Stranded in Life and Death

Table of Contents

1. Stranded in Life and Death: Thoughts on Death Stranding

Between March and September 2024, I played through Death Stranding, a high-octane1 backpacking simulator from Hideo Kojima. Like many of Kojima's games, it was weird and overlong, and resulted in various xeets and a bunch of hastily-scribbled sticky notes that I've been sitting on for months.

1.1. Aesthetics

The aesthetics of the game are enjoyable, if inaccurate. The titular Death Stranding has reduced the United States to a big lake where St. Louis used to be, the surface of Mars, and two (2) of the Rocky Mountains, surrounded on either side by rural Wales.

welsh.png

The sandbox is considerably smaller than the actual U.S, as it has to be2, but it appears that Kojima skipped what Araki didn't: actually going to the U.S. to scout. My home state, Oklahoma, is within the aforementioned Mars area. The dirt is red in real life3, but the shade is wrong and it's way too hilly4.

south-knot.png

Figure 1: Notice the mountains

The squishing of the country makes it so there are mountains in Nebraska, and everything feels kind of off5.

However, the non-geographical features are much better. All of the Bridges buildings and all their interfaces are in a neo-Art Deco style.

bridges-facility.png

The old buildings6, meanwhile are in a more standard American style7, while the bunkers of survivors, the packages Sam carries, his tools, the vehicles, and pretty much everything else directly exposed to the Real World are that strange sci-fi combination of sleekness and bulbosity.

The sky is almost always overcast, misty, or dusty; I don't think the player ever sees the sun directly8. All in all, tramping through the world feels like this image:

morning-drive.jpg

1.2. Themes

1.2.1. Isolation & Introspection

Once upon a time, I was a Boy Scout. As a Boy Scout does, I spent two weeks at Philmont, backpacking around in the New Mexico branch of the Rocky Mountains. It can be eerie at times; miles away from civilization, the only things you hear are the sounds of nature, the banter of your crew, and your own labored breathing when the banter runs out. Despite this, you never feel properly alone; there is always someone in front of you or behind you, and one can always look forward to pitching camp at the end of the day, barking orders, chirping the navigator, and moaning about the food. Death Stranding is nothing like that.

Death Stranding, frankly, reminds me more of my own life as a student. I'm a pretty solitary guy, and I have spent a lifetime pulling off the "alone in a crowd" gimmick, but the experience that Death Stranding is most reminiscent of is after-hours at a nerd event9. You're walking back to your apartment at around midnight on a Sunday morning; there is no raucous sound of partying as there would be 24 hours prior. Your head hurts from slamming caffeine on an empty stomach while wrangling technical problems, and the streetlights cast eerie shadows. All is quiet; the birds, the cars, and the humans all sleep, and all you really want to do is reach your destination.

lafayette.png

Despite being a game about connecting others, you, the player, are never really connected to anyone. Sam is an entirely passive user of the chiral network, despite being the bearer of it; he only ever receives mail, never sending any, and ignores all the other social aspects of the chiral network10. It'd be like an atheist handing out copies of the Book of Mormon to convert pepole.

You do meet and talk with other characters, but they are almost always through holograms or over the door intercoms; the characters you meet in person you only see once or twice11. The world fills with life as you make your deliveries, but only after you've left it behind12.

This may be a boon; all the chiral-connected people that you work with are paranoid of monitoring13, and your "phone"14 is literally a pair of handcuffs15. Yeah, Amelie16 tells you:

"They're not shackles, Sam. They're a symbol of our bonds"

but she turns out to be the main villain17, so what she says should be taken with a grain of salt.

In seeking the frontier, Sam escapes the chiral network despite his connection to it and bearing of it18; he remains aloof from the UCA's simulacrum of the United States of America23 and eventually abandons it fully by burning his cufflinks to rescue Lou and raise her as his own25

1.2.2. Sterility

As a single, childless man26 who doesn't participate in anything promoting fecundity, this is gonna ring a little hollow, but it's an important theme nevertheless. In fact, it's directly referenced within the game (through the lens of asexuality27):

asexual-world.png

It is also the centerpiece of two major narrative arcs: that of Mama and Lockne, and that of Amelie and Sam.

