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"Most games are colonial, about conquering a harsh world. But some, very special ones are about leaving the world better than you found it."
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43 <h3 class=
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44 <h3 class=
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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."
56 this blog post isnt ready yet. if you found it, congrats, i
57 like you. we can make out.
60 The screenshot above looks pretty generic. Death Stranding
2
61 is a very beautiful game and its vistas are what make it. But
62 not all of them are particularly breathtaking, and I'll
63 happily admit the above image is one of them.
66 To me, though, it's very special. Because the spot in this
67 image is the very last road I needed to build to complete the
68 entire Australian highway. It's probably the greatest
69 achievement I've ever accomplished in a game. And it's
70 completely unremarked upon.
73 Completing the road network doesn't earn you a new tool, or a
74 playstation trophy. Hell, unlike opening all the monorails, it
75 doesn't even warrant a Social Strand Service post. I didn't
76 know this, before I set out on the endeavour to complete the
77 network. But it didn't matter if there was a reward - it was
78 <i>the right thing to do.
</i>
81 Death Stranding
2 is a game all about
82 <i>the right thing to do.
</i> It applies on the macro level,
83 of course; pummelling Higgs is
84 <i>the right thing to do.
</i> But every order you take, every
85 action in the world, every ladder and anchor you place, is
86 <i>the right thing to do.
</i>
89 Kojima called Death Stranding the first game in a new genre,
90 the 'strand-type' game and while that might be grandiose, I
91 don't think he's strictly wrong. No other genre is as focused
92 on encouraging collaboration both inside and outside the
93 fourth wall, and it is undeniably successful. The whole game
94 is a joy of discovering a bit of cargo is positioned awkwardly
95 on a high ledge, then spotting a ladder from xXCriminalNukeXx
96 right next to it. Of course you're gonna hit the like button.
99 And the roads are the zenith of that idea. Restoring a road
100 between two destinations is a huge, expensive, multi-step
101 effort. It requires everyone involved to be completely
102 invested in the game, to be making side-quest deliveries to
103 get access to more resources, to expand the network. But the
104 reward it offers is unlike anything else - that challenging,
105 rough terrain that you've battled over to get to the paver is
106 instantly nullified by a flat, powered road.
109 Finishing a road connection is instantly rewarding, yes, but
110 the game makes concerted efforts to reward it long-term, too.
111 You'll fairly regularly be asked to retrace your steps, to
112 make a delivery to a prior bunker. Without roads this is
113 challenging - albeit less challenging than the first time
114 through since the network will have other player's structures
115 populated in - but with a road, it feels like you're being
116 congratulated. "You have made this world better for everyone
117 who inhabits it. Take a victory lap."
120 I attached to the roads in the first game, and was rewarded
121 for it in a similar fashion - at the climax of DS, the chiral
122 network goes down, trashing all the structures you and others
123 have built. It's supposed to be one final test of what you've
124 learned. But if you built the roads, they remain and the
125 journey back to the start is trivial, that victory lap.
128 So I did the same in the second game, and it returned the
129 favour multiple times. But none of these events are a
130 traditional reward - it's purely generated from your own
131 knowledge of how much it would have sucked to backtrack
132 without it. It encourages you to
<i>do the right thing.
</i>
135 So I built out all the roads, continuing after the game ended,
136 when there was no chance of any backtracking missions. Because
137 building this infrastructure, for the people you meet, the
138 porters you have played alongside, and those who will come
139 after you, is
<i>the right thing to do.
</i>
142 You're probably thinking that's a bit pretentious. It's just a
143 video game, after all, and most of the characters in Death
144 Stranding are just holograms. But all of that artifice somehow
145 falls away, because you're making this world better, and
146 doesn't that feel good? Doesn't
147 <i>doing the right thing
</i> feel good?
150 Of course it does. That's kind of the basis of most leftist
151 thinking, after all. The
<i>right thing to do
</i> may not be
152 the most optimal choice for you, personally - certainly
153 building every road was not optimal, the optimal choice would
154 be building roads just over the most tricky areas - but it
155 feels good to do it! It feels good to help others out!
158 There's only two strand-type games in existence, but another
159 2025 game actually comes... strangely close. It's a purely
160 single-player experience and it's called
161 <i>Promise Mascot Agency
</i>, from the developers of
162 <i>Paradise Killer.
</i>
165 The high-level concept is batshit. You're a disgraced yakuza
166 who must transform a mismanaged love hotel into a successful
167 'mascot agency,' that rent out giant mascots to events. Except
168 the mascots are sentient, not costumes. And also it's secretly
169 a game about leaving a run-down, corrupt and forgotten town
170 much better than you found it.
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