Sword Art Online: Aincrad

Sword Art Online: Aincrad

Title: Sword Art Online: Aincrad
Japanese Title: ソードアート・オンライン: アインクラッド
(Sōdo Āto Onrain: Ainkuraddo)
Author: Kawahara Reki (川原 礫)
Translator: Stephen Paul
Illustrations: abec
Publication Year: 2014 (America); 2009 (Japan)
Publisher: Yen Press
Pages: 248

Before I begin this review, I feel I should admit that I only made it through five episodes of the Sword Art Online animated series. The show involves an inordinate amount of yelling and boob grabbing, and watching it gave me a headache. Despite the fact that I am quickly becoming an old woman who has lost her patience with screaming teenagers and fan service, the show was fairly popular in both Japan, where more than 35,000 DVDs have been sold (in a market in which few titles break the ten thousand mark), and in America, where it was hailed as one of the smartest shows to come out in 2012. The Sword Art Online anime is based on a light novel series, which achieved bestseller status in the year the anime was televised. Sword Art Online: Aincrad is a translation of the first novel in the series, which is currently on its fourteenth volume.

Sword Art Online: Aincrad takes place in the fantasy world of Aincrad, an enormous castle with one hundred floors that serves as the setting of an immersive virtual reality MMORPG game called Sword Art Online (SAO). Released in 2022, SAO is the first game of its kind in that players are able to fully enter the virtual world through special hardware called NerveGear, which intercepts all brain activity and leaves the player’s physical body in a dormant state. As might be imagined, the game completely sells out on the day of its release.

As the new players orient themselves on the first floor of Aincrad, however, they receive a nasty surprise. Kayaba Akihiko, the game’s executive producer and head programmer, appears in the sky above the Town of Beginnings and announces that players will not be able to log out of the game until the final boss monster on the top floor of Aincrad is defeated. If someone from outside the game attempts to remove or unplug a player’s NerveGear helmet, the player will die. Even more troubling, if a player dies in the game, his NerveGear will send an electric shock to his brain that will result in death. It is thus in the best interests of the roughly ten thousand players trapped within Aincrad to master SAO and beat the game as quickly as possible. Unfortunately, it’s not easy to progress through the game, especially since its high stakes discourage risk taking, and the players have already been in Aincrad for two years when the main story begins.

The novel is narrated from the perspective of a teenager named Kirigaya Kazuto, who goes by the name Kirito in SAO. Kirito was one of the game’s one thousand beta players and, although he was only fourteen years old when he first entered Aincrad, he is already a veteran gamer. He is thus quite adept at the game mechanics and has managed to develop an ability called “Extra Skill Dual Blades,” which is unique to him as a player. Although Kirito wants to be able to return to the real world, he declines to work with the player guilds that have sprung up as collaborative efforts to progress through the game, instead fighting and gaining experience on his own. He gradually warms to a slightly older teenager named Yūki Asuna, who serves as a sub-leader of the Knights of the Blood guild and is popularly known as “Asuna the Flash” because of her high speed statistic. The trust and friendship between Kirito and Asuna gradually deepens over the first half of the novel, which is ultimately less sci-fi suspense or action adventure than it is a fantasy-themed love story.

Although there is plenty of action in Sword Art Online: Aincrad, world building is neglected in favor of establishing a romantic relationship between Kirito and Asuna. The reader is told that Algade, the city on the 50th floor of Aincrad, is reminiscent of Akihabara, and that Collinia, the city on the 75th floor, looks like ancient Roman city, but that’s about all there is in the way of description. What, specifically, does it mean that these cities “look like” other places – what are their styles of architecture, how are their streets laid out, do they any public monuments? How big are these cities? How big is each floor of the castle beyond the cities? What sort of trees and other plants grow on each floor? Are there pets or other domesticated animals? What sort of monsters do the players fight? What do the dungeons look like? We know the players can eat in the game, but what do they eat? We know there are healing potions, but what do they taste like? When magical crystals are used as items, what does it feel like? Can the players smell things? Can they feel temperature and humidity? Are certain textures pixelated or repetitive, and if so do the players notice? The reader is provided with few details that might serve to make the world of the novel more (or less) real.

