I Played 30 Hours of Death Stranding 2 And I Can’t Wait To Do It All Again

My first go-round with Death Stranding was a complicated one.

For years, enthusiasts of Hideo Kojima had been eagerly anticipating the debut of his new studio’s first project. The excitement was palpable, but uncertainty lingered. Preliminary trailers didn’t offer much clarity. Was this merely a game about delivering packages? Or would we be surprised with a twist similar to Metal Gear Solid 2, when we finally played the finished product? However, it wasn’t quite what one might expect! Indeed, in many aspects, it was a “delivery game.” But the narrative and universe surrounding it were so captivating that even the fantastical elements of Metal Gear Solid (like samurai President clones) seemed plausible by comparison.

I strongly disliked the game. From the moment I started playing this novel IP, I couldn’t quite put my finger on what I wanted or hoped for, but the fact that I had to press the trigger buttons to lean left and right just to keep from falling over really turned me off. To me, the game felt repetitive and unnecessarily confusing. In fact, I went as far as to call it terrible in some podcasts, using explicit language like “it’s awful” and “it’s crap.” After all, that’s what I get paid for – discussing video games with passion and honesty.

After about seven or eight hours of playing it, I put it aside. Two years later, during the Director’s Cut release, I felt compelled to try again. As I strolled through our living room, I noticed my wife was engrossed in it, meticulously inspecting a river with her Odradek (the small scanning device on Sam Porter Bridges’ shoulder). The deep water and heavy cargo she was carrying made the river crossing seem too risky, so she followed the riverbank until she found a safer route to proceed.

It wasn’t surprising for anyone that carefully exploring the landscape and handling packages cautiously are crucial aspects of Death Stranding, but in my initial playthrough, I rushed to meet a deadline and focused on getting from one objective to another as quickly as possible. This approach was not ideal, as it turned out. Later, I decided to give the Director’s Cut a try and took my time with it, only then realizing that Death Stranding is a game that deserves a slower, more thoughtful playstyle. In short, Death Stranding is an exceptional game.

Upon learning that I’d journey to Tokyo this year to immerse in a 30-hour session of Death Stranding 2: On the Beach, I decided to recall past errors and approach this sequel with an open mind. I planned to savor each moment, play it thoughtfully, and hopefully, enjoy a smoother debut this time.

As a die-hard fan, diving back into the universe I knew and loved from the first game made my initial hours an exhilarating experience rather than a challenge. When the need arose to manage Sam’s cargo, it felt like stepping back into familiar territory instead of encountering something entirely new. Moreover, since the world had already been meticulously set up in the original, I found myself adapting swiftly without being overwhelmed by an onslaught of bewildering concepts. In the early stages itself, a character handed me “the best chiral-printed diapers,” and it all seemed perfectly normal within this world’s context. It reminded me of when we all eventually grew accustomed to the idea that “nanomachines” could explain everything from psychics to vampires in Metal Gear Solid.

While we momentarily set aside the topic of chiral diapers, let’s focus on your initial encounter with Sam Porter Bridges. The experience begins with an engaging introduction where you are charged with escorting Lou, the baby from the previous game, back home. Initially, it seems like a simple task of walking over treacherous cliffs. However, Kojima’s signature touch transforms this mundane task into something extraordinary. The rhythmic combination of triumphant music and drumming creates an atmosphere that is both exhilarating and empowering as you navigate the rocky terrain. Suddenly, a ‘gate quake’ occurs, sending boulders tumbling down the slopes around you. The opening credits, designed by Kojima’s longtime collaborator Kyle Cooper, gracefully frame Sam throughout this journey. Despite appearing to be just a walk from one point to another, Kojima manages to imbue the task with an undeniable sense of importance and coolness.

After a full eleven months since the events of the first game, Sam finds himself comfortably settled in his hidden mountain retreat. The space, unlike his previous sterile accommodations, feels warm and inviting, adorned with family photos and filled with toys scattered about. Lou, no longer subsisting on Monster Energy, is content. However, maintaining a familiar storytelling device that Kojima has long cherished since 1985, it’s now time to draw the seasoned warrior back into action for one last mission, as he is the ideal candidate for the task at hand. And yes, I share your appreciation for this narrative device.

