Steam · Action · Adventure

DEATH STRANDING 2: ON THE BEACH

DEATH STRANDING 2: ON THE BEACH Review: Heavy Terrain and Responsive Action. Kojima Productions and Nixxes bring Sam to Australia with tight movement, brutal environmental hazards, and responsive combat that justifies the steep price.

Vance · Mar 20, 2026 · 24 hours on Steam using an Xbox controller

Immediate Control and Weight

First thing I checked was input lag. Big third-person adventure games love buffering inputs into sluggish turns, but Sam responds the second you touch the stick here. Nixxes handled the PC release, and you can feel their hand in how clean the raw movement translates to the screen. Turning on loose gravel has actual friction, but your dodge inputs cut cleanly through standard momentum instead of locking you into sloppy recovery animations.

The footwork matters because Sam still carries massive loads across uneven ground. When you stumble down an incline, balancing requires quick corrections rather than waiting on a slow physics wobble. If you run into rough dirt or sudden drops, the game gives you clear audio cues and snappy tactile feedback, letting you stabilize your footing instantly without fighting arbitrary animation delays.

Sam navigating uneven Australian terrain with specialized gear strapped to his frame.
Sam navigating uneven Australian terrain with specialized gear strapped to his frame.

Hostile Ground and Disaster Hazards

The move to Australia introduces extreme environmental hazards that fundamentally alter how you route a delivery. You get day and night cycles alongside natural disasters like sandstorms, earthquakes, and sudden forest fires that chew right through visibility. Sandstorms kick up grit that ruins your footing, while quakes fracture the surface under your boots and force quick direction changes.

Timefall still ruins everything it touches by rapidly aging your cargo and tools, which keeps the pressure on during bad weather. Navigating a burning woodland path while carrying fragile containers forces real discipline. You have to read the ground ahead, manage your stamina bar, and pick routes where the terrain will not slide out from under you during a violent tremor.

A sudden sandstorm cutting visibility and eroding footing across an open expanse.
A sudden sandstorm cutting visibility and eroding footing across an open expanse.

Handling Otherworldly Threats

When otherworldly creatures close in, the encounter design lets you fight, sneak, or sprint away. Sneaking remains viable if you want to bypass tension entirely, but squaring up directly feels far tighter than the older outings. Your strikes land with crisp impact, enemy recovery states are clearly signaled, and evasion windows give you enough breathing room to counter without feeling cheap.

Combat encounters make you track spacing and terrain stability at the same time. Swinging or aiming while sliding down a mud bank will wreck your accuracy, so positioning on solid rock becomes essential before committing to an attack. The audio work and English voice acting keep you locked into the fight, feeding clean sound cues whenever a hostile target winds up for a strike.

Evading otherworldly enemies across fractured ground during heavy weather.
Evading otherworldly enemies across fractured ground during heavy weather.

Infrastructure and Australia's Network

Set eleven months after the events of the first story, Sam has to connect Australia to the Chiral Network while sorting through the question of whether connecting people was ever the right move. You build out new infrastructure across wild country, setting up equipment that turns nightmare treks into reliable supply runs. Placing paths and specialized gear across ruined gaps feels earned because the wilderness puts up a genuine fight.

At $69.99 on Steam, this is an expensive package, but the technical delivery is spotless. Textures load cleanly, the English interface options are organized sensibly, and the performance never choked during dense forest fires or chaotic combat skirmishes. You get a massive, responsive trek that demands sharp execution every step of the way.

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Comments 22

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bladerunner_03Mar 21, 04:47 PM

Glad Nixxes did a good job on the port, but I still hate paying $69.99 for a digital Steam game. If servers ever go down or you lose access, you're left with nothing. Combat and tight movement sound great, but seventy bucks with zero real ownership is just a hard pass for me right now.

manatee_3Mar 21, 06:19 PM

Yeah the port runs fine, but having an earthquake randomly hit and launch all my cargo off a cliff is infuriating. Call it immersive environmental hazards if you want, I just call it cheap bullshit that wastes my time.

ola_ollieMar 22, 09:02 PM

Sam might stumble around in a sandstorm but honestly I was stumbling through the story too. The controls let me focus on the emotional weight rather than fighting the game. That's a good trade for $70 in my book.

