99 Hours of Clair Obscur: Expedition 33 (Part Two)

If you haven’t, perhaps read PART ONE first?

ACT II: In which we begin our explanation of the world of Clair Obscur, in the hopes of understanding its artistic priorities, themes, and aspirations

I’m still not entirely sure how I want to tackle this section.  I would normally prefer to avoid spoilers, but we can’t very well talk about the world of Clair Obscur without spoiling what you’ll find there, and we can’t talk about it without also talking about the plot and lore of the game.  And, further complicating the matter is the fact that I’m writing this with people who can’t play it in mind.  I want to share how awesome this game is with friends and family who really won’t ever have an opportunity to play it, because they don’t play video games, are don’t play these kinds of video games.

So we’re going to do something fairly unprecedented—at least for me and my essays.

I’m going to treat this as an adaptation.  I’m going to effectively try and transmute the experience of playing the game to prose.  I will walk through the major plot points, and the major areas of the game.  I will describe, as best I can, the locations and beats.

That means that this will be all spoilers going forward, but I will be intentionally staggering them, since I’ll be following the game’s own story and plot and revealing what happens in chronological order.

BUT:

  1. We will save the major major plot spoilers (i.e., the endgame) to Act III of our essay.
  2. We will break up this section by the organization of the game’s own Acts, so you can ditch the essay anytime we get too spoiler-y for your liking.  (Hopefully, I’ll also be able to sell at least some of you on the game while we go…)

AND:

  • CONTENT WARNING: Things are going to get pretty dark here.  This is a violent game about the ways people react (and overreact) to grief and loss.  There are multiple depictions of suicide, trauma, waning mental health, and physical disfigurement.  I think the game handles these subjects with understanding and maturity, and I hope to do the same, but use your judgment going forward.

Alright.  Let’s do this.

Prologue: Lumière

Lumière is Paris—though the Belle-Époque Paris in that state of static-disintegration we discussed earlier.  The top of the Eiffel Tower is smeared to one side; the Arc de Triomphe’s shattered peak floats in a rough arch over its two legs.  Nondescript Parisian apartment buildings line crowded streets.  But the city is surrounded by the sea, and in the distance you can see a giant monolith, and, at its base, the form of a woman with long ash-gray hair, huddled into the fetal position.  Above her head glows a number: 34.

We are introduced to Gustave and Maelle.  Gustave is man in his early thirties, wearing an elaborate dark purple suit; Maelle is a young girl in her teens, wearing a stereotypically-French horizontal-striped shirt and red kerchief.  They talk together like brother and sister: she teases him about the fact that he is throwing rocks ineffectually at the distant monolith; he plays along, wry and kind.  We get a combat tutorial, and traverse the rooftops of Lumière together.

The greater heft of the scene is only gradually revealed, though.  Gustave is in the rooftop garden to avoid going to see Sophie, an ex-girlfriend he’s lost touch with.  Today is her gommage—and that means that this is Gustave’s last chance to set things right.  He has a flower for her—this is apparently traditional—and she thanks him for it.  It comes out that they separated over some pretty important differences in perspective.  Gustave has been working hard, preparing for this year’s Expedition onto the dangerous continent; Sophie has been trying to enjoy this last year of her life.

Because here’s the thing: the gommage means the death of Sophie, and everyone else her age.

As the characters watch, the woman at the faraway monolith—the Paintress, they call her—wipes away the “34” inscribed on the stone and replaces it with a new number: “33.”  And when she does, all the citizens of Lumière over the age of 33 (including Sophie) slowly dissolve into red-and-white flower petals: gone forever.

Hence our call to action, and our title.  Gustave (and Maelle) has committed himself to joining Expedition 33—not the 33rd Expedition, but closer to the sixtieth or seventieth, with each Expedition naming itself after the number on the monolith when it set out—and the mission of these Expeditions is to travel to the unknown continent across the sea, confront the Paintress, and kill her, so the gommages will stop and the citizens of Lumière can live their lives without fear.

But Expedition 33 is an unmitigated disaster.  Immediately after landing on the shore of the continent, they are confronted—impossibly—by an old man (why hasn’t he gommaged…?!) in the company of the monstrous Nevrons (Nevrons come in many varieties: these are nightmare creatures with no head or eyes but two hands composing a kind of face), who start to lay utter waste to the Expedition with power beyond anything they could have prepared for.  There’s a frankly harrowing cutscene where all the characters we’ve met are positively wrecked. 

Gustave tries desperately to find safety.  Eventually, though, he is knocked unconscious and blacks out.

We rejoin Gustave as he wakes up—but nobody else is around.  He’s been relocated from the horrible beach—where the massacre took place—to a glowing blue tree, but he’s completely alone.  Dazed, he walks for a little while, calling out for the others, but nobody comes.  He eventually arrives at a cave full of the corpses of past Expeditions (it would seem theirs was not the only one to be immediately thwarted by terrible powers), sits down, and withdraws a pistol to end his own life.

But he is stopped.  Lune—one of the other Expeditioners—takes his hand.  He is not alone.  Others have survived, but presumably only a few.  Together, Gustave and Lune will try to find the survivors and continue the mission together.

Prologue – Debrief

OK, so we’re barely an hour into the game and it is already more emotionally harrowing than most full games I’ve played.  The folks at Sandfall pull no punches with their emotional beats, but it is also not just some grim-dark tragedy-porn experience either.  The scenes in Lumière especially are buoyant and lively; even the festival leading up to the gommage is full of surprisingly-rich characterization.  These are people trying to figure out how to live their lives in the shadow of this terrible situation.  They have traditions.  There are little kids running around.  Sophie even has a bit of a tense conversation with a mother about whether or not it is responsible (or, indeed, imperative) to have children in light of the gommage (most of these children are orphans, after all—including Maelle).

During the send-off celebration for the Expedition, in particular, many of the characters confess their hopes and dreams.  Some are apprehensive; others defiantly resolute.  Lune herself, if you notice her among the crowd, comes off as a bit of a space cadet.  She can be found sitting on the pedestal of a statue, playing her guitar and singing, barefoot, before the gommage.  They’re people—not props.  The situation is terrible, but they are trying to make the best of it anyway.  Because that’s what people do.  This is a game about grief, sure.  That much is clear even from this first hour of play.  But specifically, this is a game about how we deal with grief.  And I think the game wants us to notice that the people of Lumière have made a certain amount a peace with their situation. They don’t consider the broken fragments of buildings strange or disruptive, even though they are the result of a historical catastrophe only dimly-remembered. Their surreal situation has become normal, even if it is strikingly abnormal to the player. Sophie and Gustave disagree about whether they should accept, or fight against this situation (which itself serves as a good indication of normalcy to the player – we’re not going to question the floating bricks, but we are going to question the arbitrary mass killings that also serve as a death-clock for the whole society). Gustave intends to fight, but Sophie intends to accept. It isn’t clear who is right; it will, after all, get much, much worse by the end.

Still, the scene with Gustave—this lively, wry, caring character—sitting down to commit suicide…?  It has to be one of the most affecting scenes in any video game I’ve ever played.  Even in the one short hour we’ve had to get to know him, he’s been characterized as standoffish, warm, protective, creative, and a little irritating.  For him to lose all hope so quickly is both understandable and horrifying.  As he walks toward the cave, reduced to a stupor, eyes blank and staring, I feel all that despair and loss and helplessness, even from a man who had said that he would do all he could “for those who come after.”

This doesn’t read like a plot point, orchestrated by some writer for shock value.  This reads like an actual human being, reduced to despair by unfathomable trauma.

(It’s almost a shame I’m not still running my “The First Hour” series—because this should be on the short list for “most impressive first hour of a video game ever.)

The World To This Point

This is intended to be an essay about world-building, and, as such, I want to make sure we circle back around to the world at every stage of our discussion.

But there isn’t a whole lot to say at this point.  So far we have only seen the town of Lumière (which is very nice, don’t get me wrong), the beachhead where the massacre took place (which we only see in a cutscene), and a little bit of the verdant—if alien—meadow and macabre cave where Gustave faces his despair.  We’ve only fought Maelle in a tutorial sparring match, possibly a rogue mime in Lumière, and a Nevron or two along the path to the cave.  We haven’t seen much, in short.

But that doesn’t mean it isn’t important.  Lumière is festooned with red-and-white for the gommage: the people about to gommage wear garlands of red flowers, and the dominant landmark (even Gustave and Maelle draw attention to it) is a massive red-and-white tree in the square where Gustave meets Sophie.  It isn’t “lore,” exactly, but every part of the design of Lumière resonates with and anticipates the gommage that’s about to happen.  By contrast, the sending-off celebration for Expedition 33 takes place at night, and we are introduced to the stark, snappy-looking black-and-purple-with-gold-trim uniforms of all the Expeditions past.  Here, again, the color palette reinforces the theme.  Red-and-white for lost innocence, grief, and aborted happiness; purple-and-black for resolution, purpose, and sacrifice.

When we do reach the continent, the beach is a barren, ashy stretch of sand and debris.  The mysterious old man wears a white beard and a severe black suit (and seems to resemble an older Gustave).  The entire cutscene is nearly monochromatic: the Expeditioners wield colorful pictos, but the enemies fire devastating bursts of pure white energy that light up the black sand.

Then there is the glade, with its verdant greens and alien blues.  And the cave, its ashy-gray bodies lit blood-red by some trick of the light filtering into the cave.

This isn’t what we usually mean when we talk about “world-building” in video games.  Instead, we’re used to thinking of lore, or environmental storytelling, or details that add up to a larger picture of social complexity or backgrounds for character development.  When I wrote about Morrowind, I emphasized that its believability as a place derives from its complex social dynamics, which are foregrounded, but have to be learned.  In some of my other favorite worlds (say, that of Bioshock or Batman: Arkham City), much of the world-building is rooted in environmental details: Bioshock’s bloody messages scrawled across walls, or Arkham City’s villain-related details spread across Gotham.

