Showing posts with label Last Samurai. Show all posts
Showing posts with label Last Samurai. Show all posts

Monday, April 23, 2012

Total War, Total Fantasy: Shogun 2-Fall Of The Samurai


 Any time a developer puts together a game based on an historical event, there’s going to be a tradeoff between accuracy and playability. Whether it’s a tabletop sim or a computer game, some situations just aren’t easily recreated, or would cause a serious problem with game balance. Even the most accurate Japanese history sims like Magitech’s “Takeda” series (that uses actual maps of castles and cities and features some battles that even the developers say are impossible to win-just as they were in history), Paradox’s “Sengoku”, or Si-Phon’s “Genpei Souran: Shogun E No Michi” have to take liberties with history in order to give the player some flexibility in options and play style (to say nothing of dispensing with a lot of micromanagement and recordkeeping). Other games like the Nobunaga No Yabou (Nobunaga’s Ambition) series stray from history even further, introducing abstract arcade style battles and making certain characters supermen that tower over everyone else. Which brings us to today’s selection-Creative Assembly’s “Total War Shogun 2: Fall of the Samurai”. Fall of the Samurai is a ‘stand-alone/expansion’ that purports to recreate the turbulent times of the Bakumatsu and early Meiji period where the Tokugawa Shogunate fell and the samurai class was abolished. While CA’s Shogun games have often played fast and loose with history, this time around they’ve managed to take things a step further and create a Japan that has more in common with the Union and Confederacy of the American Civil War than it does the supporters of the Shogunate and Emperor. Total War has become Total Fantasy. 

Take a look at the box artwork above for Fall of the Samurai-it tells you all you really need to know about the game. An American officer brandishing a revolver shares the cover with a samurai in traditional elaborate armor. If this doesn’t bring to mind a certain blockbuster movie starring Tom Cruise, then CA’s marketing department hasn’t done its job. The modernization of Japan and the influence exerted on it by Western countries (particularly England, France, and the United States-for whatever reason, the Russians, Prussians, and the Dutch are omitted) are the focal point of the game, and about forty years of real time are telescoped into the 6-12 years that the game plays out in. This results in armies on both the Shogunate and Imperial sides that wield an incredible amount of firepower and highly developed naval forces-far more than Japan would ever have been able to accumulate or more importantly, afford. To accommodate the wishes of the game’s largely European and North American player base, CA has not only given them ‘Foreign Veteran’ agents (think Nathan Algren from “The Last Samurai”, or historical French advisor Jules Brunet) that can join Japanese armies and engage in combat/duels, but also allows players to field Western army units. That’s right-you can have units of US Marines (or their British/French counterparts) under the direct command of the Shogunate. Now, we can see allowing these units to appear in the game as allies. After all, it only makes sense that a US/Brit/French unit would defend the commercial interests of their country in Japan-and that sometimes this might have them fighting alongside the Shogunate or Imperialists. But to have them under the DIRECT CONTROL of the Japanese? Ridiculous. It serves no function other than to let Westerners shoehorn their own culture into the ‘mystique’ of the samurai-something which has been going on since (at least) “James Clavell’s Shogun” and movies like “The Hunted”, “The Barbarian and the Geisha”, and the glorious “Bushido Blade” but rarely this blatantly. Want some laughs? Check out some of the game cinemas, where the Emperor sans his retinue is shown chatting with Western advisors at the dockyards in 1864, or the Shogun is shown doing the same thing (and depicted in Court Robes at that). 

Don’t even get us started on the myriad of different unit types that can be fielded. Past players of the Total War: Shogun series already know that CA loves to throw in ‘chrome’ units that have little to no historical justification. The player base just loves ‘em whether they existed or not. In the past we’ve seen units armed exclusively with katana or no-dachi-yeah, right. Crossbow ashigaru? This ain’t China, bub. Fall of the Samurai has Imperial Infantry, Line Infantry, Shogunate Guards, Imperial Guards, Republican Guards, Tosa rifles, Kihetai, Shogitai, Yugekitai, Tortoises, Phoenixes, Red Bears, Black Bears, White Bears, Dragons, and Tigers, oh my-and more. All of these represent virtually the same type of unit-Japanese troops armed with Western rifles. The only difference is that Japanese units tended to get impressive sounding names rather than numbers, but CA gives them all different stats, special attacks, and abilities. If they wanted to differentiate troops, a much better way would have been to do so by the type of rifles they were armed with (they did do this with cavalry)-something that was a big factor in making the Imperialists stronger than the Shogunate. One interesting side note is that while Shogun 2 has at least three different female units, Fall of the Samurai has none-despite the fact that women played a much, much bigger part in the Boshin war than they did during the Genpei War or Sengoku Jidai.

