Latest news with #DeathStranding

ABC News
17 hours ago
- Entertainment
- ABC News
Why Death Stranding 2 is set in Australia and other things we learned speaking with Hideo Kojima
It's not every day you get to meet one of the most visionary storytellers in gaming — let alone sit across from him in a Sydney boardroom. But that's exactly what happened when I joined a small group of journalists to speak with Hideo Kojima, the legendary creator of Metal Gear Solid and Death Stranding . A genre-defying, post-apocalyptic epic about connection and isolation, Death Stranding cemented Kojima's reputation as gaming's great auteur. He was in town for the Sydney Film Festival, where he shared the stage with filmmaker George Miller ( Mad Max ) in a dream pairing of cinematic minds. With Death Stranding 2: On the Beach on the horizon, Kojima opened up about sequels, storytelling, and why Australia is the perfect place to end the world. Sam Bridges (Norman Reedus) treks across Australia in Death Stranding 2: On The Beach ( Supplies ) On why Death Stranding 2 is set in Australia Hideo Kojima: Death Stranding was based in North America, and we kind of recreated it from east to west — like going after gold back in those days. So I was thinking for DS2 , "What's a good continent that's similar to DS1 ?" Eurasia is too big. Africa might be too long. So I thought Australia would be a perfect fit. This is a game where Sam walks — he traverses. So you need a lot of things: great environments, desert, mountains. Animals as well. It's almost like a very specific area in the world that has its own animals, plants, species. That's another reason. But the real reason I selected Australia is this: usually when I decide on a location, I go location scouting. I go there to scan, or to do interviews-things like that. Last time, it was Iceland. It was great-but it was a little cold. So this time I thought, let's make it a little warmer-Australia. But then, no. The pandemic happened. On what inspired Death Stranding 2 Kojima: Sometimes I see movies and get ideas. But usually, it's just talking to people. Eating, walking, or maybe when I'm in the bath-I kind of come up with these ideas. It's almost like a disease, I call it, you know? "I'm imagining things all the time. Even when I'm talking with my family, in my head I'm in a totally different world." So even when I travel, I'm not working-but in my head, I'm always thinking about this stuff. When I talk to George Miller, he understands, because he has the same disease. He says, "I've been like this since I was a child — I've been imagining." A teacher once told George, "If you didn't imagine so much, your grades would go up." He told me that story. And I think for me, it's the same. I'm imagining things. I'm happy to be in this job because I'm free to imagine whatever I want. On the biggest difference between Death Stranding 1 and 2 Kojima: DS1 was a delivery game. It was the very first game of its kind. So I wanted players to understand it. Now people know this is a game about delivery, so I thought for DS2 , I would add more rhythm. More weapons and things you can use — and with that combination, you can now decide: do you battle, go stealth, or avoid? It's more like you have this rhythm, this beat, where you have the choice to change and decide. It's still a delivery game, but you can fight if you want. "So the recommendation is: don't go back to DS1 after you play DS2. You should play DS1, then go straight into DS2." On the hazards of over-connectivity and digital overload Kojima: During the pandemic, everyone got so isolated in real life. It was almost like Death Stranding . The world of Death Stranding came out three months before the pandemic. But we had the internet. It wasn't like the Spanish Flu — they didn't have that. During our pandemic, we could order things online. We could work online. We could connect via Zoom. Even concerts — they did live concerts on the internet. Society kind of shifted to being very digital. Even Kojima Productions had to do that-everyone was working remotely. But I felt that during the pandemic, the direction of the world was heading further and further into digital. And I thought-is that really good? When we were animals, we were born in the ocean. In the water. But we came out, moved to land, and became human. So I think everything on the internet — too much of it-is not healthy. Especially in the digital society we have today. George Miller provides a motion capture performance for