A Small Charred Face

Title: A Small Charred Face
Japanese Title: ほんとうの花を見せにきた (Hontō no hana o mise ni kita)
Author: Kazuki Sakuraba (桜庭 一樹)
Translator: Jocelyn Allen
Publication Year: 2014 (Japan); 2017 (United States)
Publisher: Haikasoru
Pages: 239

A Small Charred Face is a collection of three interconnected stories about vampires and the humans who love them. These vampires sleep during the day, fly by night, feed on human blood, can’t see their reflections, and never age during their 120-year lifespan. They also smell like grass and burst into bloom at the end of their lives, and they are called Bamboo. Their laws forbid them from befriending humans, but sometimes an outsider, alone and destitute on the margins of society, manages to catch the attention and the heart of a Bamboo.

The first and longest story, which frames the other two stories in the book, is “A Small Charred Face.” The story begins with horrific violence, with the narrator, a boy named Kyo, trying to escape a criminal organization that has just raped and killed his mother and sister. A Bamboo appears, hoping to feed on the bodies, but it ends up rescuing Kyo instead. The Bamboo, a young man named Mustah, takes him home to a seaside cottage where he lives with his partner Yoji. Kyo, who has grown up in wealth and privilege, is forced to adapt to life in the impoverished community, and Mushtah and Yoji convince him to disguise himself as a girl so that the people who killed his family won’t find him. Growing up as a girl in a household with two vampire fathers in a neighborhood ravaged by economic inequality, Kyo actually manages to enjoy a relatively normal childhood, but problems arise when a period of adolescent rebellion brings him to the attention of other Bamboo, who will not tolerate their existence becoming known to humans.

The second story (and the title story of the original Japanese publication), “I Came to Show You Real Flowers,” follows Marika, a female Bamboo from “A Small Charred Face,” several decades after her life intersects with Kyo’s story. Marika was transformed into a Bamboo when she was a teenager, so her mind and body remain those of a young woman. Marika adopts a human girl named Momo who has nowhere else to go, and together the two of them enact revenge on the men who prey on the weak and defenseless, which Momo luring them into a secluded spot so that Marika can swoop down, break their necks, and eat them. As Momo grows older, however, she begins to grow weary of being constantly on the run and surrounded by violence.

The third story, “You Will Go to the Land of the Future,” is the origin story of Ruirui, who will go on to lead a group of Bamboo immigrants from China to Japan. This story is narrated from the perspective of Ruirui’s older sister, the fifth child of the Bamboo royal family. This nameless young woman describes how the Bamboo are respected and revered in the small and isolated rural community that surrounds their castle in the mountains, and how the princes and princesses are carefully brought up according to Confucian tradition. All of this changes with the Cultural Revolution, however, which brings outsiders to the village and spreads distrust among the villagers. Anyone who deviates from the narrow ideology of the Communist Party must be struck down for the good of the people, so even the seemingly invincible Bamboo find themselves is terrible danger.

Kazuki Sakuraba began her career by writing light novels; and, although A Small Charred Face contains scenes of graphic violence and sexual assault, it still feels like young adult fiction in many ways. The narrators are children (or have the minds of children), and their worldview is correspondingly myopic. Although the third story occurs during the Cultural Revolution, it’s difficult to ascertain when the first two stories are set. They might be set in the present, or in the near future, or at the end of the twenty-first century. Technology is never mentioned, nor are any events that would have led to the circumstances under which Kyo and Marika lost their families. What is “the Organization” that goes around murdering and raping women and children, and why doesn’t anyone have a cellphone? Is the story set in an alternate universe in which Japan descended into chaos at some point during the twentieth century; and, if so, what happened? Unfortunately, the narrators are not interested in anything other than their own teenage emotional drama, so they don’t even hint at the state of the society outside of their own circle of acquaintances. Meanwhile, they simply take it for granted that the people around them are routinely raped and murdered as a matter of course. The stories also decline to explore the nature and culture of the Bamboo, and there’s only a bare minimum of worldbuilding and trope exploration.

As frustrating as these limitations may be, I think they’re fair. The reader can only speculate about what happened to Japan in this fictional universe, but the Cultural Revolution was very real, and there’s no reason a fourteen-year-old who survived something like that would be able to understand the larger geopolitical currents that resulted in everyone around them being suddenly being dragged out into the street and killed. Perhaps it’s not so farfetched to think that something like this could happen in Japan – or that it could happen anywhere, for that matter.

What A Small Charred Face does – and what it does very well – is to allow the reader to share the experience of living on the absolute margins of society as an outsider. The vampires in these stories are a metaphor for difference, of course, but this metaphor is far from abstract. The Bamboo are openly in same-sex relationships, and they are openly immigrants, openly working awful night-shift jobs, and openly in economically precarious positions. Mustah is Brazilian, Yoji is Chinese, and Ruirui is a political refugee. Although these characters live in hand-to-mouth circumstances, none of them threatens Japanese society. On the contrary, they provide the love, hope, and comfort that Japanese society is not able to offer to its own children. Yes, the Bamboo are literal vampires who feed on the blood of humans, but the majority of them obtain the blood they need by working in healthcare-related industries, especially those that force people to work awful hours and don’t pay well. Given Japan’s aging population and the severity of its healthcare crisis, I don’t think this is a coincidence.

I’m not generally a fan of young adult fiction, especially when it intersects the genre of supernatural romance, and I was not expecting to be as deeply moved by A Small Charred Face as I was. Sakuraba stages a trenchant social critique within the dystopian environment she has created for her vampires, but her characters are beautifully realized and full of heart. Their flaws are relatable, their kindness is believable, and their unhappy endings are a consequence of the profound injustices of our own world. If you believe in the transformative potential of young adult novels like The Hunger Games and Divergent, then I cannot recommend A Small Charred Face highly enough. And if you love monsters and see their difference as a reflection of your own, please rest assured that the gay romance in these stories is treated with sensitivity, as are feminist politics and gender fluidity.

