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	<title>Most Impractical Inventions In Sci-Fi Games Ranked - Versionsgeschichte</title>
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		<title>GarrettGarten2 am 23. April 2026 um 09:48 Uhr</title>
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		<updated>2026-04-23T09:48:16Z</updated>

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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, 11:48 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;Though Sovereign oddly embellishes some details &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;appears &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;give away too much context for &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;‘mortals’, Sovereign’s authority &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;kernels &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;truth about existence within &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;monologue can’t help &lt;/del&gt;but &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;strike a chilling yet resonating chord &lt;/del&gt;in &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;play&lt;/del&gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Death Stranding &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;is &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;strange one when &lt;/del&gt;it &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;comes &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;its characters&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;With multiple strange pieces of dialogue and large exposition dumps made by characters to give context &lt;/del&gt;to the game&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;game also showcases cinematic scenes and exchanges between characters&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Die Hardman’s confession in particular is well remembered for its key character development and dramatic cli&lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Trust it the genius Hideo Kojima to come up with such a silly weapon for Death Stranding . The game requires the protagonist, Sam, to go to the bathroom and bathe. It turns out that Sam’s bodily fluids can be used as weapons against the mysterious threat of the BTs. This includes his toilet wa&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;While the landscape of Death Stranding looks nothing like the &lt;/del&gt;America &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;we know today&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the changes are mostly explained by [https://Fileprohost&lt;/del&gt;.&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;com/ &lt;/del&gt;Death Stranding &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;2 News] Stranding’s Timefall phenomenon&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;apart from the smaller scope of the map&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;After the titular incident called the Death Stranding took place, the barrier between the world of the living and the dead weakened. Timefall was one of the accompanying symptoms&lt;/del&gt;, a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;form &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;rain that causes whatever it falls on &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;age rapidly&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;In gameplay terms&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Timefall can erode the integrity of Sam’s containers, which imperils the cargo within them. The Timefall could also be the reason for the absence of animals in Death Stranding’s America as well as the changes &lt;/del&gt;to the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;landscape. Porters wear protective gear to avoid Timefall aging them prematurely, a process that shapes the backstory of the character of Fragile and her vendetta against Hi&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;The beginning entry &lt;/del&gt;in &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Cyberpunk 2077 may have been a stressful experience for many, regarding the glitches that plagued the game’s release. However, &lt;/del&gt;with the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;latest updates from CD Projekt Red&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Cyberpunk 2077 has been given the rightful love that it deserved upon release&lt;/del&gt;. The &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;game is &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;great open&lt;/del&gt;-&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;world experience, with plenty of deep themes layered in the writing and gamep&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&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Death Stranding’s resemblance to Iceland does not appear to be accidental. A PBS Nature episode called Iceland: Fire and Ice notes that &quot; Iceland &lt;/del&gt;is a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;mere child in geologic terms .&quot; &lt;/del&gt;Death Stranding &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;predicted the future &lt;/del&gt;in &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a variety of ways, but with its geography, it reaches into &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;ancient past of the Earth. The game imagines an America reshaped by geological processes&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;with countless years compressed into &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;mere decades since the Death Stranding event took place thanks to the influence &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Timefall&lt;/del&gt;. The &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;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 &lt;/del&gt;is &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;becoming something unrecognizable thanks to increasing polarization, as &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;population is spiritually separated by insurmountable political divi&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;A game from 2000 that has garnered critical praise with some fans calling it one &lt;/del&gt;of the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;best games ever made &lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Deus Ex presents an interesting yet disturbing future that is already unfolding&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The game has predicted several things including &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;collapse of &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;twin towers due to &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;terrorist attack &lt;/del&gt;that &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;happened just &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;year after the &lt;/del&gt;game&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&#039;s launch&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Its sequel&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Deus