Some visual detail is provided by eight color illustrations at the beginning of the book and ten black-and-white illustrations interspersed unevenly throughout the chapters, but these illustrations have a strong emphasis on character design. The illustrator abec, whose special skill seems to be depicting the springy softness of braless breasts through school uniforms (the link to his blog is not work safe, by the way), seems to be especially enamored of Asuna, who gets a full two illustrations in nothing but her underwear, one of which is overlaid with text in which she asks Kirito/the reader not to look at her. Even without such illustrations, the novel feels more than a bit like an extended romantic fantasy for straight adolescent males. It goes out of its way to objectify Asuna, devoting an undue amount of text on when and how many times and under what circumstances its male protagonist is able to hook up with her. Although Asuna is supposed to be an exceptionally skilled player, her strength and abilities are only shown in relation to male characters, such as when she fights beside or cooks for Kirito. As Asuna is the only female character in the novel, Sword Art Online: Aincrad doesn’t even make it past the first portion of the Bechdel test (there are other female players in the game, but Kirito is not interested in them, stating simply that they’re unattractive and thus unworthy of attention).

Aside from its casual sexism, the narrative emphasis on Kirito’s pursuit of Asuna results in missed opportunities with other male characters as well. For example, the least utilized but perhaps most interesting character in the novel is Heathcliff, the leader of the Knights of the Blood. Why is this older man playing the game (which is something I wanted to know more about even after learning his real-life identity), and why does he act as he does? Where does his strength of character come from, and how does he honestly feel about the deaths of the players under his command? What are his motivations, and what is he escaping from in the world outside the game? Who is caring for his physical body? Unfortunately, all such questions are ignored in favor of Heathcliff acting as a vaguely defined father figure who prevents Kirito’s immediate access to Asuna.

Another potentially interesting male character is Kuradeel, a member of the Knights of the Blood who is eventually revealed to be a former member of a guild called Laughing Coffin, whose members specialize in killing other players. I am always interested in PvP (player versus player) mechanics in MMORPGs, and I’m doubly interested in what rationale might lie behind PvP conflicts in a game that can easily result in real-world death. About two-thirds of the way through the book Kuradeel snaps and allows the reader a fleeting glimpse into the depths exposed by his ebbing sanity, which would be an excellent chance to explore the negative psychological effects that would doubtlessly be engendered by the situation in which the players find themselves. But alas, Kuradeel’s role in the story is merely to act as a barrier to Asuna, and the section in which he traps Kirito and then delivers his limited exposition is only fourteen pages long. The male characters who don’t come between Kirito and Asuna, such as Kirito’s friend Klein and the shopkeeper Agil, have few speaking parts and no backstory at all.

My favorite part of Sword Art Online: Aincrad is a quiet twenty-page segment towards the end of the book that serves as a bridge into the power metal chorus of the finale. After Kirito and Asuna finally get together, they run away from the whole business of dungeons and guild politics to go on a honeymoon of sorts to the 22nd floor of Aincrad, a sparsely populated wilderness distinguished by its lakes. Between bouts of dialog that feels lifted from shōjo manga targeted at the elementary school crowd, the lovers encounter a middle-aged man named Nishida, a technician employed by Tohto Broadband, the network management company responsible for the internet access lines leading to SAO’s servers. While testing the game’s connections on its launch day, Nishida was trapped along with the players, and now he spends his time fishing. By chatting with Nishida, Kirito and Asuna are able to reflect on what their time in SAO has meant to them and why exactly they still want to leave. These conversations are also the only point in the novel at which the reader is able to pick up hints concerning what the lives of players not directly involved in Kirito’s personal drama might be like. This is as close as Sword Art Online: Aincrad gets to addressing what could have been its most interesting theme, namely, whether there is any quantifiable difference between lived experience in the real world and lived experience in a virtual world. As a sixteen-year-old boy and reader stand-in character, however, Kirito is not the least bit concerned with such matters, and the novel quickly makes an awkward leap back into fighting and yelling territory.

