The mercurial Norse deity Odin is a fascinating subject, one interpreted in countless ways around the world. He has been variously portrayed as a warrior king from outer space, a slicing-and-dicing quasi-samurai, and even most recently as a mushroom munching megalomaniac. Still another imagined him as just a naked purple guy, a concept so unremarkable we expect its creator to be long out of a job.
But enter Masayuki Doi and
his ultra-modern Odin designed for Shin Megami Tensei IV: Apocalypse. Cool,
streamlined, and poised to kick major butt, this Odin is a perfect image of the
contemporary pop culture zeitgeist--but a less than perfect image of Odin
himself. Continuing from where we left off in our Kaneko’s Crib Notes examination of Doi’s career, we turn now to the burgeoning artist’s demons to
examine their ups and many downs as refracted through Odin’s flawed prism.
Do the problems lie only
with the adoption of superficial pop culture? Is it a desperation to ride
Persona’s gilded coattails? Or is it deficient leadership and research? Can a
series purportedly about mythology and religion continue to make that claim if
its forms don’t reflect cultural standards? In an exhaustive examination of
Shin Megami Tensei demon design past and present, we answer all of these
daunting questions and much, much more… and offer a little wisdom for a
brighter future with the eternal symbols of myth and legend.
Who is Odin?
Odin (or Wotan, Woden, etc.) is a famous enough deity that a remedial biography might seem unnecessary. Sure, he’s the chief god of the Norse pantheon, has the spear Gungnir, rides the eight-legged horse Sleipnir and all that--common knowledge! Still, it’s necessary for our purposes to ascertain a popular consensus on who Odin really is. First, let’s see what some general mythology reference books have to say about him:
Mime and the Wanderer, Arthur Rackham |
Odin is the ‘all-father.’ ...god of magic and of war. ...Odin leads the Aesir, the gods of war, death and power. (Mythologies of the World: The Illustrated Guide to Mythological Beliefs & Customs, p. 68)
The ruler of Asgard, Odin was god of war, storms, magic, inspiration, and the underworld. The oldest and greatest of all the Norse gods, he created the cosmos with his brothers Vili and Ve. There were two secrets to Odin’s power. The first was his ability to change shape, taking any form he wished. The second was his wisdom, which he got by drinking from Mimir’s well. This contained dew from one of the roots of the world’s great ash tree, Yggdrasil. (DK Illustrated Dictionary of Mythology, p. 82)
God of the sky, war, and victory in battle. Odin summoned the fallen to Valhalla, Hall of the Slain at Asgard. He is known in Nordic, Icelandic, and Germanic myth, and is associated with wolves and ravens, which, as scavengers, symbolize death. Prisoners of war were sacrificed to Odin in imitation of his own self-immolation at the world tree, Yggdrasil. Odin was also the god of wealth. (DK Signs & Symbols, p. 143)
These books agree on a few
points, namely that Odin is the ruler of the Aesir gods and that he is a god of
war and magic, but there are many discrepancies between them for what qualifies
as basic information, some of it not the most modern. Case in point, the DK
Illustrated Dictionary of Mythology’s naming of Odin as storm god may refer to
an association with the wind that likely stems from Richard Wagner’s Wotan in
his famous Ring Cycle; in the general mythology, Odin sharing storm and thus
thunder duties with Thor would be more than a little redundant. But taken
together, however, these descriptions do constitute the broad, collective
overview of the role and identity of Odin, obviously a complex deity. Still, if
these mainstream-focused books are sometimes inconsistent, what do the scholars
who specialize in Norse religion have to say about Odin?
...Wotan or Odin, the fierce god of death and battle, inspiration and magic lore… (Scandinavian Mythology, p. 12)
Odin is primarily the god of the dead and ruler of the underworld. (Scandinavian Mythology, p. 42)
God of poetry, wisdom, hosts, and the dead; in the received mythology head of the pantheon. (Norse Mythology: A Guide to the Gods, Heroes, Rituals, and Beliefs, p. 247)
Here the descriptions are
more specific, though first it’s important to know the date of publication of
each book: Hilda Roderick Ellis Davidson’s Scandinavian Mythology was published
in 1969, John Lindow’s Norse Mythology in 2001. Clearly the overall consensus
on Odin hadn’t changed significantly in the 30+ years between them (and Lindow
even praises Ellis Davidson in his book), but it can be presumed that Lindow’s
information is more up-to-date. Important for our purposes is that both sources
emphasize Odin’s death aspect as well as the martial, though both curiously
avoid using the term “god of war” outright, instead associating him with
“battle” and “hosts” (i.e., armies); this distinction seems semantic but it
more accurately frames Odin within the context of armed conflict: he may
influence wars, but he himself is not a warrior.
Odin and Frigg, Lorenz Frølich |
In myth, Odin is only ever
said to participate in battles in the Aesir-Vanir War (which ends in a
stalemate and agreement to fold the Vanir into the Aesir group), and of course
his inescapable death in the jaws of Fenrir at Ragnarok in the mythological
future (in the sense that it is something yet to come for both man and god). In
the description of the Aesir-Vanir War in the Poetic Edda’s Voluspa, it says
that “Odin shot a spear, hurled it over the host / that was still the first war
in the world” (stanza 24); he initiates the war (the first in Norse cosmology)
by throwing a spear over the Vanir’s heads (presumably Gungnir, even though it
was technically not created until later), but it does not end in a total
victory for the Aesir; nonetheless, the reconciliation of the Aesir and Vanir
is ultimately beneficial for both sides. And at Ragnarok, even though Odin is
definitely wielding his Gungnir, spear of sovereign symbolic strength, he is
still fated to die and does not even kill his archfoe Fenrir, as that task will
only be completed by his son Vidar.
But in the historical
“present” of the Norse (as in, when the myths were recorded), Odin, as chief
deity, was given tribute by historical lords and chieftains who wished for
victory in battles. Defined by a worldview where Odin reigned supreme, it would
be reckoned by these Valhalla-wishers that whoever gave him the best tribute
and sacrifices would be given favor on the battlefield with Gungnir on their
side--or not, because in stark reality the inclinations of Odin or any other
non-existent deity would only be as influential as a belligerent faction’s strategy,
skill, or numbers. “It was said of Odin that he set kings a-warring, or, as
Saxo put it, ‘he weaves the dooms of the mighty and fils Phlegethon with noble
shapes.’” (Scandinavian Mythology, p. 28) Indeed, in the Lokasenna, Loki
criticizes Odin for sometimes handing victory to the inferior force, showing
how Odin’s war aspect was perceived as that of an overseer or manipulator
rather than an active combative agent. Along with his valkyries, choosers of
the mortal slain, and the crazed berserkers who fought in his name, Odin’s war
associations are best understood in the context of human conflict.
It is in this role as
“sovereign magician” over battle and hosts that also explains Odin as a god of
death. Loki’s words in the Lokasenna may have called Odin’s bluff over his
capriciousness, but it also frames it as a conscious selection of preferring
the superior soldiers to die so they can become the valkyries’ chosen: the
einherjar. In the afterlife, the einherjar are famously carted to none other
than Valhalla (or Valhöll in Old Norse), which “appears to have been a symbol
of the grave rather than some bright abode of the sky. ...It seems to be a kind
of riddling account of the field of battle… where the doors of death are opened
for many.” (Scandinavian Mythology, p. 42) Lindow translates Valhöll as
“carrion-hall” (p. 308), which does not paint a romantic picture of the place. At the
Valhöll and its environs, repeatedly do the einherjar battle and die by day and
rise again and feast by night, all in anticipation of Ragnarok: “In the
literature the reason given for Odin’s hospitality was that he was collecting a
mighty host from among the noble dead to follow him in the last great battle,
when the gods would have to fight for survival against monsters and giants.”
(Scandinavian Mythology, p. 28)
Odin's sacrifice, Lorenz Frølich |
I know that I hung on a windy treenine long nightswounded with a spear, dedicated to Odin,myself to myself,
on that tree of which no man knows
from where its roots run.
(Sayings of the High One [Havamal], stanza 138)
Lindow states outright
that “Odin’s most important characteristic is his wisdom.” (p. 248) And fitting
for a wisdom figure, Odin was also considered advanced in age; the Poetic Edda
refers to Odin in stanza 28 of the Voluspa, saying, “the old man came, the
Terrible One of the Aesir.” Losing an eye and gored with a spear, these wounds
would be proof of a warrior’s glory if they weren’t self-inflicted--and for the
sake of wisdom, no less. But despite the abundance of wisdom at Odin’s
disposal, even he would not be able to prevent the fatalism inherent with
Ragnarok.
Odin and Billing's girl, Lorenz Frølich |
To reiterate, Odin is a
complex deity and we’ve described here just a few of his many facets. As summed
up by Larousse World Mythology, “Odin has pride of place, for he is the
unquestioned chief of the entire society of gods. He is endowed with powers that
surpass all others, he is the most knowledgeable, the fullest initiate into
mysteries, the master of magic, of supreme science and poetry. But he is also
the god of war, particularly in the West German regions, where he is called
Wodan.” (p. 367) Though as we move on to Odin in Shin Megami Tensei, it would
be wise to remember not just his aspects of death and wisdom but the specific
application of his status as war god... and why he is definitely not the pantheon's deity of thunder and lightning.
Kazuma Kaneko's Legacy of
Odins
Odin is one of the Megami
Tensei franchise demon elite that have received three or more designs by former
series artist Kazuma Kaneko; four designs over a period of only seven years, to
be exact. Despite that special attention Odin was never given a starring role
in the Kaneko era, instead relegated to being a mere demon companion or
appearing as a glorified cameo in minor sidequests. As for the the designs themselves,
popular opinion perceives a gulf in quality between them, to put it mildly.
Let’s take a brief look at each one.
Megami Tensei II (1990)
An Odin most ancient, with
features that include a stereotypical Viking helmet, a simple tunic with cape,
and a full beard; it also has reddish-pink skin that would portend
dermatological things to come for the Norse tribe... maybe. By Kaneko's own
admission he didn't put much thought into source material for the Megami Tensei
II designs, [1] which shows here by the choice of Odin brandishing an axe
rather than his typical spear, suggesting that the original Megami Tensei sprite may have served as a reference. However, remove the axe blade and the
shaft’s pointed tip suggests a spear anyway. Other than the axe, this design is
not bad if a bit unremarkable. And just as a programming note: we generally won’t
be discussing Kaneko's Megami Tensei II designs beyond this entry.
Shin Megami Tensei (1992)
The differences between
this and the previous design are quite stark: a spear for the axe, a white cape
for a green one, an eyepatch for an eye, and a stylized horned helmet for the
predecessor’s $12.99 Party City costume prop. And, uh, of course there’s also
the All-Father’s new clothes (and, by extension, new beard), which do nothing
but accentuate his finely-toned purple body. Since nudity is a grave sin in the
eyes of software ratings boards across the globe, whenever this Odin appears
rendered in the 3D he requires a groin covering, affectionately earning him the
name “Diaper Odin.” An altogether simpler Odin than Megami Tensei II’s, and
none the more revered for it.
Devil Summoner (1995)
A simple remake of SMT1’s Odin, with the major change being that the cape is now more of a full cloak or robe, draping over the shoulders and covering the still-naked body except for a li’l purple dad leg. The only additions are some dark locks of hair emerging from the (now silver instead of gold) helmet and a leather gauntlet on his spear-grasping hand. It’s undeniably dull, making Odin look like some little kid with a big white blanket wrapped around their body. To our knowledge this Odin was never given any pet name, so let’s call him “Blankie Odin.”
Soul Hackers (1997)
Possibly the most sublime
illustration of Odin to ever exist. It represents all of the major aspects of
Odin detailed in the biographical section: war by the ever-present
Gungnir, identical in appearance to the two prior designs; death by the
dominant red and black palette; and most obviously magic, specifically the
occult runic magic learned at his hanging, shown by the actual runic letters
floating above what looks to be some kind of magical vacuum from within the
cape itself. Also apparent is that Odin has no body besides his outstretched
arms and head (with beard!), surely intended to reflect on his mind-over-matter
wizardry. For these reasons, this Odin is often referred to as “Rune Odin.” The
only vestiges of the old are the barely visible purple skin on his face and
that he still wears a Viking helmet--albeit one that also has a wide brim like
his Gandalf-inspiring “wanderer” guise. On a good day, we’re liable to call
this Kaneko’s best demon design ever. As luck would have it, today’s a good
day.
Safely ignoring the Megami
Tensei II design as it hails from an era apart, out of the remaining three
Odins only two have ever appeared consistently, those being SMT1’s and Devil
Summoner’s; players more familiar with the PlayStation 2 Megami Tensei games
including Persona will know Diaper Odin while players of every mainline SMT
game since Strange Journey (excluding Shin Megami Tensei IV: Apocalypse) will have experienced Blankie Odin
wearing out his welcome. And considering these two designs are merely
reflections of each other, it's really just been a singular Odin we've been
looking at in nearly every Megami Tensei game made between 2002 and 2013 (and
into 2016-17 with Persona 5 and presumably beyond!).
Meanwhile, the Literally
Perfect Rune Odin has been forced to forever languish on some Atlus office hard
drive, a sad indicator of how Atlus would eventually view Kaneko’s oeuvre. Even
when Soul Hackers re-released on the 3DS in 2012, they had the gall to add in
Blankie as a higher level alternate; while Rune Odin was probably still more
useful, the complete lack of respect or awareness of its preeminence was felt
sharply. So when it finally came time to give Odin some time in the limelight,
stark nakedness and completely forgotten Nordic occultism just weren't going to
do.
Masayuki Doi Takes Odin to
Cool School
“No more diapers, no more floaty runes, no more Odins in the nude!” Such was the refrain howled by new Shin
Megami Tensei series artist Masayuki Doi as he took the reins from Kazuma
Kaneko and made manifest in his fresh Odin designed for 2016’s Shin Megami
Tensei: Apocalypse. Totally unlike any Odin seen before in the series, Doi’s
bold new direction is jacked with more flavor and crunch than a 2¼ oz. bag of
Cool Ranch Doritos. Here’s how Doi himself describes the design:
A god that has appeared since the very first days of Megaten, usually under the guise of a one-eyed old man wearing a hat. However, I wanted to draw his updated design as him in his battle attire, golden, with a blue mantle, ready to show his face on the battlefield. I was also inspired by movies about Norse mythology and I thought that portraying Thor and the other Norse gods as aliens was an interesting idea, so I emphasized the alien (for the Japanese) image of the Ultra Hero. [2]
Original Ultraman and an Ultra Odin palette swap (Odin edit by Luntakesalla) |
But why go with an Ultraman motif in the first place? Transforming heroes and the all-encompassing tokusatsu live-action special effects genre are a big deal in Japan and a touchstone for Japanese people that grew up in the 1960s and beyond. We’ve never been parents in Japan, but it's apparent to us that the adults are thrilled that the genre's continued relevance allows a shared experience across generations, particularly fathers to sons. Check out this segment from an NHK show (Tokyo Eye 2020, episode: "Tokyo's Amazing Backyard, Part 1: Kawasaki") to see one father pee his pants with excitement just because he could take his kids to an Ultraman-themed restaurant (not to be missed: the crucified Ultramen a little over a minute into the segment, something that actually happened; more on this below). So if these heroes are perennially popular, it's little surprise that their influence could be felt just about anywhere, lying in wait and ready to influence just about any creative content Japan produces.
Reactions to the design
have been generally positive, even enthusiastic, especially in comparison to
the much maligned Diaper and Blankie Odins and their 3D model offspring. It's
quite easy to find examples online of people praising Doi's design as a
replacement for Kaneko's, with the reasoning often framed around a matter of
"cool" vs. "boring." Truly the Pepsi of Odins, Doi’s is the choice of a new
(extraterrestrial) generation. So why exactly is Doi's Odin cool and
Kaneko's totally bogus?
Almost paradoxically,
there tend to be two poles when it comes to a general perception of
"coolness": sleek cool and convoluted cool. Sleek cool is applicable
to designs typically with an economy of details and features (such as color),
while convoluted cool embraces complexity and intricate, often extraneous
detail. Ultra Odin is a perfect example of sleek cool with its mainly smooth
facade and limited color palette; under the convoluted cool umbrella would be
stuff like Keita Amemiya’s sinewy, entropic archangels from Shin Megami Tensei IV, which still have their zealous defenders to this day.
Mudras of peace and reflection are so not cool |
It's likely that no one
has ever fawned over a depiction of the mythical Odin as the aged and grey
wanderer, commenting, "Shit, look at how old and wise that guy looks. Dude
is so erudite and awesome!" It's probably not impossible to make a wise
old man look cool, but in prioritizing youthful superficialities you might run
the risk of contradicting the inherent meaning of maturity. Hence, Doi's
youth-and-action coded design is almost guaranteed to manufacture a favorable
reception, appealing to ingrained Japanese cultural archetypes on one hand and
on the other appearing sleek and stylish in comparison to reviled
predecessors--which is precisely why Ultra Odin fails to be a good
representation of Odin the Norse god.
Taking Masayuki Doi (and
Atlus) to Odin School
Considered critically,
Doi’s Ultra Odin commentary is a curious series of words, implying that the
design process involved something only tangentially related to actual
Scandinavian culture until he was distracted by thoughts of Ultraman. Even with
the "alien" concept bridging the gap, it's still quite a jump in
logic to go from Marvel's long-established, extremely loose adaptation of Norse
myth to a long-established Japanese live-action series that has nothing to do
with Norse mythology. But hey, at least it looks cool… right???
It will probably come as
no surprise that we aren’t fans of Ultra Odin. Sure, its shiny modern shell may
make for a better first impression than Diaper or Blankie, but that very facade
is all it has to offer. Here are seven lovingly-detailed reasons why it’s a
poor design.
I. The Inspiration is
Literally Uninspired
Above we touched on the
fact that Japanese people love their tokusatsu live action superhero antics. Anyone
exposed to a healthy amount of the country's media could also easily claim that
the Japanese have an almost equal love for references and parodies of them. His
outward appearance a declared Ultraman reference, Doi's Odin is part of that
legacy--and that's the problem: these references and parodies of particular
Japanese hero types are so prevalent as to be hackneyed.
CLICK/TAP HERE FOR TOKUSATSU UBIQUITY! |
To be exact, most of the references are to Super Sentai (Power Rangers) teams, not Ultraman; while both are under the tokusatsu umbrella, Ultraman would be considered part of a separate subgenre, kaiju (or daikaiju).
