Death Standalization 2 requires fewer participants but more people are needed from their community
Blog Andrew Joseph 17 Jul , 2025 0

“Come now, if we all unite, we can lift the weight of the world from our shoulders.”
This is from The song “Glorious You” By Frank Turner, my favorite music artist, this is a lyric that I keep thinking about when I play Death Stranding 2: On the Beach.
For those who haven’t played any game yet, you’re probably already familiar with the core concept of the series anyway: You’re playing the porter who delivers packages in the post-apocalyptic wasteland. Before its first release in 2019, game director Hideo Kojima said Death Stranding was launching a new “Strand” genre. “By combining the concept of connection (chain), it is (a) a completely new genre called action games/chain games (social chain systems),” Xia tweeted earlier.
When I receive a similar question, I will re-invest. DS is not an invisible game. It can be moved subjectively, but it cannot be used in FPS shooting games. By combining it with the concept of connection (Strand), it is a completely new type called Action Game/Strand Game (Social Strand System). pic.twitter.com/1kaquvh9zl
-hideo_koy (@hideo_koy_en) June 5, 2019
Why is nonsense transforming from gameplay actually very unique? To deliver all packages quickly, safely and safely, you can make a variety of tools and infrastructure: as simple as climbing an anchor, quickly hanging the side of the cliff on the side of the cliff face, or as luxurious as a long road between two outposts.
As you run through the world and the story, your constructs begin to penetrate the experiences of other players, helping them as they develop in their own game. Meanwhile, the structures built by others have also changed your world. You may be near the brink of danger and have placed another player in your own gaming world. You can bring a lot of resources to the road construction terminal, just find that you don't need as much supply as you imagined, as other players have contributed a lot of money to the materials they need.
Not only does this save you a lot of time and help you get the footsteps of delivery, it also inspires you to get into the system to pay, for example, when you place a zipcode to quickly descend on the hill, the same Zipline may appear in another player's game so they can use it.
The first game has expanded with the release of directors cutting the tools and infrastructure provided, which of course means Death in Dilemma 2 requires further development of these systems. However, this has led many players to feel that the sequel lacks a lot of “friction” which can put death in trouble. Some people think that while the first game has a good system balance to help you along the way, Death puts 2 strands on its cracks, and too many devices publicly simplify the delivery process.
I disagree with this analysis. In Death Stranding, I am definitely in transit- usually less pace than walking- less packaging and materials, while there are fewer choices of useful tools and infrastructure. On the beach, I almost just drive on a truck, not only storing more than I can carry with me, but also protecting the speech from environmental hazards and time to arrive, the name in the game rain and snow that quickly lowers anything touched. Yes, that truck is battery-powered, resulting in Some Tighten if I can't find the charging station while I'm out. But luckily, I’m usually never too far from the charging pole built by others.
The game tries to add some friction to the experience in danger. You are often asked to face-to-face with enemies, and they now have more tools and infrastructure to face-to-face with you, and the environment itself has become more deadly, with natural disasters like floods and landslides. However, it still feels as if the increase and change of the first match made great use of the player in the second match.
But as the saying goes: more money, more problems. Just replace the dollar bill with chiral chrystals.

In the initial death barrier, each task seems to be huge, especially as the game progresses, delivery starts requiring you to ship the package over a limited time frame, or not exceed a certain threshold of damage. The “chain” aspect of the game, you can help other players and help you, not priorities. When I put the ladder somewhere, it's because I Need a ladder – if that helps others is great, that would be great. I will contribute to building certain roads because I need the last stop of the journey to go as smoothly as possible. It would be great if my actions helped to complete the larger highway, but that wasn't my goal.
However, on the beach, since I had a lot of potential to move more materials easily, I found myself having to finish the game's highway and monorail system to complete them. I found myself strategically deciding where to place a shelter in the wild, which offers the best points in the area, not only breathing for myself and reducing any instant “friction” but also for every other player who might make the shelter available to play.
All of this seems to be on the idea of developers during the game making, as Death Stranding 2 has a brand new branch of side quests called AID Requests. While this includes familiar side freight and pick-up requests for the first game, they also include inquiries such as building a specific type of infrastructure or placing a tool in a specific location. The game not only wants you to deliver; it wants you to solve the world. In this case, a new friction can be found – a micro-decision-making of the first game and blowing it into the macro range.
“I know you've been working hard. To seize the problem, expectation, I understand.”

This overall task further motivates you to make other delivery as doing so can improve your status with various recipients who in turn allow you to get more material from the supply. The game's new mining facilities and monorail tracks allow you to make large amounts of materials and then deliver them over the railroad, and also gives you this new goal as they allow you to multitask and generate means to help others faster.
However, these bets and shipping a large amount of delivery and materials also carry inherent dangers as you keep all the well-known eggs in one basket. The terrain in the game is more dynamic than the first one, requiring you to cleverly browse its terrain on dangerous roads. In more than once I became so reckless when trying to get somewhere quickly that my truck had bumps enough to severely damage my cargo, or in some cases, completely ruined it.
When I Do Losing these materials will hurt even more because now, I’m not only disappointing myself, but countless other players. Because of the times we live in, this institution designed to help and protect us is either weaponized by weapons or deprived of parts. It’s obvious to me that the only way to a brighter future is to get individuals together to protect their loved ones and to sympathize with just wanting to be the same complete stranger. Death Stranding 2 brings the front and center of the mission, and when I fail, I can’t help but think that failure is not an option for me if we fail in the same way in our lives.
“So you don't have to worry. It's all about it. There are sunny high grounds around the river berth.”
While I agree that it may be less questionable for players in everyone’s childbirth, I personally appreciate how the game expands on the basis of the first death stranding. It pushes its various systems in the right direction, and feels like a natural advancement, with more emphasis and importance in its collaborative gameplay. I think expansion feels like expectation from the game development team, but I wonder if they expect this direction to stir up that feeling. Given the record of the island’s prior records of social development and understanding of the human condition, emotional chords may also be a natural side effect of this doomed game evolution. In the narrative, more responsibility for saving the world is placed on the shoulders of its protagonist, and then the literal pose of more objects on Sam's back is reflected. But Death Stranding 2 clearly shows that if we are all together, we can lift the weight.