Since 2013

Search

Search

Review: Death Stranding 2: On the Beach

9.5/10

Summary

Death Stranding 2: On the Beach is a profound and masterful achievement that blends innovative gameplay, cinematic storytelling, and technical excellence into a cohesive and unforgettable experience. Just like the first game, this full fledged sequel may not appeal to everyone, but the game’s ambition, polish, and artistry are undeniably beautiful.

Developer – Kojima Productions

Publisher – Sony Interactive Entertainment

Platforms – PS5 (Reviewed)

Review copy given by publisher

The first Death Stranding was an acquired taste, often thought of as nothing more than a delivery and walking simulator. I can tell you it’s so much more than that, and it clearly shows with Death Stranding 2: On the Beach. This sequel refines and expands upon Kojima’s signature style and vision, offering a deeply woven story that is more accessible than its predecessor whilst boasting seamlessly integrated action gameplay that the first game lacked. The cherry on top of it all is what a technical marvel this game is, as it features instantaneous load times and visuals that could easily make it the best looking game of this console generation.

Death Stranding 2 begins eleven months after the events of the first game. The story opens with our main protagonist Sam Porter Bridges, who is living a secluded life in the southern United Cities of America (UCA) with his adopted daughter, Lou (BB from the first game). The world remains deeply scarred by the intertwining of the realms of the living and the dead, with humanity still facing the threat of extinction. Fragile arrives and recruits him to a newly founded company called Drawbridge, which has been contracted by the UCA to extend the chiral network to Mexico and later on Australia.

The narrative is a double-edged sword, blending immense artistic imagination with moments of uneven execution. On one side, the story is undeniably ambitious, continuing the original’s tradition of philosophical musings and a world teetering on the edge. The story is more accessible this time around, with clearer objectives and a streamlined structure. The central themes of connection, loss, and hope are as poignant as ever. The voice acting, especially from Norman Reedus and Troy Baker, who returns as Higgs, is top-notch, and I enjoyed the surprise celebrity cameos here and there, especially Ma Dong-seok.

On the other side, some returning characters receive less development than they deserve, leaving their arcs feeling incomplete or rushed. Certain emotional beats can occasionally fall flat due to uneven pacing or an overreliance on cryptic moments. The game’s lengthy cutscenes and dialogue exchanges may also frustrate those who prefer gameplay focused moments. Of course, you can skip them all if you wish to do so.

Gameplay in Death Stranding 2 retains the core loop of its predecessor, delivering cargo across various treacherous landscapes. The traversal mechanics are much more nuanced this time around, featuring improved terrain interaction and greater realism when it comes to Sam’s physical state. The returning Social Strand System shines, allowing you to contribute to a shared world through structures and resources, fostering a subtle but powerful sense of community and collaboration. I can’t count how many times a bridge or road built by other porters has saved me tons of frustration! 

The traversal mechanics are more realistic, featuring advanced physics, improved terrain interaction, and a greater sense of weight and consequence as Sam’s physical state and cargo affect his movement. Navigating the world is as much a puzzle as it is a test of endurance, but you are introduced to an arsenal of tools much sooner than you are in the first Death Stranding. I remember the first dozen or so hours of the original where I had to traverse everywhere on nothing but my two hands and feet, whereas in the sequel you get access to vehicles pretty early on.

Despite Death Stranding 2 giving you the tools to succeed much earlier than before, you still must carefully plan your routes. Did you consider the terrain hazards, enemy presence, and weight management? The game’s map is designed to highlight threats and opportunities, nudging you to strategize beforehand rather than simply guess and check. Whether you choose to sneak past hostiles, engage in tactical combat, or chart a path through the most inhospitable areas, the game rewards thoughtful planning and adaptability. One gripe that I have is that you can pretty much take a vehicle anywhere, no matter the terrain, whereas in the first game, there were many areas that felt more tricky and required you to be on foot. Trudging through knee deep snow or rocky mountains felt frustrating, but at least it was challenging and memorable.

There are also a ton of new toys at your disposal to play and experiment with, including double length ladders, aerial cameras, vehicle weapons, different boot types, and the one that looks the slickest, the monorail system. Located at mining outposts, monorails connect vast distances that greatly improve transport efficiency and safety. And Lou seems to enjoy the ride too!