If there’s any opposition
to the overuse of tokusatsu tropes in Japanese media, it’s not to be found
within the Atlus offices. In an interview around the time of Shin Megami Tensei
IV’s release in 2013, Kazuyuki Yamai, the game’s director and current creative
lead on Shin Megami Tensei products, divulged why the tokusatsu guest artists
were hired to design demons:
I am a Super Sentai and Kamen Rider fan, so I asked artists from that field (laughs) and we ended up with a lot of tokusatsu artists. Nevertheless, I didn’t simply choose them based on my hobbies, but aimed to have creature and monster designs inspired by the Ultraman series and others that would match Kaneko’s designs. [3]
Not only does he name-drop
all three major tokusatsu brands in only two sentences, he reveals that the
overall direction for the new demons was for them to look like Ultraman
monsters… with the expectation that they would somehow jibe with Kaneko’s. If
only this interview were translated before Identity Crisis was published, but
we digress. Doi himself also shares in the giddiness over tokusatsu elements in
a SMT4 artbook commentary on a Kamen Rider-inspired armor set:
This one continues the Rider line, but with more protectors, like in motocross. It also has elements from tokusatsu movie heroes. I call it 'Kame Rider'! (laughs) The motifs on the belt buckle and back aren't supposed to be grasshoppers; they're turtles ['kame' means 'turtle' in Japanese]. Unlike the villainous-looking Rider Set, this is supposed to be straight-up heroic-looking, and the staff had a lot of fun making it. I also happen to love it, personally. (laughs) [4]
"Ultra" HD |
If it’s not already
apparent, it must be understood that these callbacks are almost universally
placed into these games with genuine enthusiasm and/or reverence and not from a
place of criticism or cynicism, even the spoofs; these heroes and their shows
were undoubtedly formative for Japanese kids since the 1960s, probably defining
career paths from a young age in some cases. Even so, our point that these
references are mundane and uninspired remains. We honestly wonder how their
banality does not deter their further propagation.
Superman is to Bakery-on-Main-Man as Ultraman is to Ultra Odin |
In this example, Ultraman is not the ubiquitous Batman (to whom the Super Sentai would be equated) but the almost-equally-pervasive Superman. But whether or not they are conjuring the image of a different, slightly less popular sub-genre, these references are still drawing from the same limited pool of costumed defenders. We can offer no concrete answers why these samey references are not viewed as cliched in Japan, but there is one thing we do know: being Ultraman means Doi's Odin is simply nothing special.
II. The Design Emphasizes
the Wrong Details, Whether by Doi’s Choices or Not
Outfitted in his gold and
blue suit and grasping his spear, Ultra Odin looks ready for a scrap at a
moment's notice, and Doi says as much in the commentary. However, as detailed
in his abbreviated biography above, Odin isn't primarily a warrior; he’s barely
one, in fact. He is associated with the martial as “lord of death,” of course,
but he's more complex than that and arguably better represented as a wisdom
figure, as attested by his wisdom quests including the self-maiming inflicted
to gain Mimir's wisdom or learn the secret of the runes. This breadth of role
is why he has always been a part of the typically versatile gods of Shin Megami
Tensei's Deity race instead of those in destructive or belligerent races like
Fury or Kishin.
Deceptively in-character |
"I come not to bring peace but a sword"... wait, that's the other guy |
I originally wanted to give Maitreya Bodhisattva a feminine image. Something along the lines of Bodhisattva as the mother, while Nyorai would be the father. I focused on the androgynous aspect, and tried all kinds of appearances, but I also had to think about the balance between the three gods of the Divine Powers, so in the end I settled on a large version. [2]
Dreamlanders: Maitreya with Matsuko Deluxe, Divine, and John Waters |
At second glance, it actually seems to be spelling out "GGGGGIGUNGNIR" |
But Odin as a
lightning-user is not a Megami Tensei universal and is, in fact, a relatively
recent development. In most Famicom, Super Famicom, and Saturn games barring
Soul Hackers, he usually wields ice skills (due to the Scandinavian climate,
one can assume) and some death skills for reasons hopefully already clear; Soul
Hackers gives him death skills and the Thunderbolt skill, the first instance of
Odin with lightning. Both Persona 2 games duplicate the death/electric skillset
of Soul Hackers plus the addition of the physical move Deathbound, which in
turn was copied by the game that seems to have codified Odin's modern
abilities: Persona 3. Here Odin finally gains what would become his signature
move, Thunder Reign, which was imported to Shin Megami Tensei beginning with
Strange Journey. So, in an oblique way, the impeccable Rune Odin may be
indirectly responsible for some elements of his substandard portrayal in modern
Megami Tensei games. Note that electric skills are oddly equated to the earth
element in SMT (judging by the skills and resistances of Element race demons
Erthys and Gnome) but that offers little remedy in this situation, one that
likely overreaches Doi's low level of authority at the company; it’s plausible
he was "encouraged" to include a lightning motif somewhere in the
design for parity with gameplay affinities. And if you really want to stretch
assumptions you could argue that even the gold and blue colors of Odin’s suit
represent lightning and rain... but why aggravate an already lousy situation?
Huginn or Muninn? |
So even the two best parts
of Ultra Odin are flawed: the spear's lightning wants to portray a side of Odin
that doesn't exist and the raven represents an incomplete concept. Despite what SMT4A wants us to believe about Odin or indeed most of the demons in the game,
their historical realities are much more complex. Correlating a wise, old,
manipulator of men’s fates to a children's superhero character who exists only
to fight monsters means that this must be how Atlus sees Odin and wants him to
be disseminated to their audience. To put it another way: the truth is
inconvenient to “cool.”
III. It Makes No Sense in
the Context of the Story
There has been a similar Stephen screenshot in every major article on this blog |
As described by Stephen, 'observation' (sometimes described as 'understanding') is the ability humans possess to give structure to the formless. In this instance, 'observation' has nothing to do with sight, but rather human perception. It is an extension of the philosophical concept of 'qualia,' or individual, subjective experiences. For example, the sensation of seeing color is not easily communicated, yet something humanity possess a shared understanding of. Likewise, YHVH only exists because of this shared observation.
Of course, forms of communication are necessary in order for humans to share their observations with one another. But once framed by language, these concepts change in nature. In effect, they become bound by language, much like the shared understanding of YHVH. What Dagda and the Divine Powers seek to do is free themselves from the limiting existence forced upon them by language. Because YHVH never revealed himself to humanity, he is not bound by language the same way they are.
Basically, observation is
just a fancy term for perception and/or interpretation; it is alleged to
"give structure to the formless," meaning it’s how demons exist.
Basically, humans "observe" natural phenomena and define it according
to their cultural subjectivity, thus giving form to gods representative of said
phenomena. Examples: the peoples of Canaanite culture see thunderclouds and
thus perceive it as Baal; the Japanese see the sun and interpret it as
Amaterasu; the Balinese see life as a duality and interpret it through Barong
and Rangda, and so on. Even though this (decent!) concept is from a recent
game, it applies perfectly to most of the extant Kaneko demon compendium as
most are designed with the perspectives of their respective cultures in mind as
they relate to basic forms, costumes, and motifs.
Observation is of course
entirely applicable to Ultra Odin as well; if other cultures observed the world
around them and created their own gods, so it should be for these (SMT4
universe) Germanic peoples of northern Europe. And, judging by the game's
presentation, these ancient people anthropomorphized magic, death, wisdom,
creation, and sovereignty… as a Japanese superhero from the 1960s. Let that
sink in for a moment. This is dissonance of a caliber that undermines the value
of observation as a plot device and it's not like the Odin design is the only
perpetrator, with Dagda's design an even more egregious offender.
Ultraman? More like... Bibleman |
Even though there’s reason
to believe Doi isn’t always in command of his own destiny, the observation
faults also raise the possibility that Doi and the scenario planners aren't
always on the same page, either. However, more probable is that observation was
an eleventh hour addition to SMT4A’s plot to tie up some rather massive loose
ends (where it still performs poorly, particularly with YHVH). Even if the idea
behind the concept isn't completely worthless, jettison it from the story and
not much changes, other than the cast would need another, less flimsy motivation
to go after YHVH. Honestly, that sounds like it could only be an improvement!
Designed with observation in mind or not, Doi could have avoided any and all
potential conflicts simply by designing an Odin that actually represents Odin.
IV. An Inorganic Look for
a Decidedly Organic Deity
Ultra Odin: Certified Inorganic |
This mostly has to do with
his helmet, which is designed in such a way to give no impression of a head
wearing it; it appears that the "helmet" is literally his head. It is
exacerbated by the encompassing gold-and-blue bodysuit, which offers nowhere
for skin to breathe and no telltale seams other than some armor plating. Even
the exposed weaving on the side of the helmet suggests something either
mechanical or decidedly inorganic happening within it. The only things that
animate on the SMT4A sprite’s helmet are the eyes: the “intact” right blinks on
and off while the “gouged” left’s stylized flame flickers ever so slightly; on
the SMT5 teaser 3D model, Odin's face (flame-patch and all) is entirely
rigid, just like Ultraman's. Also keep in mind that Odin is paired with Maitreya,
a demon who also looks to be cast out of metal and, like Odin, has no facial
animation. Based on the visual language provided by Doi, distinguishing organic
elements were of little importance, only a tribute to the seamless and
expressionless Ultraman suit.
Ultraman has some fleshy bits it seems but these are outmatched by the metallic or synthetic |
Besides Ultra Odin, Doi
has produced a preponderance of "masked" demons with faces devoid of
expression or sans certain facial features like Dagda, Danu, Maitreya,
Chironnuppu, Inanna, and Sukuna-Hikona; indeed, so has Kaneko with the likes of
Thor and and Lugh. But better than framing this around “masks or no masks” is
categorizing demon designs as having organic or inorganic characteristics. For
example, Kaneko's SMT1 remake Thor may have a fully-covered head like Odin, but
has visible skin so you know his helmet isn't literally part of his body;
likewise, Kaneko's Lugh has a face-obscuring mask, but one that protrudes
unnaturally as if it is being worn rather than a body part, plus he has those
gorgeous (and organic) golden locks. Similarly, Doi's Sukuna-Hikona is among
the veiled but his human-like skin tone clearly separates flesh from textile;
in fact, many of Doi's SMT4A designs would also fit into the organic category,
like Krishna, Adramelech, Mermaid, Mephisto, and Cleopatra. However, Odin
plainly belongs into the inorganic group.
Odin's "living
costume" design is unfortunate, because, as already discussed, the god has
myriad roles unrelated to Ultraman-style battling. He drinks his mead, has sex,
and has properly described body parts like the surrendered eye which really
doesn’t feel like a sacrificial disfigurement when it’s part of an artificial
body. Molding Odin into a plastic alien warrior robs him of all his original
relevance in the human realm as a divine reflection of ancient Germanic
culture.
V. It's Just a Persona
On the subject of masks,
between the inorganic style and the overall artistic intent for Ultra Odin, he
resembles a Persona series persona more than a Shin Megami Tensei demon. To
briefly sum up the differences between demon and persona designs, demons are
nominally physical beings and representations of their respective religious
figures, while personas are manifestation of a specific individual's psyche and
thus are not necessarily "alive.” Thus, personas conform generally to the
idea of "inorganic" aesthetics and can incorporate any manner of
artificial materials or objects as part of their bodies so long as it is
appropriate for the intended theme-- masks in particular, as that is the
literal meaning of the word “persona.” As a result, personas tend towards being
unrestricted, exaggerated, stylish, or any combination thereof, from sleek to
convoluted and everything in-between; all the hallmarks you need for something
that can be perceived as "cool" by a majority at a glance. In short,
after Persona 1, it became the standard for personas and demons to look wildly
different from one another. Even if Ultra Odin doesn’t fit in with the SMT
establishment, he’d be right at home among personas.
"I am thou, thou art I" |
A persona that provides an
easy comparison with Ultra Odin is Persona 2's Apollo. Like Odin, Apollo is
clad in a head-to-toe costume, masked, and depicted with two primary colors.
Stylistic differences between Kaneko and Doi aside, these two figures share the
"living costume" motif and appear like they could have been derived
from a similar aesthetic logic; in one particularly obscure interview between
Kaneko and comics legend Hirohiko Araki, the former touching on his then newly
minted design ethos for the Persona series, the pair even set aside some time
to muse on their shared inspiration stemming from the costumed aesthetic of
works such as Kamen Rider and, of course, Ultraman. [5] But even better than
Apollo is any flavor of Persona 4’s Izanagi, who follows identical design beats
to Ultra Odin’s: the inorganic mask face, the modern bancho jacket or suit, and
clenched spear. Though when you consider Apollo and Izanagi look intentionally
dissimilar to the actual gods, this is not meant to be a compliment to Ultra
Odin.
A "persona-fied" Ultra Odin and face detail |
Ultimately, inorganic
Ultraman Odin is proof that the Persona series' style and aesthetic
sensibilities emerged triumphant at Atlus Japan, a victory that was perhaps
inevitable. The success of this brand of mainstream-oriented design was
previously shown in the collage of Ultra Odin accolades seen above, the
comments of which reflect a prevailing attitude that equates coolness with
quality: "It looks cool, therefore it's good." While that's all well
and good for a large chunk of pop culture, unfortunately, that's not how
religious and mythological imagery work and since SMT represents these precise
concepts, "cool" shouldn't be a primary goal. The myths could have
been considered thrilling to the Scandinavians of their time, particularly to
younger audiences, but they didn't think Odin was "badass" because
sliced Ymir into a million pieces nor were the simplistic ancient wood and
stone carvings of Odin considered sleek and swell by modern understanding; this
would be to completely overlook his actual religious function, where he could
be an intimidating tutelary deity without the need for Dragonball Z power level
antics.
VI. Pop Culture Is
Primary, Odin Is Secondary
The Ultra family reunion (by Luntakesalla) |
We've already shown how
close Odin's body conforms to an Ultraman suit, so there's little need to
reiterate those details. And that fact, simply, is the entire problem. While
the raven and Gungnir are technically nice until you think about them for more
than five seconds, the physique, the frame, the actual personage of Ultra Odin
is entirely tokusatsu. This depiction says nearly nothing about Odin himself
but instead has much to say about how Doi prefers not to step outside of his
Japanese comfort zone even when it comes to decidedly non-Japanese demons;
Ultra Odin is perhaps most accurately described as an Odin-themed Ultraman
design rather than the other way around. For a series that wants us to believe
its gods and demons are actually the real deal, such a move is a general
violation of its central assertions.
Helpfully, analogues exist
in the Kaneko catalogue to illustrate how to balance a pop culture reference
with a demon's core identity. There's an easy comparison to be made between
Doi's Odin to Kaneko's Zaou Gongen, a favorite design of ours that also happens
to include an overt pop culture reference. Originally covered in Kaneko's Crib Notes XXXII for its general adherence to Buddhist statuary, we revisited him
again in volume XLIX thanks to a reader comment that pointed out his chains and
demon codpiece were remarkable similar to those not of a Japanese superhero but
an American one: Todd McFarlane's Spawn. Take a look:
Zaou Gongen's fusion of East with West |
Ultra Odin's Identity Crisis |
This demonstrates the
importance of prioritizing the fundamental mythic forms of demons before adding
elements that may or may not accentuate their actual functions. Doi himself in
fact adhered to this very guideline in SMT4A with designs like Adramelech,
Sukuna-Hikona, and Krishna--his very best, most SMT-like demons. And while
we've roasted the Shin Megami Tensei IV guest artist demons plenty over the
years, Tamotsu Shinohara's Tenkai follows approximately the same formula,
making him a monk first and foremost and the motif of a body of carved rock
second, producing a wholly inoffensive and even good addition among some truly
wretched attempts (that, unsurprisingly, also generally violated this
guideline). But perhaps most surprising of all is a likely Ultraman reference
that comes at us via one of Kaneko's last demons: Asherah. Though her design
emphasis is that of a mother goddess with large breasts, her skin is covered in
a labyrinthine pattern that bears a close resemblance to Ultraman nemesis Dada,
though the Dada aliens in turn were named after and inspired by the art
movement of the same name; notice that this reference does not interfere with the messaging of her mother goddess emphasis.
We want to stress that if
Spawn of all things can be a legitimate influence for a deity of Japanese
Buddhism, so could Ultraman work for Odin: it's all in the utilization. And if
Asherah can still successfully represent a Levantine mother goddess with
Ultraman monster stripes, if Krishna can still properly toot away on his flute
even in dapper contemporary schoolboy clothes, then there's undoubtedly a way
for Odin to incorporate some aspect of Ultraman without jeopardizing his own
essence. Unfortunately, Doi thoughtlessly chose to prioritize the side over the
entree.
VII. It's No Better Than
Shin Megami Tensei IV's Guest Demons
Approximate representation of your memories of Yamato Takeru |
A demigod of Japanese
myth, Yamato Takeru was a warrior who inherited Susano-o's famous sword
Ame-no-Murakumo, later calling it the Kusanagi-no-Tsurugi ("grass-cutting
sword"). He is perhaps most notable for an episode where he cross-dressed
as a maid to kill rival leaders, a description of which is conspicuously absent
from Yamato Takeru's SMT4 profile. Yamato Takeru has no real role in SMT4's
story other than being mafia boss Tayama's divine bodyguard and member of the
National Defense Divinities and the less said about the latter, the better.
Yamato Takeru was designed
for SMT4 by Kyouma Aki. Here's what Aki had to say about the process:
The keywords I received for him were 'Yamato Takeru' [a Japanese historical/legendary figure], 'angular hair,' 'magatama jewels,' 'ancient Japan,' 'cracked earthenware,' and, redundantly, 'Transform!! ...A bit.' For the rough I submitted, I also included 'young man,' 'male,' 'assassin,' 'divine sword Ame-no-Murakumo-no-Tsurugi' (Kusanagi-no-Tsurugi), 'top-brass villain in a transforming hero movie,' and 'National Defense Divinity' (that sounds so cool). I made his arms and legs puffier in a redo. I really wanted to design him as a dark hero. By slotting the magatama jewels from his buckle into Kusanagi-no-Tsurugi, he can pull off all sorts of special moves. If the jewels on his chest tend to the left, he's an enemy. If they tend to the right, he's an ally. If both sides sink into his body, he turns gold and enters hyper-mode... That's everything I've come up with. (laughs) The demons are going to be voiced, so I hope that makes communicating their personalities through the images even easier. [4]
Aki's Yamato Takeru |
Hackneyed inspiration.
Another confirmed tokusatsu design, so what more can we say? But it gets worse,
as this isn't even the only "henshin" design Aki contributed,
describing his Astaroth in the following way: "The keywords were
'androgynous man,' 'top-brass villain in a transforming hero movie,' and
'medieval nobleman + figure.'” [4]
Emphasis on the wrong
functional details. He probably deserves a pass here, as Yamato Takeru is not
as multifaceted a deity as Odin and his warrior role is not lost in the
transformation to martial hero. However, if you interpret his
"transform" imperative as a reference to his cross-dressing, that
perhaps crosses an inappropriate line.
It doesn't suit the story.
Now since observation didn't technically exist in Shin Megami Tensei IV proper,
it is hard to fault Aki and Yamato Takeru for not adhering to its perplexing
laws before the fact. Yamato Takeru's blink-and-miss role in the game that's
only on a single route also makes this one hard to judge; basically all that's
required of him is that he be Japanese, something this design passes with
flying colors!
It's inorganic.
Absolutely. It was entirely intentional! Just a once-over will tell you that
Yamato Takeru is a "living costume" topped off by a perfect example
of a molded mask-head, just like Odin.
It's a persona. His bulky
rock armor makes him look a little less sleek than Odin, but the inexpressive,
clownish masked face alone makes this design more persona than demon.
