Mostrando entradas con la etiqueta hakkenden. Mostrar todas las entradas
Mostrando entradas con la etiqueta hakkenden. Mostrar todas las entradas

sábado, 18 de julio de 2026

THE SEVEN CHAKRA BALLS (POKÉBALLS)

The world of Pokémon is full of mysteries... and here comes a NEW SAGA, inspired by the COVID pandemic and the chakras! The first arc is set in Levincia, during a time when the whole Pokémon world is in confinement due to a lethal virus affecting the people and Pokémon of the whole globe (in springtime like the original pandemic confinement).

Six young people from all over the Pokémon World are confined in the penthouse of one of them's (Meg's) aunt in Levincia, where they study at the local university. Since Meg is an only child (even though two of these are her childhood friends), she is overjoyed to have some company! However, within a fortnight, the place soon becomes a pressure cooker, after watching so many operas and shows on TV and growing bored of seeing always the tchotckes that Peggy, Meg's aunt, acquired on all her travels as a pop star with her sisters (Meg's mum and her other aunt - they formed a trio). One day, however, in the penthouse library, Christine, the group's de facto leader, finds a book and a map leading to seven powerful Balls containing seven Pokémon so powerful that they can cause natural disasters - and, if you gather all seven, you may make a wish, no matter how outrageous! they are not only based on the Dragon Balls and the Crystal Balls in Tintin, but also on the chakras, and they are scattered all over the Pokémon World, in its "chakras" in unattainable places! As soon as the confinement is over, since all the universities and schools are still closed, the septet (Christine, Raoul, Meg, Rebecca, Rowena, Ravi, and Peggy - you'll get to meet the cast later!) decide to leave on a worldwide quest for the Balls... on the way, we'll meet their families and backstories - but for now let's meet the Balls!

The Ruby Ball, for the one who confronts their fears... Ravi (formerly Raveena) Gandhi

The top is made from ruby, cut like a square. This Ball contains a Ground Pokémon so powerful that it can create faults and quakes in the planet's crust. The Ball is located in a pagan shrine in Lumiose Catacombs, Kalos, deep under the Métro. The Pokémon inside is a Litten that can Terastalise and gain the Ground type.

The Coral Ball, for the one who knows true pleasure... Raoul de Chagny

The top is made from orange coral, forming a six-petal design. This Ball contains a Water Pokémon so powerful that it can create massive tsunamis and downpours. The Ball is located in a cave in a coral reef off the south coast of Hoenn. The Pokémon inside is a Hoennian Corsola that can Mega Evolve (and yasss, I have designed the Mega for Corsola!)

The Citrine Ball, for the one whose will is strong... Meg Giry

The top is made from citrine, cut like a sun with 10 rays. This Ball contains a Fire Pokémon so powerful that it can create conflagrations for acres of land, and solar flares. The Ball is located in the heart of the volcano in Cinnabar Island, Kanto. The Pokémon inside is a Kantonian Vulpix that can Dynamax.

The Peridot Ball, for the one who knows true love... Christine Daaé

The top is made from peridot and rose quartz, cut like the shape of a 12-petal rose (with peridot leaves and quartz petals). This Ball contains a Grass Pokémon so powerful that it can cover acres of lands in plant life and release tonnes of pollen. The Ball is located in the Fairy Queen's Throne in Glimmerwood Tangle, Ballonlea, Galar. The Pokémon inside is a Gossifleur that can Mega Evolve (you won't believe how awesome my design for Mega Eldegoss is!)

The Aquamarine Ball, for the one who seeks the truth... Rebecca Bucket

The top is made from aquamarine, cut like a 16-petal star. This Ball contains a Flying Pokémon so powerful that the cyclones and hurricanes it creates can uproot cathedrals and palaces. The Ball is located in a secret ice cave in Mt. Coronet, Sinnoh. The Pokémon inside is a Piplup that gains the Flying type when Terastalised.

The Yin-Yang Ball, for the one who knows right from wrong... Rowena "Bouquet" (actually Bucket)

The top is made from black and white marble, cut like a yin-yang symbol. This Ball contains a Psychic Pokémon so powerful that it can be used to mind-control a small army of people and/or Pokémon. The black (yin) half of the Ball is located in the Abyssal Ruins, Unova. The white (yang) half is the Abundant Shrine, also in Unova. The Pokémon inside are an A and a Z Unown (yes, this one contains two!)

The Enlightened Ball, for the one who lets go of attachments (Peggy Skylar)

The top is made from a thousand petals of mother-of-pearl laid out like an iridescent spiral. This Ball contains a god pokémon of immense power, capable of creating entire solar systems and giving them life. Some speculate that this Pokémon may be Arceus, the Creator, himself. The Ball's whereabouts are unknown... (It turns out to be inside the Grail in Levincia Cathedral, Paldea). I won't spoil what the Pokémon inside is/are!

lunes, 7 de octubre de 2019

TALES FROM THE WORLD OF DARKNESS

The One-Leaf Clover's Tale: In Wonderland
Clem - Alice
Étienne - Mad Hatter
André - March Hare
Aliöth - Blue Caterpillar
Arya - Cheshire Cat
Douce - Red Queen of Hearts
Kanna & Kagura - Tweedledum & Tweedledee

The Two-Leaf Clover's Tale: Dance on a Volcano
(A Retelling of The Red Shoes and The 12 Dancing Princesses)
Douce - Karen/Main Dancing Princess (as Douceline)
The Colonel - the King/Karen's Grandmother (as the Colonel)
Arya - The Retired Soldier (as Arya)
Lilia - the Curse on the Red Shoes (as Lady Lilia)

The Three-Leaf Clover's Tale: Loulou la Souillon
(A Retelling of Cinderella and Iron Hans, with a Female Protagonist yet a Military Aid Motif)
Wiske - Cinderella (as Loulou la Souillon)
Rainer -
...
Étienne -
Clem -


The Four-Leaf Clover's Tale: The Twelve Artistes
(A Retelling of Cross-Dressing Tales, with a Gender Flip)
Claude - The Female Lead
Isabel Esquerdo - the King/General (as Lady Isabel)

The Five-Leaf Clover's Tale: The Little Needle Boy
(A Retelling of The Little Match Girl, with Drugs in a Parisian Christmas)
Laurent/Aliöth - the Little Needle Boy

The Six-Leaf Clover's Tale: The Snow Queen
Étienne - Kai (as Étienne)
André - Gerda (as André)
The Colonel - Grandmama
Isolde - The Snow Queen
Clem - Both Crows
Douce - Princess
Arya - Prince
Aliöth, Claude - Robbers
Wiske - Robber Maiden/Wise Woman

The Seven-Leaf Clover's Tale: A Trick for a Trick
(A Retelling of Several Tales, crosses over with the princess subplot in the previous tale, but also includes The Taming of the Shrew, Crystal the Wise/Sophia, and The Princess of Hide and Seek)
Douce - Princess
Arya - Prince / Aide-de-Camp

The Eight-Leaf Clover's Tale: The Travelling Companions
André - Johannes
André's mentor (what was her name?) - the Companion
Isolde - the Twilight Queen
Étienne - Princess (as Lord Étienne)
The Colonel - the King (as the Colonel)

jueves, 30 de marzo de 2017

THE HAKKENDEN IN THE GAME OKAMI

Nansō Satomi Hakkenden
Scrittore incredibilmente prolifico, Kyokutei Bakin (曲亭馬琴, noto come Takizawa Bakin 滝沢馬琴 o semplicemente Bakin 馬琴) è conosciuto principalmente come autore della lunghissima saga d’ispirazione storica in quaranta libri nota come Nansō Satomi Hakkenden 南総里見八犬伝 (La leggenda degli otto cani dei Satomi di Nansō, noto come Hakkenden, 1814-1842). La saga possiede una trama fitta di personaggi ed episodi minori, ricca di elementi sovrannaturali, meravigliosi e fantastici, tutti rigorosamente regolati dall’imperativo del kanzen chōaku 勧善懲悪, “incoraggiare il bene e punire il male”, concetto fondamentale di tutto il periodo Tokugawa.
La storia parte in seno alla famiglia Satomi. Satomi Yoshizane, signore della provincia di Awa, ha una figlia, Fusehime, alla quale viene consegnato come portafortuna un rosario di cristallo con incisi sui grani gli otto caratteri delle virtù confuciane · · · · · · · (benevolenza, rettitudine, etichetta, saggezza, lealtà, fede, pietà filiale, ubbidienza). Fusehime, simbolo di lealtà, fedeltà e purezza, rappresenta il sacrificio al femminile ed è il personaggio chiave della storia. Disperato per l’assedio nel quale è costretto il suo castello, Yoshizane promette la mano della figlia Fusehime a chi riuscirà a passare per primo il ponte levatoio. Ad avere successo in questa prova è il fedele cane Yatsufusa. Fedele alla promessa del padre, Fusehime si ritira con lui in una grotta, nella quale Yoshizane e il promesso sposo della donna, Daisuke, la ritroveranno misteriosamente incinta. Daisuke spara al cane, ferendo anche Fusehime, che metterà fine da sola alla propria agonia. Gli otto “figli” di Fusehime, i kenshi 犬士 (‘guerrieri cani’), ignari

della propria origine si disperdono per il paese. Bakin segue le loro vicende. Tutti e otto sono accomunati dal kanji di cane nel nome delle loro famiglie, da una voglia a forma di peonia in una parte del corpo e dal fatto di possedere uno dei grani del rosario della madre, ognuno con la virtù che lo caratterizza. Al termine delle loro avventure gli otto kenshi si riuniscono, riabilitano l’onore e le fortune del casato dei Satomi, per poi ritirarsi sul monte dove Fusehime si è uccisa e diventare degli immortali.

Il romanzo ha avuto tanto successo che della trama si sono impossessati miriadi di manga e anime, a volte fedelmente, a volte soltanto ispirati.

