Feminism and Final Fantasy (Part Two)

Anyone who has played the first three Final Fantasy games, either on the NES or as reincarnated through their PSP and DS remakes, knows that there isn’t a great deal of character development involved. Male and female characters are more or less interchangeable; the gender of any given character is no more than window dressing for an essentially sexless data animal. Final Fantasy IV, the series’s first installment for the 16-bit Super Nintendo Entertainment System, is considered groundbreaking because it is the first of the games to feature a cast of characters with unique abilities, personalities, and backstories. The game follows the exploits of the dark knight Cecil, who has to (a) come to terms with the fact that he is working for an evil king, (b) overcome the darkness in his heart, (c) gain the holy sword necessary to fight evil, and (d) fly to the moon to defeat his evil brother and the dark force possessing him.

Cecil, who is your party’s fallback melee fighter, is supported by Rosa, one of those selfless white mage types who will do anything for Cecil but is all but useless in battle (at least until she learns the attack spell Holy). Despite all of the transformative and empowering fan work that has sprung up around her over the past twenty years, in the original game, Rosa was really nothing more than the love interest of Cecil and his rival Kain. Your party must repeatedly fight to save her from various conundrums, like fainting in the desert and being kidnapped. Much more interesting than Rosa, who is the proverbial sheath for the hero’s sword, is the summoner character Rydia.

Rydia is a young summoner whose village is unwittingly destroyed by Cecil. Since she has nowhere else to go after the entire race of summoners is killed, she accompanies your party until she is spirited away by a summon creature, Leviathan, to the city of summon creatures deep under the earth. When Cecil ends up traveling underground and finds himself in dire straights, he is rescued by Rydia, who has aged more than ten years while living in a different flow of time. Rydia is a valuable asset to your party, wielding whips that inflict paralysis and various other status ailments, as well as battle-ending summons and black magic so powerful that its use is depicted as killing other mages.

Since Rydia is so useful as a playable character, the player is given a strong incentive to go on several difficult side quests that serve no other purpose than to make her more powerful. The player therefore has something of a first-person investment in her, which is strengthened by her moving backstory. This backstory provides both a juxtaposition and an alternative to Cecil’s own. Both Cecil and Rydia are orphans who were raised to be masters of their respective powers, and both must make a choice regarding whom they will forgive and whom they will protect. Unlike Rosa, the adult Rydia does not need saving, and she is not interested in romantic love. It would seem that she is therefore not an object but rather a subject, a female hero who stands on equal footing with the male hero.

Unfortunately, there is the issue of her costuming. While the two primary male characters, Cecil and Kain, are allowed armor, Rydia is clothed in leggings, oversized arm warmers, a leotard, and high heels. Besides not being very practical for battle, this outfit is highly sexualized. As a result, fanworks from both Japan and America have cast the character as a porn star who is raped by not only Cecil and Kain but also by her summon monsters, a dubious honor that is not shared by Rosa.

This pornographic treatment is not merely a result of Rydia’s sexy costume (or of Rule 34), however. There is also an air of innocence and a whiff of child-in-a-woman’s-body about her that invite male protection and exploitation. While Cecil and Kain are depicted as undergoing emotional trails on the road to character development, Rydia has an almost complete lack of interiority. If the adult Rydia ever faces any doubt over her abilities or conflict over the fact that Cecil killed her entire family, for example, the player doesn’t hear about it. Rydia is magical and mystical and unknown; she is a blank slate in an appealing costume onto which the presumably male player can project his fantasies of exotic and mysterious femininity. Moreover, although Rydia’s magic is undeniably powerful, the game’s strict MP limitations ensure that she is never more than a support character in the vast majority of battles, an unfortunate caveat that also applies to Rosa.

In both the gameplay and narrative aspects of Final Fantasy IV, then, female characters are associated with magic, innate ability, dependence on men, and cheerful self-sacrifice, while male characters are associated with physical power, training and skill, and development toward emotional independence. The player is strongly encouraged to identify with the male characters and their personal struggles. The male is the subject, and the female is the object. The male is known and powerful, and the woman is unknown and mystical. These are popular fantasy tropes, and they are not unique to Final Fantasy IV, whose story is powerful and appealing partially because it makes effective use of these tropes.

Part One
Part Three
Part Four
Part Five

Origins of Modern Japanese Literature

origins-of-modern-japanese-literature

Tile: Origins of Japanese Literature
Japanese Title: 日本近代文学の起源
Author: Karatani Kōjin (柄谷行人)
Translator: Brett De Barry, et al.
Publication Year: 1993 (America); 1980 (Japan)
Pages: 219

Is this book really an academic work? I wonder. If I had to guess, though, I would have to say no. Origins of Japanese Literature belongs to a genre of non-fiction writing called hyōron in Japan. This sort of writing, while focusing on an academic topic, is more of a discussion than a well-researched argument with a thesis. The writer, generally a professor, draws on his or her vast knowledge of a subject in order to discuss it at length, centering on a few key ideas that other, more scrupulous scholars, can be inspired by.

The chapters in a book of the hyōron genre tend to be only loosely tied together thematically, as they were written over the course of several years in the life of the writer for various occasions. One chapter may have been an afterward to a zenshū (“Collected Works”), one may have been a guest lecture, and another may have actually been written as an academic paper. Footnotes and other references are few and far between, although many texts are quoted at length. As a result, reading a book of hyōron is like sitting down with a professor over a cup of tea in his study and listening to him talk about whatever he finds interesting at the moment. If you share the same interests and know enough about the topic to catch the references, it can be quite an enjoyable experience.

Karatani Kōjin is, for the moment, very interested in Japanese modern literature, or the literature of Japan during the Meiji (1868-1912) and Taishō (1912-1926) periods. During the Meiji period especially, Japan underwent the process of modernization at an extraordinarily rapid pace. Along with Western science and technology came modern ideas such as “nation,” “an interior self,” and “literature.” The formation of “literature” is especially interesting to Karatani, because, through literature, we can see the development of so other important elements of modernity.

If Karatani can be said to have a central thesis in this work, it would involve something that he calls “The Discovery of the Landscape,” which is the title of his first chapter. Before the onset of modernization, Japanese artists and poets, such as Buson and Bashō, understood the physical landscape of the natural world to be a reflection of their inner selves, which extended outward indefinitely. In pre-modern literature, for example, there is no distinction made between narration and speech, nor is there any distinction between the voices of different characters. Karatani argues that, during the process of modernization, Japanese artists and writers came to see the physical landscape as something outside of themselves that they could depict objectively and realistically. Other people, in the form of fictional characters, could be treated in the same way. Naturally enough, this discovery of exteriority led to a discovery of interiority, and these two phenomena together worked to create all sorts of modern concepts, such as illness, confession, the child, and literature itself. It’s an interesting argument, even if you don’t happen to agree with it.

For those of you interested in modern Japanese literature, Origins of Japanese Literature reads like a “Greatest Hits” playlist, as Karatani touches on most of the canonical modern authors while delving not so much into their fictional work as into the fragments of literary thought and criticism they left behind. Brett De Barry and her team of translators has done an excellent job of rendering Karatani’s text into polished and enjoyable English, and Ayako Kano in particular has undertaken the grueling task of annotating the text. The translators have helpfully provided a glossary of key figures and movements in the back of the book, and Fredric Jameson has not so helpfully provided an interesting yet characteristically unintelligible foreword at the front.