Here in Clair Obscur, though, world-building is almost always in service to the emotional weight of the scene.  Like any good surrealist work, we are not speaking to the conscious mind, but to the unconscious mind.  These spaces aren’t necessarily logical, don’t have to make pragmatic sense, and don’t typically invite analysis for the purpose of piecing together a puzzle.  You are, in a very real sense, supposed to feel these places.  Walking through Lumière, the experienced video-game explorer is likely alert to details that describe the day-to-day lives of its people.  And there are some: Gustave and Sophie remark that the piles of furniture (that conveniently block access to alleys the game doesn’t want you to explore) are the belongings of people about to gommage—now free to anyone who wants or needs them.  And there’s a café where people have congregated to eat, performances (like Lune’s song) by its denizens, and even a dance that uses the colorful Pictos you’ll use in battle for visual spectacle.  But it isn’t really a livable space, the way some other games (like Bioshock) would emphasize.  It’s a vibe.  And it’s less important to convince the player of its reality than to anticipate the emotional value of this place in the game to come.  Lumière doesn’t need to make sense as a lived-in space; it needs to stick in the player’s mind: a symbol of life, normality, and grief that must be protected and saved in the player’s travels.  Likewise, the beach doesn’t need to make topographical or geological sense; it needs to represent horror, death, and despair—and, hopefully, scare the player away from it for the foreseeable future (you can go back and get your butt kicked there only later in the game).  And, most glaringly, the blood-red light of the cave doesn’t need to make sense; it needs to highlight Gustave’s own bloody despair and failure in his darkest hour.

That’s what makes this so frustrating to discuss: this is a carefully-crafted world, but it exists in service to the experience—to the emotional heft of the story, the characters’ suffering, and to the themes of grief and survival.  It is not a world that can be dissected into its speculative elements, but it is no less calculated, no less intricate.  Here on The Continent, we will discover, and we will explore, but we will rarely be intellectually satisfied.  Instead, we will feel—and that is a noble, if underappreciated goal of the world-building craft.

Act I: Gustave’s Journey

I’m not going to summarize the whole game in this kind of detail.  But I felt it necessary to explain the emotional weight of the world here, where we can get into the specifics, and let this be our default understanding of the rest of the world as well.  There will be specific locations I want to investigate in more detail, but certainly not all of them.

Leaving the cave, Gustave and Lune quickly find themselves in a forest of these alien-blue trees.  Night is falling, it seems, and we have to find a safe place to camp where the Nevrons can’t reach us.  This is made especially urgent when we encounter our first Nevron boss—who kills one of the other survivors in front of us, just to drive home the stakes.  Beat him, and Gustave and Lune discover a message scrawled at the top of a massive blue tree: Maelle is alive, and has been carried away by someone determined to protect her—but not an Expeditioner, it seems. They aren’t following protocol.

The trail leads us to our first encounter with the world map, where we are given a little bit of space to explore. (And a few world-map enemies to challenge!)  But our next destination is one of the truly spectacular and memorable places on the continent: a canyon of rock populated by a forest of coral and kelp.  Whatever surrealist elements we may have seen before, this is an idea that would seem right at home in a Magritte painting.  The land even has little spouts ejecting bubbles into the air—I honestly couldn’t tell in my first game whether I was supposed to be underwater, or on land, or what.  The characters are also a bit mystified, but press on. (Surreal-as-normal, remember?  We’re on a mission; no time to figure out the physics…)

In the middle of the coral caves we find more oddities.  First, one of the Gestrals: a supposedly-mythical race of paintbrush people.  This Gestral’s name is Noco, and he’s a traveling merchant who would also love to fight you, if you’re interested (most Gestrals love a good fight).  Second is an out-of-place ornate black-and-gold door in a pillar of rock.  Go inside, and you will find the Manor, where it seems Maelle has become quite comfortable.  She’s met a strange, but not hostile, denizen of the Manor she calls The Curator—he has a blasted hole where his face would be and speaks only in hollow grunts, but he has apparently been helping her, and will join the party to help us manage our resources and strengthen our weapons (but not fight).

From here, Maelle and Noco lead us to the Gestral village, where we are attacked by autonomous Gestral guardians (who turn out to be massive mechanical armor suits being tested by Gestral engineers).  We meet the leader of the village, who encourages us to seek out Esquie, and offers us passage to Esquie’s lair, but only if we go a few rounds in the Gestral arena and confront their new champion.  That champion turns out to be the fourth (and final) survivor of the beachhead massacre: Sciel, who will in fact fight us before joining the party properly (she, too, just loves a good fight).

Esquie turns out to be a big, silly, masked guy who would normally have the power to ferry us over the water, but has recently lost his stones that allow him these powers (this apparently happens).  He asks us to get his rock-traversal stone from François, his cantankerous turtle-esque neighbor, who attacks us with his “Strongest Ice Attack Ever”—but he isn’t really much of a threat, and seems a bit fond of Esquie despite his grumpiness.

Once Esquie has his stone back, he asks us to help him find Florrie, the stone that allows him to swim over the sea.  He believes he dropped it in a cave network nearby, which is our next destination.  It’s a massive, sprawling area with lots of smaller caverns and tough enemies, and when we finally find Florrie, it’s guarded by the Lamplighter—a terrifying, multi-armed enemy who attacks us with its lamps, and who resurrects after he is beaten.  Once he is finally put to rest, we restore Florrie to Esquie, and he offers to swim us to the next land mass.

But just as we’re about to embark, with half the party in the water below and Gustave and Maelle still in the cave, the mysterious old man from the beachhead suddenly appears and impales Gustave.  Gustave urges Maelle to leave and confronts the man in a heroic last stand, but is killed.  Maelle is likely to be next, but she is saved by another mysterious outsider with a wild mane of graying hair, who confronts the old man and rushes the party out onto the sea.

Act I ends with the party disheveled: Gustave is dead; Maelle is rattled, and the newcomer, Verso, is little more than an enigma.

Act I: Debrief

Gustave’s loss is devastating, and will haunt the rest of the game.  There aren’t many games daring enough to kill off the primary player character (though the death of 2B in NieR: Automata comes to mind), but this seems especially heartbreaking because Lune saved his life at the cave.  There is something senseless, tragic, and wasteful about his death, even if it is, also, a kind of heroic last stand.  And you’ll often be reminded of it: Gestral merchants will still list Gustave’s cosmetic items in their inventory with the message that you’ll need to find a missing party member before they will sell to you.  Many times in the rest of the game you’ll be reminded of his absence.  And Maelle will take over his responsibility of writing in the Expedition journal “for those who come after.”

It also seems like the last straw for poor Maelle.  Throughout the first act, when the party camps for the night, Maelle suffers from dreams or visions of a similar-looking girl with a ruined face.  Sometimes she is confronted by the mysterious old man in these visions, who speaks to her as a familiar, but not in any way loving or friendly.  Her relationship with the Curator, too, seems strange: she is the only one who understands his moans. Gustave was her anchor to herself, to her former life, and to her sanity. Gustave was like a brother, but also her caretaker and protector through the Expedition.  Now that he is dead, she begins the next Act devastated, and it will take some time before she recovers.

Verso, by contrast, is pure enigma at this point.  He slots into Gustave’s spot in the party without any trouble (he even uses all of the weapons you’ve collected for Gustave), but he is slow to trust the rest of the party with personal details, and they are slow to trust his advice and insight.  Like the old man, Verso should not be here—he should have gommaged by now, or been killed by the many hostile Nevrons.  His very existence is somehow wrong, and the other characters worry that his help may hide ulterior motives.

Esquie, too, is more than he appears.  When he first meets the party, he mentions that he has met Sciel before, but she does not remember it.  The party has heard stories of Esquie (there’s even a statue in Lumière), but assumed (like the Gestrals) that he was just a myth.  But where Verso is immediately suspicious, Esquie is impossible to suspect.  His awkward intonation and mannerisms, his goofy affectations, and his plump, huggable, velvety body seem totally unthreatening.  He’s not designed to be familiar or inviting, but he has all the otherworldly childlike charm of the laughing Buddha.

We’ll have a lot more to say about Esquie later.

The World of Act I

Compared to the strictly linear path of the Prologue, Act 1 offers a lot of room to explore.  The World Map is littered with collectibles and enemy fights; many of the individual locations hide secrets down optional paths (especially in the cave system where Gustave meets his end), and all are just as evocative as the locations from the prologue.

But along the way there are some particular details I’d like to point out:

  1. The Gestrals

Once you meet Noco and visit the Gestral village, you’ll start finding Gestrals everywhere.  And they are delightful.  Noco is child-sized, and has a child’s temperament: rowdy, inquisitive, and eager to explore.  His stated mission is to become “the greatest merchant ever!” which will apparently involve exploring the far corners of the continent.  But the rest of the Gestrals are equally enthusiastic, equally rowdy, and equally bumbling.  As much as the big Gestral constructs (sakapatate!) present real threats to the player, the area where you fight them is serene—a red forest known as the “Sanctuary” which the Gestrals consider sacred.  And the music that plays when you fight these sakapatates is upbeat, cheery, and wistful, not at all menacing like the other combat music so far.  (The title of the track is literally “Gestral Summer Party.”)  Fighting the Gestral merchants, too, is framed as a fun side activity: you have to duel with only one party member, and neither Gestral nor party member risks death in the encounter.  Outside of the Sanctuary (and the arena) you will rarely find Gestrals who are hostile, but most are still spoiling for a fight if you’re willing.

I want to emphasize this because the game is careful to walk us through our different emotional reactions on The Continent.  Our first encounter with the old man makes the Continent seem terribly threatening, but the mysterious, beautiful, and alien places we experience next suggest that this is just as much a place of wonder, beauty, and serenity.  The Gestrals in particular add a layer of whimsical fun to that feeling.  Coming off of the strange undersea canyon, the Gestral community feels odd, but comfortable and lived-in.  They like to fight, but their aggression is posture, not threat.  You can even challenge the village leader (who will immediately whup you at this stage of the game), but it’s not personal or anything.  Gestrals are also apparently immortal.  When they are killed—for whatever reason—they are reborn, though without their memories.  You will see dead Gestrals on the world map from time to time, and their tell-tale (paint) jars with brushes sticking out of them as they wait to reincarnate.  But that just helps to explain why they seem so unconcerned with fighting and dying—it is all just a kind of game to them.  These are comic relief characters, essentially, though their endearing sincerity overrides their buffoonery.  It’s easy to fall in love with the silly little guys.

  1. The Nevrons

At this point in the game, there is no single aesthetic that describes the Nevrons.  The monstrous hand-faced creatures of the beachhead echo the whirling arms of the Lamplighter, but we also encounter the diamond-headed spearmen of the world map, massive club-wielding bruisers with porous, pumice-like bodies, and smaller, quicker Nevrons that dodge traditional attacks.  In the coral canyon there are skinny floating Nevrons wearing what look like diving helmets, holding old-school porcupine-like sea mines like balloons floating over their heads (shoot them in combat and they’ll explode, damaging all the enemies in the fight).  Some seem stone-like and heavy; others are spry, floating in place or flying across the battlefield to attack.  Most seem distinct to their environments: stony four-legged eyeless brutes with luminous hexagonal crystals in the caves by the sea; divers and anchor-wielding toughs in the coral canyon; spear- and swords-men on the world map.  There is something suggestive about them, like the sexually-themed monsters of Silent Hill 2, but the theming is rarely so obvious.  They may well be the most surreal element of this surreal world—insofar as they are hostile, but conscious, automatic, and not social like the Gestrals or people of Lumière.