In Ōkami, Amaterasu, dopo aver incontrato la principessa Fuse (Fusehime), sacerdotessa protettrice di un importante santuario ed erede della Satomi House, e lo spettro di suo marito Yatsu (Yatsufusa), viene mandata a cercare gli otto cani (Immagini 10, 11, 1213) nei villaggi sparsi per il Giappone, per riportarli tutti dalla legittima padrona e sconfiggere con il loro aiuto il demone che si è installato nel santuario.
Anche Fuse e Yatsu sono ben riconoscibili da un occhio attento: entrambi presentano acconciature a forma di orecchie di cane, e dietro la schiena di Fuse roteano gli otto grani del rosario. Gli otto guerrieri cani sono tutti rappresentati in forma animale, cani appunto, e si riconoscono grazie a un fazzoletto colorato cui è appeso il grano del rosario che corrisponde a ognuno.



Cfr Luisa BIENATI, Adriana BOSCARO, La narrativa giapponese classica, Venezia, Marsilio, 2010, pp. 169-170-171.

THE HAKKENDEN AND ANIME ENSEMBLES

THE HAKKENDEN AND THE NAKAMA (COMPANION ENSEMBLE) PARTY

Japanese fiction, whether anime or gaming (video, computer, and smartphone gaming), represents a
uniquely Eastern notion of strength through unity – one in which differing and
complimentary skills combine to allow characters to exercise greater strength than
they might without the support of their comrades. The argument, specifically, will
focus on how these games borrow more heavily from tales such as The
Hakkenden than from lonely Western heroes such as, let's say, Hercules or Hamlet.
Moreover, the argument will be made that these fiction tend to
subsume the character who acts as the audience avatar/surrogate, using narrative devices to
constantly draw attention to the other characters in the text.
The Hakkenden, not unlike Beowulf or the Odyssey, is an early epic exploring notions of
heroism, redemption, and paranormal creatures.
However, it is the heroes of The Hakkenden whose origins lie in the supernatural, not the villains
hakkenden translates roughly to “the legend of the eight sword/hound warriors,” a direct
reference to the origin of these spirits. A Japanese princess, Fuse, is offered as a
prize to the warrior who brings back the head of the Awa clan’s most hated
enemy. And, after some daring attempts, it is a great hound, her watchdog Eightspots, that finally succeeds –
and, thus, must be granted the right to marry her. She becomes supernaturally
pregnant and is killed by a former lover, who had attempted to defeat the
warlord but who had been defeated – and was thought dead. But, at her death,
eight crystal beads from her Buddhist rosary rise up into the air and are scattered
across Japan – each bearing a character signifying one of the virtues of
Confucianism: benevolence, brotherhood, filial piety, wisdom, duty, courtesy,
faith, and loyalty. Each of these crystal beads represents one of the children that
Fuse would have had, and who are later reincarnated as samurai who do not
recognize one another. The majority of the narrative in Hakkenden is concerned
with the meeting and recognition of these brothers and with their various exploits
against the ancient enemies of their clan. Finally, they are awarded Imperial titles
and castles for their service, and settle down to live peacefully in their ancestral
homeland. The symbols on the beads fade away, as do the hakkenden, over
time. Once they have passed away the idyllic period over which they ruled ends
abruptly, and the clans are once again at war in the Awa Province.

(The full title of the epic is Nanso Satomi Hakkenden, which translates as The Legend of the Eight Swords/Hounds of Awa and the Satomi Clan, lords of Awa)

Thinking of the titular warriors, who are supernatural
entities fighting against human corruption, it becomes a clear representation
of fundamental belief systems.
The Hakkenden embraces the Shinto tradition. Along with larger implications, this distinction is highlighted by
the juxtaposition of the Abrahamic belief in the supernatural as inherently evil and
demonic – aside from the LORD and His angels, there should be no
supernatural creatures – and the Shinto belief that there can be powerful spirits in
all things – kami – which are a form of gods.
Shinto embraces a notion of godhood that covers a large spectrum of ethical and moral viewpoints; there are
good kami, evil kami, indifferent kami, and even kami who mean no harm but
cause a great deal of trouble with their practical jokes (just like the gods of ancient Western polytheism or the Fair Folk of traditional Western rural lore). Many of these kami have
children who go on to become heroes and, according to the Japanese myths of
creation, all humans are descended from the same kami that gave birth to the
spirits of the world.
Another point of correlation between Western lore and The Hakkenden is in the
rise to and fall from power – the heroes of these tales eventually come to rule
lands of their own and finally fall from power for some reason. The eight warriors simply fade away – they age, have children, and finally die. As this happens, the symbols on their crystal beads
– which originally signified not only their individual characteristics but also their
duty to their clan – fade as well. Their purpose has been fulfilled, and they have
been granted a respite from strife for the rest of their lives, which extends to those
they rule. Thus, after their death, the natural state of strife between clans arises
again – implying that it was only the presence of the warriors which lead to
that idyllic period of peace. The tale becomes cyclical, as a new group of heroes
will be forced to arise and reclaim that peace for their generation, after which it
will again fade and the duty will fall to the next generation.

However interesting these distinctions are, the one most visibly highlighted
by fictions produced by Japanese studios is that of the group as leading character. Of the ensemble of companions, "nakama-tachi," a diverse ensemble leading cast of equal or nigh-equal weight.
The Hakkenden is the tale of eight brothers of spirit who work together to avenge
their clan. This falls well within the tradition of Japanese epic literature, as tales
such as The Peach Boy (Momotaro), Shui hu Zhuan (Suikoden/The Water Margin), and more contemporary daibóken (epic adventure) anime such as Saiyuki,
Rurouni Kenshin, and Flame of Recca (not to mention all sentai and magical girl warrior fictions) all emphasize the strength of the party over that of the individual. In these and other cases, a singular “hero/ine” is subsumed by the companions with whom s/he travels – all of whom contribute to
the success of the adventure in meaningful ways and all of whom become, at least
temporarily, dominant within the narrative arc.

The single most visible example of the relationship between JRPGs
and the heroic tradition of The Hakkenden is in Shin Megami Tensei: Digital
Devil Saga, in which each character is marked with a symbol meant to reflect the
powers and nature of the creature into which he or she can transform. These
marks are not deliberate, but appear spontaneously after the characters develop
“Atman”(Sanskrit for "soul!") – a sort of spiritual power which enables them to take on the aspects of
various creatures from world mythological traditions – primarily Hindu,
Buddhism, and Confucianism. In the game’s narrative, this is the releasing of their
primal urges and desires – which are built upon their descent from demons.
Prior to the development of Atman, the Embryon tribe is considered the
weakest of the tribes who subsist within the Junkyard, a bounded space defined
by highly developed bases and strategic gunfights over territorial dominance.
They are ruled over by the Karma Temple, which claims that the first tribe to
successfully dominate all others will be allowed to ascend to Nirvana – as
presented in the text, a sort of wishing world where every inhabitant is blissfully
happy and misfortune is unknown. The beginning of this system’s downfall is the
introduction of Sera, a hacker who had been imprisoned by Angel – the not-soangelic
force behind the Karma Temple – and who had broken free in order to
help the denizens of the Junkyard cope with the changes wrought by Angel’s
virus, which causes the devolution of humans to their demonic origins.
Digital Devil Saga’s party consists of six characters: Serph, the voiceless
leader of the Embryon and the player’s interface with the world of DDS, Heat, the
easily-angered demolitions expert, Gale, the strategist of the tribe, Cielo, the
dreadlock-wearing would-be islander, and Argilla, the sharpshooter and
conservative voice. Sera, who is potentially the most significant character in
relation to the narrative, is not playable – but her interactions with the other
characters, particularly Heat and Serph, are responsible for much of their
development. After they receive their Atman, each of the characters develops a
demonic form representative of one of the Aryan gods: Serph becomes Varna, the
god who created the Three Worlds and master of the seas and seasons, Heat
becomes Agni (Sanskrit for "fire"), god of the sun and the holy fire, Gale is Vayu (Sanskrit for "air"), god of the wind and air, Cielo becomes Dyaus (archaic name of Zeus), god of the heavens and storms, and father of several other gods, and Argilla becomes Prithivi (Sanskrit for "Earth"), goddess of earth and mother of the gods. Their appearances are monstrous, as are their actions in their demonic forms – the first
act of the Embryon after transformation is to slaughter and devour the majority of
the opposing Vanguard tribe.
(This makes also most character names Meaningful Names in the nomen est omen tradition: Heat relates to fire, Gale to strong winds [compare Dorothy Gale and the cyclone in The Wizard of Oz], Cielo is Spanish/Italian for "Sky," and Argilla is Italian for "Clay." Sera can relate to either the evening in Italian or seraphim, the highest-ranking Abrahamic angels, while Serph also relates to seraphim, making theirs the odd names out in an ensemble of Elemental Theme Naming).
In keeping with the tradition of the hero as the central character of a larger
group, Serph’s Varna is both quite powerful and quite vulnerable; despite having
the most latitude in development, Varna is still an ice demon, rendering him
particularly weak to enemies associated with fire and – for at least the first
portions of the game – limiting him to attacks based on water or ice. As there are
several elements in the world of DDS, Varna alone would be unable to defeat all
enemies; it is only by adding Agni’s fire, Prithivi’s earth, and the elements of wind
and thunder/lightning which are associated with Gale and Cielo’s avatars, respectively, that
Serph can hope to defeat the various enemies he faces. Beyond gameplay, it is
generally the other members of the Embryon who develop the plans necessary to
conquer the other tribes and ascend to Nirvana. Gale, particularly, is responsible
for most of the action which takes place proactively while Heat prompts many of
the Embryon’s responses to their enemies’ actions. The narrative, as well,
emphasizes early and heavily the importance of all members of the team, as the
player is confronted with Argilla’s moral dilemma concerning devouring her oncehuman
enemies or going mad and losing what shreds of humanity she has
attained.
DDS is not the journey of Serph or Sera, but the journey of the Embryon as
group as they struggle to overcome the shifting power dynamics of a world
thrown into chaos. Serph takes little part in the dialogue and action of cutscenes, and his passivity serves to
foreground the actions of the other characters. In the earliest action sequences of
the game – a cut scene depicting the moment of transformation – the Embryon
are waging a pitched battle against the Vanguard over a mysterious artifact which
has fallen to earth between their territories. As the scene opens, Argilla is
evaluating the enemy’s presence through her rifle’s scope and describing their
strength to Serph, who sits next to her. Finished, she passes the scope to him and
the player is shown the Vanguard warriors in partial cover across the battlefield.
Argilla informs Serph that the Vanguard leader, Harley, is present, and Serph
focuses the scope’s zoom on him. After some examination of the mysterious
object, Serph signals the other Embryon to move out. Argilla stop Serph as he
begins to move, however, warning him that “We can always find new recruits. A
leader is irreplaceable.” Serph continues, and is attacked by the Vanguard. After a
short action sequence, the mysterious object explodes and the fighters are all
transformed by their Atman.
This short passage is indicative of the way in which most cutscenes in DDS
work: the other Embryon have emotions, goals, and personalities, while Serph is a
solely active character. He never speaks – unless prompted on rare occasions to
do so by the player – and his part in narrative exposition is generally an active,
unemotional one. When the characters’ eyes begin to gain colour to show their
growing emotions, it is difficult to establish whether Serph’s grey-blue eyes have
actually changed from grey at all. He is most clearly set against Heat, who in the
first cutscene after the discovery of Sera explains that he wants to know more
about her and that he’s “sure [Serph does], too.” This creates an interesting
triangulation within the game’s narrative, as other characters tell the player what
Serph, the audience surrogate and avatar, wants and thinks. DDS subsumes that protagonist to near-extinction, reaching a point where the other characters are necessary simply
to establish a connection between the player and her avatar.
The larger implication of this transfer of agency to those who surround Serph is that their stories become more important in the absence of his own. This is intuitively obvious; the game features a strong
narrative element, and it would be incomprehensible without some
characterization and emotional development. Since, then, Serph does not offer
this, the player or spectator finds herself connecting more closely with Serph’s companions,
reinforcing the party as collective hero. DDS
invokes strength through unity of purpose and the combination of various skills –
each of which is attached to certain elements of personality which the individual
characters possess. In many ways, the characters of DDS represent their demonic
avatars far more than those avatars represent them: Heat’s rage and envy ignite
the fires of his spirit, Agni, while Argilla’s hatred of needless killing vocalizes the
will to foster life that her avatar is meant to represent. Gale, who develops the
strongest sense of honor and dignity of the Embryon once his emotions wake,
portrays the majesty of Vayu in his golden chariot. Cielo, who longs for peace
within his family, expresses the fatherly – or, in this case, brotherly – sentiments of
Dyaus. What, then, does Serph’s silence and inaction imply about Varna, creator
of the heavens?

