Director Hideo Kojima acknowledges that while Death Stranding 2 will significantly differ from its predecessor, elements of the game’s combat system echo another of his acclaimed titles—Metal Gear Solid 5. In an interview featured in the latest edition of Edge magazine, Kojima reiterates that the sequel invokes a nostalgic sense akin to a contemporary version of the 2015 Metal Gear Solid. He states, “I felt that myself when I played the game,” emphasizing the parallels.
He draws a comparison between the experience of returning to Death Stranding 2‘s ship, the DHV Magellan, and revisiting the home base from Metal Gear Solid: “When you return to your bed on the Magellan, it’s the same feeling as returning to the plant in Metal Gear,” he explains.
Combat and Player Freedom in Death Stranding 2
Kojima reveals that Death Stranding 2 is designed to let players engage in combat more freely, paralleling the evolution seen in Metal Gear Solid 2, which streamlined the use of weapons. He highlights that developers were initially concerned about the game becoming overly reminiscent of the Metal Gear series but reassured that players aren’t required to use stealth: “I don’t even use stealth myself,” he stated.
The director’s goal for Death Stranding 2 is to sharpen the focus on combat, presenting players with a diverse set of strategies, including stealth inspired by Metal Gear Solid.
VR Challenges and Familiar Sounds
According to Edge, players can engage in VR challenges within Death Stranding 2 while stationed at bases, feeling reminiscent of Metal Gear Solid‘s iconic VR Missions. Additionally, some sound effects may strike a chord with fans of the Metal Gear franchise.
This isn’t the first instance of Kojima referencing Metal Gear Solid when discussing the sequel. He has previously remarked on the approach of introducing players to a gameplay mechanic in the first installment and subsequently offering more freedom in the sequel—much like the transition from stealth in Metal Gear Solid 1 to the more weapon-friendly mechanics in Metal Gear Solid 2. “It was the same for Death Stranding. There aren’t many games centered on delivery, so we first had to get people accustomed to it first,” he elaborated. “For the sequel, we wanted to allow players that want to fight to do so more freely.”
Kojima once expressed concerns about having “only 10 years” left to innovate, sharing that he provided his assistant with “a USB stick with all my ideas” as a sort of creative legacy.