Mama and Lockne's arc is the first one that directly addresses it28. Neither Mama nor Lockne could conceive alone, but Lockne wished for a child after falling in love with an unnamed Bridges worker. As identical29 twins, they believed they could cheat by pairing Lockne's eggs with Mama's uterus using Lockne's parterner's sperm; this worked until the hospital in which Mama was staying30 was attacked by terrorists31 and she gave birth to the child as a BT. No dice32.

No one alone33, then, can continue the human race, while those together34 can; however, the ultimate failure of the project (as the baby arose as a BT due to those others outside the primary Mama-Lockne unit) demonstrates the failures that a community brings with it35 , 37

Amelie and Sam's arc, meanwhile, is the first to begin, but is only revealed later in the game. Amelie, while originally introduced as Sam's adoptive big sister, is shown to be soul of Sam's adoptive mother38 and the sixth Extinction Entity39, and thus the ultimate creator of the world's sterility41. Her bodily form, Bridget, meanwhile, works to sabotage the fertility of the world through an indirect method: the creation of Bridge Babies (or BBs). BBs are fetuses prematurely extracted from their mother's womb and held in simulacra of wombs, and are able to sense when BTs are nearby and alert their "operator"42. Obviously, this limits the reproductive capacity of the world at large, but this is reinforced by the UCA's continued reminders to their employees to view and treat BBs only as pieces of equipment43 and the cremation of BBs after they have outlived their usefulness44.

Amelie herself goes even further, giving her operatives a ruined baby doll to place into the incubation pods45. Reproduction is fully undermined as the Extinction Entity separates humanity from itself47, then eats away at the necessity of reproduction48 and the ability to follow it through49. The chiral network fails to provide a cure for the destruction she has wrought due to its inability to reproduce biological material.

There is a third arc that goes on mostly behind the scenes: that of the Junk Dealer and the Chiral Artist. Amelie indirectly destroys their relationship before the beginning of the game, before Sam is able to rekindle it by bringing them together once more50; however, their marriage falls apart quickly after Sam leaves51. There is a bright spot, though: after the end of the game (at least in my playthrough) when Amelie is eliminated, they are able to come back together once more52.

1.3. Conclusion

Overall, Death Stranding was a fun game with a unique gameplay loop, a lot of good stuff to look at, and an interesting look into Kojima's psyche. Now, is this analysis accurate? Who knows! I didn't look at any analyses of this game other than the Zero Punctuation review. This is a dump of my notes combined with whatever litcrit brainworms I've picked up, paired with a whisky-Red Bull.

It may be useful for the reader to contemplate parallels in their own life, both in the isolation that social media exacerbates53 and the sterility that they chase, either explicitly or implicitly. Strand yourself not between life and death54, but seize one or the other by its horns.

Footnotes:

1

Lol

2

Or not, since Fuel had a Connecticut-sized map without loading times a decade prior

3

Oklahoma is known for it

4

"Oh but the voidouts" No. Unless they dug South Knot City inside a voidout crater, it's wrong. More like Utah than it should be

5

This could be purposeful

6

Which we don't see much of except in the final mission

7

Retaining a little Art Deco influence, but not much

us-building.png

8

Even after the game ends and the United States is restored as the United Cities, the ceremony takes place at night and Sam returns to his private room underground to conduct post-ending fuckabouts in the two weeks between the end of the final mission and the ending cutscene

9

E.g. hackathons or ICPC competitions

10

We never see the chiral YouTube, for instance

11

Fragile and Higgs are the exceptions here, if only because you need a rival and a love interest, and you can't do both of those effectively over the airwaves (or rather, you can, but Kojima isn't a Zoomer and thus couldn't work out how)

12

Even for player-created structures, you must connect the region to the chiral network before they are available, meaning that you are always alone for your first trek into an as-yet unexplored territory

13

Deadman and Die-Hardman, for example. Die-Hardman especially: he's the de-facto President, yet fears that his leaking of information to the UCA's last hope (Sam) will be found out (presumably by some form of as-yet-unmentioned secret police)

14

For the chiral network is almost certainly an allusion to the current social networks accessed through smartphones

15

There may be a lore reason for this, but the symbolism is about as subtle as a hot pancake to the face.

