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Norman Reedus Looks More Norman Reedus-y In Death Stranding 2
Game Reviews

Norman Reedus Looks More Norman Reedus-y In Death Stranding 2

by admin June 25, 2025



Death Stranding 2 is out now on PlayStation 5 for folks who pre-ordered the fancy deluxe edition of the game. That means players are finally getting their hands on director Hideo Kojima’s latest video game extravaganza. And one of the first things they are noticing is just how improved Norman Reedus looks in Death Stranding 2 compared to his appearance in the original PS4 game.

A Typical Day On Persona 3 Reload’s Tatsumi Port Island

Sure, we’ve gotten plenty of pre-release trailers and screenshots for Kojima’s latest open-world delivery game featuring monsters and ziplines, aka Death Stranding 2. But now that players can actually boot the game up and start running around its digital recreation of Australia, they can also start taking photos of Sam Porter Bridges, the main character played by Reedus. They can stick the camera really close to his face, too. And that’s allowed people to compare this new version of Sam to the one from the original game, released in 2019 on PS4. The results are genuinely impressive.

Sam looked fine in the first game on PS4, but compared directly side-by-side to how he looks in DS2, it’s very clear that a lot of technical improvements have happened in the six years since that game. His flesh looks less plastic-y and his eyes look more natural. Even his eyebags look more fleshy and real. The old Sam, in comparison, looks like a Halloween mask.

Here’s a great video comparing the two games via Nick930:

“Norman Reedus 720p vs Norman Reedus 4k,” joked one Reddit user. Another replied to an image comparison of the two with: “My guy was legit sick in DS1, made some connections and powered up like Mario in DS2.”

My favorite theory as to why Sam Porter Bridges looks so much better and healthier in Death Stranding 2 comes from Reddit user gpost86: “First one was chugging Monster.” Honestly, that makes sense. That’s now my headcanon for why they look so different.

Death Stranding 2 is out now on PS5 and PS5 Pro for deluxe edition owners. For everyone else, the game arrives on June 26.

.



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June 25, 2025 0 comments
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Death Stranding 2
Product Reviews

It’s been so long since I played a 30 fps console game, it took me a week to realize Death Stranding 2 was literally giving me headaches

by admin June 25, 2025



Just over a week ago, after devoting half my Sunday to delivering packages across the continent of Australia in Death Stranding 2: On the Beach, I went to bed with a dull ache behind my temples. I wrote it off as a likely symptom of the usual suspects: maybe I hadn’t drunk enough water, or by snacking my way through the afternoon instead of having a proper meal, by the time I had dinner the headache was already settling in as a side effect of hunger. Maybe lack of caffeine? It’s not like I’d spent all day glued to the TV, which can sometimes leave my brain buzzing and desperate for a break.

But by Tuesday I had a new suspect: Death Stranding 2.

I didn’t start to blame the new PlayStation 5 game, which I’ve been playing for the past week and a half, until last Tuesday, when I went to bed with a pounding headache. It was the kind you wake up from in the middle of the night and immediately notice the absence of, relieved of a tiny subconscious irrational fear that your brain could just be like that now. Tuesday had otherwise been normal: I’d worked most of the day and felt fine, then played about two hours of Death Stranding in the evening. That was all it took for the ache to start burrowing in.


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Nothing in the game seemed like an obvious trigger. Wearing a VR headset for long enough is guaranteed to give me a light headache or nausea, but Death Stranding 2’s standard third-person camera is basically videogame comfort food, easily digested. And the game doesn’t suffer from dramatic framerate drops or the kind of zoomed-in first-person FOV that can often cause nausea.

The only thing it suffers from, as a console game, is running at 30 frames per second. But after years of primarily gaming on PC, apparently that’s all it takes to mess my brain up good.

Like most big budget, high fidelity games on the PS5, Death Stranding defaults to a “quality mode” when you launch it, prioritizing resolution, but it doesn’t advertise that fact. You wouldn’t know there’s a performance mode unless you go into the options menu’s graphics settings tab, which has only two entries: screen brightness and graphics mode, which can be flicked over to “prioritize performance” to lock the framerate at 60 fps instead of 30.

Death Stranding 2: On The Beach – PS5/PS5 Pro – Digital Foundry Tech Review – 4K HDR – YouTube

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In a PC game that tab would be my first port of call, but for the first few days I was playing Death Stranding 2 I didn’t even bother checking it, because I knew I wouldn’t find the granular settings for things like texture quality and draw distance and anti-aliasing I’m used to on PC.

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Besides, the game looked great! So I just started playing it. And also started getting headaches.

I grew up playing loads of console games at 30 fps or worse (ahh, Nintendo 64) without issue, but over the last decade or so it’s become more and more of a rarity for me. I’m used to locking games to at least 60 fps on my 144Hz monitor. On my Steam Deck, the types of games I tend to play at 30 fps don’t involve much rapid action: Dorfromantik is as chill as they come.

So either my brain’s somehow grown more vulnerable to strain from lower framerate games altogether, or there’s something about Death Stranding 2 that I found especially nauseating. (Screen size could also be a factor, since the Steam Deck doesn’t dominate my view the way my 60″ TV does).

When I sat down to play the game on Wednesday, I opened the meager graphics menu for the first time and switched it to performance mode. It immediately felt like breaking free from the tar pits that pockmark Death Stranding’s world. Everything was moving so fast. The animations and protagonist Sam’s responsiveness to my button presses were suddenly so snappy I couldn’t believe what I’d been tolerating for the last few days.

Flipping back and forth between the two graphics modes now, I think the most likely culprit for my headaches is the camera—spinning it around at 30 fps makes me a little queasy. Perhaps stronger motion blur would help cover up the choppiness of the refresh rate, but I’m not sure that would be an outright cure.

(Image credit: Kojima Productions)

I think the bigger issue is responsiveness. I’ve gotten so used to a game leaping to enact my inputs within every 16.67 millisecond window—the time it takes to generate a frame at 60Hz—that waiting double that time for each button press or analog stick flick, plus 20 milliseconds of input lag from my TV and a few more from the wireless controller, is now just too jarring. Like when I’m playing a VR game and the refresh rate of the screen is a smidge too low to perfectly match every little motion of my head, there’s a disconnect between what my brain’s seeing and what it thinks it should be seeing.

I’m thankful Death Stranding 2 has a performance mode on consoles, and for players who are happy with 30 fps, the game runs extremely steadily in that mode. I’m now happily headache free despite playing 20-something hours of the game in the last few days. But it also renewed my appreciation for the fact that even the most barebones PC port today will likely still offer enough graphical options to hit 60 fps on years-old hardware.

