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.

Books on the Writing Desk

I am looking forward to reading–a familiar feeling for me, but with an unusually heightened clarity and specificity at the moment–several things this month. Towards the end of October in this year of our Lord 2025, the third volume in Philip Pullman’s Book of Dust is set to release. About 40 years after we first met Lyra and Pan in The Golden Compass, we might finally be seeing their final adventure. For years (albeit many fewer), I’ve made it my scholarly hobby-horse to commentary-write, read, interview and podcast on Pullman’s work, and I’m eager to pick up where I left off, now that there is a kind of boundedness to his latest project. My pet theory is that this new book, and the series of which it is a part, is closely linked to his earliest published writing, two novels for adult readers of literature which are largely forgotten… but who knows.

This photo from The Bookseller website suggests some of what we might expect The Rose Field to include (or to open onto, if the picture dates from after the book’s composition), to judge based on the stack of books on the desk in front of the author: Baudelaire, Wallace Stevens; Pullman’s own Northern Lights; dictionaries of modern English usage (Oxford, naturally) and of Merleau-Ponty; All That Is Solid Melts Into Air; The Reader Over Your Shoulder; 101 Middle Eastern Tales and Their Impact on Western Oral Tradition, and a couple of books and loose sheets of paper too small to tell what they are, as well as a big book at the bottom of the pile whose spine is obscured by a tape dispenser. Another reference work? A Bible? And what about all the other books ready to hand over his shoulder? I wonder.

Where do ideas come from? How do we decide which ones to give room in our mind? These are questions which Pullman (and his young readers) and Persona 4 both seem interested in, and to which they give unusually thoughtful responses in the form of their stories. At least part of an answer, though, is suggested by the books we place in front of us, aids and distractions in equal measure as we sit down to write. It’s always tempting to read more instead of writing. In particular, I’m thinking of what Pullman is reading, and yet I’m sure that neither reading that stack of books nor an nth read-through of his own books would prove as effective an apprenticeship as the work of writing three pages a day and telling stories aloud, from memory, to children. Or anyhow this was his practice as a writer and teacher, as he recounts more than once, and it seems to have served him well.

The long-awaited Historiographies of Video Game Studies, while I read it over the summer, insofar as it is possible to read anthologies like this cover to cover, will certainly bear revisiting soon as I set to work on a submission for the zine follow-up to my virtual talk at The Manchester Game Centre. As Jacob Geller recently gave an interview on GSSB, I’m reminded again that both he and Cameron Kunzelman have other essays and books, too, that I’ve been meaning to read.

I still owe Aaron Suduiko a piece on EarthBound in response to the “Comprehensive Theory” series on his website. It’s been a year already since I talked with him and the writer, Max Gorynski. I wonder what they’re up to.

Brian Eno, in conversation with Ezra Klein and evidently in his book, defines art as something like play for grown ups, which must be at least partly true.

Nel Noddings, contrasting the rule-bound and relational in her foundational work on the ethics of care, comes close to refuting Kierkegaard and Sloek alike, with her readings of the binding of Isaac and the myth of Demeter. And Benjamin (Walter, not Kozlowski) might come close to undercutting Tolkien on myth and fairy tales, though I take solace in not quite being able to understand what he is saying towards the end of his essay on Leskov, “The Storyteller.”

Friends and students who I flatter myself I’ve inspired in some way have been sending me things they are writing, and I look forward to reading more and sharing them with other readers, if I can, soon.

Most pressing, though, there is Moses Norton, aka The Well Red Mage or Red for short, who has just released his Definitive Book of SNES RPGs (vol 1). While it has yet to ship, I’ve got the pdf here and am eager to read it and interview the author. Biased as I am, I have to believe the book itself will matter more than what any of us might say online, and I can’t wait to see it take up space on my desk and time in my mind.

Norse Myths That Inspired Final Fantasy VII, by MJ Gallagher – Review and Commentary

For my paper presentation at Manchester Game Centre’s Multiplatform 2025 on the theme of “Rituals of Play,” focusing on the role of Vincent and Chaos in FFVII, I knew I would need to draw on the work of MJ Gallagher. Besides proving itself to be a solid, informative resource, though, his Norse Myths That Inspired Final Fantasy VII is a delight to read. I’m glad I finally took the time to sit down with it, instead of just mining excerpts available online for quotes about Nibelheim and Vincent.

