2021 marks the 17th year of Shin Megami Tensei’s existence in the West and while that’s not exactly an auspicious number it’s certainly long enough to have developed its current thriving fan culture. But fans are overzealous things, literally fanatics. Arguments are raised, interpretations are julienned, and hills are died upon over what constitute acceptable concepts for a shared canon of ideas. Shin Megami Tensei is of course no different and over the years its fan wars of attrition have resulted in its own assumed fundamental truths.
However, over this same span of time “truths” of dubious origins have mixed in with the actual facts to an indistinguishable degree for many, negatively affecting how the series is perceived and discussed. So, drawing on my 15+ years of experience with the series, I’ve picked 30 of the most infamous Shin Megami Tensei “fan myths” to debunk one by one. We begin with the first 15, which include some of the series’ more well known misconceptions, including the mysteries of Kaneko’s Twitter account, Doi’s artistic output, and everything about the Great Will!
Before We Begin...
A few things to note!
1. These myths are not presented in order of importance or in ANY order except for a few that build off of each other.
2. For clarity, the quoted statement (Ex. “Kaneko Lives in a Flower Field”) represents the false statement I am refuting. This statement is the “myth.” PLEASE NOTE: The image header for each section may contain a truncated version of the myth; the "Myth's Gist" for each represents the full statement.
3. Most of the time I abbreviate game names:
- Shin Megami Tensei / Shin Megami Tensei II = SMT1 / SMT2
- Shin Megami Tensei III: Nocturne = Nocturne
- Shin Megami Tensei: Strange Journey / Redux = SJ / SJR
- Shin Megami Tensei IV / Apocalypse = SMT4 / SMT4A
- Persona 2: Innocent Sin / Eternal Punishment = P2:IS / P2: EP
- Persona 3 / 4 / 5 = P3 / P4 / P5
And so on and so forth.
4. Sources cited, if necessary, are available at the bottom of their respective sections as footnotes. Additionally, for many myths I included optional non-cited sources providing further context and information.
Most of all, I hope these are informative!
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UPDATE (6/5/22): Added some extra links, fixed an image, fixed formatting--general minor stuff.
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The Myth’s Gist: Shin Megami Tensei III: Nocturne’s Jyoji Hijiri is intended by the developers and writers to be a reincarnation of Shin Megami Tensei II’s Aleph.
We begin with the most infamous SMT fan myth of all, one generally presumed to be true but also one of the easiest to debunk. In short, in the Maniacs edition of Nocturne (i.e., the edition initially released in the US) it is explained that Hijiri leads a cursed existence and is doomed to forever repeat observing the birth and death of worlds, due to a “sin” he committed. The nature of this sin is not explained; however, the connection was made to SMT2’s Aleph due to him “being cursed” by YHVH for daring to oppose him. Throw in some vague resemblance between the two characters and you have an archetypal fan theory.
There are numerous reasons the theory doesn’t actually make sense, from narrative contradictions to a complete lack of evidence in Japanese materials. What truly kills it is, ironically, the theory’s true origins: an immense and authoritative Nocturne FAQ written by Ian Kelley before the English version was released (and updated no later than August 2004), which included a blurb with all the described hallmarks of the theory. [1a] A snippet:
It's never said what Hijiri's crime exactly was, but I strongly suspect that he is a reincarnation of Aleph, the hero of Shin Megami Tensei II. Reason being, the description of the torture that he's going through sounds EXACTLY like what YHVH (ie, God) threatens Aleph with in the Neutral Path in SMTII... One can only assume that if Hijiri really is an incarnation of Aleph, that YHVH either came back to life and is getting revenge on Aleph, or that he killed Aleph in the final battle of SMTII in the "official" SMT canon. And of course, all the stuff that went on in Aleph's world would have to be in a different Vortex than the one in SMTIII. Keep in mind, there's a high probability that I'm dead wrong on this. :P
Despite Kelley’s humility the idea would only spread from there. But he himself would later discredit the theory in 2013, saying “I was never really serious about it in the first place and never expected people to latch onto it but welp.” [1b] That’s about as dead as it gets.
But should you be still unconvinced by the history behind the myth, there's always my analysis from many years ago of how Maniacs' additional content doesn't measure up to the quality of the core game, including how Hijiri's expanded backstory contradicts what was previously established. [1c]
Sources:
[1a] SHIN MEGAMI TENSEI III: NOCTURNE FAQ/WALKTHROUGH, Ian Kelley.
[1b] SomethingAwful forums posts by Kelley (as “Masakado”; his email in the FAQ also uses Masakado) where he rejects the theory.
[1c] Hijiri, Candles, Freedom: Maniacs' Retcon Woes
More:
- Post initially discussing Kelley as the source of the myth
- Translation of YHVH’s dialogue in SMT2
- Hijiri is NOT Aleph video by Larrue
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The Myth’s Gist: The Nebiros of SMT1 and beyond refers to the 24th spirit of the Goetia.
Some real-world confusion led to this one.
In the Goetia [2a] (and the Pseudomonarchia Daemonum [2b]) is a demon named Naberius who sometimes goes by Nebiros. However, the Grand Grimoire contains another Nebiros, this one named a general of Hell and a necromancer. [2c]
So which Nebiros is SMT’s? Not only does Nebiros’ initial design evoke a “voodoo priest” stereotype and thus zombies and the undead, his SMT profiles clearly state he is a necromancer, confirming it is the Grand Grimoire’s. Curiously, in the Grand Grimoire the Goetia’s Naberius (as Naberrs) is listed as a subordinate of necromancer Nebiros, making an easy distinction between the two. For the record, the Goetia’s Naberius has never appeared in mainline SMT.
Sources:
[2a] Goetia, Naberius.
[2b] Pseudomonarchia Daemonum, Naberius.
[2c] Grand Grimoire.
More:
- Naberius’ (as “Cerbere”) entry in the Dictionnaire Infernal
- Initial post discussing the differences between Nebiros and Naberius
- Post clarifying more information about Naberius
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The Myth’s Gist: SMT’s Alice represents the girl of Lewis Carroll’s Wonderland, the legend of a Swedish ghost named Alice, or some combination of the two.
Neither Carroll’s Alice nor the Swedish Alice (which seems to lack any concrete source and is never mentioned in Japanese profiles) reflect the intent behind her twisted character, easily understood via her straightforward original scenario from SMT1: in post-apocalyptic Tokyo, Alice lives a suspiciously ideal life with her stewards, the Red Baron and the Black Baron, within the bustling and lively district of Roppongi. But it is merely a facade created for Alice by the barons, the demons Belial and Nebiros respectively, and with their defeat Alice and the other people of Roppongi are revealed to have been souls resurrected by Nebiros’ necromancy and subsequently vanish; here, Nebiros being the Grand Grimoire’s necromancer becomes essential context for Alice. A description of Alice from the SMT1 CLUB Jakyou no Yakata fanbook is the best proof:
Is Alice just a little human girl? What relationship does she have with the two demons?Moreover, the official Persona World Guidance book from 2001 plainly describes Alice as “an original demon in the Megami Tensei series!” [3b]
Alice is a zombie revived by Belial and Nebiros from the thoughts dwelling in her body found in Roppongi. It’s impossible to deny that those have a narcissistic side to them, as they love their own figures manipulated by a selfish little girl. [3a]
Alice’s subsequent appearances in the series have been minor. Revealingly, she returns in SMT2 as a Fiend, clutching dolls of the barons and thus clinging to her non-Wonderland roots. Her subsequent SMT1 remake design is sans dolls but only because it’s finally representative of her original sprite and role in the game as a zombie girl. It is in fact only after the emergence of this latest design that her later appearances take on a Wonderland character, such as card soldiers in her Persona animations and Strange Journey’s Hare of Inaba chase quest. Still, her modern appearances in SMT are (usually) part of the Undead race or within Persona’s Death arcana which clearly reveal that this morbid Alice is quite opposed to Carroll’s lively character to the point that the name seems arbitrary outside of the context of SMT1.
In fact, there is a precedent for a character like Alice in the anime Demon City Shinjuku, where the characters encounter an onryo, vengeful spirit, in the form of a girl whose spirit was unable to rest; freed, her anger dissipates and she disappears, just like Alice did. [3c] SMT’s Alice is thus best considered an original character and any Wonderland associations mere costuming.
Sources:
[3a] CLUB Jakyou no Yakata.
[3b] Persona World Guidance.
[3c] More information about Demon City Shinjuku’s onryo girl
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The Myth’s Gist: The @aqmaAC account is Kaneko’s because he used it a couple times in the past and it still returns follows.
Either the account auto-follows after an average of 12-13 hours or a FuRyu rep with the password is dedicated to an SMT fanbase clamoring for Kaneko. It’s likely the former.
Source: https://twitter.com/aqmaac
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The Myth’s Gist: Shin Megami Tensei has an extreme, masochistic level of difficulty.
