Sunday, December 28, 2014

Second Drafts: Reflections on Alpha Sapphire and #TooMuchWater

The last seventy-two hours have been a hallucinatory blur of rest stops, slow fast food, landscapes swirling by in the window, Pokémon Contests, gym leaders and berry harvesting. As I write this from the balcony of our beach condo I am feeling wholly devoured by Hoenn. It is one of the most vibrant, multifaceted and living worlds out there, shared in the handhelds of elementary school kids and starving college students alike. Pokémon Omega Ruby and Alpha Sapphire have injected fresh life into the first Pokémon games to be called repetitive. I cannot get myself away from them now, and organizing my awe is proving fruitless.

I was a skeptic going into Alpha Sapphire. The game had a lot to stand up to, and it still does in my playthrough because I'm writing this thinking on what I've seen in the first three badges. In the first place, ΩRαS are remakes of very weak entries in the franchise. The only harder job would be to remake Diamond and Pearl, a task I still don't think Game Freak is up to. There is a preconceived idea of what Hoenn as a location is, what the games set in Hoenn represent and how they will play out. Ruby, Sapphire & Emerald were the first games in which the player was following a formula of acquiring eight badges, defeating an evil gang, becoming regional champion and catching legendary Pokémon to restore order to the world because "that's what you do in a Pokémon game." The franchise was a cliché in 2002, and it took years for it to recover from that image of being strictly formula. The first task for Omega Ruby & Alpha Sapphire was thus to overcome the preconception of Ruby & Sapphire.

The second task was to overcome the limitations artificially placed on the 3DS games by their developers. The lack of trainer customization was a swing factor for many players in whether or not they would buy into the latest Pokémon games, and regardless of Game Freak's other achievements with ΩRαS this is a step backwards. The creative strength of the Pokémon games is self-expression, and limiting a form of expression that fans have been clamoring for from day one (a form of expression that was the only selling point for Pokémon Battle Revolution, quite probably the biggest critical bomb in franchise history that still broke one million sales) is a self-destructive decision. There is reason to do it beyond Masuda citing Kalos' specific identity, namely that the clothes from X & Y can't be blanket applied to the player characters of Omega Ruby & Alpha Sapphire and so would require more development time to remodel, but in face of players being unwilling to buy the games based on customization not making the cut these aren't good reasons. Throughout my playthrough of X & Y my first priority in every new town was not to make a beeline for the gym as in past games, but to see what new fashions were available. It speaks volumes that the ultimate rewards in X & Y, a 2013 JRPG, are not some kind of ultimate sword, armor or those items' pocket monster equivalent, but clothes. Boutique Couture's hundred thousand yen blouses and jackets are the apex of material status in those games because one's visual appearance can be shared with others as a marker of their achievements. How much time do you think the world's elite Pokémon players spent picking a virtual outfit they felt comfortable in for the world championships?

What I was startled by was how ΩRαS applied itself to these tasks. Certainly, some locations lost their significance in the transition from 2D sprites to a 3D plane, with the once-dazzling water effects surrounding the bridge on route 104 coming off as lame in the remakes. But in other areas, ΩRαS is more alive than its predecessors. The gyms are exemplary of this; in RSE the Rustboro city and Dewford island gyms are abstract spaces in which Pokémon battles take place because you need to beat eight gym leaders to earn eight badges to get into the Pokémon league and prove that you are The Very Best There Ever Was. There is no sense of place about why you are there or what kinds of spaces these are. What purpose does a gym serve? Why are they created, why do people wait in them all day fighting every person they lock eyes with, who stands around in the dark on an island worshiping the very ground some beach bum with Fighting-type Pokémon walks on? They are no better than the castle dungeons and evil overlord palaces of medieval fantasy RPGs. What ΩRαS does is inject these dungeons with place. Roxanne's gym is a fossil museum with a secondary purpose for the public, an extension of the Trainers' School that does something other than host a boss battle. Brawly's gym is more clever, being an actual work-out club with a reception lobby, stairclimbers, yoga mats and a working vending machine next to the trainer certification listings. Wattson's is easily the most abstracted of the gyms because it's obviously the workings of a bored old electrician fooling around in his retirement, but compared to the other gyms this has an effect of giving Wattson more character.

Those are only the modifications made to the gyms. Granite Cave now serves a much stronger purpose in advancing the storyline. Instead of just introducing Steven arbitrarily the caves foreshadow the rise of Groudon and Kyogre, and the wall murals hint at the ideas that Archie (or Maxie in Omega Ruby) will espouse not long after in Slateport city. The dialogue has been carefully rewritten to carry a greater symbolic weight. Archie seeks to "return everything to its unspoiled beginnings" and Kyogre's mural depicts it with an α carved into each arm, the oceans now embody the origin of all life and the land its terminal destiny. There is a palpable conflict between the harmonious primordial forms of life beneath the sea, and the chaotic land-dwelling life that is struggling to break into the heavens and reach for space.

Ever since Black & White, Pokémon has been on the ascent. The legacy of Ruby, Sapphire & Emerald as the slow death of the franchise and the destruction of Gold, Silver & Crystal's golden age has been shattered. At the moment those games hit internationally in 2011, the veil was torn from top to bottom. Black & White were the best Pokémon games ever. Black 2 & White 2 were the best Pokémon games ever. X & Y were the best Pokémon games ever. Omega Ruby & Alpha Sapphire are the best Pokémon games ever. Any opposition to this view is easily dismissed as the counterfactual nostalgia of genwunners. ΩRαS has taken some steps back, but every step back is accompanied by ten forward, by the tempering revisions. Alpha Sapphire strikes me as something unique in Pokémon history, a polished second draft that fully surpasses its former self in every regard, far exceeding the nebulous accomplishments of the third and fourth generation games. You can easily tally the number of video game remakes that pile content over content like some bad fanfiction given life in RPGMaker, but it is comparatively rare to see video games that cut content that needed to be cut. The Granite Cave mentioned before has been revised. Steven is now accessible directly from the ground level. The darkened lower floors that players need the Flash move to light up are now optional, pushed to the side behind a special road they need the bicycle to access. The one-note town of Mauville city has been cut entirely and replaced with a new multistory underground mall/apartment complex that reinvisions Mauville as a metropolitan society. There is concision and flow to the environment and narrative of Alpha Sapphire that wasn't there in vanilla Sapphire. Effectively the process that Red & Blue started which was carried over to Gold & Silver was resumed eleven years after by Black & White, and the torch has continued to be passed up to Omega Ruby & Alpha Sapphire. The legend of Gold & Silver is almost out of sight, and once it's gone Game Freak will no longer have its legend to live up to--they'll have written a new legend.

The imminent question is of when the golden goose will stop laying. Nintendo's old anniversary Game Boy commercial made some inadvertent commentary on just what Pokémon was doing for the company, and the sudden end to Pokémania was not taken lightly. In the past it only took one generation to discredit the entire franchise as the passing fancy of small children. Whatever follows Omega Ruby & Alpha Sapphire will only either carry the torch for another year to come, or discredit the games once again. There's virtually no other path for such a polarizing series. Whether what follows is Chaos Delta Emerald, seventh generation games or Sinnoh remakes, ΩRαS will be a tough act to follow. In this moment, the Hoenn remakes have taken the games that formerly spelled the beginning of the end, and rewritten them into a masterpiece that has tapped into the psyches of fans everywhere.

There are some things I doubt ΩRαS will ever live down. Maxie and Archie's baby boomer redesigns, including the bad glasses and campy Sentai villain outfits, are just the tip of the iceberg. Hoenn is a region without clothes. The act of carting around a Zigzagoon (nicknamed Pickup) that knows Rock Smash, Cut and soon Surf, is an activity I never missed and will be glad to say goodbye to. Yet if such concessions come in exchange for a cohesive work that approaches a literary quality and advances the medium, then these casualties of development can be written off as acceptable losses.

(And speaking of cutting, the first chapter of Pokémon Blue is currently sitting at 6500 words and I'm agonizing over where to partition the beginning of the second chapter and what to trim from the first.)

Sunday, December 21, 2014

Tajiri's Box, the Macy's Thanksgiving Day Parade and Se Jun Park: an Introduction

In 1996 Satoshi Tajiri unleashed a terrible and profound chain reaction that threw world culture off its axis. I cannot imagine going into a 2015 without Pokémon; the franchise has deeply affected my generation's views on materialism, morality, animal rights and competition. Between 1996 and 2000, 46 million first generation Pokémon games were sold, and much of the intrigue behind the Twitch Plays Pokémon social experiment earlier this year rested on the 1.16 million people that collectively participated in a playthrough of Red and Blue. The rapid, ravenous growth of the video games into a global phenomenon and its subsequent deathgrip on humanity can be understood as a kind of Pandora's Box from which all things Pokémon spread. While the nostalgic appeal of the original games may be reduced to mobilizing just 1/46th of its original audience and the much-maligned "genwunners" were already being discredited as they came into being, the relevance of Pokémon in contemporary times is indisputable.

To claim otherwise would be to ignore that Omega Ruby and Alpha Sapphire's first week in 2014 sold approximately five times the units of Red and Blue's first week twenty years ago. Every day new trainers are recruited into the ranks of Pokémon Leagues around the world, participate in a global trading network, and compete for regional titles at Nintendo and fan-sponsored conferences. Each year a handful of successful trainers are cheered on at the World Championships while their matches are streamed live to anxious fans, and are then awarded scholarships worth several hundred thousand dollars for their skill at the games.

Artwork by 12m, used with permission.
Pokémon has changed the ways in which people relate and interact with one another, and attracted a periphery audience of onlookers vastly exceeding the scope of the 1990's arcade audiences. Consider the success of the 2014 Pokémon World Championships. Illustrating the climactic moment in which, against all odds, a squirrel held up the entire world on one finger quickly became a rite of passage for Pokémon fanartists. The livestream of the 2014 world finals drew over 4.6 million views and almost 450 thousand more between its multiple YouTube recordings afterwards, making it the most watched Pokémon battle in the world. World champion Se Jun Park has become a minor cultural icon to South Korean fans. For the Karenites, a faction opposed to traditional competitive values comparable to Super Smash Bros.' "tiers are for queers" crowd, Park is a heroic example of a trainer that plays their favorites instead of what's strongest.

(This last point is counterfactual to history. Se Jun Park was and is a competitive player who carefully selected and bred his Pachirisu for a deliberate strategic purpose that catered to the VGC's double battle format.)

Artwork by pictolita, used with permission.
Park's achievement shook the world much like Bobby Fischer and Boris Spassky's 1972 chess match. More people were tuned in to a single Pokémon battle than ever before. Any trainer that sends out a Pachirisu in-tournament again will be doing so in his shadow. Competitive Pokémon has become a spectator sport that fans bite their nails over, rather than being confined to the competitors' experience.

Going back to the Twitch Plays Pokémon example, no one would be worshiping Lord Helix if Ken Sugimori hadn't sat down and drawn an ammonite Pokémon in 1990. The popularity of each respective generation in comparison was made clear during the height of the TPP streams. TPP Red averaged 80 thousand continuous viewers during its initial run, but by the time the stream got to Crystal there were already complaints about a lack of participation. Some qualia about Red and Blue still resonates with those that experienced it at the turn of the millennium, and the games stopped retaining this in Ruby and Sapphire, if not earlier.

There's been a lot of speculation about why Pokémon took off as it did, and what it was that the series tapped into in the children of the world. I'm concerned less with how Pokémon's become a front-and-center feature in the Macy's Thanksgiving Day Parade and more with the consequences of it upstaging Santa Claus. What values did Red and Blue instill on the children of the late 90's, and the adults that they've grown into today? Pokémon is part of a grandscale Japanification of the entire western world that's been going on since Voltron hit in 1984 and has continued to the present. In 1975 Japan was grappling with Americanization; forty years later in 2015 the pendulum has firmly swung in the opposite direction. Today in the United States you can buy children's jerseys with "super kawaii" on the back, when prior to 2000 the most prevalent Japanese word in the American lexicon was tycoon (大君 taikun) brought over in 1857.

I have always thought of Pokémon more as a kind of time, setting or place rather than as a story or narrative. The fact that it was born, died and gave way to a restoration of itself is testament to the games' cultural footprint. The first Pokémon games were the beginning of an experience from '96 to '04 that brought a close to the cultural 90's, the tail end of which dragged into the release of Pokémon Emerald. I'm not in a position to say whether the changes brought on by this experience were positive or negative. But I can interrogate how they have reshaped my home country.

Omega Ruby and Alpha Sapphire have been out for a month now, but for me they're still on the horizon. I know that once I have them I won't want to put them down for a while, so in the spirit of the season--not of Christmas nor Saturnalia but of Pokémon--I want to jump headfirst into 1998 and illustrate the cultural impact of the original games on today's USA, and to a lesser extent on a global scale. I should clarify that I am not a competitive Pokémon trainer, no matter what aspirations I held in my youth, but because of the unique concessions and simplicities of Red and Blue it's easier for me to grasp them than the later games. I am more comfortable as a Pokémon naturalist. I enjoy capturing the image, spirit and personality of the species. So my position is not one of total authority on the subject, but with all this said, I'm ready to go back down the rabbit hole.

Index
Chapter 1: Interpretation, Nostalgia & EarthBound (Pallet town through Viridian city)
Chapter 2: Forests & Representation (Viridian forest)

Friday, December 19, 2014

Shifting Gears

As I've been going through the material that I've written for the Kongokai and drafting up more, I've come to recognize the warning signs; I'm burning out on iOS. It's become a chore instead of a joy. I'm not writing because I want to espouse the ideas that I'm forming, I'm writing out of obligation to a readership.

One of the luxuries that I have with Juraku is that I can put things on hold until they're ready. I don't want to deliver anything short of the best that I can, and right now I'm headed down a road that I don't want to go--low quality, minimal effort, churning the updates out instead of analytically composing them with an eye towards the big picture. That's not the kind of ship I'm running. Nothing is allowed to be rushed here. It goes to publish when it's ready.

And right now Shin Megami Tensei isn't ready. I can't write it in my current mindset and have confidence in the work that I'm putting out. I look at the short stack of reference materials I have and dread leafing through them again for page numbers. The convenient thing about my LPs is that the documentation is heavy enough that I could practically go back and start up my ill-fated Gale of Darkness LP again if I really wanted to. I've referred to Juraku as my getaway villa, and I'm acknowledging that SMT has to be on hold while I burn this out of my system. It's sad that I can't get to it yet, but we're better off this way.

So I'll be temporarily shifting gears for a bit. It will be the same type of discourse, but on a topic I can maintain more enthusiasm for right now. Don't worry, Belshazzar's Feast is still gonna be up there in the background, I'm not dropping anything. But with winter break here, for now I want to talk about a franchise that has gradually become Megaten's boogeyman, a series of games that face demonization by its fanbase significant enough that by now you really ought to be able to summon it out of a COMP.

I'm doing a series on first gen Pokémon.

Saturday, December 13, 2014

End of Hiatus and the Beginning of Escapism

I am done with my examinations for this semester and I am exhausted.

I cannot voice properly the realization of having no more obligations to meet for several weeks. The idea that I am not in school for winter break has not yet set in. But I am very ready to return to doing the things that I enjoy most. To give an idea of what I've been working on to build credits in undergrad, back in November I had written ~1200 words on executioners and the life of Meister Franz Schmidt, in comparison to a bad 2002 Matrix derivative. The film could have been improved by cutting its action scenes altogether, but it was ultimately its preoccupation with the spectacle of violence that made it relevant to the discussion of execution, torture and state control. Over the following weekend I hurriedly completed two other papers for a course on a survey of French history from 1789 to present, papers on nouvelle vague cinema and the socioeconomic changes brought about by the Great War. This was followed by another paper on structural violence and poverty in the slums of Mumbai for an anthropology course, and then one on the historiography of the archaeology of Chinese writing. Some of these papers were better put together than others, but in all I felt them to be some of the driest, most regurgitated writing I had ever put to paper. I'm sorry I wrote the one on Mumbai and made the TA sit through it, but only two days before I turned it in she had mentioned offhand to a student that she hadn't actually started reading the book yet and none of the other graders had either. This is the systematic paper mill we live in, a Frierian nightmare of inputs and outputs and meeting academic criteria for spitting up information as quickly as we can swallow it.

It's this kind of thing that compels people to escapism. We want to put ourselves in a different pair of shoes. Like Kafka beleaguered by his breadjob and wanting to pursue his true calling, people are compelled to wonder if they could be something else. If they could be born in another time, place or world entirely, and step into the shoes of someone who occupies a completely foreign social role. The allure lies in the idea that this role may be better than one's own.

This fantasy is at the heart of games like Crystal Chronicles. You roleplay in the most in-depth fashion possible, becoming a self created from the ground up from a pool of fantastic races so far removed from your own reality, that you can treasure the character without having to put a second thought to why the game was created with the idea of race as something other than socially constructed already built into its system. Myrrh is the sacred lifeblood of this game's world, and as a caravanner it's your responsibility to go out and gather it each year to keep an encroaching toxin from breaching your village's walls. Crystal Chronicles is completely noncommittal. You can walk away from this second life at any time, then come back later and resume freely at your own leisure.

In spite of it being so noncommittal, choosing your family's profession can be as paralyzing a choice as naming one's character. I remember spending a half hour or so deliberating over the options as a child. I knew what race I wanted to play well in advance because I'd been reading about the game for months in Nintendo Power magazine, but nothing I'd read prepared me for this other decision well enough that I could call it informed.

