A Walk Between the Paths in Autumn

A story told by fallen leaves in the style of a young Nietzsche

***

Note: To be clearer to those less familiar with the context, this is a discussion of various literary themes (or just personal points of interest) in Elden Ring.  It’s meaty for a series of essay-fragments, but disconnected and certainly not a complete treatment of any of these topics, much less the game as a whole.  The style might be something I return to–temporally, though, I had just been reading a collection of Nietzsche’s earlier aphoristic work (alongside, as I mention, Borges), and it seemed a decent way to expound upon the contents of my brain at the time.

Cross the fog to the Lands Between.  In the tradition of Bloodborne (and in contrast to Dark Souls) Elden Ring is rather forthcoming with the metaphysical nature of its action.  The Lands Between are ruled by a goddess who has banished the very concept of death, power is conferred by “runes” (including the Elden Ring itself) and “grace”, individuals physically accomplish insane, abstract tasks like “holding the constellations in place” or “literally being two people” (including the fecundity implied by a less abstract multiplicity)–no need for the subtlety of a bird ride that transcends substrates of reality, but that’s okay.  I mean it genuinely.  It is often okay to say what one means, especially with the cat so far out of the bag.

Familiar Miyazaki-isms return: The fog from without the Lands Between again symbolizes the shifting becoming of materiality giving way to the divine being of grace (the Christian through-line) and runes (the Norse through-line, perhaps to be taken as Viking geometry, linking the metaphysical language to the old Platonic stand-in).

Perhaps it’s the Borges I have on my brain at the moment, but it’s all rather evocative of a labyrinth.  Lands of resolved solidity delineating (forming pathways amidst) the fog (or vice-versa–the negative of a labyrinth is also a labyrinth)–I sure don’t have any idea what it was meant to house (or I lack the energy to enunciate it–you guess which), but labyrinths are awesome and, definitionally, provide both a goal and at least one path to tread in one’s delving.

***

Long lost grace.  Grace, the guidance of gold, a network of glittering signposts and rest stops left by the Greater Will (the Outer God from which the Golden Order and the Two Fingers arise; and against whom both Marika and Ranni rebel), a golden glow in the eyes of the blessed–beyond its utility as supportive game mechanics, it sounds kind of like “purpose” and even more like “commandment”.

For the player character it’s a rough constant, but it’s worth considering the others for whom it comes and goes.  Back before the Shattering, Godfrey, First Elden Lord, was divested of grace and “hounded from the Lands Between”, as far as I can tell not for any indiscretion, but because he fulfilled his commandment.  He was done conquering the Lands Between in the name of Marika and the Erdtree, so as is only just, she banished her champion and the father of (some of) her children and remarried…herself.  Divinity certainly is a strange thing.  No one would appreciate me extrapolating this logic to IRL religion, but it’s worth ruminating on this characterization of “divine love” and the rules it plays by.

Anyway, when Godfrey is banished, loses the guidance of gold, he becomes Tarnished.  Because From Software spends approximately a bazillion dollars (or at least hours) on English translation, we should be careful with their words–and we should be very suspicious when it looks like they aren’t.  To which end, pure gold doesn’t tarnish–silver/other stuff does.  The implication, then, of calling the Erdtree’s discarded guardians “Tarnished” is subtle but important: The golden grace which they formerly held was not a transmutation of the soul but an alloying.  They, at base, are not gold but silver.

Sound familiar?

“I said; ‘but all the same hear the rest of the story.  While all of you in the city are brothers, we will say in our tale, yet the gods, in fashioning those of you who are fitted to hold rule, mingled gold in their generation, for which reason they are the most precious–but in the [guardians, Samzdat’s words] silver, and iron and brass in the farmers and other craftsmen.’”

-Plato, Republic

TL;DR/#AllGreek2U, the rulers are gold, the soldiers are silver, everyone else is economically replaceable, and in the Lands Between, we sometimes stuff warriors into cabinets (or jars) until (or, more realistically: so that) they get corroded and gross.  It’s worth considering as well that (Plato’s) Socrates presented the city based on the noble lie not as an ideal city (as he might have claimed for plausible deniability) but as a hellscape, a festering city, an absurd monument to the tendency of human complexities toward strife.

You can blame the genre or the philosophy, but either way the result is what you’d expect: Strife arrives, the gold-souled rulers are proven untrustworthy (or at least unworthy), so the conduits of grace on the ground begin unearthing their guardians.  In other words, they not only followed Adeimantus’ bad example–they followed his bad example badly.

This is to say nothing of Miquella, child of Marika alone, who championed “unalloyed gold” as a countermeasure to the influence of the Outer Gods.  Because philosopher kings are clearly the solution.

***

Game of rings.  “Sonic or Gandalf?”  Depends on how fast you are.

An obviously relevant point of discussion is that the development of Elden Ring’s pre-Shattering mythos was a collaboration between Miyazaki and the much vaunted (though perhaps tarnished in his own right) George R.R. Martin.  Less obvious is exactly why this is relevant.  We do know that the collaboration was not longitudinal: Martin’s involvement was at the beginning, in creating a “D&D sourcebook” for a setting that Miyazaki would then twist.  What’s not clear is where the line is drawn–the degradation of the Lands Between was not by a single event, be it the Shattering (the war), the shattering (of the Elden Ring by Radagon), the Night of the Black Knives (which likely catalyzed both), or the banishment of Godfrey (which exposed–or even created–the cracks in the order that led to all the rest).  Miyazaki has commented that some of the characters ended up unrecognizable from Martin’s original submission, but that raises more questions than it answers (like the degree to which that difference is editing versus the in-story corruption of the Shattering).  All I can say now is that I would give not-zero appendages to see Martin’s original document.

In the same vein, I’ve long wondered about the particulars of Miyazaki’s collaborative strategy.  The structure of this arrangement is particularly clear (in spite of the aforementioned ambiguities), in the sense that such arrangements must exist in most, if not all, collaborative works of long-form literature, and we, as onlookers, rarely get this degree of insight.  Meanwhile, during the development of Elden Ring, Miyazaki was also directing Sekiro, on which he has stated he took a backseat on most of the object-level writing.  Yet: Sekiro remains a beautifully-written work with the same hallmarks of style and attention to detail.  I realize this observation is nothing especially profound, but I’m still curious about the nuts and bolts: Is Miyazaki himself especially good at directing his own style?  Are From Software’s processes particularly conducive to that style?  Do they simply maintain a staff of talented and faithful imitators?  I have no idea, but I would love to understand how I could scale my own work in the same way.

***

Yass, King, I seen’t it!  There’s something cowardly to me about getting too low-level in one’s critique/analysis, but there’s one piece of Elden Ring for which I’ll flirt with the lower bound of my standards.

Miyazaki has said before that his favorite boss in Demon’s Souls is the Old Monk, the proprietor of a tower in a swamp who was driven mad by a relic he acquired: a long, flowing, vibrant yellow robe.  His reasons for liking this boss are likely multiple.  There’s a lot to like, from the super creepy aesthetic (it’s instilled in me a lasting affinity for piles of discarded chairs), to the fact that the fight is not against the monk himself but an invading enemy player “possessed” by the robe (a mechanic which reprised its role in Dark Souls 3), to, of course, the literary reference.  Hidetaka Miyazaki, too, has seen the Yellow Sign.

That The King in Yellow is so close to Miyazaki’s heart (or at least his portfolio) makes his use of the color yellow in Elden Ring nearly unignorable.  To be fair, even not taking that into consideration, the precision (and deliberate obfuscation) of it is diabolical–or did we think that the representation of no fewer than four distinct (and bitterly-opposed) factions by nearly-identical yellow particle effects was merely sloppy art direction?

For accounting: The Golden Order, the “good guys” in the quest for a restored balance via the Elden Ring are, insofar as they are in any way a united front, represented by projections of pale yellow light and a predictably golden aura.  Those Who Live in Death, worshippers of Godwyn the Golden (the first demigod to die) who would see the rune of death reintegrated with the Elden Ring, are characterized by a golden aura intermingled with black smoke, as if to connote some corruption of Godwyn’s original purpose.  Similarly, the Omen, the curse of horns and filth that cuts its victims off from the Greater Will (see Margit/Morgott, Mohg, and the Dung Eater) is the same gold, interspersed with brown.  And of course, the Frenzied Flame, ender of life and bringer of madness, is also yellow, this time more saffron–though it is scarcely distinguishable from the Golden Order’s particle effect when it is in an NPC’s eyes.

