Saturday, August 27, 2011

Stephen Turnbull, Slayer of Ronin

Most everyone with an interest in pre-modern Japanese history (and we're assuming that's anyone reading this) knows of Stephen Turnbull. Describing himself as "one of the world's foremost military historians of the medieval and early modern periods", Turnbull is usually lauded by those new to the field and panned by those with some experience. Relying heavily on Edo period legends and secondary sources, his books make for entertaining reading but usually contain a healthy dose of misconceptions, errors, and editing that would make a fifth grader cringe. He's a polarizing personality on the Samurai Archives Citadel forum. While we've reviewed several of his books favorably, we've still taken him to task for the overall sloppiness and careless nature of some of his books.

For several months we've known that Turnbull was writing a book on the 47 Ronin. You all know the story-or at least the popular version where the 47 shining paragons of Bushido led by the stalwart Oishi Kuranosuke slay the evil and corrupt Lord Kira who was responsible for the death of their fair minded, upstanding and exemplary Lord Asano. As we've pointed out many, many times over the years (on both the forum and the Shogun-ki) the legend did not stand up under the glare of critical analysis. Asano was a loutish lecher, Oishi was a drunkard long before being made ronin and neglected his duties in training Asano, and Kira was a typical Edo period bureaucrat. The Ronin were more concerned at first with keeping their positions. After the Asano house was abolished, many possibly hoped to parlay a successful raid into pardons and new jobs. The question was, would "The Revenge of the 47 Ronin-Edo 1703" follow the newest findings, or would Turnbull stick with the dearly held Edo period legends he had espoused in his earlier books?

The first thing we usually do with a new book is to check out its sources and bibliography. While being an Osprey book, it was a foregone conclusion it wouldn't have footnotes or endnotes. But the sources Turnbull used were some of the best, up-to-date scholarly sources on the Ako Incident available. Numbered among them was Beatrice Bodart-Bailey's "The Dog Shogun", "Genroku Ako Jiken", and the landmark series of articles appearing in Monumenta Nipponica by Henry Smith and others that began to question seriously the validity of the Ronin legend.

It being a Turnbull book, it was also loaded with a variety of excellent photos, maps, prints, and plates. There are maps showing the likely layout of Kira's mansion (just a typical hatamoto mansion, not a fortified stronghold as often depicted), the route taken by the Ronin after the assault, and spots along the Tokaido road stretching from Edo to Kyoto (and stretching to Ako) that figured in the legend. There's also an excellent chart giving the names of each of the Ronin that specifies what unit they were assigned to during the raid and the weapon they are traditionally associated with. It also gives the 'aliases' that the Ronin were known by in prints and plays that were produced in the aftermath of the assault on Kira's mansion-writers and artists during the Edo period were forbidden to use the names of post-15th century historic personages in their works.

But what about the text?!?! It's divided into chapters on the Chronology, Origins (including Asano's failed assault on Kira), Initial Strategy, The Plan, The Raid, and an Analysis. And Turnbull absolutely nails it. He's delivered the goods-in spades. He pulls no punches when it comes to tearing down the walls of the legend that has grown up around the Ronin. Up to date on the latest scholarship (such as the recent discovery that Kira's name wasn't 'Yoshinaka' but 'Yoshihisa'), Turnbull clearly points out where fiction and fact don't mesh, and even gives great care when using dates (presented both as Japanese lunar dates and their Western equivalents). He presents all the different theories surrounding the '47th Ronin', Terasaka Nobuyuki (who either ran off before the raid or was told by the other Ronin to leave), concluding that whatever happened it was highly unlikely that he was sent as a messenger to inform the Asano family the raid had succeeded. And he does it all in his typical entertaining manner-some of our favorite short passages from the book:

"...I (Turnbull) shared fully and largely uncritically in the concepts and images provided by the popular version of the story..."

"...I sat peacefully with a cup of tea while a priest (at Kezo-ji) calmly explained to me how everything I had ever read about the Forty-Seven Ronin was complete nonsense".

"...hardly a word of it is true. The date was 1703, not 1702. Their victim's name was Yoshihisa not Yoshinaka. He was no coward. Greed and treachery were not involved and he played almost no part in Asano's death. Not all of Asano's 270 former retainers joined the plot or even sympathized with it. Religion played almost no part in their deliberations. The secrecy involved in their convoluted plot compounded the utter illegality and underhand nature of their act, to which the Shogun responded correctly by invoking the law of the land. The reaction by their contemporaries involved condemnation in addition to admiration, with both the Forty-Seven Ronin and their late lord being dismissed as cowards and a disgrace to the name of samurai. Finally, instead of 47 loyal samurai there were (according to some authorities) actually only 46, or maybe even 48. In fairness to the popular account, however, I can assure the baffled reader that on the night the raid was launched it was indeed snowing".

"By 1701 the 60-year-old-Kira Yoshihisa had served successive Shoguns as a loyal and utterly reliable master of court ceremonies for about 40 years. It was a role that required minute precision to detail and the ability to organize with clockwork precision. A man in that position, one can safely assume, did not suffer fools gladly. When faced, therefore, with having to instruct in etiquette a young daimyo to whom court ceremonial was much less interesting than court ladies, and a man who appeared ignorant of the most basic learning and yet enjoyed an income 11 times greater than his stuffy old teacher, Yoshihisa's self-control was to be tested to the limit".

(about Asano) "The main means of promotion among his retainers appeared to be their success in obtaining women for him. He was surrounded by flatterers and toadies. These flatterers and toadies included, of course, the future Forty-seven Ronin".

"...the population who lived in the gaudy world of Genroku craved a more direct heroism of a bygone age. If Kira Yoshihisa represented anything at all to them, it was the ordered, compassionate, legalistic and very boring world of the Shogun Tsunayoshi, not the exciting world of the sword-wielding samurai. To embrace this world the public had to ignore deceit, deception and a callous massacre, and, by creating a demand for the enduring myth of the Forty-Seven Ronin, ignore it they did".

Bravo! For all that, Turnbull keeps his tone as neutral as possible, never vilifying the Ronin needlessly or downplaying their well organized and carried out assault. He's not pursuing any sort of agenda and it makes for a fair and balanced presentation of the facts.

We found the section of the book dealing with the '17 Loyal Retainers of Lord Kira' to be the most intriguing (these being the 17 people killed by the Ronin during the raid). Contrary to what many Japanese sources state, it seems that Kira had 14 armed guards in the mansion on the night of the assault (not the 3-5 that are usually given). This changes the perception of the raid quite a bit-rather than a nine to one advantage in numbers, the Ronin instead appear to have enjoyed only a three to one superiority (and also means that they only killed three civilians, not the nine or so they are usually blamed for). Turnbull does an excellent job of backing up his statement, examining Kira's stipend and breaking it down into the composition of the troops the Bakufu would expect him to provide. The final tally matches almost perfectly with the numbers seen at the Kira mansion on the night of the raid. Turnbull also examines the 17 names given on the memorial to Kira's retainers at the former site of his mansion in Matsusaka Park in Tokyo, where it's shown that 14 are samurai. It's excellent work and Turnbull is to be commended for it.