THE POSTHUMAN WORLD
This chapter will return to a discussion of DDS, because while the topic covered
here is clearly present in those games, it is most easily and fruitfully examined in
the larger series from which DDS springs, Shin Megami Tensei (A literal, word-for-world translation of this franchise title is “True Blessing Calamity,” which seems to imply that the
calamities which begin these games are truly blessing – or that, at least, blessings are born from them). Specifically, this chapter will address the postmodern world of simulation within DDS. This title differs
from the Final Fantasy RPGs primarily in its foregrounding of personal and social
ethics over the more common themes of fellowship and the protection of the
world. In DDS, both the characters and the other inhabitants of their world
become infected with a strange virus which causes them to mutate into various
monstrous creatures. This transformation – and the associated transition to a
mindless animal-like beast – is only controllable through the devouring of other humans turned
monsters. Thus, every battle fought becomes an act of cannibalism that is
necessary simply to survive.
To situate this chapter within the larger framework, this
chapter will seek to complicate the notion of “good (us) versus evil (the Others)”
by examining a game context in which the leading characters embody the Others
in the same way that their enemies do, and in which being victorious involves
actions which seriously problematize any notion of “good” which can be
associated with the characters. In a larger context, this chapter will also examine
the fundamentally postmodern nature of a game in which the world is – both
inside and outside the context of the narrative – artificially constructed. It is a
simulation of the fourth order, twice, to use Baudrillard’s methodology; the space
of the game does not exist in our world, and the player comes to learn that it
does not exist within the game’s world, either, but is a digital construction meant
to hold the souls of a group of repressed humans.
One of the primary concerns of DDS as a text is how to differentiate Self
and Other when one can embody both. The character most concerned with this
is Argilla, whose refusal to accept the inescapable fact that, possessing an Atman,
she must consume others in order to live and to maintain her humanity – which
she has only recently discovered – nearly causes her to lose control of herself and
enter – as is shown by many of the other, less focal characters in the game – a
state of subhuman rage in which her need to feed overpowers her self-control and
her moral principles. For the other characters in DDS, this is considered a given;
when the Embryon seek to forge an alliance with a rival tribe, Jinana – that tribe’s
leader – tells them that it will only be done if they can fight their way through her
tribe to her headquarters. Bluntly explaining her actions, she says, “My people are
hungry.” Mick the Slug, another tribe leader, describes how “sweet” his own men
were “on the way down” his throat. Nor are the Embryon exempt from this
callous cannibalism; when Jinana is eventually killed – after going mad – Heat
orders Argilla to devour her, which she refuses to do. Serph, like Heat, has no
difficulty in consuming his slain opponents; directly after his initial transformation,
he is shown in his Varna aspect rending a dead enemy with his teeth.
This, quite frankly, does not seem to be within the context of “good” or
“heroic” behavior; it is, in fact, exactly the crime committed by many dragon and monster slayers across cultures --the enemy has the excuse of having been human, to begin with. The Embryon and other citizens of the Junkyard, however, have no such escape from the ramifications of their actions. However, they do not seem to need one; only Argilla has any particular moral quandary about this development, and even
she overcomes it after Jinana’s death.
Heat, Serph, and the other Embryon have
no such excuse; for them, their enemies are merely food, and they eat a bit too
much to claim it was an accident.
Even before the transformation, the world of DDS is grounded firmly in
lawlessness – rival tribes battle for control of areas at the direction of the Karma
Temple, a central disembodied authority, for the sake of salvation. The group
which dominates all others will be allowed to ascend to “Nirvana,” a world
without war and suffering. Unfortunately, no tribe has succeeded in doing this
when the game begins, and it is during a desperate gunfight between two rival
gangs – one of which is made up of the characters who will become the focus of
the story – that the strange virus sets in. From this point on, it becomes the
player’s duty to guide this group, the Embryon, to dominance over the others and
to finally discover the truth about the authority which has governed the lives of
the characters for so long.
While not quite so obvious in its questions of simulation as games like Star
Ocean III: Till the End of Time and the .hack series, DDS still questions the
fundamental reality of any world in the way that it presents its own. The world
of DDS is an artificially constructed area meant to contain the
memories of the survivors of a terrible accident – who are, simultaneously, kept
from an awareness of this fact. The virus itself is the result of the interference of a
hacker, who seeks to find a way to control the power represented by this world.
Also, the hacker implies that the situation has recurred several times already, with
similar results (Before comparing this unfavorably to the Matrix trilogy, it is important to note that the development of this game began before the release of that film, and that this game exists within a context of similar stories, such as Plato's Parable of the Cave). The end result of this line of narrative is that the Embryon cease fighting for dominance of the Junkyard – the
constructed site within which their digital personas reside, which is also called
Purgatory by Angel, the hacker who releases the virus – and come to fight against
the existence of the Junkyard as a construct. The conflict ceases to be Self vs.
Other – if it ever was – and becomes Self vs. Reality; a postmodern attempt at
redefining existence by reconstructing the technology through which it is initially
produced.
The Junkyard and the Karma Temple both seem to represent a potential
end result of posthumanism – a techno-despotic future in which control of
technology equates to control of society. This is highlighted by Angel’s ability to
overcome and subsume the Karma Temple, and her subsequent ability to control
the discourse of salvation for the Junkyard. It is Angel who, using the Temple as
her mouthpiece, commands the now-demonic humans of the world she calls
Purgatory to consume one another in an effort to establish complete dominance
and thus to earn the right to enter Nirvana. However, lest it seem that Angel
should be seen as overtaking what was originally a valid system, several of the
characters within DDS point out that the new injunction does not vary
significantly from the previous commands of the Karma Temple. The language
has changed, the but the system remains the same: destroy or be destroyed, by the
authority of technology.
Technology is pervasive in DDS; stores, transportation, and even religion
are performed by network-based exchange, and the autocratic ruler of the
Junkyard is a “Dissemination Machine,” a gigantic computer decorated in the style
of ancient Vedic scrolls. To purchase new equipment, Serph needs to
insert his Tag Ring – a digital device containing identification and other data – into
the shopping terminal, at which point the Karma Temple informs the player how
much macca – the currency of the junkyard – she has earned in combat and by
selling bits of aberrant code to the Temple. When the player wishes to save,
another terminal – using the game’s language – is engaged using the same device,
and that option is displayed along with the option to buy new mantras – which
teach the characters skills and powers – and to recover any damage or transport
to other visited areas. The least technologically advanced aspect of the game is
combat, wherein most enemies use magic or physical attacks – sometimes
including ancient weapons – and the Embryon party, in their avatar forms, do the
same. In their human forms, the party is able to access and use firearms, but these
weapons are, compared to the other technology present – decidedly archaic,
being roughly equivalent to modern weapons. They require ammunition, which
must be purchased from the Karma Temple or looted from enemies (who do not
use firearms, which makes this construction a bit illogical), and include sniper rifles,
grenade launchers, handguns, and automatic rifles. This seems to indicate that the
balance of technological power is entirely on the side of the Karma Temple, which
chooses not to disseminate any information that might allow the tribes to
challenge it and its two laws: all must seek Nirvana, and all must pledge allegiance
to a tribe which defeats their own.
In DDS, then, technology is used as means for controlling and oppressing
the populace; it is, in fact, a means of hiding their very identities from them.
When the game begins, the characters are emotionless and interchangeable; their
mute grey eyes and flat patterns of speech along with their lack of concern for
themselves, their fellows, and the other inhabitants of the Junkyard all evoke the
automaton which Adorno feared would be the end result of mass culture. They
have no memories of a time before the Junkyard, and no way of comprehending
emotions or abstract concepts such as honor or mercy; instead, they understand
obedience, logic, and strategy. Like machines, their first response to a given
situation is to evaluate and develop a plan of action, and then to carry it out.
They have no friendships, only a hierarchy, and, as Argilla points out in the
opening sequence, they are essentially interchangeable.
The introduction of Sera marks the beginning of the failure of the
technocratic system. With the advent of emotion and the introduction of motive
and personality, the citizens of the Junkyard begin to question their lives and their
blind obedience to the Karma Temple. Eventually, as their memories return, they
realize the manipulation and coercion that were an essential part of the system
which kept them imprisoned and focused on one another rather than on the
system which governed them. In the end, Sera leads the Embryon to
attack the Karma Temple itself and to force their way into Angel’s presence in
order to demand the truth about Nirvana and about themselves. This is the final
heroism of DDS: to destroy an oppressive system of government which seeks to
turn one against another in order to hide its own manipulative control of
technology, identity, and all other knowledge – and, in many ways, humanity.
To return to Ryan’s formulation, DDS highlights many of the ways in which
Propp’s construction of narratives cannot account for J-RPGs. There is no central
hero, the final battle is not Self vs. Other, and the goal of the party is neither
domination nor, really, liberation – it is the utter destruction of a reality
established within the text. When DDS ends, the player or spectator is unsure what the next
step will be; it is the purpose of the sequel to examine what happens without the
Junkyard, when the Children of Purgatory are no longer caged by the Karma
Temple’s compulsive technologies. Which, of course, points towards the other
explicit critique within the text: that of posthumanism and cyberculture.
When Donna Haraway wrote in her “Cyborg Manifesto” that
"The cyborg does not dream of community on the model of the organic
family, this time without the oedipal project. The cyborg would not
recognize the Garden of Eden; it is not made of mud and cannot dream
of returning to dust. Perhaps that is why I want to see if cyborgs can
subvert the apocalypse of returning to nuclear dust in the manic
compulsion to name the Enemy. Cyborgs are not reverent; they do not
remember a cosmos. They are way of holism, but needy for connection
– they seem to have a natural feel for united front politics, but without
the vanguard party. The main trouble with cyborgs, of course, is that
they are the illegitimate offspring of militarism and patriarchal
capitalism, not to mention state socialism"
she could essentially be writing about the citizens of the Junkyard before their
transformation. At least, they are comparable until she enters the realm of
politics. The Embryon companions, prior to the reintroduction of emotions, do
not dream of families, do not remember any of their history or culture, are not
made of mud but rather of raw data, are not reverent, and represent a united
front. They are also mindless, and their only goal is the one inscribed on them by
the system which has constructed them and which can, in a certain way, be linked
to the “militarism and state capitalism” which Haraway mentions above – but
more closely resembles the way in which those constructs might adapt to the
introduction of Haraway’s cyborg. Most notably, however, they have not
escaped the “manic compulsion to name the Enemy” as Haraway hoped. Indeed,
it is their sole law to conquer their arbitrary enemies, and as cyborgs they pursue
that goal remorselessly – for cyborgs also know no pity and no mercy or
empathy.
DDS, then, can be contextualized as a rebuff of the tradition of utopian,
idyllic visions of cyberculture as the potential liberator of humanity, both from
oppression and from the body. As digital demons, the Embryon have bodies
which are real enough for them – they require food and rest, and the implication
of the initial sequences seems to be that a lack of emotion – of reverence, family,
and other concepts of the sort – points towards a decline of society rather than a
development. Additionally, even when technology liberates us from our bodies
and the oppression they must suffer, it provides a forum for new types and levels
of oppression, as those who control and master a technology are able to
dominate those who do not. And, finally, DDS seems to argue that when
knowledge exists only as data and one entity or group controls that data, that
power is able to designate any enemy it desires and to command and program the
cyborg – whose weakness, in the end, is that her body is made of data, and data
can be manipulate both more easily and more completely than flesh.