Ex: Human Revolution envisioned the rise of Justin Trudeau in politics&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a feat which happened in 2013, 2 years after Human Revolution’s rele&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;Much like &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;lightsabers for Star Wars &lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the Beam Katana is an energy sword with a metal hilt &lt;/del&gt;for &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;No More Heroes &lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The weapon &lt;/del&gt;is &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;featured prominently &lt;/del&gt;in &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the games&lt;/del&gt;, with &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the length varying between models. There are many different constructions of the Beam Katana&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;which vary &lt;/del&gt;in &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;efficiency and po&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;No game seems &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;be like Death Stranding &lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;in &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;fact that &lt;/del&gt;players &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;will &lt;/del&gt;be &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;able &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;convert their number ones &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;number twos into lethal weapons to throw at enemies. It’s an impractical invention, as throwing them at enemy MULES just makes them feel gr&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;There’s no practical use &lt;/del&gt;for &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;this gun, &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;its creation is odd and bizarre&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;It’s unknown who funded such &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;weapon’s creation, but they must have &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;great love &lt;/del&gt;for &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;dubstep. A weapon &lt;/del&gt;that &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;fires music in deadly force to anything in front &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;its barrel, is impractical as it &lt;/del&gt;g&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;The distorted voices and deep droning in &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;background exemplifies this drunken sense &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;power that Shodan appears to have&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;contrasting &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;calm rationality of her desire &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;subjugate the human race. Disturbing &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;haunting, &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;monologue is a stark reminder &lt;/del&gt;of the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;limits one can go when obsessed with power &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;achieving godh&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;It will likely take a few more trailers before gamers get a better sense of what &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;next &lt;/del&gt;game &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;is attempting to offer&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Nevertheless, enough &lt;/del&gt;Death Stranding 2 has &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;been shown &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;demonstrate that gamers &lt;/del&gt;are &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;likely in for a novel experience. While the Iceland-inspired landscapes of &lt;/del&gt;Death Stranding &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;were enthralling, Kojima seems to have moved on to new ideas involving wa&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;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Since the infamously scary PT arrived to tease a Silent Hill reboot from Hideo Kojima, fans have been mighty impressed with the legendary game creator’s knack for horror. Some of these scary elements were adapted and used for Death Stranding , like the mechanics involved in hiding and running from BTs. Yet, there can always be m&lt;/ins&gt;&amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;It would be great to see [https://fileprohost.com/ death stranding 2 walkthrough] Stranding 2 embrace more horror, and truly freak the players out as they try and get past BT areas. The creatures themselves are pretty scary, &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;it would be interesting &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;see how Kojima and his team could make &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;threat of BTs even wo&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;BTs &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;MULEs were the primary enemies &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Sam Porter Bridges in Death Stranding . These enemies didn’t have much variety. BTs existed to drag Sam into a boss fight , which always played &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;same. MULEs existed to divert Sam and steal his delivery packages &lt;/ins&gt;but &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;could be engaged &lt;/ins&gt;in &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;battle through lethal or non-lethal means. However, these fights weren’t as captivating as they could&amp;lt;br&amp;gt;&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;Kojima Productions is expanding the &lt;/ins&gt;Death Stranding &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;franchise with &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;sequel game and movie. As the release date for these projects draws nearer, more information should be released, though &lt;/ins&gt;it &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;is likely &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;be cryptic, as is the case with most of Kojima&#039;s marketing&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Gamers can also expect &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;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 is busy with&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Though Kojima seems very excited about it, gamers know next to nothing about this secret project so &lt;/ins&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Trust it the genius Hideo Kojima to come up with such a silly weapon for Death Stranding . The game requires the protagonist, Sam, to go to the bathroom and bathe. It turns out that Sam’s bodily fluids can be used as weapons against the mysterious threat of the BTs. This includes his toilet