The End of the Line for the Shinra Corporation

One of the most iconic images of Final Fantasy VII is Cloud standing tall as he faces the dark tower of the Shinra corporate headquarters. Over the meandering course of its expansive story, Final Fantasy VII changes direction and shifts focus, but its story holds fast to the end goal of saving the world from a crisis created by Shinra. Even if there were no interstellar demons or mad scientists, the planet would never have survived were it not for a small group of activists who dared to challenge the most powerful corporation in the world.

Many players may have initially questioned the morals of Barret Wallace, the leader of the ragtag group of guerilla activists calling themselves Avalanche, but Barret’s anger and frustration prove to be justified when Shinra brings an entire section of the suspended concrete city of Midgar down on the slums, just as it had once ruined the towns of Corel and Nibelheim. The Shinra Electric Power Company authors its own demise with its destruction of the environment and the people whose lives depend on the land. It seems therefore natural, and perhaps even validating, when Shinra’s massive office tower becomes the target of an avenging meteor.

But why was the fantasy of saving the world from an evil corporation so powerful and pervasive in Japan, a wealthy country famous for its powerful economy?

This essay situates Final Fantasy VII within the political and cultural context of the 1990s, a decade of economic depression characterized by social malaise in Japan. I will begin by explaining the collusion between Japan’s public and private sectors before sketching an outline of how local groups protested and disrupted corporate destruction of the natural environment. I will then discuss how Avalanche reflects real-world grassroots environmental activism in Japan. I hope to demonstrate that, while Cloud and Aerith become heroes by saving the planet from a magical meteor, Barret and Tifa’s stand against the Shinra Corporation is just as brave and inspiring.

Japan’s postwar economic recovery was admired throughout the world, and the country boasted the second-largest global economy by the 1980s, when it was considered to be a serious threat to American economic hegemony. Japan’s swift economic recovery was facilitated by the coordination of the country’s “iron triangle” of elected officials, career bureaucrats, and large corporations known as keiretsu.

The expression keiretsu designates a “grouping of enterprises,” and it primarily refers to holding companies that oversee a diverse range of business interests. To give an example, the Mitsubishi keiretsu controls holdings ranging from Japan’s largest private bank to automobile manufacturing plants, as well as an electronics company that produces everything from industrial robots to home appliances. The economic activities of keiretsu like Mitsubishi were enabled by bureaucratic subsidies and adjustments to corporate law, which were in turn engineered by politicians, many of whom also served on the board of directors of various keiretsu. Through the coordination of activity between the public and private sectors, Japan’s economy was able to expand at a rate that amazed even the United States.

When Final Fantasy VII was released in 1997, however, Japan was deep into what has become known as “the Lost Decade,” a period of severe economic depression. Like the global financial crisis of 2008, Japan’s Lost Decade was partially the result of the implosion of a real-estate speculation bubble. Essentially, financial companies made investments without the necessary capital to back their speculation. When they defaulted on their loans and went bankrupt, the entire economy spiraled into a tailspin.

Salaried workers lost their jobs, and middle-class families lost their houses and apartments. People working for hourly wages at the bottom of the economic ladder, a demographic that included foreign nationals and the vast majority of the female workforce, fell into even greater financial precarity. Average middle-class company employees who had sacrificed their personal lives while working long hours could do nothing but watch as their savings evaporate and their investments become worthless.

The fall of the mighty keiretsu resulted in deep cultural tremors. Along with the widespread social unrest that unseated Japan’s long-reigning Liberal Democratic Party, there was an intellectual pushback against the economic philosophy now known as neoliberalism, which refers to a return to nineteenth-century “liberal” policies that hold that the market functions best when unregulated. Not only had the unregulated activities of the keiretsu ultimately resulted in economic collapse and social instability, but the incestuous relationship between the national government, local bureaucracies, and corporate interests was also responsible for unnecessary and absurd incidents of environmental destruction.

