death stranding 2 review - more than just a sequel

PLATFORM: PS5

HOURS PLAYED: 39

SPOLIER WARNING: This review contains heavy story spoilers for Death Stranding 2: On The Beach. If you would like to go into Death Stranding 2 without knowledge of the story, I would recommend not reading this review.

I went into my play-through of Death Stranding 2: On The Beach the same way I go into any sequel -- looking to see how it takes the experience of its predecessor and makes it better. I was pretty single-minded in that goal, as I spent a fair portion of my time nitpicking the storytelling, game design elements, environmental design, and so on, to see where and how the Death Stranding formula was being moved forward. However, in doing so, I was missing the goal that Death Stranding 2: On The Beach was trying to achieve. Sure, in some way, DS2 is in every sense of the word a sequel -- especially when it comes to its evolved gameplay mechanics. But what took me more time than I'm willing to admit to realize is that Death Stranding 2: On The Beach is more than just a sequel. Like Death Stranding 1 before it, it's something that strives to be different both mechanically and narratively-- but in deeper, more impactful ways. With Death Stranding 2: On The Beach, Kojima leans into the weirdness that defined the first game, but in a way that feels like a more realized vision this time around. The environments are more diverse, the story is deeper and more complex, the gameplay is smartly enhanced, and so much more. And while I certainly don't agree with every decision made, I don't walk away from my time as a porter thinking about what I disagreed with; rather, I think about how this game made me feel both broken and complete as the credits rolled. So, how did Kojima achieve such an impact?

Living In Sam's World - The Story of Death Stranding 2: On The Beach

I’ve been emotionally moved by many video games in my life, but it's been quite some time since a game left me with tears rolling down my face at its conclusion. Despite my fondness for the story, however, I wasn't initially convinced by its premise. In fact, I spent a large portion of the game feeling as though the story was too vague -- moving too slowly in some places, and uncomfortably fast in others. However, what I didn't realize until about 60% of the way through my playthrough was that all the story beats, which in their respective moments felt slow and inconsequential, were actually Kojima stacking the building blocks for the game's wider plots and themes, so that they could eventually result in an unforgettable payoff. When the payoff came, I realized that I was being too impatient, and that the type of payoff that Kojima was trying to create was going to take time -- time that really began back in the first game. Kojima's stories are typically very complex, weird, and entangled with many different themes criss-crossing each other at once, and DS2 is no exception. I feared that this would result in a conclusion to Sam's story that would feel vague -- one where I'd have to use an explainer video to truly understand it. However, the mastery of this story is how, despite the dense forest of entangled themes it presents, it manages to brilliantly unravel them in a conclusion that feels singular and complete.

Spoiler Warning - The story section from this point on will contain spoilers for the story. If you would like to experience Death Stranding 2: On The Beach without knowledge of its story events, please skip the rest of the story section.

Sam's Story Continues - Story Setup

It's been 2 years since Sam successfully connected the UCA to the chiral network and prevented the death stranding -- at least temporarily. Since then, many events have taken place. Sam has moved away from the UCA to live a peaceful, private, and quiet life with Lou, who is now a little bit older. As for the UCA, Die-Hardman has been ousted as president, and Bridges, along with Fragile Express, have been replaced with a private delivery company known as APAC, which has rendered human porters obsolete by way of their army of autonomous delivery bots. In response, Fragile forms Drawbridge, a new delivery company that seeks to retain the need for human porters -- a goal that would eventually lead her back to Sam. Fragile visits Sam in his shelter to proposition him into joining Bridges. Interestingly enough, if you refuse her request, the game sends you back to the previous checkpoint, so while you're technically given a choice, you really don't have a say in the matter. Sam reluctantly agrees, and while trekking into Mexico to make his first delivery, Fragile and Lou are attacked back at the shelter, where Lou seemingly dies before Fragile can jump him to safety. Fragile then convinces Sam to join Drawbridge in their mission to expand the Chiral network to Mexico and Australia as a way to deal with his grief over losing Lou. He reluctantly agrees, and shortly after, we meet the rest of the crew. From here, we learn that APAC is working in association with Drawbridge to expand the Chiral network into other countries with the help of an unknown and mysterious backer. From this point, the premise is set in motion, and the story begins in full.