As has been mentioned previously, one of the greatest distinctions within
the Japanese tradition in role-playing has been the relative focus
on the party.

Sonobe, Souan. “Hakkenden Hakruyu-Tei.” 6 April 2006.
<http://www.mars.dti.ne.jp/~opaku/shogun/index.html>.
Takashi, Anno, dir. Hakkenden. 1990.

AFTERWORD.
A distinctive mark of the Quest is the extent to which, more than in any other kind of story, the hero/ine is not alone in their adventures. But more consistently than in any other type of story, in the Epic Quest we are also made aware of the presence and importance of the friends who accompany them.
In fact the relationship to the companions assumes one of four general forms, two of which form ensembles (instead of hero/ine and sidekick duos): and since these basic types of relationship are also found, more sporadically, through stories of all kinds, they must be noted.
Firstly, the companions may simply be a large number of undifferentiated appendages, few if any of whom we even know by name. Such are the twelve boatloads of men who set out from Troy with Odysseus, Aeneas's Trojans, Gerda's carriage escort, or the main body of the Jews who accompany Moses. (These are usually expendable "redshirts", dying left and right at the drop of a hat whenever the fellowship confronts monsters, natural traps, booby traps...).
Fourthly, in the most fully-differentiated form of the relationship between the Quest companions, the latter are each given distinct characteristics which complement each other, and add up to a 'whole'. In Watership Down, for instance, the leader of the rabbits is Hazel. But he relies heavily on the physical strength of Bigwig, the rational planning capacities of Blackberry, and the intuitive powers of Fiver; and without all their separate contributions combined, the Quest could not succeed. A strikingly similar balance can be seen in the group who set out on the Quest in King Solomon's Mines. Their leader and the story's is Allan Quatermain: his companions are the 'bull-like' Sir Henry Curtis, representing physical strength; the immaculate Captain Good, who represents rational calculation (it is he who saves them all by predicting a solar eclipse from his nautical almanac); while the intuitive principle is represented by their mysterious, regal Zulu companion, Umbopa, who seems to have more hidden knowledge of the goal they are heading for than he lets on, for reasons which eventually emerge. A third example of such a brains, brawn, heart, and leadership ensemble would be the leading quartet of The Wizard of Oz: Dorothy (leader), the Scarecrow (brains), the Tin Man (heart), and the Cowardly Lion (brawn). (It's this kind of group of companions with distinct characteristics which form nakama ensembles; they don't need to embody brains, brawn, heart, and leadership; in fact there may be fewer [as few as three] or more companions embodying different qualities).

martes, 28 de marzo de 2017

HAKKENDEN NEW WORLD OF DARKNESS AU

A story set in a world very similar yet very different from ours (for instance, with Nazis on the dark side of the Moon and within the hollow Earth, aside from all-steampunk or solarpunk (depending of the nation) transportation and other technologies; it's later revealed to be a Confederate States uchronia in which Europe retained its world supremacy, hence the country-esque, Ruritanian, steampunk and solarpunk aesthetic!) with my OCs, the Chronicles/New World of Darkness, and the inspiration being the EPIC Japanese nineteenth-century fantasy that inspired a four-parter in Season 20 of Detective Conan, the first season of the magical girl warrior anime Corrector Yui (fillers aside: only the episodes in which new correctors are introduced, and the finale), the first Digimon season titled Digimon Adventure, and a boys' love anime sharing the hypotext's title of Hakkenden.