As an introduction to the author, out of the many podcasts and write-ups at the disposal of the curious, I recommend these from Wade Langer, aka Prof Noctis, and Moses Norton, aka Red. I’m biased, but it really seems to me that over and above any objective connections between Final Fantasy and Norse myth, what I’ve sought and been pleased to find in this book is just the sort of human connection, an interaction with kindred spirits, that talking to these two over discord has provided. I’ve had some brief communication with Gallagher, too, messaging back and forth through his facebook page, but not enough to properly introduce him myself.

I’ll note up front that his book on Norse myth has been followed by others on Greek myth in FFVII and themes of Death and Rebirth in FFXVI. It thus fits into a larger project of fanfic-writing and filling out connections between fandom and scholarship which, again, I dig. I’m in awe of Gallagher’s dedication and work rate, and appreciative of the efforts he has made to promote the study of mythology in relation to video games, generally, and to the FF series in particular. I’m supremely aware that he’s had a much bigger impact in this regard with his short self-published books than anything I’ve said so far in posts and podcasts of much longer-windedness and more presumptuous erudition.

Written with clarity and verve for the popular reader, expecting nothing from us but a familiarity with the base game, his work distills down an immense amount of material, citing his sources for the myths and games alike. It also carries a sweet foreword from John E. Bentley, “the voice of Barret Wallace.” It is encouraging and frankly goading for me to see the success Gallagher has had drawing on a single straightforward framework of comparison between FFVII and its allusions to Norse myth, out of all the possible mythological references one might pile up. He brings to bear a copious knowledge of the FF franchise, extending to the Ultimania guides and official novels, to make the most of his insights from this one starting point.

My only real critique for Gallagher as a writer, difficult to square with the great admiration I feel for him personally, so to speak, for this very same reason–is that he is too modest. As popular and respected a figure in the fan community as he evidently is, his work could do so much more in terms of scholarship and analysis than offer the “hope that by the book’s conclusion you will have found something that will enrich your experience of the franchise. Or will at least be entertained. Please enjoy…” (xviii). Taking a leaf from a writer like Alyse Knorr, in her Mario 3, he could have made more than the passing references in the preface to his own experience playing the game shaping his “understanding of capitalism and spiritualism” (xvi), perhaps addressing his father’s incomprehension, leaning on an autoethnographical approach so as to give further narrative and explanatory shape to the welter of information that follows in the book’s fifteen chapters. What does he learn about storytelling, collaboration, or themes of markets or magic, from noticing all these comparisons? We never hear more.

By the end, “entertaining (or at least informative)” as the book is (195), it stops short of giving the reader an idea of why the connections between FFVII and Norse myth (or as I would suggest, mythic language writ large) should matter, well beyond the scope of either playing video games or reading literature. As it stands, the reader is left to supply such a larger meaning to the “passion” or “obsession” that led Gallagher to undertake his project (194). Let me try, at the risk of repeating myself and coming off even more coated in sour grapes…

Both FFVII and the mythological material to which it makes such interesting references can certainly sustain the weight of a meaning bigger than themselves. Beyond providing entertainment or knowledge for their own sake, these poetic works, replete with symbolic significance that resists any simple, one-to-one deciphering of their “meanings,” have opened up vistas onto much deeper questions and experiences than how to progress to the next level or unravel a plot point. Video games and myths, separately, have the power to raise questions of ultimate significance and guide readers to explore them; taken together, they point to a great deal besides their resonances with one another. Knorr’s Mario, again, is an exemplar here; or see AS Byatt’s Ragnarok, in which she recounts and reflects upon her reading of Asgard and the Gods in the course of retelling the myths in incredibly rich, incantatory prose. In Gallagher’s book, he has got ahold of games and myths–or they have got ahold of him–in just as deep a fashion, but by doing so little beyond demonstrating the comparison, his Norse Myths That Inspired Final Fantasy VII becomes something a little less than the sum of its parts. It inspires a reader like me with emulation, to be sure, but fails to inspire in anything like the way its constituent elements do, and as they a fortiori ought to when brought into contact with one another.