Primary vs. secondary
emphasis. While it's obvious that the primary goal was to make Yamato Takeru
look sentai-like, his origins weren't pushed aside to the degree seen with
Odin. His suit is designed to resemble Yayoi period clothing and his helmet
head is nonetheless ornamented with flaps intended to echo the ancient Japanese mizura hairstyle. He may also be wearing a sentai transformation belt, but it
and the complementary upper armor are decorated with magatama stones. One real
missed opportunity is his Kusanagi sword, which, should there be any
consideration of design continuity, doesn't resemble the pronged sword wielded
by Susano-o at all. But all this said, yes, much of Yamato Takeru is lost for
the sentai stylings and it’s very doubtful you’d be able to guess who it was
just by looking at it.
Doi's Dengeki Nintendo cover |
The Yamato Takeru
comparison also benefits from that design having received direct commentary
from Doi himself. Doi selected him to accompany Flynn and Isabeau for a
SMT4-themed Dengeki Nintendo magazine cover and states that "making the
heroic Yamato Takeru their demon friend seemed like a right choice, as he was a
new demon with little exposure (at the time) who eventually befriends the
protagonist in a way. I also just personally like how Yamato Takeru looks and
wanted to try drawing him. (laughs)" [4] Think about that last sentence
there while keeping in mind Aki's description of Yamato Takeru's "gold
hyper-mode" and you can potentially see the genesis of Doi's Odin.
Chilling!
VIII. Ultra Odin Strangles
Kittens and Enjoys It in a Sick, Perverted Way
Marvel's Odin surveys his dominion over the laser tag field |
While it's not impossible
to identify Doi’s Ultraman tribute as Odin (people guessed who it was via a
barely intelligible silhouette, after all, mostly due to the winged head and seemingly missing eye), our point remains that his design
consists mostly of frills that detract from or conflict with his Norse
identity. It's a cliche, but Ultra Odin is simply all style and no
substance--and since Odin is a god with a lot of substance, that’s ultimately
what makes the design such a massive disappointment. Doi's effort has more in
common with the depictions of gods you'd see in Final Fantasy or, more
accurately, one of the multitudes of mobile gatcha games that aren't concerned
with actual gods as much as they are with filling out archetypes to cast a
wide net of appeal; conforming demon design to these standards of frivolous
“cool” will only serve to make Shin Megami Tensei indistinguishable in addition
to eroding its unique position as a curator of actual world culture, not that
Atlus will care so long as this pop pipeline continues to leak black gold. Worst of all, Ultra Odin’s myriad flaws are no isolated incident--which is why he’s been the
perfect case study for everything wrong with modern demon design.
Patterns of Failure in
Modern Demon Design
“As above, so below.” This
famous phrase of Hermeticism refers to the idea that the microcosm reflects the
macrocosm, often repeated to describe how the human body is a model of the
universe itself. Aptly, we’ve found that the inadequacies of Ultra Odin, our
subject microcosm, only echo problems that resound in the macrocosm of Masayuki
Doi’s collective demon design works.
By our count, Doi has
produced 24 wholly original designs as of Shin Megami Tensei IV: Apocalypse and
Shin Megami Tensei: Strange Journey Redux. We exclude the refurbished guest
artist demons (like Lucifer, Merkabah; albeit with one specific exception),
facelifts of Kazuma Kaneko demons (specifically YHVH's first form), and the
currently unnamed pitchfork-wielding demon seen in the Shin Megami Tensei V
trailer. These 24 demons are illustrated in the below rogues’ gallery:
Before we begin, this is a
good time for a reminder that we think Doi is a talented artist. By and large, the majority of the
criticisms we have stem from the unsatisfactory incorporation of mythological
motifs in his designs, what we believe to be a critical and defining aspect of
the Shin Megami Tensei series; it’s very rarely a question of the actual
quality of his artwork. In fact, you may or may not be excited to learn that
there will even be some Kaneko criticism to follow, as some of the issues began
during the Kaneko and Cozy Okada era and it’s only fair to address them as
warranted. But make no mistake, there is no true equivalency between the two
generations. The two dozen members of the modern demon portfolio, with Ultra
Odin as their model, represent a palpable paradigm shift in design that only
validates the concerns of Identity Crisis almost three years ago--and one that
paints a grim picture for the demons yet to come from Doi's digital canvas.
A. Odin's Raven: Research,
That Old Bugaboo
The lone raven alight
Ultra Odin’s clenched fist resounds with a familiar caw: effective
representation of myths requires effective investigation (unless your primary
source is a popular children’s program). But how does the research process work
within Atlus itself? As luck would have it, Doi himself shed some tantalizing light
on the topic in a question and answer session for the English release of Strange Journey Redux:
Q: How do you research your information for demon designs what sources do you look at to find stories from mythology from around the world and how do you incorporate that into the final design?
Masayuki Doi: It all begins with going through the materials such as books, mythology-related websites, and other resources put together by the person in charge of the story setting. And based on those materials, I sketch out details that could be used in designing the demons and characters, and then I discuss which is the best design amongst the team. Whether their designs remain faithful to the original mythologies or certain aspects are exaggerated is decided through this process. [6]
This entire quote is a
big, fat, juicy porterhouse that will require multiple courses to properly
savor. But for now, the tender morsel to chew is simply the fact that there is
a method for utilizing source materials as part of the design process. However,
no matter if it’s the scenario lead or Doi himself, many of the 24 new demons
display an odd aversion to the content of these source materials to an extent
that adequate engagement with them doesn’t seem like a priority. Here are a
generous handful of ways demon design has been affected by this indifference to
source research:
1. Minor mistakes.
Relatively insignificant errors that will seem downright quaint as we move on.
Pan of the ass |
Left: the Adramelech found on Japanese Wikipedia; Right: the recent reproduction |
An Abraxas stone and Kaneko's Abraxas |
Adramelech's iron also has
an easy Kaneko analogue with Abraxas. Abraxas is often seen wielding a lash or
flail on the ancient "Abraxas stones," but Kaneko drew him with an
olive branch instead, perhaps also due to issues with interpreting low-fidelity
images. The Abraxas design is otherwise in harmony with the ancient depiction,
just given another object with a similar silhouette--but at least one with connections
to Greek and Mediterranean culture, unlike Adramelech's item.
Pumpkin Crimes |
2. Baffling leaps of
logic. We've already seen the best example of a logic leap with Doi's thought
process for Ultra Odin, as the sci-fi, alien trappings of the Marvel Cinematic
Universe led to adopting a completely unrelated extraterrestrial appearance
with Ultraman. Unfortunately, that's not the only puzzling rationale Doi has
admitted.
Not-so-solid snakes |
3. Problems with
comprehension and application. Research may technically be a collaborative
process at Atlus but, based on the demonic evidence, all parties involved are
complicit in the misunderstanding and/or misapplication of the source material.
A load of bull |
I used [Maitreya] as a base and collaborated on finding a design for Mitra with the staff that was more well-versed in mythology. The Mitra of ancient times is such an old god that he has spawned numerous variations, and yet there are very few descriptions of him. That is why in this game his design reflects the changes suffered historically by Mitra himself. Among the things I wanted the god of contracts to reflect were the principle of Christian salvation or the revered cow. [2]
There are two important
takeaways:
1. Doi needed help from
fellow staff members "more well-versed in mythology." This must mean
either that Doi doesn't consider himself knowledgeable on the subject or that
he specifically needed to consult them about the imaginary friend they created
for him to draw. Our dream is that it's a sarcastic quip aimed squarely at the
scenario planners for tasking him with the impossible.
2. This design represents
all generations of the Mitra family tree, meaning that Persian-Vedic Mitra,
Zoroastrian Mithra, Roman Mithras are all here in some respect. The wings probably call back to the Zoroastrian yazatas and the bull
head certainly refers to the tauroctony of Mithraism, the only Mitra-related
myth that has a sacred bull. How "Christian salvation" works into the
mix is anyone's guess, but Doi is probably making a general (and fairly
inaccurate) comparison between Mithraism and Christianity.
As no true amalgamation of
Mitra exists in any tradition, this is a demon literally without an identity.
Without a clear identity, there's no solid foundation on which to build.
Mitra-Buddha is an aimless, unfocused design resulting from poor guidance and a
lack of knowledge.
Eyes up here: Nirasawa's (L), Doi's (R) |
The epitome of stupid and abstruse combined |
4. Seemingly random
adherence to source material. Not every design of Doi's is a dud! But for those
that clearly utilize proper sources and research, why do they feel like
exceptions?
We make no secret of our
love for Adramelech and Mephisto; along with Sukuna-Hikona, Krishna, and maybe
Chironnuppu, we think they represent the pinnacle of Doi's demon output thus
far. But it's Adramelech and Mephisto in particular that stand
shoulder-to-shoulder with the Kaneko giants (is it any surprise that both these
guys put in appearances for our regrettably brief run of Doi’s Crib Notes?). If
we were to show only these two demons to our 2013 selves, at the height of SMT4
guest artist negativity, we probably would have been even more sour on Amemiya,
Nirasawa, et al. and positively thrilled for this false future. And the reason
for this success is simple: Doi stayed within the cultural lines. The lines,
after all, are your friends.
Adramelech and Mephisto |
[On Adramelech] A design made in the early stages, back when I decided to draw the demons. The reason for this selection was that I wanted to release a proper looking demon, so I consulted the ‘Dictionnaire Infernal.’ [2]
Mephistopheles is a character from the legend of Faust that has been often interpreted in various plays, movies and so on, so his design has become fixed in people's minds. I chose to respect that, while also adding my own original points. [2]
So the question is why,
exactly, was this approach reserved for these two in particular, amid the
constellation of designs that otherwise flout source material? Doi’s comments
are murky on the rationale: he seems to imply that the choice of Adramelech for
the scenario was left to him, perhaps entailing an unusual degree of freedom in
the process. A “proper looking demon” would naturally imply something along the
lines of the Goetia, so his choice may have been as simple as searching for
something that had yet to put in an appearance in the series. Perhaps Doi is
more willing to apply a source-oriented approach to “demons” in the
traditional, infernal sense, as another demon to be discussed later retains his
usual aspect beyond some gigantic red distractions.
This theory should
eventually bear out as more demonic alumni are inevitably introduced, but for
now it applies equally to the fiendish-but-not-goetic Mephisto. Here Doi simply
states the dictum of cultural primacy in design to the letter, leaving little
ambiguity that he understands and is capable of executing on the philosophy of
successful demon design. Does his DLC-exclusive status imply that it was simply
his fortune to be one of the last designs conceived, perhaps at a period in
which a weary Doi was ready to shift gears for a moment, or is it simply an
extension of the “demonic exception” mentioned above?
There are a few other
examples of Doi employing source materials with fantastic results, like
Anahita’s panels, which employ auspicious
inverted triangles of Zoroastrian art. These panels, Adramelech, and
Mephisto are proof positive that Doi is capable of fantastic work in (re)producing
source-oriented forms--and also that simple research is sometimes all you need!
This is a fact that should guarantee the inclusion of at least a few
exceptional designs per mainline entry going forward, but that’s the whole
issue: a pattern of erratic application will ensure it’s a crapshoot as to who
makes it out of Maniacs Team’s tokusatsu vacuum forming machine unscathed.
5. Overreliance on
obsolete "truths." Kaneko contrarians rejoice: finally an issue that began in the
Atlus “golden days.”
The general field of
religion and mythology may deal with subjects that are millennia old, but the
surrounding scholarship is surprisingly fluid. New archeological finds
challenge accepted assumptions, textual analysis could established new
connections between cultures, and so on; maybe the books on Apollo or Osiris
won't be rewritten, but the right find in the dirt could shed needed light on
more mysterious characters like Mithras or even the ultimate origins of Yahweh.
The trouble is, Atlus seems reluctant to release its death grip on its
decades-old books or update the information they are disseminating in demon
profiles and the like.
From the official Dx2 Facebook page |
As far as we can tell for
either case, a possible explanation is that kennings (a feature of Norse poetry that uses figurative phrases to
indirectly refer to another subject) were taken literally. For the first, there
is indeed a kenning for “gallows” that incorporates Sleipnir’s name: “the
high-breasted Sleipnir of flax cords”; if anything, the definition
assignment is backwards and it’s “gallows” that is taken to be a “Sleipnir,” but
it’s not the intent for this poetic language to be taken at face value. The
same seems to be true for Yggdrasil, which itself is a kenning meaning “Ygg’s
steed,” “Ygg” being another name for Odin himself. Because Odin hanged himself
from Yggdrasil to learn the secret of the runes (he did not hang the heads of
others; that seems to be a mistranslation, unless it is referring to
sacrifices), he in a sense “rode” it as if it were a horse–it may have been
another gallows scene, but being a god, he still came out on top.
These kennings seem to
have been translated literally in Japanese in whatever source Atlus used for
Sleipnir’s profile, probably old and outdated. And though Sega developed
Liberation, it’s not their fault: we can confirm that this same misinformation
about Sleipnir exists in his Pandemonium book profile from 2001, and the
profiles from those books were in turn sourced from the two Akuma Zensho ("Demon Complete Book/Compendium") CD-ROMs for Devil Summoner and Soul Hackers. This same info is used for
current profiles, as you can see on the wiki; but note Imagine’s text,
which is longer, different, and more accurate (except for a possible
translation gaffe that exchanged “underworld” for “underwater”), and likely
written with newer, different sources.
Utilizing outdated
information would of course be intrinsically harmful to demon design, but has
it actually happened? We think so, but the particular example that sticks out
to us isn’t by Doi. Yes, even the almighty Kaneko fell victim to spurious research
with his Cernunnos... sort of.
Kaneko's Cernunnos |
So, even with good
intentions and a fantastic primary source, how can a god be misinterpreted so
badly? Conveniently, Soul Hackers' Demon Compendium CD-ROM lists two sources
for Celtic deities: Proinsias MacCana's seminal Celtic
Mythology (1969; published
in Japan in 1991) and Miranda Jane Green's Celtic
Myths (1994; published
in Japan in 1997). MacCana's work on Cernunnos is eerily similar to the content currently on the god's Wikipedia page, suggesting a consensus unchanged
this past half-century; Green's is much the same. Two things to note here,
however: the first is that these sources are valid only for the written
profiles for the Soul Hackers CD-ROM, et al. and are not automatically
assumed to be Kaneko's specific inspiration; the second that Wikipedia doesn't
always have the most up-to-date information, particularly for obscure Celtic
deities that receive relatively scant page traffic. The only conclusion we can
make from this is that Kaneko (and whoever assigns races) personally consulted
a source older than MacCana with outdated information while also using the
Gundestrop cauldron as a visual aid. While it's a technically inaccurate
design, at least the intention to use an original source is there, something
largely absent from Doi's Odin.
Atlus is in dire need of
some contemporary book recommendations. Unfortunately, we expect the
regurgitation and recycling of misinformation or half-truths instead of
much-needed new research to continue to be a problem going forward. If they
continue to use the same old books, scenario writing and demon designs could be
affected just as much as simple profiles. It likely won’t be an issue for every
demon--for example, how could one possibly botch the design of a
universally-known god, like Zeus?--but Doi is the inheritor of an environment
ambivalent towards the truth and keen to superficial spectacle.
UPDATE: Thanks to another clutch translation by Dijeh, we have another example of information that's less than accurate. In a 1996 interview with Sega Saturn Magazine for the release of the Devil Summoner Akuma Zensho, Kaneko himself remarks:
Here we see Kaneko peddling the idea that Inanna is a mother goddess, even going as far as to call her relationship to other goddesses as being "the mother of them all." This is absurd, yes, but it also presages Inanna's role in SMT4A, which will be touched on later in this article. Additionally, saying "Sumer is the origin of God" predicts (and contradicts) Kaneko's odd Nocturne strategy guide comment from years later that "YHWH, the god of the Old Testament, is the basis for all the gods around the world, from a folklorist’s standpoint." Another interesting nugget from the interview is that Kaneko notes that Shogo Isogai, later scenario writer for Nocturne and Strange Journey, among others, is "the one in charge with the monster data" for Akuma Zensho, which entails the demon profiles we're still reading (well, at least some of us do!) in modern SMT games.
UPDATE: Thanks to another clutch translation by Dijeh, we have another example of information that's less than accurate. In a 1996 interview with Sega Saturn Magazine for the release of the Devil Summoner Akuma Zensho, Kaneko himself remarks:
I really got into Sumerian culture while working on this, and found out that in their mythology there is a planet with an elliptic orbit outside the solar system, number twelve or so. It’s really popular among occultists and it is said monsters hail from there. Inaruna, who shows up in the final part of Devil Summoner was inspired by the Sumerian goddess Inanna. There are many mother goddesses all over the world, like Ishtar or Kali, but Inanna feels like the mother of them all. They all differ from region to region though, and it seems Inanna became Ishtar at some point too. If we put it like that, if feels like Sumer is the origin of God, so I paid special attention to it.
Here we see Kaneko peddling the idea that Inanna is a mother goddess, even going as far as to call her relationship to other goddesses as being "the mother of them all." This is absurd, yes, but it also presages Inanna's role in SMT4A, which will be touched on later in this article. Additionally, saying "Sumer is the origin of God" predicts (and contradicts) Kaneko's odd Nocturne strategy guide comment from years later that "YHWH, the god of the Old Testament, is the basis for all the gods around the world, from a folklorist’s standpoint." Another interesting nugget from the interview is that Kaneko notes that Shogo Isogai, later scenario writer for Nocturne and Strange Journey, among others, is "the one in charge with the monster data" for Akuma Zensho, which entails the demon profiles we're still reading (well, at least some of us do!) in modern SMT games.
B. Odin's Mask: Persona
Pressure
Asmodeus: Soothsayer |
We touched on the
inorganic “mask” effect earlier with Ultra Odin and why that makes him resemble
a persona more than a demon and also that this can equally apply to a number of
Doi’s other demons. In fact, the “mask” nomenclature is a slight misnomer in
that respect, as the “persona-ization” of demons is about more than just what
happens with a demon’s head, extending to whether inorganic body types supersede
organic and even to aspects like theming emphasis. All told, the claim that
Persona is seeping into Shin Megami Tensei may not be particularly
extraordinary, but the overabundant evidence present in the demons themselves
just might be.
Dagda: Dagda's enough of a mess for myriad other reasons that he already has his own article. Click/tap on the adjacent banner for a complete disseverment of this so-called "good god." (Note: Dissecting Dagda originally published on 2/10/17.) Nevertheless, one of its ultimate points is that Dagda resembles a persona more than a demon because A. the design looks nothing like the mythical Dagda and B. the design takes a single trait (death) and exaggerates it, a common tactic of persona design. And fitting for a being who wants to end all life as the inhabitants of the SMT4-verse know it, Dagda wears one extremely inorganic body.
DAGDA'S GROSS INNARDS AWAIT! (Unless you already read it last year) |
Dagda: Dagda's enough of a mess for myriad other reasons that he already has his own article. Click/tap on the adjacent banner for a complete disseverment of this so-called "good god." (Note: Dissecting Dagda originally published on 2/10/17.) Nevertheless, one of its ultimate points is that Dagda resembles a persona more than a demon because A. the design looks nothing like the mythical Dagda and B. the design takes a single trait (death) and exaggerates it, a common tactic of persona design. And fitting for a being who wants to end all life as the inhabitants of the SMT4-verse know it, Dagda wears one extremely inorganic body.