Economic development gets the same treatment. While you can’t build railways in every province, you can put together an impressive network that stretches from one end of Honshu to the other. Of course, what the developers seem not to have realized is that the first railway in Japan wasn’t completed until 1872, and was an extremely short line between Tokyo and Yokohama. This means that the short campaign (ending in 1870) shouldn’t have them at all, and that even the long campaign (which runs until 1876) shouldn’t have any sort of rail net-what existed in Japan at that time were a handful of very short, isolated lines. Quite simply, Japan couldn’t afford to build them. Rails were probably thrown into the game for their ‘kewl’ factor-CA obviously hasn’t read Dan Free’s book.

The game map is also a massive failure, being province based instead of han based. We understand they wanted to build on the regular Shogun 2 map, which is province based. And they did add parts of Ezo and a few other islands. And yes, there were over 200 han during the Edo period, which would have made things a bit too complex for some players. However, using provinces instead of han virtually strips the game of any claim to realistic starting positions-not to mention leaving out many important clans. In many cases the daimyo given for the han seem to be invented out of whole cloth (we’re getting to that), as were their loyalties to the Shogunate/Imperialists. The set-up you see is about as abstract as it gets. A province based map also ensures that the Tokugawa Shogunate has no real footprint on this version of Japan-and as you can see by the map in this thread on the Samurai Archives, they had the largest holdings in Japan.

This brings us to the game’s largest failing. You can play as all four of the Imperial ‘Satchotohi’ factions who were the prime forces that brought an end to the Bakufu-Satsuma, Choshu, Tosa and Hizen (represented by Saga). But you CAN’T play as the Tokugawa Shogunate, the single most powerful faction in Japan and ruler of the country-five times wealthier than the closest daimyo. The Tokugawa are virtually invisible in-game. If you look at ‘Edo’ domain in game, they give its daimyo as Matsui Yasuhide, a fictitious name. If they meant Matsudaira Yasuhide-then he was far north of Edo in 1864, and even when he was transferred to Kawagoe in 1866, wouldn't be considered part of Edo-Kawagoe was a separate han. Nope, totally wrong-how hard would it have been to just use Tokugawa Iemochi, the Shogun who did count Edo among his holdings? Instead we get Aizu and some minor loyal factions like Obama, Jozai, Nagaoka, and latecomers Sendai. Why? While the spread out nature of the Tokugawa holdings might have presented a problem to an accurate in-game representation, it also would have provided players with a unique challenge-a faction that has huge holdings and a foothold in every part of the country but whose exposed position and fragile condition leaves it wide open to conquest. It just seems to us the Tokugawa were left out because the developers wanted to avoid the play balance problems that might have cropped up. However, leaving them out pretty much cripples the entire game. Fall of the Samurai might as well be called “Total War: Kick the Shogun’s Ass”-a theme reflected in the ‘historical’ battles, all of which give players control of Imperial Forces under Saigo ‘Worms’ Takamori.

And what about those historical battles? As a microcosm of the game’s failure as a sim, let’s take a look at one of them, the Battle of Osaka. This isn’t the famous series of battles that took place in 1614-15 between the Toyotomi and Tokugawa, but rather the action in 1868 that followed the Battle of Toba-Fushimi. What did the Fall of the Samurai developers get right? Well, mostly just the stuff in the opening and closing cut scenes. Tokugawa Yoshinobu did indeed abandon his troops, board an American ship (although the game doesn’t bring that up) while waiting for one of his own to pick him up, and then return to Edo. And the Imperials did indeed burn large areas of the castle after occupying it. Pretty much everything else here is wrong. 