Some, though, are not hostile at all.  By this point in the game, you may have found several “white Nevrons,” who don’t attack you and will offer you quests.  Usually they are missing something—the white Nevron who wields a lamppost as a weapon wants to light the lamp like his friends.  The miniature Nevron in an optional area near the coral canyon wants to be huge like the massive, hulking monsters who loom over the landscape (and who Esquie advises you avoid, at least for now).  When you help them, they will clue you in to the origin of the Nevrons (and their creator…?), but you will also always have the option to fight them (instead, or after finishing their quests).  I never took the game up on the option—there seemed to be enough violence and death going on, thank you very much—but I think the game wants this choice to be deliberate.  It won’t be the last time that we mix up our friends and enemies, after all.

And, of course, there are the Chromatic Nevrons—palette-swapped variants of familiar Nevrons, but much stronger, and often with radically different attack patterns.  Chromatic Nevrons tend to hide down optional paths or in optional areas, and while you may have beaten several by this point in the game, you’ve probably been beaten by several as well.  They are nasty tough, compared to their counterparts.

  1. The Fallen Expeditions

The cave where Gustave considers suicide is littered with bodies of fallen Expeditioners, but we’ll find more as the game progresses.  They leave behind flags, which serve as the game’s save points, and will also refill your health and supplies (though at the cost of respawning all the defeated enemies in the area).  Some leave behind journal entries as well, which helps to explain the circumstances of their final hours in audiolog style (like Bioshock).  Gustave and Maelle also remark on the goals of Expeditions past: one installed all the grapple points you encounter throughout the game; one made the rough maps we use to navigate The Continent.  One employed giant Ferris Wheels to traverse the land.  It is important to remember that so much of your ability to progress depends on those who have gone before: as much as this is a game about grief, the sacrifices of the foregoing are rarely vain.  Every time you save, every time you climb the ledges installed in a wall, you have other Expeditioners to thank.  Much as your party is left alone by the disastrous beachhead landing, you are protected by the efforts of the fallen and the lost.

  1. Mimes and Petanks (sic)

In addition to the typical run of Nevrons blocking progress, you’ll also occasionally encounter (with a little exploration), weirdo mimes and ball dudes running around the locations.  These critters tend to mind their own business (you actually have to trap the Petanks by chasing them into dead-ends before you can fight them), but offer up pretty great rewards if you do in fact fight them.  Leveling up in Clair Obscur is a pretty boilerplate affair, but real strength comes from finding Pictos and the Lumina you need to equip them.  So it is usually worth your while to fight the Petanks for their goodies, and you may as well fight the Mimes for their cosmetic items while you’re at it.  These fights are also tests: unlike the usual Nevrons, which can typically be brute-forced into submission, Mimes tend to be very high-powered, but they all share the same predictable attack patterns (which can be easily dodged or parried), and Petanks all have unique defense patterns that must be overcome before they run away (denying you rewards).  These are tricky fights, and the satisfaction of winning is matched by the wealth of rewards.

  1. Optional Locations

I didn’t actually spend much time exploring optional areas outside the plot-related locations during the first acts of the game: I felt the urgency of the plot necessitated my progress, and I also liked playing the game a bit underpowered, so each new area pushed me to get better at learning attack patterns and employing Pictos strategically.  I always felt a little weak, and that’s how I thought the game should feel.  But there are several little areas you can visit to find collectibles and pickups.  Many are simple one-screen affairs (like the 2D pictures you traverse in the PS1 era of Final Fantasy), and only have a single music record or other doodad to find.  Others feature quest-giving white Nevrons in a limited space.  The truly deep and complex optional areas remain mostly gated off at this point, but the game is training you to look for them and wonder about the places you can’t access, even now.

  1. The Manor

When we first find the Manor in the coral canyon, it is an ornate gold-and-black mansion, in a style that’s art-deco-by-way-of-Baroque detailing.  We can walk throughout the manor’s main halls, but all the doors are locked.  As we explore the world, we will find more doors to the Manor, and each one places us in a different room of the manor, usually with a collectible, cosmetic item, or journal entry as a reward.  Many of these rooms have obvious, familiar purposes: bedrooms, bathrooms, a kitchen, a library; but the decorations are often strange: statuettes and paintings of Nevrons or other locations on The Continent.  Without more context, it’s hard to say what it means, beyond a kind of “hallways under the Matrix” or “Ways beyond the World” vibe.  But it’s no hub: you only ever come in and out of the Manor in the same place.  You cannot use it as a shortcut across the Continent, and while you may find yourself dumped in a bedroom or kitchen when you encounter a door on the Continent, walk through that door and it will only ever take you to the manor’s main hall, and its main door, which will drop you off at the very same place you entered.  It’s as good as a save point, and you are safe as long as you are inside, but there’s no explanation for its presence in a world it does not seem to belong to.

  1. The Faceless Residents

Like the Curator, you will occasionally encounter other human-like beings with broken faces as you travel from location to location.  It’s unclear what exactly they are: they aren’t hostile, speak in riddles, and go silent after they’ve made their meditation on life, art, or grief.  It’s also unclear how many there are.  There are several distinct models—a long-haired woman, a short-haired woman, a boy in a jaunty hat, a man in a top hat—but they recur, and it’s unclear whether you are meeting the same ones over and over, or if they are all supposed to be different persons.  Chalk this one up to “needs more context,” too.

  1. Music

Now that we’re starting to pick up records, we should probably talk about Clair Obscur’s frankly incredible score.

It’s not terribly atypical of RPGs like this to have different music for different areas, but it is unusual (at least in my experience) for them to have different combat music for different areas as well (like the “Gestral Summer Party” for the Sanctuary).  Clair Obscur also indulges in a lot more sung music than is typical of a game like this.  The Lumière theme, Gustave’s theme, the Lamplighter boss fight music (yes, most of the boss fights get their own unique themes, too), and even some of the routine combat encounters feature singing—in French—over the orchestral score.  Plainly, a lot of time, effort, and money went into the composition of the score, and I believe it pays off—it is a masterpiece on its own merits.

Most notably of all, the climactic encounter between Gustave and the Old Man features an incredibly dramatic piece: “Une vie a t’aimer” (= “One life to love you”), which evolves from heartfelt piano music to a rock ballad duet of vying pleas—all, again, in French.

And, look.  I speak a little bit of French, and could pick up on some of what was saying, but not much.  And I think that’s actually intentional.  Because if you understand the lyrics of “Une vie a t’aimer,” it kind of spoils what is going on behind the scenes of the game so far.  It is meant to be dramatic and emotional, but not necessarily understandable to the majority of Clair Obscur’s audience.  Like the opening music to an animé, the Latin chanting behind a Final Fantasy boss, or the nonsense ballads of NieR: Automata, it is meant to be evocative, but the foreignness is intentional.  We are supposed to intuit the stakes, but not understand them.

What you need to know is that the music is ambitious, striking, beautiful, dramatic, and also weirdly direct in its discussion of the deep lore of the game.  We’ll circle back around when it’s appropriate.

Though maybe now is as good a time as any to mention that “Clair Obscur” (a phrase often repeated in the game’s musical score, as well as its title) translates literally to “Light Obscured”—which could mean “twilight,” but is also the French term for the Italian “chiaroscuro”—the technique of employing sharp contrasts between light and shadow for effect in post-Renaissance painting.

All three of these translations seem relevant, and I have no doubt that the ambiguity of the term is intentional, however lost to non-French-speaking audiences.  Again “light obscured” seems especially relevant here: we can intuit the emotional weight of what’s going on, but we can’t understand it.

For now, we should keep moving.  There’s still much to do.

Act II: Verso’s Journey

Verso is cagey about revealing his past to the party, but he does explain enough to give the Expedition new purpose.  He explains that the Old Man, Renoir, is his father.  They were part of the first Expedition (Expedition Zero), which penetrated deep into the heart of The Continent, but Renoir, Verso, and his sister Alicia were granted immortality by the Paintress, and have lived on the Continent since.  Renoir has taken to annihilating the Expeditions, lest they defeat the Paintress and end his immortality, but Verso has decided to oppose Renoir, and aid the Expedition, even if it means death.  To do this, the party must destroy the Paintress’ Heart, which Renoir protects, so they can travel beyond the otherwise-impassable barrier that protects the Monolith.

Our first stop after the death of Gustave is a battlefield.  According to Verso, some of the earliest Expeditions mustered massive armies to invade the Continent and challenge the Paintress directly, but they were all thwarted by the armies of Nevrons that roamed the area, and, in particular the Dualliste—a devastatingly fast and powerful Nevron who could single-handedly decimate armies with his powerful swords.  Maelle, already traumatized by the loss of Gustave, seems especially fragile in this place, but Verso assures her that there is a tranquil glade beyond the mountains of dead Expeditioners where they can lay Gustave to rest.

That’s little consolation.  This area is full of grueling fights, twisting paths, and dead ends.  Then, finally, with the glade just over the horizon, the team is ambushed by the Dualliste, who destroys the bridge we are trying to cross and plunges us into a hellish void of bloody water and mountains of fallen Expeditioners.  Maelle, her face covered in blood, seems on the verge of losing what little grip on reality and hope remains to her, but Verso and the other Expeditioners swoop in to combat the Dualliste—certainly the most challenging fight so far—and carry Maelle out of this horrible place.

There is great, terrible catharsis in finally laying Gustave to rest beneath a gold-leaved tree, where the graves of many other Expeditioners dot the landscape, their numbered armbands flapping in the breeze.  The trials were many, and unkind, but Maelle may finally start to heal.

From there, we must pass through the mountains to Old Lumière, where we can finally confront the Old Man—Renoir—and destroy the heart of the Paintress (which he protects).  First, we must cross the Mountain pass and meet Monoco, a grouchy, hair-covered Gestral who lives in a strange train station near the mountain summit.  He apparently has a long history with Verso, and he challenges us to a fight before joining the party (our last member).  Interestingly, Monoco can transform into Nevrons when he attacks—an ability reminiscent of Final Fantasy’s Blue Mages—but we’ll discuss that when we break down each character in the next essay.

