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Death Stranding 2 review: Hideo Kojima’s vision executed without compromise

by admin June 23, 2025



From your first steps in Death Stranding 2, you know you’re in for something special. The sequel to Kojima’s 2019 game is an audiovisual spectacle throughout its 50+ hour story and endlessly replayable endgame. 

The engrossing narrative – with a stellar cast all delivering arguably career-best performances – has you guessing what might happen at every turn. From the epic spectacles to the moments of quietude between deliveries, the pace is perfect and makes this follow-up a drastic improvement over the original.

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It’s a remarkable feat given its turbulent development, which saw Kojima nearly giving up on the game. We’re glad he didn’t.

Death Stranding 2 screenshots

What is Death Stranding 2 about?

Some time has passed since the end of Death Stranding, when Sam Porter walked off into the sunset with Lou, saving the Bridge Baby from its demise. They’ve found a sort of peace in their humble living conditions, but the world is still in disarray due to the events of the Death Stranding. That peace is short-lived though – we’ve got an arc to get through!

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As in the first game, your job as an experienced porter is to reconnect Australia. That means travelling across the continent on foot and in a range of vehicles, taking an assortment of goods with you and delivering them to those in need.

Death Stranding 2 assumes your knowledge though. This is not the type of game you can just jump into and expect to understand what’s happening. Sure, there’s a Death Stranding recap in the main menu, but there are major story beats and character appearances that won’t make any sense if you’re unfamiliar. Kojima even throws in some real deep cuts too, the type of references and callbacks only those with 100 hours in the first game will even recognize.

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Sublime storytelling

Death Stranding 2’s presentation is world-class with its visuals among the very best I’ve seen, and I played through the entire thing on a base model PS5. Kojima Productions is up there with Naughty Dog, the pinnacle of how video games can look, sound, and feel.

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Extraordinarily detailed motion capture helps emphasize the captivating performances, too. I loved Norman Reedus in the first game, but he was a bit generic, and he’s famously gone on record to say he wasn’t entirely certain what was going on in the first game.

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That showed throughout, but here, he appears to have much more of a grip on the narrative. He gives his all in scenes that are both heartbreaking and cheerful, masterfully displaying his emotions.

Troy Baker returns as Higgs – a monster who makes your skin crawl – in what might be his best work yet. Then there’s Neil, brought to life by French actor Luca Marinelli. He’s a revelation. 

Kojima ProductionsTroy Baker delivers another breathtaking performance as Higgs in Death Stranding 2.

It’s a testament to the intricate creation process. The writing, performances, cinematography, lighting, animation, set dressing, all of it is executed on with such a remarkable level of care. It’s the type of game you just completely lose yourself in.

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Improved gameplay

Even playing on the Brutal difficulty setting after finishing the story, it’s clear gameplay has been ironed out so that very little feels frustrating or unfair in any capacity. You have all the tools at your disposal. If you mess up, that’s your fault. Whereas in the first game, you often had to fight against the jank while dealing with everything else.

However, as good as Death Stranding 2 is, if you weren’t a fan of the first game, this won’t convert you. It’s still the same game – The bulk of your time is spent navigating the land, only stopping along the way for the occasional conversation, to pick up more goods for delivery, or to fight against BTs (the souls of the deceased), robots, or other humans.

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Kojima ProductionsYou won’t be getting stuck on awkward terrain anywhere near as much as in the first game.

Gunplay is much improved. Back then, automatic weapons felt a bit flimsy, like you’d only use them in a last resort or when forced in the few sections with Cliff. Sam had no idea how to fire a machine gun then. Here, they’re much easier to control and there’s a greater variety of weapons – You’ve got shotguns, grenade launchers, snipers, handguns, assault rifles, machine guns, rocket launchers, and a great deal more that I won’t spoil.

