Death Stranding 2: On The Beach
- Review On

- Oct 20
- 18 min read

The initial release of the original Death Stranding was met with rather mixed reception. On one hand you have legendary video game director Hideo Kojima leading his own game studio. Now no longer held back by the chains of Konami, and free to make whatever he desired alongside his team. On the other hand you have the corporate slop surrounding the game. Mainly in the form of product placement such as in-game Monster Energy or advertisements of the main lead’s show at the time. You have an entire cast of characters made up of big recognizable movie actors, and then there was the core gameplay. A vast open world journey where instead of exploring you just deliver packages between several points. At one point Hideo Kojima made a tweet saying people who failed to understand the core gameplay loop have been numbed by violence in video games. This did not help with the reception of Death Stranding at all and further divided public opinion on the game. Death Stranding was probably the most divisive game of 2019, and it wasn’t until 2020 that I sat down to play it. Which is a tragedy, because Death Stranding is a beautiful work of art. Showcasing Kojima and his writers can create deep personal experiences just as good if not better than the political works they’ve done in the past. It wasn’t until a year or two after its release that people began to understand what Death Stranding was trying to go for.
Its gameplay wasn’t very action heavy, but rewarded players who played methodically. Planning out each journey, and learning to take their time rather than rush things. The open world wasn’t in the traditional sense where you slowly cleared it out. Rather you soaked it in. Growing more immersed in its vast landscapes as you trek between each location. While the game had themes of public connection and collaboration there was a thoughtful personal narrative. About Sam and trying to find hope in a broken world. Of learning to open up to others and accept the love they give you despite thinking you don’t deserve it. Which all leads into one of my favorite endings in a video game. You could also argue much like Metal Gear Solid 2, the original Death Stranding also somewhat predicted the 2020 pandemic. However, unlike Metal Gear Solid 2, I don't believe Kojima had any thoughts of this during the development of Death Stranding seeing how it was released a few months before Covid was discovered. Basically what I’m getting at is that I really love Death Stranding. It remains to be my favorite game by Hideo Kojima, and I can confidently say not only is it a masterpiece but it’s one of my personal top thirty games of all time. Imagine how excited I was when back in 2022 they announced Death Stranding 2 was in the works.
Development for the game was rough seeing how Kojima Productions had to deal with struggles created by the Covid pandemic, but they managed to push through and create a game grander in scope and ambition than the original. Made using the same engine Horizon Zero Dawn utilized, having an even grander cast of characters including director of the Mad Max saga, and becoming more action heavy. Most likely Kojima and friends trying to appeal to the folks who didn’t quite understand the original game. Death Stranding 2 was shaping up to be great, and despite the first game being a title that I think didn’t need a follow-up I was still very excited. Death Stranding 2 during the summer of 2025, and unlike the first game reception for it was rather high. Not only is Death Stranding 2: On The Beach a vast improvement, but it’s being garnered as one of the best games of 2025. Sitting close to a 90 percent average on Metacritic, and already getting picked by outlets for Game of The Year. So now comes the personal question for me seeing how I’m the one writing down this information. Is Death Stranding 2 actually go-Yes. Yes it’s that good.
Death Stranding 2 was one of my most anticipated games this year, but it was probably my most skeptical title of 2025. Again, the original ended on such a good note that I didn’t believe more needed to be done. I was fine with more games set in the same universe, but a story sequel felt hard to follow-up with. As the trailers for Death Stranding 2 rolled out part of me became more excited. As Kojima continues to produce more games his artistic vision gets crazier, and that’s why I appreciate him so much. He’s really cemented himself as one of my most respected game directors. However, the more they revealed Death Stranding 2 would have a heavier on action the more I became worried. Would the zen-like gameplay loop I loved so much be tossed aside for more mainstream appeal? Even Kojima addressed this himself a few months back saying he kinda dislikes how beloved Death Stranding has become now. Still I kept my expectations at a moderate state, and I’m glad I did. Death Stranding 2: On The Beach is exactly the sequel I was hoping for. It builds on the foundation set up by the first, and manages to have a better structured story. Something I thought would be impossible, but very happy it managed to do so. I’d go as far to say it’s now my new favorite Kojima game following the original Death Stranding! That’s how much I love this game, and just like many others it’s easily one of my favorites of 2025.
