Linkle, the Female Gaze, and the Sailor Moon Paradox

Or, is Linkle’s character design sexist garbage?

My answer: NOT NECESSARILY.

Linkle is a female version of Link, the green-clad hero of The Legend of Zelda video game franchise. The character Linkle was formulated for possible inclusion in the 2014 Wii U title Hyrule Warriors, an action game in the Dynasty Warriors vein developed by Koei Tecmo in collaboration with Nintendo. In the Nintendo Direct video message broadcast on November 12, it was announced that Linkle would be a playable character in Hyrule Warriors Legends, a port of the game for the Nintendo 3DS.

The internet exploded, with some fans going wild with glee and other fans becoming consumed with righteous feminist anger.

Before anything, let’s look at the design itself.

HW Legends Linkle in Famitsu

The design element that stands out the most is the exposed flesh between Linkle’s boots and her black shorts. In anime-speak, this design element is known as zettai ryōiki, or “absolute territory.” I don’t want to get into the history and context of this expression here, but basically, the bit of naked skin between the top of a female character’s leggings and the bottom of her skirt is the area where all the moé feels are.

If you’re a queer lady or a straight dude, you’ll probably understand this already, but I want to make the sexualized appeal of this design element absolutely clear. The zettai ryōiki suggests the coveted thigh gap (the desire for which transcends culture) even if the character is wearing a skirt or tunic. The insides of a woman’s upper thighs are soft and smooth and heavenly; and, although this area of the body is generally hidden, the zettai ryōiki exposes it to the viewer, who can run their eyes (and imagined hands) up the curves of the character’s legs and into the promised land between them.

So, is Linkle’s design sexualized?

OH MY GOODNESS YES.

In addition, feminist critics have decried how Linkle seems subordinate to the male Link and merely tacked onto a spinoff of a spinoff game in order to reinforce the idea that the star of the really important games will always be male. These are the sort of comments that have been going around:

“Are we really this satisfied with crumbs, people? Is the bar that low?”
I Love Linkle. But Linkle Is Not Enough.
(by Maddy Meyers, via The Mary Sue)

“The message was clear: Shut the fuck up and be happy with what little you get.”
The Legend of F. Scott: A Response to the Response to the Response to Linkle
(by Carolyn Petit, via Tumblr)

Regardless, a number of female artists and Zelda fans have been celebrating Linkle’s inclusion as a playable character in Hyrule Warriors Legends with enthusiastic joy. What’s going on here?

I’m going to argue that this is the female gaze at work.

The dreaded “male gaze” as classically formulated casts men as subjects. This means male characters have agency and interiority, and female characters are just there to serve the needs of the male characters and male viewers. In contrast, the female gaze treats female characters as subjects, even in media intentionally (or unintentionally) designed to cater to a male audience.

Part of the female gaze lies in objectifying male characters, which is not unproblematic but perfectly natural – and one might even say that it’s borderline radical in its resistance against mainstream configurations of gender. Many female-identified gamers have crushes on Link, who embodies an attractive “soft” masculinity and respects and cares for the women in his many lives. In addition, many gamers of all genders have not-so-secret crushes on the villainous Ganondorf, whose design in Ocarina of Time features its own zettai ryōiki.

That being said, the main function of the female gaze is to perceive female characters as self-defined subjects and not merely as sexualized objects of male desire. This brings me to something I call “the Sailor Moon paradox.”

When Sailor Moon first aired in the 1990s, feminist media critics hated it, saying that its appeal revolved entirely around the oversexualized bodies of teenage girls. This is not wrong, as Sailor Moon had and still has legions of older straight male fans who create and consume porn based on the characters.

Nevertheless, girls from elementary school to college loved both the anime and manga versions of Sailor Moon, which became a foundational geek girl text all over the world, from Japan to Indonesia to Russia to France to Brazil to the United States. Why?

The 1980s and early 1990s were a period of transition out of the conservative cultural backlash against sexual liberalism. “Good girls” didn’t show skin, and influential feminists encouraged women to deny their sexuality in the name of fighting the patriarchy. If you were female and didn’t want to be a social miscreant, you had two choices: be pretty but hide yourself from the male gaze, or put on a suit and become a de facto man yourself.

Sailor Moon rode the cusp of third wave feminism, which held that young women didn’t have to choose between being feminine and being respected; this is where the slogan “girl power” comes from. What Sailor Moon exemplified was the idea that you could present as girly and still be treated seriously. In other words, young women (and plenty of young gay men) read Sailor Moon with a subjectifying female gaze, seeing the Sailor Scouts as powerful role models of female agency and homosocial friendship even despite the fact that they all wore tiny little skirts into battle.

I obviously can’t speak for everyone, but I still feel comfortable making the generalization that, when girls and young women saw those skirts, they weren’t thinking about phallocentric economies of desire in which the exposed flesh of youthful females is privileged in the fantasies of straight men. Instead, they saw the freedom and vivacious energy represented by unapologetic girliness that refused to acknowledge that the male gaze was even a thing they needed to be worried about.

This paradox, in which a character can seem to cater to the male gaze and still be an empowering icon to non-male people, applies to Linkle as well.

Although the international gaming industry is ever so slowly becoming more inclusive, lady gamers have been wandering in a desert largely devoid of positive female representation for a long time. In order to keep ourselves spiritually hydrated, we apply our female gaze to everything we encounter, thus allowing ourselves to find pleasure even in video game titles and franchises with overt elements of misogyny.

But let’s be honest – female-friendly undertones are no match for female-friendly overtones.

Even though Linkle’s design inarguably contains traces of male-gaze moé bait, the fact remains that she is a playable character who isn’t sidelined but is being given the attention she deserves. We asked for a female version of Link, and we got her!