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Stealth is also much more satisfying when you get it right, which is easier said than done. Before you even get close to an enemy base, you need to do some reconnaissance. It’s vital to not only know how many targets there are, but understand their positioning too. With a patient playstyle and the right equipment for the job, you can take down a dozen enemies without making a noise.

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Then there’s the BT encounters, which caused more frustration than anything in the first game. A bit more spaced out in the sequel, the presence of these haunting ghosts is still just as chilling, but it’s a great deal easier to avoid them altogether.

If you do find yourself in a fight, you’ll be treated to a vast array of unique enemy types. There are plenty of BT enemies both big and small that require different strategies and most of the time, different equipment. There’s no ‘one loadout fits all’ type of solution here and if you get caught in a fight with a BT in the sky but all of your weapons are for a close-range stealth mission, you’re very likely screwed.

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Kojima ProductionsOptions in combat feel near-limitless. It’s a tremendously deep sandbox.

The one thing we can say that hasn’t improved, however, is end of mission music. Not to criticize the selection of songs, but rather, the repetition of the effect Kojima is going for.

In Death Stranding, it always felt special when you overcame the odds, saw a haven on the horizon, and some melancholic track from Low Roar started blaring through your speakers.

They’re still present here in the sequel, along with a dozen other artists, but when nearly every main mission ends with a new song, it squanders the chance to make something special.

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In the endgame

For hardcore Death Stranding fans, the endgame is where the real fun begins. It’s all about mapping the most efficient paths between facilities in order to deliver packages unscathed and in a timely manner.

Your goal is to reach that Legend of Legend of Legends S-Tier ranking on as many deliveries as possible. So before even setting out, you first scout the area, assess any hazards, lay out zipline paths, and generally get a sense of how you’ll be navigating from Point A to Point B.

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It’s just as enjoyable here as it ever was, and with a litany of new tools and even revised versions of tools from the first game, it provides countless hours of fun.

Kojima Productions / DexertoEven this far in, there’s still so much left to do in Death Stranding 2.

At 100 hours, I’m only around halfway to flawlessly executing on every delivery. With the social reputation system too, you could play Death Stranding 2 and nothing else for an entire year without seeing everything.

Verdict

Death Stranding 2 is phenomenal. It’s among Kojima’s very best work not just for its narrative, but for the near-limitless variety in its gameplay opportunities.

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While it may very well end up being the final game in the series, at least with Kojima at the helm, we can only hope someone else picks up the mantle and continues to iterate on one of gaming’s most unique experiences. After all, why else would we have connected?



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June 23, 2025 0 comments
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Ultra Bullish Vision Unveiled by Bitwise CEO
Crypto Trends

Ultra Bullish Vision Unveiled by Bitwise CEO

by admin June 13, 2025


CEO of Bitwise Hunter Horsley has come up with a quite bold vision for Bitcoin, saying that there is a $30 trillion opportunity right now in the U.S. Treasuries that is just sitting there.

It is all about recent developments in global markets. During the latest round of geopolitical tension in the Middle East, U.S. Treasury yields did not move much at all, which is unusual for a situation where investors would normally be risk-averse. 

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Meanwhile, gold surged, with futures on precious metal rising over 1.2% in a single session to reach $3,445.50. It looks like investors are slowly starting to move away from government bonds as their go-to safe bet.

In this context, Bitcoin is starting to emerge as an alternative reserve asset, according to Horsley, as, while crypto investors often think of gold as a competitor, the more important capital base is actually treasuries, which are worth over $30 trillion. 

To some extent, even a small reallocation from bonds to Bitcoin could make a big difference to market dynamics.

Bitwise Bitcoin holdings exceed 38,000 BTC

For Horsley and Bitwise, their money is where their mouth is, with current holdings exceeding 38,000 BTC, worth more than $4 billion. And more to the point, the firm is expecting further fund flows during the third quarter, in particular from treasury-oriented institutions that have said they are interested but have not made their purchases yet. 