Unexpectedly, something Delicate (not that Delicate) appears, disrupting this tranquility. Mankind remains precariously close to annihilation, Control of UCA’s distribution system no longer lies with Bridges, Die-Hardman is no longer in office, and Fragile is grappling with “Jumpshock” following numerous visits to the Beach.

Instead of laboriously breaking down the intricacies of the last sentence, let me share with you an exciting update about Death Stranding 2 – the new Corpus feature! This in-game glossary is incredibly handy, allowing players to delve into in-depth explanations whenever they need, even during cutscenes. It covers a wide range of topics, including storylines, terminology, characters, and mechanics. Much like its effective application in Avowed, this feature proves particularly beneficial in Death Stranding 2, where it’s most needed. I found myself frequently consulting the Corpus for clarification, and it indeed helped me grasp the complexities of the game better.

Initially, your task seems straightforward: Expand the chiral network beyond the UCA-Mexico border to a lab run by Deadman, which is managed by Deadman. A colossal BT (BioTechnical) is moving towards that location, and Fragile has offered to look after Lou so you can concentrate on this mission. I won’t delve into the specifics of the narrative context shaping Sam’s adventure in this instance, but I will mention that the first 7-8 hours of the game unfold in Mexico before the story shifts to Australia. The subsequent 20+ hours of my playthrough, commencing from the West Coast and progressing eastward, took place here. I was informed that the 30 hours I played accounted for approximately 30-40% of the entire game, leaving it uncertain whether Sam’s journey will extend to additional continents.

Early on his voyage, Sam discovers himself aboard the colossal DHV Magellan, a vessel capable of traversing tar flows and bearing an uncanny resemblance to the upper half of Metal Gear Rex. The ship’s inhabitants, a diverse assembley of captivating characters, have made their home here, and the dynamic among them is one of the most intriguing enhancements in the sequel. While the original game boasted a rich cast of characters, interactions with them felt somewhat isolated. In Death Stranding 2, however, you often revisit the Magellan and engage with a variety of characters, which greatly enhances the narrative experience – much like how having the full Arrested Development cast in all scenes improves the series compared to the fourth season where only a few actors appeared together.

The Magellan is controlled by Tarman, who bears a resemblance to the director George Miller from Mad Max. He’s lost a hand, which you’ll discover in a flashback sequence, and experiences “phantom pains” due to this loss. It seems that because his hand is “deactivated,” it operates like a BT (Caster from Death Stranding), allowing him to navigate through tar and sand. To add to the peculiarity, a feline creature coated in tar often accompanies him. I’m doing my best to convey this accurately.

Charlie, a mannequin-like torso that talks, secretly finances both the DHV Magellan spacecraft and the recently established organization called Drawbridge. In a different world, Tomorrow, portrayed by Elle Fanning, is a woman whom Sam encounters. Initially found in a golden casing resembling a cocoon, she’s initially mute but gradually reveals herself to the crew on the Magellan, eventually displaying extraordinary talents.

Moving forward, allow me to introduce Dollman, my go-to guy who stands out. This character was initially a human, but an extraordinary event led his soul to inhabit a doll-like figure. Despite this transition, he appears unfazed and spends his time either perched on Sam’s belt or sitting on a shelf in the Magellan, engaging in friendly chats and offering insightful advice. Each visit to Sam’s room begins with me checking if there’s anything new he wants to share. A quick tip: if you notice Dollman has a preference for any particular song from Sam’s music player, make sure to play it for him!

At some point, he inquired if I ever pondered how he managed to keep such a youthful look. Although it wasn’t among the first 50 things I would typically ask about Dollman, I listened to his explanation.

During the event, numerous small instances brought laughter to my face, but the moment that had me chuckling the most was with Dollman. As I was walking towards a river, he was hanging from my belt. Trying to warn me about the high water levels, his efforts were futile as I chose to wade in regardless. Just as he was giving me his advice, my waist dipped below the water level and his friendly warning turned into panicked bubbles as water filled his tiny puppet lungs. In a manner similar to Metal Gear Solid, Kojima and his team skillfully intertwined a grave, albeit absurd, main plot with instances of brilliant humor.

In this ongoing “delivery adventure” between scenes, humor often arises spontaneously without a script. For instance, when I received my tri-cruiser bike, I eagerly piled it with goods and decided to test the boost feature as I exited the garage. Unfortunately, I didn’t take a moment to check the path ahead, resulting in a hasty plunge off a cliff, causing the bike to crash and scattering the cargo everywhere.

