'DEATH STRANDING'

CONECTING WORDS AND REDIFINING GAME EXPIRIENCES

Authors

DOI:

https://doi.org/10.34019/1983-8379.2025.v18.49652

Keywords:

Death Stranding, digital narratives, experience, video games

Abstract

This study examines Death Stranding (2019), a game developed by Hideo Kojima, as a digital narrative that offers players a unique and immersive experience. The interactive nature of Death Stranding, classified as a new experience in war games, involves the player's interaction with the protagonist, Sam Bridges. The game's premise places emphasis on three core concepts: freedom of movement, connectivity, and immersion in a fictional post-apocalyptic world. The research draws upon theories of narrative and immersion, drawing on the work of renowned authors such as Umberto Eco, Janet Murray, and Marie-Laure Ryan. The game combines interactive mechanics, such as limited agency, with a narrative structured in chapters, allowing the player to partially influence events without losing the linearity of the main story. The notion of connectivity is pivotal [...]. Furthermore, the game's narrative explores the human impact on the planet [...]. The game's environment, intricate mechanics, and reflective pace collectively reinforce the concept of complete engagement, compelling players to adapt to the game's dynamics to fully appreciate its narrative. It is evident that Death Stranding aims to offer a distinctive experience by utilizing innovative means of interaction and connectivity, thereby inspiring contemplation on collaboration and survival in critical circumstances.

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Author Biographies

Sabrina Ramos Gomes, CEFET-MG

Doutoranda em Estudos de linguagem, CEFET-MG, Brasil.

João Paulo Rodrigues dos Santos, CEFET-MG

Graduando em Letras - Tecnologias da Edição, CEFET-MG, Brasil.

References

ECO, Umberto. Seis passeios pelos bosques da ficção. São Paulo: Companhia das Letras, 2006.

HARAWAY, Donna. Ficar com o problema: fazer parentes do Chthluceno; traduzido por Ana Luiza Braga. São Paulo: n-1 edições, 2023, 364 p.

KOJIMA, Hideo. Hideo Kojima Talks Soundtrack and the Meaning of Death Stranding. Rolling Stone, 2018. Disponível em: https://web.archive.org/web/20180528015807/https://www.rollingstone.com/glixel/news/hideo-kojima-talks-soundtrack-meaning-of-death-stranding-w456480. Acesso em: 29 jul. 2025.

MURRAY, Janet. Hamlet no Holodeck: o futuro da narrativa no ciberespaço. São Paulo: Itaú Cultural; Unesp, 2003.

RYAN, Marie-Laure. Narrative as Virtual Reality: Immersion and interactivity in literature and electronic media. Baltimore: The Johns Hopkins University Press, 2001a.

RYAN, Marie-Laure. Beyond Myth and Metaphor: The Case of Narrative in Digital Media. Game Studies, v. 1, n. 1, jul. 2001b. Disponível em: http://www.gamestudies.org/0101/ryan/. Acesso em: 11 abr. 2025

RYAN, Marie-Laure. Avatars of Story. Minneapolis, MN, USA: University of Minnesota Press, 2006.

Published

2025-10-01

How to Cite

RAMOS GOMES, S. .; RODRIGUES DOS SANTOS, J. P. ’DEATH STRANDING’: CONECTING WORDS AND REDIFINING GAME EXPIRIENCES. DARANDINA REVISTELETRÔNICA, Juiz de Fora, v. 18, n. 2, p. 367–387, 2025. DOI: 10.34019/1983-8379.2025.v18.49652. Disponível em: https://periodicos.ufjf.br/index.php/darandina/article/view/49652. Acesso em: 5 dec. 2025.