I want to try and keep this review as spoiler free as possible. The game was released five months ago and some players, despite clocking in fifty plus hours, haven't managed to beat the game yet. Death Stranding is a game that wants you to take your time, and I like others to enjoy their time without having the main story be ruined. I may dive deeper into story discussions near the end of this review, but I’ll try to keep it cryptic. No detailed descriptions of important plot moments. So today we’ll be talking about why I absolutely loved Death Stranding 2: On The Beach, and why it's the exact sequel I was hoping for.
Story

Our story begins several months after the events of the original. To offer a short recap: the world was torn apart by an event known as the Death Stranding. The land of the dead have crossed over to the land of the living, and the dead don’t rest easy. Coming in the form of ‘Beached Things’ and wrecking havoc across the land. With them came paranormal activities including Timefall. A deadly rain that causes anything it touches to rapidly age. The surface became uninhabitable and mankind erected large cities underground. Sheltering themselves from the outside world, but also cutting any connection they had to each other. The only form of connection they had left were Porters, otherwise couriers for hire who could deliver goods across the dangerous lands. One of many porters was Sam Porter Bridges, adopted son of the UCA president. The UCA managed to develop an online network called the Chiral Network, and the last wish of Sam’s dying mother is to help establish it across America. Sam does this while making numerous allies, but along the way he makes use of a BB. These babies in pods who help detect BTs, but Sam grows attached to his BB seeing it as a second chance. As we learn years ago he failed to prevent the death of his former wife who was pregnant. After a long journey Sam is ordered to dispose of the disfunctional BB , but Sam takes a risk and takes the BB out of the pod. Reviving it and then choosing to run away. Start a new life and raise his child, Lou.
Now cut to current events. Sam lives close to the border of Mexico, which the UCA has little to no surveillance of. Sam constructed a hidden shelter where he does everything he can to raise his daughter. Taking her outside for hikes, cooking her meals, and spending time with her. Providing the life she deserves, a happy one. All is well until Sam gets an unexpected visitor. One of his former colleagues Fragile has managed to locate his home, and tells him of the company she had formed. Drawbridge, a private organization who had recently been contracted by the UCA. The government has agreed to add what remains of Mexico to the Chiral Network, and seeing how Sam is stationed all the way out here he seemed perfect for the job. Fragile tasks him in doing so, and once done the UCA will erase all records of him and Lou. They will be able to live in peace without being seen as criminals or being hunted down by UCA officials. Sam agrees and while away Fragile will look after Lou. A few days pass and Sam completes his job. On the way home he gets reports that his shelter is under attack. He returns to find Fragile injured and Lou gone. Sam’s home was attacked by hooded figures, and Fragile failed to protect Lou from their leader. Lou is dead, and nothing can be done to bring her back. This moment breaks Sam.
A month passes and Sam is depressed. Unable to accept his child’s death, and inflicting self harm so that he may be reunited with her for short moments on his Beach. Fragile visits Sam saying he needs to learn to move on. She is sorry for failing to protect Lou, and Sam needs to find a better way to cope. Sam struggles at first until Fragile asks him to join her on her company ship. A big metal vessel designed to quickly travel long distances using the Tar scattered across the world. Aboard the vessel is its pilot Tarman, supporting figure Dollman, and an unnamed benefactor by the name of Charlie. The Drawbridge crew are tasked by the president of APAC, the Automated Public Assistance Company, with crossing the Plate Gate lying on the outskirts of Mexico. A big paranormal portal that’ll allow the crew to hop from America all the way to Australia within an instance. There they’ll be tasked with linking Australia to the Chiral Network and once done it’ll activate several other Plate Gates. Allowing the government and several other organizations to have better influence and grasp on the world. Sam isn’t very keen on partaking in this task, but is given advice from Fragile and Dollman to do so to help cope with his trauma. Ever since the day of the incident Sam has seen Lou transform into a BT. Reverting back to the pod he once carried her in. His only connection left, and he’s not giving up that easily. Before his passing, Deadman told Sam there was more to Lou than he thought. It’s time to look for answers. So out Sam goes to walk his feelings away. To connect the Chiral Network once again.
Just like old times.
