
Sam – with companions by his side – sets out on a new journey to save humanity from extinction. Join them as they traverse a world beset by otherworldly enemies, obstacles and a haunting question: should we have connected?
Modeled estimate, not a reported figure. How we estimate →
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About
From legendary game creator Hideo Kojima comes an emotionally charged evolution of this genre-defying experience. In bringing this title to PC, KOJIMA PRODUCTIONS worked with Nixxes Software to deliver the definitive version of the critically acclaimed console release.
In the expansive open world of DEATH STRANDING 2: ON THE BEACH, countless areas with vastly different terrains and environments are seamlessly connected, and the changing time, weather and nature itself provide a variety of landscapes and challenges.
There are various obstacles that will prevent Sam from completing his mission. Face them head-on, sneak around, or completely avoid dangerous areas. Choose your approach to any situation.
Eleven months after the events of the original DEATH STRANDING, rejoin Sam and his companions on a new journey to save humanity from extinction and discover the answer to this haunting question: Should we have connected?
Join Sam for the next chapter of his journey as he attempts to connect Australia to the Chiral Network. Navigate a living environment through day and night cycles, natural disasters – including earthquakes, sandstorms and forest fires – and Timefall, a rain that instantly ages everything it touches.
To traverse this dangerous landscape, you’ll need to build new types of infrastructure, master specialized equipment and confront (or evade) the otherworldly creatures that roam the fractured world.
Face enigmatic Mech soldiers, as-yet unseen BTs and new boss types that will push Sam to his limits. As you prepare for each journey, you’ll be able to fabricate weapons like machine guns, shotguns and grenade launchers to deal with threats. Or, choose to avoid confrontation altogether with stealth – using decoy holograms, silent takedowns and long-ranged gear.
Through APAS enhancements, Sam can learn new skills that will improve his odds of survival, like enhanced weapon fire-rates or reduced movement noise to help him stay hidden.
The iconic Social Strand System of DEATH STRANDING returns to encourage asynchronous connection across the globe. Your in-game actions affect how other players interact with the world and vice-versa – so connect, collaborate and help your fellow Porters on their journeys.
Leave a “Like” on a useful bridge, donate resources to community projects, store field ware in shared lockers and finish incomplete deliveries as you stumble upon dropped cargo from other Porters. As you support other players on their journeys, your own reputation will grow, giving you access to valuable resources and new gear.
Full integration with NVIDIA’s DLSS, AMD’s FSR and Intel’s XeSS and upscaling and frame generation technologies, allowing you to reach higher output resolutions; enjoy crisp, high-fidelity visuals as you navigate and explore an expansive and unpredictable open world.¹
Benefit from the option of higher framerates as well as tailored graphic settings, for a wide range of hardware – supporting every delivery with solid performance.¹
Witness even more of this incredible world with panoramic, super-ultrawide (32:9) support for gameplay, with standard ultrawide (21:9) support for in-game cut scenes.²
Take control with full mouse and keyboard support to suit your play style. Personalize your gameplay further by mapping custom keybinds.
Feel the action with full DualSense controller integration. Seize the thrill of combat through haptic feedback, or maintain cargo weight distribution – and steady yourself – using innovative adaptive trigger functionality.³
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¹ Compatible PC and graphics card required.
² Compatible PC and display device required.
³ DualSense® controller and wired connection required to experience the full range of in-game controller features.
⁴ Supports 3D Audio via Dolby Access or DTS Sound Unbound, or Windows Sonic for headphones.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French*, Italian*, German*, Spanish - Spain*, Arabic, Czech, Dutch, Greek, Japanese*, Korean, Polish* +6 more
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Hours played at review time, across 612 reviews with recorded playtime.
Reviews
Themes across 610 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
The original Death Stranding was a game that really, honestly inspired deep change in me. To be kind to other people, to open up- To connect with others. To forgive. I had very deep trauma, and that game was the perfect remedy at the perfect time. When i heard a second game was coming, i started crying at just the announcement. Now, having finished the main story and continuing to keep on keeping on, reaching for that ever elusive 100%. And i don't 100% games as a rule of thumb; Death stranding is just that special to me. The gameplay is easier than the first game, perhaps to reflect the benefits that connectedness brings us, the world is as beautiful, if not more, than the original's. The music is just perfect, as always, and the story is.. way more personal than last time. Deals with loss, dealing with that pain. Coping with it. And it does it so well, i cried at multiple points during my journey across the Australian continent. This game is special. It is undoubtedly a work of art, and a great one at that. it is not for everyone, nothing ever is; but this is as close as it gets, with concessions made for people who wanted more action. I just.. wow.