wa&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;Walking across &lt;/ins&gt;America &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;can be lonely&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and it can be extremely quiet&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;There’s a great soundtrack in &lt;/ins&gt;Death Stranding &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;thanks to Low Roar &lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;who feature prominently in Kojima’s game&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Low Roar’s songs only play in designated segments&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;which add &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;new layer &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;emotion &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the scene&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;However&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;these songs are lost &lt;/ins&gt;to the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;game after such sections are comple&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;Fighting humans also doesn&#039;t fit &lt;/ins&gt;in &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;much &lt;/ins&gt;with the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;themes of Death Stranding &lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;which leans very much into actively encouraging kindness and cooperation. Fighting human enemies not only tests one&#039;s patience on this front but is antithetical to this theme&lt;/ins&gt;. The &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;otherworldly and often terrifying BTs of Death Stranding are &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;much more nuanced enemy that should be focused on in Death Stranding 2 , while human enemies should be removed altogether or at least reserved for high&lt;/ins&gt;-&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;profile bos&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 &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;only Death Stranding -related project Kojima Productions is busy &lt;/ins&gt;with. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;There &lt;/ins&gt;is &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;also &lt;/ins&gt;a Death Stranding &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;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 &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;many recent IPs on PlayStation&lt;/ins&gt;. The &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;movie &lt;/ins&gt;is &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;being made in collaboration &lt;/ins&gt;with &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Alex Lebovici&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;who &lt;/ins&gt;is the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;executive producer &lt;/ins&gt;of the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;movie Barbarian . Not much has been revealed about 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 to &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;auteur, &quot;&lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Death Stranding movie is taking &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;direction &lt;/ins&gt;that &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;nobody has tried before with a movie adaptation of &lt;/ins&gt;a game.&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&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 be an arthouse mo&amp;lt;br&amp;gt;&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;Never coming to terms with &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;loss of his family&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Heartman purposely stops his heart every twenty-one minutes &lt;/ins&gt;for &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;three minutes&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;He &lt;/ins&gt;is &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;eternally trapped &lt;/ins&gt;in &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;his facility to undergo this&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;day by day to find his family. Heartman deserves eternal rest &lt;/ins&gt;with &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;his family&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;something he hopefully achieves &lt;/ins&gt;in &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Death Stranding&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;When it comes &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;co-op&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;developers should look no further than Dark Souls . It’s one of &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;perfect examples of co-op, where &lt;/ins&gt;players &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;can willingly choose who joins them for their adventure. Players can &lt;/ins&gt;be &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;given warnings through messages, items from allies, and challenged with an invasion. These features would help Death Stranding 2 &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;become far more immersive &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;co-op frien&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;A simple variation on missions can be a big improvement for those looking &lt;/ins&gt;for &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a change of pace from Death Stranding &#039;s walking simulation &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;cargo management &lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Perhaps the player has to retrieve a package from BT-infested lands or has to eliminate &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;particularly strong BT threatening &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;route. Maybe another Mule had to drop their delivery and Sam has to pick it up and finish it. Anything to change up the mundane formula would be much more fun &lt;/ins&gt;for &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;those &lt;/ins&gt;that &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;need the change of pace while ultimately not affecting the overall feel &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the &lt;/ins&gt;g&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;If Death Stranding 2 wants to build upon &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;greatness &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the first Death Stranding game, then it should include more combat levels&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and segments where &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;player has &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;survive &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;fight their way through to &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;next part &lt;/ins&gt;of the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;mission that they are on. It tests both character &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;player in their skills to fi&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;Like most sequels, they exist to continue the story and to implement changes to &lt;/ins&gt;the game. Death Stranding 2 has &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the great potential of being a superior game &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;its predecessor. There &lt;/ins&gt;are &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;many things &lt;/ins&gt;Death Stranding &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;2 could and should improve from the first &#039;Strand&#039; type g&lt;/ins&gt;&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>GarrettGarten2</name></author>
