Tuesday, September 06, 2011

The Paradox/Samurai Archives “Sengoku” Onin War Trivia Contest

Thanks to our friends at Paradox Interactive, the Samurai Archives will be giving away five copies of their upcoming release “Sengoku” as well as five copies of “Europa Universalis III: Chronicles” (which includes the “Divine Wind” expansion for Japan).

“Sengoku”, of course, is the innovative game set in the warring states period of Japanese history (the Sengoku Jidai-roughly 1467-1603) that emphasizes character interaction, diplomacy, and political skill every bit as much as combat. This exciting new simulation promises to deliver a gaming experience never before seen in Japanese history strategy games. We’ve covered it here and here on the Shogun-ki, but here’s Paradox’s capsule summary:

“Wash blood with blood” – ancient Japanese proverb
Rise to power in Feudal Japan with your Samurai family in the epic Grand Strategy Sengoku
In this deep character driven strategy game, you play as the head of an illustrious Samurai family.

Description

The year is 1467 and civil war has broken out. The authority of the Ashikaga Shoguns has collapsed and it is every man for himself in the provinces. Honor and duty vie with survival in the delicate dance of power, conquest and betrayal as you attempt to unite the land of the Rising Sun through a combination of deal-making with foreign powers, sending your powerful samurai armies into battle against your enemies, and unleashing shadowy Ninja clans under the cover of darkness to assassinate your rivals!

Features

Control a noble family in Feudal Japan

Rise in influence and power within your clan and go on to claim the ultimate prize

Conquer and grow while rewarding your most valued retainers in your bid to become Shogun

Detailed historical map of Japan during the warring states period

Make deals with external powers, including the Portuguese and the Dutch

Employ the aid of powerful Ninja clans when your Samurai armies are not enough




“Europa Universalis III: Chronicles” is the classic game that allows you to assume control of virtually any nation at any point in time from 1399-1820. “Chronicles” includes the “Divine Wind” expansion that expands the role of Japan and China within the game. We’ve also covered it here, but Paradox’s capsule for “Divine Wind” follows:

At the demand of the devout fanbase, this is the 4th expansion of the classic historical strategy game Europa Universalis III. Enhancing every aspect of the game to create an even deeper and more rewarding experience.

Features

New graphical style, with detailed and beautiful map, including lots of new provinces.

Play as any of the four major daimyo’s in Japan and vie for influence over the Emperor and control over the Shogunate.

Enhanced diplomacy, with more options for alliances and peace negotiation

Dozens of new culture-specific types of buildings, where you have greater control over the development of your provinces.

More realistic development of trade, with control over strategic resources giving bonuses.

Manage the internal factions in China to keep the Mandate of Heaven.

Over 50 Achievements for players to unlock.



So-what do you need to do to win? Well, since the SA is above all a history site, we thought an easy quiz dealing with the Onin War (the war that kicked off the Sengoku Jidai) would be an appropriate way to award the prizes. All you need to do is send in your answers to the following five simple questions, the answers to which can all be easily found online:


The Onin War Trivia Quiz


1) Which of the following two families were the primary combatants in the Onin War?

A) The Taira and Minamoto

B) The Hosokawa and Yamana

C) The Tokugawa and Toyotomi

D) The Northern Imperial Court and Southern Imperial Court


2) Which family was traditionally given the post of Kanto Kanrei (Shogunal Deputy in Eastern Japan)?

A) The Uesugi

B) The Go-Hojo (later Hojo, as opposed to the Kamakura Hojo)

C) The Ouchi

D) The Chiba


3) Which location served as the main battleground of the Onin War?

A) Edo

B) Osaka Castle

C) Minatogawa

D) Miyako (Kyoto)


4) What does the "Onin" in "Onin War" mean?

