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		<title><![CDATA[Metal Gear Forums - Death Stranding 2: On The Beach]]></title>
		<link>https://metalgearforums.com/</link>
		<description><![CDATA[Metal Gear Forums - https://metalgearforums.com]]></description>
		<pubDate>Sun, 25 Oct 2026 05:20:08 +0000</pubDate>
		<generator>MyBB</generator>
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			<title><![CDATA[Death Stranding 2 PC Release & PS5 Update]]></title>
			<link>https://metalgearforums.com/Thread-News-Death-Stranding-2-PC-Release-PS5-Update</link>
			<pubDate>Mon, 23 Mar 2026 20:25:20 +0100</pubDate>
			<dc:creator><![CDATA[<a href="https://metalgearforums.com/member.php?action=profile&uid=1">Dirty Duck</a>]]></dc:creator>
			<guid isPermaLink="false">https://metalgearforums.com/Thread-News-Death-Stranding-2-PC-Release-PS5-Update</guid>
			<description><![CDATA[<blockquote class="mycode_quote"><cite>Quote:</cite><br /><span style="font-size: large;" class="mycode_size">Check out the PC version launch trailer "No Rain, No Rainbow."</span><br /><br />Hello Porters. Jay Boor from Kojima Productions here and we’re 48 hours away from Death Stranding 2 being delivered to PC. To celebrate the moment, we have a new launch trailer debuting today that confirms new features for both the PC and PS5 editions of Death Stranding 2, edited by Hideo Kojima. <br /><span style="font-size: large;" class="mycode_size"><iframe width="560" height="315" src="//www.youtube-nocookie.com/embed/Yrgz3mPWMHg" frameborder="0" allowfullscreen="true"></iframe></span><br />For PC players just learning about Death Stranding 2, the game is a standalone sequel to Death Stranding, in which you step into the boots of Sam as he sets out on a brand-new adventure to connect both Mexico and Australia to the Chiral network and ultimately save humanity from extinction once again. <br />A Hideo Kojima game, Death Stranding 2 stars Norman Reedus, Léa Seydoux, Elle Fanning, Shioli Kutsuna, Troy Baker, Luca Marinelli, George Miller, Fatih Akin, Nicolas Winding Refn, Guillermo del Toro, Tommie Earl Jenkins, and Alissa Jung.<br />And now, onto to the newly announced features.<br /><a href="https://live.staticflickr.com/65535/55145461608_c74a2f86ea_k.jpg" target="_blank" rel="noopener" class="mycode_url"><span style="color: #3caeff;" class="mycode_color"><span style="font-size: 1pt;" class="mycode_size"><span style="font-family: SST, sans-serif;" class="mycode_font"><span style="text-decoration: underline;" class="mycode_u"><img src="https://live.staticflickr.com/65535/55145461608_c74a2f86ea_k.jpg" loading="lazy"  alt="[Image: 55145461608_c74a2f86ea_k.jpg]" class="mycode_img" /></span></span></span></span></a><br /><span style="font-size: large;" class="mycode_size">Get Wilder with new “to the wilder” mode and more</span><br />A brand-new challenge is coming to the PC version of Death Stranding 2. For those seeking the ultimate gameplay challenge to accompany the story, “to the wilder” mode tests your porter skills to the extreme in merciless environments filled with deadly enemies, and completing orders will require every ounce of ingenuity you can muster. Although there is no turning back once you embark upon this punishing journey, your reward will be a sense of satisfaction that is truly priceless, and you can expect genuine gratitude from the other porters you help.<br /><a href="https://live.staticflickr.com/65535/55145682720_186224e63b_k.jpg" target="_blank" rel="noopener" class="mycode_url"><img src="https://live.staticflickr.com/65535/55145682720_186224e63b_k.jpg" loading="lazy"  alt="[Image: 55145682720_186224e63b_k.jpg]" class="mycode_img" /></a><br />Sam can also access new fieldware including new bandanas which can be unlocked through the newly added “Trapped in a Strange Realm”; a VR training area where you can relive Sam’s epic confrontations with Neil.<br /><a href="https://live.staticflickr.com/65535/55145306286_b9aa36f926_k.jpg" target="_blank" rel="noopener" class="mycode_url"><img src="https://live.staticflickr.com/65535/55145306286_b9aa36f926_k.jpg" loading="lazy"  alt="[Image: 55145306286_b9aa36f926_k.jpg]" class="mycode_img" /></a><br />Porters can also expect to see visits from the Chiral Feline in the private room aboard the DHV Magellan, new additions – including the Chiral Feline – to Photo Mode. <br /><a href="https://live.staticflickr.com/65535/55145682700_0600e2be6d_k.jpg" target="_blank" rel="noopener" class="mycode_url"><img src="https://live.staticflickr.com/65535/55145682700_0600e2be6d_k.jpg" loading="lazy"  alt="[Image: 55145682700_0600e2be6d_k.jpg]" class="mycode_img" /></a><br />We’re happy to confirm that all these content additions will be coming to the PlayStation 5 version of the game at the same time. <br /><a href="https://live.staticflickr.com/65535/55145306291_1cb6e84785_k.jpg" target="_blank" rel="noopener" class="mycode_url"><img src="https://live.staticflickr.com/65535/55145306291_1cb6e84785_k.jpg" loading="lazy"  alt="[Image: 55145306291_1cb6e84785_k.jpg]" class="mycode_img" /></a><br />Thanks to our friends at Nixxes Software, features exclusive to the PC version include full integration with Nvidia’s DLSS, AMD’s FSR and Intel’s XeSS and upscaling and frame generation technologies as well as uncapped frame rates in gameplay and customised graphical settings1, super-ultrawide (32:9) support for gameplay, with standard ultrawide (21:9) support for in-game cut scenes2, full mouse and keyboard support with custom keybind mapping, full DualSense controller integration, with haptic feedback, adaptive trigger functionality3, and Spatial Sound Support4. Standard ultrawide (21:9) support will also be made available for the PS5 version.