The book is rounded out by a short examination of the Ronin in art and literature, a guide to the sites and memorials associated with the raid, and suggestions for further reading. The cottage industry that the Ronin have become (second perhaps only to the 'Bum of Tosa', Sakamoto Ryoma) is borne out in a photo of a souvenir shop loaded to the rafters with 47 Ronin items.

There are a few minor issues with the book. For example, Turnbull states that the Ronin committed ritual suicide, whereas (except for one) they were all beheaded BEFORE beginning the act. There are also the typical editing and spelling problems that Turnbull's books are notorious for. I'm sure there will be other minor issues that will crop up when we subject the book to an in-depth reading, but considering its overall excellence and copious new information, these are just small blemishes.

However, not all the latest Turnbull/Ronin news is encouraging. It should be noted that according to an interview on the University of Leeds site, Turnbull acted as the historical consultant on the upcoming Keanu Reeves version of the 47 Ronin story being filmed in Hollywood. According to Turnbull, "I've was asked to be historical adviser on a new film that's being made starring Keanu Reeves. The producers wanted it to be as historically and culturally accurate as possible, so they consulted me - which was incredibly exciting!"

This 'historically and culturally accurate' film will also be including 'computer generated fantastic creatures'. And the sad thing is, the fantastic creatures will likely be far more historically accurate than the film's portrayal of the 47 Ronin story.

And speaking of 'fantastic creatures based on beasts', we decided to put the book to its ultimate test. Cracking open the chained door of the Samurai Archives fruit cellar a couple of inches, we tossed down a copy. Down below, we heard the bellow of disbelief from the imprisoned 47 Ronin cultists, followed shortly by the chaos of their death throes. Mission accomplished!

In our opinion this is far and away Turnbull's best book to date with the possible exception of "The Kakure Kirishitan of Japan". It immediately becomes the best English language book on the 47 Ronin (it should be noted that the West's preeminent scholar on the Ako Ronin, Henry Smith, has yet to author a book on the subject). Given Turnbull's following in pop culture history, it's no exaggeration that with this single work he may have slain the 47 Ronin-or at least the legend that for far too long has been accepted as fact. While it will take years to fully be relegated to the realm of fiction and fantasy, Turnbull has taken the first steps towards introducing the real story to the world of non-academia. Since it's a revelation that many of his readers might be highly resistant to and might cost him a few of them, it was a bold move. With the steady improvement of his work over the past five years and his increasingly ambitious research ethic, one hopes that THIS is the Stephen Turnbull we continue to see.  Be sure to pick up your copy at the Samurai Archives Bookstore, powered by Amazon.com.

Saturday, August 13, 2011

Abandoned By The Heavens-"The Clone Returns Home"

Over the years, the releases from Animeigo's 'other' line of Japanese films (as opposed to the chanbara and jidaigeki classics they're known for) have always been top quality. From the cornball but touching 'Tora-san' comedies to the bleak tragedy of 'Black Rain', they've always represented some of the best films Japan has to offer. We have to admit, though, that we didn't know what to expect when we received "The Clone Returns Home" (2009). Sure, it won many awards-it was the 2006 winner of the Sundance/NHK International Filmmaker’s Award, the Official Selection of the 2009 Sundance Film Festival (and 24+ others), the Winner for Best Visual Achievement at the 2009 New York Asian Film Festival, and the Winner of the Jury Prize at the 2009 Fantasia International Film Festival for Best Cinematography. However, over the years we've found mainstream critics to be about as reliable as a Fox News broadcast or Mark Dacascos History Channel Special. Animeigo's synopsis promised an SF film that wasn't really SF, but that used the medium as a vehicle to examine the mysteries of human existence. Would 'Clone' prove to merit its accolades, or like its central character Kohei would it be consigned to the void?

The story is simplicity itself. When veteran astronaut Kanemoto falls victim to an accident during a space walk, Takahara Kohei (Oikawa Mitsuhiro) finds himself in line to receive the next mission. Under pressure from superiors, Kohei agrees to become the first 'official' subject for a cloning program (or 'life insurance', as it's termed). The process in effect manufactures a full grown version of the test subject in a 'save state', producing an exact replica complete with memories up to that point. During his mission in space, Kohei discovers the probable cause of Kanemoto's death-and falls victim to it himself. With his death, a clone is produced. There are immediate complications. The clone is fixated on a memory from Kohei's past involving his twin brother Noboru. Kohei is in effect a clone twice over-with the original being an exact twin and the clone being an exact copy of the original. When the clone escapes the research center, Professor Teshigawara is brought in an attempt to 'fix' the problems in downloading memory. Meanwhile, the clone attempts to come to terms with its existence-and with the mysterious spacesuit it finds as it is drawn towards Kohei's childhood home.

The film's tone is heavy with the emotional isolation and despair felt by virtually all the characters. This is reflected both in the film's environments and in the performances of the actors. Characters wander through the vast emptiness of the cold chrome and glass of the research center, almost always alone. The wreckage of Kohei's childhood home reflects the state of his emotions as well. The film has a very deliberate pace (putting it mildly) and indulges in the extremely lengthy takes that Japanese directors are known for. This actually works in the film's favor, accentuating the remoteness and isolation. The only warm space in the film is Kohei's childhood home in flashbacks-and even that is short lived. Everyone in the film seems guilty of something. Kageyama is the administrator of the cloning project. As indicated both by his name (literally translated as 'Shadow Mountain') and the actor playing him (Shimada Kyusaku, who played a similar 'soulless bureaucrat' role in "The Princess Blade"), Kageyama lives only for the project and isn't above arranging for the early exit of a test subject. Rather than the scientists, he's the real Frankenstein behind the creation of artificial life. Professor Teshigawara (Shinagawa Toru) seems benign by Kageyama's standards, but he has been guilty of unsanctioned cloning and sees Kohei as little more than a test case for a theory. Kohei makes a deliberate decision to not inform his wife Tokie (Nagasaku Hiromi) of the cloning program, leaving her to be shocked, anguished, and heartbroken when the clone is unveiled. And of course Kohei feels guilt over what happened to his twin Noboru many years ago. The air of isolation, coldness, and detachment gives the scenes with emotion a much greater impact. The simple appearance of dead astronaut Kanemoto's mother at a protest rally, silently clutching a framed photograph of her son, speaks volumes-as does a scene late in the film where a grown Kohei enters a door to rejoin his mother and brother, with the shoji sliding shut behind him.

Kohei's relationship with his mother and brother Noboru is integral to the story. Early in the film, his mother Yoko (Ishida Eri) lies dying in a hospital bed. This is where we learn of Kohei's childhood and his twin brother Noboru. They engage in the typical twin antics of pretending to be the other one and trying to weasel out of trouble by blaming their sibling. The passing of his mother, her desire for him to live on no matter what the cost, and the incident with his brother play a big part in Kohei's decision to become the first cloning subject. Kohei has never quite come to terms with his youth, and in effect the decision to have himself cloned is another way to avoid facing it. However, the repressed memories prove to be too much for the clone, becoming the focus of his existence and setting him on a path to come to terms with them.