Initially, I found it very difficult to buy into this premise. Firstly, because Sam's agreement to assist Drawbridge comes with little pushback, despite his obvious reluctance about the whole situation. Embarking on this journey would mean leaving both Lou and the quiet life he worked so hard to build behind, so it came off as somewhat odd to see Sam give it up so quickly. I found it even more odd when Lou's apparent death was given very little reflection. From Lou's death to Sam being convinced to fully join Drawbridge, to him then setting out to connect both Mexico and Australia to the Chiral Network, all felt somewhat uncomfortably paced, with none of these big moments feeling like they were given real exploration. The only moment in this sequence where it felt like the writers were saying "hold on, let's stop and explore this moment" was when Sam expressed concern over APAC wanting to expand the Chiral Network purely in the name of territorial gain. Once the setup is complete, however, the middle section of the game takes on a different kind of pacing.

Building Blocks

DS2's gameplay loop for most of the game goes something like this: Sam wakes up aboard the DHV Magellen, he receives word that something is keeping the ship from advancing further into Australia, usually due to hazardous tar current activity, he's tasked with resolving the issue by way of a delivery order, he completes the order, a small story sequence may or may not happen, he comes back to the ship to rest, rinse and repeat. Of course, there are slight variations of this loop from mission to mission, but this is largely the experience for most of the game. At various points throughout this chunk of the game, you'll see Rainy and Tomorrow join the crew, fellow DOOMS sufferers handpicked by Fragile to join the team owing to their unique abilities. However, despite the interesting potential they show upon their introductions, it takes quite a while for their inclusion in the group to serve a purpose. For a while, they're just passengers aboard the DHV Magellan that you have pre- and post-mission interactions with. Despite the awkward charm that these interactions present, like the wholesome camera scene with Sam, Rainy, Fragile, and Tomorrow, they don't do anything to explain what exactly their purpose is to the wider plot of the game. Therefore, as the interactions between these characters piled up, I grew more and more perplexed as to what I was supposed to be feeling towards them. Initially, I felt a similar way towards the game's returning titular antagonist, Higgs, whose initial main goal is to exact revenge on Sam and Fragile for foiling his plot to kick off the last stranding in Death Stranding 1.

There's one story decision that stands out the most among the others as a big missed opportunity, and that's Dollman -- a soul who found his way to a doll by way of beach travel. When he was introduced, it instantly became clear that Kojima was taking influence from Mimir and Kratos' relationship from the recent God of War games. I was really excited once I realized this was Dollman's purpose, as it could’ve meant that we'd finally get to explore Sam's deepest feelings through direct dialogue. Unfortunately, however, Sam and Dollman's relationship never really materializes into anything like the Mimir and Kratos relationship that made those games so interesting. While on the road, Dollman would make comments about things he noticed in the world, like the presence of a BT or a brigand group, but rarely anything beyond that. There was one moment in particular at about the halfway point in the game, however, where it seemed like Dollman and Sam were going to have a real conversation.

Shortly after Heartman is reintroduced, Dollman expresses concern over the overuse of his heart, noting that he wishes he could swap bodies to endure his pain on Heartman’s behalf. This was a real, deep moment of vulnerability for Dollman as he expressed concern for his companion. It felt like the setup for a longer conversation about the companionship of the group, one where we would get to hear Sam explore his feelings about the team he was violently thrust into by way of Lou's tragedy. However, in a moment of disappointment for me as the player, Sam says nothing and continues on the journey in silence. I understand that Sam is meant to be a silent protagonist, but it felt like a wasted opportunity to give him a travel companion whom he doesn't even talk to while on the road. Furthermore, when you're in your private room aboard the DHV Magellen, Dollman sits on one of your shelves, always ready to talk. However, exhausting his dialogue options never yields anything deeper than a quick one-sided conversation. So yes, I was disappointed by how Dollman was handled, and became increasingly confused by Rainy and Tomorrow as characters as the story went on; however, there came a point where I realized that I wasn't giving these characters and the themes surrounding them enough patience. I didn't realize that with each repetition of the gameplay loop comprised of little story breadcrumbs that seemed inconsequential at the time, Kojima was slowly building to an utterly remarkable payoff that would become unforgettable.