A) it was the name of the Japanese era (nengo) that the war started in

B) it was the name of the temple that was burnt down in an incident that instigated the war

C) it was the name of the retired Emperor

D) it was a Shogunal title


5) Which of the following buildings was constructed by Shogun Ashikaga Yoshimasa after the war, further depleting the Shogunate's treasury and showing how out of touch the Shogun had become?

A) Kinkakuji (The Golden Pavilion)

B) Ginkakuji (The Silver Pavilion)

C) Higashi Honganji (Eastern Temple of the Original Vow)

D) Nishi Honganji (Western Temple of the Original Vow)



Paradox/Samurai Archives "Sengoku" Onin War Trivia Contest Official Rules

1) To enter, send an email with your answers to the quiz along with your
first name and country of origin to randyschadelATsamurai-archives.com
(replacing the AT with @ )

2) The contest is open to everyone-you don't need to be an SA member to
win. But if you like the game, you'll love the SA, so register anyway ;)

3) Only one entry per email address/IP Address. Multiple submissions from
either will result in all being disqualified. The idea here is obviously
one entry per person, but over the net it'd be almost impossible to
enforce. But since we're all honorable samurai who follow the tenets of
Bushido, that shouldn't be a problem, right?

4) Prizes will be drawn from the pool of correct entries. The first five
names drawn will receive a digital copy of Paradox's new "Sengoku" PC
Game, and the next five names will receive a digital copy of Paradox's
"Europa Universalis III Chronicles" PC Game. Odds of winning depend on the
number of correct entries submitted. In the (highly) unlikely event ten
correct entries are not received, remaining prizes will be awarded in a
random drawing from the remaining entries.

5) The contest will be open until 12:01 AM on Saturday, September 17th (as
determined by United States Eastern Standard Time). All entries received
after then will be void. Winners will be announced sometime on Saturday,
September 17th on the Paradox Interactive Forum, The SA's Japanese
Entertainment Forum, and right here.

6) Winners will be notified by email and given their code along with
instructions on how to redeem it.

7) To redeem your prize, you'll need:

A) A computer capable of running the games along with an internet
connection. Here are the specs for running Sengoku:

System requirements

Operating system: XP/Vista/Windows7

Processor: Intel® Pentium® IV 2.4 GHz or AMD 3500+

Memory: 2 Gb RAM

Hard disk space: 2 GB Available HDD Space

Video: NVIDIA® GeForce 8800 or ATI Radeon® X1900

Resolution at least: 1024*768

Sound: Direct X-compatible sound card

DirectX®: DirectX 9

Controller support: 3-button mouse, keyboard and speakers

Special multiplayer requirements: Internet Connection for multiplayer


B) You'll also need a Gamersgate Account. If you don't have an account,
just go to gamersgate.com and register-it's free and the site is great.

C) Substitute codes will not be issued under any circumstances. There will will no substitution of prizes.

8) All decisions of the kami-like judges (that being Tatsunoshi of the SA
and his lovely wife Ayame, who will be drawing the names) are final.



Again, thanks to our friends at Paradox Interactive for providing the
prizes! Special thanks to Boel Bermann, Daniela Sjunnesson, and Susana Meza Graham of the Paradox PR Department.

You can learn more about Sengoku at:

Sengoku Game Website
Sengoku Game Facebook
Sengoku Game Twitter
Paradox Forums

And preorder it at Gamersgate.com .

Friday, September 02, 2011

Nefarious Schemes and Office Warfare: The SA Interview with Sengoku’s Development Team

After our preview of the upcoming PC game Sengoku from a few weeks back, we thought it would be interesting to bring an interview with the creators of the game to Shogun-ki readers. Heavy on the politics, scheming, and complex alliances that the era was noted for, this innovative game also saw rough Sengoku justice delivered by Paradox staffers upon each other during multiplayer games. We’re assuming the good natured battles left enough staffers alive to complete the game on time for its September 13th release, and that their heads aren’t decorating the Rokujo riverbed in Kyoto.