Apparitions

Title: Apparitions: Ghosts of Old Edo
Author: Miyuki Miyabe (宮部 みゆき)
Translator: Daniel Huddleston
Publication Year: 2000 (Japan); 2013 (United States)
Publisher: Haikasoru
Pages: 265

Apparitions: Ghosts of Old Edo is a collection of nine supernatural stories set in the Edo period (1603-1868), a historical era of relative peace that preceded Japan’s modernization. The author, Miyuki Miyabe, is known outside of Japan for her fantasy and suspense novels, but she also writes historical fiction informed by her love of the city of Tokyo.

Apparitions is a difficult book to break into, especially for someone who doesn’t have a great deal of background knowledge about Japan. Although the six-page thematic introductory essay by Masao Higashi situates Miyabe’s historical fiction within the tradition of Western horror, each of the stories in this collection is thoroughly suffused with what might be termed Japanese cultural odor. While this is far from a bad thing, the jumble of geographic and personal names that Miyabe employs to add color to her stories won’t carry the same narrative weight for most readers of this translation as it would for someone more familiar with the cultural and historical context she references.

The opening story, “A Drowsing Dream of Shinjū,” provides a good example of how these references work to create a sense of atmosphere – or, for many readers, may simply be strange and confusing. After the end of the Kyōhō era, in the fourth year of Bunka, a boy named Ginji is “sent off to work at a cotton wholesaler called the Daikoku’ya, in Tōri Setomono-chō” by an older man at the Mannen’ya, an employment agency “located in Ōdenma-chō Block 1” that places apprentices in the wholesale businesses “that dotted the way from Ōdenma-chō and the surrounding area on through Muromachi, Takara-chō, Suruga-chō, and Nihonbashitōri-chō” (18). Miyabe uses the names of these emperor reigns, businesses, and neighborhoods as a shorthand to create a sense of time and place. Unfortunately for those of us not already well versed in Edo-period historical fiction, this type of highly specific allusion is largely unaccompanied by any sort of explanation. As a result, to someone who isn’t a specialist in the Edo period, the stories in Apparitions can seem rather dry.

Even the broader cultural allusions that Miyabe uses to add flavor to her stories are only mentioned in passing without any sort of elaboration. To return to “A Drowsing Dream of Shinjū,” the premise of the story is that the fourteen-year-old protagonist Ginji is employed by Tōichirō, the son of the prosperous cotton wholesale business Daikoku’ya, to run errands, some of which involve carrying messages to Tōichirō’s various girlfriends. Meanwhile, the 21-year-old Tōichirō wants his family’s business to start selling tea towels printed with monogatari moyō, or scenes from literary romances such as The Tale of Genji. His father tells him that this is a bad idea, as such items have come to be associated with real-world cases of shinjū, or double suicide, in which several pairs of lovers tied their hands together with these towels so that they would have a greater likelihood of drowning when they jumped into a river.

One thing leads to another, and when Tōichirō gets married he moves his mistress O-Haru to the neighborhood of Ōshima-mura, which “was on the other side of the Ōkawa River, on past Fukagawa” (34). On being sent to O-haru’s villa one afternoon, Ginji arrives to find it empty, and as he dozes off in the foyer he dreams that he sees the lifeless bodies of Tōichirō and O-haru deeper inside the house, their wrists bound with a monogatari moyō tea towel.

To anyone familiar with Japanese drama, “A Drowsing Dream of Shinjū” is redolent of numerous other stories involving the ghosts of star-crossed lovers appearing in forgotten and out-of-the-way places. It’s precisely because Miyabe is confident in her reader’s familiarity with such ghost stories in the Noh, Bunraku, and Kabuki theatrical traditions, however, that she doesn’t go out of her way to deepen the eerie atmosphere by means of other literary devices. Perhaps a Western equivalent of this might be naming a character Horatio and thereby expecting the reader to associate him with chilly Scandinavian sea winds and dead princes without otherwise supplying the character with any personality traits. Unfortunately, Miybe’s allusions may pass entirely over the heads of unfamiliar readers.

Although two or three of the stories in Apparitions are strong enough to stand on their own, the book isn’t so much a collection of accounts of individual people and the ghosts they leave behind as it is a cumulatively growing narrative about the city of Edo itself. If the reader can tough out an initial sense of disorientation, however, the geography of the city and the character of its people gradually begin to take shape with each successive story.

That being said, the strongest pieces in the collection need no contextualization. In my favorite story, “The Oni in the Autumn Rain,” an older woman speaks to a younger woman and offers sound and canny advice that transcends time and place. Moreover, the cleverness of the surprise ending to the story, in which it is revealed that the circumstances of this conversation are not what they seemed, needs no cultural background knowledge to be appreciated.

I use another of the more accessible stories in the collection, “Cage of Shadows,” as one of the readings in my “Tokyo Stories in Japanese Fiction” seminar. “Cage of Shadows” serves as an excellent starting point for a discussion of Edo period fiction, as it evokes the themes and tone of popular stories from the eighteenth century while still employing conventions relating to psychologically astute characterization and linear plot progression that contemporary readers have come to take for granted. As an added bonus, the imagery of the story is deliciously grotesque, and the way it ends is downright creepy.

Overall, it’s difficult to recommend Apparitions to a casual thrill seeker; but, for a patient reader, allowing the stories enough time to build a gradual atmosphere of strangeness at the margins of human activity is akin to watching twilight deepen into darkness as an evening fog rises from the ground. Many readers may find themselves lost in the maze of foreign words and names; but, if you’re interested in Japanese ghost stories and looking for a nice collection of original and historically grounded horror fiction with lovely Gothic undertones, then Miyuki Miyabe has summoned a delightfully eerie group of ghosts.