One of the more interesting concepts raised by the film is that of 'resonance'-a theory proposed by Professor Teshigawara. He believes that when the original being dies, its 'soul' or 'spirit' attaches itself as a sort of 'guardian spirit' to the cloned body. This is in keeping with traditional Shinto thought-you could call it a kami for the new age. Teshigawara himself has some experience with the phenomenon, and his encounter with his dead granddaughter is one of the most touching scenes in the film-made all the more tragic by the fact that Teshigawara is oblivious to it. In the film 'resonance' manifests itself through an accompanying 'ringing' sound when the guardian spirit might be near. The same ringing sound was heard earlier in the film when Kohei's mother produces it by running her finger around the edge of a half filled water glass, and perhaps this is why it becomes the Kohei clone's 'cue' for the appearance of the original's kami. But what if there isn't just one clone? What if there are two or three? Will the later ones find themselves bereft of the original's spirit? The film gives no easy answers, although a scene at the ruins of Kohei's childhood home hints that the lot of the clones might not be entirely hopeless-and the reappearance of an old injury gives hope that the replicant might indeed not be abandoned by the heavens.

Once again, Animeigo has produced a spot-on translation. Subtitles are also color coded for scenes when multiple characters are conversing where it would usually be difficult to determine who was talking. The extras are headed by a lengthy 'Making Of' featurette. While most 'making ofs' focus on special effects, CGI, and makeup, this one largely focuses on Director Nakajima Kanji's efforts to coerce the performance he's looking for out of his cast members, both veteran and young (in the case of the Tsukamoto twins, who play the young Kohei and Noboru). Most interesting are his efforts working with lead actor Oikawa, who's a well known and flamboyant actor and musician in Japan known to his fans as 'Michee'-getting Oikawa to dial back his on-stage persona to portray the introspective and quiet Kohei was one of the director's biggest concerns. Interviews with the other actors bring insights into their characters. Beyond the 'Making Of'', extras are light. There are a couple of trailers (Clone's film festival trailer along with "The Ballad of Narayama"), three short bios of Oikawa, Nakajima, and Executive Producer Wim Wenders, an image gallery, and program notes (only about three, but to be fair a movie set in the present doesn't require the cultural notes that the chanbara films Animeigo usually releases do).

The Clone Returns Home is a low-key film for those times when you're in a contemplative mood. If you're looking for SF action, you'll be disappointed. While ostensibly a movie about technology, the issues it raises about the nature of identity, the presence of a soul, and the far-reaching effects of childhood trauma are universal. At its heart, The Clone Returns Home is a modern day ghost story with overtures of the Frankenstein legend-all done in a non-sensationalistic and true to life manner. The moral implications of rapidly evolving technology are brought home with an emotional impact. You can buy "The Clone Returns Home" directly from Animeigo at a discount or through Amazon.

All images © 2008 The Clone Returns Home Film Partners.

Saturday, July 23, 2011

On Top Of The Rice Pile-Paradox's Sengoku Preview

We were recently afforded the opportunity to play a preview edition of Paradox Interactive's upcoming computer game of the "Age of the Warring States" in 15th and 16th Century Japan-"Sengoku". As this is a preview of an unfinished version (bugs were still being ironed out and play balance adjusted to make things ready for the game's Q3/2011 release), we're going to largely refrain from pro-or critical-commentary and concentrate instead on what you can expect to see when you click 'Start'.

Like most Paradox games, players might find things somewhat intimidating at first and be at a loss where to start. After all, there are over 350 areas of Japan to conquer-and almost as many possible characters to start out with. However, once you've assigned the councilor positions in your court, given them tasks, and raised your first army and sent it off to battle, it's easy to settle in to the proceedings. There are tips given for first time players when accessing different functions and screens to help you along. The object-to control 50% of Japan, declare yourself Shogun, and then hold that title for three years against an onslaught of enemies. The game runs continuously in daily turns, but like 'Europa Universalis' can be greatly sped up, slowed down, or paused as the player chooses. The preview edition contained two choices-both starting on May 26, 1467 (dates are given in the Western calendar rather than the Japanese lunar calendar). Choose from the Onin War (so named for the Japanese era in which it began) or the Kanto War (taking place in eastern Japan). Since the Kanto War not only featured the strongest clan in the game from a military standpoint (the Uesugi, the Shogunate Deputy in the east or "Kanto Kanrei") but also the fearless warriors of the Chiba, we decided to give it a go.


We started out as the Uesugi. The basic area of the game is the 'kori'-the 350 or so individual provinces of Japan that make up 'kuni'. Kuni are the traditional provinces of Japan readers might be familiar with from other games-Satsuma, Shimosa, Owari, Mino, and Mikawa, for example. In game terms, characters who only have 'kori' titles are termed 'kokujin' and usually owe their allegiance to their daimyo (who control one or more 'kuni'). Especially early in the game, daimyo roughly correspond to the samurai who held 'shugo' positions (governor of a kuni). The daimyo, in turn, owes his fealty to the clan leader. Clan leaders aren't what you would expect from the name-rather, they're the leaders of several allied families, not all of whom will carry the same family name. In game terms, Oda Nobunaga would be a clan leader, with the Akechi, Hashiba, Niwa, Shibata, Maeda, et al being considered part of his 'clan'.

The Kanto War was fought between the Uesugi and elements of the Ashikaga Shogunate on the one hand with their opponents being rogue elements of the Ashikaga and their allies in the Chiba (some of whom ended up fighting alongside the Uesugi). We chose to play as the Uesugi clan leader...even though he turned out to be a minor with a regent running the show for him. The Uesugi start out with an enormous military advantage, and it took only three years or so of game time to leisurely wipe out the opposition with minimal losses. The focus here was mainly on raising and deploying troops. Armies can be raised from local levies from each kori, or from retinues that are loyal to a specific leader and follow him around the map. There are only two basic troop types in the game-Ashigaru/jizamurai and mounted samurai with their foot retainers (infantry and cavalry, respectively, both with built in bowmen). Later in the game (after the arrival of the Portuguese) ashigaru can be outfitted with gunpowder weapons. This is historically accurate, since it wasn't until late in the Sengoku that daimyo began to group units by weapon type-and even then, a mounted horseman would have foot retainers running alongside them (no all-horse cavalry in Japanese warfare) and spearmen would have archers providing covering fire for them (as would arqubusiers). There weren't units of 'Kisho Ninja' or 'Naginata Warrior Monks' running around. Battles are fought and resolved automatically when opposing armies are in the same kori in a 'battle window'. Battle continues day by day until the morale of one side breaks or they're eliminated. If the attackers emerge victorious, they'll lay siege to the enemy castle, an undertaking which can literally take years for a well developed castle. While 'samurai cavalry' reign on the battlefield, 'Ashigaru infantry' is king of the siege, particularly if the player wishes to try a bloody direct assault on the castle. Moving armies from province to province is easy and takes place simultaneously with all other enemy movement, so you might find yourself chasing around an enemy force that changed positions before your movement was complete. Supply is covered in an abstract way by having a supply limit-units over an province's supply limit will experience attrition as the soldiers either starve to death or simply decide farming wasn't so bad after all and go home.