Danu's mask and... whatever is happening with Inanna |
Inanna: It bears repeating for Inanna: she's not a mother goddess no matter how many times SMT4A says she is. Unfortunately, Inanna's final design runs with this idea, saddling her with a humongous distended belly and seven odd onion-patterned breasts of various sizes. Though if you take a good, hard look at what's happening with her whole torso you'll find that it's oddly egg-shaped; this is presumably playing off the bird theme borrowed from the Burney Relief, though every element is still embellished to the nth degree. But where the persona comparison is strongest is once again in the head; we'd say face, but she literally doesn't have one, just some flat ornamental patterning and a Heath Ledger Joker smile. She doesn't even have eyes! Not even her hair looks particularly realistic for the style, instead resembling twisted rolls of Play-Doh. In sum, Inanna doesn't exactly look like something that would be living and breathing.
Cleopatra: The majority of
Cleopatra is organic and human-like (and thus not similar to a persona), that
is, all but her “weaponized” right arm, which subtly transforms into a knot of
snakes behind her head; the shift is difficult to see at first but no trickery
was intended by Doi as you can very obviously see her skin change into a
snake's to the left of her head, like the aforementioned brow cobra. So,
because she committed suicide with one, Cleopatra literally is snakes. What's
the logic in becoming or being equated with what killed you, other than for for
symbolic reasons that better fit a persona than a demon? For similar examples,
see Prometheus' rock body in Persona 2 and the impaled-yet-animated Castor of Persona 3.
The seams of the Bosatsu Bros. |
Chironnuppu and Vishnu-Flynn |
Vishnu-Flynn: It might seem that the two flavors of Vishnu-Flynn barely count as demons, but so says the game and supplementary materials! One positive about Vishnu-Flynn is that he has a head with an actual face; there's eyes, a nose, a mouth, and Flynn's silly hair, all of which make sense for story reasons. But despite a literal human aspect, the rest of him is yet another Doi tribute to the inorganic costume body; on his arms and chest you can see oddly delineated and unnatural segments of "muscle" in addition to the gold veins.
Zeus: Zeus is guilty here
but we’ll be getting to him in more detail in a separate discussion below.
So out of Doi's 24 original
demon designs, 12 of them, a solid HALF, display persona-like tendencies. But
counting Odin, you may notice something's off about our math as so far we've
only talked about 11 persona-demons. That's deliberate, as we needed extra room
for possibly the most egregiously persona-esque of them all: Satan. It's truly
difficult to decide where to begin with him but we might as well start with the
most eye-catching element, his seven heads. As previously mentioned, this is
because Doi chose to depict Satan as the Great Beast from the Book of
Revelation:
I’ve been thinking for a long time that I’d like to see a demon illustration of Satan as the red dragon described by John in the Book of Revelation. I never thought I’d actually be the one to draw him, but this was a good opportunity so I took it as a challenge. I didn't want him to be mistaken for the Beast of the Harlot, so I only used the description of its head and emphasised the rest as a demon design. The details on his hands and legs are vestiges of his imprisonment in Hell. To me, this design is my biggest wish fulfilled. [2]
Satan's face icon passes its judgment |
Now, it must be prefaced that this "biggest wish fulfilled," like an aggravating number of SMT4A's original demons, first and foremost has problems with its portrayal, as was already covered in regards to the problems with proper research. But regardless of Doi's source inspiration, we are left with these honestly striking crimson horned heads erupting like lava from a basalt-colored body; we have to admit that this volcanic contrast is a compositional highlight. And at first glance you'll see that the many heads all have full facial features even with some agreeable stylization going on with the skull and dragon motifs. That is, all but one: the top central head is "masked," sans all but eyes, and is confirmed to be Satan's representative head judging by the fact that it is the one that appears on his miniature face icon. Doi couldn't resist!
Satan's shambles: the torso's convoluted blob and one of his oversized novelty hands |
There's little to say
about his wings or tail but Satan's arms are as exaggerated as anything else
about the design. His hands are twice as wide as his arms, giving him
cartoonish proportions. It's common for the chained spikes impaling the hands
to be compared to the shackles of Kaneko's Persona 1 Satan, and whether or not
that’s the influence, Doi likely included the spikes to emphasize the
Revelation theming.
*sigh*... Who Wore It Better? |
If Legs Could Kill: Satan's stilts slot right in next to Soejima's personas |
SMT4A wants its Satan to be seen as "the epitome of chaos and order combined," but, let's be honest, if the design were represented by a Venn diagram it would just be a single red chaotic circle, mostly thanks to Doi's insistence on a Revelation Satan. But even if the heads contradict the game's own objective, remove them and you would be left with a monotonous blob of charcoal, reinforcing the claim that the heads and the contrast they provide are the only interesting part of the design--and even they got hit with a mild case of the persona bug. Instead of a perfect mix of law and anarchy, Doi’s Satan is a model amalgamation of the overbearing influence of the Persona series.
C. Odin's Thunder: The
Limits of Doi’s Creative Freedom
Shigenori "GunCon" Soejima and Masayuki "Chuckles" Doi |
After SMT4A's dust fully
settled and Doi's new demons were disseminated, reaction to them was... well,
let's just agree that it was mixed. Most (us included) agreed that they were at
least more consistent in style to Kaneko's (i.e., "heavy brush") than
the Shin Megami Tensei IV guest artists', albeit with some blunders. This
apparent ceasefire lasted until the game's artbook was released the following summer, showcasing what we didn't see in the game: Doi's superlative demon
concept art. Fat Dagda with a club instead of ersatz Skeletor. Danu with a face
and actual skin. A much more human Inanna. Without listing them all, the common
theme between most of the concepts is they look like actual Shin Megami Tensei,
Kaneko-era demons; it's an absolute tragedy that none of them were used. So why
weren't they? Our guess is that they were judged to lack that
Persona-influenced “cool” factor and Doi was forced to conform; in a word,
“money.”
Not cash enough: skull 'n snakes Satan, husky Dagda, and a reasonable Inanna |
Dagda is a good example,
as he represents the multiple dimensions to the problem that may be in play
here. In Dissecting Dagda, the theory offered was that Fat Dagda, accurate to
the mythological figure as it may have been, would not a particularly bankable
face for a game undeniably marketed towards adolescents (in Japan; all
marketing talk here is with Japan specifically in mind because Atlus' games are
still made to cater primarily towards their home market [13]), while
"cool" Dagda would have that general appeal to the majority who don't
know what he actually is supposed to look like. Look no further than Doi’s own
comment on Dagda that “role-wise there was a discrepancy in the game with the
generally transmitted image of a good, food-loving god, so I broadened the definition"
[2] for evidence of deliberate modification.
So if Dagda, a central
character, looks completely different (persona-like, as it were), it's
naturally going to have a rippling effect on other designs. If he’s a monstrous
abomination, then it makes no sense for his mother Danu to appear demure and
human-like. And if these two major demon players have that inorganic look, then
it follows that others in the new roster would adopt it as well for consistency
(and they largely did). Dagda's design was also limited by the requirements of
the scenario and script. Simply put, Dagda is one dour and depressing dude and
his dreary dialogue wouldn't sound right coming from the mouth of, well,
anything that doesn't have a skull for a face; likewise, this is a topic
explored in greater detail in Dissecting Dagda. Nonetheless, these scenario
restrictions likely negatively impacted Doi's work by imposing upon him
incongruous demon characteristics and attributes. Here are more examples from
Doi's own comments:
Try to imagine "fat" Dagda saying this, then laugh, then laugh at the original anyway |
"Pretty Maitreya" concept |
Mitra-Buddha: "I used
Miroku as a base and collaborated on finding a design for Mitra with the staff
that was more well-versed in mythology.” [2] As already reviewed in the
research section, Doi was served a rotten plate of nonsense with Mitra by the
scenario and we suppose he did his best given the circumstances. But since
Mitra is just a minor reworking of Maitreya's own design, and if we assume this
was always going to be the plan, Doi's longing for an androgynous Bodhisattva
was probably never in the cards as plopping a bull's head on a skinny,
meditating body probably would not communicate the threat intended by Mitra's appearance
in the narrative.
Chironnuppu: "A
mascot was wanted in the game and this is how Chironnup's first design came
about.” [2] That explains everything, really.
Inanna: "The original
idea had her as a sky goddess, but her role as a birther of gods evolved in the
story so her appearance came to reflect this.” [2] By "sky goddess"
we assume Doi means the literal meaning of Inanna's name, "Lady of
Heaven," or the identification of her in Mesopotamian astronomy as the
planet Venus, as she is not literally a sky goddess; of course, the game frames
her as a mother goddess, something else Inanna isn't, so just assume Doi was
forced to eat another hot plate of nonsense. Regardless, this innocuous-looking
comment provides a tantalizing window into what could have only been an
improved role for Inanna in the narrative.
YHVH questions Atlus |
Demeter: "Demeter’s
image is widely regarded as that of an adult woman, but this game portrays her
as a little girl. Her unusual appearance was for me a glimpse into the appeal
of the game’s setting, but since this isn’t really a traditional look of hers,
I had quite some trouble coming up with a design… Looks-wise, I was expected to
give her more of an actual character touch than have her look like a demon,
similar to SMT4A’s Krishna.” [7] Doi appears to be on the same page as most of
us regarding a collective bewilderment (or worse) towards child Demeter, and at
the same time he indicates responsibility for the design goes to "this
game," i.e., the scenario planning and overall direction. On that topic,
and in another tragic instance of material tailor-made for Identity Crisis but
not translated in time, Demeter’s appearance can possibly be explained by
additional commentary from current series lead Kazuyuki Yamai in a 2013 post-SMT4 interview where he
describes a gulf in tastes between older and newer staff members, with the
newer preferring things to be “sweet” as opposed to SMT’s traditional
“bitterness”:
Demeter, Sour Patch Kid |
Yamai: ...When female characters appear in contemporary games, they tend to say nice things, a lot of them are ‘sweet’, so the creators used to this kind of thing want to add this ‘sweetness’ no matter what. The content Megami Tensei has been nurturing so far has been in accordance to the times and, no matter how you look at it, ‘bitter’, so you wouldn’t be able to add ‘sweetness’ to it. This actual type of ideological conflicts were really troublesome.
Were there discussions among the staff regarding the meaning of ‘Shin Megami Tensei’?
Yamai: Obviously, and as expected, each member had their own image of Shin Megami Tensei. If you were to ask me if in the end the opinions coincided, then I would have to say no; but I figured the good parts of these differing views should go into the maps, scenario and so on, where each person in charge would base them on their own views. Basically, you more or less go with the flow, but still should not deviate too much from the ‘bitter’ parts.
...
I could feel the Shin Megami Tensei spirit in the harshness of IV’s battles, but there was also a certain mildness to be noticed….
Yamai: The character parts, with the voice acting and peaceful conversations do make for a milder feeling than the previous titles. [3]
Demeter may in fact
represent a compromise between both camps, with the “sweet” faction earning her
“cuteness” and the “bitter” side fighting for her completely mystifying role in
Strange Journey Redux’s additional story. Doi also mentions he "was
expected to give her more of a an actual character touch," i.e., the
“anime cel” look similar to Krishna as opposed to the "heavy brush"
technique that defines most of the other demons, and while that is similarly a
directive it's something that would only affect shading and texturing.
This evidence suggests
that Doi operates separately from his directors, producers, and writers, and in
certain cases produces artwork stemming from their provided keywords and
outlines, similar to the direction given to the Shin Megami Tensei IV guest
artists, uncannily so. While he lacks complete autonomy, he certainly appears
to have greater artistic freedom in other cases, like Odin, Adramelech,
Mephisto, or Satan. And though we are in favor of a Doi unrestricted by poor
writing that forces the worst possible results, Satan in particular is a good
example of why a lack of supervision could be bad for him, as he produced a
design unfit for the scenario. Ruminate on that for a second: while some demons
were designed to match the tone of scripts and narratives, a Doi left to his
own devices promptly delivered a Satan that contradicts SMT4A's plot. Whether a
communications breakdown or just ignorance of symbolism on the part of his
superiors, the whole situation weaves a rich tapestry of stupid. Doi will
undoubtedly gain greater autonomy with time but whether that's actually good or
bad looks to be as predictable as a coin toss.
D. Odin's Body: Shonen
Sexual Dimorphism
MegaTen Maniax 2004 |
- 10代前半 = “first half of the 10s,” i.e., ages 10-14 (3%)
- 10代後半 = “second half of the 10s,” ages 15-19 (29%)
- 20代前半 = ages 20-24 (38%)
- 20代後半 = ages 25-29 (23%)
- 30代前半 = ages 30-34 (7%)
A whopping 68% of this
representative slice of the Japanese SMT fandom in 2004 were at least 20 years
old while another 29% were 15-19, i.e. high school age. If you don’t think
things have changed in recent years, then here’s a snippet from a Shin Megami
Tensei IV: Apocalypse Famitsu interview where Doi and Yamai talk about the significance
of the cast’s ages:
Famitsu: Is there anything on your mind when designing characters for SMT4A?
Doi: In the prequel, we wanted to have a realistic gap between the cultures of Tokyo and Mikado, so the art style was more realistic. Here in SMT4A, since we lowered the average age of the main characters, and it takes place more in Tokyo, we’re making it more pop-like, and make children look more like actual children.
Yamai: Actually in the early phases of planning, we planned to have the main character to be even older than SMT4’s.... if we’re making a simulator based on current era, rather than an adult with an almost complete self, it’s much better for a main character of a current-era Megaten to be incomplete children with some doubts in their hearts. [8]
One Piece's shonen body types |
Granted, “Shin Megami Tensei
has always had the makings of a boy's power fantasy with its computer-aided
summonings of gods and demons,” to quote Identity Crisis verbatim, and even if
the pessimistic tone and symbolic themes of past games prevented the series
from spilling over into full shonen territory, it was really only a flip of a
switch away from being a “full service station” with the optimistic party
dynamics and teen love triangles that young Japanese boys fancy. So if that’s
the market Atlus is after nowadays, then it follows that Doi’s demons would
imitate those same shonen design tendencies of heroes, villains, and pandering
sexuality. Accordingly, we produced a handy spreadsheet for Doi’s current 24
demons to see not only how they compare to general design archetypes but to
crunch the numbers for various other categories including gender, body
composition type, conformity to source material, and place of origin:
Again, we count Vishnu-Flynn’s forms twice because they are treated as distinct designs in official materials; one form also has a pop culture reference the other lacks. Here’s a brief rundown of each category:
- Given gender: By “given,” we mean “stated by the game.” As these are mythological entities, discrepancies or variations are possible in the source material. For example, the demon Gemori looks like a woman but the Goetia still describes Gemori as “he,”; however, SMT always portrays Gemori as female. Genderfluidity is probably not present (read: intended) among Doi’s demons currently, even though it could apply to the one demon we’d rather avoid talking openly about out of concern for Strange Journey Redux spoilers.
- Body type: Whether the demon’s body is majority organic or inorganic.
- Form/archetype: Where the demon falls along a spectrum of design paradigms and tropes.
- Source conformity: The design’s adherence to source material, whether visual or descriptive, according to four types (wholly original creations are marked as “Not Applicable”); please note that these types are NOT necessarily holistic appraisals of a design’s effectiveness:
- Type I (High Conformity): The main form of the design (i.e., the demon’s body) is faithful to source material with few or no major stylistic embellishments. Kaneko examples for this type: Abraxas, Belphegor.
- Type II (Source Form + Embellishment): The main form of the design is is faithful to source material but contains major stylistic embellishments that are thematically appropriate for the demon (or otherwise). Kaneko examples for this type: Baldur, Metatron.
- Type III (Original Form + Thematics): The main form of the design is not faithful to source material but is itself a thematically appropriate embellishment for the demon OR the design contains major thematically appropriate supporting features. Kaneko examples for this type: Mara, Kanbari.
- Type IV (Nonconformity): The main form of the design is not faithful to source material and lacks major, defining thematic features of the demon. Kaneko examples for this type: Pabilsag, Seth.
- Origin: The demon’s provenance. If a demon could have more than one origin, form may be used to determine it, such as with Doi’s Satan. Generally, priority is given to major religions (Christianity, Buddhism, etc.) and their related subgroups (like Occult), then to local myth systems, followed by general regions, and finally local regions (if applicable/warranted).
Discounting the “Origin” category, the tabulated results of the remaining four categories place Doi’s demons in line with shonen expectations:
- Male bias: 17 male demons to 7 female demons, an unsurprising ratio that, on its own, is nothing out of the ordinary for the series.
- Inorganic bias: Here the inorganic majority body type prevails 13 to 11. After all, inorganic traits help emphasize that demons are unnatural; 11 out of the 13 inorganics are also antagonists in some form. But what’s more interesting is the gender split between inorganic and organic: female demons are majority organic with 4 out of 7, while male demons remain majority inorganic with 10 out of 17.
- Circumscribed archetypes: The 24 demons conform to relatively few design archetypes and naturally form two major groups proximate to overall design quality. The best demons of the lot are the 5 that hew close to the source material: “cultural deity,” “demon,” and even Chironnuppu’s “mascot.” Sure, Adramelech might be a monster, but he’s not grotesque in the same way YHVH’s second form is; similarly, Krishna and Sukuna-Hikona are so close to the source there’s really no other way to describe them other than that they are representative of their respective cultures. Conversely, the worst demons are the 16 that belong to the “tokusatsu,” “monstrous,” and “pandering” categories. Odin and his costumed or armored ilk are a given, “monstrous” is really the only way to describe the exaggerated likes of Inanna and co., and the “pandering” gals are all obviously there to light some crotch fires. Our effulgent “fat guys” are split between the two camps: while it’s wholly appropriate for Maitreya to be rotund, inheriting that jelly belly doesn’t do the same good for Mitra-Buddha, not that anything would, really. The remaining category, “void,” does describe the design of its demon and is not meant to express our reluctance to mention her identity.
- Unremarkable source conformity: As expected, high source conformity is not a priority for modern demon design. That said, the tally of Doi’s demons that adopt source forms versus original forms is dead even at 11 to 11.