A Payoff For The Ages

The moment I began to feel this story come together wasn't from a spark, but rather, from a bang. During the sequence where Higgs traps Sam in a death loop using his guitar gun, Fragile, Tomorrow, and Rainy come roaring in with the DHV Magellen to save his life. Tomorrow, who up to this point is shown to be a shy individual trapped behind the question of her existence, fearlessly erupts onto Higgs to defend Sam in a thrilling combat sequence. While Tomorrow keeps Higgs at bay, Rainy uses her Corefall rain to release Sam from the eternal flames keeping him locked in a death loop. This is where I began to understand these characters, their purpose, and how Fragile's foresight served as the bridge to bring this family together. It was here that one of the game's most powerful themes began to truly materialize -- that Sam is no longer alone in his journey. He has a family. He may be making these deliveries by himself, but he has people who love him watching and protecting him from the shadows. From here, all of the strands begin to connect in brilliant ways.

As Sam connects the continent, APAC's true motives are revealed, which in turn uncovers that Die-Hardman had been working in secret as Charlie to help keep Drawbridge on their path. As a result, we also gain valuable insight into the relationship between Lucy, Sam’s old lover, and Neil Vana, the man she cheated on Sam with, who died in the voidout that left him as the lone survivor, which in turn, revealed Lou's shocking truth -- perhaps the largest mystery spanning both games. In the end, we learn that Fragile gave her life to protect Lou from the attack on Sam's shelter, ensuring that Lou and Sam could continue their adventures together. There's something hauntingly beautiful about the way Kojima presents Fragile's death. He doesn't just show her death to us; he leads us to believe she's been alive for the entire journey. However, in a single cutscene that shows Fragile jumping from beach to beach after her death to carve a path for Lou to safely reach Sam, we witness the fruits of her sacrifice, forcing us to harbor a deeper appreciation for her. Thanks to Fragile, we then learn that Lou is actually Tomorrow, the sacrificial BB that Lucy and Neil Vana fought to protect, and the very child Fragile made sure had a life to live beyond her pod. Learning that Tomorrow, or Louise, was BB-28 this whole time re-contextualizes her and Sam's entire relationship. From the moment they met in Death Stranding 1, they had always been together, on every step of the journey between both games. Once I learned this, I could never look at their relationship the same, and it's all thanks to the brilliant execution of the complex web that is the story of Death Stranding as a whole, not just that of the sequel.

The way Kojima lines up the events of this climax feels like huge dominoes falling one after the other. Between the unimaginably epic DHV Magellen battle sequence taking place to the lead up to your final showdown with Higgs, to the moment Sam and Tomorrow share their first hug as father and daughter, the payoff just felt so worth it, and made it hard to believe there was a point in the game where I felt the story was aimless and somewhat empty. Furthermore, I had a long-standing concern that all of the complex themes and plots in this game would result in an ending that felt vague and less impactful than it could have been, but it all came together in a clear, simple, yet incredibly powerful conclusion that I'll surely never forget. It's safe to say that Kojima initially had me fooled, but by the end, he left me reeling with tears running down my face as the credits rolled.

Gameplay - More Of The Same And A Little Bit More

The core of the Death Stranding gameplay formula is back in the sequel, and honestly, I see this as a really good thing. Just as you were in the DS1, you're delivering packages on foot, via a carrier, or by using a vehicle, and most importantly, the feel of traversal is largely the same. However, just as any good sequel should, DS2, offers subtle changes and improvements to help enhance the formula, such as an easier way to access cargo compared to the first game, or a somewhat busier but ultimately more intuitive quick menu. The Tri-Cruiser and Off-Roader also make their return, now with the ability to be overcharged thanks to enhanced PCC abilities. More substantial changes like the APAS system and backpack upgrades offer ways to shake up gameplay in more than subtle ways, should you choose to interact with them. The APAS system is essentially your skill tree, boasting a series of upgrades meant to augment Sam's abilities. The backpack upgrades can also spice up gameplay, offering ways to make deliveries easier and safer via attachables you can fabricate for use. Thankfully, the game doesn't force you to interface with these upgrade systems if you don't want to, so I chose to use them occasionally rather than rely on them. Whatever you choose to do, you can get as much or as little as you want from either of these systems, and for me personally, I like that the game affords the player that choice.