Dendera

Title: Dendera
Japanese Title: デンデラ (Dendera)
Author: Satō Yūya (佐藤 友哉)
Translators: Nathan A. Collins and Edwin Hawkes
Publication Year: 2015 (America); 2009 (Japan)
Publisher: Haikasoru
Pages: 360

Dendera is not an easy book to read. Although the cover copy describes the story as being set in “a utopian community” of old women, this is no tale of feminist empowerment. Rather, every page practically bleeds with suffering and human misery, and the only salvation for any of the characters lies in death.

In the Village, there is a strictly enforced rule that everyone must Climb the Mountain when they reach the age of seventy. Men and women who reach this age are carried on the back of their oldest child, who leaves them in the wilderness so that they may ascend to Paradise. That time has come for Kayu Saitoh, and she is ready – all she wants is to lie down and rest. As the snow falls around her on the Mountain, she embraces the sensation of her body becoming cold, knowing that when she sleeps, she will not wake in this world.

Right before she passes out, however, Kayu Saitoh is rescued and taken to Dendera, a settlement formed on the Mountain by all the women who were abandoned by their families and left to die of exposure. Dendera is little more than a collection of flimsy huts, but the community of fifty women has supported itself for more than three decades. These women don’t want to die, and so they rescue each other, eking out a meager living from the harsh environment.

The leader of Dendera is a woman named Mei Mitsuya, who founded the settlement because, as she says herself, “I had no intention of dying.” Mei Mitsuya hates the Village, but simply staying alive is not revenge enough for her. Her ultimate goal is therefore to accumulate enough resources to attack and destroy the Village. This is easier said than done, however, as life is not easy on the Mountain, especially for a small group of older women. They barely have enough to eat, and it is only by monitoring the community’s food supply that Mei Mitsuya is able to maintain her control over the other women.

Kayu Saitoh, who is resents being robbed of the opportunity to die a “pure” death, feels no gratitude toward Mei Mitsuya or any feeling of investment in Dendera. This sense of detachment allows her to see the power dynamics of the community, especially the tension between the “hawks,” which is what Mei Mitsuya’s faction calls itself, and the minority group of “doves,” who seem to want nothing more than for the village to prosper. This conflict is subtle, however, as the main concern of the Dendera inhabitants is feeding themselves. After all, no one has much energy to spare for anything besides hunting, scavenging, and rudimentary farming, not to mention the care of those too senescent to care for themselves.

Unfortunately, the old women aren’t the only ones going hungry, as this particular winter has been especially fierce. A large bear who has established her territory on the Mountain is starving, as is her cub. She eventually becomes desperate enough at attack the human settlement, which throws the tiny society into complete disarray. As Kayu Saitoh watches everything fall apart around her, she begins to catch glimpses of Dendera’s dark secrets. The bear is a terrible enemy, but this creature is far from the most frightening threat besieging the community.

If you want to read about old women being evil to each other in a wilderness setting, Dendera is your book. I found myself fascinated by this story, especially when it became clear that there was a deeper mystery underlying the basic struggle for survival. I appreciate just how unapologetically mean and selfish each of the women is, and this darkness of characterization served to render their rare moments of kindness and cooperation shine all the brighter. I also enjoyed the interludes of narration from the bear’s perspective, which don’t attempt to attribute her with human characteristics but still engender a strong sense of sympathy for her own struggle to survive.

Although the story isn’t set in any particular time or place, it might be possible to read Dendera as an allegory for the precarity faced by a rising number of older people in Japan, especially in the context of the plethora of (relatively) recent news media stories about people who fall out of touch with their families and effectively “disappear” only to then be found in their houses or apartments weeks after they die. That being said, the story has a certain quality of timelessness that allows it to function as a study of human character that transcends any specific social or historical context. I could easily recommend this book to anyone who enjoys highbrow horror fiction, regardless of whether they know or care anything about Japan.

Dendera is gritty and compelling human drama. The story takes a number of interesting turns before moving in a surprising direction as it builds up to an ending that is magnificently transcendent. The unrelenting unpleasantness of its subject matter may not be to everyone’s taste; but, if your stomach is strong enough, Dendera is a thoroughly satisfying novel.

Asura Girl

Ashura Girl

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

You know who you are.

10 Billion Days & 100 Billion Nights

10 Billion Days & 100 Billion Nights

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

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

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

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

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

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

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

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

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

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

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

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

…and…

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

Just roll with it, okay?

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

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

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

All You Need Is Kill

All You Need Is Kill

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

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

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

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

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

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

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

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

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

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

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

Preach it, sisters.

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

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

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

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

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

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

The Lord of the Sands of Time

Title: The Lord of the Sands of Time
Japanese Title: 時砂の王 (Tokisuna no Ō)
Author: Ogawa Issui (小川一水)
Translator: Jim Hubbert
Publication Year: 2009 (United States); 2007 (Japan)
Publisher: Haikasoru
Pages: 196

Sometimes you get to the end of a book and wonder what just happened.

The Lord of the Sands of Time was like that for me.

Allow me to spoil the ending:

The weakness of the aliens attacking the earth is salt water.

There is also time travel involved. Androids with highly advanced artificial intelligence are sent back in time to fight seemingly mindless mechanical extraterrestrials who for some reason are bent on wiping out the human race, and it takes the best among the androids several sweeps of human history to figure out that sea water kills the aliens.

I’ll be the first to admit that premise of the novel is kind of silly, but it’s still an engrossing tale of adventure across alternate histories.