For all intents and purposes, there was NO “Battle of Osaka” in 1868-the Shogunate troops largely followed the leader when Yoshinobu abandoned the castle, and the few that were left surrendered the castle peacefully to the Imperial army. Instead, the game has the player assaulting a force over three times their size that’s entrenched in one of the strongest castles ever built in Japan. This would not have ended well for the Imperials had this been the case-one only has to look about ten years into the future when a small Imperial force held off Saigo Takamori’s attackers at Kumamoto Castle to see what the outcome would have been. The casualties during a playthrough of this single battle end up being about twice what the total was for the entire Boshin War. The layout of the town of Osaka is completely wrong, but not as bad as the depiction of the castle. The extent of the defenses, the schematics and number of the different ‘maru’, the bridges running into the castle, even the location of the site of the tenshu are all wrong. There’s a nicely developed railroad running from the harbor area into town, but as we’ve already seen, Japan wouldn’t even see a rudimentary railroad for four more years.

The game action encourages players to bombard the turrets of the castle, which are holding gunpowder that will eventually be used to blow bridges (usually when players try to cross them). Scoring a single hit on a turret causes a 4th of July explosion that forces the enemy to abandon their defenses. Now how stupid would a defender have to be to put their gunpowder in such an exposed position? Historically, Osaka Castle’s gunpowder store building is one of the few original Tokugawa structures to survive to the present day-precisely because it was located well within the grounds and built to stand up to a bombardment. 

But perhaps one mistake exemplifies the developer’s disregard for history more than anything else. In the game there’s a really nice tenshu sitting right at the back of the Osaka defenses. In looks, it resembles the original Toyotomi castle far more than the Tokugawa version that replaced it. Of course, this fact really isn’t all that important because in 1868 OSAKA CASTLE HAD NO TENSHU. It was struck by lightning and burned to the ground around 200 years earlier (1665) and was never rebuilt.  

So you would think after all this bitching that we hated the game-but that isn’t the case. We love it! While it’s basically worthless as a simulation, it does give one a sense of the essential issues of the Bakumatsu/early Meiji periods. At the heart of everything is modernization and forming bonds with foreign nations. To do so or not? Not doing so will keep your people happy, but leave your military and economy weak and exposed. Doing so strengthens your economic base and gives access to advanced units, but also ties up more of your resources in policing an increasingly restless populace. Rebellions are far more likely the more modernized your faction becomes and can easily destroy you from within. Allying with the United States, British, or French will also give players the opportunity to gain those Marine units we complained about a few paragraphs back-not to mention unique ships like the HMS Warrior, which could decimate enemy fleets all on its own.

Graphically, the armies of the Bakumatsu are depicted in a realistic and accurate matter. They look great. No one can do ‘real time battles’ like CA. Taking direct command of your artillery batteries is great fun and becoming skilled at this will make many battles (particularly the historical ones) much easier. Naval battles are spectacular, with ships blowing up, taking torpedo hits, getting rammed, hammered by shore batteries, and reduced to splinters by nigh-invincible ironclads-all based on real ships and detailed to the max. Game sound adds much to the goings-on with the crackle of gunfire, the scream of incoming artillery, the deafening roar of a broadside, and the clang when two ironclads ram each other. Special mention should be made of the game soundtrack-it’s outstanding, possibly the best game soundtrack we’ve ever heard (even better than the one for Yoshitsune Eiyuuden Shura). While it’s heavily Western influenced (and actually sounds quite a bit like “The Last Samurai” soundtrack) it does have a few Japanese motifs mixed in.

Gameplay accurately reflects the new world of advanced firearms and artillery. Players who are used to success by taking the direct approach in Shogun 2 are in for a rude awakening in Fall of the Samurai. Marching directly towards the enemy is a quick way to lose an entire army. Opposing forces are quick to seek cover and to bolster each other with overlapping fields of fire. Players are rewarded for being patient and meticulous, outmaneuvering the enemy and putting their big guns out of commission with counter-fire. While players can make the choice to eschew modernity, doing so will result in an extremely difficult and uphill battle. We suggest new players try out the historical battles before tackling the campaign just to become adjusted to combat. Trying to wind your way through the mountains of Aizu with armies waiting in ambush on all sides and multiple batteries of Armstrong and Parrott guns looming over the pass is quite the task-and just a warm-up for the final assault on the castle. While spear and sword units have lost much of their utility, they’re still very useful in certain situations, and can easily turn the tide of battle for players who can use them correctly.