In what follows, I’ll touch on a few of the more interesting parts of the one book of Gallagher’s which I’ve actually read, about a game I’ve actually played (and its spin-offs, which I haven’t). My main critique comes very early, but it colors the whole project (see above). Maybe Gallagher is playing the long game, and in other works, written or unwritten, he has the “tricks up [his] sleeve” that will answer this critique (195). Certainly, holding against him what is not in the book is not entirely fair; the lack of Knorr-level sussing out of meaning or Byatt-level reminiscence and retelling does not greatly diminish the worth of all that Gallagher does accomplish here.

I have to say I love the inclusion of William Morris and JRR Tolkien as key figures in the transmission of myth from literature and opera to video games (15-6), but I have to quibble with the lesson Gallagher draws. His contrast between “fairy-tale creature iterations” and “more mythical descriptions…noble, immortal elves or industrious dwarf artisans, for example” is not particularly on target with respect to Tolkien’s legendarium. As a whole, it mistakes the generic successors for the original sub-creator. The invidious adjective “fairy-tale” is the giveaway here; see Tolkien’s On Fairy-stories for his meditations on the deep and abiding links between Faerie (as place more than folk), fantasy (as imaginative faculty more than genre), and myth (as language and reality).

In passing, I should flag the mention of Christianity immediately preceding this at the end of the first chapter, too, as a missed opportunity to bring in “Balder the beautiful” and CS Lewis. Byatt, to be fair, is if anything even more dismissive of the influence of Christianity on the transmission and transformation of these myths, and of its influence on their transformative force, so Gallagher is once again in good company.

The next chapter turns to FF history, where Sakaguchi’s “first RPG for Square” is identified as The Death Trap (18). Here, I feel, is a rabbit hole worth delving into sometime: that both FF and Dragon Quest‘s future producers should have begun their careers with more grim, text-based adventures like this and The Portopia Serial Murder Case. It speaks to a much larger lacuna in Gallagher’s approach (and my own), however: have we sufficiently considered the cultural context in which these mythic references are being tapped, whether in post-war Japan or the contemporary West? What are the autochthonous mythic and linguistic structures underlying more exotic, albeit evocative, references to the likes of Odin and Midgar–to say nothing of the ways they are affected by historical events, economic changes, and social movements in their creators’ and consumers’ milieux? Truly, without a great deal more help with the Japanese language, to begin with, here we intrepid myth-lovers are liable to “fall into the death-trap… Please keep on adventuring!!”

Given these sorts of quibbles, big and little, I was reassured by the care with which Gallagher distinguishes between the Bahamut of RPG lineage, represented in FF following its “draconic” likeness in Dungeons and Dragons, versus the “cosmic fish of Arabian mythology” (20-1).

Along the same lines, I was astounded to hear that well before the final battle of FFVI, already in FFII there are direct refences to “Dante’s Inferno” and Milton’s “Pandemonium” (21). Gallagher is able to drill down into the previous, lesser-known games as well as pulling out the individual creative figures behind distinct storylines within FFVII, identifying the work of Nojima and Kitase on the conflict between Avalanche and Shinra “as well as Cloud’s backstory” within the script—even down to the naming of Nibelheim and Midgar (25). This extends to the departure of Sakaguchi from the company long before work on the Compilation of FFVII was complete. Though Gallagher treats the various games and media products as a kind of unit, helpfully from a lore standpoint but problematically, I would argue, if we are interested in seeing the original game on its own terms, I would have liked more clarity on tensions already developing within the leadership of the creative team as early as FFVIII, to say nothing of how this bears on closely related games such as FF Tactics and Xenogears. Again, for all his focus and admirable conciseness, the context, the creative milieu, is wanting in Gallagher’s account.

Nojima, in particular, emerges as having a “personal interest in myth and legend” (24) and later takes center stage not only as student of myth but author of the official companion novels On the Way to a Smile and The Kids are Alright (37-8). Throw these on the “further reading” list, then, along with Ultimania Omega‘s novella The Maiden Who Travels the Planet, the anime Last Order, and Nojima’s Remake-adjacent novella, Picturing the Past. Rather than raising questions of adaptation and mediation, or simple poetics, ie. how does the form of a work affects what it is able to say, Gallagher seems most concerned with these works’ “canonicity,” which to me seems a much less rich area of inquiry. Nowhere, in fact, does the poetic form of the source material for his Norse myths really get the discussion it deserves from our genial tour guide Gallagher.