<br />Additionally, players on PC with high-end PC hardware will have the additional option to enable Ray Tracing on Reflections and Ambient Occlusion via additional settings. When enabled, ray-traced reflections are applied on surfaces such as water and tar, while ray-traced ambient occlusion applies ambient lighting affects to scenes, resulting in more realistic shadows in crevices, corners, and between objects. These additional PC options are aimed at players with powerful hardware that want to push visual fidelity beyond the “Very High” graphics settings the game already offers. Though would like to note that Ray Tracing is not part of the minimum or recommended specifications for the core experience and is not required to enjoy the game as intended.<br />And let’s not forget, Porters who connect their account also get unique in-game design patches for backpack customization and an exclusive suit inspired by the PlayStation logo. PS5 players will also receive PlayStation Connection Bonuses on PC launch day as a game update as well.<br /><a href="https://live.staticflickr.com/65535/55145855164_40c190b5b4_k.jpg" target="_blank" rel="noopener" class="mycode_url"><img src="https://live.staticflickr.com/65535/55145855164_40c190b5b4_k.jpg" loading="lazy"  alt="[Image: 55145855164_40c190b5b4_k.jpg]" class="mycode_img" /></a><br /></blockquote>
<br /><a href="https://blog.playstation.com/2026/03/17/death-stranding-2-new-pc-ps5-features-detailed-live-march-19/" target="_blank" rel="noopener" class="mycode_url">https://blog.playstation.com/2026/03/17/...-march-19/</a><br /><br />Bit slow on posting about this but it's cool that we've got some new features on the PS5 thanks to this. It makes the incredibly slow pace I've been working through it worth it!<br /><br />One thing I was hoping would get added back once the PC release came along was the memory chips. I really enjoyed finding them in the first game and I enjoyed reading the little entries about films, music, motorbikes, and action figures. It just added another strange element to the game which I really liked. I get a kick out of someone telling me about a film and me being like oh yeah I've been meaning to watch that since finding a memory chip in Death Stranding.]]></description>
			<content:encoded><![CDATA[<blockquote class="mycode_quote"><cite>Quote:</cite><br /><span style="font-size: large;" class="mycode_size">Check out the PC version launch trailer "No Rain, No Rainbow."</span><br /><br />Hello Porters. Jay Boor from Kojima Productions here and we’re 48 hours away from Death Stranding 2 being delivered to PC. To celebrate the moment, we have a new launch trailer debuting today that confirms new features for both the PC and PS5 editions of Death Stranding 2, edited by Hideo Kojima. <br /><span style="font-size: large;" class="mycode_size"><iframe width="560" height="315" src="//www.youtube-nocookie.com/embed/Yrgz3mPWMHg" frameborder="0" allowfullscreen="true"></iframe></span><br />For PC players just learning about Death Stranding 2, the game is a standalone sequel to Death Stranding, in which you step into the boots of Sam as he sets out on a brand-new adventure to connect both Mexico and Australia to the Chiral network and ultimately save humanity from extinction once again. <br />A Hideo Kojima game, Death Stranding 2 stars Norman Reedus, Léa Seydoux, Elle Fanning, Shioli Kutsuna, Troy Baker, Luca Marinelli, George Miller, Fatih Akin, Nicolas Winding Refn, Guillermo del Toro, Tommie Earl Jenkins, and Alissa Jung.<br />And now, onto to the newly announced features.<br /><a href="https://live.staticflickr.com/65535/55145461608_c74a2f86ea_k.jpg" target="_blank" rel="noopener" class="mycode_url"><span style="color: #3caeff;" class="mycode_color"><span style="font-size: 1pt;" class="mycode_size"><span style="font-family: SST, sans-serif;" class="mycode_font"><span style="text-decoration: underline;" class="mycode_u"><img src="https://live.staticflickr.com/65535/55145461608_c74a2f86ea_k.jpg" loading="lazy"  alt="[Image: 55145461608_c74a2f86ea_k.jpg]" class="mycode_img" /></span></span></span></span></a><br /><span style="font-size: large;" class="mycode_size">Get Wilder with new “to the wilder” mode and more</span><br />A brand-new challenge is coming to the PC version of Death Stranding 2. For those seeking the ultimate gameplay challenge to accompany the story, “to the wilder” mode tests your porter skills to the extreme in merciless environments filled with deadly enemies, and completing orders will require every ounce of ingenuity you can muster. Although there is no turning back once you embark upon this punishing journey, your reward will be a sense of satisfaction that is truly priceless, and you can expect genuine gratitude from the other porters you help.