Showing posts with label Dead Genre Chronicles. Show all posts
Showing posts with label Dead Genre Chronicles. Show all posts

Saturday, 28 December 2019

Thematic Index


I've done some rearranging of things on here lately and thought it would be a good opportunity to pull links to all my critical work together in one place. There's an introduction to my old podcast about JRPGs here, and I want to highlight my enormous Twine essay about Persona 3, Boogiepop, gender transition and death, Empty Halls//Don't Laugh. For the rest, here's a breakdown of the blog posts:

JRPGs

These are a collection of writings about 'JRPG' as a genre label, the sorts of common features found under this label and the appearance of a 'gender crisis'. Some of these are fairly early efforts, and I need to revisit many of the claims, but I still think the underlying ideas have some merit.

A personal reflection on my own experiences of the 'death of the JRPG', from which I developed a (currently-stalled) project on the first JRPGs to appear on the Xbox 360, between 2006 and 2009; the first JRPGs developed directly for a US-made console and a predominantly US audience.

This was my first attempt at collaboration with Val Carter and LeeRoy Lewin, a collaboration that would eventually lead to the Dead Genre Chronicles podcast. Over the almost five years since, we haven't really found anything to overturn the fundamental insight that we were nosing at here, that JRPGs are characterised by a particular non-representative kind of abstraction and a particular use thereof in narrative pacing.

A brief attempt to characterise the abstraction of time and duration in JRPGs.

Time again, this time the expression of time within narratives.

Using a contrast with the Legend of Zelda series to clarify (hopefully, a little) the kind of abstraction we take to typify JRPGs.

A direct investigation of the 'death of the JRPG' and the role in it of a particular kind of youtube-centric rhetoric from the late 00s, via an analysis of the reception of The World Ends With You.

Mostly a joke, but there's a serious point at the end of this one.

A detailed analysis, of a kind I'd like to do more of, of what it means for a game to be 'turn-based', and whether there's any period of JRPG history in which one stable concept of 'turn-basis' was ubiquitous.

Final Fantasy

I have spent way too much of my life writing and thinking about the Final Fantasy franchise, especially the entries since the turn of the century. Several of these are personal reflections on individual games, but others are substantive engagements with the franchise's history and contemporary status.

Originally a mini-episode for Dead Genre Chronicles, in this essay I dug into the critical reception of FFXII and identifying a turning point in the western reception of JRPGs attendant in part on its troubled development.

Written before the release of FFXV, in this essay I wondered about why the FF games of the 21st century turned their attention so heavily towards female heroes and lead characters.

A critical review of World of Final Fantasy, a game which uses an unexpectedly sophisticated bait-and-switch narrative to call into question the habitual expectations JRPG fans have of an FF-branded game.

The marketing campaign for FFXV was a bizarre, extravagant spectacle. Here, I did my best to dig into why.

My review of FFXV, in which I grappled with the question of why so few western critics had paid any attention to the fact that the game was clearly, for all its flaws, a pointed critique of America at the end of the American Century

And the personal reflections:
On my loyalty to FFXII at a time when it seemed largely forgotten even by its corporate owners.
On FFVII and its fans, shortly after the remake was announced.
Why FFXIII's Lightning resonates so much for me.
I was genuinely surprised to hear a port and remaster of FFXII announced in 2016, and did my best to put words to why it was important to me.
There's a lot more in this than personal reflection, including a fairly deep read of the narrative structure of FFXIII, but ultimately it's about home, family, and the hostility of both to queerness, a theme I plan to revisit more analytically in other work.

Realism

These five pieces are a gradual and inconsistent evolution of an idea I'm still struggling to express, about what exactly 'realism' means in a videogame context. The first few are really ropey, and all are heavily steeped in my philosophical background, but I've tried to offer introductory-level explanations throughout.

I start here with a classic philosophical problem of the truth of fictional claims (did Sherlock Holmes live at 221B Baker Street?), and a brief foray into Kantian metaphysics.

This time I turn to the debate between Newton and Leibniz about the nature of space and the question of videogames contain or merely simulate spaces.