Spiritus Mundi: Of Those Lucky Bastards tells the story of:
  1. a perky and wealthy, yet at heart awkward Southern French Troubadour Heiress or Lightbearer who collects funny hats and loves to dress up and draw attention, yet with a dark secret insecurity concerning her loneliness and previous guardians' (Moon Nazis'!) sinister schemes (Two-Leaf Clover on left forearm: the Shino character -- Douceline "Douce" Kaleido),
  2. a Byronic high-ranking Staunen officer of the Centre for Circumferential Navigation (and member of the Nine Vertex Devils Club thanks to his pedal-propelled skychaser, which is just like Sportacus's sky chaser!), who happens to be her guardian, the leader of them all, and the team dad/oniisama, aside from a sarcastic lovable eccentric (like his own guardian, a retired French colonel of the same catalyst and foundation); later on, this young man is killed by the Nazis and resurrected/emasculated as an emotionless yet equally snarky Osirian of the Refinement of Cobalt (Six-Leaf Clover on corner of left eye: the Kenpachi character -- Étienne Kaleido [also known by various aliases such as Staffan Storm or Csele István])
  3. a Lützen-based Scholastic Wesley --also a Staunen-- studying at Leipzig University, yet commuting home to Lützen, who prefers using his wits to fighting, endowed with an extraordinary skill of probability (One-Leaf Clover on left shoulder: the Shinobu character -- Clément "Clem" Kaleido)
  4. a hot-blooded 80s-style rockstar, formerly the keytarist and leader of Prüssiän Blüe with a troubled past -involving massacre of the acting troupe to which Douce and Claudine were also born- and difficulties in relationships (and a keytar that is actually a guntar disguised with the Invoke Conclusion, with the inscription THIS MACHINE KILLS FASCISTS left untouched) who happens to be a Tropicana Siren affiliated to the Current of Dark Passions, with an acquired poison immunity that will soon come in handy (Five-Leaf Clover on nape of neck: the Dousetsu character -- Laurent Pascal "Aliöth" Kaleido)
  5. a badass, charming and dashing dark-skinned/freckled blond tennis-playing heiress/ojou who blossoms as a Champion of Swords, and gets involved in an Othello-esque intrigue with her Moon Nazi lieutenant coach/guardian Rainer due to a misplaced wrist sweatband found by Étienne (Three-Leaf Clover on brow: the Daikaku character -- Louise "Wiske"/"Rapière" Kaleido)
  6. the scarred and one-eyed owner of a macaron foodtruck --Meowcarons-- that is actually bigger on the inside (mansion-sized, like a TARDIS), a realistic titian blond with a soft spot for stray cats and a friendly demeanour, aside from a missing right eye and a dark secret involving flashbacks about drunkenly falling from heights on shattered glasses, which makes him bleed all over, even from his missing eye --he's a stray Messenger Happenstance wraith or Slip-Up (in his life, he was the beholden, adoptive brother, and muggle best friend of the Navigator leader, and practically began a bromance with Étienne that has officially developed into love)--... (Eight-Leaf Clover on left gluteus; the Kobungo character -- André (mortal name)/Secretkeeper (temporary, former wraith name) Kaleido)
  7. a reserved Gothenburg-Valencian amateur otokoyaku/bifauxnen thespian (plays Cassio, Mercutio, Laertes) and type 2 diabetic, with recurrent dreams of drowning in outer space, who appears to be the sole mortal in the group and who serves, along with the Wesley, as a Lemony narrator... (She later becomes a Vaporia Siren with various electric powers, able to fly and change gender at will, a dutyborn of the Current of Conflict -even though, with her condition, her powers are limited)... (Seven-Leaf Clover on right forearm: the Sósuke character -- Arya Aleksandra Kaleido)
  8. ... and a graceful and stubborn, gorgeous cajón drummer/backup singer, vying with her partner for the role of lead singer, which she has wrested from him after their breakup, of Prüssiän Blüe and in a presently-broken relationship with said keytarist; an M2F trans person raised by an actor troupe, with a heart of gold but a split personality that will come in handy, who will find their way into their group as well; actually an Oceanid Lahmasu (half human, half Oceanid) in the School of Fog, a bastard rejected/persecuted by her paternal family and coldly, convolutedly seeking revenge on them, aside from on some particular members of the enemy NWoD factions featured in-universe (Four-Leaf Clover on left pectoral: the Keno character -- Claude/Claudine Kaleido)
  9. ...as well as a ninth person, not surnamed Kaleido, but still connected to the clan and who has been following their steps all the time; are they good or evil? (the Daisuke character -- ???)

They fight Loyalist of Thule Nazis and Stormbringers, the Cheiron Group, Ahabs, Letheans, and Flensers; in a world where these young people, all of them left-handed orphans and half-siblings with a birthmark of a differently-leaf clover on different parts of their skin, all have to stick together, accept the surname Kaleido --their mother's (Lilia Kaleido --also known as Csele Liliom, Lilianne von Wieduwillst, etc.--, an eccentric heiress without any special powers, but with an affinity to attract and bed supernaturals of both sexes!) surname-- and confront those who would like to cut them up and especially those Stormites --their rightful legacy being wrested from them by a Princess of Storms now resurrected as a half-human Lieutenant leading a sinister group of well-intentioned extremists (may of which, like creepy Shining-esque twins Kanna and Kagura (Credence and Cadence in their past lives), Isuzu, Ayame, Fumi, Ritsu... not to mention the leaders themselves, Yayoi and Uzuki, have names taken from months in archaic Japanese) who do not care about any collateral damage if it means taking down the Darkness --worth citing that some of the Kaleido siblings, due to their circumstances, are considered creatures of the Darkness by the Stormbringers! 
In between Debut Queue, Putting the Band Back Together, Dwindling Party, heist sagas like the Ocean's trilogy, and a first arc finale with Étienne kidnapped by stunning Thulean Baroness Ilse, rescued at the cost of his own life --the puzzle he was made to solve had been made by Ilse as a catch 22 scenario that would bring the solver to die from a volley of laser shots as soon as the puzzle was cracked--, and subsequently resurrected as an Osirian (following the instructions written in his journal as "MANNER TO PROCEED IN CASE OF ÉTIENNE KALEIDO BEING CLINICALLY DEAD;" to announce his status to the CCN as missing in action and take his form to some demiurge acquaintances of his), which can be read as a retelling of The Snow Queen with the team leader in the role of Kai and a team of seven Gerdas (including a brutal subversion of the Women as Reward and Paid Harem tropes in which gay leader Étienne snarkily tells bisexual Vamp Baroness Isolde during their brief stroll through her Den of Iniquity: "I don't want women. Not as reward, not to make love with. I would rather gladly appreciate a brand new pair of ice-skates. Number 40, so they fit.")... with a new twist or left turn at every corner, this saga is sure exciting... and even more when what we took for granted is turned on its head, revealing this to be not a clear-cut conflict of good versus evil!

EXCERPT I:
Wiske reeled backwards as the spherical ray of firelight gradually left her personal space.
The fireball struck Rainer right in the heart, opening a tennis-ball-sized hole in the middle of his chest, then evaporating after it had severed spine, flesh, skin, shirt.
Once he had pinned her to the ground, flushed with brandy and trying to stab her, no matter how much she writhed, while torturing her about giving the wristband to that bloody Frog... and now he lay on his back, pale and cold as ice, with an empty hole where his heart should have been.
She stood back, entranced, looking at the racket in her left hand --now a sword with a racket-sized and racket-shaped blade. Wondering whatever had happened right then and right there.
And if he really deserved it. The one who as a stripling --no longer a boy, not yet a young man-- had fled the Thulean outpost where he was born and raised, weary of his parents' expectations, the terrible physical and emotional pain from his tutors, the lack of friends, and the fate of a lamb led to the slaughter... the fact that the other cadets in his batch of freshly-baked lieutenants, all of them more physically developed, had always called him a "ladybug" in that mocking tone... and his back and limbs were rife with scars from slights that other young officers had committed... It was no wonder that Rainer, after literally fleeing for his life, had clung so strongly to Wiske. Because she had felt sorry, because she had seen the tennis prodigy and the self-made socialite, as well as the runaway outsider, where others saw the Nazi lieutenant; because they were both lonely young people, friendless and surrounded by liars; a stripling and a little girl who might as well have been siblings.
And yet, should her guardian have seriously tortured her, trying to drown his sorrows in brandy, accepting a French liquor in spite of his self-proclaimed hatred for Frogs and Slaves... ironic given the fact that his own society had always rejected his imperfect personality, and even considered discarding him altogether for being faulty?
And now he lay there, shot through the heart.
By the same force that had transformed her.
Just because she had misplaced her wristband for about an hour and another man had found it.
She looked down towards her own chest and saw the breastplate. Her tennis shoes turned to black or dark chocolate-coloured Wellingtons, her ponytail lowered into an eighteenth-century queue... and her usually freckled arms, lilywhite unless the sun made them red as crawfish, having become completely golden-brown, the colour of a perfect latte. Surely her face had changed phototype as well... but that breastplate? That glittering, dazzling breastplate, with those golden and scarlet trimmings?
"This cannot be true, Louise. You look just like your dream self."
Her dream of that battlefield, of looking like that warrior in her dream, the breastplated maiden that shot a Schutzstaffel-uniformed Rainer through the heart with a gun she usually carried flung across her back. She'd had dreams of storming fortresses and defending them from besiegers, of victory revels, and even of being left for dead upon the battlefield at a twilight clouded by carrion crows, or of limbs being severed and eyes gouged out; either at the surgeon's or on the war front.
She swallowed her welling tears, whispering to herself not to cry over and over again.
"Try drying up your tears," Étienne said, reaching out her wristband, his smile sincere and warm, now seeming far closer to her. "It wasn't the Thulean lieutenant, at the end of the day; she was the one..." he then muttered to himself.
Wiske took up the band at first hesitantly. The fireball then suddenly returned and lodged on her third eye, right between her eyebrows. A light shining brightly; she did not feel it sear her skin but rather as a kiss and a caress. The wristband, back where it should be on her right wrist, was now a compact-shaped silvery shield with a golden outline. Yet she took up her racket-sword to see her face reflected on the blade, and was surprised not to behold her transformed self's latte skin, but at the sign between her eyes: a floral pattern with three leaves or petals, instead of the six forming an ice crystal on the corner of Étienne's left eye.
"The three-leaf clover..." said both Étienne and Wiske at unison.

SPOILER ALERT: Rainer, after being laid in state, is also resurrected --endowed with a waterproof clockwork heart-- and returns to life as a supernal Siren Promethean with the Humour of Relationships!

The original Satomi Hakkenden, the Chronicles of the Eight Warriors of House Satomi/the Satomi Clan, an 106-volume epic and its days' counterpart of A Song of Ice and Fire when it comes to length and complexity, begins with the Warring-States-era story of Tamazusa Anzai --the rightful lady of the shire (or is she?)-- and Satomi Fusehime, Lady Fusé Satomi --the usurper's only daughter (or is she?)--. A curse (to only mother bastards) placed by the former on the latter's household after the coup causes Fusehime to take a bullet to the heart from her spurned suitor/intended fiancé Daisuke Kanamari, leading a detachment of her clan's own men; her heroic sacrifice and the purification rituals she had undergone before to free herself from the curse cause eight beads of her rosary to scatter and become eight children, each of them associated with a different virtue of confucianism and with a peony birthmark on a different body part. The bulk of the epic centers on the Debut Queue of these diverse characters meeting one another and learning about their shared destiny, and their subsequent struggle against a resurrected Tamazusa, who has wrested their rightful place --or is it?-- from the Satomis in a bloody counter-coup, since Kanamari abdicated as penance for accidentally shooting his bride down... and the climax is the confrontation of the leading ensemble against the villainess in the fortress tower that is the epicentre of all this legendary Anzai-Satomi war...