The only thing extreme as far as SMT’s difficulty goes is how overblown the claims about it are. SMT is really no more difficult than any other JRPG series; the difficulty mainly comes from needing to adjust to its unique terminology and systems, like getting the hang of the elemental-based press turn mechanics with the Press Turn System and learning to let go of your allies with demon fusion. Also crucial to learn is that success in SMT is often determined before a battle even begins by which elemental weaknesses you can exploit and which you can defend--emphasizing the importance of preparation for you and your demons through equipment and skill loadouts. Modern SMT battles are not reaction tests a la Final Fantasy’s Active Time Battle.
Of course, SMT games can contain general gameplay clunkiness and difficulty spikes which are, again, not unique compared to other series. The winding dungeons of the SFC games can be tests of patience (with battle gameplay that can otherwise be exploited). Matador and Minotaur are indeed not fights you can brute force your way through like in other RPGs by level grinding; buffing is important, that much is true. But should you fail at a boss, it doesn’t mean you’re no good, just that you need to rethink your strategy or demon party. Really, the greatest barrier to entry for SMT is sloughing off your expectations from other RPGs!________________________
The Myth’s Gist: SMT is about dark stuff like apocalypses and demons and takes itself completely seriously.
Despite what you might have been told, SMT isn’t Dark Souls. Yes, calamity is always close at hand and its main storylines are treated with appropriate gravitas (for the most part) but, being a game series, many more variables come into play for the SMT series as a whole. Even as you witness the main narrative beats in any given game to their ends, you will also have experienced one or more of the following:
- Negotiations with happy-murderous snowmen & moths
- A compulsory dance competition
- Meetings with Michael Jackson and/or Heath Ledger
- A funny penis
- Goofy quests about a demon idol competition or a spurned human demon-lover
- The rantings of the son of a fisherman
- A child-like bogeyman wearing a diaper
- Harassment from a naked purple guy at a bar
- A demon pig’s cartoonish meal
- Bewitching, befuddling fairy magic
And countless more.
But extra credit must be given to the demon negotiations, the prevalent method SMT uses to randomly inject gonzo humor into the battles that comprise most of the gameplay and yet are largely disconnected from the narrative, foiling possible tonal dissonance. So the idea that SMT is a hyper-serious series is easily proven false just by playing it. SMT games can be grim, but never grimdark.
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The Myth’s Gist: You can culturally cloister yourself from Japan and its many traditions and perspectives when attempting to understand SMT’s intricacies.
So obviously this myth has never been uttered out loud, but the lack of statements is more than compensated with actions and attitudes present online. In sum: an unashamedly Japanese series like SMT is often interpreted by the Western fandom through its non-Japanese lenses, resulting in frequent misconceptions and falsehoods. You could say this issue is the common thread tying most, but not all, of these entries together! But a subject so potentially extensive as identifying Japanese cultural elements in SMT would need at least an entire article to itself, so here I will limit things to two specific, supremely permeating influences.
The first is Japan’s own religious system, a unique syncretism of its native religion, Shinto, with its own brand of Buddhism. It combines an imported Buddhist cosmology with its cycles of reincarnation, Shinto’s pantheistic and animist spirit traditions that see nature as sacred, and an interplay and/or equation between Shinto gods and Buddhist ones (some of which are reinterpretations of Hindu deities) into a rich worldview of ideas and imagery. And these three descriptors alone are amongst the most relevant to SMT as a whole:
- The cyclical Buddhist cosmology is apparent in the use of reincarnation in the franchise’s title and plotlines, quite the opposite to the linear, historical progression of Abrahamic religions
- SMT makes liberal use of comparative mythology to link deities from different cultures and regions
- The idea of spirits inhabiting everything excludes exceptional permissions for monotheistic deities.
Basically, if you are unfamiliar with the Japanese worldview yet something about SMT sticks out as odd to you, an element of Japanese religion is likely to explain it three times out of four, or more.
The second permeating, specifically Japanese influence on the series is Christianity--that is, Japan’s own tumultuous history with it. Introduced by Portuguese Jesuit missionaries in the 16th century, Christianity enjoyed a brief period of limited acceptance in Japan before being deemed a political threat. In more crucial detail:
Caution against Christianity goes back to the medieval period, and is one part politics and another native religious belief. Politically, Christianity became problematic for Tokugawa period policy makers around ~1587 CE after the daimyo ("feudal lords") began converting in order to acquire saltpeter from Portugal, and holding forced conversions of commoners and vassals.
The dilemma of subjects with conflicting religious beliefs threatened to undermine the stability of the government … and so it was viewed as an anti-government religion, leading to a medieval ban on missionaries and mass executions of Christians to suppress the belief system. … In the postwar period when Japan was under [Allied] occupation, Christianity was the religion of the oppressors and renewed missionary efforts proved unpopular. Christianity consistently accounted for just 1% of the population since the allied occupation began and continues to hover in that range.
On religious grounds, Christianity is also an affront to the syncretic Shinto-Buddhist belief native to Japan. Under a Shinto system, emphasis is placed on harmony with nature and one's place as an equal to the animals of the nation. The Christian view of humanity as stewards of the Earth charged with ruling God's creation is incongruous with Shinto's equality between men and nature. Shinto is also a polytheist system wherein divinity lives not above people as a dominating force setting the world in motion, but around them inhabiting each individual aspect of the world. The ethics of Japanese Pure Land Buddhism also hold that life is a karmic path toward entry into paradise, and that cyclic view is at odds with a cosmology in which one enters the world, exits and is then cut off from it in heaven or hell based on affiliation with a deity. The concept of Christ's resurrection is also disturbing from the Shinto perspective on the purity of nature, beauty of transient life and the importance of dying. [7a]
Nonetheless, the roaring, modern post-war Japan of the ‘60s and ‘70s entered a so-called “occult boom” for magic and monsters, followed by other “booms” that brought a healthy appetite for overseas culture and religious knowledge but very rarely for honest practice or conversion; the Abrahamic religions remained for the Japanese a curiosity, but little more. This was a slice of the zeitgeist out of which SMT was born. This is why SMT scenario writer Ryutaro Ito said this about Stephen Hawking (and thus by proxy the SMT character Stephen) in 1994:
The famous theoretical physicist Hawking downright denied God’s existence. His theories start from that point. He became a sensation in the West because he said God wasn’t the one who created the Universe and everything was based on physical principles. He maintained in his books that the Universe wasn’t created by God, but even if we Japanese read the translations of his works, we think this is something obvious. The Japanese aren’t monotheists, so that train of thought is interesting to us. [7b]
From the perspective of those from the Christian sphere looking in, SMT’s interpretation of monotheism--a Law faction that tends to mash Christianity, Judaism, and Islam into one--can seem excessively harsh. But as shown, SMT is from a country where Christianity represents tumult and is neither a dominating cultural force nor is it compatible with its traditional culture. Japanese don’t hate Christianity, it’s just not their preference. This is a story of one bias meeting another and never the twain shall meet, unless you consider the unchanging historical context surrounding Japan’s.
I’m not suggesting you need to learn Japanese to understand SMT. (A little will help, though.) You don’t need to be an expert in Japanese religion or its history with Christian proselytism. But just a little familiarity with the three and suddenly SMT will make a lot more sense, I guarantee you.
Sources:
[7a] Megaten and A Discourse by Three Drunkards on Government: Let's Play Shin Megami Tensei iOS by Touya.
[7b] Akuma Daijiten.
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The Myth’s Gist: Akin to other JRPG series like Final Fantasy and Dragon Quest, or even the Fate franchise, the concepts and interpretations Shin Megami Tensei presents are entirely original and self-contained. It is all “lore” relevant only to SMT itself.
A relatively recent “controversy” explains how this particular fan myth can go wrong. As Nocturne HD’s English localization refinements became known, they revealed that “Pyro Jack” would be renamed Jack-o’-Lantern, causing a brief and ineffectual online outcry to #BringBackPyroJack and restore the old name. This is despite Jack-o’-Lantern being the intended name for the demon in Japanese, the obvious fact that it is meant to be the Halloween figure of Jack-o’-Lantern, and that the Jack-o’-Lantern name was already corrected as of P5. Somehow it got into people’s heads that “Pyro Jack” was an original character, one to which they were apparently quite attached.
But in reality, a large chunk of SMT’s content, aside from its main characters and scenarios, is deliberately appropriated from real-life sources. Informing players of the fact that Jack-o’-Lantern is not a “Pyro,” among other things, are a few key differences from other RPGs.
The first is SMT’s typical setting of Tokyo, i.e., a real city that exists on the planet Earth and thus it can be extrapolated that other real countries and cultures also exist. This includes references to modern politics and international relations, usually manifested in America (the sender of nukes) and Japan (the receiver of nukes). Though things obviously get fantastical, this real setting grounds SMT in ways other series don’t even attempt.
