4 <meta charset=
"UTF-8" />
5 <title>Breathing Life Back To Paradise
</title>
6 <meta name=
"twitter:card" content=
"summary_large_image" />
7 <meta property=
"og:title" content=
"Breathing Life Back To Paradise" />
8 <meta name=
"twitter:title" content=
"Breathing Life Back To Paradise" />
11 content=
"Most games are colonial, about conquering a harsh world. But some, very special ones are about leaving the world better than you found it."
14 property=
"og:description"
15 content=
"Most games are colonial, about conquering a harsh world. But some, very special ones are about leaving the world better than you found it."
18 name=
"twitter:description"
19 content=
"Most games are colonial, about conquering a harsh world. But some, very special ones are about leaving the world better than you found it."
22 property=
"article:published_time"
23 content=
"2025-07-20T00:00:00+00:00"
27 content=
"https://athene.gay/img/entries/deathstranding2.jpg"
31 content=
"https://athene.gay/img/entries/deathstranding2.jpg"
33 <link rel=
"stylesheet" href=
"../main.css" />
35 <body class=
"whole-site">
37 <iframe class=
"embed-title" src=
"../shared/title.html"> </iframe>
38 <div class=
"main-container">
41 <a href=
"../index.html">Home
</a>
42 <div class=
"title-block">
43 <h3 class=
"blog-title">Breathing Life Back To Paradise
</h3>
44 <h3 class=
"datestamp">20/
07/
2025</h3>
48 <a href=
"../img/entries/deathstranding2.jpg">
51 src=
"../img/entries/deathstranding2.jpg"
52 alt=
"A screenshot of Death Stranding 2. Sam is sat on a road looking out over a foggy, valleyed horizon. His pick-up truck is parked next to him. The image could have been taken anywhere in the game's world, but for me, it was taken somewhere very, very special."
55 <h3>This post has minor spoilers for Death Stranding
2.
</h3>
57 The screenshot above looks pretty generic. Death Stranding
2
58 is a very beautiful game and its vistas are what make it. But
59 not all of them are particularly breathtaking, and I'll
60 happily admit the above image is one of them.
63 To me, though, it's very special. Because the spot in this
64 image is the very last road I needed to build to complete the
65 entire Australian highway. It's probably the greatest
66 achievement I've ever accomplished in a game. And it's
67 completely unremarked upon.
70 Completing the road network doesn't earn you a new tool, or a
71 playstation trophy. Hell, unlike opening all the monorails, it
72 doesn't even warrant a Social Strand Service post. I didn't
73 know this, before I set out on the endeavour to complete the
74 network. But it didn't matter if there was a reward - it was
75 <i>the right thing to do.
</i>
78 Death Stranding
2 is a game all about
79 <i>the right thing to do.
</i> It applies on the macro level,
80 of course; pummelling Higgs is
81 <i>the right thing to do.
</i> But every order you take, every
82 action in the world, every ladder and anchor you place, is
83 <i>the right thing to do.
</i>
86 Kojima called Death Stranding the first game in a new genre,
87 the 'strand-type' game and while that might be grandiose, I
88 don't think he's strictly wrong. No other genre is as focused
89 on encouraging collaboration both inside and outside the
90 fourth wall, and it is undeniably successful. The whole game
91 is a joy of discovering a bit of cargo is positioned awkwardly
92 on a high ledge, then spotting a ladder from xXCriminalNukeXx
93 right next to it. Of course you're gonna hit the like button.
96 And the roads are the zenith of that idea. Restoring a road
97 between two destinations is a huge, expensive, multi-step
98 effort. It requires everyone involved to be completely
99 invested in the game, to be making side-quest deliveries to
100 get access to more resources, to expand the network. But the
101 reward it offers is unlike anything else - that challenging,
102 rough terrain that you've battled over to get to the paver is
103 instantly nullified by a flat, powered road.
106 Finishing a road connection is instantly rewarding, yes, but
107 the game makes concerted efforts to reward it long-term, too.
108 You'll fairly regularly be asked to retrace your steps, to
109 make a delivery to a prior bunker. Without roads this is
110 challenging - albeit less challenging than the first time
111 through since the network will have other player's structures
112 populated in - but with a road, it feels like you're being
113 congratulated. "You have made this world better for everyone
114 who inhabits it. Take a victory lap."
