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	<title>Classic Sci-Fi Games That Predicted The Future - Versionsgeschichte</title>
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		<title>DottyChilds2 am 23. April 2026 um 10:17 Uhr</title>
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		<updated>2026-04-23T10:17:01Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Nächstältere Version&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Version vom 23. April 2026, 12:17 Uhr&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot;&gt;Zeile 1:&lt;/td&gt;
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&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The sci-fi genre has always found ways to imagine what our futures could look like. From foreseeing resource shortages to close encounters with extraterrestrial beings&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;there are many possibilities &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;stories revolving around our potential paths&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;However&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;in &lt;/del&gt;some &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;cases, those probabilities come true. This has happened several times in video games which has left gamers and non&lt;/del&gt;-&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;gamers alike surprised, fascinated, &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;distur&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Hideo Kojima loves movies &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;loves video games; it’s no surprise that he wants to combine the two&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;As players take on &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;journey &lt;/del&gt;of a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;delivery man across &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;fractured America, there is plenty &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;room for human connection when Sam Bridges meets other humans &lt;/del&gt;in &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;person&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;despite his fear of to&lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Released in &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;1995&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;I Have No Mouth And I Must Scream is &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;point&lt;/del&gt;-&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and&lt;/del&gt;-&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;click adventure set in a nightmarish apocalyptic future&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Here&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;only a handful of people have been kept alive by a malignant genius artificial intelligence that seeks to torture and humiliate them endlessly. Players have to deal &lt;/del&gt;with &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;disturbing ethical dilemmas that revolve &lt;/del&gt;around themes of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;genocide, abuse, insanity, &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;r&lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;This extremely alien and unrecognizable vision of America arguably strengthens &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;game’s themes, instead of conflicting &lt;/del&gt;with &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;them. Death Stranding’s resemblance to Iceland does not appear to be accidental. A PBS Nature episode called Iceland: Fire &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Ice notes that &quot; Iceland is a mere child in geologic terms &lt;/del&gt;.&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&quot; Death Stranding predicted &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;future in a variety of ways&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but with its geography&lt;/del&gt;, it &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;reaches into &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;ancient past &lt;/del&gt;of the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Earth. The &lt;/del&gt;game &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;imagines an America reshaped by geological processes, with countless years compressed into the mere decades since &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;[https://Fileprohost.com/ Death Stranding 2 missions] Stranding event took place thanks to the influence of Timefall. The literal imagery of America &lt;/del&gt;is &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;not recognizable to players familiar &lt;/del&gt;with &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the real-world country&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;while the game’s themes symbolize an America that is becoming something unrecognizable thanks &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;increasing polarization, as the population is spiritually separated by insurmountable political divi&lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;lt;br&amp;gt;What would one do if they could predict &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;future? Mankind has always encountered and been fascinated by soothsayers or those &lt;/del&gt;that &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;demonstrate clairvoyance&lt;/del&gt;. The &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;prophecies and declarations &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;individuals such as those of Nostradamus &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Baba Vanga have stirred many people so deeply that their words are still regarded and discussed &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;this &lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Death Stranding &lt;/del&gt;&#039;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;s prophetic story is maybe even more impressive than &lt;/del&gt;that &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;of MGS &lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;While issues like drone warfare&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;bloating online information&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and digital surveillance were novel &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;audiences at &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;release of &lt;/del&gt;Metal Gear Solid &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;2 &lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;they were part of smaller academic and theoretical conversations. &lt;/del&gt;Death Stranding is &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;different &lt;/del&gt;in &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;that its &lt;/del&gt;development &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;began years before the world knew COVID-19 existed&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Emotional themes about loneliness are nothing new, but &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;ways it portrays &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;global lockdown, fear of physical contact, &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Sam&#039;s occupation are strikingly similar&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;lending credence to Kojima and his staff&#039;s capacity for storytell&lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Although it may seem like a fluke and it was not intentional&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;this demonstrates &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;potential &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;effects &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;what a solid algorithm can do. Imagine mapping