Yeah, we’re still struggling with unoptimized games like Monster Hunter Wilds and the stutter epidemic. But between standard graphics settings, upscaling tech like DLSS and FSR, frame generation, and community-made tools like Special K that help smooth out performance, these days 60 fps is a lot closer to the floor for PC gaming frame rates than it is the ceiling. And judging by the quality of the first game’s excellent PC port, when Death Stranding 2 does finally arrive on PC it’ll be an even better version of an already stunning game.



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June 25, 2025 0 comments
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Death Stranding 2
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11 little Death Stranding 2 improvements that made me say ‘hell yeah’

by admin June 24, 2025



When the original Death Stranding comes up in conversation, you can count on someone citing its tedious writing, pace-destroying exposition dumps, and reckless use of unexplained proper nouns as the biggest hurdle to enjoying it. Fair enough, but I submit that nothing sucked more in Death Stranding 1 than the menus.

Kojima’s first apocalyptic hiking sim had dozens of tiny annoyances that chipped away at my patience over two playthroughs totaling over 100 hours: Holding X to confirm every time Sam made the slightest cargo adjustment, navigating three layers of menus to recycle used-up grenades, plotting routes on an unhelpful map, the laborious process of emptying Sam’s backpack. I can feel my blood pressure rising just thinking about it.

Thankfully, I’m finding Death Stranding 2 to be a sequel in the best way possible—targeting my list of “this better be better” demands and satisfying almost every one of them. My first two hours have been full of little quality-of-life discoveries that have me saying “hell yeah” to myself in a hushed tone. If you played the first game a ton, maybe they’ll also excite you.


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Cargo shortcuts!

(Image credit: Kojima Productions)

Yes, I’m telling you the best new feature in Death Stranding 2 is six buttons in a radial menu. Holding up on the d-pad brings a bunch of handy cargo shortcuts that cut out a lot of menu time, the most important being “Auto-Arrange Cargo.” Balancing Sam’s cargo load now takes three seconds, but you can still enter the full Cargo Management screen at any time to move items around manually (no X confirmation needed).

Also handy are buttons that will only offload cargo/materials (not tools), one that offloads everything, and another button that’s so good it’s getting its own section below.

Handgun holster

(Image credit: Kojima Productions)

Death Stranding has always had pistols, but now Sam has a dedicated place to carry them. Similar to the boot clip and grenade pouch, the handgun holster means Sam can always carry a weapon without adding to his backpack Tetris stack. You also have the holster from the start, an early signal that Death Stranding 2 has a bigger focus on stealth action.

Route Simulator

(Image credit: Kojima Productions)

Drawing lines on maps just got slightly more pleasant. Sam’s route planner got an upgrade that automatically highlights hazards along drawn routes—stuff like deep rivers, bandit patrols, and BTs. The route tool has also been folded into the prep screen before accepting an order, and routes now include summaries that show its distance, elevation changes, total hazards, and overall risk level. It’s kinda like a real-life pilot flight plan.

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Stats!

(Image credit: Kojima Productions)

Stats got an expansion, too. Sam used to automatically improve his cargo capacity and stamina over time, but DS2 seems to go a lot deeper with stealth and combat upgrades. I haven’t messed with this much yet, but you still improve Sam automatically by doing things, not by dumping points into a tree.

Backward hats

(Image credit: Kojima Productions)

Death Stranding 2 casts Norman Reedus in the role he was born to play: A backwards hat-wearing single dad. The hat menu was my first stop after getting control of Sam. That’s where I found the “wear backwards” option, gasped, and never looked back.

Offload backpack

(Image credit: Kojima Productions)

No backpack, no problem. You can (finally!) take Sam’s backpack off when you’re about to walk him into dangerous places. The button’s in that same cargo shortcut radial, and it’s already come in clutch at a bandit camp. It’s pretty cool that Sam can still carry a handgun, rifle, and grenades without his backpack, so you basically shed 100 kg of “Cargo mode” and enter “Solid Snake” mode.

Quicker order turn-in

(Image credit: Kojima Productions)

Turning in a bunch of orders at once used to require spamming X to skip through each completion screen. Since that was stupid, now all of Sam’s turned-in orders are summarized on one screen.

Optional exposition

(Image credit: Kojima Productions)

The citizens of Death Stranding sure like to prattle on about stuff I didn’t ask about, but in Death Stranding 2, a lot of that extra exposition is optional. In the screenshot above, I had the option to skip this guy’s life story and detailed Timefall Shelter explanation and move on with my life.

Offload all unusable items

(Image credit: Kojima Productions)

Another big time saver for Repair Spray power users. Now you can hold a button to drop all of your empty grenades, sprays, and guns at once (though you should still recycle them for the materials).

Recycle shortcut

(Image credit: Kojima Productions)

Speaking of, recycling doesn’t suck anymore either. When you’re at a place where recycling is possible, it’s now listed as one of the options when moving an item in Cargo Management. I know that sounds dull, but if you know how much that rules, you know.

Goodbye emails, hello posts

(Image credit: Kojima Productions)

Death Stranding 1’s emails were charming and occasionally helpful, but I ain’t reading all that. In DS2, characters have upgraded from email to live-tweeting unsolicited advice on social media. The Social Strand Service is both a feed of tips from friends and a photo log of players’ photo mode pictures. It’s still mostly fluff, but it’s not as busy or wordy as Sam’s old inbox.



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June 24, 2025 0 comments
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Crypto Trends

Til Death Do Us Part: The Weirdest Meme Coin Livestreams We’ve Seen Just This Week

by admin June 24, 2025



In brief

  • Solana token launchpad Pump.fun is playing host to a thriving livestream community.
  • A couple is set to marry on-stream this week, while another streamer is saying “Pumpfun” a million times.
  • Several influencers are living together in a house and competing to have the most valuable meme coin.

Solana launchpad Pump.fun has matured into a next-generation livestreaming service, looking to rival titans of the industry like Twitch, Kick, and YouTube. Now, the platform is sponsoring streamers, paying viewers to post viral clips on social media—and the meme coin makers are getting creative.

Pump.fun users can launch their own Solana meme coin, open up a livestream, and hope their actions pump the value of the crypto token. Recent streams have been big and bold, while remaining safe—following a stream of controversial streams on the platform last year. 

Last week, one meme coin creator raced across all 50 U.S. states in record time while livestreaming the whole adventure. Before that, pseudonymous social media personality Gainzy livestreamed from a bomb shelter in Israel as war broke out in the Middle East.

This week, it appears the madness is ramping up again. Here are three prominent streams that may be worth tuning in for.

You may now kiss the dev

Glen, a purported 60-year-old man, claims to be getting married to his partner of 34 years, Karen, on a Pump.fun livestream on Saturday. 

“We still to this day can’t afford a real wedding. The family, the community on Pump.fun, and the good people out there have offered to marry us on livestream on Pump.fun,” Glen said to his 20 viewers. “From the heart, thank you Pump.fun for making this possible.”