Then there are the demons, which draw from mythologies the world over--mythologies that are part of real human cultures and have been relevant to said cultures for thousands of years. The demons themselves are fully intended to be manifestations of their characters from myth and legends. Confirming this is that all modern Megaten games and most official books feature compendium profiles of demons’ origins; they imply Atlus is proud of its real-world research and wants its audience to make that connection to metatextual knowledge. Some of the sources Atlus themselves uses for information may be dubious but this still displays an unprecedented impulse towards incorporation of existing source material to enhance the meaning of its “monsters.”
Demon designs play a major hand in dispelling this myth as well--their general reflection of their origins is unmatched anywhere else. Most of Kaneko’s demons incorporate aspects of demons’ myths, appropriate modern expressions of their personal character, or outright copy traditional art. But I can do better than leaving the count at “most”: tallying and grading all of Kaneko’s demons (minus those fully original to SMT) proved that 90% adhere to their respective cultures. [8a] It’s not uncommon to encounter people who dismiss criticism of modern demon designs by saying that “SMT demons were never that accurate” but this data proves them to be reactionary ignoramuses.
But SMT's insistence on demons being source-based can be a double-edged sword: it deepens the meaning of the demons and their artwork but, being adopted from real cultures, opens the door for criticisms of portrayal that don't exist for other series. No one complains about the lack of accuracy of Final Fantasy monsters to their origins because FF not only doesn't attempt this, it's a series that's wildly different for each installment and therefore it's no big deal for FF's Shiva to be an ice goddess. But since SMT exists on “Earth” and adapts “real” mythologies, for it to claim the ice goddess as its Shiva would be disastrous--incongruous to Indian cultures and the series’ own aesthetic definitions. SMT simply has different higher standards for design work than most other games.
Lastly, beware the contemporary usage of the word “lore” and its tendency to reduce essential narrative information to the level of wiki trivia. It could also not be more wrong when applied to describe demons. A demon’s “lore” is part of the story of its own culture, of humans. SMT games may warn that they are “works of fiction,” but the real-life Tokyo setting and the cultural elements deliberately placed within ensure a metatextual value its RPG peers can’t match.
Source:
[8a] Complete Demon Design Data.
More:
- Demons by Design
- More information on Atlus telling its players it is serious about adapting mythology
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The Myth’s Gist: There’s nothing stopping personas from joining the ranks of demons in SMT.
While SMT demons appear in Persona due to the inevitabilities of budgets and asset recycling, the inverse has yet to happen. This is because both Persona and SMT have clear, unique rules for the designs of each series, something that can be easily overlooked. Kaneko has explained the differences:
Let’s take a look at Kali, for example: her depiction in the Shin Megami Tensei series is faithful to mythology, but in the Persona series I prioritised her image, which was supposed to resemble a costume more than anything. For Shiva (Hari-Hara) from Digital Devil Saga I retained some mythical aspects, but ultimately drew him as a different being. [9a]
A demon is “mythology,” a persona is a “costume,” and a DDS avatar is “some myth, but mostly original.” DDS avatars have also not reappeared in SMT due to their unique, incongruous (with SMT demons) aesthetics and status as transformations of specific characters.
But for demons and personas, think about what each represents. A persona is a “mask”--or, going by Kaneko’s parlance, a “costume”--you wear, therefore it represents “you,” or the user; it is an internal force that swells up from the person using one. Therefore, personas, since Persona 2, have generally been designed to represent aspects of the psyche, fears, personality, etc. of the characters who use them. Think Chie’s Tomoe persona, designed with her tomboyish martial arts athleticism in mind.
But a demon is “something out there”; it is an external, supernatural being that is invading normal reality. Since nearly all demons are based on religious myths, they in turn are designed with the original forms assigned to them by their respective cultures. For an example, look no further than the conniving and independent Lucifer, the Devil in name and form.
The best way to illustrate the differences is something that has been designed as both demon and persona. Beyond the examples of Kali and Shiva, the Greek titan Prometheus has conveniently received both a demon and persona design from Kaneko. Demon Prometheus is an aged humanoid carrying the flame he famously gifted humanity; persona Prometheus is a nearly encased, rock-like being that plays the double duty of Prometheus’ own punishment for his action and user Baofu’s psychological conflicts.
Again, because demons do show up as personas, this issue is, in effect, one way. But adding personas to SMT would only dull the meaningful design philosophies that differentiate and enrich the stories and settings of each series. The definitions can be summed up poetically: a demon is apart from you; a persona is a part of you.
Source:
[9a] Kazuma Kaneko Works III supplementary booklet.
More:
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The Myth’s Gist: All of Kaneko’s artwork is entirely the sweat of his own brow, and that art was his only contribution at Atlus.
During the Nintendo days, from 1990’s Megami Tensei II on the Famicom to 1995’s Shin Megami Tensei if… on the Super Famicom, Kaneko was entirely responsible for character pixel art [10a] and promotional art illustrated with analog media like markers. But the switch to the Sega Saturn for Devil Summoner also brought a change to digital art and here we see Atlus begin to hire more artists, including those who would assist Kaneko, mainly Shigenori Soejima and Megumi Shiraishi.
Soejima joined Atlus for 1995’s Devil Summoner and at first assisted Kaneko on digitally coloring demons and character portraits; for certain color-assisted works, he signed his name “SOE.” He also drew character portraits for Soul Hackers and Persona 2 before handling the art direction for the modern Persona series. Shiraishi is first credited in 1996’s Persona and is most notable for being a colorist and finisher for most of Kaneko’s major promotional illustrations from 1996 onward; she signs her name “MEG” circled with a heart. Her current role is “Series Demon Art Supervision,” which as far as I know hasn’t been officially defined but presumably entails overseeing use of Kaneko’s art in 2D and its adaptation into 3D.
And as for Kaneko’s non-art contributions, he admits in an interview for SMT1 that he, and all the other staff members at the time, contributed to its scenario; commonly cited is that him living in Kichijoji at the time is why it is the main character’s home and the game’s starting point. [10b] He has also been Creative Director for Nocturne as well as creating Strange Journey’s scenario. Then there’s Kaneko’s scenario drafts for Shin Megami Tensei IV--however, beyond the Mikado/Tokyo split, those drafts barely resemble the final product so let’s not go starting other myths, shall we? All of this goes to show that Kaneko both made massive creative contributions and received lots of assistance!
Sources:
[10a] Shin Megami Tensei LAW & CHAOS DISC liner notes
[10b] Shin Megami Tensei ~Character Profile~ STEVEN REPORT
More:
- More on Megumi Shiraishi and Soejima’s signature
- Kaneko’s SMT4 draft
- Kazuma Kaneko’s Art Team: Megumi Shiraishi & Shigenori Soejima video by Larrue
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The Myth’s Gist: The prominent black upper lips are an essential element of Kaneko’s design style.
En vogue in the community for the past few years, the black upper lip is undeniably an eye-catching feature of the Kaneko “look.” However, things can definitely go too far when the black upper lip is perceived as fundamental to Kaneko’s style, which would be a gross reduction of his approach to art. And it’s not even a unique aspect, anyway!
The black upper lip has its precedent in anime of the 1980s and earlier where it was used to contrast and demarcate the lower lip and skin of the upper lip; this continues to happen throughout the animation industry and Kaneko was certainly not the wellspring of the idea. It’s important to know that Kaneko himself was an animator during the ‘80s before he joined Atlus, so it’s only natural he’d copy industry techniques. While he always used a contrasting black line of some form or thickness to shape character mouths, the wavy “mustache” lip only became a consistent feature as of Persona 2: Innocent Sin in 1999. But this is still only a single element from the comprehensive innovations that period would bring for Kaneko.
Succinctly and holistically, Kaneko’s matured style from Persona 2 onwards can be described thusly: stylized, proportional bodies akin to Japanese Buddhist statues in their sculpted “hypo-realism”; thin, almost nonexistent lineart with angular features; use of natural colors with soft shading gradations that accentuate defined muscle tones and anatomy; expert and economic color balancing between main colors and secondary colors; subtle use of textures and simple geometric patterning; and unexaggerated, symmetrical “runway” posing and accessorization. Then there are the variable instances that are more about influence than art style: wholesale lifting of classic and classical art and the inclusion of pop culture and haute couture fashion. The black lip would fit in somewhere around “shading gradation” but as you can see it would only be a sub-element of a category. There’s just so many more important and distinct parts of the Kaneko whole.
The black lip is certainly an element of Kaneko’s art, yes, but one that floats on the surface of the depths. Simply slapping one on an existing design from, say, the Fate series would not a Kaneko illustration make--the design fundamentals are too different. Basically, the Kaneko black lip is best enjoyed while informed! That said... who remembers when Kaneko lashes were the big trend?
