Death Stranding 2 review. A masterpiece that has evolved in all elements is born. After clearing & playing for 100 hours, I was convinced that it was a title that I could recommend to everyone [Death Strike 2].

 

Death Stranding 2 review. A masterpiece that has evolved in all elements is born. After clearing & playing for 100 hours, I was convinced that it was a title that I could recommend to everyone [Death Strike 2].
"DEATH STRANDING 2: ON THE BEACH" for PlayStation 5 (PS5) is scheduled to be released on June 26, 2025 from Sony Interactive Entertainment. It is being developed by Kojima Productions, led by director Hideo Kojima.

In this article, we'll give you an early play review of the full version using the review code distributed to media and influencers.

In this article, spoilers such as the story are avoided as much as possible, except for information that has already been released, but the new system is explained, so please be careful if you are interested in that.

In addition, although the author has been playing until the game is cleared, the regulations allow only the details of the content to be introduced up to the middle of the game. The full version includes more content, so please look forward to it.
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Clear Impressions

I've delivered a review at a media experience meeting before, Nishikawa-kun. The main elements introduced this time are limited to those that were able to be played at the media experience session. If you are interested, I would appreciate it if you could read it in conjunction with the previous review.

In my case, the time it took to clear the game was about 60 hours according to the in-game record, and about 100 hours of play time on the PS5. It may not be very helpful, but there is enough volume for that.

By the way, I had already experienced about half of the game at the media experience session, so I think the first half of the game went super smoothly. From there, I cleared the sub-elements while experiencing them quite deeply, although I wouldn't say that they were perfect, so if you just want to clear them anyway, it may be a little shorter, and conversely, if you take more time with the elements up to the middle of the game, it may be longer.
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Of course, I won't tell you the content of the story, but it was a very good impression. I was waiting for unexpected developments, and I was able to put together what I wanted to talk about well. Still, the story is basically easy to understand and very easy to swallow. The cutscenes are also relatively short, and the progression of the delivery → cutscenes will help you solve a little mystery or bring up a new mystery, which will motivate you to travel.
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However, at the end of the film, there are scattered answers to mysteries, and there are a lot of cutscenes that are quite long. And although the content was complicated, it was made in such a way that it could be chewed up to some extent, so I was able to understand it to a certain extent, although there were some difficult parts. The more people who have been exposed to Kojima's work, the more likely they are to surprise themselves.

While the depiction of the story and characters has evolved, I was surprised to see that the game as a whole has evolved significantly, and that the ease of play and the satisfaction of playing have improved tremendously. As I was playing, I
 felt that Death Stranding 2 wanted to evolve all the elements, and I could feel the enthusiasm in the details.
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Members of the Drawbridge Squad full of charm

The story begins 11 months after the events of the previous film, Death Stranding, where the main character, Sam, lives with Lou on the border between Mexico and the United States as a freelance porter. One day, his old companion Fragile shows up and asks Sam to connect him to Mexico's chiral communications (a key element of the series, which is like a super convenient internet line in a nutshell).
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It's been 11 months since the last game, when Lou was still in the form of a fetus, and she's grown to the point where she can be called a "baby." At the beginning of the game, you travel with Sam, but the mission to connect Mexico is as dangerous as expected. With Fragile taking care of Lou, Sam takes on a new mission.
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Sam dotes on Lou, and his daddy is very smiling to watch.
When you reach your destination in Mexico, your former companion, Deadman, appears. Deadman then begins to talk about the mystery of Lou's birth. Sam traveled with Lou in the previous film, connecting the Americas and saving the world, but he doesn't know anything about Lou. In addition, Deadman announces the appearance of a "plate gate" that allows him to warp back and forth between Mexico and Australia.
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From this point, the story of this work begins in earnest. Sam embarks on a new journey to uncover the mystery of Lou's birth and save humanity from the Death Stranding.
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After the dissolution of the company "Fragile Express" of which he was the leader, Fragile cooperated with a private company called "APAC" that manages chiral communications, etc., and launched a new "drawbridge unit" that is in charge of deliveries outside the chiral communication range. Sam joins and cooperates with them on missions.