In the following interview, CK is game designer Chris King, NS is historical researcher Niklas Strid, and SA is the SA’s Tatsunoshi (Randy Schadel).

We first talked with Chris King.

SA: Can you give us a little background on your primary development/design team? Who are they and what are their responsibilities? Have they worked as a team on any other projects?

CK: The core design team was myself (Chris King, the lead designer), Johan Andersson (head of development), and Thomas Johansson (project lead). We worked together on Hearts of Iron 3 and Victoria 2. This is the core team, but after that it was everyone in the team, even those on other projects who all contributed toward the game.

SA: With "Total War: Shogun 2" having been released earlier in the year, there will no doubt be the inevitable comparisons made between it and Sengoku. What about Sengoku will make it an entirely different and fresh game experience for players?

CK: As a general rule when it comes to making a game you create a core focus of the game and stick to it. Everything you add beyond that is to enhance that core experience. The Total War games are firmly focused on the tactical battles, and most players agree they do them very well. When we began to look at development of Sengoku we knew that our strength is something else than what the Total War games offer. We felt we were good at higher level strategy games and we focused away from combat onto the greater strategic interaction, trying to focus in on the interaction between the characters.

SA: Can you give us a general outline of the different steps taken in the development of Sengoku? What all did it go through between the initial concept and the final release?

CK: The first thing we think about when designing a new game is: can we make it fun and would we want to play this game? The answer has to be yes, because if we wouldn’t want to play this game then who will? ;) After that you move onto the practicalities of can you actually produce your concept. Once those two hurdles are cleared all you have to do is make the game.

SA: The Clausewitz Engine (used by Europa Universalis III and Victoria II, among others) along with facets of the upcoming Crusader Kings II were used to build Sengoku. What was behind the decision to use these-what makes them appropriate for Japan's Age of Warring States?

CK: Crusader Kings II is really the key one, Europe during the Crusader Kings II time period shares two key similarities with the Warring States period. The political structure is feudal and the personalities, and their relationships with each other, drove the time period. Starting with that foundation you can a graft onto this foundation a uniquely Japanese experience.

SA: Based on a preview edition of the game, Sengoku does an excellent job of replicating the precarious situation most clan leaders of the time (15th-16th century Japan) found themselves in, no matter how powerful-they were all sitting on a house of cards that their retainers could easily knock out from under them. Many different factors (such as limiting the number of provinces a player can directly control, tying vassals to construction, or giving a boost to a character's stats based on the abilities of his wife and concubines) subtly work together to underline the importance of having trustworthy and capable vassals. Mastering character interaction is as vital to a winning effort as raising and deploying your armies. What are some tips and suggestions you have for players when they first sit down to play the game?

CK: Vassals ability to backstab you is limited by two key factors. Most importantly is your own personal honour. If you keep your honour high enough your vassals have to remain loyal. The second is their relative power. Only when a vassal becomes powerful enough in relation to your clan are all restrictions lifted off them. So watch your own honour and try to avoid having your subordinates get too powerful.

SA: Players can choose to play as a lowly kokujin trying to impress his lord-or as the powerful head of a clan trying to please his retainers, keep the clan united, and wage war (or even be a daimyo, which has elements of both). These make for totally different gaming experiences (and excellent replay value). How many unique characters will players be able to choose from at the beginning of the game-and how much of a chance do those poor kokujin have of clawing their way to the top and claiming the title of Shogun?

CK: We haven’t done a count, but we estimate there are at least 200 unique kokujin in the game at the start. Now to be frank clawing your way from one province to Shogun isn’t easy, but we know that players will want to do this so we have made sure there is a route. Your first job is to become head of a clan. There are two ways to do this. If you are a family member of the clan you are in you can be elected leader of the clan by the vassals of the clan. So you need to convince the other clan members to like you, once you are at the top all you have to do is stay there. Second route is to form your own clan. If you gain enough power, or if your clan is weakened enough you can strike out on your own. From there it is game on.