The meme coin dev said that he will be wearing a tuxedo, with his soon-to-be wife wearing a dress, and he will have a real ring to tie it all together. Pump.fun co-founder Alon Cohen told Decrypt that Glen is paying for all of this via the creator revenue fees accumulated since his token’s launch earlier this month.

His token, Pumps Gone Crazy (PGC), peaked at a $1.15 million market cap on Friday, but has since fallen to $518,000 despite a 67% spike following the announcement of his wedding.

Pumpfunpumpfunpumpfun

A man in Kyiv, Ukraine is attempting to say Pump.fun one million times on-stream. Why? Simply, he believes in the future of Pump.fun… and thought it was just a funny idea.

Ricken, who did not give Decrypt his full name, claims he has been sitting in front of the camera for 14 to 16 hours every day, actively saying Pump.fun for approximately 12 hours each stream since Friday. He said that he is a freelance video editor who made enough money to take a week off to commit to the challenge.

At the time of writing, he has just surpassed 300,000 times saying “pumpfun.” Ricken claims he is saying the launchpad’s name at an average of 67,777 times a day. At this pace, he is likely to hit his target by the morning of Friday, July 4.

“It’s starting to feel like a weird cultural moment for Pump streams in general,” Ricken told Decrypt. “It started as ‘would be funny if someone actually went through with it,’ but became way more than that.”

Ricken claims to have locked all of his tokens until July 1st, and is only profiting via the creator revenue sharing model Pump.fun recently added. His token 1MIL peaked at a $1.43 million market cap on Saturday but has since fallen to $330,000.

Bros being bros

Pseudonymous crypto influencer SolJakey is hosting a house of up-and-coming influencers all with meme coins attached, in a wacky crypto-infused reality show.

Basedd House currently has five influencers at the crib, after Donnie was eliminated two weeks ago due to his meme coin being at the lowest market cap. Others are able to apply to enter the house, with the requirement of launching a token to climb the leaderboard and join the fray.

The frat-bro, “Jackass”-inspired content house has produced tons of viral clips in the three weeks since its inception. The gang have taken on goofy challenges, recorded public skits, and even adopted a chicken. Fan-favorite Iseem literally pooped his pants on livestream on Monday.

“I think Basedd House shows the evolution of not only Pump.fun, but the idea of creator capital markets, and provides a direct incentive on why a creator that is not crypto-native can utilize crypto to their benefit,” SolJakey told Decrypt.

He explained that influencers are able to monetize their tokens through the creator revenue sharing feature, and thus no longer have to dump tokens on their fans to make a profit.

Jakey believes that Basedd House is a proof-of-concept that influencers can create tokens that pump based on how viral and enjoyable their content is. Plus, it gives fans a more direct way of interacting with their favorite content creators by investing in them, rather than simply donating.

Iseem, who has the largest token at the Basedd House, has made $1,330 from creator revenue rewards over the two weeks since it launched, according to Pump.fun. The token currently sits at a $227,000 market cap.

Jakey told Decrypt that Basedd House is sponsored by Pump.fun, which provided the team with a budget to fund the entire concept. 

Over the coming week, Jakey said, the Basedd House will introduce a new member, do its first livestream for the Basedd House token, and roll out a website dedicated to new creators and tokens in the creator capital markets sphere.

Pump.fun livestreams are heating up and getting more professional too, with multiple streamers thanking the creator revenue feature for enabling their plans—and in some cases, it appears, the launchpad is supporting the project directly.

Edited by Andrew Hayward

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June 24, 2025 0 comments
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Gaming Gear

Which Death Stranding 2 Edition Should You Buy?

by admin June 24, 2025


Death Stranding 2: On the Beach will launch on June 26 exclusively for the PlayStation 5, but those who buy a special edition of the game will be able to access it early. The question is, with three special editions available, which version should you get? 

Death Stranding 2 is the sequel to legendary developer Hideo Kojima’s 2019 game, and it improves on every aspect of the original, making it a game that anyone who is remotely interested in it should play. The edition you should purchase will depend on how big of a fan you are of the series. 

Watch this: Unboxing the Death Stranding 2 PS5 Controller

00:45

What do the Death Stranding 2 pre-order bonuses and early unlocks actually do?

The digital content that comes with the Death Stranding 2 editions is primarily for cosmetic purposes. It lets players add a little customization to their equipment. The one early unlock that does give players an advantage is the Machine Gun, since it’s a powerful weapon that players wouldn’t usually get until around the mid-point of the game. 

What’s in the different Death Stranding 2 editions?

To start, there is the Standard Edition, which retails for $70.

Kojima Productions

The Standard Edition does include some additional digital content:

  • Quokka Hologram
  • Battle Skeleton: Silver (LV1, LV2, LV3)
  • Boost Skeleton: Silver (LV1, LV2, LV3)
  • Bokka Skeleton: Silver (LV1, LV2, LV3)

Holograms get unlocked the more you play through the game. These holograms can be placed at structures that the main character, Sam, builds and act as a little sign that you were there. 

Skeletons are an equippable item, and help Sam physically while allowing him to carry more items. The Battle Skeleton lets Sam do more damage with physical attacks, the Boost Skeleton helps Sam run faster while carrying a lot of items and the Bokka Skeleton helps Sam climb up certain terrains while being more balanced, so he won’t tip over. This content, however, is just a cosmetic color for the Skeleton. It will not unlock the item, since that has to be done by completing missions in the game. 

Next, there’s the Digital Deluxe Edition for $80. Order this edition or the Collector’s Edition from Sony, and you’ll receive 48-hour early access to play the game before it comes out, which will begin at 12 a.m. ET on June 24 (9 p.m. PT on June 23). 

Kojima Productions

The Digital Deluxe Edition includes the 48-hour early access and the Skeleton cosmetics, although in this edition, the cosmetics are gold and not silver. This edition also comes with:

  • Machine Gun (MP Bullets) LV1 early unlock
  • Quokka Patch
  • Chiral Feline Patch
  • Why Me? Patch

The Machine Gun is a weapon you get later in the game, and it’s a powerful addition thanks to its large magazine filled with bullets. It can also shoot for longer than the Assault Rifle found early in the game. MP Bullets are the standard type of bullets found in the game that can damage humans, BTs and robots. 

The patches are for Sam’s backpack. They are strictly cosmetic and offer no in-game advantage.  

Then, for the big fans of Death Stranding, there’s the Collector’s Edition that costs $230. 

Kojima Productions

The Collector’s Edition comes with all the digital content from the Deluxe Edition as well as some real-life collectibles in a collector’s box. It includes: 

  • 15-inch Magellan Man Statue
  • 3-inch Dollman figurine
  • Art cards
  • Letter from Hideo Kojima

All of the special editions are available to order now. 