The Lord of the Sands of Time is about Orville, an android who was created on Triton, one of the last outposts of human civilization in the year 2598. Orville is one of many Messengers, who were engineered with the purpose of going back in time and saving the humanity from destruction at the metallic tentacles of an alien force from beyond the solar system, which is collectively referred to as ET.

The novel begins in Japan in the year 248, a destination at which Orville has arrived after many timestreams of trial and error. With the cooperation of Himiko, the ruler of the Kingdom of Wa, Orville tries once again to rally the human race against the ET, but the situation is dire. The ET have already overwhelmed the Asian mainland, and many of Orville’s Messenger comrades have fallen over the course of their long journey. Even worse, the ET are also capable of time travel; and, unlike the Messengers, they have the capacity to attack from space.

Every alternate chapter tells a segment of Orville’s backstory. The Messengers first came to Earth in the twenty-second century, but humanity was too busy bickering with itself to launch an effective resistance against the ET. After failing to rescue humanity in that timestream, the Messengers try again, transporting themselves to the eve of the second World War. Once again, however, humanity is too busy bickering with itself to fight the ET. The Messengers thus try again, and again, and again, their numbers decreasing as the ET use their own version of time travel to thwart them.

Although it first appears that the humans of Himiko’s timestream will also fall victim to internecine warfare and thus prove incapable of marshaling a united front against the ET, Himiko is strong willed and politically savvy enough to keep the peoples of the Japanese archipelago from killing themselves long enough to realize the full extent of the threat the ET pose. Even though Orville lends Himiko his superhuman strength and knowledge of technological advances, the outcome of this timestream seems bleak as well, and the fight will be a close one.

For the first half of the novel, tension builds steadily as Himiko deals with political machinations and Orville comes into his own as a character. The descriptions of Japan in the late Yayoi period are just as fascinating as the descriptions of the doomed yet utopian society on Triton, and Himiko’s growth as a ruler is just as compelling as Orville’s blooming love affair with Sayaka, a human woman in the Triton Defense Force, as he learns about what he is trying to protect.

Unfortunately, things begin to fall apart in the last quarter of the novel. As the narrative rushes toward its conclusion, world building and character development are neglected in favor of battle scenes. In the midst of this fighting, Orville trips and falls into bed with Himiko. This is not quite as epic as it could be. In two short paragraphs, Orville tells Himiko about Sayaka, Himiko calls Orville by his first name, Orville cries, and Himiko hugs him. There’s a page break, and then the narrative is back to talk of fighting and armies.

“From that night on, Miyo [Himiko’s personal name] and Orville shared the same bed” is about the extent of the romance between them, but Himiko undergoes a startling personality shift after she begins sleeping with Orville. She becomes a background character in her own story and spends most of her time panicked and helpless. The following “newsflash,” which has been making the rounds on Tumblr recently, states:

If a strong, independent female character falls in love, it does not automatically mean that she has lost her values or that she’s become less strong and independent, and does not necessarily change her story into an anti-feminist one. The idea that all women should fall in love and get married IS sexist, but a woman actually falling in love and getting married of her own free will is NOT sexist. Thank you and good day.

Sometimes, however, a female protagonist will fall love with a male protagonist and suddenly cease to be a protagonist at all, and that’s what happens in The Lord of the Sands of Time. Himiko is barely even fully conscious throughout the final quarter of the novel, and Orville is too busy kicking ass and taking names off camera to have any real input in the story. With the two main characters out of the picture, the novel gears up for its big reveals – what the motive of the ET is, how time travel works and doesn’t work, how the ET will be defeated – but these big reveals are rushed don’t really make any sense. The weakness of the aliens is water, the power of love plays a role in this discovery, and the aliens don’t have any real motive for attacking the earth. The time travel mechanics are especially disappointing. To be fair, time travel never makes sense, but it’s as if the author got around all the problems implicit in time travel by simply pretending that they don’t exist.

The last sixty pages of The Lord of the Sands of Time thus pass by in a flurry of tropes and battle scenes that might have worked better if they were filmed instead of written. In the novel’s defense, though, the buildup to these last sixty pages is strong enough to carry the reader all the way to the end. Sure, the love story between Orville and Himiko/Miyo never goes anywhere, and sure, this flaccid non-relationship diverts the narrative focus away from the relationships between Orville and the other Messengers (which are infinitely more interesting), but the reader is still curious to see how it all ends (and don’t worry, I didn’t spoil everything).

The Lord of the Sands of Time is not high art or epic romance, but it’s a fun novel, especially if you have a soft spot for science fiction. Jim Hubbert’s translation doesn’t call attention to itself and allows Ogawa’s prose to flow quickly and seamlessly. (In fact, I’m so impressed by the eighties American sci-fi feel of Hubbert’s translation that I’ve already ordered a copy of his other translation for Haikasoru, Hayashi Jyōji’s The Ouroboros Wave.) As much as I make fun of science fiction tropes, I can’t get enough of them, and The Lord of the Sands of Time fully satisfied my holiday craving for a sci-fi novel of manageable length to chill out with over a relaxed weekend.

Loups-Garous

Title: Loups-Garous
Japanese Title: ルー=ガルー (Rū=Garū)
Author: Kyōgoku Natsuhiko (京極 夏彦)
Translator: Anne Ishii
Year Published: 2010 (America); 2001 (Japan)
Publisher: Haikasoru
Pages: 450

Spoiler: There are no actual werewolves in this book.

The real shape-shifter is Loups-Garous itself, which wears multiple skins. The novel is a murder mystery and a sci-fi suspense thriller. It is a police procedural, a cyberpunk dystopia, and a high school drama. It can also be read as a series of philosophical musings on technology, authority, and human nature.