The inorganic male battlers might be the favorites of Doi and the Atlus circle, but there’s something going on with the female demons, too, considering they are mostly organic--and that’s where the idea of a demon sexual dimorphism comes into play. Fulfilling shonen tropes perfectly, while male demons get to be warriors and villains, Doi’s female demons so far are only villains and sex objects; they don’t get to be Ultra Odin “cool” or even “normal” like Krishna or Sukuna-Hikona. With the unsexy Inanna and SJR’s final boss already sufficiently reviewed, here’s how the chosen designs of Doi’s Pandering Five negatively affect their portrayals:
Mermaid and one of her concepts |
Like Demeter, Cleopatra might reconcile "sweet" and "bitter" in her own strange fashion |
Danu and her pregnant concept |
The GREAT PUMPKIN has risen out of the pumpkin patch! |
Anahita: fertility or fornicatory? |
Asherah in Dx2; though equally as naked as Anahita, her armed pose and cold gaze prevent her from achieving the same type of crass pandering |
Spurred by this evidence
for shonen pandering and demons’ sexual dimorphism, we expect the common
rebuttal against it to be “it’s nothing new!” And it’s true, Kaneko has
designed more outright pandering demons than Doi, 14 by our count. Thing is,
that’s out of 1,187. How do we know this? It’s because we put Kaneko’s demon
compendium to the same test as Doi’s, compiling all 1,187 into a similarly
categorized spreadsheet. Click/tap the banner below for a sub-article that includes links to Kaneko’s and Doi’s spreadsheets (and the SMT4 guest artists’ for good measure)
and full breakdown of the data, with charts:
WE'RE SERIOUS: COMPARATIVE DATA FOR OVER 1000 DEMONS HERE! |
- Given gender: 58.6% (695) male, 21.5% (255) female, 19.4% (231) unspecified, 0.5% (6) incorporate both male and female.
- Majority body type: 78.3% (930) organic, 21.7% (257) inorganic.
- Forms/archetypes: High diversity, with the largest group being “cultural deity” with 134. And for a man said to be obsessed with penises, we counted only 8 “genitalia” demons out of the 1,187 and only 5 of those are distinct demons (Mara, Arioch, Tiamat, Rahu, Mishaguji); throw in the non-majority-genital Cthulhu, Master Therion, and Ometeotl to make it a party, but even those additions don’t make “genitalia” anything but one of the lesser archetype categories.
- Source conformity: 61% (724) Type I (High Conformity), 18.6% (221) Type II (Source Form + Embellishment), 5.3% (63) Type III (Original Form + Thematics), 1.1% (13) Type IV (Nonconformity), 14% (166) N/A.
No doubt about it, there’s
a male bias in Kaneko’s work, too. But contrast that with the overwhelming
organic and Type I conformity majorities and the large variety of design
archetypes and you find a situation completely apart from the present. For one,
the female demons belong to more than just “sexy” and “monstrous” categories,
many as the standard “cultural deity.” Kaneko himself touches on the importance
of the human form and high design conformity in his Digital Devil Apocalypse
interview when asked about the anthropomorphization of fears:
Kaneko's Jeanne D'arc |
Many of the demons I draw have the human shape at their base. If I go too wild though, they won’t look scary anymore. If I mix them up too much, they might end up looking interesting, but not frightening. If there actually were beings of the underworld, then the Angels of Evangelion would work, and laughing at them would probably be natural thing to do, but they wouldn’t be scary. In the end, I have the feeling it’s not going to work unless you use humans as motif to transmit fear or awe. Putting a human’s likeness in a costume is the same as in reality: doing things according to my own likes and dislikes, trying all sorts of looks, changing my hairstyle. Here’s an old and embarrassing story, but I think Jeanne D’Arc’s design is a good example. Her category: Hero. By putting her in a good costume, she gains that identity and becomes that person. It’s a motif found since long ago among the image of French revolutionary heroes, so it was easy. [1]
Tlazolteotl and her "artificial component" |
Between the dimorphism,
exaggerated forms, and ambivalence to source material, the new Shin Megami
Tensei demon represents an amalgamation of Japanese boys’ entertainment with
“awesome” suited hero types, imposing aberrant villains, “hot” women, some
chunky stereotypes as “muscle” (quite literally in Maitreya’s case), and even a
mascot! Emulating the tropes of the shonen or tokusatsu genres, almost everything is black and white, its heroes and villains
clearly delineated (a notable exception being Krishna, who is nonetheless
immediately cast as a villain by SMT4A’s script). Yes, there are a handful of
demons that would have belonged in Old Shin Megami Tensei but as the data and
rejection of Doi’s wonderful concept art attest, the modus operandi of modern
demon design is all about checking off as many boxes on the shonen checklist as
possible in order to pander to adolescents and those who still think like them.
E. Odin's Belt: Once You “Pop,” You Can't Stop
Amon in Strange Journey Redux |
The first new demon revealed for Strange Journey Redux, Amon is not unrecognizable; he retains the serpentine body, owl head (though not the wolf's teeth), and wolf's legs (albeit in a vestigial fashion) of the original Dictionnaire Infernal print by Louis Le Breton. While those are all fine and good, what will ultimately win your eyes' attention is the pair of conspicuous, blood-red arms bursting out of his body in a manner similar to Satan's heads and textured with the same peculiar segmented musculature. In his design commentary, Doi coyly admits that the arms are a nod to Devilman's Amon, a creation of comic artist Go Nagai who otherwise has no relation to the Goetia’s Amon:
The main point of the design are the red hands. According to legend, Amon can offer his summoner knowledge about the past and the future and is known as an intellectual and erudite demon, so I thought I would be able to express this aura by adding those posing arms to an animal body. The design of his arms is based on Shin Megami Tensei if…’s (Akira route) homage to a certain work, but I’m not too sure how obvious it is (laughs). Nevertheless, respect for older works and imagination will always be important and the positive feedback received by this Amon makes me think this is a pretty good formula… [10]
When a Dictionnaire Infernal illustration and an anime demon fall in love... |
Before explaining why Doi's direction for Amon is a poor one for Shin Megami Tensei, it would be instructive to take a Kaneko-era demon and subject it to the same artistic license. Luckily, there's a convenient parallel to Amon: Baphomet. Baphomet has two Shin Megami Tensei designs, the first the bizarre Shin Megami Tensei II appearance that can be traced to Clive Barker's 1990 film Nightbreed while the second is Shin Megami Tensei: Nocturne's more palatable design based on the famous sketch by Eliphas Levi. While they are two distinct designs and not one, what’s important here is that one is traditional and the other modern. With a little imagination, applying the method behind Doi’s Amon to Baphomet would net you a combination like this:
Nocturne's traditional Levi Baphomet and the tentacles of SMT2 Baphomet as a proxy for Nightbreed's combine to produce a demon of similar derivation to Doi's Amon |
SMT2'S BAPHOMET: MISFIRE OR MISREADING OF INTENT? |
Tlazolteotl marries the old and the new seamlessly |
Conspicuous, unbefitting
pop culture elements are likely to be a permanent fixture of the future Shin
Megami Tensei demon design landscape as Doi ends his Amon commentary by saying,
"respect for older works and imagination will always be important and the
positive feedback received by this Amon makes me think this is a pretty good
formula…"; considering that the recent Netflix Devilman revival, Crybaby,
was a hit is likely only to validate Doi’s position. Also remember that series
spearhead Kazuyuki Yamai pushed for the tokusatsu aesthetic in SMT4 and could
plausibly encourage this “formula” further. Plus, despite our laundry list of
criticisms, Ultra Odin is doubtlessly one of Doi's most popular demon designs.
In an environment where SMT fans on both sides of the Pacific yet lament
Kaneko's absence from the series, such positive feedback must surely seem like
a huge win to Doi and will only reinforce this direction and its “respect for
older works and imagination,” be it Ultraman, Devilman, or anything in-between.
F. Odin's Whole: “Our
Demons Are a Bit Different”
To switch things up a bit, we have a little guessing game for you to play. What follows are unattributed quotes from all five of SMT4’s guest designers and Doi, but all you need to do is see if you can guess which of the six is Doi’s. So, read each quote carefully and try to distinguish between the approaches of the much-maligned tokusatsu designers and Doi’s current demon design philosophy. Answers immediately following.
It's time for... WHO'S THAT ARTIST? |
To switch things up a bit, we have a little guessing game for you to play. What follows are unattributed quotes from all five of SMT4’s guest designers and Doi, but all you need to do is see if you can guess which of the six is Doi’s. So, read each quote carefully and try to distinguish between the approaches of the much-maligned tokusatsu designers and Doi’s current demon design philosophy. Answers immediately following.
(1.) “When it comes to
these demons with origins in mythology, I made an effort to use their
traditional elements, but only after deconstructing them and putting them back
together again. ...In that sense, these aren’t necessarily the mythological
creatures everyone is familiar with.”
(2.) “Each god’s and
demon’s descriptions depend on their region, era, and religious background. But
if we only base on those it’ll be hard to make them fit into Megaten’s concept
and originality. So like many folklore in the world, I tried becoming the
‘observer’ and designed the gods and demons based on my own memory.”
(3.) “Most of my demons
have their origins in myths and legends from around the world, so it was up to
me to emulate those templates while adding to them with my own, new
interpretations. I was provided with text descriptions and basic materials
right from the start, so all of a sudden I was expected nail down my own
materials to the greatest extent possible. I was sometimes expected to
prioritize certain elements in my designs, but by no means was that always the
case. I also never had to research new materials, at any rate.”
(4.) “In the event that
there was some motif from real-world mythology to use, I would create a 1/6 or
1/7 scale model (either a single one or multiple) and then give them clothes or
CG effects to fulfill the necessary requirements until the image was
sufficiently distanced from the original inspiration. What that distance should
be really varies from design to design, but I can tell you that it’s hard to
stick the landing when you’re talking about a G-level difficulty (the highest
difficulty level in competitive gymnastics).”
(5.) “The idea that
machines, weapons, and other man-made things could be included in the ‘gods and
demons’ umbrella really whet my creative appetite. Needless to say, Kazuma
Kaneko - the father of form and design - really dealt the coup de grace, but it
was nonetheless a successful team effort that I was happy to be a part of. “
(6.) “First off, mythology
has always been a source of inspiration for my imagination. Legends come about
when a tale is passed down and embellished over the generations. So for this
project, I would start with the source material and then ask myself, ‘How would
my grandmother describe this in a bedtime story?’ and ‘How do I patch together
these interpretations?’ That was my design process.”
And those are the six.
Last chance to guess on your own!
Here are the answers:
- Quote 1 is Yasushi Nirasawa, designer of Lucifer, Asmodeus, Medusa, Masakado, etc. [4]
- Quote 2 is Masayuki Doi, refiner of Lucifer, Merkabah, Medusa, Tenkai, etc. [8]
- Quote 3 is Tamotsu Shinohara, designer of Minotaur, Sanat, Chemtrail, etc. [4]
- Quote 4 is Kyouma Aki, designer of Yamato Takeru, Kuebiko, and Astaroth. [4]
- Quote 5 is Keita Amemiya, designer of the archangels, Merkabah, and Lilith. [4]
- Quote 6 is Yoshihiro Nishimura, the modeler behind Omoikane, Yaso-Magatsuhi, and the Plutos. [4]
So if you guessed that
quote 2 is Doi’s, congratulations! Your prize: another harrowing revelation
about the future of Shin Megami Tensei demon design.
To be specific, there’s a
theme common to all of the above quotations. Shinohara emulated myths but added
“new interpretations.” Aki intentionally added extra layers until “the image
was sufficiently distanced from the original inspiration.” Nirasawa used
“traditional elements, but only after deconstructing them and putting them back
together again.” Nishimura’s approach was to view source material through the
lens of bedtime stories. Amemiya was more smitten that he could work with
“machines, weapons, and other man-made things.” To spell it out, the general,
prevailing sentiment is the impetus to add the veneer of “originality” to
designs; being different for the sake of being different, because simply
copying a statue or ancient artwork would not be creative enough or would be
below their talents.
Doi’s own quote starts off
promising. “Each god’s and demon’s descriptions depend on their region, era,
and religious background.” See, he does understand, right? But then, “if we
only base on those it’ll be hard to make them fit into Megaten’s concept and
originality.” And there it is, the “need” for Ultraman or Devilman. To be fair,
a charitable reading of this statement, that demons need that extra modern
“spark” to vivify them in accordance with Shin Megami Tensei’s style, is
perfectly in line with numerous classic Kaneko designs that incorporate
non-mythic elements, including ones we’ve already talked about like Zaou Gongen
and Tlazolteotl. But that would be charitable indeed, as our Kaneko spreadsheet
data proved that the majority of his designs hew closely to source materials,
embellished or not. The less generous, likely more realistic take on Doi’s
intent is, like the guest artists, an emphasis on originality over accuracy; if
old depictions are merely copied, then Shin Megami Tensei’s artwork will not be
distinct (nevermind the series’ own history). While this attitude is apparent
in most of Doi’s designs thus far, it is perfectly encapsulated by one design
in particular: Zeus.
Eminently inexplicable,
Strange Journey Redux’s Zeus left us completely flabbergasted upon reveal and
to be honest, we still are! Like Odin, the whole piece seems to be
tokusatsu-influenced, especially the inorganic black-and-white body with the
same bizarre, stylized musculature on his obliques as seen on Amon’s arms and
on Satan’s body. It carries recognizable Greek motifs in only two specific
places, the marbleized head and sandaled foot of the white side. To glean
anything else, we’ll have to leave the explaining to Doi himself:
As the main god of Greek mythology, Zeus, has been the theme of a great number of sculptures and paintings ever since Antiquity. He’s such a prominent god, even people who aren’t too familiar with mythology know him. Now that I think about it, Greek mythology was the very reason I fell in love with myths as a child. Back then, there were quite a lot of TV programmes about various mythologies, civilisations and relics, the most popular chief god was Zeus and manga inspired by Greek mythology were also very successful. He is the God of my mythological roots, so I obviously decided to design him as well as I could.
But once I started drawing him I fell prey to indecision, since I had a feeling that drawing him normally would have made me add a ‘Super’ before his name… . The first image that comes to mind is that of an old man wearing a toga and an ancient Greek style armour, but I had some doubts about drawing the type of figure that had already appeared in other works. Therefore, I challenged myself to emphasise originality and display lesser known mythological facts or obscure anecdotes.
With that in mind, the first thing I wanted to draw was Zeus’s duality. Zeus is a chief god, so the image of justice is strong, but in truth he also had quite the malicious and sleazy side (laughs). I’m going to leave out why that side appeared, but there are various interesting theories, like it being the fault of humans and so on. If anyone is interested in this, please do check it up.
So, I tried to adapt these two sides to the descriptions found in legends and figured I should apply the concepts of good and evil to Zeus’s armour. The good side is symbolised by the figure resembling a sculpture with the armour of ‘brightness’ and the kerauno. The wicked side is represented by the beast-like figure wearing the armour of ‘fear’ and the adamantium sickle. This is how the Zeus of this form was born, as a sort of final form you can glimpse in battle. By the way, I also subtly emphasised his crotch, since it’s part of who he is (laughs). [11]
Bikkuriman Super Zeus |
Another peculiarity is that Doi “had a feeling that drawing [Zeus] normally” would have caused him to add a “Super” before the god’s name. What he’s talking about here is Super Zeus from Bikkuriman, a famous Japanese brand of snacks that exploded in popularity with kids in the 1980s thanks to mythologically-themed sticker pack-in prizes. Super Zeus is one of Bikkuriman’s original and brightest stars (and is typically bearded and “normal” as far as Zeuses go and thus communicates precise identity better than Doi’s), but, as Doi implies, this fame was another hurdle that had to be jumped in order to create something “original.” Well, he certainly succeeded at “sufficiently distancing” himself, but we’re left wondering an obvious rhetorical question: why can a children's sticker collection have a reasonable facsimile of one of the most famous deities in the world but Shin Megami Tensei, the game series about mythology, can't?
Dzolob: proof that arm blades can't make everything cool |
...Zeus pelted Typhon at a distance with thunderbolts, and at close quarters struck him down with an adamantine sickle, and as he fled pursued him closely as far as Mount Casius, which overhangs Syria. There, seeing the monster sore wounded, he grappled with him. But Typhon twined about him and gripped him in his coils, and wresting the sickle from him severed the sinews of his hands and feet, and lifting him on his shoulders carried him through the sea to Cilicia and deposited him on arrival in the Corycian cave. [12]
So, this sickle that Doi
thought was a great accessory to have permanently attached to Zeus’ body is
actually stolen from and used against him. Also, any actual sickle will have
the cutting edge on the inside rather than outside, so does Zeus’ even still
qualify as one? Maybe he should have had Mt. Etna attached to his arm instead,
as it being hurled on top of Typhon is what ultimately subdues the monster. But
since that’s a common method of defeat for Typhon, it probably wasn’t the
“obscure anecdote” Doi craved.
This ancient Zeus statue's raised arm depicts power and wrath in a much more natural and nuanced way than Doi's attempt |
Persephone |
Pabilsag and Cu Chulainn, together at last! |
However, very few give a damn about Pabilsag. Cu Chulainn, on the other hand, is beloved by us and Shin Megami Tensei fans in general and while Kaneko always depicted him as a knight in pale or silvery armor, the current set’s black gloves and boots with purple accents look more sci-fi than Irish. But the thing is, the art still portrays Cu Chulainn as the young (organic) Irish warrior he’s supposed to be and despite how weird his protectives may seem, they don’t negate anything about Cu Chulainn’s mythic form or function. This also being his fourth (counting Megami Tensei II) attempt at Cu Chulainn, Kaneko here was channeling a similar uniqueness as Doi tried with Zeus, only Kaneko succeeded at creating a distinct design by showing artistic restraint with stylized armor where Doi failed by incorporating contrived elements that forsake the mythical figure.
Kaneko's "strange ball" Zeus |
All told, Zeus is certainly in the running for Doi's worst demon yet, his best competitor being Demeter. Granted, it’s a real Sophie’s Choice
between the two, but while Demeter may be depicted as a child for
whatever heinous reason, that is really her only problem--it’s of course a
huge, glaring, obvious, terrible problem, but just age her appropriately into an adult and the design is workable; on the other hand, everything
about Zeus is not only just wrong, it’s awful. And if you absolutely demand
something a little spicier than the established form, some simple effort with
the stylization of lightning, clothing patterns, or the addition of Zeus’ symbolic
eagle open up countless creative possibilities that arm blades immediately
close. Even if he’s been done a thousand times before, there are still yet
another thousand ways to give Zeus a distinctive appearance--all without drawing
from the same shallow tokusatsu well.
G. Odin’s Quintessence:
The Future of Shin Megami Tensei’s Demons
Before we close, here’s a
quick recap of what we think are the most important topics across this article
and its character-focused older sibling:
- Masayuki Doi is a good artist, but his work is dictated to an extent by the current creative direction at Atlus
- Doi is better suited to original character design than mythic/religious characters that have established forms
- Ultra Odin and most modern demon designs forsake the source form
- Tokusatsu and shonen design elements have crept into the modern compendium
- The distinction between the flat “anime cel” and textured “heavy brush” shading styles
- Empirical evidence shows the modern demon design direction is in stark contrast to the majority organic, source conforming Kaneko oeuvre
There’s really not much
else to say other than if you’ve liked the modern demon output so far and have
not been convinced by any of our arguments, then you’re probably in store for a
hell of a good time going forward. But if you’re like us, don’t expect things
to change until it hits Sega’s bottom line, which is unlikely to happen for
some time. The low-risk, formulaic product that is Persona 5 is now Atlus’
best-selling title, so those expecting progressive change or representation in
its follow-up will probably disappointed. Atlus officially stated that it is
“not specifically aiming to create games that will sell worldwide” but that
“the overseas audience is seeking the games for their Japanese nature”
including “depictions of Japanese school lunches and school excursions, which
might be difficult for the overseas audience to understand” and that because of
these exotic elements like school lunches and field trips, this overseas
audience “[assesses] that Atlus represents Japanese subculture.” [13] So unless
you really like things that are definitely exclusive to Japanese culture, these
games aren't being made with you, the overseas statistic, in mind.