Beyond the mountain pass lies Old Lumière, a blackened ashy wasteland littered with the ruins of Parisian city blocks—like Lumière itself.  Verso explains that the city was sundered in the cataclysm that destroyed the world: half remains here, but the other half lies across the sea (where we started our game).  Standing amongst the ruins are glowing golden swords, presumably a token of whatever force destroyed the city.  The Nevrons here are also martial: swordsmen who impale themselves before attacking the whole party with many sweeping blows.  Beyond the ruined city lies The Manor—nestled between two gardens, its distinct black and gold aesthetic is a familiar contrast to the broken city we just left.  And there we confront Renoir again—after he rebukes Verso for being an ungrateful son.

It’s a tough fight, and the party doesn’t “win” so much as “survives.” The disfigured, masked girl—Alicia—intervenes with Renoir, and Maelle discovers a power that threatens Renoir enough that he transports himself, the Manor, and Alicia away, beyond the barrier.

But Verso has another plan.  He suggests the party should destroy the Axons—two terribly-powerful beings on islands near the monolith—and claim their essences.  With them, the Curator can make a weapon that will penetrate the barrier.

The player can fight the Axons in any order they choose—the game offers more of these freedoms (and more optional areas) the farther the player proceeds.  The easier of the two Axons (or so Verso suggests) lives on the island of Visages: a stony outcrop composed of endless stone masks.  In addition to challenging the Axon directly, the party may overcome three masked minibosses: one expressing rage, another expressing joy, and a third expressing grief.  The Axon itself seems to be a three-faced giant (weakened if you defeated the optional minibosses), but in fact the giant just supports the true Axon, a faceless messenger who uses the giant’s power to unleash devastating attacks.  The second Axon is Sirene, a faceless dancer in a sandy tower; her dance entrances the party at first, and they must resist falling into a stupor watching her.  Here, too, the party can overcome an optional boss to weaken the Axon, but must ultimately face a difficult fight against the boss proper.

Both Axons, though, are powerful surreal symbols with greater depth than the usual run of enemies so far.  In Visages, each mask-miniboss has its own area, and the enemies change according to the mask.  The rage mask’s enemies will attack one another, ignoring you unless you get too close; the other masks’ enemies will be too preoccupied grieving or dancing to interact with you at all—unless you attack them outright.  Each time the characters voice their misgivings: if the enemies aren’t hostile, why are we attacking them?  In the case of the Dancer, the approach to the boss is populated by miniature dancing enemies, all of whom are dangerous, and will attack you on sight, but there is also a wistfulness to the music both in- and outside-combat that suggests you don’t belong here—and that you are destroying something worthwhile and beautiful by fighting here.  Combat against the Nevrons is usually framed as a matter of necessity and survival; combat against the Gestrals is a fun challenge—it is strange that combat here should feel just as necessary, but still wrong somehow.

Having defeated the Axons, you can forge Maelle’s barrier-breaking sword, pass beyond the barrier around the monolith, and confront the Paintress.  First you must overcome her heart.  Then you are challenged by Renoir again in his last defense.  Finally, after a long journey through a pastiche of familiar locations with familiar enemies, you confront the Paintress herself.

It’s a tough fight: she has many powerful attacks and, like the Axons, she seems to come in two forms: a faceless homunculus like the Curator, and the giant avatar we first saw sitting at the base of the monolith.  At one point, to reach her, Verso suddenly reveals that he has Esquie’s flying stone (how long has he been holding onto that?), and the whole party takes to the sky.  But when she is defeated, she does not give up, but instead starts healing and buffing the party as we lay down the final blows.

When she is finally cut down for good, Esquie flies the party to Lumière.  But the celebration is quickly cut short.  The Paintress was not the one gommaging the citizens of Lumière—she was protecting them.  Her painted numbers were not a death sentence, but a warning: she could only protect those under the age inscribed on the monolith from the power of…

…The Curator.

Act II Debrief:

There’s a lot of heavy-duty spoilers up ahead, so let’s take a moment to recap.

There is a marked shift in tone between Act I and Act II of the game.  The locations become darker, bleaker—starting with the battlefield where the party fights the Dualliste, and proceeding through the ruined city of Old Lumière.  There are upbeat moments, too—like when Maelle sees snow for the first time on the slopes of Monoco’s mountain—but the world is growing more hostile the closer we get to the Paintress, and that reflects the grave stakes that we discover as more of the story is revealed.  Visages and Sirene aren’t as bleak or hostile, but our relationship to their beauty has changed: now we are the destroyers and they are the victims.  Power, it seems, has come at a cost.  At the beginning of Act II we are woefully outmatched by threats like the Dualliste.  By the end of Act II we are making real mistakes about how we use our power: the Paintress and the Axons seem more like innocents, and our destructive efforts have proven ultimately self-destructive: we have in fact freed the Curator to gommage all the surviving citizens of Lumière—including Lune and Sciel.

There is also a deeper intimacy to the story at this point.  Gustave set out to destroy an existential threat to his community, but now we’ve found that Verso, Renoir, and Alicia were living rich, full lives under the protection of the Paintress.  Verso has deep friendships with Esquie and Monoco, and his conflict with his father smacks as much of personal rebellion as ideological disagreement.  There is love there, but a love ruined by divergent convictions.  As much as Renoir has been the villain throughout this game, he acts out of sadness and grief—to protect his family and his world.  He is not evil, and not even all that short-sighted.  Like Gustave and Maelle, he fights to protect the ones he loves.  But he also loves them according to his terms: he cannot capitulate to Verso’s choice to opt out of immortality, presumably out of a wish to protect Verso from himself.  Renoir will have security at the price of freedom.  And that is a valid choice, though one still worth fighting against.

We also learn much more about the world during this Act, thanks to Verso’s insights.  Verso and Renoir both remember the Fracture that broke the world and killed most of its inhabitants.  That first Expedition was not a venture based in Lumière, but a rescue mission to save as many survivors as possible, and had the unexpected consequence of Verso, Renoir, and Alicia’s immortality.  Verso knows the world, too.  He’s been everywhere.  He’s fought the Axons (and failed) many times before.  Even into Act III, when you start taking on some of the most impressive threats in the world (like the dragon, Serpenphare), he mentions that he’s been beaten by them hundreds of times before.

But more than anything, this act leaves us conflicted.  We have grown much more powerful, but seem even more helpless to save Lumière, our friends and family, or complete our mission.  As powerful as we become, it seems the sense of it all is slipping away.  How much more will we lose in order to “win”?  Gustave is dead.  Verso’s relationship with his father is irreparably damaged.  Now Lune, Sciel, and all of Lumière are gone—what is left to lose?  What have we actually gained?  Was the yearly gommage really so bad that we should risk destroying all Lumière for the hope of something better?  And, now that it’s happened—now that Lumière is lost—what can we possibly do next?

The World We Found

Obviously we have much more to say about the plot and themes of the game, but I would like to conclude this part of the essay with some discussion of the world as it stands, here at the end of Act II. Our relationship to that world is going to change dramatically with the revelations of Act III, and we’ll have plenty to say once we’re ready to have that discussion. But for now, we should discuss the world as it has been presented to us so far, without that complicated contextualization.

First, and most obviously, the world of Clair Obscur is beautiful. I doubt my screenshots do justice to the place as a world to explore, traverse, and interact with, but it is clear that the developers and artists put a lot of time and effort into crafting the landscape, the non-linear paths, and the vistas stretching out to the horizon. Some of these vistas are clearly intended: the game often uses bottlenecks, area entry points, or high ground to show off its most impressive visions of the world. Sometimes this feels a bit manipulative, but more often it’s just gorgeous. And the unplanned views are often equally impressive. There is a clear mastery of visual design on display here.

But I should stress that even the manipulation happening as developers funnel players into especially scenic areas is a part of the world-building efforts I see here, which brings us to our second point. As I mentioned earlier, this is a game that uses its world to deliberately heighten the emotional effect of the plot. Color, light, and texture are all carefully applied to evoke a specific emotional reaction in the player that dovetails with whatever is going on around them. Perhaps the clearest example occurs at the beginning of Act II. We fight our way across the desolate battlefield, full of grueling fights on a dusky, burning plain. We are dropped into a dark mass grave by the attack of the Dualliste, and must fight the most difficult battle so far. Then we are treated to the tranquil gravesite for fallen Expeditioners. We are, through the design of the world, the plot of the game, and even the basic symbolism of descent and ascent, led on an emotional journey in parallel with Maelle’s despair and regained hope. Start to finish, this has been an emotionally harrowing experience, and every step of the way has been carefully plotted by the art team behind the game.

I stress this because I don’t think it’s a craftsmanship we gamers are likely to appreciate otherwise. Gamers tend to be a left-brained lot, more enamored with logic and science than emotional earnestness. We tend to resent emotional manipulation when we are able to detect it. And we tend to associate the skill of world-building with a game’s lore, rather than its effect on the player. When we write thinkpieces or film YouTube videos about our favorite games, we tend to emphasize these lore details, and how they add up to richer stories or more sophisticated metaphysical systems. We prefer the sorts of worlds that convince us they do not need the player, rather than appreciating when the whole world conspires to perfectly evoke certain player reactions. We like our fantasy complex and nuanced, like Brandon Sanderson or Tolkien, with only a limited appreciation for the fact that the latter can lead us to tears where the former cannot. We poo-poo the craftsmanship of Steven Spielberg, ignoring his pitch-perfect emotional manipulation in movies like E.T. or Close Encounters of the Third Kind.

Clair Obscur has its lore, and there is plenty for the left-brained gamer to appreciate about the characters, themes, and story details embedded in the text. But, like the great works of surrealism, it is also a work more interested in engaging with our subconscious, with our emotional life, and with mysteries we cannot explain. Much of this world will be “explained” in our coming discussion, but much will not. The mimes and petanks, the strange doppelgangers we find across the world, the logic of Verso’s immortality or Esquie’s ability to fly: we are not invited to answer or solve these questions. They are here because, on some level below logic, they should be. They are here because the artistic and emotional logic of the game demands them, even if that breaks the rules of the game world.

There are many reasons to want to dwell in a fictional world, and many qualities that could draw us to those worlds. We may want a fantasy full of verisimilitude, like Tolkien’s languages or cultural histories. We may want a fantasy full of sophisticated rules to follow, like Sanderson’s metaphysical complexities. We may want a realistic social fiction like Morrowind, or a plausibly grand speculative experiment like the future described by Cixin Liu. We may want fun characters to hang out with, like the heroes of the Marvel Cinematic Universe. We may want to dwell in a particular historical period, like those offered by Assassin’s Creed. And we may want to feel the sort of catharsis offered by Clair Obscur. Some of these are easier to praise in prose; others are more difficult to explore, since we run up against the limits of a linguistic medium. I worry that, like E. T., Clair Obscur may be underappreciated by future gamers, simply because it is considered “emotional” and therefore less valuable or important to our masculine, stoic, logic-driven tendencies.