The radical activist group Avalanche is representative of growing public support for ecological movements in Japan during the 1990s as coverage of horrific cases of industrial pollution began to appear in the media. Japan ultimately took a leadership position in various protocols of the United Nations to reduce greenhouse gas emissions and slow global climate change, but these top-down initiatives would never have been possible without the ongoing grassroots activism of local groups like Avalanche.

The 1960s saw the rise of Japanese environmental activism. Environmentalism was tied to other prominent activist movements of the decade, such as protests against American military conflicts in East Asia and demands to end institutional discrimination against women and ethnic minorities. In 1970, the Japanese Diet passed a number of laws regulating industrial pollution, thus ending the discharge of dangerous chemicals such as mercury and arsenic into rivers and ocean harbors.

Because of the Iron Triangle collusion driving Japan’s rapid economic growth, the bureaucratic systems in charge of enforcing environmental regulations worked with elected officials, many of whom had close ties to keiretsu with holdings in construction and real estate. The former environmental threat of pollution from mines and factories was therefore replaced by the threat of land development as municipally owned forests, riverbanks, and other uninhabited areas were sold to private business interests and cleared in order to build apartment complexes and shopping centers.

Essentially, the government facilitated the sale of public land to corporations, which destroyed natural environments for short-term economic gain. In Japan, the “economic bubble” years of the 1980s are notorious for absurd development projects in remote areas that included malls, museums, and amusement parks that have since closed and been abandoned. Contracting companies with ties to politicians and bureaucrats also received government funding to build unused bridges and tunnels in the countryside while needlessly coating mountainsides and shorelines with concrete reinforcement.

Widespread popular protest movements had become rare by the early 1980s. Nevertheless, local citizen’s groups once again banded together to take action against environmental destruction during the early 1990s. Along with raising public awareness, these groups pooled their resources to file lawsuits against corporations and buy land under consideration for development. A few high-profile cases, such as acclaimed director Hayao Miyazaki’s ongoing efforts to conserve a forest in Saitama, have been celebrated by the international news media, but most of these activist groups were treated as nuisances, as their activities intentionally disrupted corporate development.

Barret Wallace is very much a representative of the “disruptive” guerilla activism that characterized Japan’s local environmental movements during the 1980s and 1990s. Barret saw his hometown of Corel exploited and abandoned, and he has firsthand experience of the emptiness of Shinra’s promises to create a better future. Barret initially supported Shinra’s plans to build a reactor on Mt. Corel, as the town’s mining economy had fallen into a gradual decline as a result of the spread of mako energy. At the slightest hint of trouble, however, Shinra burned Corel and converted it into a prison. Barret therefore understands from firsthand experience that it’s not possible to peacefully disagree with Shinra, as the corporation is essentially the government, legal system, and military.

Tifa, whose hometown of Nibelheim was destroyed by Shinra in order to protect its assets, also understands that Shinra cannot be resisted using conventional means. Unlike Barret, who is interested in combating a corrupt system, Tifa seems to be more concerned with nurturing personal relationships and protecting her community. Barret and Tifa’s goals are not in opposition, however. “Protecting the planet” is a lofty ambition, but environmental activism in Japan is grounded in the efforts of local communities attempting to deal with the effects of industrial pollution and overdevelopment in specific areas. Activist groups have often formed around small community meeting spaces like Tifa’s Seventh Heaven bar, especially as public spaces have become increasingly corporate owned.

In the Final Fantasy VII Remake, Avalanche is a large paramilitary organization with multiple branches; but, in the original release, Avalanche is exactly what Japanese environmental activist groups are like in real life – small, local, underfunded, and dependent on community support and grassroots communication networks. Midgar may have been partially based on New York City, but the spray-painted slogans and paper billets that appear both above and below the city’s plate reflect the real-life edginess of Japanese activism, where graffiti in public places is rare and extremely eye-catching. This style of grassroots outreach occurred online as well. It’s easy to imagine Jessie, the tech guru of Avalanche, making the sort of clunky but charmingly hand-assembled website associated with Japanese activist groups.