Should I pre-order Death Stranding 2 for the bonus DLC?

The big reason to pre-order Death Stranding 2 is early access so you can play the game early if you get the Digital Deluxe version. The other bonus DLC is nice to have, but not really needed in the game.

Is the Death Stranding 2 Digital Deluxe Edition bonus content worth it?

If you’re looking to get a leg up on the game, being able to unlock the Machine Gun early can be worth the price of the Digital Deluxe Edition. 



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June 24, 2025 0 comments
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"We've been through the literal wringer." The untimely death and traumatic rebirth of Evercore Heroes
Esports

“We’ve been through the literal wringer.” The untimely death and traumatic rebirth of Evercore Heroes

by admin June 24, 2025


If there’s one lesson to be learned in the games industry, it’s that past success is no guarantee of future success. It’s something that Travis George has found out the hard way over the past few years.

George began his career at Activision, but joined Riot Games as a game designer in 2008, just in time to ride the dragon that is League of Legends. “I was the team lead for all of League for several years,” he says. “I loved working on League.”

He later moved with Riot from California to Dublin to focus more on corporate development. But in 2018 he decided to found his own Dublin-based studio, Vela Games, along with Riot colleague Lisa Newon George and EA alumnus Brian Kaiser.

The idea was to create a welcoming, friendly, online game. But that dream was soon ground down by the harsh reality of a fast-moving and highly competitive industry.

High hopes

George says the team had “big ambitions” at the start. “We were going to build the next big free-to-play multiplayer online game,” he says.

That game, Evercore Heroes, launched into closed beta in June 2023. A competitive PvE title, it saw four teams of four players attempting to complete objectives at the same time as defending their Evercore, with the end game switching to head to head encounters.

A trailer for the original incarnation of Evercore Heroes in 2023Watch on YouTube

At the time, George says the studio wanted to address some of the negative aspects of League of Legends. “Because two of us were on the League team for multiple years, we knew that one of the biggest challenges to League growing was not even just the community, but the perception of community,” he says.

“There’s this massive perception of problems in the community that prevent people who might actually love the game from trying it.”

“We had a core audience that loved it, but that core audience wasn’t big enough”

Travis George, Vela Games

The idea with Evercore Heroes was to create a game that anyone could have a fun time playing online. The aim was to dial down negative player behaviour and adversarial game mechanics, and remove any barriers to entry. Vela didn’t set out to “make everybody friends”, clarifies George, but the developers did want to ensure that players avoided “awful experiences, or hearing about what your mother did last night.”

The trouble was that not enough people turned up to the party. The Evercore Heroes closed beta ended in August 2023, just a couple of months after it started.

“We had a core audience that loved it,” says George, “but that core audience wasn’t big enough, and ultimately, the funding landscape had changed dramatically, and so we had to make some tough calls, scale back the team, wind down the game, and figure out what to do.”

Player perception

In hindsight, was there a bit of hubris involved in trying to take on League of Legends, I ask? “I think one of the biggest things that we learned from the first Evercore Heroes experience was that […] the perception was we were trying to take on League, but from our standpoint, we were actually doing the opposite,” says George.

“We were not trying to provide the same experience. We weren’t trying to take players from that ecosystem.”

“A big lesson that we learned was our internal vision wasn’t what people saw on the outside,” he continues. It may have looked like Vela was trying to take on Riot’s flagship, he says, but the aim was always to attract “people that might have wanted to play League, but would bounce off or didn’t want that core, adversarial experience.”

It’s easy to see how people might have become confused, however. Looking at the key art for League of Legends and Evercore Heroes, it’s hard to avoid noticing the similarities.

George responds by pointing out that hero-focused multiplayer games have all converged on a similar style. “Overwatch, Fortnite, League of Legends, even Dota: four of the biggest games in the world are all brightly coloured, slightly stylised.”

“We never were trying to say, like, ‘Oh, let’s make a game like League or better than [it]’, but there is a certain resonance with that style that signals approachable, right? That colourful, stylised style looks different than something like Elden Ring or Bloodborne. […] It’s a deliberate choice by creators to work in particular styles to signal the intent of the game.”

Too much, too soon

Evercore Heroes was attempting to innovate on the idea of competitive PvE, in which players work together against the environment, rather directly against each other.

“That’s where, looking back, it was just such a tall mountain to climb,” says George. “We needed to continue to invest in that space to really, really nail it, and then be able to communicate that very clearly. And I think we just didn’t quite get far enough on the polish of the game, but then also in the communication.”

Evercore Heroes: Ascension is a reimagining of the failed 2023 game

“I think it would have been much simpler if we were just trying to build a different take on a MOBA, because we knew how to do that, right? And it would have actually ended up further along.” Instead, because Vela was trying to do something a bit different, focusing on co-op PvE rather than PvP, “we had no real guidelines to follow,” he says.

Feedback on the beta was mixed. MMORPG.com called it “impressive” from a technical standpoint, but criticised the gameplay loop for being “unclear and anticlimactic” and “not very intuitive” for new players.

“We were just in a position where we had to go for it.”

Travis George, Vela Games

George thinks they were trying to do too much all at once. “I think by stripping back some of the other things, we probably could have been on a better path.”

The idea was to launch the beta “with enough funding and runway to really develop it alongside the core community”, he says, gradually fixing the problems on the road to a 1.0 launch. But that “wasn’t available to us,” he says. “We were just in a position where we had to go for it. And we knew that, and it didn’t work out.”

Funding

In short, the money ran out. Raising venture capital hadn’t been a problem back when Vela Games was founded, and during the COVID pandemic that followed, the funding landscape “exploded”, says George. “So much money piled in.”

Evercore Heroes: Ascension has an initial roster of six characters

By 2023, however, the funding bubble had most definitely burst. “We actually had […] planned to do another round and keep the game in a long period of closed beta with no pressure to make revenue right away, because we just knew that that would be such a challenge,” he says.

But with player counts low and funding opportunities rapidly evaporating, Vela had no choice but to pull the game and downsize the studio. George reckons the funding landscape still hasn’t recovered to pre-COVID levels. “I don’t even think we’re halfway back to where we were.”

Still, he questions whether the games sector would even want to go back to that model of venture capitalists throwing money at start-up studios. “I hope collectively, we’ve learned some lessons as an industry.”

Redundancies

With few options left, George made the difficult decision to make around 80% of Vela’s employees redundant. “It’s the least fun thing you can ever imagine, letting someone go,” he says. “It’s just gutting. And you absolutely feel like you’ve let everybody down.”

But there was little choice, he says. “Most of our costs went towards the team, and it was something that was just purely unsustainable based on how the game went. It was one of the tougher experiences I’ve ever had, and probably ever will have.”

