Dr Jekyll And Mr Hyde; Or, the worst-spoiled twist in history and other tales

Never has popular osmosis so ruined a story with such a good twist. Agathat Christie’s Murder on the Orient Express may come second, but that ending has not become a set phrase in the manner of Robert Louis Stevenson’s The Strange Case of Doctor Jekyll and Mister Hyde.

Robert Louis Stevenson and His Wife by john Singer Sargent

I have gone over the novel on an audiobook expertly narrated by Michael Kitchen, and it is quite a discovery. The first half plays out like a mystery in which a lawyer, fearing he will not like the answer, seeks to find out who is this damnable Edward Hyde and why his good friend Doctor Jekyll seems intent on protecting him. It is suggested that the Doctor is being blackmailed for some long-ago sin.

When Hyde gets the police on his tail, he disappears and Jekyll gives his assurance he will not be seen again. But months later he re-emerges and Jekyll and his closest friends are drawn into a sordid a tragic conclusion. About the last third of the novel consists of two long letters, one by Jekyll’s colleague as he discovers the terrible truth, the other by Jekyll himself explaining all that happened.

The mystery is well handled. The reveals are well paced and the answer is hinted at without anything giving it away. It may feel unfair to the reader that only at the end is it revealed that there is a counter-factual element involved, but from the start it is clear that there is something abnormal about Hyde. Jekyll talks of the potion as “mystical”, “transcendental medicine” and “scientific heresy”, probably an acknowledgement by the author that it has no basis in science.

The horror, from a modern perspective, doesn’t work so well. Partly it’s because a large component of it is class prejudice: the idea that an upstanding citizen with a university education leads a double life as a ruffian in the rough, unclean streets. And whilst Hyde is described as “the first man who was pure evil”, he doesn’t do very much compared to what we expect nowadays from horror films (or indeed police procedurals). He kills a beloved councillor on no provocation, hurts a child and that’s it. Everything else is vaguely alluded to as debauchery that should not be talked about. We are left to imagine what Hyde might have done with his debased appetites and lack of moral restraints. This might be down to what Stevenson could have published in 1885. (Even factual accounts of rapes and murders were censored to avoid mention of sexual topics that are no problem today.)

But what is most noticeable going back on it nowadays is how different the novel is to later adaptations, imitations and inspired works. Just about all of them have Hyde either physically similar to Jekyll or (more often) bigger and more imposing, if not a downright inhuman monster. In the original he is shorter, almost a dwarf, compared to the quite tall Doctor. This goes with the Victorian ideal of classical beauty and physiognomy, in that Hyde is ugly in every way and Jekyll is the image of a gentleman. The idea was still around at the time that outside appearance reflects one’s character; here at least it makes sense, given the potion’s nature.

The biggest surprise though is that there isn’t a “split personality” in the sense that is often used in modern fiction (which again has little to do with the still-unproven concept in psychology). Jekyll is fully aware of what he does as Hyde, takes the potion knowing what it does, and as Hyde still has his full powers of reason. The only change, aside from the physical transformation, is that his evil side takes over and his better nature is suppressed. He takes it as a form of release from both his own constraints and those of his society, having the perfect disguise and alibi for what he does. Yet in each form he finds himself hating the other and by the end Hyde is vandalising Jekyll’s possessions. It is, very clearly, an allegory not only for respected men with nasty secrets (supposedly Stevenson was inspired by the case of Deacon Brodie), but also for not facing up to a side of yourself that you keep active but hidden.

The tragedy is that over time the transformation becomes easier and going back requires ever bigger doses of the potion, with a real danger of a deadly overdose. As he realises this, he stops taking it for two months, but when he relapses it results in a murder. (Does it come from bottled frustration towards his own social circle? You can read it that way, but there is nothing directly suggesting it.) He swears it off for good, but some time afterwards finds that in the withdrawal he has become Hyde without it. Driven by fear but still possessing his faculties, he sets about making more of the potion, but is unable to recreate the effect. He locks himself up, self-administers a rehab process that lets him recover for a while but in the end kills himself as Hyde.

In some important ways the story is more sophisticated than its later follow-ups. The actions of Jekyll are perfectly believable and the end feels like a natural conclusion. But it is also immersed in a Victorian mindset that, to a modern reader, can feel like it is as much part of the problem as any fault of the Doctor’s. The story is not religious, but follows the ascetic morality of the time and the expectation that the educated middle classes are more virtuous than common workers, but that they should also set an example to them. The whole tragedy would not have happened if Jekyll had a safe avenue for his pursuits and did not feel so self-hating about them. We may see his escalating doses as a form of addiction and desensitisation to a drug, but was probably intended to evoke the habituation of sin.

What is the moral of the tale? None is clearly stated. It can be read as a warning that giving in to sin in any way leads to a slippery slope; but also as saying that an honest man can allow himself some hedonism but should take responsibility for it, and trying to hide it for the sake of appearance will only lead to trouble.

 

The other two horror stories by Stevenson on this audiobook are much less known. One is Olalla, which has a premise that is all the more terrifying today: a normal human falls in love with a beautiful, enigmatic stranger who turns out to be a vampire. There follow long conversations along the lines of “We should marry, I know you feel it too!” “It can never work, my family is dangerous and if you stay you will die!”