When I first rented Crystal Chronicles from a local Blockbuster back in '04, I played a solitary Selkie boy, the son of an alchemist's family, who led his town's crystal caravan out into the mist entirely heedless of the dangers at work. The Selkie race has a particular reputation as outsiders even within the villages they've settled in for generations, perpetual vagrants and thieves that will drive unfair bargains and pick the wallets of anyone dumb enough to look the other way. As I found out in a string of embarrassing letters from my in-game mother that made me grateful to be caravanning alone, the stereotypes are pretty much true. I think I received a single letter from Rah Sie that did not at some point urge me to swindle every poor sod that crossed my path, and I think I made a rather disappointing son to a clan of thieves. And for the longest time, I didn't understand everybody's complaints online about Leuda village because--well, Selkies don't steal from other Selkies.

This act of roleplay colored my outlook significantly. When The Crystal Bearers came out in 2009 I was ecstatic to receive it for Christmas, having followed the hype train for Crystal Chronicles' many sequels much as I had the original game. Yet I found myself sympathizing not with the game's Clavat protagonist, but with Keiss, Belle and Vaigali: the local Selkies. I had sufficiently internalized the race values of Crystal Chronicles to the point of excluding the other in-game races. The fictional culture of Chronicles' world had been instilled in me as it had in others, creating preconceptions about races and professions that do not exist.

The game world thus acquired a kind of presence as a location and space that people have interacted with but never set foot in. Coming out of the early 2000s push for social gaming on Nintendo's then-newest console, Crystal Chronicles has an Animal Crossing-like atmosphere. You're supposed to play with two to four other players using one of the jankiest hardware setups money could buy, plugging in up to four separate GameBoy Advance handhelds through an equal number of GBA link cables into a single GameCube. Any lesser number of players means that the houses in the starting village of Tipa are unoccupied, with only a single Moogle doing the housekeeping while they wait for residents to move in. Like Animal Crossing's Gyroids bouncing around outside of homes, waiting for new families to arrive, the Moogles encourage you to find friends to accompany you or otherwise face the journey alone.

Crystal Chronicles came out right as I was moving cross-country into a section of Orlando that was caught up in the craze of video games as being the work of the devil, so I never got to take part in the collective player experiences that Nintendo Power had been hyping me and my school friends up for. Nevertheless, I could indulge in the feeling of being part of a living world interconnected by fragile roads of trade and the exchange of Myrrh. Perhaps the most startling thing I realized about this world is that the story begins and ends inside of a self-professed dark age. With its reserves of iron long since dry, the last great civilization of the Lilty empire had already collapsed about a hundred and fifty to two hundred years before the game's start, and by its end there are no signs of the empire returning. The world of Crystal Chronicles is idyllically disconnected, barely more than a handful of settlements struggling to keep the Myrrh supply sustainable.

In finally freeing the world from the grips of the toxic miasma, and so also removing its dependence on Myrrh, you both set the stage for this idyllic setting to be destroyed by urbanization, and erase your own social role. With the caravanning done, the world doesn't need you anymore. So it becomes tempting to ignore saving the world even once you know how to do so, and instead keep on caravanning forever as part of an endless line of Myrrh-hunters. At some point though, you'll inevitably feel pressed to know how the journey ends.

I don't know how quickly I'll get back into Shin Megami Tensei, but I'm considering TJB live again.

Monday, September 8, 2014

Hiatus & Status Update

This is long overdue, I haven't had time to check comments or even traffic but what's going on right now is that school started up again over the last week of August and I'm in an intense survey of French history. Moreover, the annual Cardfight!! Vanguard World Championships are going on and I've been preparing for a major trip around the 20th; not only for news coverage, but because I'm competing in a regional qualifier. This is the biggest tournament of the year for the United States, so preparing a deck and practicing with my teammates has taken up a lot of my time.

The basic status of the LP right now is;
-Diamond Realm is entirely screenshotted, but not totally written up out of my loose notes
-My most recent save file is in post-destruction Shinjuku, with some of the early parts captured
-I might have gotten slightly sidetracked by Fiends

I want to continue this when there's time for it, realistically sometime during or after the first two weeks of October. I don't want to make promises on those dates because I'm familiar with people being disappointed by LPs dying off trying to reach deadlines, and I don't know exactly what kind of impact WCS2014 will have. The Vanguard fandom tends to react to the World Championship with either remarkable enthusiasm or this idea that the sky is falling, and both require a lot of work on my part to capture what players are thinking, feeling and doing. I'm anticipating total exhaustion after the Illinois qualifiers. But hopefully I'll have time to get back to JBS in October.

Wednesday, August 6, 2014

Extra Chapter: Fighting Gotou and Neutral Dialogue

Before getting into the next arc there's another point to address; alternate scenes. Law and Neutral-aligned players have different objectives at this point in the game, getting a different boss fight and dialogue that we wouldn't see by siding with Gotou. We're still at the point where it's not too much of a pain for me to load my previous save and see these, so I decided to show off how things play out from a Neutral perspective.

Gotou's sitting pose seems to be based on a wax figure of Mishima that once occupied the Tokyo Tower Wax Museum. I say "seems to" because the museum was established in 1970 but some of its collection (particularly the 20th century figures) is as recent as 2001, so the figure may not have been installed until after SMT was produced.
By Tamotsu Yato in Young Samurai: Bodybuilders of Japan
There are some similar photographs of Mishima from his lifetime, like the one displayed above, that could also have conceivably been the basis for Gotou's pose. The Mishima figure itself was taken out sometime around March 2008, and I don't know if it's been reinstalled or not.

Like at the Government Office, Gotou's gimmick is that we have to make it through several waves of demons before we can fight the core boss, which wears us down over time to make the last battle more difficult. Rusalka uses Marin Karin to Charm the Nue here, which takes it completely out of commission while we focus on the Pisaca. As the Pisaca and Nue are technically in separate parties, the Nue can only attack itself while Charmed and eventually kills itself before we can. In its own way the whole idea of a spell that intoxicates you so much you'd rather die than fight the enemy is morbidly humorous.

And Rusalka doesn't even get a chance to Marin Karin as Cyak oneshots Baykok with Hama and Nekomata takes out Shade with her Extra skill.

Gotou: It seems demons are not enough to kill you. Very well, I will use my own hand.
Like Thor, Gotou has been upgraded for iOS to be immune to Charm tactics. His moveset has Shibaboo and a Diarama self-heal, but his most dangerous play is a critical hit ("uses all of his might") which deals around ~50 damage. This oneshots Cyak but not before we get off a couple Ziongas. The main problem is that he only gets one turn to our five, and even after Cyak goes down we can summon demons in its place. On-defeat he yields ¥1344, 560 MAG, -32 (Law) points and the Kotetsu. The last of these is a sword that was called the Meitou Kotetsu in Aeon's translation; it's named after Nagasone Kotetsu, a famous Edo-period swordsmith whose work was so well renowned that many forgeries submerged attempts at reliably determining the number of real Kotetsus in existence. A Meitou is a sword bearing the signature of its smith, so this would be a signed Kotetsu work, fitting for the personal weapon of a pseudo-Samurai.

While he was featured prominently in several photoshoots and videos depicting his swordsmanship, he wasn't a collector and I haven't read of Mishima owning a Kotetsu. In life his actual personal sword had a false reputation for being forged by the second Seki no Magoroku (関の孫六), also called Kanemoto II, a sixteenth century swordsmith whose line of smiths survives into the present. According to the swordmaster that sold the sword to Hiroshi Funasaka (who then gifted it to Mishima in August 1966), the sword actually originated from a shop in Yokohama, bought in the early 1960s. (Ross 220) The sword was unsigned and so not a Meitou, but its papers attributed it to a later-generation Kanemoto. Mishima's sword was thus either an unsigned Magoroku from a later generation than Kanemoto II, or it was a convincing forgery using Kanemoto's name on its paperwork. Mishima's Magoroku is said to have gone missing after it was used to decapitate him. It was also instrumental in his real coup at Camp Ichigaya--pretending to present it to the SDF commandant was the signal for his accomplices to accost and tie him up, but it was also the weapon he arranged to be used to finish himself off during his suicide. In effect, what he saw as a historical weapon would be used either to initiate the coup d'état that would reinstate the emperor, or it would be used to kill the man that tried to create that coup, giving it a lot of symbolic weight in addition to being a historical artifact. These days the whereabouts of it are unknown. The last person to handle it (in its bloody and rusted state) may have been the journalist Christopher Ross, who investigated it extensively in 2005 and was finally able to see it under certain terms of secrecy. By his own admission, what he saw may not have been the genuine article. He published comprehensive book on his investigation in 2006, Mishima's Sword: Travels in Search of a Samurai Legend, which also included a useful bibliography linking to other works on Mishima. I'd recommend it if you're interested in the novelist, as it provides a useful frame around which his beliefs and goals can be studied and makes links to a lot of the important figures in his history.

If we were on a second cycle, Gotou would drop a vision item. One of the obstacles with the whole vision system is that to really get all of the items, you have to do a minimum of four playthroughs; there are 15 items that can be acquired on a first playthrough regardless of alignment, six that can only be acquired on a second or greater cycle, two that can be gotten on a first playthrough by being Neutral-aligned, one which requires the Neutral ending, one which requires a second cycle and a (current) Neutral alignment to obtain, three which require the Chaos ending, one that requires a Chaos alignment, one that requires a second cycle and Chaos alignment with no ending requirement, three items for being Law aligned on a first playthrough, and two for having the Law ending. Since Chaos has the most items unlocked by doing the Chaos ending and Law has the most items unlocked by having the right alignment, to get all 35 vision items it's best to do the first playthrough as Chaos, the second playthrough as Law and the third as Neutral, adjusting alignment as needed to pick up the one Chaos-aligned second playthrough item. The fourth playthrough to pick up the Neutral ending item doesn't even have to be completed all the way, as that vision item shows up early on in Shinjuku. More simply organized, you can do your first playthrough according to whichever extreme sways you, do your second as the opposite alignment, and your third as the secret Neutral ending; which is appropriate, as by your third playthrough you're much more well versed in how to balance alignment and which options trigger which flags.

That's all for Gotou. My umbrage with how they handle his character in all of the routes is that unlike with Thor there's no real resolution to him. Anticlimactically he either dies a low-key death or walks out of the room, and that's that. The idea behind his character is interesting and provides a charismatic figure to lead the Ring of Gaea and the coup d'état forces, but it doesn't go anywhere in the end. Of course, Gotou is very different from the person he's based on and those differences are an interesting topic of their own. Mishima's role in assembling the Shield Society was taking what were essentially an outcast group of university students--isolated individuals whose political views did not align with the majority of the student body--and giving them an organization where their views were encouraged and accepted as a majority viewpoint. That's very different from Gotou, an SDF general who spurs people on without a specific audience to preach to. Mishima did not just create the Shield Society, but was also created by it.

As with any other dead author, studying Mishima is an all-consuming vortex, but I am not studying him for his own sake. It is not my desire to be a Mishima biographer, but to approximate why Gotou, a caricature of Mishima, is used to represent for the Chaos alignment. My belief is that the effect is to repel, rather than to attract, Japanese players. Since his suicide Mishima has been something studied in the dark, behind closed doors. He's not a part of polite conversation, or at least he wasn't during the last surge of interest around '05. His books still sell surprisingly well for a literary author, but the initial reaction in the 70s was to call him "crazy" (気違い Kichigai) and since that time his suicide has deeply overshadowed his literary achievements. (Ross 240)

I believe that part of the reasoning behind Gotou's design is because of the beliefs Mishima expressed in his fiction. In his first and most famous work, Confessions of a Mask, the protagonist Kimi-chan quotes the novelist Stefan Zweig in rejecting orthodox morality. "What we call evil is the instability inherent in all mankind which drives man [...] toward an unfathomable something, exactly as though Nature had bequeathed to our souls [...] instability from her store of ancient chaos." (Mishima 104-105) Nature's "legacy of unrest" resolves itself into "super-human and super-sensory elements," and it is this quotation leafed from Confessions to which I ascribe the namesake for Gotou's super-human Meta race. Mishima's Confessions were a fictionalized autobiography that effectively served as his coming out story, although this description fails to encompass the dark perversity of the novel and its preoccupation with homoerotic sadism, blood and cannibalism. The point is that with few limits Kimi-chan's views are Mishima's views, and that likely influenced Kaneko and Okada in choosing the basis for Gotou's character. Paraphrased Kimi-chan (and by my interpretation, Mishima) believes that "what we call evil is just a portion of the original chaos out of which man was born." (Ross 208) To live is to be in chaos, and to retreat from chaos is to be dead.

In like, Mishima was preoccupied with individuality, cultivating uniqueness and an identity separate from the masses. The character of Kimi-chan was terrified of peace, because Japan's surrender in '45 erased the certainty of death as a solution to the banality of everyday life. Suicide was only impossible during the war because the war would kill him. Confessions also provides an interesting contrast to a normalized response to art, with a scene involving Guido Reni's Martyrdom of Saint Sebastian. Where the default view of the Martyrdom would be to admire it for its spiritual qualities or impressive technique, Kimi-chan's first impulse in the novel is to masturbate. He treats a sacred work much as any other child in their first encounter with their parents' hidden pornography, in effect broaching holy iconography with homoerotic fascination, treading against a subject protected by God, and while I can only guess at this idea I believe this scene had a special influence on how Mishima was fictionalized into Gotou.

I think thus far I've given an overdramatized view of Mishima. While he had some skill in the martial arts, earnestly trained with the SDF and tried to embrace a warrior's lifestyle after the war, he never saw real combat and like his character Kimi-chan lucked out of the battlefield by coming down ill. Despite serious dedication to the craft, every witness to his actual martial ability testified to stiff wrists and a lack of mastery in kendo. He was an effete, awkward man who became a great author by essentially having nothing to live for after childhood and putting his death on hold for thirty years. Being able to do anything, he sought to do everything. And while his prose is truly important to the 20th century and he had a prescient understanding of how Japan was changing in its modernization, his real talent is often said to have been in the theater, in the realm of Kabuki and Noh drama. His first book was also his best, no matter how much he wanted the Sea of Fertility to be his greatest work. I think that in my research of him, the one thing I came to truly respect was his understanding of the nature of aging as a slow erasure of the senses, and his decision on when, where and how he would die. In the minds of everyone that knew him and in every article to be written about him, by dying at forty-five Mishima remained forty-five forever.

Gaean Priest: Although...If you give a large enough offering, I amy think about admitting you. Do you wish to offer 01000 yen to the Gaean Ashram?
At this point I need to exploit the specific feature of these healing areas, getting either +1 or -1 alignment points depending on which one you use. I have to pay the alignment fees seventeen times in total in order to shift my alignment back to Neutral after killing Gotou, which is pretty crucial seeing as I'm so Lawfully aligned at this point that it's impossible to summon Chaos demons like Cyak.

Ambassador Thorman: You have already beaten Gotou!? That...
Thor: Very good work. You have Deity Thor's praise, in the place of our Lord. Will you continue to do the Lord's work?
>NO
You will not listen to what I have to say!? Very well. I, Deity Thor, shall end your lives here!
I think that a lot of players find it confusing that a Norse deity like Thor would support the Judeo-Christian god, but there is a (possibly apocryphal) mythological basis for this. Over the course of Scandinavia's conversion to Christianity, the native Norse myths were gradually Christianized to make the invading religion more palatable to natives, with parallels being drawn between the Norse gods and figures in Christian iconography. This can be compared to the Romans equating the Greek gods with their own; Odin is treated as Yehowah, Loki is demonized into a Lucifer figure, Baldr compared with Jesus etc. So Thor was transformed gradually from one whose hammer could be used as a ward against the cross, into a figure of the newly Christianized mythology. His hammer would follow by being conflated with the cross. This irony was supplanted by the fact that participation in the Christianized myths would be his doom, as the Norse gods were eventually erased entirely along with the native paganism--Thor is reenacting his self-destruction by trying to create the Millennium Kingdom. There is a certain poetic statement to be found in the conflation of the cross/hammer iconography, as when Thor invokes his own hammer as the ICBMs this can also be read as the cross being called upon to destroy Tokyo. I would file this under Internet Knowledge though because I can't find a positive source for where the Scandinavia story originates from. You'd think it would come up in a survey of medieval art, but nope!

On a more easily overlooked note, Japanese fans have pointed out that Thor's disguise as Ambassador Thorman (トールマン Tooruman) is probably derived from President Harry S. Truman (トルーマン Toruuman) wrapping up the Shinjuku arc's World War II-centric themes. The names are one vowel mark apart in Japanese.

(This fight is unchanged except that I don't try to Charm him and instead set everyone to use guns, Zionga/Mazio and physicals and then go straight to Autobattle.)

Thor: But my hammer has been swung already. Tokyo's annihilation by ICBM is imminent. This city will perish, together with all its demons! Glory to the Millennium Kingdom!
This is the kind of dialogue that I could see lending itself to a remake. Imagine this line being read by Jamieson Price.

To close this off I'm going to address a vision item that weren't covered in the previous chapters; the Gnawed Ball from all the way back in Pascal's room in Kichijoji. You can pick it up as soon as he joins you, but this skipped my mind.

>Touya back in fifth grade...
......
Mother: I got him from Mr. Nakajima's place.
......
Mother: Oh good...It makes me glad to see you so excited over something. Remember how you were saying you wanted a pet? His name...? He said it was Pascal. That's certainly a funny name, don't you think? Try calling to him.
......
"Mr. Nakajima" is a covert reference to Akemi Nakajima, the protagonist of the Digital Devil Story novels from which the franchise was generated. It's not an actual connection though, only a tacit acknowledgement of the Megami Tensei games that preceded SMT. Nakajima's world has a completely different cosmology from most of the franchise, introduced demons to the world around 1986 and the tone of DDS was along the same lines as trashy airport novels. Having read the first novel I'm not particularly impressed with Digital Devil Story, I would compare it to the Twilight saga in quality. The novelty of intersecting magic with computer science has been put to better use elsewhere in the years since, while the actual content of the book skews towards gore matched with cheap pornography.