The core aim of Evercore Heroes: Ascension is to make a friendly online game

He says it was better to do a large swathe of redundancies all at once rather than draw out the process. “We didn’t want to create this doom loop of six months, every month, somebody else gets laid off, and you could never recover from it. And really importantly, we felt like we had the core of something that we could build on.”

Relaunch

Coming back from that disaster hasn’t been easy. “We’ve been through the literal wringer,” says George.

“Making games is super hard – I’ve never worked on an easy one. But the things that we’ve gone through the last couple years with a small team with barely any funding have just been one of the biggest challenges – and biggest growing and learning opportunities, I think – for all of us.”

The new version of the game – Evercore Heroes: Ascension – launches into Steam Early Access today, June 24. It’s now been completely reimagined as a roguelite with procedurally generated missions. Gone are the four teams of four: instead, the missions can be tackled cooperatively by up to three players, but they can also be played solo.

Evercore Heroes: Ascension now features a maximum team size of three

“It’s not the same game at all,” says George. “It’s a second game.” Although set in the same universe, it takes a very different approach. “What we really wanted to do was […] to go back to that core guiding principle of building a game that you can just have fun with people on,” he says.

The downside is that this reimagining has been a hard sell for some dedicated fans of the original. “Not everybody wants the second game, because they wanted the first.”

Keep it simple

In hindsight, George recognises that the original concept for Evercore Heroes was far too complicated. “That complication led to a lot of barriers to entry for people.”

He wishes Vela had started out with something much simpler in the first place. “I think it’s okay to start small,” he says. “Reflecting on the last eight years at Vela, trying to go big on everything is just so hard.”

Now, with a smaller team and a more manageable concept, he can see a way forward. “Evercore Heroes: Ascension doesn’t need to sell 5 million copies in the first 12 months to be profitable, right? For what we’ve spent on the game and what we expect of it, we look at it as an opportunity to rebuild, finding that core audience.”

The new incarnation of Evercore Heroes takes a simpler approach than the original

‘Start small, grow gradually’ is the new ethos. It aligns with the current prevailing trend for sustainability in the games industry, following the ‘go big or go home’ largesse of the pre-2022 years.

George cautions other developers against rushing. “I think you shouldn’t even go near releasing the game until you’re confident that it’s great,” he says.

“Launching something that’s dead on arrival really just means the end”

Travis George, Vela Games

“Make sure you’ve got something that players want before you go through those phases. […] Because launching something that’s dead on arrival really just means the end.” He suggests taking time to assess the addressable market, then finding an audience and building towards it. “That’s a much more appealing proposition than ‘Go big with something that we’re not sure is going to work out’.”

He speaks from bitter experience: and he’s aware that Vela, or rather the remnants of it, is in a lucky position. “Despite the hardships and difficulty and everything that we’ve had to go through, we at least have a second chance – whereas a lot of developers don’t.”

“My advice for anybody is just make sure you’ve got something that people want before you progress through that. It’s never too late to decide to not launch.”



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June 24, 2025 0 comments
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Why Ancient Egypt Smashed Hatshepsut’s Statues After Her Death
Product Reviews

Why Ancient Egypt Smashed Hatshepsut’s Statues After Her Death

by admin June 23, 2025


Hatshepsut is one of the most famous figures in ancient Egypt. In 1479 BCE, she took on the role of regent on behalf of her young nephew Thutmose III. By 1473, she began ruling as a pharaoh in her own right, becoming one of the civilization’s exceptionally rare female sovereigns. Over three thousand years later, when archaeologists excavated thousands of fragments of her statues, scholars widely assumed that her spiteful successor had ordered the total destruction of her images. New research, however, paints a more nuanced picture.

University of Toronto Egyptologist Jun Yi Wong suggests that a significant part of the damage caused to the female pharaoh’s statues was the result of ancient Egyptian “deactivation” rituals and their use as materials for other constructions. Though Hatshepsut (pronounced “HAT-shep-soot”) faced political backlash after her death, Wong’s research challenges the prevailing view that Thutmose III ordered the complete destruction of his former regent’s every representation with malicious intent.

“Following her death, the monuments of the pharaoh Hatshepsut (reigned c. 1473–1458 BC) were subject to a systematic programme of destruction, the most common manifestation of which was the erasure of her name and image from temple walls,” Wong wrote in a study published today in the journal Antiquity, of which he is the sole author. “This act was initiated by Thutmose III, her nephew and successor (sole reign c. 1458–1425 BC), but the motivation behind it remains contentious.”

From 1922 to 1928, archaeologists excavated many of Hatshepsut’s statues near her mortuary temple at Deir el-Bahri, Egypt. Given the figures’ damaged conditions, archaeologist Herbert Winlock of the Metropolitan Museum of Art, who led the excavations, identified them as “maddening relics of Thutmose’s spite,” as quoted in the study.

Reassembling Hatshepsut’s statue fragments. © The Metropolitan Museum of Art, Department of Egyptian Art Archives (M10C 58). Photograph by Harry Burton, 1929.

However, Wong claims that “while the ‘shattered visage’ of Hatshepsut has come to dominate the popular perception, such an image does not reflect the treatment of her statuary to its full extent.”

After studying the type of damage documented in unpublished field notes, drawings, photographs, and letters from the 20th-century excavations, the Egyptologist points out that many of the statues were preserved in a relatively decent state, with intact faces. The presumption is that if Thutmose III was hell-bent on destroying Hatshepsut’s memory, he would have been more thorough in his destruction.

Furthermore, Wong argues that some of Hatshepsut’s statues’ treatment is not unlike that of the statues of other male Egyptian rulers, including many for whom there is no evidence of persecution after death. Among other kinds of specific damage, scattered fragments with breaks at the neck, knees, and/or ankles are “believed to be a form of ‘deactivation’ intended to neutralise the inherent power of the statues,” Wong wrote.

In other words, the ritual wasn’t inherently hostile. Some of the damage may have also been caused or worsened by the statues’ reuse as construction material during later periods. This, however, does not completely negate the possibility that some of the damage was indeed related to a political backlash.

“Unlike the other rulers, Hatshepsut did suffer a programme of persecution, and its wider political implications cannot be overstated,” Wong concluded in an Antiquity statement. “Yet, there is room for a more nuanced understanding of Thutmose III’s actions, which were perhaps driven by ritual necessity rather than outright antipathy.”

Ultimately, the suggestion that Hatshepsut was treated like other deceased pharaohs after her death, despite the persecution, makes her rise to the throne as a woman even more extraordinary.



