Japanese Reading Report: 22 September 2024
 
      This week I've been... SICK. As such I've had a little more time to engage 
        with Japanese than normal. I also started a bit of a social media purge, which 
        also improved my daily averages.
        One of my strategies -- which seems so obvious, so don't hold it against me -- was just 
        to not have a YouTube tab open all day. If I wanted to watch something on YouTube I had
        to either know what it was and plan ahead or do something I considered more valuable 
        instead. In this case it meant I was regularly watching more than my daily quota of anime (
        60 minutes) and even fit in some gaming that I otherwise wouldn't have done.
        Describing it now, I feel like a supervisor might say, "You spent more 
        time with this stuff!?" But I think we can all agree that 20 minutes spent with 
        produced art with a purpose is more worthwhile than 20 minutes I'd otherwise 
        spend with social media alternatives.
        Without further ado, this is what I did this week:
      
- エロゲー文化研究概論 (214-263ページ)
- とらドラ!(第8-25話+OVA)
- ホワイトアルバム(第1-10話)
- アマガミ(34日目まで)
エロゲー文化研究概論
This week covered the end of the 2000s and start of the 2010s.
        The first notable section was the chapter on 
        みさくら語. This is a topic that I've read about in a number of other 
        books (エロマンガ・スタディーズ by 永山薫 and
        エロマンガ表現史 by 稀見理都  both
        come to mind). The author had two insights that I connected with. The 
        first was that みさくら語 could be seen as a「口に出す心の声」(p219) [the voice 
        of one's heart expressed through words] - A kind of confession of love made at the
        peak of lust. Many of the expressions used make no sense to say realistically,
        but as an expression of a character's honest voice it serves an expressive
        purpose. The second purpose identified was to provide「心置きなくヌける」[being able to
        pleasure oneself without guilt, more or less] which follows from the first point
        because, if the speaker's inner-voice expresses a type of enthusiasm it permits some
        of the more taboo acts in eroge.
        A example of the reverse (confession before lust, arguably the more socially acceptable
        order of events if not for the genre) was also raised. In Wind: A Breath of Heart
        (2002) 鳴風みなも expresses her deep love for the player for over ten minutes of
        in-game dialogue, erasing all doubt about her enthusiasm for the rest of the game.
        
        Another notable chapter was the book's four-page article about Katawa Shoujo.
        After 30+ years of Japanese erotic games it's surprising that this was the 
        first notable western production mentioned in this book since a brief mention of a
        3D title in the early 90s. The book recognises western erotic game industry development
        parallel to the Japanese industry, but until Katawa Shoujo very few games were
        remarkable enough for this level of coverage.
        The history of Katawa Shoujo was interesting to me. The original writer, artist, and
        coder were an American, Australian, and German respectively, and the game's concept
        was derived from the end notes of a Japanese manga artist. Because of that there is
        a sense that this wasn't just the first western game of its kind, it's the first
        transnational collaboration of its kind.
        Unfortunately a big caveat to celebrating the game is its title. As the
        author is quick to mention, "Katawa" is an extremely sensitive word in Japanese and
        that fact strongly soured the experience of the game when it finally arrived on
        Japanese shores. While it's an interesting project (and one I'd love to experience
        at some point) there is a sense that the game's concept was not fully developed
        and did not consider its the global context, especially the Japanese
        context, since the game draws so much inspiration from the development of Japanese
        culture until that point. Ultimately the author seems to see merit in the game and
        had a lot to say about how well developed the characters were. He sees the work as 
        respectful to the subject matter, despite any communication failures.
      
とらドラ!
This series turned out to be a lot deeper than I first imagined, but... it kind 
        of flubbed the ending. I knew from the beginning that 竜児
        and 大河 would get together. 
        There was no surprise there, but the development of their relationship comes very
        naturally and the wrinkles throughout the story kept me engaged. Part of the show's
        initial premise
        is that 竜児 wants to enter a relationship with 実乃梨.
        実乃梨 is established as a hard-to-pin-down, quirky girl at the beginning, but she
        ends up being extremely nuanced -- her quirky behaviour is mostly just a wall she puts
        up to shield her from vulnerability.
        The final set of episodes were good and I liked the awkwardness
        of 竜児 and 大河's elopement, but I felt like the matter was mostly settled after their mock
        wedding. The next night when 大河 disappeared it felt really unearned, and the final scene
        also felt a bit pointless.
        I really liked the way 泰子 (竜児's mum) was framed
        throughout the series. While it's not 100% clear what her life was like before the 
        story begins it's clear that she works hard to support 竜児. The late-season drama 
        of 竜児 not wanting to go to University so that he can return the favour was very 
        relatable and tragic to me.
        I don't know why I always feel like there isn't much to say about the show I watch for
        the 
        week, but it is what it is. I really enjoyed it but the ending was enough for me I guess.
      