There's less explicit philosophy in this one, where I focus on emotional impact as a ground of reality.

Here it's George Berkeley's turn to take centre stage (though really I was using his theories all along); this is probably the most detailed metaphysical engagement I've made with this topic so far.

This is the best of these five pieces, and digs much more directly into what people are actually expressing care about when they talk about realism in videogames; it's a product of an ongoing shift in my philosophy from analytic to critical methods, and there's a substantial engagement with John Locke towards the end, which I plan on developing further in the future.

Tales

In 2015 I made an effort to play all the Tales of games, from Tales of Symphonia onwards, as part of a project on Tales of Vesperia and JRPGs on the Xbox 360 (see above). That project is on the shelf at the moment but I did some writing about each of the games.

On how Tales of Symphonia 2's combat reflects its central themes of fragility and isolation.
On the more subversive elements of Tales of Vesperia's sidequest design.
On toxic masculinity in Tales of Graces.
More on Vesperia, and how its deeper meaning emerges from surface absurdities.
How Tales of Vesperia challenges conventional ideas of heroism.
On the relationship between masculinity and the idea of 'uncharted territory' as manifested in the map-making sidequests in Vesperia.
Another sidequest in Vesperia, and how it affects the temporality of the game.
On silent protagonists and dialogue choices – a theme that would come up repeatedly on the Dead Genre Chronicles podcasts – in reference to Tales of Xillia 2's Ludger Kresnik.
My attempt to put a capstone on my love for this franchise, unfortunately written too early to include the most recent instalment, Tales of Berseria, about which I might have been even more powerfully moved.

Dead Genre Chronicles introductory listener guide


Dead Genre Chronicles was a podcast I did with Valori Carter and LeeRoy Lewin from August 2015 to September 2018. In it, we developed what we think is a pretty robust critical method and genealogy for studying JRPGs, but in the process we recorded well over fifty hours of podcasts, so what follows is a sort of introductory outline.

We recorded an end-of-year roundup at the end of each of our three years, which provide a brief summary of our responses to each game and each year as a whole:



 

The Model

These are the episodes in which (in my opinion) we did the bulk of the work establishing our method and genealogy. Given the format, it comes together a bit haphazardly, but I think it does come together in the end.


There probably couldn't have been a better place to start the podcast than Live-a-Live, a 1994 Squaresoft game for the SNES which was never localised. It's an incredible exercise in exploring the possibility space of JRPGs, and we referred back to it constantly throughout the rest of the podcast. Because this was our first episode, it's technically and structurally a bit ropey, but well worth persevering through.


Paper Mario: The Thousand Year Door is a brilliant but idiosyncratic game, and what we discovered was that its idiosyncrasies were born of a deep understanding, on the part of its designers, of the JRPG design traditions they stand in contrast with.


Every year, we forced Leeroy to nominate at least one game for us to cover, and Breath of Fire II was his first pick. It turned out to be a great choice, as the ways in which it draws from and builds on the Dragon Quest franchise pushed us to pay more attention to that franchise's role in the development of the genre (of which more in a moment).


There are lessons to be learned from bad games as well as good ones. Ni No Kuni: Wrath of the White Witch is a tedious slog because its designers failed to understand why certain typical JRPG mechanics took the forms they did. NNK nods at all the tropes, but none of them fit together well.


The Dragon Quest franchise is the spine of the JRPG genre; what we learned this episode, playing Dragon Quest V, was that the influence of DQ spreads much more widely through the genre than western commenters usually recognise. Lots of design decisions, especially in the 21st century, make a lot more sense when related back to DQ than just to Final Fantasy.


My first encounter with LeeRoy's critical work was an argument of his about the relationship between Earthbound and Dragon Quest, and we explore that link in more detail here. Earthbound is a funhouse mirror to the ur-JRPG, but far from a thoughtless one, and its many subversions again illuminate that history in further important ways.

The Top Three

These are, to my mind, our best episodes – the episodes where we brought our best critical skills to games that most richly rewarded them.