Loups-Garous is set in the not-too-distant future (the 2030s are referred to as if they were the 1990s) of Japan, in which many of the laws and social conventions concerning food, housing, education, communication, and privacy are no longer what they once were. For example, although minors are assigned guardians who may or may not be their parents, they are apparently not required to cohabitate with these adults. Furthermore, children learn from computer modules instead of from teachers, and their only physical contact with other people is through periodically scheduled meetings with selected peer groups and guidance counselors. The younger generation has gradually come to interact with the world almost exclusively through computerized devices called “moniters,” which range in size from wristband models to screens the size of bedroom walls. Cities are divided into carefully controlled zones, all food is artificial, and the movements and consumption patterns of every individual are recorded through omnipresent video cameras maintained in both public and private spaces by the corporation that controls the country.

Despite the fact that this micro-management of individual lives is supposed to keep people safe, a series of connected murders has broken out in an otherwise peaceful residential district. A possibly related set of school absences draws three high school girls, Hazuki, Mio, and Ayumi, to meet together in person. Meanwhile, the girls’ guidance counselor, Shizue, is pulled into a police investigation of several students who may be either suspects or victims. As Hazuki and Shizue are pulled deeper into the circumstances surrounding the murders, the grimy foundations of their seemingly utopian society are revealed, as is a major government conspiracy.

The cyberpunk gothic noir setup of Loups-Garous attracted me to the novel and kept me reading, but I will admit that I ultimately did not enjoy the experience. None of the plot devices are particularly original, the themes are spread too thin, and the pacing is uneven. Long passages of exposition and dialog are broken by fights and chase scenes in a way that seems random and frenetic, and the last fifty pages of the novel read like the two minutes of downhill careen that follow a very long and very slow slog up the first hill of a roller coaster ride. Furthermore, the big surprises at the end, such as the identity of the killer, have almost no foreshadowing. To give an example, there’s a giant mecha at the end of the novel. It comes out of nowhere. The lack of suspenseful buildup leading to its appearance is so total that mentioning it doesn’t even feel like a spoiler.

I also found the main characters infuriating. I understand that these characters, who have grown up in a world in which there is very little interpersonal interaction, are supposed to be socially maladjusted, but that doesn’t make their antisocial awkwardness any easier to read. To bring up a topical analogy, Sherlock Holmes is interesting (and bearable) as a character because he is juxtaposed against foils such as John Watson and Inspector Lestrade. These foils don’t just help to demonstrate what is so unique and fascinating about Holmes; they also serve to drive the story forward by providing a means to address the more commonplace concerns that exist for a reader who lives in a world governed more by social and accidental systems of cause and effect than by pure logic. A story with two Sherlocks and no Watson wouldn’t be nearly as readable. Loups-Garous has five Sherlocks and no Watson, and it’s painful to watch these characters bicker with each other endlessly. Besides being socially maladjusted, each of them is idiosyncratic in her own way (“I’m a genius, so I don’t have a sense of aesthetics.”), and the weird gaps in their knowledge of the world mean that each of them will often say things that can come off as inane to the reader (“You think you can actually eat animals? That’s stupid.”).

Speaking of the characters’ knowledge of their world, the author’s construction of the novel’s setting felt uneven to me. Specifically, the story is supposed to be set in a time in which people who were adults in the twentieth century still hold active positions of power, yet the main characters act completely ignorant of the history, economic systems, and technologies that existed before their own lifetimes (even though the reader is left to assume that such information is freely and easily available, such as in the form of entertainment media). For example, when the self-proclaimed genius Mio explains the concept of a “telephone” to Hazuki, Hazuki is completely flabbergasted over the fact that such a thing could ever exist, and Mio herself admits that she doesn’t know what language the word “telephone” comes from. There is thus a deep contradiction in the novel’s construction of its setting (which is either super-futuristic or not really futuristic at all) that prevents the reader from really understanding the novel’s worldview or becoming absorbed in its atmosphere.

Finally, perhaps partially as a result of the awkwardness of the characters and setting, the long philosophical passages that fill the novel are written in a style that is somewhat confusing. For example, a chain of logic might be set up like this:

“It goes without saying that scissors are good for cutting paper. Similarly, the best accounting software can’t make music. Computers are nothing more than calculators. It’s a system built to do the math necessary to accomplish a task. If humans were able to do several calculations at once there’d be no need for computers. No matter how grand the calculation, nothing but cutlery can cut paper.”

Or a theme of the novel might be expressed in a meaningless repetition of chichés and platitudes:

“The adults don’t know anything.” Don’t they? It wasn’t just the adults. Kids wouldn’t know anything about other people either. No one wanted to know and no one wanted to be known. So no one knew anything about anyone else. They weren’t bothered by not knowing. They weren’t bothered by not being known. Moreover… They actually hated being known.

Unfortunately, Loups-Garous is filled with many such pseudo-philosophical soliloquies, which detract from what little plot, character development, and world building the novel is able to offer.

In the end, I feel that Loups-Garous is a waste of a good premise that could have been vastly improved with either more judicious editing of the original text or more creative license on the part of the translator. I hate to bash anything published by Haikasoru, a press that has almost consistently put out quality material, but Loups-Garous weighs in towards the lower end of the publisher’s catalog (along with Mardock Scramble, another title that, like Loups-Garous, has an animated adaptation).

If you’re interested in the dystopian sci-fi premise of the novel, you might be better off watching either Fractale (streaming on Hulu) or No.6 (streaming on Crunchyroll), two anime that share similar themes but are much more intelligent and stylish in their execution of these themes. Also, while I was reading Loups-Garous, I kept wishing that I was reading Margaret Atwood’s Oryx and Crake instead. The story and premise of Oryx and Crake are similar to those of Loups-Garous, but the readability and literary flair of Atwood’s novel are much higher. Even though I didn’t like this novel, Kyōgoku Natsuhiko is a very interesting writer, and I definitely recommend his Summer of the Ubume. With so much other excellent reading and viewing material, why would you want to waste time on Loups-Garous? The novel wears many skins, but it doesn’t wear any one of them particularly well.