While the combat was raging, we didn't neglect the home front. Your character can only control five or so provinces himself (his holdings are called a demesne) effectively, which tends to cut down greatly on the micromanaging. You can assign your Master of Arms to improve the castle (with eight levels of improvement, including moats, towers, and gateways)-again, this uses realistic timeframes for completion so they won't be finished overnight. Castles improve a province's defense and also increase the maximum size for levy troops. Your towns can be upgraded by the Master of Ceremonies with buildings such as inns, toll booths, and a courthouse that will increase your tax revenue and also increase the maximum size of your retinue forces. The Master of the Guard can open up guild slots for special buildings (four per province) that confer a unique benefit, such as lowering revolt risk or increasing the combat ability of troops raised there. One religious building can also be constructed in each province. Revolts can and do happen, and we had to put down a couple (one by followers of Shinto and one by townspeople).

This brings up the most involved and important part of the game-your character and his interactions with everyone else. Your player character can be a clan leader, daimyo, or a simple kokujin-and the game experience changes greatly depending on which you choose. A clan leader (like the Uesugi) is primarily engaged with creating alliances with other clan leaders, rewarding his vassals, keeping the clan together, and conducting military campaigns. On the other hand, a kokujin (like the Chiba in our second tryout) will be more concerned with bringing himself to the attention of his lord and plotting with others to eventually form his own clan or usurp the one he finds himself in. Starting out as a kokujin can be challenging, since if your forces represent less than 5% of your clan's army, you will have no direct control over them-the clan leader will raise, deploy, and dismiss them. You can't declare war on another province, and just have to hope your leader makes wise decisions that won't see your domain get mashed. The daimyo experience falls somewhere in between. Characters have three main attributes-martial ability, diplomacy, and intrigue. These attributes can be bumped by the ratings your wives have. Yes, wives-even though a Japanese could only have one legal wife during this period, the game lets you have FOUR (whee!). Just think of the other three as concubines, which a samurai could have as many of as he could afford. Anyway, they'll add a portion of their ratings to those of your character and can really help make up for any deficiencies. They'll also defend a province's castle when its levies are on campaign. Attributes can be raised or lowered by traits-and they cover pretty much everything. They're gained at birth from the traits of your parents, during childhood (characters don't become adults until age 15), through experience, and through lifestyle choices. A maimed character experiences a loss in martial ability and health, while a lunatic will be disrespected by his vassals and unpredictable as an opponent. An ugly character will find it tougher to enjoy diplomatic success, while a good looking diplomat will not only make friends but also be a hit with the ladies (becoming the Brick McBurly of his day). Lepers, drunkards, hunchbacks, stutterers, geniuses, imbeciles, and scholars can also be ambitious, ruthless, paranoid, humble, envious, or speak with a lisp-with attributes adjusted accordingly. Good traits can be bad (an honest man will be hated by the deceitful) and bad ones good (a drunk will be loved by other drunks-we enjoy our sake!).

Every character in the game has this level of individuality and complexity. And it's here where the real fun lies. Creating good relationships with other characters is crucial to success. Your vassals will become angry if you try to keep all conquered provinces under your control-they need to be rewarded for their efforts with lands, titles, and cash. And you should-you can only construct one building at a time per province in your personal holdings, but they'll help develop the clan holdings faster by doing the same in theirs. Clan leaders in particular need to work hard to keep the good graces of their vassals-there are many pretenders waiting to wrest control of the clan, and your proclaimed heir needs as much support as possible to see to it that your dynasty continues. This is vital-your character will almost certainly die before the game is over (death becomes much more likely after age 40), so you better hope your heir has been well trained and enjoys the favor of the vassals. Remember what happened to the Oda clan after Nobunaga's death? It basically became the Toyotomi clan. Having a high diplomacy attribute (or sending your Master of Ceremonies around to gladhand vassals on your behalf) will go a long way towards keeping their opinion of you high. Your relations with other independent leaders also go a long way towards a successful conclusion-you often need them when plotting against a larger foe. Kokujin and daimyo will also find that being diplomatic works wonders in gaining supporters for your eventual promotion to clan leader (or establishment as a new clan).

Honor is also a major factor in the game-basically, it's 'currency' you earn by rewarding vassals, gifting allies, and supporting the emperor that can be 'spent' on 'morally questionable' acts such as declaring war (especially on a friendly clan), having a plot discovered, or using ninja. If your honor goes negative, it's game over-there's a seppuku button to commit suicide that will restore a bit of honor for your heir when yours gets very low, but we never felt the need to use it. In fact, it looks like we maxed our honor out at 100 as the Uesugi despite a few reckless attacks on friendly clans.

Religion wasn't really much of a factor in the early game, as few of the provinces constructed temples. Shinto confers a bonus to honor, Buddhism to reinforcement rate, and late-to-the-dance Christianity an increase in tax income and firearms. All religious buildings are called temples, but we're really talking Shinto shrines, Buddhist temples, and Christian churches here.

Ninja can be hired to do a daimyo's dirty work-assuming your Master of the Guard can find one. They'll do it all, from rescuing hostages to burning down enemy buildings (and of course, assassinating enemy characters). They cause a hit to your honor and gold supply, and if caught, can lead to a major drop in honor. We didn't find a need to use them early, but they would likely prove valuable later on where enemies have built up. You can also use your Master of the Guard to cause a vassal to become disloyal to his liege-and perhaps more ready to join up with you. Ronin (and their attached forces) can be recruited for your retinue forces, and they contain some of the best fighters in the game.

Graphics look great, with several different views and filters of the map of Japan that will supply you with important information at a click. The interfaces are intuitive and also loaded with information, and the same info can usually be accessed several ways. There were the usual learning curve screw-ups on our part-for example, we had a stud as our Master of Arms and rewarded him with a landed title-which removed him from the position and left us having to fill it with a chump.

We at the Samurai Archives will be running an interview with the game developers and designers in early September, and also running a basic 'Sengoku Trivia' quiz contest (focused on the Onin War) for downloadable copies of the game in conjunction with our friends at Paradox-and of course, a full review of the game. You can keep up with the game's progress in the SA's Japanese Entertainment forum (which has links to the Paradox Forums, Sengoku Facebook page, Twitter, etc). Until then, we'll be doing our best to see to it that the Chiba end up at the top of the rice pile instead of being squashed by the Tokugawa during the Odawara Campaign.

Saturday, July 16, 2011

The History Of Japan-As Seen Through Paradox

Paradox Interactive has long been known as a producer of highly detailed, accurate, and immersive historical simulations for home computers. Their upcoming effort "Sengoku" promises to debut as the be-all end-all of strategy games for Japan's Warring States period (the Sengoku Jidai, which began with the Onin War in 1467 and lasted for well over a hundred years). Slated for a September release, we'll be doing an interview with the game's developers and designers along with an in-depth review. Until then, we'd thought we'd spotlight two other recent Paradox sims that between them stretch from the days of the Muromachi Bakufu in 1399 to the early years of the 20th century. "Europa Universalis III: Divine Wind" introduces Japan and China to the popular Europa Universalis series, while "Pride of Nations" is an original effort by AGEOD that covers the world's great powers between 1850 and 1920.

The original Europa Universalis was introduced in 2000 and proved to be wildly popular among strategy gamers, with two later versions of the game and four expansion packs. Currently, you can play as any of over 300 historical nations controlling more than 1700 provinces and regions in games that can stretch from 1399-1820. And in DAILY turns. Yes, daily-and we're not even going to speculate if it's the Gregorian, Julian, or Lunar calendar. "Divine Wind" is the latest expansion pack, giving a new dimension to the previously generic nations of Japan and China. While Europa Universalis II had released a special version (entitled 'Asia Chapters') giving life to the Orient for Asian markets, this is the first time it has done so in the West. Since this is, after all, the Shogun-ki, we'll be focusing on gameplay as Japan.