It's possible that the real purpose of referencing Nakajima is to cue players familiar with the novels to fuse Pascal into Cerberus, recalling Nakajima's own personal Cerberus.

Mother: (Touya was so down before, but he seems so happy now...I'm glad that I decided to go adopt that dog.)
Pascal: Arf! Woof!
Series scenario writer Ryutaro Ito once mentioned in an interview that to him, the reason we never see the protagonist's father is because his parents are split up. Pascal thus fills an important emotional void for the player character. It's a little corny, but now knowing where Pascal's fate will take him, the image of the gnawed ball is enough to evoke a sentimental feeling. Unsurprisingly, one of the driving motivations for the player up until they choose a side is to find Pascal, whose whereabouts are still up in the air. And for some players, the fact that the protagonist's dog is also a demon and an enemy of god can be sufficient reason enough to side against Thor. Would you really side with someone who wants to wipe out all of the demons when that includes one of your close friends? The Japanese transcript of this interview originates from Daisan Hinanjo "Shelter No. 3" a Japanese Megaten fansite generally held to be reputable. This is the same source which transcribed the Mega CD script, and its namesake is the protagonist's home in Megami Tensei II.

Closing thoughts; it's unfortunately rare to have genuinely learned something from a video game, but I can say for certain that I would never have read Mishima's Sword if not for SMT, nor had my interest piqued beyond a surface level on Mishima. So if nothing else, the game got me to pick up a book. On the other hand I can't say that anyone's read A Brief History of Time because of this game, but perhaps that should be next on my list.

References
Mishima, Yukio. Confessions of a Mask. Trans. Meredith Weatherby. New York: New Directions, 1958. Web. 16 July 2014.
Ross, Christopher. Mishima's Sword: Travels in Search of a Samurai Legend. Cambridge: De Capo Press, 2006.

Friday, July 11, 2014

Kousojin Maria & Shin Megami Tensei NINE

It took more than a week in customs, but I'll count myself lucky she wasn't stuck there longer! My deluxe pack of Shin Megami Tensei NINE arrived late Thursday afternoon and I was ecstatic to find it still sealed, untouched since it first left the factory in December 2002. Although maybe that's just testifying to how hard the Xbox flopped in Japan...
Kousojin Maria appears!
This figure is pretty hard to find, as she only came with the DX edition of NINE and doesn't turn up very often on auctions. Searching for her figure in Japanese even leads to search corrections for Mara. There are apparently a lot of unsold copies left over in Japan selling for ~1000 yen, but on eBay DX NINE tends to run for $50 shipping inclusive. I deliberated a bit over whether or not to go ahead and get her, but I decided I probably wouldn't get this chance very often.

Face detail.
Figures are something of a minor hobby of mine, and I'm making an effort at establishing an object biography of each figure I collect. It's an art thing--something that enters my collection will someday be inherited, so I maintain information about the figures that helps with their upkeep, including material composition, place of origin, nature of transaction, price I bought it for and an identification number. Maria here traveled all the way from Toyama prefecture, measures 9.5cm and (near as I can tell) is made wholly of PVC plastic, although I don't have much to go on for production history. Many figures produced prior to 2007~08 were made entirely of PVC to reduce production costs, while following an industry shift it became standard to use supporting material like ABS to avoid defects and leaning in figures, but I suspect Maria is among the ranks of pure PVCs. Fortunately the climate in my area demands conditioning such that she'll practically be living in the Santa Maria delle Grazie, so there's little to no danger of leaning.

Foot detail, showing crack.
There are two minor imperfections in the figure I received, a crack in Maria's right foot, and a spot on the left side of her head where the paint is worn. As she's been suspended in plastic for twelve years, I suspect these are due to age. A transparent piece of plastic holds her halo aloft her head coverings, borrowing the Christian iconography of the holy family and giving the illusion of it hovering above her as a symbol of divinity; we are not meant to see it, but to deny the supporting piece and envision Maria's halo as floating. Having the opportunity to see it as a sculpture in the round, I think the hijab is the most interesting aspect of Kaneko's design, because it points to the acultural roots of the clothing prior to the emergence of the major branches of Abrahamic religion, and tears away at the preconceptions of her legend that have been built up over the years. The holy mother is such a common icon even outside of Christianity that seeing her in period-appropriate dress, rather than through Renaissance or Byzantine conventions, appears startling and artistically provocative.

Rotom (Takara Tomy, BW2 Series) for scale. Rotom is ~4 cm.
The golden chain in the figure is not glued to the statue, but her hands are shaped around it and the chain falls freely into its natural position. My comprehension of NINE is fragmentary, based on dialogue that I kinda-sorta understood, but using what I've seen as a starting point I believe the chain was chosen as a symbol of how Maria, being the directing force behind Idea Space, imprisons mankind within the limits of a virtual world and ushers in the Neo Messiah Project, a path to salvation through technology. Granted, Idea Space is not exactly Matrix-level stuff, but the real world in NINE barely exists. There is an inscription on the underside of Maria's stand which reads ©ATLUS 2002.

Of course, the figure is my focus but she's hardly all that came in the DX package. There was also a binder, keychain and ID card set themed after the in-game Central Bureau of Administrative Services. If I'm reading the box and manuals right the ID was once connected to an online portion run by Atlus similar to Square Enix's old PlayOnline service. The figure even came with a free video game!


Joking aside, it's one of my long-term goals to translate NINE, perhaps in another Let's Play for the far future, but that requires a Japanese Xbox to bypass the region locking. As far as I'm aware there's no issue with connecting an Xbox's AV cables to my Dazzle equipment, so recording should be a sane procedure. The game is not exactly a graphical powerhouse beyond its prerendered backgrounds and character customization options, and battles move at the same pace as an old core SMT, so the screenshot format I've been using would suit NINE just fine.

Fun fact: The boss races in NINE are extremely obscure, most fansites don't list them. I actually don't know if you can get them to display in-game or not, but Maria's race is given by a few limited sources as 高祖神 (Kousojin) "Founding Divinity." I presume this information comes from either the Perfect or Master Guides. Founding here means to found a religious sect, the deity around which the religion develops, and also corresponds on Maria being the pillar around which Idea Space is built. To fit with the conventions of SMT's English race names I would translate this as any of Hodegetria, Anointed or Apostolic; the first translation is borrowed from a common iconographic depiction of the real Virgin Mary as "showing the way" through Christ, as Maria analogously shows the way to the Millennium Kingdom through Idea Space. Anointed is a common term for those consecrated by oil to do God's will in Judeo-Christian tradition, and these days is often applied to Christ as the "anointed one," but the process of anointment was integral to many founding figures in Judeo-Christian tradition. Apostolic is a descriptor taken from the Apostles, Jesus' disciples who were instrumental in the spread of the early church teachings. In this case I chose the term because of its connotations with foundation of a church, describing Maria not as an apostle but as someone with qualities similar to one. By dropping the spiritual implications as a compromise the race name could also be simplified down to just Foundation.

I'm not exactly sure if English race names are capped at eight, nine or ten characters by this point, but Hodegetria is definitely my preferred translation given that Kousojin is currently Maria's exclusive race. On the other hand, if it were ever reused it would create problems to give it such a specific translation. She would probably be Godly/Shinrei (神霊) if she were ever reused though. For the curious, her in-game skills were Trinity (shared with Yaldabaoth, Raguel, Sariel and Morrigan), Divine Light (shared with Lucifer), Immaculate Glow (exclusive), Megido Fire, Water Wall and Bufudyne.

A note--my universal tag for Megaten figures of all kinds on both blogger and tumblr is #mgtn.

Thursday, July 10, 2014

Translation Talk and Aeon Genesis' Modifications to Shin Megami Tensei's Script

Apologies about not getting back to this blog sooner. Between CFPro and summer semester I've been swamped, and there's a book I need to finish reading for one of the upcoming chapters. In the meantime, there's a couple topics I'd like to bridge, centering around the general issue of translation.

Let me get this out of the way: I was wrong about several points, and owe an apology for my shortcomings. It's frustrating, because this stems from one root mistake that should have been spotted well before I made my current headway into the game. It's completely counter to the whole premise of TJB, and considering how far my mistakes appear to have carried, I think that my credibility has been blown a bit out of proportion. Any readers coming over having experience with Cardfight Pro are used to me never making mistakes. As a journalist, that's pretty much in my job description. Most incorrect information never makes it into the news cycle, having been rigorously tested and verified, but Juraku is where things run more lax and that's where the room for error arises. And in the process of this, people have trusted my words too much. The core issue is that the text for Aeon's translation patch features a number of insertions that I wasn't aware of, and I mistakenly (and unfairly) criticized Atlus for omitting these. I didn't catch this sooner because there isn't a comprehensive transcript of the Japanese game text for the SNES or iOS ports of Shin Megami Tensei which made comparing text directly much more difficult than just referring to the always well-documented AE script. Accounting for the AE script being the only one that's been relevant in the west for the past twelve years, I ended up walking headlong into my own mistake.

I admit I wasn't expecting--and was definitely unprepared for--translation to become such a domineering topic. In part I owe this to the fact that I simply hadn't reconciled how wildly different some parts of each script are to one another. Between the four translations of SMT we have right now, the core events that happen in-text are the same, but the detailed dialogue, the tone of the script, the ways that characters are presented and the implications created by the presentation are drastically different. But now that those differences are apparent, it raises concerns with regards to what Shin Megami Tensei even is. When I first put down the $5 to start this up and began taking screenshots, I wasn't planning on this being a translation-centric LP, and the first time that I felt it would be a helpful discussion was when I encountered the old man in Kichijoji. It was only during the retrospective point of going back to revise before publication that I realized how integral this would be. If I didn't comment on the translation differences, somebody else was going to eventually, and so I felt it was better to approach it as an actual feature of the LP rather than just ignore it.

In the aftermath of the translation debacles of the 1990s, there's a certain paranoia in the video game community over this topic. There is a fear that somehow, just by reading a text in our own language and not in a foreign tongue, we are being implicitly lied to; that an objective truth exists in foreign languages which is not retained within our own. This paranoia has been built up on by constructed scandals, by two decades of companies like 4Kids butchering anime for the western market, by Pokémon's infamous jelly doughnuts, by Sailor Moon's dub names, by airbrushing the blood out of imported products. In the video game industry Atlus' own Revelations: Persona has acquired a legend of its own as an example of how not to translate a video game, and Nintendo's history with moralized censorship of Final Fantasy, Pokémon and Earthbound has left a strong anti-censorship sentiment within the culture. The problem with that anti-censorship sentiment is that like any anti- movement, it advocates against rather than for a cause, and in the course of advocating against, it becomes easy to lose sight of the rationale behind it. If you're anti-censorship, what is your platform outside opposing censorship? It biases the dialogue towards creating an anti-censorship versus pro-translation discussion, whereby translation implicitly advocates censorship and thus the destruction of the text.

The anti-censorship sentiment is thus easily transformed into one of anti-translation. No official translation will satisfy the community at large; only fan translations, which have the ethos of the community members ("insiders") working on them, will abate the desire for a translated video game. Fan translations acquire credibility regardless of their accuracy. Years later now I recall discussion on Persona 3's GameFAQs board over the nature of Evokers, and comments about how in the then-untranslated FES remake the Evokers were said to be powered by feathers of Nyx. At that time no one thought FES would ever make it overseas, and statements of this kind acquired a certain gravitas because they came from a version of the game we did not have, they were in a foreign language and therefore promoted an understanding we did not get from our English translation. Innately, we felt that our knowledge of Persona 3 was inferior compared to that of the Japanese players with FES. And when that remake did finally get brought over to the western market, across the board I was hearing statements about how little it improved on P3, the shoddy story and poor voice acting (with Tara Platt's Mitsuru and her faux French being a favorite target.) From my perspective there's a certain irony in comparing this to the Cardfight!! Vanguard community that I normally work in, as there's a preoccupation with the "official" story over there to the point of questioning anything that doesn't come from the mouth of a stiffly-suited corporate exec with a nametag reading "MR. BUSHIROAD."

In both cases, the problem is complacency. Either a given community refuses to believe anything written by the official publishers and only adopts information coming from fellow fans, or they become so dependent on the corporate machine as to put blind faith in the work of individuals who are ultimately at the mercy of company policy. In the pursuit of an objectively true understanding of our media, we tend to gravitate towards different forms of rejecting alternate expressions of that truth. Being a blanket moderate won't necessarily help the situation, because to answer these problematic approaches to translation you have to make an informed understanding of the different sides. Keep in mind that it is still the complacency that is at fault, not the extremism of either side. We need to be willing to question the authority of both sides of translation, not accept each of them universally and without question.

Jumping from one can of worms into another, that brings us to the issue of SMT's translation. Some clarifications on my own background with the game; I originally played SMT1 around 2008~2009 using Aeon Genesis' fan translation patch. Around this time I also became familiar with Re-Miel's translation FAQ on GameFAQs, which was more or less contemporaneous to AE and involved a more literal approach but also contained a number of flaws and presumptions that I attribute to it describing what the author was reading rather than try to create a script for insertion into a video game ROM. I ended up reading SMT1 more times than I originally intended through following a series of Let's Plays of it, which gave me a lot of time to think on it and helped spark some of my interest in Japan as a real place instead of as the weird Neverland a lot of Americans make it out to be. I began studying Japanese on my own in 2010 and (after very limited progress) started formal classes in 2012 while working on my undergraduate Asian Studies degree, and for academic reasons stopped studying in the program after my fifth semester in late 2013~early 2014. I first attempted the game in Japanese from 2012~2013, eventually lost my save data during a computer move, and since that time have referred to Japanese playthroughs on NicoNico Douga and blogsites when reading it. If two and a half years sounds like a lot of preparation, it's really not. I'm convinced you need at least four years to be good at this. I would describe the process of learning Japanese as "perpetual exhaustion," a daily repetition act that takes twice as long to learn as any of the Romance languages, and the fact that you have ~2000 written characters to learn looming over you conditions you towards the idea that no, you'll never have 'mastery,' but you can see how far you'll make it. I basically persevered until I could reliably learn things on my own and then stopped signing up for classes, the academic equivalent to turtle-shelling.

Next, the history of the script. Shin Megami Tensei's script was first written in a combination of hiragana and katakana on the Super Nintendo in 1992, phonetic Japanese scripts representing "native" and "foreign" words which are usually used in combination with kanji. This may be attributed to the SNES' limited memory, as there are around two thousand commonly used kanji but just 48 hiragana and katakana characters. (For reference, most second graders can read all of the hiragana and katakana characters, but total kanji literacy is only obtained in high school or college.) The Mega CD remake from 1995 used a revised script which incorporated kanji, and this is an important distinction because in addition to their phonetic readings kanji have innate meanings that can influence how one understands the script. The most commonly known example among Megaten fans is the word "demon," which when rendered in kanji would normally be 悪魔  "evil demon/vice spirit" but which in the games is written 仲魔 "related demon/related spirit." The writers added another layer to it by making the phonetic reading of the kanji nakama "friend" instead of akuma "demon." In English we might try to approximate that meaning as a Familiar, or in AE's case a "minion," but most commonly demons are demons. This is an example of a single word having at least four simultaneous understandings, and one of the difficulties of kanji is that it's totally possible for a skilled Japanese writer to give every word that kind of weight, although that's rarely the case. (Taking an example from some of the material we've covered on TJB, in his career as a novelist Yukio Mishima made a hobby out of using archaic kanji in his novels that publishers would have to specially request types to be cast for, as they were no longer in popular circulation and so the kanji would have to be newly molded to print his books.) The Mega CD script had some influence over the 2001 PlayStation port of the first SMT, which also used kanji, but it's not clear if the script was lifted directly or if it was rewritten from the ground up from SNES to PSX. In 2004 the fan translation group Aeon Genesis translated the SNES game, their translation became widly circulated on the internet and eventually gained exposure through multiple Let's Plays and hostings of it on YouTube. Whether AE referred to, or had knowledge of the Mega CD script is unknown, but I'm writing under the assumption that they did not. The Mega CD script is available for reference here, but any differences between it and the Japanese SNES script are not documented. The final incarnation of Aeon's script was penned by the romhacker Orden, who did so primarily to fix a number of bugs endemic to the AE patch, but also updated the script to be in line with Atlus' official translations. This version of the patch is relatively recent, released September 30 2012, and I have never played it but have seen some of it secondhand from LPs.

One aspect of this discussion that can't be restated enough is that Aeon Genesis did not just translate SMT, the group also localized it. This is a touchy subject across the board because localization is the part of the translation process where modifications, cuts and additions to the new script become an established practice. An unlocalized translation is acceptable as long as it is understandable and relates directly to the text as it appeared in its original state, but a localized translation is the point where a text stops reading like a text and starts reading like a book. A translation is readable, but a localization is fluid and written as if written by a native speaker. In the process of their localization, AE inserted a number of modifications to the script, some of which have become so memorable in the west that they have outright obscured the meaning of their Japanese equivalents. Some of these were minor, like converting Jack Lantern into Jack o' Lantern or calling Tan-ki as Tangie (which I would call a mistake because these are completely different myths), and none of AE's modifications are as drastic as those of the contemporary group DeJap (the group primarily remembered for the line "I bet Arche fucks like a tiger" a very liberal and inaccurate translation inserted into their patch for Tales of Phantasia.) But it's a fact that some major lines by key characters in AE's translation have escaped criticism when those lines are not liberal translations, but outright insertions with no resemblance to anything in the Japanese script.