If there's one gameplay element of Death Stranding 2 that has seen a substantial shift in its design, it's the combat system. DS1 goes to great lengths to have you avoid combat, constantly reminding you that killing combatants can result in a voidout. However, in DS2, combat is not only encouraged, but there are entire missions where the only goal is to engage in combat. A valid argument could be made that the ideological shift regarding combat removes the novelty that distinguished DS1 from every other open-world shooter, and quite honestly, I agree. Strictly regarding combat, DS2 feels similar, if not the same, as every other third-person open-world shooter I've played. Even still, I had a great time engaging in DS2's combat system thanks to its exciting suite of weapons to make use of, and gunplay that feels tight, concise, and satisfying. New and interesting enemy types also do wonders to help spice up the combat experience.

As you would expect, BTs are back in DS2, but something is different about them this time around. Is it that Australia just breeds scarier and more powerful BTs than the ones looming in the UCA? Possibly. Nevertheless, DS2 plays host to a new suite of BTs posing an even greater threat to Sam's travels, like the oversized human BTs that I first discovered in one of my inaugural Australian deliveries. This particular BT stalks you from behind, and if it catches you, bear hugs you into a voidout. It was an utterly terrifying experience that forced me to rethink venturing into their territory. Not to mention the Catcher BTs that are essentially on the level of a mini-boss battle. In addition to new BT variants, Ghost Mechs also make their debut in DS2. Where BT's move in slowly to attack Sam, these battle mechs have a focus on speed and power, aiming to take you down quickly and with great force. They force the player to rethink how they approach combat with enemies that aren't human mules, as they can be quick to overwhelm you if you aren't fast on your feet to engage them properly. Where these new BTs and Ghost Mechs offer an interesting shakeup to the combat formula, the boss battles are taken to a new level entirely.

I don't often find myself fearful of video game boss encounters, but DS2's boss designs definitely struck a nerve. From grotesque monsters inspired by BT designs to the giant ghost mechs and beyond, each boss encounter boasts an adrenaline-pumping spectacle. Trudging your way through a sea of tar while the Giant Head BT fires ultra-powerful chiral beams at you, or while the Giant Ghost mech launches an assault of mechanical tentacle blasts at you, is an incredibly challenging and chaotic experience to behold. Sure, when it comes down to it, these bosses are essentially damage sponges that can be defeated with a steady stream of bullets, but their wide swath of deadly attacks always made for an interesting encounter.

Delivery Methods -- VEHICLES ARE King (FOR ME AT LEAST)

As was the case in DS1, the challenge that exists with making each delivery lies in how you prepare for the journey ahead. DS2 is comprised of the same challenge; however, it's clear that Kojima wanted to balance challenge with accessibility. The game is designed in such a way that allows you to engage with all of the different types of terrain while also giving players the ability to make that engagement easier on themselves should they want to. For example, I made the vast majority of my deliveries using the off-loader truck. I love the specific experience provided by hauling packages on Sam's back and taking on the journey step by step, but I also found tons of fun in loading up the off-roader and peacefully driving to my destination. If you want to get from point A to point B in a relaxed fashion, grab a vehicle, kick back, and enjoy the scenery on the route to your destination. If you'd prefer to interact with the environment by taking the journey on foot, laying down ladders, using climbing anchors, and all of the other tools available to you, you can do that, too. Either experience is completely valid, and there's much to be gained from either of these paths. Alternatively, you can do a little of both by making use of the game’s traversal tools like the zip-lines, roads, and monorails. Sure, these systems are a lot of work to get going, but there's a certain satisfaction in linking them all together so that you can enjoy the payoff of schlepping you and your gear across the land with ease. I especially enjoyed the new monorail system, as it allows you to haul exceptionally large quantities of gear across long distances with unprecedented ease. Regardless of how you decide to make use of these traversal tools, there's no right or wrong answer. Kojima put all of them in the game so that you can curate your own travel experience. Someone who spent the game using nothing but the off-roader will have a totally different experience than someone who used the mono rail, or someone else who decided to deliver everything on foot, and so on and so forth, and the game is much better for it!