The first thing you'll notice is that instead of the game using historical 'clans', it uses a system popular in Japanese gaming-having the nation controlled by the Genpei Toukitsu, the "Four Famous Clans" of Minamoto, Taira, Tachibana, and Fujiwara that almost all samurai supposedly can trace their roots to. Since the game covers roughly 400 years and the entire world, this was probably a good choice-with all the other nations, it simply wouldn't have been possible to keep track of all the tiny clans that emerged and were destroyed over the years. Just think of the 'Genpei Toukitsu' as representing the different clans that descended from them. While you're perfectly free to try anything you want anywhere in the world (we invaded Ming China on Turn One just to see if we could), this will cause disruption and unrest among your people, so it's best to concentrate on consolidating Japan under your leadership first. After all, only the Shogun can effectively carry on diplomatic relations with outside countries.

Juggling your economic resources to keep your people happy, developing your provinces with buildings, and recruiting military units are the basic building blocks of this type of game. However, you can also recruit leaders and other 'great men of history', each with their unique strengths and weaknesses. As the economy and technology develop, more and more choices and options open to players. Missions are given to players and can range from elaborate to simple-our first mission involved adding to the nation's culture by cultivating the art of tending to cherry blossoms. These missions sometimes require concurrent advances in different fields along with using up specialized personnel. Diplomacy allows players to do something as subtle as insulting a rival to provoke a war and leave your opponent looking like the bad guy. You can sponsor artists and writers to heighten the nation's culture. Keeping your military tradition high is crucial in insuring you will have effective generals and admirals to recruit. Battles are played out on a strategic level, and there are no 'real time' tactical level battles. Players can set priorities for their nations by adjusting sliders that determine how much of a country's resources will go into them. Each aspect of the game has repercussions for every other aspect, meaning that a wise player will not just look at the immediate effects of a decision but also how it will affect other factors over time.

The level of depth and options in Europa Universalis is staggering. You can recruit all sorts of agents-spies, admirals, conquistadors, diplomats, missionaries, all with different functions. Spies can perform all sorts of actions, ranging from counterfeiting another area's currency to undermining their guild structures and spreading false rumors. Unlike many games of this ilk, steamrolling province after province without provocation will result in bad things happening to the player. Unbridled aggression will drive up a player's infamy, a game device which fits in well with Japanese history-think of how Oda Nobunaga or Taira no Kiyomori tended to unite the ranks of their disorganized foes. Provoking opponents into rash attacks or coming into a war on the side of an ally who was 'unjustly attacked' provide much safer avenues for expansion.

One area in the game we noticed that comes up a bit short is 'localization'. Most game terms are European (understandable, since the game is centered on Europe, and having more than one set of commands would cause mass confusion). Likewise, many of the portraits the game uses are of Europeans and look completely out of place when matched up with a Japanese character. Many of the Japanese characters have clearly Chinese names. Overall, given the scale of the game, this a relatively minor annoyance.

Graphics are effective, relatively uncluttered, and there are multiple intuitive interfaces and filters that will tell you at the click of a button virtually any bit of information you'd ever want to know. Even though the game runs day-by-day over 400 years, it can be sped up greatly so the days fall away like a fluttering desk calendar. It can also be slowed down or paused during times of great activity where precision is paramount. And of course, playing as Japan just scratches the surface of what's on tap. Virtually any nation you can think of in any time period covered is available, offering a whole new gaming experience. Exploration, colonization, and developing new technologies become a big part of gameplay. While historical technology can be sped up by infusing it with development cash, it becomes much harder to do so the further it diverges from its historical appearance. Victory is determined largely by the goals players set for themselves-obviously, making France, England, or Russia the #1 nation in the world will be much easier than doing so with a small Germanic state-or even Japan. But often realizing a modest goal with a small faction is far tougher than meeting a large goal with a large nation. This makes for an almost endless variety of game experiences, as the goals for each nation are set by the players themselves and are easily changed from game to game. While there are no scenarios per se, there are bookmarked years that allow players to start the game in years of note-like the discovery of the new world, the League of Cambrai, the Thirty Years War, and the American and French Revolutions. There are ample mods for the game, which we'll delve into later in the review. Anyone interested in the game would likely be better off buying the "Europa Universalis III: Chronicles" pack which includes the original game and all the expansions, including Divine Wind. It's far more convenient than buying them separately.

We could go on and on giving details for Europa Universalis, but we still have "Pride of Nations" to cover. While similar in play to the Europa Universalis series, Pride of Nations is even more elaborate. While the main playable choices are the USA, Great Britain, Germany, France, Japan, Russia, Austria-Hungary, and Italy, you can actually play as virtually any country on the map (albeit without getting country specific 'events').

We started off as Japan again, and found that the game rewards players that proceed in an historical manner. Thus your early goal is to keep the Tokugawa Shogunate in business, putting down rebels and earning valuable Prestige Points that make your nation stronger. Early turns in our mini-campaign were spent building up Japan's basic economy as quickly as possible while also putting together a small fleet that could trade with Southeast Asia. Trying to speed up history and getting rid of the Tokugawa will result in a shattered country that could provide easy pickings for circling Europeans. The change in the political climate will come soon enough, and it's important to have a Japan that can economically take advantage of it-as well as one with enough prestige to count on the world stage.

The strongest aspect of the game is the military component (an aspect of play that AGEOD has excelled at), an armchair general's fantasy. You have all the building blocks you need to form any unit from a company to an army, and they can be combined in any way imaginable (although there is a minimum size for an independent unit). Supply units, engineers, infantry, artillery, cavalry, and more-they're all here. Leader units usually have a photo of the historical leader on their counters, and clicking on each unit will show an illustration of their uniforms and arms-again, specific to each country. Individual ships will have a photo of the historical ship on the counter wherever possible. Garrisons are raised automatically as needed (representing a sort of 'local militia'). Each unit is rated in a mind-boggling variety of categories-range, ammo, cohesion, aggressiveness, speed, discipline, and recon being a few. There are over FIVE HUNDRED special abilities a unit can possess. Combat is again played out on the strategic level-no tactical battles. Units can simply march to a location, or use rail and naval transport (if you have it).

Pride of Nations also emphasizes logistics and supply. Putting together a large force to send to East Africa is easy-keeping it alive once it's there is a whole other story. An army far from home that doesn't has access to plentiful ammo, food, and replacement parts is an army in a world of trouble. Whether it's horse drawn supply attached to units, rail, or naval transport, setting up your the supply network is all important. Attrition to units via climate, disease, and moving through rough terrain can deplete an elite unit in no time. Much like the real world, non-battlefield casualties account for just as much damage or more than those sustained in battle. And also much like the real world, the army with the best logistics will be the one in the best position to win. Players with the patience and ability to put together a strong supply network will find the going much easier. Other than the Takeda series of games, we can't recall a sim involving Japan where supply was such a crucial element.

