Death Stranding 2 Asks Less Of Its Players, But Requires More From Its Community

“Come on now, if we all pull together, we can lift up the weight of the world from your shoulders.”

The lyrics from Frank Turner’s song “Glorious You” often pop up in my thoughts as I play Death Stranding 2: On The Beach, which is one of my favorite tracks.

If you haven’t had a chance to play either of the games, you might still be acquainted with the fundamental idea: You assume the role of a courier transporting packages between outposts in a post-apocalyptic landscape. Before the initial release of the game in 2019, its director, Hideo Kojima, announced that Death Stranding would launch a new genre called “Strand.” In simpler terms, this means it’s an innovative blend of action games and a genre he calls “social strand system,” which emphasizes connection. Kojima shared this on Twitter during the summer of that year.

Since I keep receiving similar inquiries, let me rephrase: The game at hand is not a stealth title or first-person shooter. Instead, it integrates the idea of connection (strands), which sets it apart as an entirely new genre – an action game/strand game, with its unique social strand system.

— HIDEO_KOJIMA (@HIDEO_KOJIMA_EN) June 5, 2019

Translated in a more conversational manner, this could read: “That sounds complicated, but in gameplay terms, it’s really quite innovative. To ensure fast and safe delivery of your packages, you can invent all sorts of tools and structures. For instance, you might need a simple climbing anchor to quickly rappel down a cliff side, or something grander like a long road connecting two outposts.

As you journey and play, the structures you create influence and assist others in their own adventures, while simultaneously being impacted by the creations of others. For instance, when you reach precarious ledges, safety ropes might mysteriously appear, set up by other players in their respective worlds. Similarly, resources needed for construction terminals may be less than expected due to contributions from fellow players.

As a player, I can’t help but appreciate the convenience this feature brings to my gaming experience, significantly reducing the time spent on deliveries and giving me an edge. Plus, it’s rewarding to know that the resources I create, like a zipline used to swiftly traverse a mountain, could potentially be utilized by another player in their game, enhancing their gameplay too.

In other words, the initial release of Death Stranding’s Director’s Cut added more tools and structures, requiring Death Stranding 2 to advance these systems even more. However, this progress has led some players to believe that the sequel is missing much of the “challenge” or “friction” that defined the original game. Some argue that while the first game offered a good blend of tools to aid progress, Death Stranding 2 smooths over obstacles with an excess of streamlined delivery devices, making the experience less engaging.

In Death Stranding, I indeed followed a different approach compared to the analysis presented. Instead of transporting numerous packages and materials, I found myself moving fewer items more frequently, often on foot. The game environment lacked abundant tools and infrastructure for my use, making progress challenging.

On the other hand, in On The Beach, I’ve primarily relied on my spacious truck to transport goods. This vehicle not only can hold more than my backpack but also shields its contents from Timefall, the game’s equivalent of rain and snow that quickly degrades objects it touches. However, being battery-powered, locating charging stations while exploring is crucial to avoid running out of power. Fortunately, I rarely find myself too far from a charging pole someone else has built.

As a gamer, I’ve found that this sequel ups the ante by introducing more obstacles to make the gaming experience tougher. Now, I often find myself battling enemies who are equipped with new weapons and have fortified their bases, making them harder to defeat. Plus, the environment seems more treacherous too, with unpredictable events like floods and landslides adding an extra layer of danger. Yet, it still feels like the enhancements and modifications from the first game tilt the balance in my favor, giving me a slight edge in the second.

In a similar vein: Just like the old adage, more complex chiral crystals can lead to greater challenges.

In Death Stranding’s initial version, each task appeared colossal, becoming more challenging as the game advanced and deliveries necessitated timely transport or avoiding excessive damage. The ‘strand’ feature, involving assisting other players and receiving aid in return, became less crucial over time. When I set up a ladder somewhere, it was primarily for my own use—if it proved beneficial to others, that was an added bonus. I constructed certain roads due to personal necessity; if my actions contributed to a larger stretch of highway, that was a fortunate side effect, but it wasn’t my primary goal.

In On The Beach, I’m driven by my ability to manage resources more efficiently to finish constructing the game’s highway and monorail networks. I’m choosing strategic locations for a wilderness shelter not just for my convenience and immediate conflict reduction, but also for other players who may encounter it in their game. This way, it serves as a beneficial resting spot across the region.

During the creation of Death Stranding 2, it appears that Kojima Productions’ team was thinking deeply about the gameplay experience. One significant change they introduced is a new category of side missions called Aid Requests. Unlike the traditional cargo deliveries and pickup tasks in the first game, these Aid Requests ask players to build specific types of infrastructure or place certain tools at particular locations. Essentially, the game isn’t just asking you to make deliveries; it’s inviting you to repair and rebuild the world. This new aspect introduces a larger scope for decision-making, escalating the micro decisions from the first game to a more expansive, global scale.

I’m aware that you’ve been putting in a lot of effort. Just want to let you know that I don’t need to ask or expect more since I comprehend your situation.

Achieving this main objective encourages you to take on extra tasks, such as delivering more items, because it increases your reputation with the recipients who can then provide you with more resources. Additionally, the new mining facilities and rail tracks in the game enable you to produce a vast quantity of materials and transport them quickly via rail, which not only advances this objective but also lets you manage multiple tasks simultaneously, speeding up your ability to help others.

However, increasing the loads and deliveries also brings risks, as you’re essentially putting all your eggs in one basket. The game terrain is more complex than before, with some paths being potentially hazardous. On multiple instances, my overzealousness to reach destinations quickly has led to my truck taking too many bumps, causing significant damage or even destruction of the cargo.

While transporting larger quantities can yield benefits, it also presents dangers since all your eggs are in one basket. The game terrain is more dynamic now, with certain paths being precarious. On numerous occasions, my haste to reach destinations swiftly has resulted in my truck taking too many jolts, causing severe damage or even total loss of the cargo.

When I lose those materials, the sense of loss is even more profound because not only have I disappointed myself, but also countless others who depend on me. This feeling is intensified by the current state of our world, where institutions intended to help and support us often seem to be working against us or being dismantled. It’s evident that a better future can only be achieved when people unite to safeguard their families and show compassion towards others who are struggling for the same. Death Stranding 2 emphasizes this mission, and every time I fall short, it serves as a stark reminder of the consequences of failing in our own lives. To me, failure is simply not an option.

“So don’t you worry. All things must end. There are sunlit uplands around the riverbend.”

In my opinion, I find it fascinating how Death Stranding 2 builds upon the initial game’s foundation, nudging its mechanics in a way that feels organic and progressive, particularly emphasizing collaborative play. It seems plausible that this expansion was anticipated by the development team, yet perhaps they didn’t foresee the depth of emotions it would evoke. Given Hideo Kojima’s history of predicting societal trends and understanding human nature, it’s not surprising that striking an emotional chord was a natural consequence of this planned evolution in gameplay. The story also puts more burden on the protagonist to save the world, symbolized by the increasing load on Sam’s back. However, Death Stranding 2 underscores that when we work together, even such heavy burdens can be alleviated.

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2025-07-17 19:11