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Death Stranding 2: On The Beach Review – A Triumphant, Emotional, And Essential Journey

Kojima Productions’ Death Stranding 2: On the Beach is very much its predecessor’s sequel, being a direct continuation of the story and adapting its gameplay systems wholesale, but it does make an effort to improve on the novelty and excellence of Death Stranding. The bizarre, post-cataclysmic delivery game deconstructs some of the medium’s most fundamental elements, making locomotion far more complicated than moving an analog stick, and centering its long-term conflict escalation around inventory management. Visionary writer and director Hideo Kojima’s idiosyncrasies are here in force, resulting in a game so genuine and earnest that it’s hard not to fall for its romanticism.

Death Stranding 2 rejoins protagonist Sam Porter Bridges not long after the events of the first game, when his secluded life raising former Bridge Baby Lou in Mexico is interrupted, and he’s once again thrust into being the fractured world’s preeminent porter. Working with Drawbridge, a civilian-run successor to the United Cities of America’s Bridges, Sam extends the Chiral Network through Mexico and beyond, traveling through a phenomenon known as a Plate Gate to Australia, where the vast majority of Death Stranding 2 takes place.

DS2 Has More Deliveries, Less Baggage

Death Stranding 2’s Gameplay & Combat

Death Stranding 2 is innovative by virtue of the series still being an anomaly; there is simply no comparable experience. Like the first game, most missions, called Orders, require you to take cargo from point A to point B. Every single item in the game has a size and a weight, and can only take so much abuse before it’s destroyed. You’ll be graded, and duly rewarded, based on how much cargo you deliver, how quickly you can deliver it, or what condition it’s in when delivered – or some combination of the three.

The terrain itself most commonly complicates the delivery process. Trip over a rock while running, wade into a river that’s too deep, or attempt an especially steep slope, and you’ll have to retrieve your cargo from wherever it ends up, usually much worse for wear. The other major obstacles are Beached Things, or BTs, armed hostiles, either human or mechanical, and Death Stranding 2‘s new Chiral Creatures, which are emblematic of the sequel’s innovations.

Chiral Creatures are various mysterious entities often found in swarms that will attack Sam en masse if you happen to bump into one. It’s a gameplay system that doesn’t offer anything entirely new – they’re another environmental puzzle – but does serve to add significant variety over Death Stranding 2‘s long runtime. Combat is in a similar boat, where some science fictional hand-waving has resulted in all weapons becoming non-lethal, avoiding any possibility of you triggering a disastrous Voidout (a massive explosion resulting from a corpse that’s not properly disposed of).

Death Stranding 2 also boasts new forms of BTs, providing more variety to the series’ tense stealth sections that turn frantic if your presence becomes known.

This does help address a chief critique of the first Death Stranding, where stealth was heavily incentivized. Death Stranding 2 has much more action, and the wider variety of combat encounters is a net positive for the game, even if it does, at first, feel like some of the vision behind the world-building has been compromised. Stealth still has its advantages, but you no longer feel actively punished for wanting to engage with a significant portion of Death Stranding‘s gameplay.

There And Back Again With Sam

The Second Ever Strand-Type Game

Sam walking toward a Plate Gate in Death Stranding 2. 

Frequently lost among the accusations of being a walking simulator is what Kojima means by Death Stranding and Death Stranding 2 being strand-type games, a purpose-defined genre term that’s often lampooned. Surrounding the minute-to-minute gameplay of delivering and protecting cargo is an asymmetrical cooperative experience to build infrastructure. Death Stranding 2 is best played online, where items you leave and build in your world appear in other players’ games, and vice versa.

As you expand the Chiral Network to new regions of Australia and contribute materials towards building means of travel – from the humble road to the hilariously effective Cargo Catapult – other players contribute alongside you diegetically as separate porters. Linking a new region is the difficult part, as structures cannot be built outside the Chiral Network, and Death Stranding 2 quickly establishes an ebb and flow yet again familiar to the first game.

You set out to connect a new city, distribution center, or prepper to the network, which results in more Orders and new space to build infrastructure in. Even subsequent Main Orders will often bring you back to regions you’ve already connected, with plenty of incentive to use the new items you’ve unlocked to make this and subsequent deliveries easier. You’ll begin to recognize the usernames of other players you’ve been connected with, and as you mash the touchpad to award them Likes, they’ll do the same in kind, and your tentative strand will turn into a stronger bond, with each other’s items and structures appearing more frequently.

 

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