Gameplay

After having played the first three Metal Gear Solid games earlier this year, Metal Gear Solid 5 back in high school, and now both of the Death Stranding games I’m about to state something that’ll piss a lot of you off. Death Stranding is the most gameplay heavy title Kojima has ever made, and it’s the title whose gameplay coincides with the narrative the best. I’ve always loved the core gameplay loop of Death Stranding. It may have even been my introduction to the genre Yahtzee Croshaw coined ‘the dad game.” Games that take incredibly basic tasks and create fun engaging gameplay out of them. In Death Stranding you’ll find yourself traversing across a vast open world. Accepting orders from the many cities and homes spread across the map, and deliver the packages they hand down to you. Bring the packages to where they need to be, and be graded for the condition the packages are brought in. A higher grade being given to packages with little to no damage. Journeys are quite simple as it’s just walking from Point A to Point B, but the real challenge comes from figuring out how to get there safely. Death Stranding rewards players for planning accordingly or learning to adapt to situations that arise out of nowhere. You can’t just walk in a straight line and hope for the best. All sorts of hazards will stand in the way of your goal. Whether that be enemy encampments, natural disasters, or the literal environment. In fact, more often than not the world will pose more challenges than enemy encounters.
Before you set out on a journey you must load cargo onto your back. The heavier the load, the harder it is to control Sam. You’ll have to manage how much he tips over or loses balance due to his constant shift in gravity. You also have to be careful with the terrain, because that’s enough to knock Sam off balance. Whether that’s running down a hill too fast, a river knocking you to the side if you run out of energy, or tripping from a random earthquake or pebble. Depending on the relationship you have with a facility you’re given the option to fabricate tools to help with your travels. This consumes resources, but more can be found out in the field or by deepening your relationship with a facility. You may want to make ladders, which not only help you climb but also allow you to cross rivers. A climbing anchor to make your way down a wall rather than take a long detour. PCCs which let you construct bridges, watchtowers, shelters, etc. Maybe forge one of two vehicles, cycles and trucks. One is good for traveling long distances in a short time. The other is slower, but is great for helping transport large orders you can’t physically carry. You’ll also want to pack additional supplies to help aid in dangerous situations. A gun for self defense, blood bags for healing, and grenades. Remember, a majority of this will be carried by you and the more you have the harder it is to transport. Consider carefully before you venture.
There are moments where you’ll be forced into combat, or have to deal with enemies for a main mission. Gunplay is as simple as you expect. Just aim down the sights and fire away. No more or less. There’s also stealth if you want to utilize that and with good sneaking skills you can take on whole enemy hordes without having to even fight. The most dangerous encounter of course are the BTs. The undead paranormal ghosts who are hard to see, but when they detect you they’ll do everything they can to grab you. Either triggering a voidout or dragging you to an optional boss. How you deal with BTs is up to you. Sometimes sneaking by is the best option, but then there’s those big orders or moments where you’re driving a truck. Maybe you can clear out a path so you can drive safely, and if all fails then run. Enter good old fight or flight mode, and push on till you reach safety. BTs are more ferocious than ever in Death Stranding 2, and unlike the first you don’t have an item to stealth kill them instantly. Instead you got this boomerang and it’s harder to do so with that now. A majority of problems in this game are emergent gameplay moments, and it’s why I love Death Stranding so much. It's a slow thoughtful play that rewards you for taking your time while also being clever. Let’s just hope your aching bones don’t tire out so quickly.
Thoughts

Death Stranding 2 is not only a great improvement on the original, but in a few ways it managed to exceed my expectations and create a better story and gameplay experience. I haven't touched the original Death Stranding since 2020, but after playing this I can see it being difficult to go back with how much more refined Death Stranding 2 is. One thing I’ve always appreciated since Metal Gear Solid 5 was how open Kojima and his game designer have been to problem solving. Allowing players to choose the tools they want to bring, and letting them figure out how to use the tools to the best of their abilities. However, Metal Gear Solid 5 had a flaw where being given everything has the potential to reduce creative thinking as players find one ultimate tool and use it a lot. For example, the ability to call in aerial bombings to annihilate enemies. Or even have so many guns you can simply shoot up everything in a tactical stealth game. What I like about the Death Stranding games is that even though you have so many ways to tackle problems there are still limitations you have to work around. Whether that be in the world itself, or that your tools are quite finicky objects. Death Stranding is all about dealing with problems with how they’re handed to you, and I like how this approach to challenge is handled and built up.
