Showing posts with label video games. Show all posts
Showing posts with label video games. Show all posts

Monday, September 22, 2008

Katanas And Joysticks: The Newest Wave Of Video Game Samurai

New for the Sony PSP (Playstation Portable) is 侍道 Portable (Samurai Dou Portable, or Way Of The Samurai Portable). This comes only in a Japanese language version but will work with any PSP. It's a handheld version of the popular series (with part three of the console version due to hit this November). It puts the player in the sandals of a ronin who drifts into town, and allows them to choose his role in a conflict brewing between rival samurai clans, merchants, thugs, and townspeople. This is done by having conversations with various people you meet around town, and the path the game takes branches depending on your answer. You can join any faction, join them all and play one against the other, or screw over all of them. There are lots of swordfights along with many missions and tasks given (depending on the faction you ally with), not to mention a multitude of different swords to collect.
This time, the story centers around a state called Gishuamari during the Sengoku period. By slaying the late ruling family, the Sakurai clan, a man named Fujimori became the state's Daimyo. As a ruler, he keeps an iron fist on his domain and the way he dispatched his former lord made him enemies of the peasants and old noble families. With the freedom provided in the game, you can betray your old employers and go with a new one, remove yourself from corrupt forces and join the battle for justice, or simply kill everything that moves. The game has excellent replay value, providing all sorts of endings both good and bad for the player to discover. The series is a particular favorite of mine-it's like an interactive chambara film that never unspools the same way twice.



Also out for the Japanese Wii and Japanese PS2 systems is the popular SNK fighting game, Samurai Spirits: 六番勝負 (Samurai Spirits: Rokuban Shoubu-'Sixth Match'). As the title would indicate, it's a compilation of five previous entires in the Samurai Spirits franchise along with an all-new sixth entry (天下一剣客伝-Tenka Ichi Kenkakuden-'The Legend Of The Country's Greatest Swordsman'). It's like getting six games in one! Online play is also a strong component of the release (at least for the PS2 version) along with lots of options to customize characters, along with extra training and versus modes in addition to the games. I haven't tried it myself since I usually don't care for fighting games, but it seems like a great value for a very storied line of games.


Released back in May was Kunitouri Zunou Batoru Nobungaga No Yabou (国盗り頭脳バトル 信長の野望-Nobunaga’s Ambition: National Domination Leader Battle) by Koei for the Nintendo DS (will work on any DS system, but is in Japanese language only). You might see this on assorted game sites as Owari Zunou Battle-not really sure where they came up with Owari, though, as that’s clearly wrong. This is a portable version of Koei’s extremely popular Nobunaga’s Ambition series, and is a bit different than the regular entries in the series. Here, you push ‘chess pieces’ representing famous generals over a map of Japan (board game style) in order to fight battles and conquer provinces. The elaborate province and government development of the normal games is absent, but it’s a fast moving, involving, and fun game. I’m finding it very enjoyable-nice graphics and portraits for such a small unit as well. You can download a trial playable demo for the game HERE.

Nobunaga No Yabou 2 (信長の野望 2-Nobunaga's Ambition 2) made its debut on the Nintendo DS (any system, but Japanese language only) in July. Looks like it's a port of the old Super Nintendo game Nobunaga's Ambition:Lord Of Darkness and will be back to the traditional province grabbing and developing routine.

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…