Finding Life’s Value in Anodyne 2: Return to Dust
I’ve gotta go to work.
How many of life’s precious moments end with this curt phrase? The looming nature of labor teems at the edge of every interaction we have. Weekends, if we’re allotted them, are a brief reprieve—we’re expected to fit all the things we really care about in our life into two days, a whirlwind of family visits and trips to the grocery store and catching up on our favorite shows. We reflect intensely on our childhoods because it is the only period of our life where work isn’t a constant force, when curiosity and exploration are encouraged instead of stymied.
In Analgesic Productions’ Anodyne 2: Return to Dust, birth has been optimized. Newborns skip right past childhood and come out of their eggs ready to work. Eating, sleeping, language development, and free thought are nonfactors; every bit of life’s extraneous elements are automated, which means Nova, the game’s protagonist, can keep working indefinitely. After you’re born in Anodyne 2, you’re immediately tasked with a heavy burden. You are the Nano Cleaner, an agent of The Center, meaning you are the sole person able to cleanse the world of Nano Dust, a toxic substance that taints the bodies of New Theland’s inhabitants and brings illness and distorted desires alike. Nova is able to shrink to microscopic sizes and clean people, houses, and machines to free them of Dust’s inevitable decay.

Anodyne 2 is a game. Logically, I chose not to question the nature of Nova’s mission at the game’s onset. I bee-lined from one Dust-infected patient to the next, sucked out their blighted crystals, and made my way to the next. On the surface, Anodyne 2 uses conventions of both 3D and 2D platformers, notably Zelda. These environments are areas to be conquered, to suss out all the world’s secrets and then abandon it for the next. This is a concept that Anodyne 2 gradually becomes more and more uncomfortable with.
Within each person you dive into is a community. During the course of her journey, Nova meets countless people all surviving as best as they can in a decomposing world. Though initially unaware of it, this weighs heavy on Nova. Though her job as a Nano Cleaner is a noble one, she lacks the emotional development that can only be given to her by care, love, and kinship. At around the game’s halfway point, Nova collapses, unable to continue because she has been pushing herself so hard and refusing to take a break. Palisade, one of Nova’s two caretakers, arrives and reminds Nova of the importance of balance—between work and care, strength and weakness. She is promptly erased by The Center.
Distressed, Nova winds up in a village of Dustbound, people who have chosen to live outside of The Center’s reach and harness the power of Dust despite its deteriorating effects. Many things happen; Nova learns she is able to speak. She is taught to communicate her feelings, to eat, and to sleep. She realizes the joy of entertainment, the wretchedness of failure, and the beauty of a funeral. Near the village Nova finds a fruit, which contains a shrine Nova believes can restore Palisade. Every day she works the farmlands of the village for food and shelter then spends the rest of her waking hours looking for signs in chaos. Clouded by her obsession, Nova fails to notice the shrine is really a playground made in secret for her own sake. She blames herself—unfamiliar with death, Nova feels like it’s her fault Palisade is gone. She’s the Nano Cleaner and is charged with staving off death when its clutches threaten a life. But Dust will always return, and there’s only so much palliative care Nova can give.
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