Take enemy encounters for example. Sure you could attempt to stockpile a bunch of weapons but you have to remember everything has weight. You’re carrying it all on your back, and you still have to worry about your packages and other tools. It’s unlike Metal Gear Solid 5 where you can call in supply drops or defeating enemies allows you to loot ammunition. Some do, but it’s often rare for a pickup for another gun. Having some limitations are great, because it’s when players finally overcome these hurdles and learn to work with their finicky tools that Death Stranding feels really satisfying. Carefully placing ladders to cross a river. Using a floating carrier to surf down a slope. Not saying you have to always bring tools on your journeys. You can always just plan an alternative route in exchange of longer delivery times, and more often than not this was always the choice I chose. Death Stranding is a zen-like experience with how it handles its world and atmosphere. The first game was dense with how it handled loneliness and isolation, and the sequel is much more uplifting. The box art conveys this well with a beaming white background. Between both games I’d say Death Stranding 2 has the better world design. Australia is varied and set up well enough that backtracking through the same parts over and over again never gets annoying. Another reason I love Death Stranding so much is how it handles immersion. I think fast travel has ruined how much we appreciate open world games as of the last ten years, and while this game does have fast travel you are discouraged to use it. That and there are moments where fast travel is disabled and you just have to navigate to the next main objective on foot.
It’s the lack of fast travel that allowed me to appreciate the world of Death Stranding more than a majority of other open world games out there. Taking my time, knowing what areas are safe, and traveling once more. One of main criticisms with the original was how much I deposed vehicles. Not a lot of the terrain in the first was built with vehicles in mind, and I’m a player who enjoys just walking from place to place. I enjoy walking in real life, and I enjoy it in Death Stranding. Here though I found myself utilizing vehicles more often. Partially because there’s more large sized orders now, and again its part to the much better world design. Australia, no matter where you go, has gorgeous valleys and fields as far as the eye can see. From deserts, mountains, sea coasts, canyons, and rivers. I love coasting through this world, and when a nice track begins to play near the end of a long journey sometimes I just sit there and listen to it. Feeling at peace to these humble melodies while staring off into the distance. I forgot how progression worked in the last game, but I adore how Death Stranding handles facility relationships and gear unlocks. The further you rank up in relationships the more gear you unlock to handle orders. Meaning taking extra time to just help people out may give you the upperhand in the future. Now the main flaw is not knowing what facility rewards what, or where to go to find orders to deliver to the facility containing the gear you want. However, I don’t really care as each step forward felt like a nice fulfilling step for me. Progression is done well as players are rewarded for quality work.
The only criticism I have for the gameplay is the same exact criticism I had for the first game. Although I will admit it’s much better here than the original and that is the combat. I love these games where they’re being therapeutic delivery sessions across beautiful worlds. I don’t love it as much when it wants to be an action shooter where you blast away enemies and giant bosses who honestly aren’t that hard to fight as long as you keep a distance. The first had consequences for killing enemies as dead bodies could lead to voidouts, and the sequel has none now as guns now stun enemies when they’re knocked out. The original had you avoid combat if you could, but now Death Stranding 2 gives you the easy way out which kinda sucks. What I will say is the bosses in Death Stranding 2 are better than the first game. The first massive BT you face is a big skull whose weak point is only opened at specific points, so you have to react accordingly. The giant tentacle robot is used a bit too much in the main story, but I like how each limb you gotta blast away separately as weakened stop taking damage. There’s a wolf BT in the world similar to that one boss in Elden Ring: Nightreign. Where there’s three wolves and you have to keep an eye on them so you don’t get jumped by one running at you from outside your view. I may not love the combat of Death Stranding 2, but when used sparingly for tense moments it’s fun.
Before we dive into the narrative a bit might as well give the last compliments I have. Visually the game looks splendid. This is not surprising seeing how this is a PlayStation 5 exclusive, but it amazes how the engine used to run Horizon Zero Dawn has evolved over the years. This is the most realistic game I’ve ever played, and it’s one whose graphics actually compliment gameplay as the whole appeal of Death Stranding 2 is immersion with the world and soaking in the setting and atmosphere. I don’t often take screenshots while playing video games, but this is one of few titles where I was constantly stopping to take photos of the scenery. The music is great despite a huge chunk of the soundtrack being licensed music. I don’t think it’ll win soundtrack of the year which is obvious, but even then I still love the songs of this game. You know that one musician who did the Ashes and Blood sequence in Arcane? Well he did a handful of songs for this game and they’re all great. My favorite of course being To The Wilder. Just an excellent song, one of the best I’ve heard in awhile. Been playing it nonstop while driving to places and whenever my ears hear it I feel better about myself. Learning to let go of past troubles and embrace the beauty that is the world. To be free. To become a wander in the wilds. A toast to the wilder.