<br /><a href="https://live.staticflickr.com/65535/55145682720_186224e63b_k.jpg" target="_blank" rel="noopener" class="mycode_url"><img src="https://live.staticflickr.com/65535/55145682720_186224e63b_k.jpg" loading="lazy"  alt="[Image: 55145682720_186224e63b_k.jpg]" class="mycode_img" /></a><br />Sam can also access new fieldware including new bandanas which can be unlocked through the newly added “Trapped in a Strange Realm”; a VR training area where you can relive Sam’s epic confrontations with Neil.<br /><a href="https://live.staticflickr.com/65535/55145306286_b9aa36f926_k.jpg" target="_blank" rel="noopener" class="mycode_url"><img src="https://live.staticflickr.com/65535/55145306286_b9aa36f926_k.jpg" loading="lazy"  alt="[Image: 55145306286_b9aa36f926_k.jpg]" class="mycode_img" /></a><br />Porters can also expect to see visits from the Chiral Feline in the private room aboard the DHV Magellan, new additions – including the Chiral Feline – to Photo Mode. <br /><a href="https://live.staticflickr.com/65535/55145682700_0600e2be6d_k.jpg" target="_blank" rel="noopener" class="mycode_url"><img src="https://live.staticflickr.com/65535/55145682700_0600e2be6d_k.jpg" loading="lazy"  alt="[Image: 55145682700_0600e2be6d_k.jpg]" class="mycode_img" /></a><br />We’re happy to confirm that all these content additions will be coming to the PlayStation 5 version of the game at the same time. <br /><a href="https://live.staticflickr.com/65535/55145306291_1cb6e84785_k.jpg" target="_blank" rel="noopener" class="mycode_url"><img src="https://live.staticflickr.com/65535/55145306291_1cb6e84785_k.jpg" loading="lazy"  alt="[Image: 55145306291_1cb6e84785_k.jpg]" class="mycode_img" /></a><br />Thanks to our friends at Nixxes Software, features exclusive to the PC version include full integration with Nvidia’s DLSS, AMD’s FSR and Intel’s XeSS and upscaling and frame generation technologies as well as uncapped frame rates in gameplay and customised graphical settings1, super-ultrawide (32:9) support for gameplay, with standard ultrawide (21:9) support for in-game cut scenes2, full mouse and keyboard support with custom keybind mapping, full DualSense controller integration, with haptic feedback, adaptive trigger functionality3, and Spatial Sound Support4. Standard ultrawide (21:9) support will also be made available for the PS5 version.<br />Additionally, players on PC with high-end PC hardware will have the additional option to enable Ray Tracing on Reflections and Ambient Occlusion via additional settings. When enabled, ray-traced reflections are applied on surfaces such as water and tar, while ray-traced ambient occlusion applies ambient lighting affects to scenes, resulting in more realistic shadows in crevices, corners, and between objects. These additional PC options are aimed at players with powerful hardware that want to push visual fidelity beyond the “Very High” graphics settings the game already offers. Though would like to note that Ray Tracing is not part of the minimum or recommended specifications for the core experience and is not required to enjoy the game as intended.<br />And let’s not forget, Porters who connect their account also get unique in-game design patches for backpack customization and an exclusive suit inspired by the PlayStation logo. PS5 players will also receive PlayStation Connection Bonuses on PC launch day as a game update as well.<br /><a href="https://live.staticflickr.com/65535/55145855164_40c190b5b4_k.jpg" target="_blank" rel="noopener" class="mycode_url"><img src="https://live.staticflickr.com/65535/55145855164_40c190b5b4_k.jpg" loading="lazy"  alt="[Image: 55145855164_40c190b5b4_k.jpg]" class="mycode_img" /></a><br /></blockquote>
<br /><a href="https://blog.playstation.com/2026/03/17/death-stranding-2-new-pc-ps5-features-detailed-live-march-19/" target="_blank" rel="noopener" class="mycode_url">https://blog.playstation.com/2026/03/17/...-march-19/</a><br /><br />Bit slow on posting about this but it's cool that we've got some new features on the PS5 thanks to this. It makes the incredibly slow pace I've been working through it worth it!<br /><br />One thing I was hoping would get added back once the PC release came along was the memory chips. I really enjoyed finding them in the first game and I enjoyed reading the little entries about films, music, motorbikes, and action figures. It just added another strange element to the game which I really liked. I get a kick out of someone telling me about a film and me being like oh yeah I've been meaning to watch that since finding a memory chip in Death Stranding.]]></content:encoded>
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			<title><![CDATA[Kojima concerned about DS2’s positive reception]]></title>
			<link>https://metalgearforums.com/Thread-News-Kojima-concerned-about-DS2%E2%80%99s-positive-reception</link>
			<pubDate>Thu, 12 Jun 2025 16:52:44 +0200</pubDate>
			<dc:creator><![CDATA[<a href="https://metalgearforums.com/member.php?action=profile&uid=1">Dirty Duck</a>]]></dc:creator>
			<guid isPermaLink="false">https://metalgearforums.com/Thread-News-Kojima-concerned-about-DS2%E2%80%99s-positive-reception</guid>