Nier has a much higher profile now than it did when we recorded this, thanks to its less-interesting, more polished sequel, but it stands on its own as one of the most inventive games of its generation. It also has some of the best peripheral and side-quest writing ever in a commercial game, making it excellent grist to a JRPG scholar's mill.


Final Fantasy XII arguably marks the start of the period characterised as the 'death of the JRPG'. Certainly, its complicated critical reception and the persistent rumours about its troubled development have done its legacy no favours, though the recent Zodiac Age remaster has prompted something of a reevaluation. In this episode we set the game in its contemporary context, noting its attempt to comment on American imperialism in Iraq, nuclear disarmament, and the role of 'freedom' in gamer rhetoric.


The final showdown. If FFXII can be used to mark the start of the death of the JRPG, FFXIII is its peak. I hope that in this episode we were able to give a clear critical response to the game itself as well as unpacking why it became such a genrepocalypse.

The Trash Bin

Over the years, we covered a number of games which we really don't recommend anybody spend time on, but these three stand out as the most irredeemable.


Suikoden II is sometimes held up as the best JRPG of all time, but this was unrecognisable to us. After a faintly promising introduction, it spirals off into incompetent, genre-illiterate tedium, with a plot that borders on reifying fascist propaganda.


I used to like Skies of Arcadia, and it was instrumental in the formation of my interest in JRPGs, but it is super racist. Like, really super duper amazingly racist. There are ways to do steampunky/golden-age-of-piracy-styled games without drowning yourself in colonialism, but Skies doesn't try any of them, and its formulaic plotting and plodding encounter design turn it into a horrible slog to boot.


Suikoden 2 only flirts with fascist propaganda; Treasure of the Rudras openly embraces it, and none of its attempts at experiment (themselves weaker than Live-a-Live's from two years prior) can overturn that fundamental fact.

The Cult of Square

In the late 90s, following the release of Final Fantasy VII, Squaresoft became one of the most important development companies in gaming. In addition to their trio of PS1 Final Fantasy games, they put out a second, less structured trio on the same platform, each of which in its way has achieved cult status. We tackled all three of these in our first year, and while we weren't impressed, taken together they're an interesting window on how the history of the JRPG took shape.


Chrono Cross is a beautiful game, perhaps the most beautiful ever made in the PS1 paradigm of 3D-animated models on prerendered backgrounds. It's a potent mood piece but burdened by the incomprehensible lore linking it to its insufferably-overrated predecessor, Chrono Trigger


Look, I'm a total sucker for Tetsuya Takahashi's wild loremongering, but this game is fifty hours of hollow overambition with ten minutes of interesting cutscene (from which I developed a forty-minute lecture in this episode) at the end. It's a great example of how easy it is to trick gamers into thinking you're being profound by mumbling some references to psychoanalysis and existentialism.


Final Fantasy Tactics wants so much to be the kind of sophisticated political storytelling that Yasumi Matsuno would eventually accomplish with Final Fantasy XII, but wastes far too much of the goodwill earned by its first chapter on a simplistic supernatural conspiracy story that can't even stick its landing.

The full list of episodes, including our two spin-off podcasts, Myth and Kin (on the Witcher franchise, featuring Val and Samuel Howitt) and World Revolution (on indie and underground RPGs, featuring LeeRoy and John Thyer) is here, and here's a Youtube playlist with all the DGC episodes.

Monday, 26 November 2018

The Night Seems Like It Won't Come

(Originally published on 26/11/18 at JRPGsaredead.fyi)


Often – not always, but in the vast majority of cases – you read a JRPG best by looking at the journeys the characters take in it. Not any kind of metaphorical journeys, but the literal movements through space, and the identities of the places they move towards or away from.

Mikhail Bakhtin gives us the idea of the chronotope, the time-place, originally as a way of looking at and classifying the novel. He says, rightly, that advanced physics tells us that space and time are inseparable, and rightly again that they are inseparable in the novel (the physics is almost irrelevant to this claim; it could just as easily be made in terms of the structure of prose itself, but it would be hypocritical of me to condemn others for indulging in physics metaphors).