This DIY style of environmental activism isn’t about the countercultural aesthetic of “punk” or “street,” nor is it mystical or intellectual, like the scientists in Cosmo Canyon who sit around the fire and gaze at the stars while pondering the nature of the universe. Rather, the people involved in activist groups are often older, with jobs and families and strong ties to the community. Disenfranchised but politically active people like Barret and local business owners like Tifa understand from personal experience that you can’t fight Shinra with academic monographs or polite editorials. Direct action is necessary, even if it’s uncomfortable and disruptive.

When Cloud returns to himself after falling into the Lifestream, Barret and Tifa encourage him to continue their quest to protect the planet. Whether it’s standing up to the destructive excesses of a large corporation or preventing the fall of a magical meteor, the actions taken to ensure the survival of humanity are important and necessary, even if the cause may seem hopeless. As Barret says, “You gotta understand that there ain’t no gettin’ of this train we’re on, till we get to the end of the line.” Midgar, Corel, and Nibelheim may be fictional, but human suffering caused by environmental destruction is real. Final Fantasy VII therefore functions as a form of modern storytelling that enables the children of the 1990s to understand why conglomerates like the Shinra Corporation failed while serving as a model demonstrating just how heroic it is to protect the planet.

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Selected References

Journalist and translator Matt Alt possesses an encyclopedic knowledge of Japanese popular culture, and his book Pure Invention: How Japan Made the Modern World (2020, Crown) discusses the Lost Decade and its influence on various aspects of media from the 1990s.

Simon Avenell’s Transnational Japan in the Global Environmental Movement (2018, University of Hawai’i Press) features an overview of postwar environmental activism and discusses its reemergence in the 1990s as local groups protested environmental degradation due to corporate development.

Alexander Brown’s Anti-Nuclear Protest in Post-Fukushima Tokyo (2018, Routledge) provides a solid background on contemporary environmental activism in Japan and demonstrates how the ethos of local citizen’s movements has carried over to the present day.

Rachael Hutchinson’s Japanese Culture Through Videogames (2019, Routledge) serves as an excellent model for how to discuss the “Japaneseness” of JRPGs and includes an insightful and meticulously researched chapter on Final Fantasy VII.

Matt Leone’s 500 Years Later: An Oral History of Final Fantasy VII (2018, Read-Only Memory), which is based on a lengthy Polygon article of the same name, contains a fascinating account of Squaresoft before the studio became a giant, Shinra-esque corporate media conglomerate.

Anna Lowenhaupt Tsing’s The Mushroom at the End of the World: On the Possibility of Life in Capitalist Ruins (2015, Princeton University Press) details a few case studies of local citizen’s groups around Kyoto banding together to purchase forests threatened with development.

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This essay is my contribution to Return to the Planet, a fanzine celebrating the original 1997 release of Final Fantasy VII. The zine is free to download and filled with stunning artwork, moving fiction, and insightful meta essays. You can check out the zine on its website (here) and preview the contributors’ work on Twitter (here).

500 Years Later: An Oral History of Final Fantasy VII

Editor: Matt Leone
Book Design: Rachel Dalton
Publication Year: 2018
Press: Read-Only Memory
Pages: 240

500 Years Later: An Oral History of Final Fantasy VII is a book-length collection of interviews with the game developers and staff members who worked on the original release of Final Fantasy VII in 1997. These interviews originally appeared on the website Polygon and can be accessed (here). Despite an ingenious bookmarking system, the piece is extraordinarily long, which is one of the many reasons why the book publication project received an enthusiastic level of support on Kickstarter.

Another explanation for the project’s success has to do with the canonical status of Final Fantasy VII, as well as the curiosity of many longtime fans. The insights that 500 Years Later provides concerning the creative process behind the game are indeed interesting. To give an example, I learned that the city of Midgar was originally modeled on New York, not Tokyo. Barret was originally named “Joe,” and he was the first character the development team created. Cloud, who was supposed to be Barret’s sidekick, was the second.