游戏史上不可替代的作品,你可以说它奇怪,你可以说它无聊,但是不能说它不牛逼。第二代比第一代更能玩得下去,每段旅程都是感官的享受!如果你是个游戏玩家,千万不要错过本作。
在遊戲中拿了幾百萬個讚,當然也要在這邊讚一個
Игра не для всех! Но у меня игра вызывала только положительные эмоции! DEATH STRANDING 2 невероятно прекрасна. Она исправила все минусы первой части. Я привожу ее в пример как эталонную игру где все сделано качественно! По мимо одного из удобнейших на моей памяти управления и силы погружения в мир. Я был удивлен что не встретил багов, и то что игра оптимизирована. Я не знаю ни одной крупной игры которая работала так же хорошо!
Вигорів після 30 годин, втратив інтерес. Не знаю... Походу, ця частина здалась вже не такою новою/свіжою, як у свій час перша. Це, очевидно, гра, яку не треба сприймати на свій фейс-велью, а шукати щось більше в своїх діях і словах оточуючих персонажів, і я це розумію. Вона вміє комунікувати звичайні, зрозумілі, іноді потрібні тобі людяні речі і відчуття в мікромоментах, і це реально доставляє: від маленької власної перемоги на маршруті і мінімального визнання за свою допомогу до відчуття причетності до чогось більшого. Граючи, складається враження, наче граєш в щось, що було створено людиною для інших людей заради ідеї, а не просто щоб продати тобі товар (хоча і це теж, звісно). Але, чесно кажучи, в один момент мене просто почала напрягати вся ця артистичність, надмірна прямолінійність в словах персонажів, відсутність четвертої стіни, безкінечні монологи НПС-голограм і загальний вайб "геніальності" Кодзіми (якщо ви розумієте, про що). До купи до цього, сам геймплей переріс в монотонну рутину, яка не викликала складнощів чи викликів навіть на максимальній складності. Гра реально варта уваги в плані своїх катсцен, загальної історії і т. д., але, сорі, я краще подивлюсь це як кіно на ютубі.
我犹豫了很久,到底该给推荐还是不推荐。最后我觉得,答案取决于你来这里主要想得到什么。 [h3] 你要是希望以一种相对沉浸的方式体验人物和剧情,我不太推荐。 你要是冲着死亡搁浅的玩法而来,期待在一代的基础上探索新的世界、建设美丽土澳,那么我非常推荐。 [/h3] 很多人都知道,小岛秀夫在做第一部死亡搁浅时,把很大一部分重心放在了自我表达,以及对社会状态的观察上。一代在疫情前发售,却意外踩中了后来全世界共同经历的孤立、隔绝与重新连接。无论这种预见究竟有多少来自敏锐,又有多少来自巧合,它最后确实让这部作品获得了一层非常特殊的时代意义。到了第二部,小岛依然在讨论关系、情感与联结,同时把问题继续向前推进:人与人为什么需要连接?连接是否也会产生依赖、控制和新的隔绝?一个由网络、组织和系统维系的社会,究竟是在帮助人,还是逐渐替人决定一切? 这些命题都很好。我也一直认为,敢用这种规模的商业游戏承载如此个人化甚至小众的表达,本身就是死亡搁浅最珍贵的地方。 可惜,小岛秀夫至少在这部作品里,仍然没有展现出足够优秀的编剧能力。 我说的编剧能力,主要指如何把抽象概念转化成自然的戏剧节奏、人物行为和情感递进。你很难在死亡搁浅2的故事里感受到一种水到渠成的流向和情感波动,你会经常觉得“也行吧,但是真的很怪/很不顺”。大量关键信息都由其他角色直接讲给山姆听;一段剧情结束之后,甚至还会出现近似旁白总结的内容,来概括刚才发生了什么、这件事意味着什么。 游戏当然可以借用小说、电影、戏剧和音乐的表现手法。游戏最特殊的地方,则在于玩家能够通过行动理解人物和主题。而这里经常在玩法已经传达出意思以后,再安排角色站出来重新解释一遍。更完蛋的情况也存在:部分剧情玩法根本没有成功承载相应主题,台词只能给一段尚未真正成立的体验补课。有时玩家已经理解了,角色还要继续总结;另一些时候,游戏里没有演出来,然后又急着宣布自己刚刚表达了什么。 