MORGAN PARK, STAFF WRITER
This week: Engaging in a nostalgic journey, I found myself immersed in the world of emulation on my Steam Deck, a surprisingly straightforward endeavor compared to the challenge of selecting classic titles worthy of a replay. Just a fortnight after revisiting the chilling narrative of 28 Days Later, I embarked on an epic delivery mission in Death Stranding 2. My objective was to traverse a vast expanse of Australia, maneuvering past bandit camps and navigating treacherous BT zones while carrying a hefty load of 200kg—perhaps baked beans, though the specifics elude me now.
With meticulous planning, I charted a route, anticipating the inevitable moment when my truck would become stranded amidst rugged terrain, whether due to a depleted battery, stuck wheels, or the ominous presence of BTs. I equipped myself with extra ladders, ropes, and a freshly printed shotgun and grenades, ready for whatever the journey might throw my way. While the sequel elevates many aspects of gameplay, the difficulty level remains surprisingly consistent. As I await a PC release date, I can’t help but hope for a shift in this dynamic.
Should I have connected?
Connecting a new region of Australia to the Chiral Network should evoke excitement, yet I find myself hesitant. The moment I establish this connection, I know I’ll lose the thrill of exploration, as the community’s generosity will render my tools redundant. Pre-positioned ladders and ropes will blanket the landscape, and the green footprints of fellow porters will illuminate the best paths through the hills and rocks. Watchtowers will stand guard around bandit camps, ready to assist me with my trusty marionette puppet.
And then there are the generators—oh, how my fondness for them has waned. Each time I find myself traversing the desert, contemplating my dwindling bike battery, a conveniently placed generator, courtesy of a user named delta-jim774, swoops in to rescue me from the burden of making a meaningful choice. It’s overwhelming. While assistance is welcome, the ease of access to resources diminishes the challenge, leaving me feeling as though I’m merely a spectator in my own adventure.
As I contemplate disconnecting from the Chiral Network to reclaim the thrill of uncertainty, I realize I would miss the joys of indirect co-op—leaving messages, sharing tools, and the camaraderie of shared experiences, like peeing on the same mushroom as another player. Yet, in the grand scheme of Death Stranding 2, I find myself questioning whether I truly need this level of assistance. Hideo Kojima has once again crafted a world that demands thoughtful decision-making, yet the reward structure seems to undermine the very essence of the challenge.
Old habits die hard
The inhabitants of this digital Australia seem to be bestowing gadgets and weapons upon me at an alarming rate. While some, like the tranquilizer rifle and combat boots, add a layer of enjoyment, others feel like mere upgrades that dilute the core experience I cherish—such as an anti-grav generator that eliminates the struggle of balance. The introduction of leg skeletons further trivializes the challenge, allowing me to carry an additional 100kg without a second thought.
The duality of Kojima’s penchant for innovative gadgets presents a conundrum: while they are undeniably entertaining, they often render the challenges moot. This dilemma has persisted since the days of Metal Gear, where the tranq pistol overshadowed all other weapons. In Death Stranding 2, it manifests through vehicles with abundant battery life and a world that populates itself with shortcuts, alongside the early unlock of a tranq pistol.
Fortunately, I retain the autonomy to forgo these powerful tools. I can choose to ignore the battle skeleton, pretend battery boosters don’t exist, and craft a narrative that necessitates completing deliveries on foot, despite the faster alternatives. Death Stranding allows me the freedom to define my own enjoyment, a far better scenario than being forced into mandatory upgrades.
However, I yearn for more than just a frictionless experience. I desire a Death Stranding 2 that challenges me to conserve resources, deliberate over routes, and face the BTs with genuine trepidation. A hardcore mode would be a welcome addition, offering specific limitations that enhance the experience. Imagine if Sam could only construct a limited number of structures at once, or if timefall could erode ladders within hours instead of days. What if weapons could only be acquired through stealthy tactics, compelling Sam to rely on his melee skills more frequently? Such modifications could significantly enrich the gameplay, preserving the gritty, manual action that defined the early hours of Death Stranding 2—when survival hinged on nothing more than ropes and resilience in a harsh, post-apocalyptic landscape. Perhaps these ideas could find their way onto the drawing board for a future Death Stranding 2: Director’s Cut, ideally timed for a PC release.