But Stevenson plays this for melancholic tragedy rather than shallow wish-fulfilment, and stays true to the premise. The vampire wins out in the end and our protagonist, though never convinced, is made to return to Britain after many longing glances to the castle. Olalla is hoping that this generation of the family will be the last and the affliction will die with them.

The vampires themselves are intriguing. They live in an old castle, their condition is inherited, and the locals think it comes from their ancestor making a deal with the devil. But otherwise it matches the vision most common today: they don’t turn into bats (in the original Dracula, from the same time, they could turn into any animal; vampire bats were named after the legend), they are not harmed by sunlight (which was introduced by the 1922 Nosferatu) though the eponymous Olalla does shun it and has very pale skin, and they are not in any way bad people, but whenever they see blood they are seized by an ferocious hunger and bite with needle-sharp canines (though they seem able to sustain themselves on normal food). And the castle is not of the Hammer-Horror variety; it is a Moor fortress taken over by an aristocratic family during the Riconquista, imposing but not sinister, in the bright and hot Spanish highlands. Our protagonist at first has a pleasant time convalescing in it among a mother and son he takes as the models of honest rustic simpletons.

Far more than with Jekyll and Hyde, in this story Stevenson feels very much ahead of the time, despite the very Victorian elements of the slow, melancholic atmosphere, the tragic love and the long, purple-prose dialogue. (Then again, that last might be familiar.)

 

The other story, The Body Snatcher, follows a medical student in Edinburgh who finds himself involved in the trade of bodies for dissection for the school. (London, Spain, Edinburgh… Stevenson’s horror stories move have more diversity of locations than those of Lovecraft.) He deals with shady, unscrupulous men who deliver bodies that he presumes are freshly dug up from the graveyards; he accepts it as the price of having trained doctors. But one night he realises they are murdering innocents in the poorer quarters of town. By this time he cannot denounce them without bringing up his own complicity. So he throws in his lot with the murderers.

It ends with the supernatural coming in, as a body has apparently come back to haunt them. This feels to me as spoiling a fine story of very human horror. It would have also have worked to keep it ambiguous, with the suggestion that their guilty minds are imagining it. A pity.

 

What these stories have in common that makes them effective as horror and tragedy is that Stevenson, for all that he was a product of his time, is not judgemental about his characters. He puts them in believable dilemmas and gives them all too human flaws, and does not try to convince the reader of any easy moral lessons. This is not true of some other authors of the time (or later ones, like C S Lewis).

I have to also commend Michael Keaton for his narration of these stories. It is not easy to dramatise single-handedly an entire unabridged novel, and he reads the different voices very well and evokes the atmosphere of the pieces without overacting.

World of Warcraft: Mists of Pandaria, a look at the story

With World of Warcraft’s new expansion, Mists of Pandaria, I can say that apart from some odd design decisions (Why do lockboxes require level 90 for rogues to open?) and the bugs inevitable in such a huge online world, there is no fault with it beyond those inherent to the massively multiplayer online genre of games. I will leave aside gameplay matters (they have improved in many ways) and focus on the stories and setting of the game.

Martial Competition

The continent of Pandaria itself is beautiful. I’ve been rediscovering the joy of just riding around looking at the scenery and exploring the nooks and crannies, without the drive for efficient questing that comes when the game world is familiar and drained of mystery. The various zones look diverse, with that mix of real and fantastic elements rendered in simple, bright graphics that has made the game so successful. (Though I still think the best-looking zone in the whole game is Nagrand.) The architecture is mostly Chinese-based (complete with Great Wall) but also takes from feudal Japan, nomadic Mongolia and the temples of South-East Asia. The gear follows a similar pattern, with Vietnamese hats, samurai helmets and war masks (Though I can hardly tell plate, mail and leather armour apart). The good thing about taking traditional Eastern Asia as a theme is that it is big enough that you are not tied to any one style.

The Pandaren are a good race to fit the expansion around. While they are visually based on Chinese dress and the national animal, their culture is distinct and stands on its own. Warcraft has a lot of races, and quite a few are only there to provide enemies of varying strength for players; even the friendly/mixed ones can be very one-note, such as the Wolvar. The Pandaren are focused on simple pleasures, especially cooking and brewing, tradition, mutual respect and reverence, and a peaceful life. This allows them to have their own brand of defenseless farmers, trainers, sages and combatants, a full society that fits alongside the others in a distinct way. (About the farms: for the first time we get to see large areas of the map covered in crops. In all previous iterations I was left wondering where the food comes from. The large cities have at most a few scattered tilled fields nearby.)

Some find the pandaren’s appearance too cuddly and “bouncy” (an actual racial trait), belonging to a furry comic rather than a fighting fantasy world. I can see why, but their animations manage to make them look both graceful and precise when fighting despite their rotund silhouette. I am also glad that the game offers a variety of body types, not all are slim or thickly muscled. (Although, it bears repeating, the males differ noticeably more than the females.) They go well with the new monk character class, who can fight unarmed by predicting and avoiding attacks. (The real martial art of Aikido relies on quick, short moves towards your opponents to either avoid their stroke or block it just as it builds momentum.) This in turn ties in with the Pandaren’s backstory, that they overthrew a race of statuesque slavers who made cumbersome weapons for fear, not ease of use.

The other races introduced in the expansion are more one-trick, with a narrower culture, but work in the role they are given in the game world. The Jinyu are a race of carp-people, yet look dignified and strong. The Mantid are giant locusts crossed with eusocial hives. The Saurok look about right for humanoid lizards. (Though I ask myself what to make of the Virmen; they act like animals and are treated as a pest, yet occasionally you hear one talking coherently.)

