Review BurningKirby 3/5 · Jun 16, 2026
There's Too Many Ghosts, Not Nearly Enough Spirit
The first Death Stranding was a surprise slam dunk for me. I picked it up out of curiosity while working my way through the Metal Gear Solid games and it captivated me with its bleak apocalyptic world and unorthodox yet oddly satisfying gameplay. I consider it among my all time favorites now, in spite of its glaring flaws. So my …
The first Death Stranding was a surprise slam dunk for me. I picked it up out of curiosity while working my way through the Metal Gear Solid games and it captivated me with its bleak apocalyptic world and unorthodox yet oddly satisfying gameplay. I consider it among my all time favorites now, in spite of its glaring flaws. So my wishlist for the sequel was simply that I wanted fun new environments to deliver my little packages in and another entertaining story to keep me chugging along all the while. I can't help but feel Death Stranding 2: On the Beach kind of missed the mark here.

This game is big. Well, maybe not that big put alongside some of the other massive open world games we have these days. But it's still very big. Naturally a sequel is going to aim to be bigger than its predecessor. But one of the key things about the first game is how intentional the design of the environment was. You were free to explore, sure, but it was designed such that most players would end up naturally funneled through certain passages, which allowed devs to target a particular experience. The journey to Wind Farm is notorious (in a good way, I think!) because of the early game difficulty spike it provides.
This sequel aimed to be so much larger in physical scope that it left behind this idea of crafting specific experiences in exchange for theoretical freedom to approach a destination from virtually any direction. The result is a world that feels huge but is often boring to traverse and worse, feels flat. In a series where the primary gameplay loop is walking over and through natural obstacles, it feels like a catastrophic failure to have so much flat terrain to traverse. It keeps the player from interacting with the core walking mechanics. It's less interesting to look at, in spite of the impressive graphical fidelity on display. Also, it provides too little challenge.

In fact much of this game has something of a difficulty balance problem. I started my playthrough on Brutal, which at the time was the hardest difficulty, but it didn't take long to notice that I no longer needed to give much attention to the actual traversal. Where before it was a game of planning routes, weighing how much cargo I could handle without losing balance, and carefully maneuvering over the unfriendly terrain, I found instead that most of the time the most direct way to a goal was in fact also the best one. I rarely ever had to decide to leave a package behind because Sam couldn't handle more weight and I'd spend sometimes 10 minutes at a time holding up on my joystick with minor adjustments to get around the occasional rock before hitting my destination successfully. The sights were gorgeous, but man did I want to feel like I was doing something.

Now to be fair, eventually you have to climb the snowy mountain, which did help the back end of the game feel more exciting. But I couldn't help but notice that this was exactly the same thing the first game did. It felt a lot less novel the second time around. But hey, I was glad to get something more engaging regardless.

The tedium of area traversal is where the combat encounters should shine. They do indeed offer a change of pace to typical delivery gameplay and I appreciate them for that. The enemy camp infiltration missions actually feel pretty good. Stealth is enjoyable and the eventual rush from getting caught and chased by tens of soldiers is great. The game clearly wanted to shift focus a bit more onto combat, which is driven home by the overwhelming quantity of weapon types. The problem is that the repetitive BT bosses from the first game are back in spades and feel somehow like even bigger damage sponges. Every single BT miniboss (they can show up randomly in the field, mind you) also has a one shot kill move (even on casual difficulty) that doesn't provide nearly enough warning or opportunity to dodge beforehand due to the ever-present tar under Sam's feet inhibiting his movement. While hunting for my platinum trophy I grew accustomed to anticipating when a delivery would "surprise" me with a miniboss and just cranked down the difficulty to get it over with, turning it back up afterwards.

The first game offered a cast of lovable oddballs as they tried to gain a foothold in a bleak world. It became overly convoluted near the end and fumbled its landing somewhat as a result but I had a good time with it and love the foundation it set down for the game's setting. On the Beach must have really loved that plot, because it seems hellbent on aping most of its trajectory. Most of the returning cast feel like shadows of their former selves, in my opinion, and while the new characters are a lot of fun, the game does a shockingly poor job of tying up all the loose strands it dangles in front of the player. The credits rolling elicited more of a "That's it?" from me than any feeling of conclusion. It's tough to articulate without really tearing the whole thing apart, which would take forever, but suffice to say I think this game is totally unsure of what it actually wanted to focus on. There are themes of processing grief, an odd love subplot, a sprinkle of 'cycle of vengeance', and some other random stuff that doesn't quite fit. It's all just tossed together and just doesn't work.

So, to quote the game's own tagline, "Should we have connected?"

I can't say I truly know. The story doesn't seem all that concerned with this topic, so that's a dead end. I think the experience was ultimately worth having, but I can't say I'm not disappointed. New mechanics like chiral creatures and natural disasters also felt underbaked, which leaves me feeling like this didn't add much that I actually appreciated. The platinum trophy was a pretty tedious journey too, which really dragged this down even further for me. When I crave more Death Stranding, I think I'll just go play the first one again.

P.S.: The Coffin Board is an excellent addition though and I wish I could have that in the first game.