The implication of this is that the Shin Megami Tensei the English-speaking world appreciates so much has never existed except as created by Aeon Genesis translations. The version of the game where Gotou accuses Thorman of setting up a dictatorship, where every other word out of Chaos Hero's mouth is "damn" and "shit," and where the old man's throat gets ripped out by a Gaki in Kichijoji mall, never existed. It would be unfair to criticize Atlus' translation for not including these things because to do so would be to create a less accurate and/or embellished translation, when even the embellishments that could be said to improve the text are not their own. It is very tempting to say that it is wrong entirely to cling to AE's translations, but with it so heavily embedded in the culture of the fandom ten years after its release, there is a greater justification at hand; that because the community of discourse established around Shin Megami Tensei has never been reading it without these embellishments, that it does not really want for a version of the game without them. The AE script sticks with the community because the non-AE script was never important to it in the first place. As someone who uses and converts Japanese to English every day I cannot approve of how the script was modified, but as a critic I can absolutely back the supporters of AE's script because it is a part of our culture.

At the same time I can't go on calling it censorship when Atlus is simply not adding in things that weren't there to begin with. In terms of practical effect and not literal methods AE did to SMT what Ted Woolsey did to FF6, making it exciting where it was mundane, visceral where it was repetitive and readable where it was not. Nobody likes Cefca and everybody loves Kefka, because "Son of a submariner!" is much better writing than "Heeeee! Kussoo!" But like Woolsey, AE also lost sight of the form of direct one-to-one authorial intent that Atlus' translation tries to preserve, even though Atlus' translation is very wooden. People love to talk about video game translation like a criminal enterprise, treating the translators as always guilty either because they're too literal or not literal enough or using honorifics or changing Engrish into Frenglish, but it's more common to have several acceptable approaches than just one true path among a sea of wrong ones.

One aspect of this many-paths approach is in the visual nature of Japanese as an ideographic system. That is to say, where kanji is being used it is possible to understand the meaning of a text by scanning the kanji printed even where pronunciation is not well understood. Because of this, it is possible to preserve the overall meaning of a sentence made into English without a 1:1 translation, much to the chagrin of more literally-minded translators. It is acceptable to rephrase a Japanese translation, because ideally perfect translations read as if the original author were fluent in the new language. There's actually an excellent example within Atlus' own history of the same lines being rewritten entirely when conveying the same meaning. Devil Survivor and its 3DS remake Devil Survivor Overclocked have entirely divergent scripts with very little being preserved in the transition between them. While Overclocked was fully voice acted and some lines were presumably rewritten to accommodate that, the game doesn't make use of extensive animation so there's no actual mouth flaps to map the dialogue to. Most famously, the Demon Summoning Program's Hello World message "Peaceful days are over_ Let's Survive" was changed to "Peaceful days died_ Let's Survive" but there's more relevant comparisons to be made, like Naoya's introductory line.
俺は「神」が苦手でね。
Ore wa "kami" ga nigate de ne.
Literal: I'm no good with God.
DS: God's no friend of mine.
Overclocked: I follow no god.
Both are faithful translations which convey his standpoint in the storyline to the viewer, but I've personally favored the Devil Survivor line. The kanji involved are 苦 "feel bitter/scowl" and 手 "hand" the latter of which is used in most words involving action, doing or skill. Nigate expresses dislike and a weakness at something, it's used similarly to the English expression "bad at/with." Just as you can be bad with math, bad with women and bad with kids, so Naoya is bad with God.

What I'm getting at is that I'm not going to call Overclocked's translation a wrong one. Certainly I disagree with it and consider Atlus' first approach better, but this line is an accurate reflection of the source material. And that's essentially what good translation is, it reflects the original script the way that the moon reflects the sun. The light that results from that reflection is weaker and visually divergent, but it comprises the same seven colors and comes from one fundamental source. Is AE a good reflection? Not particularly, as in our analogy it would be a weaker one compared to Atlus', but even weak light can be appreciated all the same. The deeper question is if we can even approach it as the same text, which I would answer with an emphatic "Yes." It's a bad translation because it's a fundamentally incorrect one, but if you can accept and have fun with the embellishments, then it's fair to say that AE made the game a lot better than it ever was in Japanese. You just have to recognize that it has little bearing on what Shin Megami Tensei actually is. Atlus' translation, while seemingly unpolished in places as with the American soldiers and occasionally wooden dialogue, is much closer to the objective understanding of SMT's script that we are trying to approach in the first place. There are minor idiosyncrasies like Gotou addressing the party as しょくん Shokkun "my friends" getting dropped from the Atlus script and kept in AE, but as a whole the Atlus script is the more accurate and honest translation.

Sure, it would be convenient if Aeon's was the one more true to the spirit of the game, but that's just not reality. It leaves some lingering questions about the accuracy of SMTII as well; I'm not as familiar with the text of the second game as I am the first, but given the two year time gap between fan translation releases, had their policy shifted at all between games? Seeing how liberal this translation is caught me off guard in part because their releases of Clock Tower, Live-A-Live, Madou Monogatari, Super Robot Wars 3, and SRW Alpha Gaiden have very strong reputations. I'm vexed to have my respect for their translations challenged when SMT if..., a game after my own heart, is one of their projects so close to completion. How will it play into all this? Most of what I've been reflecting on is over a decade old. I have not yet amended my statements in previous chapters regarding the translation, as there's a lot of them and for the time being this post follows up directly from where my mistakes left off, but I do intend to go back and revise those writings. I realize that I've only just scraped the surface of the issues presented here, but I think we still don't have a full picture of how deeply these translation differences affect SMT as a whole, and by proxy the dialogue around it. What confounds me the most is whether or not the fan translators were wrong or not in writing the script as they did.

Wednesday, June 18, 2014

Megaten and Yukio Mishima: Let's Play Shin Megami Tensei iOS Part 2

While I was writing this chapter, Devil Summoner: Soul Hackers went on sale for fifteen dollars in the 3DS eShop, so of course having been planning to save up for it my immediate course of action was to grab the game as soon as possible (backing up my SD card and wiping it to make room...) Between obsessively going through fusions and messing around with the Nemechi function I stumbled across this little gem. One of the exclusive demons you can buy through Nemechi is a direct throwback to the Goblin I gushed over before, with a nearly-identical spell list. Tarukaja, Sukukaja, Makakaja and an upgrade in the buff dispelling Dekunda! Of course for irony, he's now weak to Expel. It's really neat to see the little guy live on as something more than a one-note demon, as Goblin hasn't had this specific buff-centric skillset since the original Shin Megami Tensei.

Getting back to what I was addressing last time, Pascal's secret purpose is at the Cathedral of Shadows. I'm not wholly certain if you're expected to just stumble onto this through natural gameplay or not, because this isn't actually hinted at in the slightest.

Pascal is recorded in the COMP as a very special type of demon, the sole member of the Dog race with undefined stats and skills. We can't summon him, but he is fuseable, and no matter what we fuse him with or whether it's a dyad or ternary fusion, the result is a level 43 Cerberus.

Cerberus is a rare exception to the law of subjugation because he's derived from Pascal. The trade-off to being able to use a level 43 demon at our level is that he can't be fused with anything and can't be deleted, so he takes up a valuable slot in our limited roster when he is with us. Of course, he also won't be sticking around for very long, though we can summon him at will for now. Cerberus' design is one of the earliest of Kaneko's iconic characters, recycled in tradition from the Megami Tensei games.

Cerberus is a St-based demon who's mainly around to use his Feral Bite, a costless Extra attack that deals amped up physical damage. He also has Samarecarm (revives one party member with full HP) which is a good use of his MP pool, and Fire Breath which is less useful for the same reason that we don't pump Champion's Ma stat.

The Mega CD and PC Engine releases changed Pascal's mechanics somewhat; what I've gathered from Japanese sites is that in the Mega CD SMT he initially makes a level 43 Cerberus identical to any other in all but name and sprite, but that when he rejoins you again later he'll be level 63 with a new sprite based on Megami Tensei II's Cerberus. His spell list is unchanged, but level 63 Pascal has greatly inflated stats far outstripping those of a regular Cerberus. He also has an additional property of gaining 1-2 extra attacks.

There's some interesting merchandise for the original Shin Megami Tensei floating around in Japan, and one of Pascal's forms got its own gashapon figure as the secret item in Kotobukiya's sixth SMT-based One Coin Figure collection, and the name "Great Pascal." This design comes from a set of concept artwork for his demonoid form that was ultimately not used in the SNES or Mega CD games but was implemented for the PC Engine.
PC Pascal also retains his unique Dog race and has stats balanced between his other versions, is level 65, and gets Fog Breath (halves enemy hit rate), Stun Bite (phys damage and paralysis) and Critical (inflicts heavy phys damage on one enemy.) Personally I prefer his Great Pascal design and moveset, the only thing amazing about Cerberus for his level is having mixed utility from Samaerecarm and heavy physical damage on the same demon. The fact that Samaerecarm is totally independent of Cerberus' Ma stat makes it a welcome addition compared to Stun Bite or Critical, either of which is redundant in the face of the other.

The Mega CD is responsible for a number of other revisions that carried over to PC Engine, including to this game's compendium with a lot of mid-level Law and high-level Chaos demons added, and I confess I'm uncertain how many of these iOS maintains. I do know that in the PSX release Cerberus doesn't have any of his unique sprites, and that in all versions of the game if you choose not to fuse Pascal he'll still become a demonoid on his own later in the game.

Fusing a demon with your dog seems like it would just be black humor, but Pascal is going to be quickly integrated into the story and his strong bond to his master is one of the recurring themes in the mainline Shin Megami Tensei games. It can seem like a cruel experiment to randomly throw your dog together with a demon, but this is also the only way that Pascal can really survive with or without you in a demon-infested world, and the fact that he can eventually choose to become a demon on his own if you don't fuse him suggests that this is his way of protecting his master.

To complement last time's Dancing Onmyouji video I should take this moment to point out that there are Great Pascal cosplayers on god's green Earth and I am caught halfway between enjoying the silly fun and being in abject terror of fursuits. I am grateful to see Great Pascal contemplating whether or not he'll be admitted into the dog park though.

After some deliberation I choose to fuse Pascal with Pixie to create Cerberus, reasoning that she's easy to rerecruit as necessary.


Voice: Please present your ID card.
>Touya used the ID card.
The ID card dropped by Amenojaku leads us to our next destination, the south entrance to the Echo Building.

Echo is still a relatively easy dungeon, comprised of five very short and compact floors, with an elevator that provides unrestricted access to each. Nothing save for the boss at the top is threatening enough for me to waste Magnetite summoning against, and the main demon we encounter here--the Dark-aligned and thus unrecruitable Gremlin--is even weak to gun damage, so between the protagonist's gun attacks and Champion's physicals there's very little need for Gentleman to waste his MP on the trash mobs.

Touya obtained Amethyst.
Worth noting, treasure boxes in SMTI work differently than they do in II and III. In this game, they just flat out give you a reward for opening them like any of the cardboard chests, and the distinction between them is that the treasure boxes contain gemstones. In SMTII, the treasure boxes will only give you their gems on the correct moon phase, and if you open them at any other time, the box yields nothing. In III/Nocturne, the treasure boxes have a % chance to give you their real item whether it's an incense, a gemstone or something else entirely, but if they don't give their item they yield a life stone instead. If you open a treasure box during a full moon in Nocturne, you're guaranteed to get that box's item, whereas the probability waxes and wanes according to the other phases with the new moon having a 0% chance and 7/8th phase having an 87.5% chance.

The Echo Building has Knocker, Zombie, Gremlin, Kobold and Andras in its encounter list, with Andras and Kobold being the only new things that we can recruit. I mistakenly thought that you needed a full moon in order to open treasure boxes for the right reward and ended up grinding double my previous Magnetite, although the XP scaling is such that we didn't gain many levels off of this.

Fallen Andras is a pretty good demon for his level, but he's lacking in focus because of how spread around his stats are. He comes with Agi, Pulinpa and Hapirma, so he would definitely benefit if those 3 points of St were invested in Ma instead, or In. The difference between Ma in In is that In affects the accuracy of status effects while Ma has more weight in magical damage calculation, so status-centric demons like Andras want high In, but those that have both offensive spells like Agi and statuses like Pulinpa can benefit from either stat. Andras also resists both Expel and Bind, and has no innate weaknesses, which is great. We're about to reach the point where I have to be choosy with what's actually in my party and only have three or so main demons due to Gentleman and Champion taking up space, and Andras is too much of a Mario to really make the cut right now.

Kobold meanwhile is a weird Super Weredog with mostly similar but inflated stats, with a similar buff-oriented set in the defensive Rakukaja and the evasive Sukukaja, but lacks Weredog's Extra skill. He's also weak to Force, magic and Almighty. Most resistances are shared between members of the same race, hence why Kobold's weaknesses are the same as Knocker's, but there are exceptions like Goblin only resisting Expel when Pixie resists both Expel and Bind despite them both being of the Fairy race.

I step out of the Echo Building to go fuse more at the Cathedral of Shadows, preparing one last demon for the upcoming boss fight. Like I said, Pixie was easy to rerecruit. One of the problems at the moment is that I've reached my stock's limit by carting around six demons at once, which for a fusion nut like me is a huge roadblock as I'm a fan of recruiting every possible demon and fusing all possible combinations as soon as they're available. The iOS port has a Demonic Compendium that also records demons that you've just met though, so you don't have to fuse every demon for completion.

Fusing Fairy Pixie and Jirae anything (but I choose Brownie) results in Brute Azumi, one of the best early game demons. Azumi has fantastic St for his level and is one of the first demons to really try and min-max its specialties, comes with the spells Zio and Media (party heal) and the Extra skill Water Wall. Zio isn't really important and Media is just a utility spell, but Water Wall is great for trivializing certain fights because it completely negates all Fire-elemental damage for several turns. With 10 Ag, Azumi is easily keeping up with the other party members in turn order, and has steady HP & MP for what it's trying to do. Azumi has no weaknesses and reflects Elec damage, making it great for the early game. Unfortunately, this is pretty much as good as Azumi ever gets across the games, as it's a rarely-used demon who's never even been in the Persona subseries and the Wall-type skills disappear from the franchise completely after Soul Hackers.

This is what my party setup looks like going into the fifth floor boss chamber. I owe an explanation here, as I haven't quite clarified how the whole row mechanic works in Shin Megami Tensei. Functionally, it's a less visual version of the Soul Hackers interface (more appropriately, the Saturn and PSX Devil Summoner games are SMT's direct successors) in that characters on the back row can't use the normal attack command or physical skills because they won't reach, but also can't be attacked by physicals until the character in front of them is dead. The hero is here to shoot things and provide support, Gentleman chucks around magic spells but doesn't have useful physicals, and Goblin is a pure buff character, so these three go in the back while our phys-heavy Azumi, Cerberus and Champion stand at the frontlines. It's a very efficient way of handling fights, but the system is so opaque that most people never mess around with it.

Yuriko's presence in this dungeon mirrors that of the hero's mother during the Echo Building vision sequence. Her views are diametrically opposed to the mother's, making good on the idea of Yuriko as the figurative Crone of the narrative, while Nadeshiko is the Maiden and the Mother is already named.

Summoner: My brethren! Come to this world, from the Expanse! Hrm!? You again?
>Run away?
>NO
Summoner: I cannot defile the chamber where my brethren will arrive. Let us take this outside! I won't allow you to escape this time! My plan will not be thwarted!
Again, the idea of a shrine as the boundary between the sacred and profane. Blood cannot be spilled within a purified Shinto construct. Confronting the Summoner is the first time we hear the theme of Chaos.

Douman is level 15 while the average level of our human characters is 10, has four times the HP of Orias as well as the multitarget Fire and Force spells Maragi and Mazan, and the party-wide Nerve damage + Bind ailment skill Shibaboo. This fight would be crushing at our level, but there are two factors in play that trivialize it. First is Cerberus, who is the "normal" answer to this puzzle. Cerberus vastly outlevels both us and Douman, and his Feral Bite will rip out a good sixth of Douman's hit points, allowing him to effectively solo Douman. The other factor is Azumi; Douman's AI is strongly biased towards casting Maragi for party-wide damage, and in my fight with him he cast Maragi every turn only for it to be negated by Azumi putting up Water Wall. The first Water Wall hadn't even worn off by the time the fight was over, so I got through this with no damage.

This is what Cerberus' damage output looked like after two Tarukajas. Feral Bite started out going for 84, then climbed up to 128, then 171. That's 75% of Douman's HP in three attacks. The rest of my gameplan was pretty simple. Azumi switched to physicals after putting up Water Wall, Champion followed suit, Touya used guns, Gentleman threw Zan and Goblin just buffed the party's attack with Tarukaja so Cerberus would end this faster. Douman drops  ¥720 and 300 MAG on defeat.

>Touya obtained Kikyo Amulet.
Cerberus: Grrrrrr...
The music used for terminal rooms carries the same core melody used in Shin Megami Tensei IV.

>He abruptly disappears...
This is the Echo Building COMP terminal. If you wish to use it, access it now.
And there goes our dog. From the terminals we can save, teleport to another linked terminal, or leave. We have no more business in Kichijoji, so it's off to the Research Lab terminal.

Very well. Teleporting to the Research Lab terminal.
The Research Lab is functionally like an extension of the Echo Building dungeon, with only two or so new encounters added to its list. The dungeon is a downward climb through two floors to get to the new district of Tokyo, with some optional exposition nestled into different rooms. Note that since Cerberus left, Gentleman is automatically forced to the front. We'd need to summon another demon and swap its position in the formation to give Gentleman protection if that were really necessary.