117 I attached to the roads in the first game, and was rewarded
118 for it in a similar fashion - at the climax of DS, the chiral
119 network goes down, trashing all the structures you and others
120 have built. It's supposed to be one final test of what you've
121 learned. But if you built the roads, they remain and the
122 journey back to the start is trivial, that victory lap.
125 So I did the same in the second game, and it returned the
126 favour multiple times. But none of these events are a
127 traditional reward - it's purely generated from your own
128 knowledge of how much it would have sucked to backtrack
129 without it. It encourages you to
<i>do the right thing.
</i>
132 So I built out all the roads, continuing after the game ended,
133 when there was no chance of any backtracking missions. Because
134 building this infrastructure, for the people you meet, the
135 porters you have played alongside, and those who will come
136 after you, is
<i>the right thing to do.
</i>
139 You're probably thinking that's a bit pretentious. It's just a
140 video game, after all, and most of the characters in Death
141 Stranding are just holograms. But all of that artifice somehow
142 falls away, because you're making this world better, and
143 doesn't that feel good? Doesn't
144 <i>doing the right thing
</i> feel good?
147 Of course it does. That's kind of the basis of most leftist
148 thinking, after all. The
<i>right thing to do
</i> may not be
149 the most optimal choice for you, personally - certainly
150 building every road was not optimal, the optimal choice would
151 be building roads just over the most tricky areas - but it
152 feels good to do it! It feels good to help others out!
155 There's only two strand-type games in existence, but another
156 2025 game actually comes... strangely close. It's a purely
157 single-player experience and it's called
158 <i>Promise Mascot Agency
</i>, from the developers of
159 <i>Paradise Killer.
</i>
162 The high-level concept is batshit. You're a disgraced yakuza
163 (voiced by the same VA who portrays Kiryu!) who must transform
164 a mismanaged love hotel into a successful 'mascot agency,'
165 that rent out giant mascots to events. Except the mascots are
166 sentient, not costumes. And also it's secretly a game about
167 leaving a run-down, corrupt and forgotten town much better
171 Every side quest is about restoring the town in some way.
172 Whether it's cleaning up shrines, smashing through trash bags,
173 or laying vengeful spirits to rest, everything you do makes
174 this town better. It's full of characters who you come to know
175 and understand as you do jobs for them. They lead full lives
176 in this little town, and want it to get better. And it rubs
177 off! You, the player, want to make this town better! You make
178 these connections, offering out the rope to help others climb.
182 Kaizen Gameworks' previous title was the venerable
183 <i>PARADISE KILLER,
</i> a murder mystery that you
184 <i>actually have to solve.
</i> The case you're solving is the
185 murder of the leaders of a cult, and you're also a member of
186 that cult. Which you'd think wouldn't give much room for
187 maneuveur on making that world better, especially since to
188 craft Paradise, the island it takes place on, thousands of
189 human proles must be sacrificed.
192 But even within that restrictive frame, you can make the world
193 a tiny bit better. Fix up vending machines. Venerate wrongly
194 accused subjects. Repair a marriage. Make out with a goat
195 woman. Admittedly, that last one is just good for me.
198 And I think that speaks to how Kaizen just
<i>get it.
</i> The
199 world we live in is dark, darker by the day, but we as people
200 need to fight to make it better, in even the smallest of ways.
201 And Promise Mascot Agency and Paradise Killer understand that.
204 As Death Stranding
2 goes on, you meet Tomorrow, a Mysterious
205 Kojima Woman who has the power to accelerate aging of things
206 she touches. When you first meet her, Fragile hands her an
207 apple, and it rots and crumbles in her hand. As you journey
208 across Australia she is taught many things about the world by
209 Rainy, another of your allies - another Mysterious Kojima
210 Woman who, whenever she steps outside, summons timefall rain,
211 which does much the same thing as Tomorrow's aging touch.
214 Every so often, when you re-enter your base, Tomorrow will be
215 there, with an apple. Each time, it's less aged. She's
216 learning to ripen them. By the end of the game, she can ripen
217 them perfectly, giving Sam a little snack. As you play you
218 discover that Rainy's ability has a wonderful side-effect -
219 wherever she emerges, wherever the DHV Magellan surfaces from
220 the tar, her rain falls, and new plants grow.
223 The crew are breathing life back into paradise, and we can do
224 it too. With small actions, we can make the world better. So
232 <iframe class=
"embed-links" src=
"../shared/links.html"> </iframe>
233 <iframe class=
"embed-footer" src=
"../shared/footer.html"> </iframe>