Clair Obscur is a masterpiece, and its world, however illogical and contrived, should be held up as one of the greatest this medium has produced. Perhaps because it isn’t typically the sort we appreciate. And because we tend to de-prioritize the works of art that speak to our emotions rather than our logic, or that resist explanation in words.

Beauty is an audacious enough goal, after all.

So let’s take a minute to appreciate the world on its own terms, before we reckon with its underlying meaning.

RPG Nirvana & JRPGana – The Definitive Book of SNES RPGs by Moses Norton & A Guide to Japanese Role-Playing Games by Kurt Kalata

The Definitive Book of SNES RPGs (Vol. 1) by Moses Norton and A Guide to Japanese Role-Playing Games by Kurt Kalata (ed.) are both published by Bitmap Books, new within the past month and last few years, respectively. They are doorstoppers, beautifully produced, quite pricey, and worth every penny. My name appears in the acknowledgements of the former; many of my favorite games–EarthBound/MOTHER 2, Chrono Trigger, Xenogears, Wild Arms, and so on–appear in the latter, though each game is afforded only a page or two due to the book’s massive scope.

I’ve long dreamt of writing a book like these, a kind of Haunted Wood for video games, but I haven’t actually played all that many of the incredibly rich and diverse body of games that Norton and Kalata cover. Particularly, I’ve wished I could better understand my favorite games of the golden age of console RPGs in their cross-cultural context, having tried, so far with little determination and less success, to learn Japanese for that purpose–so I’ll settle for reading others who can, for now.

A few disclaimers up front: I am aware that Moses and the Bitmap folks have faced a smear campaign and waves of cancel-cultural recrimination over comments he made, but I will step around that. This choice, like the review which follows, is, needless to say, not entirely unbiased by my personal friendship and professional respect for the writer also known online as The Well-Red Mage, nor my admiration, shading into jealousy, of the productions of the Bitmap team and writers of Kalata’s clout who have worked with them. But what’s an amateur Video Game Academy scholar to do? We have to talk about the games themselves, first and foremost, in all humility and giving grace as far as we can, extending the circle of dialogue, lifting up the voices of students, fellow hobbyists, fans, content creators, and industry professionals alike. None of us is perfect, none of us ought to feel we’re in a position to cast stones, in my view; with all deference to the righteous Redditors and other pharisaical denizens of the retro games discourse, I can’t see who is helped by such a pile-on. Or, if that disputed passage in John’s gospel is not to your taste, let’s say it in Dostoevsky’s terms, from Alyosha and Grushenka’s tete-a-tete in The Brothers Karamazov, with a Sakaguchi spin: I’m all for giving an onion (knight), giving a second chance or New Game Plus, once someone has apologized. I can only offer an apology of my own to whoever has been harmed by the exchange and its fallout. Certainly I wish Moses and his family the best after the wringer they’ve been through, and hope that Vol. 2 of his book is not too long in coming, whether from Bitmap or another source if they’re not able to patch things up.

Bitmap Books, via The Video Game Library

But without further ado. Per the title, and in line with its author’s long-time, courageous project of bringing greater objectivity and rigor to the discussion of widely beloved games from ye olde eras past, The Definitive Book of SNES RPGs (not only JRPGs, mind, as I initially thought) takes as one of its points of departure “a new systematic approach to defining an indefinite genre” (31). I found this section powerfully clarifying, as I tend to have a much more intuitive, wishy-washy stance on questions of categories and sub-genres. Norton lays out a practical “Rule of Three: Character, Combat, Narrative” with each of these further breaking down in to three elements: Roles, Progression, and Statistics for Characters; Combat as such, its Turn-Based mechanics, and Variables; and Narrative story arcs characterized by Economy and Exploration. Where two of the three larger headings overlap, or where an RPG is more heavily weighted towards one or the other, we get the sub-genres of “action” or “adventure,” or indeed “action-adventure,” but any game that has at least some significant elements of narrative, combat, and character development can be fairly called an RPG (37).

Ranging over the 22 games this rubric brings under discussion, covering the first half of the SNES RPG library’s alphabet, Norton’s analysis is anchored by these mechanical considerations–and isn’t it refreshing to see how he chooses to cut across the usual distinction between gameplay and story, opting instead for this powerful, flexible Rule of Three? Each chapter opens with a graphic indicating which elements are deemed to be in evidence, alongside the developer and publisher credits, and while plenty of the games have all nine icons, there are a handful of edge cases. “King of Dragons isn’t an RPG! I can hear you yelling” he remarks in the penultimate chapter; to which I have to reply, demurring, “I’ve never even heard of it” (501). And in fact these debatable RPG inclusions, especially ActRaiser and EVO, make for some of the most interesting chapters in the book in terms of defining what an RPG is, and what a particular blend of mechanics, story, and gameplay loops portends for thematic questions about the meaning of a given game as a work of art.

For, as even a cursory reader soon discovers, dipping into chapters here and there rather than plowing through the book cover to cover as I did on my first read (though I heeded Norton’s caveat to go out of ABC order so as to flip-flop Dragon View and Drakkhen,”the first SNES RPG” 302, and one with a fascinating lineage that may or may not intersect with Gary Gygax himself), the close analysis of game elements in line with a wider project of empirically defining the genre is only one of the book’s significant threads, and perhaps not its most important. Just as Narrative and Combat are mediated by Character, Norton’s own voice, experiences, predilections, and indeed his character are present throughout the discussion. Along with the requisite historical context, pertinent information about the games’ development and systems, and more or less entertaining trivia and Easter eggs, we get a personal tour of each game’s world, its challenges and triumphs, and reflections on all of it from a true connoisseur.

For me, the best sections of the book weren’t actually the ones about the best games: the tour de force of Chrono Trigger or the ebulliently playful-yet-earnest EarthBound (which I read and commented on for the author in draft), or the groundbreaking FFII or even the operatic FFIII; nor was it, on the other hand, Norton’s almost impossibly judicial, admirably evenhanded treatment of the execrable Lord of the Rings. Much as I appreciated these for how they provide wonderful, coherent perspectives on games I know and love (or rather hate, in the case of the SNES LotR, as one can only hate a missed opportunity, a fall as profound as that from a Melkor, brightest of the Ainur–Tolkien’s text–to a Morgoth, archfiend and all-around jerk–its SNES adaptation), I find myself thinking most about, and flipping back to most often, the Introduction and the chapters on the Breath of Fire games.

The Foreword by Alex Donaldson, co-Founder of RPG Site, does a solid job setting the tone, and it is probably noteworthy that both he and Moses Norton are mixed race authors writing authoritatively, confidently, and joyfully about an industry where people of color are not always represented. Norton’s Introduction grounds the book in his upbringing in Hawaii, and he makes explicit the connection between his Native background, his longing for home, and a Tolkienian sea-longing most memorably expressed in great art, which combine to convey the importance of nostalgia in his conception of quality video game critique and analysis. This is all very much catnip to me, preaching to the choir if you like, just as much as his wise words about the meaning of an ostensibly silly game like EarthBound call and respond across the distance to concerns I’ve written and thought about for years, here and on sites run by Norton himself. In sharp contrast, really, to the more technical discussion of the Rule of Three, though both the technical considerations and nostalgic themes become integral to the chapters that follow, this is a big swing of an Introduction after my own heart. If I hadn’t known Norton already beforehand, I’d have reached out to him on the strength of the opening few pages, because I recognize here “a friend I’ve never met,” to use the Pauline (EarthBound’s Paula, that is) locution, a fellow aficionado of 199X RPGs.

In the chapters on Breath of Fire and its sequel, the book’s throughlines of biographical experience and nostalgic retrospection come together in what for me were the most illuminating fashion with its other core thread of systematic, definitional concerns with RPGs as games of a particular type. Perhaps this is because I’ve only played later Breath of Fire iterations, and had little in the way of preconceived ideas about the series, but these chapters spoke to experiences I’ve had from a direction I wasn’t expecting, and landed with startling insight. Maybe this is how people who haven’t played Xenogears would feel listening to my interminable podcast commentary on that game; one can hope! I love the idea that within an objectively slightly janky game, “you may be able to spy the inner workings of a mythos in the making” (168). I would even go further and say that not despite but because of the obstacles in the way of such a glimpse of the seed of a mighty idea, old games like Breath of Fire are inseparably fused to this homeless time of ours, when we deal daily with such a dearth of living myths that we will grab onto them anywhere we can. The games’ religious ambiguity and political, race- and class-conflict story beats, in this light, are almost too poignantly prophetic of our current confusions and divisions. And they shed a light, a warmth, a breath, why not, over players who take the time, as Norton does, to connect deeply with their stories and weave them into their own. Witness some snippets:

Upon starting a new game… a voice in the darkness cries about giving yourself to God and becoming God’s strength…

This is none other than Breath of Fire II, the globe-trotting, history-spanning, darkly religious, draconically epic sequel to the original Breath of Fire, though I describe it simply as “formative”… I spend a lot of words in this book regarding themes, analyses and the meaning embedded in these stories told by means of the Super Nintendo, but when it comes to this game… it’s personal.

Breath of Fire II immediately won my heart from the moment I saw its beautifully realised world, a crystallisation of all of Capcom’s 16-bit sensibilities…

What I didn’t realise at the time was the fact that this game would not only win my heart, but also my soul. I know; even to me it still seems odd to describe encountering a video game, a mere sequel, as a religious experience. Yet somehow, I’ve wasted years describing the early Breath of Fire games as staunchly traditional. I’d like to recant…. (177-179, excerpts; British spellings courtesy of Bitmap.)

Over the course of a nuanced discussion of the game’s religious themes, centered on the duplicitous Church of St Eva, tied in with personal reflections about growing up “in the church” of Western missionaries looking at “the monarch chrysalis hanging from a branch outside” as an image of Pauline transformation (yep, that Paul), an image of the winged anime girl Nina above a cartouche of text discussing a goddess joining the player’s party is balanced against a lengthy passage from CS Lewis on “the Numinous” (182-3)–and lo, it hit me like the thunderbolt on Ryu’s sword that the construction of Norton’s book, heartfelt, syncretic, overflowing with connections between games, literature, and life, mirrored almost exactly the message of these games which he sought to express. The content and form, medium and message, like a successful dragon transformation, were one. And to cap it off, on the next page Ryu celebrates catching a fish as Norton explicates what I had perceived: “It was in this realm of fusion and confusion [Hawaii both as place and as touchstone for his studies of myth and religion] that the roots of my interest in spirituality dug deep, and I really have Breath of Fire II to thank for that” (185).