the universe &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;discovering real planets all in &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;comforts &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;h&lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;This analysis seems compelling, yet &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;AI is clearly still malicious&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;As such&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;it has been compared &lt;/del&gt;to the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Cambridge Analytica scandal &lt;/del&gt;of the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;late 2010s that had &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;falsely righteous aim &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;improving society&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The Metal Gear antagonist&#039;s real aim &lt;/del&gt;was &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;censorship and control &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;information, just as Cambridge Analytica&#039;s data was used &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;push targeted campaigning for Facebook users. Additionally&lt;/del&gt;, it was &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;doing so for &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Patriot&#039;s aim of covertly controlling society&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;while Cambridge Analytica &lt;/del&gt;was &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;covertly using power for far-right political campaigns. Kojima&#039;s story highlighted &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;dilemmas between security and freedom in data privacy long before &lt;/del&gt;it became &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a common is&lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;With **Death &lt;/del&gt;Stranding &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, _ ** &lt;/del&gt;Kojima Productions &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;made &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;point of setting the game &lt;/del&gt;in &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a ruinous future version of &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;United States of America&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;America depicted &lt;/del&gt;in the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;game bears little resemblance to the real-world country, though this does not lessen &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;game’s message or its impact&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Where the actual USA is &lt;/del&gt;about &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;3&lt;/del&gt;,&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;000 miles across from coast-to-coast, the map of America in _Death Stranding is estimated at roughly 200 to 500 miles from end to end&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Prior &lt;/del&gt;to the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;game’s release&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;some theorized &lt;/del&gt;Death Stranding &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;would be set in Iceland. The environment of Death Stranding certainly seemed to support the theory, &lt;/del&gt;with &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;its prevalence &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;cliffs&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;black sand&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;moss, and lava rock formations. There are very few trees to &lt;/del&gt;be &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;seen, and no conventional wildlife roams the land, making the game look very different from America’s geography - all of which is by des&lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;When characters like Harley Quinn break into a mischievous grin&lt;/del&gt;, it &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;feels all too real&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Even when characters are speaking&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;it’s as if &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;team has taken an extra amount &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;care &lt;/del&gt;in &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;their character designs &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;make sure everything works so well toget&lt;/del&gt;&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Metal Gear Solid focuses on war, nationalism&lt;/ins&gt;, and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the covert nature of the state&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;These ideas have been relevant for centuries&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but &lt;/ins&gt;some &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;of Kojima&#039;s messages have been ahead of their time; the Metal Gear machines began as anti&lt;/ins&gt;-&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;nuclear weapon metaphors &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;later became relevant as a warning about drone warfare &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;autonomous weapons&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Yet &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;most interesting tale when it comes to MGS &#039; prescient stories is that &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;2001&#039;s Metal Gear Solid 2: Sons of Liberty . The game reveals that protagonist Raiden&#039;s missions were all &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;ploy to gather data for &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;sentient AI that aims to control the flow &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;information &lt;/ins&gt;in &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;society&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;ostensibly for its betterm&lt;/ins&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Released in &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;2019&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Death Stranding was the first game from Kojima Productions following Hideo Kojima&#039;s split from Konami . Both its gameplay and story were markedly different from Metal Gear Solid , moving to &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;post&lt;/ins&gt;-&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;apocalyptic walking simulator rather than a military sci&lt;/ins&gt;-&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;fi stealth game&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Where MGS focused on political and militarist themes&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Death Stranding was more concerned &lt;/ins&gt;with &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;human stories &lt;/ins&gt;around themes of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;loneliness &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;ident&lt;/ins&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Kojima Productions is expanding &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Death Stranding franchise &lt;/ins&gt;with &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a sequel game &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;movie&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;As &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;release date for these projects draws nearer&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;more information should be released&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;though &lt;/ins&gt;it &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;is likely to be