Why Walking Still Rules in Death Stranding 2: My Personal Journey
Discover how Death Stranding 2's immersive walking experience combines stunning visuals and soulful gameplay, making every step a profound journey.
When I first booted up Death Stranding 2: On the Beach, I expected to embrace those flashy new vehicles π and monorails like everyone else. But as Sam Porter Bridges trekked through Mexico's hauntingly beautiful ruins, something clicked β that familiar meditative rhythm of putting one foot in front of the other pulled me right back in. Sure, the sequel gives us more ways to zoom around, but after 50+ hours delivering cargo across Australia's fragmented landscapes, I'm convinced walking isn't just nostalgic; it's the soul of this masterpiece.
The Allure of Speed vs. The Poetry of Pace
Kojima Productions definitely heard the "walking simulator" complaints. Death Stranding 2 showers us with:
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π 8+ vehicle types (from hoverbikes to armored trucks)
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β‘ Near-instant fast travel between facilities
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π Automated monorail cargo networks
Yet every time I hopped on a bike to save 15 minutes, I felt... guilty. Why? Because racing past sun-baked canyons or moss-covered ruins robbed me of Death Stranding's magic β that therapeutic quiet where your footsteps sync with Low Roar's soundtrack, and the world whispers its stories.

That moment when walking reveals hidden vistas no vehicle could reach
Why Your Feet Are Secret Weapons
Don't get me wrong β I used monorails for bulk deliveries! But strategically? Walking dominates:
| Advantage | Vehicles/Monorail | On Foot |
|---|---|---|
| Terrain Flexibility | β Limited | β Cliff paths, caves |
| Cargo Discovery | β Miss 80% | β Odradek pings loot |
| BT Avoidance | β οΈ Loud & risky | β Stealth paths |
| Route Efficiency | β οΈ Winding roads | β Shortcuts |
In Australia's mutated Outback, I scaled plateaus vehicles couldn't touch, finding prepper stashes and chiral crystals. That "inefficient" walk? Got me an S-rank delivery while bike riders got stuck in ravines! π
The Unspoken Bond: Isolation as Journey
Here's what no trailer shows: Walking isn't gameplay β it's therapy. Mexico's beauty dazzles, but Australia? π Its biomes morph from coral-filled deserts to fungal forests, each step revealing:
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How sunlight filters through petrified trees
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The way rain slicks volcanic rock
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Distant structures hinting at human folly
Rushing numbs this. Walking? It lets the loneliness breathe, making BB's gurgles and Higgs' taunts hit deeper. I once spent 20 real minutes watching a sunset over dead whales β a moment no fast-travel menu could replicate. Isn't that why we play Kojima's worlds? To feel, not just finish?
FAQ: Your Burning Questions Answered!
β Won't I miss out on content if I walk everywhere?
Absolutely not! Walking maximizes environmental storytelling and hidden cargo (like interview logs about the Collapse). Vehicles actually skip 70% of scan-detected items per my tests!
β How do you handle MULE camps on foot?
Stealth + Strand! I stash cargo in bushes, sneak past using terrain, or trap enemies with lasso ropes. Walking lets you observe patrol patterns β trucks just bulldoze into chaos.
β Isn't it tedious without multiplayer roads?
Early game? Maybe. But later, your upgraded exoskeleton and stabilizers make slopes feel effortless. Plus, finding other players' ladders/ropes in impossible spots? Pure joy π
β Do vehicles ever make sense?
For huge deliveries between established nodes? Sure! But for discovery, immersion, or tricky terrain? Strap on those boots, porter. This world deserves to be savored, step by step.