The point is this: when something happens, it happens in a time and place, a place-in-time. So for example, of the road, Bakhtin writes:

 “Encounters in a novel usually take place “on the road.” The road is a particularly good place for random encounters. On the road (“the high road”), the spatial and temporal paths of the most varied people – representatives of all social classes, estates, religions, nationalities, ages – intersect at one spatial and temporal point. People who are normally kept separate by social and spatial distance can accidentally meet; any contrast may crop up, the most various fates may collide and interweave with one another… The chronotope of the road is both a point of new departures and a place for events to find their denouement. Time, as it were, fuses together with space and flows in it (forming the road); this is the source of the rich metaphorical expansion on the image of the road as a course: “the course of a life,” “to set out on a new course,” “the course of history” and so on; varied and multi-leveled are the ways in which road is turned into a metaphor, but its fundamental pivot is the flow of time.”(he wrote this in about 1937, and yet… ‘random encounters’; ‘the high road’. This translation is by Michael Holquist, from 1981, of a collection of Bakhtin’s essays published in 1975)

The configuration of concrete time and place described in the prose of a novel is not a metaphor for the human, psychological or aesthetic reality; rather it is the other way round. Arrange time and space in a particular way, and what you get is a meaning-structure.

If this goes for novels, in which the author’s work is bound by the reader’s willingness to play along with the prose, it goes much more so for any game that literally creates a spacetime (so-called ‘virtual’ spaces – spacetimes - are actual concrete spaces; they have every property of the space we exist in except for a privileged relationship to us). The majority of what are conventionally called ‘video games’ are pocket spacetimes (not, it must be clarified, pocket universes but pockets of discreet spacetime within a universe).

A journey is not quite a chronotope. Genealogically, videogame journeys inherit more from dance movements than from the novel, though what distinguishes a videogame journey from all but the most explicitly narrativized choreographies is that a journey passes through and responds to chronotopes. The home village; the local cave; the burned-down home village – the classic JRPG journey begins with this curlicue of place-moments. It continues in a series of similar, but expanding, loops, town, dungeon, transformed town, and outward again until the world is encircled.

Final Fantasy XIII doesn’t share in the archetypal JRPG journey structure, but it is, nevertheless, essential to read it through its journeys. These offer a much more compelling understanding of its structure than the hills and lines of its ludic resistances, which locate its major turning points in the confrontations with its chief villain, Barthandelus, at the ends of chapters 9, 11 and 13. Final Fantasy XIII is a story in three parts, but the three parts are journeys, ending respectively with chapter 7, part-way through chapter 11 (Dahaka marks the last boss of this journey, though not its end) and the end of the game.

The first journey is Hope’s, his hike from the traumatic loss of his mother in the Hanging Edge sequence in the game’s opening to his home in Palumpolum. The second takes Vanille from her confession to Sazh at Nautilus to the ghost town of Oerba. The third brings all the l’Cie back to their maker, Orphan.

Final Fantasy XIII, then, is a game about journeys home. Home, or rather the homecoming, is a distinctive chronotope, as is the way home. The homecoming concerns the entry of a person into a space, and always a tension between the two; there are joyous homecomings, in which a tension is purely released, but these are relatively rare. More common are frictions of varying levels of anger, suspicion and alienation.

Home makes the unbearable inescapable. The familiarity of home strips away the ambiguities and crises of the wilderness, the distractions from underlying incompatibilities and conflicts.
The way home is always arduous. There are no easy journeys home – home, in a sense, is the place that is hard to get to. Partly this is because the journey home is symbolically counter to the flow of time. It is antientropic.

