[8/10] After a long period of silence and a lack of major exclusive releases on PlayStation, Sony console fans have finally received a true gem. Death Stranding 2 is an absolutely polished game—deeply engaging and virtually eliminating all the monotony of the first installment. This time, the campaign is a full-throttle ride packed with plot twists, emotional moments, and profound backstories for both new and returning characters. It’s a beautiful story about how each character’s personal tragedies brought them together on a shared mission to heal the world and reconnect scattered human settlements.
Even if the story may seem nonsensical at times, don’t worry—everything comes together as the epilogue approaches.
Full Review:
https://bigbaddice.pl/death-stranding-2-recenzja
Full Review:
https://bigbaddice.pl/death-stranding-2-recenzja
Other reviews6
There is a powerful difference between the way this game begins and the opening of the first one. Whereas Sam once appeared as a broken man, deprived of everything that was dear to him, we now find him seemingly put back together, continuing his journey alongside Lou. The rupture that closes the first arc, however, inescapably returns him to the experience of loss. Sam then begins to carry an empty pod with him—an imposition that the game itself makes literally inescapable—but one still filled with the absences that guide his relationship with the world.
Absences, however, are not everything. Beyond them, Sam relies on a world that does not allow him to be self-sufficient. His ability to survive and care for others continues to depend on bonds and presences that go beyond his individual actions. There is, then, a counterpoint between the emptiness he carries with him and the constant support of those who still surround him. Sam can only move forward because he remains part of relationships from which he cannot separate himself.
It is these networks and contacts that allow him to share resources and transform individual journeys into an infrastructure that is, literally, shared. It forms between Sam, the world he travels through, and the other Sams controlled by other players. In Death Stranding 2, this overlap is expressed in a curiously direct way by the fact that it is now possible to briefly talk to another player, introduce yourself as Sam, and hear, from somewhere far away, that they are Sam too. As in the first game, this network works as a constant reminder of human interdependence—a fairly obvious condition, but one frequently obscured by the extreme individualization imposed by late capitalism.
This time, however, there is a forceful counterpoint to the power of this network, which also takes the form of an infrastructure of capture. Whether consciously or not, the game echoes a critique of contemporary algorithmic logic, in which the same systems that allow cooperation and interconnection also act, through data collection, to condition behavior and capture desires. The conflict, then, is no longer between connection and isolation, but between different projects of connection. On one side are those who seek to expand forms of collaboration and communalism. On the other are those who seek to instrumentalize the network for predatory ends.
This very ambivalence appears, in a way, in how the gameplay experience unfolds. The pace at which its systems progress is quite different from that of the first game, creating the sense that obtaining material rewards or gaining new abilities is less laborious, both in terms of difficulty and time. This greater ease makes it more convenient to expand the player’s possibilities, but it also reduces some of the immersive weight of the effort required to build and inhabit the network. In the first Death Stranding, by contrast, progression seemed less linear and predictable, making each new tool or upgrade carry a clearer sense of achievement.
In the second part of the game, especially in its final arc, what emerges is a more hopeful perspective on the struggle over the future. Tomorrow represents a form of continuity that does not derive from the exceptional status of the hero embodied by Sam, but from the human capacity to mediate what networks make inevitable, both in their promises and in their risks. She thus embodies the possibility of guiding the possibilities offered by infrastructures and confronting the dangers of networks whose objectives are, at times, barely transparent or not transparent at all.
In the end, and taking every care to avoid major spoilers, a certain frustration remains with the imposition of a biological foundation on a bond that seemed so powerful precisely because it had been built without that guarantee. By making this choice, the script somewhat reduces the strength of its own defense of connection as care, living together, and choice. This reservation, however, does not fundamentally diminish the greatness of the story, just as the ease of its progression does not erase the absorbing and tremendously fun immensity of the experience. Death Stranding 2 remains, in every sense, a connection worth making.
Absences, however, are not everything. Beyond them, Sam relies on a world that does not allow him to be self-sufficient. His ability to survive and care for others continues to depend on bonds and presences that go beyond his individual actions. There is, then, a counterpoint between the emptiness he carries with him and the constant support of those who still surround him. Sam can only move forward because he remains part of relationships from which he cannot separate himself.
It is these networks and contacts that allow him to share resources and transform individual journeys into an infrastructure that is, literally, shared. It forms between Sam, the world he travels through, and the other Sams controlled by other players. In Death Stranding 2, this overlap is expressed in a curiously direct way by the fact that it is now possible to briefly talk to another player, introduce yourself as Sam, and hear, from somewhere far away, that they are Sam too. As in the first game, this network works as a constant reminder of human interdependence—a fairly obvious condition, but one frequently obscured by the extreme individualization imposed by late capitalism.