Ico: Castle in the Mist

Title: Ico: Castle in the Mist
Japanese Title: イコ:霧の城 (Iko: Kiri no shiro)
Author: Miyabe Miyuki (宮部 みゆき)
Translator: Alexander O. Smith
Publication Year: 2011 (America); 2004 (Japan)
Publisher: Haikasoru
Pages: 400

When people complain about sexism in video games, they’re not complaining just to start a fight or to prove that they’re on the right side of the social justice movement. The sexism in many games is not only unnecessary but also detracts from the player’s enjoyment of the game. For example, when I played the original Tomb Raider game for the Playstation, I remember being frustrated at Lara’s inability to navigate certain terrain and thinking this wouldn’t be a problem if she were wearing pants. A better example might be Metroid: Other M, in which your female player-character (a veteran soldier who has already saved the world multiple times) can’t use even the most insignificant of her abilities until given permission to do so by her male commanding officer in a gameplay paradigm that has to be one of the most frustrating I have ever encountered. This sort of sexism is dangerous precisely because it is so frustrating. Instead of hating the (male) developers who imposed such ridiculous limitations on the female protagonist, the player’s frustration at these limitations instead causes him to hate the female protagonist herself.

It is for this reason that I despise Ico: Castle in the Mist, a short puzzle platformer released for the Playstation 2 in 2004 that was received with almost universal acclaim. In this game, you are Ico, a boy with mysterious horns who is mysteriously dumped in a mysterious castle in which he mysteriously encounters a mysterious young woman named Yorda. As Ico, your job is to find your way out of the castle while simultaneously rescuing Yorda. Considering that Yorda (a) has lived in the castle for a very long time and (b) is magic, this shouldn’t be too difficult of a feat. Unfortunately, Yorda also (c) either can’t or won’t communicate with Ico and (d) is almost entirely passive. Ico quite literally must lug Yorda around like an inarticulate sack of meat, and the main challenge of the game is not for Ico to navigate his way through the castle but rather for Ico to bully and cajole Yorda over and around obstacles while she remains both vulnerable and inscrutable. If the player, as Ico, wanders off on his own for a moment, Yorda is besieged by shadow monsters that she will not attempt to ward off or escape in any way. Ico is a truly beautiful game that creates a hauntingly atmospheric experience through its graphics, music, and gameplay, but it is difficult to make it through the game’s roughly eight hour playtime without hurling obscenities at Yorda for being so useless. Sexism is thus built into the gameplay mechanics, and I remember thinking that Ico would have been a lot more fun if Yorda had actually done something instead of passively allowing herself to be rescued by a younger male hero.

When I heard that the novelization of Ico would be released in North America, I was really excited. I thought that Miyabe Miyuki, who writes about awesome female detectives and manages to create a strong yet believable female protagonist in The Book of Heroes, would be able to do something interesting with Yorda, or at least to make her more of a subject than an object. Thankfully, she succeeds – at least to an extent.

Like the game on which it’s based, Miyabe’s novelization is the story of Ico, a thirteen-year-old boy with horns who is exiled from his village and dumped at the Castle in the Mist by a group of soldiers. In the otherwise empty castle Ico finds Yorda, who is suspended in a hanging cage covered by thorns. Ico wakes Yorda and then extracts her from her cage, resolving to rescue her from her imprisonment in the castle. Yorda doesn’t speak Ico’s language and in any case doesn’t seem particularly interested in communicating with him, but her touch can open certain magical doors through which Ico needs to pass. Furthermore, Ico’s body is filled with light and energy whenever he holds Yorda’s hand, so he quickly develops an attachment to her.

As Ico and Yorda progress through the castle, Ico begins to see Yorda’s memories of her life before the castle was reduced to its current state. Through these memories, it becomes clear that Yorda’s mother, the queen of the castle, is the “daughter” of the Dark God. In ages past, Yorda’s mother used her power to keep outsiders away from her kingdom, mainly by turning them into stone. She also kept her own people within her country’s borders by means of an enchantment that kept their hearts and minds peaceful. Convinced that other nations coveted the beauty, wealth, and material prosperity of her kingdom, Yorda’s mother would hold a tournament every three years to bring the world’s mightiest warriors into her castle to compete for glory. The winner of these tournaments would teach the latest military technology to her soldiers – and then secretly be turned to stone. The tournament of Yorda’s sixteenth year brought a horned warrior, a servant of the Light God, to the tournament, and his interactions with Yorda led the kingdom to its current state of timeless abandonment. Ico’s job is thus to unravel the mysteries of the past in order to ascertain how to defeat the queen once and for all, after which he will presumably be able to escape with Yorda in tow.

Miyabe’s novel is divided into four parts. The first part details Ico’s life before he was taken to the castle and thereby provides information concerning the greater world in which the story takes place. The second part describes Ico’s adventures in the castle before Yorda begins communicating with him through her memories. The third part tells the history of the castle from Yorda’s perspective, and the fourth part follows Ico through his final confrontation with the evil queen. As Miyabe jokes in her introduction, her novelization isn’t meant to be a walkthrough for the game, and the first and third sections are almost entirely her own invention. Miyabe adds layers of depth to game’s characters and creates a handful of her own characters, who manage to be interesting and engaging despite only being onstage for small portions of the novel. Miyabe also renders the ending of the story slightly less ambiguous.

This is all well and good, but how does a puzzle platforming game translate into prose? Mainly, I suppose, in the way one might expect, though descriptive passages:

The thought put Ico at ease. Maybe if we can get down to those doors, we can get outside. The only problem was, there didn’t seem to be any way to get from the top of the bridge on the second floor down to the floor of the great hall. What stairs he could see went up to the ceiling, not down to the floor below, forming a sort of catwalk that seemed without purpose.