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Horsley’s vision perfectly aligns with what market experts are also keeping an eye on in the changing world of ETF access, as over $31 trillion in U.S. wealth platforms are still unable to invest in spot Bitcoin products because of regulatory or policy restrictions.

For Horsley and Bitwise, it is clear that the goal is not just gold – it is the much bigger pool of money that is still sitting in bonds.



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June 13, 2025 0 comments
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My Virtual Avatar No Longer Looks Terrible in the Apple Vision Pro
Gaming Gear

My Virtual Avatar No Longer Looks Terrible in the Apple Vision Pro

by admin June 11, 2025


Remember Apple’s Vision Pro? That’s the $3,499 mixed reality headset the company launched early in 2024 that failed to garner much public interest. Apple has steamed ahead with updates for the platform over the past year, and soon there will be a new version upgrade: visionOS 26. (Apple announced at WWDC it was changing the way it named its operating systems to match the following year.)

I got a chance to try out a few of the new capabilities, but two stuck out to me more than the others. First is the upgrade to Personas. That’s the spatial avatar the headset creates based on your likeness using the onboard cameras. (You have to point the headset at your head and run through a setup process to create a Persona.) Last year, the first thing I heard when I joined Zoom meetings wearing the Vision Pro was laughter. My Persona was rigid, my hair looked matte—it just looked bad.

Apple has revamped the look and feel to make these 3D digital representations significantly better than before, with a much more natural and realistic design. You can even see the entire side view of the head. Hair textures are better, as are skin complexions. I set up my Persona without wearing glasses but was able to add virtual glasses in nearly the same style as my actual frames, and they didn’t clip or look wonky. (I recorded a little greeting through a third-party app, which you can see below.)

Don’t get me wrong, there’s still some uncanny valley going on here—the facial expressions and eye movements are quite rigid—but it’s leaps and bounds better than what debuted on the Vision Pro last year. You can use these Personas for video calls or when someone joins your virtual space remotely.

The other notable new feature in the operating system update is Widgets. You can place widgets around your home, like a Clock, Calendar, or Music widget, and they will always stay in the same places. Apple does this trick by creating a map of your home, which is privately stored on your AVP device. The headset will remember the locations of widgets even when you reboot it and glance around again.

I walked from one room to another wearing a Vision Pro headset and saw widgets galore placed around the room. The list of placeable widgets includes a digital photo frame that acts like a window in your virtual space; you can see more of the photo as you get closer to it.

It’s a neat idea—every time you put on your headset, you can whisk yourself away to a virtual living space or office of sorts and pin apps in specific places of the room, along with virtual calendars, clocks, music playback widgets, and more. You could have Safari pinned in your home office, then walk to your bedroom and pin Apple TV. Your entire virtual space can be set up ready to be exactly like your physical home.

What’s odd is just how comfortable Apple wants you to feel putting on a headset and walking around the home, interacting with spatial widgets and talking to people with a digitized version of your face.

When the Vision Pro first debuted, Apple was mocked for including a clip of a father capturing a spatial video with the headset as his two kids played in front of him. Whenever I wore the headset, my wife hated it. But Apple hasn’t changed its stance—it wants you to live in visionOS, even if you end up looking like Wade Watts in Ready Player One.



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June 11, 2025 0 comments
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Okay, Apple Vision Pro's 'Spatial Personas' Don't Look Like Trash Anymore
Gaming Gear

Okay, Apple Vision Pro’s ‘Spatial Personas’ Don’t Look Like Trash Anymore

by admin June 11, 2025


For the average person, $3,500 is still too much money for Apple Vision Pro. The price is even more exorbitant when you compare it to a $300 Quest 3S or $500 Quest 3 headset with similar VR and XR capabilities, though the visual fidelity and responsiveness are not on the same level. At WWDC 2025, Apple announced visionOS 26 with a slew of new features, including “spatial Personas,” widgets that you can anchor into your physical space like your walls, and a new spatial web browsing feature that converts 2D photos on websites into 3D ones. As genuinely cutting-edge as these features are (I kept saying “wow,” “whoa,” and “holy sh*t” my entire demo time), it still costs you three-and-a-half grand to experience them.

