The text below was published on the PlayStation.Blog Brazil.
Players will soon join Sam in his journey’s next chapter when Death Stranding 2: On the Beach launches for PlayStation 5 on June 26. We recently spoke with key members of the game’s development team: Yoji Shinkawa (Art Director, Character and Mech Design), Hiroaki Yoshiike (Chief Level Designer), Takayuki Uchida (Technical Art Director, Lead Environment Artist), and Akio Sakamoto (Technology Head, Technical Director). They shared insights about the inspirations behind Sam’s new journey and how they brought it to life.
More Intuitive, Fun, and Visceral Combat
PlayStation Blog: What were the key takeaways from using Guerrilla Games’ Decima Engine in the first Death Stranding, and how did this impact the sequel’s development?
Sakamoto: When developing the first game, we were fully occupied mastering the engine’s aspects—it was our first time using Decima, and releasing quickly was a priority. However, with Death Stranding 2, we began development with better engine understanding, allowing us to leverage its features more effectively for our goals.
Death Stranding 2 was built for PS5. How have graphics evolved, and were any advancements uniquely enabled by PlayStation 5 Pro’s power?
Uchida: We implemented a new day-night cycle in our open world, enabling more realistic transitions and introducing dynamics absent from the previous title. Environments and atmosphere now shift with time, making exploration more engaging. For PS5 Performance Mode, we stabilized framerates by adjusting LOD (level of detail) earlier to reduce geometry and dynamically manage resolution. On PS5 Pro, players can enjoy higher resolution, closer to Fidelity Mode, while maintaining 60fps gameplay.
Combat has been significantly overhauled. What principles guided your implementation of these changes?
Yoshiike: We focused on making combat more intuitive, fun, and visceral than in the prior game. Previously, players needed to switch ammunition based on enemy types—an intentional world-building choice—but we removed that complexity here. We also refined elements like gunplay for better agility and added slow-motion camera effects during combat to enhance attack fluidity. As a deliveryman, Sam’s movements emphasize grounded physicality over flashy maneuvers.
Was there any conversation with Kojima-san that stood out?
Uchida: Early in development, a casual hallway chat turned into a full brainstorming session. Kojima-san joined midway, instantly shifting the energy. His rapid-fire ideas amazed me—his unique thinking and creative dedication inspired my own focus.
More Authentic Emotions via 4D Scanning Tech
Characters in Death Stranding 2 appear far more expressive and nuanced than before. What tech breakthroughs enabled this?
Uchida: Since story is central, we used 4D scanning on key characters to preserve actors’ subtle muscle movements and facial expressions. This makes character emotions and actions feel more authentic—something players will appreciate.
What was your vision for designing new enemies like massive bosses and the Ghost Mech?
Shinkawa: As with all projects, Kojima-san challenged us to create something entirely new. Designing Ghost Mech was tough—beyond its look, we crafted its origin story and entire lore.
Death Stranding 2 introduces multiple new weapons and items. How did you approach creating these?
Shinkawa: The game’s core is deliveries, so we treated weapons as cargo. Choosing loadouts affects gameplay, so weapons can fold into container boxes. Though volume shifts may look surreal, we ensured transformations felt credible and cohesive.
Any location you’d highlight for players?
Uchida: We poured resources into refining snowy mountains—an even more immersive experience than before. Difficulty varies by route choice, but successful climbs reward breathtaking vistas.
Final thoughts for players awaiting launch?
Yoshiike: We’re thrilled Death Stranding 2: On the Beach is almost here. It’s packed with mechanics for players to enjoy. Global fans can unite via the Social Strand System (SSS). How each player connects shapes a unique experience—I hope they cherish discovering these moments.