Naval warfare in Fall of the Samurai is massively stepped up from Shogun 2. You will no longer be able to concentrate on developing your army at the expense of your navy. Navies can now support land forces with artillery fire, bombard port defenses, economic centers, and shore batteries, and interdict enemy amphibious invasions. A navy is now vital to developing an economy as well as defending it.

Victory in the game is much different than that in Shogun 2. There it was more about conquering Japan for yourself. In Fall of the Samurai, it’s more about ensuring that your faction comes out on top. Personal conquest matters less, but supporting your allies in the Shogunate (or your fellow traitors in the Imperial forces) becomes high priority. Brave players can also take the opportunity to form an independent republic, telling both the Shogun and Emperor to go screw themselves. As expected, this is for the very brave and capable, as it results in virtually every other faction declaring war on you and the defection of many of your agents and forces.

 
And oh yeah, there are geisha in the game. But not the killing machine geisha of past Shogun titles. Nope, here they’re back to doing what they do best-enchant, inspire, entertain, and distract all of the men. Especially those gaijin foreign veteran agents, who were no doubt as helpless against Japanese women as they are these days. At any rate, the killing is now left to new agents like those same foreign agents, the Shinsengumi, and Ishin Shishi. Not to mention our old friend the Shinobi.  

A word here on Online Multiplayer. Many players don’t bother with multiplayer, just sticking with the single player campaign. We’ve played a bit of it, and it’s a mixed bag. Creative Assembly has put together a fun and varied multiplayer experience with several different game modes and an option for up to four playable avatars (we use one each for Genpei, Sengoku, Boshin Shogunate, and Boshin Imperialist). You can play as a standard Shogun 2 army or a Fall of the Samurai army, even pitting the two against each other in land combat (not naval combat-that would be a King Kong sized mismatch). But the player base, particularly in the Ranked matches, can be wretched. Many matches are not decided by individual skill, but rather by players that find exploits in the game system (whether it be Loan Swords or Tosa Rifles) and milk it for all it’s worth (and then bitch like hell when CA patches the exploit). Many veteran players mod their games to use functions like the ‘debug’ camera, giving them a huge edge over players that don’t know about it. And we’ve played more than a few matches where opponents with incredibly good won-loss records show just how they got them-when they’re taking a pounding and ready to lose, they simply break their internet connection. Viola, no loss! And the verbal abuse spilled out by angry teenagers in ranked matches (whether they’re winning or losing) is enough to burn the ears off a hardened sailor. Take our advice and skip ranked matches. Unranked matches are a much more pleasant experience with a more laid back player base, and after all, the whole idea of the game is to have fun.

So is it worth picking up Fall of the Samurai? Yes, indeed. For all its failures as a sim, the tradeoff is a game that is eminently playable and engaging. It looks great. It sounds great. It plays great. For around $29, it’s also a steal. Players would be wise to approach it much like the movie it channels, “The Last Samurai”. Spectacular action, fun and exciting, and involving-but with everything taking place in a Japan that has only the names and places in common with the real thing. It’s a fantasy land that seems to have been developed more as a beta test for the next Total War game (which by all indicators is going to involve the Victorian Era/US Civil War). Yes, CA really should hook up with a reliable Japanese historian (not Stephen Turnbull, a crass opportunist who’s as careless and sloppy as they come) to weed out some of the more obvious and easily avoidable errors. But they’ve still managed to produce a game that looks and plays wonderfully and that conveys the general circumstances and atmosphere of Bakumatsu era Japan. Historically, it’s Total Fantasy-but paradoxically the fantasy of every gamer with an interest in this period of Japanese history.