Far be it from me to offhandedly summarize the “point” of The King in Yellow without citation, but I think a respectable try looks like: 

“A sort of madness, transient or not, of devotion to something larger than ourselves, even–especially–at the expense of the reality we would otherwise affirm, is endemic to the human condition.”

Shabriri and the Frenzied Flame thus stand at one end of the spectrum, wearing the same color but demonstrating, perhaps, just how deep the yellow/gold rabbit hole goes, while the remaining Erdtree derivatives reticently acknowledge that all that glitters, well, maybe it has something in common.

Less artistically but 100% also the point: The narcissism of small differences is often much more bitter than any rivalry with an alien Other.

***

We’ve made some improvements to the chapel since 2015.  Furthering the “thematic connection to Bloodborne angle”, the two games’ use of runic alphabets is worth interrogating, and Elden Ring in particular gives a useful starting point for the aspiring Lorax linguist: the tree.  The Lands Between admittedly incorporate several linguistic traditions (Latinate, e.g. Raya Lucaria, Dectus; descriptive English, e.g. Volcano Manor, Redmane Castle; and of course Germanic, e.g. Leyndell, Fortissax, Placidusax), but since most of them are allocated to the names of specific people and places (which is about how you would expect culture to work), the question of the Erdtree (a more fundamental concept) stands out.  It’s definitely a tree, that part makes sense, but per the name, it’s also an “Erd”, so what’s that?

My own leap of logic lands me on “œd”, short for œdal, the Elder Futhark rune for “heritage” or “estate”, a fitting symbol for the Golden Lineage (used also by the Nazis, a connection which I will not explore here).  It also seems to be the nominative basis for Bloodborne’s Great One, Oedon (not to mention the Norse god Odin).  Except, one problem–the œdal rune looks like this:

And the Oedon rune looks like this:

Actually, no, not a problem, just a connection.  You see, the seal of Queen Marika is this:

…which bears reference to Odin’s infamous vigil, hanging from a tree, and closely resembles the Anglo-Saxon rune “ear”, meaning “earth”:

…implying a “heritage of the earth” (Biblically, “inheriting the earth”) or the less grand “earthly heritage”, or both.  There are fruitful implications to either.

Note: While I did mention before that these explorations are largely incomplete, it’s worth mentioning the trail of breadcrumbs leading to the “elgaz” rune as well:

The literal meaning of this rune is “elk”, which is a less useful similarity to Marika and the Erdtree, but given its visual similarity to “ear”, it might indicate some connection to the moose/elk-themed Ancestors present in various locations throughout Elden Ring, whose culture is believed to predate the Erdtree.

If we’re going to grill the Erdtree, we ought to do the same with its disfavored progeny.  Thankfully, the Haligtree is easy–”Halig” fairly clearly derives from the Anglo-Saxon “hægl” rune

(or “haglaz” in Elder Futhark–aside, I am continuing to reference Elder Futhark mainly because Wikipedia’s entry for it is way better, but evidence points to the Anglo-Saxon runic alphabet being the most appropriate reference for Elden Ring’s runes), meaning “hail” or “precipitation”.  Aesthetically, hail is appropriate–the Haligtree is located in the snow-covered northern mountains–but at a deeper level, the significance of the Haligtree is much better understood as precipitation, that which falls from the storm or, less meteorologically, from the heritage of the Erdtree.  Miquella is an Empyrean, one of the three potential successors to Marika (Miquella, Malenia, and Ranni, for reference), and he intended the Haligtree to be a new symbol of a new order in the Lands Between.  That it should be named for precipitation–or consequence–is entirely reasonable.

Lastly, just as we are shown the modified “ear” as the symbol of Marika, we are shown another rune as the seal of Radagon:

This is a superimposition of the epigraphical and manuscript variants of the Anglo-Saxon rune “gēr”:

“Gēr” signifies “year” or “harvest”, connoted as “year/season of plenty”, which in Radagon’s case might be taken ironically.  In his role as champion of the Golden Order, he was “harvested” from his place at Raya Lucaria, ultimately leaving Liurnia in disarray (if not outright ruin), and the metaphor only gets darker in the sense of “harvest” as it applies to fertility.

Radagon and Marika had two children, Miquella and Malenia, both of whom wound up cursed, presumably by the particular degradation of the divine gene pool that occurs when one’s parents are not merely related but are, in fact, the same person.  And if the problem of the harvest is a problem of one’s descendants, of succession, then it’s worth noting that the Shattering was literally a war of succession, preceded, of course, by the literal shattering of the Elden Ring–by Radagon.

***

A golden parasite for the golden lineage.  Also returning in the Lands Between is one of Sekiro’s most potent symbols: the centipede.  The one-armed wolf had a pretty good time with this one–literally, it is a creature that infests the corpses of the divine carp that swim in the Dragon-blessed waters of the Fountainhead Palace.  It lines the corpses with its eggs, and as the flesh breaks down, the eggs bleed into the overall water supply, into the runoff that flows to Ashina.  Then, when the mortals below drink the water, they find themselves “blessed” with an unpleasant and hollow brand of immortality.

The immortality, of course, is the result of the giant centipedes whose eggs they swallowed, now growing through and infesting their still-living body, though the “why” is definitely where the literality starts to blur.  Is it because they are parasites to the divine?  Is it coincident, in that the centipedes are themselves divine (which would allow them to devour the carp in the first place)?  Sekiro isn’t especially clear on the biomechanics, but it all but bludgeons you with the notion that the immortality granted by the waters of the Fountainhead is only a crude imitation of that granted by the Dragon’s Heritage.  A note, obvious within the Ashina province but worth clarifying for the Europhilic audience of Souls/Elden Ring: This is an Asian dragon we’re talking about here, no wings, serpentine, aquatic, celestial (a combination of adjectives worth dragging back to Bloodborne, by-the-by).

It should not be surprising that all of the supernatural creatures present in Sekiro (the carp, the centipedes, the giant snakes of the valley) all bear some morphological resemblance to the Dragon, to the divinity they emulate, but the implied ladder there also calls to mind a fable of a Buddhist monk and a centipede, where the centipede is expounded upon as a lesser creature which may yet regain its honor through rebirth.  

Do you see it?  Where the paradigm switches around?  In traditional Buddhist teaching, the centipede is on the same continuum as man–in Sekiro, the ladder to divinity is snakeybois top-to-bottom, and that divinity (be it the literal gestation of centipedes in your gut or the more metaphorical “feeding” of the Heritage via Dragonrot) is a parasite to mankind.  Yeah, religion.  Someone call Bong Joon-ho and see if he can work that into the sequel or something.

Right, this is about Elden Ring, but all that is necessary context.  So when Elden Ring’s Rune of Death is the Mark of the Centipede and golden centipedes begin to appear in places frequented by Those Who Live in Death, that is the lens we need to use to understand what it all ought to imply.

From the basics, the centipede, originally, is death, a threshold upon which the things that are become the things that were and then fade into the everything from which they were born.  It is fitting that the true Cursemark of Death, broken into half-wheels during the Night of the Black Knives, is not one, but two centipedes in a circle.  An ouroboros.  Fitting for a conception of death meant to coexist with the rest of the Golden Order, but Marika dIdN’t LiKe ThAt PaRt.  She cut it out of the Elden Ring, gave it to Maliketh, and what she got was a different death–not integrated cohesively with her Order but jammed askew into its cogs, birthing Those Who Live in Death.  For all points and purposes, they’re undead, much the same as the Senpou monks who drank of the Fountainhead in Sekiro, but that is a slim overlap with Sekiro’s otherwise extremely well-developed mythology for the symbol.

With the exception of Rykard, Elden Ring’s pantheon is nowhere near so serpentine as Sekiro’s, but consider the position of the centipede in particular.  Our myriapodal friend may be at the bottom of the spiritual totem pole (a turn of phrase made literal in Elden Ring: Godwyn, an unwilling recipient of the Half-Wheel Mark of the Centipede rests amidst the roots of the Erdtree), but the bottom of that hierarchy has more in common with the top than wherever mortal man hangs out (ie, not in the hierarchy at all).  The theme of parasitism is not as eminent as in Sekiro, but the game is clear that adherents to the Golden Order are not stoked about the centipede stuff at all, reiterating that even the most reverent dogmatists tend to find some expression of the divine they would rather revile.  And, of course, the parasite’s absence leaves an echo: Follow the Erdtree’s totem pole up to the very top to find the Greater Will, overwhelmingly interested in keeping the course of history in the Lands Between confined to its Golden parameters.  For a being so immense, so abstract and multifarious, it is difficult to even formulate the question, but in the end, what can mankind be to such a creature?  The answer: a pet, a pest–or a host.