With the farms, open space and light-hearted quests, the continent feels peaceful towards the centre; a big change from earlier iterations of the game where there was warfare everywhere save in the cities. In the North and West, you see the menaces that they keep at bay; aggressive races, but especially the Sha, manifestations of negative emotions. This is another thing that fits well with the Pandaren culture and the monks, explaining their focus on calming remedies, meditation and inner peace. The Sha work well as villains, with the element that the player characters are fighting something they are in large part responsible for. The one problem is that the Sha of hatred/fear/doubt/anger are all fairly interchangeable; more a pool of villain fluid than a font of distinct enemies.

Previous expansions of the game had a definite villain whose influence could be seen in every zone. This gave a direction to the overall story, but I have to say it does not work as well in an MMORPG as it would in most single-player games. Because gameplay in World of Warcraft is long and involves a lot of repetition, the story comes over slowly and in fragments, and most of it is about rather trivial tasks; there is no way to keep up tension in the way that, say, Mass Effect can, with its tighter story and play time. Illidan and the Lich King infamously stayed holed up in their fortress, while players were able to move about with little hindrance on continents they supposedly ruled with a iron fist. (Though with the Lich King, the developers did find good ways of having him turn up and taunt the player a few times; and in the end it turned out he was setting a trap for them.) I think the approach of this expansion works better, in which most of the more tense storylines (those not dealing with farming, finding better ale or learning about the land) tie up with the Sha or the arrival of the Alliance/Horde war rather than being part of one evil overlord’s campaigns.

And the nature of the questing fits the tone. Previous expansions had most quests centered around killing ten mobs of some sort. The players are often told to go and kill people (for a given value of “people”) who are wandering around their home because someone has a grudge against them and is paying to have them dead. This still exists aplenty in Pandaria but it is noticeably less prevalent, and the quests have more variety about them. When the Pandaren tell you to slaughter enemies, it’s usually enemies who are actively attacking.

Special mention goes to the Stormstout Brewery dungeon, where you fight literal party animals and “alementals”, the manifestation of drink gone bad. It is the most gloriously cartoonish dungeon in the whole game.

 

In war the first casualty is credibility

So the expansion works story-wise, with one telling exception: the Alliance/Horde conflict.

Instead of a single villain, the idea is to have the expansion turn around the conflict that gives the basis of the game’s player-vs-player. Unfortunately, giving it more focus has only shown up its lackings. While computer-controlled opponents are made into villains, both player factions are intended to attract mixed sympathy, even though the real cause of the conflict is simple race-based antagonism. Simply put, it’s a war between racist imperialists and bloodthirsty conquerors.

Most player-against-player games that make their own mythology cast the conflict in one of three ways:

  • Simple good-versus-evil in which players are expected to play both (this held for the first two Warcraft real-time strategy games, but more focus on characters and story pushed the writers to redeem the Horde).
  • An irreconcilable ideological difference, with both sides being (to some extent) well-intentioned but unable to resolve matters peacefully.
  • The grimdark solution, no side is any better than “badly misguided” and it makes little difference who wins the war. Warhammer 40,000 is notorious for taking this to an almost parodic extreme. (It is still possible here to make the audience/players care about individuals caught up in the conflict.)

But the writers are trying to keep both sides to some extent relatable with no real ideology behind them. This results in so many developments looking arbitrary or just contrived. Why do some Pandaren join one side or the other? It seems entirely down to which one they met first when needing assistance, or which side treats them better; the latter would work if there were some reason for why it was reversed on either side of Pandaria’s starting area. Considering how much harm both sides do as they land, I would expect the inhabitants as a whole to see them as interfering foreigners at best. Taran Zhu, who fills the role of the sceptic who is in time won over, makes the most sense when he describes the war as a racial bloodbath that the Pandaren should stay out of.

Related, the most relatable characters in the game are those not involved in the conflict. Varian could be a good leader figure if it were not for the need to keep him racist and unwilling to negotiate. Jaina has long been conciliatory between the two, but the destruction of Theramore by a nuclear-equivalent weapon has made her abandon that. Garrosh has gone beyond reckless and warmongering to downright mad. Characterisation tends to be quite superficial in this game, since most player interaction is with other players, and the huge world obliges a massive number of characters. But I see that while the new Pandaren characters can be one-note, it’s a likeable note.

(Some of this may be due to a large part of the background events only coming up in the tie-in novels and comics. There is a lot of resentment at how those merely playing the game are denied this, and only see the result after the storyline has played out. I would like to see it too, but things like political intrigue would be difficult to show in-game. Brief cutscenes are the most that they can make.)

Possibly, this will get better. Now that players have been introduced to the new continent, future development has been stated to focus on the war, so they have an opportunity to make it believable. Maybe Jaina will not abandon entirely her respect for the other side. Above all, it’s been leaked that Garrosh will become an outright villain to be defeated by both sides in a PvE fight, which is a logical follow-up on what he is now. It just seems that it should have happened already. (While with Illidan they decided he would be a villain and then somewhat derailed his character to allow it, with Garrosh changes have followed the reverse order.)

