Yokohama Station SF

Two hundred years after the end of a devastating global conflict, Yokohama Station has expanded to cover almost all of Honshu, Japan’s central island. Once governed by artificial intelligence, the station now grows uncontrollably through ceaseless self-perpetuation. Most of what remains of Japan’s population lives inside the structure, where order is maintained by patrolling robots and automated systems that manufacture necessities. 

Hiroto was born and raised in one of the small coastal communities of people who live outside the station. Since this village is able to subsist on the excess food and goods discarded from the station, Hiroto’s vague dreams of making something of his life have no target, especially since people who don’t a possess Suikanet registration are quickly ejected from the Yokohama Station structure by robotic constructs known as Automated Turnstiles.

This changes when an exile from inside the station washes up at Hiroto’s settlement. Before passing away, the man gives Hiroto an 18 Ticket, a digital pass that will allow him to remain inside the station for five days. He asks Hiroto to find and rescue the leader of the Dodger Alliance, a group of hackers that aims to shut down what remains of the artificial intelligence that governs Yokohama Station.

Another exile, an elderly man suffering from dementia known only as “the professor,” adds to the mystery by telling Hiroto to search for Exit 42, where all questions about the station’s history will be answered. Hiroto, who’s happy to have an excuse for adventure, wastes no time in leaving, assuming that he’ll simply see what he can see in the five days before his 18 Ticket expires.

With no access to digital currency or knowledge of the rules and customs that govern life inside the station, Hiroto quickly finds himself in trouble. Thankfully, luck is on his side, and he’s aided in his journey by Shamai, an android sent to gather intelligence from Hokkaido, which is still free from the station’s growth. Hiroto also crosses paths with a beautiful otaku techno-wizard named Keiha, who turns out to be the very resistance leader he was sent to rescue. Keiha is fine, as it turns out, and she remotely assists Hiroto’s journey to Exit 42 while mining Shamai for information about the ultimate goal of the organization that governs Hokkaido. 

Hokkaido isn’t the only independent territory; and, about a third of the way through the novel, the perspective switches to a weapons specialist named Toshiru who is employed by the military government defending the island of Kyushu from the station’s encroachment. Toshiru is a lone wolf who isn’t suited for military bureaucracy, so his commanding officer gives him implicit permission to take a ferry to the island of Shikoku, which is partially occupied by the station.

On Shikoku, Toshiru meets a Hokkaido android named Haikunterke (whose name, like Shamai’s, is taken from the language of the Ainu people who once lived in northern Japan). Together they navigate the lawless territory on the fringes of Yokohama Station, where people who were unable to flee to Kyushu live in constant fear of starvation and roving gangs of brigands.

The horrors that Toshiru witnesses raise a moral dilemma. If the central A.I. core of Yokohama Station is shut down, and if the station loses its ability to maintain itself, what authority will rise to fill the power vacuum? And how will humans produce food on land that’s been so utterly destroyed?

Once Hiroto finds Exit 42, he’ll have to make a decision. In one of the most interesting scenes of the novel, it turns out that what remains of the original station A.I. has thoughts of its own, and the message it shares with Hiroto is kind, wise, and refreshingly unexpected. 

For such an intriguing setting and premise, Yokohama Station SF contains surprisingly little worldbuilding, and its exposition is delivered in short conversations that are frequently interrupted by the hazards the characters encounter as they travel. A full-color illustrated insert at the beginning of the book helps to fill in some of the gaps, as does a short glossary at the end, but most of the information the reader picks up will be through osmosis.

Speaking personally, I appreciate that the steady clip of the plot progression isn’t unduly interrupted by lore, and I feel that the character-focused narration serves the story well. At the same time, though the writing and translation are both excellent, Yokohama Station SF feels a bit like Dark Souls in the way it obfuscates its background story in favor of immediate action. Even as the characters navigate an unmapped maze of corridors, the reader must find their own way through a labyrinth of words.

Yuba Isukari writes that Yokohama Station SF began as something akin to fanfiction based on the manga (specifically Blame!) of Tsutomu Nihei, who sets his stories in the interiors of infinitely sprawling sci-fi megastructures the size of small planets. Though the novel’s chapter-opening character illustrations by Tatsuyuki Tanaka are lovely and filled with charm and personality, they don’t really convey a sense of the setting.

Along with the novel itself, I might therefore also recommend the three-volume manga adaptation drawn by Gonbe Shinkawa, which contains a number of fun architectural illustrations that convey the absurdity (and dead-mall liminality) of the station’s growth. The person who translated the novel, Stephen Paul, also translated the manga, and his notes at the end of each manga volume are extremely insightful.

As someone fascinated by the experience of navigating Japan’s monstrous urban train stations, I had a great time with Yokohama Station SF and its manga adaptation. Though the more technical details of Isukari’s writing may come off as opaque to readers who aren’t veterans of hard science fiction, the human stories at the center of the labyrinth make the journey worthwhile.