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Death Stranding 2: On The Beach Review - Boundless Sincerity Aside Flaws
Game Reviews

Death Stranding 2: On The Beach Review – Boundless Sincerity Aside Flaws

by admin June 23, 2025


Kojima Productions has proven it is good at sequels. Metal Gear Solid 2: Sons of Liberty was an incredibly impactful game that remains my favorite from director Hideo Kojima and his team. As a result, I went into Death Stranding 2: On the Beach with high expectations. Continuing the story in this fascinating world while iterating on the delivery mechanics of the first game seemed like an inevitable recipe for success. Mechanically, the sequel is absolutely an upgrade over the first. Improved tools and better options make exploring and connecting Australia and Mexico more fun, despite some frustrations persisting. The narrative, however, is where I was sometimes left cold.

 

Death Stranding 2 picks up shortly after the events of the first game, with protagonist Sam living in self-imposed isolation while he raises his child without the influence or demands of the government. Being a stay-at-home dad doesn’t suit him for long, though, and he is quickly pulled back into the porter life. I won’t go into detail about what happens, but the story picks up quickly, planting many narrative seeds primarily focused on the new cast of characters and their history in the world.

Kojima Productions has set a high bar of unexpected twists and revelations throughout its gameography. Death Stranding 2 delivers plenty of twists, especially during its final hours, when I was most engaged in the story, but save for a few moments, I was rarely surprised and often left wanting more. Mostly, I stared ahead stone-faced while characters explained everything with detailed monologues at varying degrees of performance quality. Some effortlessly demanded my full attention, but the underwhelming performances felt like bored teachers giving the same lecture for the third time that day. Also, to be blunt, despite admiring the performance, I didn’t find Higgs to be a compelling villain in the first game, and I am disappointed he survived into the sequel.

 

I am a proponent of what I lovingly refer to as “Hideo Kojima bulls—“.” I am always eager for the cart to go off the rails, but the thing I have always admired about previous Kojima Production games is their ability to, for better and sometimes worse, fully justify the narrative insanity in which you’re participating. There are at least a few instances in Death Stranding 2 that simply felt weird for the sake of being weird, as though a quota of odd moments needed to be met. These instances felt forced, but thankfully, some bizarre moments meet the target of being ridiculous with explanation.

For all my complaints about not feeling strongly about the narrative or not enjoying some of its strangest moments, I was still far more engaged in the story than the average video game narrative. Even with its shortcomings, it is a story I will continue to think about for some time, and I am eager to see and participate in discussions about its larger meanings, as well as the parts I didn’t enjoy.

The narrative ultimately makes up a small but important part of the larger game. Between cutscenes, you must continue your mission of uniting the world by making deliveries. Sometimes, it’s delivering pizza to a scientist, VTuber, while other times, it is life-saving medical equipment for a collective of pregnant women. Each delivery is treated with the same importance, and the tools to do so are greatly expanded. Alongside nearly every tool from the first game, there is a whole new suite of unlockable options, like monorails that make deliveries fun and weird. I also much prefer the layout of Australia (where the majority of the game takes place) to Death Stranding’s United Cities of America. The environment is more varied and generally more amenable to porters like me who prefer driving a three-wheeled motorcycle over hoofing it on foot.

 

Death Stranding 2 can be frustrating, though. The common video game complaint of just doing fetch quests is undeniably the core design of Death Stranding and its sequel, and sometimes it feels like that is exactly what it is. It can be exhausting to ferry boxes back and forth, and getting stuck in the middle of nowhere without the ability to charge your battery just feels bad. Getting interrupted to randomly fight a tar-covered boss on the way to complete a simple delivery can also be rough because it ruins your pacing. Thankfully, compared to the first game, these instances are much less frequent and more fun to complete thanks to vastly improved gunplay. It can still hurt, though, when you just need to get over that hill to drop off a package and take a shower. Alternatively, it can also feel triumphant to finally make it to your destination just as your shoes are about to wear down and the batteries on your robotic legs are knocking on death’s door.

Death Stranding 2 is a game with faults and annoyances, but it also makes big, expensive swings and is trying to establish its own unique genre, often successfully. I’ll happily take the misses alongside the hits. The world is bizarre and beautiful and impressively thought out, from the overall design of the world down to the UI of its fictional phones. What keeps me coming back the most, though, and the reason I will continue to make deliveries after publishing this review, is Death Stranding 2’s boundless sincerity. The cast is fighting for connection and the future, and I am rooting for them, even when I think they’re being a little weird.



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Dune: Awakening's Deep Desert is getting "partial warfare" PvE areas so you can gather endgame resources without being PvPed to death
Game Updates

Dune: Awakening’s Deep Desert is getting “partial warfare” PvE areas so you can gather endgame resources without being PvPed to death

by admin June 23, 2025


Good news if you’ve been a bit frustrated with how Dune: Awakening handles PvE and PvP, specifically in terms of its treacherous Deep Desert. The game’s creative director Joel Bylos has announced some changes coming in response to player feedback on both those and the Landsraad.

Basically, it looks like Funcom have switched up their plans to take the concerns folks have cited into account, aiming for a nice compromise between the original ideas and the practicalities of what’s been happening since the game dropped in full.

In a lengthy letter to DA players, Bylos wrote that while the devs still believe their core concept of the Deep Desert as a dangerous, constantly changing place you go to get the rarest stuff, they’re not aiming to force PvE enjoyers to engage with PvP just to get the good stuff.

So, to ensure those folks don’t get locked out of the endgame, the director revealed that “starting soon, some areas of the Deep Desert will now be flagged as ‘Partial Warfare (PvE)’ areas where players will be able to explore testing stations and harvest T6 resources without the threat of conflict they may not want”. The likes of “Landsraad control points, shipwrecks and the largest spice fields” will stay as PvP areas, to preserve the biggest rewards coming with the biggest risk.

We’ve been listening.

The Deep Desert is evolving. PvE players will have more space to explore and progress without unwanted conflict. The Landsraad is getting more variety, better pacing, and stronger rewards.

Check out the letter from our Creative Director to know more about… pic.twitter.com/ZbHKgEBDwk

— Dune: Awakening (@DuneAwakening) June 23, 2025

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Speaking of PvP, Bylos wrote that the devs are “planning to make more changes to the Deep Desert to accommodate ground battles and reinforce the use of player builds”, outlining some already incoming scout ornithopter tweaks designed to help ensure air superiority isn’t the be all and end all. There’ll also be “additional changes to mechanics like respawn timers, vehicle storage tools, hand scanners, and other mechanics that we see being abused in the Deep Desert”.

Meanwhile, Funcom are aiming to address some “key flaws” in the Landsraad that folks have cited. These include problems with tasks being turned in very quickly, and folks being able to do nothing with them once they’re completed. “Stockpiling is currently rewarded, but that is not our intention for this system, and we will make some changes to address it as best we can,” the director wrote, adding that the system will also be “updated to provide micro rewards for solo/small group players”.

It’s nice to see the devs finding a way to balance their vision for DA with making the changes folks want. Judging by the socials, the worm lovers who’ve been doin’ the Dune are glad to see these steps are being taken, even if there’s no concrete timeline on a lot of them at this point.