Sure, Linkle isn’t perfect, but I think it’s important to acknowledge that Nintendo is allowing the Zelda franchise to take baby steps, as in Tri Force Heroes, in which Link is allowed to dress and present his gender however he wants. Tsunderin of the feminist media blog Lady Geek Girl explains the progressive nature of this gameplay element as follows:

When crafting these outfits, Link changes into them immediately and one of the customers in the boutique comments on them. Every time, she has something nice to say about Link’s chosen outfit; she always mentions how cute he looks and that he’s very stylish. While this is a simple thing that can be taken as a throw-away, I do think it’s important. How often do people, especially kids, get to see in media someone being complimented for wearing something that may not be stereotypically for their gender? Without it being a joke?

In my own essay The Legends of Zelda, I argue that Zelda fans have been applying a female gaze to the franchise for years, and that the engagement of these fans is finally starting to be acknowledged by the gaming industry:

I could give endless examples of how media production companies in North America, Europe, and Japan have responded to fan demands for more female representation in video games, but I’d like to emphasize that the active and creative fans who thrive in social mediascapes do have voices that are heard not just by their peers but also by the senior producers whose positions they will one day inherit.

If you find Linkle’s character design to be kind of gross, I hear you, and I understand. I can get totally behind the frustration and anger surrounding Nintendo’s apparent refusal to be more overtly inclusive, but I still think it’s okay for feminist gamers to celebrate small victories.

I’d like to think Linkle is another step in the right direction. Her female subjectivity will hopefully inspire a female gaze in younger players who are just starting to acquire the tools that will help them undermine the dominant male gaze. More female representation is always welcome, especially in the world of video games.

Just as Sailor Moon once exploded into an important period of cultural transition, so too is Linkle, who is boldly carving out room for girliness in a high-profile gaming franchise on a ridiculously successful handheld console known for its popularity with girls and young women.

I have been waiting for a female Link my entire life, and now that she’s here I adore her.

Linkle by Aatmaja Pandya

The above illustration is by Aatmaja Pandya on Tumblr.

Asura Girl

Ashura Girl

Title: Asura Girl
Japanese Title: 阿修羅ガール (Ashura Gāru)
Author: Maijō Ōtarō (舞城 王太郎)
Translator: Stephen Snyder
Publication Year: 2014 (America); 2003 (Japan)
Publisher: Haikasoru
Pages: 214

Asura Girl is narrated by Aiko, a seventeen-year-old student who just so happens to be a total badass of the sort we all wish we could have been in high school. She does what she wants, doesn’t apologize for anything, and isn’t interested in your shit. Sure, she’s a little messed up in the head, but what teenager isn’t?

If Aiko’s life were nothing more than maintaining her self-respect while dealing with bullying and subpar sex, she’d be okay, but there’s a serial killer on the loose. When a boy disappears almost immediately after she left him in a love hotel, she takes steps to lure the murderer to her, because she is pissed off and ready to lay down the law. She is inspired by her enviable collection of DVDs of American movies, especially after she picks up on a parallel between the abduction of her single-serving boytoy and the abduction in The Big Lebowski.

That’s right, The Big Lebowski – a perennial favorite of seventeen-year-old girls everywhere.

Asura Girl was written by a thirty-year-old man, and it shows. Aiko is more or less a cross between Uma Thurman, Samuel L. Jackson, and a basement-dwelling neckbeard. It makes very little sense to try to understand her as anything other than a construct. There is no sensitive or nuanced portrayal of girlhood in this novel, but that’s okay. Sometimes you’re just looking for a hardcore metal portrayal of a manic pixie murder girl.

To give you a sense of what this means, this is how Aiko interacts with her crush:

Still, it did sound a little like he was more worried about Maki than me, so as he was taking off his shoes in the doorway I kicked him – my patented Aiko whip kick, a roundhouse to the upper body that I learned from my brother. My bare foot struck his arm – chiban! – and he bent double, letting out a little yelp. Humpf. Drop dead. No, on second thought that might cause trouble. (53)

The boy is okay with it, because of course he is. Aiko is less of a girl power icon than she is a fantasy girlfriend for the author, but her ridiculous character is a perfect for this novel’s ridiculous story.

The family of one of the serial killer’s victims set up a website asking for help, a plea that went nowhere fast but still managed to inspire a great deal of internet discussion and speculation that coalesced into a vigilante group calling itself “Voice of Heaven.” The Voice of Heaven has convinced itself that the serial killer is a middle school boy, and so its members begin to engage in “middling,” or ganging up on middle school kids and beating the shit out of them. A grisly confirmation of a new murder sparks widespread riots, in the midst of which Aiko receives an unlikely visitor.

A hundred pages into the novel, there’s a vertiginous narrative shift as Aiko undergoes a near-death experience, and her already unstable imagination goes completely off the rails.

I don’t want to spoil what happens here, but it is insane.

When Aiko returns from her epic vision quest ninety pages later, she has learned nothing. Regardless, she understands that she’s been given a new lease on life to make a fresh set of terrible decisions, and she fully intends to make those decisions as terrible as possible.

And then there’s this weird bit at the end about making a sacred Buddhist statue of the warrior-god Asura out of human corpses. Should the reader understand these human corpses as literal, or are they the cast-off shells of Aiko’s identity as she constantly reinvents herself yet always stays essentially the same? Why choose when you can have both??

I just, what is this novel, what is it even.

Asura Girl is not for everyone, and I can imagine wide swaths of readers being confused and offended by it. But! If your heart went a little doki-doki when your eyes passed over the words “The Big Lebowski,” and if you always thought Reservoir Dogs could have used more Japanese schoolgirls, then Asura Girl is probably for you.

You know who you are.

Manabeshima: Island Japan

Manabeshima

Title: Manabeshima: Island Japan
Artist: Florent Chavouet
Translator: Periplus Editions
Publication Year: 2015 (America); 2010 (France)
Publisher: Tuttle
Pages: 142 (plus one amazing map)

I love French artist Florent Chavouet‘s 2009 book Tokyo on Foot, which captures the charm and vibrancy of my favorite city. Manabeshima: Island Japan was a tougher sell for me, as I’m not particularly interested in nature or rural communities. I was therefore pleasantly surprised to find that the careful attention Chavouet brings to human habitats – garbage and vending machines and rusting powerlines and all – has carried over from Tokyo to Manabeshima. Regardless of whether he’s drawing the town or the ocean and forests that surround it, Chavouet transforms the mundane into the extraordinary with his gorgeous colored pencil illustrations.

Because he felt that he had only been exposed to a tiny fraction of the Japanese archipelago, Chavouet decided to spend a summer on an island he hadn’t yet seen, and he ended up in Manabeshima, Okayama Prefecture, population 326. According to the artist, the average age of the people living on the island is around 50 years old, and many of them are already well set in their daily routines. Chavouet observes them on their daily progress, taking careful note of their mannerisms and idiosyncrasies, as well as the props they use on the stage of their daily lives. His artistic interest is drawn not only to humans, but also to the island’s abundant wildlife, including cicadas, fish, and cats. These cats gradually become characters in their own right as Chavouet documents their small dramas and battles over contested territory.

My favorite part of Manabeshima is how the artist portrays architecture as a living part of the environment and the island society, with each room and table and upended bucket telling its own story. Cars and boats become palimpsests of personal history, and each garden and untended backyard is portrayed its own tiny ecosystem. Chavouet also pays particular obeisance to food, placing each meal in context, whether it’s a community barbeque or freshly prepared sashimi.

I must admit that a certain amount of anxiety underlay my reading of Manabeshima. As with any travel account, part of the pleasure of the experience involves imagining yourself following in the footsteps of the writer. Even if it’s something you have no intention of ever doing, like the hiking the Shikoku pilgrimage route, it’s still fun to pretend that you’re there along with the author, sharing her triumphs and sympathizing with her tribulations. In the case of Chavouet’s account of Manabeshima, this sort of identification was very difficult for me.

Although nothing in the book makes this explicit, Chavouet’s experiences are gendered. Within the first twenty pages, he makes it clear to the reader that he has been, after a fashion, accepted into the community. He is taken in by Ikkyu-san, the owner of a small bar and restaurant who plies him with food and alcohol, asking only that he sit and eat and drink with the regulars. He is invited to two religious ceremonies (a Buddhist ritual presided over by Ikkyu-san and an evening of Shinto kagura dances), where he is expected only to sit and eat and drink. He goes to the neighborhood association meetings, he gets invited to go out crab fishing, and he participates in the island summer festival. He seems like an extremely friendly person, and he mentions exchanging drawings for food and goodwill; but, if anyone ever requests that he do anything except enjoy himself, the reader never hears anything about it.

My own experience with small communities both inside and outside of Japan is that, in order to be included, I am expected to perform labor, such as cooking or laundry or childcare. Since I am an undomesticated animal who is not good at any of this, things always get awkward. If you asked me if I, as a woman, would want to spend two months in a tiny village on a small island, my response would be something along the lines of AW HELL NO. While Chavouet would be eating and drinking, I would more than likely be summoned to the kitchen to help do the dishes. I use the hypothetical example of being asked to help clean up because it’s actually happened to me enough times (especially in Japan) that I would almost be taken aback if it didn’t. In other words, the price of admission is gendered and – let’s be honest – unfairly so.

Again, there’s nothing in the book that suggests that the people on Manabeshima are old-fashioned sexist pigs, but Chavouet is definitely writing from a privileged position, and your ability to identify with this position will more than likely affect your relationship to the world Chavouet creates for you with his words and illustrations. Personally, I found reading Manabeshima to be a bit stressful because I couldn’t help waiting for the other shoe to drop, like, so when are they going to ask him to serve tea? (Spoiler: No one ever does.)

Don’t get me wrong – I am enamored of Chavouet as a kind and compassionate observer who can communicate the wonder and beauty of even the most commonplace objects and settings, and his already enviable skill in drawing and annotating his environment has tangibly improved since Tokyo on Foot. Still, I can’t help but prefer Tokyo on Foot, which pieces together a physical, social, and cultural landscape that even the most casual of readers can easily enter. While Tokyo on Foot collects a multitude of fragments and progressively demonstrates how they are all connected, everything is already a cohesive whole in Manabeshima, which, unlike Tokyo on Foot, has a cast of recurring characters and something resembling a narrative. On the other hand, although it’s harder for a reader to imagine entering this narrative herself, the easy flow of the story renders Manabeshima a more satisfying extended reading experience.

The best part of Tuttle’s lovely softcover edition of Manabeshima is that it comes with a huge map folded into a pocket on the back cover. This map is intensely detailed, showing every house and garden and boat on the island and labeled with references to people, landmarks, and events from the main text. I spent at least an hour with the map alone, catching new details each time I opened it and spread it out over my kitchen table.

If you have kids in your life, and if you’d like to get one of those kids (or their parents) a really cool present, consider handing them a copy of Manabeshima, whose every page celebrates the thrill of exploration and discovery.

A review copy was provided by the good people at Tuttle Publishing.

Manabeshima Page 111

Biogenesis

Biogenesis

Title: Biogenesis
Author: Ishiguro Tatsuaki (石黒 達昌)
Translators: Brian Watson and James Balzer
Publication Year: 2015 (America); 1994, 2000, and 2006 (Japan)
Publisher: Vertical
Pages: 240

Biogenesis collects four stories by Ishiguro Tatsuaki, who is both a practicing medical doctor and an acclaimed writer of horror-themed science fiction.

The book is dominated by the first story, “It is with the Deepest Sincerity that I Offer Prayers…” which takes the form of a scientific report (tables and endnotes and all) on a species of winged mice that have suddenly disappeared from their habitat in Hokkaido. The report focuses on the activities of Dr. Akedera Nobuhiko, an AIDS researcher employed under somewhat shady circumstances to “preserve the cellular and genetic information” of the vanishing species. Akedera was apparently so fascinated by what he found in the process that he insisted on undertaking ecological research as well, recording accounts of sightings and deaths.

Akedera was able to draw a number of unsettling conclusions from this data. First, the winged mice seem to die in waves. Second, there are unusual patterns regarding their movements and seasonal behavior. Third, many of the people who have documented and captured winged mice attest to a strange glow either emanating from their bodies or otherwise present when and where they gather. Finally, live mice are most often found and photographed by or in the prescence of human children.

Akedera is sent back to Tokyo, but he continues to involve himself with research and preservation efforts, which result in the discovery that cultures of winged mice cells exhibit startling tendencies and may even possibly be immortal. What exactly is going on with this species – and what exactly drove Akedera’s intense interest?

The dry tone of the story’s scientific prose forms a gorgeous ironic contrast to the fantastic nature of what it relates, and the reader is encouraged to employ her own analytical acumen to excavate a number of details from between the lines. The typeface used for this story, which lends it the air of an unpublished manuscript, is a nice metadiegetic touch.

The second story in the collection, “Snow Woman,” begins with a clinical description of hypothermia. The narrative quickly moves to a discussion of a medical condition called “idiopathic hypothermia,” in which an individual’s stable body temperature is about 15°F lower than normal, which suggests “the possibility of an extended lifespan due to lower metabolism.” This information serves as an introduction to a scholarly account of the discovery of the condition and the mysterious death of the army doctor who published the first paper about it in the 1920s. This doctor, Koho Yuhki (which is the name he published under in German), had been stationed at a mountain clinic in Hokkaido, where he had been instructed to investigate cures for frostbite.

At a certain point during his studies, Yuhki was presented with a woman who had entered a coma after falling asleep in her woodshed in subzero conditions. Although she regained consciousness, her body temperature never rose above 86°F, and any attempts to return it to normal were met by a dangerous drop in her blood pressure. The scientific community considered Yuhki’s published findings a hoax; but, in 1997, a number of army documents were declassified, revealing that his case study was even stranger than it seemed.

“Snow Woman” is written almost exactly like a scholarly essay, so much so that Ishiguro almost managed to convince me that “idiopathic hypothermia” is real. Seriously, I had to google it.

The science fiction subgenre of providing rational explanations for seemingly supernatural phenomena is not new, but Ishiguro handles the “science” elements more deftly than any other writer I’ve encountered. The metadiegetic elements he incorporates into each story imbue the experience of reading them with an extra touch of thrill and wonder, as if you yourself have stumbled onto a rare and bizarre scientific breakthrough, perhaps by having slipped ever so slightly into a parallel universe in which such things were truly possible.

The third and fourth stories in Biogenesis are equally intriguing, but I’ll leave you the pleasure of discovering them for yourself. Ishiguro’s fiction is as much about the art of science as it is about the pleasures and potential of the unexplainable, and I’m keeping my fingers crossed that more of his work finds its way into English soon.

Last Winter, We Parted

Last Winter We Parted

Title: Last Winter, We Parted
Japanese Title: 去年の冬、きみと別れ (Kyonen no fuyu, kimi to wakare)
Author: Nakamura Fuminori (中村 文則)
Translator: Allison Markin Powell
Publication Year: 2014 (America); 2013 (Japan)
Publisher: Soho Press
Pages: 216

A 35-year-old photographer named Kiharazaka Yūdai is charged with the murder of two young women who acted as his models. Although his work was highly regarded, he had lived mainly off the inheritance from his maternal grandfather, who had distanced himself from his daughter to such an extent that Yūdai and his sister Akari ended up growing up in an orphanage after being abandoned by their parents. He is currently being held in prison in solitary confinement, where he’s waiting to appeal his death sentence.

The narrator, an unnamed writer who is working with his editor to put out a book about Kiharazaka, visits him in prison and then begins exchanging letters. He also meets with Akari and a salaryman named Katani, who had been Kiharazaka’s only friend. Both of them believe he’s innocent, and both want to know why the narrator cares so much about him.

It turns out that both Kiharazaka and the narrator were involved with a group that had formed around a man named Suzuki, a creator of full-size silicon sex dolls. When the narrator approaches Suzuki about Kiharazaka, the craftsman talks at length about his clients and the uncanniness of his art. He also discusses the similarities between his work and Kiharazaka’s photography, bringing up Akutagawa Ryūnosuke’s short story Hell Screen as a means of explaining the relationship between beauty and suffering. Suzuki doesn’t doubt that Kiharazaka murdered his photographic subjects by setting them and his studios on fire, but he suspects that there was something that drove the man’s madness other than the desire to lift himself out of an artistic slump.

There is in fact more going on, but it’s the reader who has to play detective. Interspersed between the short passages charting the narrator’s descent into an unhealthy relationship with the Kiharazaka siblings are various documents presented as numbered “archives.” Some are letters from Kiharazaka to his sister and to the narrator, while others are diary entries and Twitter feeds, and some are more difficult to classify. The relationships between the characters are not what they initially seem, with names being nothing more than empty signifiers of fractured identities, and the reader is forced to fit all of the clues together herself if she wants to understand what really happened between this small group of irreparably damaged people.

Last Winter, We Parted is misogynistic in that female characters seem to only be there to be photographed and/or fucked before being burned alive, but that comes with the territory. Let’s be real here, this is a crime novel written by a man who won the Ōe Prize, what were you expecting.

Standard literary sexism aside, Last Winter, We Parted is a small book of eerie beauty. Despite its gory subject matter, the prose is as light as falling ash. Allison Markin Powell’s translation is, as always, wonderful. This is the first book by Nakamura Fuminori I’ve read, but I’m definitely hooked on his writing.

10 Billion Days & 100 Billion Nights

10 Billion Days & 100 Billion Nights

Title: 10 Billion Days & 100 Billion Nights
Japanese Title: 百億の昼と千億の夜 (Hyakuoku no hiru to senoku no yoru)
Author: Mitsuse Ryū (光瀬 龍)
Translators: Alexander O. Smith and Elye J. Alexander
Publication Year: 2011 (America); 1967 (Japan)
Publisher: Haikasoru
Pages: 284

According to a 2006 poll published in Hayakawa SF Magazine, 10 Billion Days & 100 Billion Nights ranked at the top of the list of science fiction novels originally published in Japanese. I can’t say for certain whether 10 Billion Days is the “greatest” Japanese science fiction novel of all time (or what that would even mean), but it certainly is epic. The writing (and translation) are beautiful, and there are some interesting ideas floating around as well.

Also, 10 Billion Days has an entire chapter devoted to a cyborg deathmatch between Buddha and Jesus. It’s awesome.

This review will contain spoilers. The concept of “spoilers” doesn’t really apply to this novel, as its narrative tension is generated more by speculation and atmosphere than it is by plot, but be warned. If you’d like the point of the review here at the beginning, here you go: I love this book and you should totally read it. It’s not perfect, and it will try (and reward!) your patience, but it will stay in your memory for years. The short commentary by Oshii Mamoru (the director of the landmark animated sci-fi film Ghost in the Shell) is of interest as well, especially to fans of Japanese pop culture.

The premise of 10 Billion Days is that all life on earth has been painstakingly curated by an extraterrestrial (and possibly extradimensional) entity that may not be benevolent. Some characters are aiding it, some characters are opposing it, and some characters are merely trying to understand it. What is clear is that our world is very small and unimportant on the sort of cosmic scale suggested by the novel’s title.

After a prologue that sets the tone by emphasizing the eternal passage of time across aeons, the novel opens with a dramatic description of the struggles of the first fish to walk on land. At the end of the chapter, it is revealed that this creature is being monitored and gradually enhanced by highly advanced technology.

The next chapter skips to Plato, who is seeking the mysteries of Atlantis. What he finds is that the gods are real, and frighteningly so. The next chapter focuses on Siddhārtha, and the next on Jesus of Nazareth. Both God and the Buddha realms are real, but these early seekers of truth can only see a fraction of the picture and describe it in terms they can understand.

The first half of the book is dedicated to creating an air of mystery and adventure. For example, when Plato arrives at the village where the last descendants of the people who fled Atlantis live, this is how Mitsuse sets the scene:

Far across the sea of burnt yellow sand, the fading sun had set halfway, sending its rays upward to paint the high clouds blood red. Crimson spread out across the darkening sky even as night seeped from the eastern horizon toward the vault of heaven, reddish-gray melding with crimson blue. The wind was completely still, and the twilight pooled like heavy oil upon the sand. There was not a sound. Plato wondered what the people who lived inside the stone houses of the village must be doing for such silence to reign – not a single spoken word, no faint echo of evening song. All was filled with the barren quiet of the sand sea and the silence that comes with the death of something long forgotten, unchanged for thousands of years. (49)

This passage is interesting not only for its lovely imagery but also because of its treatment of one of the main themes of the novel, which is that all civilizations will eventually fade into shadows of their former selves. This theme is visually translated at key points in the story, in which the spotlessly clean metal of a future space city is just as desolate as an ancient desert.

The second half of the novel tessellates to the year 3905, in which the entire planet has become a wasteland. Just as the cyborg fish of the first chapter cautiously made its way onto land, cyborg Siddhārtha (yes, really!) emerges from the ocean into the ruins of Tokyo, where cyborg Plato (who is now calling himself Orionae) fills him in on the situation. As the two are talking, they are accosted by Jesus, who also turns out to be a cyborg – a dirty cyborg with rotting teeth a gross clothes. So a cyborg zombie, then. And then they fight! I promise this is just as ridiculous as it sounds. There are some great lines during this section, such as…

Siddhārtha gingerly extended his tri-D antenna from the crack in the wall, searching for his foe. (181)

…and…

Glumly, Jesus admitted to himself that his attack had probably failed to destroy his enemy. (194)

Just roll with it, okay?

Siddhārtha and Orionae (in other words, Buddha and Plato) are joined by a non-organic lifeform in the shape of an adolescent girl, who is called “Asura” after the eternally warring god-kings of the Hindu and Buddhist faiths. Asura had earlier revealed herself to Siddhārtha, claiming she is fighting the entity that Jesus understands to be God, and at the end of the novel she takes him and Orionae on a journey through space to meet and hopefully defeat this being. What follows is a series of battles and revelations that progressively mount in scope and impact throughout the last eighty pages of the book. Like the beginning of the universe itself, this novel is a massive explosion.

10 Billion Days is not a perfect book, and at times it moves through complicated and nuanced religious and philosophical topics quickly and with an absolute minimum of narrative grounding. I will also admit that I find the actual story unsatisfying. However, the strength of 10 Billion Days lies in the questions it raises in the mind of the reader. These questions are almost classically existential. In an uncaring and absurd universe, how can an individual find meaning and hope?

The weekly speculative fiction magazine Strange Horizons will be hosting a roundtable discussion of 10 Billion Days in October, and I’m honored to be one of the participants. I have strong feelings and opinions about this novel, and I’m looking forward to learning what the other discussants think. There’s a lot going on in this book; and, if nothing else, it’s a fantastic conversation starter.

Yūrei: The Japanese Ghost

Yūrei The Japanese Ghost

Title: Yūrei: The Japanese Ghost
Author: Zack Davisson
Publication Year: 2015
Publisher: Chin Music Press
Pages: 206

Zack Davisson is a major rising star in the world of manga translation, having worked on high-profile and award-winning titles such as Mizuki Shigeru’s Showa: A History of Japan and Oishii Mamoru and Kon Satoshi’s Seraphim: 266613336 Wings. He is also a consultant for the ongoing comic series Wayward, for which he writes the closing essays. Fans of yōkai and other Japanese cryptids will know him from his blog, Hyakumonogatari Kaidankai, and he also maintains an active Twitter account, which is a great source of news on the American comics scene. Yūrei: The Japanese Ghost is Davisson’s first book, and it’s published by no less than Chin Music Press, which regularly releases Japan-related literary objets d’art such as Kūhaku & Other Accounts from Japan and Otaku Spaces. There’s obviously been a great deal of talent invested in this book, and it shows.

Yūrei are the ghostly cousins of yōkai, and their spectral tendrils stretch deep into Japanese history. Although he occasionally touches on contemporary popular culture, Davisson is mainly concerned with the society and print media of premodern and early modern Japan. Each of the twelve chapters in Yūrei covers one in-depth topic, the discussion of which is usually centered around a specific artistic work.

The first chapter takes as its subject “The Ghost of Oyuki,” the Edo-period painting by Maruyama Ōkyo that appears on Yūrei‘s cover. Davisson investigates the origin of this iconic image, melding history with legend. The second chapter covers kaidanshū, or “collections of weird tales,” while the third delves into the world of kabuki. The fourth and fifth chapters offer maps of the geography of the land of the dead, both imagined and, in the case of certain sacred mountains, real. Chapter 6 conveniently details how not to end up as a ghost, and Chapters 7 and 8 recount the lives and afterlives of people who really could have used this advice. Chapter 9, “The Ghost of Okiku,” is an Edo-period case study in how hauntings occur, and Chapter 10 brings the concept of haunting, or tatari, into the present by way of horror movies and urban legends. The eleventh chapter provides an explanation of the traditions surrounding Obon, the festival of the dead. Finally, the twelfth chapter is an informative analysis of Ueda Akinari’s Tales of Moonlight and Rain, which was published in 1776 but still stands (or hovers creepily) as one of the finest works of dark fantasy in any language.

Although every chapter is a lot of fun, my favorite section of the book is its Introduction, in which Davisson relates a personal anecdote about how he and his wife lived in a haunted apartment in Osaka for seven months. Part of the appeal of reading ghost stories is imagining that you yourself might one day come into contact with the supernatural, so I can’t imagine a better way to begin a book like this. Davisson transitions into a brief overview of what the term “yūrei” signifies, how it differs from the Western concept of “ghost,” and its pervasiveness in contemporary film and literature. If I were a curious horror fan, or perhaps a teacher looking for a concise and engaging essay to assign as reading for a class on Japanese folklore, Yūrei‘s Introduction would suit my needs perfectly.

Unfortunately, the writing in Yūrei is not always uniformly smooth. In certain sections of the book, there are brief moments of jarring dissonance, as when one paragraph states that the constant warfare of the Sengoku period (1467-1603) generated countless ghost stories because of people needed a way to process their fear, while the next paragraph argues that ghost stories proliferated in the Edo period (1603-1868) in a way that they couldn’t before because people were finally free from fear. These paradoxes are relatively minor; and, in Davisson’s defense, such seeming contradictions need not be regarded as such, as multiple interpretations are equally valid. This is a book about ghosts, after all.

Yūrei is an extremely handsome publication. It opens with eight full-color images depicting yūrei as imagined by artists in the Edo period. There are fifteen additional images interspersed throughout the book, each of which is accompanied by a short explanation. There is also a glossary at the end, which helpfully provides the kanji for each term, as well as a useful five-page list of English-language works referenced.

The book’s most interesting index is its collection of 33 yūrei kaidan (“strange tales”), which are organized by theme, such as “Tales of Ghostly Vengeance” and “Tales of Ghostly Love.” As it’s difficult to find stories from medieval and Edo-period kaidan compilations outside of out-of-print academic publications, these translations are an extremely welcome addition to the project.

Review copy provided by Chin Music Press. (Full disclosure: I was so excited about this release that I begged for a review copy, and they sent me one just to get me to go away. It was totally worth it.) You can preview the book on Davisson’s blog.

The Book of Tokyo

The Book of Tokyo

Title: The Book of Tokyo: A City in Short Fiction
Editors: Michael Emmerich, Jim Hinks, and Masashi Matsuie
Publication Year: 2015
Publisher: Comma Press
Pages: 180

In his introduction to this collection of ten short stories, editor Michael Emmerich writes:

In a sense, you might say that the stories of this anthology unfold within a landscape more imagined than real – that they create a Tokyo of their own by drawing on a rather abstract sense of the moods of certain sections of the city, or on a vision of Tokyo and the smaller areas it comprises that is more conceptual than physical. (x)

This is a perfect description of The Book of Tokyo, which offers the reader less of a detailed illustration of an urban landscape than it does a vivid sense of the energy and potential generated by a city inhabited by 13.5 million people, every one of whom has a story.

In Furukawa Hideo’s “Model T Frankenstein,” a monster that may or may not be a shapeshifting goat escapes one of the Izu Islands on a ferry and makes his way to Tokyo to assume a new identity as a ‘Japanese.’ He has to kill a few people along the way, but he eventually makes a home for himself in Shinjuku. In “Picnic,” Ekuni Kaori sketches a relationship between a disaffected couple whose hobby is to have designer picnics in a park by their house, an activity that makes them marginally less alienated from one another. Kakuta Mitsuyo’s “A House for Two” is an ode to the trendy comforts of urban living. The pleasure the narrator derives from walking through the city has its roots in her relationship with her mother, whom she whom once bonded with over luxurious foreign clothes and who now commands a greater share of her affections than any man ever could.

The cosmopolitanism of Tokyo is on full display in Horie Toshiyuki’s “The Owl’s Estate,” in which the male narrator, a sushi chef and secondhand book dealer, finds himself in a strange rundown building in West Ikebukuro inhabited by foreign girls of dubious employ. In the end, though, there’s nothing particularly French or Australian or American about the way these girls enjoy drinking and laughing and being silly with each other. The single father protagonist of Yamazaki Nao-Cola’s “Dad, I Love You” must navigate his way through a maze of foreign brand names, cuisines, and business owners over the course of his day before coming home to his daughter, who encourages him to keep going with the joy she finds in things that transcend culture, such as how large the full moon looks in a clear night sky. The young woman who narrates Kanehara Hitomi’s “Mambo” doesn’t even care where she’s going when she gets into a taxi with a stranger; she’s just looking for adventure in the city.

Yoshimoto Banana’s “Mummy” encapsulates the theme of the entire collection, which is that every random encounter between strangers is accompanied by a galaxy of possibilities. A female undergrad agrees to be walked home by a male graduate student studying Egyptology. He cautions her that there’s a killer loose in the neighborhood, and it would be unsafe for her to go out alone. She suspects that he might be the murderer, but her physical attraction to him is so strong that she resigns herself to her fate. Although the grad student isn’t a criminal, he does turn out to be a complete weirdo, and the narrator has to forcibly restrain herself from judging him and the course his life takes after they go their separate ways. When surrounded by so many potential paths, she asks herself, how do you know that your own is “necessarily the correct and happiest one” (52)?

My favorite story in the collection is Kawakami Hiromi’s “The Hut on the Roof.” The main setting is an izakaya pub, where the divorced narrator, an English teacher, eats and drinks and hangs out with older men from her neighborhood. After becoming close to them through the process of exchanging casual but repeated interactions, she eventually learns the story behind the peculiar living arrangement of a local fishmonger who has befriended her. The story doesn’t have a plot, exactly, but it conveys an almost palpable sense of living your own individual life surrounded by people whom proximity has drawn into a loose yet friendly community.

Don’t let the cover fool you – despite the flying cranes and Shintō gate and temple and Chinese lanterns, the The Book of Tokyo is refreshingly contemporary. None of the stories translated for the collection was published before 2000, and reading them feels like walking through the twenty-first century just as much as it feels like walking around Tokyo. As Emmerich notes, it’s difficult to pin down the “Tokyo-ness” of these stories, but the reader who encounters them can’t help but be drawn into the living and breathing atmosphere of a huge and dynamic city.

The editing and story selection of The Book of Tokyo is excellent. I was so impressed that I ended up ordering several other titles in Comma Press’s “Reading the City” series, which include The Book of Gaza, The Book of Rio, and The Book of Liverpool.

Review copy provided by the wonderful people at Comma Press.

All You Need Is Kill

All You Need Is Kill

Title: All You Need Is Kill
Japanese Title: オール・ユー・ニード・イズ・キル (Ōru yū nīdo izu kiru)
Author: Sakurazaka Hiroshi (桜坂 洋)
Translator: Joseph Reeder with Alexander O. Smith
Publication Year: 2009 (America); 2004 (Japan)
Publisher: Haikasoru
Pages: 200

Although I read and very much enjoyed Sakurazaka Hiroshi’s virtual reality gaming novel Slum Online, I was not interested in All You Need Is Kill, even after watching Emily Blunt do endless sexy pushups in Edge of Tomorrow. I have trouble with prison stories, and army stories are like prison stories except worse.

After hearing Akiko Hirao give a paper titled “All You Need Is Kill: Deciphering the Game Elements in the Novel and Film” at the Japanese and Korean Mediascapes conference at the University of Oregon this summer, however, I knew I had to give the book a shot. Drawing on Henry Jenkins’s essay Game Design as Narrative Architecture, Hirao outlined how the structure of the novel’s narrative evokes the experience of playing a video game but ultimately bows to the demands of fiction as a storytelling medium.

The main protagonist of All You Need Is Kill is Kiriya Keiji, a recent high school graduate who enrolled in the United Defense Force after he was romantically rejected by an older woman. Since he has no other ambitions, he decides to prove himself by joining humanity’s fight against alien invaders called Mimics. After spending six months training to fight in a special armored exoskeleton called a Jacket, Keiji is deployed to the Flower Line Base at the southern tip of the Bōsō peninsula (in Chiba Prefecture, on the east side of Tokyo Bay). The novel opens with Keiji’s swift death in his first battle and continues when he wakes up alive and unharmed – but with all of his memories – that same morning. After falling in battle three more times, Keiji realizes that he is caught in a time loop that is reset by his death. He decides that the only way out is to not die, but that’s easier said than done.

I found Keiji to be a bit generic. Even though I just finished reading All You Need Is Kill, I couldn’t tell you exactly how old Keiji is, or where he grew up, or what his relationship with his parents was like, or whether he had any friends, or what his interests and hobbies are. For the first one hundred pages of the novel, all the reader gets is Keiji the soldier in a time loop. He is bitter, introverted, and fairly introspective, but he seems to act as more of a substitute for the reader than as a character in his own right. Keiji is a video game protagonist, and his musings are the musings of a video game character on the game world he occupies:

At the end of the day, every man has to wipe his own ass. There’s no one to make your decisions for you, either. And whatever situation you’re in, that’s just another factor in your decision. Which isn’t to say that everyone gets the same range of choices as everyone else. If there’s no one guy out there with an ace in the hole, there’s sure to be another who’s been dealt a handful of shit. Sometimes you run into a dead end. But you walked each step of the road that led you there on your own. (54)

As the passage above illustrates, the language used by Keiji and his fellow soldiers is rough; but, as far as military diction goes, it’s fairly tame. There’s “fucking” but no “cunting” or “cock-sucking,” for example. I feel like an especially good opportunity was missed in the author’s failure to assign a creative and obscene nickname for the Mimics. The banter between the soldiers is stale, and Keiji doesn’t take advantage of his consecutive time loops to come up with good one-liners to use against his superior officers or the jerks who try to pick fights with him in the cafeteria, which for some reason is actually referred to as a “cafeteria” instead of a “mess hall,” “cookhouse,” “DFAC,” or any number of other military slang terms. The blandness of the language is indicative of how uninterested the novel is in building a world beyond Keiji’s limited range of experience.

This all changes in the novel’s third chapter, which takes the American Major Rita Vrataski as its point-of-view character. The nineteen-year-old Rita became the Mimic-destroying “Full Metal Bitch” after being caught in a time loop of her own; and, unlike Keiji, she actually has a personality. Rita verbally spars with a war photographer named Ralph Murdoch, lets down her guard down around an engineer named Shasta Rayelle, and remembers her childhood in Pittsfield, Illinois, offering glimpses not just into her inner world but out onto the wider world as well. In her paper, Hirao referred to Rita as an NPC (“non-player character” in a game), and this description is apt, as it is through Rita that the player/reader learns more about the nature of the conflict that drives the novel. What are the Mimics? Where do they come from? How can they best be fought? What’s up with this time loop business anyway? Rita doesn’t have all the answers, but she’s got some pretty good guesses.