Researcher: There was a secret...project about computer communications...taking place here...We were developing...a Terminal system. Two or three days ago...demons attacked. Everyone was killed...or made into zombies...You should...hurry and...get out of here...
This conversation is pretty exemplary of the differences even small translations can make. Aeon Genesis' translation ends the conversation with "...Hurry... ...Get out of here..." which gave the impression that the researcher, having been turned into a zombie, was losing control of himself and wanted the protagonist to leave before he would get hurt or eaten. The way that Atlus phrases it is more conversational, and it's debatable which approach is the original intention. The Japanese script reads「…はやく ここから……にげろ…」"...Hurry from this place......run..."

Orc: Your human disguise is top-notch...Hm? Wait, you really ARE human!
Orcs are part of the Dark-Law aligned Jaki race and so can't be recruited. They're weak to Gun and Elec damage, so Touya rips them apart easily, and the random encounter version can sometimes drop the Sanjiegun sword, which would otherwise run us ¥20,000 in a store.

Man in Wheelchair: This is the research lab where the Terminal system was under development. But it wasn't immune to Gotou's influence...By the way...have you found the Demon Summoning Program useful so far?
>YES
Are you satisfied with the number of demons you can recruit?
>NO
This has been a huge problem for me, actually. We can only store six demons at a time, but there are currently nine usable demons available to me, and I'm a huge fan of recruiting and fusing everything I can. Need to fill up that Compendium somehow. There are approximately ~269 demons in the game and I've only filled about 10% of the Compendium/"Dictionary", even though it counts both seen and fused demons.

Man in Wheelchair: In that case, I'll up your computer's memory.
.........
There, all done. You can store two more demons now. That should let you put the Demon Summoning Program to even better use now.
The Sendagaya-Shinjuku area that the lab is located in is about two and half hours away on foot from Kichijoji, so the terminal system is bridging an enormous distance with its instantaneous transport. This section of the game can feel somewhat overwhelmingly open, but in reality it's just a bigger box than Kichijoji, with the Shinjuku mall just a ways north.

In this shot the mall is to the south, but we want to see what's playing on the jumbotron before proceeding.

Gotou: This civilization is rotten to its core. Our society is built on exploitation of Gaea, the earth. As prejudice, poverty, and war engulf the world, we have awakened ancient demons. This was done in order to prepare for the true crisis.
Much as Stephen is derived from the physicist Stephen Hawking, Gotou's likeness is based on that of Yukio Mishima, a famed 20th century author who advocated for traditional Japanese values, a revival of imperial nationalism and the divinity of the emperor. Despite these views, he was not a militarist and regarded the emperor as a symbolic construct of Japanese sovereignty rather than as the human individual occupying the throne. Born into a samurai family, his career as a novelist came first and he became famous for broaching the topic of homosexuality in the early postwar years, while his later venture into politics was influenced by the turbulent relationship between Japan and the United States. Mishima was both an accomplished author and politically on the right, and is remembered as an ambiguous figure in Japanese history. He was a scholar and playwright, but devoted an inordinate amount of time to body building and doing military exercises with his civilian militia the Shield Society, alongside the Japanese Self Defense Force. Mishima is mostly known these days for the 1970 Mishima incident (三島事件 Mishima jiken, sometimes called the "Mishima plot" or "Mishima affair") his failed coup d'état at Camp Ichigaya near Shinjuku, where he attempted to stage a revolution through the JSDF to reinstate the emperor's powers and thereafter committed ritual suicide when it failed.

Gotou: We have drawn on the power of the ancient gods to fight this horrific conspiracy. Our aim is for gods and mankind to coexist and create a utopia!
>The speech goes on...
Gotou's speech has thematic similarities to the final address Mishima gave during the incident, criticizing the moral character of the nation and dealing with the underlying threat of the west corrupting the national spirit. Mishima's argument was against materialism and greed, as he was addressing high-growth era Japan's abundant economy, while Gotou's is written to be more about general ignorance towards environmentalism and humanitarian needs, which is appropriate for the early 1990's. If Mishima's views sound too outlandish to be real, keep in mind that there is a long rhetoric of anti-westernization spanning more than a hundred years in Japan, and a wealth of literature to draw from on the idea that westerners are trampling over the country through unequal treaties and biased economic policies that have been replicated repeatedly from the first invasion by Commodore Perry all the way through the Allied occupation of Japan. This goes hand in hand with the idea of Christianity as a religious invasion of the country, discussed in the previous chapter. As early as the 1890's one of the great fears of government leaders was "the notion that outsiders from across the seas would poison the souls of Japanese people, convert them perhaps to Christianity, and demolish their true identity." (Gordon 110) The motivating fear throughout the empire-building of the Russo-Japanese and Sino-Japanese wars was that mainland Japan would be colonized by the west as China had been before her. That fear persevered long after it was no longer a practical reality, until by the close of the Pacific War in 1945 the prospect of an international occupation of Japan was treated by the Emperor Shōwa as "endur[ing] the unendurable." (Gordon 225) Closer to the present day, fears of western imperialism materialized during the postwar occupation of the 1940's and early 50's, most prominently in the American-authored constitution of Japan, and in the Anpo security treaty that guarantees the United States the right to maintain military bases in Japanese waters (as well as a certain degree of extraterritoriality extending to the bases) with no such provision for Japan in turn. I'll get to this in more specific detail further down, it's taking up a lot of space, but suffice to say the Anpo was a major factor in Mishima's turn to right wing politics.

Gotou's mannerisms are also directly based on Mishima's--compare this photograph from the day of the incident to Gotou's sprite above. It's clear that Gotou is intended to be a version of Mishima that succeeded in inspiring the SDF to rebel, but he's also the embodiment of the self-centric ideals espoused by Nakae Choumin's Champion of the East. One thing that should be considered is the presentation of Gotou's speech. While the key points are mostly the same, Aeon Genesis' translation is severely longer and more specific in outlining Gotou's nationalist views;
"I am Gotou, commander of the armed forces, and leader of the country in this time of martial law! Civilization as we know it has rotted to its very core! This is because its very roots are founded in the exploitation and abuse of this great planet, Gaia! Meanwhile, the hatred and mistreatment brewing between fellow humans eats away at our own existence like a cancer! In such a world so filled with prejudice, poverty, and war, we need help, and so we have awakened the ancient gods known as "demons" to aid us! We have done so to help prepare ourselves for the true danger, a heinous scheme being plotted behind the scenes: the Japan Obliteration Project! There are those who plan to destroy our country in order to lay the foundations... for a new, totalitarian regime that will enslave humanity under the iron fist of a cruel dictator! In order to stop this mad conspiracy, the gods of old have lent their power to us! When it has been broken, they shall help us establish a new Utopia, where humanity and demonkind shall live side by side in happiness!"
This version of Gotou's manifesto is about twice as long as the iOS translation, and it bridges his points about the problem of human infighting, his reverence for the demons-as-old-gods, and the Japan Annihilation Project, which comes out with no introduction in Atlus' script. The allusion to Gotou's opposition as wanting to create a dictatorship is also absent, which diminishes the impact of the opposition between the Law and Chaos factions as well as the potential dangers of each. Aeon's script isn't entirely innocent either, as the dictatorship line wasn't in the Japanese script. Having read the Japanese script, I can say that Aeon Genesis' translation is more faithful to the content and style of Gotou's speech, but Atlus' translation preserves the brevity of the original. In Japanese Gotou has an authoritative but minimalist manner of speech, making very short and to-the-point sentences that invoke huge sweeping concepts like discrimination and poverty. "Obliteration" is also more appropriate than "Annihilation" for translating まっさつ Massatsu which is synonymous to erasing or denying something--here taken to mean not just the physical destruction of Japan, but its cultural erasure as well, destroying the ideas as well as the place.

Gotou, from Kaneko Works Vol. III
I started Mishima's final completed works, the Sea of Fertility tetralogy, but am still in progress on Spring Snow and have it on hold while I work through Death in Midsummer. At least in translation his fiction is very flowery, and each paragraph is like a journey trying to get around to the point of what's going on. He's not worse than Paulo Friere, but Friere was writing about an objective reality and not trying to cultivate prose. Mishima is intensely visual, lacks brevity, and I admire his idealism more than is healthy. He's not a bad writer, but I would never read his books for the pleasure of it.

The Shinjuku section of Shin Megami Tensei is about confrontations with idealists of Gotou's type, and it's where we have our first meetings with the respective alignment representatives. The underground mall features the first Law and Chaos healing houses, as well as the armies of both alignments debating their dilemma for the player, and a profession of faith is necessary to move the storyline along.

I meet this little guy in the entrance to Shinjuku mall. Pyro Jack was called Jack O' Lantern in Aeon Genesis' translation, but his original name in Japanese is ジャックランタン Jakkurantan "Jack Lantern" which is a more direct counterpart to "Jack Frost." It's my view that ditching both translations for the direct Jack Lantern would be better, because it's supposed to be a play on words that complements Jack Frost before anything else, but the Pyro Jack and Jack O' Lantern translations both make for a more readable and fluid script. In another life I hope to be a worker for Atlus who spreads the great gospel of Jack Lantern and Soul Hackers Odin.

Statistically Pyro Jack is the magic version of Azumi and that makes him wonderful. He comes with Agi, Maragi and Agilao, so he has both levels of Fire damage (remember that if... invented third level magic!) and multitarget damage as well, but he's somewhat overspecialized due to how easy it is to block or resist Fire damage in this game. Pyro Jack is weak to Ice and absorbs Fire.

Gaean Priest: You who bring Chaos to the world...What brings you to the Gaean Ashram?
>Explanation
Did you come to learn more about the Gaea Shrine? This is a place which those who value their freedom can use as they please. Lawfully-inclined dupes, however, must pay a tithe of ¥1000 in order to use it.
Let chaos take this world...
And this is where I realized my mistake. In the Aeon Genesis translation you had the Church of Mesia, the Temple of Gaia and the Kaifuku, so I presumed that Atlus would reuse the Church and Temple names and use Ashram exclusively for the Neutral healing house. Instead every location is called an Ashram, although the terms Shrine and Church do come up if you ask for them to explain their position. Aeon handled the priest's dialogue as being less apocalyptic and erring more on the side of the inevitable, wording his introduction as "That which has life will eventually die. That which has form will eventually crumble." Atlus' translation instead sounds as if the Gaean religion were about choosing to destroy the world, instead of accepting the destruction as natural. I can't argue in favor of either one from an accuracy standpoint without the Japanese script in front of me, but I can say that the wider distribution and reception of Aeon's script has probably influenced a lot of players to have a more positive view of the Gaeans than those whose first experience with the game is in the iOS port.

Gaea itself takes influences from a lot of different places, and this is where I'm once again disappointed with the backgrounds of the Game Boy Advance/iOS ports, because it makes it difficult to highlight specific detail. The statues flanking the shrine seem to draw from the extensive Buddhist sculptures developed in medieval Japan, and in particular were probably influenced by the well-known paired Niō statues at the gates of Tōdaiji temple in Nara, established 1203 CE. (Mason 187) Having superficial similarities to the raging Myō-ō statues, the Niō are protective guardians of the historical Buddha and colossal statues of them are frequently set up outside of temples. It's difficult to see in the iOS release, but in the SNES release you can make out the details of ogre-like faces on the Gaean statues, suggesting an imitation of the exaggerated rage of the guardians. So for the purposes of a small shrine within a mall, the statues instead guard the interior rather than the exterior.

The star banners are a common symbol of witchcraft and pagan belief, and they're used a couple times in II, if... and Nocturne in connection with traditional demon-summoning rituals. The statue at the back of the shrine is harder to place, but I'd suggest the numerous examples of Bodhisattva statues used to inspire ascetics towards enlightenment as a starting point. The style of wooden lotus lantern lining the shrine is likewise imagery borrowed from Buddhist temples (寺 tera as opposed to a Shinto shrine 神社 jinja) and the heavy borrowing from Buddhism is interesting because the Gaean religion has a clear Shinto slant with an emphasis on the living nature of the Earth and the lack of an afterlife. Like the native syncretic beliefs practiced in Japan since c. 600 CE, the Gaean religion is a combination of spiritual thoughts aggregated from different sources, drawing from Shinto, Buddhism, Luciferianism and imported demonology.

The Gaean religion was referred to in English as the Cult of Gaea for a long time, mainly due to the influence of Aeon's multiple translations and Aeria Games' exporting of the official MMORPG Shin Megami Tensei: IMAGINE, but the Japanese term is ガイア教団 Gaia Kyoudan "Gaia Religious Organization." As of Shin Megami Tensei IV they're called the Ring of Gaea in English, but still referred to as Gaia Kyoudan in Japanese, so the name for them has only changed for overseas players. They are supposed to be distinct from the Messiah group however, which is called the メシア教会 Meshia Kyoukai "Mesia Church."

Related to its influences, the PC Engine port of Shin Megami Tensei introduces among its new demons the Shinto goddess Amaterasu, tied with Yama, Abaddon and Fafnir for the thirteenth highest level Chaos demon. That should give you a good view of where the Ring of Gaea is spiritually.

Note that Gentleman has to pay double the healing cost of anyone else here, and the opposite holds true for Champion. The protagonist's prices instead fluctuate based on his current alignment.
Messian Pastor: What business do you have with the Messian Church?
>Explanation
Welcome to the Messian church, the abode of God. This facility is used by all those who place their faith in God. Though we still accept ¥100 donations from those more chaotically aligned.
May God remain at your side...
One notable difference in translations is that in Aeon's script, the Pastor says that "If you give thanks to God in the form of money, I have holy artifacts available for you." Contrast the more frank Gaean Priest who says,"Give us money, and we'll share our artifacts with you." This is emulating the mutual value placed by both Christianity and Buddhism on sacred relics and remains, and the medieval practice in the Catholic faith of selling indulgences to commute punishment for sins. Both religions have based entire economic systems on pilgrimages from site to site, wherein an influx of pilgrims creates prosperity for the area surrounding a reliquary through the both the pilgrims' natural needs for housing and food, and through their generous donations to the religious sites. The abuses of indulgences and the cult of saints surrounding this money-for-soul economy were cause for objection by religious reformers like Martin Luther, who criticized the Catholic authorities for essentially selling salvation to the public. Indulgences themselves could only absolve one of temporal punishment for sins (and of time in purgatory) while confession and forgiveness were still requisite, but the heart of the issue is that money should not be changing hands at all where salvation or enlightenment are concerned, because money is itself a means of cultivating greed (and therefore sin or the loss of enlightenment) in its receiver.

This comes off as an internal criticism of both the Order of the Messiah and the Ring of Gaea, as their theoretical religious charities are in practice just another type of shop. The preoccupation of Shin Megami Tensei with religious groups reflects the general popularity of new religions in Japan throughout recent history. The first wave of these came in the 1870s as a challenge to the Meiji government, with multiple religions starting up by way of a maiden-prophet being possessed of divine inspiration and dictating a new sacred scripture. (Gordon 86) One common element among them was the 世直し yonaoshi "world rectification" through which all wealth would be equalized, eliminating the severe class inequalities in early modern Japan. This gave the early religions a strong communist slant that put them in opposition to the developing capitalist economy, and sometimes lead to attempts at violent uprising. Much of their support came from former samurai and peasant farmers. In the 1930s these new religions instead emerged out of mainstream Shinto sects and went on to claim several million adherents, with their prophets and maidens claiming to be living gods. (Gordon 159) These religions were popular because they provided concrete solutions to the economic and personal hardships of individuals living through the trauma of an industrialized society. They provided a sense of community not found in traditional Buddhism or state-sponsored Shinto.

Following a period of oppression during World War II, in the postwar period the new religious movements resurged with support from those who had been left behind in the race for middle class affluence. The Sōkka Gakkai ("Value Creation Society") drew its roots back to the '30s and had seven million adherents by the late 60s. (Gordon 258) Unlike most of the '30s religions, the SG were a Buddhist offshoot known for their aggressive proselytizing and "pray now, believe later" policy. Adherents could test drive the religion by praying in a skeptical spirit, then after their prayers were answered, begin believing in it. SMT's discussion of new religions proved timely, as just three years after Shin Megami Tensei and a year after Shin Megami Tensei II, the March 20th sarin gas attacks were instigated by the Aum Shinrikyō cult, a new religion today known as Aleph. Originally formed in 1987 by the blind Yoga practitioner Asahara Shōko, the Aum Shinrikyō were believed to constitute around fifty thousand members by 1995, and sought to hasten the end of the world by releasing nerve gas into the Tokyo subways. (Gordon 316) The police suggested that their end goal was to install Asahara as the new emperor of Japan to prepare for the end of the world in 1997. The apocalypse cult's beliefs were a hybrid of Christian teachings, Nostradamian prophecy-fulfillment and Yoga practice. Nearly fifty-five hundred passengers were injured in the gas attacks, while twelve were killed. Knowing that these acts of terror were possible, SMT's critical position on new religions and the amount of sway they hold with people appears precognizant; that we ought to safeguard ourselves from being swayed so easily by the lure of an apocalypse.

>NO
Woman: Oh, my, that's not good. Join our Messian Faith and let us pray to God together. If we would all pray to God, He will surely save us...He will send a Messiah to help us.
Well, specifically I don't believe in the god she's presuming of. The main division between the Messian cult and most of Japan's new religions is that the Messians aren't founder-centric and they believe that the Messiah is yet to come rather than already here.

Man: ...is Lucifer. The angel who was once the most beautiful in Heaven. Lucifer descended to the earth to grant wisdom to mankind. In doing so, he incurred God's wrath. But even after that, he fights against God. Now is the time that we must praise and worship Lucifer...
This is why I attribute the Ring of Gaea as practicing Luciferianism rather than Satanism. They have a Promethean view of Lucifer as a bringer of fire and morning star opposing a corrupt deity, rather than advocating for the self as god. Aeon's translation also makes mention of Lucifer's courage and that God transformed him into a demon, and the Gaean worshiper attaches the Lord title to him to express his respect.