More:
- Initial post about the development of Kaneko’s black lip
- Poltergeist0002’s breakdown of Kaneko’s style (in Japanese)
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The Myth’s Gist: Neutral endings can imply future threats from gods/YHVH, therefore Neutral is a path with no actual resolutions and is bad.
Granted, Neutral endings can still be pretty rotten due to poor writing quality and conception but that’s not what this myth is about. Instead, its ideas seem to originate from overly-literal interpretations of certain Neutral ending lines warning about “future crises,” invariably twisting them to involve demons or some aspect of YHVH getting his revenge, even though such things are never explicitly stated. These lines occur in a proper context the following games:
- MT2 (True Ending). YHVH speaking: “I am but one part of an incorporeal entity which controls countless universes. There are much stronger aggregations of consciousness than this universe. Hear? This is not the end. Pitifully, ye have chosen an even more painful path…”
- Epilogue: “The battle is over. Everyone fought for a new tomorrow. But a new evil will inevitably appear. And thus a new battle will begin. But we must face it with our own strength. For the sake of all mankind…” [12a]
- Nocturne (Freedom ending). Lucifer speaking: “You have chosen to follow your will and tread the path of thorns… like myself. In time, your true adversary will appear before you. Until that day, stay strong…” [12b]
- Strange Journey. Crewmember speaking: “Our mission succeeded, but caution is necessary regarding mankind’s actions, which are the root cause. Humanity’s mission isn’t over yet… right?” [12c]
- SMT4. Masakado speaking: “By your actions, mankind has wrested back their own world. But keep this always in mind. Man is a creature that repeats its mistakes. A day will come again that we must fight. This is but a brief farewell until then.” [12d]
All of these are, at face value, quite vague about the potential repercussions, perhaps with the exception of Strange Journey where the “root cause” of the Schwarzwelt is explicitly shown in the introduction as humankind’s greed and exploitation of the environment; the Neutral victory over Mem Aleph is then Earth’s second chance to get things right. While aware that humans could potentially screw things up again, it is nonetheless a hopeful ending! On that note, the extra scenarios in Strange Journey Redux are poorly conceived and not worth considering. (Why does the--now supernatural--Neutral MC live on the Moon instead of Antarctica where the Schwarzwelt always reappears? Etc.)
I’ve excluded Megami Tensei II from discussions so far but its status as “proto-SMT” makes its True Ending entirely relevant. It has it all, from a Great Will prototype, YHVH’s hollow threat of “an even more painful path,” to an epilogue that warns of a new evil and a new battle. But notice that this “evil” is vague and nowhere is it implied that the threat is supernatural! The writers chose not to define it but instead clearly focused on the theme that humans should harmonize and rely on their own power to succeed instead of using demons. This ending is typically humanist and hopeful and likely served as the model for the similar endings to come.
In Nocturne, “freedom” is synonymous with the real world, as seen in the Freedom ending; every other Reason implies a lack of free will. Thus, Lucifer half-heartedly congratulates you but warns of a “true adversary,” though what could that be in this context? It does not suggest endless cycles of Conceptions. In fact, it doesn’t suggest anything supernatural at all. Hikawa says at the game’s outset that he enacts the Conception to correct humans’ endless “mistakes” and “bloodshed,” and thus the Vortex World is born--similar to why the Schwarzwelt exists in Strange Journey. But the Freedom ending isn’t just another second chance for humanity like SJ, it condemns Hikawa as a hypocrite: his Conception was the actual mistake, resulting in the death of all life on earth and “bloodshed” in the Vortex. In our modern reality where our own reasoning allows us to make our own choices--a freedom within limits that balances “law” with “chaos”--our “true adversary” is ourselves (and the Hikawas of the world). Again, it is hopeful.
In SMT4, Masakado’s warning of fights to come could imply… well, exactly what is difficult to surmise due to the uneven quality of the game’s writing and scenario, which ends with demons still existing but human civilization 99.9% destroyed. Will massive herds of Kelpies trample Tokyo? Will people finally begin to question Masakado’s intentions? Was the warning just repeating a trope from endings past? While all plausible, its Neutral ending where light shines upon Tokyo once more is nonetheless built literally on hope and so, like its siblings, it is clearly its main message.
There is exactly one scenario in the series where Neutral obviously goes wrong and mankind fails to exist in harmony with each other: the transition from SMT1 to SMT2, as a (presumed!) Neutral ending gives way to Law. But there are a few exceptions there:
- SMT1 clearly defines Neutrality as a balance between Law and Chaos
- SMT2 is one of the few direct sequels in the series, thus shifting towards Law suggests a thematically appropriate “imbalance”
Both games’ Neutral endings are further characterized as collaborative efforts to rebuild society and lack any “warnings.” [12e] [12f] (Note: the Aeon Genesis translation of SMT1, known for taking many liberties with the original script, inserts a mild example of a warning in the Neutral ending. [12g])
But what happens between SMT1 and SMT2 is not a war waged by a spiteful deity but something as relatable and realistic as social upheaval--a great example of a breakdown of cooperation desired by Neutral. It’s a very human regime change, in spite of the unrealistic scenario and how it develops.
Literal interpretations of text are doomed to miss the allegories to our everyday experiences that lend fiction its meaning and relevance. Perhaps some players prefer endings other than Neutral because they offer more of an escape from the everyday. But from the amount of content and effort put into them, Atlus does indeed clearly prefer Neutral in most cases and isn’t interested in pulling the rug out from under the audience with a sinister intent. Though a bit cheesy and predictable at this point (and basically a projection of Japanese social harmony), Neutral’s themes of hope and humanity, not supernatural brainwashing or sanctioned violence, offer the best reflection of reality itself. There’s no evidence there’s anything deeper than that.
Sources:
[12a] Kyuuyaku Megami Tensei II Neutral ending
[12b] Nocturne “Freedom” ending
[12c] Strange Journey Neutral ending
[12d] SMT4 Neutral ending
[12e] SMT1 iOS Neutral ending
[12f] SMT2 Neutral ending
[12g] Aeon Genesis SMT1 Neutral ending
More:
- YHVH’s post-defeat empty threats
- Official descriptions of alignments from the SMT1 Official Perfect Guide
- Longform analysis of Neutral endings by Aleph
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The Myth’s Gist: If Masayuki Doi is credited for art in an SMT game, it means he did all the art.
Likely due to the large influx of new fans from SMT4’s release and a lack of messaging on the part of Atlus West, there has been since then a tendency to overstate Masayuki Doi’s actual contributions to SMT games. Here’s a simple breakdown of his contributions from SMT4 onward:
- SMT4: Main and supporting character designer. This essentially means “human characters with portraits.” He did NOT design the game’s new demons; these were the work of guest artists Tamotsu Shinohara, Yasushi Nirasawa, Keita Amemiya, Kyoma Aki, and Yoshihiro Nishimura.
- SMT4A: Lead character and demon designer, meaning all main characters and also all new demons. Additionally, he updated the artwork for the handful of SMT4 demons that reappeared in the game. Artwork for anime cutscenes is by Ikumi Fukuda.
- SJR: Designer of Alex and the new demons. That’s all. The new portrait art of the crew is credited to Akira Odagaki. Odagaki previously worked on SMT4’s cutscene art and in SMT4A as Doi’s coloring assistant and portrait artist (presumably for alternate expressions).
Doi retains the same role as lead character and demon designer for SMT5. And like what happened with Kaneko in the past and Soejima in the present, Doi already has an assistant in Odagaki! The more things change...
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The Myth’s Gist: The God of popular Western religious thought is loving but SMT’s YHVH is not, therefore the latter is corrupted by an unknown force.
As far as I can tell through internet archaeology, this answer eventually produced the theory that SMT’s YHVH is somehow “corrupted,” a staple of fan-produced franchise/multiverse timelines that, by their nature, needed to compromise contradictory ideas like YHVH’s “shattered” form in SJ, his relatively benign personality in Devil Survivor, his merciless actions throughout the rest of the series, and this admission of Kaneko’s that he is not “the embodiment of evil.” Therefore, by being corrupted (i.e., by some external force beyond his control), he is absolved of any genocidal mania that may conflict with Western conceptions of a loving god. In this theory, YHVH is either just having a bad day in any given game or the “real” God exists somewhere else.
Just describing it this way I feel exposes why the “corrupted YHVH” theory has zero credibility. But there’s more to consider. Obviously, there’s the topic of the Japanese perspective: YHVH may not be “the embodiment of evil,” but in Japan there will be a negative bias towards actions of God/Yahweh that conflict with Japanese spirituality, namely violent catastrophes like the Flood and destruction of Sodom and Gomorrah, to name a couple; SMT’s equivalents are nuclear strikes and SMT1’s own Flood. But then again, Japanese views of YHVH also line up with those of the irreligious closer to home, such as myself. I’m an atheist for other reasons, but even if Christianity is viewed as a positive and “loving” religion, it still ends with Armageddon and the deliberate suffocation of the world; if you’re not part of the club, it seems insane.
