In a generation that has had its fair share of huge PlayStation 4 titles, both multi-platform and exclusive, delayed time and time again, Death Stranding feels like an enigma. Developed in the space of three years, Kojima Productions has managed to put out 2019's biggest title probably at least 365 days earlier than anyone thought it would. Had you told me six months ago that it would be releasing in mid-November, I wouldn't have believed you. Had you told me six months ago that I would be applying the finishing touches to my Death Stranding review in late October, I most certainly would not have believed you. I was convinced that this wouldn't be a game we'd all be playing until late 2020 at the earliest. And so it beggars belief how the Japanese studio has managed to get its next project out so quickly.
Let's cast our minds back to E3 2016. Hideo Kojima surprises everyone by getting on stage at Sony's presser to announce that he's back following the split from Konami. It's been just 10 months since Metal Gear Solid V: The Phantom Pain launched, so it's not like he's actually going to have anything to show, right? Incorrect. The creator announces Death Stranding, complete with a Norman Reedus cameo that gives us a very early look at what would become the experience you'll be playing in a handful of days time.
That trailer brings the house down, but it takes another half a year before it is even announced that Death Stranding is up and running on a PlayStation 4 engine. Borrowing Horizon: Zero Dawn's Decima engine from Guerrilla Games, it's the reason we all thought the game was so far off. How could a title that has only just got up and running on an engine release within the next few years?
Trailers and slices of gameplay came and went in the years following that, further cementing the thought that it was still a ways off. It was even reported in March 2019, just seven months ago, that development of Death Stranding was "slightly out of the initial plan, but not much delayed." Then, on 29th May 2019, that all changed. Kojima Productions announced a launch date for mid-November, and it has managed to stick to that without a single announced pushback. It's an impressive feat in this day and age, but I still can't quite work out how the team has managed it.
One clue, unearthed earlier this month, could give us a slightly better idea of how the project might have come together so quickly. Found at the bottom of a Eurogamer article from July 2012, a quote stated that Hideo Kojima "plans to talk more about a new project, a game that connects people." That is, of course, Death Stranding. Going down this line of thinking, has the man himself been planning for this type of title for more than seven years? It makes sense when you consider how quickly the project has made it to release. It looks like Kojima already had the entire narrative and its mechanics mapped out, and so it was just a case of translating that into a functioning video game.
Whether that's actually true or not is a story for another day because it doesn't take away from the fact that Death Stranding went from a concept to a product we'll be buying shortly in the space of three years. While other studios take half a decade to develop their new IP or delay the next big PS4 game by half a year, Kojima Productions comes along and makes the biggest title of 2019 in a fraction of the time. No matter which way you look at it, that's an impressive accomplishment.
Do you have any ideas as to how Death Stranding was developed so quickly? Are you impressed by the complete lack of any delays? Share your thoughts in the comments below.
Comments 36
20 cans of Red Bull a day and chained to their desks?
Of course, he probably has had the idea for ages, and a bunch more. Don’t most successful creatives have a number of ideas floating round their heads?
Kojima has been unleashed since the restrictions he felt at Konami.
Gone are the corporate shackles and instead he’s been able to explore. That is the feeling I’ve had all along with this game.
Time will tell if the game is fully finished and the polish is there. But if that quality is mixed with his creativity it is a good thing.
I’ve never been a big fan of Kojimas work but I hope this game turns out to be great. So many games give me a been there done that feeling and this one looks refreshing.
Black magic & oujia boards?
The idea was probably in preconception for a decade or two.
The development must have gone so smoothly that the team must not have needed to scrap, or rework very much.
Look at a game like Anthem. That game was in development for seven years, but Bioware only spent under two years (was it?) on actually programming and coding the game.
Kojima probably worked with a lot of professionals in his spare time as a hobby, bouncing ideas off of his colleagues, connecting with his friends through a passion that they all shared.
Pretty simple to me. A hand picked team of some of the best. He also had clear vision from the start. You set goals and reach them. They put their noses down and went to work. Prime example would be that Anthem was given roughly 5(?) years from preproduction to going gold. Jason at Kotaku did the leg work to prove all they did for 3 years was BS and collect money. Its called discipline. Kojima Productions has it.
A combination of Kojima having the idea for a long time, Sony giving him the budget required and Guerrilla Games helping them hit the ground running.
I suspect a combination of: budget, a fully functioning engine provided by Guerilla rather than developing from scratch like the Fox engine, an idea that has long been in his head, a ready made cast such as norman reedus following silent hills work. I assume that makes it quicker to build the game?
I cant wait to see the reviews and learn if this is any good
That explains the long development of MGS 5.
Konami exec - So how's the game coming along?
Kojima - Great, I've got these babies strapped to snakes front, hundreds of dead whales and handprints.