			<description><![CDATA[<iframe width="560" height="315" src="//www.youtube-nocookie.com/embed/kOygCKsTMP0" frameborder="0" allowfullscreen="true"></iframe><br /><br />Hilarious that he’s publicly saying he wishes a lower percentage of players enjoyed the game. Classic Kojima. But I do get where he’s coming from. Death Stranding was a divisive experience and not everyone loved it. If more people prefer the second it <span style="font-style: italic;" class="mycode_i">could</span> mean it’s a more mainstream and less experimental experience. I won’t lie it is something that’s crossed my mind. I have a feeling combat is going to be more of a focus in Death Stranding 2 for whatever reason but I do hope that it’s not too massive of a departure from the idea of the original-just an elevated sequel.]]></description>
			<content:encoded><![CDATA[<iframe width="560" height="315" src="//www.youtube-nocookie.com/embed/kOygCKsTMP0" frameborder="0" allowfullscreen="true"></iframe><br /><br />Hilarious that he’s publicly saying he wishes a lower percentage of players enjoyed the game. Classic Kojima. But I do get where he’s coming from. Death Stranding was a divisive experience and not everyone loved it. If more people prefer the second it <span style="font-style: italic;" class="mycode_i">could</span> mean it’s a more mainstream and less experimental experience. I won’t lie it is something that’s crossed my mind. I have a feeling combat is going to be more of a focus in Death Stranding 2 for whatever reason but I do hope that it’s not too massive of a departure from the idea of the original-just an elevated sequel.]]></content:encoded>
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			<title><![CDATA[2025 Death Stranding 2 World Tour]]></title>
			<link>https://metalgearforums.com/Thread-2025-Death-Stranding-2-World-Tour</link>
			<pubDate>Thu, 15 May 2025 06:56:16 +0200</pubDate>
			<dc:creator><![CDATA[<a href="https://metalgearforums.com/member.php?action=profile&uid=16">tako</a>]]></dc:creator>
			<guid isPermaLink="false">https://metalgearforums.com/Thread-2025-Death-Stranding-2-World-Tour</guid>
			<description><![CDATA[Kojima has announced a new world tour for Death Stranding 2.<br />I missed the DS1 tour, but I´m hoping it will be something like the MGS4 tour, with presentation and signing.<br /><br />Locations and dates:<br /><br />6/8 Los Angeles<br />6/14 Sydney<br />6/26 Tokyo<br />6/28 Paris<br />6/30 London<br />7/4 Seoul<br />7/6 Taipei<br />7/9 Hong Kong<br />7/12 Shanghai<br />August Riyadh <br />October São Paulo<br />November Lucca]]></description>
			<content:encoded><![CDATA[Kojima has announced a new world tour for Death Stranding 2.<br />I missed the DS1 tour, but I´m hoping it will be something like the MGS4 tour, with presentation and signing.<br /><br />Locations and dates:<br /><br />6/8 Los Angeles<br />6/14 Sydney<br />6/26 Tokyo<br />6/28 Paris<br />6/30 London<br />7/4 Seoul<br />7/6 Taipei<br />7/9 Hong Kong<br />7/12 Shanghai<br />August Riyadh <br />October São Paulo<br />November Lucca]]></content:encoded>
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			<title><![CDATA[Original song by Caroline Polachek to feature in DS2]]></title>
			<link>https://metalgearforums.com/Thread-News-Original-song-by-Caroline-Polachek-to-feature-in-DS2</link>
			<pubDate>Mon, 12 May 2025 10:59:22 +0200</pubDate>
			<dc:creator><![CDATA[<a href="https://metalgearforums.com/member.php?action=profile&uid=1">Dirty Duck</a>]]></dc:creator>
			<guid isPermaLink="false">https://metalgearforums.com/Thread-News-Original-song-by-Caroline-Polachek-to-feature-in-DS2</guid>
			<description><![CDATA[<blockquote class="mycode_quote"><cite>Kojima Wrote:</cite>I was listening to Caroline Polachek last year and became a big fan of hers. After I put that on my Instagram, she contacted me, and then we DM’d. We kept in touch and eventually met up in Paris, and that’s when she told me she wanted to write a new song for Death Stranding 2. She works very fast. You heard her song when you saw the Plate Gate – it’s called “On the Beach”.</blockquote><a href="https://www.videogameschronicle.com/features/hideo-kojima-thinks-on-the-beach-could-be-death-stranding-2s-mgs2-moment-and-i-agree/" target="_blank" rel="noopener" class="mycode_url">https://www.videogameschronicle.com/feat...d-i-agree/</a><br />
<br />
[twitter]https://x.com/PopCrave/status/1856009595463807282[/twitter]<br />
<br />
Pop star Caroline Polachek has made an original song for DS2: On The Beach. She's a favourite artist of mine and after watching Kojima very quickly become obsessed with her, then interact with her on social media, and then eventually meet up with her I hoped this was what was happening or that she had at the very least been scanned (inb4 the Stefanie Joosten feetscan video is posted in reply to this. I want her scanned <span style="font-style: italic;" class="mycode_i">platonically.</span>). <br />
Some of you may remember how exciting it was for me when that photo of Kojima and Grimes together happened around MGSV's release. Despite this being that tenfold I feel my excitement is at a similar level. I feel this shows growth?<br />
<br />
For anyone who doesn't know her this is her most popular song:<br />
<iframe width="560" height="315" src="//www.youtube-nocookie.com/embed/sn3cHUtNZKo" frameborder="0" allowfullscreen="true"></iframe><br />
<br />
And here is the song of hers that Kojima has used the most on his instagram posts and stories (and he's used it a lot):<br />
<iframe width="560" height="315" src="//www.youtube-nocookie.com/embed/-YBP-D6vQIA" frameborder="0" allowfullscreen="true"></iframe><br />