Again, YHVH’s actions in SMT may seem “harsh,” but for the most part they echo actual events from the Bible. And SMT isn’t exclusively about Abrahamic religions either but includes deities from around the world. That Atlus chooses to give YHVH and Law so much attention, even if it skews negative, shows a working understanding of the dynamics of historic and modern religion, especially from their own native perspective.
[14a] Q&A from the Nocturne Doublejump guide
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The Myth’s Gist: The Great Will and its variants are integral to SMT “lore” and may or may not be the same as YHVH depending on various factors.
Instead of attempting to define what the Great Will is, let’s establish how it and related terms are variously written in Japanese, essential for understanding the concept.
- 無限の宇宙を統括する意識体 (Famicom: むげんのうちゅうをとうかつするいしきたい), “mugen no uchuu o toukatsu tsuru ishikitai”: “Incorporeal entity that controls countless universes.” A prototype for the Great Will mentioned by YHVH in Shin Megami Tensei II.
- 宇宙の大いなる意志, “uchuu no ooinaru ishi”: “great will of the Universe”
- 大いなる意志, “ooinaru ishi”: “Great Will”
- 大いなる意思, “ooinaru ishi”: “Great Will”
- 大いなる理, “ooinaru ri”: “Great Reason,” [15a] aka “the Axiom” from SMT4A which is its own self-contained idea and is not worth discussing due to the game’s poor writing quality.
You may have noticed that both 大いなる意志 and 大いなる意思 are pronounced and translated the same despite a discrepancy in one of the kanji; there’s a subtle but meaningful difference between them. For 大いなる意志, the 志 implies action and an intention of “will,” therefore it could be seen as the “Great Intention.” In 大いなる意思, its 思 implies thought or a desire to do something, thus it could be the “Great Desire.” Simplified, it’s “action” (志) versus “thought” (思). [15b]
Source: 15b |
Direct mentions of the Great Will appear in the following games: SMT2, Nocturne, Nocturne Maniacs, Strange Journey, and Strange Journey Redux; distinguishing between the original and updated versions is important. Raidou 2’s English version mentions the Great Will but that is merely a poor translation on the part of Atlus West and is not in the Japanese version. [15c] Here are transcriptions of and context for every mention of the Great Will, plus the Japanese term used:
Shin Megami Tensei II
- YHVH, on every path after his defeat: “Every time humans shall seek my help, the great will of the Universe shalt bring me forth countless times…” (JP: 宇宙の大いなる意志) [15d]
SMT2’s “great will of the Universe” is not only interesting because it’s a clear evolution from MT2’s “incorporeal entity,” the possession marker (の) implies the “great will” (大いなる意志) is the Universe’s (宇宙), i.e., the Universe itself is the entity displaying its active will. It is also clearly separate from YHVH here.
Strange Journey
- Williams, generic dialogue after Law route lock: “When I think back, we came to this world on the pretext of protecting mankind... We should be ashamed. But we have been touched by the Great Will now. He has corrected our path and led us thus far. Let us defeat Mem Aleph, purify the Earth, and create a paradise together.” (JP: Unknown!)
Williams’ comment would be the only mention of the Great Will in the whole of the vanilla game; because it’s easily missed optional dialogue on a single route, and due to the Raidou 2 error, until it can be verified via the JP version I’m inclined to believe this may not be legitimate. But if it is confirmed it’s just merely odd and unimportant in the grand scheme of things.
Strange Journey Redux
- Dantalian, in the Womb of Grief: “I may merely be information derived from the Great Will, but I have pride as a demon. I curry favor with none, not even the mother goddess… I faithfully serve only Lord Lucifer, as do all my allies bound to this Prison.” (JP: 大いなる意思)
Dantalian’s claim that he is information derived from the Great Will is a sloppy retcon. In the Schwarzwelt Reminiscences book, original scenario writer Shogo Isogai reveals the origin of the Schwarzwelt and everything in it: the same kind of “information” or data Dantalian mentions is ultimately derived from the humans of our reality; this data, as raw human emotion, is fed to a “data dimension,” which creates the Will of the Earth (地球意思) and from that the Schwarzwelt and the demons within; note that “unknown” demons in SJ appear as scrambled data. [15e]
So to say the Great Will creates this “information” is a blatant contradiction of the original intent, especially in the context of SJ as an ecological cautionary tale.
Nocturne
- Game Over: “The comfort of death will come for men and demons alike... by the guidance of the Great Will.” (JP: 大いなる意思)
It’s probably fair to say that Nocturne’s Great Will is almost entirely why debates about it exist at all. Here the Great Will seems to act as part of the natural process of death and less as a psychopomp with actual character.
- Kagutsuchi, pre-battle on Freedom path: “Your heart longs for the kingdom of freedom, a world that has no set future... Will you disregard the past sins of the world, to pursue such an ideal? ...The Great Will once granted the world freedom, in hopes that it would evolve to a new level. However, it was that freedom which gave rise to evil, brought darkness, and led darkness the world to destruction... Freedom is the seed of disaster: its sole fruit is ruin.” (JP: 大いなる意思)
Kagutsuchi’s comments to a Freedom-bearing Demi-find offer the most interesting context of all. He is angered by the idea of Freedom’s “regression” to the previous world’s natural order and human free will, since the Conception exists to bring about an entirely new world with different rules. Crucially, Kagutsuchi blames the Great Will--as a separate entity from himself!--for this freedom.
And commenting on Kagutsuchi, Kaneko casually equated him with YHVH (as an avatar); this means that the original version of Nocturne saw the Great Will and YHVH as separate. [15f]
Nocturne Maniacs
- Lady in Black, end of First Kalpa: “Kagutsuchi rises, matures, and falls in countless other places. There are millions--no, billions of worlds that you are unaware of, and they all experience the cycle of death and rebirth. That is the way of Amala, as determined by the Great Will.” (JP: 大いなる意思)
- Second Kalpa Flauros, first time in 2nd Kalpa, talking about Metatron’s “noble voice”: “It was like the voice of the universe… You weren’t harmed, were you?” (Mistranslation; for “voice of the universe,” the JP uses 大いなる意思)
- Second Kalpa Flauros, post-Beelzebub, still talking about the voice: “That incredible power… it might’ve been the Great Will coming to observe us.” (JP: 大いなる意志)
- Lucifer, pre-battle on TDE: “The Great Will shall curse you for going against his way, and place a heavy burden of atonement on your shoulders, which you shall bear for all eternity. Fear not, for only by receiving that curse can you truly walk the path of conquest. But first, I must know the extent of the power of darkness you hold within. Behold the supreme power of darkness, created by none other than the Great Will himself…” (JP: both 大いなる意思)
Maniacs itself has by far the most references to the Great Will of any game and indeed as many as all the other games combined, all uttered by Lucifer and his underlings.
The Lady in Black tells us that the Great Will is in charge of the Amala Universe, which is curious considering that Kagutsuchi is opposed to what by all accounts is the most Great Will-like Reason. Why would Kagutsuchi then even be capable of opposing the guiding principle of his Universe, filled with countless other Kagutsuchis and Conceptions? Was “Freedom” ever a legitimate Reason and why does it seem like the Great Will bestowed it upon our world itself? These questions go unanswered.
Flauros is extremely freaked out by the voice of Metatron and compares it to the Great Will; its apparent power makes him wonder if you are all right and even speculates it is a being capable of descending to Amala and observing it. This is a huge change from the passive Great Will seen so far; so big, in fact, we may not be meant to believe the words of this scared, humble demon as reliable. Also unreliable here is the Japanese script. At first, Flauros uses 大いなる意思, our “Great Desire” of thought, but during the later dialogue he switches to 大いなる意志, the active “Great Intention,” which would be the only appearance of this spelling in the game.
There’s a couple possibilities here:
- It’s a typo. Easy to believe, and it was even carried forward to Nocturne HD.
- There’s intent of its own behind it. It was, after all, carried forward to Nocturne HD.
If it isn’t a typo, its specific context is interesting because Flauros is talking about the Great Will descending and observing: taking action, using the action form of the name. However, Lucifer speaks of the Great Will taking action using the “Great Desire” variation instead.
