The thing that really stood out to me was just how simple this game is at its core. Death Stranding is a game about walking. As Sam Porter Bridges (or as you probably know him, Normal Reedus trapped in the uncanny valley), you are tasked with walking from the East coast of America to the West, reactivating various communication nodes along the way in an effort to spread a message of hope to a nation that has become fragmented and disconnected, taking the idea of unity to pockets of an isolated populous that trades in ambivalence rather than love. That is Death Stranding.
. That message is that every problem in the world needn't be solved by force; instead, it is hope that can bring us all together.
This is necessary after Central Knot City was destroyed in a terrorist attack – through the use of irresponsible 'Void Outs', the act of coming back from the 'Other Side', from the game's central antagonists. This has pushed pockets of civilisation to disconnect themselves from the government and from each other in fear, choosing to instead go it alone in the wildlands.
The rest of it is all noise – a collection of gamification and esoteric sci-fi concepts to introduce conflict. Death Stranding is a game about a pilgrimage, about activating communication relays, and about delivering parcels to isolated corners of America in an attempt to establish social strands – building bonds with your fellow man in an effort to inspire hope in a dying society.