The sequel contains much more combat than before, as it seemed tacked on at the end of the previous game. Combat is also more refined and satisfying, though it remains secondary to the game’s meditative exploration. One of the most divisive features from the first game, the need to constantly switch bullet types depending on enemy type, has been removed. Weapons now auto-switch ammo as needed, making combat more intuitive and less tedious.

Sam’s melee options have been greatly expanded. New moves include flying knees, body slams, dropkicks, spinning kicks, along with melee weapons like electric rods. The melee stat can be leveled up to increase combo length and damage. Stealth is now a fully developed system, with decoy grenades that project BTs to scare enemies, silenced tranquilizer pistols and sniper rifles, quieter movement upgrades, and new distraction tools like Dollman. That being said, BT encounters still feel like a sludge to get through, but I get that it remains integral to the game world and narrative.

Progression feels more robust than ever, thanks to the introduction of the proficiency system. Inspired by classic RPGs, this system tracks a range of skills like melee combat, stealth, and terrain traversal, and improves them based on how frequently you use those abilities. For example, if you prefer stealth, Sam’s sneaking and camouflage skills will gradually improve, unlocking new tools and making stealth a more viable and satisfying way to play. Similarly, those who favor traversal or combat will see Sam’s abilities in those areas grow over time, leading to a genuinely tailored experience.

Additionally, the Automated Porter Assistant System (APAS) further deepens progression by offering a skill tree that allows you to invest points in combat, stealth, and serviceship. This dual-layered progression combines “learning by doing” skill growth with active, player-driven skill selections. There’s also a VR training room that lets you test and level up your skills in a controlled environment, providing a convenient way to experiment.

On the technical front, Death Stranding 2 is a flawless masterpiece. The game loads in the blink of an eye, which is just bonkers, and the game’s seamless transitions between gameplay and cutscenes contribute to a truly immersive and cinematic experience! I think this is the one and only game that actually feels truly fit for the PlayStation 5. Performance mode runs the game at a silky smooth 60 frames per second. 

Visually, Death Stranding 2 is arguably the best-looking game on PS5, with breathtaking environments, lifelike character models, and an extraordinary draw distance that showcases the game’s scale. The world is a dynamic, living space, with weather effects, and environmental hazards that not only look stunning but also meaningfully impact gameplay. It’s hard not to stop and stare for a while to admire the beauty of it all.

Audio design is equally exemplary, with a carefully curated soundtrack that heightens emotional moments and rewards exploration. The music often plays at just the right moment to underscore the game’s most memorable sequences. The game’s songs are shaped by a collaboration between renowned artists such as Woodkid, Ludvig Forssell, Low Roar, CHVRCHES, and Gen Hoshino. A great addition is the in-game music player, allowing you to personalize your own playlist of songs as you keep on keeping on with your deliveries.

Of course, ambient sounds like weather effects, terrain interactions, and environmental audio cues also breathe life into every corner of the world. The balance between music, sound effects, and dialogue is masterfully tuned.

There are four distinct difficulty settings: Story, Casual, Normal, and Brutal. Each setting drastically affects the gameplay experience, not only in terms of combat and enemy behavior but also through environmental hazards and cargo durability. For those that struggle with boss battles, the game even has a humorous “Pretend You Won” option, allowing you to continue forward with the story.

Upon finishing the campaign, you enter what is officially designated as Episode 17, which is essentially the post-game phase. You are free to revisit the open world and take on any remaining side deliveries and explore the landscape at your leisure. The game introduces new cosmetic rewards like the Red Mask and Tomorrow holograms, along with exclusive music tracks for your MP3 player. You also have access to the Drawbridge Q-Pid that enables you to toggle the presence and difficulty of BTs and Ghost Mechs. Don’t worry as there’s plenty of stuff to keep you busy.

Death Stranding 2: On the Beach is a profound and masterful achievement that blends innovative gameplay, cinematic storytelling, and technical excellence into a cohesive and unforgettable experience. Just like the first game, this full fledged sequel may not appeal to everyone, but the game’s ambition, polish, and artistry are undeniably beautiful.

Share Everywhere!
RELATED ARTICLES