山姆这个角色尤其受到这种写法的影响。他一直是一个被环境和他人裹挟着前进的人,同时又有社恐、寡言、封闭的性格。这种设定本来完全可以成立,甚至很适合死亡搁浅的世界。问题在于,二代很少让玩家清晰看到他的内在动机如何转化成具体决定。开放世界里的山姆拥有极强的主观能动性。路线怎么规划、装备怎么选择、桥修在哪里、滑索怎么连接、遇到敌人如何处理,全由玩家自己决定。进入剧情以后,他却经常退化成一个等待别人说明情况、分配任务和解释意义的人。周围的人手把手告诉他该去哪里、该做什么、为什么要做。山姆往往已经踏上旅途,角色动机才通过别人之口补充出来。这种处理让他越来越像纯工具人,人物本身就只剩背景。 说到人物动机,就绕不开本作最逆天的角色——希格斯。希格斯当然有动机:复仇、毁灭、对山姆与芙拉吉尔的执念,以及对舞台和存在感近乎病态的渴望。问题在于,这些东西在几十小时里几乎没有发展。剧本只是不断提高他的音量、造型、动作幅度和表演强度,好像只要足够疯、足够吵、足够抢镜,就能够自动获得深度。初见的时候,视觉设计和演员表现确实很有冲击力,还有一点老熟人的惊喜。后面他每一次出场,我的反应都是: [h3] 人在无语的时候真的会笑。 [/h3] 到了结尾,这种感觉让我想直接切后台进steam写差评不推荐。我不知道小岛秀夫写下那段演出时处于什么精神状态。我第一时间想到的是alan wake2,也让我更加感觉到这两个游戏在类似桥段上的差距。山姆湖和小岛秀夫其实有很多相似之处。他们的作品都高度个人化,充满本人对社会、艺术、创作与人生经验的投射。山姆湖甚至在第一部里客串过NPC。至少在“如何把抽象概念转化成关卡、角色处境和玩家参与”这个方向上,aw2明显更加成熟。aw2的Herald of darkness应该是近些年最tm抽象和夸张的游戏呈现,也同样充满创作者本人的趣味。但那场表演和艾伦作为作家、角色以及被困在叙事中的处境紧密相连。歌词、场景、移动、战斗和玩家操作共同构成了表达。他没让你停下来嗯看一场演唱会,而是亲自走进一个故事里。 希格斯的表演只让我觉得“他很疯”“他爱抢镜”以及确实很浴室歌神。这些特点——有用,但不多。不是说唱歌不行,音乐演出不行,但是敢做不等于做成。演员的表演是真的很牛逼,演得极其卖力,问题是剧本不断借用演员的魅力与表演强度,去填补角色塑造上的空洞。希格斯越卖力、越夸张,我越能感觉到这个人物本身没有足够的内容支撑他在戏份里的责任。在此之前,其他角色偶尔出现一些抽象行为,或者演出突然塞进奇怪桥段,我通常都能够接受。我的反应大概是 [h3] 我不理解,但我大受震撼,and 尊重。 [/h3] 希格斯每次登场时,我脑子里只剩下两个字: [h1] 啥福。 [/h1] [hr][/hr] [h1] 但是但是但是,我必须单独说一句:小小洛真的他妈太可爱了。 [/h1] 她可爱到一种完全不讲道理的程度。只要她出现在画面里,我对这部游戏前面积攒的烦躁和怨气就能瞬间消掉一大半。她笑一下,动一动,安安稳稳地待在那里,我就觉得那些折腾好像都还能忍。 玩到后来,我对世界末日、联结、冥滩以及那些大事已经多少有点缺乏耐心了。我的愿望变得特别简单:小小洛好好的就行。 只要还能看到她平平安安、开开心心地待在山姆身边,我这一路翻山越岭、修路架桥、挨揍送货,好像就全都值了。小洛真的超级棒。她给这部游戏提供的情感价值大得离谱,也是整段旅程里最直接、最纯粹、最能让我继续走下去的动力。 [h1] 这游戏有很多地方让我觉得何意味,但是欺负小小洛,是要导弹厚葬的。 [/h1] ———————————————————— 说完剧情,再回到死亡搁浅真正擅长的地方。 两部死亡搁浅共同拥有一个极其重要的优点:它们能够通过游戏规则本身,表达对联结、人际关系与责任的思考。 一代放着尸体不处理,等现实时间48小时会虚爆,触发特殊的时间回溯遣返,会回到最近一次存档的时间点并消除所有尸体。 二代放着尸体不处理,到时限了APAC扣1000赞/具帮你处理,有时候会由卓布里奇代扣赞。 (感谢贴吧老哥) 这里说明一下:因为我是在杀之前查的攻略,看到这个机制后就决定收手,所以我没有实测是不是真的这样。这部分感受来自这个说法本身给我的一些想法和理解。 虽然有点自我感动的嫌疑,不过当时看到这个给我的感觉很特别。 这游戏不靠善恶值逼你当好人,只是告诉你有人替你承担了后果。对有些玩家来说等于没惩罚,哥们分分钟几万赞上下你跟我说1000?但是对真心投入沉浸在这个世界的玩家来说,比直接游戏结束更难受。如果快递员都跟我一样开着双机枪步兵战车随身带8套五联装火箭弹还能无限复活,我没啥心理负担。但他们只是普通人,[b] 路上那个给你递血袋,点赞热情打招呼的快递员哥们,他就是真的把你当自己人和榜样 [/b],那我真的不忍心说我嫌麻烦所以让他们给我擦屁股。 而且这屁股还会核爆。 所以这也是让我觉得最值得推荐的地方。虽然它在剧情演出上乱来,人物动机也乱来,搞剧情杀也乱来,但是这游戏最好的时刻,都是玩家自己创造的。一条原本磕磕绊绊的山路,因为人与人(NPC)与人(异步联机)留下的梯子、桥梁、道路(这游戏真的能[b] 走的人多了就成了路 [/b]!)、滑索和载具,逐渐变成一张真正能够运转的物流网络。独自走在广阔世界里,却不断遇到别人留下的痕迹。一个悬崖边的梯子,一个避雨的亭子,一辆停在路旁的车[u] (别tm把车停路中间,自动驾驶把我一车易碎品撞稀烂) [/u],都能让“联结”这个概念获得远胜台词的力量。二代在这一部分做了大量扩展。地貌更加丰富,工具和交通方式更多,玩家处理环境、敌人和任务的手段也更自由。搞基建带来的长期规划感,依然是其他开放世界游戏很难替代的体验,像钓鱼老登一样,一杯茶一包烟,一个快递送一天。 ———————————————————— 所以我的结论是 你非常看重人物动机、戏剧节奏和情感递进,希望从头到尾沉浸在一段自然流畅的故事里,那么死亡搁浅2很可能会让你吃屎味巧克力,经常让人怀疑制作人究竟经历了什么。 你被散步跑路爬山飙车基建送快递的玩法吸引,期待探索世界、规划路线、建设网络,体验人与人与人之间那种若即若离的连接感,那你真得尝尝咸淡了。
