“Games build excitement out of parts a filmmaker would edit,” he told me.

I can think of the moment that was most clear to me. Multiple hours spent in snowy mountains assembling underappreciated ziplines and shelters had taken its toll. I was playing a portion of Death Stranding that was miserable, which gave me the harshest environment and robbed me of essential tools. Cold lapped at my face, steel girders popped out of the snow like massive crucifixes. For two nights, all I knew was snow and acid rot. All I knew was white. Then I came over a ridge and saw green again. Glorious, growing grass. I wish I had the words to describe what it meant to see the color green again. It wouldn’t have mattered nearly as much if I didn’t put in all that goddamn work beforehand. I don’t think you can do that with a montage or smash cut.

For all of Kojima’s pretensions as a would-be filmmaker, for all of the celebrity casting and cameos from his famous friends, not to mention the corniness of the Monster Energy Drink brand deal (drinking the stuff in-game will fill your stamina gauge), the glue that holds everything together is how well Death Stranding works as a game. While a majority of the time is spent wandering, it’s never pointless, and even the emptier interactions⁠—what does it even mean to “like” a stranger, anyway?⁠—contribute to a whole that is always asking you to consider something. That can be the uncomfortable implications of American expansionism, the current era of Trumpism, the disastrous effects of climate change, the vapid but reassuring nature of social media, the raw physicality of bodies, or broader notions of labor. It’s all there, and it’s wrapped into a game that is both hard work and rewarding to play.

The strongest story in Death Stranding is the one told by its systems, but the cut-scenes and other narrative elements are still captivating, a slow burn that starts with quiet character moments and ends with a mountain-high pile-up of plots and motivations. Death Stranding takes a long time to define its world, and still leaves plenty to implication when the credits roll. There’s a lore database for learning some terms, but Death Stranding comfortably luxuriates in ambiguity before exploding outward into excessive action. Buried under all of the sci-fi terminology is a simple story; once everyone’s motivations have been laid bare, it’s not nearly as complicated one might imagine based on the game’s bizarre trailers. Death Stranding is ultimately more impressive in the raw sensory overload than in the moment to moment plot, but it’s hard to deny how much of an improvement its storytelling technique is when compared to Metal Gear Solid V’s lumbering monologues and swooping camera movements. Death Stranding, for all its convolution and visual excess, is evocative and often moving.

Much of this is owed to how much the actors commit to their roles, even if they’re often tasked with spouting overwrought metaphors or clumsy exposition dumps. There’s a sense that everyone knows this is a little bullshit, and that winking edge comes hand in hand with a larger commitment to the story as a whole. It’s more like watching opera or musical theater than a film. At times, its tone comes off more like a sentai show or B-movie, schlocky and sometimes sleazy. There are grand gestures, deep outpourings of emotion, deliberate choreography.

It’s hard not to like Sam Bridges, who faces all of Death Stranding’s bizarreness with a welcome everyman’s weariness, encapsulated in in Norman Reedus’ characteristic growl. Troy Baker hams it up as the villainous Higgs, and Léa Seydoux nails the mixture of toughness and raw emotionality as Sam’s close ally ‘Fragile.” Then there’s Mads Mikkelsen, who commands attention every time he’s on screen. Yeah, it’s funny as hell to hear him whisper “I want my BB,” but when the time comes, he puts in the damn work.

Death Stranding sometimes falls into reductive gender tropes, in much the same way that other Kojima games do. This is a story of fatherhood, very often to the expense of the women in the cast. Sam’s ongoing bond with his bridge baby intersects with the story of Mads Mikkelsen’s mysterious villain Cliff, underpinning the main plot’s world-shaking politics with more human and relatable sentiments. But Death Stranding stumbles when the time comes to handle the women and their stories. There are gestures at motherhood themes to go along with the fatherhood themes, such as a storyline that uses ghosts as metaphor for postpartum depression, but this is ultimately a story about men, and one where even the bravest sacrifices of the female characters come hand in hand with the same characteristic leering camerawork of Kojima’s previous games. It’s never so gross as Metal Gear Solid V’s Quiet, but it’s still a noticeable issue that undercuts the narrative’s larger examination of parental pain and sacrifice.