Death Stranding 2's Tarman On casting famous filmmakers in his games Kojima: Okay, I'll tell you the truth. It's all people I like. "I want to work with people I like-people I respect, and who respect me back." Like, for instance, George-he's my god. And if I work with him, I'm really happy. But if I put my god in the game, I can't escape. I have to really make him perfect in the game. I can't forfeit that once I commit. On what idea lies at the heart of Death Stranding 2 Kojima: The apes created the stick. You see it in 2001: A Space Odyssey — they become human, but the first tool was a stick. The second was a rope, to pull something you like closer to you. That stick and rope led us to civilisation. With Death Stranding , I thought: if you look at all games, they're stick games. Even though you're connected online, like a big rope, you're still fighting over everything-with a stick. So in DS1 , I wanted to make a rope game. But looking at the world, you can't really connect everything with just the rope. That's one of the themes in DS2 . In the gameplay, you have a lot of weapons-and that has meaning too, in terms of the theme. On what you should feel playing Death Stranding 2 Kojima: I want you to use what you experienced in the game in your real life. Connecting people. Rope and stick. Isolation. Not just in Death Stranding , but when you go outside, I want you to feel something in your real world. And then when you turn the game off, go outside-you realise something different. You see a road, electricity, a bridge. Like the bridge here in Sydney. Someone made that. Someone who created that bridge might have passed away years ago, but you're connected to them. On what makes a great sequel Kojima: You know Ridley Scott's Alien ? It was so scary because you don't see the alien until the very end. Everyone wanted to buy that figure. But then, once you have that figure, it's not scary anymore. Same in Death Stranding . You had the handprints, the BTs come out-that was scary because you didn't know what was happening. But now you do know. So when you do a sequel, it's not scary anymore. "But with Aliens — James Cameron was so smart. He turned the movie from horror into action." DS2 is not 100% action, but it's more like that. You already know what Death Stranding is. So topping that — creating surprise in a world people already know — that was the biggest challenge in making the sequel. Death Stranding 2: On The Beach asks whetner connection is really worth it in a psot-pandemic world. On how the pandemic influenced development Kojima: DS2 is quite special because we had the pandemic-everyone experienced it. We couldn't meet face to face. I've been creating games my whole career, but DS2 was the most difficult challenge I've ever had. I know everyone went through similar things. We all experienced that — and we overcame it. So I think we're a little stronger now. I wanted to go one level higher because of that shared experience. So I created a game about connections. It got to a point where I almost gave up. But I came back. I reconnected-with myself, with this project. And that's another reason I'm doing this world tour now. I couldn't travel or meet people for the past five years. So I thought — it's about time. Angus Truskett presents Culture King, a weekly dive on all things pop culture on triple j Drive each Thursday afternoon.


The Hindu
a day ago
- Entertainment
- The Hindu
Death Stranding 2: On the Beach — The sequel delivers
The gaming industry seems stuck in an unending loop of repeating the formula of past successes, with few studios willing to try something new, for fear of upsetting shareholders. Which is why Death Stranding's open world was so different, strange and appealing — a walking simulator where one had to deliver packages across a pandemic-stricken landscape. The idea was unique and topical, coming out at the height of the COVID-19 outbreak, where humanity depended on delivery agents for daily essentials. Now, a few years later, Death Stranding 2 is here, and it dares once more to be different in every way, while retaining and building upon its signature of survival horror. After saving the world from annihilation, Sam Porter Bridges and his adopted daughter Lou have vanished, dropping off the grid following the events of the first game. Sam had reconnected a fractured United States, bridging isolated cities through a metaphysical network powered by the Beach, a liminal space between life and death, now used to fuel