 

The lone daring adventurer who only follows orders

This might not be such a problem if players were not in effect obliged to passively follow along the story, but with the way the game works there is no in-character way to express dissatisfaction with the leadership. It is odd that we are supposed to be adventurers, individuals of exceptional skill who work independently of the military or any other branch of government, yet we only do things that matter upon the initiative of another.

This is made clearer than usual in the Tillers’ quest hub in Valley of the Four Winds. You come across Farmer Yoon, a pandaren who is trying to be accepted into the community, and for some reason you help him. Obviously the rewards to you as a player and a character come quickly, but what I noticed is that the player is completely absent from the NPCs’ interactions outside of doing errands; the player reaps all the rewards, but Yoon plays out the entire story.

This is normal for the game. Your character does the work and gets the spoils, but the story is that of the NPC offering you the quest. The heroes of the fight against Illidan were Akama and Maiev, against the Lich King it was Tirion. Some object to having these characters show up in raids and take the glory, but it’s the best way to match story development with gameplay events. (And also, wouldn’t it be odd for a collection of even the strongest mortals to kill the likes of Deathwing?)

Other RPGs can offer you choices where you decide on a character and shape the story. (Though even here there are always limitations; you often end up with different actions having the same result.) World of Warcraft cannot do this, partly because the world has to end up the same to all players, partly because your character has no presence in the game’s canon story, and partly because the point of an online multiplayer of this nature is to forge your story with other players rather than the game world. (A criticism of Star Wars: The Old Republic I have seen from different sources is that Bioware’s experience in making single-player RPGs results in a game where the quests give a specific background to your character, where players would make one themselves.)

In story terms, your character is at times a Pinball Protagonist, at other a Lancer for a canon character. Though the players can also see themselves as an army of Almighty Janitors: they don’t get much recognition, but they are safe in the knowledge that without them everything would go to hell.

But, when the protagonist must follow others and the audience cannot put the normal distance between themselves and the character, it puts an onus on making stories with which we can go along.

Guilty Crown (or Pleasure?)

Guilty Crown

Having seen the first few episodes of Guilty Crown, I can say the best way to sum it up is by looking at what elements it takes from established genres.

  • Cyberpunk setting. It seems to be trying to be dark in the tradition of the genre, with a repressive government going against end-justifies-the-means rebels; but ends up looking like a caricatured evil army going against a group of anti-heroes whose coolness depends on not showing concern. Visually, the biggest difference with the likes of Ghost in the Shell is that most of the action is in broad daylight.
  • An ordinary high schoolboy pulled along in events. A pinball protagonist for the most part, much is made of the moment when he decides to act (and by all reason, should have been killed).
  • A bunch of glamorous girls and boys on both sides doing the hard stuff, with bright long hair to contrast with the protagonist’s normal hairstyle. Anyone who looks over thirty will die soon or stay in the background.
  • Mechas, generally on the real robot side (much like VOTOMS with lighter builds) but with the hero and the “dragon” antagonist piloting special ones. Two unusual things: firstly the pilots are not in the mechas but instead use wireless connections. This allows for much robot-felling that only psychologically endangers the named pilots. Secondly, whereas most such robots serve as an embodiment of the protagonist’s potential, here the protagonist fights on foot and they serve as opponents that he first evades and then defeats, contrasting with their size and overt power.
  • Magic sword fighting. Some technobabble about genes or something is thrown about, but when a boy without any training pulls an elaborate blade out of a girl while floating among ribbons, and the chops down military hardware, you know the science is not the point. Certainly not the only implausibility, but definitely the most glaring. Otherwise the show is fairly believable science fiction.
  • A magical girlfriend for the protagonist. Not quite human, beautiful and scantily clad, oblivious to social norms and submissive to the point of lacking any will of her own, the usual.
  • Fanservice everywhere it fits, and quite a few places where it won’t. The girls are all in skintight suits with cleavage showing. And of course the feedback from a destroyed mecha can cause the pilot to writhe about in pain…
  • The third episode throws in sex farce, of the high school accidental pervert sort.

 

Genre elements it doesn’t have:

  • Homoerotic subtext. Strange not to see it when the male leads are so important (indeed the girls don’t do much that is plot-relevant). Maybe later.

 

It’s shallow and pandering, but the visuals and action are enough to interest me, and the plot moves fast and is perhaps the least clichéd part of the whole thing.

My biggest problem is with the nature of this antagonist army. Oppressive forces that kills civilians supposedly to stop an infection are not unusual in this sort of show; however this one is of vague nationality but certainly foreign, and they stepped into what is explicitly Japan and took over from the government. It follows the victim mentality that Japanese nationalism has waddled in since 1945. It may just be a way to make the soldiers more distant, but I honestly find it more disturbing than the gratuitous fanservice.

Patriotic self-image varies a lot between nations, and perhaps the most influence comes from how the last major war or struggle for independence went. The United States is the hero who saves the day; Britain is the plucky underdog who never stops fighting; France is the most cultured country in the world (Germany used to have this conceit in a more intellectual sense, but has suppressed its nationalism for the last fifty years); Japan has a self-image as a people who are willing to innovate and learn from outside but will never forget the core of tradition and religion that has been in their families from time immemorial, but the most overt nationalism takes the form of this victimisation, together with denial of everything Imperial Japan did during the Second World War. Japan as a culture has traits of mild autism; and like autistic individuals, it needs to learn to empathise with others, understand how it has harmed them and not see them as dangers to cut off.