I was especially intrigued by a short interview with Tetsuya Nomura, who says that he gave the protagonist the name Cloud, “as in overcast gray clouds, because he was a slightly depressed, moody character.” Nomura adds that he wanted to make Cloud “a more human, weak character with flaws,” and that he was never intended to be a symbol of heroism. When the creators of Final Fantasy VII talk about their ideas and process, you can almost hear the enthusiasm in their voice.

Unfortunately, the majority of 500 Years Later is corporate gossip. Many of the interviewed staff members hint at issues that they never fully explain. For example, why were there so many errors in the original English translation? Because the circumstances were bad. How were they “bad,” exactly? No one will say. In addition, there are a lot of contradictions, as well as people vaguely suggesting that perhaps someone is misremembering something.

There’s also a lot of discussion concerning why the Honolulu studio that produced the Spirits Within movie failed, but no one will come out and say what they mean. The closest anyone gets is Alexander Smith, who laments that there were significant tax breaks offered by the state of Hawai’i that Square wasn’t interested taking advantage of. Apparently, the studio could have saved millions of dollars by signing an agreement saying that they would employ local Hawai’ians, but they refused to do the paperwork even though they could have easily hired local people as property maintenance staff.

Many of the Japanese staff aren’t willing to step on anyone’s toes, while the members of the American and European staff have moved on during the past twenty years and don’t really remember the specifics of what they were doing in 1997. I wish 500 Years Later were more “tell us about these characters and the world you helped create” and less “tell us how you feel about your bosses and coworkers from twenty years ago.” The small flashes of insight on the creative development of Final Fantasy VII are lovely, but they’re few and far between.

In terms of formatting and layout, the book is very stylish, but there are a distressing number of pages in which magenta text is printed against a slightly lighter magenta background. If you don’t read these pages in direct sunlight, they’re almost illegible. The staff bios at the back of the book are printed in tiny pink font, and I didn’t even try to read them. Hot pink magenta isn’t a color I associate with Final Fantasy VII, so I’m not sure what’s going there.

Aside from this relatively minor issue, the book design, text layout, and illustrations of 500 Years Later are all phenomenal. The interviews are edited and structured in a way that makes them easy to read, as well as surprisingly entertaining. Despite my lack of interest in the oral history of Square Enix as a corporation, I genuinely enjoyed the interviews with its current and former staff, and the physical edition of 500 Years Later is a treasure. If you’re interested, you can order a copy of the book from the publisher’s website (here).

Feminism and Final Fantasy (Part Three)

It can be argued that all of the characters in Final Fantasy VII are amalgamations of popular character tropes. One of the most important and popular characters from the game, Aeris, comes dangerously close to many of the various tropes identified with a Mary Sue. For example, the short paragraph of text in the game’s manual describes her as “mysteriously beautiful,” she has an exotic name, she has an usual and dramatic back story, she’s exceptionally talented in a wide variety of areas and possesses rare powers, she is the last of her race, all of game’s characters (even the markedly antisocial ones) adore her, she is brave, cheerful, and incorruptible, she is too pure for this earth and sacrifices herself to save everyone, and her only flaws, innocence and naivety, are far from damning. I am not trying to suggest that Aeris in fact is a Mary Sue character, or even that Mary Sue characters are necessarily a bad thing. What I am trying to suggest is that the character receives a very sympathetic portrayal and occasionally seems to good to be true.

No matter how close Aeris comes to a Mary Sue, she can never be a true Sue, as she is neither a writer nor a reader stand-in. That particular role belongs to Cloud, a confused and lonely young man who just happens to have a bigger sword than anyone else. It’s difficult not to sympathize with Cloud as he wins countless battles, runs up endless flights of stairs, snowboards, rides a huge motorcycle, cross-dresses, discovers his forgotten past, wins his revenge from the psychopath who torched his hometown, and is praised and admired by almost everyone in the game’s cast. At his core, though, Cloud is emotionally vulnerable and just needs someone to comfort and understand him.