Yuriko is waiting here outside of one of Shinjuku's three bars, specifically the Neutral bar. In Aeon's translation she has a separate line offering to have coffee with her. Just as there's an Ashram for each alignment, there's also a bar for each alignment, with their respective adherents decrying the opposition in each. This point is untested, but I suspect that like with the Ashrams, using a particular bar will cause your alignment to gradually sway towards that bar's alignment. Note that once we speak to the bartender, she's no longer here.

Bartender: Do you have the Demon Summoning Program?
>YES
Do you think it's okay to let demons kill as they please?
>NO
Do you think it's wrong to bring about peace through overwhelming force?
>YES
I have something for you. Take this. It should help you find the one you're looking for.
>Touya obtained the Matchbook.
This sequence is paralleled in SMTIV, where Flynn needs a similar Matchbook to enter Cafe Florida, which likewise served as the Neutral headquarters in that game. The only thing really disagreeable about this sequence is that you're required to respond from a Neutral prospective to proceed, but it doesn't make much sense from a storyline perspective that you proceed without such an alignment. Unlike later games, the first SMT essentially presumes that you'll start out from a Neutral perspective and then be seriously swayed by one of the alignments.

American Soldier: Our forces have taken steps to prevent that.
The Law bar is also an American one, and the presence of American soldiers in Shinjuku invokes a particular anxiety of the Japanese political scene. The use of the US military is a kind of timestamp for Japanese media analogous to the animosity overseas to Japanese car manufacturers post-World War II, as anywhere from 1945 onward the United States is a handy stock image of invasion and loss of cultural identity, as well as of subjugation at the hands of outsiders. A lot of this is centered around the initial outcry and public demonstrations against the SCAP from '45~52, and politically in the history of unequal treaties that dispelled Japan's tariff autonomy from 1858 to 1895, but because the presence of US military bases has continued to the present and has been contemporaneous with Ryukyuan independence movements, there's an enduring recognition of the Americans as criminals and violent outsiders throughout the 70's and especially the 90's. Shin Megami Tensei was released in 1992, three years after the death of the Shōwa Emperor, and the crime rate surrounding American bases in Futenma, Sasebo, Iwakuni and Yokota was as well known then as it is today.

American Soldier: He took action because he couldn't allow the confusion in Tokyo to continue any longer. His actions are well-intentioned and the right thing to do.
Okinawa in particular is a hotbed for dialogue on the stationing of American troops; between 1972 and 2009 a sum 5,634 criminal offences took place at the hands of US servicemen involved with Futenma base, including 25 murders, 358 burglaries, 127 rapes, 306 assaults and 2,829 thefts. (Hearst) This topic proved timely for SMT, as just three years after the game's release the infamous '95 rape incident rekindled Japanese fears about American troops. (And yes, this was contemporaneous to the sarin gas attacks discussed above; it's called the "Lost Decade" for more than economic reasons.) A 12-year old girl was repeatedly beaten and raped by three American soldiers off-base, but instead of being turned over to the Japanese authorities they were initially taken into protective custody by the Americans. (Gordon 333-334) Animosity towards the soldiers quickly intensified, with false rumors circulating that they were able to roam the base freely and were--in an image painted by some clear stereotypes of the time--seen eating hamburgers. (Watanabe) More than eighty thousand Japanese demonstrated against the American bases in wake of the rape, and while western sources are fond of remarking on how the soldiers would have had harsher sentences in a military or American court, the Japanese courts finally being able to try, sentence and punish American soldiers for crimes committed on Japanese soil represented a major victory for Japan. More than just punishing the criminals, what mattered was also that Japan was able to threaten the soldiers with being tried on their own terms (in the minds of the soldiers, they could be tried in a more "primitive" court) acting as a deterrent against future crimes, and establishing Japanese sovereignty.

To those directly affected by the recklessness of American soldiers, the bases are like a protection racket run by the US military and complacently agreed to by the Japanese government, sacrificing the people (chiefly the Okinawans, who have been on historically ambiguous terms with the Japanese mainland) for the "greater good" of keeping China at bay--of course, the US has never directly come to Japan's defense in open war, so the basis of this whole agreement is dubious given that it's amounted to saber-rattling.
1872 woodprint, “Joshu Tomioka Silk Mill” from hana-b.jp
The contemporary anxiety of sacrificing the people to foreigners evokes the original rumors surrounding the silk mills of the 1870s. Early Japanese modernizers and would-be robber-barons faced resistance from the public because of a story circulating that the Europeans the national government was housing were cannibals. The red wine and the lard that the French cooked with were thought to be human blood and fat by the country people, and when the national government sent out calls for young girls between fifteen and twenty-five, it was suspected that instead of sending their daughters off to learn industrial silk reeling, the Japanese people were actually sending them to become supplies of blood and fat for the Europeans living at Tomioka. (Tsurumi 27) The rhetoric of sacrifice for the country and imagery of sending one's daughters off on long journeys conjured up comparisons to other kinds of sacrifice, like the commonplace practice of impoverished families sending their daughters to faraway prefectures to become prostitutes. The widely-believed rumors of cannibalistic Europeans being housed and offered human sacrifices by the government also fell into the trappings of premodern mythology, with the Europeans being analogous to the eight-headed serpent Yamata no Orochi who plagued Izumo province, and was offered young women as sacrifices to appease his appetite. Unlike in the Orochi story, this time there was no Susanoo to come save the day. Fittingly for the topic of Shin Megami Tensei, the sericultural myth proved to be an apropos metaphor for what the Japanese government was willing to do to its people in the name of modernization. Thus the narrative of foreign occupation runs deep in Japanese history, replicated repeatedly much as the core narratives of world mythologies echo one another across time.

Along with Pyro Jack, this is the first area we can recruit Jack Frost proper. He's even better with Ma than Pyro is, and has the Ice version of his spell list; Bufu, Bufula and Mabufu. For added dualism, he's weak to Fire but absorbs Ice.

American Soldier: I would listen to anything he has to say to me.
In Aeon Genesis' translation the American soldiers spoke in broken English (or rather by translation
convention, Japanese.) This line for example was, "Ambassador Thorman great man! I do anything he say!" while one of the other soldiers said "Our American Ambassador Mr. Thorman saw disorder in Tokyo, he stand up to it. He is true justice!" The American soldiers were like cavemen in Aeon's script. This is a somewhat accurate localization; in the original script they spoke in a combination of kanji and katakana, reflecting their heavy accent and the typical flat affect that accompanies speaking a language you've just learned, and occasionally they dropped particles and polite terms which left the sentences semi-grammatically incorrect. For comparison, in the Japanese script of the PSX release this soldier says 「トールマン大使素晴ラシイヒトデース彼ノ言ウコトナンデモ聞キマース」TOORUMAN-taishi subaRASHII HITO DESU kare NO iUKOTO NANDEMO kiKIMAASU  "Ambassador Thorman is great person I listen to anything he say." The grammar is mostly correct but he forgets to use the topic marker wa after "Ambassador Thorman" even though he does use desu (equivalent to "is.") An alternative approach would be to render the words written in katakana in all capitals in the translation to English, and the words in kanji with regular case rules, or to screw around with punctuation.

Whether or not Atlus was right to not preserve the speech patterns (with the alternative not necessarily being AE's version, as there are many ways to render the Americans' dialogue) in translation is debatable. I would say that it was definitely authorial intent to present an offensive stereotype of American soldiers; but was it authorial intent to present that stereotype to non-Japanese readers? The stereotype is a tool intended to evoke the general anxiety surrounding foreigners, but if that anxiety can't be cultivated in an international audience, the tool falls flat and loses its narrative purpose. I'm in favor of the caveman soldiers, but it's true that if the cavemen just look like they're making fun of those silly jingoist Americans instead of being a legitimate threat to the safety of the protagonists' world, there's little reason for them to be in the game as-is. Is it the position of the translator to decide that? Both no and yes are correct answers.

Views on the SDF in Japan are somewhat negative. Civilian jobs are seen as much more prestigious, while the role of the Defense Force errs mostly to the side of disaster relief in the public mindset. Gotou's power grab is against the antimilitarist values of the general public.

SDF Officer: He's in a building northwest of Shinjuku.
A little more color to Gotou's character. He's willing to give authority to a young bully like Ozawa, ostensibly because Ozawa has the innate power to command regardless of his moral compass. Thus despite protecting native Japanese interests against Thorman's forces and trying to defend the country from annihilation, Gotou's faction enables wanton strength without reason.

At the disco...
Suited Man: ...We might be able to fit two or three more people in here, though.
We can't enter the disco while the party is four or greater, so we have to send back our demons to enter. As a trade-off, there are no encounters inside of the disco.

J.B.: More specifically, for Nadeshiko. But he doesn't know what she looks like, so he's capturing all girls with her name.
The Matchbook is our ticket to Nadeshiko's home base, and this establishes that Ozawa is a mutual enemy for each of the main characters; a bully to Champion, kidnapper of Gentleman's girlfriend and the antagonist to the protagonist's partner.

And this is all you really need to know about the Japanese views of the United States.

This man is missing a line; in AE he says "They might try to invade or conquer the country, or even drop nuclear bombs on it!"

American Soldier: Ambassador Thorman said that he would order missiles to be launched at Tokyo. That's why I ran away.
Embedded here in the bottom floor of the disco is a lone deserter, who casts a shadow over Thorman's faction. The Law and Chaos factions each have their own shortcomings, but where the Chaos faction is out in the open and uncompensating for its faults, the forces of Law hide their less than desirable traits and favor deception over honesty. Compare his line in AE; "If coup d'etat succeeds, and demons gain power in Tokyo, ambassador Thorman says he will drop nuclear missiles on Tokyo! I go awol when I heard that. That is too far!"

Dryad took forever to recruit. She gets Media and Marin Karin (inflicts Charm, works on virtually everything) and the Extra skill Joy Song, which inflicts happy on the entire enemy party. Dryad has no weaknesses and resist Expel. Overall she's good in boss fights and more technical battles, but I'd prefer to have a more straightforward demon like Azumi or Jack Frost to make an easily programmable strategy for recycling through the game's Autobattle feature.

Goblin's time in the spotlight is sadly limited and it would be better to choose either Jack Frost or Pyro Jack for the time being rather than try to run them both. Having two Fairy order demons available, I have the option to fuse some combination of Goblin, Jack Frost and/or Pyro Jack together at the local Cathedral of Shadows to create Element Aeros. He has Mazan and Bufula which is absolutely fantastic for his high In and Ma, and he also gets Hapirma. No weaknesses, resists Expel and Bind, and comes with all the benefits of an Element race demon being able to rank up and down other demons. The total number of fusions we can make at this point are impressive, so I've cut it down to the relevant ones;
Dyad fusions
Lv6 Fairy Goblin/Lv9 Fairy Pyro Jack/Lv8 Fairy Jack Frost x Lv10 Brute Azumi = Lv15 Yoma Kimnari
Lv6 Fairy Goblin x Lv8 Fallen Andras = 14 Divine Angel
Lv6 Fairy Goblin x /Lv8 Fairy Jack Frost/Lv9 Fairy Pyro Jack/Lv12 Fairy Dryad = Lv11 Element Aeros
Lv6 Jirae Kobold x Lv8 Element Erthys= Lv16 Jirae Tsuchigumo
Lv6 Jirae Kobold x Lv12 Fairy Dryad = Lv13 Brute Bogle
Lv8 Element Erthys x Lv10 Brute Azumi = Lv13 Brute Bogle
Lv10 Brute Azumi x Lv8 Fallen Andras = Lv17 Ghost Ghoul
Ternary fusions
Azumi x Dryad x Pyro Jack = Lv28 Megami Kushinada
Azumi x Dryad x Andras= Lv24 Night Nightmare
Everything else is either too high level, too low level, or easily recruitable. Andras and Erthys will roll over into the level 66 Fallen Flauros. My current level ceiling is 13, so Bogle (a mostly-phys demon with weird stat distributions that let it do status healing and second level Elec magic) is the most immediately accessible fusions, and will complement well with Angel (the same but with Light instant kill magic and Media) but we can recruit her as a rare encounter from an upcoming dungeon. Kimnari has second level Fire and Ice spells coupled with somewhat underwhelming (overly spread out) stats, while Tsuchigumo has amazing St but awful Ma despite having Shibaboo and Angel's Hama, and Tsuchi has the typical Jirae resistances that pushed Knocker and Brownie down a peg. I won't be fusing Tsuchigumo, but Ghoul is more alluring despite lacking good skills. Ghoul would open up the possibility of fusing into Dark demons, as Ghoul himself is Dark-Chaos, and because Dark demons are unrecruitable, fusion is the only means of getting them into your party. Fusing them is difficult work; if the fusion is incompatible it will result in either nothing or the Dark demon reverting to a Slime, whereas if it is compatible it will behave as if the demon had just ranked up. Compatibility is dependent on the average level of the fusion material demons being a multiple of 3 and on the Dark demon's level being greater than that of the other material demon's level. Alternatively, fusing two Dark-aligned demons will bypass the typical Element and same race rules to create another raced demon (in this case, two Ghosts creates a Spirit, who aside from the Lv29 Phantom and Lv44 Legion are garbage.) The Ghost race on the whole is weak to Fire and Expel but resists Gun and Nerve, and while Expel is a terrible weakness to have resisting Nerve makes them invulnerable to half of the status ailments, and the higher level Ghosts switch to dropping their weaknesses for blanket resistance to magic and null/reflect Curse. A Ghost order demon can also eventually be ranked up into the totally fantastic Lv22 Man Eater who gets both Sexy Dance for multitarget Charm and Stun Claw for paralysis, as well as Demon's Kiss which lowers the enemy's levels.

Basically we should really fuse Ghoul even though his short-term value is limited to being a bad high-level Azumi clone. Any demons that is level 13 will rank up Ghoul into Man Eater, so it's not a bad investment. Setting aside Azumi for that in advance (Andras can be rerecuited in Shinjuku mall), I would fuse Kobold and Dryad into Bogle and Goblin and Andras into Angel, then reserve Bogle for fusing Ghoul into Man Eater.

A note on the possibility of fusing Aeros and then fusing him with Erthys. Whenever a same family fusion wouldn't result in an Element-race demon normally, it's overridden under a separate set of rules; the new demon will be a demon in the same family whose level is nearest to the combined level of the fused demons divided by 2 and increased by 3. If the fusion results in one of the fusion material demons though, the result defaults to a Lv13 Foul Slime. However these same-family rules are actually inapplicable to fusions between Elements, who have their own separate procedure. Each Element fusion results in a specific demon, with Erthys and Aeros fusing into Lv19 Jirae Bugaboo, a strong St-oriented demon with second level and multitarget Ice spells. The Element-specific fusions in general aren't great, as Bugaboo like many others can be recruited in the wild, but it could make use of the lingering demons left over after all these fusions are carried out.

These rules are so obscure that you'd never uncover them without either a strategy guide or through personal experimentation and documentation, but that's part of the thrill of fusion. Shin Megami Tensei has an effect of cloistering you away like a fourteenth century ascetic pursuing the occult through the study of tomes and ancient wisdom, only in this case the tomes are Media Works strategy guides from 2003 and the ancient wisdom is abandoned Japanese Geocities webpages. One aspect of fusion that many of the early Megaten games are missing is the pursuing of it for its own sake, as without any skill inheritance you can't simply try to perfect a party of demons on your own terms with Victory Cry and Megidola all over the place, but the retroactive introduction of a proper Compendium somewhat alleviates this since you can at least pursue 100% completion. Fusion, like the study of alchemy, is a transformative pursuit not just upon the materials but upon the master.

So of course I fuse Bogle from Kobold and Dryad and immediately run into one in Shinjuku's basement. Dia, Zionga and Penpatra for light status ailments. Weak to Gun and Elec. He immediately replaces Azumi in being my human shield.

This is just how staggering Shinjuku is. I'm in the practice of mapping the whole area thanks to Strange Journey, and this completely banal location dwarfs any of the actual dungeons that we'll see for a while to come. As far as the map is concerned, the green arrow is the party, up and down yellow arrows are stairs, T is a Terminal, S is a shop, red and blue are Shrines and Churches respectively, while green is the Neutral Ashram and purple is a Cathedral of Shadows.

Shinjuku is the first time we can encounter the game's three Fiends--the empty room above the stairs on the far western side has a random chance of spitting one out--but we're too low level to handle them. I'll address Fiend mechanics, and how they've been changed for iOS, when we actually go after all three for Compendium completion, around level 28 or so.

Down a flight of stairs...
>YES
Man: Yeah? Show it to me...Okay, that's the real thing. Go ahead.
It's a bizarre conceit, but the "town" areas of this kind can be more dangerous because enemies don't drop Magnetite in here so it's harder to keep a large party of demons summoned.

Gentleman: So you're the leader of the resistance.
Resistance Member: Hold on there! I'm not the leader. We don't let outsiders meet our leader face-to-face.
Woman's Voice: It's all right. I will meet with them personally.
Resistance Member: Are you sure...? All right then. She's in the back.