AlchemicaVania

This is nominally a review of Bloodstained: Ritual of the Night, but only so much of it is actually about the game.  The title is a convenient intersection: The events of the game proceed from the activities of an Alchemists Guild, sure, but alchemical principles also give me a basis for describing the game to an audience that I perceive to lean more literary than nerd-cred (if only slightly).  To clarify, reviewing the game to an audience familiar with Castlevania is very, very easy: Bloodstained is Castlevania to a T, it’s absolutely lovely (if short), you should probably play it.  If you’ve never played a Castlevania game, well, your conclusions may be different for one, and also, [deep breath], it’s a side-scrolling, [mumble] exploration, [mumble]…combat…You may or may not have any idea what I’m talking about, but you’re sure as hell missing the point.  So put on your Plato Hat because today we’re dissecting shadows.

I.

“Metroidvania” isn’t really a precise term, and a lot of people hate it for that reason, but counterpoint: You got something better, asshole?  You probably don’t, because genres are hard to define in the best of circumstances, and our circumstances are fouled significantly by the relative lack of art theory dealing with the parts of games unique to the medium, hence blunt taxonomic buckets like Metroidvania and “Souls-like” (pardon, having a stroke) that people vaguely dislike but use anyway–they work for Steam, what can you do?

This brings us to the alchemy.  There’s a certain poetry in Igarashi achieving Bloodstained by transmuting his legacy with the Castlevania series, but that’s the principle: exchange.  You turn one thing into something else. It’s a straightforward start, but an alchemical transmutation is actually an argument (I’ve written about this before).  For it to succeed, you have to have that first thing, duh, but you also need to persuade the world that what you’re ending up with was always the same thing as what you started with.

Think back to Plato’s cave (or consider it for the first time, I don’t know your life).  We’re only able to see the shadows on the wall, but somewhere, Truth, the Form of Truth, is casting those shadows.  So if the cavedweller knows what Truth looks like, he can move the light to cast the shadow he wants. The would-be alchemist, of course, needs some reference for what Truth is in order to make his argument: The hermetics used geometry, Igarashi (as a demonstration of real demand) used Kickstarter, and our oft-disdained Steam taxonomists seem to like “game mechanics”, which strikes me as sort of like categorizing paintings by the chemical composition of the paint.  It’s valid, I guess, but on second thought, maybe we actually can do better.

II.

“Wait, what are we trying to…transmute…?”  A game you like. “From what?” Another game you like, try to keep up.

In case the metaphor is too soupy, here’s an exchange that actually happened: A friend mentioned to me recently that while she does not enjoy the Dark Souls series itself, she does enjoy games like Dark Souls.  Aside, this is a common claim, it’s almost always wrong or misleading, and the “Souls-like” designation might actually be the worst-used category in games.  Naturally, I asked what she meant by that, and she gave an example: Hollow Knight.  

I was pretty confused.  I had played Hollow Knight, liked it quite a bit, but I didn’t feel it was anything like Dark Souls (to my shame, I had mentally categorized it as Metroidvania).  On further reflection, Hollow Knight does tell its story in a way fairly similar to Dark Souls, but other elements of the game are way different in a way that limits words.  I can describe differences in the exact mechanics, but again, I feel like I’m just offering up that the paint is made with egg yolk instead of acrylic as a shitty, garbage proxy for saying that the point of the game feels really different.  The trick is that the Point really seems like the Truth, both in that it’s crucial to our judgment of equivalence and that it’s fucking impossible to identify.  

It isn’t the side-scrolling versus third-person perspective–Salt and Sanctuary is a side-scroller and perhaps the only non-From Software game that deserves the “Souls-like” distinction.  It isn’t the art style (duh). It isn’t any of the various slight differences in mechanics either–Sekiro threw out most of those and still feels very Dark Souls.  If you must look at it from a component point of view, it’s probably tied up somewhere in the advancement systems–and sure, watercolor does generally evoke a different image than ink-printing–but I think we’re probably wrong to be looking at the components.  The differences are higher level, in what the games are about, and while we may not be able to reliably zero in on that Point, we can at least change our taxonomic structure to be looking at the right types of things.

III.

So what is a Metroidvania game?  This is just a stab, but I’ll posit it will be much more useful for deciding if you like Bloodstained than the mumbly alternative: It’s a game about exploring a big-ass castle/spaceship/cave system/dungeon, ferreting out its loot (as opposed to the hack’n’slash paradigm where you peruse the contents of the loot piñatas exploding around you), and expanding your arsenal of weapons/spells to kill shit-tons of demons/monsters/aliens that engage you in much the same way as inanimate traps (they aren’t very smart, but they can still hurt).  This matches with Hollow Knight along the first two criteria, while lacking Hollow Knight’s historicity and feeling of dereliction (both characteristic of Dark Souls) as well as the focus on actually moving through the space (platforming is difficult in Hollow Knight–it tends to be trivial in Metroidvania).  The third criterion is key: Metroidvania is about killing stuff, to the point that the game is not designed to be fun without it, and the specific stupidity of your targets means that the feeling you get as you’re facing them down is way different from the experience of fighting comparatively smarter enemies in other genres.

Where does that leave us?  Well, hopefully, we’ll all try to be a little more methodical in our efforts to classify things, but it also gets me to a point where I can talk about the specifics of Bloodstained to a broader crowd.  As my half-sentence review in the first paragraph of this post would imply, I enjoyed it quite a bit.  Beyond the Metroidvania template, there were some…odd aesthetic decisions that feel mostly like bad anime.  I’ll admit to a pet theory that the vibe of “bad anime” in any medium (including anime) has a lot to do with Japan’s window to Western culture centering on Victorian Europe and getting muddled by bad translation, but the main character’s atrocious “Chun-Li meets Dracula in a miniskirt” outfit meshes with it far too well.  Also, the villain’s name is Gebel, which is German and traditionally pronounced with a hard “G”, though localization for the game either did not know this or opted to ignore it for the express purpose of inducing facepalms each time its English-speaking audience has to reconfront the fact that they are fighting against a guy named “Gerbil”.  

Does that matter?  Probably not a lot, though I’ll admit I don’t relish tacking onto Bloodstained’s Point that it’s not a game about taking yourself seriously.

Top Image: Screenshot from Bloodstained: Ritual of the Night. I don’t own it.

Things Worth Trying

A review of Catherine.

I find it’s much easier to write when I have someone to be mad at.  To that end, take a look at this.  If I were in the mood to be kind, I would describe that as an informational review, and including it saves me a certain amount of effort in describing the thing I intend to explore a little more critically.  In case my dichotomy doesn’t read: There will be spoilers. If you are the type of person that cares, go play the game first. All good? Let’s begin.

I.

Catherine is a game about cheating, or, more particularly, it’s a game about how well-established social morals around cheating interact with “modern” ideals of how romantic relationships look.  The scare quotes are because the game’s (c. 2011) interpretation of modernity probably solidified around the late 90s and is at least a little different from what things are like today (accord variance for local culture as you will), but understanding that difference helps resolve at least a little of the cognitive dissonance you get when socially average (read: complete loser) protagonist Vincent wakes up massively hungover next to naked, beautiful, and not at all hungover Catherine after a night at the bar and immediately internalizes it as his fault.  Frankly, there’s a good argument that it is, but there is conspicuously little examination of what, by even more modern standards, is essentially date rape.

I’ll be clear: I’m not saying that I wanted that examination–God knows I get enough of it from modern media–but its absence is a good marker for where this game is coming from.  More broadly, there is a lot we can glean from what Catherine takes for granted.  In context, Vincent is characterized as a fairly together person who is going through a weird time in his life, but anyone looking at this by Western standards is immediately calling bullshit.  Vincent is a raging alcoholic in a clearly dysfunctional relationship, and that his behavior is normalized is telling, but before you get angry at that, slow down, have a drink yourself.

It’s easy to get pissy at the message this sends to society (“relationships are oppressive, excessive alcohol and poor communication skills are acceptable”) or at the people who get pissy thereof, but the story is still (depending on your ending) one of a fuckboi slowly learning to be less of a fuckboi, so the vector is still in the right direction in my mind.  Instead, let’s talk about fairy tales and how the general public has a hot-garbage understanding of the underpinnings of writing.

II.