SA: Why was the traditional Japanese 'Shinto-Buddhist' religious base split into two different factions (and allowing players to only follow one or the other)?

CK: It was because of the power the various warrior monk orders had in Japan. They were already a political force in the Ashikaga Shogunate and continued to be a force all through the Senguko period. So we felt it would be good to split them in two because of this.

SA: Paradox has a strong international player base. Was this the driving force behind the decision to not use too many Japanese terms in game?

CK: Japanese terms add a certain amount of immersion to a game. However, if you add too many you start to confuse things for people. So we tried to strike a balance between immersing players in Japan without demanding they have a Masters Degree in Japanese language, history and culture.

SA: Was there anything left out of the game due to time and budget constraints that you would have liked to have seen included?

CK: There is so much we could have added but felt constrained not to. Still if I were to pick one I would have loved to have added more interesting things to happen with the three religions.

SA: What we've viewed of the artwork (both on the loading screens and the box art) looks excellent. Who are the talented individuals who produced these gems?

CK: Our art team of Fredrik, Jonas and Niklas were behind the graphic look of the game. The worked hard to try and get the graphics in the game looking functional and good while at the same time trying to capture a feeling of Japan. The artist who drew the loading screens was Niklas. The cover art is created by a very talented freelancer named Viktor Titov.

SA: While testing the game, which of your team proved to be the best at thrashing his opponents-or at least THOUGHT they were? Any plans for members of the team to take part in online multiplayer campaigns?

CK: I have to say the current award goes to Darkrenown who decided to go and destroy Podcat in one of our office multiplayer games. Darkrenown justified this because he felt that Podcat should be spending more time patching Hearts of Iron 3.

SA: The staff of Paradox not only develops the games but also plays and supports them once they're released. This takes the form of answering questions from gamers on the Paradox Interactive forums, releasing patches to enhance and expand gameplay, and incorporating suggestions from players in future releases. Does being actively involved with the people who actually play the games help with designing future efforts? Do players ever come up with tactics and strategies that surprise you and weren't factored in while designing a game?

CK: Players always surprise us; it is one of those unwritten rules of game design! So for me it is not a question of what, but when. The nice thing about the forum is we get to know not just what people are doing, but also the details of why it works. This is the key to improving the game in the future and that´s why we really appreciate our active forum and our gamers feedback.

SA: Paradox games are known for being extremely friendly to modding. While no one can predict where the player base might take Sengoku, what do you see as some of the more likely targets for modders to tinker with?

CK: I don’t even try to imagine what modders come up with. The never cease to surprise me! J

SA: What's on the horizon for the team after Sengoku is wrapped up? If the game does well, can we look forward to expansions or similar games on other eras of Japanese history? Any dream projects you'd like to see made reality?

CK: If we were to come back to Japan after a successful Sengoku I would love to do an expansion on the game. There are so many areas we felt we should pass over due to time constraints that we could spend an age adding more depth to this era. The invasion of Korea is one such example. But that all depends on if gamers enjoy Sengoku and if they will want more after the game release. Time will tell.

The SA was also fortunate enough to have a talk with Niklas Strid. Niklas is an Associate Developer at Paradox and the Researcher and Scripter on Sengoku. He has two BA’s in Screenwriting as well as a degree in game design. His first project for Paradox was working on Divine Wind, helping to flesh out Manchuria and Korea in the Europa Universalis game series. Aside from Sengoku, he’s currently involved with Crusader Kings II.

SA: Tracking down information on all the 'clans', their leaders, and their holdings at the beginning of the Onin War had to have been a lengthy and involved process, but Sengoku appears to have pulled it off nicely. What were some of your primary sources used to do research for the game?

