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    Sunday, March 29, 2020

    Death Stranding Turned out alright!

    Death Stranding Turned out alright!


    Turned out alright!

    Posted: 29 Mar 2020 12:24 PM PDT

    A pilot drew a giant like in the air in my country to respect the ones fighting COVID19 in the frontline. Keep on keeping on!

    Posted: 29 Mar 2020 02:16 AM PDT

    Spent most of the day today rebuilding roads. Hope it helps some of you new Porters.

    Posted: 29 Mar 2020 06:37 PM PDT

    there’s just something about that mask

    Posted: 29 Mar 2020 07:04 PM PDT

    [Self] Amelie by MayValerie

    Posted: 29 Mar 2020 10:57 AM PDT

    A friendly Porter brought this to me. Keep on keeping on!

    Posted: 29 Mar 2020 05:58 PM PDT

    Don't fall don't fall don't fall

    Posted: 29 Mar 2020 03:08 PM PDT

    I spent the last two weeks of quarantine making this model of Sam out of polymer clay. WIP

    Posted: 29 Mar 2020 03:10 PM PDT

    MY GAME IS CURSED

    Posted: 29 Mar 2020 04:14 PM PDT

    This is so relevant nowadays

    Posted: 29 Mar 2020 04:27 AM PDT

    [Episode 2] Got the game for quarantine and wow....

    Posted: 29 Mar 2020 02:29 PM PDT

    My wife and I fuckin love this game. I love that we get to help each other out. I have so much fun delivering packages for others who may have lost them. I love building bridges. I am seriously enjoying this game more than I have a game in a long time. The only things I have to worry about are in game enemies. I am happy I haven't had to deal with griefers or the like. I am enjoying genuinely helping. The grind is a hard one to get used to but once I did I was in love. I didn't think the story would be good at first due to it being about a delivery guy. I thought it was a story about amazon prime or something. But we decided to get something new and we love Norman Reedus. We have been calling this and Days Gone the Daryl games. We love the walking dead. I'm going on a tangent...

    Anyway, I am truly happy. My driving sucks and I laugh at some of the things I get into. Every character seems to be amazing and well thought out. Unsurprisingly Troy Baker kills it. I know I sound like I'm everywhere but the game has so much to love about it.

    I am only on episode 2 at the moment. I don't have any idea how much more I need to do but I am taking my time and enjoying myself right now.

    I'm happy I found this sub. Just wanted to express my happiness with likeminded individuals. I'd appreciate any tips or tricks y'all may have! I'm trying to absorb as much as I can! Thanks for reading

    submitted by /u/Reddicini
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    The lack of 21:9 Death Stranding wallpapers has me scrambling to throw things together. 1000toys+KojiPro logo layover. Simple/Happy with this one. (final)

    Posted: 29 Mar 2020 09:20 AM PDT

    I’ve started recreating the signs from DS

    Posted: 29 Mar 2020 08:53 AM PDT

    When your last memory chip means finally achieving Platinum. Keep on keeping on fellow porters!

    Posted: 29 Mar 2020 10:33 AM PDT

    Since we're all stuck inside, I'm spending my time playing more video games — I probably picked the worst possible time to play this one given it's about delivering stuff in a post-apocalyptic world, but I've really enjoyed it! I decided to do some fan art in the style of Yoji Shinkawa — enjoy! :)

    Posted: 29 Mar 2020 03:10 AM PDT

    Nawa and Death Stranding

    Posted: 29 Mar 2020 10:56 PM PDT

    Nawa and Death Stranding

    Warning: Spoilers

    The "rope", along with the "stick", are two of mankind's oldest tools. The stick to keep the bad away, the rope used to bring the good toward us. They were our first friends, of our own invention. Wherever there were people, there were the rope and the stick.

    In post-war surrealist Kōbō Abe's short story "Nawa" (1960), the assertion is made that two early manmade inventions, the rope and stick, exist as opposite functions with the same elementary premise of being "the first friends the human race invented", its existence emanating to modern society's avarice and barbarism. Abe first postulates this by illustrating sadistic and abstract uses of the two tools in one continual narrative of a gang of street children torturing a stray puppy, and two poor adolescent sisters and their wastrel father; and secondly, by creating little discrepancy between the two tools at first. Abe's narration first descries the boys' use of a long iron stick to poke at and failed attempts to pull out the puppy they'd put into a boiler pot; second is the girls' successful attempt at retrieving the puppy with a hemp rope and at once strangling it to death, then later strangling their father with the same rope--Abe ponders these two narratives in order to demonstrate the emotional complexity of two tools implied to be animalistic; the two actions are of complete cruelty. Abe's ostensible audience is the post-war generation, whose poverty, destruction and moral disorientation characterised the crushing reality of defeat in Japan; this forms the basic mood of "Nawa" and other works by him, avant-garde contemporary Yutaka Haniya, Shohei Ooka, and Toshio Shimao.