<br />
I think you can find it online thanks to the gameplay previews but I'm going to wait to hear it in game next month. Hope it's a banger 🤞]]></description>
			<content:encoded><![CDATA[<blockquote class="mycode_quote"><cite>Kojima Wrote:</cite>I was listening to Caroline Polachek last year and became a big fan of hers. After I put that on my Instagram, she contacted me, and then we DM’d. We kept in touch and eventually met up in Paris, and that’s when she told me she wanted to write a new song for Death Stranding 2. She works very fast. You heard her song when you saw the Plate Gate – it’s called “On the Beach”.</blockquote><a href="https://www.videogameschronicle.com/features/hideo-kojima-thinks-on-the-beach-could-be-death-stranding-2s-mgs2-moment-and-i-agree/" target="_blank" rel="noopener" class="mycode_url">https://www.videogameschronicle.com/feat...d-i-agree/</a><br />
<br />
[twitter]https://x.com/PopCrave/status/1856009595463807282[/twitter]<br />
<br />
Pop star Caroline Polachek has made an original song for DS2: On The Beach. She's a favourite artist of mine and after watching Kojima very quickly become obsessed with her, then interact with her on social media, and then eventually meet up with her I hoped this was what was happening or that she had at the very least been scanned (inb4 the Stefanie Joosten feetscan video is posted in reply to this. I want her scanned <span style="font-style: italic;" class="mycode_i">platonically.</span>). <br />
Some of you may remember how exciting it was for me when that photo of Kojima and Grimes together happened around MGSV's release. Despite this being that tenfold I feel my excitement is at a similar level. I feel this shows growth?<br />
<br />
For anyone who doesn't know her this is her most popular song:<br />
<iframe width="560" height="315" src="//www.youtube-nocookie.com/embed/sn3cHUtNZKo" frameborder="0" allowfullscreen="true"></iframe><br />
<br />
And here is the song of hers that Kojima has used the most on his instagram posts and stories (and he's used it a lot):<br />
<iframe width="560" height="315" src="//www.youtube-nocookie.com/embed/-YBP-D6vQIA" frameborder="0" allowfullscreen="true"></iframe><br />
<br />
I think you can find it online thanks to the gameplay previews but I'm going to wait to hear it in game next month. Hope it's a banger 🤞]]></content:encoded>
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			<title><![CDATA[Low Roar in Death Stranding 2]]></title>
			<link>https://metalgearforums.com/Thread-Low-Roar-in-Death-Stranding-2</link>
			<pubDate>Sun, 11 May 2025 19:22:05 +0200</pubDate>
			<dc:creator><![CDATA[<a href="https://metalgearforums.com/member.php?action=profile&uid=16">tako</a>]]></dc:creator>
			<guid isPermaLink="false">https://metalgearforums.com/Thread-Low-Roar-in-Death-Stranding-2</guid>
			<description><![CDATA[I was hoping for it but there hasn´t been anything official yet. This seems hopeful. Hearing Low Roar in DS2 is gonna break me.<br /><br /><img src="https://i.postimg.cc/XJRY7zRC/ef92b087-af86-4037-af57-38519a142c38.jpg" loading="lazy"  alt="[Image: ef92b087-af86-4037-af57-38519a142c38.jpg]" class="mycode_img" />]]></description>
			<content:encoded><![CDATA[I was hoping for it but there hasn´t been anything official yet. This seems hopeful. Hearing Low Roar in DS2 is gonna break me.<br /><br /><img src="https://i.postimg.cc/XJRY7zRC/ef92b087-af86-4037-af57-38519a142c38.jpg" loading="lazy"  alt="[Image: ef92b087-af86-4037-af57-38519a142c38.jpg]" class="mycode_img" />]]></content:encoded>
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			<title><![CDATA[Death Stranding 2 30hrs previews]]></title>
			<link>https://metalgearforums.com/Thread-Death-Stranding-2-30hrs-previews</link>
			<pubDate>Thu, 08 May 2025 12:51:12 +0200</pubDate>
			<dc:creator><![CDATA[<a href="https://metalgearforums.com/member.php?action=profile&uid=19">NateDog</a>]]></dc:creator>
			<guid isPermaLink="false">https://metalgearforums.com/Thread-Death-Stranding-2-30hrs-previews</guid>
			<description><![CDATA[<a href="https://www.eurogamer.net/the-big-death-stranding-2-preview-how-a-big-dollop-of-metal-gear-is-expanding-kojimas-bizarre-epic" target="_blank" rel="noopener" class="mycode_url">https://www.eurogamer.net/the-big-death-...zarre-epic</a><br /><br />Seems like a lot of outlets were invited to preview but this is quite a detailed one which lasted 30 hours for Ed Nightingale. I won't quote all of it as it is worth a click but here are a few snippets, including a fair few comments regarding certain Metal Gear similarities (even from Kojima himself). <br /><br /><a href="https://press-start.com.au/previews/2025/05/08/death-stranding-2-on-the-beach-hands-on-preview-successful-delivery/" target="_blank" rel="noopener" class="mycode_url">Press-Start</a><br /><a href="https://www.ign.com/articles/we-played-30-hours-of-death-stranding-2-on-the-beach" target="_blank" rel="noopener" class="mycode_url">IGN</a><br /><a href="https://www.gamespot.com/articles/i-played-30-hours-of-death-stranding-2-and-i-cant-wait-to-do-it-all-again/1100-6531384/" target="_blank" rel="noopener" class="mycode_url">GameSpot</a><br /><a href="https://gameinformer.com/preview/2025/05/08/death-stranding-2s-new-progression-systems-encourage-flexibility-and-reward" target="_blank" rel="noopener" class="mycode_url">Game Informer</a><br /><br /><blockquote class="mycode_quote"><cite>Quote:</cite><br /><span style="font-size: large;" class="mycode_size"><span style="font-family: Gibson, -apple-system, BlinkMacSystemFont, 'Noto Sans', Helvetica, Arial, sans-serif;" class="mycode_font">The world is more dynamic and diverse, there are more options for asynchronous connection, and more opportunities for player expression. Gameplay is an evolution of the first, but there's so much more depth and texture now. Of the time I played, the vast majority was spent experimenting with gameplay systems rather than passively watching cutscenes - despite the prevalence of film production facilities in the studio hinting otherwise. How unlike Kojima!</span></span><br /></blockquote>
