Death Stranding 2: A Hypnotic Art House Experience with an A-List Cast | Review

wIs the hat on a path to oblivion? This is a question that often crosses my mind while experiencing the second installment of Kojima Hideo’s hypnotic, enigmatic, and patiently paced cargo management simulator series. It’s due, in part, to the lengthy, tranquil treks that transcend the surreal landscape of Mexico and Australia, granting ample time for reflection on that small yet significant detail and to ponder the intricacies of what you just witnessed. Additionally, such questions often illuminate deeper truths.

The ability to engage in prolonged contemplation is a hallmark of the artistry embedded in this game. No one is scribbling notes to uncover Doom. The Middle Ages scrutinizes the cutscenes of Marvel’s counterparts for insights. It’s uncommon for any game to invite this level of examination. However, Death Stranding 2 diverges from convention, excelling in both atmosphere and narrative delivery, while maintaining a tactile storytelling quality that enriches its extensive gameplay system. The tension between these elements renders it compelling. Initially, each aspect demands courage, but over time, you’ll savor both experiences.

For those who missed the inaugural Stranding, yes, this is indeed the sequel in a series that revolves around transporting cargo between waypoints, whether on foot or via vehicles. Like a post-apocalyptic Amazon delivery driver, it provides essentials, technology, and luxurious packages. The first game introduced a mystical shift that allowed the deceased to return as spectral entities known as Beach Things (BTS). When a BT claims a human life, it results in a tragic event termed a “void-out.”

Screenshot from Death Stranding 2: On the Beach

With humanity divided and isolated in subterranean bunkers, the protagonist, Sam Porter Bridges (Norman Reedus), is tasked with connecting the remaining enclaves of American civilization to a global technological network known as the “chiral network,” thereby restoring hope for a brighter future. He accomplishes this by traveling across the continent with Lou, a supernatural infant carried in an artificial womb. At the start of this sequel, he enjoys a secluded existence in Mexico with Lou, who has now grown into a toddler.

And believe me, these are significant cliff notes. Death Stranding 2 opens with an impressive six-minute cutscene aimed at immersing players in the peculiar sci-fi universe and poetic metaphors crafted by the Isle. Unraveling this mystery constitutes half the enjoyment (the other half is cargo shifting), but even if you’re not fully invested in the world, it operates on a dreamlike logic that feels intuitive. It’s uncertain whether this environment resembles something we recognize or if it has always been a blend of Icelandic tundra, snow-capped mountains, and colorful deserts, or perhaps it once resembled the Australian landscapes of Death Stranding 2. The crucial point is that it feels coherent throughout.

While it is contemplative, this is not a game about watching Sam retire for 50 hours and revel in fatherhood. He is inevitably drawn back into action, reconnecting Mexican and Australian populations to the Chiral Network for a venture named Ngubridge, a logistics company backed by an enigmatic benefactor and featuring returning character vulnerabilities (Rare Saidoo). If that sounds rather dull, consider it a quirky scenario with fragile Greta Garbo gloves around her neck!

Elle Fanning in Death Stranding 2. Photo: Sony Interactive Entertainment

A colorful cast surrounds DHV Magellan, a ship featuring more A-listers than the Cannes red carpet, aiding Sam in his missions. Seydoux, George Miller, Guillermo Del Toro, Nicolas Winding Refn, Elle Fanning, and Shioli Kutsuna deliver equally stellar performances alongside veteran voice actor Troy Baker as Chief Villain Higgs. The principal characters function mainly as poetic devices and unique metaphors. Rain (Kutsuna) is an optimistic outcast who summons rain each time he steps outdoors. Tarman (Miller) sacrificed his hand to supernatural tar and now guides the boat through its mysterious waters. Hartman (Darren Jacobs) faces death and rebirth every few minutes. Though they ought to be too peculiar to elicit sympathy, rare moments link their stories with human emotions in a poignant manner. If you don’t feel a lump in your throat watching Rain and Tomorrow (Fanning) sing together, then it’s not only Deadman who’s lost their humanity.

