When Kojima Productions started building Death Stranding 2, director Hideo Kojima gave a direct instruction: design the game so more players actually reach the ending. That bit of design focus came from player feedback saying the first game could feel slow and hard to stick with.

What the team was told

Lead level designer Hiroaki Yoshiike told PC Gamer that Kojima wanted "more people to enjoy the game all the way to the end. This was an order he provided." In plain language, the brief was to make the sequel easier to follow and more engaging across its full runtime.

The source of the confusion

Last year a comment from co-composer Woodkid circulated widely. In a magazine interview he suggested Kojima altered the sequel because playtesters enjoyed the first game "too much," implying the director deliberately made the new game less conventional. That quote sounded dramatic and made headlines.

What Kojima actually said and did

Kojima later clarified the situation. He did not tinker with the sequel to make it needlessly strange. Instead, after focus testing, he made the writing clearer and adjusted the game to be more playable and more fun. At the same time, he avoided making it so easy or shallow that players would breeze through it and promptly forget it.

Bottom line

  • Goal: get more players to finish Death Stranding 2.
  • Method: use focus testing to make the narrative clearer and the gameplay more approachable.
  • Not true: Kojima did not make the game weirder just to be contrary; changes were aimed at playability and lasting impact.

So if you heard that Kojima scrambled to make the sequel intentionally obscure, that was a slice of the story taken out of context. The real headline is simpler: after feedback that the original could be slow, Kojima focused on making the follow-up more accessible while still keeping its identity.