And speaking of, that brings us to Lucifer’s comments from the True Demon path. We learn that the Great Will can curse things for opposing its order (its aforementioned “action”) and that it created Lucifer and his “darkness.” This is seen as further characterization of the Great Will as a non-abstract entity and the strongest evidence that it and YHVH are the same. But this already contradicts most of what we’ve been told.We know that the Great Will and YHVH are distinct thanks to Kaneko and this builds on the precedent set by both MT2 and SMT2. It’s also established that freedom was bestowed by the Great Will on our world and that this is seen as illegitimate by Kagutsuchi. So the idea that the Great Will would curse someone not for seeking their own brand of “freedom” via the True Demon Ending but because they blew up one of their Kagutsuchis for naught does not require a YHVH to explain. Plus, the idea that Lucifer could originate from a freedom-associated Great Will is not a stretch; Lucifer’s Chaos from past games is freedom from order. Lucifer’s comment in the final TDE cutscene of a “true enemy” is also implied to be YHVH due to game file rips that credit its final, cryptic lines to YHVH himself. [15g]
So what is there to glean from all this? The Great Will isn’t just defined differently with every game release, it’s almost like it’s different in every dialogue box. The definitions of the concept seem to matter far less than its value as a plot device that can be whatever Atlus needs it to be at any given moment. Nocturne Maniacs at once made it a topic of interest and an inconsistent mess of descriptions that contradict those that already existed; mistranslations on Atlus West's part haven't helped, either. Above all, the Great Will remains a vague concept that matters little to any specific game’s plot. If the authors don’t care that much about it, you probably shouldn’t either.
Sources:
[15a] The Great Will and the Great Reason.
[15b] Shingakunet; discussion pf Japanese definitions of “will" (in Japanese).
[15c] Initial post discussing Raidou 2’s mistranslated Great Will
[15d] Translation of YHVH’s dialogue in SMT2
[15e] Strange Journey: Schwarzwelt Reminiscences
[15f] SMT Demons Bible
[15g] Images of Nocturne: Maniacs game file rips
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And that’s 15 myths down! Hopefully for good but hey, I’m a realist.
The next 15 will be available next Wednesday, November 3rd, after daily discussion posts on Twitter and Tumblr highlighting the myths of this initial set! Any help spreading them around on social media channels will be appreciated. Save, print, and share with your family and friends if you feel the need! These myths and misconceptions don’t have to hang around forever!
Thank you and stay tuned!
-Eirikr (on Tumblr) (on Twitter)
I think this is well-researched, well-argued (althoygh I think you might be a little literalist with some observations) and well-presented. Unfortunately, I think that the effort to "debunk" these myths might be not just doomed (because people are stubborn and the internet has a boundless appetite for misinformation), but operating on a misunderstanding of how myths like this persist, or develop to begin with. Some of them, obviously, are just straight up corrections to a faulty record (The belief that Doi was responsible for SMT4 demons) but others, most notably the Great Will and Hijiri myths, are going to be unassailable, whether or not Atlus themselves comes down off a mountain and explicitly denies them. You yourself deride the existence of "Lore" and the value of "canon" with respect to series-original elements (Obviously there's genuine value to a correct portrayal of a real culture) is very little, in my opinion. If people continue to find the idea of Hijiri as Aleph resonant, interesting, if it adds something to the title for them and to the character of both Hijiri and Aleph respectively, it'll endure regardless. You may not personally like the interpretation or be of the opinion that it's more interesting for Hijiri to be an anonymous sinner from some other source, and it may even be, yes, incorrect, but I think at a certain point it's not worth defending the sanctity of the "Truth" with respect to media like SMT, where the owner of the "truth" is a corporate entity like Atlus. It's not a communal belief or a cultural artifact, it's a product created by a corporate body, even if it's one we love, and I don't think that you can ever "debunk" an interpretation of a material like this for the same reason that it's exhausting to consider people arguing over what "really" happened with respect to say, Star Wars, especially after Disney "reset" the almighty canon after their acquisition of the property. I think that correcting misinformation about stuff that has a material reality, like the use or misuse of actual cultures in SMT, is worthwhile, but debating whether or not the Great Will exists the way it does in fan-interpretations or Hijiri is Aleph or not feels more like the preserve of nerd lore arguments. I would be more interested to read about how your interpretation of Hijiri, or the Great Will, or any other event or character in SMT makes you feel personally, what kind of emotional value it did or did not have - Which story do you prefer, and why?
ReplyDeleteTo be clear - I don't "side" with either interpretation, but I don't think this approach is going to accomplish what you want, and i'm not sure it's even possible to accomplish it in that sense. Either way, a wonderful read, even if I don't gel with every aspect. Thanks as always for your work!
Thank you for the comment. For the majority of what you said, my response is just to say, "wait until part 2." :P
DeleteBut my interpretation of Hijiri or the Great Will is that Hijiri is a backstabber who deserved to be sacrificed and the Great Will is just some type of collective unconscious aggregate and not important. More or less what I've presented here and elsewhere! If someone came to the conclusion that Hijiri was Aleph on their own that's one thing, but that theory became something of a fandom standard, an assumption that people buy into without thinking.
I am only one voice but am generally satisfied that projects like this (and others that aren't mine!) exist to question mainstream assumptions, you know, for nerd stuff, not serious matters. :))
My issue with "lore" is mostly semantic. It gets tossed around like it's a product to be consumed even if it's crucial information or narratives that form the structure of a story. I don't remember criticizing canon. I really tend not to concern myself with it yet think there's value to it, but some people go a little overboard and take the quest for it too literally or personally. I avoided topics that are tooooooo personal; I went after those that I've seen for years and years and years even though they can be proven false with a little effort (or less). There may/will be overlap but I can't help that. It should remain part of the individual's personal narrative, however. I like big fish.
I also don't believe in death of the author. Whatever the work is, I think an author or authors is still behind its ideas and how they are presented even if it's still a corporate product... you know, to an extent. :)) I find more value in that than my own interpretation. That may not be as popular these days but that's how I operate. Especially with SMT and its integration of real culture!
Totally understood! I constructed the "canon" sentence poorly btw - I said that I *personally* find "canon" to be worth very little, i'm well aware you haven't spoken about it yourself. "Death of the author" isn't exactly my intent either - I find that the concept is wilfully abused these days by folks who want to ignore objectively bad or malign authors/authorial intent (Racist, trans/homophobic content etc.) so I agree with you that it's not as robust or valuable as a lot of people want it to be, but I also think it's nearly impossible for a person to process a work without acquiring a personal intepretation, and I guess i'm very interested in discussing those, regardless of whether they "supersede" the original intent. We probably won't ever see eye to eye on our respective understandings of the intent of the authors associated with SMT though, but that's a whole different can of worms. Thank you so much for your reply!
DeleteYeah, re: death of the author, a lot of my own intent for this project stems from answering questions about SMT on my Tumblr practically daily for the past seven years. Now a lot of those questions end up being technical questions like "why is X demon in Y race" and the answer is usually "because Atlus tried one time then they never cared about it again" or just mythology questions.
DeleteBut many others seem to come from a lack of guidance: perfectly innocent questions with answers that are only obvious to me because I live and breathe this stuff; ones that exist because the games and Atlus are pretty bad at providing the context for them. Stuff like "why is Jesus the demon Agony" (a part 2 topic) and this is a question precisely because Devil Summoner 1 hasn't been released in the West and therefore the context is also missing. People will see a design on the wiki and assume it is as equal as any others they know when that might not be true. Stuff like that. I feel the Great Will is one of those two; with some Japanese know-how, it brings new twists to the topic that might kill some old theories and connections but if it also is the foundation for something new, go for it. I can't control that nor would I want to.
Ignoring the author to make it your own is a positive thing, especially if the author is a turd. I think it goes too far when a personal interpretation becomes a dominant public "truth." That's what I feel happened with Hijiri is Aleph: one FAQ writer's theory became one of the most prevalent misconceptions in SMT. No "one more god rejected," but one that's been annoying me for half a decade. :))))
The topics in part two are honestly more complex on average. And again, thanks for commenting!!
I did it, Ma. I got used as a source.
ReplyDeleteGood work as always. Can't wait for part 2.
It was well-earned, Gabriulio. :))))))
DeleteThanks for translating all that stuff.
I think that what people are forgetting to do with the great will is to ask -why- it is in the story. If you look at its purpose in the plot, it explains what its supposed to be. Namely, it's a hazy contentless "absolute" that exists to allow any religious view to be true. A kind of religious existentialist plot device. That's why the main activity ascribed to it is calling forth gods based on human desires. It has little of it's own content, because the religious nature of the world is changed by what gods have power there, etc.
ReplyDeleteThis is likely also the basis of why yhvh seems to be conflated with it sometimes. Because in abrahamic monotheism there is no seperate absolute from yhvh. So in universe when he has power, he is viewed as synonymous with the absolute. But in that same religious existentialist sense, this can change. Yhvh can be killed, but this doesn't destroy the absolute, just removes the monotheistic interpretation.
This is actually adressed semi directly in one scene you don't mention. In one of the visionary items for smtii, you see zayin frozen in carbonite, wondering to himself if god abandoned him. But then some voice that isn't really explained (the latent will of satan inside him?) Tells him not to think of god as having just one face, and that god isn't "good," but is everything. So its deliberately telling him to shift his view of the absolute away from yhvh, who was seen as synonymous with it, to this indirect reference to the great will. Something that makes him have some kind of realization that gives backstory for him turning against him.