Interestingly, package delivery is showcased at the pinnacle of gameplay standards. It may sound mundane, but the intricate workings of these detailed systems easily draw you in. In the previous installment, combat felt secondary, but this time, missions clash not only with BTS but also other humans, benefitting from a fluid mechanic that fires hand-held bullets and executes neck snaps. You can craft ladders, climbing ropes, and other gear when the risk of attack is heightened. The joy resonates as much in preparation as in action. It feels rewarding to impose order on a chaotic world that might otherwise seem disordered. It’s likely why many of us baked countless loaves of banana bread during the lockdown.

The Isle originally drafted a story for Death Stranding 2 before the Covid-19 crisis but restructured it entirely after enduring lockdown alongside the rest of the world. The effects are evident. We promise to shield you from the profound loneliness embodied in Sam’s role as a porter who traverses desolate landscapes.

Effectively, you can interact with other players, albeit at a distance, sharing equipment, constructing structures, and leaving holographic signs and commendations for others in your game. This feature serves as a satirical commentary on entrapment. Over time, the world becomes cluttered with flickering icons and increasing structures, leading to a constant bombardment of “like” symbols. It feels akin to the attention spans dulled by social media, but it’s likely no coincidence.

The first game presented a surprising advantage. The two sequels do not. Many of the thrilling and tedious elements that defined the first are also present here, yet they have been refined, rendering the gameplay mechanically rich and meaningful. Combat feels more impactful, the world maps exhibit greater craftsmanship, and the missions offer enhanced variety. Tasking them with recreating the same gameplay in an entirely new narrative could feel like a jest, but it presents layers of mechanical depth that are anything but trivial.

Among the many themes Death Stranding 2 seeks to convey, the most prominent is that you are never truly alone. Global calamities, vast technologies, and even the specter of death may abstract the ways we connect, yet they can never fully sever our bonds. Not bad for a game centered on delivering packages.

Death Stranding 2 was released on June 26th and retails for £69.99/US$69.99/A$124.95

Source: www.theguardian.com

Exploring Unexpected Connections: Hideo Kojima on Death Stranding 2

HIDEO KOJIMA – The celebrated video game director who established his own studio before heading the stealth action Metal Gear series for decades and founded Death’s Random, a supernatural apocalyptic streaming game touted as “2019’s most intriguing blockbuster,” remains a captivating figure, often evoking awe. “George [Miller] is my mentor, my deity,” he joyfully proclaims.

Kojima is in Australia for a sold-out discussion with Miller, the mastermind behind the Mad Max film franchise, at the Sydney Film Festival. The duo forged an unexpected yet profound friendship nearly a decade ago. As a youth, Kojima shares that the first two Mad Max films inspired his direction in film, ultimately steering him toward video game development. During later panels, Miller reciprocates the sentiment, affectionately calling Kojima “almost like a brother.” The Australian even lends his likeness to a significant character in Kojima’s latest title, Death Stranding 2.

Much of the new game world is influenced by Miller, representing a whimsical interpretation of Australia. Death Stranding focuses on delivering narratives between isolated bunkers, set against expansive, perilous yet opulent landscapes that resonate with Australia’s rich biodiversity. Though the game’s geography is fictionalized, its allure and trepidation are palpable.

A devoted friendship… George Miller and Hideo Kojima at the Sydney Film Festival in June 2025. Photo: Tim Levy/Sydney Film Festival

In addition to the atmospheric outback scenery, DS2 also features some of the most intricately detailed (and likely costly) portrayals of Australian wildlife seen in gaming. It was a poignantly moving moment for Australians in this distinctly urban environment to witness the unique bounding of kangaroos on the sunlit horizon.

“I adore animals, and they’re unique here,” says Kojima. “Many on the team share a love for animals… They might decline to design new mechs but passionately advocate for creating more animal representations.”

The film enthusiast Kojima also drops nods to Australian cinema – he admires the 1971 classic *Walkabout* and acknowledges the DS2 subtitle’s inspiration from beach scenes. He had visited before but aimed to delve deeper “into the heart of the land, reaching the desert.”

Unfortunately, the pandemic necessitated that Kojima’s team rely on remote scouts for data collection. “It’s unfortunate I couldn’t be there in person,” he reflects. “Viewing photos doesn’t compare to the reality of experiencing a place.”

The transition to remote work during the pandemic posed considerable challenges for the game. “The most daunting aspect was performance capture,” he recalls. “Directing actors like Norman Reedus and Léa Seydoux from Japan was incredibly daunting. Communicating direction through a Zoom call was nearly impossible.” With restrictions in place early in the development, the team prioritized scenes not involving main actors, which wasn’t always feasible.