Although I can’t make any judgments about the anime, I can say with relative certainty that the first volume of the Sword Art Online novel series is little more than an extended romantic fantasy for straight adolescent males. In other words, if you’re a straight adolescent male and you want the girl of your dreams to fall in madly love with you because of how awesome you are at level grinding, then this book was written for you. Enjoy yourself!

If you are not in the target demographic for the series, however, you might want to give the novel a pass. Although I am given to understand that more female characters are introduced as the series progresses, there is also a fair amount of damseling. In the second volume, for example, Asuna is apparently stripped of her powers, kidnapped by a male villain, and threatened with sexualized violence in order to provide Kirito with renewed narrative impetus. That sort of ridiculous bullshit aside, however, Sword Art Online: Aincrad is a fairly entertaining read that draws the reader in with a well-blended mixture of sci-fi and fantasy elements and a compelling series of crises. Chapters are short, about ten pages on average, and the translation is smooth and meets the high standard of quality one would expect from the team at Yen Press. Whether the admittedly enjoyable “lightness” of this light novel can counterbalance the nagging sexism is up to the individual reader, however.

A good distaff counterpart to the “virtual world romance” scenario presented in Sword Art Online: Aincrad is Vivian Vande Velde’s 2002 Heir Apparent. In this short young adult novel, a teenage girl finds herself trapped in a virtual reality game with strong RPG elements, which she must escape through her own cunning and the help of the handsome teenage game developer. Since the game resets every time its player-character dies, the reader is also able to enjoy a type of The Edge of Tomorrow scenario, only with fewer explosions and sexy pushups and more political maneuvering and backstabbing. Deadly Pink, Velde’s 2012 follow-up to Heir Apparent, focuses on the love between sisters instead of romance and manages to be smart and funny while treading carefully around some surprisingly dark themes. While much of the intended appeal of Sword Art Online: Aincrad may not be of interest outside of the novel’s target demographic, I can wholeheartedly recommend Heir Apparent and Deadly Pink to any reader interested in young adult fiction and themes relating to the pleasures and perils of virtual worlds.

Sailor Moon and Femininity

It would be many years before I would understand that femininity, the practice of femininity, and the fetishization of femininity degrades all women. That femininity is not a “choice” when the alternative is derision, ridicule, workplace sanctions, or ostracization. That femininity is a set of degrading behaviors that communicates one’s level of commitment to male authority and women’s oppression. That femininity is coerced appeasement, regardless of how successfully it is now marketed to young women as feminism.

So says Jill Twisty at her blog I Blame the Patriarchy.

I agree with her. So much has been written on this topic that I don’t need to be convinced that such a statement is true.

But… What if there were no men?

Or what if men existed, but simply weren’t that important? What if we didn’t live in a patriarchy? What if we didn’t live in a world where men are assumed to be the standard normative subjects and the ultimate bearers of political, legal, social, economic, religious, and sexual power? What if “femininity” didn’t need to be defined according to its deviations from “masculinity” (which connotes maturity, power, authority, and rationality), and what if “femininity” weren’t something to be performed for a presumed audience of men (and women who wield a male gaze)? Would femininity still be perceived as a submission to oppressive phallocentric interests?

These questions form the core of why the manga Sailor Moon is so fascinating to me. A story about women, created by a woman, edited by a woman, written for a popular female audience, and enthusiastically embraced by an adult female fandom, Sailor Moon is an example of a homosocial female space in which women can talk about women and femininity without having to worry about what men are thinking.

Because the early volumes of the series are about young girls – and beautiful young girls (bishōjo) at that – their reception has not always been feminist-positive, however. For example, in his monograph Beautiful Fighting Girl, psychologist and cultural theorist Saitō Tamaki discusses the anime version of Sailor Moon as a prime example of why the “beautiful girl” trope appeals so much to men. In America, cinema scholar Susan Napier and anthropologist Anne Allison both take issue with the series, finding it a stale mash-up of tropes characteristic of the mahō shōjo (magical girl) genre as it has existed since the mid-seventies. Both scholars also view the anime series in particular as catering to a male audience eager for sexual titillation. Napier, for instance, finds the Sailor Scouts “lacking in psychological depth,” while Allison finds it troubling that the “girl heroes tend to strip down in the course of empowerment, becoming more, rather than less, identified by their flesh,” a trademark visual feature of Sailor Moon that “feeds and is fed by a general trend in Japan toward the infantilization of sex objects.”