Young Woman: Touya...Gentleman...Champion...I have been waiting for you to come here. I am the leader of the Resistance, Nadeshiko.
Gentleman: Your name's Nadeshiko, too?
Nadeshiko: I know you recognize me from somewhere. I was saved by all of you when I was being sacrificed in a dream. And so, I waited for you. For you to come and help me for real...There is something I must talk about...Right now, right here in Tokyo, a man named Gotou is summoning demons. And with that power, he is trying to remold the world in any way that pleases him. Seeing this threat, the American ambassador Thorman is taking action. He has called for his nation's army to come to Japan and suppress the situation. We cannot stop Gotou alone, nor can we hold back the American army. At this rate, Tokyo will be destroyed. Please, help us. First, we must save those who were captured for having the same name as me...
Gentleman: You know where Nadeshiko is!?
Nadeshiko: After that, we must subdue Gotou's recently recruited henchmen...Ozawa's gang...
Champion: Hey, what did you just say!? Did you say "Ozawa"!?
Nadeshiko: ......Please. Lend us your power.
Gentleman: If I can be of any help to you, I would gladly do so.
Champion: Any enemy of Ozawa's is a friend of mine. I'm in.
>Will you help the Resistance Leader?
>YES
Nadeshiko: Thank you very much.
Aeon Genesis' translation specifies Gotou as the current regent in Tokyo, and phrases Gotou's world-creation as being "a world molded after his own personal ideals." This suggests a more specific world than Atlus' "any way that pleases him." AE also says of Thorman that he "convinced the American government to send their troops into Japan to suppress Gotou's coup d'etat and will impose their will instead." The emphasis on government, and the idea that the United States will be imposing their will on Japan in Gotou's place should they succeed, casts Thorman's faction in a much more negative light. Finally, Tokyo's destruction is worded more specifically, with Nadeshiko stating that "If Gotou's forces meet head-on with the American army, the carnage would be overwhelming, and Tokyo would likely be reduced to rubble in the conflict."

Woman's Voice: Hmhmhmhmhm...So there you are.
Yuriko: I'm taking Nadeshiko to Ozawa...
Overall I believe that Aeon's translation emphasizes the imperialist undertone of Thorman's occupation better, while Atlus' is working within the constraints of the app's limited space and potentially trying to avoid controversy. There is one exception where caveman dialogue is used, but it's an isolated instance that I believe is a relic of a point when the American dialogue was going to be translated differently.

Resistance Member: What!? They took our leader!? This is a catastrophe. We don't have any time to lose. We've got to hurry and save her!
>The Resistance members all ran out.

Between the commotion I fuse this. Media, Hama (Light elemental magic which deals 100% damage to two enemies) and Penpatra. The access to Hama will expedite most of the difficulty associated with SMT's early roadblocks, while that gigantic St makes her a great early demon even when Expel is resisted or voided outright. Lu is actually really awful to have points in, because only the protagonist's Lu affects the chance of finding an item, getting a first strike and escaping, while everybody else just uses it for accuracy and evasion when these are already covered more effectively by other stats. Weak to Sword, but nulls Expel and Curse.

Where Yuriko stood outside the Neutral bar...
Resistance Member: Our leader is going to be publicly executed in front of the Government Office! Please, save her...
Image credit.
The Government Office is the famous Tokyo Metropolitan Government Building, a major landmark of Shinjuku. Tochō for short, the building itself is the seat of government for the entirety of Tokyo, and the building as a whole is symbolic of the government's authority. The Mega CD port of the game featured it prominently in its opening cutscene, with a very memorable image of Yuriko standing before it that matches up eerily with real world photos of the building itself.

Interestingly, among Tochō's numerous statues there is currently a modern piece on Adam and Eve eating from the fruit of the tree of knowledge, Munehiro Ikeda's Adam y Eva. It may or may not have been installed in the courtyard when Shin Megami Tensei was in production; the courtyard statues were commissioned during the Metropolitan Government Building's construction from 1988 to 1990 and based on the various photographs of the statues circulating the net, the inscription at the base of Adam y Eva might read 1991. On the other hand, some of the statues at the site were installed as late as 1995, like An Appeal for Peace. SMT was released in 1992, and the building was only completed in 1990, so this history all came together very quickly within the span of a few years. Adam y Eva is a more positive interpretation of the story, the statue is about the acquisition of knowledge rather than the fall of man, and it notably lacks a serpent in its tree.

Bartender: I should have been more careful. The Resistance is done for now...
Before proceeding to the execution site, there's a location we need to visit north of the Shinjuku underground as the deadline for completing this sidequest is approaching fast.

Champion: Ozawa! It's time I paid you back for that day...
Ozawa: You're that brat from Kichijoji...Still playing demon slayer, huh?
Gentleman: Why are you trying to capture Nadeshiko? Where is my Nadeshiko!?
Ozawa: I don't care about her, or even Gotou. Only Gotou's power interests me. Eventually, I'll take his place. I can already summon demons, after all. But I don't have time to deal with you. Why don't you play with this guy for a while?
Aeon's translation specifies that he's interested in both political and military power. Kaneko's artwork of Ozawa portrays him with a three-star rank, making him a Lieutenant General under Gotou and implying Gotou himself as the standing General of the ground forces in SMT. What's more interesting is that Ozawa doesn't wear a uniform, his rank is stitched onto his regular clothes. Both Ozawa and Gotou value each other primarily for their merit as powerful men, and as far as Gotou's faction is concerned foregoing the dress code and regulations of the SDF is acceptable as long as you have the power to back your decisions. If nobody can defeat Ozawa by force, he has every right to do as he pleases; which is more or less an invitation for the player to intercede.

Baykok is supposed to be a difficult midboss, but the Ghost race has a blanket weakness to Expel so Angel's Hama oneshots it for 80 damage.

>Ozawa left...
Champion: Dammit! Where'd he run off to!?
The Metropolitan Government Building is pretty accurate in the GBA/iOS port. It was less obvious in the original Super Famicom release because the view of the world map was top-down instead of isometric, giving each building a flat appearance that made it difficult to understand architectural features.

Here's a look at my party going in. The execution sequence is one of the most difficult early roadblocks, as the first boss fight that requires you to have some level of mastery over the system to proceed. I would compare it to Matador in SMTIII or the Minotaur in IV. Bogle and Angel guard two of our human characters, while Champion stands up front so he can get in close with physical attacks, freeing the low-HP Jack Frost to cast Ice magic. Unfortunately, Ice magic is a pretty poor pick for this fight, and Pyro Jack would probably have been better.

Soldier: The public execution will be starting soon.
Gentleman: Look, it's Nadeshiko! We have to hurry and rescue her!
Champion: Cool it! What good will it do her if we rush out?
Yuriko: We've finally captured Nadeshiko...The leader of the resistance that was such a thorn in the grand Gotou's side! Gotou has graciously forgiven this woman for the relentless sabotage she ordered...But her crime of defying the mighty Gotou cannot be so easily wiped away! And so, this woman Nadeshiko's sentence...is execution! Wait...There are rats lurking among us! Come out voluntarily, and you'll get good seats.
The execution sequence is harkened back to in in IV, but the irony of the situation there is that it's Yuriko being executed, by the Law faction. Aeon has Yuriko go on a bit more in detail and invoke the nationalist undertones of the Gaean religion, accusing Nadeshiko of terrorism and sabotage against "our great country" and the death sentence in their translation comes from Yuriko herself so that it's clear that Gotou himself has no interest in executing the Resistance leader.

Yuriko: If you'd chosen me to begin with, maybe you wouldn't have come to such a sad end...Now, execute them!
In AE, Yuriko tells the protagonist that "this wouldn't have had to happen to her" instead.

The first wave of eight demons is weak to Fire and Expel. Champion's Maragi back-to-back with Gentleman's Mazan wipes out the whole opposing party. Normally I wouldn't use Champion's magic, but because of racial weaknesses Mazan was actually doing less damage despite Champion's Ma being 5 while Gentleman's was 22.

The second wave shares the firsts' weaknesses, and so goes down the same way.

The third wave is the first time we have to deal with multiple targets; we can attack either half of the eight-demon party, but each character can only be attacking one half. Angel solos the Lemures with Hama for two turns while everyone else focuses on the Soldiers, who last about as long as their predecessors.

The fourth and final wave is where you can see our MP reserves starting to dwindle, but thankfully Champion's magic has served its purpose. Ghouls would ordinarily be very difficult opponents, but like the other Undeads in Yuriko's command they're vulnerable to Expel, so Angel saves the day once again.

Yuriko: Looks like I'm done here...
Nadeshiko: You'd better hurry out of here. This hideout's no good anymore, so meet me at that bar.
Slightly awkward wording, specifying "this hideout" without being inside it. Aeon approaches the line with "We can't use our old hideout any more, so come find us at the bar."

In the Kichijoji underground...
Nadeshiko's Voice: Have Touya and the others come?
Resistance Member: Yes, that's correct.
Nadeshiko: Touya...Gentleman...Champion...Thank you very much. Not only did you save my life, you have saved the last hope of avoiding Tokyo's doom. As thanks, I will tell you the information we have obtained. Gentleman, you search for Nadeshiko...She seems to have been taken to the coup's headquarters in Ichigaya.
Gentleman: So that's what happened...
Nadeshiko: Champion, you know Ozawa well...We have located where he and his group are hiding. We will soon begin an operation to raid that place and capture Ozawa and his men.
Gentleman: Touya, I am going to go rescue Nadeshiko. If I don't hurry, I may be too late.
Champion: Sorry, but I'm gonna take part in the Resistance's operation too. I can't let Ozawa get away, no matter what.
Nadeshiko: It seems you're all alone now...Please, won't you come with me? We must meet with Gotou and the American ambassador at Ichigaya to save Tokyo.
>Nadeshiko joins your party.
Nadeshiko: The coup unit's headquarters in Ichigaya are east of Shinjuku. The American Embassy is in Roppongi. We will need to pass underground from Yotsuya, south of Ichigaya, to get there. With this Fake ID Card we have prepared, we will be able to enter both locations.
>Touya was given Fake ID Card.
Nadeshiko: Now, let's go.
Again, in AE she's more specific; "In order to save Tokyo from destruction, we either have to convince one of them to stop what they're doing, or get them to reach some sort of compromise." The idea that the Neutral option is to stop refute both of their ideals is understated. Nadeshiko also mentions public transportation being shut down as the reason that you need to use Yotsuya, and the omission of all these smaller details in the translation leads me to believe that much of the script has been cut out for memory purposes.

Unlike Champion, Nadeshiko comes preleveled with +1 St +5 Vi +1 In +2 Ag +5 Ma and +1 Lu. I really hate this even compared to leveling up her directly because it's suboptimal stat building and every point matters. Nadeshiko will never be attacking physically and only Touya's Lu matters, so that's two levelups wasted by the game, and because you only get 118 points total to allocate on stats with a cap of 40 and a base of 5 (so 35 points to cap), only three stats can be maxed. On Nadeshiko that would be In, Ma and Vi with Ag at 18, so with a point in St and a point in Lu her Ag is going to be cut in the long run. She does come prefurbished with an entire set of equipment, as well as the second level heal Diarama, status cures Penpatra and Posumudi, and multitarget Elec spell Mazio, making her an effective dual replacement for both our lost Gentleman and Champion.

Of course, the first thing I do with her new gun is put it on the protagonist.

Soldier: What? Oh...you have an ID card. Very well, you may pass.
I delegate to meet with Gotou at the Ground SDF headquarters in Ichigaya first, as he's at the center of the whole situation.

The map's representation of Camp Ichigaya is just the center of the building, where Yukio Mishima made his last speech from the balcony of. The real-world building extends out into a square around a central foyer.

Camp Ichigaya is a relatively compact four-floor dungeon, and it's much easier to get through the second time you're going through it than the first. It's not sprawling like Shinjuku, but it is definitely bigger than any of the previous dungeons. The most dangerous thing about it is that it has squads of Army Zombies in its encounter list, which as Dark-aligned demons can't be recruited and tend to come in swarms, so Angel is carrying the team throughout the first floor and basement level.

The flip side of Shinjuku's factionalism is that the SDF soldiers are just as fanatical as the US army. Gotou and Thorman's methods are functionally the same, just with demons swapped for nuclear weapons. No matter which side you support, you can't claim the moral high ground in how your goals are achieved, so it becomes a question of if you agree with or oppose the two leaders.

>Will you save her?
>Yes (Law, -1)
No (Neutral, +/-0)
Girl: Thank you! My name is Nadeshiko! I was kidnapped and taken here.
The basement level of Camp Ichigaya is optional and is primarily used as a prison. Regardless of whether I support Thorman or Gotou, there's no reason to keep detaining these girls when the Resistance leader's identity is now  known to Gotou.

>Will you save her?
>Yes (Law, -1)
No (Neutral, +/-0)
Young girl: Thank you. A little while ago, a man named Gentleman came. He tried to save us, but a huge bunch of guards showed up and he couldn't do it.
There's three of these girls in all, each of which serves as a Lawful prompt for the player. It's an indicator of one of the flaws in Gotou's system that two thirds of the girls that Ozawa captured were too young to possibly be the Resistance leader, and that this went completely unnoticed by the rest of his faction throughout the entire process of arrest and detainment. Ozawa's shotgun solution to stopping the Resistance is to keep arresting every Nadeshiko in Tokyo until they find the right one, showing the weakness of his simple-minded brute force approach.

>Will you save her?
>Yes (Law, -1)
No (Neutral, +/-0)
Woman: Thank you. There was another girl with me, but they took her away somewhere.
This would be a reference to Gentleman's girlfriend. After saving these three girls my alignment is at around 121 after factoring in my use of the Gaean and Neutral Ashrams, which is leaning towards Law but still ten points short of actually qualifying as Lawful. I admit that I haven't paid much attention to how many demon summoning is affecting my alignment, because it's only shifted by like 0.1 each time something is summoned.

Soldier: I'm starting to get scared...

These guys are the other tough encounter in Camp Ichigaya, particularly on the top floor where it's difficult to trigger any other demon encounters. They come in packs of seven and have no skills, but can hit hard with physical attacks. Humorously however, as the first human enemies that can be negotiated with, you can actually recruit them and store them in the COMP like any other demon.

The main benefit of human characters like the Gaean Suicide Unit is that they have no Magnetite or summoning cost, and while they have no skills their stats also cater pretty well towards being physical walls for guarding your casters. They're weak to Guns and Elec with no other resistances, but being totally free is a huge boon to the team.

This is the first dungeon where I had to start hitting up demons for Magnetite. They make no demands if you ask for it, they just start chucking 600 MAG apiece at you once you get them to the point where you can negotiate freely.

Gotou: I'm sure you're angry at me for what I did to Nadeshiko, but please hear me out. Currently, there is a plan to create a "Millennium Kingdom" in the name of God. The Millennium Kingdom...The people living there are promised eternal peace and prosperity. However, only a handful, chosen by God, are allowed to enter. All others will be massacred by the US military in God's name. Even as we speak, the ancient gods of Japan protect this land from missile attacks...However, we are not strong enough. I ask that you aid us. I will give you some time to think about your answer...
Atlus' script is much more barebones compared to Aeon Genesis'. Compare this transcript of Gotou's introduction in their translation;
Commander: Welcome, my friends. I've been waiting for you. As you may have guessed, I am Gotou. I'm sure you've got a bone to pick with me about Pascal, but hear me out, let me try to explain where I'm coming from. While I wanted my subordinates to keep the resistance out of my hair, I certainly didn't want her executed. That was entirely their idea. Quite frankly, I haven't paid much attention to what they've been doing, as I've been busy with more important matters. There's...a plan that's being carried out. Behind the scenes, very secretive. The gist of the plan is to create the "Thousand Year Kingdom" in the name of God. Only a select few know about it. Maybe you've heard of it before, a lot of old religious texts mention it. The basic idea is that those that live in the Kingdom will be promised eternal peace and tranquility. A paradise on Earth, if you will. Problem is, there's a catch. It's like an exclusive club, and only those that worship God get a chance at membership. Anyone else? Well, they get the lovely runner-up prize of getting to be slaughtered at the hands of the American army, courtesy of God's orders. You may not be aware of it, but at this very moment there are nuclear missiles pointed at Japan to accomplish this end. The only thing that's keeping them from blowing us all away is a force field that the ancient gods have put up to protect us, and even they can't hold out forever...As far as we've come, we're still weak though. We need an ace in the hole. I think you'd be the perfect candidates. I want your help. I won't force you to make up your minds now though. I'll wait here for you to make your final decision.
The key points that Atlus' translation omits are that Gotou denies responsibility for Nadeshiko's execution, the secretive nature of the Millennium Kingdom, that one must worship God to enter, that the United States is using nuclear missiles, and that the ancient gods are holding the attack back with a force field. On the other hand, the Atlus translation does specify that the ancient gods are the Japanese ones. I'm critical of the official translation because it makes Gotou's arguments much weaker and recasts him as unapologetic for the execution, which is opposed to how he was originally presented.

Gotou's full name given in Devil Summoner is 五島公夫 "Gotou Kimio," identified on the news as a first-class officer of the Ground forces. The use of Mishima's fictional proxy as the leader of the Chaos faction is appropriate in light of Mishima's own views. He criticized modern society in Mishima on Hagakure, believing that because of the emergence of a "technocracy" where individuals and celebrities were reduced to puppets performing their one skillset, that to "degenerate into a single cog, a single function becomes [society's] greatest ambition." (Mishima 20-21) Like Gotou, he was opposed to the oppression of freedom and believed that Japanese society was on track to become a system of cogs in a greater machine.

The calligraphy on his wall's hanging scroll reads 天照大御神 Amaterasu-Ookami "Great God[dess] Amaterasu" honorific language for the Japanese goddess of the sun, Amaterasu. The sun goddess is a favorite deity for nationalists to crowd around because descent from her lineage (through the grandchild of Amaterasu's grandson Ninigi-no-Mikoto) is the basis for the divinity of the Japanese emperor. The scroll is really for Gotou's own benefit; it's an aesthetic display of the writing itself as an artwork, and the recessed space it's hung within is a common feature of traditional Japanese architecture used for such purposes.

This is all we can do in Ichigaya for now, so it's time for some fusion back in the underground followed by a trip to the American embassy.