Hope’s journey goes through the following locations:

  • The Hanging Edge, which is both a warzone at the start of the game, and the fragmentary remains of where the shell of Cocoon was shattered during an ancient war; a space consisting primarily of a spiderweb of bridges many of which collapse in the fighting.
  • Lake Bresha, frozen by the resolution of events in the Hanging Edge; freezing being the bluntest symbol of the arrest of entropy or disorder.
  • The Vile Peaks, a mountainous and confusing junkyard of antiquated military equipment. Frozen in time in a different sense, but nevertheless symbolically the end of a civilisation.
  • The Gapra Whitewood, a closed nature reserve where wild beasts are tamed for military use, but in a state of decay such that some of the beasts are loose, including the ‘tamed’ Aster Protoflorian (a creature so clearly symbolic of nature that it frequently gets compared to Bulbasaur).
  • The Palumpolum subterrain, a clinical and slightly dreamlike laboratory environment in which a primal fal’cie somehow generates sustenance for the city; this marks the crossing from chaotic nature to civilisation, first entered through a waste pipe where material is usually understood as flowing in the opposite direction.
  • And finally Palumpolum city itself, an urban environment almost indistinguishable from any number of real-world cities. It might be tempting to say that Palumpolum, being a city, is more chaotic than its pristine subterrain, but it is also much more familiar, less fantastical, and this, too, in the countertemporal sequence of the way home, is effectively antientropic.

Hope moves from a chaos that is traumatic but pacifying (it renders passive – Hope can do nothing to save his mother) towards an order which stifles until explosive action becomes inevitable. When Hope lashes out at Snow, it is because, close to home, there is no longer space to hide the truth. It is inevitable that Snow will discover that his victim, Nora, is Hope’s mother, when Hope actually reaches his father; Hope has less and less room to dissemble his feelings.

What home provides to Hope, then, is actually a denial. It is hard to describe what is denied without terms like ‘convenient fictions’ or ‘ways out’ that make him sound weak and non-confrontational. To be more empathetic, we might say it denies him the possibility of healing without force, in the same way that a steam engine’s boiler denies the heated water the possibility of release without driving the pistons.

When I began my transition, I came out to my family a month before I was due to spend the Christmas holiday week with them. I came out to them then because coming out was inevitable; I could not have gone home without them knowing, and leaving it any longer could only have made the process more intense. An ambiguity in which I had existed for twenty-eight years was squashed flat. In the home – in a house in which I had never lived or grown, my parents having moved from the last building in which I had lived with them some years earlier – I felt palpably the absence of the expected returner, the son that ambiguity had allowed to appear for so long, whose absence could no longer be overlooked; just as Nora’s absence could not be overlooked once Hope crossed the threshold of his home, alone.

Vanille’s journey is a different kind of regression sequence. It begins in Nautilus, a land of fantasy and leisure, and thus a place of play, which is to say a place of life. To be precise, though, its absolute beginning is not the start of the Nautilus sequence but its climax, the moment at which her guilt is forced to the surface and she admits to Sazh her role in Dajh’s fate. It’s the closest to honesty, to accountability – to genuine vulnerability – that she comes until almost the end of the game; and because of that, it is perhaps her deepest and most meaningful act of agency.

From there, it is Vanille’s – and the party’s – agency that regresses. In the next chapter, their acts of self-determination take a more conventionally narrative mode: the defiance of a dramatic jailbreak aboard the Palamecia. This makes demands of their courage and determination, and is a clear moral assertion, but there’s no openness to it, no ambiguity. It is heroes as unstoppable force, authority as movable object.

From there the next step backwards is to the Fifth Ark, where the party explores an ancient ruin that has been set up to test them. In a sense they challenge themselves, but while they maintain their hostility to the force that has determined their environment, they never confront it directly.
The descent to Pulse robs the party of an imminent authority to define themselves against or in contrast to; instead there is only a world coded as ‘natural’, unstructured. Of course there is no such thing as a world with this feature, but the characters don’t have time to consider that. They become cast as explorers, which is the most suspect form of agency, the most dangerous.

Fortunately this phase doesn’t last; you emerge onto the Archylte Steppe to find an environment commendably resistant to exploration. The party are far too weak to conquer this territory. The options are to press ahead, fleeing from almost everything and arriving at the next areas underlevelled and underprepared, or follow the daisychain of sidequests provided by the Cie’th Stones, simple objectives involving a journey to a particular set-piece combat encounter.