Tuesday, May 05, 2009

Stephen Turnbull's "Strongholds of the Samurai: Japanese Castles 250-1877"

While as one would expect, books on Japanese castles are legion in Japan, there's been a dearth of works on the subject in English. Other than Schmorleitz's 'Castles In Japan' (which contains much outdated and erroneous information) and Mitchelhill's 'Castles of the Samurai: Power and Beauty' (which focuses on the value of the castles as an architectural and art form), only the odd tourist pamphlet or Japanese book translated into English (usually badly) has brought these uniquely Japanese structures to the attention of Westerners. Stephen Turnbull's latest release from Osprey Publishing, 'Strongholds of the Samurai: Japanese Castles 250-1877', goes a long way towards correcting this situation. 'Strongholds of the Samurai' collects Turnbull's four prior Osprey books dealing with Japanese castles-'Japanese Castles 1540-1640', 'Japanese Fortified Temples and Monasteries AD 710-1062', 'Japanese Castles in Korea 1592-1598', and 'Japanese Castles AD 250-1540'. Each of the four works was valuable in its own way, and as a collected volume becomes a valuable reference work and a great value.


Turnbull has taken the opportunity to correct some of the errors in the original publications, as well as presenting updated information (such as the recent demolition of the Fujimi Castle ferro-concrete reproduction south of Kyoto). A page by page comparison of the new volume with the original books reveals that the text has indeed been revised and modified-some sections of text have been excised (to avoid covering the same ground twice) and new text has been added in spots, such as an account of the Battle Of Ueno during 1868 that is new to the 'Fortified Temple' section and some new information on the operational history of castles in the Bakumatsu/Meiji era. There's also a new eight page introduction and timeline along with a four page conclusion. The biggest difference between the current collected volume and the original books lies in the photos. Many of the photos have been resized or replaced with completely new ones-many of the old black and white photos are now in color as well (with many of the color ones now being black and white). This is most noticeable in the chapter dealing with Japanese castles 1540-1877-the majority of the photos seem to be brand new. All of Peter Dennis's excellent color plates have been left in, albeit at a reduced size. Dennis is one of Osprey's better illustrators and is exceptionally well suited to the topic of castles. One minor criticism of the book has to do with the sequencing of the chapters-it would perhaps have been better to have led off with the two volumes on Japanese castles, followed by the Korean wajo and then the fortified temples and monasteries. As it stands now, the fortified temple volume is located between the two dealing with Japanese castles. Production value on the book is high, with an attractive dust cover featuring Shizugatake Castle taken from a painted screen in the Osaka Castle Museum. Paper stock is thick and most of the book's 270 pages have at least one visual aid, all of which are in sharp focus or reproduction.

Part 1, Japanese Castles 250-1540, is valuable for what it tells us about early Japanese fortifications. Turnbull uses photos of modern reconstructions and models along with illustrations from period war tales to show us how the early yamashiro (mountain castles) differed from the monster castles of the late Sengoku and Edo periods. Very little of this information has appeared in English (most of it in volumes examining the Taihei-ki or Shomon-ki). From the earliest fortified enclosures of the Yamato state, the fortresses in Dewa and Mutsu erected to defend against the Emishi, the Heian strongholds of the Fujiwara in Hiraizumi, the moated earthworks and walls intended to hold back the Mongol invasions, the mountain redoubts of Kusunoki Masashige, to the early Sengoku yamashiro that presaged the age of the monster castle, Turnbull examines each in detail. Construction methods are explained along with case studies involving how the structures performed when put to the test in battle. Day to day life inside the structure is also explored. There are copious, well thought out maps that show the majority of the locations being talked about and further classifies many by faction and date (the maps being a feature common to every chapter). While there's much to cover here (both in terms of timeline and territory), it's an excellent introduction to the neglected area of early Japanese fortifications.