Environmental Design - We're Living In Kojima's World

DS2's environmental design philosophy is the same as it was in DS1, in that the world we exist in isn't an exact recreation of the real world, but rather a world built in Kojima's post death stranding image. Even still, both Mexico and Australia boast a higher density of distribution centers, shelters, brigand outposts, and overall points of interest like the animal shelter than what was on display in DS1. There are even a handful of abandoned buildings that can be found throughout the world, displaying what life was like before the death stranding, much in the same way Horizon shows off the ruins of its pre-zero dawn world. The real standout improvement in DS2, however, is the increased biodiversity that can be found throughout Kojima's Australia. It's rich with forests, desert sands, river and cliff regions, snowcapped mountains, and more. Each of these areas feels distinct and are a joy to move through either on foot or in a vehicle. This world feels very alive while also retaining that distinct feeling of loneliness and emptiness that only Death Stranding can provide. Australia also plays host to a variety of wild animals that you can capture, as well as Chiral creatures such as chiral spiders and chiral birds that are honestly quite creepy!

Perhaps one of the most subtly impactful design choices that make this a distinctly Kojima world are the curated music tracks that swell in and out as you embark on your journey. As they did in DS1, each song in DS2 does a great job of creating an atmospheric vibe for your journey. Whether you're trudging through a snow-capped mountain with only a foot of visibility or gliding along the sands of the desert, gazing into an infinite horizon, there's always what feels like a perfectly curated track to accompany you as you go on your way. A nice upgrade to the music system in DS2 comes by way of the music player, a setting that lets you choose what song you want to hear at any given time. As you play the game, you'll find new songs along your journey for you to curate your vibes with. This is the sort of no-brainer design choice that a lot of games shy away from because they don't want to give the player too much control over the overall experience of the game, so I'm glad to see Kojima wanted to put that control in our hands.

Visuals and Performance

Right from the deeply cinematic opening cutscene, I could tell that DS2 was a substantial step above DS1 in regards to graphical fidelity. DS1 already looks great, but DS2 takes ultra-realism to the next level, as proven by the very first moments of gameplay, where we see Sam looking over a jaw-droppingly realistic-looking valley of rolling and winding hills. DS2's facial capture quality is also on an elite level, as it does an incredible job of bringing each character's emotions to life. For example, there's a moment late in the game where Sam has an emotional breakdown after a huge revelation. Seeing the pain in his eyes as the tears rolled down his face hit so much harder due to the quality of his facial capture. It really drove home the fact that Sam isn't just a quiet protagonist for the sake of being a quiet protagonist. Throughout both games, Sam exhibits a quiet resilience, a silent strength that is slowly chipped away at piece by piece until finally he breaks.

When it comes to the technical performance of DS2, it ran flawlessly. I kept the game running in performance mode, which delivered a smooth 60 FPS and an upscaled 4K resolution that looked utterly fantastic. Quality mode looks great too; however, I just generally don’t prefer running any game at 30 FPS if I don't have to. In any case, the game ran as smoothly as butter with absolutely no bugs or crashes to report. It's safe to say that Death Stranding 2 is a hallmark showcase for the PS5's capabilities.

Verdict

I went into Death Stranding 2: On The Beach holding a magnifying glass in search of ways to see how it improved the "Death Stranding" formula. But this, I feel, wasn't the actual point of the game. Sure, it absolutely makes improvements to its core systems like menu organization, traversal tools, skill trees, and more, but the point of the game isn't about how those things are an improvement over DS1. Death Stranding 2: On The Beach is about tying the whole Death Stranding experience together. It's about coming to terms with its complex web of themes, and does so in an utterly perfect way, especially regarding how it resolves itself in the end. Of course, the game isn't perfect, as the missed opportunity to have Dollman serve as the means to turn Sam into a more conversational character is a real sticking point for me; it wasn't something I was thinking about as credits rolled. As tears rolled down my face at the conclusion of the story, I could only think about how broken, yet complete, this story left me feeling. How emotionally impacted I was by what Kojima was trying to convey through Sam, Lou, and all of the characters. From its gameplay to its themes and everything in between, I can confidently declare that Death Stranding 2: On The Beach is more than just a sequel to an already great video game; it is an unforgettable masterpiece.

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