Again, I found the book immensely valuable precisely because it taught me so much about games I only knew the name of, if that, and will likely never play. Thankfully, Norton has trekked through the likes of Brain Lord and Inindo so I don’t have to, and recorded his discoveries. In a few cases, I also may go ahead and track down some of these more obscure titles just out of curiosity, or to show them to my students or my own kids out of a kind of historical whimsy. But I will undoubtedly move the Breath of Fire series right onto the mental shelf with EarthBound and FFII and find time to play them alongside one another someday.

Norton’s chapters each close with brief notes from other players corroborating and qualifying his reasoning, layering onto his experience of the games the texture of their own voices and memories. Of Breath of Fire, Livnat writes “I also loved that fact that for me, who was also just learning English, there was no real need for a lot of dialogue to get the picture; in fact it enabled me to fill the void of plot with my own understanding of the game, and my own ideas and thoughts” (173). This is much the way Toby Fox talks about learning to read from EarthBound, and how I remember learning from JRPGs like Dragon Quest and FFII my own language, reflected back to me across the bridge of terse NES and SNES localizations; or later, learning Spanish from Platero y yo, before I knew most of the vocabulary enchanted with its sound; or how Philip Pullman talks about the prose of Kipling’s Just So Stories, or the poetry of The Journey of the Magi and Paradise Lost. To repeat, these old games, like these great books, encode a universal archetype, that of the learner–of language, or myth, or a game’s rules–facing a mystery and patiently listening, imagining, playing their way towards comprehension.

It bears mentioning once more that the visual style of Norton’s book, too, is almost intoxicatingly good. The layout, the choice of sprites, backgrounds, and other assets, and still more the peculiar CRT-filter quality of the images, all argue as strongly as the words about the need for us a culture to continue re-evaluating the role of nostalgia and the place of games in the artistic canon.

All this is not to say the book is perfect. A line of text from Daniel Greenberg’s testimonial about Mystic Quest gets transposed 20 pages ahead to the top of Mama Terra’s for FFIII (421). Accompanying Norton’s text and his contributors’, exemplary screenshots from the games, many of which he played through while streaming on Twitch, and pull-quotes from developers and players alike carry the reader along. But as befits a book like this, not meant to be caparisoned in scholarly apparatus, these are not specifically cited.

Consider this passage from Yuji Horii: “The most important part of a RPG is the player feeling like they are taking the role of a character in a fully realised fantasy world. They can explore, visit various towns and places, talk to people, customise their character, collect various items, and defeat monsters. The story is not the focus of the experience and is only there to make the atmosphere of the fantasy world more interesting and engaging during the course of the game” (47).

Where did this quote come from? On the one hand, I can see the problem other armchair academics/neckbeard Karens might have with not knowing for sure, not knowing if Norton has done his homework and cited his sources properly. I, for my part, love that I can cite Norton’s book the next time I attempt to elucidate or take to task Horii-san for this seemingly apocryphal quote. It doesn’t matter so much where or even whether he said it, because he’ll a) never know I am writing about him, and b) if somehow my work were to come to his attention, he’d in all likelihood be perfectly secure in his stature as the godfather of the genre, caring not a whit for what I might quibble with in a quote attributed to him by, among many others, fellow scholar-fan-content-creator Moses Norton.

Bitmap Books, via The Video Game Library

To be Frankystein Mark II, I have not nearly so much to say about A Guide to JRPGs by Kalata et al., but I definitely wanted to note its presence in this connection. When I went to buy The Definitive Book from Bitmap, I couldn’t pass up the appeal of A Guide to JRPGs. It’s not that I don’t find the book as interesting or readable as Norton’s (though I don’t mind saying that I don’t); it’s a very different beast, and not as much to my personal taste. Almost devoid of the personal touches and wrestling with deep questions, both of meaning and mechanics, that characterizes Norton’s work, Kalata’s instead aims for breadth of inclusion rather than depth of inquiry. So I allude to it here mostly as a point of reference.

Now, there are definite strengths to A Guide’s approach, and enormous quantities of information to be found there much more pleasantly than by trying to search for it on wikis with the help of google translate. The very unassumingness of its title, A Guide, belies the wealth of arcana in store for the reader. Even I, I’ll confess, have not managed to read this one cover to cover, though I made sure to dip into favorite games, obscure artifacts of the pre-Famicom era, and salient introductory sections like “What is a JRPG?” “A History of RPGs in Japan,” and “Attack and Dethrone God.” For anyone interested in topics like these–that is to say, just about anyone still reading this, AIs excepted–A Guide is a treasure trove. The perfect combination of bedside curio and coffee table conversation piece, its 650-odd pages and painterly cover adorned with a red binding somehow contrive to feel almost weightless. The prose, similarly, though it lacks Norton’s spiky charm and consistency of voice, being written by a large crew of expert contributors, is nevertheless light in tone, more journalistic than essayistic, and manages to remain easily readable despite the necessarily tiny font.

For a more Norton-esque entry in the same encyclopedic vein, see also Aidan Moher’s Fight, Magic, Items (and my review here) or the Boss Fight Books collection (ditto), though those are each about a single book, for the most part, and would have to be grouped together, Power-Ranger-like, to contend on something like the same scale. But do yourself and your RPG-loving loved ones a favor: the holidays are close enough, surely, to warrant a gift, even if it’s a bit pricey. Books like Norton’s and Kalata’s promise, in turn, the gift of conversations, debates, playthroughs and shared memories. To be passionate about old games is all well and good, but these debates are best conducted cordially, just as the books about them will be most profitable if read charitably. If the conversation that is our shared culture is to be sustained at all, we have to carry it on remembering that there is a person on the other side of the screen, someone who’s fortunate to have been bathed in the same sort of CRT glow we remember, maybe, from the sun of a winter’s or summer’s holiday long ago.

Please, read the books for yourselves and comment responsibly.

According to The World of Final Fantasy VII

The World of Final Fantasy VII: Essays on the Game and Its Legacy, edited by Jason C. Cash and Craig T. Olsen, was published in 2023 as part of McFarland’s Studies in Gaming. It has the heft of an academic textbook in terms of scholarly accoutrements (footnotes, dense argumentation, etc.) but not in terms of cost or page length. The contents can be viewed on the series website or at The Video Game Library entry; I borrowed a paper copy via interlibrary loan, and would certainly recommend that before buying to anyone interested in reading this sort of text.

My guess is that, like me, the main purpose they would have for doing so, if anyone is so inclined after reading my own crabbed persiflage, would be to cite and quote from the authors so as to enter into the scholarly conversation around the game itself or some related field in which FFVII and the literature on it might serve as fodder for discussion, whether as case studies, evidence for a thesis, or counterexamples to array against another interpretation. For playing the game of academia, in short, with Final Fantasy, this volume is an entirely adequate starting point.

If none of the essays are brilliantly written or persuasive, if none looks like the definitive take on FFVII in this early phase of its influence, the book as a whole nevertheless suggests a noteworthy current of thought forming about some of FFVII‘s core themes and, by its very existence, it shows a willingness on the part of the scholarly community to engage with the game’s undeniable impact on the culture. As for what the nature of that impact and its meaning might prove to be, I’ll venture to say a close reading of the game itself, like Alex and I did a few years ago replaying it for our podcast, would come closer to giving the full picture. So give it a replay, give us a listen, and who knows, maybe you’ll be the one to respond with an epochal study truly worthy of the material. For now, in what follows, I’ll briefly sketch what I see as significant takeaways from the various essays here. As the alphabetically primary editor Cash says, quoting our spikey haired hero in the title of his Introduction, “Let’s Mosey.”

Cid is so done with this meme.

First, let’s not, though. Instead of breezing right through to the essays proper, let’s go on a little side quest to ponder the citational repertoire of this opening piece, since it sets the tone and reveals something about the editorial perspective for the book as a whole. Appropriately enough, the game has the first and last word in Cash’s introduction: “All right, everyone, let’s mosey,” he concludes, having set the temporal scene for the game’s release, highlighted some of the more objective ways in which it stands out in the franchise, and given summaries of each of the essays to follow (9). For a short introduction meant to provide context and perhaps a kind of call to action as to the significance of the work we’re about to study, as well as invite the reader into the volume with a bit of an inside joke, however, Cash’s use of this quote is telling. There is no explanation of the point at which Cloud’s iconic line appears, ie. right at the end of the game in the original localization, nor any attempt to understand the original phrase or how it is used in the Japanese version. The question of the language of the game is effectively sidestepped, here and throughout the book. All the authors would have had to say is that plenty of articles and video essays can help fill in the omission (see Caldwell and Rogers, or consult the Shinra Archaeology Dept translation spreadsheet). Cash’s references are limited to appeals to two Statistica articles about the popularity and demographics of “gamers,” a shout-out to Courcier and El Kanafi’s groundbreaking monograph, The Legend of Final Fantasy VII (though Holleman’s Reverse Design entry is ignored), and an allusion to the “hikikomori phenomenon” and “moral panic” surrounding video game play habits in Japan and the US in Addictive Behavioral Reports (1).

Having set the stage in this somewhat brusque and scattershot manner, the editors then make the decision to structure the presentation of essays according to the unfortunate “narratology/ludology” divide of “Disc 1: Narrative,” “Disc 2: Player Experience,” and “Disc 3: Legacy.” For more (than you probably ever imagined people could care) about this distinction, see the recent Historiographies of Game Studies. It’s too bad, because a disc by disc approach could have actually been incredibly fruitful for the sort of close attention to the unified effect of story, gameplay, and cultural impact in FFVII as these unfold over the course of the game.

