Alright, let's talk about Death Stranding 2: On the Beach. I just spent the last week buried in this thing, lugging cargo through deserts, dodging spectral whales, and honestly? My back kinda hurts just thinking about it. But in that uniquely Kojima way, it’s a pain I strangely craved more of. If you're wondering whether this sequel lives up to the bizarre, beautiful, and sometimes frustrating legacy of the first game, buckle up. This ain't your typical AAA sequel.
I played the original Death Stranding to death (pun intended), got those Legend of Legend ranks, the whole deal. Going into On the Beach, I was equal parts excited and nervous. Could Kojima double down on the walking sim/social strand system and make it work again? Or would it feel like retreading old ground? Spoiler: It mostly works, brilliantly, but man, it asks a lot from you. More than the first game, honestly. Let's break down why.
The Story: Weirder, Wilder, and Wrestling with Legacy
Picking up years after the first game, Sam Porter Bridges (Norman Reedus, still looking grizzled perfection) is trying to live a quiet life away from deliveries and Beached Things (BTs). But, naturally, that doesn’t last. Fragile (Léa Seydoux, bringing serious depth) drags him back into a new, continent-spanning crisis. This time, the threat involves a cult called Drawbridge led by a truly unsettling antagonist (played with scenery-chewing menace by an actor I won't spoil). The goal? To cross the "Sea" and reach a promised land, using methods that threaten to unravel reality itself.
Kojima’s narrative is... dense. Expect:
- Heavy Meta-Commentary: On fandoms, creator legacies, and the nature of connection. Sometimes it lands, sometimes it feels like Kojima yelling into the void about his own experiences.
- Bonkers Sci-Fi Concepts: We’re talking timefall beaches merging, chiralium-based lifeforms beyond BTs (those spectral whales? Yeah, they’re back and nastier), and technology that bends space and memory. It makes the first game look straightforward.
- Incredible Performances: Reedus and Seydoux are phenomenal. Troy Baker is back in a VERY different, incredibly compelling role. The new cast members, especially the Drawbridge leader, are captivatingly weird.
- Pacing Whiplash: Stunning, quiet moments of traversal are punctuated by 45-minute cutscenes packed with jargon. You gotta be patient. Like, really patient.
My Honest Gripe: Look, I love Kojima’s ambition. But around Chapter 8, there’s a cutscene sequence that feels like it will never end. It explains crucial lore, sure, but it could have been a podcast. You might find yourself reaching for your phone. The story is fascinating conceptually, but the delivery can be self-indulgent.
Gameplay Evolution: More Than Just Walking (But Still Lots of Walking)
The core loop remains: plan your route, manage cargo balance and weight, traverse treacherous terrain, avoid or combat BTs and human enemies, connect isolated outposts to the chiral network. But On the Beach significantly expands the toolbox and the challenges.
New Toys & Terrain
- Rope & Stick Philosophy (Refined): The emphasis on non-lethal tools (ropes, bolas, sticky guns for cargo retrieval) is stronger. Combat is still an option, but often creates bigger problems (voidouts attract nastier BTs). New traversal gear like deployable rappel lines and magnetic anchor boots (for climbing sheer metal surfaces) change how you approach cliffs and ruins.
- The Buddy Bot (Revamped): Your trusty floating cargo buddy is smarter and more versatile. You can now program it to follow complex paths, scout ahead briefly, or even provide covering fire with non-lethal rounds. A lifesaver in the vast desert regions.
- Vehicle Shenanigans: Driving feels better, less floaty. New vehicles include modular trucks you can slowly upgrade with found parts and amphibious buggies crucial for navigating flooded lowlands and coastal areas (hence the "On the Beach" title). Building roads feels even more impactful now, connecting wider regions.
- The "Fabrication" System: A major new layer. You scavenge chiral crystals and specific materials to instantly "fabricate" temporary structures or gear upgrades anywhere in the field. Need a ladder mid-cliff? Fab one. Need a stronger battery for your exoskeleton? Fab it, but it'll only last a few hours (game time). It adds fantastic tactical flexibility.