cryptic, as is &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;case with most &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Kojima&#039;s marketing. Gamers can also expect to learn about &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Xbox &lt;/ins&gt;game the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;studio &lt;/ins&gt;is &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;busy &lt;/ins&gt;with&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;. Though Kojima seems very excited about it&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;gamers know next &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;nothing about this secret project so &lt;/ins&gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;An odd choice of &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;original was &lt;/ins&gt;that &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;it was set during an eternal day for no real reason. It was wonderful, still, but unusual. Having the day actually progress offers up so many opportunities&lt;/ins&gt;. The &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;darkness &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;night might make it difficult to move about, &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;enemy patrols could be different. Maybe other players could even build lights &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;guide your p&lt;/ins&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Kojima Productions &lt;/ins&gt;&#039; &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;games have offered thoughtful critiques of sociological and political ideas in ways &lt;/ins&gt;that &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;many modern titles rarely achieve, let alone ones from over two decades ago&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Themes in those early games were already interesting when first explored&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;yet became increasingly relevant as time went on. Before the studio had its current name&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;this was limited &lt;/ins&gt;to the Metal Gear Solid &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;franchise, but as Hideo Kojima has moved on to other projects&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;he has maintained a knack for almost clairvoyant storytell&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;/ins&gt;Death Stranding &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;2 &lt;/ins&gt;is in development. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;While Kojima Productions is yet to confirm &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;production of &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;sequel to Norman Reedus &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the Funky Fetus&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the original game’s star revealed in a recent interview that motion capture on a successor has already begun.&lt;/ins&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;However&lt;/ins&gt;, the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;original Deus Ex highlights the dark corporate dystopia that is awaiting us all. With new technologies &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;cybernetic implants being encouraged yet controlled by a small group &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;mega tech moguls, information &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;people are under &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;thumb &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the few powerful people in this world. A vision that isn’t too far from what is happening &lt;/ins&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;One of &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;most anticipated games of 2019 and a game that would go on to accumulate a large number of awards&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Shortly after its initial release, Covid 19 lockdowns began occurring globally in early 2020&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;with people beginning to isolate and adapt to ‘new normals’ &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;try and minimize &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;effects &lt;/ins&gt;of the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;pande&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Death Stranding was an unproven experiment at &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;time and also one &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the most ambitious triple-A titles operating within the traditional system we’d ever seen&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Sony gave Kojima a blank cheque and allowed him to create whatever he wanted purely because his exclusivity &lt;/ins&gt;was &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;more than enough of a draw. I can’t think &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;many games where the finished product matches up &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;its reveal trailer so perfectly&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;making &lt;/ins&gt;it &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;clear that whatever he had in mind for the game &lt;/ins&gt;was &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;clear from &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;very beginning&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and its relatively short development cycle &lt;/ins&gt;was &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;spent iterating upon &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;initial pitch until &lt;/ins&gt;it became &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the game we know today.&lt;/ins&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The upcoming game isn&#039;t the only [https://Fileprohost.com/ death Stranding 2 patch Notes] &lt;/ins&gt;Stranding &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;-related project &lt;/ins&gt;Kojima Productions &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;is busy with. There is also &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Death Stranding movie &lt;/ins&gt;in the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;works &lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;which follows &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;trend of many recent IPs on PlayStation. The movie is being made &lt;/ins&gt;in &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;collaboration with Alex Lebovici, who is &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;executive producer of &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;movie Barbarian &lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Not much has been revealed &lt;/ins&gt;about &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;this movie&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;though Kojima claims it will be revolutionary&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;According &lt;/ins&gt;to the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;auteur&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&quot;the &lt;/ins&gt;Death Stranding &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;movie is taking a direction that nobody has tried before &lt;/ins&gt;with &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a movie adaptation &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a game.&quot; He also claims that it is not a typical blockbuster film&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but instead&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;it will &lt;/ins&gt;be &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;an arthouse mo&lt;/ins&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;With that context&lt;/ins&gt;, it &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;wouldn&#039;t quite make sense to be travelling the world delivering anymore&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Instead&lt;/ins&gt;, the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;game should take advantage &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;this, putting a greater emphasis on these built-up areas. Maybe this time you&#039;ll be strengthening ties between rivals or actively aiding &lt;/ins&gt;in &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;rebuilding these broken cities. It would be a great way &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;show that the strands connecting people aren&#039;t dead&lt;/ins&gt;&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>DottyChilds2</name></author>