I wanted to love it. I wanted to feel everything I felt again from the first game. I'm left empty and questioning why I bothered spending full price on this. DS1 was a breath of fresh air. I've never played a game by Kojima and took a gamble with DS1 and I fell in love. I still hold it closely as my favourite game experience ever. I was left empty and full of doubt after finishing the second game. I dunno, maybe it's more Kojima and that's just not my style, but this was a solid 5/10 compared to the first game, an easy 10/10. Woodkid just doesn't hit as hard as Low Roar. The QOL improvements are there, but without a soul.
I understand why Kojima scoffed when Expedition 33 won GOTY, not saying I agree, I just understand
İlk oyunu bitirdiğimde çok etkilenmiştim, ama Death Stranding 2’yi %100 tamamlamak bambaşka bir deneyim oldu. Oynanışın tatmini, atmosferin yoğunluğu ve görsel detayların büyüsü gerçekten inanılmaz. Müzikler yine oyunun ruhunu taşıyor; her teslimat, her anı daha da özel kılıyor. Tüm tesisleri 5 yıldıza çıkarmak ve yolculuğu tamamlamak benim için unutulmaz bir süreçti. İlk oyunu seven herkes için ikinci oyun daha büyük, daha güçlü ve daha unutulmaz bir yolculuk sunuyor. Kesinlikle tavsiye ederim. Steam’de %100 tamamlamanın yanında, PlayStation hesabımda kupa ilerlemesini de bitirdim. Hem PC’de hem konsolda bu yolculuğu bitirmek benim için ayrı bir gurur oldu
Скатилась после первой части очень сильно, не тратить время и деньги. Сюжет глянуть на ютубе Музыка ужасная, распоряжение вашим временем ужасно. Чтоб дойти до сюжета нужно 30 часов отгриндить скучнейшие заказы на скучных локациях Добавили много японской клоунады которая рушит атмофсеру, также в сюжете много самоповторов и это ощущается сразу. Геймдизайн ужасный, механик много, но они не нужны для прохождения. Не рефнул только из-за лояльности к первой части которую я даже перепроходил. Транспорт кстати как вёл себя ужасно так и ведёт. Слишком много нюансов которые нужно схавать чтоб игра тебе хоть минимально понравилась Не советую никому кто ищет игровой опыт. Это теперь чисто прикольная история, не более.
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Engagement
DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
Audience
Audience
Games most often reviewed by the same players — an audience-affinity signal from our review sample, not full ownership data.
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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