When Death Stranding was first announced, there was instant hype behind it, mysterious as it all was. Now, years after the release, it can be fun to look back on everything that made the game so polarising and unique. From having to plan literally every step of the journey to the essential asynchronous multiplayer, Death Stranding is a journey truly unlike any other.

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With Death Stranding 2 (which is only a working title, by the way) recently announced, it can be interesting to think what Kojima Productions could possibly add to a game that felt so well-realised on the first run. If anything, it might be best for it to jump in a totally different direction rather than trying to one-up its predecessor.

8 Playable Fragile

Fragile Death Stranding

Kojima's games in the past have had an issue with female characters being put into somewhat background roles. Quiet in MGS5 was a great character, but she really didn't need to be like that. Fragile, thankfully, avoids much of that same writing and is one of the few characters of the original Death Stranding to be a consistent presence across the game.

From the reveal trailer of DS2, she's already set up to be a major presence once again. In fact, she's the core focus of the cover, too, with Sam only getting a brief appearance in the reveal. It's the perfect opportunity to let another character have the spotlight with Fragile, or even to let her be the second playable character alongside Sam.

7 Day-Night Cycle

A colossal BT in Death Stranding

In the original Death Stranding, the joy of the world was the exploration. It was about the journey through this desolate world rather than the cargo you delivered at the destination. The whole game was built around that core loop and felt perfectly executed. Of course, you can always make a world feel even more alive.

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An odd choice of the original was that it was set during an eternal day for no real reason. It was wonderful, still, but unusual. Having the day actually progress offers up so many opportunities. The darkness of night might make it difficult to move about, and enemy patrols could be different. Maybe other players could even build lights to guide your path?

6 More Weather Types

Sam Bridges stands in the rain

Central to the themes and gameplay of Death Stranding was Timefall. It functioned like rainfall but caused anything touched by it to rapidly age and degrade. It was key thematically, tying into the ideas of extinction, but just as important in gameplay, deteriorating your gear and any cargo you were carrying.

That said, Timefall seems solved by the end of the original, at least partially. It would be interesting to see it return, though, and new weather could be even better with storms that lower visibility, extreme heat that tires you out, and harsh winds that make it harder to move. Strong winds are even briefly featured in the original and this would be a great opportunity to expand them.

5 Different Modes Of Transport

Death Stranding Opening Sam On A Bike
Death Stranding Opening Sam On A Bike

From the beginning, Death Stranding makes you aware that it wants you to plan your journey. You can fast-travel, but it's more a burden than a blessing and takes most of the fun out of the game. As such, it gives you some vehicles with their own strengths and weaknesses to make your journey that much smoother.

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In the original, you have access to a variety of bikes and trucks (and a makeshift hoverboard, if you want to count that). The sequel promises to be even larger, and the vehicles should match. The sequel should let you drive those freighter trucks only seen in cutscenes and give you boats to cross bodies of water. Even short-range air transport could work for reaching those more difficult areas *ahem* the First Prepper.

4 A Focus On The Rebuilt America

Sam on the reverse trike on a hill overlooking Port Knot City with lots of cargo on his back

Thematically, the original Death Stranding focused on the bonds between people, how they've been made tense and even severed as a result of being cut off from the outside world. It's the basis for Sam to deliver in the first place. By the end of the game, though, you've done a pretty good job reestablishing America, though maybe that's not a good thing.

With that context, it wouldn't quite make sense to be travelling the world delivering anymore. Instead, the game should take advantage of this, putting a greater emphasis on these built-up areas. Maybe this time you'll be strengthening ties between rivals or actively aiding in rebuilding these broken cities. It would be a great way to show that the strands connecting people aren't dead yet.

3 More Terrain Variations

Sam Bridges walking in an open field while delivering packages in Death Stranding

Despite being set in America, Death Stranding doesn't exactly give off the vibe that you're travelling across America, aesthetically at least. There's a good reason for that, seeing as the world is actually based on scans of Iceland. It works for the game, the craggy plains and towering mountains proving the perfect adversary to your journey.

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For the second time around, it would be great to actually see more landscapes unique to the American landmass. Dense forests of Redwoods, expansive deserts, and deep valleys. It's a treasure trove of geography to harness and could offer so many unique gameplay aspects, from rappelling down canyons to kicking up dust storms in a desert.

2 More Asynchronous Multiplayer Elements

A hillside in Death Stranding

Death Stranding takes place in a world that doesn't afford much human interaction, and as such is a largely single-player experience. That 'largely' is important though. The perfect antidote to a solitary world is the asynchronous multiplayer elements, letting you quite literally see the steps other porters have taken in their journeys, every piece of equipment left behind helping your own.

Most of this was seen in the ladders and climbing ropes people left behind, or the Timefall Shelters and zip lines. One of the most impressive, though, were the dirt paths players made by all walking the same trails. More of this could be amazing in the sequel, seeing players terraform the environment even more with the simple act of existing in the world. It feels like the perfect step to show how people leave their mark on the world, thematically.

1 Less Human Enemies, But More Human Interaction

Sam Porter Bridges dodges an attack from a Mule in Death Stranding

Early in Death Stranding, you'll come across a group called Mules. Much like the animals they're named after, they'll carry anything left with them, even if it isn't actually theirs. They're not killers, but they're obsessed with the serotonin boost they get from deliveries. Then there are the literal extinction terrorists who, yes, do want to actually kill you.

In a world where human death was catastrophic, it felt odd to have literal killers, and even more so that Sam could use actual guns to kill them. Combat was never where the game shined, but rather in the rare moments you did have human interactions. Seeing porters and trading valuable gear felt much more impactful than gunning down Mules. For the sequel, it could be great to expand this, letting you see people out and connecting again, free from the desolation of the original.

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