    I would like to say two things. One about Abe's story "Nawa", and the other about its relation to Death Stranding, dir. by Hideo Kojima. The short story is abstract; to glean anything from it would be based on intuition and is not directly stated in the text. But its most essential impression is that the "rope" and the "stick" have moulded the shape of connection for mankind.

    The "rope" and the "stick" are primitive in purpose, but much of its form and purpose is felt in modern day, hence Abe's statement that wherever humans were, "there were the rope and stick". The concept points to Jung--who, in deriving from Plato's concept of Idea, that consists of the formal essences of epistemology, proposed similarly that the collective unconscious held "archetypes": personal manifestations of shared universal ideas passed down through generations. (Jung derives this from the fact that every culture has a creation story.) The "rope" archetype is that it pulls good towards us. The "stick" archetype is that it keeps the bad away. Through the generations these two archetypes undergo permutations, but the basic "rope" and "stick" are still there.

    The aftermath of the war's defeat brought immense hopelessness. As of today, the only two instances of nuclear weapons being used in warfare were the mass deaths of Hiroshima and Nagasaki. Japan had experienced the "stick": the "stick", which mankind had used to keep the bad away, had a now distorted view of "bad". Hirohito famously incited the enemy's use of a "cruel bomb"--this, to Abe's implication, is just a form of the "stick" archetype. Who is evil: the one being driven away by the stick, or the one who bears the stick? This does not necessarily stop at warfare. This extends to modern society, whose greed and hypocrisy is barbaric, uncriticised, and continues as people hurt, lie, and steal. Nowadays we have complex emotions for these kinds of acts: embarrassment, emptiness, courage, inferiority, confusion, and insignificance, to name a few. This is the shape of connection between people when the "stick" is turned against ourselves.

    The pacific war effort held concern for the Japanese state and caused a great deal of rigid censorship on literature, including "voluntary" liquidation of magazines which had survived the rationing of paper since 1941. Yet, in the midst of hunger and destruction, the early post-war years saw the resuming of magazine and book production, and this gave the "post-war generation" a platform for their works. It was there that the voices of poverty and disillusion began to rise, as people hurt by the "stick" are.

    Because of modern society, the idea of the "rope" and the "stick" have been tangled. The thought is easier to digest in a physical sense, as Abe experiments in a short story. In "Nawa", the rope becomes a stick--the tool that pulls good now inflicts evil: the two girls strangle the puppy with the rope, and then strangle their father to death. Or conversely, if we want to go further, we can say that the rope still retains its purpose and still pulls "good" towards the user. The girls make the argument that the puppy was already suffering, and they were putting it out of its misery; their father was addicted to boat race betting, and upon killing him the two had found a large sum of money hidden under his pillow.

    Kojima, in refutation of the danger that the entanglement of the rope and stick entails, asserts his own antithesis of the stick becoming a rope. A gun--which is of course the "stick" archetype--does not work in stopping the game's antagonist Amelie. Even when the gun is loaded with hematic rounds, bullets made from Sam's blood. When Sam is stranded on the Beach, he attempts to kill himself with the revolver, but there are no rounds. Furthermore, it is then explained by Deadman that the rescue of Sam from his own Beach was possible through Die-Hardman's revolver, in which the "knot" was retained between Sam and the living world; from there, Deadman and BB slingshotted from the Seam through Fragile to pull Sam back from the Beach. The "stick" has become a "rope", but not by any coincidence.

    Kojima comments that at one point in his life he had felt alone. But by making connections, making friends, he found fulfilment in himself. Death Stranding retains much of that theme.

    The quote from "Nawa" seen at the beginning of Death Stranding omits the last, cryptic portion of Abe's simple thesis of the rope and stick: "Even now, they are like members of our family, infiltrating and living in every residence." It has been interpreted as a concept for Jungian archetype, as the rope and stick has found its way to modern society. But we may draw the conclusion that Abe rationalises that the rope and stick are dangerous to modern society--its evil morally grey, and complex. Kobo Abe's view of the rope and stick was conceived during a time of great instability, where Japan was deeply affected by the annihilation of its home soil. Yet Hideo Kojima seems to say, "Times have changed," extending a hand to Abe, "nowadays the whole world suffers, and its starts with the individual person. We can help each other, throw away the 'sticks', and create 'ropes' between each other." "Tomorrow is in your hands," says Kojima. The hand has the ability to hold cruelty: the 'stick'. But it also has the ability to hold another hand. Its love, its connection, is the 'rope'.

