Quick Read
- Hideo Kojima denied claims that Death Stranding 2 was made intentionally less fun.
- He clarified that changes were made for better playability and story clarity after internal feedback.
- Dialogue and narrative in the sequel are more direct than in the original.
- Atari CEO Wade Rosen expressed interest in a Snatcher remake, highlighting Kojima’s ongoing influence.
- Death Stranding 2: On the Beach was released June 26, 2025.
Hideo Kojima Responds to Claims of Making Death Stranding 2 Less Fun
In the world of video games, few names spark debate and fascination quite like Hideo Kojima. The mastermind behind the Metal Gear series and the enigmatic Death Stranding, Kojima has built a reputation for pushing boundaries and defying expectations. Now, as Death Stranding 2: On the Beach launches into the hands of players, a fresh wave of discussion is sweeping through the industry—not just about the game’s content, but the creative philosophy that guides it.
The latest controversy erupted after comments by Death Stranding 2’s composer, Woodkid, in a Rolling Stone interview. Woodkid suggested Kojima worried that early testers enjoyed the game “too much,” sparking the idea that the director intentionally made the sequel less fun to avoid mainstream appeal. “If everyone likes it, it means it’s mainstream. It means it’s conventional. It means it’s already predigested for people to like it. And I don’t want that,” Woodkid quoted Kojima as saying.
Kojima, never one to shy away from conversation, swiftly addressed these claims in an interview with The Washington Post and other outlets. “I think the nuance of what Woodkid said didn’t really go through,” Kojima explained. “I didn’t really deliberately make it weird or anything. What I said was it can’t be a game that is digestible. Something that is not digestible stays in that person for a long time. So that’s what I meant by, ‘I want to do things differently.’”
Streamlining for Players, Not Mainstreaming
Rather than distancing the game from players, Kojima says he worked to enhance accessibility and playability after feedback from internal tests. “I changed the game accordingly to make it more playable and fun to the users,” he stated. The process involved refining character dialogue and clarifying story elements—a notable shift from the original Death Stranding, where cryptic metaphors often left players adrift in uncertainty. “I changed Fragile’s lines a little bit where people seemed to not understand so well, and elaborated more on a certain part.”
This evolution is intentional, not a retreat. Kojima drew a parallel to cinema: “It’s like the jump from Alien to Aliens.” The first entry thrived on mystery and ambiguity, but sequels inevitably demand more direct conflict and clearer exposition. In Death Stranding 2, with the basics of its world—Beaches, BTs, Timefall—already established, the story moves forward, bringing new threats like supersoldier Ghost Mechs and exploring new territory in Australia, eleven months after the first game’s events.
The sequel follows Sam Porter Bridges, once again portrayed by Norman Reedus, as he and his allies attempt to reconnect a fractured society and stave off humanity’s extinction. Returning characters like Fragile (Léa Seydoux) and Higgs (Troy Baker) benefit from more direct dialogue, rooting their motivations and relationships in clearer terms for players.
Kojima’s Creative Process and Enduring Influence
Death Stranding was originally conceived as a standalone project. Yet, as Kojima reveals, the creative process had a life of its own. “Ideas, stories and subplots began to surface naturally. Even while we were still in the middle of production, I was already thinking about downloadable content, sequels and spin-offs.” That organic growth, according to Kojima, is what keeps his work fresh and unpredictable.
His penchant for the unconventional has always divided audiences, but it has also cemented his status as one of gaming’s most influential auteurs. As SSBCrack News noted, his approach isn’t about making games deliberately obscure, but about crafting experiences that linger with players long after the credits roll. “The goal is not just to entertain, but to give players something to chew on—something that resists easy digestion and, in doing so, becomes unforgettable.”
This philosophy has had ripple effects beyond Death Stranding. While Konami continues to mine Kojima’s legacy with new Metal Gear remakes, industry figures like Atari CEO Wade Rosen have publicly expressed a desire to see lesser-known Kojima works revived. In a recent CBR interview, Rosen revealed he’d love to see a modern remake of Snatcher, Kojima’s 1988 cyberpunk adventure, even if it’s a risk. “I don’t know if it would do well, but I’d probably push it through and make sure we did it just because I would love to work on one of those,” Rosen said. For a new generation of players and creators, Kojima’s back catalog remains a treasure trove of inspiration and ambition.
The Broader Debate: What Makes a Game ‘Fun’?
The debate about Death Stranding 2’s “fun factor” touches on a deeper question: What do we want from games? Is it pure escapism, or is there room for stories that challenge, unsettle, and provoke thought? Kojima’s work has always walked this line. For some, his games are masterpieces; for others, puzzles best left unsolved.
Yet, if the passionate discourse surrounding Death Stranding 2 proves anything, it’s that Kojima’s willingness to challenge conventions still matters. In an era where risk-averse sequels and formulaic blockbusters dominate, he continues to remind the industry that art and entertainment aren’t always the same thing—and that sometimes, the most memorable journeys are those that refuse to follow the beaten path.
Kojima’s defense of his vision is a lesson in creative conviction. By pushing against the comfortable and the conventional, he ensures his games remain not only playable, but meaningful—leaving a lasting mark on players and the medium itself.