The same goes for Shin
Megami Tensei, as the three games of the modern era (SMT4, SMT4A, SJR) have all
sold well respective of their budgets and in spite of the art we’ve lambasted
up and down in this article. Basically, if it ain’t broke, don’t fix it--and
keep in mind that one of Identity Crisis’ main points was that Atlus’ games
were “broken” from a sales standpoint up until the release of Persona 4,
especially SMT-branded games. To that end, noted nostril-hater and now Atlus
Studio Zero head honcho Katsura Hashino criticized Kazuma Kaneko’s art style
(as the “Atlus house style” [14]) as being one factor in why the company’s
experimental Dreamcast title Maken X failed to become a bigger hit. A
heartbreaking realization has been that more mainstream tokusatsu designs (et al.) seem to be
part of the intended “fix.”
Finally achieving "cool," Maitreya shows off SMT's design future |
Honestly, Doi and the boys
are likely justified in their thinking, as, more often than not, demon designs
are judged purely by aesthetic style and “coolness” and not adherence to
sources; for example, SMT4’s Medusa was loathed because of her cartoony face in
spite of her being one of the few SMT4 demons that resembled their cultural
form. We would add that it’s perfectly valid for people to approach art solely
by aesthetics and that the pop culture ecosystem even trains people to engage
with it superficially, as any given series’ designs and illustrations are to be
understood as proprietary and merely emblematic or distinguishing features;
Shin Megami Tensei used to be one of the few properties to challenge the
viewer’s expectations of what its art truly represents, but that story didn’t
end so well. So really, it makes all kinds of (business) sense to cast the
widest net possible with demons that are sleek or "badass" instead of
slavishly mythologically-accurate designs that may require actual research (or
better contextual writing/more effort on Atlus’ part) to appreciate. In other
words, the future of Shin Megami Tensei demon design is now.
But hey, at least Ultra
Odin is an improvement over that naked purple diaper rash, right? Well, about
that...
Kaneko’s Ultimate Crib Note:
Exonerating the Diaper
Diaper: Origins |
It’s also striking just
how bland Diaper Odin looks compared to some of the other SMT1 designs that
were more obviously inspired by their traditional looks, like Shiva or Bael.
However, there's a evident pattern to the designs of Kaneko’s Norse gods. Take
a careful look at the following collage of all the major Norse figures featured
in the series and you’ll be sure to spot it:
Beginning from the left on the top row, here we have:
- Odin (SMT1 sprite)
- Loki (SMT1 sprite)
- Thor (SMT1 sprite)
- Surt (SMT1 sprite)
- Tyr (Soul Hackers)
- Heimdall (Soul Hackers)
- Norn (Soul Hackers)
- Hel (NINE)
- Skadi (Nocturne)
- Baldur (Devil Survivor)
With the inorganic Norn
clock an exception, indeed all of Kaneko’s Norse deities have been naked or
practically naked in some form, with only a cape as the common adornment. Most
aren’t purple other than Odin and Loki (except Soul Hackers Thor), but all of
them have unnatural skin colors (except, again, for Thor, who usually just
looks like a ruddy white dude apart from Soul Hackers). Thor is really a
strange one here because the only au naturel depiction of him (or close to it,
at least) is his SMT1 sprite; this sprite differs greatly from the final artwork, the latter of which is much more heavily armored, but we know from
Kaneko's comments that his spritework for the old games came before most illustrations. [15] Nonetheless, the Thor sprite closely matches the look of
SMT1's Odin and Loki, even as it is a palette swap for beefy boys like Atlas
and Giant. Odin’s other son, Baldur, the latest and probably last Kaneko design
of a Norse god, wears cuirass-style armor plating, likely referring to his
mythic invulnerability, over ashen skin that is shared with his underworld
landlord, Hel.
Odin casts his spear (in the nude) during the Aesir-Vanir war, Lorenz Frølich; review the "Who is Odin?" section for more Norse nudes |
In the 18th and 19th centuries, Germanic culture went through what has been termed the "Viking Revival," where traditional Northern European myths were reevaluated and romanticized in terms of an indigenous culture with intrinsic value, much like what the Italian Renaissance did for Roman and Greek myths. While the Ring Cycle of Richard Wagner is probably the most famous product of the Viking Revival, more applicable to this discussion is the movement's impact on artistic depictions of Norse gods, where Odin, Thor, Loki and others can be seen wearing capes and little (or nothing) else; for examples, see Henry Fuseli's Thor Battering the Midgard Serpent or the works of Lorenz Frølich, some of which we used above with even more viewable on Odin's Wikimedia Commons page. This probably shows the Viking Revival's Renaissance inspiration, equating the Norse gods with their Greco-Roman counterparts often seen naked in statuary. The similarities between Kaneko’s Norse nudists and the Viking Revival art are too precise to be coincidence.
Megami Tensei's purple Loki |
Diaper Revival Odin (edit by Luntakesalla) |
We’re not going to go as
far as to say this knowledge retroactively makes the Diaper and Blankie Odins
more exciting to look at, much less “cool” or “badass.” Nevertheless, the
Viking Revival artwork (if it is truly Kaneko’s influence; it seems likely but
is still unconfirmed) provides some important context and definitions for the
Norse designs that was hitherto missing. Doi’s flashy, sleek, yet shallow
battler may win the beauty pageants but the potential of the Viking Revival
connection lends Kaneko’s lesser Odins a cultural authenticity Ultra Odin
severely lacks, meaning that, in the end, the naked truth is that Diaper and
Blankie alike are still superior representations of Odin the All-father, god of
magic, death, wisdom, and battle and rider of Yggdrasil.
Conclusion: The Wisdom of
the Ages
1. Shin Megami Tensei
Reminiscences
Eirikr: So, a few years ago I said the following: “the
most disappointing part of [the SMT4 guest artist debacle] is that Atlus
already employs an artist aware of what makes Kaneko's designs tick: Masayuki
Doi.” A bit of egg on my face but at least we know now that not all the
crumminess was Doi's fault after all.
Masayuki Doi after being told to draw Jesus as a little girl for SMT5 |
Eirikr: It's also interesting to go back and look at our
impressions of Apocalypse's designs in Kaneko's
Crib Notes Volume XXV.
Soren: Man, we're about two and a half years out from
those. For Odin I mentioned that Doi "did his homework," so... my
impressions haven't aged too gracefully. Goes to show that it's really one of
those designs that crumbles under scrutiny.
Eirikr: (laughs) I guess that's quite the understatement.
Though his "homework" could have been sucking
down cans of Suntory The Premium Malt's. Me though, I was definitely
holding back. I said the design was "...fine." With an ellipsis!
Clearly I was suppressing my animosity.
Soren: Of course, the storm was raging. Speaking of
storms, even that Gungnir assessment hasn't held up! At least you nailed it
with the superhero remark, which was more prescient than we could have imagined.
Eirikr: It's the story with most of these designs. The
cheers we handed out didn't last but the jeers stuck.
Soren: Yeah, Dagda was even waiting on an article of his
own. Thank god we had at least course-corrected on Mermaid by then.
Eirikr: Yeah, last year’s Dagda exposé was finished
relatively quickly, then I had the idea to make a follow-up on Odin in the same
format. Easy peasy, right? 16 months later…
Soren: Unfortunately the task at hand proved to be
neither easy peasy nor lemon squeezy.
Eirikr: The general praise the design received also drove
me to consider the design from more angles, evident in this article. There had
to be more to it than just "it's cool"... but that turned out to not
be the case, really.
Soren: Going back and pouring over reactions has been
enlightening in that respect. The sleek appeal of a tokusatsu hero just happens
to be a bigger crowd-pleaser than we expected. Considering the role that style
plays over design has made things clearer as well.
Eirikr: And the same can be said for many of the other
designs, as well.
Soren: Some patterns have certainly emerged, as you can
imagine having read this far, especially with the reveal of Doi's contributions
for Strange Journey Redux. Patterns that don't exactly encourage consistency.
I Want to Meet That Dad! |
Soren: Yes, it's clear enough where the demographic
intent of bouncy childhood friend archetypes lies with regards to the character
roster, but the compendium is there to pick up the rest of those Japanese boy's
media checkboxes, apparently.
Eirikr: And though SMT4A's youth-focus and shonen
design tropes could have been limited to that game’s themes, the fact that it
still bled into Strange Journey Redux, a game that didn't originally chase the
shonen audience, says a lot about where the series is headed. In other words,
the "traditional demon" is a thing of the past. You know, the
majority Type I and Type II pie charts.
Soren: Can imagine that trend will hold going forward,
yeah. I think the comparison to mobile games like Puzzle and Dragons is apt.
Obviously not to the extent of SMT4 and its star-studded guest pool, but it's
disappointing to think that same spirit has managed to stick even under the
vision of a single designer.
Eirikr: Funny you said that, as I just searched in
Japanese for Demeter (デーメーテール)
and the fourth result is a moe version from some godforsaken mobile card game.
No clue what it is and it is not entirely similar, but still pretty hilarious
that their attempt to be "unique" with her is anything but.
Soren: (laughs) Oh boy, yeah, that's the primo stuff.
Design tendencies bend inexorably toward the bottom of the mobile barrel.
2. Predicting Shin Megami
Tensei V and Beyond
Eirikr: Writing this article took almost a year and in
the interim that Japanese SJR demon popularity contest was held on Twitter,
with the predictable victors being Mara, Alice, and at least Cu Chulainn in a
not-too-distant third.
Soren: God willing
there'll always be room in that trifecta for hot bishonen guy appeal. And in
that same time-span we were graced with everyone's
favorite $300 punchline. Atlus has thrown themselves head-first into that
indomitable craving for the funny penis monster, and I'm amazed we haven't seen
a new Alice figure to round things out. Basically, we shouldn't expect Atlus
(or Sega) to encourage a more thoughtful perception of demon design in the
series any time soon.
Eirikr: Mara and Alice are gimmicky designs to begin with
and if they are what people want, gimmicks are what we're going to get. That
and a narrow spectrum of color. Something that didn’t fit into the main body
above--it’s something that was noticed fairly late--is the limited scope of
Doi’s color palettes. It was especially evident when Amon, Satan, and New
Pitchfork Demon are seen side-by-side. All three “traditional” demons, all of
them with approximately black/red bodies.
A better look at Pitchfork Demon from the latest SMT5 trailer |
Eirikr: Check out that collage of faces that led off the
“Patterns” section to see these limits in action. But mentioning that new demon
from the SMT5 trailer, it looks just like Satan. Red head mass, black
everything else.
Soren: Right, even in the context of Doi’s limited
palette, it’s a dead match. It’s a much more specific design than, say, the
generic figures from this
SMT4 promo piece.
Eirikr: Oh yeah, I completely forgot those existed! But
for Pitchfork, its identity is still a mystery though considering how much it
looks like Satan--a deliberate derivative, in fact-- it might just be a generic
“Demon” to match the generic “Angel” unit, as was mentioned in the previous
article. Depending on the name they give it, this could cause localization
problems as a demon called Demon probably wouldn’t jive. Hopefully there is some
awareness of the localization of critical terms like that in the Atlus Japan
offices. But still, even if it does end up being “Demon,” Atlus USA could pull
a switcheroo and dub it “Devil,” like how their “akuma” is typically rendered
in roman script in the Japanese games.
Soren: So based on what we know, and extrapolating from
the general source conformity of Doi’s infernal demons discussed above, let’s
hope that we’ve got another Type I on our hands here.
Eirikr: Yep, it all depends upon its actual identity but
right now it seems to be a promising possibility. All this said, want to make
some predictions for Shin Megami Tensei V?
Soren: Sure, now should be a good time, since I don't
see any theorizing being quashed in the immediate future.
Eirikr: Indeed, shouldn't matter until late 2019 at
least. So let's take a moment to write down some predictions for how many
demons you think will be added (or a range), and as many of the spreadsheet
categories as you feel like doing. Except maybe Origin as that isn't really
conducive to guesswork.
Soren: Boy, let's see here. SMT4A introduced roughly 20
new designs, including alternate forms, right? So for their first console
release in over a decade, I'll play it safe and say... ~30 new designs.
Actually, writing that out somehow makes it feel generous, but I'll stick with
it.
Eirikr: Yeah, SMT4 had 31 new designs, so I’m guessing
34. I was going to estimate around 30 as well, but decided to try for something
exact.
Remember to keep score in 2019/20! |
Eirikr: Yeah, I think that's close to mine. I went for 6
Type I, 10 Type II, 8 each for Types III and IV, and 2 N/A. Like, no doubt, he
is going to design a few Adramelechs and Sukuna-Hikonas. But based on current
patterns, they will be in the minority. I’m expecting a number of aggravating
near hits like Amon or Demeter.
Soren: Yeah, I think he'll always be tempted to throw in
a few straight from the source, even if just to balance things out. I'm sure the
actual quotient will be up to the overall creative direction. Won't dig too
deep into Forms, but beyond what I mentioned above, let's say 1 mascot, a few
demons, and... 3-4 pandering. God I hope I'm not low-balling that one.
Eirikr: I don't even have a guess for them, but I'm also
going with a 23 male, 9 female, 2 unspecified gender ratio. I think we'll be
getting a couple robots or something this time. And 20 inorganic, 14 organic.
Soren: Yeah, the gender ratio seems like a lock going
forward. I'll go with 18 male, 10 female, 3 unspecified, and 1 Maverick Vote
for androgynous. Hedging my bets on more beasts of indeterminate gender myself.
And that's about what I'm thinking as well, 18 inorganic, 14 organic.
Eirikr: Ah, yes, some beasts. I can see maybe one or two,
but I'm not going to alter my HIGHLY official entry. For those races, it really
depends on how many new demons end up being random encounters rather than
bosses. SMT4 had Napaea and Centaur and SMT4A had Mermaid, so I guess it's
plausible to expect around that, two more likely. Probably front-loaded, again,
with at least one intended to be an “iconic” starter demon like Centaur
apparently was. Uh, yeah.
Soren: Yes, new random encounters have been complete
non-entities following Nocturne, even. Maybe there'll be more if there are more
new additions than we're expecting overall, but we'll see.
Eirikr: And a final question to the crystal ball. If
Kaneko produced over 1,000 demons over the course of 17 years, how many do you
think Doi will design in his career?
Soren: Good question--it really depends on how long it
takes for Doi himself to be replaced by a lesser talent, but assuming we’ve got
another decade or so ahead… maybe 150.
Atlus Art Team's Terry reacts to the possibility of Atlus Art Team demons |
Soren: That might stand to reason. Doi is approximately
the same age as Kaneko was when he completed his final substantive role with
Strange Journey, and it’s no coincidence that the extent of the latter’s output
declined as the years piled on--by that point he had worked on the series for
the entirety of his adult life, as is nearly the case with Doi at the moment.
An exhausting proposition no matter how you slice it. If the likes of “Atlus
Art Team” represent younger blood that can be entrusted with a steady
production of art assets into the future, regardless of quality, then we might
expect to see more of them in the years to come. Enough of that sobering train
of thought, though!
Eirikr: Yeah, really. And I lied, I have one more
demon-related prediction. There’s a conspicuous tradition in the series, that
being Judeo-Christian (+Zoroastrian) final bosses, that should help narrow down
the identity of at least one of them. SMT1 had Michael (on Neutral and Chaos at
least; Asura-oh, the other possible final boss, has now been retconned to be an
“evil” version of Zoroastrian supreme god Ahura Mazda, turning Asura into a
monotheist proxy), SMT2 YHVH, NINE Yaldabaoth, Nocturne Kagutsuchi (who
represents an avatar of YHVH), Maniacs Lucifer, SJ the Jewish
mysticism-inspired Mem Aleph (and Redux had _________), SMT4 Lucifer and
Merkabah, and SMT4A YHVH again. The one exception being if…, itself an outlier
of the series’ usual content and structure. The question then becomes, “which
supreme Ancient Near East character are we going to kill this time?”
Soren: Those examples narrow it down to an extent.
Judging from the most recent targets this team has busted out, we can probably
count on another esoteric concept. The trailer may have even dropped some hints
with it’s flashing text of “Daath” and the nonsensical “Shekinah Glory”.
Eirikr: Ah yes, Shekinah Glory. Which, according
to Yamai, means “miracle of God,” even though it, you know, doesn’t.
Soren: Kazuyuki Yamai, scholar of the Hebrew language.
Don't worry, it's platonic! |
Soren: Don’t worry, just 40-50 hours of uninterrupted
playful tussling. But yeah, I think now is exactly the time that they’d implant
the heroine with some sort of supernatural significance in that regard, which
would be potentially more interesting than having her like a manga.
Eirikr: I might eat crow on this one but I feel that
could only be an improvement. Back to final bosses though, I’ve got two ideas.
First is Ein Sof, the Kabbalistic conception of God as an absolute, infinity
who exists outside of the universe and is the emanator of the Tree of Life.
It’s not just the hint of “Daath,” the hidden node on the Tree of Life that
spiritually encompasses all the others and thus in a sense reflecting Ein Sof,
but also that Ein Sof as a concept has yet to appear in SMT and is a term you
see pop up in Japanese RPGs and media from time to time; it’s a known quantity
in certain circles Atlus would be privy to. The other is Zurvan, the
mother-father figure of heretical Zoroastrianism and parent of Ahura Mazda and
Angra Mainyu. I’ve predicted Zurvan to appear in other games if only because I
think such a low-hanging dualistic fruit will be irresistible to a story with
SMT’s alignment structure; Zurvan
did actually appear in a Shin Megami Tensei if… mobile game (in the process folding if… into the mono/dualistic schema!), though I don’t think that would
be an obstacle to a contemporary appearance in a normal game. But, barring a
curveball like Kagutsuchi, I think something like Ein Sof is more likely.
Soren: It’s incredible that SMT has only ever dipped
its toes in the Zoroastrian pool, and unfortunately I doubt the folks in
charge at the moment will be the ones to change that. Ein Sof is as solid a
guess as any, and while I don’t have one of my own, I encourage the audience at
home to start a betting pool among friends and family to see which name from this Wikipedia
page squeaks its way in this time.
Eirikr: (laughs) Yeah, that page should serve nicely as a
proto-FAQ for SMT5. But as far as possible repeats from recent games go, I can
see the reintroduction of “proper” Louis Cyphre Lucifer as a heralded “return
to form.” Louis will appear in a late Famitsu spread three weeks prior to the
game’s release. “Hey! It’s this guy! He’s BACK! And he no longer looks like
Squidward from that one episode of Spongebob!” they will definitely say.
Soren: I’m sure he’ll be there in some form, foaming at
the mouth about morning stars or something. If they’re really on a Nocturne
kick then perhaps they’ll just transplant the True Demon Ending in its entirety, prompting
YouTube comment sections the world over to collapse into themselves like
neutron stars.