Nyarko-san: Yup, Japan can still surprise me

You may have heard of widget series, where “widget” is an acronym for “weird Japanese thing”. The term comes from how often Japan produces shows with what seem to Westerners as utterly bizarre premises. I have usually taken these in stride, and once you get past the gimmicky set-up, you find that most of these weird shows are actually quite conventional, often clichéd, in other respects. Karin is about a mutant vampire who vomits blood instead of drinking it, and the story is a romantic comedy. Midori no Hibi is about a boy who finds a girl has been magically attached to his arm in place of the hand, and the story is a romantic comedy. Library Wars is about libraries forming private armies to defend their books in pitched battles, and the story is a romantic comedy.

Nyarko-san

The shows that I find genuinely weird are those that subvert genres of character types, especially those native to Japan. So I was not too surprised by how Nyarko-San: Another Crawling Chaos (published by TV Tokyo, created by Xebec, based on light novels by Manta Aisora) takes the horror stories of H P Lovecraft and turns them into a romantic comedy. But the nature of the lead couple left me disoriented.

The shows that I find genuinely weird are those that subvert genres of character types, especially those native to Japan. So I was not too surprised by how Nyarko-San: Another Crawling Chaos () takes the horror stories of H P Lovecraft and turns them into a romantic comedy. But the nature of the lead couple left me disoriented.

H P Lovecraft wrote during the twenties and thirties, and drawing from Edgar Allan Poe, pioneered a brand of horror that emphasises humanity being small and powerless in the wider picture of the universe. He imagined our world hiding intelligent beings whose physical nature and way of thinking we can barely grasp, only ever giving the reader a glimpse of their true form. Importantly, these beings do not hate humans or play with them, as evil spirits and whimsical gods often do in old myths. Rather, in their view of things human civilisation is a minor matter. They see humans as pawns in greater plans, or nuisances to be pushed aside, or most often they are unaware of their existence and the harm they do. Lovecraft drew on an atheist and materialistic (albeit, in subtle ways, magic-filled) vision of the universe in which living beings have no meaningful destiny or protection from on high. (This also applies to the other beings in his stories; they may be a superior form of life, but they are subject to the same unfeeling laws and can be defeated, as happens a few times.) He aimed to create a sense of wonder and terror as we see how little we matter in the wider scope.

Cthulhu

Cthulhu, the Old One in the sunken city

He was so influential in his brief writing career, that his stories can nowadays seem filled with clichés (cults trying to wake a sleeping god, ancient evils sealed in ruined cities, disturbing visions that drive the susceptible insane) simply because he’s been such an inspiration. Cthulhu, a Great Old One recognisable for the tentacled head, giant green body and bat wings, has become the emblem of his mythos and an Internet meme (somewhat ironically: Cthulhu has a well-defined, humanoid appearance, so he’s easy to draw, but by the same token is not really representative of Lovecraft’s creations).

The point is, Nyarko-san is about as far from all that as possible.

 

Otaku will suck up anything if it’s presented as a cute girl

In Nyarko-san, the alien beings with their unknowable powers and motivations are reimagined as attractive young women (mostly) who happen to congregate around this comparatively normal boy. The title character (Nyarko? Nyaruko? Nyarlko? Transcriptions vary) is Nyarlathotep, an early creation of Lovecraft’s, as a teenage girl with long white hair. Turning mythological beings, military vehicles and abstract concepts into cute girls -keeping them thematically tied through details of their dress, face and hair- is a cottage industry in Japan’s visual culture. Touhou Project is the franchise that does this most thoroughly. (This is what Touhou does to the Argiope spider.)

More broadly, anthropomorphism is found in every human culture. (Medieval Europe had a well-developed canon on how to portray the seven virtues, vices and liberal arts.) But this aesthetic is peculiar to Japan’s otaku.

And the set-up is classic to Japan’s “unwanted harem” shows (so I gather; the only other series of the genre I’ve seen are Bakemonogatari and The World God Only Knows, both quite subversive takes on it). These girls force themselves into the life of a sort-of-ordinary boy, living at his house and dragging him along for adventures, with unrequited love is all around while he would rather keep them out and escape their sexual escapades. (It does not actually fit the criterion for a harem show in that for most of its length only two characters seem to be after the protagonist, but it definitely follows the dynamic.)

So, really, it’s a mundane premise. Putting Lovecraft in it is not much of an innovation. But the approach to the genre is refreshing.

 

My harem protagonist can’t be this assertive!

Nyarko-sanThis series does several things well. The art and animation are good and at times remarkable. Character art is conventional, but there are plenty of exotic elements like the sunken city of R’lyeh and Nyaruko’s gadgets. They take from such sources as the Sagrada Famìlia and Edvard Munch’s Scream. There are quite a few panning stills (each time I wonder if someone has stopped time), but there’s good budget lavished on the fights.

The plot rarely makes sense, but it is imaginative enough to put the cast in all sorts of bizarre situations. My own favourite is when they are stuck in a dating simulation game.

The comedy comes from the absurd situations, with puns so bad even I can understand some (“Zankoku na tenshi no beeze”, that’s the same as French “baiser”). Plenty of parodies, which I’ll get to later, and a cavalier attitude to the fourth wall.

