Death Stranding 2 at One Year: Has Kojima's Odyssey Grown on Me?
Our review of Death Stranding 2: On The Beach explores whether Hideo Kojima's sequel justifies skipping the original. A year later, the answer is complex.
People love to mutter that Hideo Kojima is a failed film director who accidentally stumbled into game development because nobody would finance his six-hour arthouse screenplay about a delivery man. But you know what? I’ve always found that theory a bit lazy. It’s like saying a painter became a sculptor just because he couldn’t afford a canvas—reductive, and missing the point entirely. Kojima’s obsession with cinema isn’t a flaw; it’s the secret sauce that makes a Kojima game feel like a Kojima game. So when Death Stranding 2: On The Beach landed in my hands back in 2025, I braced myself for another beautiful, bewildering, and borderline-masochistic trek. Now, a year later, I’m still picking emoji mud out of my boots.

Let’s rewind. When the first Death Stranding dropped in 2019, it polarised players harder than pineapple on pizza. Some of us found profound meaning in trudging across barren landscapes, delivering hope one package at a time. Others rage-quit after three hours, screaming “It’s just a walking simulator!” And honestly, I can’t blame them. The game spent several hours slowly revealing its world, its mechanics, and its cast of characters, all while you basically pressed L2 and R2 until your thumbs cried. Yet, for those who persevered, the payoff was something no other AAA title could offer: a genuine sense of connection built through shared struggle. So when Kojima announced a sequel that would refine the formula for a wider audience, my inner deliveryman rejoiced—while my inner cynic sharpened its knife.
Fast forward to 2026. Death Stranding 2 has been out for a year, and I’ve logged enough hours to qualify as a part-time mountain goat. The biggest question I hear from newcomers is: “Can I skip the first game and just watch the recap?” Well, the main menu now includes a nifty catch-up feature that bullet-points the major events and introduces you to fragile cargo like Fragile herself. Technically, you can jump right in. But should you? That’s like watching the Lord of the Rings trilogy by reading a CliffsNotes version on the back of a cereal box. The magic of Death Stranding—the ache in your own virtual legs as you crest that final ridge, the bridges you built alongside strangers you’ll never meet—can’t be replicated by a clip show. It’s like a poorly seasoned steak: still nourishing, but tragically bland. I promise, if you’ve got the time, the original journey is the flavour enhancer this sequel deserves.
That said, On The Beach does make some merciful changes for those who bounced off the first game or simply couldn’t stomach another ten-minute cutscene that explains the plot while a ghost baby floats by. The previews leading up to launch promised a greater—though not mandatory—focus on combat, smarter pacing, and more narrative moments where you actually do things instead of watching Norman Reedus’ digital forehead furrow in anguish. Now, having lived with the full game, I can confirm it’s a much smoother ride. Combat encounters feel less like awkward slaps in the rain and more like strategic puzzles that reward your cargo-hoarding tendencies. The pacing? It no longer lulls you into a coma before the story kicks in. And yes, you still get those gloriously unhinged Kojima cutscenes, but they’re spaced out so you’re not trapped in a movie theatre when all you wanted was to deliver a pizza. It’s as if Kojima Productions finally accepted that players have Netflix at home and might want to, you know, play.

So, has this sequel grown on me like a particularly stubborn moss? Absolutely. I still refuse to sign up for the borderline-cult of Kojima fans who treat his every tweet like scripture. The man is self-indulgent, his stories often tip into the bizarre just for the sake of it, and sometimes I feel like he’s the only person in the room laughing at his own joke. But here’s the thing: that audacity is exactly what makes his games matter. You can’t push boundaries without occasionally falling off a cliff—and in Death Stranding 2, falling off cliffs is half the fun. The other half is watching the industry scratch its head and wonder why nobody else is making games about an ageing porter reconnecting a fractured America while a sentient beach whispers in his ear.
In a world drowning in sequels designed by committee, where every blockbuster feels focus-tested to death, Death Stranding 2 stands alone as a gloriously weird monument to a single creator’s vision. Is it for everyone? Nope, and it never will be. But if you’re willing to trudge through strange new worlds, forge bonds with other players through shared infrastructure, and occasionally sob over a well-timed music cue, this game will hug you right back—just with all the warmth of a blood-smeared BB pod. And honestly? I wouldn’t have it any other way.
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