The original Hakkenden is a novel expansion of a motif which appears to have developed in parallel in the East and West. While Takizawa's main influence was the Chinese Suikoden, or Outlaws of the Marsh... Occidental versions exist as well, such as Mme. d'Aulnoy's Belle-Belle and the Baron von Münchhausen's adventures (the Baron has a super-strong servant who can uproot and shoulder pines as if they were carrots, a super-fast one who has to wear weights on his ankles to walk, a sniper who never misses the mark, a sharp-eared one who can hear the grass grow, and one with gale-force lungs; Belle-Belle has servants with the same powers, plus an omnivore who requires a cartload of bread washed down with a whole lake... just for breakfast). In the present day, classic heist series like the A-Team and the Ocean's Trilogy, to which this AU is partly a tribute, have drunk at the same source.

viernes, 24 de marzo de 2017

SCHEIN UND SEIN / OMOTE TO URA

In Phantásien wird nämlich nicht unterschieden zwischen Gut und Böse: Alle Wesen sind gleich wichtig. Führt man sich Endes poetisches Konzept vor Augen, wird verständlich, warum das so ist: Kunst ist wie ein Traum. Sie belehrt nicht, sondern stellt dar. Was wäre Shakespeares Othello ohne Jago, was Macbeth ohne die böse Lady? Träume kann man nicht moralisch werten. Die Darstellung des Bösen ist nicht böse, die des Heiligen nicht heilig.

Sometimes cross-cultural notions existing across Eurasia can further us in our understanding of Shakespeare. Let's take the case of Schein vs. Sein (appearance vs. reality) in German and the corresponding omote (literally, "obverse") vs. ura (literally, "reverse") in Japanese, for instance. Schein/omote refers to the image of the self that the public gets to see, the façade, the face one shows to the world, how one wants to be regarded and remembered; while Sein/ura is the true self, including secrets, flaws, bad habits, the dark side... that only friends, relatives, and significant others get to know (aside from the self). Both dichotomies refer, long story short, to the public image as opposed to the private image of a person. For the Japanese still to our days, and early modern Westerners as well, a lot of time is spent on differentiating these two aspects of life.

Well we all have a face
that we hide away forever,
and we take them out and show ourselves
when everyone has gone...
Some are satin, some are steel,
some are silk and some are leather;
they're the faces of the stranger,
but we love to try them on...


Well, we all fall in love,
but we disregard the danger:
Though we share so many secrets,
there are some we never tell...
Why were you so surprised
that you never saw the stranger?
Did you ever let your lover see
the stranger in yourself?


You may never understand
how the stranger is inspired,
but he isn't always evil
and he isn't always wrong...
Though you drown in good intentions,
you will never quench the fire:
You'll give in to your desire
when the stranger comes along.

(PS. "omote/ura" can literally mean "obverse/reverse", "heads/tails" [of a coin], "Earth side/dark side" [of the Moon] but this is about their metaphorical meaning.)
As an Asperger and obsessive whose closet of flaws is always shut and who looks like a plain vanilla muggle right off the bat (no muteness or echolalia, no sunglasses or seeing-eye dogs, no wheelchair...) I am concerned, unusually for a Continental Western European of the present day, about this Schein/Sein or omote/ura dichotomy. Few know about my pet peeves (things like my convictions that the week should always begin on Monday and the decimal metric system is the right one, for instance), compulsive rituals to exorcise my obsessions, phobias... So I have created a second, virtual omote/Schein which I use to rant and rave at aspects of the Anglo worldview I dislike when I am not squeeing over things I completely adore. Yes, that third self of mine is Miss Dermark the blogmistress.
Now this dichotomy is one of the vertebral axes of Othello, as expected of a play dealing with identity and the loss thereof. The story has every character but Iago (we'll return to Iago soon, since his true self is the puzzle to end all Shakespearean puzzles) is wearing a cracked mask and what we witness is their Sein, their ura, seeping through that fissure out into the light as the mask shatters. We humans are all wearing such cracked masks and are extremely concerned, Europeans or Asians, even in our days, abou their possible shattering.
-- Yes, indeed, and Othello always provokes a lot of interesting commentary.--
--Things go wrong, though, on the night of the celebration of the dispersal of the Turkish fleet. Cassio gets drunk. Iago, acting through the agency of Roderigo, manages to embroil Cassio in a fight. As a result of which, he's cashiered. He loses his position. Othello, who appears to be in the middle of consummating his marriage, is brought from his bed and has to break up the fight. "Why, how now, ho!" he says, "From whence ariseth this? Are we turn'd Turks, and to ourselves do that which heaven hath forbid the Ottomites?" Are we turned Turks?--
--The brilliantly sophisticated thing about the play, a sophistication, perhaps, akin to that of this work of art, is that nothing is quite as you expected.
You can look at this dish one way and the flowers appear to be in the shape of a heart, Look at them another way, and they don't. It repays endless attention. That's what a great work of art always does. So too with Othello. Look at it one way and it looks as though the threat is of the Turk, but look at it another way, and you see that the threat comes from within. In the end, what brings about the tragedy Othello's downfall, his barbarism, is not some outside force, some other culture, some alien, but Iago, the (ostensibly) super-sophisticated.--
It's no surprise that "ura" itself in Japanese is the lexis, the verbal root, of "uragiru", to betray. Or of "urabanashi", gossip/inside story; or "uragane", what we call bribing or "dirty/black/blood money." To be ironic is "ura no iu". The reverse side in Japanese has the same connotations as the left in the West, while the obverse, like the right in our culture, is laden with prestige. Consider "omote datsu", to become public; "omote-muki", public or formal; "omote wo tateru", putting up a front; "omote wo tsukurou", keeping up appearances; "omote wo haru," keeping up a façade; and "omote kanban", figurehead.
We'll refer also a lot to two concepts in particular. One of them is "ura wo kaku", to counterplot/outwit. (Kaku means angle or corner) And the other is "ura-omote", which can read either to mean "inside out" or "two-faced person." A title which can actually apply to Iago as well. Is he trolling the whole Cypriot officer class? Or is he scheming for revenge? Or is he gay and his motivation is unrequited love? Or something completely different altogether? That's the Rubik's Cube of this tragedy. Being obviously a cube, or hexahedron, the puzzle created by Rubik Ernõ (in Eastern name order; in Western order, given name first, it would be Ernõ Rubik) has got no proper obverse and reverse: something has to be two-sided for these concepts to apply.
Basically, everyone in Othello but Iago is a playing card, a hidden playing card in poker or maybe in a tarot spread. While Iago himself is a Rubik's Cube with a lot of different facets --six facets, one per every other character-- and a riddle so difficult to crack that oodles of problem-solvers have each and every one given their own version.
Right now, RIGHT NOW, I am thinking about the Korsvägen station in Gothenburg one afternoon, while waiting for the tram to come. A young man who looked neither too Scandinavian nor too Mediterranean was solving and unsolving a Rubik's Cube on the station by my side, the whole puzzle of many riddles or riddle of many puzzles constantly at his fingertips, no matter how convoluted.
But most of us lack the skill that both puzzle cube solvers and psychopaths, AKA Iagos, have a reason to impress us with. I, the foreign girl from the provinces, meant to return home when autumn came, was the Hamilton to his Burr, but also the Cassio to his Iago in a certain sense. Maybe what I know about classical literature and epic fantasy and anime was beyond his reach. That geek side of me is, in another sense, my ura, my reverse side, only known to family and fellow geek friends; it caused my ostracism as an awkward secondary and high school girl. Right now I am wearing a Ravenclaw scarf as I type these lines. That's a real heart-on-sleeve gesture of flipping identity, or omote-ura, that Iago will not dare for fears that carrion crows should peck his heart out. Every single Othello character but Iago gets their own omote-ura moment --after all, the pitch black core of a Rubik's Cube, unlike its six colourful faces, is meant never to be seen--. And all of them come more or less as identity crises. It's more like being laughed at by others for wearing a Ravenclaw scarf, be it for the sake of being a Potterhead or for being not a Gryff or Slyth. Iago never wears his heart upon his sleeves, but he tears up the chest of everyone else to expose their hearts, their obverse selves. And for that he cleverly employs malicious gossip or urabanashi --a photo of me with that Ravenclaw scarf on taken by one of the highschool vipers if she had recognized me this evening, and shared among her posse of friends on WhatsApp or a social network group, would do exactly the same harm as that strawberry handkerchief and the drunken brawl that came before it.


Well we all have a face
that we hide away forever,
and we take them out and show ourselves
when everyone has gone...
Some are satin, some are steel,
some are silk and some are leather;
they're the faces of the stranger,
but we love to try them on...



Arrigo Boito sums up the many faces of Iago in his characterisation notes for the Verdian opera:
He must be handsome and appear genial and open and falsely bonhomous; everyone believes him to be honest except his wife who knows him well. If he did not possess great charm and an appearance of honesty he could not be the consummate deceiver that he is.
One of his talents is the faculty he possessses of changing his personality according to the person to whom he happens to be speaking, so as to deceive them or to bend them to his will.
Easy and genial with Cassio; ironic with Roderigo; apparently good-humoured, respectful and humbly devoted towards Othello; brutal and threatening with Emilia; obsequious to Desdemona. Such are the basic qualities, the appearance and the various facets of this man.
Just stop and consider how everyone's Sein comes to light, their masks shatter, and their hearts are displayed in the light of day, throbbing, bloody, when their respective ribcages are metaphorically torn up!

Well, we all fall in love,
but we disregard the danger:
Though we share so many secrets,
there are some we never tell...
Why were you so surprised
that you never saw the stranger?
Did you ever let your lover see
the stranger in yourself?