ホワイトアルバム
The first thing I want to say is that I adore the aesthetic of this series. The direction
        places me directly into 藤井冬弥's view of the world.
        First and most notably is his relationship to his girlfriend, 由綺.
        Since she's an idol and spends all of her time training, performing, and showing up to
        live and variety events, 冬弥 mostly experiences her life through TV and magazine clippings.
        The first episode also makes the disconnect particularly clear when he receives a phone call 
        from 由綺 while watching her on TV. Her appearance was just a recording, after all.
        The second choice is the use of watercolour. Women in 冬弥's life are often painted in 
        watercolour whenever we see them from his point of view. The world in White Album is fairly 
        drab, but whenever we see women from his perspective they're filled with life and 
        movement. 
        The third choice is that 冬弥's internal monologue is entirely delivered through text. 
        I don't have any wise observation about this except that White Album was originally an eroge 
        and it's very common (as mentioned last week) for MCs to be voiceless, allowing players
        to enter the body of the protagonist more smoothly.
        The story is set in 1986. Phones play a major role in the story (phones seem
        to be the pilotable mech of romance stories). Payphones and home phones are key points
        of interest and unanswered phone calls regularly express missed connections.
        There is a dream-like feeling to the show that I think about when I'm not watching 
        it.
        With that all being said, the actual plot has left me wanting a little bit. Like many 
        adaptations of romance games (that I've seen so far) the protagonist has his pick of
        many girls. Unlike many romance games, however, the protagonist is already in a 
        committed relationship with someone. That makes for a unique story to start with, but 
        episodes have consistently left me feeling like the other girls just don't have a chance.
        To be honest I also feel like 冬弥's relationship with 由綺 is doomed to fail and he 
        should just focus on himself for a year. There are three more episodes in this season 
        and then a second season. Hopefully it's noteworthy enough to comment deeply on 
        next week.
        I'll also be watching White Album 2 which I've heard is quite good.
      
アマガミ
Well, I finally confessed my love to 梨穂子. 
        It probably goes without saying but the feeling was mutual, and while our status is 
        still sort of weird (young love, am I right?) it has been nice to spend time with 
        her more meaningful ways. When I wrote the draft for this report I said "I love that 
        she sings without a care in the world."
        As someone who also sings to herself and the people she loves, I really connect to 
        this part of her. There is a shamelessness and comfort in her life that makes me 
        feel seen and validated.
        I can't help but compare my experience with this game with 
        my experience with the next-closest game I've played with social events like this -- 
        namely the Persona (3-5) series. Those games are enjoyable, but having only 10 levels 
        for each Social Link characters feels somewhat underdeveloped. I feel like I know 
        more about 梨穂子 than I ever got to know about 真 or 
        杏 in Persona 5. 
        Of course Persona games have plenty of other merits and I don't mean to compare the
        two games directly, but I wonder if Persona would be stronger if it cut the cast in 
        half and really dove into your relationships with each person.
        
        Another element of the game I've been enjoying is the post-ソエン stories for each 
        character. ソエン (疎遠), or "estrangement", being the point
        in a relationship with a girl where she is no longer interested in the MC.
        The first character who entered this state was 
        森島 -- my first love! Her ソエン route starts with the 
        MC listening in on a confession she receives by a shy younger boy, ロミオ. After 
        the confession goes better than expected, the MC notes that 森島 was receptive to
        ロミオ's bravery, handing his love letter to her directly. The MC's reflection felt 
        like a tip for future runs, and that pattern felt more accurate as I experienced more
        ソエン storylines. 七咲's, for example, taught me that 
        she is very athletic, looks up to 塚原, and takes
        swimming seriously. 
        The second thing I noticed about ソエン storylines is so far (only 2-3 events into the 
        ones I've pursued) is that the I genuinely feel like I'm interrupting the lives 
        of these people now. 森島 simply does not care about me in the way she used to,
        絢辻 has no time for me, and 七咲 sees me as a creep
        and a pest. While it's kind of hurtful, and it makes me feel like I'm wasting my
        time, I kind of like that there is a story for each person where they appear to be
        happy and thriving without my involvement. The thought that they are just waiting
        for my character to talk to them to progress in their lives couldn't be more dreadful.
        Perhaps the weirdest thing is that I now feel bad for 梨穂子. There's a part of me 
        looking forward to ignoring her in a future clear just so that I can experience what 
        kind of life she gets to live without me.
        Oh, and I'm still really bad at the conversation system for some reason. There is one 
        section for 梨穂子 on Stage 3 where I think I've made every wrong conversation choice which 
        has meant missing 2-3 optional story moments with her (it hurts, but I'm committed to not 
        reverting the save no matter what happens).