I stick with my previous interpretation on this matter. Even on a videogame, where a story is delivered through an interfaceable manner, the main themes of the story don't need to be delivered from the perspective of the player. All it needs to do to is make the player reflect on such themes.Damn. I can't really disagree with any of that. Jesus really IS in the toast...
I still don't think that works completely though because after the prologue that's no longer what the story is focussed on.
The prologue totally follows that arc, sure - they're shooting for immortality, they reach the proverbial fountain of youth, but then Jackie dies and V ends up with a couple weeks left. They could've done an epilogue right after that and rolled the credits then and there.
But they don't; instead the meat of the story begins and it's no longer about achieving immortality. The goal has completely changed. Now what's the point in doing that with your story if it's not going to make a significant difference? I mean, here's the timeline with a 6 month ending:
(Prologue) = quest for immortality --> jackie dies and V's lifespan is cut to a couple weeks (/prologue)
(Bulk of story) = quest to find a cure ---> ends up with 6 months instead (/bulk of story)
To me, that means V's practically ended up right back to where the main story started. And for what? What's the point then?
If Johnny takes over V's bofy he may aswell be immortal for all we know; or does the relic fix the host organism considering a human's lifespan? So V might be dealing with an engram in his/her head which will reach immortality if he gives up his/her mortality. Saburo is trying to reach it and it is the technology he patronized that may achieve it.
The choice to turn the perspective from the protagonist being in the center of the story to many times more a spectator of it is what makes V a common person protagonist. That doesn't mean the main theme is not being dealt with somewhere else. It rings very inline with our real world.