The friendzoned and brokenhearted suitor who just won't give up is lured to pay his fortune, in so-called uragane or Judas money, in exchange for what he believes is self-confidence, staying equally awkward and equally desperate at heart, which makes him doubt the schemer at the end of the day.
The dashing, charming lieutenant gets persuaded to drink on duty and starts a brawl under the influence, which causes his fall from grace. He therefore doubts he can be reinstated if he tries on his own at the startover of his career. And, in involving his lady friend, it all snowballs into the end of his career and those he loves... said friend and his commanding officer role model, in spite of the fact that said CO has finally forgiven his initial offense. All of this for a drink more before the changing of the guard!
The happily married kind-hearted young lady tries to bridge the gap between her husband and her friend, only to realise that she is accused by the former of having an affair with the latter, suffering marital abuse and ultimately dying young and violently at the hands of her own spouse, while honestly defending the truth and her own purity and sincerity.
The lieutenant's fiancée, whom he basically friendzones out of fear of commitment, snaps out of the suspicion that he's found his equal in a girl of his own standing. Fortunately, she doesn't take it as far as the general does, being used to his ways and her heart staying intact.
The young lady's husband, a confident general of fortune madly in love with her and with another raison d'être than warfare since he met her, snaps even more dreadfully out of the suspicion that she's found her equal in a man of her own standing. It leads his wartime trauma to resurface when his heart breaks, turning him into an insane Untermensch or beast that relishes abuse and even kills his former beloved "for love" and for her to break no more hearts... and who subsequently commits ritual suicide upon realising the truth and coming to grips with the shock of reality.
The schemer's own wife is used to putting up a brave face, to dissociate her own omote and ura, due to her spouse's mistreatment... but her lady's suffering, mirroring her own in a younger and more innocent victim that is far more fragile, makes her convictions waver. It takes losing Desdemona for good to make her turn the corner, that "kaku" mentioned above, on the schemer by tearing out a few squares of Iago's Cube, as I once did as a preteen kid to my own Rubik just because I was curious and in the dissecting phase of my life: whether live large bugs and frogs, and lizards... speaking dolls, stuffed animals, or simple devices like a Rubik's Cube, I was always curious to see what it was like inside. And, to be earnest, the core of the Cube looked and still looks pretty anti-aesthetic to me.
If Pink Floyd had named their CD Earth Side of the Moon, it wouldn't have the same ring to it --and neither would it fit the iconic prism-rainbow sleeve that we all know and adore. In my sci-fi uchronia retelling of the Satomi Hakkenden (a story in whose original Japanese hypotext Kakutaro or Daikaku --one of the eight chosen ones-- is, like Othello, tricked by mistake into doubting his young wife's faithfulness), the Nazis do not settle exactly on the Earth side of the Moon either. The dark side is the one that fascinates us.
Back to the "kaku", the corner. It's the hinge, the turning point, where it's NEITHER obverse NOR reverse. The German has no third liminal stage between Schein and Sein, while the Japanese has omote-kaku-ura. A playing card or a coin has a kaku in the form of the edge, while a spherical object like the Moon ostensibly lacks a kaku --unless in its half phase, when it shows fifty-fifty equal proportions of dark and Earth side. But still it's an illusion. As illusive --illusory and elusive-- as Iago's true catalyst.

You may never understand
how the stranger is inspired,
but he isn't always evil
and he isn't always wrong...
Though you drown in good intentions,
you will never quench the fire:
You'll give in to your desire
when the stranger comes along.

viernes, 17 de marzo de 2017

A WORD OR TWO ABOUT THE SATOMI HAKKENDEN

Well, not just a word or two, but rather the whole buzz. You may be wondering what this Satomi Hakkenden thing is; well, let me answer it's one of the most underrated epic fictions in the public domain. And thus, let us begin where we should, by summing it up in a nutshell:
Eight special young people, all of them different, each one associated with a positive quality. Each one with a different sob story involving star-crossed love, orphanhood, abusive guardians, or all of them above.
Raised worlds apart from one another, they barely know one another, yet, as chance brings them together, they discover that they share a common legacy that stretches decades, maybe even half a century, before their calling.
Now forming a team or party and putting all of their skills together, they have to fight epic battles against dramatic evil and ultimately defeat the usurper that bereft them of their rightful place...

Sounds familiar? Like... My Little Pony: Friendship is Magic, if we count in Spike and Starlight? Digimon Adventure? Corrector Yui? The Waterfire Saga, if we count in Vrâja and Orfeo as well? The first arc of the Ringstetten Saga, before nearly all of the Happy Few were killed off? The Ocean's trilogy, if we expand the number of leading characters involved from eight to 11/12/13, respectively?
Well, it turns out that, before these sagas, there was a nineteenth-century Japanese epic that inspired all of the above. Maybe it was the first fiction ever starring an ensemble of companions of equal importance...

Satomi Hakkenden, the Chronicles of the Eight Warriors of House Satomi/the Satomi Clan, an 106-volume epic --and its days' counterpart of A Song of Ice and Fire, War and Peace, or the Potterverse when it comes to length and complexity-- takes place in the Warring States era or Sengoku jidai (simultaneous with the days of the Reformation, Counter-Reformation, and Thirty Years' War in Europe). The convoluted premise is essentially the story of the Awa kingdom or county-state being fought over by clans led de facto by Tamazusa Anzai --the rightful lady of the shire (or is she?)-- and Satomi Fusehime, Lady Fuse Satomi --the usurper's only daughter (or is she?)--. A curse (to only mother wayward bastards) placed by the former on the latter's household after the coup causes Fusehime to take a bullet to the heart from her spurned suitor/intended fiancé Daisuke Kanamari, leading a detachment of her clan's own men; her heroic sacrifice and the purification rituals she had undergone before to free herself from the curse cause eight beads of her rosary to scatter and become eight children, each of them associated with a different virtue of confucianism and with a peony birthmark on a different body part. The bulk of the epic centers on the Debut Queue of these diverse characters meeting one another and learning about their shared destiny, aside from the fact that the spirit of Fusehime comes back from the afterlife to help them when in the direst straits, and their subsequent struggle against a resurrected Tamazusa, who has wrested their rightful place --or is it?-- from the Satomis in a bloody counter-coup, since Kanamari abdicated as penance for accidentally shooting his bride down... and the climax is the confrontation of the leading ensemble against the villainess in the fortress tower that is the epicentre of all this legendary Anzai-Satomi war for Awa...

To set the backstory clearly: think of the kingdom of Awa as Westeros, the Anzais as the Lannisters, and the Satomis as the Starks. The original rulers of the realm (think of them as both the Targs and Baratheons) had been decimated, and the vacant rulership usurped, by the upstart Anzais, led by Lady Macbeth figure Tamazusa. The Satomis, exiled retainers of the rightful rulers, defeat the Anzai Clan and gain control of the realm (rising to power just like the Stuarts and the Tyrells). On the chopping block, Tamazusa curses young Fuse, the only daughter and heir of Lord and Lady Satomi, to only mother wayward bastards. At this time, Fuse is still a child.
Years later, an adolescent Fuse finds on the castle doorstep a white spitz puppy with eight black spots and decides to take him in as a pet. Unbeknownst to everyone at court, Eightspots (Yatsufusa) is the reincarnation of Tamazusa. Fuse is also betrothed to Daisuke Kanamari, the most dashing of the Satomi bannermen, until he is left for dead upon the battlefield against the Anzais, that then advance towards the castle and lay siege. Rationing of food and especially water ensues, just like at Storm's End or Stalingrad; a desperate Lord Satomi vows to betroth his daughter to the one who brings back the severed head of the Anzai warlord from the enemy camp across the gates. Surprisingly, Eightspots is the one who fulfils the deed. Constrained to fulfil their promise, while also tarnished their reputation by impending zoophilia, the Satomi parents and child appear to be doomed... until Fuse surprisingly decides to leave the castle and retreat into a cave as a hermit nun with Eightspots for a watchdog, wearing no jewels but her rosary. This goes obviously against her parents' wishes, yet afer much coaxing they give in and let her lead such an ascetic life.
In the meantime, Daisuke, recovered from his battle wounds, returns to the castle and is shocked by the relation of everything that happened in his absence. Shouldering his arquebus and fearing the worst, he leaves for the cave and shoots both Fuse and Eightspots through the heart with one and the same bullet. Then, to prove that she has had no intercourse with her watchdog, a dying Fuse tries to gut herself with her first suitor's sword... only that she dies right before, cutting her rosary, and causing eight of its 108 beads to scatter abroad across the land.
Daisuke, now a wandering monk, embarks on a quest of penance as the beads land next to eight newborn children, all of them marked with the peony crest of House Satomi; many of them born unto barren women and subsequently orphaned, not to be cared for by the best of guardians --each and every one of the Eight Warriors has a different cathartic sob story--. In the meantime, the last Satomis, Fuse's parents, are killed and their throne usurped by Tamazusa, reincarnated as a human noblewoman who has claimed her post at the head of the Anzais; thus a reign of terror begins... until those eight "wayward bastards" gradually come together and realise the ties that bind them and their common destiny to defeat the usurper who wrested their rightful place from them!

One of the reasons for the Hakkenden's staying power and its influence on anime --and, by extension, animesque-- is its diversity and character development. From the eight protagonists available (including counterparts of Shakespeare's Othello and Laertes [the latter with more reminiscences of Oberyn Martell], the classical Hercules, a transsexual Count/ess of Monte Cristo, and a child prodigy in the leading party!), it comes as no surprise that you will find yourself identifying with at least one of them; each and every one of these heroes, all of them good-looking young men, has got the birthmark on a different body part, a different virtue, a different lifestyle and personality... aside from a different sob story and character arc that would make Lemony Snicket, George R.R. Martin, AND Charles Dickens look like they're talking about idyllic elven romances!