<br /><br /><br /><blockquote class="mycode_quote"><cite>Quote:</cite><br /><span style="font-size: large;" class="mycode_size">The game is still focused on taking cross-country delivery jobs through a hostile landscape for social media likes, stacking and balancing a load of boxes on your back, and dealing with momentum-based traversal at a slow and steady pace. Yet Kojima compared the transition between games as similar to that between Metal Gear Solids 1 and 2: where the first game had to introduce stealth gameplay for the first time, the second could build on it; likewise Death Stranding was the first delivery game but now it's been vastly expanded. To me, it feels similar to the difference between Breath of the Wild and Tears of the Kingdom - it's more of the same, but the added depth makes the first game feel primitive by comparison.</span><br /><span style="font-size: large;" class="mycode_size"><span style="font-family: Gibson, -apple-system, BlinkMacSystemFont, 'Noto Sans', Helvetica, Arial, sans-serif;" class="mycode_font">Let's start with environments: both the Mexican desert and the Australian outback are far more dynamic than America before thanks to extreme weather conditions. Sandstorms topple Sam over, intense rainfall leads to flooding, and earthquakes shake the ground and screen alike to send avalanches tumbling. There's more diversity too, from barren mountainous outcrops, to white sandy deserts, lush jungle, and moon-like rocky debris, all bathed in blinding sunlight or striking moonlight depending on the time of day (which can impact the temperature of your precious cargo). Plus, creating routes across the map will now signal specific hazards along the way to prepare for in advance. I do miss the rugged and melancholic Icelandic tundra that formed such a core part of the first game's identity, but it feels static by comparison. Here the changing landscape and lighting allow Kojima's cinematography to thrive: from the glare of sunset blooming behind ghostly silhouetted entities, to a giant moon overwhelming the sky lending space-age iconography to match his meeting rooms.</span></span><br /></blockquote>
<br /><br /><blockquote class="mycode_quote"><cite>Quote:</cite><br /><span style="font-size: large;" class="mycode_size">There's far more customisation this time around too: for Sam, for his backpack, and for vehicles. Sam naturally and explicitly levels up his abilities through use, be that increasing his stamina or his proficiency with different weapon types. Moreover, as his porter rank increases in different areas following the completion of each mission, new buffs are unlocked on a skill tree. For instance, more time in stealth will allow for buffs like better noise cancellation and enemy alerts, while more time in combat will unlock improved bullets and a better scanner range. It's RPG-lite, but it adds to the feeling of Sam being an extension of your playstyle and adapting to each mission.</span><br /><span style="font-size: large;" class="mycode_size"><span style="font-family: Gibson, -apple-system, BlinkMacSystemFont, 'Noto Sans', Helvetica, Arial, sans-serif;" class="mycode_font">Then there's backpack customisation, with Sam able to fabricate various attachments: extra ammo pouches, shields, and the like. This later extends to vehicles too. Not only was I able to add an arm to a truck that would automatically grab lost packages, I then attached machine guns to automatically shoot enemies as I drove through bases in tank-like fashion. After previously trudging through on foot, that felt particularly cathartic.</span></span><br /></blockquote>
<br /><blockquote class="mycode_quote"><cite>Quote:</cite><br /><span style="font-size: large;" class="mycode_size"><span style="font-family: Gibson, -apple-system, BlinkMacSystemFont, 'Noto Sans', Helvetica, Arial, sans-serif;" class="mycode_font">In many ways, Death Stranding 2 feels like Metal Gear Solid 6 - an extension of the open world design and smooth transition between stealth and combat the fifth game provided. Mexico and Australia are filled with enemy bases to infiltrate, with Sam able to sneak around for silent takedowns, or simply fire away with powerful weapons. He's given a whole load of options, from pistols and assault rifles and shotguns, to grenade launchers, a blood boomerang (we're in Australia, after all), and the return of my favourite rope-firing Bola Gun. Weapons are punchy and combat can be explosive, if a little easy.</span></span><br /></blockquote>