Attempting to fuse the Suicide Unit has...erratic results. How human fusion works is still a big mystery for fusion enthusiasts, and the results have been shrugged off by many as "random." The thing is that, if Final Fantasy XII fans have proven anything in the past eight years, it's that there is no such thing as a random number. The Cathedral is producing human fusions in a logical, predictable way--but because the results of those fusions are pulled from a list of possibilities rather than having one single possible result, the fusions appear random on the surface. Even Japanese fans are strained for information here, but I'm going to present what I could dig up.
1. The results of a dyad fusion between a Messian- or a Gaean-race and a demon are randomized.
2. The results of a ternary fusion involving a Messian- or a Gaean-race and two demons are always a Slime.
3. Humans cannot be fused with other humans.
4. Fusion results are based on the level of the material demon, and unrelated to the level of the human being used. The exact formula is (Random number between 0 and 31 + Demon's level divided by 2) with the result that is closest to the material demon's level being chosen.
5. The resulting race will be different depending on if you use a Messian or Gaean in the fusion.
6. In the case of human and Dark demon fusion, the laws of Dark fusion are applied.
7. You cannot fuse a human with a Foul Slime.
It's known that there are more rules being observed than just these, but you can infer them from these seven. Generally humans from the Church of the Messiah will result in Lawful demons during fusion, while humans from the Ring of Gaea will result in Chaotic demons. Each combination of a human with other demons has, in most cases, ten possible fusion results, and the two human races are more likely to produce races of the following, sorted from most to least likely;
Messian: Jirae > Jaki > Fairy > Divine > Vile > Avian > Flight > Raptor > Avatar > Holy > Element
Gaean: Touki > Brute > Tyrant > Yoma > Night > Fallen > Femme > Dragon > Snake > Drake > Beast > Wilder
Because the level of the material human is unrelated, all recruitable human characters are effectively interchangeable, while the level of the material demon is the most important point.

So we know that fusing the Suicide Unit with any of our demons will produce one of ten possibilities, and many of those will be out of our range. How do we decide what to experiment with? By ruling out what we won't use. Andras and Azumi will be set aside for fusing Ghoul, and Bogle will likewise be saved for fusing into Man Eater, and Angel should probably not be used because even though she's in an upcoming dungeon she's Light-Law and Light-aligned demons can't be negotiated with in this game. That leaves Erthys, Pyro Jack and Jack Frost. Right now I'm planning on rerecruiting one of them after fusing the two Jacks into Element Aeros, then recruiting two Beast order demons to fuse into a Flaemis. For Compendium completion, the Elements are some of the few demons that can't be encountered in fights at all, and fusing three separate first tier Elements will create a second tier Element of whatever affinity was not used in the fusion. So Lv8 Erthys, Lv11 Aeros and Lv17 Flaemis will result in Lv30 Undine, giving some long-term viability to doing Element fusions now. On the other hand, this means giving up three slots in my COMP for the next thirteen levels, which inhibits fusions until that time. Doing the Aeros-Erthys fusion mentioned above to create Bugaboo at Lv19 would also be an option.

What this means is that I'm probably going to use Jack Frost as the material for Suicide Unit's fusion. No better case study than Atlus' own mascot, right?
Lv15 Gaean Suicide Squad x Lv8 Fairy Jack Frost
Lv7 Night Imp
Lv8 Fallen Andras
Lv10 Brute Azumi
Lv12 Fallen Gamigin
Lv13 Brute Bogle
Lv14 Touki Spartoi
Lv15 Yoma Kimnari
Lv16 Beast Tan-ki
Lv18 Fallen Forneus
Lv19 Beast Nekomata
Lv21 Yoma Apsaras
Lv22 Drake Worm
Lv24 Brute Momunofu
Lv27 Fallen Berith
Lv28 Night Lilim
Lv30 Touki Yaksini
Lv31 Fallen Sytry
Lv33 Femme Lamia
Lv35 Night Celuluk
That's at least twenty possible demons right there, although the game liked to keep throwing Imp, Lamia and Nekomata at me in particular. Of these I find Nekomata, Kimnari, Spartoi and Tan-ki the most appealing; Spartoi has extremely high St and Vi as well as both Sukukaja and Rakukaja, and an Extra command that acts as a guaranteed Critical hit with lowered accuracy. Kimnari has pretty reasonable magic and physicals. But Tan-ki wins out because I can rank him up into Nekomata by way of fusion with Flaemis.

Ghoul has the Stun Bite Extra skill for paralysis and physical damage to one enemy, as his high St and Vi make him comparable to Spartoi. He's weak to Fire and Expel, but resists Gun and Nerve. This is definitely one of those demons that's just a stepping stone onto something bigger.

Flaemis ranks up Tan-ki into Nekomata. She's pretty well balanced with 12 St and 12 Ma, 106 HP/82 MP and agility on par with our human characters. The big draw of her is the Extra skill Feral Claw and her Marin Karin spell; Claw hits two enemies at once for no cost, while Marin Karin inflicts Charm.

After a lot of other silly running around in the two dungeons I fuse Lv12 Fallen Gamigin and Lv7 Flight Harpy (a worthless phys demon from the Embassy with 15 Ag and nothing else going for her) to create Lv14 Night Cyak, potentially one of the best early game demons who in my previous playthroughs normally replaced/supported Angel as the Chaos equivalent to her. The big thing he has is Zionga and Hama, so he can do the insane damage dealing Pixie did to bosses without it being a oneshot while also doing Angel's Expel instant kill on trash mobs. He also nulls Gun, Nerve and Curse, making him completely immune to status effects and half of the physical equation in the game, which helps compensate for his middling HP. This is basically the last window to use him, he's instrumental for the upcoming boss fight and I can't believe I forgot about the little guy.

Even accounting for the Yotsuya underpass connecting it to the world map, the American Embassy is much shorter a dungeon than Camp Ichigaya, spanning two very brief floors with few dead ends and much less troublesome encounters. This dungeon's tileset is one of my favorites in the original SMT, moreso in the PSX release than on the Game Boy Advance or iOS. It feels like an environment that's actually inhabited but could be just as mazelike in reality as it is in the game.

The halls were much more beautiful when modeled in 3D, but either incarnation of the Embassy surpasses the bland white walls of the SNES game.

US Ambassador: It's good you came. I'm Thorman, ambassador of the United States. I've heard so many about you! It's nice to finally meet you eye to eye! We've sent our troops to guard the people from demons. But bad news...That won't be enough. The problem is Gotou. He plans to summon the dread lord Lucifer to Tokyo. We must make sure to stop him before that can happen. But we're not strong enough to fight the demons...But you! Maybe you have that strength. Please...Get rid of Gotou. With your help, we'll bring peace to Tokyo once more. No decision yet? Do you need to hear again what's at stake?
>NO
Thorman: Have you come to a choice? Are you going to aid us?
>NO
Thorman: ...I see. So you're fine in leaving Gotou be? Hmm...
>NO
Thorman: I am faithful that if you think hard about it, you'll pick to help us.
I'm pretty certain that answering "Yes" to his third question starts a fight. Comparing this to AE's translation;
American Ambassador: Welcome! Nice to meet you hello, everyone. I am Thorman, the American ambassador. I apologise my Japanese not very good. I hope you can understand me. I hear rumor about you! I give you big welcome! We bring out American army to save everyone from demons. But...we are not strong yet. Gotou...He want to call Lucifer to Tokyo. We need to defeat him first. Lucifer want bring many imprisoned demons to world. We just soldiers, we not trained to fight demons. You can fight demons please help us, defeat Gotou. If Lucifer is summoned, terrible, terrible for Japan! There will be no way to sotp that many demons that he will free. If you defeat Gotou, peace will return to Tokyo. We will be able to bring back former era of peace. You not make up your minds yet? Do you want to hear my story again?
The detail about his poor Japanese, Lucifer summoning imprisoned demons in Tokyo, the soldiers being unable to fight demons and setting things back to the way they used to be are not present in Atlus' translation.

One of the benefits of the Let's Play as a format is that it presents all of the main evidence in direct quotation of the script and assists a macro-view of the issues at hand. Summarizing Gotou's arguments, the established world order is complacent with the problems of war, famine and pollution. Society is engaged in acts of inequality and infighting brooked by systems of severe class division, an out-of-control global military-industrial complex engaged in continuous war, and mass pollution created by the harmful exploitation of the Earth's natural resources. These problems each originate from humanity becoming out of touch with the natural order and divorced from its relationship with Gaea, the personified Earth. Furthermore, the Americans are cooperating to try and cultivate an expatriate totalitarian dictatorship in Tokyo. According to him, the "Japan Annihilation Project" that Gotou uncovered was on the verge of establishing that dystopia. Gotou aimed to attack the JAP preemptively by summoning demons from the Expanse--which he revers as the ancient gods, and also sees as the key to restoring humans' natural harmony with the Earth. The JAP would break Japan's free will, but his answer is to preserve it by living side by side with the demons in a utopia. Even if the JAP's existence cannot be corroborated, it is known that the Americans are preparing to launch a missile strike against Japan because of Gotou's martial law, and the Japanese gods are presently defending the country's air space from that happening.

But Thorman counters that Gotou's use of the demons will be catastrophic for Japan's welfare, and that the general has a secret plan of his own to summon the demon lord Lucifer once the occupation is dealt with. Lucifer's rise would bring with it an unstoppable effusion of demons that would cast the whole country into chaos. If the occupation is victorious and Gotou is defeated, then peace can return to Tokyo and a return to normality made. Whether returning things to normal is a good thing or not is debatable; the world that Gotou is trying to change is already ruinous and on the path of environmental destruction, corporate exploitation and global war. Given the option, would you prefer the world as it is today to the possibility of improving it? The catch is, if both of them are telling the truth, then Thorman has no intentions of returning things to normal regardless. Returning Tokyo to normal would only be for the greater purpose of cultivating the Millennium Kingdom. Gotou wasn't being particularly up front about his plans to summon Lucifer either, and his demonic utopia may not be feasible. The Gaeans view Lucifer as a Promethean lightbringer, while the Americans see him as the dread lord of hell. The Messians see God's Millennium Kingdom as a paradise and the long-awaited salvation of mankind, where the coup forces view it as a totalitarian dictatorship building a paradise of the minority on the exclusion of the masses. The Resistance is opposed to favoring either argument, arguing that martial law should be lifted and the American occupation be ousted to restore domestic democratic control. However, while the Neutral solution would genuinely restore the world to the way that it was before, it also wouldn't do anything to answer the problems of the world at large in the process. Returning to business-as-usual would mean resuming the steady destruction of the Earth and banal day-to-day evils, charting a course for destruction through rejection rather than progress through compromise. Thorman and Gotou each have a solution to the problems of contemporary society at the expense of making sacrifices on one front or another, but Nadeshiko only has a plan for opposing those solutions with no model for the future.

Given the options at hand, the choice is between being safe or free. Thorman favors containing the situation at the expense of the public, Gotou's demonic utopia would grant freedom with no other guarantees. Neutrality grants either everything or nothing with no certainty of curbing these same questions from arising again. If we return the world to the way it was, then eventually another Gotou and another Thorman will break that Neutrality once more in a ceaseless cycle, but if we try to change the world for the better then the situation becomes winnable. And I'm inclined to side with Gotou; free men guarantee their own safety. Agency once surrendered cannot be taken back. Ironically, the only certainty of the Millennium Kingdom is that of a softer failure. If it turns out that the Kingdom is less than a perfect paradise, then there will be no way to undo the new regime--whereas the very essence of Gotou's demonic utopia is constant change. The failure of one system means the rise of another, polishing the system to satisfy the world's needs. If Lucifer is a poor king, then a better one will take his place by force.

>YES
Gotou: Ah, so you will aid me! Then I want you to head to the US Embassy. I want you to convince the US ambassador to stop their attack. I'm counting on you...
From this point on, Gotou disappears from his chamber. Siding with either Gotou or Thorman begins an early game alignment lock.

Ambassador Thorman: I see...So, then...
Thor: Very well. I, Deity Thor, shall end your lives here!

The biggest change made to this fight from the Super Famicom release is that Thor is no longer susceptible to Charm status effects, so any turns spent casting Marin Karin are wasted. Our damage dealing is a problem; Thor has 482 HP and most of our characters are struggling to clear 20 damage a turn. We're also effectively barred from having a party exceeding five characters because the Demon Summoning Program can only have three demons in the party at a time. Thor only gets one attack and even Mazio usually hits for just ~13 damage, so we're not in any real danger of dying, but the fight can seriously drag long because of our limited damage output. Cyak is a lifesaver here, Zionga is easily dealing ~40 damage per turn, so even though we end up expending his entire MP pool before the fight is over the damage is well worth it. Rusalka takes over most of the healing in the fight since her physicals aren't very useful and Marin Karin is out, which frees Nadeshiko to spam Mazio and inflict paralysis. Thor drops ¥1440, 600 MAG and +32 (Chaos) alignment points on defeat. That puts my alignment squarely in the range of 153, nine points into the boundary of Chaos. If we had instead chosen to attack Gotou when I approached him before this, then turned on Thorman in turn my alignment would also get -32 (Law) points and end up still at 121.

Thor: But my hammer has been swung already. Tokyo's annihilation by ICBM is imminent. This city will perish, together with all its demons! Glory to the Millennium Kingdom!
Thor pulls this on every single route, even Law. He never intended to restore peace in Tokyo; the nukes would always drop as soon as he got the chance to use them.

The game gives us thirty seconds until Tokyo becomes another Hiroshima. Most players end up flailing around at this point, while some who've done more grinding use Traesto to escape to the world map, but it's perfectly viable to get out of the Embassy and through Yotsuya pass within the time limit. I made it with five seconds still on the clock. In a bit of black humor, there's an American soldier en route through Yotsuya whose dialogue changes to "Why so hurry?"

Nadeshiko: You have to survive! There's no time left. ...Goodbye, Touya.
>Nadeshiko cast Traport.
How the next sequence actually happens confuses a lot of players. Traport is a spell that sends you to your last visited save point.

In this case, the last save point we were most likely to use was in the Shinjuku underground. A terminal, enabling us to use its teleportation before the ICBMs hit.

But teleporting to Kichijoji would not save us from Thor's hammer. You'd need to be in at least one of the neighboring prefectures to avoid a nuclear attack on Tokyo--Saitama is about fifteen miles from Shinjuku and it's still doubtful how far from the epicenter you'd need to be to go out unscathed.

However, there is one other way to use the Terminals; to reach the Expanse.

Some ports of Shin Megami Tensei are more blatant about the ICBM strike than others. The Mega CD release shows the actual moment of impact to drive home the close of this arc of the game, and it's a feature that I wish had been preserved in subsequent editions.

To end this chapter, I'll show delve into the Kikyo Amulet's Vision. My Compendium is currently at 51 demons or about 19% complete.

Lightning strikes in the chamber.
Douman Ashiya: Finally...A thousand years, hm...? I sealed away part of my soul, predicting another Onmyodou would appear eventually......And it seems that time has come to pass. How wonderful it feels to be truly reborn! The Demon Summoning Program...Its spell is the equal to those I knew from my time. Now, where is my hated adversary Seimei...? Has he reincarnated as well...? There's too much I don't know. First, I must bide my time and build my strength...and then take over the world! Hell on Earth shall follow afterwards...! Hahahahaha...
An Onmyōji is a practitioner of a specific branch of Japanese magic, Onmyōdō, a system of divination that fuses natural science and occultism, much like the esoteric Christian magic of the medieval period. The field has been historically significant in Japan, with there once being a government-maintained Bureau of Onmyō until the ports were opened by the west in the 1850s and it was banned. At one point Onmyōdō was so large as a field of magic that rival Onmyōdō practitioners were common, with the most famous being the historical Abe no Seimei and his opponent Ashiya Douman. The demon Douman is thus a historical figure reenacting the events of his life just as a god in the franchise reenacts its myths.

Seimei's reincarnation is probably intended to be Stephen, as the creator of the Demon Summoning Program and modern Onmyōji.

Shinjuku is the last time that Shin Megami Tensei comes together with a sense of normalcy. The arc is a massive zero-sum game treading towards an unwinnable course of nuclear destruction. The only question within it is how it will approach that end, and the player's ideals are tested within this framework as the only fluid thing in Tokyo. All else is unchangeable, the player is the only one who will grow under these circumstances. Hereon out SMT delves ever deeper into weird, unfamiliar territory that strips away the everyday environs set up by Kichijoji and Shinjuku, to get at the demonic nature of humanity lying beneath the skyscrapers and shopping malls.
Touya: +8 Vi +4 Ag
Gentleman: +4 Ma +3 Vi
Champion: +6 St +1 Ag
Nadeshiko: +1 St +5 Vi +5 In +2 Ag +5 Ma +1 Lu

References
Gordon, Andrew. A Modern History of Japan: From Tokugawa Times to the Present. 3rd ed. New York: Oxford University Press, 2013. Print.
Hearst, David. "Second battle of Okinawa looms as China's naval ambition grows." The Guardian. Guardian News and Media Limited, 7 Mar. 2011. Web. 18 May 2014.
Mishima, Yukio. The Way of the Samurai: Yukio Mishima on Hagakure in Modern Life. Trans. Kathryn Sparling. Basic Books, 1977. Print.
Nakae, Chōmin. A Discourse by Three Drunkards on Government. Trans. Nobuko Tsukui. Trumbull: Weatherhill, 2004. Print.
Tsurumi, Patricia E. Factory Girls: Women in the Thread Mills of Meiji Japan. Princeton: Princeton University Press, 1992. 26-198. Print.
Watanabe, Teresa. "U.S., Japan OK Pact on Military Crime Suspects." Los Angeles Times. Los Angeles Times, 6 Oct. 1995. Web. 18 May 2014. <http://articles.latimes.com/1995-10-26/news/mn-61240_1_military-facilities>.