    Note:

    Ropes imbued with the blood of Repatriates, or revenants who have returned from the Beach and thus cannot die, serve as a personal identification, as all objects imbued with a person's blood are in the world of Death Stranding. This is by far the most obvious reference to "strands" as being defined by ropes. Repatriate blood has the special ability to repel BT's, spirits from the world of the dead stranded (in this sense of the word, it means lost). BT's are "lost", as Kojima explains in dissecting the anatomy of a scene, and are only curious about living souls. This is why BT's approach them. They desire connection: one that is doomed, in fact, because if they come into contact with a human it will result in a crater-forming explosion.

    And another thing. Although the origin of the rope is unknown, the ancient Egyptians were the earliest to document the process of making one, and was probably the first civilisation that fashioned specialised tools in making rope. (4000-3500 B.C.) The ancient Egyptians, who saw the common strand between life's and death's prismatic modes, were among the first documented to create the "rope" in the physical realm.

    Sources:

    Nawa (1960) by Kobo Abe, trans. Tim Rogers (2019): https://medium.com/@108/nawa-the-rope-by-kobo-abe-19db9afa6dd3

    Ancient Egyptian rope: http://www.madehow.com/Volume-2/Rope.html

    Kojima and Yoji Shinkawa break down a Death Stranding scene: https://www.youtube.com/watch?v=1sMNtH21-JU

    The Cambridge Encylcopedia of Japan, ed. by Richard Bowring and Peter Kornicki

    submitted by /u/onigf
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    "I'm Fragile but I'm not that Fragile." Another (2560x1080)

    Posted: 29 Mar 2020 10:33 AM PDT

    Zip-line theory

    Posted: 29 Mar 2020 06:52 PM PDT

    Whenever I see another porter's zip-line that is not interesting for my network, I dismantle it in the hope that another one, somewhere more useful, will show up later. Anyone else?

    Oh and speaking of dismantling, what's up with those useless bridges everywhere? I don't understand why people would waste time and material to build a bridge where there's no need for one.

    Anyway, keep on keeping on!

    submitted by /u/Raphton84
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    Name of the cheerful music played by the auto paver

    Posted: 29 Mar 2020 06:42 PM PDT

    Anybody knows the name of the short cheerful music played by the auto paver when you successfully build a road? I've been searching everywhere and no results. It's a strange question but i really like that silly tune.

    submitted by /u/ibeus93
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    Uhhhhh....

    Posted: 29 Mar 2020 02:59 PM PDT

    Will Death Stranding receive any DLC?

    Posted: 29 Mar 2020 10:47 PM PDT

    Death Stranding is my all time favorite game, along side metal gear. But I just keep wanting more of Death Stranding.. So can someone please tell me some good news on what our god creator is working on?

    submitted by /u/KellyB_Photography
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    I'm kinda annoyed that these wannabe smartass critics on YouTube and their communitys are circlejerking about the whole idea what is objectively good or bad.

    Posted: 29 Mar 2020 10:45 PM PDT

    I get it, there are some things that can be objectively measured in a game, bugs and glitches as an example. But when we talk about story, atmosphere and the overall gameplay? I don't really agree at all and I can't see and hear the shit anymore, what people have to say about this game since launch. Of course, you can dislike what you want, but jesus.. Dunkey, The Act Man, The Amazing Lucas and so on. I watched their videos and.. they kinda annoy me? Yeah yeah, of course, if I don't like them, why should I watch them, right? I wanted to see what issues people have with the game and it turns out that I saw a big groupthinking and circlejerking thing going on. Man.. being a game designer is harder than I thought. I guess the biggest challenge in game dev is how people react to it.

    submitted by /u/Born-From-A-Wish
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    An idea for MULEs

    Posted: 29 Mar 2020 10:39 PM PDT

    Just an idea, based on the soldier capture mechanic in MGSV Phantom Pain, it would be cool if you could 'arrest' the MULEs that get knocked out, load them in a van and take them to a big distribution centre. You could get a bounty for turning them in and maybe slowly get an army of porters like the delivery drones.

    submitted by /u/AlexFili
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