http://www.ign.com/articles/2014/06/...ive-let-it-die
Suda explains that whenever a player dies, their character’s death data (including inventory) *is uploaded to servers. When another player starts a new session, this death data populates their individual game world with hostile manifestations of previously-slain player characters. Suda and Mori****a explained that the deaths of other Let It Die players would create “a completely different experience even on the same stage” for each individual.

As you progress in the game, you defeat people and, you know, you take their stuff, their clothing and their weapons,” Suda explains through a translator. Players begin life wearing nothing but underwear and a gas mask, and rely on looting in combat to improve their arsenal. While the trailer focused heavily on the importance of weapons, Suda points out that this is a survival game, and other factors will also be important to staying alive in the hostile environment. “There are things you probably need, maybe even more than weapons,” he says, though he refuses to elaborate on just what these things might be.

Suda and Mori****a told me that the Grim Reaper skateboarding across the game logo appears in person within Let It Die. They confirmed the existence of a character creation process, revealed that the status bars visible in the trailer represent hit points, and told me that the game includes some elements of player growth to be revealed at a later date. It will also incorporate an integrated mobile application element, unsurprising given GungHo’s immersion in the Japanese portable games market.