Mind also that the Hakkenden is not an "ensemble" piece in the vein of  the cliché found in Pixar (Said group full of wacky members with their own quirks? Check.) or Hallmark movies (a few quirky but bland small town friends), but rather a true ensemble piece, like War and Peace or A Song of Ice and Fire, in which all the quirky characters are fully developed, equally interesting, and share the same amount of spotlight cake, playing off one another's strengths and weaknesses on and off the battlefield, as their respective mental and emotional lives evolve. And that without losing "the limp and the eyepatch" that tell the child prodigy from the leader from the strongman from... without losing their own quirks. Diverse and quirky but not bland. And none of them as side character / ancillary character "friends" or "companions" to a pair of central leads, but all eight warriors taking the same prominence. What's more, their whole lives are covered until their deaths, tying all the plot strands neatly into a lovely bow.


Taste the hero rainbow. You'll at least identify with one of them.

Pictures from the most faithful and recent Hakkenden retelling anime, obviously titled Hakkenden.

You may be Kenpachi, the leader and by far the most popular member of the team, whose peony is on the corner of his left eye and whose signature virtue is integrity; a short-tempered, eccentric, and sarcastic badass military officer (with a mouth that can rival Deadpool, Tyrion Lannister, Astrid Kolfinnsdóttir, and those two guys in Pulp Fiction) who has survived several suicide attempts after being left by his beloved fiancée... true leader material indeed. Something like a more badass, able to resurrect every time he's killed (and this is far more serious than South Park Kenny, yet not that angsty Dondarrion resurrection blues), version of Gustave in The Grand Budapest Hotel... (Kenpachi even reminds me of some favourite female eccentrics like Pippi Lângstrump, Benio Hanamura, Rikku, Ty Lee, Luna Lovegood, Pinkie Pie, and Roald Dahl's Matilda! Only as a wittier, snarkier, more hard-drinking, and male version of this personal catnip!)
You may identify more with Kobungo, Kenpachi's innkeeper "best friend" wearing the peony mark of brotherhood on the left half of his derrière (obviously a bit awkward)--a pacifist gentle giant, excellent chef, and cat lover with a dark and troubled past involving fatal drunken violence --killing parents and siblings included--, who makes up with all of his friendliness and (Herculean!) physical strength for his lack of wit... as much bestie material as Kenpachi is leader material. Definitely the Sancho to Kenpachi's Quixote, being far more realistic.
Or you may be the graceful crossdressing actor Keno, also known by his drag queen stage name of Asakeno: so feminine in appearance and demeanor that he is often mistaken for a lady at first glance... beautiful and elegant yet deadly, as determined as Edmund Dantès or Oberyn Martell to avenge the fact that s/he was brutally orphaned to get a hold of their clan's ancestral flute. S/He's even got his own Count-of-Montecristo-style convoluted intrigue to get revenge on those scoundrels, which involves said drag queen act on stage not to be recognized by the victims! Just like Dantès, (Asa-)Keno gradually discovers, as s/he takes down their enemies one by one, that revenge is not precisely the best of strategies to deal with life gives you the worst hand. Keno wears the mark of wisdom on their left pectoral, a bit above the nipple.
Or you may be kindred spirits with Daikaku, the skilful cat-loving artisan, reserved and taciturn and ostensibly cold as ice --yet, as seen when he makes lovely toys, and when he pets his cats and even sacrifices himself for them, with a heart of gold--; blame his late abusive stepmother for all that façade of emotionless introversion. More of an artist than an artisan, the ostensibly stoic Daikaku gradually defrosts as he grows into his new role as the warrior of good form (also rendered as etiquette or courtesy), whose peony is on his brow as a third eye that allows him to see spirits and other supernatural creatures. Also, like Othello, while still living in his village and bearing his given name of Kakutaro, he is put to the test with the local rumour, spread by his own stepmother (who disapproved, besides, of his choice of wife), that his beautiful and faithful wife Hinagiku has had an affair and is expecting the bastard child (when she actually swallowed the bead of good form to protect it from her stepmother-in-law, which made Hinagiku's belly swell) --and Kakutaro, just like the Moor, wavers at the end of the day. Upon confronting his wife and seeing Hinagiku commit ritual suicide to prove her own innocence and intact maidenhead, and thus discovering his true virtue of good form when he regains the bloodstained bead, he renames himself Daikaku and joins the other chosen ones.
But I identify far the most with Shinobu (AKA Shinbei, his name can be transliterated either way), the kind-hearted kid prodigy and the baby of the team; whose virtue is kindness/benevolence and whose marking is on his left shoulder. Adopted by Kobungo and Kenpachi after losing his parents and then grandmother guardian (making this one of the first cases in fiction with a gay couple adopting an orphan and forming a rainbow family!), Shinobu, whose real name is Daihachi (he had to be renamed post-adoption due to persecution... long story), this stripling is an arm and a leg of bright, aside from the glue that holds the whole octet of heroes together... and the most powerful, aside from the youngest, of the eight warriors!
There are, obviously, another three:
Shino, the warrior of devotion or piety, the earnest stripling and second youngest (a young adult who still looks and acts like a child, aside from having quite asexuated looks and personality), with his peony on his right upper arm. Sent to the shogun's court to bring his clan's ancestral sword to a new owner, and forced to cross-dress as a girl to evade his pursuers, he is often --and for quite a good reason--, mistaken for a real maiden. Shino is obviously the audience surrogate as well as the most frequent POV character; as the innocent farm boy born from a barren woman's wish and raised well by loving parents before calamity --personified as the local lordlings of the feudal shire-- takes them away forever (ritual suicide once more). We see Shino, like the Hogwarts students and the Stark children (especially like a gender-flipped Arya), struggle and survive in a hostile world: most readers, male or female, identify with Shino while they idealize Kenpachi.
Sósuke, the warrior of duty, is said local shire-lordlings' abused indentured servant of an orphan nephew. Born unto courtier parents, his world shattered as a very young child when advice his father gave to the new shogun was mistaken for treason, which led to Sósuke's father's ritual suicide and his widowed wife's exile, with a child Sósuke in tow, back to her parents' home in the provinces. However, a snowstorm claimed the life of Sósuke's mum during that wintry journey as she protected her boy from the cold. Sósuke was found after the snowstorm had calmed by his aunt and uncle, who blamed him for the clan's fall from grace and worked him into submission, treating him as an indentured servant, with a combination of physical and psychological abuse: this Cinderelliot was called "Gaku," which translates more or less to "Runt," by his foster family. In his twenties, when he realises his destiny, he has left his provincial home to return to court and carve out a niche of his own, to restore his surname's reputation; finding however far more than what he expected... Sósuke is a cool cat, but far less eccentric and closer to earth than Kenpachi: making Sósuke the oniisama or ideal older brother of the group, made far stronger by all the suffering he has had to endure. His peony is on his left upper arm, mirroring Shino's.
Dousetsu, the warrior of loyalty, a travelling healer, was also an indentured servant in the same feudal household where Sósuke was forced to share his fate; but Dousetsu was treated equally badly for being the master's bastard son of a whore --bastard, orphan, son of a whore...-- His stepmother even repetitively put poison in his drink and then, seeing him deeply unconscious, left him out to freeze in the winter cold. She didn't care that the boy had survived, partly having acquired poison immunity à la Oberyn Martell and partly being saved by a snow queen (or at least the youkai counterpart of this character). For a snow queen's ward, however, the hot-blooded Dousetsu can literally spit fire. An impulsive and slightly ditzy character in pursuit of his trueborn stepsister Hamaji, the only trueborn child and heir to the feudal clan and, most importantly, the only person (not counting the snow queen, who is not human) who was ever nice to him (besides, Hamaji is also Sósuke's cousin and Shino's fiancée --until her parents called off the engagement for a more lucrative lordling of a suitor)... When Dousetsu finds Hamaji, she has been taken prisoner by outlaws; taken off-guard by their illusory tricks, he accidentally stabs his beloved half-sister to death. This greatest failure will haunt him no matter how much he tries to put on a brave face, since it has barely changed his innate impulsive temperament. There are definitely parallels between Dousetsu and Shakespeare's Laertes as hot-blooded young men who dearly love their estranged little sisters and are broken by guilt upon directly or indirectly making them die (ps. a hot-blooded badass who cuts quite a figure, yet still haunted by the death of his lovely li'l sister... Oberyn, we're looking at you as well, and also due to the poison immunity!)... Dousetsu's peony is on the nape of his neck.
As for the villainess... Tamazusa is as much love-to-hate material as the Thénardiers and Iago put together. In fact, in my mind's eye she looks just like Bellatrix Lestrange... but given her power-behind-the-throne status and ruthlessness, she also reminds me of Lady Macbeth. Beheaded for high treason at the start of it all, she disappears for a while and subsequently resurrects, reincarnated, with a thirst for vengeance, wresting the castle and shire of House Satomi from right under their feet after Fusehime has died without trueborn heirs and her husband has abdicated as penance for killing her. This sinister femme fatale maintains her youth --and subsequently her health and good looks-- by washing in, and drinking, maidens' blood à la Erzsébet Báthory, which lends her character even more cruelty and ruthlessness... Undead, vampiric, and beautifully sinister, Tamazusa is obviously a force to be reckoned with.
It comes as no surprise that the Satomi Hakkenden has endured through the ages and been adapted left and right all over the place, from more faithful retellings to loosely inspired ones like Corrector Yui (the eight original Correctors' characters) and Digimon Adventure (the eight original Chosen Ones). And even into my own fiction, where it's not impossible to see traits of the Hakkenden warriors in the Happy Few; Gerhard Wilhelm von Ringstetten as obviously Kenpachi, Erik and Liselotte both having inspiration from Kobungo (but Alois taking on the role as right-hand-man), resident scholar Kurtius as Shinobu...

The eight warriors in a 1980s Hakkenden OVA.

The eight Correctors flanking the titular character in Corrector Yui.

The original Chosen Ones in the 1990s Digimon Adventure finale.

The eight original Chosen Ones in the present-day 20th-anniversary OVA Digimon Adventure Tri.


Eight Hakkenden-inspired warriors play a relevant part in the videogame Okami.

You may be able to identify, in all of these hypertextual media examples, the parallels to the warriors I have mentioned in my review...