The Freelance Camaraderie of Death Stranding
For the past 10 years, my career has been measured in likes.
When you start working in media, one of the first pieces of advice people give you is to build an online presence. It’s important for visibility—those in the field need a profile to associate you with. Appearing multiple times on their feed is the cheapest form of networking, and the promised goals are tantalizing. People might start remembering your name. Some could even follow you back. With luck, you’ll be offered work, camaraderie, or both. But most importantly, you’ll begin to accrue validation, and a sense of belonging, through likes.
As an international writer, getting noticed was of the essence. I didn’t live in any of the major hubs where most of my peers congregated, rendering the possibility of meeting anyone in person impossible until I started actively traveling four years later. I didn’t speak their language natively either. Online, however, it was easier to bridge the gap. I could leave a reply or share an article that, perhaps, would get noticed by someone out there. Somebody I admired could give it a thumbs up or a heart of approval. Innocuous gestures symbolized doors being opened.
I played Death Stranding for work when it launched in late 2019. It was a guides assignment, encompassing collectibles, how-to explainers, and a myriad of leftovers. This meant not only playing a gargantuan game inside out, but doing so in a way that, ironically, created a parallel to the monotonous and solitary deliveries carried by protagonist and fellow freelancer Sam Porter Bridges.
The routine quickly engulfed me. As soon as I returned from my office job, I’d spend that evening playing and attempting to cover as much ground as possible. I don’t remember much about the individual days of the following month, but I have a collection of Instagram Stories. It was my way of showing friends and family how busy I was playing the latest blockbuster. “Is that the guy from The Walking Dead?” people would ask, referring to the virtual depiction of Norman Reedus.

During those weeks, Sam was a common occurrence in my stories: November 9 at 12:41 p.m., he’s making faces in front of the mirror. November 10 at 11:47 p.m., he’s drunk, stumbling around inside his private room and smashing objects against the ground. November 13 at 2:45 a.m., he’s seen sitting on his bunk, looking pensive. The next day, at 1:37 a.m., he gives a thumbs up to the camera, his face and body drenched in mud and blood. Shortly after, he makes a finger gun, puts it to the side of his head, and pulls the trigger.
It was one of the first big projects I tackled that seemed like it’d never end. Sam’s travels from point A to B delivering cargo were in aeternum, too. The people he met on his travels showcased support, and trust, in his abilities. They would often reward him with new deliveries to tackle, as well as tools to make his trips less arduous, at least on paper. Most notably, he also received likes.
The main goal of Death Stranding is to connect facilities off the grid into the Chiral Network, the de facto ISP in the post-apocalyptic depiction of America, now named the United Cities of America (UCA). This connectivity extends asynchronously with other players; actions like placing a ladder or building a bridge are reflected in other people’s sessions as well, and vice versa. You never get to see other players in real-time, but their virtual traces are tangible. Although it’s not possible to give them a handshake or a hug as a thank you for their help navigating the environment, you can give them dopamine in the form of likes. Albeit superficial, likes signify two things: what you’re doing has an impact, and there are others to commiserate with out there.
Death Stranding 2: On the Beach retains the feature, while also providing sharper parallels around the brittle nature of freelancing in 2025. After the events of the first game, Sam parts ways with the government agency Bridges, to try and live a reclusive life off the grid. As expected, this doesn’t last long. An old acquaintance, Fragile, eventually finds him and asks for help connecting the Chiral Network to Mexico and Australia.
Meanwhile, the situation in the UCA has changed drastically; the Automated Public Assistance Company has automated deliveries, and there’s no longer a need for human porters like Sam. The use of AI has already infested newsrooms in different degrees, despite concerns about inaccuracy, bias, and sheer erosion of the human touch in everyday work. In recent years, companies like Vox Media and The Atlantic signed deals with OpenAI, CEOs proudly pivoted to automation while laying off workers in the process, and major publications like the BBC are still trying to prove that Generative AI can be useful, no matter how shitty the results ultimately are. Outside of journalism, companies like Microsoft are also pushing heavily for AI tools for game development, even when the smallest trace of it has led to significant backlash from people, as seen earlier this week with The Alters, to name just one example of many.
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