Has anyone else run into that asshole who, you know, actually says the words “show, don’t tell”?  Honestly, it’s good advice in high school, but thereafter it’s generally not a kind conclusion.  As with all advice, “show, don’t tell” has an implied context, and a fair amount of fiction falls outside that context.  Case in point: folklore. In myth, legend, fairy tales, it’s extremely important to the format that you don’t show what actually happened.  The story you’re telling is actually the story of someone else being told what happened, and putting aside that you literally can’t show things in that framework, even so much as trying would disrupt the tension between the storyteller and the audience, which is important regardless of how hypothetical each of those entities is.  Same thing with the historicity in Dark Souls, and more generally, same thing with any story where you’re calling attention to a source.

Catherine, of course, doesn’t have a problem with showing or telling, but instead of reading its hyper-media-coded characters and “fumbled gender stereotypes” as hokey, politically incorrect attempts at description, consider reading them as deliberate oversimplifications, the types of things a storyteller would include in a tall tale to drive home a central point or exploration.  Actually, that suggestion may be a little soft–that’s exactly what they are, or did you just ignore the introduction where the game told you that everything you were about to see was a TV show?

This is, of course, one of the reasons why the outrage over the game’s treatment of transsexuality is ridiculous.  You’re looking at a well-intentioned and inclusive piece (provided you don’t view Vincent, et al’s transphobia as aspirational–you shouldn’t), wrapped in 90s/00s language that simply doesn’t have the same words and concepts as the modern []-Studies crowd.  The criticism then translates as a critique on fashionability, which seems kinda petty.

Aside, though uncomfortably political: The game’s nightmare–the one that only affects men, including the game’s trans-woman–is ultimately revealed to be generated by a demon whose stated aim is to torment men who are not contributing to human reproduction.  Given that it is a targeted weapon controlled by a specific entity rather than an axiomatic validation of gender, I would ask the folk who are upset to contemplate exactly how woke they think Satan is (1). “Sounds stupid?” Yes.

III.

“I get that you disagree with these people, but what about the game?”

I’m glad that it exists.  I’m reading it as a serious attempt at literary exploration of a complicated but atypically well-defined social perception.  The very first review I read for the game back in 2011 described it as “mature”, and I think that’s on point. There are a lot of cheesy places that a game about horror and sex can go, but I think that a puzzle loop harnessing the metaphor of elevating oneself amidst horrific emotional storms and antagonism feels very true.  

It’s not perfect, of course.  It’s really not perfect.  I’ll defend the game’s extremely blunt characterizations as deliberate choices, designed for a purpose, but that doesn’t mean they all worked.  Vincent, in particular, was rough. His shortcomings were fine as a baseline, but then they became a one-trick pony for advancing the plot, and I started feeling like I was going through the worst parts of Romeo and Juliet all over again–the problems stopped looking insurmountable because they were, in fact, very easy to solve, and Vincent’s sheer incompetence was the only thing standing in the way, which is even worse because this is a game, and games are supposed to harness your agency rather than strip you of it.

Still, when the game did invite player choice, it made good use of it, albeit in the really opaque, Persona-style sense, and the use of survey questions about romance as a means to guide the events and endings of the game was pretty interesting.

Ultimately, did Catherine push the boundaries of games as art?  Eh, not really, but my view is that the medium is still young enough that we can afford to give out cigars, because the game really visibly tried.  It picked an interesting topic and explored it in a fairly novel way with decent attention to detail and literary device.  If it were written a little more carefully, if it made just a little better use of its medium (specifically not fumbling it at the moments where giving the player control is most important), it might have been an artistic achievement.  Instead it was just a solid game, but the effort did not go unnoticed.

Footnotes:

(1): Perhaps, cynically or otherwise, you feel closer to Satan than whatever’s on your particular Light Side.  In that case, replace “Satan” with “Hitler”, which is only less interesting of a thought experiment because you know a priori he was a bigot.

Top Image: Banner for Catherine Classic (the version I happened to play) on Steam.

Godlike

“We shall pause, the page read.  Savior, what do you know of the gods?  We do not speak of the vermin who slouched across the wastes as our would-be Dragon did, adorned with the trappings of divinity and the trinkets of better men.  We speak of those gifted with the power to transcend their becoming–to be eternally.”

The Dragon’s Thesis

I’ve so far written not nothing about gods, and I’ll confess it is a serious literary interest of mine.  We create images of them, deify them as empowered forms of ourselves with interests, obsessions, psyches, separated from ours by gulfs of poorly-understood “power” but without a doubt like them.  This is almost certainly a cognitive bias: If we can’t imagine gods as like us, then how are we supposed to imagine them?  Lovecraft, et al went ahead and dropped the bomb of “not like us”, but that’s old hat by now, especially since writers seem to have interpreted the meaning of that phrase as “arbitrary to the point of irrelevance”.  And besides the cognitive tarpit, the myopia angle just isn’t that interesting. Let’s change the question: What does a god look like when it is like us?  That is, it was a creature of becoming that became godlike.

I.

War Torn/Rale has gods in four vaguely-defined flavors: the Old Gods, the True Gods, Heroes/Horrors, and the False Gods.  These are not universally accurate/reliable classifications–some straddle the lines–nor are they a hierarchy, they’re really just what (particularly aware) people called specific individuals at specific times.  That said, they all have one thing in common: power. These gods were all capable of exerting an influence on the human society around them on par (at minimum) with a tropical storm, which altered their relationship with that society in a way fairly alien to the standard human experience.  That relationship, then, is the focus for the above categories. I’ll expound:

The Old Gods are the closest thing War Torn/Rale has to a realistic depiction of religion.  In the long-tailed beginning of our timeline, the scale of society was small, and while magic was abundant, mages were not.  Magic was not understood in any meaningful, organized way, and so the way that people interacted with it was through rituals and mysticism.  In some cases, these rituals were merely acts with no supernatural power, but from which humans derived meaning. In others, they drew upon sources of mana in nature, often from animals that had intuitively learned to command magic.  Accordingly animist belief systems were common, and the objects of their worship were, collectively, the Old Gods. They were elusive, sometimes outright mythological, but their rare and poignant interactions with humans underlaid traditions that societies treasured long after those interactions ended.  Still, though, as humans gained more visibility into the channels of power and developed stronger traditions for wielding it themselves, these gods faded into fables and stories, and by the time Spar set fire to the Great Shell of Thago, worship of them had all but disappeared. Aside, though it did not have the social characteristics of an Old God, the Chimera is probably a good representation of what one would have looked like up close (ie, utterly horrifying in a way the myths, stories, and traditions would unrecognizably smooth over).

The True Gods, though they may have incidentally been objects of worship, generally interacted much more willfully with society.  They were not always visible (though the Blood God was), but their interventions were always directed–and directed toward society, where the animal gods of the Old Times probably had a very limited conception of what society even was.  The Blood God massacred cities single-handedly, and his will was sufficient to instill a culture of free magic the world over.  The Man of the Clouds effectively withdrew an entire city from worldly existence, the Gyre overlaid a grand narrative upon the world for thousands of years, and the One-Eyed Crow was responsible for, well, a number of unpleasant things.

Still, in both cases, the gods had conceptual and ideological significance.  They meant something, and society organized around those ideals.  The Heroes, Horrors, and False Gods weren’t really interested in that ballgame.

The Heroes and Horrors were outcasts, generally by choice, and though the societies they bumped into told stories about them, they tended to be the campfire variety.  The Saraa Sa’een was terrifying, but aside from the Barabadoon, a close-knit band formed specifically to hunt it, no one had much insight into why it did anything or what it was supposed to mean.  It was just a monster, it killed people, and then a similarly ideologically vague Hero showed up and drove it off.  In this way, they drove a different sort of folklore than the gods that came before them, and it’s really key to note that this was largely a function of their interests.  They had no desire to interact with the sphere of human consciousness–society was simply an object to them–so they left no legacy there.

II.

This all brings us to the sordid history of the False Gods.  All of the “gods” I’ve described to this point have been humans (or animals) that learned to commune with the world fundamentally in such a way as to give them power over it.  The False Gods had no such talent, no such strength of will or character, and of all the beings on this list, they were the most reviled.

At the end of the War of the Roaches, it became clear to Ka’s war-ravaged overthrowers that his sudden ascent from petty ruler of a fishing village to despotic necromancer was fueled by a single object in his possession: a stone–called the Hellstone by its discoverers–that radiated pure mana, allowing him to create the roaches (likely the only piece of magic he ever learned) on an unheard of scale.  The infusion of magic into objects was at this point a practice accomplished mages knew about, but it was rare, and disciplined practice was limited to a few recluses in the Bloodwood. For that reason, the non-magical layman had never discovered that he could become extremely powerful just by acquiring a lot of these miscellaneous objects.