Fanservice is plentiful, but does not take precedence to comedy. And it’s well-made, no implausible anatomy or panty shots (I’ve never liked this odd brand of prudish perversion, of glimpsing a woman’s underwear under her skirt; it leads to ugly and wrong-looking clothes). Scenes of undress are rationed and erotically charged (cough, Strike Witches, cough again), and the girls make just as good eye candy in their beautiful yet believable outfits. Nothing underage, either; the little girl introduced towards the end is not sexualised and gets played mostly for parental affection.

The characters are one-dimensional, but in the best way possible. All are gloriously larger than life and the voice actors are obviously loving it. And while they are stereotypes, they are not clichés.

The most common protagonist of these otaku-aimed series is a blank, passive boy who lets the story go on around him. These series try to accommodate everyone, but end up very bland with a protagonist I can’t care for. A variant I’ve heard of, in visual novels focused on fanservice, is to have a lecherous boy openly lusting after the girls in the most indecent way. This series avoids both, and it does so in such a simple and satisfying way that I really wonder why it hasn’t been done before.

You likely know of the “tsundere” archetype, who in the simplest form is a girl who starts off hostile to the lead boy (sometimes violently so) and by the end softens up. It’s a fine concept, but has become an overused identikit character in Japanese shows, and I particularly hate those that are outrightly abusive for no obvious reason and are never called out on it (Toradora and Oreimo are prime examples).

Well Nyarko-San turns the lead boy, Mahiro, into a grouchy and short-tempered tsundere and makes the lead girl into a lecherous pervert openly lusting after him. This alone created a far stronger “what on earth am I watching?” feeling than the premise ever could. He is still quite passive plot-wise, but not a quiet doormat. He doesn’t have the power to affect events much, but he will stand up and defy the dark gods that are after his virginity. It’s heroic, but in a very endearing way. He always tells Nyarko and her lot what he thinks of their activities, and often reprimands her with forks pulled out of nowhere. He isn’t clueless in love, he is simply exasperated by the harassment of someone he doesn’t love and won’t take a hint. (Some find his behaviour rather too aggressive, but consider that Nyarko is equally abusive towards him in a harassment way.)

Meanwhile Nyarko is an incredibly energetic and talkative pervert with no sense of boundaries, and she carries fanservice, comedy and fighting just fine (often in the same scene). The next-important girl Kuuko is equally lustful but in a silent, deadpan way, they complement each other well.

Repeatedly, Mahiro starts to soften towards Nyarko, and immediately afterwards she sets a new record in lecherous fanservice and utterly disgusts him. With a simple gender flip and some edffort, they revive a moth-eaten gag and build an excellent vehicle for fanservice.

 

With all that said, the series does have its flaws; but they are not the ones you’d expect in this genre.

The first two episodes are wonderful, with gags only pausing for battles or impressive visuals, and inevitably the next few are more average. Yet about episode four the comedy definitely declines. I can’t point out just what goes wrong; voice acting, art and animation are fine, and the situations are varied and out-there, yet it fails to work. Absurd comedy lapses into simple absurdity. Then episode seven, at the beach, is the one episode that feels generic. But then it recovers in episode eight and keeps up until the end. Episode twelve manages to start off with a genuine twang of dread and slips seamlessly into comedy.

There are also times when the references get rather too thick.

 

Shout-out overdose: a story embedded in a matrix of a slice of otaku culture

Most of the fanservice befits the scene, in that it makes sense in the context of the story and characters. The same cannot be said of the references.

Nyarko curses with names from the Gundam franchise, and her fighting poses are taken from various Kamen Rider series. Other Japanese references include Haruhi Suzumiya, Neon Genesis Evangelion, Tokimeki Memorial (the dating sim episode), even pop songs. Western ones also abound, obviously Lovecraft’s Mythos (together with later additions by others, including the tabletop role-playing game), but also Back to the Future, Disneyland attractions and possibly Monty Python. Mahiro’s lack of interest in the girl pursuing him might be referring to Lovecraft’s asexuality.

The full list for your perusal.

It provides plenty of another sort of fanservice to otaku. The subtler references and in-jokes can be but sometimes the dialogue, with many lines lifted verbatim, seems bizarre no matter how it’s translated.

Most of the deities and aliens who appear in the series are fans of some facet of otaku culture. They seem to confuse the world with Japan, and Japan with Akihabara. (Episode ten adds in subtext about the censorship of pornography.) Well, foreigners can be like that. I know the image of Scotland abroad is dominated by the Highlands even though it has less than a tenth of the population.

 

Sexism: It’s not men against women, it’s society against individuals

Coming back to that gender flip: Nyarko-san avoids the sexism that tends to come with the premise of fanservice harem shows. These can easily offend all around by portraying women as empty objects of lust, and men as shallow sources of lust. (And a recurring problem, related to what I said earlier about tsunderes, is that the lead boy gets abused for minor infractions in ways that would be instantly unacceptable in the reverse situation.)

Nyarko-san makes the characters’ sexuality drive the fanservice, instead of making them passive receptacles for it. Instead of having a character to pander to every otaku fetish, they focus on a small cast that lets everyone shine.

All the more remarkable is that a parodic sex farce manages to be more gender desegregationist than a much more serious animé that also aired in the spring of 2012, Mysterious Girlfriend X. This one has one of those weird premises I mentioned at the start, but makes good use of it: this strange girl forms an emotional bond with the protagonist when he swallows her saliva (animated in loving detail). There follows a look at how at how a couple might develop when they can share emotions by a physiological mechanism.