	</entry>
	<entry>
		<id>https://radwiki.fh-joanneum.at/index.php?title=Classic_Sci-Fi_Games_That_Predicted_The_Future&amp;diff=74917&amp;oldid=prev</id>
		<title>BuddyKinsela: Die Seite wurde neu angelegt: „&lt;br&gt;The sci-fi genre has always found ways to imagine what our futures could look like. From foreseeing resource shortages to close encounters with extraterrestrial beings, there are many possibilities and stories revolving around our potential paths. However, in some cases, those probabilities come true. This has happened several times in video games which has left gamers and non-gamers alike surprised, fascinated, and distur&lt;br&gt;&lt;br&gt; &lt;br&gt;Hideo Kojima lov…“</title>
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		<updated>2026-04-23T09:46:29Z</updated>

		<summary type="html">&lt;p&gt;Die Seite wurde neu angelegt: „&amp;lt;br&amp;gt;The sci-fi genre has always found ways to imagine what our futures could look like. From foreseeing resource shortages to close encounters with extraterrestrial beings, there are many possibilities and stories revolving around our potential paths. However, in some cases, those probabilities come true. This has happened several times in video games which has left gamers and non-gamers alike surprised, fascinated, and distur&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Hideo Kojima lov…“&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Neue Seite&lt;/b&gt;&lt;/p&gt;&lt;div&gt;&amp;lt;br&amp;gt;The sci-fi genre has always found ways to imagine what our futures could look like. From foreseeing resource shortages to close encounters with extraterrestrial beings, there are many possibilities and stories revolving around our potential paths. However, in some cases, those probabilities come true. This has happened several times in video games which has left gamers and non-gamers alike surprised, fascinated, and distur&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Hideo Kojima loves movies and loves video games; it’s no surprise that he wants to combine the two. As players take on the journey of a delivery man across a fractured America, there is plenty of room for human connection when Sam Bridges meets other humans in person, despite his fear of to&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Released in 1995, I Have No Mouth And I Must Scream is a point-and-click adventure set in a nightmarish apocalyptic future. Here, only a handful of people have been kept alive by a malignant genius artificial intelligence that seeks to torture and humiliate them endlessly. Players have to deal with disturbing ethical dilemmas that revolve around themes of genocide, abuse, insanity, and r&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;This extremely alien and unrecognizable vision of America arguably strengthens the game’s themes, instead of conflicting with them. Death Stranding’s resemblance to Iceland does not appear to be accidental. A PBS Nature episode called Iceland: Fire and Ice notes that &amp;quot; Iceland is a mere child in geologic terms .&amp;quot; Death Stranding predicted the future in a variety of ways, but with its geography, it reaches into the ancient past of the Earth. The game imagines an America reshaped by geological processes, with countless years compressed into the mere decades since the [https://Fileprohost.com/ Death Stranding 2 missions] Stranding event took place thanks to the influence of Timefall. The literal imagery of America is not recognizable to players familiar with the real-world country, while the game’s themes symbolize an America that is becoming something unrecognizable thanks to increasing polarization, as the population is spiritually separated by insurmountable political divi&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;What would one do if they could predict the future? Mankind has always encountered and been fascinated by soothsayers or those that demonstrate clairvoyance. The prophecies and declarations of individuals such as those of Nostradamus and Baba Vanga have stirred many people so deeply that their words are still regarded and discussed to this &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Death Stranding &amp;#039;s prophetic story is maybe even more impressive than that of MGS . While issues like drone warfare, bloating online information, and digital surveillance were novel to audiences at the release of Metal Gear Solid 2 , they were part of smaller academic and theoretical conversations. Death Stranding is different in that its development began years before the world knew COVID-19 existed. Emotional themes about loneliness are nothing new, but the ways it portrays a global lockdown, fear of physical contact, and Sam&amp;#039;s occupation are strikingly similar, lending credence to Kojima and his staff&amp;#039;s capacity for storytell&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Although it may seem like a fluke and it was not intentional, this demonstrates the potential and effects of what a solid algorithm can do. Imagine mapping the universe and discovering real planets all in the comforts of h&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;This analysis seems compelling, yet the AI is clearly still malicious. As such, it has been compared to the Cambridge Analytica scandal of the late 2010s that had the falsely righteous aim of improving society. The Metal Gear antagonist&amp;#039;s real aim was censorship and control of information, just as Cambridge Analytica&amp;#039;s data was used to push targeted campaigning for Facebook users. Additionally, it was doing so for the Patriot&amp;#039;s aim of covertly controlling society, while Cambridge Analytica was covertly using power for far-right political campaigns. Kojima&amp;#039;s story highlighted the dilemmas between security and freedom in data privacy long before it became a common is&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;With **Death Stranding , _ ** Kojima Productions made a point of setting the game in a ruinous future version of the United States of America, but the America depicted in the game bears little resemblance to the real-world country, though this does not lessen the game’s message or its impact. Where the actual USA is about 3,000 miles across from coast-to-coast, the map of America in _Death Stranding is estimated at roughly 200 to 500 miles from end to end. Prior to the game’s release, some theorized Death Stranding would be set in Iceland. The environment of Death Stranding certainly seemed to support the theory, with its prevalence of cliffs, black sand, moss, and lava rock formations. There are very few trees to be seen, and no conventional wildlife roams the land, making the game look very different from America’s geography - all of which is by des&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;When characters like Harley Quinn break into a mischievous grin, it feels all too real. Even when characters are speaking, it’s as if the team has taken an extra amount of care in their character designs to make sure everything works so well toget&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>BuddyKinsela</name></author>
	</entry>
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