Players can immediately join Sam in the next chapter from his journey when Death Standing 2: On the beach arrived at the Playstation 5 Consoles on June 26. We just had the opportunity to talk to the key members of the game development team: Yoji Shinkawa (Director of Art, Character & Mech Design (Technology), Hiroaki Yoshiike (Level Lead Designer), Takayuki Uchida), Takayuki Uchida), Hiroaki Yoshiike (Lead Level Designer), Takayuki Uchida) Uchida, Director). They gave us insights about their inspiration behind the next Sam trip and how they turned on their ideas.
Battle that is more intuitive, satisfying, and more grittier
Blog Playstation: Is there a key takeaway from using Decima Engine (game machine developed by game games) in First Death Standing, and does one of these learning affect the development of the sequel?
Sakamoto: When developing the first game, our hands are full trying to master various engine features, in part because this is the first time we use Decima, and some because our highest priority is to release the game as quickly as possible. However, with Death Standing 2, we began development with a better understanding of the machine, so we can take advantage of its features and make improvements that serve our goals better.
Death Standing 2 is designed for PS5. How is the graph developing, and is there a visual increase that is only possible thanks to the power of Playstation 5 Pro?
Uchida: We apply a new day/night cycle in the open world. This reaches a more realistic transition between the day and introducing new dynamics that are not in the previous title. The scenery and the atmosphere are now changing depending on the time of the day, so exploration is also more interesting and interesting.
For the basic PS5 performance mode, we stabilize the framerate by replacing the previous LOD (detailed level) to reduce geometry and adjust the resolution dynamically. At PS5 Pro, players can enjoy a higher resolution that is closer in resolution mode, while maintaining 60fps gameplay.
Combat has been significantly increased. What principles guide you when applying some changes?
Yoshiike: We focus on making battles more intuitive, satisfying, and more grittier than predecessors. The previous game required players to switch bullets based on enemy types, which are important for us as part of world development, but we eliminate complexity in Death Standing 2. We also perfect certain elements, such as increasing the game of shooting to feel stronger and add Slo-mo effects during battle so that it is easier and more satisfying for chain attacks. Sam is a porter, so rather than focusing on stylish movements, we emphasize actions that feel more down to earth and rely on Sam’s physical ability.

Is there any conversation that you did with a prominent Kojima-san?
Uchida: One day at the beginning of the development, a relaxed alley conversation turned into a full brainstorming session. Kojima-san joined the conversation in the middle of the road, and the atmosphere immediately shifted. He came with so many extraordinary ideas with lightning speed, and I was completely fascinated. Kojima-san’s ability to think outside the box and dedication for the creative process inspired me to stay focused and committed too.
More authentic emotions that are realized with 4D scanning technology
The character in Death Standing 2 feels much more expressive and nuanced compared to the previous game. Is there a focal point or technological advances that allow this?
Uchida: The story is the core of Death Standing 2, so we use 4D scan for key characters to preserve the smooth muscle movements and facial expressions of the actors. As a result, the actions and emotions of the characters feel more authentic, which I think will resonate with players at a deeper level.


What is your vision when designing new enemies, including big boss and ghost mech?
Shinkawa: As usual, Kojima-san challenged us to produce something completely new and different. Developing new character designs is always difficult, and with ghost mechanisms, we not only make new designs, but we also expand their origin and background.


Death Standing 2 introduced many weapons and new items. What is the thought process behind this new addition?
Shinkawa: In essence, this game is about providing inventory, so we need to treat weapons as the cargo brought by the player. Deciding what to be transported is part of the gameplay, so we want a weapon to fold and turn into a box or container that functions as a cargo. Changes in physical volume can appear amazing at CGI, but we ensure that transformation can be trusted without visual conflict.
Is there a location in the game that you want to pay attention to specifically?
Uchida: We pour a lot of time and efforts to develop Snowy Mountains again in this title, and they will offer more interesting experiences than the first game. The difficulty will vary greatly depending on the climbing route you choose, but the player can hope for an amazing view at the end of each climb that is obtained with difficulty.


Is there a last word for players who are waiting for the launch of the game?
Yoshiike: We are happy that Death Stopanding 2: On the beach was finally launched. This game is packed with features and mechanics that will be enjoyed by many players. Players from all over the world can be connected and gather together through SSS Game (Social Strand System). Each player will make a connection in their own way, and naturally, every experience that arises from the connection will be unique. I hope the players will have fun to find these special moments too.
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A gaming hub can refer to a central platform or space dedicated to gaming, where players can access games, interact with other gamers, and enjoy related content. Here are a few different kinds of gaming hubs you might be referring to:
Physical Gaming Hubs:
Gaming Cafés: Physical locations where players can rent time on high-end gaming PCs or consoles to play popular multiplayer or single-player games.
Esports Arenas: Specialized venues for competitive gaming tournaments where players or teams face off in games like League of Legends, CS
, or Fortnite.
Digital Gaming Hubs:
Steam, Epic Games Store, or GOG: Digital storefronts where you can purchase and play games, join online communities, and access updates and patches.
Game Launchers: Platforms like Steam, Blizzard’s Battle.net, and Xbox Game Pass often act as hubs where gamers can access multiple titles and keep track of their library.
Cloud Gaming Platforms: Services like NVIDIA GeForce Now or Xbox Cloud Gaming that allow players to stream games on various devices without needing high-end hardware.
Social/Community Gaming Hubs:
Discord Servers: Dedicated communities for games where players can chat, share tips, and find others to play with.
Reddit Communities: Subreddits dedicated to specific games or gaming news.
Gaming Consoles as Hubs:
Systems like the PlayStation, Xbox, or Nintendo Switch act as central hubs for playing games, interacting with friends, and even streaming content like Netflix or Twitch.
If you meant something specific by “gaming hub,” let me know and I can elaborate further!