Diplomacy is a bit abstract-there are the standard options for making alliances, defensive treaties, and right of access along with less common ones like making inter-country loans. Declaring war is somewhat difficult-it's not as easy as just saying so. Players will need a casus belli to do so, which often comes out of a 'crisis'. This is an event generated by the game and is determined by several factors-the state of diplomatic relations between counties, troops gathered on a border, or a disputed parcel of land being some of these. This triggers a crisis where the player has six turns to either go up by three dominance points or simply be ahead at the end. Dominance is established by press conferences, oratory, calling for a resolution or delay, or attempting to gain the support of third parties. Winning a crisis might garner enough prestige points to justify declaring war on an opponent.

The economic aspect of the game is excellent. It's largely based on manufacturing while keeping your population happy enough to prevent rioting. Manufacturing allows for lucrative international trade in conjunction with a merchant fleet. These are vital for procuring raw materials and items not found in your country (a real problem for resource-starved Japan) to keep those factories running and the cash rolling in. The level of detail is so layered that a player can actually set up a factory in a different country (pursuant to an agreement to do so) and ship finished goods back to the homeland. Another nice aspect is the distinction between private and government funds-government funds are raised from different sources and are used mainly for military funding, whereas private funds bankroll factories. Colonization is obviously a big help in supplying whatever resource a country might be lacking in, so most of the game's battles center on colony disputes rather than direct invasions of the mother country. In countries that have elections, you can also attempt to push one candidate over the other (although as always your people might have different ideas!). Social classes, education, religion, nationalism, and ethnicity all have a hand in determining the stability of the home front.

Graphics are a bit more whimsical than in Europa Universalis, with tiny animated ships traversing the globe. We found the old fashioned real-time clock in the upper right a nice reminder that we needed to keep track of things in the real world, since the game is very addictive. Another nice touch was the background music-over 100 selections that reprise some of the more memorable period tunes. The map has several different modes (military, economic, decision, colonial) and several filters can show the supply grid, key cities, and even the weather. Unlike a lot of games, turns are simultaneous-when you click end turn, all of your orders made during the turn are then executed at the same time that every other country's orders are executed. This makes things far more unpredictable, as enemy forces will often move before an attack can be carried out.

Even with all of the research that went into the game, there were still some things that made us groan in the set-up. Shimazu Nariakira was shown as Daimyo of Tosa on Shikoku, not in Kagoshima (Satsuma) on Kyushu. Likewise, one of the Tokugawa is shown as being in control of Hiroshima and Tokugawa Yoshinobu is installed as a leader in Edo in 1850 (when he's only 13 and should be in Mito). Thankfully, he hasn't been made Shogun yet.

The biggest complaint among players of the game centers around its length. The Grand Campaign runs for 1680 turns, and on top of that the computer AI takes a LONG time between turns to make its decisions and sort out/coordinate all the orders given by all the factions. Mods are on the way that will double the time periods each turn covers (halving the number of turns), and hopefully some sort of patch that will address the AI decision making lag. If you're really impatient, there are four short 'battle scenarios' (including the Russo-Japanese War) that remove the economic element and allow you to slug it out-with the Spanish-American War scenario also available as DLC.

Pride of Nations is an amazing game that provides players with an avalanche of information, options, and materials but somehow makes it all manageable. With the different situations facing each country, it also has unlimited replay value-which is extended even further by the AI giving each country different objective cities each playthrough. With a strong military aspect, an excellent economic and diplomatic component, and establishing trade and colonialism as an integral part of success, it takes its place at the top of the list in grand strategic games.

Paradox makes their strategy games mod-friendly, so there are tons of interesting player-created mods for Europa Universalis and there are probably just as many on the way for the recently released Pride of Nations. Mods range from simply setting up new scenarios to changing the map, introducing new artwork and unit appearances, and plugging in new scripts. The load screens for the games even allow you to choose any mod you've downloaded before booting up! The best place to find mods to download is at the Paradox Interactive Forums...not to mention the skilled and knowledgeable players that will be able to help you out in any situation you might get into. Both games also offer online multiplayer (both LAN and online), with up to 32 different players taking part in the same campaign for Europa Universalis.

Both of these games make for great learning tools for those who don't just want to read about why history played out as it did, but also to experience it. They're the descendants of the monster board wargames of the 1970's and 80's with the advantages of greater depth and zero recordkeeping. While you won't get the 'real time battles' of "Total War-Shogun 2", you will get a much greater sense of running a faction's diplomacy, economy, and military along with an unmatched level of control and detail. There are no quick fixes here-you have to be thinking out your strategy years in advance, just not a couple of turns. You won't find more involved, well-researched, and addictive history games than these. Did we mention how inexpensive they are? Europa Universalis Chronicles lately has been on sale at Gamersgate for under $10, a steal. Pride of Nations is less than 20 bucks. Considering the amount of well-spent time you can enjoy playing them, it's the cheapest entertainment option around.You can find "Europa Universalis III Chronicles" and "Pride of Nations" on Amazon.com, or (recommended) in downloadable form at venues such as Gamersgate or Steam.

Thursday, May 26, 2011

A Duel With No Winner-Animeigo’s “Revenge”

One would think a formal duel to settle a grudge between armed samurai would be pretty straightforward. Two men meet on the ‘field of honor’ in a fair fight with one emerging victorious-and the other dead. However, things don’t always work out this way in the world of chanbara. The particular duel we’ll be examining today features only a pile of corpses with no real winner in sight. A popular Western saying is that when you seek revenge, dig two graves-one for your opponent and one for your soul. Such is the tone of Imai Tadashi’s “Revenge” (Adauchi). This 1964 B/W release from Toei is now available on DVD from Animeigo and features Nakamura Kinnosuke as a character whose life is changed by the machinations of a system seemingly designed to crush the very people that best defend it.

It’s 1720’s Edo period Japan, a score of years after the raid of the 47 Ronin. While the exploits of the Ronin’s ‘feudal drive-by’ have become the stuff of legend, dueling and revenge still tend to be rare in the peaceful world of the Tokugawa. In some fiefs, duels have even been declared illegal by their ruling daimyo and it’s in one of these that Okuno Magodayu and Ezaki Shinpachi are about to have a fateful encounter. While glancing at a smudged weapon blade while passing by a group of the clan lancers, Magodayu makes an offhand remark that implies that they’ve grown lax in their duties. Shinpachi, a samurai who holds no official office and is just there to help out with the weapons, takes offence and subtly suggests that the lancers are in far better shape than the Okuno. Samurai pride being what it is, it isn’t long before Magodayu sends a letter to Shinpachi challenging him to combat at a remote river bed. Shinpachi’s brother Jubei (the head of the Ezaki family) finds the letter and rushes off to stop the illegal duel-but he’s too late. Shinpachi has killed Magodayu, and both clans are in a world of trouble.

Niwa Denbei, chancellor of the Okuno, suggests that perhaps both of the combatants were temporarily insane and that neither can be held responsible for their actions. While this ploy draws the displeasure of both Okuno Shume (who wants revenge on Shinpachi) and Shinpachi (who quite correctly is unhappy about being labeled as insane), it’s the only excuse that will allow both clans to survive. The fabrication is accepted by Chief Inspector Ogawa Kobei and Chief Councilor Katagai Tanomo, even though both realize that it’s untrue. Shinpachi is sent to a local temple to recover from his ‘insanity’, but it’s more along the lines of a ‘cooling-off’ period-it’s understood that with the passage of time he will be forgiven by the clan and allowed to return.