Besides such descriptions of setting, there is also a great deal of running, jumping, climbing, flailing at shadow monsters with a stick, and holding Yorda’s hand.

If the reader can successfully visualize what Miyabe is describing, then her descriptive passages, which form the bulk of the two sections from Ico’s perspective, create a sense of adventure and awe. If the reader is too engrossed in figuring out the mysteries of the castle to slow down and mentally picture the landscape Miyabe is describing, then these passages can come off as clunky and annoying. My sympathies tend to lie with the latter reader, especially if that reader has never played the game; trying to describe the visual aesthetics of the Castle in the Mist is like trying to describe an Escher painting. The game Ico is all about the atmosphere created by its visual and auditory elements, and a purely textual medium will never be able to capture that atmosphere, no matter how hard it tries.

What text can do, and what text can do well, is characterization, and it seems to me that the lion’s share of the game’s atmosphere is conveyed in the novel by Ico’s perceptions of and interactions with Yorda. Just as the castle is architecturally majestic and full of mysteries, Yorda is physically beautiful and conceals secrets upon secrets beneath her silent exterior. For example:

Ico glanced at her. She did not look sad or even frightened. Nor did she smile or seem engaged with the world around her at all. Though she was right next to him, and he could look directly into her face, he felt like she was standing on the other side of a veil.

Here’s another example:

The girl turned to him and to his surprise, she smiled faintly. She’s beautiful. He thought her smile looked like a flower in full bloom, swaying gently in a forest breeze, sending its petals out to drift on the wind. He could almost smell the flower’s perfume on her breath.

Here’s yet another example:

Filled with hope, Ico looked into Yorda’s eyes. He felt like he was looking into an hourglass, trying to pick through the grains of truth buried there long ago. He hadn’t found anything yet, but the warmth of Yorda’s hands in his told him that he was getting close.

Yorda is thus delicate and mysterious, and her main function as a character is to reflect the emotions Ico projects onto her. Because this novel is a work of young adult fiction, Ico is exceptionally pure of heart, and – perhaps as a result – Yorda is as well. What Ico is about, at its core, is the bravery of two children challenging the old, the impure, and the monstrous. For me, the main problem with Ico and Yorda is that, although purity of heart is inspiring, it is also somewhat boring. The evil queen is far more interesting. At a certain point I stopped caring about Ico and his youthful hope and good intentions and started waiting for the next appearance of the queen, who is the only halfway intelligent and rational character in the entire novel.

For example, unlike Ico’s caretakers, who tell him nothing, the queen respects her daughter enough to explain to her what she is doing and her motivation for doing it. The queen’s explanations are always pragmatic and hint at a lifetime of experience. The following passage, for example, is how the queen justifies to Yorda why the two of them never leave the castle:

“Beauty is a high and noble thing. Thus are men enchanted by it and seek it out. But those who desire you also desire our lands. I must keep you hidden so that you do not entice or enchant them – because, my dearest, while your beauty holds the power to command the actions of a few men, it does not bestow the ability to govern.

“It is the same for me. The land I govern is the most wealthy and beautiful of all the lands that divide this vast continent. They crave it, as they crave me. From their slavering jaws and their multifarious schemes have I escaped many times. All to protect myself and my beautiful domain, blessed by the Creator. You, who were born into the world as the lone daughter of the queen, have noble blood and noble beauty, thus must you bear my burdens.”

Judging from what happens in the rest of the novel (which I will not spoil), and judging from the way that Ico, his horned ancestor, and everyone in between has treated Yorda and her mother, the queen is not incorrect. Unfortunately, because the queen is a sexually mature and politically powerful older woman, she is EVIL and therefore cannot be reasoned with or redeemed but must be DEFEATED. The final battle between the queen and Ico is somewhat disappointing, as the queen is made to lay aside her primary weapons – her intelligence and wit – in order to fight boss-battle style with attacks that are easily deflected in a room filled with obstacles that deflect them.

The moral of the story seems to be that inarticulate yet delicately beautiful and innocent younger women are good (for men) and that brilliant and powerful mature women are EVIL (to men).

At least, that is the moral of the second and fourth sections of the novel, which are told from Ico’s perspective and closely follow the plot of the video game. The first and third sections are much more interesting and open-ended. The first section is, in my option, a superlatively excellent example of fantasy world building that establishes setting, mythology, history, and worldview through its characters instead of in spite of them. The third section, which is told from Yorda’s perspective, is an almost archetypal story of innocence awakening to experience as Yorda begins to question and investigate the world around while realizing the consequences of her own actions on the lives of others. By the end of the third section, Yorda has become a powerful queen in her own right…

…before we switch back to Ico’s perspective, in which Yorda is a helpless and naive young girl once more. Although this is jarring, it is also necessary. The game Ico is so deeply sexist that, in order for Miyabe to subvert this misogyny, she would have to abandon her goal of novelization. If Yorda were an active agent and not a passive victim, the events leading up to the final battle and the battle itself would not be possible. Good must triumph over evil in a decisive showdown; and, as everyone who has ever played a video game knows, such a task is the man’s job. This is why I complain about I sexism. Not only is it frustrating and unnecessary; it also tends to diminish from the overall quality of the work in which it appears.

Despite all this, Ico is a fun read. Miyabe is a good writer, and Smith has produced an excellent translation (as always). The plot and character conventions are fairly characteristic of mainstream young adult fiction, and I can imagine that younger readers would really enjoy this book, which is exactly the right length and complexity for the 7-12 demographic. It goes without saying that fans of the game will love the novelization, which does its very best to convey everything that was fun and intriguing about the original work. Fans of video games in general might also enjoy the book, which is an interesting experiment in adaptation. As for adult readers who are looking for archetypes represented in a deep and multilayered fantasy, however, I think there are much better books to spend an afternoon reading.

