Alice in Borderland: The Focus on Relationships and Survival
At its core, Alice in Borderland explores relationships rather than diving deeply into themes like capitalism or societal structures, which is not what one might traditionally expect from a show in this genre. The series presents a unique murder game, showcasing how ordinary people fight for their lives while attempting to protect those they care about. It’s really about the human mind in the face of adversity—albeit a sci-fi kind of adversity—and how that spirit can either withstand or shatter under pressure.
The latest game challenges players to calculate probabilities and solve logical puzzles. Each participant wears a collar that could explode if they fail. Starting with 15 points, players find themselves in a room filled with multiple exits, each marked by colored dice reminiscent of Dungeons & Dragons. The dice roll dictates how many players can exit through each corresponding door to the next room.
The rooms seem to generate memories and visions on their expansive, monitor-like walls. While this influences players’ decisions, it’s uncertain how much actual impact it has on their fate.
Players must locate an exit room hidden within a 5 x 5 grid, but to open doors, they need points. Often, entering a room incurs multipoint penalties. It’s up to each player how they choose to allocate their points—unless they end up trapped in a room, making decisions even more critical.
Alice’s strategy is to keep the group together, especially now that he’s reunited with the rabbit. This tactic saves time and helps them share point reductions, hopefully keeping everyone out of danger.
Ruji, however, has his own agenda. Once separated from Alice, he begins planting seeds of doubt among the other players, suggesting they should prioritize finding a corner room. Alice is somewhat on board with this, but Ruji’s true intention is darker—he aims to isolate the rabbit, resulting in his own death to enter the afterlife. It’s a twist no one sees coming.
As expected, people begin to perish. Tetsu, who always dreamed of being an architect, records memories to the walls. Faced with the reality of running out of points, he acknowledges his fate with a resigned smile.
Sohta, one of the siblings we’ve followed, sacrifices points to save his sister, Yuna. His last moments are bittersweet, watching her wedding on a screen before he passes. Yuna’s devastation is profound; when she finds him, she struggles to move, costing her precious time—time that could have been vital for Alice.
Rei joins the group for a while, but she’s subjected to chaotic images of abuse and bullying while confined to her room. As an artist, she at least has a creative outlet for her pain, while Sachiko only endures her own torments with a hollow laugh.
It’s possible that the walls serve more than just psychological manipulation. They might show potential futures, like Alice witnessing the danger Ruji poses to the rabbit. He now realizes he must act to save her, though one has to wonder just how reliable the telepathic displays are.
This first episode of the six-episode season concentrates on a single game, allowing the series to delve into players’ lives, revealing their motivations and what truly matters to them. We see glimpses of Tetsu’s wished-for life—with love and career—before fate turns grim. Similarly, we witness Sohta’s hopes for Yuna, only to see him jeopardize her future.
Eventually, the story centers on Alice, the Rabbit, and Ryuji. There’s a love dynamic at play; two men care for the rabbit, but their intentions vary drastically. The overarching theme seems to be about revealing the layers of affection, contrasting those who genuinely care with those who cannot connect in meaningful ways.