Okay let’s talk about the story a bit. Again, I want to avoid discussing heavy details as people are still chipping away at this game. Death Stranding 2 in my opinion is much better structurally and in some cases manages to be more emotional than the already deep and personal first game. The thing that makes me care about Death Stranding a lot more so than Metal Gear Solid is how it handles world building and characters. Every character is deep, flawed, interesting, and learning who they are and why they are the way they are is entertaining. Seeing how they use their unique powers to help others, or attempt to connect to a broken protagonist. Sam since the first game has remained one of my favorite protagonists. You could argue he’s the stereotypical broken man, but if you look deeper you find something more. In the first game you learn he regrets not being there when his pregnant wife died. Since that day he’s felt like he didn’t deserve to be loved. The fear that he’ll fail others or that he won’t be there when they need him most. Learning to open up and love again. In Death Stranding 2 he’s kicked back to that state, but now it’s worse. The 2nd chance he promised he’d handle better didn’t go well, and now he’s depressed. I love how they handled Sam’s depression and grief in this game. 2025 has been the year of plots about regret and grief. Whether that’s Clair Obscur or The Alters, and this is another to add to the pile. I’m about to spoil a little bit of the plot, but it’s to help prove my point a little.
Sam is unable to move on with the death of Lou. Inflicting self harm to send him back to his own Beach to see Lou for a short while. I love the line that follows where Fragile says “You need to stop hurting yourself.” Not just in a literal sense, but personally too. Sam needs to stop hurting himself, because it wasn’t a healthy way to deal with regret and trauma. Then came the following where Lou became a BT now reverting back to the BB state in their old Pod. Sam ventures out into Australia in the hopes of coping, but instead it has the opposite effects. He does what he did before. Go on an adventure, deliver packages, and outmaneuver BTs with the help of Lou. It is just like how he remembered it. Those memories he once had are now being relived once more. It is a cycle. The inability to mentally move on and let go. It’s hinted early on that Sam is going insane, but it’s not until late into the journey that someone has to snap him back into reality. Of what happened weeks ago. Of the trauma he has to learn how to face. Everything that leads up to this point is beautiful, and while there’s a plot twist later on that revokes some of this stuff I can’t help but admit Death Stranding 2 has a beautiful narrative about grief and moving on.
Final notice is how Death Stranding 2 is a much more political game than the first. Some of the topics were hinted at in trailers, but Death Stranding 2 is a game about conflict. How violence at times is needed to achieve the means of peace. How APAC is forcing outside countries to accept the Chiral Network and join their systems. In a lot of ways Kojima is addressing America and the many conflicts we’ve forced ourselves into in the past. Of bloody wars and genocides. How the US attempts to ‘help’ but under many circumstances the exact opposite happens. We make the conflict worse and rather than fix the mess we’ve created we just leave and let the ongoing war duke it out. I don’t want to go into specifics, because if I do, people will argue like crazy in the comments. For Kojima and his writers to have the balls to write about this stuff in 2025 in a big Triple A title is brave in my opinion. Not original because other devs have done it too, but brave nonetheless. Kojima to me remains the absolute king of political writing and nuance in video games.
Death Stranding 2 much like the original is a modern masterpiece. It is a strong recommendation in my book. Whether that be the peaceful and rewarding gameplay loop, or it’s enticing narrative with deep well thought out characters and moments. There’s even some comedy bits to spice it up every now and then. Forgot to mention how Kojima has a pretty good sense of humor, and it reminds me how developers shouldn’t be afraid to put crazy stuff in their games. It’s art. Both of these games are art! Death Stranding 2 is exactly the sequel I was hoping it would be, and I’m glad Kojima Productions are kicking harder than ever. In the end I give Death Stranding 2: On The Beach a 10/10 for being incredible.






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