Between life and death: the questioning of dichotomies in Death Stranding
At the beginning of Death Stranding, you are certain
of two things: you must walk long distances to deliver a variety of packages
and you will need to deal with some kind of ghosts that will try to kill you.
Simple as that. Whilst it gets along and characters are presented, it is
possible to distinguish a characteristic among them. Kojima’s characters have
names that sound very obvious and cheesy. Nonetheless, their obviousness has a
role: to lead the player in a way of questioning the duality of key notions
from their own world.
Before starting
Death Stranding, I knew about the character played by Guilherme Del Toro, but I
thought he would just be a special guest who would appear for ten minutes.
However, his character, Deadman, turns out as a special element in the whole craziness
that Death Stranding introduces us. His importance in how the story unfolds is
the same as in what he, as well as other elements, represents. Even though the
way he is presented, as a type of monster of Frankenstein, makes the fact of
his name is Deadman risibly, he still pretty much alive in front of you.
While in Death Stranding, we find it difficult to
define what is alive and what is dead, the rest of the world questions the
difference between nature and technology, as well as human and nonhuman for
example. However, unlike the former, the latter are confined in academic
contexts, encrypted by the intellectual vernacular. Kojima’s newest work may not
be the first game to question dichotomies, but its strength may be positive to
the discussion.
A dichotomy is a division between opposite ideas. Life
and death. Good and evil. These are found in most of the western societies and
they function as a base for how we see the world. It is after considering
someone as a human and someone or something as a nonhuman that things such as
the human rights start to make sense. Although, accordingly to the philosopher
and feminist Rosi Braidotti’s work, the division between what is human and what
is not is a dangerous practice. The idea of a human as an unquestionable truth
was challenged by the movement anti-humanist lead by some French intellectuals,
like Foucault, which helped to demonstrate some power relations and
inequalities sustained by it.
Death Stranding’s world, in a sense, provides a
prolific context to keep with the anti-humanist movement, since it is
constantly pushing dichotomies to its maximum. Among its characters, we have
Deadman and Fragile. While they are playing with words with their names, we
must push forward the idea of what is a man who is dead but also alive? And
what about a girl whose name gives us a description which contradicts how
strong and tough she is? Their existence contradicts the duality on which they
connected.
There is another point where we can visualize this
whole idea of deconstructing dichotomies. Whenever you are going through an
area of BTs and you are caught by one of them, the whole area transforms. A
giant BT appears and you can only run or fight. After the fight regardless of
the choice you made, many fishes lying on the floor will appear and that can
only be explained by the notion of the convergence of worlds. Two places become
one and during those minutes you are throwing blood grenades it is too
difficult to say where exactly you are.
Nevertheless, the BBs are the most significant element
in the whole game to represent the exercise of questioning dichotomies. A
bridge baby is taken from their mother’s womb who are called “stillmothers”,
since they are brain dead, although their bodies are sustained by the UCA.
Deadman specifies in Chapter 6 that bbs are in a zone between the world of the
living and the world of the dead. They represent as much as life, being
newborns, as death, since they are still connected with their mother’s.
Besides that, after Sam receives his bb, he is told that
he should not consider it as a human being, but as a tool, a hardware. As a
player, you comprehend bb’s function in showing the BTs. On the other side, the
game calls your attention to bb’s humanity since you are supposed to calm them
down if their stress level gets too high. While they are crying and Sam shakes
them in his arms, you can no longer see them as just a tool. They are people.
Notwithstanding how different and most of the times
hard to understand Death Stranding is, it is unquestionably how the work of
deconstructing dichotomies is done well in it. In a world where we fight every
day to change the current social order, the simple exercise of exposing alleged
truths is a good place to start.
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