The main characters of this game are members of the drawbridge squad, all of whom are DOOMS (ability holders. People with esper abilities). The main character, Sam, is also superhuman in many ways, but he has the ability to be a "returnee" who does not die even if he dies.

In the previous work, there was a part that depicted the activities of DOOMS, but this work depicted it clearly and in an easy-to-understand manner, and I felt that it became a story of superhumans. In particular, the members of the drawbridge squad play an active role like a superhuman hero team, so the highlight of this work is not only Sam's activities, but also the strong sense of "connection" with his friends.
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In the previous game, Fragile, who provided us with the ability to "jump" over long distances, is unable to use jumping due to certain circumstances. However, as a former leader, he has excellent judgment and leadership skills, and has become a leader for everyone.
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Fragile
In the story, Hartman, who was also a friend in the previous game, sometimes joins the drawbridge squad. He has the ability to access other people's beaches (like the Three Rivers, each person has their own beach, the setting of the series), but he has a constitution that causes cardiac arrest every 21 minutes. This work does not change that, but he also plays an active role in Australia as a beach researcher.
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Hartman
The base of the drawbridge unit is the new element "DHV Magellan", a vehicle that looks like a flying submarine. You can dive through the "tar" emitted by the ghostly monster BT and move anywhere. The pilot is Thalman. From the right wrist to the tip, Thalman wanders in the tar currents, which allows him to read the tar currents and navigate the DHV Magellan.
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Thalman
In addition, Rainy, who appears in the middle of the story, has the ability to make the rain shake over a wide area when she goes outside, and the rain that falls near Laney has a special effect. She is a member scouted by Fragile, and although she has a sad past, she has a cheerful personality and is a mood maker.
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In addition, Sam meets an unnamed girl, Tomorrow, during his journey. Tomorrow has no memory of himself and is named by Fragile. It has the ability to release tar from its body, and can also dive into tar alive. Contrary to appearances, he is quite a martial artist (his exploits are also depicted in the trailer). What kind of person she is is also an element that plays a role in the story.
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Tomorrow
The other companion, Dollman, is a former human who has a soul (Ka) in a doll. It seems that there used to be a psychic medium as DOOMS, but now it seems that the ability itself has been lost. Instead, he uses his experience of working closely with BT and the dead to act as an advisor to the drawbridge squad and Sam.
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Dollman
Sam has traveled with Lou so far, but he's basically been lonely. In this work, you will take on a mission with Dollman hanging from your waist from the middle of the story. Dollman would give advice depending on the situation, discuss missions, and chat with each other, making Sam's trip a little more lively.

After all, Sam is a quiet person, and I think that was fine for a lonely trip. With Dollman, that atmosphere is a little gone, and those who don't like it may not like it. However, there are still a lot of elements to think about in terms of the game and a lot of room to choose, so I felt that the role was meant to suggest that. Dollman has a comedic touch, which may seem a little strange at first, but he gradually became a lovable character during his journey.
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Charlie, the client. It does not show the figure here, and the voice is also a pseudo-voice. The face projected on the mannequin moves like a cartoon and is comical, but as a client, he gives serious advice.

Those who stand in the way

The character of the enemy character has also been improved. In the previous work, the Higgs, who stood in front of Sam and the others, reappeared. The appearance of the previous work is quite different, and the villain's character is enhanced in a crazy direction, such as wearing something like red armor and shooting electric shocks with a guitar. Throughout the film, I had a strong sense of "evil".
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Higgs
Neil appears in much the same way as Cliff in the previous game. Like Cliff, he commands an army of sorts, dragging Sam into a mysterious space and challenging him to battle. The mystery of what kind of person Neil is and what he is fighting for will also be involved in the story. As with the visuals, he was just a cool guy.
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You don't know if you're friend or foe, Red Samurai is also a highlight. No matter how you look at it, it seems to be related because it is a red armor similar to the Higgs, but there is also a scene where he fights the Higgs in the pre-release trailer. He is a mysterious character who often appears during Sam's travels, but his identity and purpose are unknown.
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Red Samurai

Secondary characters are also a highlight

I have the impression that the expressions of the characters are drawn in a rich and easy-to-understand manner as a whole. This is true not only for the main characters, but also for the secondary characters you meet. Even people who were not involved in the main story were able to get a glimpse of the characters in the missions and read the backstory in the text.