Eirikr: And speaking of Nocturne, the trailers make it
very clear that it's their inspiration. Even the guitar riffs in the last one are similar.
Yikes, not platonic! Thanks to @smtnetwork |
Eirikr: Yes, my advice is not to be fooled by outward
appearances. The Maniacs Team pedigree is not a great one and even if it
emulates the look and feel of Nocturne, it won't have its substance or artistic
integrity, no matter how hard some members of the community “intelligentsia”
may grasp at straws over alleged influences from long dead philosophers or the
omnipresence of certain cosmocrators.
Soren: Yeah, barring a cataclysmic shift in market
tastes, Atlus will never produce another game in the same contemplative,
atmospheric mold or with a similar economy of narrative as Nocturne. Instead I
would guess the tone lands somewhere in between SMT4 and SMT4A, with evidence
so far in the apparent age of the protagonist, i.e somewhere in between the
college and high school freshmen of the former.
Soren: Hashino's comments on the direction Atlus has
taken since the PS2 era are instructive in this sense. In other words, expect
SMT5 to contain an abundance of exposition delivered by an eclectic array of
chattering shonen tropes, and ZERO nostrils, motherfucker.
Eirikr: Damn, that's right. It will be nostril Armageddon
up in here. And we already talked above about Atlus Japan not giving a shit
about catering to overseas but wasn't there a comment of Hashino's where he
said he didn't pay attention to any reactions or comments other than Japan's as
well? ...Yes, he
said of the Persona series, “living in Japan, I can’t get direct feedback,
so it’s hard for me to fully understand the overseas popularity.” This struck
me as a bit naive considering there are notable Japanese developers like Yoko Taro and Hideki Kamiya regularly interacting with (or blocking) non-Japanese
fans on Twitter. There’s literally never been an easier time in human history
to get direct feedback on your work from fans across the globe. But sure, keep
living in that cloistered cloud like, uh, the Demiurge, Hashinostrils.
Kaneko's "Chronicle" art |
Eirikr: Yeah, he took his bow at the right time. It’s
hard to imagine Kaneko characters speaking the quality of dialogue in the
recent entries, particularly SMT4A’s. About the best parallel is the endgame of
Digital Devil Saga 2, where it gets a bit heavy-handed, or Raidou 2, with its
sheer quantity and repetition. Then you look at games like Devil Survivor and
the lack of Kaneko human character designs is probably part of a deliberate
initiative of conformity to “anime” mainstream.
Soren: It’s hard to argue that his exclusion doesn’t
feel orchestrated at a tonal level. And come to think of it, the shift in
Kaneko’s style starting from King Abaddon presaged his departure at the
artistic level. And it wasn’t the more natural flesh tones or fuller facial
features that did it, no sir. It was those foul, rotund nostrils that started
stinking up the place. Just look at this cover for the “Chronicle” release of
Nocturne, my god. I take it Hashino had to be hospitalized at some point in the
process.
Eirikr: And look at all those petals the Demi-fiend is
bleeding!
Soren: You can practically smell those bad boys from
here!
3. Moving On from Shin Megami
Tensei
Eirikr: Honestly though, all this red and black is making
me sad. No, not because of Doi’s Satan but rather his strange palette
bedfellow, Rune Odin.
Soren: The cream of the crop, the Grand Poobah of Odin
designs this side of the Atlantic and back. And a design destined for
melancholy associations, of course.
"Behold the Ultraman" |
Soren: You’re looking at a real last hurrah here. I
can’t imagine SMT5 will contain anything worthy of this level of examination,
or at least there won’t be the same drive to make it. But while our
relationship with the series has cooled to a chill, it isn’t necessarily an
ugly scene, and it certainly isn’t the end.
Eirikr: Absolutely. The fiery passion may have long died
out but it was a long enough affair that it’ll be impossible to break off
contact completely. I see us remaining decent friends. I, uh, am talking about
Shin Megami Tensei, by the way.
Soren: Yeah, we’ll probably always stay in touch with
the series. But one thing that makes Odin so fascinating as a deity, and why
his Rune incarnation is so successful, is the extent to which his character is
oriented around wisdom.
Eirikr: The acquisition and/or exaltation of wisdom is a
pervasive motif throughout world mythology. To many cultures there is no higher
ideal and is often personified by or attributed to the most supreme (or
popular) deities. Take Athena, whose associated animal, the owl, also became a wisdom symbol. Sadly, our favorite owl, Stolas,
has yet to earn that designation. He needs to branch out from his herbs,
stones, and astronomy. But his mythic commander, King Solomon, is yet another
wisdom figure.
Soren: It’s hard to understate the importance of wisdom
as a dominant theme across cultures. Looking eastward, we find plenty of
singular figures such as Kuebiko who personify wisdom through form and
function, as well as entire orders of deities like the Wisdom Kings of esoteric
Buddhism; the lack of a prescribed pattern allows for a stationary scarecrow
and a crew of fierce guardian deities to embody the concept with equal potency.
Eirikr: Universal themes of age, experience, and growth.
Perhaps no wisdom image better personifies the latter better than Gnosticism’s
Sophia, as she rebounds from her moment of cosmic hubris. As with nearly all
mythical figures, they have a boundless, everlasting quality. You might even
call it “eternal.”
Soren: You sure might! Which leads us into our final
point for today, and a prelude for another, yet more sizable undertaking.
Eirikr: Yeah, I guess it’s time to cut to the chase. I
can’t even remember when I first started mentioning it on Tumblr but here and
there I talked about a certain secret project that went by the provisional
title of “Pleroma.” But with our dissatisfaction with Shonen Mythological Title
at an all-time high, now’s the ideal time to remove the veil and, on this July
4th, to declare our independence from poor mythological and religious writing.
That’s why I am proud and excited to present, especially to those who have been
loyal followers over the years, this project’s real form: Wisdom Eternal.
Soren: Yes, Wisdom Eternal. So glad we can dispense with
the ambiguity.
Eirikr: For real. Wisdom Eternal’s name has already been
more or less explained, but what exactly will it be? As both a “brand” and
website, its primary purpose and focus will be to explore mythology and religion,
particularly through the human perspective (i.e., more about how myths and
rituals are or aren’t relevant to us in modern day than discussing which god
could beat up whom). Really, that should come as no surprise. But that’s only
its basic mission.
Soren: Right. There are three intended branches of
Wisdom Eternal as we’ve discussed.
Eirikr: Yep. First, and what’s essentially the namesake
of the whole thing and its identity as a “brand” (in quotes because, hey,
nothing really exists yet except in my mind and notebooks) is the narrative
aspect, planned to be written as a novel (and NOT a game). This is a story I’ve
been developing and refining for years (the original idea dates to 2012) and is
tentatively subtitled Wisdom Eternal: 1973 or WE1973, as that’s the year it
takes place. I’ve never written anything like this before, so expect it to be a
ways off yet. But I feel a narrative adaptation of Wisdom Eternal’s basic
concepts and definitions of myth and religion will make for the best starting
point; really, it could be adapted into any format.
Soren: And we’ll be discussing these concepts and more
topics related to WE1973 on the site and around social media in the future.
Eirikr: No doubt about it. The second major feature of
Wisdom Eternal will be Roasting in Hell, where a human damned to the Fiery Pit
and their demon colleagues, moderated by none other than Amon, will take pop
culture’s often poor utilization of myth, religion, occult, etc. to task,
hopefully with entertaining results. This infernal crew will have plenty to
roast as Shin Megami Tensei is far from the only series to misrepresent things.
I don’t think we know what format Roasting in Hell is going to take yet, but it
was created as a reaction to to super long critiques like the one you just
read; frankly, they require a ton of work and totally drain you.
Soren: Pointed, succinct adventures in criticism with
the infamous demon pals we know and love (with special guest stars!) should be
a lot more fun to create and experience.
Eirikr: Damn straight. And the third branch of Wisdom
Eternal will be community-based, at least that’s the hope. This will include
the much-requested myth/religion book recommendation list and could possibly
include some kind of monthly lesson format framed around a selected book.
Something instructive (and enjoyable, of course) will be central to Wisdom
Eternal’s own identity; just look at this article for myriad examples of what
happens when you try to utilize myths without proper sources or comprehension.
Soren: Don't expect it to include any sightings of loli Demeters
and arm-bladed Zeuses, in other words.
Eirikr: If it ever does, you’ll know we’ve sold out. But
all that said, also expect the rollout on Wisdom Eternal’s site content to be a
little slow at first. As implied above, this whole Odin thing has dominated most of my
free time for the past few months and I think I need a short break from writing
and monitors for the sake of my health. But the time was right for a “soft
launch.”
Soren: And things will get rolling before too long, for
certain. But that about rounds it out for the Wisdom Eternal slate as it
currently stands, though.
Eirikr: The best thing Wisdom Eternal can offer is its
potential. Of course, I have laser-focused ideas and goals in mind, but those
should only be the beginning. And note that things won’t change drastically on
our blogs. Sure, still ask me about SMT stuff. But Kaneko’s Crib Notes is
likely to go into semi-permanent hibernation and this Blogger is likely never
to be updated again (thank god, what a pain). Wisdom Eternal, as both concept
and website, is the way forward. If you're interested, please check it out!
Soren: The thought of never having to fiddle with
Blogger’s uniquely delicate constitution again is almost as liberating as
anything. But yes, the big shift is set at this point, and if you’ve followed
us up till now we hope you’ll stay on board for what’s to come.
Eirikr: It feels good to be optimistic about myth’s place in pop culture again. We hope Wisdom Eternal will (eventually) make you feel the same way!
Eirikr: It feels good to be optimistic about myth’s place in pop culture again. We hope Wisdom Eternal will (eventually) make you feel the same way!
Special thanks to:
- Dijeh, for the bevy of translations and the idea of Odin not fitting observation
- B-reis, for the stuff about Yamai and toku and some image help
- Luntakesalla, for the image edits
- Tom James, for translations
- and YOU, for your patience and patronage
Sources cited for "Who is Odin?":
- Miranda Bruce-Mitford. Signs & Symbols: An Illustrated Guide to Their Origins and Meanings. DK, 2008.
- Ray Dunning. "Northern Europe," Mythologies of the World: The Illustrated Guide to Mythological Beliefs and Customs. Hodder Wayland, 2001.
- Mircea Eliade; Philip Mairet, translator. Images and Symbols: Studies in Religious Symbolism. Princeton, 1991.
- Hilda Roderick Ellis Davidson. Scandinavian Mythology. Hamlyn, 1969.
- P. Grappin. "Germanic Lands: The Mortal Gods," Larousse World Mythology. Hamlyn, 1965.
- Carolyne Larrington, translator. The Poetic Edda. Oxford, 1996.
- John Lindow. Norse Mythology: A Guide to the Gods, Heroes, Rituals, and Beliefs. Oxford, 2001.
- Ami Ronnberg, editor-in-chief. The Book of Symbols: Reflections on Archetypal Images. Taschen, 2010.
- Philip Wilkinson. DK Illustrated Dictionary of Mythology. DK, 1998.
Other sources cited:
[1] "The Other Face of the
Demon Artist, Kazuma Kaneko." Kazuma Kaneko Graphics: Digital Devil Apocalypse.
Translated by Dijeh.
[2] Shin Megami Tensei IV
Final/Apocalypse Official World Setting Collection + Journey Towards the World
of Mythology. Translated by Dijeh.
[13] "Atlus Discusses Desire to Grow Within the Industry, Persona 6 Needing to Surpass Persona 5, Studio Overview." Persona Central.
[14] Interview, Katsura
Hashino. 4Gamer.net. Translated by Tom James. (screenshot of relevant comment)
[15] Shin Megami Tensei LAW & CHAOS DISC liner notes, commentary by Kazuma Kaneko. Translated by Tom James.
this is a nice article!
ReplyDelete.....but I just want to say, for me. It's alright to use pop culture reference (be it tokusatsu or other shit) for demon designing. But I don't think tokusatsu would be great to represent the image of "old european sky father archetype". (That's where Doi fails, lol). But it'll probably work for Japanese folk hero of some sort...
For me, I think Kaneko designed demons with some key words in his mind. If I remember correctly, Kaneko talks about Morax and said "I couldn't remove the bull head element blablabla"
You can't remove the bull head, but you have the freedom to make him dressed up in space suit etc.
I guess that's where Doi's Demeter (kinda) fails too. "Since Demeter is a "mother goddess", you can't just remove the "Mother" part, or that wouldn't be Demeter anymore--"
...I just think that instead of ripping design outta original, newer Kaneko demon seems to take a new spin on it without removing the key words. (Moloch, a deity depicted as furnace with bull head. Original design from devil summoner just rip outta his usual depiction, IMAGINE's design have Moloch's furnace upgraded + double body)
....sorry for rambling too much. Since I also love to design characters and I posted pictures of yokai and gods in talking time forum, I guess I'll ended up getting fired when someone starts commenting on character/demon design :(
Yes, there's absolutely a way to mash Ultraman and Odin together and have it be appropriate (maybe with the Father of Ultraman as seen with the kid Ultra in the commentary). Keywords are part of it, but even keywords should just be thought of as "crucial aspects of definition," like with Demeter as you say.
DeleteBut don't worry about rambling too much, this whole article is rambling too much. :p
When a children's card game depicts Odin better than SMT...
ReplyDeletehttps://vignette.wikia.nocookie.net/yugioh/images/f/f3/OdinFatheroftheAesir-LC5D-EN-ScR-1E.png/revision/latest?cb=20141028140140
Great discourse!
ReplyDeleteIt made me think deeply about the matter and I think I found a solution for all our collective problems.
Specifically about Dagda, Danu, Inanna, ie the 'main demons' of 4Final. If in that game Dagda is portrayed much differently than what's known of him - 'perception' - then I would like to posit the theory, or rather, that we all enter the line of thought that that Dagda is not the 'real' Dagda, that that Dagda is like a renegade demon that somehow got free of the shackles of 'perception' and that's why in that game he acts so opposite of 'normal'.
Obviously, those demons were 'changed', 'modified' from their original roles to fit 4Final's demon personality roles that were required by the game scenario. So, with that in mind, it is quite easy to remedy this situation, by simply putting Dagda and the others on a future SMT entry, only now in his 'usual' appearance (the fat guy with a club) and with his 'usual' behaviour in demon conversations, side quests and the like... I think that's a perfect
solution and honestly the only one moving forward because, you see, SMT plots don't centre around demons anymore, that's the conclusion I came to after analysing each entry progressivley with time, the biggest clue being 4Final's modification of the demons' roles to fit its scenario and even more jarring, to fit the protagonists' motifs, counterbalance, etc...
In summary, I have no doubt in my mind demon lore will continue to be disfavoured when put against 'cool' design choices and to fit the scenario/party balance, I believe that to be SMT's future, but I also believe people would be more accepting of this 'butchering' if with every new game they updated the previous entry's misdoings, hell, they could even add a touch of comedy to it, imagine meeting 'future' Dagda and he's all like: "A few years back
there was this downtrodden guy calling himself Dagda, but he was nothing like me, don't you think so, MC? All this talk's making me hungry, hahahaha!" Or something like that (I'm terrible with demon conversations). Anyway, those are my thoughts.
Great work on this to all involved, I was thoroughly enthralled throughout the 2 hours it took me to read it!
It's funny you should bring up Yugioh Odin, as an idea left on the cutting room floor was a gallery of Odin designs from other properties.
DeleteAs unlikely as I think your idea is to come to be, it's certainly an appealing one. Actually fessing up to mistakes... well, they sort of did that in SMT4A with that nationalism quest, turning the National Defense Divinities into the monsters of a racist Dr. Frankenstein. I just think too many people actually like the new "modified" demons too much, plus they are already established.
Super happy that you liked it! And two hours... now that's entertainment! :p
This was a very interesting article, and extremely well-written too! It really nailed down the on-going problems with Megaten demon designs (which sadly is just one of the franchise's current problems).
ReplyDeleteThis entire discussion about tokusatsu influences in demon design made me realize something. Couldn't the P1 designs for Gozu-Tennō and Susanō also be based on the Dada like Asherah? I must admit that my knowledge of tokusatsu is extremely small (and before reading this article I knew nothing about Ultraman other than "it's the name of a toku franchise"), but Gozu/Susanō's designs both have the "black lines on a white body" motif going on.
Assuming that the Dada reference on Asherah's design are because of her status as "queen of *heaven*" and the Dada being aliens, it would make sense for Gozu to be the same since Tennō means "heavenly king" and for the design to overlap with Susanō since Gozu became associated with many different Shinto gods, one of which is Susanō.
Brain fart: Susanō's P1 design has white lines on a black body. My point still stands because it's the same motif, just with the colors inverted.
DeleteThanks for liking and commenting! :)
DeleteYou know, it's entirely possible Dada is a reference there. Ultraman is not just extremely popular in Japan, it's omnipresent. While I was still over there I bought a bottle of tea that had a little Ultraman keychain toy attached to it--of course, it was none other than Dada (before I even knew what a Dada was). But since Dada is named after the art movement and inspired by it, I have yet to find a black and white pattern artwork that matches his body pattern.
And this a different topic unrelated to your comment but as an aside to the above topic of certain designs mandated by producers, particularly attractive female characters, I was watching the NHK show Imagine-Nation last night, an episode about the manga "The Box of 5 Centuries" by Ikumi Miyao:
https://www3.nhk.or.jp/nhkworld/en/vod/imagine/2002320/ (this video will eventually die, thanks NHK)
At 15:08 in the video, the narration pivots to explain why Miyao had difficulty breaking into the industry, which I'll transcribe:
"While Miyao has exceptional talent in coming up with innovative themes, there was a major reason behind her late debut: she wasn't very good at drawing cute female characters.
Miyao: From time to time, I was told that my female characters lacked charm. Since the reader base of the magazine is predominantly male, I thought about what an attractive female character would be like from their perspective.
Miyao then drew the heroine girl in numerous different styles and asked people which was most appealing. That's how Mana, the manga's heroine, was born.
Miyao: She has slightly drooping eyes, a soft, easy-going look, and braided hair. From my research, I found that girls who take great care of their hair tend to be more appealing to men, so I included this in my character."
God, typing this up made me so sad. But it's a great example of how media conforms to demographics for money.
>Now since observation didn't technically exist in Shin Megami Tensei IV proper, it is hard to fault Aki and Yamato Takeru for not adhering to its perplexing laws before the fact.
ReplyDeleteI think you are glossing over that observation is just slapping a name on something that the idea of has been in the series for a long time. By at least smtii we get both yhvh and lucifer tell you that past their death their recreation will happen if human thoughts will it. Since multiple demons tell you it it already sounds like a facet of the world itself, rather than unique to only yhvh. By devil survivor we get mention of how demon power in the world is essentially like voting, and human thoughts are what upholds them. By SJ we get mention of how even the form of demons are shaped by humans, and in an interview they spell it out more clearly. And in IV the white mention how yhvh was a god created for the humans' convenience, doubled down by gabriel saying that the expanse is created by the thoughts of man and lucifer saying that the demons are. So this has been an idea that has been around for a long time in various forms. Since even SMTI is based heavily on jung and the idea of archetypes its not inconceivable that it was around even earlier.