humanity's chiral tech. However, the sequel dares to ask, was that ever a good idea? Now, Sam and his companions are back in action. This time, they are crossing the vast and dangerous terrain of Australia, tasked once more with stitching together a world that may not want to be connected. Given how complex the worldbuilding and story is, it is highly recommended to start Death Stranding from the first game, specifically the Director's Cut version. No matter how well the marketing tries to recap the game, jumping directly On the Beach will not make any sense, leaving you confused instead of being able to enjoy this excellent game. Death Stranding 2 introduces new characters and ideas while expanding on the strange, symbolic world of the first game. At times, it feels like it is carefully walking in the footsteps of its predecessor, grounding you in the familiar, even as the story grows bolder and weirder. Yet there is a beautiful restraint at play. Beneath the cosmic bizarreness, the narrative remains rooted in what matters most: connection. It is a story about building bridges — across distances, death and broken relationships. At its heart is a powerful, tender exploration of parental love, one that dares to believe in healing a fractured world. It is hard to hype up a game that is about walking across the map, delivering packages to people stuck in vast and small shelters. There are no words to describe the nail-biting experience of balancing a tower of magnetic packages on your back, while hiking down a treacherous trail. If that was not enough, you have invisible ghosts known as BTs and rain that instantly ages you with every drop, eroding at your packages. Add to that high tech bandits and weird earthquakes, and making your delivery feels like a major accomplishment. You will be going well into the night with just another delivery, the gameplay loop is that good. Hideo Kojima, the game's director, has woven into the sequel a few tidbits for Metal Gear fans out there, from the Raiden-like mysterious Red Samurai to an equally mysterious character that looks like Solid Snake, with his signature bandanna. Whether a tongue-in-cheek barb to his former employers or a homage to his past work, they are a welcome addition. In addition to wading through its tar-filled story to deliver packages, Death Stranding 2 brings back the building elements. Where the first game required you to use materials to build roads to connect other players as well, (which is where the multiplayer aspect comes in). You build an elevated tramway to help you traverse long distances and rough terrain of Australia. There is definitely a Max Max vibe going on, so much so George Miller has a large part as a character and in part as a role model. Kojima wears his inspirations on his sleeve, you can even spot a bit of RRR in the storytelling themes and a cameo mission featuring S.S Rajamouli and his son SS Karthikeya. Death Stranding 2: On the Beach Publisher: Sony Developer: Kojima Productions Price: ₹4999 - Playstation 5 Horizon's Decima engine has been refined to produce photo-real landscapes that are quite treacherous this time round, with great weather effects that directly impact the player — from dust storms and lightning strikes, to earthquakes that displace rubble. On a clear day, the lighting is exceptional, and there were times I thought it was a well taken video I was playing through. Sound design is exceptional in Death Stranding 2, especially the adaptive music system, which changes the harmonics of the soundtrack based on what you do. In the opening scene itself, as you descend from a viewpoint towards your hideout, the track 'Minus Sixty One' from Woodkid gets more rousing as you get into the flow. But any misstep, and the tune falters, seeming to literally get back on track, as you find the right path. This is a first in gaming and given the soundtrack selection is excellent, kudos to the level of detail the artistes went through to create the extra material. The best part of the original Death Stranding is experiencing this weird walking simulator for the first time. Death Stranding 2: On the Beach understands that it will never be as good, but what it does do, is a fantastic job of upping the spectacle, survival horror and the challenge in its delivery systems. It stands out as an excellent game, with unique mechanics and excellent storytelling. Just make sure to jump into Death Stranding: Director's Cut before you tackle On The Beach, for a complete experience.