That someone, for the first half of the game, is Aeris. Unless the player is armed with a cheat sheet of responses to in-game dialog, Final Fantasy VII sets Aeris up to be Cloud’s love interest. Aeris’s many attractive qualities serve to make her mid-game death more dramatically effective, of course, but they also serve to make her a more desirable partner for the player-protagonist. In this sense, then, she is what I might call a male-generated Mary Sue. She is not everything that the player wants to be, but everything that the player wants to be with. In other words, she is a perfect romantic partner, someone who is strong and kind and beautiful but still unconditionally attracted to the dorky male hero. Is the strength of such a female character truly empowering when it only serves to bolster the ego and libido of the player-protagonist?

Actually, quite a few female gamers have declared that yes, it is empowering. Over-rated though it may or may not be, Final Fantasy VII brought an extraordinary number of new players to the franchise with the richness and depth of its storytelling, world building, and gameplay. Many of these new players were female. As I mentioned earlier, although we can now say that it’s misleading to think of the majority of video game players as male, that stereotype wasn’t so far from the truth in 1997, the year that Final Fantasy VII was released during the early years of the Playstation gaming console. Female players were attracted to the game both by the burgeoning mainstream popularity of gaming and by the presence of female characters who were more than guns and boobs on a remote-controlled stick. Many female gamers in my generation grew up with Aeris and Tifa, and we saw these characters as much more than Cloud’s love interests – we saw them as real people, with real personalities. We also saw them as role models in a way that would have been difficult with the extremely limited dialog of earlier characters like Rydia.

Aeris may have been too good to be true, but she had thousands of lines of dialog that at least made her seem real to the player. Moreover, her dialog was not merely ego-reinforcement for the player-protagonist. Aeris kept secrets, and she had her own set of motivations that never became entirely clear until after her death. The character knew things that she did not share with the player-protagonist, and she expressed emotions that were not directly related to the player-protagonist or to the development of the game’s story. In other words, she had interiority.

Final Fantasy VII also passes the Bechdel Test in that Aeris is friends with Tifa, and the pair on multiple occasions talks about things other than Cloud. Tifa is herself an interesting character. Although her character design is all legs and chest, and although her fighting style seems tailor-made to show off her tight shirt and short shirt (witness her victory pose at the end of every successful battle), she has much more dialog than Aeris, and she is arguably a much darker character.

After the Shinra power company destroys her village and covers up the operation, she moves to the city of the company’s global headquarters, where she opens a bar that will serve as a base for a terrorist resistance movement. Throughout the game she is conscious of the human cost of terrorist activity, as well as the consequences of shutting down the world’s major source of electrical power. She must also navigate the guilt she feels at having bullied Cloud as a child, the confusion she feels regarding his amnesia surrounding their shared past, and the jealousy that she begins to feel toward Aeris. Yes, Tifa’s huge boobs are on constant display, and yes, the camera looks up her skirt when Cloud saves her from falling at the end of the game, but a new generation of female players were able to see past this and sympathize with Tifa as a complex character. Although there are countless fan works depicting the seduction and rape of both Tifa and Aeris, there are arguably many more that explore the aspirations and anxieties of the characters outside of sexual or romantic relationships.

Female players therefore brought with them a female gaze. This gaze not only transformed female characters from objects to subjects, but it also turned an objectifying lens on the male characters. These new female fans took advantage of the fledgling world wide web to form communities with other fans with whom they could discuss topics such as whether Cloud’s nemesis Sephiroth was even more attractive than Cloud. The international character of the internet also exposed Western fans to the work (and particularly the artwork) of Japanese fans, and soon Cloud was no longer in a romantic relationship with Aeris or Tifa but rather intimately involved with the evil military leader Sephiroth. For a generation of female fans too young for Star Trek, then, Final Fantasy VII was a gateway into alternative readings of popular texts. To give it due credit, the game has a story and cast of characters deep enough to actively encourage the female gaze that helped to make the game so popular. Although the vagaries of corporate marketing decisions are beyond me, I can only assume that Square quickly connected the unprecedented success of Final Fantasy VII to its popularity with gamers of both genders, since each successive game in the franchise has featured stronger and more developed female characters – as well as a colorful sprinkling of homoerotic tension between male characters.

Part One
Part Two
Part Four
Part Five