Disc 1 leads with one of the stronger essays in the collection, “The Bringer of Light Becomes the Fallen Angel: Sephiroth, Lucifer, and Frankenstein’s Creature,” by Ceschino P. Brooks de Vita. Albeit in service to his focus on the villains, he does a better job than Cash in situating the game and what is at stake, referencing FFVI’s Kefka, Jonah Mitropoulos’s essay on the “Japanese-Shinto ‘value-orientation'” and Shusaku Endo’s Silence (14), along with Neon Genesis Evangelion to help ground the discussion (15). The remainder of the essay is a clear and straightforward comparison of Milton’s Satan and Shelley’s Creature with Sephiroth, concluding with an intriguing addendum on the women of FFVII as “a significant departure from the follies of Paradise Lost and Frankenstein, in which the men repeatedly disregard the potential of the women in their lives to help them” (30). Arguably, the essay’s inclusion of material from Crisis Core and Advent Children expands its scope, but I would have preferred a deeper investigation of such characters as Hojo, to say nothing of Tifa and Aerith who are mostly relegated to the tail end, as they are portrayed in the original release.

The second essay, “Angelus ex Machina: Economic and Environmental Justice in the Compilation of Final Fantasy VII,” by Cash, continues this equivocation about the scope of the artifact under consideration in the volume, at least making it plain from the outset that more media than the original game will be brought to bear for this particular essay. It also seeks to tie the expansion of the story’s ambitions, both within FFVII and across the “compilation” it has spawned, to the diminution of its actual effectiveness at developing the core themes Cash is most interested in. This is a subtle and sophisticated argument, and I think Cash has it almost exactly backwards. I hedge with that “almost” only because there is ample evidence that a kind of decline is at work with each new release, insofar as it makes it more difficult to see the ever-compiling FFVII in its entirety as any sort of coherent experience conveying a discernable theme, other than the proposition that fans will keep paying for more of it. In fact, far from diminishing returns, the expansion of the game beyond Midgar and the revelations of Cloud and Sephiroth’s complex relationship to one another and to the Planet they are respectively out to save and to dominate make clear that the political is always, and not only with in the framework of the game, just one manifestation of the mythic. The importance of such themes as environmentalism and class conflict are not, however, thereby diminished, but can be seen in accordance with a larger perspective. I agree with Cash that in later areas such as Corel and Gold Saucer, “providing an arguably deeper and richer interrogation of class inequality than Midgar, the moral center becomes harder and harder to pin down” (50). I certainly can acknowledge “no narrative media, no matter how developed it may be, can solve all of the problems it touches on” (51). Where he adduces these points in his conclusion as weaknesses generated by the game’s epic narrative, I would simply accept them as proofs of its literary merit, resistant to reductive readings.

Yasheng She’s essay on “The Death of Aerith: Traumatic Femininity and Japan’s Postwar Modernity” goes some way to sketching in the cultural background implicit in this reversal. She gets it: “While FFVII seems to focus on the dangers of nuclear power, the real danger lies with the wartime masculinity that allowed nuclear destruction” (61). Technological, environmental, and social justice concerns are all in play in FFVII, and all contribute to its total effect; She’s essay is mostly concerned with how history and gender inflect and inform the meaning of the game’s concrete referents to real-world wars and ideologies as they carry across in its more metaphorical and open-ended, but no less powerful, moments of individual and collective trauma and recovery. She has an unhelpful tendency, though it’s one I recognize that I’m guilty of when I set myself to write this sort of thing, too, to give only the barest shrift to citations. Of particular interest are references to Igarashi Yoshikuni on Japan’s “positioning wartime and postwar trauma as the onset of Japanese modernity,” Souvik Mukherjee’s “postcolonialism as an intervention to the studies of video games,” Soraya Murray seeking “to address ‘the popular depoliticization on video games'” (all these in successive sentences on 55), and Koichi Iwabuchi’s concepts of “hybridity” and “mukokuseki” or “no nationality” tagged onto a tantalizing description of the game’s use of “English and Japanese signages” right before the end of the paper (65-6).

“Fragile Materials: Memory and Ecology in Final Fantasy VII,” by Nickk Hertzog, along the same lines as Cash in his essay, juxtaposes themes that I’m calling, broadly, mythic and political. While I applaud his brave choice to focus on “the original FFVII” (69) I find Hertzog’s frequent use of secondary sources such as Zizek and Deleuze/Guattari to be profoundly corrosive for his argument. How does the “arborescent” view of memory put forward by the latter (71; allegedly–I haven’t read them, and if I tried to, I doubt I would understand what they’re actually saying) provide any more insight than actually looking at the scenes in the game where Cloud’s memory is represented as text, gameplay, and interior landscape? Why not abide with the Proustian view of recovering lost time, rather than jumping to the Deleuzian “sickness” (71)? Why lean on Zizek to assert that “Cloud’s journey shows that an opposition to the impacts of science is ultimately a pointless one” (80)? Hertzog does engage with Robbie Sykes’ paper on “Earth Jurisprudence” in a sustained way, but he buries what looks like a crucial distinction relating to individual agency in a final footnote (82). By the end, I’m not sure he’s accomplished anything beyond summoning up and wrestling with a handful of all-too-significant predecessors, like the ghosts of the Gii (74)–and reversing Cash’s framing, which is a good start.

The next section, “Disc 2: Player Experience” opens with a still more off-putting entry, “‘A body hast thou prepared me’: Algorithmic Suture, Gamic Memory, and (Co)-creating a Rhetorical Network of Identity-Trauma in Final Fantasy VII.” The author, Samuel Stinson, not content with this howler of a title, doubles down with the passage from the Letter to the Hebrews (10:5) as an epigraph. It’s not so much the ludicrous mouthful of a subtitle as the egregious formatting on the citation of the Bible “(King James Version, Heb. 10.5)” that makes me wonder what, if anything, the editors tried to do to wrangle this piece into presentability. They evidently never asked or couldn’t convince him that it would help to actually engage with the text from Hebrews, aside from this cryptic conclusion:

Within the context of FFVII, Aeris must continually be permitted to die, instead of once and for all, because in her death there is a reminding, a remanding, for the player through each play-through, as a body has been prepared fo the enactment, and the water is ready.

Being dead, the game speaks: Why tarriest thou? (102)

Now, proposing to supply us with a rhetorical “toolkit” and drawing on a dissertation called Writing with Video Games for the purposes of publishing an article about… writing about games… to help students write with/about games–this all seems pretty circular, if well-meaning. The essay is too condescending in tone for me to give Stinson the benefit of the doubt that he might have anything substantive to say amidst all the jargon and posturing, though I appreciate his loyalty to the spelling of Aeris and the original release, his inclusion of an example from FFIV (98; though FFVIII seems like it would offer the better point of comparison for romantic insights), and his boldness in bookending his flimsy essay with KJV English.

If Stinson leaves us wondering “what hath [FFVII] to do with Christ?” the following essay, “Final FantaSi’ VII: Role-Playing the Eco-Ethics of Laudato si‘” by Gregory D. Jones, Jr. provides an answer. A very specific riposte is discernable in the concluding paragraphs to the “dead” game of the prior essay: with the final screen “an ever-unfolding starfield, where FFVII’s ‘Prelude’ plays in the background… the game plays on; it never truly ends” (120). To the believer, and to anyone open to a resolutely sunny application of Catholic encyclicals and virtue ethics to the specter of environmental catastrophe, it is no doubt a satisfying one. For more jaded readers, Jones’ trotting out of psychological research on the benefits of games may register as naive or one-sided. Regardless of one’s disposition, this central essay in the volume makes for a refreshing contrast. Again refreshingly, Jones is not stinting in his quotations from the game’s actual text, with well-chosen passages incorporated throughout.

In “‘Action combat trash’: Final Fantasy VII Remake, Control, and Combat Nostalgia,” Indira Neill Hoch puts her finger on the pulse of fan reception. Drawing on forum comments rather than interviews or other long-form analysis, she predictably finds that both positive and negative views of the remake are “predicated on the existence of a desirable, idealized past” (134). “Very little, if anything emerges in the comments regarding FFVII as a narrative… little commentary on…. themes of capitalist and corporatist systems, environmentalism, resistance, poverty, and war,” she writes, “Instead, what they hoped to protect was a fabricated, nostalgic gaming past, defined through combat mechanics, silly distractions [ie. the “frog” status ailment], and defending their own memories of the experience of playing” (ibid.). Neill Hoch has a clear, ironclad argument, based on a narrowly defined dataset and an unusually copious swathe of citations including both stalwarts of the fields of games, cultural studies, and communications (Huizinga, Aareseth, Consalvo, Wolf, Gray, Jenkins, Jameson) and specific deep dive investigations into nostalgia among gamers (Garda, Heineman, Sloan, Suominen, Wulf, Cruz, Hodson, Payne). Hers is the second essay, after Cash’s, to conclude with an apologetic footnote about how Barret’s racial representation falls “beyond the scope of the current essay.” Aside from nostalgic neckbeards (and in some cases the datasets no doubt overlap), no one is as cognizant of boundaries not-to-be-overstepped than academics writing within their chosen specialization.

Turning to the final section, “Disc 3: Legacy,” we’re again hard-pressed to see the distinction as being all that meaningful, with Craig T. Olsen’s “Very Superstitious Spoilers on the Wall: A Deep Read of Fan Reactions to Tragedy in Final Fantasy VII” picking up much where Neill Hoch left off. Olsen looks at the deaths of playable characters throughout the series and, for the sake of comparison, in Chrono Trigger and Secret of Mana, as well as jumping into Remake at the conclusion to revive interest in what one should have thought a thoroughly discussed-to-death topic if ever there was one.

In “‘Because, you are… a puppet’: How Final Fantasy VII Anticipated the ‘Posthuman Turn'” Nicholas Langenberg swerves back into the sort of territory we encountered with Hertzog’s essay, engaging closely with the narrative and themes contested there. He invites us to “embrace the fluid, disjointed, rhizomatic nature of our existence… to reconcile our understanding of ourselves with the discourses that have led to the decline of humanism while also establishing an image of ourselves and others that leads to greater empowerment” (174). To which I can only reply, no thanks. By aligning Sephiroth with the “Humanist Attachment” and Cloud with the “Posthumanist Acceptance” of his conclusion (176), Langenberg seems to have defined his terms in such a way that readers are bullied into agreement, but these definitions are shaky at best. I’m open to the notion that such a “turn” has taken place, if only within the heads of the people he cites, and it certainly seems like a respectable read of the ending scenes of Midgar to suppose that the world of FFVII is literally on a path to posthumanity, but Langenberg confusingly connects this highfalutin’ term with the “inability to find comfort in grand narratives,” as if both “posthumanism” and FFVII itself were anything other than just such grand narratives. Like Hertzog, he winds up a formidable concoction of theory and stares closely into the central conflict Cash shies away from, but I can’t help but disagreeing with his inferences at practically every step.