Unfortunately, these evaluations do not take into account the female fans of the series, who seem to be less interested in the sexual aspects of the short-skirted female warriors and more eager to identify with the empowered femininity they represent. These fans are also willing to tolerate the weak characterization in the opening volumes of the series in order to enjoy the opportunities presented later in the story for the female heroes to develop their individual talents, personalities, and bonds with each other. In Sailor Moon, the female heroes begin as girls, but they gradually mature into capable and competent young women who must shoulder great responsibility and make difficult choices, usually without the support or interference of men.

To celebrate the recent North American release of a new translation of the Sailor Moon manga, an eighteen-year-old blogger on LiveJournal wrote of the series that:

[Sailor Moon] is a world where femininity is not something to be ashamed of, it’s the source of POWER. The girls don’t use their pretty clothes and jewels and compacts as playthings to impress men – these things are all weapons against evil, and powerful ones. They declare themSELVES pretty, needing approval from no one. Our hero possesses all the typical “chick” attributes – emotional, tearful, forgiving, loving, nurturing – and she uses these attributes to triumph and kick ass. She burns monsters alive with the purity of her love, sends out supersonic waves that shake the villains down when she bursts into tears, and her friendship and forgiveness is the most effective superpower one could ask for. The “girly” emotions and affectations are not something to be ashamed of or suppressed, but the source of the power these girls wield. They don’t have to imitate guy heroes at all or act “masculine” to be taken seriously – girliness is just as powerful.

Although someone like Saitō might see Sailor Moon as nothing more than a smorgasbord of tropes that can be endlessly combined and recombined to suit any male fetish, and although prominent critics such as Napier and Allison echo his reading, female readers find something entirely different in the series: they see a group of young women who fight not for the approval of a father or a boyfriend (or a male reader), but rather to achieve their own goals and ambitions. Moreover, they learn that being female isn’t something to be ashamed of; and, according to later developments in the series, neither is homosexuality or a transgendered identity.

Far from regurgitating the tropes of the magical girl genre, Sailor Moon creator Takeuchi Naoko overturned the conventions of both shōjo romance for girls and bishōjo fantasy for boys. Furthermore, the female fans of Sailor Moon aren’t invested in the series merely in order to lose themselves in fantasy (and spin-off merchandise), but rather because they find that the series empowers them to combat real-world problems directly related to the assumption that young women and the femininity associated with them exist only to please men. The fantasy created by Sailor Moon is not an escape from the gendered conventions and restrictions of reality, but rather a safe space in which these aspects of reality can be tested and challenged. Perhaps this is why Sailor Moon has appealed to so many women outside of its target demographic, and perhaps this is why it has appealed to so many boys and men as well.

If you haven’t read Sailor Moon, the Kodansha Comics re-release is beautifully published and contains a wealth of translation and cultural notes that help make sense of the story and characters. The first two or three volumes of the series can come off as a bit childish; but, as the characters grow and mature, the story does as well. If you’re a girl or a guy, or if you’re a serious manga reader or don’t read many manga at all, Sailor Moon is worth reading simply for the experience of entering a world in which femininity is indeed ” is not something to be ashamed of” but instead “the source of POWER.” The manga is also an excellent introduction to an alternative realm of discourse (common in Japanese manga and spreading to Western comics – partially due to the influence of Sailor Moon) in which female writers and artists can tell their own stories without really worrying about how men are reading and looking at them.

If you’re intrigued, check out the Sailor Moon Manga Moveable Feast hosted by Sean Gaffney’s at A Case Suitable for Treatment over on Manga Bookshelf.

