Yet there was a stark contrast between the way that metropolis was presented. Bayshore, the location for several Tekken games, was as big if not bigger than Shatterbay. Their worlds were believable but presented much differently than those from the west. They were well versed in creating worlds where heroes and villains were in constant battle. Namco knew a thing about fighting games as well. The release was similar to what violent fighting games did to get aggression out of fans. Sometimes it was okay to cut loose and just smash into things in a racing game. Since the game did not actually have pedestrians to run over or carnage, as in Carmageddon, then the destruction was more acceptable for younger audiences. It was not only crucial for the Unbounded story but actually made for a fun experience. The ability to race and destroy had always had a cathartic effect on gamers. Unbounded was an extremely rare example of that type of game design and storytelling. Since some racing games were taking on the qualities of action titles then it was only a matter of time before some of the political themes would get carried over as well.
Strong political statements began to creep in over the past few console generations.
As storage, graphics and animation increased so could the ability to tell more complex stories. Social commentary had been very lightly sprinkled over video games for the past four decades. The inequity was what the 99% felt towards a system that was rigged against them. The game was very much calling out to the frustration that the Occupy movement had been trying express.