Log Horizon: The Beginning of Another World

Log Horizon Volume 1 Cover

Title: Log Horizon: The Beginning of Another World
Japanese Title: ログ・ホライズン: 異世界のはじまり (Rogu Horaizun: Isekai no hajimari)
Author: Tōno Mamare (橙乃 ままれ)
Illustrator: Hara Kazuhiro (ハラ カズヒロ)
Translator: Taylor Engel
Publication Year: 2015 (America); 2011 (Japan)
Publisher: Yen On
Pages: 215

This guest review is written by Jeremy Anderson (@GameNightJeremy on Twitter).

Log Horizon: The Beginning of Another World is a light novel about people who become trapped in a fantasy video game world and must figure out what to make of themselves in this new environment as they navigate its dangers.

The plot is as follows: A young, intelligent, and socially awkward man named Shiroe finds himself physically inside a world roughly identical in form to the world of an online game he’s been playing for years, and he doesn’t know how to escape. He locates his friends, rambunctious but solid Naotsugu and quiet but reliable Akatsuki, and together they begin to explore the reality in which they’ve become trapped.

Log Horizon distinguishes itself from other entries in the “video game world” trope by changing the stakes. Other such stories, such as the light novel series Sword Art Online, tend to include comatose people who need to be woken up, a situation often nested with some hidden or overt moral about the importance of rejoining the real world. While Log Horizon‘s protagonist Shiroe ponders the possibility that everyone is comatose, he dismisses it as unlikely and doesn’t consider actively seeking an exit to be a productive use of time. Instead, the story is about taking life on its own terms and living life right now, where you are.

Log Horizon starts a little slow but builds on what it’s laid down early on to do more interesting things as it rolls along. I can tell you why I found it to start a little slow: I’m a gamer, and I’m already familiar with gaming terminology. Log Horizon devotes its first chapter to bringing readers up to date on this terminology. If you know what a guild is, how chat and friending functions work, what XP and HP mean, what a level cap is, what an MMORPG is, and so on and so forth, you may find yourself rolling your eyes and saying, “Yeah I get it.”

To me, this slow start is forgivable for two reasons. First, because I understand that not everyone is a gamer, and it’s better that I spend two seconds rolling my eyes than that another reader give up on the story because the writer never explained important terms. Second, because even within the first chapter the revelations about the way this MMO reality and the human-world reality interact are fascinating. That clash of worlds – the logical-but-unintuitive way new rules form from the known systems – is one of the main attractions of setting the story in a video game world. Log Horizon provides a number of clever details regarding world-building, and the protagonist spends a lot of time thinking about those details and responding to them.

In essence, the “video game world” trope provides an excuse to follow a set of strictures that will be easy for some to understand intuitively, and that will be easy to explain to the rest. The other value of setting the story in a video game world (instead of, say, Narnia) is that it allows our hero Shiroe to start off as intimately familiar with how the new world works. After all, he’s been playing the game for years, and he can approach the situation of becoming trapped within it with the calm and rational mind that distinguishes him as a player.

Whereas Sword Art Online explains the mystery behind how its characters have entered the game world almost immediately, Log Horizon doesn’t explain how this happened, might never explain how this happened, and tells the story in a way that makes this lack of information surprisingly acceptable. The story is about what the characters make of their situation, not how they got there.

The conflict in Log Horizon is a struggle for the soul – both the individual souls of the adventurers (Shiroe in particular), and the soul of the community. One of the most illuminating moments in the story is when Shiroe notes that the true threat to players in the game world is social. Thirty thousand people have been uprooted from their lives and transplanted into a new world, which does not have any government or laws. By the end of the novel, the reader sees how ugly this scenario becomes, with a major in-game city resembling a town run by a villain in a spaghetti western. In addition, Shiroe expresses concerns about sexism, such as the legitimate worry that female players, who form a distinct minority, will be harassed more than male players.

As fun as the fight scenes can be in Log Horizon, the novel’s most impressive moments aren’t when a dude is being cut in half or a building explodes; they’re when a man decides to stand up for someone he’s never met, because he knows he and his friends are best suited to get the job done. When his friends, new and old, push him to live more fully. When three people realize they’re the first ever to see the sunrise from a certain previously-unexplored hill. The fundamental question in Log Horizon is not, “How do we escape this false reality so we can get back to living our lives?” It’s a much simpler, broader, and deeper, “How do we live well?”

Log Horizon‘s story isn’t revolutionary in its interpretations of the “video game world” trope or the broader “team fantasy adventure” genre, but it does tell a story that is unique enough to keep the reader interested from cover to cover as it continues to chip away at the limitless edge of narrative possibility.

The story is also available in manga and anime formats.

. . .

Jeremy Anderson is a writer and game designer best known for the Shadowrift card game, and a consumer of far more comics and anime than anyone should have access to. He is currently on the design staff of Rise of the Eagle Princess, a JRPG set in a fantasy world based on the Mongolian empire.

Log Horizon Volume 1 Page 153