Girl, Illustrated

Title: Girl, Illustrated: Japanese Manga, Anime and Video Game Characters
Japanese Title: ガールズグラフ:コミック・ゲーム・ライトノベルのイラストレーターファイル (Girls graph: Comic, game, light novel no illustrator file)
Art Director: Sometani Yōhei (染谷 洋平)
Translators: Shima Miya (嶋 美弥) and Marian Kinoshita (木下 マリアン)
Publisher: Pie Books
Publication Year: 2009
Pages: 205

A few days ago I was killing time in the Borders next to Penn Station in New York City. I love this Borders. Not only do they allow people to sit on the heating vents next to the windows when it’s freezing outside, but they also have the largest and best-stocked manga section of any brick-and-mortar bookstore I’ve ever been inside. Every time I visit this Borders I find something that I had no idea had even been published. This time I found several copies of Girl, Illustrated. While I was flipping through one of them, I kept thinking about the recent New York Times article titled “In Tokyo, a Crackdown on Sexual Images of Minors.”

I am not a big fan of the article. For one, it doesn’t bother to introduce Ishihara Shintarō, his racism, his sexism, or his vocal ultra-nationalist political stance. So, when Ishihara is quoted as saying of the media in question that “These are for abnormal people, for perverts,” his statement seems only natural from a moral perspective. (Although one does chuckle a bit when he says, “There’s no other country in the world that lets such crude works exist.”) Indeed, the media that Ishihara hopes to censor is sensationalized as child pornography, and an impartial reader has no choice but to view it with disgust. It is only in the very last line of the article that someone is quoted as saying, “It’s a completely imaginary world, separate from real life.”

I wish the journalist who wrote the article, Hiroko Tabuchi, had played up this side of the debate more. I wish she had mentioned that, while Ishihara and his cohort are drafting legislation against the depiction of imaginary girls, they are also fighting an ongoing battle against feminists who want to change the law that doesn’t allow a married couple to maintain separate surnames (which hinders the career development of many female professionals). I wish these things because, in the past two weeks, enough people have quoted from or referenced the article that I am starting to fear how it may have influenced a non-specialist’s view of Japanese popular culture.

As all of this ran through my mind while I paged through Girl, Illustrated, I decided that the best way to look at Japanese illustrated images of girls is to actually look at Japanese illustrated images of girls. I would therefore like to review Girl, Illustrated, a bilingual art book published in Japan and available in America through online retailers like Amazon, Borders, Barnes and Noble, and Tower Books. Before I begin, I would like to state that this book does not contain child pornography. I myself do not support child pornography, and it is not my aim to defend or justify it in any way. Instead, I hope to challenge common notions regarding “anime-style” Japanese illustrations of young women.

The style of illustration in question is known as bishōjo-kei, or “bishōjo style,” with “bishōjo” meaning “beautiful young woman.” A bishōjo (as opposed to a regular shōjo, or “young woman”) is usually a female protagonist or central supporting character in a manga, anime, or light novel that belongs to a genre generally regarded as being targeted towards a male audience, like science fiction or adventure fantasy. Good examples might be Nausicaä (from Nausicaä of the Valley of the Wind), Nadia (from Nadia: The Secret of Blue Water), or Ayanami Rei (from Neon Genesis Evangelion). Bishōjo are rooted firmly in fantasy, whether that fantasy is a post-apocalyptic technological wasteland or a halcyon senior year of high school. They need not be connected to an actual narrative, however, and are often depicted in original artistic compositions.

Girl, Illustrated is a collection of such compositions. Each artist is allotted two pages and four to six full-color illustrations. Accompanying these images is a section for information about the artist, which includes fields for the artist’s birth date, gender, hometown, webpage, inspiration, and comments. More often than not, most of these fields have been left blank, but the information is written in both English and Japanese when it is available. Unfortunately, the translation isn’t always perfect. For example, something like 銃器・武器と女の子を描く (drawing girls with guns or other weapons) might become something like “drawing girls in their underwear with guns,” but these short artists’ comments are still fun to read.