Picturing the Past sounds a lot like the memory-finding structuring device used by Zelda: Breath of the Wild (or MOTHER 2/ EarthBound before that)…

What Gallagher does take great pains to discuss, though, are the contributions to the story of FFVII wrought by its bevy of prequels and spin-offs. Before Crisis and Crisis Core (39) give us new characters (such as Genesis) and, per their titles, crises, as well as filling in the backstory of main players from the original game, such as Zack, whose identity Cloud largely adopts along with his Buster sword. Again, the names alone cry out for comment, which, since they are not in the Norse field, Gallagher provides only sparingly; the fact that Gackt (who is apparently a big deal) voices Genesis is passed over, perhaps mercifully, in silence. Still, it might be worthwhile to acknowledge the proximate influence as well as the speculative, albeit interesting, mythological stretch.

Other names in Dirge of Cerberus referring to color symbolism with more than a whiff of alchemical mysticism–Weiss the Immaculate, Nero the Sable, etc.–are given even less commentary than the titular three-headed beast. The problem is that, like with Lucrecia and Omega, to address these would require going into wholly other realms of myth and religion–in short, we’ll have to consult Gallagher’s other books (and perhaps games in the Nier series).

Questions of artistic form and economic realities return with Gallagher’s discussion of the short film Advent Children. How does it bear on, not only FFVII, but Sakaguchi’s feature-length flop Spirits Within? Perhaps more on this is in those Ultimanias, but I was also especially curious about how Sakaguchi’s own personal life found its way into these games and their spin-offs, particularly as he is in the process of leaving the company throughout their production. Well, as we are told about Genesis and Weiss at the end of Dirge, it might be said of the biographers and video-essayists out there that “they still have much work to do” (46).

Just as Genesis, “judged by the Planet to have an important role to play in future events,” does not join the Lifestream (42), so we had better mosey… I am even less inclined to consult these games and FFVII Remake, etc., despite the intriguing retcons Gallagher alludes to, after having read his book than before. I can’t help but come away glad he has played and thought about them so much, so that I don’t have to.

Our Universe, from National Geographic, anyone? Gotta love that Yggdrasil…

I noticed just one typo in the whole book, “Kitasi” (47). I can only assume that the report of FFVII Compilation lore is just as accurate. Besides being reminded of Our Universe and its images of the mythological and sci-fi speculations to which we are heir, another idiosyncratic response that was brought home to me was realizing for the first time just how messed up Shinra’s cover-up of the destruction of Nibelheim is, as Gallagher references Nojima’s novels about how the hegemonic power company “paid settlers” to repopulate it (55). The deaths of Tifa’s mother, and then of Cloud’s later, and of his being blamed… it all connects so powerfully with Sakaguchi’s loss of his own mother, and with games like Secret of Mana and Wild Arms, which take just such scapegoating as their heroes’ point of departure, as well as the MOTHER series, of course…

One of the only times we hear about Japanese mythology, “Shinto and Buddhist beliefs,” comes in Mt Nibel being compared to Mt Horai, with Gallagher referring us to Hearn’s Kwaidan (57). Along with the Greek connections, ie. Cerberus (61), one feels that the Japanese backdrop really warrants its own book. File along with this “the Japanese idiom ‘shinrabansho’…’all things covered by God’ (67-8).

“Yes indeed” – various Chrono Trigger baddies

Another minor quibble: so is Nanaki aka Red XIII “feline” (31) or “canine” (95)? Maybe I’m misreading, but I always thought of him as more of a dog-type, myself; just like about the “yellow fog” in Prufrock, I guess I’ll admit I was wrong! At any rate, I would love to see a book about Native American influences in FFVII while we’re at it. As I go into more detail in my paper, Dia Lacina’s critique of the music in this direction has always stuck with me. I confess I was miffed that Gallagher does not mention Nanaki’s Cosmo Memory limit break in his discussion of the point at which the party acquires “the [Odin] materia as well as the key to Vincent’s basement chamber” (89), despite going on to show some interesting connections between Nanaki and Odin (94-5).

