
Death Stranding 2, the newest instalment from acclaimed Japanese creator Hideo Kojima, takes players on a strange yet powerful journey through a reimagined Australia.
Interestingly, the Death Stranding is a series without creative edges. Kojima picks the Australian outback because it creates a version of the land that could be categorised as a wild, beautiful, dangerous, mysterious, post-apocalyptic world.
The gameplay stars a solitary 'porter' or delivery person (played by Norman Reedus), delivering supplies to far-flung individuals who have found themselves isolated in doom.
However, unlike other open-world games, Death Stranding 2's map is a constantly evolving conundrum. Roads appear and disappear all the time, storms can occupy the screen, and players contribute to this shared world through online actions.
Writing for The Guardian, well-known games journalist Keith Stuart explains that players concerned about action in Death Stranding 2 are missing its main concern: rhythm, feeling, and exploration; the balance between all experiences, all in a way where one human's doom takes everyone further from it.
Stuart continues by explaining that Death Stranding 2 adopts a tone similar to classic Australian films, such as Walkabout, Mad Max, and Picnic at Hanging Rock. The oppressive silence of the desert, sudden weather shifts, and eerie supernatural experiences create dream pits of unease.
Kojima, a known fan of Mad Max director George Miller, uses that influence to build a world where chaos, survival, and connection go hand in hand.
The tribal visuals, scarce resources, and cinematic pacing all blend into what Stuart calls a hypnotic and meditative experience.
What makes Death Stranding 2 stand out is how it lets players slowly absorb its world. It’s not just about completing missions; it’s about being in that world and feeling its weight.