Bigger Challenges
The environments are less relentlessly mountainous than the first game's central region, offering vast deserts, crumbling coastal cities reclaimed by the sea, dense fungal forests choked with new chiral flora, and treacherous tar belts. Each presents unique problems.
Environment Type | Primary Challenges | Key Gear/Tools |
---|---|---|
Expansive Deserts | Sandstorms (visibility zero, drains battery), quicksand traps, extreme heat (accelerates battery drain, Sam dehydrates faster) | Oxygen Masks, Heat-Resistant Suits, Sand Skis (fabricated), Buddy Bot for cargo/coolant |
Coastal Lowlands & Beaches | Deep water (requires amphibious vehicles), aggressive aquatic BT variants, corrosive tidal "timefoam" | Amphibious Carriers, Floating Carriers (upgraded), Waterproof Cargo Covers |
Fungal Jungles | Choking Spores (drains stamina), dense verticality, parasitic chiral creatures (small, fast, swarm) | Gas Masks, Anti-Parasitic Spray, Multi-Ladders, Rappel Guns |
Urban Ruins | Unstable structures, maze-like interiors, Drawbridge cultist ambushes, concentrated BT zones | Anchor Boots, Stealth Camo (limited use), Non-Lethal Weaponry, Scanner upgrades |
Pro Tip I Learned the Hard Way: Always fabricate extra blood bags before tackling a major BT area in the desert. The heat makes your blood thinner, meaning weapons like the hematic grenades run out way faster. Got caught out once... voidout city. Not pretty.
The Strand System 2.0: Connection Feels Deeper
This is where the magic really happens again. The asynchronous multiplayer elements are massively enhanced.
- Shared World Building: See a daunting cliff on the map? Later, you might find another player has built a complex scaffold system there. Need a bridge across a ravine? Contribute materials to a shared project visible in real-time progress to other players in your strand. Seeing structures pop up as you play is incredibly rewarding.
- More Meaningful Interactions: Beyond just leaving likes, you can now send short voice recordings ("Keep on Keeping On!" encouragement, warnings about BT nests ahead), leave specific resource caches for others, or even request help for a particularly nasty delivery. Getting a notification that someone used your bridge 150 times feels genuinely good.
- Faction Allegiance: You can loosely align your strand with other player "factions." Aligning gives bonuses related to that faction's specialty (e.g., faster fabrication times, better vehicle durability). It adds a subtle layer of community without forced PvP.
Honestly, this strand system elevates the core traversal. That slog through knee-deep mud becomes manageable when you see signs others made it, or you find a postbox someone left with useful grenades. It’s the core message of connection made tangible, and it works even better here.
Visuals & Sound: A Masterclass in Atmosphere
This game is stunning. Seriously. Playing on PS5, I constantly stopped just to look around.
- Lighting & Weather: The way light fractures through timefall clouds, the oppressive gloom of a BT zone, the blinding glare off desert sands, the eerie bioluminescence of fungal forests – it’s visual storytelling at its finest. Weather effects are brutal and beautiful.
- Character Detail: Facial capture and animation are top-tier. You see every bead of sweat, every grimace of effort on Sam's face. The subtle wear and tear on equipment is incredible.
- Sound Design: Crunching gravel, howling wind, the terrifying whispers of BTs, the groan of a truck straining up a hill – it’s immersive and often unsettling. Low Roar's legacy continues with a perfectly curated soundtrack that kicks in at just the right moments. The new tracks fit seamlessly.
It’s atmospheric as hell, arguably the game's strongest technical aspect.
Performance & Tech
Played on PS5. Mostly rock-solid 60fps in Performance mode. Fidelity mode offers native 4K/30fps with enhanced effects. Load times after the initial boot are practically non-existent thanks to the SSD. Encountered a few minor bugs:
- One instance where a fabricated ladder clipped weirdly into a rock, making it unusable.
