Alice In Borderland– Season 1 Episode 1

Published: Jan 22 2025

We kick off Episode 1 of "Alice In Borderland" with Ryohei Arisu engrossed in video games, his ears tuned to his brother's reprimands about his lackadaisical attitude toward work. "If only we could turn back the hands of reality," he sighs mournfully, echoing the memory of their deceased mother. Eventually, Arisu ventures out to catch up with his pals, Chota and Karube.

Alice In Borderland– Season 1 Episode 1 1

Karube's day takes a turn for the worse when he kisses the charming barmaid, Emi, while she's still on duty, earning him a swift dismissal from his boss—formerly, that is. As the trio starts messaging each other, a rapid-fire exchange of texts unfolds, culminating in a decision to rendezvous in front of the train station.

Gathered together, they ponder their next move, their conversation veering towards zombies and video games. Karube, with a hint of solemnity, urges his friend to embark on a more conventional life path. It's evident that this trio is a misfit among society's norms, and Karube's words resonate deeply with Arisu as he gazes at the bustling crowd living their ordinary lives.

In a moment of serendipity, a crash on the street draws their attention, prompting the boys to scurry inside the train station. They huddle together in a stall, bursting into giggles. When the lights flicker back on, the boys step out to discover a strangely altered, inexplicable world. The streets lie barren, a haunting silence enveloping the landscape, save for the occasional flutter of paper. Bewildered, Arisu surveys the vast emptiness.

The atmosphere here evokes a sense reminiscent of "28 Days Later," as the boys attempt to return to their familiar routines but find their once-lively hangouts eerily deserted. Strangely, their mobile phones remain mute and unresponsive.

As the night began to cloak Shibuya Crossing in its embrace, Arisu's face lit up with a grin as he shared his excitement with his companions about this unexpected turn of events. Their joy erupted into screams and whoops that echoed towards the heavens, only to be interrupted by a sudden projection on the apartment building above, announcing the impending commencement of the game.

In the distance, flickering red lights painted the night with a sense of urgency, while a helpful arrow illuminated their path, guiding them forward. The boys, hearts pounding with anticipation, followed the arrow to its destination: the GM Building—a solitary beacon of light in a world otherwise shrouded in darkness. As they drew nearer, another arrow flickered to life, directing them towards their next course of action.

With only three participants and the clock ticking away, their journey took an unexpected turn when Shibuke, a girl with a demeanor as serious as the situation, informed them that passing a certain point meant there was no turning back. However, they were not alone for long, as a high school girl, whose name remained a mystery, dashed in at the eleventh hour to join the game.

The game, aptly named "Dead or Alive," presented them with a cryptic clue in the form of a Three of Clubs playing card. They had but a mere two minutes to decipher its meaning and choose the correct door among the two that stood before them—one labeled "Live" and the other "Die." The atmosphere inside the room, save for the two doors, was as barren as a desert, amplifying the tension and creating an escape-room-like scenario that demanded both wit and speed.

As the game's inception unfolds, Shibuke directives Arisu and the rest to select the door inscribed with "Live." However, this proves to be a fatal mistake, resulting in the instant demise of a high-school girl. The survivors squeeze through the door branded with "Die," confronting Shibuke almost instantly, demanding clarification for her erroneous choice. They find themselves confronted by a series of identikit chambers, arguments flaring among the kids as the game descends into a harrowing spiral.

A sudden punch to the face triggers a flashback for Arisu, reminding him of the car outside. Leveraging his mathematical prowess, he deciphers the subsequent riddle. Tension mounts as time dwindles, flames licking voraciously at the walls of the chambers, until, with mere fractions of a second to spare, the group narrowly escapes into the alleyway. Their phones chime in unison, celebrating their exit with a congratulatory jingle. However, the joy is short-lived as they notice Chota's leg is severely scorched.

On a nearby table lies the elusive card they seek—granting them a precious three-day visa pass. Just as they lift their gaze, a peculiar man lurches towards them, announcing his intent to withdraw from the game. His definition of withdrawal, however, is revealed in a grisly manner—a red laser piercing through his skull. The kids realize with horror that their visas are a testament to their remaining lifespan, compelling them to continue playing if they wish to survive.

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