Players can soon join in the next chapter of his journey when Death Stranding 2: On the Beach He arrives at PlayStation 5 Console on June 26. Recently, we had the opportunity to talk to the key members of the programmers team: Yoji Shinkawa (artistic director, character and project of the Mech), Hiroaki Yoshiiike (main designer of the level), Takayuki Uchida (artistic director, chief environmental artist) and Akio Sakamoto, director of the Chief Technology technology technology). They gave us insight into the inspiration for the next journey alone and how they enlivened their ideas.
More intuitive, satisfying and more rugged fights
PlayStation blog: Were there any key results from using the Decima engine (game engine developed by Guerrilla Games) in the first death cover and did any of these conclusions affect the development of continuation?
Sakamoto: Developing the first game, our full hands tried to master various engine functions, partly because we operate desiim for the first time, and partly because our highest priority was the fastest way to release as soon as possible. However, along with Death Stranding 2, we started development with a better engine handle, so we were able to operate its functions and introduce improvements that served our goal better.
Stranding 2 death has been adapted to PS5. How did the graphics evolved and are there any visual improvements that were only possible thanks to the power of PlayStation 5 Pro?
Uchida: We implemented a recent day cycle/night in the open world. This achieves more realistic transitions between the time of the day and introduces recent dynamics that was not present in the previous title. The scenery and atmosphere now change depending on the time of day, so exploration is also more convincing and thrilling.
In the basic performance mode PS5 we stabilized the clamps, switching LOD (level of detail) earlier to reduce geometry and dynamically adjust the resolution. On PS5 Pro, players can enjoy higher resolution, which is closer to quality in resolution mode, while maintaining the game of 60 frames per second.
The fight has been significantly increased. What rules led you when implementing some changes?
Yoshiike: We focused on making a more intuitive, satisfying and more rugged fight than its predecessor. The previous game required from players to switch bullets based on the enemy type, which was crucial to us as part of building the world, but we removed this complexity in death 2. We also adapted some elements, such as improvement of shooting, to feel cańbane and add SLO-MO effects during the fight, making it easier and more satisfied with chain attacks. He is a porter himself, so instead of focusing on stylish movements, we emphasized the action that seemed more grounded and based on abilities alone.
Are there any conversations with Kojima-san that stand out?
Uchida: One day of early development, the conversation in the corridor turned into a full brainstorming session. Kojima-San joined the conversation halfway, and the atmosphere has changed immediately. He came up with so many amazing ideas with lightning, and I was completely delighted. Kojima-san’s ability to think outside the box and his involvement in the inventive process inspired me to remain focused and engaged.
More legitimate emotions implemented by 4D scanning technology
Characters in Death Stranding 2 seem much more expressive and refined compared to the previous game. Were there any focus points or technological progress that enabled it?
Uchida: History is the core of the death of Stranding 2, so we used 4D scanning so that key characters retain subtle muscle movements and facial expressions. As a result, the heroes’ actions and emotions seem more legitimate, which in my opinion will resonate with players at a deeper level.
What was your vision in designing recent enemies, including massive bosses and ghosts?
Shinkawa: As always, Kojima-San called us to come up with something completely recent and different. Developing recent character designs is always complex, and thanks to Ghost Moss we not only invented a recent project, but also expanded its origin and history.
Death 2 introduces many recent weapons and objects. What was the thinking process of these recent add -ons?
Shinkawa: At the base of the game consists in providing stocks, which is why we had to treat weapons as a load that players wore. Deciding what to transport is part of the game, so we wanted the weapon to consist and transform into boxes or containers that act as a load. Changing physical volume may seem amazing in CGI, but we made sure that the transformation was credible without visual contradiction.
Are there any locations in the game that you would like to do especially?
Uchida: In this title, we have suffered a lot of time and effort in the development of the snowy mountains, and they offer an even more convincing experience than the first game. The difficulty will vary significantly depending on the climbing route chosen, but players can expect breathtaking views at the end of each challenging climbing.
Any last words for players who are waiting for the premiere of the game?
Yoshiike: We are excited that Death Stranding 2: On the Beach is finally starting. The game is full of function and mechanics that many players will enjoy. Players from around the world can connect and meet via SSS in the game. Each player will make connections in his own way and of course every experience that has emerged from these connections will be unique. I hope that players will have fun, also discovering these unique moments.