Not all of them were so blunt as the Hellstone.  Some had very specific purposes, like a necklace that would bring its wearer back from death seven times, or a statue that would unmake any living thing held in its arms in order to radiate invigorating force to the people and plants around.  But no matter how niche their use, acquiring one allowed an ambitious individual to expand their power and influence far more quickly than they ever could otherwise.

And the effect snowballed: A would-be “god” would betray a friend for his panoply, then, fearing the censure of their community, strike first at anyone else in their vicinity who might hold similar keys to power.  Then, when they became powerful enough that they did not have to fear for their safety, the priority shifted to suppressing potential rivals. They used their powers to gather wealth and then placed standing offers to buy any magical items that people could bring them, raising an economy of thieves and scavengers that prompted any owners of magical items that they must sell or die.  And then, when a False God died for one reason or another, they would leave behind a vast trove of powerful artifacts for scavengers and successors to kill each other over.

The False Gods often roamed.  They enjoyed the generally cruel exercise of their power, but the people that surrounded them tended to flee.  They enjoyed–demanded–the worship of their people, but they rarely received it in earnest. They were “false” because though they commanded world-shaking power, they were divine in no other way.  They were tyrants and strongmen, and when communities gradually discovered that fighting back could sometimes slay those tyrants, the most brazen False Gods died, and the rest simply faded from notoriety.

This description is a very precise fit for Judiah, from the linked story, but other False Gods had different qualifications and priorities.  The Ben-Gan Shui was not terribly cruel, though her interest in humans as objects for experimentation was not a kind one, and though Les Marquains was not nearly so arrogant as Judiah, it was his excess of hatred that brought his downfall.  Again, their role as tyrants rather than deities unites them.

III.

Every single one of these started out as a person (except the ones that started as animals, but that may be its own discussion).  The path of growth was generally very similar, in magnitude it was almost identical, but what they then became varied wildly. Some of this, of course, lay in their choices–what they did with their power affected how they were perceived, but also note that each of these groups tended to exist at different times (the Blood God and the Man of the Clouds were contemporaries, the other groups had periods of history named for them), which means that what they became to society was as much a function of society as it was of their temperament.  If you live in a society that has no gods, God himself walking into town one day, heralded by choirs of angels, is still no guarantee that he will be perceived as such.  Judiah was able to conquer armies, he caused crop fields to bloom with plenty, and yet no one revered him–they just saw a lecherous, bloodthirsty marauder with unbreakable skin.  There’s probably a profound observation about our society in there somewhere, but I’m not a doctor.

That’s the society side, but it’s also worth noting that the gods’ perceptions of the world end up just as varied.  The False Gods viewed humanity as a necessary part of their ecosystem, the Heroes and Horrors saw it as a fixture–replaceable but significant–but it’s likely that the Blood God looked upon his kingdom and saw its denizens as truly insignificant specks.  This was not a forgone conclusion, given his history, but it was his conclusion nevertheless.

Consider, then, that it may have been power that elevated these individuals to significance, but it was people, “just like you or I–indeed you and I” that decided what they would be, to the world and to themselves.  That’s a different sort of power, sure, but it’s power that the mortal have over the divine.  It may be worth remembering in our world of dead gods that still writhe.

Top image: Pieces of Control, by Quinn Milton; and The Blood God, Hiding, and an as-yet-unrevealed piece, by Hector Rasgado

Literary Kindness

A brief, shoddy manual and some useful reminders.

In 1948, Vladimir Nabokov accepted a position at Cornell University, teaching Russian and European literature.  That same year, he wrote this piece, ostensibly material for his students (though I can find no confirmation of that inference).  Go ahead and read it if you haven’t–this will essentially be a review.

My own experience with this essay goes back to high school.  I read it then for class, found it completely insufferable, moved on with my life, etc., but now I’m returning to the ideas and finding them mostly correct and very relevant to the “reading” I am doing now with Dark Souls and Sekiro.  This is, of course, not psychically painless. Nabokov’s tone is still aneurysmally condescending, and his organizational structures are bizarre, but he’s also One of the Most Important Writers of the 20th Century, so his thoughts are worth a looksee.  Take from the piece what you will, it may not be the same list as mine, but in case it’s at all helpful to you, my thoughts are these:

  • The authors of the classics are smarter than you.

Okay, this isn’t actually one of Nabokov’s points, but it’s a healthy attitude to have and all but prerequisite for digesting the rest of his exegesis.  A more plain way of putting it would be to say that in reading a work, you should assume that there is something there of depth. Ironically, Nabokov himself distinguishes between writers of genius and minor authors, but to assume you can tell the difference is astonishingly arrogant.  Perhaps Nabokov earned his arrogance. You didn’t–be kind to those you read.

  • Read, then evaluate.

This is especially important for works that you’ve heard about.  Everyone knows Beloved is a scathing indictment of the evils of slavery (and it totally is), but to condense it to that, to go in with those expectations sells short the loving detail (sic) with which its characters are rendered and everything else it might say about what it is to be human.  

By the same token, don’t judge a book’s contents by the one who recommended it to you regardless of whether your opinion of (e.g.) Karen is positive or negative.  Sure, take a recommendation as an excuse to eat some tasty, tasty typesetting, but don’t let your knowledge of the recommender’s mind preempt your own capacity to interpret art for yourself.

  • Fiction is generally not historically accurate.

Uh, yes.  I’m a little confused as to why Nabokov finds this observation uniquely important, but it is correct, and it has some useful implications regarding the role of art.  I’ve alluded to it before, but politics and art have an annoying way of getting tangled up in each other.  This isn’t all bad–politics shapes life, life shapes art, why shouldn’t art sometimes be political?  Things start turning sideways, though, when one uses political art from the past to synthesize political arguments today; worse: when one uses historical fiction depicting politics that might never have existed to draw conclusions about the present.  If the distinction is confusing, let me put it this way: Harry Potter has nothing actionable to say about politics in the 1930s, the 1990s, or the 2010s (I have seen arguments for all three on this lovely internet).  I will not accept disagreement on this point.

  • Attune your reading to the work and not yourself.

Nabokov is much more vehement on this “lowly kind” of imagination, which is a little funny to me.  I wouldn’t begrudge someone emotional involvement in their reading material, and I suspect he wouldn’t either, not truly.  Rather, I’d guess his war, as with many of these points, is against preconception.  If you identify with a character in a story, if you empathize with them, that creates expectations that the author didn’t put there, and expectations cause misinterpretations and distractions.

An example from my own work: If you identify with Les Marquains in this story (and you are not a dangerous sadist), you run the risk of taking the narrative at face value and assuming that his character arc has a distinct turning point.  No doubt being raped traumatized him, but he was also abused physically and psychologically his entire life.  A very salient question is whether, if his grandfather never learned about his homosexuality, he wouldn’t have gone full despot-de-Sade anyway.  Was he on the cusp of acceptance by the common people, a hopeful vector away from his grandfather’s authoritarian rule, or was he just playacting at peasantry?  Answer that how you like, but kindness means recognizing that there is a question.

***

The rest of the essay has some ballin’ quotes (“To call a story a true story is an insult to both art and truth,” fuck yeah), and deals largely with the craftsman on the other side of the printing press.  It’s a beautiful, if not incredibly useful, description of an author’s own responsibility to his work, but that’s appropriate. Art is a remarkably difficult thing to describe, its manufacture more difficult still, and in writing his essay, I hope you realize he was making art himself.  And I hope we can agree that art has minimal mandate toward utility.

Git Gud

Image result for git gud meme

Since I’m riding the strugglebus with the latest chapter of Sevenfold Gyre, you get a shitpost today.  This toes the line regarding how political I’d like my writing to be, but the subject matter is highly relevant to this blog.

“Git Gud”, for me, is as much life advice as it is meme.  It’s a simple message, profound in its applications if not in its essence, but not everyone is a Dark Souls diehard.  For the game, it’s a response to an often punishing difficulty (for the non-gamers in my audience, Dark Souls is a hard game).  For life, it’s an assurance: Your situation is under your control. Life is difficult. Work sucks. Writing is a bitch. The solution is panacea: You gotta git gud.