But I love this passage in the Midgard chapter:

“Giants were considered the embodiment of chaos in nature, and the location of their lands was important in a cosmological sense, but also philosophically. As well as meaning ‘wall’ or ‘enclosure’, the Norse term ‘garðr’ was a metaphysical concept whereby everything within garðr was ‘order’ and everything outside garðr was ‘chaos’. Therefore, to the Norsemen, everything within Midgard represented civilisation, while the outlying Jötunheim represented disorder.” (63)

Along with that “civilisation with an s” spelling, redolent of Sir Kenneth Clark, I can’t help but feel the hyperlinks to John Gardner in On Moral Fiction, to Seamus Heaney’s Beowulf:

No tunes from the harp, no cheer raised in the yard.
Alone with his longing, he lies down on his bed
and sings a lament; everything seems too large,
the steadings and the fields. (c. 2460)

And Tolkien’s giants playing football, “hurling rocks at one another for a game” in The Hobbit (Ch 4). Or again Byatt, quoting from Asgard and commenting on a picture (which she includes at the end of her own book):

The legends of the giants and dragons were developed gradually, like all myths. At first natural objects were looked upon as identical with these strange beings, then the rocks and chasms became their dwelling-places, and finally they were regarded as distinct personalities and had their own kingdom of Jotunheim.

The picture gave the child an intense, uncanny pleasure. She knew, but could not have said, that it was the precise degree of formlessness in the nevertheless scrupulously depicted rocks that was so satisfactory. The reading eye must do the work to make them live, and so it did, again and again, never the same life twice, as the artist had intended… This way of looking was where the gods and giants came from.

The stone giants made her want to write.

They filled the world with alarming energy and power. (10)

Personally, I would have liked more of this philosophical, metaphysical discussion from Gallagher. In the course of which, there should have been room for some consideration of the “Promised Land” motif, which we first hear about early in the game. It could certainly fit better in a discussion that included more about Abrahamic religions and Greek myths, as comments later in the book on Eden and the Hesperides indicate (152-3). Allowing for the focus on Norse myth, though, some reflections on the peculiar playfulness of scenes like the revels of the warriors in Valhalla and the slaying of Balder, besides more Christian-inflected ones like the apocryphal rejuvenation of the world after Ragnarok, could well fit an adaptation of FFVII‘s “Promised Land”.

The parallels Gallagher draws between Midgar and Gold Saucer are well taken (we might add Junon into the mix), as is the delightful and surprising link between Cait Sith in his capacity as fortune-teller and Odin as knower of hidden knowledge (80). The Odin summon, of course, has its parallels again with a range of mythological figures besides its Norse namesake: Raiden, Gilgamesh, and perhaps even the elusive Genji, besides the in-game associations with Shinra Manor, but also Cosmo Canyon by way of the Cosmo Memory limit break (88).

In the discussion of runes, Gallagher gets wonderfully into the weeds, noting not only the importance of the Rune Blade’s double materia growth mechanic, but also the detail on Tifa’s gloves in the Remake (99).

Looking closely… at the runes… just like people used to talk about reading Playboy for the articles

What does it mean for Heimdall to be the watchman, guardian of the rainbow bridge, and giver of runes to men, and yet for Odin to have blinded himself in one eye receiving the runes originally hanging on a tree, wounded with a spear (98)?

LOVELESS, which features as a stage play in the original game, becomes a poem in the spinoffs and remakes (101). Its all-caps mention defers discussion of the poetry for several chapters, but does lead into more about the materia mechanics. Again, it seems to me that a discussion of poetic form would have fit perfectly here.

As the next chapter explains, Vincent’s berserkr-inspired limit breaks are some of the most intriguing links in Gallagher’s study–but also, he’s sort of a cowboy. What’s up with that? And as ever, the question seems open as to whether the causal direction implied by “inspiration” is actually present, or if its impression is more the effect of keen associative reading on our part to discern shared lineaments of story, regardless of authorial intent. Whatever the case may be, some of Gallagher’s strongest arguments come in the symbolism of wolf and serpent, as we are prompted to reflect on the “enemy within” Cloud (127), much as in Byatt’s retelling she dwells frequently on what she calls “the wolf in the mind.”