Here at last, the agency of the characters decays to a level that can actually be modelled in the affordances of the software. The player can choose, but only whether to respond to pleading instructions or not. After the first fifteen or so hunts, though, there is really only the onward journey, which disappears into the strictly linear caves of the Mah’habara Subterra and Sullya Springs.
At Taejin’s tower, the sidequest pattern reemerges, but here there is no choice; each assignment must be completed in order to progress, since the party by themselves are powerless against Dahaka. Then, finally, from the summit of the tower and over the corpse of the monster, you see your destination, and it is void. Oerba is gone; it is the negation of agency.

Home – especially in the homecoming – has this unrecoverable quality. One never actually returns to the home one has left. This is what makes it impossible for Final Fantasy to ‘come home’, to ‘return’. Home is not only the space of childhood, it is the space of lost childhood. There can be no home without this sense of loss and of grasping at what is lost.

That Christmas, I almost gave up after two nights’ stay. I’d originally planned to stay through New Year, a couple of weeks, but on the afternoon of the second day my family went out for a walk and I found myself checking train times, planning to leave ‘home’ and return to my own flat. My nerve broke; instead I went out for a walk by myself, hoping to clear my head and promising myself that if my folks were still out by the time I got home I’d leave.

In the end I stayed five days and then spent New Years alone.

The final journey of FFXIII brings the l’Cie back to Cocoon, to a location literally called ‘Orphan’s Cradle’, to a third confrontation with Barthandelus who then merges with the fal’cie Orphan to produce a creature that is visually father, mother and child in one. There could be no clearer confrontation with parentality.

Final Fantasy XIII is a game about fate and destiny, and whether meaningful resistance to the path that has been laid out for you is possible. The heroes are plucked from their lives arbitrarily by gods to serve particular purposes, then led, manipulated and tricked into fulfilling those purposes without ever really understanding what is going on.

Home, then, is the space of the parent’s image of the child. These images are unavoidable – even the most saintly parent could not refrain from imagining futures for their child for the twenty-plus years it takes a new human to begin making their own. But to even have such an image makes dissonance unavoidable – we are never immune to or in control of our passing thoughts. I think, What if my child became a doctor? And then when they declare an intention to be a teacher, or lawyer, or artist, instead, neither detachment nor compassion can completely smother the clash under my response.

In Final Fantasy XIII, of course, the ‘parent’ is an apocalyptic force intent on sacrificing all human life to recall its own parent out of a desperate and insatiable sense of abandonment. That few parents literally try to commit their children to death cults should neither lead us to ignore the multidimensional richness of the metaphor nor to overlook the close and traumatic relationship between all the other ways our parents try to force us into their moulds and the most extreme examples.

To come home is to be forced into this confrontation. To be at home is to live with it. And it exists not only at the level of individual families but also at the level of the community, the state, the dominant culture – the ‘home country’. For many, especially for young people, especially in this economy, there is no escape at all.

Fuck your homes. At least I had somewhere else to go to if I decided I had to leave. I walked up onto the canal path behind my parents’ house, thinking about what the repercussions would be if I did – at age 28, mind – finally run away from home. It was one of those glass-clear, freezing winter days where even the sunlight feels cold.

I don’t remember what I actually thought, what process of reasoning I followed. I do remember that I was listening to a new album by a friend. I followed the canal west for a while then turned back to get the low afternoon sun out of my eyes. Track five, my favourite on the album, played. I won’t air a friend’s dirty laundry except to say the album came from a place of deep personal crisis. Track five ends with a desperate, jackhammer refrain:

The night seems like it won’t come

The night seems like it won’t come

The night seems like it won’t come

The sun was setting; night was on its way. But home is a space of warmth and light in winter, artificially postponing the night. I slept a lot and stayed in bed as much as possible the rest of my stay.

Fuck your homes, demanding so much of us and denying us even the respite of oblivion in sleep and darkness.

In FFXIII, Fang and Vanille do at least get that from their confrontation with their father. So, too, in a sense, does Lightning, although her respite opens up the complexities of the sequels. Fang and Vanille just get to sleep, a queer couple in a sanctuary only accomplished by the smashing of home and parentage.

Fuck your homes, that kill so many of us in that same confrontation.

Fuck your homes.

Fuck your homes.