NS: After browsing the Internet for whatever little information in English I could find there I tried the book stores and local libraries but it was hard to find books on Japan in general and anything before 1900 in particular (in comparison there where usually 10-15 times the number of books on China or Korea). But at the Royal Library in Stockholm I tracked down Paul Varley's book The Onin War from 1967 which turned out to be a lifesaver, and gave me a good general understanding of the conflict and the political climate, as well as a number of important characters and details about some of the succession conflicts that rage when the game starts. The great difficulty with this game was of course that most sources only were available in Japanese and many of them not obtainable on the Internet, so I set out to recruit some additional researchers that could help me out and found a small group of dedicated and very knowledgeable members on our own forum. So even though I'm rather proud of my work when it comes to the historical setup and feel of the game, I would not have been able to achieve it without their invaluable help.

SA: In any historical game, there's a trade-off between playability and accuracy. In your opinion, what was the biggest compromise made in the game between the two?

NS: Personally I think the Onin War and its repercussions were the hardest one to represent in a grand strategy game like this. Even though we have a rather accurate setup of which clans were involved and who was fighting who, we couldn't really represent the fact that the conflict was so centered around the capital, and only later spread out into the provinces. So we have a somewhat larger conflict when the game starts as the involved clans will fight each other over a much larger area. But considering how much accuracy we have managed to squeeze in, I feel that this point is a rather small one. The close-quarter street-fighting just didn't fit into this game.

SA: On the other hand, what were some historical facets you were happy to see make it (or NOT make it) into Sengoku?

NS: I'm happy that we ended up with a much more detailed and accurate setup than what was initially planned for when it comes to things like the map, clans, crests, characters, and the Onin War. And also the inclusion of some important historical events like the arrival of Europeans and the introduction of firearms and the way in which they are spread throughout Japan.

SA: At game's start, about how many of the charcacters in the game are taken straight from history? Will players see new clans emerge into prominence later in the game like the Go-Hojo, Saito, Tokugawa, Maeda, or Hashiba?

NS: Most if not all of the landed characters are taken from history and given traits and stats that reflect their historical counterparts. All in all I think we have somewhere around 400 scripted characters. Many of clans that later became famous are present as small vassal clans at the start of the game, and if they can survive an early onslaught and play it smart they might end up as large independent clans at one point. New clans can also be formed, and these draw their names from other historical clans that aren't represented at the start of the game.

SA: Why were armies split into 'retinues' (forces whch are directly attached to a lord and comprise his personal army) and 'levies' (provincial forces)?

NS: Splitting armies into levies and retinues where done to try and represent the shift in army size that happened during this period, where you at the game's start have access to some levy troops boosted by a small retinue, whereas later these levies will largely play a secondary role as you rely more and more on a large and professional retinue. Many of the clans that get conquered will also turn into wandering retinue bands that you can hire, and as more and more of Japan is solidified under a few clans, more and more of these ronin-for-hire will turn up, making it possible for you to put together armies of the size that the Toyotomi and Tokugawa later commanded.

SA: One of Sengoku's most important game mechanics is that of 'honor'. Rather than equating honor with the later idealized and largely fictional Edo period concept of Bushido, the game instead sees it more as 'being seen to do the right thing enough to where you can get away with being underhanded'. Honor in the game can even be purchased with money. What are some of the things players can do to build up honor and what can they do that will deplete it?"

NS: Honor can be gained in a number of ways from handing out provinces - or kori - that you conquer, to granting some of your vassals the daimyo titles that come under your clan's influence, to sponsoring the Emperor's court. Honor can also be gained from following a religious faction or establishing certain buildings.

The SA would like to thank Chris and Niklas for their time and expertise. Sengoku will be available September 13th for direct download on Gamersgate (along with other venues), and a retail box version can be picked up at Amazon UK. Don’t forget to keep checking the SA for details on the ”Paradox/Samurai Archives Sengoku: Onin War Trivia Contest” to win a downloadable copy of the finished game. Until then, you can always check out the SA’s Sengoku page for the latest news along with Sengoku related links. And watch out for Darkrenown.

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.