The Book of Heroes

Title: The Book of Heroes
Japanese Title: 英雄の書 (Eiyū no sho)
Author: Miyabe Miyuki (宮部 みゆき)
Translator: Alexander O. Smith
Publication Year: 2010 (America); 2009 (Japan)
Publisher: Haikasoru
Pages: 352

Before the earthquake hit Japan, I was drafting a review of Miyabe Miyuki’s Brave Story. I was going to say something along the lines of that, while many male-centered epic novels (like Wizard’s First Rule) are sex fantasies supported by the bare-bones scaffolding of fantasy tropes, Brave Story is not like that at all. I was also going to say something to the effect that Miyabe does realism much better than she does fantasy, at least in Brave Story, where the “Frodo in the Shire” (or “Wataru in a suburb of Tokyo”) segment is much more interesting than the actual adventures in the fantasy world of Vision. And then I was going to conclude that the book did not need to be eight hundred pages long, and that Miyabe could have used some serious editing, since the reader does not need to know what every character is thinking at any given time.

But then I thought, why write a review of a promising book that turned out to be dishearteningly mediocre? Life is short, and there is more to the world than picking apart the idiosyncrasies of genre fiction. One of the great things about fantasy literature is that, when done correctly, it can inspire courage, and hope, and bravery. And since everyone following the events in Japan could probably use a “brave story” right now (I know I could), I am instead going to review Miyabe’s much shorter (and, in my opinion, much better) fantasy novel The Book of Heroes.

The Book of Heroes is about Yuriko, whose older brother Hiroki snapped under pressure, knifed a classmate, and then disappeared. In the fallout of the incident, Yuriko’s family has been suffering from media overexposure, while Yuriko herself has had to drop out of middle school because of bullying. In the midst of this chaos, there has been no sign of Hiroki. Worried about her older brother, Yuriko ventures into Hiroki’s room and is approached by a talking book named Aju, who drops a few cryptic hints concerning Hiroki’s whereabouts. These hints lead her to her reclusive uncle’s cabin in the mountains, which is filled with rare books, many of whom can also talk.

These books tell Yuriko that her brother has become a Summoner, a being who can channel the evil King in Yellow, who sows discord wherever he goes. The King in Yellow is not an easy threat to quell, as he is one half of the Hero, the archetype who inspires brave and great deeds. To prevent her brother, who believes himself to be the Hero, from summoning the King in Yellow, Yuriko must become an allcaste, an adventurer with the ability to travel between worlds. Yuriko learns that all worlds (including her own), are created from fictions, and so she must travel through and into books in order to chase down Hiroki.

Yuriko’s journey begins in the third chapter (about eighty pages into novel), when she is transported to The Nameless Land, a kind of land beyond time where monk-like “nameless devouts” spin the wheels that cycle stories throughout the many worlds. This might sound as if The Book of Heroes is wading waist-deep through a meta-textual philosophical sludge, but the novel’s self-reflexive fantasy is actually quite fascinating. Miyabe’s descriptions of both modern Tokyo, The Nameless Land, and the fantasy book world that Yuriko enters are beautiful and striking. There is a sense of wonder in the storytelling, but also an appropriate sense of urgency. The odds that Yuriko faces are overwhelming, but she is accompanied by the book Aju, who temporarily takes the form of a mouse, a older male guardian and guide called Ash, and a nameless devout whom Yuriko names Sky. Each of these three supporting characters has his own story to tell, and each of them is as interesting and important as Yuriko, who really comes into her own as a protagonist over the course of the book.

As she grows stronger, Yuriko learns that her power does not come without a price, and the answers to her many questions are difficult and painful. The novel’s ending is bittersweet yet satisfying, and the endgame revelations are heartbreaking yet thought-provoking. Thankfully, the story is compelling enough to keep the reader feverishly flipping pages all the way through. Honestly, if you are in need of a break from current events that you can come back from refreshed and re-energized, The Book of Heroes is an excellent story to immerse yourself in. It’s got the same sort of quiet yet driving mystery and the same sort of exploration of fantasy with real-world implications as the anime series Haibane Renmei or Lev Grossman’s novel The Magicians. I cannot give it higher praise than that, although I should mention that Haikasoru has done a beautiful job publishing the book, and Alexander O. Smith’s translation is beyond excellent (as it was in Brave Story).

If you’re reading this alongside articles of the death and destruction in Japan and find my review of a fantasy novel trifling and tasteless, then I will hang my head, apologize, and humbly suggest Murakami Haruki’s short story “The Seventh Man,” which is published in the Blind Willow, Sleeping Woman collection but immediately available in several “unofficial” translations through a quick search on Google. “The Seventh Man” is about a memory of a tsunami, and its primary themes are terror, helplessness, and guilt – which I suppose is the other side of the “brave story” of disaster survival offered by The Book of Heroes.

Regarding the situation in Japan, I think Matt Alt makes an excellent point when he says, Don’t Panic. The best coverage of the quake and its aftermath from a personal level that I have read thus far has been on the blog Adventures in Gradland (which is a fantastic read even when its author isn’t being the most sane and level-headed person to post about what must be a terrifying series of experiences). This post over at The Lobster Dance contains a list of links for more reliable news sources, as well as information on charities (the word on the street is that Second Harvest seems to be doing the right work, right now). The art historian over at A Man with Tea has taken this opportunity to reflect on what might be lost in Japan, as well as why we need to keep calm and carry on. Finally, Daniella Orihuela-Gruber has issued an appeal for donations over at All About Manga, which is accompanied by a plan to make a difference. As for me, all I can do is cheer my friends and the people of Japan on from a distance. You guys are amazing, and you can survive anything!