This time, however, there is a forceful counterpoint to the power of this network, which also takes the form of an infrastructure of capture. Whether consciously or not, the game echoes a critique of contemporary algorithmic logic, in which the same systems that allow cooperation and interconnection also act, through data collection, to condition behavior and capture desires. The conflict, then, is no longer between connection and isolation, but between different projects of connection. On one side are those who seek to expand forms of collaboration and communalism. On the other are those who seek to instrumentalize the network for predatory ends.
This very ambivalence appears, in a way, in how the gameplay experience unfolds. The pace at which its systems progress is quite different from that of the first game, creating the sense that obtaining material rewards or gaining new abilities is less laborious, both in terms of difficulty and time. This greater ease makes it more convenient to expand the player’s possibilities, but it also reduces some of the immersive weight of the effort required to build and inhabit the network. In the first Death Stranding, by contrast, progression seemed less linear and predictable, making each new tool or upgrade carry a clearer sense of achievement.
In the second part of the game, especially in its final arc, what emerges is a more hopeful perspective on the struggle over the future. Tomorrow represents a form of continuity that does not derive from the exceptional status of the hero embodied by Sam, but from the human capacity to mediate what networks make inevitable, both in their promises and in their risks. She thus embodies the possibility of guiding the possibilities offered by infrastructures and confronting the dangers of networks whose objectives are, at times, barely transparent or not transparent at all.
In the end, and taking every care to avoid major spoilers, a certain frustration remains with the imposition of a biological foundation on a bond that seemed so powerful precisely because it had been built without that guarantee. By making this choice, the script somewhat reduces the strength of its own defense of connection as care, living together, and choice. This reservation, however, does not fundamentally diminish the greatness of the story, just as the ease of its progression does not erase the absorbing and tremendously fun immensity of the experience. Death Stranding 2 remains, in every sense, a connection worth making.
This game is such a masterpiece work at overall story. There is way more compared to the first part, more weapons more action, just simply there is more happening but...
It kinda lacks on the gameplay, it feels repetative after some time, it feels like its taking forever to finish but Higgs and Neil Vana kinda saving the whole game... Higgs is simply one of my most favorite villains of all time for me since first part and in the second game it is even better... Neil Vana's story in this game is getting deeper and deeper and is really good placed... Kojima is just a master at his work and overall story and characters and the whole world of this game is a really good experience... but as i said it kinda lacks on the gameplay but i really recommend to play it anyways...
Story is worth it 100%
9/10
It kinda lacks on the gameplay, it feels repetative after some time, it feels like its taking forever to finish but Higgs and Neil Vana kinda saving the whole game... Higgs is simply one of my most favorite villains of all time for me since first part and in the second game it is even better... Neil Vana's story in this game is getting deeper and deeper and is really good placed... Kojima is just a master at his work and overall story and characters and the whole world of this game is a really good experience... but as i said it kinda lacks on the gameplay but i really recommend to play it anyways...
Story is worth it 100%
9/10
«Blew my mind»
«Sit back and relax»
Death Stranding 2: On the Beach is ambitious art from a gaming legend, but I can't recommend it. Hideo Kojima deserves respect for pushing boundaries, yet this sequel doubles down on everything that made the first divisive—without fixing the fun deficit.
Gameplay remains a slog: walking, balancing, menus, combat, BB management—all feel deliberately frustrating and joyless. The "meditative" chores turn into pure tedium. No real evolution; just more of the same over longer distances and bigger maps.
Visuals dazzle, Woodkid's score shines, themes provoke thought, cast impresses, PC port excels technically. But polish can't save a core loop that provides zero pleasure. If the first hooked you as meditative genius, this will too—more scale, disasters, action. If you hated the premise, it'll feel worse.
For €80, it's a hard pass unless you're already all-in on Kojima's vision. I play for enjoyment, not endurance. This is competent, ambitious, interesting—but fundamentally unenjoyable for me. One of my worst gaming slogs.
Full French review:
https://rogueh24.fr/test-du-jeu-death-stranding-2-on-the-beach/
Kojima at his wildest. I like a lot of the goofy stuff Kojima does and with this one he goes nuts. It's got pizza kung fu and literal guitar battles. I enjoy the community aspect of this game and sharing items and buildings to help out other players. The gameplay is improved from the first game in a few aspects and this time around it gets you into the game so much faster with more combat and traversal options available sooner. I did have a problem with the progression of the outposts. Some level faster than others with no real indication as to why, making 5 star completion a pain in the ass. On top of that, half the time you are trying to complete a place you can't seem to find orders for them and only collect lost cargo that barely gets any likes. There is a lot more MGS feel to this game that works well IMO. I was enjoying the main loop of the game until I got into the mountain section and how frustrating that became I just mainlined the game after that. Story wise it's as crazy as ever, hard to follow and filled with holes. I think all the performances are extremely good, with Troy Baker delivering a very good performance, cheese and all. I do hope Kojima moves on from this series to something slightly more grounded.