Talking games – D2

some spoilers for the 1999 Dreamcast game, D2

D2 ends with numbers. For roughly five minutes following its final scene, white text on black fades in and out without a single sound as the game lists the stats of our world in 1999. Roughly 3,000,000 people had been infected with HIV; AIDS had killed more than 2,500,000; there were 830,000,000 people starving and 1,000,000,000 who were illiterate and 2,000,000,000 without electricity; 19,000 children every single day were dying from malnutrition; 772,204 square miles of rainforest had been destroyed in 15 years and we’d raised the temperature by a degree in about 50; 11% of all mammals and all birds were on the verge of extinction, with an annual species extinction rate of about 1000. D2 shows what was once the truth. It all seems so quaint today.

Released December 23, 1999–only a week away from Y2K and an unknown century—D2 plays out like an elegy to those numbers. It is survival horror as poetry, a game of tragedy bringing tragedy until there’s nothing left to give, a beautifully abstract, impressionist lament to the things humanity has lost and continues to lose just by being us in all our blindness. Taking the skeleton concept of The Thing and splaying it out across the entire earth until its sci-fi concepts have been stretched to symbols of pure emotion, it is very possibly the ultimate work from gaming’s great eccentric auteur, Kenji Eno.

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