That said, Death Stranding is also just as infatuated with the male body. Whether that’s the sensual framing of Mikkelsen smoking a cigarette or the way the camera moves to ensure you’ve seen just enough of Reedus’ naked body during shower scenes, Death Stranding’s bisexual camera is more interested in men than even the torture-laden, blood licking Metal Gear franchise. The difference is ultimately in how lovingly men are framed compared to women, both by the literal camera and also their place in the larger narrative. Fragile’s body can be marred by timefall, rain lapping at her skin, but it’s still ultimately Léa Seydoux running in the rain as the camera focuses on her ass. Reedus stands naked on a beach, and Mikkelsen rises out of a tar pit, and yeah, it’s sexy, but they’re also allowed far more nobility.

Death Stranding deals with many universal themes—children and their guardians, death, labor—but it is also speaking to more specific current topics as well. At the forefront is a deeply environmentalist sentiment about deteriorating habitats, extreme weather, and societal collapse. As reports flood in about our mounting climate crisis and the resulting cost of inaction, Death Stranding imagines a world where the most extreme conditions fracture the ties that bind the world together. This is evident in the world design, which ranges from rocky shoals and more reasonable terrain to extremely alien topography. There are portions of the map that look more like Mars than Earth, nearly blood red in the color of the sands. Raging snowstorms warp space-time, and sunken cities lurk beneath rising tides of tars.

Death Stranding’s conflict rises to biblical proportions. Many characters believe that humanity is doomed no matter what, that any action forestalling imminent extinction is a band-aid on a mortal wound. After all, with enough time, there’s no doubt that humanity will be little more than dust. Death Stranding has an undercurrent of fatalism that feels very much of the moment. Even as other characters maintain a hope that a better, sustainable future is possible, there is also a quiet acceptance that, you know, maybe we really are struggling in the face of something too big. That the little victories we find might be dwarfed by the larger problems we face. This is never offered as an excuse for idleness; it is clear there is work to do, despite it all. Death Stranding pulls between these two extremes. One that says there is no point. Another that says although the future is unknowable, there’s a duty to fight for something better, even as the sun grows hot, the bodies pile, and world cracks.

This message comes paired with gestures towards modern American politics. “Make America whole again” is the common refrain. In Death Stranding, America is a nation broken, scattered to disparate pockets of people just trying to get by, beset by monsters and marauders. The solution to this issue is suitably quixotic: what if we just fix communication lines between everyone? It’s an idea that doesn’t grapple with some of the more pressing questions of modern American politics—for instance, civil resistance—and one that can seem naive. The fracturing of real-life America is a symptom of a larger systemic problem of bigotry that’s seen a rise in violence and isolationist rhetoric around the world. In the face of this moment, Death Stranding decides that this is fixable. That the politics of division can give way into something more holistic and inclusive. Death Stranding, to its detriment, never quite reckons with its use of American iconography—it is a nation founded on slavery and colonial slaughter—but it still opts to point a finger. Things as they are cannot stand or they will lead to ruin.

The silver lining, of course, is other people. Death Stranding is not a subtle game. The mechanics are the message. Build connections, use those to literally span divides. Even as the story swells to a convoluted chaos that would make Metal Gear Solid 4’s monstrous canon-welding blush, Death Stranding’s most fundamental point is not hard to understand. Yes, this is hell. Yes, we are falling apart. Yes, this might be the end. But there is redemption in other people.

Now that you’ve finished reading this review, you could watch this ridiculous video by me (Tim Rogers (hello)), if you want. Hey Tim, this is Heather typing now from Blizzcon. This video is great and I’m glad we went on this strange journey together. I see you used my piss footage! Also, yes, watch Tim’s video!

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https://kotaku.com/death-stranding-the-kotaku-review-1839474313

2019-11-01 07:01:00Z
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Death Stranding Review - IGN

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https://www.youtube.com/watch?v=ujcC1_Ur9RY

2019-11-01 07:00:07Z
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