For me this is extremely empowering.  Is it true? Probably not. 50% at best, and sometimes it’s more comforting to hear the opposite, that it isn’t all your fault–keep that in mind before you sling this at someone struggling with their mental health.  I open with this because it’s personal to me, and perhaps you might be able to make use of this dubious proverb.  But it’s not why I’m writing this piece. I’m writing it because every asshole on the internet seems to have piped up on this exact subject, and, near as I can tell, they’re all wrong.

I.

Sekiro: Shadows Die Twice has been a massive success in every way possible.  That’s an absolute, I know the phrasing is uncomfortable, I’ll clarify: That isn’t hyperbole.  It meets/exceeds expectations as a successor to the Dark Souls series, its critical reception has been stellar, and it’s on track to be From Software’s best selling game of all time.  But, as I’ve said before, it’s essentially a Dark Souls game, with all of the fuzzy narrative depth I alluded to in that post and all of the aforementioned punishing difficulty, and now that it’s not just in the mainstream but dominating the mainstream, you have a chunk of folks paying attention that might never have played this game by choice five years ago.

Enter Asshole Number 1, a games journalist who patches his game in order to beat the final boss then crows about it in his review.  Asshole Number 2, and a legion of fans blast him for it–probably deserved, if only for the profound misreading of his audience–and then every other asshole takes to their preferred outlet to yell about whether the game should have an Easy mode, and then a vocal faction starts saying that it’s not about an Easy mode, it’s about handicapped accessibility, so it’s a social justice issue.

There isn’t enough alcohol in the world for this.

II.

“Who’s in the right?”  No one, they’re assholes, and all of the noise is the rough equivalent of going out at night and screaming at the moon.  Yeah, I’m doing it too, but I told you right off the bat that this was a shitpost. But actually, the basis for my venom is that there are multiple dynamics at play here, and everyone seems to be getting tripped up thinking that they are all one thing.  Since it’s the most charged, let’s start with the accessibility side and work backwards.

Sekiro is a hard game, probably harder than Dark Souls, definitely faster, more reflex-oriented.  There exist people that, due to a variety of maladies, are physically not capable of playing this game.  “Should From Software make the game accessible to those people?” is a giant, angry vortex, so let’s start with something easier: Is it imperative that every game is accessible to everyone?  I hope we can agree that the obvious answer is “No”, if only because it is literally impossible with today’s technology (e.g. you can’t make Sekiro playable for blind people).  That’s a straw man, but its blazing corpse at least confirms that we are swimming in the middle of a blurry, grey line.  

Next rung up, is it imperative that every game is accessible to everyone where possible?  That depends on how you look at it.  If you want to check legal precedent, a certain standard of handicapped accessibility is mandated for buildings open to the public (in the US, at least), but you wouldn’t be wrong to suggest that games and public spaces are not precise equivalents.  This is also where you run into questions of responsibility. I’ll tell you right now: If Sekiro’s difficulty is preventing you from playing it, you are totally able to install the same damn mod that Asshole Number 1 used for free.  And if the issue is that you have no arms, people have rigged up Darks Souls on DDR pads.  You’re welcome to as well.

If you are actually handicapped, you probably think I’m being a complete jerk right now.  You are correct. I am being a jerk, but as a side note, that’s the type of reaction any system is going to give when you vocalize a complaint that doesn’t line up with what exactly is wrong.  The issue isn’t that Sekiro is truly gated, the issue is that as a society, we have decided that not being dicks to handicapped people is a good thing to do, and games like this are made, more or less, in ignorance of that cultural consensus.

III.

“So From Software should add accessibility options to their games?”  Honestly, I don’t think so, but I’ll admit to some conflict of conscience.  Isn’t it great that mod developers protect us from having to make difficult moral decisions like this?  “But wait, what’s the argument against adding them?”  Uh, orthogonal. “What?”

Whereas the Dark Noon series is devoted to Dark Souls’ literary elements, it should still be mentioned that From Software’s games are masterclasses of mechanical design.  In particular, they have perfected the “hard game”, and I know that up until now, I have been building up how hard these games are. That was not totally honest of me. Dark Souls and Sekiro are not easy, to be sure.  I find them difficult, but I’m also not that good at games.  I’ve had to make double-digit attempts to kill many of the bosses throughout the series.  Meanwhile, a close friend of mine beat Dark Souls 2 without stopping at a bonfire.  If you’ve played the game, you know how absurd that is, but for those who haven’t, that means (with some nuance) that he never once refilled his health bar.  And I don’t mean to belittle his accomplishment, but it’s not like he was the only person to ever do that either.

So yeah, Dark Souls/Sekiro is hard, but there are tons of harder games.  What really sets the series apart is how rude it is to the player.  The game world is inherently dangerous, the easiest enemies can still kill you if you’re sleepwalking, and should you screw up, you get sent back far, with heavy potential penalties to your accumulated experience.  It’s frustrating, and that is crafted 100% intentionally.  At some point, usually very early, you will make a mistake, you will fail, and you will encounter a wall of adversity–rather than difficulty–that you will need to overcome.  And when the intended audience encounters that wall, they lean in.

I want to be abundantly clear: Almost everyone is physically capable of beating these games.  Most will not, and there isn’t any particular shame in that. My wife is totally good enough at games to beat Dark Souls, but she likely never will.  She doesn’t want to, crashing into a wall of pain over and over again isn’t her idea of a good time.  So is there anything wrong with accessibility options? No not inherently. Using them to remove physical barriers is completely reasonable.  It’s just that using them to remove the wall of adversity means you’re playing a different game, and From Software didn’t want to develop that different game.  I won’t make strong claims about the value of one or the other, but I don’t think that’s a moral failing on their part.

Notes on Dying Twice

Image result for sekiro dilapidated temple

I’m now composing the ongoing Dark Souls series while playing through Sekiro (slowly), and being able to note the similarities and differences, immersed as I am, is a pretty interesting experience.  It’s also pretty plain at this point that getting at the juicy, literary meat of the game is going to be way harder for me this time around. Dark Souls and Bloodborne were riffing on philosophical frameworks (Christianity, Lovecraft, Nietzsche) that I am coincidentally familiar with.  Sekiro has structurally similar roots in Buddhism and sort-of obscure 1960’s ninja-historical-fantasy, about which I know approximately fuck all. Accordingly, the following are working notes, a surface reading of a game I still haven’t finished, an attempt to get the ideas on paper where perhaps a pith might become more visible.

Literary References

Miyazaki himself cites the manga Basilisk and the works of Futaro Yamada as an inspiration for elements of Sekiro’s world.  For those unfamiliar (myself included), these began with a novel published in 1958 called Kōga Ninpōchō, a historical fantasy about rival clans of superhuman mutant ninjas who get caught up in a Romeo-and-Juliet-style love triangle.  I was totally unaware that this style of storytelling had roots that old (contemporary with Tolkien, even though the first English translation seems to have been published in 2006).  More research is needed–discoveries like this keep me humble as to how little I really know.

Historical References

The setup of the game is that near the end of the Sengoku period, Isshin Ashina stages a coup and takes over one of Japan’s warring regions.  Twenty years later, the story begins. Neither Isshin, nor his grandson Genichiro appear to have been real people, but the Ashina clan was. Translating some historical details: The region, known also as Ashina in-game, was likely the Aizu region historically, and the aforementioned “end” of the Sengoku period is probably the first of such points recognized by historians–the conquest of Kyoto by Nobunaga Oda.  Twenty years after this point, the Ashina clan was defeated decisively by Masamune Date who then seized control of the Aizu region. Timing checks out.

It’s also likely that the family personas are based on real people.  Based on the timing and details of their life stories, it seems likely that Isshin and Genichiro are meant to parallel Moriuji and Moritaka Ashina respectively.  Moriuji’s reign was considered to be a golden age for the clan, whereas Moritaka (not Moriuji’s grandson, but not his son either) succeeded him and, proving unpopular among his retainers, was assassinated.  Spoiler: This is more than vaguely similar to Genichiro’s fate in the game.

Buddhism/Literary Motifs

I know embarrassingly little about Buddhism, and I hope to do more reading before formalizing any of this, but the narrative is clearly moist with its secretions.  The repeated theme of death and rebirth seems to be a clear expression, but it almost certainly goes deeper. The Sculptor’s obsessive drive to carve the Buddha (and its relationship to his previous life as a shinobi), the relationship between Kuro and other sources of immortality, even the significance of Sekiro using a prosthetic for a left arm–they scream meaning, and I bet much of it is tied up in philosophical traditions very different from the earlier games.

Aside, Miyazaki apparently took a backseat on writing for this game, so it probably will not have the same tone anyway.

