The Temptation to Rush Death Stranding 2 and Its Hidden Costs
Explore how rushing in Death Stranding 2 with Australia unlocks fast travel but risks losing the game's meditative essence and rich exploration experience.
I've been spending countless hours in Death Stranding 2, and honestly, I can't shake off this nagging feeling that I need to push forward with the main story. You know what I mean? It's like Kojima's trailers have planted this seed of curiosity in my mind—I'm dying to uncover the mysteries behind Sam's journey and all those cryptic hints. But here's the thing: the game tempts us to advance quickly by dangling those sweet gameplay unlocks in Australia, like fast travel and the monorail. Who wouldn't want to zip around faster and make deliveries a breeze? Still, I've noticed that charging ahead comes with a price I didn't expect at first, and it's making me rethink how I play.

Let me break it down. One of the biggest pulls for rushing is definitely Australia—it's where the game opens up with those traversal options. I mean, Mexico is a great starting point; it teaches you the ropes if you're new or reminds you of the iconic mechanics if you're a veteran. But Australia? That's where things get efficient. 🚄 For instance:
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Fast travel lets you hop between locations in seconds, saving so much time.
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The monorail system connects distant areas, making it a snap to complete orders without trekking through treacherous terrain.
And who wouldn't be tempted? After all, it cuts down on the grind and lets you focus on the action. But hold on, why does this feel like a double-edged sword? Because in my experience, unlocking these too soon strips away what makes Death Stranding special: that slow, meditative pacing. The franchise is built on moments of reflection—those quiet walks where you soak in the stunning views and ponder the isolation. Rushing to Australia turns it into just another delivery sim, and suddenly, I'm missing out on the soul of the game. :thinking_face:
Now, I get why players might overlook this cost. There's this invisible pressure, right? From the trailers hyping up the story to knowing that better gear is just a few missions away. But advancing too fast undercuts the pacing in a way that's hard to undo. Mexico is packed with opportunities to linger—exploring hidden caves, taking on side orders, or just admiring the landscapes. If I blast through the story, I'm in Australia within hours, and those major narrative beats in Mexico are gone forever. Like, one minute I'm uncovering a key plot twist, and the next, it's over before I can fully absorb it. Here’s a quick comparison of what you gain and lose by rushing:
| Pros of Rushing | Cons of Rushing |
|---|---|
| Unlock fast travel :rocket: | Ruin the meditative rhythm :hourglass_flowing_sand: |
| Easier deliveries with monorail :train: | Miss out on Mexico's depth :world_map: |
| Quicker access to story reveals :movie_camera: | Narrative points feel rushed :fast_forward: |
I've tried backtracking to Mexico after unlocking fast travel, but by then, the magic feels lost. The pacing is already sped up, and it's tough to recapture that initial wonder. Plus, why does the game design it this way? Is it to appeal to newcomers who might find the slower start daunting? Maybe, but for us fans, it risks diluting what we love. Mexico deserves more time—it's not just a tutorial zone; it's a world teeming with life and secrets. Lingering there lets you build connections with characters, tackle challenges at your own speed, and truly appreciate the journey. :earth_americas:
All this said, I firmly believe we should play at our own pace. Death Stranding 2 thrives on player agency—whether you're a completionist grabbing every order or a wanderer soaking in the sights. But if you ask me, slowing down in Mexico is key to experiencing the game as intended. It’s about finding that balance between curiosity and contentment. So, what about you? Have you ever rushed through a game only to regret missing its essence? Or do you think the thrill of unlocks outweighs the cost? Let's keep the conversation going. :speech_balloon: