The Adventures of Duan Surk: Witches’ Forest

Witches' Forest

Title: The Adventures of Duan Surk: Witches’ Forest
Japanese Title: デュアン・サーク ― 魔女の森
(Duan Sāku: Majo no mori)
Author: Fukazawa Mishio (深沢 美潮)
Illustrations: Otokita Takao (おときた たかお)
Translator: Catherine Barraclough
Publication Year: 2006 (America); 1996 (Japan)
Publisher: Tokyopop
Pages: 328

This book is kind of stupid. It’s a mess of tropes and clichés liberally borrowed from the early Zelda and Final Fantasy games written in a style aimed at the lowest common denominator. There is no depth to the story, the characters, or the writing. Witches’ Forest is a light novel, and it reads like a light novel: shallow, superficial, and disposable by design.

Nonetheless, I think Witches’ Forest is an interesting and important book, especially in translation. Before I explain why, allow me to give a brief plot summary.

Duan Surk is an orphan in a world plagued not only by vicious man-eating monsters but also by war. He was raised in a small town by his brother Gaeley, a hale young man who took on various odd jobs to order to be able to provide medicine and care for the sickly Duan. The young Duan makes up for his lack of physical strength with an inquisitive mind; and, by the time he is fourteen, Gaeley is confident enough in Duan’s ability to make it in the world that he himself decides to leave the town in order to become a soldier. Gaeley is everything to Duan, so the young Duan decides to become a fighter like his brother. Duan fails the physical portion of the initial test of the Adventurer’s Club guild, but the army will take anyone, so off to the army he goes. After spending a year as a cook’s assistant, Duan returns to camp after spending the day gathering ingredients only to find his entire battalion vanished into thin air, leaving only empty tents and smoldering fires behind. He straps on a sword and rushes into a nearby forest with a vague plan of rescue in mind, but the forest is enchanted, and Duan soon finds himself hungry, lost, and in dire peril.

This is where we find our hero at the beginning of Witches’ Forest, but Duan soon stumbles upon two traveling companions: Olba October, a battle-hardened veteran adventurer in his twenties, and Agnis R. Link, a sixteen-year-old sorcerer with a penchant for fire magic who may or may not be a princess in disguise. Both of these characters are trying to get to the mansion at the heart of the forest, wherein two witches are said to dwell. Olba wants treasure, and Agnis wants revenge. Before they can reach the witches, however, they must brave the dangers of the surrounding forest and the traps set up in and around the house itself.

The adventures of the trio are solidly structured upon a foundation of RPG tropes and gameplay mechanics. Agnis is the perky refugee, Olba is the jaded older guy, and Duan is just about every main player-protagonist to ever appear in a JRPG. The characters randomly encounter monsters drawn directly from D&D dungeon master guides, and they earn experience points when they defeat these monsters. Their Adventurer Cards keep track of their experience points, and, when they earn enough, they gain a level. They are equipped with a full arsenal of Zelda items, from the port-o-lant (which “uses low-cost solid fuel made of Zora oil”) to the coily coily rope (“the definitive version of the hooked rope”), and Agnis in particular has to worry about running out of MP (“magic points,” or magical energy). The trio is accompanied by a flying baby dragon/fire lizard that can talk and use low-level healing spells and is somehow fuzzy despite being reptilian. The only thing the party doesn’t have is a bag of holding, as they’re constantly lugging their adventure gear around with them and getting into petty arguments over who has to carry what.

One of the most engaging parts of Witches’ Forest is Agnis’s backstory, which involves a heartbroken yet politically ambitious stepmother who sinks to Cersei Lannister depths of dastardly scheming. Within this family drama, characters change and grow and are faced with problems that have no obvious solutions. For the most part, though, the novel focuses on the three main characters running around and hitting things with swords and spells. Each of these battles requires some minor element of strategy but is relatively brief. Sentences are short and declarative. Each paragraph contains about three to six sentences. There are no anime-style illustrations, but the text is interspersed with various material drawn from its fantasy world, such as copies of the characters’ Adventurer Cards, advertisements for magical items, and overworld and dungeon maps. At the end of the book is a three-page bestiary of monsters that appear in the story, which is illustrated in a style highly reminiscent of mid-1990s fantasy anime like Record of the Lodoss War or Magic Knight Rayearth.

Witches’ Forest feels extremely dated, which makes sense, as popular culture has moved on in the almost twenty years since the book first came out in 1996. What makes the novel interesting is that it captures the spirit of its age so well. Neon Genesis Evangelion aired during the fall season of 1995 and ended up drastically changing the playing field; but, before that, many popular anime for the young adult demographic were based on light novels such as Slayers and Irresponsible Captain Tylor, which are just as goofy as they are epic. The humor, the fighting, the yelling, the zany adventures, and the group of ridiculously disorganized young people resolving volatile political stalemates entirely by accident are all strongly reminiscent of the anime of the time. It goes without saying that all of this media is closely connected to the themes and stylistic conventions of video games before they made the leap to the 32-bit era. In this way, Witches’ Forest is like a time capsule from a bygone era.

Tokyopop’s release of this book in translation also calls to mind the cultural atmosphere in the United States of a little less than ten years ago. Excitement over Japanese entertainment media such as anime, manga, and video games was almost visibly swelling as new anime conventions popped up every year and bookstores devoted an ever-increasing amount of shelf space to manga. The spark of interest in young adult fiction kindled by the Harry Potter books had leaped into a blazing inferno with the sudden popularity of the Twilight series, and the teenage demographic was on fire in terms of marketing value. Tokyopop was licensing one manga series after another, Viz Media was using its profits as capital to test new markets, and even the mighty Hachette Publishing Group was launching a new imprint devoted to all things manga. Tokyopop had begun to translate light novels, and certain titles, such as Yoshida Sunao’s Trinity Blood series and Ono Fuyumi’s Twelve Kingdoms series, were proving popular with crossover audiences. 2006, the year that Witches’ Forest was published in translation, was the absolute peak of the anime and manga industry in the United States (at least in terms of sales numbers). The market was diversifying and had the support of major retail chains, complaints about internet piracy and entitled fans were few and far between, and it seemed as if anything was possible.

As I wrote at the beginning of this review, Witches’ Forest isn’t written for those seeking a multilayered story, beautiful language, or thematic and allusive depth. Instead, it’s meant to be a quick and enjoyable read, and it serves its purpose admirably. As such, it’s a perfect representative of the literary medium of light novels. The market for light novels in Japan is relatively large, so books like the Duan Surk series, which aren’t particularly brilliant or original, can still thrive and reach a large audience. In the United States, however, the publishing market is tough and the market for young adult novels in translation is infinitely tougher. The crazy manga boom of the last decade was thus necessary for something like Witches’ Forest to appear on bookstore shelves.

Witches’ Forest is therefore an interesting cultural artifact that serves as a window into both the Japan of the 1990s and the United States of the 2000s. Its value as a tangible index of pop lit history aside, the novel is a lot of fun to read, especially for fans of video games and anime. For an older readers, the experience of reading the book may evoke a certain sense of nostalgia, while a younger reader might be able to enjoy the “what was old is new again” thrill of encountering tropes and narrative patterns that now fall slightly outside of the mainstream.

There are four books in the Duan Surk series, and all of them are available in English translation from Tokyopop. Although used copies can be found through various distributors, the best way to get your hands on new copies of all of the books in the series is through the anime retailer The Right Stuf, which is a treasure trove of out-of-print light novels in translation.

Neon Pilgrim

Neon Pilgrim

Title: Neon Pilgrim
Author: Lisa Dempster
Publication Year: 2009
Publisher: Aduki Independent Press
Pages: 237

According to her own description of herself, Lisa Dempster was an overweight and depressed woman approaching thirty when she decided to walk the Shikoku pilgrimage route between eighty-eighty temples. I am currently an overweight and depressed woman who just turned thirty, and I have dreamed of visiting Shikoku ever since I read Kafka on the Shore as a college senior. Since I moved to the Midwest this past fall, I’ve been mostly confined to my car as the snow piles grow ever higher in the frigid air outside my windows. How lovely it would be, I keep thinking, to be able to walk the Shikoku pilgrimage. Failing that, how lovely it would be to read someone else’s account of traveling, exploring, and walking across a region known for its beautiful mountains and lush tropical beaches.

Neon Pilgrim is just such an account, but what I love about Dempster’s narration of her pilgrimage is that she is completely upfront about how difficult it is to complete the pilgrimage on foot, especially while doing nojuku, or sleeping out in the open. At the beginning of her journey, she is in almost constant pain. It’s summer, and it’s unbearably hot and humid. Her thighs are chafing, there are blisters on her feet, and her skin is breaking out in all sorts of embarrassing places. During the first two weeks of the pilgrimage, the physical strain causes her to throw up at least once a day. People that she meets along the road jovially tease her about how slow she is, and she does indeed move too slowly to have regular walking companions. When all she wants is to sit down in the air conditioning and have something to eat, she has trouble explaining what she means by “vegetarian.”

As Dempster passes through the mountains, she worries about snakes and inoshishi. As she walks along the side of roads and highways, she worries about the lack of shade and places to stop and rest. At one point, she has to deal with a (possibly good intentioned?) stalker who doesn’t understand that she doesn’t want to get in his car or go out to dinner with him. Temple offices keep strict hours, and the rudimentary lodgings they sometimes provide for pilgrims can fill up, so she worries about making good time and not getting lost as well. Although nothing truly frightening or terrible happens to her, Dempster makes it clear that walking all day every day without a guidebook, a smartphone, or any clearly defined itinerary is not as fun and spiritually liberating as one might imagine it to be. After all, sleeping under the stars isn’t as romantic as it’s cracked up to be, as illustrated by Dempster’s attempt to spend the night in a building housing a public restroom:

I turned my attention to the toilet. As promised, it was clean and new, and with lovely stones and polished wood. Two wings of toilets led off from a small undercover vestibule – ladies to the right, men to the left. The vestibule would be the best place to sleep; at least I wouldn’t actually be in the toilet. It was weird but ok. I already felt more secure here than I had back at the road station.

Putting my bag down, I went to use the facilities. Pushing the door to the cubicle open, I screamed. There was an enormous black spider on the wall! If there’s one thing I’m scared of, more than bears and snakes, even more than inoshishi, it’s spiders. Even thinking about them makes me shake. I know it’s wussy but fear is irrational like that.

The door slammed as I jumped back in fright, and the bang of the door sent the spider scurrying over it. I backed up some more. Hang on, that wasn’t the same spider. It was big and black, sure, but it was a decidedly different size. Everything suddenly came into sharp focus – like those stupid Magic Eye pictures – and I realized that the place was riddled with spiders. I counted seven of them. All big. All black. All waiting to suck my brains out of my nose while I slept.

Although Dempster doesn’t marginalize the difficulties of the pilgrimage, she doesn’t whine about them either. For the most part, Neon Pilgrim is an account of interesting experiences and unique interactions with cool people met along the way. When these experiences, interactions, and people are painful, ridiculous, or creepy, Dempster handles them with a light touch so that they become amusing to the reader. What her narration of her difficulties does is to move the story forward and make it compelling to the reader. Will she make it through the whole pilgrimage? Will she give up and go home? Is she going to be okay? How is she going to get out of whatever bizarre situation she’s currently found herself in?

Despite the author’s concerns over her state of mind and the physical hardships she experiences, her account of the Shikoku pilgrimage glitters with tiny gems of natural splendor, as in this description of her ascent to the sixtieth temple in the pilgrimage, Yokomineji:

Everything was green and mossy, glistening with moisture. It was very calm and the dark, cloudy atmosphere made me think again of the pilgrims who had gone before. It had an amazing kind of energy. There were many sets of steps, hewn into the mountain, or constructed from stone now smooth from millions of feet. The path was slippery and precarious and I picked my way up slowly and gingerly, stopping to catch my breath and gaze with amazement at the view around me.

Every now and then a little wooden bridge, strung together with rope, would cross over a mountain stream. They were the slipperiest bits of all, and yet I didn’t care that the weather was bad or the climb was an arduous three kilometers. I had fallen under the spell of the ancient mountain.

Another thing I appreciate about Neon Pilgrim is that it contains a minimum of editorializing about Japanese society. Sometimes tourists from other parts of Japan gawk and make strange comments about the gaijin, but the people who actually live along the pilgrimage route are mostly friendly and treat the author like a normal human being. The students partying on the beach and other pilgrims also treat her normally and offer her whatever food and alcohol they have at their disposal. Since Dempster can speak Japanese, the interactions she describes have nothing to do with “the Japanese character,” or any sort of related silliness, but are instead exchanges between individuals, some of whom are quite eccentric (one of my favorites is the charmingly filthy and half-blind old man who drives the author to the foot of the mountain path described in the previously quoted passage). Occasionally, however, Dempster will wander into an interesting cultural experience, such as when she arrives in Kochi right in the middle of the city’s famous Yosakoi festival:

I had, completely unwittingly, wandered into the Yosakoi matsuri, an annual dance festival that takes place during the height of summer, and a crazy one at that.

Dancers in the festival use a traditional Japanese instrument, the naruko. Known as ‘clackers’ to the rest of the world, the one function of the instrument is to make noise. Wood slaps noisily on wood, and with several thousand dancers clutching a naruko in each hand, the noise is deafening.

The teams, which can be as big as several hundred people, each have their own costumes and moves. Some teams go for traditional kimono and hairdos, others modern and funky. The dance teams weave through the long streets and shopping malls in town, dancing the whole way, each booming their own music, each clacking their naruko. It’s a riot of noise and color.

Like most Japanese festivals, for spectators the usual schedule is about six minutes of watching dancers followed by six hours of drinking. Kochi is known for its love of alcohol, and at festival time it’s fairly safe to say the whole city gets incredibly drunk.

Even if you can’t visit Shikoku in person, it’s an incredible experience to follow Dempster on her pilgrimage while sharing her defeats and triumphs. The chapters of Neon Pilgrim are short, generally around ten pages or so, which makes it easy to put down the book and pick it back up again whenever the spirit moves you. Because there’s no sort of introduction or afterword that provides a broader perspective on the author’s pilgrimage, I have no idea how she took down or edited her notes, but her narrative flows smoothly without any backtracking or inconsistencies. Although the reader can turn the process of reading Neon Pilgrim into a sort of daily practice, I personally found it difficult to stop reading the book – I always wanted to find out what lay around the next corner on the path to the next temple. The author’s good humor is infectious, and she’s a perfect companion for the journey.

Neon Pilgrim is published by Aduki Independent Press in Australia, and it’s almost impossible to get a physical copy of the book (trust me, I tried). A digital copy can be had for five USD from Smashwords, however, so it’s worth checking out. I read the mobi version of the book on my Kindle app, and it was beautifully formatted and functioned flawlessly.

The Night Parade of One Hundred Demons

The Night Parade

Title: The Night Parade of One Hundred Demons
Author: Matthew Meyer
Publication Year: 2012
Publisher: Amazon CreateSpace
Pages: 224

The Night Parade of One Hundred Demons, which began its life as a Kickstarter project, collects roughly four dozen entries on various yōkai, which are accompanied by lavish full-color illustrations. Both the pictures and the text are by Matthew Meyer, an artist heavily influenced by Japanese prints. Meyer has lived in a rural town in Fukui prefecture since 2007, and, as he explains on his Kickstarter page, he has been collecting and translating local folklore for years. There are a number of other books on yōkai available for digital download (such as Matt Alt and Hiroko Yoda’s fantastic Yokai Attack!), but what The Night Parade does especially well is to add regional color and variety to Japanese legends of supernatural creatures that may already be familiar to many Japanophiles.

Compiled in such a way as to resemble an illustrated bestiary, The Night Parade is divided into several sections, which include “In the Wilds,” “Out on the Town,” and “In the House.” The book includes entries on yōkai that appear frequently in popular media, such as the kappa, the kirin, the kitsune, the tanuki, and the yuki onna, as well as many lesser-known creatures, such as the bake kujira (an enormous ghostly whale), the jorōgumo (a man-eating spider), and the nuppepō (a flabby, stinky lump of flesh that lives in temple graveyards), and the nopperabō (who looks and acts like an ordinary person but has no face). Each entry contains information on the diet and appearance of these yōkai, their behavior, their interactions with human beings, and the various forms they may take, as well variations on and translations of their names.

Many of the entries are also peppered with interesting information about the historical and cultural contexts of these creatures. For example, the entry on the takanyūnō, or “tall priest,” contains a special section on why suffixes relating to Buddhism and Buddhist priests are so common in the names of yōkai. (Apparently, it’s not so much a connection to religion as it is a certain wariness regarding traveling priests, or at least strangers dressed as traveling priests.) The entry on the kerakera onna, a gigantic “cackling woman” who haunts the alleyways of red light districts and hounds men into their graves with her incessant laughter, alludes to the tendency in Japanese folklore to grant great power to long-lived things, whether they be cats (which become neko mata) or eating utensils (which become tsukumogami), and surmises that prostitutes who managed to live into middle age may well have become yōkai, an interesting conjecture that leaves the mind to wonder about what such a bit of folklore might correspond to in a less numinous context.

Meyer has published his work through Amazon’s CreateSpace program, which offers both print and digital versions of the collection. I can’t offer an opinion of the physical copy of The Night Parade, but the digital edition is beautifully formatted, and its images are of extremely high quality. Although the book is relatively kid-friendly, it includes frank (although far from explicit) references to prostitution and human sexuality. Most of the images are stylized as colorful and cute or understated and eerie, but a few (such as the illustration of the ubume, a spirit of a woman who has died during childbirth) may be too intense for younger readers. My honorary nieces and nephews have been delighted by pictures like the illustration of the onryō, a vengeful ghost who is depicted as a pale shrieking woman bleeding from her eyes, but discretion might be advised for more sensitive children.

Meyer has recently launched a successful Kickstarter project for a second collection, titled The Hour of Meeting Evil Spirits, so expect another excellent illustrated bestiary from him soon!

Matthew Meyer - Tanuki

In the Miso Soup

In The Miso Soup

Title: In the Miso Soup
Japanese Title: イン ザ・ミソスープ (In za miso sūpu)
Author: Murakami Ryū (村上 龍)
Translator: Ralph McCarthy
Publication Year: 2003 (America); 1997 (Japan)
Publisher: Penguin
Pages: 217

In the Miso Soup was serialized during 1997 in the Yomiuri Shimbun, the newspaper with the highest circulation in Japan (and perhaps in the world), and it won the 1998 Yomiuri Prize for Literature, an extremely prestigious award given to superlative works of writers who have already established themselves as leaders in their fields. The novel’s North American and Japanese publishers have marketed it as a “psycho thriller,” and its extreme and violent content will more than likely shock anyone who isn’t familiar with Murakami’s oeuvre, especially his other suspense novels from the 1990s, such as Piercing (1994) and Audition (1997).

The twenty-year-old protagonist of the novel, Kenji, is a high school graduate from Shizuoka Prefecture who makes his living by acting as a guide of Shinjuku’s Kabukichō neighborhood, which is internationally famous for its nightlife. Kenji specializes in sex tours for foreigners, who learn about his services through Tokyo Pink Guide, a publication helmed by a man named Yokoyama, who believes it is his calling in life to bring the people of the world together through something all human beings have in common. On the morning of December 29, Kenji is contacted by an American named Frank, who claims to be a distributer of Toyota car parts and meets Kenji while clutching a copy of Pink Guide in his meaty hands.

If you mention In the Miso Soup to anyone who’s read the novel, the conversation will instantly turn to how delightfully creepy Frank is. Frank is a pathological liar, for starters. If one of the bizarre things Frank says is challenged in any way, he becomes suddenly and irrationally furious, his expression transforming into a mask of rage that Kenji soon comes to refer to as “the face.” The skin on Frank’s neck and hands is loose and seems artificial, and a sex worker who services Frank at a peep show says that there is something inexplicably wrong with his penis as well. To make matters even more upsetting, the body of a high school junior named Takahashi Akiko had been found dismembered and distributed across Kabukichō early in the morning of the 27th; and, after Frank goes on a rant about killing homeless people during his first night out with Kenji, the charred corpse of a homeless man is found in Shinjuku Central Park the next morning. By the end of the first of the novel’s three chapters, both Kenji and the reader are supplied with ample evidence to suspect that there is something not quite right with Frank.

Although Kenji is understandably apprehensive about spending more time with Frank, he is even more worried about what Frank might do in retaliation if he were to break their agreement and stand him up. He thus goes out for a second night on the town with Frank, who now makes very little effort to appear normal. After an episode of highly concentrated weirdness at an underground shot bar, Kenji and Frank go to an omiai club, a bar where people hoping to hook up with a stranger can meet. The girls who enter the club are given numbers and chosen by the men, who must pay a cover charge to enter. If a girl is chosen, she will share a table and drinks with the man who selects her. If they hit it off, they can then proceed to a nearby love hotels, and it is understood that money will more than likely change hands after the encounter. It’s not quite prostitution, but the women do have a financial interest in convincing the men to leave the club with them, and they will put everything they have into flirting and appearing attractive. What could be a quirky comedy of errors in another novel becomes an absurdist drama in the bizarro realm of In the Miso Soup, and Frank puts an end to the staged and artificial interactions of the club’s patrons with a lengthy orgy of meticulously narrated ultraviolence. Although Kenji is clearly traumatized by this turn of events, he also takes tentative steps towards an acceptance of what has happened to the other people at the club, who have upset his fundamental faith in humanity with their superficiality:

They were like automatons programmed to portray certain stereotypes, these people. The truth is it bugged the hell out of me just to be around them, and I’d begun to wonder if they weren’t all filled with sawdust and scraps of vinyl, like stuffed animals, rather than flesh and blood. Even when I saw their throats slit and the gore oozing out, it hadn’t seemed real to me. I remembered thinking, as I watched the blood drip down from Lady #5’s throat, that it looked like soy sauce. Imitation human beings, that’s what they were.

Murakami therefore configures Frank’s dispassionate killing spree into a sort of social critique, a theme that comes to fore in the novel’s third chapter. After the bloodbath at the omiai club (which Kenji refers to as “The Great Omiai Pub Massacre,” as if it had happened years ago), Frank shanghaies Kenji into spending the night with him in the abandoned medical facility in which he has ensconced himself. While Kenji shivers in the darkness of the unheated building, Frank regales him with stories from his childhood in America. As might be imagined, Frank’s childhood is dysfunctional and disturbing enough to make Stephen King proud (Frank even grew up in Maine!), as it includes the creepiness of small towns, the killing of small animals, murder, institutionalization, and extreme body horror courtesy of American mental health practices. Frank is obviously a sociopath, and he has already been established as a pathological liar, so it’s not entirely certain that he’s telling the truth, but he does seem to be telling Kenji his life story for a reason. Frank is almost like an overweight Tyler Durden as he explains that society needs terror, discord, and disruption in order to evolve:

“I see myself as being like a virus. Did you know that only a tiny minority of viruses cause illness in humans? No one knows how many viruses there are, but their real role, when you get right down to it, is to aid in mutations, to create diversity among life forms. I’ve read a lot of books on the subject – when you don’t need much sleep you have a lot of time to read – and I can tell you that if it weren’t for viruses, mankind would never have evolved on this planet. Some viruses get right inside the DNA and change your genetic code, did you know that? And no one can say for sure that HIV, for example, won’t one day prove to have been re-writing our genetic code in a way that’s essential to our survival as a race. I’m a man who consciously commits murders and scares the hell out of people and makes them reconsider everything, so I’m definitely malignant, yet I think I play a necessary role in this world.

I won’t spoil what happens to Frank, Kenji, and Kenji’s girlfriend Jun at the end of the novel, as the suspense regarding the fate of the trio lends an air of immediacy to Frank’s metaphysical speculations and the moral decisions Kenji begins to make concerning Frank. Let it suffice to say that the shock horror of the first two-thirds of the novel are compounded by the social horror of its final chapter. In the Miso Soup is a short book and a blisteringly quick read, but it stays with the reader long after it draws to its conclusion on New Year’s Eve, at which point its seemingly nonsensical title takes on chilling connotations. In the Miso Soup is a sublime dose of nihilism and ultraviolence that illuminates the seedy side of Tokyo in its blindingly dark shadow that is sure to please fans of Japanese horror and readers of extreme literature.

Colorless Tsukuru Tazaki and His Years of Pilgrimage

Tsukuru Tazaki

Title: Colorless Tsukuru Tazaki and His Years of Pilgrimage
Japanese Title: 色彩を持たない多崎つくると、彼の巡礼の年
(Shikisai o motanai Tazaki Tsukuru to kare no junrei no toshi)
Author: Murakami Haruki (村上 春樹)
Publisher: Bungei Shunjū
Publication Year: 2013
Pages: 370

From July to January of his second year of college, Tazaki Tsukuru was absorbed by thoughts of death. His four best friends from high school suddenly stopped talking to him, and he had no idea why. Sixteen years later, the 36-year-old Tsukuru is employed a railroad company, where he works on the design and construction of train stations. He’s single, but he has kindled a romance with a businesswoman named Sara, of whom he is quite enamored. Sara reciprocates Tsukuru’s affections, but she senses that something is holding him back from being in a fully committed relationship. She thus gives Tsukuru an ultimatum: Get rid of your emotional baggage, or I will never sleep with you again. Sara’s Lysistrata-like threat compels Tsukuru to embark on a pilgrimage that takes him across and beyond Japan to track down his friends from high school in order to figure out what happened between them and what went wrong.

Tsukuru’s friends are an interesting group, and each of them goes by a color-based nickname. Oumi Yoshio, or Ao (Blue), has an outgoing personality, and he was the captain of his rugby team in high school. As an adult, he works as a salesman at a Lexus dealership. Akamatsu Kei, or Aka (Red), is fiercely intelligent and analytical, and everyone thought he would become a university professor after he graduated from college. Instead he entered the corporate world and quickly dropped out in order to launch a consulting firm that holds management training seminars. Kurono Eri, or Kuro (Black), is quick-witted and clever and was known for her sarcastic sense humor in high school. Kuro became a potter and fell in love with a foreign student who had come to Japan to study pottery, and she now lives with him and their two daughters in Finland. Shire Yuzuki, or Shiro (White), looked like a model and had gorgeous long black hair, but she hated attention and found joy in playing piano. Unfortunately, she failed to become a concert pianist and so ended up as a private piano teacher, but her ultimate fate was even more tragic. The easygoing and unflaggingly polite Tsukuru acted as the “colorless” background against which these four could shine, and he was the invisible glue that held the group together.

The forward momentum of the first 150 pages of the novel is driven by the mystery of why Tsukuru got dumped by his friends. The first member of the former group that Tsukuru tracks down, Ao, reveals the bare facts of the answer, but this answer creates even more questions, since Tsukuru has no memory of what he was accused of doing. Moreover, what Tsukuru was accused of doing is extremely upsetting, not only to him and the other characters in the novel but to the reader as well. The accusation, as well as Tsukuru’s responsibility in the matter and the obligation his friends felt in responding to the situation, are heart-breaking and profound, and the practical and emotional complications are quite distressing. I’m sure that, when the novel is translated into English, Murakami is going to catch a lot of flak for writing such a scenario, but what he describes is extraordinarily relevant to contemporary societal debates, and the sensitivity with which his third-person narrator describes the fallout of what happened from multiple perspectives is one of the novel’s best features.

Another interesting component of the novel is the wealth of detail given to the description of each character and the interior spaces he or she occupies. The personality of each character is conveyed by his or her words, of course; but, since the narrator’s point of view is fairly limited to Tsukuru, the reader only knows what Tsukuru is doing or thinking at any given moment. The reader is thus encouraged to tease out the finer details of character through the narrator’s meticulous descriptions of clothing, hairstyle, accessories, and interior decoration. Tanaka Yasuo was strongly criticized for his endless litanies of product brand names in his novel Nantonaku, Crystal, and I imagine that it’s possible to levy the same sort of complaint against Tsukuru Tazaki, as the writing comes off as more than a bit Nantonaku-ish at times. That being said, Murakami’s method of character analysis through the intense reflection on taste and setting strikes me as less vapid and materialistic than it does as vaguely Homeric. How does the reader know that Achilles is a badass? By reading detailed descriptions of his armor. How does the reader know that Aka is a badass? By reading detailed descriptions of how he has set up his corporate office.

Aside from the brilliance of its characters, the novel also has some genuinely creepy moments to offer the reader. Many of these moments are encapsulated by Tsukuru’s relationship with his college friend Haida (whose name contains the character for “ash,” or “grey”). Haida tells Tsukuru a story about how his father once met a jazz musician named Midorigawa (whose name contains the word “green”) while working at an isolated inn in the mountains, and how Midorigawa possessed a strange ability that he may have passed on to Haida’s father. It’s a weird story, and Haida’s intentions in telling it to Tsukuru are unclear, but shortly thereafter Haida does something bizarre in an uncomfortable scene involving sleep paralysis before disappearing from Tsukuru’s life without a trace. Such scenes and stories-within-stories are not “softly haunting,” or “elegiac,” or anything fancy like that; they are genuinely creepy and upsetting. Furthermore, Haida is not the only source of surreal urban folklore in the novel – the story a subway station employee tells Tsukuru about something he found in one of the station’s bathrooms is particularly delightful.

As is the case with most Murakami novels, the deeper psychological and supernatural elements of the plot are never fully explained, but I found Tsukuru’s journey to be rewarding in and of itself, and I enjoyed reading the novel. Tsukuru Tazaki is evocative of the pains of youth and what it’s like to reconnect with people years after you’ve graduated from high school. In many ways, Murakami’s latest book feels like an answer to Norwegian Wood, the 1987 novel that first boosted the author into international literary stardom. Whereas Norwegian Wood is permeated by a nostalgic longing for the perceived potential for individual dignity made possible by a vanished youth in a vanished era, Tsukuru Tazaki is concerned with a more pragmatic strain of existentialism that seeks to justify the manner in which the passing years inevitably drain color from one’s life. If Tsukuru is indeed on a pilgrimage, it’s less of a pilgrimage to find his friends or to figure out the truth but rather an experiential process of recreating the story of his adolescence as a narrative that can properly function as a suitable prequel to a middle-aged adult life that is less of an anticlimactic ending and more of a canvas that is still waiting to be filled with color.

The Goddess Chronicle

The Goddess Chronicle

Title: The Goddess Chronicle
Japanese Title: 女神記 (Joshinki)
Author: Kirino Natsuo (桐野 夏生)
Translator: Rebecca Copeland
Publication Year: 2013 (America); 2008 (Japan)
Publisher: Canongate
Pages: 309

The protagonist of The Goddess Chronicle, Namima (“Woman-Amid-the-Waves”) lives on a small and richly vegetated island called Umihebi (“the island of sea snakes”). Umihebi is located somewhere in the island chain south of the kingdom of Yamato (i.e., Japan), and it is known throughout the Ryūkyū seas as a place where the gods come and go. The cape at the north end of the island is sacred and marked by a huge black boulder called “The Warning,” beyond which no one but the high priestess of the island may walk. On the eastern side of the island is the Kyoido (“Pure Well”), and on the western side is the Amiido (“Well of Darkness”), and only adult women are allowed to approach them. Between these landmarks grow plantain trees, banyan trees, pandan trees, and all manner of flowers. The water surrounding the island is filled with fish and sea snakes, which the island men take on their boats to trade with the people of other islands.

Namima’s grandmother, Mikura-sama, is Umihebi’s high priestess. She embodies the energies of light and life and protects the island from harm as she prays for prosperity. Because light and dark alternate, Mikura-sama’s daughter is dark, while Mikura-sama’s oldest granddaughter Kamikuu is light, thus entitling her to become the island’s next high priestess. If Kamikuu is light, then her sister Namima is dark; and so, if Kamikuu is to become then next high priestess of light and life, then Namima must become her dark counterpart, an outcast warden of darkness and death. While Kamikuu is fated to live at the top of a hill and be provided with generous quantities of nutrient-rich food as she prays to the gods and generates offspring from the seed of the young men on the island, Namima is fated to live in the shadow of a cliff, eating dregs and shunning the company of all save the corpses of the island’s dead, which she must watch decay in order to ensure that their souls pass on safely. Although Mikura-sama explains this to Kamikuu, the kind-hearted Kamikuu does not have the heart to tell her sister, so the teenaged Namima is outraged when she is hauled kicking and screaning down to a cave by the shore to take the place of Mikura-sama’s dark counterpart, who has vanished. Namima is immediately visited by her lover Mahito, the son of a family ostracized because of its matriarch’s inability to produce a female child, and the two escape the island on a small boat. Namima dies at sea, and that’s when the book really begins.

Namima, who dies with deep regret in her heart, is not allowed to move on to the world beyond death but instead finds herself in the underworld, a dark and formless landscape of unhappy souls presided over by Izanami, who is both a creator goddess and a goddess of death. Having died while giving birth to a fire god, Izanami found herself in the underworld. Her consort, Izanaki, came to retrieve her, but he was so appalled by the pollution and impurity of the underworld that he fled from his former lover and symbolically sealed the entrance to the underworld with a giant boulder. In her rage, Izanami vowed to end the lives of a thousand humans every day. In response, Izanaki vowed to erect a thousand birthing huts so that the human population would never decline.

Izanami, who has spent aeons under the earth, sees a kindred spirit in Namima and therefore draws Namima’s soul to her to act as an attendant and companion. The Goddess Chronicle is an account of how Namima rails against and finally settles into this role as she comes to understand and sympathize with Izanami’s suffering and the burden that the goddess has assumed. Over the course of her story, Namima returns to Umihebi as a tiger wasp and sees the religious and human drama of the island through the eyes of an outsider. Izanaki himself eventually enters the story and makes his own trip to Umihebi, so the reader sees the island from yet another perspective that further emphasizes how terrifying yet compelling its religious landscape and rituals are. The experiences both Namima and Izanaki have on Umihebi cause them to return to Izanami for closure and salvation.

In the end, however, there is no redemption for Izanami herself; there is only eternal hatred. I don’t want to give away certain plot developments; but, in light of these developments, it seems as if there would be so many other paths open to the goddess at the end of the novel. Moreover, although Namima can leave at any time, she decides to stay with Izanami, not as her friend or equal, but rather as the priestess of her pain. The novel ends with these lines, spoken by Namima:

I, who was once a priestess of the darkness, feel that serving here at Izanami’s side I am able to accomplish what I was unable to finish on earth. For, as I said earlier, Izanami is without a doubt a woman among women. The trials that she has borne are the trails all women must face. Revere the goddess! In the darkness of the underground palace, I secretly sing her praises.

I’m not sure if that’s a happy ending or not. So all women are united in a shared oppositional relationship to men? All women are united in their hatred, and in the fact that their destinies are shaped by the carelessness of men? Why do women have to harbor so much hatred? Why can’t men just be normal people instead of the shapers of the destinies of women? Why does there need to be an dualistic and antagonistic relationship between Woman and Man on such a deep mythical level?

In other mythological revisionist novels written from a feminist perspective, such as Margaret Atwood’s Penelopiad and Ursula Leguin’s Lavinia, there are layers of depth and meaning and subtle characterization added to mythological personages who were relatively flat in the original sources. In The Goddess Chronicle, the gods remain flat, and the human characters aren’t granted much depth either. The story told by the novel is fascinating, and the writing and translation are beautiful, but in the end there is almost no resolution or character development. Perhaps the point of the story isn’t to give human characteristics to nonhuman entities, however, but rather to provide the reader with an entryway into the conceptual geography of the existential questions religion and myth seek to address. In this latter purpose, The Goddess Chronicle succeeds spectacularly.

Kirino Natsuo is an extremely dark writer; and, while she never offers any feminist solutions to the problems she raises, she excels in bringing the reader’s attention to the sexism and hypocrisy that exist in mainstream narratives about women. By showing the reader the other side of the story, Kirino deftly illustrates the anger of the otherwise voiceless women who have been left out of most stories, but it is ultimately up to the reader to find hope in the situation and to figure out how to use her or his newfound anger to change the world for the better. In The Goddess Chronicle, Kirino encourages the reader to see one of the keystone tales of Japanese mythology from the perspective of darkness, and the perspective of those not showered with glory, and the perspective of those left behind. Such a perspective can be upsetting and frustrating, but it’s also an invitation to the reader to formulate her or his own interpretations, as well as her or his own ideas concerning the further adventures of these characters and their relevance to the modern world.

Hyrule Historia

Hyrule Historia

Title: The Legend of Zelda: Hyrule Historia
Japanese Title: ハイラル・ヒストリア: ゼルダの伝説 大全
(Hairaru hisutoria: Zeruda no densetsu taizen)
Japanese Editors: Aonuma Eiji (青沼 英二), Shioya Masahiko (塩谷 雅彦)
English Editors: Mike Richardson, Patrick Thorpe, et al.
Translators: Michael Gombos, et al.
Publication Year: 2013 (America); 2011 (Japan)
Publisher: Dark Horse
Pages: 280

Hyrule Historia is divided into four parts. The first part, titled “The Legend Begins: The World of Skyward Sword,” is a collection of artwork and design sketches from the 2011 Wii game Skyward Sword. The second part, “The History of Hyrule: A Chronology,” runs through the plot of every game in the Legend of Zelda series and demonstrates how they are all connected. The third part, “Creative Footprints: Documenting 25 Years of Artwork,” is a collection of art and design sketches from the entire series with a strong emphasis on Twilight Princess. The fourth part is a 34-page manga (of which ten pages are in gorgeous color) about the mythology of Skyward Sword by Akira Himekawa, a two-person team that has drawn the official manga adaptations of many games in the Legend of Zelda series.

The “History of Hyrule” section, which is about seventy pages long, gives the book its name. When the series timeline from this section was released and translated into English, there was a bit of a kerfluffle in certain circles of video game fandom that had gradually been building their own theories and didn’t appreciate the retroactive continuity implied by the official version. That being said, the timeline laid out by Hyrule Historia makes sense (inasmuch as anything involving time travel makes sense) and should be interesting to a fan of the series. The main bulk of the section, however, consists of condensed versions of the plot of each Legend of Zelda game. These plots are more or less what appears in the game manuals with very little extra or “never before revealed” information thrown in for flavor. Unfortunately, the basic “Link must collect items in order to earn the right to wield a special sword so that he can save Zelda after she is imprisoned by an evil entity” story begins to grow stale as it’s continually repeated across two dozen three-to-four-page increments.

The main draw of Hyrule Historia is its artwork. In the first part of the book, which is filled with artistic development materials for Skyward Sword, the reader can witness the incredible attention to detail and world building that went into the game. These images are accompanied by myriad creator notes, which are often surprisingly humorous. Thankfully, unlike the Japanese original, in which many of these notes were handwritten in tiny characters, the typeface used to convey the creator notes in translation is large enough to read easily.

Hyrule Historia Skyward Sword Townscapes

The artwork on display for the other games in the Legend of Zelda series in the “Creative Footprints” section is also quite interesting. There are all sorts of designs for the main characters, secondary characters, enemies, weapons, and items. There are also rough drafts of dungeon maps, enemy treasure drop charts, and other developmental materials, such as different drafts of promotional concept art. Some of this artwork shows exactly how enemy wings, tails, and teeth work, with suggestions for how different designs accommodate different movements. There are fewer written notes in this section than in the first section on Skyward Sword, but there is still enough text to draw the reader into the image details. I particularly enjoyed the architecture and island sketches from The Wind Waker, as well as the full designs of the stained glass patterns that appear in the game’s building interiors. I also enjoyed getting a sense of the evolution of the Link character in each Legend of Zelda game, as different designs show him as younger or older, or more or less serious, or wearing entirely different sets of clothing and equipment.

Hyrule Historia Spirit Tracks Link Designs

You can’t really see this in the scans I made, but the image quality in Hyrule Historia is impeccable; the book is something that you need to hold in your hands in order to fully appreciate. The emphasis of Hyrule Historia is obviously on Skyward Sword, but all of the Legend of Zelda games get multiple pages of attention. A great deal of the book’s text feels like it’s selling the series, especially in the “History of Hyrule” section, and it can sometimes be a chore to read. Still, artists and art appreciators will love the incredible array of sharp and colorful images, and the physical book itself is sturdy enough to handle all manner of wear and tear that may occur over the course of reference use. Dark Horse did an excellent job with this gorgeous book. If you’ve been on the fence about buying a copy, Hyrule Historia is absolutely worth your time and money.

Japanese-to-English Translation Basics

Old Books

Once upon a time, when I was an undergraduate, I had the opportunity to take a translation seminar with one of the finest translators of Japanese literature into English. The course texts she selected for the seminar presented all manner of interesting translation challenges, and she brought in a number of fantastic speakers from the Kyoto-based Society of Writers, Editors, and Translators to discuss these challenges with our class. Unfortunately, I was not able to take full advantage of this seminar; it was as if these professional translators were teaching us translation calculus, and I still didn’t grasp basic translation algebra.

I just finished a tertiary round of edits for two major translation projects, and I’ve noticed a number of patterns in the areas I’ve repeatedly needed to adjust. Once I became aware of the currents my editing was following, I started to imagine that I was getting at some of the basic and fundamental issues of Japanese-to-English translation. If I could go back in time and give my fledgling translator self some advice, this is what I might say…

(1) Japanese sentences tend to begin with prepositional phrases and other subordinate clauses that separate the subject from the verb. Although sentence variety is important in English, simple subject-verb-object sentences are the foundation of muscular and fluent English prose. Consider splitting a sentence into two sentences if the sheer number and frequency of subordinate clauses render a literal translation of that sentence into a hermeneutic puzzle in English. Also, never be afraid to switch the order of words in a sentence if it sounds better to your ear, such as in the case of placing adverbs after verbs instead of in front of them.

(2) Letting the reader know that information is hypothetical or coming from a secondhand source is a common feature of Japanese, but an overuse of expressions such as “it seems,” “I heard that,” “someone said,” “it’s often said,” “perhaps,” and “maybe” tend to weaken English prose. If the information being presented is obviously a subjective impression or something that the narrator/speaker would have no way of knowing on a firsthand basis, it’s usually safe to omit the attribution markers.

(3) Adverbs, especially temporal adverbs, are much more tolerated in Japanese writing than they are in English writing. If adverbs or adverbial phrases such as “suddenly” or “after a while” are clear from the context, the translator should feel free to omit them. Also, if the meaning of an adverbial phrase can be transferred to a verb, such as in the case of “said in a loud voice” becoming “shouted,” then the translator should consider doing so. This is not diluting the author’s language but rather transforming strong writing in Japanese into strong writing in English.

(4) Avoid the passive voice whenever possible. If the subject of a passive sentence can be inferred, insert it into the sentence and change the verb to the active voice. The implications of the passive voice are interesting and valuable but can usually be deduced in other ways, and passive sentence structures are much more common and natural in Japanese than they are in English, where they can quickly become jarring to the reader.

(5) The literal translation of the triple and quadruple negatives of Japanese rhetoric sounds ridiculous in English, a language in which a single negative or positive statement is usually considered infinitely more articulate.

(6) Think twice about retaining honorific titles such as “san,” “kun,” “chan,” “buchō,” “kachō,” and “sensei” in your English translation. Such Japanese-isms can feel gimmicky, and often they are not necessary to convey the relationships between characters. Moreover, if honorifics are maintained in translation, it may still be difficult to make the reader aware of what it means when a name is used without honorifics. Japanese is well known for being able to express multiple levels of formality, but English is no slouch at conveying degrees of distance and friendliness, and the manner in which two characters speak to each other can mean much more to the reader than which honorifics they use.

(7) The written approximation of dialect is common in Japanese, but don’t try to “translate” dialect into an English equivalent unless you feel absolutely comfortable doing so. The written approximation of dialect in English will almost always appear goofy and corny to the reader. Different grammatical patterns, tonal registers, and word choices will usually help to convey dialect better than means such as replaced, duplicated, or truncated vowels.

(8) When faced with the task of translating untranslatable words, consider not translating them. You have a smartphone, your grandmother has a smartphone, your four-year-old daughter has a smartphone, and it’s not difficult to run a quick Google search for something like “kotatsu” or “umeshu.” Even without outside sources, your reader will generally be smart enough to get an approximate impression from the context. When it comes to brand names, it’s especially easy for the reader to figure out what’s being referred to from the context, and it’s generally best to leave them be without any footnoting or inserted explanation. In some cases, however, leaving a word untranslated can feel silly and pretentious to the reader, so it’s helpful to have an ideal reader in mind and cater to the presumed knowledge, tastes, and expectations of that reader.

(9) When it comes to puns, jokes, proverbs, idiomatic expressions, and made-up words, crowdsourcing translation solutions is always an option. This is why Al Gore invented the internet back in the eighties, so feel free to use social networking sites such as Twitter and Facebook as your own personal dictionaries of creative genius. Some of the problems you face in translating certain words may also be an issue of relative expertise, so there’s no shame in relying on other people for help if you need to know more about how to refer to certain foods, colors, meteorological phenomena, or American sci-fi stories from the seventies. Translation is just as much of a research project as it is an art, but there’s no need for research to be a solitary task in a lonely room full of dusty books (unless of course you’d like it to be).

(10) Make sure you do at least one read-through of your translation while completely separated from the original Japanese text. Even if you have a crystal clear translation of a certain word, expression, or passage, it’s all but worthless if it doesn’t gel with the rest of the English on the page. Also, if you can exchange favors for translation checking, proofreading, and copyediting, do so and count yourself fortunate. If your ideal reader is an actual person, then let her actually read your drafts. Translation is difficult and complicated work, and you might be surprised by the things you miss as you juggle multiple documents and languages.

Finally, don’t let anyone get you down with analogies about how a translation is like a woman who can’t be pretty and faithful at the same time, or about how reading a translation is like having sex while wearing a condom, or about how the translator does damage to a text by forcibly penetrating it with a phallus-pen. Such analogies are not only gross but also inane and banal. Translation is awesome, and being able to read things originally written in a different language is an amazing privilege for those of us who benefit from translation. Some of the best English prose I’ve ever read has come in the form of translated literature, to be honest. For what it’s worth, the word games and creative challenges of translation are also an enormous amount of fun.

If you’ve just started translating from Japanese into English, good luck! And check out the Kyoto Journal‘s wonderful piece They Who Render Anew for inspiration.

The Art of Video Games

The Art of Video Games

Title: The Art of Video Games from Pac-Man to Mass Effect
Authors: Chris Melissinos and Patrick O’Rourke
Year Published: 2012
Publisher: Welcome Books
Pages: 215

I am going to be critical of this book.

I actually really like The Art of Video Games; and, even though I wasn’t able to attend the exhibition, I think the curators who organized it are superheroes. There need to be more books and more exhibitions like this. Plenty of people have written about how fantastic the book is, and I especially enjoyed Becky Chambers’s review on The Mary Sue. Since she did such a great job of explaining what the book is and why it is great, I’m going to focus on the structure and organization of the book and why I think these elements are flawed.

In short, I don’t think the video games featured in this book should be collectively considered as canonical or representative of the entirety of the beauty and artistry of video games.

It is my personal opinion (and I am willing to be corrected if I am wrong) that there is a huge gap between the video-game-related knowledge of people who play video games and the video-game-related knowledge of people who don’t play video games. People who play video games will generally have spent hundreds (if not thousands) of hours engaging with video games, reading about video games, and discussing video games with other gamers in person and online. They will generally be fairly well informed about their areas of video game expertise and have strong opinions about the games they have played. Even gamers who don’t have the skill set to play certain games are assisted by online walkthroughs and “Let’s Play” videos on Youtube, and most gamers generally read or watch reviews of more games than they have actually played. This applies not only to “hardcore” gamers, but also to “casual” gamers who spend an hour or two every week fooling around with games on their tablets or smartphones. To gamers, people like Katie Couric and Lauren Simonetti, who make broad generalizations about video games without ever having played them, are being highly intellectually irresponsible – it’s like saying Shakespeare is all about killing and violence without having read more than the top paragraph of the Wikipedia page on Macbeth.

To non-gamers who want to know more about video games, a book like The Art of Video Games may seem like a great source of information and a reliable guide. Make no mistake, this beautifully published book, which features dozens of titles and developer interviews, is a great place to start, and the institutional weight of the Smithsonian lends an undeniable air of credibility to the endeavor. Nevertheless, this catalog is far from complete, and it reflects the biases of the exhibition’s curators.

What I would like to argue is that, although the selection of titles featured in The Art of Video Games is obviously not random, the video games featured in the book don’t collectively form any sort of artistic canon and should not be treated as such.

To begin with, the organization and selection criteria of the games considered for inclusion have resulted in several peculiar idiosyncrasies. The book is organized in two ways: first, by gaming generation and console; and second, by four arbitrarily demarcated genres of video games (target, adventure, action, and tactics). What this means is that video game consoles with relatively limited libraries (such as the Sega Dreamcast) are given equal representation with video game consoles with enormous libraries (such as the Sony PlayStation). Also, even though the four genres are so nebulous as to be almost completely meaningless, the curators did their best to ensure equal representation between genres. What this means is that successful and popular games will be excluded in order to include niche games that fit neatly into one of the four genres.

In order to get an idea of how this organization limits the games that appear in The Art of Video Games, consider the book’s section on the Super Nintendo and the Sega Genesis. The Super Nintendo sold 49 million units, while the Sega Genesis sold 29 million units across its eight different releases. Although the two systems had comparable libraries in terms of number of available titles, the Super Nintendo had far more bestsellers in terms of millions of units worldwide than the Genesis. (I am not making these numbers up, by the way.) Still, in The Art of Video Games, both the Super Nintendo and the Sega Genesis are represented by four games each.

The single most iconic game of the Sega Genesis is Sonic the Hedgehog, which almost single-handedly rescued the Genesis from complete obscurity. Because there can only be one “action” game included, however, Sonic the Hedgehog is missing from the catalog, as it has been supplanted in the action category by Gunstar Heroes, which is just as excellent a game as Sonic (and Sonic II) but far less well known or influential. The strict genre categories thus limit effective representation of the strengths of the system and the unique characteristics of its game library.

Meanwhile, on the Super Nintendo side of the 16-bit section, the games featured are Super Mario World, A Link to the Past, Star Fox, and… SimCity? In their introduction to the section, the curators directly refer to all of the glorious role-playing games that sprang up like mushrooms in the console’s library, but the game they selected to represent the glory of the golden age of the RPG is a port of a simulation game that was released for personal computers. The organization schemata simply do not allow for the type of flexibility that would allow for both A Link to the Past and one of the role-playing games for which the system is so well known.

In 2011, the curators launched a website with 240 preselected games, which were divided into the aforementioned four genre categories. The website placed an open call to the online public to vote on which games would be included in the exhibit. According to Chris Melissinos, the chief curator of the exhibit, more than four million votes were tallied, and thus the eighty games featured in the exhibition and the catalog were selected.

Although this information may make it seem as if the games were selected by popular vote, what people were allowed to vote on was in fact severely limited by the curator’s decisions. According to the criteria established by the curators, voters had to choose only one game from each genre, and there was no option to switch a certain game between genres or to suggest a game that wasn’t listed on the form. Such voting mechanics effectively established a rigid quota system, which shut out evergreen gaming mainstays such as the Final Fantasy franchise.

Another major limitation of the selection of games in The Art of Video Games is that it does not include games from handheld consoles. There is thus no Pokémon, which is the second most profitable video game franchise in the world (after Mario). None of the amazing work that Nintendo did with the phenomenally successful Nintendo DS system (as exhibited in games such as Phantom Hourglass and Bowser’s Inside Story) is mentioned, nor are the bestselling social games popular on the PlayStation Portable, such as the many titles of the Monster Hunter franchise. Smartphone and tablet games such as the groundbreaking Angry Birds series are also notably absent.

Another obvious limitation on the exhibition is took place in early 2012, which is already more than a year ago. Thus, the catalog includes BioShock but not BioShock Infinite, and Flower but not Journey.

Furthermore, there are no sports games, no fighting games, no lifestyle or party games (like Wii Fit or Guitar Hero), and no MMORPGs. It’s almost as if these sorts of games don’t fall into the category of “art” that the curators are trying to promote. On the other side of the spectrum, the catalog also excludes the more experimental and artsy games released for direct download on platforms like the Xbox Live Arcade, such as Limbo and Fez and Braid. Steam and its vast library of indie games are also not mentioned.

Finally, fan favorite games that never officially made it to the United States, such as Mother 3 and Terranigma, are completely ignored. Shūkan Famitsū magazine (probably the most respected video game periodical in Japan) ran a survey in 2006 polling Japanese gamers on their favorite games; and, to no one’s surprise, the list is dominated by Final Fantasy and Dragon Quest. No Dragon Quest titles appear in The Art of Video Games, however; and Final Fantasy X, which is at the top of the Famitsū list and extremely well received worldwide, is absent as well. The “visual novel” games that are popular in Japan (and popular abroad when they are imported and localized, such as in the case of 999: Nine Hours, Nine Persons, Nine Doors) are also ignored.

In fact, the entire project feels very centered on the United States. Of the fifteen creator interviews included in The Art of Video Games, none are with anyone working primarily in Japan or with a Japanese company. It’s almost as if Japanese people had nothing to do with video games at all. Of course the institution hosting the exhibition is the Smithsonian American Art Museum, but many (if not most) of the video games featured in the catalog are Japanese in origin, and Japanese industry professionals such as Kojima Hideo were invited to participate in the events surrounding the exhibition. The Art of Video Games therefore does a great job of demonstrating that Japanese video games are very popular with American gamers, but it doesn’t explain how or why this is.

As I wrote earlier, I admire and appreciate The Art of Video Games. It’s beautifully published, the gorgeous layout and page design make flipping through the book feel like an adventure, and the text is informative and concise.

Still, I hope I’ve given a convincing argument for why I think the collection of games featured in The Art of Video Games should not be considered canonical or representative of the relative merits of any single title included or not included. Moreover, the games represented are not necessarily the most innovative and influential video games to have ever been released. I believe that the inflexible organization and arbitrary genre-based selection criteria play an important role in what games made the cut for this exhibition and its catalog. As with any sort of “anthology” of this type, the selection of titles included has a great deal to do with the personal experiences and life histories of its compilers. I have to hand it to the curators: they did a fantastic job. My criticism of the book they’ve put together is not a result of any failure on their part, but rather indicative of the extraordinary development of video games as a medium of artistic expression.

Fujisan

Fujisan

Title: Fujisan
Japanese Title: 富士山 (Fujisan)
Author: Taguchi Randy (田口 ランディ)
Translator: Raj Mahtani
Year Published: 2012 (America); 2004 (Japan)
Publisher: AmazonCrossing
Pages: 191

In her Foreword, Taguchi states that she “wrote this anthology of stories as an expression of my veneration and appreciation for this life-affirming mountain; it is my personal tribute to Fujisan.”

Although Mount Fuji is in the background of each of the four stories collected in this volume, the main theme of these stories is an affirmation of life in the face of fairly extreme social maladjustment and malaise. “The Blue Summit” is about a convenience store worker who begins reflecting on his past experiences as a member of a religious cult after he survives an attempted robbery. “The Sea of Trees” is about three high school students with an interest in the occult who go hiking in the Aokigahara forest and come across a failed suicide. “Jamila” is about a public servant who is tasked with dealing with an old woman who lives in a house overflowing with garbage. “Child of Light” is about a nurse at a small gynecological clinic who ponders a teenage abortion patient she recently cared for as she climbs Mount Fuji with a group of older women. The characters of these stories all face death and the more unpleasant aspects of continuing to live and somehow manage to come out okay on the other side.

I liked the opening story, “Blue Summit,” for its description of the appeal of sanitized and familiar spaces like convenience stores and family restaurants to the broken people who seek refuge there in the small hours of the night. As the narrator says of the convenience store where he works as a night shift manager:

I like it here. This convenience store is my sanctuary. There’s a stillness here that’s like the stillness you find in the snowy, bleak plains of Siberia. […] The store’s open twenty-four hours and it’s menacingly bright. There’s no darkness. It’s all so gloriously digital. While intimacy and a sense of reality are effectively absent in the store, a minimum degree of comfort is always guaranteed. The convenience store is stabilized on a low-energy wavelength: it never betrays you. In a convenience store, you can silently snuggle up to the void. (3, 13)

In this story, the convenience store as a comforting space is juxtaposed against the nightmarish interior spaces of the people who enter it. The narrator is haunted by the memories of a friend he made when he was a member of a religious cult headquartered at the base of Mount Fuji who may have been killed by the group when he tried to defect. Kozue, one of the employees who works under the narrator, suffers from a fascination with dissection and enjoys watching herself bleed. As for the anonymous assailant who unsuccessfully attempts to rob the convenience store at the beginning of the story and later shows up with a baseball bat looking for revenge, the narrator suspects that what he’s ultimately after is a validation of his own existence, a concern that the narrator sympathizes with even as he is attacked.

My favorite story in Fujisan has to be “Jamila,” if only for its colorful descriptions of a gomi yashiki, or “garbage mansion,” in Susono City, a small municipality in the foothills of Mount Fuji. The narrator of the story, a native son who has left a corporate job in Tokyo to take a post at Susono’s Office of Environmental Quality, is tasked with dealing with a local hoarder’s residence. He hasn’t made much progress, partly because he is fascinated by the structure:

When I went to investigate the house of trash for the first time, a part of me was genuinely thrilled. I wanted to see for myself who the old garbage lady was, the one reputed to be a goblin, but when I arrived, the horror of it all simply defied imagination. It was a slice of nightmare lying exposed in the heart of a residential area lined with middle-class houses. What bothered me the most was the drabness of all the visible junk, especially in light of the fact that each and every one of the objects was at one time or another brand new. […] The trash, estimated to be sixty tons’ worth, was spilling over from the premises into the public road, where it bore an uncanny resemblance to the entrails of a road-killed cat. (108)

I really don’t find all this trash-hoarding that objectionable. I find it more interesting than, say, staying inside city hall. As I stood there, gazing vacantly, my eyes registered an entire universe of things: wire hangers, torn umbrellas, broken TVs, antennas, vacuum cleaners, plastic bags, tattered clothes, tricycles, flowerpots, bedpans, bamboo blinds, futons… The trash went beyond trash to become works of fantastic, sculptural art. (100)

As in “Blue Summit,” physical spaces have a close relationship with psychic spaces, and the narrator’s meditation on an old woman’s gomi yashiki reveals the disorganization of his own (possibly deranged) mind and the sociological state of a nation that produces and throws away so much physical, cultural, and human garbage.

If I had to describe these stories in one word, it would be “intense.” There’s a bit of navel gazing going on in Fujisan, but it’s never too cumbersome, and the collection’s four stories move quickly and capitalize on topical issues for emotional impact.

If you’re wondering about the publication quality of Amazon’s new translation publisher, AmazonCrossing, it’s actually fairly decent. The front and back covers of the physical version of Fujisan look like printouts of a mid-resolution PDF document, but the inside text is crisp and clear, and the page layout is clean and uncluttered. During the short promotional period when Amazon was offering the book for about as much money as a cup of tea at Starbucks, I also downloaded the digital version of the book from the Kindle store, and it looked great as well.

Several reviewers on Amazon have complained about the translation, but I didn’t mind it so much. There were a few sentences that were awkward (they mostly involved slang), but overall I think Raj Mahtani did a great job conveying the voices of Taguchi’s characters. I have read (and produced) a great deal of clunky awkward translatorese, and I know just how terrible it is, but nothing of the sort appears in Mahtani’s translation of Fujisan. The vast majority of the translated prose in the collection is clear and serviceable. It’s never going to win any literary awards, but Taguchi herself isn’t exactly a “literary” writer; she writes popular fiction, and her writing reads like popular fiction.

In any case, the translated narrative voices of Fujisan are similar to the translated narrative voice of Taguchi’s previously translated work, Outlet, and readers who appreciated the exploration of hidden spaces and raunchiness of Outlet will definitely enjoy Fujisan.

By the way, the author has her own website, which includes an interview translated into English. If you can read Japanese, her blog is also well worth browsing.