Contents:

Who are you in the world of game development? Find out in the free course ➞ You will try out 3 professions in practice: game designer, 2D artist, and Unity developer. Create your first Mario-style game. Click here for details.
Learn moreHideo Kojima is known for his commitment to originality and his reluctance to pander to fan expectations. A prime example of this is Metal Gear Solid 2, which is significantly different from its predecessor. The changes extend not only to the core idea, making it a postmodern work, but also to the main character. Kojima didn't reveal this information in the advertising campaign, and players expected a continuation of the adventures of their beloved Solid Snake. They were greatly surprised when a new character, Raiden, appeared on screen instead. This move became part of the game's broader concept, exploring the manipulation of public consciousness. Kojima masterfully uses unexpected plot twists, making his works unique and memorable.
Kojima has always surprised and shocked players with his unconventional ideas. Consider, for example, Metal Gear Solid V: The Phantom Pain, which was rumored to be from a fake developer but eventually leaked. Or P.T., which at first glance appeared to be an indie horror game but was actually an intriguing teaser for Silent Hills. The gameplay in Kojima's games has constantly evolved, offering players new mechanics and ideas. Meanwhile, Death Stranding 2: On the Beach maintains the same principles as the first game, both in terms of gameplay and narrative structure. Kojima didn't aim for a shocking promotion, and many aspects of the game became clear even before its official announcement.

Nevertheless, all the elements that made us love Death Stranding remain in place. The flaws are still there, too. If you didn't like the first game, you probably won't be interested in the second one either—it's practically identical. It could be argued that On the Beach is a safe sequel, which, frankly, doesn't quite fit Hideo Kojima's style.
Kojima's Logic
The game's core message remains the same: given a choice between a "stick" and a "rope," you should choose the rope. This decision highlights the importance of movement and change in life. Each of us needs to adapt and evolve, whether in a positive or negative direction. This contrast is especially noticeable given that the game itself has undergone only minor changes.
Kojima continues to develop the anti-war message in his games, which was clearly expressed in the Metal Gear Solid series and Death Stranding. The tagline of On the Beach raises the question: "Was it necessary to connect?" However, the protagonist, courier Sam Bridges, is tasked with connecting disparate bunkers into a chiral network. In the first game, we saw the United States in miniature; now, Mexico and Australia are featured. Mexico is shown in a limited scale and serves as an introductory function, while Australia becomes a more significant location with an expanded gameplay space and new opportunities for exploration.

Extinction still poses a threat to humanity, and in the first game it was only postponed. To stop this process, it is necessary to unite all of Australia, and it is with this goal that Sam sets out on a journey. This time, he is not alone: he is accompanied by a crew on the submarine "Magellan". This submarine is able to navigate through thick layers of resin and emerge near key bunkers, which significantly facilitates the gameplay. In addition, the presence of a crew creates a sense of unity as Sam overcomes difficulties and carries a heavy load across the vastness of Australia. Now, not only recipients of orders, but also teammates are waiting for him, which gives additional motivation in the fight for survival.
The question of whether the experience in the game Death Stranding is positive or negative remains open. On the one hand, the game deeply explores the theme of loneliness, showing how the characters overcome their inner demons. On the other hand, after tense moments, it's a pleasure to visit Magellan and enjoy new cutscenes. Thanks to a unique approach to storytelling, the game has significantly more content, including many funny and touching everyday scenes that make the gameplay varied and exciting.

When Fragile approaches Sam with a proposal to unite other countries, he naturally has doubts. This proposal is reminiscent of the expansion of the UCA (United Cities of America), which replaced the United States. However, Fragile clarifies that her initiative is carried out through a newly created private company with the support of ASAD, another private organization. Funding for the project is provided by an anonymous private sponsor. Thus, formally, this is not an expansion, and Sam decides to set off.
The sponsor of the enterprise remains a mystery, which adds intrigue to the plot. The game has many similar mysteries, as in the first part of Death Stranding. One of the key intrigues is the story of Lou, a child who appeared in the first part and for whom Sam begins to experience paternal feelings. The question of who Lou really is becomes central to the development of the plot. This mystery immerses the player in a world of complex relationships and emotions that are integral to the game.

Tomorrow, played by Elle Fanning, was found by Sam in the underworld. Despite her childish demeanor, she possesses exceptional combat skills and is a veritable death machine, capable of manipulating tar. This contrast between her innocence and deadly abilities makes her a unique and memorable character.
Death Stranding 2 is driven by two key villains: Higgs, who returns with the intention of taking revenge on Sam and Fragile, and Neil Vana, who replaces Cliff, played by Mads Mikkelsen. The question arises as to how exactly Higgs managed to return from the Shore, who Neil is, and what his connection to Lou is. The game builds tension and keeps players guessing, but some answers can prove disappointing. It's especially frustrating when it seems like all the mysteries have been deciphered, and Hideo Kojima continues to keep the suspense going. It's worth remembering that the plot of Death Stranding 2 is not as complex as it might seem at first glance.