<br /><br /><blockquote class="mycode_quote"><cite>Quote:</cite><br /><span style="font-size: large;" class="mycode_size"><span style="font-family: Gibson, -apple-system, BlinkMacSystemFont, 'Noto Sans', Helvetica, Arial, sans-serif;" class="mycode_font">Combat against BTs, meanwhile, is more active this time. The previously invisible enemies are more visible now, not to mention the new Watcher type that can properly see Sam rather than sense him, resulting in some tense sneaking. And with plenty of weapon types to retaliate with, BT encounters are no longer a tedious lesson in holding your breath but shootouts against nightmarish visions. BTs may have lost some of their fear factor as a result, but when the rainfall comes Death Stranding 2 remains darkly atmospheric. As for bosses, I only fought a couple in my playtime and while they were fantastically surreal, I'm still waiting for that Psycho Mantis or The End moment.</span></span><br /><span style="font-size: large;" class="mycode_size"><span style="font-family: Gibson, -apple-system, BlinkMacSystemFont, 'Noto Sans', Helvetica, Arial, sans-serif;" class="mycode_font">The Metal Gear influence on combat, at least, was indirect. "There are so many people all over the world asking me to make another Metal Gear, so I added more options for combat," he said. "When I was working out those mechanics, I was a little worried because many of the staff that worked with me on Metal Gear still work here, and we kept saying to each other, 'Does this feel too much like Metal Gear?' It wasn't on purpose."</span></span><br /></blockquote>
<br /><br />There are a lot of things there that sound like it'll be more up my alley, although I do feel a bit for people that liked the unique nature of DS and didn't want it to become something closer to a more action-oriented game.]]></description>
			<content:encoded><![CDATA[<a href="https://www.eurogamer.net/the-big-death-stranding-2-preview-how-a-big-dollop-of-metal-gear-is-expanding-kojimas-bizarre-epic" target="_blank" rel="noopener" class="mycode_url">https://www.eurogamer.net/the-big-death-...zarre-epic</a><br /><br />Seems like a lot of outlets were invited to preview but this is quite a detailed one which lasted 30 hours for Ed Nightingale. I won't quote all of it as it is worth a click but here are a few snippets, including a fair few comments regarding certain Metal Gear similarities (even from Kojima himself). <br /><br /><a href="https://press-start.com.au/previews/2025/05/08/death-stranding-2-on-the-beach-hands-on-preview-successful-delivery/" target="_blank" rel="noopener" class="mycode_url">Press-Start</a><br /><a href="https://www.ign.com/articles/we-played-30-hours-of-death-stranding-2-on-the-beach" target="_blank" rel="noopener" class="mycode_url">IGN</a><br /><a href="https://www.gamespot.com/articles/i-played-30-hours-of-death-stranding-2-and-i-cant-wait-to-do-it-all-again/1100-6531384/" target="_blank" rel="noopener" class="mycode_url">GameSpot</a><br /><a href="https://gameinformer.com/preview/2025/05/08/death-stranding-2s-new-progression-systems-encourage-flexibility-and-reward" target="_blank" rel="noopener" class="mycode_url">Game Informer</a><br /><br /><blockquote class="mycode_quote"><cite>Quote:</cite><br /><span style="font-size: large;" class="mycode_size"><span style="font-family: Gibson, -apple-system, BlinkMacSystemFont, 'Noto Sans', Helvetica, Arial, sans-serif;" class="mycode_font">The world is more dynamic and diverse, there are more options for asynchronous connection, and more opportunities for player expression. Gameplay is an evolution of the first, but there's so much more depth and texture now. Of the time I played, the vast majority was spent experimenting with gameplay systems rather than passively watching cutscenes - despite the prevalence of film production facilities in the studio hinting otherwise. How unlike Kojima!</span></span><br /></blockquote>
<br /><br /><br /><blockquote class="mycode_quote"><cite>Quote:</cite><br /><span style="font-size: large;" class="mycode_size">The game is still focused on taking cross-country delivery jobs through a hostile landscape for social media likes, stacking and balancing a load of boxes on your back, and dealing with momentum-based traversal at a slow and steady pace. Yet Kojima compared the transition between games as similar to that between Metal Gear Solids 1 and 2: where the first game had to introduce stealth gameplay for the first time, the second could build on it; likewise Death Stranding was the first delivery game but now it's been vastly expanded. To me, it feels similar to the difference between Breath of the Wild and Tears of the Kingdom - it's more of the same, but the added depth makes the first game feel primitive by comparison.</span><br /><span style="font-size: large;" class="mycode_size"><span style="font-family: Gibson, -apple-system, BlinkMacSystemFont, 'Noto Sans', Helvetica, Arial, sans-serif;" class="mycode_font">Let's start with environments: both the Mexican desert and the Australian outback are far more dynamic than America before thanks to extreme weather conditions. Sandstorms topple Sam over, intense rainfall leads to flooding, and earthquakes shake the ground and screen alike to send avalanches tumbling. There's more diversity too, from barren mountainous outcrops, to white sandy deserts, lush jungle, and moon-like rocky debris, all bathed in blinding sunlight or striking moonlight depending on the time of day (which can impact the temperature of your precious cargo). Plus, creating routes across the map will now signal specific hazards along the way to prepare for in advance. I do miss the rugged and melancholic Icelandic tundra that formed such a core part of the first game's identity, but it feels static by comparison. Here the changing landscape and lighting allow Kojima's cinematography to thrive: from the glare of sunset blooming behind ghostly silhouetted entities, to a giant moon overwhelming the sky lending space-age iconography to match his meeting rooms.</span></span><br /></blockquote>