When Apple Vision Pro launched last year and then added spatial Personas—a 3D-generated avatar of yourself that can be used during FaceTime or in a virtual meeting—everybody laughed at them. Literally pointed and (in Nelson Muntz’s voice) Ha-Ha-ed at how comically bad they could look. Many people’s Personas had holes in the back of people’s heads, hair without volume, and skin tones that looked just a bit too bright and clinical. And despite resembling the uncanny valley, there was something just a bit off about them. Here’s what my Persona looked like at the time:

© Raymond Wong

I’m happy to report that spatial Personas are getting a, um, major facelift (pun intended). The capture process still involves holding the Vision Pro in front of you and using the cameras to 3D scan your face, but the detail of the avatar is so much more realistic. Here’s what my new spatial Persona looks like in visionOS 26:

There are still some imperfections (like the crookedness of my striped shirt), but my face—my god—it’s almost like staring into a mirror. My long hair part was rendered accurately, and when I smiled and laughed, my teeth, cheeks, and eyebrows moved more naturally as opposed to before, which was kind of stiff. My Persona no longer looks like a PS3 character. If you’re paying $3,500 for Vision Pro, your virtual self damn well better look more realistic than a console from almost 20 years ago!

Apple’s not saying what it did specifically to improve the quality of Personas (perhaps using more polygons?), but here’s what the press release says: “Taking advantage of industry-leading volumetric rendering and machine learning technology, the all-new Personas now have striking expressivity and sharpness, offering a full side profile view, and remarkably accurate hair, lashes, and complexion.”

The rest of my Vision Pro demo was comparably mind-blowing (as Vision Pro still tends to be), but it also further drove home the fact that you need to have deep pockets in order to enjoy visionOS 26. I saw various widgets—clocks, calendars, a Lady Gaga poster that I could pinch with my fingers to play music, and even a framed window with a #shotoniPhone panorama of Japan’s Mount Fuji that I could look “into.” The higher resolution of Vision Pro’s displays and the ability for the widgets to stay anchored or pinned on a wall without jittering or moving made them look very convincing as real objects. The only thing that broke the illusion was almost walking into walls trying to look more closely at the widgets.

I also tried out the new spatial browsing in Safari. When toggled on, it turns the browser window into a Reader-ish mode view that removes all of a website’s design and only shows the text and the media. As I scrolled down a page, 2D photos would convert into 3D ones with depth—Apple calls these “spatial scenes.” And man, do they look good. The depth isn’t like some cheapo 3D movie conversion. They look like they’re shot with expensive 3D cameras, and unlike most 3D content that has a certain sweet spot for feeling the depth, you can actually view them from different angles. It’s really neat.

Before I took the Vision Pro off my head, I was teleported to the shore and taken ski gliding via 360-degree videos. Apple says visionOS 26 can play native 180-degree and 360-degree videos from Insta360, GoPro, and Canon cameras. There’s no need to convert the video files into a compatible format for Vision Pro—they just work out of the box. While not as professional as Apple’s own “Immersive Video” content, this should at least get the ball rolling on expanding user-created content. It’s a baby step, but a necessary one considering one of the biggest roadblocks to the Vision Pro, besides the large price tag, is having enough spatial/immersive content for users to consume.

Apple didn’t have a demo for using PlayStation VR2 Sense controllers to play games in Vision Pro, but I’m sure I’ll get to try that out at some point. I have the controllers at home, so whenever that’s ready to go, I’ll give it a whirl.

I left my visionOS 26 demo impressed at the progress Apple’s making. Spatial computing is starting to take a more solid shape. I just wish Apple would drop the price on Vision Pro or hurry up and release a cheaper version so more people could try out this cutting-edge tech. I always feel like nobody believes me when I tell them how awesome Vision Pro and visionOS on a technological level. They just look at the price and stop listening, which is a real shame.