Hideo Kojima this time doesn't bother to explain his concept, which is a bit disappointing. It seems like he comes up with interesting images first and then tries to make sense of them. Death Stranding presents a complex and unusual concept based on scientific theories. In the first game, Kojima tried to explain many aspects of the plot, even if he sometimes used chiralia, a substance from the other world, as a universal explanation. However, behind chiralia, there are real phenomena and theories, which adds depth and intrigue to the overall narrative.
The author's concept sometimes turns out to be completely inexplicable. For example, how can one explain the talking puppet Dollman that Sam constantly carries with him? It's simply a person's soul transferred to an inanimate object. Another question arises: how can one of the heroines, the Doctor, enter the bodies of her patients? The answer is simple - chiral hands! And that's exactly how she explains her ability, in just one sentence.
You shouldn't question the plot. How exactly did Fragile create a submarine that can swim through tar? How does this device work? What is Higgs's flamethrower guitar? Why does Neil fight Sam with a squad of skeleton warriors, like Cliff in the first game? The answers to these questions are usually limited to one line or nonexistent. Some additional information can be found in the extensive reference book, but it does not always help to understand the plot nuances.

Death Stranding 2's plot, despite Kojima's signature style, is quite touching. The characters, though under-the-radar, are nevertheless engaging and likable. Fragile, Tomorrow, and Rainie stand out in particular. The translation of Rainie's name as Cloud raises questions, as Kojima often leaves character names unchanged. Neil also plays a significant role in the plot, bringing powerful drama and a charismatic personality. Each character has their own background and develops throughout the game. The exception is the Magellan's helmsman, Tarman, whose appearance is reminiscent of George Miller; little is known about him. Interestingly, one of his arms is encased in resin, allowing him to steer the tar boat. How exactly this works remains a mystery. Viewing Death Stranding 2 as an anime makes it much easier to understand, as the level of insanity in the game at times exceeds even some shonen films.
The situation with Higgs proved complicated. Game journalists who wrote reviews under embargo described him as a boring character. Some fans protested, claiming that Higgs isn't boring. However, as it turns out, that's entirely possible. The second game brings Higgs back solely for revenge against Sam and Fragile, which constitutes his only villainous motivation. Despite this, his scenes are impressive, and Higgs masterfully makes Sam suffer, which adds tension to the plot.

The story focuses on Sam, a character who faces numerous difficulties. These challenges have a significant impact on his mental state, leading to concerns about his future. Fortunately, in Death Stranding 2, Sam has a reliable team ready to support him during difficult times. Without their help, he would have a much harder time coping with the pressure and maintaining his mental health. Teamwork and support become key aspects in his struggle with internal and external challenges.
The main problem with the plot in Death Stranding is its delivery. Plot elements are developed primarily through cutscenes and dialogue in safehouses, while during the journeys themselves, they are practically absent, with the exception of occasional comments from Dollman. This can be seen as a positive, as the meditative gameplay of Death Stranding is best left uninterrupted. However, this structure feels odd and artificial. The player spends two hours delivering cargo, then returns to the Magellan for a small plot fragment, and the process continues over and over again. Cutscenes are short, and characters often convey a lot of information in a short period of time. As a result, the entire storyline feels like a collection of cutscenes and brief dialogue, which can make it difficult to fully immerse yourself in the game's world.
The game lacks narrative finesse, with characters vocalizing their motivations in a manner often found in anime. Furthermore, Kojima places too much emphasis on player comprehension, leading characters to repeat the same lines multiple times. Dollman, in turn, sometimes comments on events the player has already seen in cutscenes. This creates a feeling of excessive straightforwardness in the presentation of the plot and reduces the player's involvement in the game atmosphere.

This approach culminates in the pre-final cutscene, which features deus ex machina elements, unexpected plot twists, and pompous monologues from the villains about their motivations. It also features creative decisions that seem out of place and resemble bad prose. All of these elements are concentrated in one long cutscene. However, it is unlikely that players familiar with the first Death Stranding will be surprised by this development, as similar techniques were already present in the previous game.
Newcomers may find Kojima's humor and odd plot elements unusual. For example, the character Higgs returns to seek revenge on Sam, dressed in a glam rocker costume and fighting with a guitar, which he also plays. It's truly odd. Furthermore, a serious monologue about humanity and the world can be unexpectedly interrupted by a dance. Why does this happen? It's Kojima's style, combining serious themes with absurd elements. His games are impossible to imagine any other way, and it is this uniqueness that makes his work memorable and inimitable.