The second to last essay, by Carlos Cruz, “Square’s Lifestream: Examining the Impact of Final Fantasy VII Characters Across the Gaming World,” goes beyond the Compilation to trace the instances of intertextual references in the form of cameo appearances by Cloud and co. in games such as Dissidia, Super Smash Bros., and of course Kingdom Hearts. This is probably the least presumptuous, if least profound, of the essays included. Essentially trivial, thinly supported by a smattering of psychological research, and nonetheless fascinating for the fan of the games, Cruz disappoints only insofar as he does not take a moment to remark on the simultaneous development of Xenogears alongside FFVII and Cloud’s strange hallucinations about this sister game.

Even the LP Archivist couldn’t be bothered to include this one

Implicit in most of these essays, and more or less explicitly stated in several, is the question Hertzog had formulated: “is continuing to focus on this game an unhealthy exercise in reliving earlier pleasures? Or does FFVII captivate because of its continued, even heightening, contemporary relevance?” (69). It’s worth asking, a fortiori, if continuing to respond to these records of that focus is anything other than nostalgia, trivial gatekeeping, and more bookish sour grapes. As a particular instance of the specter of posthumanism, it is hard to deny that given a little prompting, the currently available large language models, for all their hallucinations, could probably write papers just as interesting and insightful as the ones in The World of Final Fantasy VII, and respond to them with more grace and wisdom than I could manage here.

Which is all to say that when Kathleen Morrissey asks her version of the question–“In other words, how can one understand the timelessness of FFVII? (197)–in the course of her essay closing the book, and she arrives at the answer that we “renounce idolized heroes in favor of flawed teams when managing collective struggles” (200), we can discern a kind of circling around the same territory as many other contributors, as if they were grinding for levels or seeking a particularly rare enemy or item drop, and a recognizable theme from any number of conversations about these games. As the kids say, “It was the friends we made along the way.” And they’re not wrong. What Morrissey has to add is a wider range of video game comparisons and a more nuanced discussion of mental health as it is represented in FFVII. Their reliance on procedural rhetoric and Bogost/Galloway aside, Grimwood on “Heroic Madness” sounds like a keeper.

Awkward.

Less a “Conclusion” than a prose envoi, “Where the Rail Takes Us,” by Craig T. Olsen, briefly recapitulates the preaching-to-the-choir, protest-too-much-methinks claims about the value of games as cultural artifacts, and about the beloved characters of FFVII in particular, that anyone still reading would, it goes without saying, grudgingly concede. And we might gently point out that of the train-themed quotes that have attained meme status over the years, the editor has chosen a real humdinger. Again assuming we actually look at the line in context, we note that it comes in Cloud’s discussion of the slums underneath Midgar’s reactors, and the academic equivalent of a slum, if one is permitted to make the inference… we might call it a peripheral field. Whereas an academic book, even if just a collection of essays by passionate scholars and students, worthy of its subject would position FFVII much closer to the interdisciplinary promised land dreamt of by the new historiographers of games, and by Spariosu before them.

Rituals of Play: A Side Quest to Manchester

Alex and I will both be on panels at the Manchester Game Centre’s Multiplatform 2025 Conference: Rituals of Play⁠, where we’ll be presenting on FFVII and FFVIII, respectively.

I’ll post the text and recordings here once they’re available. But if you’re reading this in time, it’s free to attend virtually.

In a Side Quests conversation recorded last weekend, we talk through some of our ideas and possible scholarly sources, with shout-outs to ⁠Signum University⁠ and the ⁠Game Studies Study Buddies⁠, among others.

The phrase he can’t remember at first is mono no aware; the artist I’m spacing on, Yoshitaka Amano.

Our abstract proposals:

How Worlds Collide: The Parallax of Psychology and Cosmology in Final Fantasy VIII, or The Interplay of the Mythic and Psychological

Final Fantasy VIII was a genre defining JRPG from the late 20th century which itself followed a groundbreaking installment and innovative masterpiece, FFVII, and was followed by a widely plauded meditation on the ubiquity of death in FFIX. These three JRPG’s constituted the “Playstation One Era” of Square’s iterative Final Fantasy JRPG’s, and are often described by scholars and gamers alike, as part of “the golden age” of the JRPG genre of video games. What made these games, and in particular FFVIII, worthy of a rank also ascribed to 16th century Spanish drama, 1st century Imperial Rome, and even an indefinite mytho-historical time in Don Quixote, Dante’s Inferno, and Hesiod’s Works and Days? In this essay, the heavy and sometimes confused interplay of mythological themes in Square’s Final Fantasy VIII will serve as a map for exploring the development of the protagonist’s consciousness, sense of his self, and understanding of the depth of the world surrounding him in both space and time. In exploring this thread, the paper will examine the ways in which the protagonist’s expanding sense of himself reflects his expanding understanding of the cosmos he inhabits, and that an essential aspect of works from any “golden age” is that they serve to effect similar transformations in those who listen to, read, or play them.

Mansion, Safe, Coffin: Ritual Game Space and Hidden Chaos in Final Fantasy VII

How are secrets in video games, such as side quests, unique items, and hidden characters, potentially generative of powerful real world connections and revelations? Early in course of their playthrough of Final Fantasy VII (Square 1997), players can obtain an item which has no apparent use: the Peacemaker, a handgun that none of the characters currently in the party are able to equip. Hidden in plain sight in one of the treasure chests in Kalm, the first village outside the game’s opening sequence, the grayed out item in the inventory points obliquely through its lack of immediate functionality towards an optional side quest later in the story, while its name hearkens directly to real-world historical and theological references. There follows an important flashback during which the main character, Cloud, and the game’s iconic antagonist, Sephiroth, join forces to investigate reports of a malfunctioning reactor near Cloud’s hometown of Nibelheim. Climbing into the mountains and slaying dragons by the way, they discover evidence of human experimentation that causes Sephiroth to question the source of his own uncanny powers and the circumstances of his birth. Hours of gameplay and many twists and turns of the plot later, upon reaching Nibelheim in the present of the story, players have the option of exploring the Shinra Mansion, where the creators of this monstrous technology secreted their basement laboratory. By following the obscure hints written on a note near the entrance–or more likely, looking up the combination online–they can open a safe containing the Odin summon magic along with the key to a room in the basement, where the hidden gunslinger Vincent can finally be awoken from his rest in a coffin to join the party. Eventually, extending to sequels and paratexts outside the confines of the base game, his backstory reveals the presence of primordial Chaos within the worldbuilding of FFVII. I argue that the trail of secrets conducing to the discovery of Vincent and Chaos illustrates the ways in which gameplay breaks the “magic circle,” only to invite players to reinscribe it beyond the scope of the game so as to call up the sources and interpretations of allusions to history and myth in their own lives.

Ben essentially gave his talk on Project Moon weeks ago. Though his proposal wasn’t deemed occult enough for the occasion by the organizers, I hope he’ll end up writing the paper anyway, perhaps in the course of future posts on Limbus Company. His abstract:

Many multiplayer games (like Fortnite, World of Warcraft, or “gacha” games) incorporate mechanics that reward daily, weekly, or event-related participation to drive up microtransaction sales, encourage habitual play, and enable social communities to form in their game spaces. Limbus Company, the third game by Korean developer Project Moon, makes the odd choice to incorporate many of these mechanics, despite the fact that Limbus Company hosts virtually no multiplayer interactions, and is, instead, a single-player-focused game telling an ongoing story over several years. Furthermore, this story is, in fact, a re-telling of some of world literature’s greatest classics: Don Quixote, Faust, Ulysses, and Yi Sang are all among the characters in the game, and their stories are re-told in each of the game’s chapters, though each of these re-tellings is relocated to the game world Project Moon has built over their career. Many players across the world, inspired by the game, have gone on to read and learn these great works directly, in order to understand and appreciate the thematic adaptations made by Project Moon in this ongoing story. Intentionally or unintentionally, Project Moon has created a game that invites players to ritually re-tell these great stories through play and community, and to engage with a globally-minded cultural identity.

Remaking the RPG: Super Mario RPG and the Paper Mario Series

“Let’s-a go!”

Super Mario is perhaps the iconic video game character, full stop. Unquestionably, the success of the flagship series featuring the portly, indomitable plumber has impacted each generation of Nintendo consoles to such an extent that it is comparable in this regard only to Shigeru Miyamoto’s other most iconic creation, Link and the Legend of Zelda series. To understand the history of games in this era, then, given the importance of Nintendo and the home console market, it would not be too much to say that we have to understand Super Mario.

Continue reading “Remaking the RPG: Super Mario RPG and the Paper Mario Series”

Time for TexMoot

Suddenly here we are. Beyonce’s album dropped a week ago. It’s already the first Saturday in April.

At 10:55 and again at 4:15 Central Time, we’ll be talking video games as part of TexMoot, one of Signum University’s regional gatherings. This year’s theme is Storytelling Through Play: Games and Immersive Narratives. Many thanks to the organizers!

Here’s what I hope to talk about.

First, the morning’s discussion panel on Teaching Video Games.

In recent years, video games have become the subject of critical thought and inquiry, giving rise to engaging works of scholarship and amateur discourse, as well as featuring prominently in other artistic media such as novels, films, and music. My own contribution to this discourse has taken the form of online courses for kids and adult learners, in-person electives in public schools, and long-form podcasts, essays, and interviews. I’ve read and listened to a fair amount of the literature on games, but I know I am still only scratching the surface. Inviting participants to share their own experiences studying and teaching about video games in academic settings, ranging from higher ed to K-12 schools, we’ll discuss the value and meaning of video games as a topic of research bridging STEM fields and the humanities.

A prospectus for an unwritten chapter on the topic.

Slides to look at from SPACE. (Spoilers for Tomorrow, and Tomorrow, and Tomorrow.)

Yet another approach, for teaching at the college level: Alyse Knorr’s Video Games and Meaning.

Then in the afternoon, time permitting, a paper presentation: Rat Tail and Knights of the Round: Summoning King Arthur in Final Fantasy IV and VII.

Video games play a significant role in transmitting images of heroism in contemporary culture. This talk concerns allusions to King Arthur in the Final Fantasy video game series, read in the light of mythic narratives present in the role-playing game genre. I focus on representative Arthuriana in Final Fantasy IV and Final Fantasy VII, which I take to be illustrative of the tension between crystalizing and splintering tendencies at work in the series. I draw comparisons between two major examples, the Excalibur weapon and Knights of the Round summon magic. For a tentative framework of theory, I make reference to Tolkien’s imagery of light as refracted by Verlyn Flieger’s analysis in Splintered Light.

More slides.

…But seriously, have you listened to Cowboy Carter yet?!