The book's second part, Japanese Fortified Temples and Monasteries 710-1602, does much the same for the Sengoku era fortified 'temple towns' of the Ikko-ikki (best represented by Ishiyama Hongan-ji) as well as the temples of the so called warrior monks or 'akuso' (most famously, the temple complex at Mt. Hiei that was destroyed by Oda Nobunaga). Perhaps the most valuable achievement of this chapter lies in delineating the differences between the two factions and how they were reflected both in their social structure and fortification/architecture of each. Again, photos of modern reconstructions and models bring the text alive for the reader. There's much more emphasis in this chapter on the history and development of individual structures (since many of them were well documented or survive to this day) along with how the differing religious philosophies influenced their construction. For example, the Tendai monks of Mt. Hiei rarely built anything in the way of permanent fortifications, trusting that the fear of the gods and kami they could bring to bear upon the superstitious populace would safeguard their complexes from attack. When taken in conjunction with books such as Tsang's 'War and Faith' (a groundbreaking treatment of the Ikko-ikki) or Adolphson's 'Teeth and Claws of the Buddha' (the authoritative volume on monastic warriors), the reader will get a true picture of how the armed religious factions of Japan lived, fought, and worshipped.

The third part, Japanese Castles 1540-1877, has obviously had its scope expanded to include the Bakumatsu and Meiji eras. This is the era of Japanese castles most readers will be familiar with, as it deals with the majority of the surviving structures in Japan. There's much in the way of construction detail, especially in the engineering involved with erecting the massive stone walls and bases many of these structures featured. While it doesn't have the historical details of Schmorleitz's 'Castles In Japan' , there are operational studies showing some of the more famous sieges and also detailing how castle design was influenced by the advent of the arquebus and artillery. Turnbull also points out a common misconception-that a castle keep never doubled as a palace for its owner. While rare, the larger castles (such as Azuchi and Osaka, along with smaller ones like Inuyama) had keeps that served as a palace for their owners. Diagrams showing how castles were laid out to channel invaders along with cross sections of keeps help to demonstrate why these structures proved to be so difficult to attack. This chapter also features by far the largest amount of new photographs. In Turnbull's extensive 'Visiting the Fortifications Today' section at the rear of the book, there's also quite a bit more information found on many of the original existing structures as well as modern reproductions. As a whole, however, the section still leaves the reader feeling that it's only scratched the surface, and that there's much more to be said on the subject of the Sengoku and Edo period castle. Perhaps this will be territory for Turnbull to explore in the future.

Finally, Part 4, Japanese Castles In Korea 1592-98 is perhaps the crown jewel of the entire book. The limited timeframe and location allows Turnbull to go into an incredible amount of detail. This is Turnbull at his best-when he limits his scope and focuses his subject matter, which seems to be the direction his upcoming Osprey releases are taking. Every wajo (the name given to Japanese style fortifications built in Korea during Hideyoshi's Korean invasions of 1592 and 1598) receives a detailed history giving its construction details, dates, operational history, and layout. Many of them also have topographical maps. Each of the 30 sites receives extensive photo coverage, and although none have been reconstructed (due to the ongoing political acrimony between Korea and Japan), one can get a real feel for why not a single one of the wajo ever fell to a Chinese or Korean assault. The accounts of their efforts to do so are among the high points of the book, with the siege of Ulsan in 1598 being particularly noteworthy. There's also an interesting bit on the wajo as economic center with rudimentary 'castle towns' growing up around them, populated by Koreans eager to resume a somewhat normal life.

Overall, 'Strongholds of the Samurai' is an excellent compilation, giving a detailed overview of the development of Japanese fortifications throughout time, social classes, and different countries. At less than half the price of two of the original works, it's also a great value. An attractive volume, it's loaded with photos, prints, color plates, maps, and artwork. The majority of the information given in three of the four chapters has never been seen in English, and author Turnbull is still among the best when it comes to bringing the old legends and stories of Japan to life for the reader. It's a winner-an absolute no-brainer of a purchase if you're missing any of the original volumes, and even has much to recommend it to those who have all four.

Strongholds of the Samurai can be purchased from Amazon through the SA Store here.

