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Fatherhood Themes In Red Dead Redemption 2 And Death Stranding

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That manifests in-game as the many community-fed systems of infrastructure around Death Stranding 's world . Players can contribute supplies to survival caches, containers, roads, paths, and other important exploration tools for getting through the game's abstract, apocalyptic interpretation of the United States. Because the main premise of the game is re-connecting visit the next web page isolated United States together after supernatural disaster, many of the gameplay concepts reflect that idea. Players are both encouraged and rewarded for placing objects in the world that aren't necessarily imperative for themselves, but could save lives for others, at least conceptually speak

However, Kojima has set the record straight regarding the illustration. IGN recently spoke with him during an interview for a video about how Death Stranding predicted the future , and when the topic turned to his tweet, he explained that it doesn’t represent "major plans, but just fragments of new ide


Arguably the closest thing the video game industry has to the Oscars or the Emmys is The Game Awards . Each year, a group of industry insiders and journalists come together to vote on which games should win in a variety of categories. The winners are announced in December at The Game Awards , which has been hosted by video game journalist Geoff Keighley since its inception in 2


_ Red Dead Redemption 2 _ and _ Death Stranding _ may be similar in the fact that both games have a few characters which act as father, or mother, figures for the protagonist but they differ greatly in the theme’s execution. Basically, both games are about dads to some deg


Death Stranding’s controls also map really well onto the mouse and keyboard. Every keybind feels intuitive and those who prefer a controller can still easily plug one in and enjoy the game that way. The mouse and keyboard controls even include some quality of life changes that PS4 players would’ve loved; for example, you can now skip cutscenes and any short animations like Sam’s frequent showers without entering any menus. My only real complaint thus far is a small one; the loading screen when first launching the game up takes about 90 seconds. However, all other loading screens are pretty short, so you only have to sit through that load once per sitt


Whether directly or not, Red Dead Redemption 2 ** and Death Stranding** both deal with the theme of fatherhood in a major way. The settings of the two games are quite different from each other, with the former taking place in the American old west while the latter is a post-apocalyptic sci-fi game, but the main characters in both stories deal with fatherhood or father figures throughout the entirety of the games. The theme of fatherhood is also especially significant in the predecessor to _ Red Dead Redemption 2 _ and and other Kojima games before _ Death Strandin


In the lead up to Hideo Kojima's latest game, the game director had often mentioned what he believed was the start of a new subgenre. Affectionately dubbed a "strand" game, much of Death Stranding 's marketing was bolstered by what Kojima believed was an innovative new concept for games. Obviously, stating that a game is starting a new genre before it's even released is short-sighted, something Kojima addressed by immediately doubling down. Kojima had essentially stated that the full potential of an "action strand game" genre would not be met without a few sequels to present the scope of his new subgenre of video ga


Kojima then went on to mention that media reception for Death Stranding would presumably be mixed, with "pros and cons" of Death Stranding 's approach to the "strand game" genre. Much of that was actually reflected in the Death Stranding 's reviews, which were notoriously mixed from media outlets around the world. Regardless of how the "strand game" genre was realized in Death Stranding , Kojima ultimately believes in his vision of a "strand game" genre. A potential Death Stranding sequel could solidify that genre, assuming the developer has not been discouraged by Death Stranding 's recept


"I'm always thinking about ideas as I'm working on games," he said. "These aren't major plans, but just fragments of new ideas. I think about these ideas myself, and then I explain them to other people, in order to get opinions about them." Going on, he explained that the illustration in the photo was created by Metal Gear character designer and Death Stranding art director Yoji Shinkawa, who often creates drawings based on his id


Sam frequently has flashbacks and hallucinations which include Amelie, whom he sees as both a mother and a sister at times. Sam’s relationship with Bridget, another mother figure in the game, is also pretty complicated and drives a lot of his motivations as a character. Amelie, though, is one of the only characters, besides Lou, whom Sam holds great affection for and this family tree is made even more complicated with the inclusion of one of the antagonists of Death Stranding , Cliff Un