- Buddy Bot occasionally got stuck on complex terrain, requiring a reload.
- Very rare frame rate dip during a massive sandstorm with multiple BTs.
Nothing game-breaking in over 50 hours. Kojima Productions clearly optimized this well.
Is Death Stranding 2: On the Beach Worth Your Time?
Here's the blunt breakdown:
- Play it if: You loved the unique, contemplative pace and social strand system of the first game. You crave deep, complex sci-fi stories, even if they're convoluted. You appreciate stunning world design and atmosphere above frantic action. You enjoy strategic planning and logistical challenges. You don't mind long cutscenes.
- Skip it if: You hated the walking/delivery focus of the first game – this is more complex but fundamentally similar. You need constant action or straightforward narratives. Long cutscenes and exposition dumps are a deal-breaker. You prefer tight, linear experiences.
Death Stranding 2: On the Beach Review - Addressing Your Burning Questions (FAQ)
Do I need to play the first Death Stranding?
Honestly? Yes. While there's a recap video, the lore is so dense and specific, and the emotional weight of Sam/Fragile's journey relies heavily on the first game. Jumping straight into this Death Stranding 2: On the Beach review scenario would be confusing and lessen the impact. Watch a detailed recap at minimum if you absolutely can't play it.
Is the gameplay less tedious?
It's refined, not revolutionised. The core is still traversal and cargo management. However, the Fabrication system, better vehicles, a smarter Buddy Bot, and more varied tools/gear significantly reduce the friction points. Planning and executing a complex route feels more rewarding. But it's still deliberate and sometimes slow. If you found the first game fundamentally boring, this won't change your mind.
How scary/horror-focused is it?
The BT encounters remain tense and atmospheric horror. The new environments introduce nastier BT variants and environmental threats that ramp up the dread, especially in confined spaces like ruins. The Drawbridge cultists often use psychological horror tactics. It's not outright survival horror, but the horror elements are stronger than the first game.
How long is the game?
My playthrough, focusing on main story and significant side deliveries (Standard Orders), took about 45 hours. If you dive deep into connecting every prepper, maxing out faction standings, and tackling Premium Deliveries, you're easily looking at 80+ hours. It's substantial.
Any major flaws besides the cutscene length?
Some might find the Drawbridge cultist human enemy encounters repetitive after a while. Their AI is improved but can still be exploited. Also, the sheer complexity of the new systems (Strand factions, Fabrication materials) has a steeper learning curve. The UI struggles a bit to explain it all clearly initially.
The Final Verdict on this Death Stranding 2: On the Beach Review
Death Stranding 2: On the Beach is a triumph of ambition. It takes everything unique about the first game – the breathtaking isolation, the focus on connection through shared struggle, the unparalleled atmosphere – and layers on meaningful improvements and fascinating new mechanics. The Fabrication system and enhanced Strand interactions are game-changers. The story is bewildering, profound, frustrating, and utterly unforgettable in equal measure. The sheer technical presentation is stunning.
Is it for everyone? Absolutely not. It demands patience, embraces a deliberate pace, and drowns you in Kojima's unfiltered eccentricity. Some mechanics are complex, some cutscenes test your bladder control.
But here's the thing: Nothing else plays like this. Nothing else feels like this. It's a singular experience. If you connected with the first game, this sequel is essential. It builds on that foundation beautifully and takes huge, fascinating risks. If you bounced off the original, this likely won't convert you, despite its enhancements. For me, despite its flaws and occasional self-indulgence, Death Stranding 2: On the Beach is a masterpiece of weird, wonderful, and deeply human game design. It sticks the landing, even if the journey there involves tripping over spectral whale placenta a few times. Seriously, that happens. Kojima, man...
So, yeah. Grab your boots, fabricate some ladders, and Keep On Keeping On. Just maybe schedule some bathroom breaks around Chapters 8 and 12.