Friday, March 28, 2008

Maeda Keiji, Stephen Hayes, and The Last Samurai: Pop Culture’s Impact On Historical Studies

One of the best features of the Samurai Archives Citadel is that it’s designed to be inclusive. Virtually anyone with an interest in pre-20th century Japanese history can fit in comfortably there. There are a lot of sites that take up positions at either end of the spectrum-ranging from hardcore academic lists such as PMJS (Pre-Modern Japanese Studies) to historically bereft video game, martial arts, and movie boards. The Citadel can accommodate the members of both. This lets the members with a greater degree of historical knowledge have a place to enjoy themselves with off-the-wall topics, while allowing ‘entry level historians’ a venue to get a firm grounding in ‘real’ history. The dual nature of the Citadel is reflected by the Samurai Wiki (an online source which is recommended to students by many University professors and high school teachers) and the 10 Common Samurai Misconceptions, a section which all new members are encouraged to read. As might be imagined, occasionally the newer members put forth arguments and positions that they support with baggage from their initial interests-be it video games, manga, anime, chambara, martial arts, or half-baked philosophy books. Usually, these musings fall into one of several pop culture categories:

  1. The Modern Sammyrai-would be modern day followers of Bushido and the tenets of the Hagakure, pledging to live their lives by the way of the sword in an honorable manner.
  2. Ninjer-see above, but substitute ‘ninja’ for ‘samurai’. These people believe the outrageous claims and false histories given by such ‘masters’ as Ashida Kim and Stephen Hayes.
  3. Christian Sammyrai-those who place an inordinately large focus on Christian Samurai, and greatly overestimate the impact they had on Sengoku Japan.
  4. Gamers-whether tabletop or video, gamers sometimes display an obsessive need to have everything neatly categorized, and show blind faith in the historical accuracy of their favorite pastimes. This can be seen most readily in the person of Maeda Keiji, a very minor samurai whose major claim to fame was being related to Maeda Toshiie-but a character that is regarded by many gamers as being one of the most significant figures of the age due to being portrayed as such in the ‘Sengoku Musou’ video game series.
  5. Manga, Anime, and Other Fiction-much like video gamers, they can get too caught up in fictional worlds and believe that these works truly present things the way they were. The Shinsengumi (a group which is fascinating on its own merits) is a favorite topic for wild enhancement and crazy speculation.
  6. Jidai-geki programming-a particularly virulent strain of misinformation-situations, objects, and personages glimpsed in chambara films and period dramas are quoted as facts when discussing historical events. The television miniseries ‘James Clavell’s Shogun’ and the film ‘The Last Samurai’ are likely the most notorious examples of this.