Sources for my information include the linked interview, Wikipedia, and Samurai Wiki.

Next Steps and First Impressions

At this point, I am pretty much done with my backlog of material to post here.  That means that my lead time per long post is probably going to be a little longer than the 2-3 day intervals I’ve been following to this point.  Sevenfold Gyre part three is about a third done, but fuck, it’s update day, so while I continue grinding that out, today you get a shitpost of a game review.

Image result for sekiro

Those who have been following my Dark Souls series are probably aware that today, From Software released Sekiro: Shadows Die Twice, Hidetaka Miyazaki’s first game since Dark Souls 3 in a vaguely similar space (technically he also directed Déraciné, but that’s radically different enough that I’m going to ignore it for the purposes of this timeline).  As the name might imply: This is not Dark Souls. You’re playing a named character, it’s a stealth game, you don’t do damage–you just need to break the enemy’s poise–the game has a non-historical story (which I’m disappointed about, but only because Dark Souls invented the genre, and I’ve never seen anyone do it as well), the reviews go on and on.  Oh yeah, most of that isn’t true, I’m just parroting the takeaways I’ve read online, and it’s actually a double fake, because the big idea is wrong, too: This game is totally Dark Souls.

I can quantify that.  Here are the actual differences between Sekiro and Dark Souls (taken broadly, in the “Soulsborne” sense):

  1. The main character has backstory.
  2. There is a jump button.
  3. Enemies block attacks in a way that makes fighting crowds is noticeably more dangerous.
  4. The advancement systems (equipment, stats) have been replaced with the type of thing you see in Devil May Cry (or equivalent action game).

Fits on one hand.  I, for one, am thrilled.  That said, it’s very polished, combat is intricate in spite of its very fast pace, and moving around is a joy.  By far the most significant of those, though, is the first, and it’s a deceptively small change.  At a very surface level, the setting is historical. The Ashina clan was a real clan during the Sengoku period, the named characters don’t appear to have been, but whatever.  Below that surface, we’re back to–you guessed it–more Dark Souls, with all of the desolation, bleakness, and lovely, fuzzy vagueness that From Software does so well, which is why it’s so cool that simply adding a pre-existing drive to the player character alters the experience so radically.  In a lot of ways, the Souls games were framed, defined by that void, and filling it changes the basis for analysis.

Mind, I have no idea at this point what that analysis is going to look like (I’m only 15 hours in), but man, am I stoked to find out.

Top Image: Gameplay/cutscene footage from Sekiro: Shadows Die Twice. I do not own it.

Fighting Death

Some of you may have noticed the minimalist titles for the art I’ve been posting for War Torn/Rale.  It’s not accidental, and it’s not a deliberate attempt at edge, rather, it’s a philosophical premise that we’ve built into our pipeline, better appreciated with some backstory:

I’ve mentioned before that War Torn is a “dying” world, and I hope my fiction has made its bleakness clear, but I’ve also been pretty vague about what exactly that means.  It “starts” (there is time before, but consider this the history’s inciting event) with a prophecy. The exact content of the prophecy varies with each retelling, and no one’s really sure who said it first, but the thrust is this: “The use of magic will destroy the world.”  Understandably, this prompts some questions. How will it do this? When? And, most popular: Is it tru, tho? And, of course, the answers don’t come clear, concise, etched into stone–they come in cacophanies, as followers and dissidents argue with words and steel over what words mean and what is true.

That’s not quite true.  At first, the prophecy garners little attention from anyone until it gets picked up by the tyrant of a city-state called Spar to cement the legitimacy of her rule during a political crisis, and from there, it becomes the basis for a system of extermination for all those gifted with impure magic.  Long story short: A blood mage slips through the cracks of this system, murders the entire establishment, and declares himself the Blood God, beginning an era of free magic. Things proceed slowly but steadily downward from there.

The timeline goes on for several thousand years past that point, until the world is a desert, and the last vestiges of humanity are fighting to the bitter, pyrrhic end over the last known source of drinkable water.  Even then, it’s not clear: Was the prophecy true? Was it causal? At a literal level, it’s not something we intend to answer, but Leland and I were set on a metaphor that should hang heavy–much like the prophecy itself on the world’s history–in both the mechanics of our system and the characterization of magic in the canon.  Perhaps you’ve noticed in the allusions from stories like The Chimera: Magic is death.

I.

Digression: I don’t think most realize the variability of what “magic” means in different fantasy worlds.  Obviously, it is underpinned by different sources of power–the gods, nature, crystals (wtf, Square Enix), the strength of one’s body, etc.–but there are practical differences as well, and if you dig into the philosophy (or at least apparent philosophy–many times this isn’t textual), those differences are pretty profound.

Consider two of the largest archetypes: magic as a scholarship (as practiced by DnD’s wizards) and magic as religion, a means of channeling the power of some elevated entity (as practiced by DnD’s clerics and warlocks).  There are others, but it’s defensible to say that almost all magical systems are a linear combination of these two ideas, and praxis, in all cases, is an argument. The difference is just whom you’re arguing with. For religion, that’s a duh, but for the hermetic, scholarly variety, the argument with Truth is a little harder to visualize.  Still, I’m not coming up with this from nothing–this line of thought is extremely old, dating back to Pythagoras, and it formed the underpinnings of alchemy as it was understood in the Middle Ages as well as the epistemological tradition that enabled modern science (1).

As it concerns War Torn, magic in our world is decidedly of the “hermetic” tradition.  There are no proper deities in our world, rather the “True Gods” were presumably human (or animal) at some point, as I describe here, and they don’t have much in the way of codified rites allowing one to channel their power.  Rather, magic is fueled by mana, ambient environmental energy that a properly trained individual can sense and draw into himself.

I put quotes around “hermetic” because this is actually fairly paradigm-neutral.  It’s just energy that you can harness (essentially) with yoga-style breathing exercises, but it only appears that way because no one really knows what it is.  Throughout history, various schools of thought uncover ways that mana may be gathered more effectively. The fire mages of the Diarchian Goetia learn that mana can be harvested from burning flames, the beast mages of the Bloodwood gather it by devouring living prey, and the Walking Winters of the Dereliction leach it directly from their hypothermic victims.  Behaviorally, there is a sort of argument with Truth happening here, and the method of argumentation seems to be: being a dick. Think about it. You’re burning down a forest, you’re eating someone, you’re sucking the life from their body. Magic can be used for good, but you can use so much more of it if you’re open to murder.

II.

As I said before, I don’t intend to make the scholarship any clearer than that.  Ostensibly, magic is not really death, but there’s a hell of a tragedy going on in the commons.  Magic is power, the acquisition of power kills, but how else are we to fight death?  This is roughly where the backstory collides with the prompt. Think back to the art titles: Hope, Embrace, Control, Names, a collection of vague ideals, certainly, but there’s a pattern: These are ways that humans fight death.

I mentioned in my intro for Flailing that the history of War Torn/Rale is not one of humanity at its worst, and I really do mean that.  Humanity is obviously capable of a tremendous amount of good (and even more obviously, the opposite), but what’s profound isn’t the capability–it’s the need.  Fighting death isn’t just a human behavior, it’s perhaps the most fundamental human behavior of them all, and if you don’t believe me, consider the way we relate to animals: It’s pretty easy to grok a spider’s (or any animal’s) fights and flights, struggles for survival that we experience in our own lives (however indirectly in the modern world), but how well do you relate to allowing your mate to devour you?  You’ll note that adulations of the male spider’s noble sacrifice are vanishingly rare (2).  Embracing death is unsettling, as a society it revolts us, though the fact that the individual has no such immunity is an important basis for the Dark Souls series.

My point muddles, I’ll clarify: In so many places, in so much literature, you’ll find indictments and benedictions of human nature.  We are inherently good, bad, tabula rasa, but that’s wrong.  We are all of the above, and we are only one or the other insofar as it serves a need, and that need is to be, if not in true life, then in memory, its simulacrum.  Look back to The Dragon’s Thesis.  The Dragon’s goal matches the setup perfectly, but look closer: so does Mefit’s.  That is the nature of redemption by memory.  Even if you die, you’re not dead to everyone else.

III.

This (the essay you’re reading, but also the theme as it appears throughout the world of War Torn/Rale) is meant artistically, as an exploration and affirmation.  It does not criticize, and it desires no particular change. Still, some may be tempted to view the singular drive of a fight against death as something selfish. It isn’t.  To that end, I’ll leave you on the same note we began. See the opening image. What, do you think, is its title?