In this round of delivery, you’ll encounter a sense of déjà vu as items drift away like they used to in the river, but the hassle involved is significantly less. I found myself needing to adjust less often, and falling was hardly an issue. Although Lou may still have her occasional tantrums, they’re not nearly as frequent as in the first game. I only had to comfort her a couple of times during my 30 hours of play, but it never felt essential.

A multitude of environmental elements are integrated, making them intriguing rather than annoying. “Gate Quakes” create seismic activity, while wind tempests, escalating water levels during rain, “chiral cinder” precipitation, and forest blazes add an exciting twist to the adventure. Traversing an America that resembled Iceland in the initial game was undeniably stunning, but the diversity is truly delightful this time around.

In my initial playthrough of Death Stranding 2, I may have repeated some strategies from the first game excessively. Since lethal combat was not favorable in the original due to the creation of a destructive “voidout,” I opted to circumnavigate enemy camps instead of engaging them directly during my early deliveries. However, after discussing with other journalists at the event, I discovered that I missed an essential cutscene showcasing a red cyborg samurai, which seemed eerily similar to Gray Fox’s terrifying debut in Metal Gear Solid.

As a gamer, I discovered that it’s better not to shy away from battles. From what I can tell, there’s no danger of causing any permanent damage since the weapons are non-lethal. It seems rubber bullets are the standard ammo for guns, and even tranquilizer grenade launchers are more common than lethal alternatives. In the previous game, I unlocked numerous weapons but hesitated to use them due to my reluctance to harm enemies. Consequently, I often avoided fights or relied on weapons like the bola gun instead.

After re-learning how to play it as a strategy involving stealth and action, I greatly enhanced my experience and eagerly anticipated enemy camps. Perched on a vantage point near an outpost, I hurled Dollman into the air above them. In flight, my virtual ally acted like a reconnaissance device, marking enemies and valuable goods. After recalling him and thanking him for his work, I employed a decoy grenade to create illusory wildlife and divert the bandits. Though historically inept at stealth, I managed to knock out two adversaries from behind before revealing myself and switching to open confrontation. Darting about and evading gunfire, I discovered that I could execute wrestling moves such as a crossbody block or Kenny Omega’s V-Trigger if I leaped while approaching foes. A combination of hand-to-hand combat and non-lethal explosives dispatched the remaining bandits, and I looted their camp, loaded the goods onto a stolen enemy vehicle, and departed to collect my reward. While I won’t claim this game is “Metal Gear Solid V meets Death Stranding,” it definitely comes much closer to that fusion than the original version did.

In the original game, encounters with BTs were quite challenging, often forcing Sam to move slowly and carefully to avoid setting off a difficult sequence of events involving trekking through tar while being pursued by enemies. However, in Death Stranding 2, you have more tools at your disposal to handle these situations. For instance, there are several weapons that work well against BTs, such as the newly introduced Blood Boomerang which can drain Sam’s blood and eliminate BTs with a precision shot to the head.

In this game, boss battles are generally improved, including an outstanding early confrontation against a massive red mech. Similar to Oblivion, there’s a feature called “Sam’s Stats” that automatically levels up skills such as terrain navigation and load capacity as you progress through the game. A novel skill tree has been added, allowing for on-the-spot adjustments depending on the circumstances. Overall, everything in this game is less tedious and more enjoyable to play.

Similar to the initial gameplay, it offers moments of tranquility as you explore the surroundings, almost like meditation. However, when the game decides to ramp up the action, it does so with great intensity. One particular section, labeled “Conflagration,” stands out among the most awe-inspiring sequences I’ve witnessed in gaming. Even running on standard PS5 specifications, this part is a breathtaking spectacle that reaches its climax in a boss battle as impressive as those in Metal Gear Solid. In terms of mechanics, it essentially involves shooting down a boss and numerous soldiers. But in terms of atmosphere and visuals, it’s Hideo Kojima at his best, delivering an experience that is nothing short of astonishing.

After attending numerous pre-launch events, my experience is often summarized as, “The hour-long demo I played was impressive, let’s hope the final version lives up to expectations!” However, I’ve had the chance to play 30 hours of Death Stranding 2 before writing this preview. I am assured that it is outstanding, and I eagerly anticipate playing even more when it launches next month.

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2025-05-08 10:41