Meanwhile, Shume is fuming under the whispered rumors that he’s too fearful to take revenge for his family. He declares his intention to kill Shinpachi, stating that he’s not breaking the clan’s rules-it won’t be a duel but just the elimination of an insane killer. Shinpachi’s friend Koyama Samon rushes to the temple to warn Shinpachi. A terrified Shinpachi knows that not only is Shume a far better swordsman than he, but even if he wins, it will only make his situation worse. Despite pleas from both the temple Abbot and Samon to take his former betrothed Ritsu and flee the domain, it seems honor is more important to Shinpachi. He stays and in a stroke of incredible good luck manages to kill Shume.

Now the pressure is on both the Ezaki and the Okuno-they had been excused earlier, but the latest killing draws the ire of clan officials. Breaking with tradition, they sanction an official duel. To save his family, Shinpachi is asked to allow the last Okuno brother, his friend Tatsunosuke, to kill him. From here on, Shinpachi is exposed to every type of humiliation possible-even though he has never acted in a dishonorable manner throughout the entire incident. He’s threatened with imprisonment and starvation and pelted with rocks and vegetables by jeering peasants. Even when he resolves himself to purposely lose to Tatsunosuke as requested, the clan decides to change the rules. Will he swallow this final insult or will he strike back at his tormentors? Is there a way for him to emerge victorious?

As examined in our review of “Bushido: The Cruel Code of the Samurai”, director Imai Tadashi was no fan of the samurai ethic and tradition. Rather, he saw the inherent hypocrisy of a theoretical code of conduct that took precedence over common sense and good judgment-not to mention a code that the rich and powerful could bypass at their leisure and warp to their advantage. In many ways, “Revenge” is like an extended vignette left out of the earlier “Bushido”, down to having the same star. The low status of Shinpachi sees him being continually made a scapegoat by the authorities even when he loyally agrees to follow their false decrees, hoping against hope that this will result in his family being unaffected and his own eventual reinstatement. Even his final agreement to let himself be killed at the hands of Tatsunosuke is ignored when it becomes inconvenient for the main clan. Imai also brings home the violence of swordfighting-there are no abstract, choreographed ballet-like moves resulting in bloodless deaths. Instead, there’s chaos, blood, pain, insanity, exhaustion-and ultimately futility. Nothing is resolved as a result. Watching Imai’s jidaigeki efforts always leaves one feeling a bit unclean and questioning the legacy of the samurai-they’re dark masterpieces that contrast greatly with many of the more colorful and traditional films of Japanese cinema in the 60’s. Don’t believe us? Just look at Kinnosuke’s face on the DVD cover. It says it all.

The film is told largely through flashbacks, also much as Imai’s earlier “Bushido” was. However, unlike “Bushido” (where the switch from the modern day to medieval Japan made it easy to spot a transition), “Revenge” takes place in a fairly short period of time. Some viewers find themselves having a hard time keeping track of when the present changes to the past and back again. One thing that will make it easier is that each transition will center around a particular character-when a character’s attire changes suddenly or they are instantly in a different location, it’s a good bet that the time frame has changed. Knowing the three Okuno brothers will help as well-if you see Magodayu, it’s the beginning, Shume is featured in the recent past, and Tatsunosuke largely figures in the present. While it can be somewhat jarring, it also helps add to the picture of random causality and lack of logic that Imai seems to be trying to paint.

We’ve sung the praises of the film’s star, Nakamura Kinnosuke, long and hard here on the Shogun-ki. While this performance isn’t quite up to the standard of his other roles in “Bushido”, “Miyamoto Musashi”, and “Secret of the Urn”, it’s still a cut above that which most any other actor would have been capable of. Some of this stems from the fact that Kinnosuke’s character of Shinpachi is somewhat sketchy. He’s not given much background and displays some puzzling, seemingly unmotivated attitude shifts during the course of the film. Kinnosuke does do an excellent job of portraying the character’s essential confusion and barely contained rage at the decisions made by others that destroy his life. No one does crazy quite like Kinnosuke, and his performance during the final duel more than makes up for whatever shortcomings that might have preceded it.

We found that the performance of the Abbot (never given a name) featured the best job of acting. He stands between the repressed, duty bound world of the samurai and that of the peasants who see the duel as nothing more than a spectacle to be enjoyed and profited from. He’s virtually the only character in the film that displays common sense and a good perspective on life. While he’s not above drinking and ‘bringing the love of Buddha’ to the local widows (in a role that would have been perfect for Brick McBurly), he’s tireless in his efforts to drag Shinpachi from the whirlpool dragging him down. Watching him trying to set Shinpachi and Ritsu on the road to freedom while good naturedly complaining about them the whole time gives the film most of its few moments of lightheartedness. The actor portraying Ezaki Jubei is also excellent, convincingly torn between his duty to preserve his family and his love for his brother Shinpachi. In the final analysis, a heartbroken Jubei manages to do both.

The film’s highpoint is of the course the extended formal duel between Shinpachi and Tatsunosuke at the end-the same duel that preparations are being made for at the beginning. Of course, it becomes obvious early on that Shinpachi will be fighting everyone BUT Tatsunosuke-the one man he had agreed to willingly give up his life to. This underhanded move sets up one of the greatest sword fights in chanbara history, perhaps only eclipsed by Raizo Ichikawa in “The Betrayal”. The Okuno’s choreographed fight strategy (strangely echoing what would be seen on the set of any chanbara film during rehearsals) is quickly laid to waste. While Shinpachi seems doomed to failure against the combined swordsmen of the clan, he doggedly fights on and even expands the focus of the fighting, terrifying his foes and scattering them in his wake. It’s unclear up until the final moment whether his unorthodox strategy will pay off.

Of note is the resume of “Revenge’s” screenwriter, Hashimoto Shinobu. He was a collaborator of Kurosawa Akira and penned many jidaigeki classics such as “Seven Samurai” and “Rashomon”. His skeptical views of warrior culture expressed in those classics lent itself well to both the subject matter of this film and Imai’s views and directorial style.

Animeigo’s extras are a bit on the light side this time around. There are a couple of program notes, not the elaborate ones seen in past releases, and they’re a bit off the mark. They call Shinpachi’s adopted unit ‘dragoons’ and give background for that type of troop. However, Japanese warfare did not have a history or tradition of firearms being used from horseback during the samurai era-they’d be better off being called ‘lancers’. There are short bios for star Kinnosuke, director Imai, and screenwriter Hashimoto. There are trailers for “Miyamoto Musashi” and “The Secret of the Urn”. Strangely, there isn’t a trailer for “Revenge”-one can only assume that it no longer exists. It’s also strange that the trailer for “Bushido” wasn’t included given Imai’s and Nakamura’s involvement. The image gallery does have more stills than is normally the case, around 40 including the film’s release posters. Menus are non-animated with no music. Both picture quality and sound are great and as always the translation and subtitles are the best in the business.