This game concludes with several long and impressive cutscenes that will take your breath away. The main plot doesn't unfold until the very end, but by the end, you'll have seen a rich and visually impressive story. Hideo Kojima is known for making his works 70% cinematic, and he masterfully executes this task, creating a mesmerizing spectacle.
Death Stranding 2's lore has become more dense, the plot has developed, and there are hints of a sequel. However, there remains a feeling that it could have been explored in a more interesting way. The main problem with the second part is the lack of novelty. In the first game, players explored a unique universe, learned details, and were surprised by concepts related to Ka and Ga, the underworld, and the Shores. However, since then, nothing fundamentally new has been introduced in the lore. This makes Kojima's style more noticeable and less original.
Death Stranding 2 emphasizes the characters of Sam and Lou, leaving the development of the universe in the background. The main new threat to humanity is identified and resolved almost immediately, in a cutscene. However, Sam's personal story is developed at a high level, making it a key element of the game. The storylines surrounding his character are deep and emotional, allowing players to better understand his motivations and experiences.

Still a healing game
In Death Stranding 2, like the first part, the main focus is not on the plot. The story is only a reward for hard work and overcoming difficulties. After delivering the cargo, the player receives a cutscene, after which he returns to work. This unique gameplay emphasizes interacting with the environment and overcoming obstacles.
Death Stranding's gameplay offers a unique blend of challenge and excitement, making delivering cargo from one bunker to another a thrilling experience. While the simple task of transporting goods may seem monotonous at first glance, the game offers deep mechanics and a variety of elements that make the process engaging. Exploring the world, interacting with other players, and overcoming various obstacles adds variety and tension to each mission. Death Stranding is not just a game about delivery, but a real experience that makes you think about the connection between people and the importance of cooperation in a post-apocalyptic world.

An important element in the context of the game is oxytocin. In the sequel, Kojima barely touches on this topic, but oxytocin continues to play a significant role. This approval hormone is produced in response to praise and positive feedback, such as likes. In addition, oxytocin is released during physical contact, such as hugs, which becomes an issue in the post-apocalyptic world of Death Stranding. Oxytocin also contributes to the formation of trust and strengthening bonds between people, which is a fundamental aspect of the game. Forging social connections in Death Stranding emphasizes the importance of human connection in times of crisis, making oxytocin a key factor in the perception and understanding of the gameplay.
Sam is on an important mission - he brings people together. His travels across the continent involve delivering supplies and connecting bunkers to the chiral network, which is an advanced version of the internet. In return for his efforts, he receives warm words of gratitude and likes. These likes come not only for his own actions but also when other players in asynchronous multiplayer use his constructed assets, such as restored highway sections. Likes are not a resource in the traditional sense, but rather a way to express appreciation. Despite their simplicity, they bring joy and lift the spirits, creating a sense of community and support among players.

Cargo delivery is a complex process that requires precise weight management, meticulous route planning, and the ability to cover long distances. A courier's job is hard work, full of risks. Delivering particularly challenging packages can lead to serious difficulties: encountering dangerous creatures and aggressive survivors, getting caught in an avalanche in the mountains, or running out of water and battery power in hard-to-reach places. However, the reward for this work isn't money or resources that could be spent on new items. The main reward is likes and sincere gratitude from customers. These simple signs of appreciation can significantly lift your spirits and give you a sense of accomplishment.
This motivation system would be ineffective if the gameplay were changed. If Sam didn't have to carry numerous boxes that can break when dropped, if the weight didn't feel so realistic. If he didn't encounter obstacles like rocks or cliffs. If only there weren't rivers to cross and slopes to climb. All these elements make the game more engaging and contribute to a strong motivation for the player.
You sense Sam's fatigue. You cross a river, balancing on the brink of falling. You slide down a snowy slope because your battery is dead. Your feet are bleeding from torn boots, and you left your spare at home.