There is obviously some kabbalah at play here too. In smtii yhvh's avatars are the sephirot, stated in their chatacter descriptions, and so this kind of ambiguity between the avatars and their relationship to the absolute Carries over. In kabbalah, the sephirot, and adam kadmon being seen as manifestations of god, yet distinct in some sense from ein sof. Later occultists and satanic qabalists obviously trying to reinterpret this in a more gnostic light where what was seen as god's avatar is a demiurge to be moved past. And so what was seen as a monotheistic system is revealed to be a god monopolizing it. This also relates to some of lucifer's lines that are meant to hint at his own claims to divinity, and how it emphasizes light and dark are all part of the system in the games.
I don't think you need to dismiss apocalypse, because apocalypse doesn't really contradict this. Steven explaining how the axiom is tied to the emergence of demons is little different than yhvh's claim in smtii. The line that confuses people is the one about how it "sends" messiahs. But this is easily solved if you likewise interpret messiahs in the same way. That heroes are empowered by human desires. This is obviously prevalent in the plot itself, since shesha steals the attention meant for flynn. If people's thoughts can empower gods, the idea that they can empower someone who stands against gods who they disapprove of doesn't seem like a huge leap.
That's kind of exactly why I didn't include the Axiom: different thing and not worth the headaches incorporating it.
DeleteGood point on the "why" of the Great Will's role in the story. All I can hope is that this entry causes a handful of people to ask any questions about it at all.
Thanks for commenting, though! I do appreciate what you do in getting people to (or attempting to, depending on the site) engage with the series beyond the game text.
good read so farr :D
ReplyDeleteMy main takeaway is that Naberius should 600,000% be a new demon with that exact Dictionnaire Infernal design - it is so interesting / awesome looking it's perfect for SMT.
(btw, posted this comment b4 but I couldn't see it, so I dunno if it got deleted or what)
I'm confused about the corrupt YHVH myth. I have never met someone or seen someone say that because YHVH is evil or is portrayed in a negative light, that must mean he is corrupted. Rather, they say that YHVH was a corrupted aspect of the Axiom, using Apocalypse as a source of course.
ReplyDeleteI definitely saw it repeated on i.e. tvtropes and such places long before Apocalypse/its Axiom existed. I'm pretty sure it was just one guy on a thread somewhere extrapolating wholesale from Kaneko's comment and then people latching on to that, something like that. It comes from interpreting Kaneko's comment (which in context is more like "YHVH isn't the main villain of the franchise"), which naturally refers to how the series' worldview is both more complex than that and allows room for stories other than MTII/SMTII/IVA, as some kind of "lore hint" instead; "YHVH isn't the ultimate evil" implying there is a bigger evil behind him, but of course that wasn't actually implied at all.
DeleteYou know what, you're totally right on that being the true context of that myth. I think I will add that at some point.
DeleteThank you, Chie!
Fandom misinformation slowly accumulating is always good to fight, but the analysis on Hijiri here reads kind of bizarre. I think it's more than worth telling people "this was just a theory, it was never actually part of the games" since it is often wrongly repreated as 'canon'. But the emphasis on the person who originally proposed the theory not really believing in it is strange; I first misunderstood it as saying "this theory is dead because the originator rejects it", as in, this interpretation inherently belongs to the first guy to spread it and his rejection DISPROVES it officially. With a closer reading I realize that that's not exactly what's being said, so one could say that's on me. Regardless, some of these seem harder to "disprove" than others; how one finds the Neutral endings or how difficult the game is for you isn't really quantifiable, as much as there are still misinformed comments about these things.
ReplyDeleteStill, an article like this should probably exist for, like, everything with any quantifiable fandom. I may work on similar things myself.
Sorry for the response delay!
DeleteI went with the Kelley method for Hijiri = Aleph because:
1. it's oddly not that prevalent
2. helps the article start off with a theory that's got history behind it and is archetypal in its spread
3. I've already written plenty that debunks it in other ways (in the "more" section)
The context around where things originated I think can change perspectives! And now this angle is floating in the ether with the rest of them...
I think I did alter the difficulty one after you commented; it wasn't clear enough that it isn't so much about the difficulty per se but a rather EXTREME and punishing difficulty that I still see dissuading people from even trying SMT.
But thanks for reading! Part two comin' right up.
Fascinating (and long, I am only on debunk 4) list. I will say that I also discount the Hijiri = Aleph meme mostly due to the fact that everything Lucifer tells the Demi-Fiend is a mixture of truths, half-truths, and lies to gaslight the Demifiend into Lucifer's latest pawn.
ReplyDeleteAlright, I was far down the list than I thought. It seems like a lot of these myths are mostly due to difficulties converting a previously obscure and very Japanese and very OLD game series to a Western audience. Your description of just how blasphemous some Christian concepts seem to traditional Japanese values is on point. Thanks!
DeleteSorry it took me so long to respond! I have been super busy with part two!
DeleteGood summary, though! As I'm pretty sure I emphasized, the series' inherent Japanese-ness is both a hurdle for many and its greatest appeal! Thank you for reading!
So... my main criticism for this would be that Myths 1, 5, 6, 12, and 15 seem more like subjective opinions rather than actual myth-busting.
ReplyDeleteThe only other aspect I'm critical of is that I think you're ignoring how the Lore is more consistent than most seem to believe and that consistency that I did notice throughout the games I played lend credence to Neutral endings being the worst outcomes. I understand it can get confusing since Atlus uses different interpretations of mythology and different designs for each respective Mainline game, but the meta-aspects of the Messiahs, the Axiom, and the Curse seem far more consistent than people seem to believe.
Also, I think Larrue, others who I speak with, and you yourself are missing part of the narrative reasons in Nocturne for why the Aleph = Hijiri theory came about. I guess I'll just share it here and let people decide if I and others were just misled or not. I did come to believe the theory from that Gfaqs users comments in that FAQ, but there's more reasons than just that after playing TDE. Hijiri's Curse of Atonement is explained to have come about from some unexplained mortal sin that can't be redeemed in the TDE route and later in the narrative, the Demi-fiend is told that he will be given the curse of atonement for ending all possibility of Creation and going against the Great Will. Incidentally, Kagutsuchi says he's Cursed Eternally in the Normal Demon Route, but no specific mention or clarification of atonement is made like in TDE by Lucifer. From this, I surmised that either challenging or killing a Creator god without replacing it with a God and philosophy / Reason of your own is what causes the Curse. Challenging them in the case of Normal Demon Ending and killing them in the True Demon Ending without having a God and Philosophy in mind to replace them is what seems to cause the Curse of Atonement in Nocturne. Now, taken altogether as a narrative in the game, Hijiri himself had to have either challenged and failed or killed a Creator God in one of his previous incarnations to have been given a Curse of Atonement like the Demi-fiend. The only two who fit that description is Aleph and Hiroko due to the Neutral dialogue in SMT2 by the final boss YHVH. People then assumed Aleph due to the circumstantial design similarities and Messianic Christian symbolism of Hijiri hanging in a cross-like style in Nocturne. Furthermore, Nocturne is the third numbered mainline game after SMT2, despite SMT IF and SMT NINE essentially being "mainline spin-offs" like SJ and SJR, so people probably hooked onto that too. The symbolism doesn't seem to support Nakajima since Izanami and Izanagi are both there in hell and tell Demi-fiend to pursue the way of Creation if you complete the Vizor Graveyard quest correctly and meet them in the next playthrough. Also note: the PS2 era was FILLED with SMT2 References. DDS2 has you fight and meet the 4 Archangels and Satan of SMT2 (and it's blatantly them, there's no ambiguity there) in extra quests. Raidou 1's final boss is a Templar-Knight of the future who wants to undo the SMT2 timeline that he came from. Hijiri being yet another SMT2 reference fits with this general trend by Atlus in the PS2 era.
Unless Hijiri is retroactively revealed to be some other protagonist in another future MegaTen game or Atlus definitively says it wasn't Aleph, this theory is probably going to stay. I get that we all shouldn't say that it's 100% Aleph and whatnot, but denying that it is Aleph opens itself up to a new set of questions:
(Had to Cut it into two parts due to text limits)
DeleteIf, hypothetically, we all accept that Hijiri is not a reincarnated Aleph; What was his purpose in the narrative of Nocturne?
One might say, to show Lucifer's magnificent manipulative tactics and the give more information on Nocturne's Lore to build-up the shock-twist of Demi-fiend himself being Cursed later on. Okay.
But then answer this: How did Hijiri suffer the Curse of Atonement in the first place, if the only way we've been shown it is by challenging or killing a Creator god in Nocturne itself?
How and when could Hijiri have killed or challenged and failed to kill a Creator god within Nocturne? More specifically, how and when could Hijiri have killed or challenged and failed to kill a Creator god... ever?