“That was extremely challenging, particularly for new cast members,” he states.

A uniquely poignant view… Scene from Death Stranding 2: At the Beach. Photo: Kojima Productions/Sony

By 2022, the situation had improved, allowing him to fly to LA for direct interactions. “People involved in remarkable films had undergone performance captures against a green screen,” he explains. (In many game adaptations, real-life performances are translated into digital formats through motion capture, which can be challenging for actors on set.) “There’s actually a tool; looking at the monitor, you can witness [in-game] a world manifested in real-time.”

Kojima emphasizes the importance of keeping actors closely connected whenever possible, especially given the separations caused by Covid. Some issues unique to gaming arose too. For instance, repetitive in-game actions, like characters grunting in pain or eating apples, required specific recordings. “Sometimes we receive queries from Norman, where he says, ‘Eat an apple, it’s good,’ or ‘What’s the apple like?'” He notes, “We aim for those variations!”

Kojima at the Sydney Film Festival Photo: Jessica Fromomas/Guardian

The central theme of Death Stranding revolves around “connection.” Although players can’t see each other in-game, they can share resources and construct structures that benefit all, forming intricate service networks that complicate long deliveries. Thus, the sequel’s tagline poses a haunting question: “Should we have connected?”

“During the pandemic, I felt unwell and entirely isolated,” Kojima shares. To exacerbate matters, recent optical muscle damage from surgery hindered his ability to enjoy films or television. The world evolved around him, with everyone retreating, working online, and connecting through video calls while deliveries continued to dominate. His game, his vision, began to materialize.

“Indeed, we all appeared connected, but it wasn’t the connection I envisioned,” he reflects. His company, Kojima Productions, had been staffed. He would meet new hires on the first day but would not see them again for three years due to pandemic protocols.

Recently, he discussed legacy (evidenced by a USB drive containing game concepts left for his team), hinting at his readiness to leave a part of himself behind. Kojima believes in the necessity of direct collaboration to nurture new talent. “New hires are often drawn to work with us because they want to learn from their mentors or improve by teaming with others,” he states, emphasizing that growth stems from communication and exposure to diverse ideas.

He likens remote work to “fast food,” focused narrowly on singular tasks rather than holistic project development. “When people are silent, interactions are stifled,” he explains. Mistakes are later identified, but opportunities for serendipitous creativity and fresh perspectives may be lost.

Moreover, he notes that it limits his ability to connect with team members and understand their feelings or interest in personal hobbies. “Only 1% of my true self is displayed during online meetings,” he asserts. “This isn’t team-building akin to sports. When you recruit someone, they join your team, but if you can’t physically collaborate, they don’t evolve in their play style. They remain unchanged,” he adds.

Nevertheless, he acknowledges, “You cannot compel people back to the office; you can only encourage them.” “As a result, not all have returned. Yet, core members did, facilitating collaboration.”

“I aimed to visit Australia”… Scene from Death Stranding 2: At the Beach.

Despite this somewhat melancholic tone, the message remains fundamentally optimistic. Death Stranding is a profoundly solitary experience, which Kojima animatedly conveys during a subsequent group presentation. “Yet… you discover other players worldwide. You connect indirectly… and when you venture out, [the game] invites you outside… Much like the Sydney Bridge, you can observe the construct of life. Someone created it! They might have passed away years ago, but you remain linked to them. Even without meeting others, you are not alone in this world.”

There’s always room for new ambitions. Kojima harbors a longstanding dream of venturing into outer space. It’s not merely a fleeting billionaire space hop; it’s more profound. “It’s not just about space,” he asserts. “I want to train effectively, dock and learn how to reach the International Space Station and remain there for several months. I’m no scientist, but I believe I could create games in space. I desire to be the first. I have an astronaut aged over 60. There’s no gravity to aggravate their back issues!” He chuckles at the thought.

As our conversation concludes, he pauses thoughtfully before sharing one last ambition. “It’s ‘Tom Cruise’ syndrome,” Kojima elaborates. “Tom Cruise finds his purpose when he takes risks with his life.”

Source: www.theguardian.com