Konami exec - Damn it Kojima, we've been at this 4 years and you've only got a naked girl, some half baked story and your mates done all the work on the fox engine. What's your next plan?
Kojima - Well I've been watching a lot of the walking dead and quite like Norman Reedus. I wasn't such a fan of 24 now I think about it so can we give him a job instead?
Konami Exec - We are 50 million over budget Kojima. 50 Million! No No No. So did you ever finish the 3rd chapter?
Kojima - Well actually I thought my time was better spent making the horse poo and having a naked woman on snakes cardboard box. Anyway I've been hanging around with my Western friends. Can you pay for me to have a Jacuzzi with the new group called Churches?
Konami Exec - Kojima listen. We have to put something out. Anything. We are pi$$img money here. What have you got?
Kojima - We have 2 options put out a taster, I have this demo called ground zeros - that could be pretty good. Or you can wait a bit longer and I will have snake on a motorbike delivering packages to Mary Poppins.
Konami Exec -
He borrowed some magic from Bioware.
Is that in poor taste?
@Constable_What 1 Year. 😋
@Flaming_Kaiser
For Anthem?!
Yikes! I thought it was at least 18 months. Oof.
This sounds like a pre impressed review for the review.
@Nyne11Tyme The leadership was crap no vision where too go. Cant make something if you dont know what they want.
@Constable_What Maybe you are right but 18 months is still only 1,5 years that is way too short. Without anything done besides a trailer 1,5 is bound too fail.
@Flaming_Kaiser
Definitely. Yeah, I wasn't disagreeing I just couldn't remember the exact number of months.
It was between a year, and two years, and that is much too short after 5 or so years with no clear direction for the game.
It just goes to show what you can do in a short amount of time when you have a clear direction and publisher that supports a game.
I hope Death Stranding is great. If it is, it could potentially be a precedent setting game.
Step 1 - don't have all of your HDDs wiped out in a flood.
Step 2 - profit.
@themcnoisy
You forgot the part where the Konami Exec says, "Screw it! We'll just make slot machines!"
@Constable_What Wasnt mad i was saying it could have been 18 months still wow 5/5,5 years screwing around..... 😩
Same here lets hope it is good its never good to see a game fail. Well almost never. 😈
I think with a storymode and optional online and good leadership it would have been good. The gameplay trailer looked great. 😆
@BridgeToClarity The review goes live in 8 hours and 35 minutes.
Well I guess it's just a walking sim with crazy cut scenes sooo not much development needed. 😉
I've wondered this myself. The cutscene alone look like something that would take more than 3 years. That's a LOT of acting, mo-capping, plus all the psychedelic effects layered over everything.
@LiamCroft if this scores less than Metal Gear survive.......
Can't wait mate!
@LiamCroft
5 hours and 53 minutes..😉
@LiamCroft i would hate to be u right now lol, having to review this game. I just hope it great, really looking forward to your review in a few hours!
I think that's because kojima is a genius in making and managing games, the only devs that can make AAA games that fast beside kojipro is insomniacs
@LiamCroft Looking forward to this one
I assume eastern game developers aren't that sensitive when it comes to crunch. Even Godjima mentioned crunch as part as a usual procedure in game development here and there. While western devs are more into chill mode.
@Arugula I was gonna say the same thing. It all depends on the size of the team but typically modern game dev teams are huge compared to older ones. Even then the gap between FFVII to VIII to IX to X was just 2 years, 1 year then 1 year. Even assuming they started work on the next one immediately, that's very fast for such big games with so much text, new mechanics, whole new worlds, hours and hours of cutscenes etc.
3 years for a game that probably takes 15-20 hours to complete doesn't seem particularly quick.
@Arugula
Square-Enix takes 10 years to release a game. 3 years is really fast for a brand new IP.
Final Fantasy 16 might be out on PS6 in 2029 at this rate lol
the decima engine i think played a big part, it's apparently quite easy to work with, from a development perspective, and very powerful of course.
but i'd well believe kojima had the first ideas for DS in 2012. i recall an interview with herman hulst from guerrilla games, sometime between KZ2 and KZ3, where official playstation magazine asked him if he had unlimited resources and budget what kind of game would he like to make.. and the reply was something along the lines of open world rpg with ninja, dinosaurs and monsters. the first ideas of H:ZD probably began 7 years before it actually came out.
Seems over 80 Guerrilla staff worked on the game too, this expertise in the Decima engine would have smoothed the development I am sure.
Maybe because it's just a luggage simulator?
I have to eat my words because I said when it was revealed this was a next gen title or never coming out and wham it does and isn’t a disaster. So fair play. I guess it was planned in his head, had a lot of technical help from guerilla and Mads Mikkelsen black magic
@LiamCroft
And now we know...
https://www.pushsquare.com/news/2019/11/guerrilla_games_played_a_huge_part_in_death_strandings_development
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