	</entry>
	<entry>
		<id>https://radwiki.fh-joanneum.at/index.php?title=Most_Impractical_Inventions_In_Sci-Fi_Games_Ranked&amp;diff=74664&amp;oldid=prev</id>
		<title>GabrielBartholom: Die Seite wurde neu angelegt: „&lt;br&gt;Though Sovereign oddly embellishes some details and appears to give away too much context for the ‘mortals’, Sovereign’s authority and kernels of truth about existence within the monologue can’t help but strike a chilling yet resonating chord in play&lt;br&gt; &lt;br&gt;Death Stranding is a strange one when it comes to its characters. With multiple strange pieces of dialogue and large exposition dumps made by characters to give context to the game, the ga…“</title>
		<link rel="alternate" type="text/html" href="https://radwiki.fh-joanneum.at/index.php?title=Most_Impractical_Inventions_In_Sci-Fi_Games_Ranked&amp;diff=74664&amp;oldid=prev"/>
		<updated>2026-04-23T07:20:38Z</updated>

		<summary type="html">&lt;p&gt;Die Seite wurde neu angelegt: „&amp;lt;br&amp;gt;Though Sovereign oddly embellishes some details and appears to give away too much context for the ‘mortals’, Sovereign’s authority and kernels of truth about existence within the monologue can’t help but strike a chilling yet resonating chord in play&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Death Stranding is a strange one when it comes to its characters. With multiple strange pieces of dialogue and large exposition dumps made by characters to give context to the game, the ga…“&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;Though Sovereign oddly embellishes some details and appears to give away too much context for the ‘mortals’, Sovereign’s authority and kernels of truth about existence within the monologue can’t help but strike a chilling yet resonating chord in play&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Death Stranding is a strange one when it comes to its characters. With multiple strange pieces of dialogue and large exposition dumps made by characters to give context to the game, the game also showcases cinematic scenes and exchanges between characters. Die Hardman’s confession in particular is well remembered for its key character development and dramatic cli&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Trust it the genius Hideo Kojima to come up with such a silly weapon for Death Stranding . The game requires the protagonist, Sam, to go to the bathroom and bathe. It turns out that Sam’s bodily fluids can be used as weapons against the mysterious threat of the BTs. This includes his toilet wa&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;While the landscape of Death Stranding looks nothing like the America we know today, the changes are mostly explained by [https://Fileprohost.com/ Death Stranding 2 News] Stranding’s Timefall phenomenon, apart from the smaller scope of the map. After the titular incident called the Death Stranding took place, the barrier between the world of the living and the dead weakened. Timefall was one of the accompanying symptoms, a form of rain that causes whatever it falls on to age rapidly. In gameplay terms, Timefall can erode the integrity of Sam’s containers, which imperils the cargo within them. The Timefall could also be the reason for the absence of animals in Death Stranding’s America as well as the changes to the landscape. Porters wear protective gear to avoid Timefall aging them prematurely, a process that shapes the backstory of the character of Fragile and her vendetta against Hi&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;The beginning entry in Cyberpunk 2077 may have been a stressful experience for many, regarding the glitches that plagued the game’s release. However, with the latest updates from CD Projekt Red, Cyberpunk 2077 has been given the rightful love that it deserved upon release. The game is a great open-world experience, with plenty of deep themes layered in the writing and gamep&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 Death 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;A game from 2000 that has garnered critical praise with some fans calling it one of the best games ever made , Deus Ex presents an interesting yet disturbing future that is already unfolding. The game has predicted several things including the collapse of the twin towers due to a terrorist attack that happened just a year after the game&amp;#039;s launch. Its sequel, Deus Ex: Human Revolution envisioned the rise of Justin Trudeau in politics, a feat which happened in 2013, 2 years after Human Revolution’s rele&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Much like the lightsabers for Star Wars , the Beam Katana is an energy sword with a metal hilt for No More Heroes . The weapon is featured prominently in the games, with the length varying between models. There are many different constructions of the Beam Katana, which vary in efficiency and po&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;No game seems to be like Death Stranding , in the fact that players will be able to convert their number ones and number twos into lethal weapons to throw at enemies. It’s an impractical invention, as throwing them at enemy MULES just makes them feel gr&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;There’s no practical use for this gun, and its creation is odd and bizarre. It’s unknown who funded such a weapon’s creation, but they must have a great love for dubstep. A weapon that fires music in deadly force to anything in front of its barrel, is impractical as it g&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;The distorted voices and deep droning in the background exemplifies this drunken sense of power that Shodan appears to have, contrasting the calm rationality of her desire to subjugate the human race. Disturbing and haunting, the monologue is a stark reminder of the limits one can go when obsessed with power and achieving godh&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;It will likely take a few more trailers before gamers get a better sense of what the next game is attempting to offer. Nevertheless, enough Death Stranding 2 has been shown to demonstrate that gamers are likely in for a novel experience. While the Iceland-inspired landscapes of Death Stranding were enthralling, Kojima seems to have moved on to new ideas involving wa&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>GabrielBartholom</name></author>
	</entry>
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