Hideo Kojima wanted Death Stranding 2 to have "a clearer focus on combat," giving players a "range of approaches" including Metal Gear Solid-style stealth

A living puppet sits on Fragile's shoulder in a Death Stranding 2 PS5 screenshot
(Image credit: Kojima Productions)

It sounds like a lot has changed in Death Stranding 2 in comparison to its predecessor, with players given newfound freedom to take "a range of approaches to every situation they're faced with," whether they prefer stealth, attacking, or doing things the long way.

Speaking with Edge in issue 411, Death Stranding 2 lead level designer Hiroaki Yoshiike explains that in the first game, "the player's purpose was always to deliver a package from point A to point B, so the enemy's role was purely to disrupt this task." Because of this, "it was essentially a game of tag."

Catherine Lewis
Deputy News Editor

I'm GamesRadar+'s Deputy News Editor, working alongside the rest of the news team to deliver cool gaming stories that we love. After spending more hours than I can count filling The University of Sheffield's student newspaper with Pokemon and indie game content, and picking up a degree in Journalism Studies, I started my career at GAMINGbible where I worked as a journalist for over a year and a half. I then became TechRadar Gaming's news writer, where I sourced stories and wrote about all sorts of intriguing topics. In my spare time, you're sure to find me on my Nintendo Switch or PS5 playing through story-driven RPGs like Xenoblade Chronicles and Persona 5 Royal, nuzlocking old Pokemon games, or going for a Victory Royale in Fortnite.

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