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June 11, 2025 0 comments
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Apple Didn't Design Controllers for the Vision Pro, but It Gave Us the Next Best Thing
Product Reviews

Apple Didn’t Design Controllers for the Vision Pro, but It Gave Us the Next Best Thing

by admin June 9, 2025


Apple’s bulky, powerful, occasionally beautiful, and way-too-expensive XR headset, the Vision Pro, is coming into the fold of Apple’s software ecosystem as well as the wider VR market. At WWDC25, Apple shared more info about this first step to a more mature “spatial” ecosystem with visionOS 26. The update should allow for easier controls with your eyes and—for the first time—actual controllers you can port from other headsets, like Sony’s PlayStation VR2.

While the rest of the Apple ecosystem is changing its look to match what was already on the Vision Pro, the look inside Apple’s headset isn’t changing much, despite the growth spurt from visionOS 2 to visionOS 26. The first big improvement is the introduction of eye-scrolling. It means users no longer have to pinch and drag to look through a web page or PDF. Apple’s “spatial computer” should instead use the headset’s eye-tracking to help you jump to where you want to be on the page. There are additional all-new widgets designed specifically for the Vision Pro. These are designed to be placed against a wall within AR space. They include a subtle 3D effect to make each widget appear like it was set into a wall. Another widget can act like a fake window to look out at a panorama photo you’ve taken with a phone. Apple is opening up its OS to support more 180- and 360-degree footage from companies like Insta360 and GoPro, which means you may have more access to 3D content than what Apple’s willing to share with users.

Apple tried to demonstrate what the new Personas look like compared to the old design. © Apple

One of the headlining features for the Apple Vision Pro was “Personas,” which were supposed to act as lip-synced 3D avatars for users talking over FaceTime or other supported apps. At launch, these had a waxy, dead-eyed appearance that was equal parts intriguing and off-putting. The new update could finally offer a more lifelike appearance, with more texture on users’ hair and eyes.

Currently, the Apple Vision Pro hand-tracking recognizes several gestures for navigating through apps. Most important to daily use has been the pinch, though a bare few apps could also recognize the orientation of your fists as if you were holding onto an invisible steering wheel. This isn’t anywhere close to enough for most VR games. Finally, the AVP will accept third-party controllers. First on the list are the Logitech pen for mixed reality art apps and the PlayStation VR2 Sense controllers. This should make it easier to use when you need pinpoint controls, like in drawing apps.

© Raymond Wong / Gizmodo

Apple suggested this “new class of games” available to AVP will include such heavy hitters as the pickleball simulator Pickle Pro. The introduction of third-party peripheral support could be a big deal—the headset tracks six degrees of freedom (DoF), and with vibration support, it could offer one of the more immersive VR experiences available. It also means we may finally get to experience more ports of other VR games. We can already imagine how nice it would be to get Steam Link working on a Vision Pro to play Half Life: Alyx on the relatively wide field of view with the twin 4K micro-OLED displays.

We shouldn’t feel too disappointed Apple didn’t craft its own first-party controllers; PlayStation’s VR2 Sense controllers are a solid option. The Apple Vision Pro sometimes feels like the red-headed stepchild of the Cupertino tech giant’s larger brand. It’s been around for more than a year, and it has improved significantly in the intervening months with every new update for visionOS 2 and onward. The latest updates to guest accounts made it a better device to share with people nearby. Plus, turning your Mac screen into an ultrawide monitor in AR space is both cool and surprisingly useful. What’s missing is pure content. Apple has produced numerous short- and long-form content viewable exclusively on the AVP, including a full-length biopic about Bono and small movies like Submerged. But for every bit of passive content that arrives on the platform, there has been a dearth of active content we mostly associate with VR and AR—especially gaming.



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June 9, 2025 0 comments
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