Rita also has some cool passages in her section, such as when Shasta says…

“America’s at war, and we still find the time to turn out terrible movies.”

Rita couldn’t argue with that. The UDF existed to protect a world obsessed with creating worthless piles of crap, Rita thought. (130)

Preach it, sisters.

The fourth and final section of the novel switches back to Keiji’s perspective, which is a shame, because at the end of the story he becomes the video game hero he was meant to be, which is to say that he is awarded his own tragic backstory. If you’ve ever played any video game ever, you can probably guess how this happens: A woman has to get fridged, and it has to be the woman Keiji falls in love with despite the fact that she doesn’t have a great deal of choice in the matter. It’s a really stupid ending. To make matters worse, the author is too lazy to expand on any of the implications of this ending beyond the fact that Keiji becomes the warrior he never wanted to be. He is a troubled teenager, hear his angst.

In his Afterword, the author explains how is inspiration for All You Need Is Kill did indeed come from a life spent playing video games, writing,

I’m just an ordinary guy, and I’m proud of it. I’m here because I put in the time. I have the blisters on my fingers to prove it. It had nothing to do with coincidence, luck, or the activation of my […] powers. I reset the game hundreds of times until my special attack finally went off perfectly. Victory was inevitable. (199)

The Afterword contains one of the more interesting passages in the entire book, as Sakurazaka is fairly negative both towards video games and the people who play them. Okay buddy, whatever.

If you’re curious about what a video game with all of its gameplay mechanics intact would look like in novel form, look no farther. I thought Slum Online was much more entertaining and skillfully constructed in its representation of what it means to be a video game protagonist, but All You Need Is Kill has the advantage of being short and fast-paced. Also, it’s got forty gorgeous pages full of Rita Vrataski, which is not enough but better than nothing.

I want to give a big thanks to Akiko Hirao for her wonderful and insightful paper on this novel, and I hope to encounter more of her work soon!

Buchō wa onee

Buchou wa onee

Title: Mr. F. Vincent Is……
Japanese Title: 部長はオネエ (Buchō wa onee)
Artist: Nagabe (ながべ)
Publication Year: 2015
Publisher: Akane Shinsha (茜新社)
Pages: 231

Falnail Vincent is a section chief at a large corporation in Japan. He is cool, collected, and very good at his job. His colleagues respect him, and his subordinates admire him, but he’s desperately trying to keep a secret from his co-workers: When he leaves work, Falnail becomes Fal-chan, a hostess at an onee bar. At typical onee bars, patrons are served by glamorous “older sister” types, but Fal-chan’s bar, Jewelry, happens to be staffed by huge beefcakes in heels, hairbows, and strapless minidresses.

Cracks in Falnail’s masculine persona appear when he forgets that he’s not supposed to gush about girly topics like patisseries and makeup bags with his female co-workers. Still, he’s able to keep his two lives separate until a new patron at Jewelry, an American named George Weaver, shows up at his office the next day as a foreign business associate. Being a typical American (the kind that speaks perfect Japanese), George is upfront about his interest in Fal-chan and won’t take “no” for an answer, inviting Falnail out on dates to an amusement park and a fancy restaurant. Meanwhile, George’s advances have sparked the competitive spirit of Danto Impasu, Falnail’s junior at work who’s been harboring a crush on his boss. Because this is a manga, Danto also ends up visiting Jewelry, and hijinks ensue.

None of this deviates far from the routine BL nonsense we all know and love, but what’s a bit out of the ordinary is that everyone in this manga is an animal. George is a bird, Danto is a wolf, and Falnail is some sort of dragon. The mama-san of Jewelry is a tiger, and Fal-chan’s fellow hostesses are a shark and a ram. During his day job, Falnail works with rabbits, roosters, foxes, tanuki, and all manner of other creatures.

The tagline for Buchō wa onee, which just finished serialization in the bi-monthly BL magazine Opera, is “Jūjin + Suits + ML.” Jūjin (獣人) is a subset of a genre of manga called kemono-kei (ケモノ系), which might be glossed as “anthro.” As opposed to jingai (人外), in which mostly human characters have isolated animal body parts like ears or tails, jūjin, or “beast people,” are animals that speak, dress, and walk upright like humans. “ML” is an abbreviation of “mens love,” a subgenre of BL in which the characters are middle-aged and built like brick houses.

As in English-language anthro communities, there seems to be a strong interest male/male romance written and drawn by men and for men in Japanese kemono-kei, with bears being portrayed as literal bears (or wolves, or lions, or Satanic demons, or what have you). Buchō wa onee is extremely silly and lighthearted, but its overt bara stylizations hint at what I see as a movement away from the classic portrayal of androgynous bishōnen masculinity within the world of original dōjinshi comics for women.

I don’t want to read too much into the series of cute tableaus collected in Buchō wa onee, but the normalized strangeness of animals going about their daily lives in an environment otherwise exactly like our own lends an interesting perspective on Falnail’s dilemma, which is that he feels the need to keep his two personas entirely separate. He worries that his colleagues, who depend on him to be authoritative, won’t respect him if they find out about Fal-chan, but the fact that everyone is a different type of animal betrays the reality of the true diversity of the world, where it is not necessarily the case that one’s “species” affects one’s personality in any way. Over the course of the manga, it’s suggested that, even if Falnail isn’t completely comfortable with moving to America and living with George as an openly gay man, he can begin to bridge the gap between his two identities by slowly revealing himself to a sympathetic co-worker.

Mostly, however, Buchō wa onee is about ferocious anthro muscleheads being adorable. Sometimes it’s good to just leave all the real life gay drama behind in real life, you know?

If you’re interested in checking out more of the artist’s work, Nagabe is on Pixiv and Tumblr.

Since today is August 1, I also want to give a shout-out to the round-up of 2015 yaoi-themed web comics posted by Khursten Santos over at her blog Otaku Champloo. To all my fellow fujoshi and fudanshi, stay fabulous and never lose your sparkle-tinted glasses. Happy 801 Day!

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