Summary

The upcomingDeath Stranding 2has a unique opportunity as a sequel to a genre-defining title to better focus on exactly what it is that makes the original define the genre of Strand-type games. This can start with a focus on connection, something thatDeath Stranding 2may be backpedaling on, and end with the unique gameplay that rarely gets showcased outside of independent game development.

Since the launch of the originalDeath Strandingin 2019, there hasn’t really been anything that has scratched the same itch or even come close to the Strand-type genre in AAA game development. So, the stage is still set forDeath Stranding 2to prove what it means to be a Stand-type game, and how other developers can iterate and evolve the still-young genre.

Sam With Heavy Cargo On His Back in Death Stranding

Death Stranding Creating its Own Genre

What it Means to Connect in Death Stranding

The core of the originalDeath Strandingand the Strand-type genreinvolves the strands that bind people together, both across the light multiplayer interactions as well as between the characters in the story itself. So, a Strand-type game is a game about connecting, from building the connected United Cities of America to the ever-evolving world that is being subtly affected by other players from across the real world. While this is one of the most notable and uplifting aspects ofDeath Stranding, the sequel questioning those connections could imply that connecting isn’t the only thing meant to define the genre.

Another powerful connection that is formed throughoutDeath Strandingis the connection between the player andprotagonist Sam Porter Bridges. This is done through the mundane nature of the game, forcing players to actively balance Sam as he traverses across unsteady terrain and makes his delivery. Then, between deliveries, the player gets to control Sam during his intimate moments in his room as he chugs beer and energy drinks, uses the bathroom, or just messes around in front of the mirror.

Death Stranding 2 Heavy Artillery

The Power of the Strand-Type Approach to the Mundane

Although the critique of it being a “walking simulator” was levied againstDeath Strandingduring early reviewsand previews before the game was fully released, that description doesn’t quite do justice to what the walking means for gameplay. While it is true that most ofDeath Strandingis walking, that walking is done with purpose and the player has full, meticulous control over traversal in ways that most games don’t bother to break down so intricately. It is a focus on what would otherwise be the mundane, in-between process of a game that helps the player connect with Sam.

One recent title to excel at elevating the mundane movement of the character is the indie titleJusantby developer Don’t Nod, which takes a meticulous focus on climbing for its core gameplay. In the same way thatDeath Strandingturns basic walking into its puzzle with flowing rivers, steep mountains, and dangerous BTs acting as obstacles,Jusantrequires players to take full control of its protagonist to progress. This connection to the player character through mundane activity is another way thatDeath Strandingdefines the experienceand separates itself into its own genre.

Death Stranding 2 On The Beach Tag Page Cover Art

Death Stranding 2 Doesn’t Need to Keep Its Feet on the Ground

With little information onwhatDeath Stranding 2will bring to the series, any new mechanics are left up to speculation. However, with the initial trailer showing off vehicles like the previously seen reverse trike and a new Beach-crossing airship, the mundane doesn’t have to stick to only walking or driving. Adding complexity to piloting one of these new airships could still manage to keep the act of delivering grounded while lifting up into the skies.

Death Stranding 2: On the Beach

WHERE TO PLAY

Embark on an inspiring mission of human connection beyond the UCA. Sam—with companions by his side—sets out on a new journey to save humanity from extinction. Join them as they traverse a world beset by otherworldly enemies, obstacles and a haunting question: should we have connected? Step by step, legendary game creator Hideo Kojima changes the world once again.

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