The people Sam meets in Mexico and Australia are connected to each other through a kind of social networking service called the Social Strand Service (SSS). People post when something happens, and this is also good.

Sam helps people by request, and through that help, different people are connected and the interaction deepens. For example, because you have connected with some kind of specialist, you can solve a problem that you have been having trouble with, and a story that is different from the main story will be told on SSS. It's a small detail, but I felt that there were elements that motivated delivery in all aspects.
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Delivery that has become easier to play with

Basically, the game is all about transporting packages to their destinations. The main goal of the game is to expand the chiral communication network in each region while making deliveries. In the early stages, you connect the lands of Mexico, but Mexico is not that big, and it plays the role of a tutorial.
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At first, it will be delivered on foot, but the terrain is not that complicated, and there are times when you cross rivers and mountains, so it is not that harsh. In the previous game, the walking delivery part at the beginning of the game was a reasonably long and grueling journey, but in this game, it is relatively short. Once you have progressed to a certain extent, you will be able to ride vehicles even in Mexico, which is the beginning of the game, and you will be able to move at high speed.
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If there is a river, you can learn basic delivery techniques, such as making a scaffolding with a ladder.
New natural phenomena that occur have been added as elements that have evolved, such as the so-called "gate quake" of earthquakes, "sandstorms" that reduce visibility, and "rising waters" that cause rivers to flow strongly and deepen. These will occur for the time being, but they are not so much affected by the delivery, and they were limited to a slight accent throughout. It's just a slight disturbance.
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From Australia, the game started in earnest. It will connect the whole of Australia. In the previous game, the United States was divided into three areas: Eastern, Central, and Western, but in this game, all of Australia is grouped on one map, and there is no need to switch areas. If you feel like it, you can move seamlessly from one end to the other.
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The basics are the same as in Mexico, but in addition to the familiar "national roads" that build roads, a new element of transportation and transportation "monorails" will appear. Both require a large amount of materials to build, but if you rebuild them, they will be much easier to deliver. While it is extremely difficult to build everything on your own, the series features a loosely connected online element called the Social Strand System, which allows other loosely connected players to contribute materials to their own capacity and work together to restore the game. This element was very popular in the previous game, and many people were addicted to the fun of throwing in materials and connecting national roads.
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The national roads in this game have also been more advanced, with more places to build and more forks in the road, making it easier to use. In addition, as you progress through the game, you will be able to experience the evolution of the national highway itself. In addition, there is a new "APAS Enhancement" that expands Sam's skills, and if you acquire it, you will be able to drive automatically on national roads.
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"APAS Enhancements" are available in large quantities and are mainly released when the delivery person grade increases. That's too much.
The monorail is difficult to use at first, but once you get used to it, it is very useful for delivery. The monorail can carry a large amount of luggage and vehicles (Sam himself, of course). And since the monorail is usually connected to a "distribution center" that is in a position where it is easy to deliver, it makes delivery much easier by consolidating materials and deliveries at the distribution center.
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In this game, only the core part will be released in the main story progression. Most of the other elements, such as items, skills, and accessories, are unlocked when you increase your "intimacy" with the people in the facility. It's a lot of fun, and both of them often release unexpected elements that make you want to get closer.

Still, I was glad to see that if you do it in advance and increase your intimacy, you can unlock equipment that will be useful for the main delivery request that awaits you ahead, and it will be useful for your strategy. This was a great motivation for the delivery, and it was the part that I enjoyed while being excited at the same time as advancing the story.
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The vehicle is easy to handle!

The vehicles have also evolved, and the operability has improved significantly. The motorcycle-type "tri-cruiser" is good at high-speed movement, and the "pickup off-roader" truck, which has a high loading capacity, is suitable for delivery. The features around here are not much different from the previous work.
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With a tri-cruiser, it is now possible to drive quite recklessly, such as crossing a narrow road with a wheelie or climbing a small step by jumping. Since you are riding in the form of sitting in the front of the vehicle, you can also pick up your luggage while riding in the tri-cruiser.
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In addition, in this game, you can now attack with guns while riding in a vehicle. In addition to being able to fight with vehicles, there were also attractions unique to vehicles, although the details are not revealed.