Time of India
a day ago
- Entertainment
- Time of India
Everything About DOOMS in Death Stranding 2
Image via: Sony Interactive Entertainment In Death Stranding 2: On the Beach, the mysterious ailment called DOOMS resurfaces with far more explicit narrative importance, connecting the destinies of its characters to the spectral realm referred to as the Beach. A shrouded phenomenon that transgresses the boundaries of life and death, DOOMS is more than just a superpower. It's a cross, a scourge that brands the gifted few with peril and power alike. The Origins of DOOMS The DOOMS condition that developed in the wake of the disastrous event known as the Death Stranding. This occurrence broke down the walls separating the living from the dead, creating the Beach, a liminal space where the departed remain in the Emilio V. Guadarrama DOOMS appear in some people, randomly selected, following this dimensional tear, connecting them permanently to this phantom realm. Death Stranding 2: 10 Things The Game DOESN'T TELL YOU What DOOMS Grants Those stricken by DOOMS possess extraordinary capabilities correlating with the level of their affliction. These adaptations can range from increased sensitivity to the existence of BTs, perception of or interaction with the Beach, to even radical physical mutations. by Taboola by Taboola Sponsored Links Sponsored Links Promoted Links Promoted Links You May Like Kartellamt rät zum Stromanbieterwechsel cheapenergy24 Mehr erfahren Undo Our protagonist, Sam Porter Bridges, has the unique ability to weaponize his blood and bodily fluids to repel BTs—a singular ability that further emphasizes his high DOOMS level. The Beach Connection: A Gateway to the Other Side The Beach isn't simply scenery in Death Stranding – it's a core part of the DOOMS condition. Those with this condition can catch a brief glimpse and walk through this dimension, providing us with unusual revelations about the cryptic wonders of mortality, temporality, and memorability. As DOOMS victims live in-between worlds, this permits them to perform as intermediaries in a world where the old guidelines are rendered ineffective. As we found out in Death Stranding 2, the relationship with the Beach is more intense than ever. Characters with DOOMS are not merely sensitive to it. They are tethered to it, corporeally and psychically. That connection will be key to untangling the new dangers hanging over our broken world. Death Stranding: Full Story Explained- EVERYTHING You Need To Know Before You Play Death Stranding 2 Chiralium and Timefall DOOMS also provides limited protection from environmental danger such as chiralium and timefall, byproducts of the Beach's impact on the real world. The life-draining effects humans tend to do just fine against quickly falling under the influences they create, but DOOMS afflicted can hold out for a time but not without consequence. Long-term exposure speeds up cognitive deterioration, which adds to the already heavy mental stressors they experience. Who Has DOOMS? Sam is the first and most well known DOOMS victim, but he's not the only one. Lou, the enigmatic child with dark connections to the Beach, and other characters revealed in Death Stranding 2 all exhibit clear signs of the condition to different extents. Each one reacts differently, further supporting the argument that DOOMS is not so much a mass disease as it is a continuum of changed humanity. Death Stranding 2 - 12 Things To Do First | Best Early Rewards As seen in-game during Death Stranding 2In this way, DOOMS is both a narrative device and a philosophical allegory. It gives heroes incredible abilities, but those powers are riddled with trauma, loss and loneliness. As the line between the living and the dead fades further into oblivion, DOOMS teaches us that true power almost always requires a sacrifice and that, sometimes, living is the deadliest debt of all. Game On Season 1 continues with Mirabai Chanu's inspiring story. Watch Episode 2 here.


Time of India
a day ago
- Time of India
How to use the Odradek in Death Stranding 2?