<br /><br /><blockquote class="mycode_quote"><cite>Quote:</cite><br /><span style="font-size: large;" class="mycode_size">There's far more customisation this time around too: for Sam, for his backpack, and for vehicles. Sam naturally and explicitly levels up his abilities through use, be that increasing his stamina or his proficiency with different weapon types. Moreover, as his porter rank increases in different areas following the completion of each mission, new buffs are unlocked on a skill tree. For instance, more time in stealth will allow for buffs like better noise cancellation and enemy alerts, while more time in combat will unlock improved bullets and a better scanner range. It's RPG-lite, but it adds to the feeling of Sam being an extension of your playstyle and adapting to each mission.</span><br /><span style="font-size: large;" class="mycode_size"><span style="font-family: Gibson, -apple-system, BlinkMacSystemFont, 'Noto Sans', Helvetica, Arial, sans-serif;" class="mycode_font">Then there's backpack customisation, with Sam able to fabricate various attachments: extra ammo pouches, shields, and the like. This later extends to vehicles too. Not only was I able to add an arm to a truck that would automatically grab lost packages, I then attached machine guns to automatically shoot enemies as I drove through bases in tank-like fashion. After previously trudging through on foot, that felt particularly cathartic.</span></span><br /></blockquote>
<br /><blockquote class="mycode_quote"><cite>Quote:</cite><br /><span style="font-size: large;" class="mycode_size"><span style="font-family: Gibson, -apple-system, BlinkMacSystemFont, 'Noto Sans', Helvetica, Arial, sans-serif;" class="mycode_font">In many ways, Death Stranding 2 feels like Metal Gear Solid 6 - an extension of the open world design and smooth transition between stealth and combat the fifth game provided. Mexico and Australia are filled with enemy bases to infiltrate, with Sam able to sneak around for silent takedowns, or simply fire away with powerful weapons. He's given a whole load of options, from pistols and assault rifles and shotguns, to grenade launchers, a blood boomerang (we're in Australia, after all), and the return of my favourite rope-firing Bola Gun. Weapons are punchy and combat can be explosive, if a little easy.</span></span><br /></blockquote>
<br /><br /><blockquote class="mycode_quote"><cite>Quote:</cite><br /><span style="font-size: large;" class="mycode_size"><span style="font-family: Gibson, -apple-system, BlinkMacSystemFont, 'Noto Sans', Helvetica, Arial, sans-serif;" class="mycode_font">Combat against BTs, meanwhile, is more active this time. The previously invisible enemies are more visible now, not to mention the new Watcher type that can properly see Sam rather than sense him, resulting in some tense sneaking. And with plenty of weapon types to retaliate with, BT encounters are no longer a tedious lesson in holding your breath but shootouts against nightmarish visions. BTs may have lost some of their fear factor as a result, but when the rainfall comes Death Stranding 2 remains darkly atmospheric. As for bosses, I only fought a couple in my playtime and while they were fantastically surreal, I'm still waiting for that Psycho Mantis or The End moment.</span></span><br /><span style="font-size: large;" class="mycode_size"><span style="font-family: Gibson, -apple-system, BlinkMacSystemFont, 'Noto Sans', Helvetica, Arial, sans-serif;" class="mycode_font">The Metal Gear influence on combat, at least, was indirect. "There are so many people all over the world asking me to make another Metal Gear, so I added more options for combat," he said. "When I was working out those mechanics, I was a little worried because many of the staff that worked with me on Metal Gear still work here, and we kept saying to each other, 'Does this feel too much like Metal Gear?' It wasn't on purpose."</span></span><br /></blockquote>
<br /><br />There are a lot of things there that sound like it'll be more up my alley, although I do feel a bit for people that liked the unique nature of DS and didn't want it to become something closer to a more action-oriented game.]]></content:encoded>
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			<title><![CDATA[The Beach - Main Chat]]></title>
			<link>https://metalgearforums.com/Thread-The-Beach-Main-Chat</link>
			<pubDate>Fri, 21 Mar 2025 10:45:17 +0100</pubDate>
			<dc:creator><![CDATA[<a href="https://metalgearforums.com/member.php?action=profile&uid=16">tako</a>]]></dc:creator>
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