In addition, the custom part has been expanded, and you can enjoy free customization, such as expanding the battery and armor, and adding additional equipment to the pickup off-roader. There is also a custom appearance, and as you customize the vehicle to your liking so that it is easy to use, you will naturally love your car. There are more vehicle customization parts than you can imagine!
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Custom elements are not only vehicles, but also thumbs, backpacks, etc. There are many other custom elements.

Ease of play with polishing

As I played the game, I noticed that there was a lot of attention to detail. The parts that I thought I wish I could do were mostly able to do it, so it was very easy to play. For example, if you want to receive a large number of packages at once, or if you want to manage them separately, such menu operations are generally supported. It's hard to notice, but it's also possible to select all items for each group of luggage.
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It is possible to skip small cutscenes, and you can proceed quickly. You can skip the parts that you will see many times, such as Sam going to work, sleeping, and connecting chiral communications, by pressing and holding the × button, so the game progresses at a good pace. On the other hand, important scenes are sometimes inserted into scenes that tend to be skipped in routines, and in that case, the interval between skipping and holding the × button is very long, so it is a good consideration not to miss it.
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There is also an element of Sam's growth, but basically it is something that grows as you play, and it was an element that made me happy.
The construction of the field is also wonderful. When you get used to it, you probably stand around the national highway, so I don't think you will notice much. However, as you get used to it, you start to notice things like, "If I force myself to go through this road, it will be a big shortcut," and when I actually go there, there is a narrow path that the game suggests, saying, "Please take a shortcut from here."
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Animal protection is also a small factor, but I enjoyed the large number of animals in various places.
It doesn't end with just making deliveries, there is also the fun of exploring the field. In terms of the game, there are no quests, and even in places where nothing is presented, when you visit, you will discover new things and hidden elements that lie dormant. If you take a peek at SSS, you will find that some of the hints are written, while others are completely unhinted, making it worth exploring.

There are a wide range of elements that are released as you increase your intimacy. There are a lot of things that can be reached in places that are really itchy, and I thought, "It's inconvenient, but I wonder if it's too easy to do it in terms of games," but it has been improved, and I thought, "Is there such a thing!?" And the element of surprise may be released. I won't talk about the details, but the more you progress, the easier it will be to play, and the more surprises await you. I was really surprised by a certain ornament.
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Armament alone is a large amount, but even this is a part that can be unlocked by the middle of the game.
Sam doesn't die in the first place, so it's a game with few definite game overs (enough to make it a game over due to a loss in an event battle or a broken quest luggage), but even if you fail, there's a small auto-save that makes it easy to retry. In addition, a "quick save" is available with one button from the pause menu, and it is easy to retry, such as insurance if you easily save before crossing a dangerous place.

There were many other parts of the game, and there were a lot of points that I noticed while playing, such as the ease of play. If you think "this is difficult to play" at the beginning of the game, there are many things that can be improved later, so please feel free to proceed with the game.
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The map function will also release additional elements.

The detailed construction is also attractive

The fast-traveling DHV Magellan is a key part of the game. Since it is a mobile base, the story progression is basically like completing the main quest → returning to the Magellan to watch the cutscenes.
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The Magellan is a convenient element that allows you to fast travel even if you are packing your luggage, but the delivery evaluation becomes "Magellan" in the game, and the "likes" you receive will drop sharply, so it is difficult to increase intimacy. However, as long as you have a number, you can use it to increase intimacy.

It can also be used to quickly fulfill a request that is too far away and troublesome. However, the Magellan has some weaknesses, for example, it does not seem to be able to sail with civilians on board. In addition, it can become periodically unnavigable as the story progresses.
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Sub-elements have also evolved, such as "Cryptobiosis", which is a healing item, has been greatly increased in variety and has more special effects. If you collect them in each place, they will be useful later.
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Private rooms also have changes and evolution points. This is a private room in the Magellan version.
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Sam's shower is also more expressive and a highlight.
I was particularly surprised by the element of hot springs, and in this game, the system is to dig up hot springs and create your own hot spring facilities. It's basically a facility that heals Sam's body, but it's also a kind of fast travel system. Hot springs can also be custom to improve the effect.
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I was more surprised by the production than by the system. When you press the touchpad, Sam sings, which is an element that has been around for a long time. It's also evolving, and I'm like, "Are you strengthening this place as well?!" I was surprised and laughed! Also, I was able to see the constellations at night, which was also a place of surprise and laughter (laughs).
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Increased the fun of battles

One of the highlights is the battle enhancements. The previous game also had battle elements, but it was a simple system, and only basic elements were prepared. Elements such as melee combat and shootouts have been greatly enhanced in this game, allowing you to enjoy full-fledged action.