(Image via Kojima) Lost in the brutal, mysterious world of Death Stranding 2 ? The Odradek is your best friend. Whether you're delivering crucial cargo across brutal terrain or trying to avoid creepy BTs, this little robotic scanner is basically your sixth sense. But if you're still spamming buttons, wondering what it actually does, don't worry, we've got you. Here's a quick guide on how to use the Odradek and survive the chaos. What Is the Odradek in Death Stranding 2? The Odradek is a fold-out scanner attached to Sam's suit that helps you interact with the world around you, whether it's spotting lost cargo, checking river depth, or detecting invisible BTs lurking in the mist. It's been around since Death Stranding (2019), and Kojima clearly knew it was too good to ditch. Death Stranding 2 - Early Game Stealth Mechanics Tutorial (Bandits) How to Use Odradek in Death Stranding 2 ? To use the Odradek, you just need to press the R1 button. That's it. Once you press R1, the Odradek sends out a pulse that scans the surrounding area. Everything valuable or dangerous around you will light up or show symbols.. What Can the Odradek Show You in Death Stranding 2? Here are some things that the Odradek can help you scan and see in Death Stranding 2: 1. Lost Cargo & Materials See something glowing or icon-y after your scan? That's your cue. The Odradek flags dropped cargo, crafting materials, and useful objects nearby. If you're all about completing deliveries or boosting your rep, this scanner makes sure nothing slips through the cracks. 2. Water Depth Warnings Crossing rivers in Death Stranding 2 is a whole situation, and the Odradek makes it manageable: Blue Circle : Chill. You can walk through without drama. Yellow Square : Walkable but risky. Brace with L2 + R2. Red Square : Don't even try. You'll get swept away and cry over drowned cargo. 3. Dangerous Terrain Alerts Heading into rocky zones or sketchy slopes? Odradek marks them red to scream 'DANGER.' It's not being dramatic. Slipping, falling, or losing balance mid-delivery can ruin your day (and your rank). If you must pass through, hold L2 + R2 to keep your balance. Or be smart and find a detour. How to Use Odradek to Detect BTs in Death Stranding 2 ? Here's where it gets real. BTs (Beached Things) are invisible, creepy, and deadly. But the Odradek has a way of sniffing them out: Stand still, then scan. The Odradek will twitch, spin, or point toward the closest BT. Pair this with BB's reactions (look for stress spikes or panicked cries) and the spooky visuals (floating junk, tar on the ground), and you've got a radar system for ghost monsters. Pro tip : Scanning while moving messes up detection. Stand your ground if you want accurate BT locations. Odradek isn't just a cool gadget; it's your survival sidekick. Use it often , use it smartly . Whether you're sprinting across the map or sneaking past ghostly horrors, Odradek's got your back. Now go scan, survive, and deliver like a legend. Game On Season 1 continues with Mirabai Chanu's inspiring story. Watch Episode 2 here.


Time of India
2 days ago
- Entertainment
- Time of India
From epic films to video game avatar: SS Rajamouli levels up
The filmmaker and his son Karthikeya feature as characters in Hideo Kojima's highly anticipated sci-fi game, Death Stranding 2. Known for building immersive cinematic worlds, SS Rajamouli has now entered one crafted by someone else. Tired of too many ads? go ad free now The RRR filmmaker has made his digital debut as a video game character in Death Stranding 2: On the Beach, an upcoming action-adventure video game, developed by celebrated Japanese game designer Hideo Kojima. This is the first time a Telugu filmmaker is featured in an international video game, adding another notable first to Rajamouli's already illustrious career. Rajamouli appears as a character titled The Adventurer, while Karthikeya plays The Adventurer's Son. Their roles were first spotted by early-access players, generating buzz across both the gaming and film communities. Kojima had hinted at the collaboration in April by posting a photo with the duo on social media. Their association dates back to 2022, when Rajamouli met Kojima in Japan during the promotional tour of RRR. Interestingly, this isn't Rajamouli's first brush with gaming. His blockbuster fantasy epic was earlier adapted into a mobile strategy game titled Baahubali: The Game, but this is the first time he is stepping into the virtual world as a character himself. Inside the gaming universe that drew Rajamouli in Death Stranding is a surreal action-adventure franchise created by renowned Japanese game designer Hideo Kojima, best known for the Metal Gear Solid series. Set in a post-apocalyptic America, the game follows a lone courier tasked with reconnecting isolated communities after a mysterious cataclysmic event known as the 'Death Stranding.' Blending cinematic storytelling with gameplay, the franchise is known for its atmospheric world-building and philosophical themes. Tired of too many ads? go ad free now The upcoming instalment, Death Stranding 2: On the Beach, features actors Norman Reedus, Elle Fanning, and Léa Seydoux in lead roles. Kojima, widely regarded as one of the most visionary figures in gaming, has also created titles like Snatcher and Zone of the Enders. In 2014, he was honoured by UNESCO's Bradford City of Film with an award for Cinematography in Video Games, in recognition of his pioneering narrative approach. -TNN