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Death Stranding 2 Review - Tied Up
Game Reviews

Death Stranding 2 Review – Tied Up

by admin June 23, 2025



After its predecessor served as a beacon of novelty amidst a sea of stagnation, Death Stranding 2: On The Beach had a big challenge to overcome. Death Stranding’s absurd nature, encompassing everything from urine grenades to gently rocking your controller to calm a distressed baby, was coupled with a rich new setting to unravel. Step by step, Sam Porter Bridges connected a post-apocalyptic America to a network by making dozens of deliveries from one point to another. Its slow and methodical pace made it somewhat of an outlier in the AAA space. The sequel follows suit in most ways that made its predecessor stand out. The core foundation remains unchanged–planning and executing each delivery requires strategy and improvisation, and they’re still satisfying to pull off. But this second iteration doesn’t feel as arresting as it mired in familiar story beats, a disappointing lack of friction, and an obsession with doubling down on the weaker aspects of Death Stranding.

Gallery

The story begins with Sam living a reclusive life near the Mexico border with Lou, the now-grown baby from the first game. A familiar face inevitably finds Sam and, once again, asks for help connecting an array of facilities to the network. This time, your destinations are fictional depictions of Mexico and Australia, and the journey involves collaborating with a growing crew of characters that cruise around with you in the DHV Magellan, a Metal Gear-shaped ship serving as the base of operations.

Throughout the 33 hours it took me to reach the end credits, which included a few side activities along the way, the story focused on the effects of connecting the United States to the Chiral Network, while uncovering the whereabouts of returning characters. Sam’s new tale is told sporadically, which feels like watching a very slow season of a TV show. Completing main missions grants enough parcels of story here and there to keep you engaged, but I spent a lot of time longing for a cutscene or conversation that might shed a little clarity or answers to mysteries introduced early on, as cutscenes sometimes fail to deliver relevant information or any character development. That being said, while some of the eventual revelations weren’t as impactful as I had hoped, my interest in seeing the story through didn’t wane.

It doesn’t help that the new cast of characters, with the exception of a handful of touching scenes and well-choreographed fights, isn’t as compelling as the old crew. Fragile, one of the returning companions, becomes a Charles Xavier-like figure, slowly recruiting new members of the crew to join the ship and offering support in harnessing their signature powers. Characters like Rainy and Tomorrow have their spotlights during cutscenes, and you learn more about their backstories in the form of flashbacks, albeit in short bursts. Rainy can, well, manifest rain, while Tomorrow’s abilities include being able to move inside Tar, a black liquid from which Beached Things (BTs), Death Stranding’s trademark enemies, manifest. Their arcs, however, merely consist of introducing the character and their motivations to “join the cause” and help Sam, as opposed to the likes of Heartman or Deadman, who already seemed established in the world by the time you met them in the previous game.

There’s also a surprising lack of dialogue outside of cutscenes, with the crew being less prone to calling Sam like in the first game. They instead use a social media-type app to post updates, usually pointing to places of interest or providing follow-up context to certain milestones achieved during the main story. During your travels, Dollman, a literal doll and recurring companion who delivers occasional commentary from Sam’s waist does most of the talking. The remaining cast feels almost sidelined as a result, especially if you aren’t fixated on main missions, where they usually are confined to. Dollman can be thrown to the air to survey the target area and both tag enemies and distract them, so he’s usually a mainstay. The rest of the crew, aside from a very late game mechanic, don’t provide much support.

The moment-to-moment structure remains largely the same. You interact with a terminal inside a facility or a bunker to grab a delivery order, make a plan by preparing your inventory and crafting any necessary equipment you might need, and off you go. After the first handful of hours, however, a different focus becomes increasingly apparent, doubling down on a post-launch revision on the original experience. 2021’s Death Stranding: Director’s Cut indicated an intention to downplay Sam’s vulnerability in the original version, in which he was a simple porter who had to make do with tools and non-lethal weapons to fend off BTs while making sure that the cargo on his shoulders remained intact. Even outside of combat, cruising through different terrain demanded careful consideration of weight and stamina. The Director’s Cut, however, empowered Sam by increasing the available tools to defend himself and navigate the world more easily. It favored more action, introducing more weapons, a firing range, and vehicle races. It also included gadgets that could simplify some of the terrain hardships, thereby reducing the challenge of traversal. A cargo catapult, for example, could be used to shoot packages large distances, and delivery bots introduced some automation.

At first, it seemed as if Death Stranding 2 was aware of these additions and the repercussions, providing commentary about their role in its fictional world. The delivery bots, for example, are now used en masse, largely eliminating the need for actual human porters like Sam, who build connections in a world of isolation. The presence of weapons, however, has much bigger implications. In an early confrontation, Sam’s first reaction is to grab a knife. He then grabs a bigger blade and immediately gives it up in favor of a pistol inside a kitchen drawer. For a moment, he glances at Lou, looks at the gun, and ditches it for a pan instead.

The scene with Lou showcases that, even in a world surrounded by strange beings that manifest themselves from the land of the dead, Sam deems it important to avoid being a bad influence on Lou. Yet, the sequel is constantly pushing for the use of weapons. From a story perspective, it’s an intriguing parallel with the presence of the new villain, who commands a group of military skeletons carrying fire weapons. During his introduction, characters promptly mention that the United States used to have a prominent gun culture, which is now being perpetuated by the evil actors in the story.

Most orders you complete reward you with new firepower. In the first Death Stranding, I spent most of my playthrough avoiding weapons, as using different grenades and other tools was a more interesting solution than just shooting at weak points. With the sequel, I wasn’t as inclined to do so. It became apparent that it was more efficient to carry grenade launchers before a boss fight. Toward the latter half of the story, multiple missions present Sam with large groups of enemies to contend with, in which stealth isn’t an option. There are still plenty of opportunities to approach combat with a far more methodical pace, or to avoid combat altogether by quietly hacking terminals or retrieving cargo from enemy outposts and quickly bursting out of the area. Stealth is still a viable option with plenty of tools to use, such as the rope for quiet takedowns from behind, the Bola gun to tie up enemies at range, and grenades to incapacitate foes or conceal yourself. Navigating the environment, too, has an impact–it’s easier to remain undetected if you infiltrate a hideout during the night and avoid making noise. But the main story forced my hand more often than not and, as a character tells Sam, “change my rope for a stick.”

The sequel retains [the tension of] executing a plan while overcoming hurdles as smartly as possible, but there’s a clear intention to provide high-end tech early on, which in turn undermines some of [its] unique core mechanics

Death Stranding’s design stood out because a miscalculated step during a hike resulted in a fall that damaged your cargo, which was always disheartening to see unfold in real time. It hurt to see packages tumbling down a mountain or being carried away by the rapid waters of a river, forcing fast decision-making to try and salvage the delivery. Moments like this created tension through the looming threat that a 20-minute delivery could crumble at any point before reaching your destination. This aspect of the original game felt more impactful than, say, failing a boss fight, which you could simply retry by reloading a checkpoint.