For deep lore sticking within the bounds of the original game, the distinction between “sentience” and “instinct” with respect to Jenova’s purposes and Sephiroth’s control should provide further reflection (139), down to the controversy over spoken lines attributable to either agent (146). Once more we skirt an analysis of the power of poetic language with reference to the Skaldskaparmal, in which Loki is both tempter and rescuer. What of the tensions inherent in the different poetic sources; in what sense can we even speak of a singular “Loki” figure, or indeed of “Norsemen” as a class (159)?

To my mind, Gallagher’s discussion of the “triple deity” is particularly loose (164), and when in the next breath he moves lightly back to the theme of the goddess figure Minerva as the “conscious will of planet” (165) I get especially confused as to why he insisted on attempting to separate out the different mythological sources into separate books when these games so gleefully mash them up together. Still, it is delightful to see the parallels between Thor’s cross-dressing and Cloud’s in the Wall Market segment (166). Fascinating to hear that in the Remake Cloud is guaranteed to be chosen (167); one would have imagined (in naive Hamlet on the Holodeck syle) that the newer game would rather have moved in the direction of greater freedom of choice and player agency bearing on the outcome, but instead in this case, at least, it does the opposite.

As we come to the end of the book, elves (via Tolkien) as well as angels and demons (influences by way of Christianity) rub shoulders with Odin’s ravens, named for Thought and Memory, and the “fatalistic society” of the Vikings (170) gives rise to unanswered questions about the “Whispers” of planetary destiny introduced in the Remake (174). While Gallagher’s geological conception of Icelandic volcanoes as a source for the “primordial fire” of Muspell is not wholly convincing (184; cf. Tolkien’s critique of Max Muller and the theories he represents), his association of the Proud Clod with Surt is virtuosic. The connection of SOLDIER Unit 13 with Ragnarok (190) is a fitting mic drop.

To be sure, the book is enjoyable and informative, as its author hoped it would be; but we could say more. Like the introduction of Tolkien scholar Verlyn Flieger would have it, bringing the mythmaker’s early work on the Finnish Kalevala to a wider audience in her edition of Kullervo, it should also be recognized as “worthwhile and valuable.” As Tolkien himself rhapsodizes at the point where his essay “On ‘The Kalevala'” breaks off, we should strive to find in Gallagher’s appreciative study not only the linkages between Norse myth and FFVII:

But the delight of Earth, the wonder of it; the essential feeling as of the necessity for magic; that juggling with the golden moon and silver sun (such are they) that is man’s universal pastime: these are the things to seek in the Kalevala…

–and, I would argue, in the contribution to poetry, art, and mythology that is Final Fantasy.

Fight, Magic, Items, by Aidan Moher – Book Reviewing the Literature on RPGs

In Fight, Magic, Items: The History of Final Fantasy, Dragon Quest, and the Rise of Japanese RPGs in the West, Aidan Moher delivers on the promise of an idea or idle dream many of us have shared but all too few have realized: recounting the stories of the games we love and weaving those stories together into the tale of a genre, a medium, and an industry over the course of a book.

Reviews abound, as the book has been out for a couple of years–mostly positive, from what I can tell, and for all my sour grapes I can’t disagree: the book itself is even out there in audio, so I highly recommend checking it out. While the definitive book on JRPGs, if there is such a thing, remains to be written–and while the writing of such an ideal book, even if quixotic, seems well worth the effort–having this bird of Moher’s in hand makes for encouragement, inspiration, and provocation.

As the book goes on, tracing the development of the genre chronologically, I personally grew less and less interested, even as (or perhaps because) the games under discussion were more new to me. Having set up the basic structure of the history of JRPGs as a kind of dialogue or dialectic between the Dragon Quest and Final Fantasy series, Moher slips into reportage rather than analysis for the bulk of the text. Still, there are a number of insights and simple points of fact that make the text perfectly adequate for what it is setting out to do. Appealing to a broad audience, Moher gives enough context for the general reader, as well as peppering his chapters with insights for those who are more familiar with the basic outline. Along with the many iterations and generations of the core series DQ and FF, he does fit in a range of lesser-known games and series into the narrative.

