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+<html>
+  <head>
+    <meta charset="UTF-8" />
+    <title>Breathing Life Back To Paradise</title>
+    <meta name="twitter:card" content="summary_large_image" />
+    <meta property="og:title" content="Breathing Life Back To Paradise" />
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+      name="description"
+      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."
+    />
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+      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."
+    />
+    <meta
+      name="twitter:description"
+      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."
+    />
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+      property="article:published_time"
+      content="2025-07-20T00:00:00+00:00"
+    />
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+      content="https://athene.gay/img/entries/deathstranding2.jpg"
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+      content="https://athene.gay/img/entries/deathstranding2.jpg"
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+  <body class="whole-site">
+    <div>
+      <iframe class="embed-title" src="../shared/title.html"> </iframe>
+      <div class="main-container">
+        <div class="main">
+          <div class="entry">
+            <a href="../index.html">Home</a>
+            <div class="title-block">
+              <h3 class="blog-title">Breathing Life Back To Paradise</h3>
+              <h3 class="datestamp">20/07/2025</h3>
+            </div>
+            <div class="content">
+              <div class="content">
+                <a href="../img/entries/deathstranding2.jpg">
+                  <img
+                    class="blog-img-lrg"
+                    src="../img/entries/deathstranding2.jpg"
+                    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."
+                  />
+                </a>
+                <h1>
+                  this blog post isnt ready yet. if you found it, congrats, i
+                  like you. we can make out.
+                </h1>
+                <p>
+                  The screenshot above looks pretty generic. Death Stranding 2
+                  is a very beautiful game and its vistas are what make it. But
+                  not all of them are particularly breathtaking, and I'll
+                  happily admit the above image is one of them.
+                </p>
+                <p>
+                  To me, though, it's very special. Because the spot in this
+                  image is the very last road I needed to build to complete the
+                  entire Australian highway. It's probably the greatest
+                  achievement I've ever accomplished in a game. And it's
+                  completely unremarked upon.
+                </p>
+                <p>
+                  Completing the road network doesn't earn you a new tool, or a
+                  playstation trophy. Hell, unlike opening all the monorails, it
+                  doesn't even warrant a Social Strand Service post. I didn't
+                  know this, before I set out on the endeavour to complete the
+                  network. But it didn't matter if there was a reward - it was
+                  <i>the right thing to do.</i>
+                </p>
+                <p>
+                  Death Stranding 2 is a game all about
+                  <i>the right thing to do.</i> It applies on the macro level,
+                  of course; pummelling Higgs is
+                  <i>the right thing to do.</i> But every order you take, every
+                  action in the world, every ladder and anchor you place, is
+                  <i>the right thing to do.</i>
+                </p>
+                <p>
+                  Kojima called Death Stranding the first game in a new genre,
+                  the 'strand-type' game and while that might be grandiose, I
+                  don't think he's strictly wrong. No other genre is as focused
+                  on encouraging collaboration both inside and outside the
+                  fourth wall, and it is undeniably successful. The whole game
+                  is a joy of discovering a bit of cargo is positioned awkwardly
+                  on a high ledge, then spotting a ladder from xXCriminalNukeXx
+                  right next to it. Of course you're gonna hit the like button.
+                </p>
+                <p>
+                  And the roads are the zenith of that idea. Restoring a road
+                  between two destinations is a huge, expensive, multi-step
+                  effort. It requires everyone involved to be completely
+                  invested in the game, to be making side-quest deliveries to
+                  get access to more resources, to expand the network. But the
+                  reward it offers is unlike anything else - that challenging,
+                  rough terrain that you've battled over to get to the paver is
+                  instantly nullified by a flat, powered road.
+                </p>
+                <p>
+                  Finishing a road connection is instantly rewarding, yes, but
+                  the game makes concerted efforts to reward it long-term, too.
+                  You'll fairly regularly be asked to retrace your steps, to
+                  make a delivery to a prior bunker. Without roads this is
+                  challenging - albeit less challenging than the first time
+                  through since the network will have other player's structures
+                  populated in - but with a road, it feels like you're being
+                  congratulated. "You have made this world better for everyone
+                  who inhabits it. Take a victory lap."
+                </p>
+                <p>
+                  I attached to the roads in the first game, and was rewarded
+                  for it in a similar fashion - at the climax of DS, the chiral
+                  network goes down, trashing all the structures you and others
+                  have built. It's supposed to be one final test of what you've
+                  learned. But if you built the roads, they remain and the
+                  journey back to the start is trivial, that victory lap.
+                </p>
+                <p>
+                  So I did the same in the second game, and it returned the
+                  favour multiple times. But none of these events are a
+                  traditional reward - it's purely generated from your own
+                  knowledge of how much it would have sucked to backtrack
+                  without it. It encourages you to <i>do the right thing.</i>
+                </p>
+                <p>
+                  So I built out all the roads, continuing after the game ended,
+                  when there was no chance of any backtracking missions. Because
+                  building this infrastructure, for the people you meet, the
+                  porters you have played alongside, and those who will come
+                  after you, is <i>the right thing to do.</i>
+                </p>
+                <p>
+                  You're probably thinking that's a bit pretentious. It's just a
+                  video game, after all, and most of the characters in Death
+                  Stranding are just holograms. But all of that artifice somehow
+                  falls away, because you're making this world better, and
+                  doesn't that feel good? Doesn't
+                  <i>doing the right thing</i> feel good?
+                </p>
+                <p>
+                  Of course it does. That's kind of the basis of most leftist
+                  thinking, after all. The <i>right thing to do</i> may not be
+                  the most optimal choice for you, personally - certainly
+                  building every road was not optimal, the optimal choice would
+                  be building roads just over the most tricky areas - but it
+                  feels good to do it! It feels good to help others out!
+                </p>
+                <p>
+                  There's only two strand-type games in existence, but another
+                  2025 game actually comes... strangely close. It's a purely
+                  single-player experience and it's called
+                  <i>Promise Mascot Agency</i>, from the developers of
+                  <i>Paradise Killer.</i>
+                </p>
+                <p>
+                  The high-level concept is batshit. You're a disgraced yakuza
+                  who must transform a mismanaged love hotel into a successful
+                  'mascot agency,' that rent out giant mascots to events. Except
+                  the mascots are sentient, not costumes. And also it's secretly
+                  a game about leaving a run-down, corrupt and forgotten town
+                  much better than you found it.
+                </p>
+              </div>
+            </div>
+          </div>
+        </div>
+      </div>
+      <iframe class="embed-links" src="../shared/links.html"> </iframe>
+      <iframe class="embed-footer" src="../shared/footer.html"> </iframe>
+    </div>
+  </body>
+</html>