>the entire YHVH's Universe segment is so sudden and empty that it feels like it was appended late in the game's development, much like the related concept of observation.
Which is why I think this is backwards. Observation doesn't feel tacked on late in the game. Rather, what in earlier games was more vague ans subtle was made more clear because heavy elements of the plot rely on it. Dagda feels trapped in his body, because he seeks to return to nature. However, observation keeps him in existence. So in a weird contrived plot point, since collective human thoughts uphold gods, he wants to make humans into ubermenschen whose thoughts and ideas are individual and function as their own god, so that collective thoughts don't hold up gods as much. Thus, with nothing holding him in existence he can return to nature. This entire plot arc is based on taking observation super literally, which required it being spelled out in-game. Likewise, the divine powers needing flynn is also based on the idea.
For this reason, while dagda poorly matches his lore, in his case I think that was more intentional. Most of the gods in iva at least try to match their lore, to varying degrees of success, or token dialogue. But dagda's entire ideology is based around being free from outside influence. He as an individual didn't want to be the dagda of lore, and that was something observation was forcing on him. So his rejection of his lore was in essence a rejection of fate. He disparages the fairies who are depicted as heavily composed of remnants of tuatha de because he doesn't want to be affiliated with them, seeing it a a role he doesn't choose, but was born into. Which is why when he dies the "new dagda" suddenly talks about being their high king. The new one is more compliant with the role. Mind you, the new one still looks nothing like dagda, but that's probably out of laziness / or a desire to make them look the same so as not to be confusing.
To a demon observation would be like the equivalent of outside influence. Since a big theme of the endings in iva is the distinction between working together and working alone, his element in the path dedicated to working alone is wanting a goal that seems to necessitate being free from influence. There are various ways that that is questionable, but put together with his overall goal of fostering a world of individualism it is consistent with his character. Although it does strangely seem to be making the point that the only way to be totally free from influence is to be dead.
>Satan's torso is downright bizarre. Consisting of seemingly random veiny and other subdivided segments, it certainly counts as convoluted if that was the type of “cool” Doi was aiming for here.
DeleteI thought that that was a potential reference to how bizarre and bad some of the anatomy in the great red dragon paintings was.
>But unlike SMT2's Baphomet, Strange Journey Redux's Amon is definitely intended to be the demon of Christian occult tradition, based on official descriptions.
SMT2s baphomet was meant to be the figure of tradition too. Its part of a theme in SMTII. Since the messians in the game affiliated with the church are "corrupt," this was depicted by linking it to times abrahamic religion itself was seen as corrupt by its own internal logic. Shortly after you fight baphomet you fight belphegor, with zayin commenting on the fact that a chaos demon is working with the church. This is a reference to the old testament stories of the jews being led astray and following baal peor. Baphomet in II also seems to be working with the church, since he is guarding the sealed kunitsukami that the church sealed there. As such, this is a reference to the accusations that the templars, (who the messians in game seem to be somewhat based on) were worshiping some foreign god called baphomet. Its part of a consistent theme present in II. Notably of course, the design later associated with baphomet didn't exist at the time of the accusation against the knights templar, so if that is the association then the lack of using it isn't a violation of anything.
Also, the other thing I was going to say is that observation in iva closely parallels the explicit delineating of an idea called cognition in persona 5. That is also a plot device there. I didn't play the early persona games, but they may also have aspects of this, since they tie the overall world of the games to the world of mind, and the early games had demons as enemies instead of more often shadows from what I understand.
DeleteBunker, thanks for replying! I appreciate the depths of your insights but I can't say I really agree with them nor do I understand the point you're trying to make with most of them re: an article about design work. But if you're saying we should judge Yamato Takeru by the rules of observation anyway... I mean, I'm game! :)
DeleteBut come on, "bizarre and bad" anatomy on Blake's Great Red Dragon series? You are talking about Blake's, right? Nothing out of the ordinary there for idealized nudes of the period and certainly nothing that resembles Doi's lukewarm plate of spaghetti al nero di seppia. Similar with SMT2 Baphomet, you fight him way, way earlier than you imply and in a completely different context--he's definitely an outlier that fits better in the game's existing pop culture strain than a conspiracy theory. Conjecture can be fun, but I prefer it to be backed up with dev quotes or proper context.
ReplyDeleteI'm not going to comment on the larger message of the article, since I'm sure there are people more personally invested in the subject who will do a much better job than I could. Instead, I'd like to point out one fairly minute and inconsequential detail that bugs me for some reason. The article criticises the Odin design for putting just a single raven near Odin instead of two. But I personally saw it as a really clever little detail. The raven bizarrely has four eyes, which is seemingly inexplicable, has no basis in mythology and would, at the first glance, appear to be an attempt by the artist to make a boring basic bird design more interesting. But I don't think it's that simple. What could have happened was that the artist was originally planning to put both birds into the design, but saw that it wasn't a good idea: it would ruin the focus with superfluous detail, put too many characters into one art, or otherwise fail to work. So instead, he opted to combine two birds into one and give it two pairs of eyes to hint that it's really an amalgamation of two ravens. It could even be justified conceptually: as eyes as the mirror of the soul, two pairs of eyes symbolise two souls; and eyes are already significant as a symbol of knowledge in the Nordic myth, where Odin traded one for wisdom. While I don't think the artist was thinking that deeply, I do believe that four eyes were meant to symbolise a fusion of two ravens.
First and most importantly, thanks for reading!
DeleteI'd seen similar comments about the eyes before I published, but I personally don't think it was intended by Doi. Considering the focus of the design is "alien superhero", it was probably just an attempt to make an otherwise terrestrial bird seem extraterrestrial.
And think of it this way--if Huginn and Muninn represent "thought" and "memory," two processes of the mind, it's probably more appropriate to double up on heads than eyes. Doi likes to add superfluous details to designs sometimes; some don't quite mesh, like Demeter's pumpkin, others are mostly innocuous, like the raven eyes. Also, this is the same design where he thought enough to write "Gungnir" in runes on the spear blade, but didn't think to draft another filling pattern for it that didn't look like an "X" rune and thus extra G's.
>Sexual pandering.
ReplyDeleteI mean I started playing SMT because of Tiamat's huge tits and many vaginas. If anything Doi is trying to keep the old fans happy! /s
I loved Cleo's design fight me.
You missed Shekinah. Since you also commented on YHVH so...
ReplyDeleteWe mentioned we didn't want to talk about her due to spoilers; Redux didn't come out long before we published this. The verdict is that... she's okay? It's designed around the 3WM, which is proprietary and hurts her messaging and chances of ever returning.
DeleteVery well written article, its amazing how much work you put into this that I could never put into anything lmao.
ReplyDeleteGood point, too, as I think modern ATLUS has a lot of problems and the desire to make demons pander to certain demographics for the sake of sales is definitely one of them. However, I don't agree with your diagnosis of the problem being the desire to make them not adhere to the source material because I think you are probably a bit too fundamentalist or maybe rose-goggled in your interpretation of the general tone of the series in the past as well as what Kaneko and the scenario writers at the time did with their depictions. I'm actually probably sadder than you that Kaneko and Okada are no longer the creative minds behind the series, but for a different reason--I'm sad to lose the particular brand of "punk" that they brought to the series, especially how they mashed together all these insane aesthetics to create stuff like the messian machines seen in 1 and 2, the gloomy feel of Digital Devil Saga, or the robo-nazis from Persona 2 (I want Kaneko to design a Wolfenstein game). In other words, I really liked the weird stuff that goes off of source material in order to fit a particular role in the story when it is done well.
SMT 2's Satan, for example, fits squarely into your category IV, but it is such a good design that it is in your blog header. There's nothing at all about a Jewish figure of deception and judgement that talked to God in Job or Tempted Jesus in the desert that says "Xenomorph," but it works because it fits into Law's alien theme and thus represents Satan well for SMT. So I think it is actually really good that Yamai, Doi, and company are going for these themes of observation and subversion of mythological designs, its just that they aren't doing it with Kaneko's creativity, and they are making things more like Persona, which is definitely a concern that can also be seen in 4A's just basic plot structure. But liking demon designs because of adherence to source material, I think, is just wrong for SMT. There are breaks that Doi does that don't work, sure, just because they have weird roles in the story or just look wrong like Amon with his little legs, but that doesn't mean that SMT doesn't have a pround history of doing what Doi does, and it doesn't mean that Kaneko's most source-faithful designs (Ares, Oberon, Moloch) aren't often some of his dullest ones. I really want Kaneko back for V, since he still works for Atlus, but I think even he would say that SMT has always been a kitchen sink of generalization about ancient religions and often bold revisionism of their ideas: that's what alignments are, after all--huge generalizations about what figures represent that often isn't really explained in the games.
So, I think you are sort of fundamentalists about demon design, but oh well. You are wrong about the Ein Sof not appearing in SMT, though--it is clearly the basis for the great will as mentioned in 2, Nocturne, SJ, and 4A.
Great comment and thanks for reading it all! (And engaging with the subarticles, too!)
DeleteIt's definitely a shame that the Kaneko/Okada brand of punk is essentially not around anymore (or at least in a form that doesn't feel like a pale imitation), but I have to hard disagree that its attitude extends to all the best "weird" shit in SMT. Not to repeat myself from the article, but it's pretty clear that Atlus intends its demons to be the actual gods or beings from myth or else they wouldn't bother to include profiles (whether the info is 100% accurate or not) for the demons in-game, always include myth profiles in artbooks, release two barely interactive CD-ROMs with this information as a key feature, include relevant sidequests for demons and so on and so forth. They do this to set themselves apart from the competition--the likes of Final Fantasy and co. for whom source adhesion doesn't matter. In a way, retaining source designs fits the punk attitude, because no one else was (or is!) doing it. But they don't all have to be boring--since you're aware of the design subarticle classifications, I think a Type 2 (mostly the original form with some appropriate embellishments) is probably the sweet spot for SMT. Rune Odin, Persephone, ones like that.
I mean, you're right, I love the Satan design and the Kaneko Works 2 art that's in my header is probably my favorite piece of Kaneko art ever. Why do they not make posters of this stuff? But anyway, great point at the xenomorph elements hinting at the "alien"--I'd never thought about it in tandem with the Metatron and original Ophan design, which Kaneko says he designed around UFOs, so it makes all kinds of sense. But even here Satan represents a lot more than just an alien. Kaneko designed him with a "666" element--six arms, six wings, six boobs. Satan also gave rise to Kaneko's depiction of certain Zoroastrian demons, particularly Ahriman, though inversely to real life; Ahriman copies the insectoid elements of Satan in both the if... and Nocturne versions. Satan is creative but still works as intended and even echoes a real correspondence. At the very least, that correspondence is likely something to be missed as Maniacs Team continues chugging along.
So that's why we're design "fundamentalists." :p I feel like if you don't understand the basics of what these gods are, you'll completely miss what they mean or symbolize (enter many of the demons discussed above). By instantly subverting this symbolism, you miss out on it entirely--making the designs meaningless in the process.
Oh, and the Great Will is probably not supposed to be Ein Sof specifically, else they'd state that outright. They aren't shy about that. Many other religions have an "unknowable" god or aspect of god, like the Monad in Gnosticism, Brahman in Hinduism, the unknowable in Hermeticism, etc. It's either a synthesis of this idea or just some cosmic aspect of the human collective unconscious.
Adramelech's pan: it’s a Japanese game. A Japanese touch to Western artistic tropes is perfectly acceptable. Your fundamentalism and conservatism certainly renders your artistic insights myopic.
ReplyDeleteIt's a minor, minor, minor thing and of all the content in this article that's a surprising one to mention. Really, it's only brought up because I found what I think is the source of why Doi rendered it as such. But the lens is something Shigeru Mizuki got right 50+ years ago in his Akuma-kun series: https://eirikrjs.blogspot.com/p/mizukis-andrealphus-using-adramelech-le.html
DeleteI'd argue the Japanese touch is also just incorporating an accurate Adramelech into a narrative in the first place. Wacky peacock mule guy ain't serious enough for Westerners, I guess.
Speaking of, this article -is- all about fundamentals, though--which aren't always understood and then lead to meaningless misinterpretations. See the Kaneko example of Zaou Gongen: it has the fundaments of Zaou Gongen the Buddhist deity with the wildness of Spawn. But firstmost it's still Zaou Gongen. That matters in a game where Zaou Gongen is actually meant to be Zaou Gongen the Buddhist deity.
I have to agree. Even with serious Japanese media, they often include a lot of stuff that Westerners would find campy.
Delete(sorry for the bad english)Im new to the franchise but I have to say it feels bad that I can't see those cool designs being born anymore. In persona I can be more forgiving because it feels for me its a myth being molded by this modern age person while what make me love the old SMT designs is that feels like those old myths giving life again.
ReplyDeleteWhat I feel is that if this new Odin was a persona I could like it more but as myth representation just make me sad.Im not that hyped for SMTV and I think its not a game that I will buy at launch.
They were always myths molded by the modern age.
DeleteNot to take away from the rest of your points but it's weird that you point out the superficiality something such as Demeter's pumpkin, and then praise Tlazolteotl's toilet. Her toiler is not ""a typical head from Aztec art", it's taken directly from the bust of Pakal, a Mayan ruler from Palaneque, who lived centuries before the Aztecs settled in or even entered Mesoamerica, and barely near territory the Aztecs would have much influence over. It's something that always bothered me when it comes to her design, the idea is great but the execution gets on my nerves.
ReplyDeleteOh no! I had no idea about this. I honestly never even felt the need to look. Pakal is even the one with the infamous "spaceship" on the sarcophagus lid. I'm honestly shocked. It's pretty much crib material, too.
DeleteThanks for pointing this out. I'll change it to something else eventually as this article is due for an update or two!
No pressure, your work is awesome and focus on what I love the most about the series. I have a fascination with the Mesoamerican demons, I love that they exist in the first place even if they're a mix bag. Tlaloc for instance, his form is taken literally from the ceremonial vase used to represent him, which is kinda disappointing for a god meant to have snakes wrapping around his head, which you can notice on more close-up photos of that very same vase, and artifacts that correspond to usual symbols of him such as https://www.khanacademy.org/humanities/art-americas/early-cultures/aztec-mexica/a/serpent-mask-of-quetzalcoatl-or-tlaloc
DeletePersonally I chalk his current demon depiction up to not having more and higher quality material of him at the time, and the fact to how abstract and unusual his face is in the first place that most people don't know what to do with, which can be seen in a google image search of the god, even looking at colonial period art(with my personal favorite https://www.mexicolore.co.uk/images-3/316_15_2.jpg ), or more positively, how the vase was important in worship of him.
Thank you! I dug out a Soul Hackers book with Kaneko's commentary and of Tlazolteotl he says this:
Delete「ベルソナ」にも出てるけど、全然イメージが違いますね。ご不浄とかエッチ関係の女神なんだそうです。だから口のまわりを黒く塗ってたりして淫靡な雰囲気で、ちょっと風俗系のイメージで表現されるのがルールみたいです。このデザインでは、ご不浄=便器という意味で、マヤっぽい便器を描いてみました。マヤの便器っていっても、本当にマヤで使われてるわけじゃないですよ。装飾をマヤっぽくしたっていう意味です。
She appears in "Persona", but the image is completely different. It seems that she is a goddess of uncleanness and indecent relations. That's why it seems to be a rule that her mouth is painted black and it has a lewd atmosphere and is expressed with the image of the sex industry. In this design, I drew a Maya-like toilet bowl in the sense that it is unclean = toilet bowl. Even if you have a Maya toilet, it's not really used in Maya. It means that the decoration is made like Maya.
So he -was- aware that the toilet was of Maya design. Soooo, uh, that's a thing. Not sure what to do now.
But damn, yeah, I never knew the Tlaloc vase had serpents on it. You're probably right that the quality of source reproductions is poor, which I think affected Adramelech as I expressed in the article. Something I've never read or heard is how long Kaneko would spend designing individual demons in the Saturn period; based on mistakes like these and the sheer number of demons it really seems to be "no more than a day."
Thank you, this is an incredible find. I guess it's just another case of artistic licence and visual shorthand, like Jeanne d'Arc wearing the French tricolors and countless other usually intentionally anachronistic designs that are already coming to mind. I remember reading somewhere in regards to all the research material they used, "you can disagree with their designs, but you can't say they didn't do their research/know what they were doing" or the like, more than you can say for a few other myth-based series. Though that's not enough to stop me from mentioning Camazotz's metal scythes either.
DeleteUnrelated(kinda), but I have heard it said that the Mayans had things like plumbing and running water, and particularly in, once again, in Palenque. But not only am I not well-read enough to add further on this, it seems to be a discovery only known in the last dozen years or so, way after Soul Hacker's production, only thing I do know is that the Aztecs had aqueducts.
Anyways, thank you for this!
Go outside
ReplyDeleteI went outside. I touched some grass. Somehow it just made me dislike Ultra Odin more. Weird.
Delete[ Jotoro Kujo received his PHD for his thesis on Doi odin desighn ]
ReplyDeleteare you going to release an updated thoughts blog after playing the game now?
ReplyDeleteJust finished reading the article, and I'll give to it to you; you did convince me that Ultra Odin may not be so cool after all.
ReplyDeleteI won't back down on Zeus though; arm-blades in general are a silver bullet of coolness for me, his overall design matches his SMTV personality, and I had a blast fighting him.
Speaking of which, I'd say that Doi's SMTV designs exhibit a lot of improvements from when this article was written.
Granted, he did make Idunn a Japanese idol, although I'd argue that that particular element of her design is as intrusive as Ultraman+Odin, as her garb is still distinctly Northern European. Nonetheless, designs like Aitvaras and Loup-Garou do showcase a different side of Doi's typical design conventions and, in the case of the latter, I'm quite surprised he managed to do something interesting with a concept as well-trodden as the werewolf.
While I can understand your sentiment, and you have some really good points about the modern demon designs being worrying, I do like most of them, and you know what, I'm ok in being wrong for saying that. I see the glaring problems that these designs have, Dagda, Danu, Inanna, Odin, Zeus etc. they are there, Doi either wanted them to look like this or the devs wanted them like that, but I I like the designs for the most part. Part of the act of free will and interpretation is that it doesn't have to be accurate to anything at all, there's arguments for both sides and I respect your view points on this matter and maybe the next game in the series will have a new artist to better portray the various demons you've displayed today. I like how Dagda, Danu and Inanna turned out, same with Odia, Zeus and Amon, I think they represent opportunities to improve on or even remake them someday. SMT IV:F was my first game in the series, so it will always have a special place in my heart, but I can still love the designs, story and characters in the game and say, 'yeah, there are some very controversial and questionable design and story choices here, very questionable.'
ReplyDeleteI will always be favorable to the final designs for the most part and if I'm in the minority in that, so be it, I accept that and I'm ok being wrong in loving what we got. Thank you for sharing this, its insightful, in-depth, and through, and while I heavily disagree with you with my personal favorites designs, I respect your opinions and I hope you have a great life, wherever you might be, though I do apologize is I sounded bad in any manner, Thank you for this.