16

Your end goal for most of the game

17

Spoiler alert

18

In fact, you can view the whole game as a metaphor/manual for escaping the "Matrix" of social networking in the modern age; you disconnect yourself from it as much as you can, turning it into just another spout of information for accomplishing your real goals19, and instead focus on said goals20, paired with making meaningful connections with real people21

19

As Sam does by only using it for order placement, mapping, and music

20

All Sam really wants to do is deliver stuff. He's like a backpacking Tom Bombadil; as long as he can deliver stuff, he's happy

21

Hence the pseudo-romance22 with Fragile

22

I can't really justify calling it a proper romance, because Sam's too tsundere

23

Sam's driving motivation throughout most of the game was to get back to and rescue big sister Amelie; he explicitly doesn't care about reuniting the UCA24

24

If I recall correctly

25

Spoiler alert, redux

26

At time of writing

27

Yes, they're related; the asexuality of Death Stranding's world is both the result of and the reinforcer of its sterility

28

Though not the first one referenced in the game, as we shall soon see

29

Formerly conjoined

30

Awaiting a C-section, mind you, not a regular birth. There's something significant about that, but I'll leave it as an exercise for the reader

31

Ultimately led by Amelie, the other sign of sterility

32

Mama would end up dying after Sam cut off the BT (which remained attached to her through a ghostly umbilical cord)

33

I.e. Mama OR Lockne

34

Through the chiral network, or as a pair in this case

35

As a larger community creates a larger target36

36

This becomes more evident as the expanded chiral network generates more Timefall storms and more BTs, and is reified in the flamewars, raids, and real-life violence stemming from social media interactions

37

Children of Men vibes throughout this whole story, frankly

38

And UCA President

39

Ultimate villain of the story, and bringer of destruction40

40

One of notes reads "why is kojima trying to make my sympathize w/ shiva w/ tits?[sic]"

41

As she killed most of the people in the U.S., forced the rest into walled cities or underground, and then started running a terrorist unit to kill the ones left over

42

Although it could be argued that it was a necessary sacrifice to enable the movement of Sam and other porters, it's a solution to a problem that she herself created, so I'm not giving her any credit for it

43

Something that Sam and other Bridges employees struggle with throughout the game, eventually leading to Sam's defection from the UCA

44

I.e., once they figure out that they aren't actually in their mother's womb

45

Her operatives, then, operate using a simulacrum within a simulacrum, with no semblance of independent life. They are entirely reliant on Amelie46

46

This can be likened to the Devouring Mother creating dependence within her offspring; they become eternal children, sexually immature and thus sterile.

47

Atomized, asexual individuals cannot reproduce

48

Through the dolls

49

By abducting children and destroying them as soon as they begin to gain awareness of their surroundings

50

Literally, you have to carry a woman across Olympus Mons

51

They're newlyweds trapped together in a bunker of indeterminate size. Guess how long it takes for them to get into their first fight, and guess how easy it is to cool off when the maximum number of walls between you and your interlocutors is one

52

The sterilizing influence of the Extinction Entity is removed from the world and it begins to reconnect naturally, rather than the forcible reconnection that the chiral network brings

53

Which it does; I know it feels like it doesn't, and that it removes it, but Xitter/Instagram/etc make the long dark night of the soul worse rather than better

54

Or indeed in a living death or a dying life

Created: 2025-01-25 Sat 17:08

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