This being said, the main draw of Girl, Illustrated is what the artists say with their illustrations. Through affective character design and rich, detailed backgrounds, each of these illustrations wordlessly suggests a story. The vast majority of these images have been created with digital ink in programs like Photoshop, Illustrator, and PaintTool SAI. Although most of the artists choose not to reveal their gender, judging from those that do, it seems that 2/5 are female. Among these female artists are young professional illustrators like Sakizou, Foo Midori, and fukahire. All of the artists, male or female, take beautiful young girls as their subject matter, and there doesn’t seem to be any discernable difference between the themes and style of the male illustrators and those of the female illustrators. For example, this is a piece by the female artist onineko:

And here is a piece by the male artist Ichikawa Takashi:

Both of these illustrated girls seem to be young, pure, and innocent. They are magical beings firmly enmeshed in their respective fantasy worlds, and there is a kind of “Alice in Wonderland” quality about them that probably seems familiar to a Western (and non-otaku Japanese) audience. Illustrations like these won’t raise any eyebrows.

Problems in the interpretation and judgment of these images arise when the girls are not quite so pure and innocent but instead betray hints of sexuality. For example, one picture by the male artist gorobots parodies the NHK (Japan Broadcasting Corporation) with the logo NPK (Japan Panty Corporation) and contains the text “When you sit down, I stand up,” double entendre absolutely intended:

Such sexualized images of young women are not just drawn by men, however. Exposed breasts, bums, and panties are also explored in the work of female artists like Higuchi Norie:

The portfolios of other female artists whose work appears in Girl, Illustrated are full of scantily-clad young women enjoying themselves and each other’s company. Regardless of the extent or intensity of the sexualization, however, the fantasy element of these pieces remains strong, and the girls are always more playful than pornographic.

As I mentioned earlier, I am not defending child pornography. Illustrated pornography in Japan is extraordinarily explicit, and it is quite clearly packaged as pornography and sold in separate venues, regardless of the imagined ages of its imaginary protagonists. As for sexualized but non-(overtly-)pornographic images of young girls, though, I might argue that they belong to a different discursive space altogether. Bishōjo simply are not real. They are not real because they are illustrated, obviously, but they are also not real because they are the embodied representatives of pure fantasy. Their world is not our world, and they are our gateways into that world. People who draw and appreciate them do so because of the beautiful otherworld they channel, not because they are fodder for onanistic inclinations. One might draw a parallel between the bishōjo style of illustration and the hyper-sexualized men and women on the covers of American fantasy novels; the tight leather pants and clinging silk dresses of these painted figures are not so much signifiers of pornography as they are emblems of a certain Tolkienian fantasy aesthetic.

The fundamental idea behind the proposed manga (and game and illustration) censorship law in Tokyo is that men are looking at women in a way that is psychologically unhealthy. There is obviously a pornographic gaze that is encouraged and exploited in many aspects of popular and commercial art, but I wonder if perhaps it wouldn’t be unreasonable to posit the existence of something like a “fantasy gaze,” or at least a type of gaze that is less concerned with the image itself than the story behind the image.

Moreover, the sizable percentage of women painting and consuming these bishōjo characters and illustrations complicates the idea of an all-powerful male gaze. One might argue, as have many feminist scholars, that these women have adopted an hermaphroditic gaze. In other words, female viewers have internalized the male gaze and therefore identify with male characters and viewers when they look at sexualized images of women. I myself would like to raise the possibility of a female gaze. This female gaze is responsible for the fanworks featuring male-on-male pairings from popular series like Naruto and Hetalia, of course, but I think it’s also a way for women to portray and look at themselves and other women. By creating and appreciating mildly sexualized images of girls, for example, women can embrace and celebrate a sexuality that lies beyond virgin/mother/whore stereotypes. For women, then, the appeal of bishōjo is not merely the asexual appeal of the fantasy world they represent but also the self-reflexive appeal of being young, beautiful, magical, and, yes, sexual. Furthermore, who is to say that male viewers don’t similarly employ this female gaze when looking at such images?

Girl, Illustrated isn’t just a collection of gorgeous artwork. It’s also a way of looking at and thinking about Japanese bishōjo illustrations. Included at the beginning of the volume is a (mostly) translated essay about how bishōjo characters are marketed and used to promote domestic regional tourism in Japan. Are the editors of the volume trying to suggest that perhaps bishōjo are Japan? It’s a stretch, but it’s also an interesting cultural perspective. In any case, this collection is both fascinating and beautifully produced. Even if you’re more interested in fine art than you are in anime, Girl, Illustrated is still an excellent resource for examining both portrayals of the body and the possibilities of new digital media.