Regardless of whether Shinpachi emerges victorious, there are no winners in this duel. Everyone involved leaves with their hands-and honor-dirtied. The ones that survive, that is. Bushido is once again shown to be the tail that wags the samurai dog. While the duel has no victors, the film is another winner from Imai and Kinnosuke. You can get “Revenge” directly from Animeigo or from Amazon.

All images copyright and courtesy 1964 Toei Co Ltd.

Thursday, May 05, 2011

The 47 Ronin: Feudal Drive-By Of Yore

Andrew Rankin’s book “Seppuku” from Kondansha Publishing reflects the growing trend among serious scholars in the West (following the lead of the work Japanese scholars have been doing for quite a few years) to strip away the veneer of legends connected with the 47 Ronin and instead concentrate on what actually happened. As he puts it, “The Ako Incident is widely believed to embody moral conundrums that are quintessentially Japanese. It is perhaps more accurate to say that the whole affair now comprises the sum of three centuries of scholarly commentary and fictional embellishment, having absorbed a plethora of nuances and complexities that were tagged on post factum”. While ‘modern sammyrai’ still continue their campaigns of obfuscation and denial in support of the idealized image of the Ako Ronin, the picture that emerges seems to be that the Ronin were little different from a street gang carrying out a feudal drive-by. Let’s look at some of the more interesting sections of Rankin’s “The Ako Incident” in “Seppuku”.

Asano Naganori, who is usually portrayed as a noble, incorruptible, and perfect samurai, is shown as being “little more than a pleasure-seeking playboy who left administrative matters firmly in the hands of his advisors”. Similar to this is the description of the leader of the 47 Ronin, Asano’s chief councilor Oishi Yoshio/Kuranosuke. “Today an untouchable hero, he was not always known for brilliance. As a young administrator he was nicknamed ‘daytime lantern’ (hiru-andon); in other words, he was useless. He was not good with money, and needed assistance from senior retainers when handling anything financial. His first talent seems to have been for heavy drinking”. And what of the hapless Kira Yoshihisa? “The fact is that no concrete evidence exists (that Kira demanded bribes from Asano or taunted him)”. Rankin describes Asano’s botched assault on Kira, deriding it as “a lame effort” and notes that “Attacking a man twice his age, from the rear, and with the advantage of total surprise, Asano inflicted nothing more than two minor flesh wounds”. Further interesting points include that fact that Asano was escorted out of Edo Castle through an ‘impure’ exit reserved for corpses and criminals and was further shown contempt by having to commit seppuku in a garden rather than in the grand chamber appropriate to his status as a daimyo.

Rankin examines the aftermath of the assault where the bickering between different factions of the Ronin took center stage, with many of the group that had pledged to avenge themselves on Kira deserting as “their passion for vengeance waned”. At one point the Ronin were close to abandoning the attack on Kira and instead proposed substituting his son as the target of their wrath. Examining their motives, it’s shown that “the Ako men were not driven by personal devotion (to Asano). Some of them had never spoken a word to Lord Asano…Their loyalty was not to Asano personally, but to the warrior code….If the incident reveals anything timelessly Japanese, it is this heavy emphasis on the need to save face, a need defined by the status of the men as samurai, rather than on their moral obligations as individuals”. In other words, the Ako Ronin did it because they didn’t like being ‘dissed’. Oishi’s celebrated debauchery before the assault is shown for what it is: “When not plotting murderous revenge, Kuranosuke would head for the pleasure quarters and drown himself in drink. His behavior has been explained as a ruse to throw Kira’s spies off the scent. But Kuranosuke had a reputation as a drinker long before the Ako Incident, and there seems no reason to doubt that he was simply making the most of his last few months on earth”. Ako ronin Fuwa Kuzuemon, who won fame for striking down five servants during the raid, comes off as little more than a psychotic killer. He was banished from Ako by Asano for practicing tsuji-giri. What was tsuji-giri? “Random nighttime attacks on pedestrians”. Yes, Kuzuemon was in the habit of thrill-killing innocent civilians. Fuwa was also noted for being a “Kabuki-mono”, elements of the samurai class that dressed up in “gaudy kimonos” and engaged in “wild antics”. He requested permission to take part in the raid not because he had a special attachment to Asano, but basically because he was looking for a fight. While the Ronin lied to Shogunate inspectors and told them they had killed Kira with a single spear strike, a letter from Fuwa stated that “all the ronin present had stabbed and hacked Kira until he was dead. They sawed off his head…”.

Perhaps more surprising than any of this was the fact that, despite what almost everyone has accepted as fact over the years, the Ronin did NOT commit seppuku. Instead, each of them (save one, Hazama Roku) was beheaded in a mock seppuku ceremony. There are unambiguous contemporary accounts from each of the four houses that were responsible for holding the imprisoned ronin that this was the case. Rankin’s account finishes up by listing accounts from several contemporaries of the Ronin who criticized their actions, with well known scholars such as Sato Naokata lambasting them with “To give themselves up and wait for the Shogun’s ruling was nothing but a scheme to escape death and bask for a while in their own glory, before finding themselves new employment”. While all of this information might seem a bit harsh, Rankin’s account is fair, balanced, and backed up by documentation. He relates the disgrace of Kira as a result of his cowardice during the attack, the efficient way in which the Ronin planned and carried out the raid, and some touching stories involving several of the Ronin wracked by doubt and conflicting loyalties. This probably ranks as the best short account of the 47 Ronin incident available to date in English.

The only criticism we would level at this chapter would be that the author, while correctly stating the number of personnel in the Kira mansion at the time of the raid, has incorrectly ascribed them all the status of samurai guards. In fact, of the 45-50 personnel in Kira’s mansion, only three to five (depending on which account you choose to believe) were samurai guards with the rest being unarmed household staff (whom the Ronin evidently had no qualms about killing). For example, Rankin states “Guards at the front and rear gates were easily overpowered” when letters written by the ronin during their imprisonment establish that household servants were manning the front and rear gates (and both were asleep at that), the armed samurai having retired for the evening. Surviving bakufu records establish that all but perhaps five of the dead and wounded were servants. Simple math shows that Kira’s modest stipend could not have supported more than a handful of guards-contrary to how he is popularly depicted, he was not a wealthy man. The lack of guards at the Kira estate is further established by the imbalance of casualties-the Ronin suffered only one combat casualty (one wounded, with another Ronin being wounded after taking a pratfall) while Kira’s household suffered 16 dead and 21 wounded with the reminder fleeing the scene. The Ronin were not noted for their swordsmanship (something even their own museum in Ako freely admits), so such a lopsided tally can only be explained away by the fact that they largely were facing terrified unarmed servants. Popular support for the Ronin also seems to be overestimated by Rankin, as according to research done by Henry Smith (the West’s leading authority on the Ronin) Asano’s assault on Kira went largely unnoticed among both members of the samurai class as well as commoners, and was regarded as a minor incident by those who did comment on it. It wasn’t until the plays and novels based on the Ronin’s assault began to appear that public support for the Ronin started to manifest itself.

Still, one has to be encouraged by this development. While no doubt the upcoming Hollywood remake of the 47 Ronin legend with Keanu Reeves will ignite a whole new round of Ronin worship, it’s only a matter of time before the accepted view of the Ako Incident relegates it to the status of the feudal drive-by of yore.