Thick Thighs Save Lives
NeoGAF's Physical Games Advocate Extraordinaire

Previews:
Eurogamer
I emerged from the sci-fi bubble of Kojima Productions with my head spinning with plot theories and unanswered questions, but I ultimately enjoyed my time with Death Stranding 2 far more than the original. It's tighter, pacier, more dynamic, more gripping. Just as I was tired with traversal, a new upgrade or piece of equipment enticed me back in; just as the sparse story left me wanting, a new bizarre curveball of Kojima weirdness had me grinning; just as I thought I knew what Death Stranding 2 was, it surprised me once again. It's as if Death Stranding was a mere design concept, and its sequel is properly fulfilling its promise with a big dollop of Metal Gear - as long as you're willing to buy into the world and suspend your disbelief once more.
Death Stranding 2 is clearly a labour of love, filled with carefully balanced gameplay systems, exceptional visuals, and extraneous details and secret scenes (Dollman certainly likes his music), all wrapped up in Kojima's irrepressible sense of cool. Like the studio he works from, the game is a gateway into his post-pandemic mind as, now in his 60s, he contemplates life, death, family, human connection, future legacy, and - most important of all - which musician he'll be listening to next. In that sense it, so far, feels like the most Kojima-game yet, a culmination of all his prior achievements.
I still don't know why we shouldn't have connected, but in this instance I'm glad I did.
Gamespot
I've been to countless pre-release events, and in the best-case scenario, it usually winds up with a preview along the lines of, "What I played during my hour-long demo was great, let's hope the final product can match what they showed off!" But I played 30 hours of Death Stranding 2 before writing this preview. I can confidently say that it's excellent, and I can't wait to do it all again (and much more) when it releases next month.
IGN
Combat, meanwhile, occurs much more frequently and has become more flexible in Death Stranding 2. In the first game, combat was limited and functioned merely as a way to secure supplies or to make your way through bases. Death Stranding Director's Cut already added infiltration missions into Mule bases, but Death Stranding 2 builds more varied stages and systematized combat in the open world, seemingly as an extension of that.
New human enemy forces such as Bandits and Armed Survivalists appear, and their bases are designed as stages with simple three-dimensional structures. When infiltrating these bases, players are often forced to engage in combat.
BTs, or creatures that appeared due to the Death Stranding phenomenon, also have new types. Larger BTs with stronger attacks make the combat more challenging than it was last time.
Combat has become more tactical as well. By throwing a speaking doll called Dollman, you can observe the insides of bases from above to grasp enemy placement and movement lines. While close combat remains important, remote stealth attacks with the Blood Boomerang, precision shooting with sniper rifles, and utilizing assault rifles and grenade launchers give the player a multitude of new options.
It's even possible to put down Sam's backpack, allowing for more agile and nimble movement by completely separating him from his cargo. Weight management directly connects to mobility, which greatly enhances tactical flexibility.
Press Start Australia
Despite all my optimistic assertions, I'd be lying if I didn't have some (admittedly mild) concerns. While Death Stranding 2's narrative is compelling, it feels very modular. I have concerns that, having begun development during COVID, this might be an intentional artistic decision. But I do hope that eventually, Kojima will find a way to masterfully bring all of this together, hopefully with a lot more elegance than the original Death Stranding or the controversial Metal Gear Solid 4. Given the strides Kojima and his team have already taken in my time with the game, I trust him. He's vehemently self-aware of his shortcomings here and puts tremendous work into correcting them without betraying the spirit of his creativity.
But even if Kojima doesn't stick the landing, I have faith that Death Stranding 2: On The Beach will be just as wild, wacky, and fun to play as the original. It's already a better game mechanically than the first, eschewing tedium and monotony for a systems-first type of design that affords players the freedom to truly make the experience their own. It's the kind of sequel that is so confident in itself that it easily eclipses its predecessor. It's hard to imagine Death Stranding 2: On The Beach will be anything but one of Kojima's magnum opuses.
Game Informer
Death Stranding 2 gives players access to a vehicle almost immediately, so you won't have to hoof it on foot for too long. The first vehicle you'll unlock is the Tri-Cruiser, a motorcycle built for speed that can also transport additional cargo. Another new vehicle is the Pickup Off-Roader, a large truck ideal for hauling greater inventory quantities. It may not move as fast as the Tri-Cruiser, but its vast storage space compensates. It's perfect for delivering mission-critical packages and the plethora of scattered resources and lost packages found along the way. The Off-Roader's covered roof also protects cargo from the damaging time-accelerating effects of Timefall and other weather phenomena.
Vehicles can be customized with helpful accessories such as additional batteries to extend their usage outside of the Chiral Network and armor to improve their durability. They can also be outfitted with autonomous tools such as a gun turret that mows down nearby threats, and a retractable cable that hooks and retrieves lost cargo, materials, and other resources lying around. With the latter tool equipped, you no longer have to stop driving every few seconds to get out and grab a box.
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