SCARLETRATARIDGE
Opinion Reviews News About
Reviews · Review

Death Stranding 2 wants you to slow all the way down

Kojima made another walking sim and dared you to call it boring. I think it’s the best thing he’s done.

MPMarlowe Pyne·3 May 2026·8 min read
Death Stranding 2 wants you to slow all the way down
A long walk with a heavy pack, which is to say: the whole game. Image: placeholder / press kit

Within the first hour, Death Stranding 2 will lose a lot of people, and Kojima knows it. There is a tutorial about balancing cargo. There is a long, quiet walk where nothing shoots at you and the only enemy is a river and the slope of a hill. If your reaction is “when does it start,” this game is going to be a fight. If your reaction is to slow your breathing and pick a route — welcome, it’s the best thing he’s made.

A game about weight

The first one was about connection, sometimes embarrassingly literally. The sequel is about weight — the stuff you carry, the people you carry it for, and the cost of every kilo on a bad ankle. The traversal is still the whole game, and it’s been deepened in a hundred small, unglamorous ways: better tools, smarter terrain, a monorail you build with strangers who will never know your name.

It is a walking sim, and it has the confidence to make that the point rather than the apology.

When it does pick up a controller and remember it can be an action game, it’s shakier. The combat is more competent than the original and less interesting for it; a couple of boss set-pieces feel like they wandered in from a louder series. But the spine — the deliveries, the routes, the quiet — is unimpeachable.

Who it’s for

  • Anyone who built a single road in the first game and felt something.
  • People who think “relaxing” and “tense” can be the same sentence.
  • Not anyone who needs a game to start in the first ten minutes.

I finished it slowly, on purpose, and missed it the second the credits rolled. An 8 that will be a 10 for about a tenth of you, and that’s exactly how Kojima wants it.

Verdict8 / 10

A slow, strange, deeply confident sequel that doubles down on everything people argued about.

Plus

Sublime traversal; the build-the-world co-op; pure, unhurried atmosphere.

Minus

Combat is competent-not-compelling; one boss too many; the first hour is a filter.

The Score, Two Ways

8
Author · MP.
7.1
Community · 96 votes

The most polarised score on the site. People either gave it a 10 or a 4 — there is almost no middle, which is very on-brand.

9–1030%
7–840%
5–618%
3–48%
1–24%
Rate it yourself · 1–10

Saved in your browser only — no account, no tracking.

Comments (5)

Sort
Pick a fight
S
strand_walker

built a zip-line network across an entire region and a stranger left a sign that just said “thank you” at the end of it. no other game does this to me.

L
ladder_logistics

the first hour IS a filter and that’s a feature. if the cargo balancing tutorial loses you, the next 60 hours would have too.

B
BB_pod

combat is the weakest part again. when it forces a boss fight i just want to get back to walking. 8 is fair, maybe generous.

kojimbo

the combat being boring is INTENTIONAL, it’s punishing you for not finding the route around. you’re supposed to feel that friction.

S
sam_porter_bridges

a 10 for me, a 3 for my brother, both of us are right and that’s the most kojima sentence i’ve ever typed.

U
uphill_both_ways

genuinely the most relaxed i’ve been with a controller in years. it’s a hiking podcast you can fall off of.