Mysterious Girlfriend X

The series has a lot to commend it; particular note goes to the dream sequences that evoke real wonder and illustrate their conflicting feelings well, and scenes of nudity that are sporadic, charged and serve the story (a story about a teenage boy’s emerging sexuality; sounds like an obvious setup for non-gratuitous fanservice, but they took care to make it work).

Mysterious Girlfriend X goes against certain gender stereotypes: the boy is much more social, talkative and emotionally open than the titular girlfriend, more than once he asks her “Where is this relationship going?” and I’ll let you decide on the symbolism of her sticking a finger dripping with fluid into his mouth.

Yet by the end, the series left me with a bad taste and I could not believe in the two as a functional couple. One reason is a strangely extreme sex-negativity. The author is trying to tell teens to value relationships over sex, but these two never even hold hands. She is determined all throughout to keep him as at arm’s length (literally), which is linked to the other problem: for all the initial subversions, there is deeper a compliance with the gender paradigm.

It isn’t that the series makes one gender more flawed than the other, but that the flaws follow the paradigm and lead to unequal relationships. All three of the recurring girls are in different ways manipulative, and the two in relationships act as the gatekeepers, deciding how far the couple can go (not far, for either). The two boys are constantly fantasising about the girls, trying to catch them in their swimsuits, and rarely show any initiative that might make the relationships more even, whether through passivity or lack of understanding. A recurrent theme is the girl keeping in check the boy’s sex obsession. The two couples end up looking very skewed.

So despite aiming, and for the most succeeding, for a much more serious and thoughtful show giving insight into real relationships, Mysterious Girlfriend X conforms much more to gender norms than the silly farce that is Nyarko-san. Being intelligent and observational does not lead to escaping the moulds shaping our thought, taken from society, that we can only escape when we realise they are there.

 

Ben-to

(Another recent show, Ben-to, deserves mention for having its cake and eating it. Not only is it both a parody of shounen action shows and a very good shounen action show, it has a lot of classic sex-farce jokes and masochistic fanservice at the expense of the protagonist without falling into sexist dichotomies; the one girl who really does act abusively towards him is presented as an unfettered psychopath that the girls are equally afraid of. Of note too is that both Ben-to and Nyarko-san have lesbianism that goes beyond subtext, which is nowhere as common in Japanese productions as the moral guardians would have you think.)

Upon finally watching Neon Genesis Evangelion

Neon Genesis Evangelion

That robot in the background is one of the few in this series whose psychological troubles are not immediately apparent.

Having finally gotten around to watch Neon Genesis Evangelion properly, now halfway through. For those not in the know, it’s the series by Studio Gainax that in 1995 not gave the Super Robot genre a kick that would never leave it the same, not only left its influence on every other genre of Japanese animation, but in fact created the modern animation market, moving it away from long-running children’s shows and OVAs. (Hence the common disappointment of recent fans coming to see if it lives up to the hype: if you’ve been consuming Japan’s output for the 15 years, you’ve already watched it by proxy.)

I was surprised to see that it makes clear its deconstruction of the genre from the first episode, all bleak and despairing, and the psychology terms get thrown about from early on. Uncomfortable sexual attractions going in every possible direction start with the third episode, and the subtext about otaku culture piles on quickly. Puella Magi Madoka Magica keeps up the pretence of being a normal magical warrior lark for two and three quarters episodes.

Poor Rei Ayanami. She may be unique and irreplaceable in this series but since then she’s been treated as a customisable clone. I noticed that the original does occasionally show initiative and almost normal interaction. At times she comes across more like an insufferable Mr Spock than her later reincarnations.

Real strengths, especially in characterisation, atmosphere, unexpected humour, the gritty aesthetic and the soundtrack, but also major flaws. Budget, faux symbolism, good-for-the-time dub, bad German and lack of psychological care for the pilots are well known but I’ll add a few:

The Angels are difficult to take seriously as a threat after the first two-parter. They have the tactical sense of an RPG enemy and many aren’t seen doing any damage themselves. And why is it that just when NERV is most vulnerable (episode 11) they are attacked by the weakest Angel? It might help if I could see this AT field in action and understand what it does.

NERV’s actions contribute to this. Sending out a boy who can’t even make the Eva walk is good deconstruction but makes no sense in-story. In episode 6 they talk about the attacker more like an upcoming deadline than a killer machine. Episode 9 suggests that the world expects them to defeat every angel as a matter of course (or at least look dignified in defeat). In episode 8, no-one seems to have even told the Captain that he is transporting an anti-angel weapon, or he is suicidally stubborn about preserving command integrity.

And episode 12. It tries to tell us Misato is putting people in danger for her own revenge, but considering the damage that the Angel is doing, a rapid strike is surely better than a futile defence. She’s acting sensibly.

On the matter of taking everyone seriously: you know how shows can have a resident “tough guy” whose function is to be beaten in every episode, and they start to look not so tough? The same thing happens when there are characters whose job is to give exposition and explain things, and are saying “It’s impossible!” or “That can’t be!” all the time.

Plenty of questions about how things work. Are the pilots driving the robots through those joysticks, guiding them by telepathy, or are they simply acting as conduits for the computers that do the real input? It seems to change between episodes. Why is the Geo-front have so much empty space? Do people live in those retractable buildings? Why do all but one angel attack the Japanese Geo-front when at least one other country is able to make Evas?

