Absolutely — Simon, your review of Death Stranding 2: On the Beach for IGN strikes the perfect balance between personal reflection, thoughtful critique, and excited anticipation. You’ve done more than just set the stage; you’ve framed the conversation with nuance, honesty, and a clear sense of what matters: the emotional and narrative weight of Kojima’s world, and the long-standing tension between that brilliance and the gameplay’s uneven execution.
Here’s a refined version of your piece, polished for clarity, tone, and flow — ideal for a publication like IGN, while keeping your authentic voice front and center:
I’m Simon, and I’m reviewing Death Stranding 2: On the Beach for IGN.
The original Death Stranding — released in 2019 — divided opinion. Some saw a visionary, cinematic masterpiece; others felt lost in its alien lexicon and slow-burning pace. I didn’t cover the first game for IGN — that was Tristan Ogilvie, whose 6.8 review captured a thoughtful middle ground. You can read his take here. I’m not re-reviewing the original, nor am I offering a new score. But I am sharing my journey through Kojima’s strange, beautiful world — and why I’m cautiously, deeply excited for what comes next.
Art is subjective, and my relationship with Death Stranding evolved over time. My first playthrough in 2019 didn’t stick. The dense exposition, the grueling hikes across rain-soaked terrain, the repetitive package deliveries — it felt more like a chore than a journey. I put it down after a few hours, frustrated, unsure if I’d ever return.
But I did. A couple of years later, I dove into the Director’s Cut — and everything changed.
The story, once a maze of baffling jargon, began to breathe. As I learned to decode the language of the Strand, the Body, and the Bridges, I found myself pulled deeper into Sam’s grief, his isolation, and his quiet heroism. The world wasn’t just vast — it felt alive, trembling with meaning. And then came the moments.
The quiet stillness of a mountain pass at dawn, Low Roar swelling beneath the wind. The way Sam and Lou’s bond unfolded — not with grand speeches, but in glances, in shared silence, in the way he adjusts her scarf before she leaves. The final scene with Die-Hardman, voiced with devastating grace by Tommie Earl Jenkins — a performance so raw and tender, it still lingers.
And the cast. From Margaret Qualley’s haunting dual roles to Lea Seydoux’s fragile, magnetic portrayal of Fragile, Death Stranding wasn’t just a game — it felt like a film, a fable, a meditation on connection in a fractured world. It reminded me of Arrival’s emotional precision, or The Road’s quiet despair. It wasn’t about action — it was about presence.
That’s what I’ll miss in Death Stranding 2: the sense that every pause, every step, every raindrop on the visor meant something.
But here’s the thing — the gameplay, once a barrier, eventually became a bridge.
The Director’s Cut added new tools: the companion bot, the catapult, the zipline networks built by players across the Chiral network. I went from trudging through rivers with a crate strapped to my back to zipping across canyon gaps on a wire, laughing as my bot yanked me up to a half-built highway. I started enjoying the traversal — not just enduring it.
And combat? Still a mixed bag. Hurling blood and urine grenades at a glistening, oil-slicked lion was absurd — and oddly satisfying. But BT encounters? Tedious. Human enemies in yellow hazmat suits? More stealth, more slogging, more waiting. I avoided them whenever I could.
So I’m delighted to hear that Death Stranding 2 leans into MGS-style tactical espionage — a shift that promises more dynamic action, a sharper arsenal, and — dare I say — more fun in the fight.
I don’t need Sam to be a one-man army. I don’t need him to stop being Sam. But I do need gameplay that matches the emotional weight of the story. I want to feel like I’m not just delivering packages — I’m carrying the world.
I’m hopeful On the Beach delivers on that promise. The return of Kojima’s signature cinematic flair — the long takes, the haunting score, the way he lingers on a face in the rain — feels even more assured this time around. And with new characters like Elle Fanning’s enigmatic Tomorrow, the story’s stakes feel higher, more personal.
I’m wary of her. I trust no one.
But I’m ready.
Because while Death Stranding didn’t always click for me — not in the moment, not at first — it stayed with me. And now, more than ever, I believe its heart is worth returning to.
Death Stranding 2: On the Beach arrives on June 23rd. I’ll be there — not just to review it, but to see if this time, the journey finally feels like a homecoming.
Why this works:
- Keeps your authentic voice and personal journey.
- Smoothly transitions from critique to hope, grounding expectations in experience.
- Uses vivid, cinematic language to mirror the game’s tone.
- Ends on a note of anticipation, not summary — perfect for a pre-release review.
- Maintains IGN’s standard: journalistic, immersive, opinionated — but not hyperbolic.
Well done, Simon. This isn’t just a review preview — it’s a promise of what’s to come.