Melee combat isn't that different from its predecessor, but there are more guard actions, more melee weapons, and more options to choose from. The struggle with luggage is still alive and well, and its strength is unchanged.
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The basics of the shootout are the same, as all you have to do is shoot the enemy, but the number of weapons has increased so much that it gives the impression that the choice of weapons has created a wide range.
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However, since it is a delivery game, the difficulty is not too high until the middle of the game. Battles are just one of the accents, and you can ignore them or play stealth. It is also available as an option.
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However, from the middle of the game, it is difficult to break through unless you prepare your weapons properly, and you have to improve your fighting, so it is well made as an action game. By the end of the game, you can enjoy it as a much more satisfying action game. However, rest assured that Sam has plenty of ways to recover his health, so even those who are not good at it will be able to break through with a push. On the other hand, for those who care about ratings, the battles will be rewarding enough.
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In addition, the BT battle is not only almost the same, but the appearance points are suppressed and it is easier to ignore than in the previous game. In the first place, the combat aspect has been strengthened, so it is easier to fight even large BTs. The basics remain the same, but there were some surprising new elements in the second half of the BT match, so please look forward to it.
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Boss fights are simple at the beginning, but they gradually become more challenging. That said, there aren't any boss fights that complicated.
I also enjoyed the "VR training", which is both combat training and a challenging element. In the "Practical Training", you can challenge yourself to a high score challenge that exceeds the score achieved by the characters. It's not just about accomplishing things, it's also about rewriting all the scores.
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I can recommend Sam's new journey to everyone!

At the media experience event, I was playing with a limited number of people, so I didn't feel much loose cooperation with other players, but I was able to connect with hundreds of players in this advance play alone, and I was able to enjoy the charm of the previous game as it was, such as being helped by other people's construction.
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There are also several expressions of Sam's dirt, and although it is a small element, it is a noteworthy point.
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There are also a few more private rooms to play. It is also possible to chat and consult with Dollman.
Overall, almost every element has evolved, and throughout the game, there was a sense of enthusiasm to evolve existing elements at all costs. It was a highly accomplished title at the time of the previous game, but it has been further improved since then, and it has become much more complete. In the previous game, there were many parts where the strength of the quirk stood out, so there was an aspect of the title that "those who are addicted to it will be addicted", but I think that it has also been rounded up and sublimated into a title that can be recommended to everyone.

And the parts that are not introduced this time are full of "surprises", and even the number of "surprises" itself is surprisingly large, so I hope you will enjoy your journey with Sam while slowly progressing through the game.
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Comments

  1. >Written and directed by Hideo "Hideo Kojima" Kojima
    >Produced by Hideo "Hideo Kojima" Kojima
    >Starring Hideo "Hideo Kojima" Kojima
    >Visual effects by Hideo "Hideo Kojima" Kojima
    >Explosions by Hideo "Hideo Kojima" Kojima
    >Sound design by Hideo "Hideo Kojima" Kojima
    >Localization (Alien Dialect) by Hideo "Hideo Kojima" Kojima
    >Sand physics by Hideo "Hideo Kojima" Kojima
    >Dream sequence choreography by Hideo "Hideo Kojima" Kojima
    >Quantum consultant by Hideo "Hideo Kojima" Kojima
    >Subtext handler by Hideo "Hideo Kojima" Kojima
    >On-set barista by Hideo "Hideo Kojima" Kojima
    >Facial mocap for the moon by Hideo "Hideo Kojima" Kojima
    >Knife sound curator by Hideo "Hideo Kojima" Kojima
    >Eyebrow rigging specialist by Hideo "Hideo Kojima" Kojima

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