Saying its poor writing or something Atlus "didn't think of" seems like bending over backwards to call the writing garbage when the easily available answer is that they wanted to make a homage to the previous numbered Mainline game in my opinion. Also, Hiroko not being there is not proof that it isn't a reference to Aleph. At best, one can say that Hijiri could be Hiroko for whatever reason, since she's also cursed, but the Cross reference fits Aleph more. Of course, all of this is "theory" but there's credible reasons why the theory exists as I've just shown.
One aspect of the curse that Larrue mentioned, which I haven't seen addressed, is that it is Sisyphean in nature. Hijiri can't finish his task and it'll be endless. Arguments that the Lore is disconnected seem to be disproven insofar as the Axiom, the Messiahs, and the Curse of Atonement even beyond the numbered Mainline titles. In SJR, the New Neutral route likewise gives Doomguy (fan name for the SJ/SJR MC) a Sisyphean task of endlessly stopping the Schwarzwelt while humanity fails to ever improve itself and presumably continues destroying the environment since the Schwarzwelt keeps emerging. Whereas a fragmented form of YHVH is replaced in New Law by Zelenin, there is no replacement after the killing of Shekinah. Yet, we see what Sisyphean task Doomguy has in New Neutral. Thus, it can be demonstrated that Doomguy probably suffered the Curse of Atonement.
Incidentally, this is also why I'd argue a lot of Neutral Endings - especially Bonds in IVA - are bad endings once you apply the overarching Lore "logic" onto these settings and endings. I'd extrapolate more, but this was specifically regarding my reasoning for why I think Hijiri is probably Aleph. So, there you go. And if you don't believe the theory, feel free to address and answer the questions asked that Hijiri not being Aleph then opens-up.
Oh, I should have specified, I agree with everything else except for the aforementioned Myths which I found to just be subjective opinions. I mostly enjoyed reading this write-up.
DeleteAnyway, if anyone is curious what the "Jarin Jove logic" of my saying IVA Bonds is secretly the worst possible ending is all about. Let's step away from adding what I believe to be the case of the overarching consistency of Mainline Lore and look at just the facts presented in IV-IVA's world with Bonds as the ending and please note that I believe this was all implicit and purposeful on the part of the writers:
1. The entire world is a miasma filled death pit from a global nuclear holocaust with only the greater Tokyo area habitable for the entire human species.
2. According to Lucifer in IV Chaos route; The White Shadows, Herself, and YHVH will never permanently die so long as the current humans exist. So every next generation of youths will have Lucifer, YHVH, and the White Shadows to worry about destroying their entire world.
3. The Pale Man in IVA is actually a White Shadow (heavily implied upon meeting him and further implied with the En no Ozuno DLC commentary upon beating En no Ozuno) and the Pale Man's commentary when sending you to Twisted Tokyo is that literally no Messiah came to save humanity so the world perished.
4. According to the Demon Gene DLC quest and Hunter Association Intelligence Notes, the moment a certain threshold of cultural sophistication and progress is achieved, the entirety of the Eastern Kingdom of Mikado will turn into demons and kill everyone around them just like Issachar turned into a demon and burned down Flynn's village home in the beginning of SMTIV. No, this is not a plot hole. The writers deliberately chose to write this and no, there is absolutely nothing in then narrative that says Mikado citizens are somehow "cured" of this in Bonds. It's going to happen.
1/2 (had to cut it in half due to text limits).
5. The dominant narrative, extra NPC dialogue, and both the Dagda route and one section of the Bonds Route overwhelmingly prove that Stephen is a lying sack of garbage who should never be trusted. People banding together as humans to fight oppressive Law and Chaos factions in IVA is shown to be falling into the deception of the Divine Powers with the Shesha-Flynn plot twist. The NPC dialogue has NPCs first trashing you for opening the seal of Krishna, then using you as a cheap prop and "champion" figure because you're convenient for them, to banding under the Fake Flynn (note: the hilarious optional section in Ichigaya where Merkabah calls the Tokyo denizens a bunch of stupid Rabble after they attack you for saving their lives from his deadly magic attacks), and then to them "banding together" in the Dagda route against you only to suffer and die against Two Messiahs. How can the Bonds of People and Power of the People be sooo powerful and yet, it fails against Two Messiahs of the Axiom? How indeed can Twisted Tokyo even EXIST, if the Bonds of people are enough to change the future for the better? If that isn't enough, in Bonds route ITSELF, during the final boss fight, if you agree to take YHVH's offer in the final boss fight and accept death, he immediately kills everyone else and sends them to hell. If the power of the Bonds of humanity is absolutely what Atlus was going for, why did they literally add a section where it is disproven where it mattered the most in the narrative? If the Power of Bonds mattered, Nanashi and Flynn being Two Messiahs should be immaterial, and yet the height of Bonds own ending is revealing Nanashi was a Messiah all along.
DeleteSo anyway, I look at what the narrative demonstrates through the scenes and not just the happy-go-lucky parts of Neutral. The Bonds of People banding together is repeatedly disproven in the narrative. Now, let's add what I do believe: that the Curse of Atonement applies to all Mainline games. YHVH himself says you'll be cursed in both routes, but you replace him as the New God in the Dagda route and you don't in the Bonds route. Therefore, if we apply Curse of Atonement logic to IV-IVA, then IVA Bonds ENTIRE CAST will be given a Sisyphean curse by the Axiom after being sent to hell upon their natural deaths and it is possible that Twisted Tokyo itself is the "real ending" of Bonds route.
2/2.
Dang, i never thought the Peace-Neutral Ending like that, say remind me again, why the hell did they even fought YHVH in Peace route in SMTIVA? I get why in the Anarchy Route, but i feel like in the Peace route it's totally unnecessary
DeleteMyth 5 is a tricky one, but I like how you framed it as more about understanding how the game works and what you must do and not do to survive. However, we can't deny that some moments of these games are pretty unforgiving with the player, you even mention some of them. And I didn't play through all of the Redux version, but the original Strange Journey is hard as fuck. So in the end it gives me the feeling that the myth isn't fully debunked and that there's still truth to it. In other words, it really isn't an easy series, but it's not impossibly hard either.
ReplyDeleteMyth Six is the one that I would like to see wiped out of people's minds. It makes me wonder what people consider as a "dark and bleak game". By the way, you mentioned Dark Souls, but even it isn't a totally dark game that takes itself seriously all the time. It has a lot of dark and morbid sense of humor, often at the player's expense.
Also, some people extend this "grimdark game" label even to the first three games in the Persona series. An absurdity that must come from the mouth of someone who has never played these games or who has not paid attention to the kind of thing that usually happens during negotiations or even the plot. Anyway, the series isn't a Tarkovsky's movie.
Good work, it was nice to read.
To call 5 and 6 myths to debunk is just plain ridiculous. They're subjective opinions. There's no objective way to measure either of those for people's own personal tastes.
DeleteI'm a big fan of this whole website. It has a lot of interesting stuff.
ReplyDeleteSpeaking as somebody whose main interaction with the series is reading stuff like this and watching let's plays (I tried to play SMT4, but failed to adopt a mindset and then went on to other things, I've been thinking of playing SMT5), I think the idea that YHVH is somehow corrupted feels like a misunderstanding of what the game's demons represent. From my (admittedly very limited) understanding, the various religious and mythological figures who appear in the series are at least in part supposed to be manifestations of human belief and perceptions given shape; that's why you can have both Baal, the ancient god of Canaan, and Beelzebub, a corrupted form of the same deity transformed into a giant fly monster. Heck, it's one reason you have Satan and Lucifer as separate entities, despite many religious traditions making them the same guy. YHVH's depiction as a harsh (even dictatorial) ruler who demands absolute obedience comes from the fact that, to a lot of people ancient and modern, that's precisely what he is. There's enough religious literature about the same guy that you could probably make several dozen demons with it (heck, even the "bog-standard" versions in Christianity, Judaism and Islam are all quite different if you examine them really closely), but the most prevalent version of "the Abrahamic God" within the cultural sphere is quite a bit like SMT's YHVH. So he's not so much corrupted as he is... just kinda Like That, because there's a lot of human beings (past and present) who think he should be Like That.
Though I will say, as a matter of personal opinion, I think it'd be cool if future SMT games fleshed out ol' YHVH a bit. Lucifer gets all sorts of personality but YHVH seems often relegated to "I am the scary golden bald man now revere me you miserable nerds." Which is fair enough, but Lucifer's SMT incarnation is clearly able to draw inspiration from stuff like "Paradise Lost" which is able to give him human and even sympathetic qualities. It would be neat if SMT could do the same for their version of YHVH; I think it would add an extra layer of depth to proceedings.
Apologies for the ramble on this months-old post, I was just thinking about this a lot.
"A ghost who appears as a small blonde girl. She seems young, but her magic powers are formidable. She is either the ghost of an English girl who died a sad death, or an evil spirit from a fevered writer's mind."
ReplyDelete—Alice in the Devil Survivor 2 compendium
I don't think this means what you want it to mean!
Delete