While convincingly making the case for the coherence of his subject, Moher also includes just enough of his own subjective experience to hint at the importance of this history for the individual. Plenty of background information is given for anyone in the audience who hasn’t lived through it, and those of us who would have liked to write such a book are spared the effort of a certain amount of historical research, while the work of introspection and deeper analysis remains. Given the scope of his work, Moher necessarily touches lightly on any given game. At times, even beloved and important games appear only in the form of inset thumbnail sketches, or in a stray reference. Just as the history of JRPGs is ongoing, so he acknowledges that his own research is only offering one viewpoint among many–including his own future writing, podcasting, and so on.

For another look at JRPGs, on the recommendation of sometime interlocutor and friend of the site Dylan Holmes–whose book A Mind Forever Forever Voyaging does touch on the genre as well–pay a visit to the Digital Antiquarian, where JPGs are placed within the much larger framework of CRPGs as a whole.

For more on those two other proverbial birds, and without too much beating around the bush, I heard that a certain gamelogician is working on a book on RPGs, which I’ve been looking forward to. Or was it a oiseau that told me? If you happen to read French, consider the approach taken by Jordan Mauger. En quête de J-RPG: L’aventure d’un genre has yet to be translated into English. The title might be translated In Search of J-RPG, as The Video Game Library has it, but it also puns on enquête, a word whose range of meanings includes “investigation, survey, inquiry” as well as the root meaning of “quest”. Like so many of us, Mauger is simultaneously making the case for the importance of his subject while also treating it as important and worthy of detailed analysis. My own French is far from adequate to understanding all the nuance of his argument and his numerous puns and plays on words, but insofar as I could read it, I definitely enjoyed and would recommend this book, as well.

In short–and again, I apologize for the brevity and slovenliness of these posts lately–anyone out there writing about games like these, like this, take heart! It can be done, and it is. And it can always be done better.

Imperturbable Circles–In Conversation with Dylan Holmes, author of A Mind Forever Voyaging

Mathematics and politics, ripples in the pond of people; society the surface of human nature, music its denizens, and reading its depth.

Do not disturb my circles.

Archimedes, in Plutarch’s Lives (in Kierkegaard’s Philosophical Fragments [in our Reading on the Ground])

With Miyazaki’s Boy and the Heron, Dante on his pilgrimage, and Don Quixote on his knight-errantry, Alex and I have been circling around ideas for another project on myth in video games of late. More on that to come, I hope! For now, there are a number of other pieces I’d like to curate, to constellate around this resonant sigil of the circle.

Plenty of times we’ve heard about the Inklings, particularly the core duo of Tolkien and Lewis, and maybe the erudite Barfield and the weird Williams. Tolkien of course has his Lord of the Rings, Lewis his lecture on the theme of “The Inner Ring.” But there are many other great literary circles out there, too.

A little while ago I read the lively Magnificent Rebels by Andrea Wulf about Schiller, Goethe, and the rest of their Jena Set. Much further back in college it was the English Romantics, including the ghost story-telling contest that led to Frankenstein. Just now I’d add the excellent Journey to the Edge of Reason, by Stephen Budiansky, on Godel and the Vienna Circle (and subsequently the Institute for Advanced Study). No doubt before long I’ll want to cf. these with the New England Transcendentalists and Bloomsbury Set.

For myself, I’ve been connected with a group we might call the Arizona Seminar, though lately I’m more north by northwest. Our intellectual lineage traces through Santa Fe and Annapolis to Chicago and beyond, roughly along the lines of St John’s College and its formative lights. For another sampling of writing and music in this milieu, see the itinerant Brian Brock. Or just ask for the link to join the online Sunday seminar.

What have some other friends been up to?

With Professor Kozlowski’s series on the Pentateuch in the books, he turns to Dostoevsky and Russian Nihilism. No shortage of interest in Dostoevsky and his Underground Man here.

From Moses Norton, a delightful foray into–and sendup of–video game lore videos: Gamelogica.

Between all this and the subject of the latest episode in my own podcasting endeavors, Dylan Holmes’ A Mind Forever Voyaging: A History of Storytelling in Video Games, with all that book contains and all we touch on in our conversation, I’m feeling like a sentence crammed too full of ideas, more replete than complete. A fitting way to end this blog post that’s all outgoing links like those snakes in a can, for completionists still reading: you might also want to look up Chris Perry at Hampshire College, Barry Atkins, Tim Rogers, and the Digital Antiquarian, among others we mention.