Of course, this doesn’t mean just because a person reads manga, watches samurai movies, practices Japanese martial arts, or plays video games that they can’t also have a solid base in historical knowledge-many of the most well versed Citadel members have a major interest in these fields. However, when some nonsensical thread shows up authored by a person who will defend their position to the death, it usually sprouts from one of the pop culture influences listed above-usually leaving the regular members wondering if having an inclusive site is a such a great idea after all. This begs the question-does pop culture have a valid role in aiding the study of history? Specifically, does popular entertainment bring any value to the field of pre-20th century Japanese history?
There’s a strong precedent of pop culture coloring the world of Japanese history. Many would be surprised to learn that much of what we accept as Japanese history in the West is actually pop culture. Edo period playwrights, novelists, musicians, and artists all produced fanciful works that over time became accepted as the truth. Early Western historians drew heavily on these sources and presented them as fact. Perhaps the best example of this is the story of The 47 Ronin, where virtually everything one can read on the subject in the West is based on a puppet play, kabuki drama, or novel. Only in the last five years or so have Western scholars taken a serious look at the event, disregarding secondary sources and attempting to reconstruct the event with contemporary accounts. The state of modern scholarship in the West is excellent-with copying machines, faxes, and the internet all aiding in making primary sources and rare documents readily available to scholars all over the world. However, general histories and surveys still rely primarily on decades old work. The majority of popular samurai author Stephen Turnbull’s works have been based on secondary Edo period manuscripts that discuss Sengoku and earlier events (to his credit, Turnbull’s research has become increasingly involved as better sources have become more accessible). Even in Japan, works produced for the general public such as the Rekishi Gunzou series rely heavily on Edo and Meiji period works for their information-and that information can be as misleading and false as anything found in the mythical war tales of the thirteenth and fourteenth centuries. Here, it becomes obvious that pop culture was ingrained into Japanese history long before Western historians took an interest in it.
Moving along to modern pop culture, there are rare examples of it that actually do interject a learning element into their presentations. In the yearly NHK Taiga dramas, there are short segments at the beginning and end of the presentations giving historical background to the goings-on. A popular subgenre of video gaming that is beginning to show up in Japan involves historical quiz programs that are presented in the form of a game (there are current efforts touching on the Sengoku and Edo eras and beyond, with an emphasis on the arts, politics, and personalities). Video game publisher Koei (Sengoku Musou, Nobunaga No Yabou, Kessen, etc) is known for including extensive historical dictionaries, factual biographies, period artwork, and other features that are designed to show gamers the historical truth behind the fantasy. The video game Yoshitsune Eiyuden Shura has a huge historical section that would easily be the equal of any introductory college text. Many movie releases on DVD have extras on the discs that delve into the events or time period that the film covers (although many times these are also sensationalized and somewhat inaccurate accounts, such as the extras on The Last Samurai DVD). Animeigo’s Samurai Cinema label included historical liner notes with VHS releases, which now are included on the DVD itself. Some manga and anime releases follow these examples as well. Tabletop gaming (or computer simulations) is perhaps the most serious source of historical information among popular entertainment. Some releases are more along the lines of simulations than actual games. They feature meticulously researched maps, unit counters, and rules that cover practically every facet of period warfare. I t could be argued that playing one of these efforts would teach more about the nature of samurai warfare on a tactical level (including the importance and difficulties of command and supply) than would a book covering the same subject. Note that we’re not talking efforts such as Samurai Swords (Milton Bradley) or Shogun: Total War (Electronic Arts), both of which feature healthy doses of fantasy to make for a more exciting gameplay experience. Rather, we’re talking more about products like GMT’s RAN game, the Takeda series of PC games, and any number of Japanese tabletop simulations such as those published in Game Journal and Command Magazine Japan. One interesting facet of this historical element embedded in pop culture is that many Japanese products that are translated into English ‘lose’ this element. Koei games released in the United States routinely do not include the historical dictionaries. Taiga dramas many times drop the ending historical bumpers. This may be because it is believed that the users of these products overseas are only interested in the entertainment value and will have no real interest in Japanese history, or as a cost cutting/revenue producing measure (not having to pay for someone to translate the dictionary, or using the time gained from cutting the bumpers for extra commercials).
So it seems that there is a minimal learning value imbedded in many sources of ‘samurai pop culture’. However, I believe their real value lies in instilling a desire to learn more about Japanese history and culture. For all the misconceptions, falsehoods, and brutal misuse of the Japanese language in James Clavell’s Shogun (either the novel or miniseries), it has probably been more influential in turning Westerners towards a serious study of Japanese history than any other work. The Last Samurai, an excellent action film which is rife with historical inaccuracies, has had a similar effect. Martial arts, anime, manga, video games-at some point, most every user of these will become curious and want to learn more about the truths that lie behind them. While many don’t like the answers they find and prefer to remain with their dearly held illusions (usually martial artists that can’t believe their dojo doesn’t really have a 1000 year old history, or that the ninja techniques they use have all been invented in the last 20 years), others go on to develop a solid grounding in many areas of Japanese history-be it political, military, cultural, or economic. Films, games, and other works of fiction are also excellent jumping off points, introducing new avenues to explore and questions to be answered. The planned ‘Samurai 101’ forum on the Samurai Archives hopes to help many of the curiosity seekers and newbie historians along as they make the transition from fantasy to serious study.
There is a place for pop culture in the world of academia. Used correctly, these fonts of entertainment can not only impart rudimentary facts and information but also help guide their users to more involved and appropriate sources. Rather than incurring scorn and ridicule, they should be seen as a tool in stimulating an interest in Japanese history. Judging from the fact that there are far, far more people involved in the study of Chinese history than Japanese, this can only serve to bring some much needed fresh blood into the field. While it can be frustrating for long-time forum members to see neophytes extol the virtues of Bushido, haggle over who would win in a fight (samurai vs. ninja/knight/professional wrestler/etc), or claim to be harboring centuries old ninja secrets, just remember: we all had to start somewhere, and it was probably at a point just as ridiculous. Now you’ll have to excuse me-I’m going for Izumo Okuni’s 5th weapon in Sengoku Musou, and that fringed parasol is proving to be tough to get…