The grueling gameplay adds depth to the story. The urge to return to the Magellan, take a shower, and enjoy another cutscene becomes especially strong. Even if the scene simply shows Tomorrow and Rainey having fun and nothing significant happens, it creates a sense of connection with the characters and their world. This approach allows players to more deeply immerse themselves in the game's atmosphere and better understand its emotional component.
Working in games like Death Stranding can seem strange, especially compared to real life and its responsibilities. However, the process offers many benefits, including psychological catharsis. The player immerses themselves in a world free from everyday noise, performing routine actions that help distract them from reality. This becomes a kind of ritual, helping to calm the nervous system and reduce anxiety.
In Death Stranding, every action matters, creating a sense of achievement and recognition. Unlike real life, where the results of work can be uncertain and not always appreciated, here the player always receives feedback for their efforts. This creates a sense of usefulness and significance that is sometimes missing in everyday work.
Furthermore, Death Stranding offers the unique opportunity to work in a controlled environment. Players can take a break at any time if they feel tired or need a break, and return to the game when they're ready. This approach allows players not only to enjoy the gameplay but also to use it as a means of meditation and mental well-being.
Death Stranding 2 immerses players in an atmosphere of captivating adventure and travel. The game is striking in its visual beauty: the diverse landscapes of Australia are captivating in their views. The musical accompaniment enhances the immersion, creating a unique atmosphere during cargo delivery. Navigating the game world becomes more than just a task, but a true aesthetic experience. Compared to the first game, Death Stranding 2 significantly improves the audiovisual experience, offering players true spiritual therapy. Traveling in a truck filled with orders and past magnificent mountains becomes a real pleasure, especially with the sounds of Woodkid.

To make cargo delivery more engaging and varied, Kojima developed a variety of unique gadgets and structures. Most of them carry over from the first game to the sequel, Death Stranding, but new developments are also featured. The game features slingshots for quickly moving on ziplines, ramps, cannons for precise cargo delivery, and a levitating coffin that can be used as a hoverboard. Additionally, there are climbing gloves and a special otter hat for swimming. While many gadgets may seem unnecessary, they open up new possibilities for creative cargo delivery methods and allow players to experiment with different strategies. Innovations in Death Stranding make gameplay more dynamic and engaging, allowing everyone to find their own unique approach to completing tasks.
The game's action has increased, but not all aspects are up to par. Enemy bases are more engaging, but don't reach the level of Metal Gear Solid V, where the variety of tactics is truly impressive. Stealth is an option, but an aggressive approach—quickly entering a base with aimed fire—remains more effective. The enemy AI leaves much to be desired, so they cannot seriously compete with a player who has at least basic shooting skills.

The game features a new type of enemy—robots. Although they are not highly intelligent, they require more ammo to destroy. The situation with the Creatures is more complicated: unlike in the first part of Death Stranding, escaping from them is not always possible, as a new type has appeared that has a firm grip on Sam. However, this problem can be solved with the help of special grenades and a diverse arsenal of weapons, including a grenade launcher. These elements add dynamics to the gameplay and make encounters with enemies more interesting and multifaceted.
The bosses in the game, as in the first part, do not pose a serious threat. Their mechanics are slightly more interesting, and the design of the Creature bosses is more meaningful, which will become apparent in the finale. These enemies are easy to defeat, but remember to keep your distance, as some of them can grab Sam, which can sometimes cause explosions.

During the game, you will encounter Nile and his skeleton troops several times. The basic principle of the battles remains unchanged compared to the confrontation with Cliff from the first part, although the locations are different. This is somewhat puzzling, since Kojima, in fact, repeated the concept already used.
This applies to many aspects of the game. Structurally, it is almost identical to the first Death Stranding. I will not reveal the details, but if you are familiar with the original, you will experience a feeling of déjà vu more than once. This can be seen as repetition or as a lack of desire to change the structure that was considered successful. As for Kojima's intentions, this remains a mystery.
Death Stranding 2 retains many elements characteristic of the first part. In this sequel, Hideo Kojima does not seem to be completely following his own ideas. The game's plot conveys an important message: change is a part of life, and each of us can and should change. However, the changes to the game itself are not so significant, raising questions about its evolution. This game lacks the hallmarks of Kojima's work, such as games with a fourth wall. The first Metal Gear Solid featured a helicopter boss sequence where the player had to determine its location by sound. If the player only had one speaker, which was common practice in Japan at the time, the characters in the game would wonder why the player was still using outdated technology. Psycho Mantis, too, offered unique elements of player interaction. Compared to the first Death Stranding, which had more unusual features, the current game looks less innovative.

A safe sequel? More likely than not. Kojima failed to offer anything radically new; perhaps his thoughts are preoccupied with a mysterious horror game for Xbox using cloud technology. Nevertheless, the game is still good and fulfills its core purpose – to engage and bring pleasure. What more do players really need?
This is a sincere recognition of the couriers who provided invaluable assistance during the pandemic. Their work and dedication deserve our gratitude and respect. Don't forget to express your appreciation to them.
Who are you in the world of game development? A mini-course for those who want to make games.
In this free mini-course, you'll try yourself as a game designer, 2D artist, or Unity game developer and choose the profession that's right for you.
Find out more.