And finally, the pseudoscience. The Angels are made from “both particulate and wavelength matter”? Next you’ll tell us the dihydrogen monoxide in them stays liquid through hydrogen bonds.

Re-assessing Grave of the Fireflies

Should a work of art be assessed in isolation, without considering its creators, the process behind its making, and the wider cultural, historic and economic context in which it was made? Should you refrain letting your opinion and enjoyment of it be affected by it? (And I mean only for the work itself, as any judgement of its impact or the creators’ skills should obviously cover this.) I am tempted to say it should: an ideal that art stands on its own merit and transcends its circumstances. Yet in practice I have come across cases where I simply cannot apply this. And having seen this video by Sage on That Guy With The Glasses, I have to reconsider my opinion of Studio Ghibli’s most famous film not made by Miyazaki (at least until The Borrower Arrietty): Grave of the Fireflies, 1988, directed by Isao Takahata, from a novel written by Nosaka Akiyuki.

Grave of the FirefliesMy opinion upon seeing this film was in line with everyone else’s: it’s a masterpiece of credible characters, simple storytelling and showing not telling to convey the horrors of war. It focuses on two children, teenage Seita and his little sister Setsuko, escaping the bombing of Kobe, being sent to a severe aunt with whom they fall out, after which the little sister dies of starvation and the teenage brother seems to lose the will to live. The film is minimalist: no other names are given, and the plot can be summed in a few sentences.

I still think the film is a masterpiece; but I have to accept that, strangely, it is so by accident and against the director’s intentions.

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Cycling through the Hebrides

So I spent just over a week cycling around the Hebrides (Na h-Eileanan Siar). I took a train to Oban (an t-Òban), took the ferry to Barra (Barraigh) and then made my way northwards, using the (now very frequent) ferries between islands and staying at friends of my parents’ or hotels and bed & breakfasts. Through Uist (Uibhist), Harris (na Hearradh) and Lewis (Leódhas) to Stornoway (Steòrnabhadh), then the ferry to Ullapool (Ullapull) on the mainland. From there followed the main road to Muir of Ord (am Blàr Dhubh) and took a train to Inverness, then a direct train back to Edinburgh. Hardly difficult, but the weather could have been better (the cold was not a problem with the exercise I was doing, the drizzles were mild, but the wind was going strongly against me most of the way).

My cycle path

I'll just say the detour to north Barra was to see Europe's only charter-flights airport that uses a beach as a runway, not because my maps were several years old and didn't show the new Eriskay-uist causeway and changed ferry routes.

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Oh how beauty is best before you see it…

Kino and Hermes

After seeing a picture on 4chan, I looked up episode 1 of the animated series of Kino’s Journey (Kino no Tabi, animated by Studio Wombat and produced by WOWOW, 2003). And it occurred to me:

After you find out about some work that intrigues you from some aspect of how it’s described, it’s best to give it a few days before looking at it proper. That lets you build up your own idea of what it might be like, letting work the magic of something you have only glimpsed.

(It’s the same principle as “nothing is scarier”: when your rational mind cannot grasp something, the emotional part fills in the blanks.)

So if it disappoints you when you finally see it, you’ll have something to go back on. And if it doesn’t disappoint, you’ll be able to go back to your original vision and enjoy the same story twice over. You will also have the basis to make a story of your own, according to your own vision.

But it’s best not to let it ferment too long, or you’ll become a fan of something you don’t know and which might not deserve your support. It’s just like the most supportive and romantic patriots of any nation are the diaspora that have not set foot in the land for years.

Kino landscapeOh, how was Kino’s Journey? It’s not bad, but the animation budget was obviously strained, and the art is lacking (a big problem seeing that the novels are subtitled “The Beautiful World”). The bickering between Kino and Hermes gets old quickly. It aims for a melancholy, introspective atmosphere, but the world and characters were not believable enough for me to feel it. Good dieselpunk aesthetic, though.

I still treasure my false impressions of some shows, even though they proved fine in their actual form: a Fullmetal Alchemist where equivalent exchange can bring back a dead person but only by sacrificing another; a Haruhi Suzumiya where the SOS Brigade works as a sort of high-school, comedic League of Extraordinary Gentlemen; a Pandora’s Star  that focuses on the adventures seen by the spaceship. in the style of Star Trek, before reaching the star. They can prove valuable inspiration at times.

Library War: It ends nicely all around.

Cast of Library War in a field of camomiles

The 12-episode Library War ends as one might expect, with a climactic battle in the second-to-last episode and resolving the main plot lines in the last, adding in a stumbling-in-a-field-of-symbolic-flowers scene right at the end, but leaving canon fodder for later seasons or an OVA (it seems a film is being produced, but leave that aside). The two inexperienced tsunderes, Kasahara and Dojo, get together. And the whole series, if nothing else, was consistent throughout, no surprise turns or noticeable change in quality.

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Yoko Tsuno: beautiful, atmospheric, high-concept, but don’t think too hard

Yoko Tsuno mural in Brussels

Dupuis

Official francophone fan site

Yoko Tsuno is a serial art (comic book) franchise built around science fiction of varying levels of speculation. It has amazing artworks of believable alien or futuristic technology, but the stories can be very confusing. The cast is mostly beautiful young-looking women and a few quite pretty boys. As I’m sure you’ve guessed, it’s from France.

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