The sequel retains this tension in executing a plan while overcoming hurdles as smartly as possible. But there’s a clear intention to provide high-end tech early on, which in turn undermines some of those unique core mechanics. In the first game, access to vehicles– especially trucks that can carry tons of cargo and push through most terrain with ease, or exoskeletons to improve Sam’s stability and overall agility–were tantalizing goals you had to patiently work towards. After the first few dozen main orders of the sequel, I already had access to them, diminishing the need for carefully placing tools like ladders. It’s still possible to progressively build shortcuts for myself and others. You can also just create a truck and upgrade it over time, adding battery packs to increase its use, a turret that automatically targets enemies, and a tool that picks up nearby cargo without stopping. The altruism that was at the core of Death Stranding feels less vital. Although this makes the game more immediately playable, the loss of friction also diminishes something really cool the series was doing. Of course, you can choose to ignore these “shortcuts” if you want something closer to the original.

Dynamic weather conditions are added into the mix alongside Timefall, a rain that quickly ages and erodes everything it touches–another naturally occurring obstacle that poses new challenges and considerations. Sandstorms impact visibility and push Sam toward the direction of the wind, which is a dangerous predicament without an exoskeleton or a place to hunker down until they pass. Crucially, moving during periods of strong winds decreases Sam’s stamina considerably. Avalanches can ruin a hike attempt across snowy regions with ease if you happen to be in the way, while earthquakes can disrupt your balance if you don’t firmly hold onto your cargo on time for their impact. Depending on your playstyle, weather conditions can significantly slow you down.

Over time, you can also gain the ability to get a weather forecast. This is a great pairing for the returning map feature, which allows you to manually plot delivery routes by dropping pins and tracing a path. During your actual trek, you’ll see them as markers in the distance, with a wave of lights that stretch into the sky tracing the path, allowing you to stay on track. Still, it serves more as a visual reference than an actual, carefully planned route, as the map isn’t entirely clear about ravines, the depth of certain bodies of water, and so on, until you’re actually on the spot. But it can come in useful to discern which paths present visible threats, like enemy outposts.

Death Stranding 2 struggles to add new novelty to an already-distinct foundation set by its predecessor. Additions, such as dialogue choices, player stats, and skill trees, are introduced as promising mechanics at first. For dialogue options, there are ways in which the game subverts your picks during conversations, which are fun to see, but don’t expect them to have ramifications in the story. The stats and skills are tied together–depending on your actions during deliveries, you gain points toward upgrades related to, say, stealth or map navigation. This introduces a layer of character progression, but the changes aren’t significant. These are interesting additions or small enhancements to Sam’s mobility and the capabilities of certain tools that are nice-to-haves more than being a significant shakeup for the sequel, especially if you lean on the high-tech tools you can get early on, sidelining most of these upgrades. At the very least, they add just a smattering of variation to the gameplay template. It’s still satisfying to roam around and see how the environment begins to be populated by signs, holograms, and structures built by other players, as well as logging into the game and getting notifications about everybody who liked the creations you left behind while you were offline. But unless you skipped the first game, there isn’t much about the sequel that feels new.

In fact, Death Stranding 2 basks in familiarity. The villains are both a returning character who, after the initial introduction, theatrically spews basically the same speech in every encounter with Sam since that point. The new antagonist, meanwhile, follows an established archetype, albeit with quieter narrative impact. Some key scenes and confrontations play out almost the same as they did in the first game, too. There are some meta moments involving characters communicating by breaking the fourth wall and purposefully gamified conversations, all reminiscent of the past work from Kojima Productions, but they’re few and far between. Even more clear are the many homages to the Metal Gear Solid series, at times evoking iconic scenes. There are too many winks and nods, sometimes as direct as an actual quote, that place key scenes in distracting fan service territory, rather than allowing the world of Death Stranding to flourish on its own.

This obsession with honoring past legacy also carries the baggage of some of the series’ worst tropes, particularly around the portrayal of women, which the first game was also guilty of. While I can’t speak with authority about some of the sequel’s plotlines, including one involving a phenomenon around childbirth, some scenes caused an exhausting déjà vu; there’s an unskippable photography minigame featuring three women posing in front of the camera, as well as a central character who often takes her shoes off as crew members make a running commentary about this habit. The camera pans during cutscenes aren’t as excessive as, say, the treatment around Quiet in Metal Gear Solid V: The Phantom Pain, but it all feels unnecessary. And since you’re witnessing photo-realistic depictions of real-life actors, it can slip into being a bit weird.

Hitting the end credits came with the painful realization that Death Stranding 2 can’t rekindle the novelty of its world and characters as effectively the second time around. Ironically, it feels like a more ordinary experience, which makes sense as a sequel that isn’t looking to be as disruptive with new ideas as it was the last time. While some may enjoy the more action-oriented approach, I found the focus on weapons and easier access to tools clashed with the meditative experience of doing deliveries on foot and trying to avoid danger that was present in its predecessor, especially with more missions that purposefully pit you against enemies with all sorts of high-end weapons.

Gallery

Hideo Kojima, head of the studio, has said in interviews that he wants the sequel to be divisive to avoid falling into the entertainment category of being “easy to chew, easy to digest.” Despite that intention, Death Stranding 2 tries to be amicable to players who might have had difficulties with the learning curve of the first game, both in terms of lore exposition (adding a codex that is updated every time someone mentions a new noun) and gameplay standpoints (giving you more tools to make things easier early on). Toward the end of the story, I began to see Death Stranding 2 as a commentary on how even novel ideas can reach a little further if presented via a more hospitable experience. There’s an emphasis on repetition that permeates the story, both in the routine involved in preparing yourself for deliveries, and Sam being a Repatriate who can resurrect after dying. Seeing familiar narrative beats and character archetypes repeat themselves in the sequel feeds into this reading, but also puts constraints on its potential.

The first Death Stranding was eerily prescient. Releasing in 2019, it was impossible to divorce it from the COVID-19 pandemic that followed a year later, the parallels between preppers living in bunkers and people struggling to find ways to connect with others reflecting a period of quarantine and uncertainty about the future. By contrast, Death Stranding 2 is less precise and clear about what it wants to say; it seems committed to making you ponder many things at once, inviting different takeaways. Its story touches on topics like the increasing harms of climate change, how our everyday actions are being automated with each passing day, the damaging presence of guns, the clash between governments and privately owned entities, and the importance of helping others in any way we can. If the sequel is prescient of anything, it is that fixation on the past binds us to repeat history, no matter how much we try to pretend otherwise.



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