{"id":47823,"date":"2025-05-09T13:52:02","date_gmt":"2025-05-09T04:52:02","guid":{"rendered":"https:\/\/automaton-media.com\/en\/?p=47823"},"modified":"2025-05-09T13:52:04","modified_gmt":"2025-05-09T04:52:04","slug":"death-stranding-2-on-the-beach-emphasizes-combat-and-player-choice-with-a-game-system-shaped-by-feedback-from-the-first-game","status":"publish","type":"post","link":"https:\/\/automaton-media.com\/en\/news\/death-stranding-2-on-the-beach-emphasizes-combat-and-player-choice-with-a-game-system-shaped-by-feedback-from-the-first-game\/","title":{"rendered":"Death Stranding 2: On the Beach emphasizes combat and player choice with a game system shaped by feedback from the first game\u00a0"},"content":{"rendered":"\n<p><strong>Death Stranding 2: On the Beach<\/strong>\u2019s dev team at Kojima Productions recently shared information about the sequel\u2019s new system, explaining how&nbsp;gameplay has evolved compared to the series\u2019 first entry (as reported by <a href=\"https:\/\/game.watch.impress.co.jp\/docs\/interview\/2011364.html\" target=\"_blank\" rel=\"noreferrer noopener\">GameWatch<\/a>). According to lead level designer Hiroaki Yoshiike, past player feedback&nbsp;helped shape their approach.&nbsp;<\/p>\n\n\n\n<p>The core of Death Stranding\u2019s gameplay revolves around safely delivering cargo from point A to B in the face of tricky terrain and enemy encounters. For the sequel, director Hideo Kojima wanted to put a greater emphasis on combat, so the team incorporated this idea, as well as player feedback received from the first game, to build a game system that offers &#8220;entertaining route selection.\u201d&nbsp;<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1534\" height=\"863\" sizes=\"auto, (max-width: 1534px) 100vw, 1534px\" src=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/05\/20250508-47823-001.jpg\" alt=\"Death Stranding 2: On the Beach\" class=\"wp-image-47826\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/05\/20250508-47823-001.jpg 1534w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/05\/20250508-47823-001-380x214.jpg 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/05\/20250508-47823-001-768x432.jpg 768w\" \/><\/figure>\n\n\n\n<p>\u201cIn the first game, combat was designed around the idea of \u2018how best to escape,\u2019 but this time, we&#8217;ve designed missions and enemy bases to let players enjoy three main choices: escaping using stealth, engaging enemies actively in combat, or avoiding confrontation altogether by traversing rough, inaccessible terrain.\u201d&nbsp;<\/p>\n\n\n\n<p>Yoshiike mentions that \u201cchoice&#8221; itself was an important keyword for Death Stranding 2\u2019s game design. This pertains to various aspects of the game \u2013 for example, players can customize Sam\u2019s appearance, gear and skills&nbsp;(via the new APAS Enhancement system). In addition,&nbsp;players will need to repeatedly make strategic choices in response to natural phenomena and other unexpected in-world events, using their own skills and tools or by seeking help from other players through the SSS (Social Strand System).&nbsp;<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1528\" height=\"856\" sizes=\"auto, (max-width: 1528px) 100vw, 1528px\" src=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/05\/20250508-47823-002.jpg\" alt=\"Death Stranding 2: On the Beach\" class=\"wp-image-47827\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/05\/20250508-47823-002.jpg 1528w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/05\/20250508-47823-002-380x213.jpg 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/05\/20250508-47823-002-768x430.jpg 768w\" \/><\/figure>\n\n\n\n<p>On that note, an important part of \u201ccreating entertainment value through player choice\u201d in Death Stranding 2 was evolving its world and making it more dynamic in terms of natural disasters and terrain changes. \u201cFor example, we wanted to make rivers flood in real time in the first game, but couldn\u2019t. This time, we\u2019ve managed to make it happen. We also didn\u2019t want sandstorms to just appear in static locations, so we designed them to move and dissipate like real-life weather, allowing players to experience getting caught in one. On the other hand, this also means that if you learn to recognize a sandstorm approaching, you can consciously choose to avoid it too.\u201d Through such environmental changes, Yooshike explains, the team aimed to give each player personalized experiences.&nbsp;<\/p>\n\n\n\n<p><a href=\"https:\/\/www.kojimaproductions.jp\/en\/death-stranding-2\" target=\"_blank\" rel=\"noreferrer noopener\">Death Stranding 2: On the Beach<\/a>&nbsp;is set to release on PlayStation 5 on June 26.&nbsp; &nbsp;<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Death Stranding 2: On the Beach lead level designer Hiroaki Yoshiike talks about the sequel&#8217;s new game system, which focuses more heavily on combat and choices.<\/p>\n","protected":false},"author":55,"featured_media":47825,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"_gspb_post_css":"","footnotes":""},"categories":[3],"tags":[17],"class_list":["post-47823","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-news","tag-japan-related-news"],"blocksy_meta":[],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.4 - 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Currently devoted to growing Automaton West to the size of its Japanese sister-site, while making sure to keep news concise and developer stories deep and stimulating.","url":"https:\/\/automaton-media.com\/en\/author\/amber-vjestica\/"}]}},"_links":{"self":[{"href":"https:\/\/automaton-media.com\/en\/wp-json\/wp\/v2\/posts\/47823","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/automaton-media.com\/en\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/automaton-media.com\/en\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/automaton-media.com\/en\/wp-json\/wp\/v2\/users\/55"}],"replies":[{"embeddable":true,"href":"https:\/\/automaton-media.com\/en\/wp-json\/wp\/v2\/comments?post=47823"}],"version-history":[{"count":2,"href":"https:\/\/automaton-media.com\/en\/wp-json\/wp\/v2\/posts\/47823\/revisions"}],"predecessor-version":[{"id":47828,"href":"https:\/\/automaton-media.com\/en\/wp-json\/wp\/v2\/posts\/47823\/revisions\/47828"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/automaton-media.com\/en\/wp-json\/wp\/v2\/media\/47825"}],"wp:attachment":[{"href":"https:\/\/automaton-media.com\/en\/wp-json\/wp\/v2\/media?parent=47823"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/automaton-media.com\/en\/wp-json\/wp\/v2\/categories?post=47823"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/automaton-media.com\/en\/wp-json\/wp\/v2\/tags?post=47823"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}