gahMar 20, 04:43 PM

dude the recovery windows on dodges are insane i can chain them so fast and the way sam moves through the sandstorms feels unreal this is the best action game ive played in years

ciao_ragazziMar 20, 04:49 PM

@gahtbh the movement is decent but the price tag is still a joke lol 70 bucks for a game that dumps your cargo off cliffs is not it

peter griffins kneeMar 21, 09:06 AM

@gahGah, completely agree about the quick recoveries mate. Proper responsive like Ridge Racer levels of tight. But the price? Seventy dollars for a Kojima title that can still dump your loot? I miss the days when you got a manual and a map for that kind of money.

needacoffeeMar 20, 08:58 PM

Nixxes nailed the port, game runs super stable on mouse and keys with zero stutter. Moving Sam feels way snappier this time around instead of steering a dump truck, dodge recovery is actually fast.

prego_tonyMar 20, 10:45 PM

@needacoffeeDoes this have a real ending or is it a second job? Seriously, how many hours to roll credits? The environmental hazards sound interesting but I don't want another endless grind.

isitoveryetMar 21, 11:58 PM

@prego_tonyprego_tony u worrying bout time? i bet i can finish my route faster than u even with the random quakes. already got my drop off done so beat that

manatee_3Mar 21, 06:19 PM

@needacoffeeYeah the port runs fine, but having an earthquake randomly hit and launch all my cargo off a cliff is infuriating. Call it immersive environmental hazards if you want, I just call it cheap bullshit that wastes my time.

l33t_pker01Mar 21, 07:02 PM

@manatee_3manatee_3 is right... random earthquakes just destroying your cargo is cheap... especially for $70... that's like 50 delivery drop offs in my book... pass until sale...

ciao_ragazziMar 23, 08:25 PM

@l33t_pker01tbh the price alone makes this a waiting game for me lol. the quakes are just a bonus annoyance. i'll pick it up at 50 maybe.

tampa_tyMar 22, 06:31 PM

@needacoffeeneedacoffee you say dodge recovery is fast but how many frames? 15? 20? i timed it and seems inconsistent. need exact data rn

Chloe (Ding)Mar 20, 10:32 PM

I want to know if the earthquakes are random or scripted. Losing your cargo off sheer cliffs sounds super annoying when you want a clean run. Can you even recover dropped crates quickly or does everything just slide into the abyss? Route planning is gonna be stressful.

wombat_23Mar 21, 10:11 PM

@Chloe (Ding)Dont you worry about those earthquakes Chloe, theyre randomised but youll learn to read the ground. We all had to lose a few crates first! Keep at it mate. - John

cjh91Mar 20, 11:46 PM

Y'all are sleepin on the movement in this game. The quick recovery during evasion makes a big difference. This port is smooth as butter on my pc. Fixin to play through it again.

flintMar 21, 02:42 AM

if you time the roll right you can grab the crate before it falls, i found that out hte hard way. The dodge windows are generous once you get hte rhythm down. cheers.

gahMar 21, 08:58 PM

@flintdude flint was right about the quick evasion recovery. tried it right before eating dirt and actually kept moving without dropping my whole run. game feels so good

radishMar 21, 03:46 AM

Great, another game that wants me to care about a guy carrying boxes through a desert. But I'll admit the movement snaps like nothing else in Kojima's catalog. The price tag can go choke itself though.

Rory PMar 21, 01:57 PM

so like is there a trick to climbing on these sheer cliffs or does the game just hate me? asking for a friend lol. the environmental hazards are cool though when they dont ruin your perfect run. i guess thats part of the fun.

bladerunner_03Mar 21, 04:47 PM

Glad Nixxes did a good job on the port, but I still hate paying $69.99 for a digital Steam game. If servers ever go down or you lose access, you're left with nothing. Combat and tight movement sound great, but seventy bucks with zero real ownership is just a hard pass for me right now.

pjh81Mar 21, 11:48 PM

Strewth, the way Sam stumbles around in a sandstorm fair dinkum reminds me of my Year 8s after lunch. Nixxes did a top job on the port though, no dramas on my rig.

ola_ollieMar 22, 09:02 PM

Sam might stumble around in a sandstorm but honestly I was stumbling through the story too. The controls let me focus on the emotional weight rather than fighting the game. That's a good trade for $70 in my book.

ptg93Mar 23, 10:18 PM

Just paid $70 and my wallet feels like it got hit by an earthquake too. But man the dodge roll recovery makes me feel like a kangaroo! So that's something. Go figure.

walter whites rvMar 25, 01:33 PM

Losing your cargo to random quakes on a cliffside isn't real difficulty, it's just cheap RNG. Giving it a 9.3 while admitting the game can wipe your haul out of nowhere makes zero sense to me, especially at $69.99. Punishing the player for stuff they can't even dodge or plan around knocks it down to an 8 at best.