We all love a good side task. They can move from the narration of their own stories to as simple as the task of loading. In this case, we usually have to put the item in our inventory and be on the way, perhaps without urgency or intent to actually complete the task for a while. Sure, the old lady in the village may be waiting for her medicine, but the task is not timed, so she'll just have to wait for I'm in the area.
In the case of Stranding's death, the case is not so much to load the tasks such as delivery quests, tasks to receive us objects from A to B, occasionally with some interesting elements of the thrown. Despite the relative simplicity, however, Death 2 shows that no other game can handle the lateral tasks quite similar. There is not always urgency, but it is necessary to consider.
I will have to return for this order
At death, you cannot just accept each partial and standard order available on any device you visit. First, you have to consider what it is, you will have to carry how much it weighs, the type of cargo, whether it is broken and where it is necessary to deliver.
There is no comfortable storage space that you could deny something until later, as even larger vehicles are filled quickly – especially if you pick up other orders on your actual route. In addition, you may find lost cargo and materials in the desert and grab them while you can also mean space for them. Sure, you can take orders and then just leave the cargo in a private locker until you return, but maybe you forget that you have an open order.
When I played the game, I went back to Mexico as soon as I learned that other orders were opened on this map. It's a relatively simple map and I knew it well, so I thought it would be quite simple to receive some orders. Instead, it took me four hours when I met timed vans, many heavy freight trips, discovering orders back and back, and some interesting targets around hidden operations. And that was also in the truck.
This is something I actually admire about the death that interferes with 2; I couldn't just go to catch every side task and check them out of my list – I had to consider the order in which I finished things, plan my route accordingly, cancel the load while I did more local collections, and spend a lot of time to revise facilities for an order that I didn't have the ability to accept earlier. As for the handling of side quests, it contributes to some tiring management and frankly, it could not be refreshing. I cannot create a list of orders that I will eventually get; I had to complete the orders I accepted to create space for another.
Even typical search objectives are more complex
One of the orders I came in Mexico was to destroy some explosives in the bandit camp. Sure, I probably could go there with a sniper or shotgun and deal with explosives and bandits face, but that didn't look like a smart move. Instead, I tried to get the explosives away from the camp and then detonate them far from any settlement.
Now, usually in games, you would crawl, put explosives into their inventory and left. Here I needed to go eight giant canisters of explosives from the camp, load them on my truck hidden nearby and get them far. To this end, I parked the truck for an obstacle, grabbed my floating carrier and headed in. I kept secret under the cover of the night, overthrow all enemy enemies that could cause a problem, and located two separate storage spaces for explosives. When I hit every place, I would have to go back to my truck and drag a large pile of stolen cargo behind me and hope that no one would notice before I set out on the second bat. Once everyone was loaded, I left carefully away (very carefully) to a place in the desert to destroy them.
For me, this added layer of complexity to what would normally be a simple goal, is a radiant example of how even the most basic side tasks can be made more interesting – not by adding a story or character or avoiding trophies, but more interesting details to settle. This is what the death of Stranding does so well, and when I go back to Australia to continue receiving orders, I can't wait to carefully consider every new goal that I find.
Death Stranding 2: On the beach

- Released
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June 26, 2025
- Esrb
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Mature 17+ // violence, blood and gore, partial nudity, strong tongue
- Publisher (s)
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Sony Interactive Fun