Footnotes:

(1): For a good example of how this translates to fantasy, see Full Metal Alchemist, particularly the original.  Its brand of magic tracks very well with the mathematical tradition of alchemy as it actually existed.  By its title, you can probably tell that it wanted to be associated with alchemy, but recognize that the scholarly wizard angle in DnD et al is the same logical foundation.

(2): It can be justified with some mental gymnastics–we do, in fact, make sacrifices for those we love, but there’s a brief moment of revulsion when you think of it, right?

Top Image: Children, by Quinn Milton, commissioned for War Torn/Rale

Because You “Can”

Image result for sans the skeleton

The unlikely final boss of Undertale says to you, just before he dies: “No matter what, you’ll just keep going.  Not out of any desire for good or evil…but just because you think you can. And because you “can”…you “have to”.  Not a profound indictment of someone committing genocide in a friendly, fictional universe (which, for those unfamiliar, is precisely what he’s trying to stop you from doing), but it says something interesting about human behavior besides.  I lead with this because it’s neat and quotable and I’m not great with nonfiction, but this essay isn’t about human behavior in general. More particularly, it’s about art.

To the detriment of most of the other things I do, I do a lot with games.  I design them, I play them, I write about them in random essays like this one, and I have conversations, one of the most common of which starts with the question: “Are games art?”  

Oh boy.  Even if you despise games, you’re probably having an unpleasant flashback to a high school English class, where a mildly humorless middle-aged bane-of-your-existence asked you to provide a definition for art, knowing full well that your opinion was garbage and that you never learned to approach a definition as anything other than concrete.  Well, maybe you liked your English teacher, but I suspect that this particular classroom experience was less than enlightening. There are a number of good discussions (on the Internet, in scholarly publication, within art itself) on what art is–I won’t address any of them in detail. Instead, I’ll just offer that as a society, we have defined a fuzzy zone in which art is plainly identifiable beyond a certain point.  You know that art isn’t limited to [pictures, sculptures, films, music], but it’s unambiguous that all of those things are art.

This is why I tend to be a little surprised that people give the “Are games art?” question any credence at all.  There shouldn’t be a question.  Every video game and most analog games are a purposeful amalgamation of the constituent parts of that list.  Do people think that the juxtaposition somehow lessens the value of those parts as art?  Of course not!  And, of course, games are art.

And, of course, I’m arguing with a straw man.  What the Roger Ebert-esque character I’m addressing really meant was that video games aren’t “high art.”  Take that, plebs. Mind you, I disagree, but now the discussion isn’t it about art, it’s about getting art high, Dogg, which is innately cultural, which means a lot more anger and a lot more disagreement about what words mean.  For Ebert himself, the distinction was authorial control, which is akin to saying the parts of games not included in the above list are not art and thus necessarily degrade the overall product. That seems silly, but I’m just some guy, so I’ll channel Nietzche: Good (high) art is what makes things beautiful, or at least suitably profound.  Again, it’s clear that paintings and films do that. The sculptor makes his rock beautiful; the musician arranges beautiful sounds–why can’t we do something similar with agency?

I.

“Ah, so that’s where Undertale fits in.”  Not uniquely, but sure, why not?  Undertale is a game about choices, in the sense that it’s a game about one specific choice repeated over and over, of the form: “You could try to murder this person you just met–do you?”  The very intentional trick to it is that you are making this choice in a video game, where murdering people is not just acceptable but expected, to the point that even though the game tells you right off the bat that you should talk to the things you “fight” instead of stabbing them, everyone’s natural instinct is to stab them anyway, because that’s what you do in an RPG.  Usually, people take the hint after a little while and at least figure out how to make friends with the bosses, but, again, very intentionally, it is impossible to be anything other than morally “meh” on your first playthrough (no matter what, you have to kill the king and trap everyone underground).

At this point, there are two reactions: “Whatever, I don’t get it.  I’m done.” and “To the Internet!” It should go without saying that the intended audience will overwhelmingly choose the latter, wherein they will find that Undertale actually has three endings: One, they just got.  A second can be achieved by playing the game and using its mechanics properly (ie, don’t murder people), and a third–undesirable but there–can be achieved by going right off the deep end and murdering every character in the game (including characters spawned by random encounters).  This is where agency comes in.

Choices in games, even choices that radically alter the player experience, aren’t new.  “Choose Your Own Adventure” became a thing in the ‘70s–it’s not like Warren Spector suddenly showed up with Deus Ex, fully developed from nothing in 2000.  Still, there’s a difference between giving players a choice between outcome A and outcome B and making that choice mean something.  The point is abstract; I’ll try to elaborate: In Undertale, different actions (at least in the second go-around) lead to different stories with different endings.  This is neat, but it’s nothing new and nothing particularly subtle.

The real magic is in the details surrounding those endings, for instance: endings 2 and 3 (from here on, the “Pacifist” ending and the “Genocide” ending) are significantly harder to get.  Actually, there’s a hierarchy: Pacifist is more challenging than Neutral (first ending), Genocide is way more challenging than Pacifist. Add on to that the qualification that Pacifist is a happy ending for everybody and Genocide is the gruesome annihilation of the world, and you have two axes by which you’re selecting responses.  So, yeah, your choice of Undertale ending probably says something about you.

II.

A brief digression: A surprising amount of robust game design theory has come from analysis of Magic: The Gathering.  If you’re talking about designing art based around the choices people make, you’re presumably interested in why they’re making those choices, which is why Mark Rosewater’s (or WotC R&D’s) codification of player archetypes (one of a number of similar efforts–I feel this one is generally the best) is so helpful for dissecting something like Undertale.

For those not familiar, Wizards of the Coast categorizes its players into the archetypes Timmy, Johnny, and Spike.  Timmy is interested in feeling powerful (see also: flashy), Johnny is interested in feeling clever (see also: unique), and Spike is interested in winning (see also: obsessive self-improvement).  Standard disclaimers apply: These are archetypes, not people. No one is all Timmy or all Johnny, etc.; they are tools we can use to organize the drives that people actually have when they’re at play.  Likewise, not all games will appeal to all of these drives. Johnny doesn’t much care for Pong.  And Spike doesn’t give a fuck about No Man’s Sky.

Undertale, meanwhile, has two major game systems.  The first is a fairly standard explore-and-dialogue, a la every JRPG ever.  The second is bullet hell. Due to the Internet, Johnny has to try to care about either (someone has to write all the stuff on the Internet, but he’s gotta be on the bleeding edge or it doesn’t really matter).  Meanwhile Timmy can get invested in the game’s characters and secrets, but the bullet hell dancing he has do for them is *whatever*. So Spike commits genocide because doing so makes him the best at “playing the game,” where “playing the game” equals “getting the trickiest ending and beating its hardest level”.  Why does he do this? Because if he’s the best, he “can”. And to prove it, he “has to”.

One might say that Toby Fox is an uncanny judge of character, and while doing so certainly adds a moral punch to this analysis, it isn’t necessary for Undertale’s artistic validity–the efficacy of the polarization here is interesting enough.  Let me reiterate: The player’s exertion of agency in Undertale is not just a difference between outcomes–it’s a difference in the game being played in the first place.  And moreover, the path a given player takes is going to look bizarre to anyone who takes another path. The Genocide player is going to look at the Pacifist and wonder why he stopped playing the game halfway through.  The Pacifist is going to look back and wonder what kind of psychopath would brutally murder the characters he spent 15 hours befriending just because he can.

In fact, precisely because the choice is so polarizing, it begins to look less and less like a choice (ie, is it really a choice if you would do the same thing ten out of ten times?).

III.

So all of that is very interesting, and I write the analysis here partly because I’ve never seen it written before in a way that doesn’t make my eyes bleed and partly to answer the original question: “Can we make high art using agency as a medium?”  We’ll leave the questions of what words mean to stew in a corner, but I think we can confidently say that agency can produce a deep, analyzable, and, importantly, beautiful experience akin to film, literature, or visual art. “So, basically, yeah?” Yeah.

The problem is that proofs of concept are great and all, but they can only do so much to provide us with an affirmative understanding of the limits of the medium.  The best we can do is ask questions and think carefully about what we’re playing, and I plan to do just that with a very different example in my next essay(s). For what it’s worth, Warren Spector is probably right in all of his crowing about how choice matters, but it ought to be taken in a broader sense.  And, paradoxically, that means that understanding choice as a design element may get pretty fucking meta.

Top image: Sans the Skeleton from Undertale