yakuza: dead souls - american vibes, bigass guns, and why zombies are super weird to have in ryu ga gotoku thematically/ideologically speaking
so i've been playing dead souls recently (hell yeah hell yeah hell yeah) and although i'm having the time of my life with it, there was something about it that kinda felt off to me, and i think i've figured out what it was, but i'm gonna have to walk you through a bit of my thought process to get there.
my first instinct was that it felt... american? and upon further examination i think that boils down to a couple of things:
everyone suddenly has lots of guns and also way way bigger guns
high emphasis on individual heroism (this itself is quite typical for rgg, but it manifests differently here; more on that in a bit)
military/government incompetence, which must be solved by the right individuals having the biggest and bestest guns
[for the sake of transparency i will note that my experience with zombie media is pretty limited and skews american (and i myself am american), so that may create bias. however, the 'this feels american to me' instinct is a rare one for me even in genres where i have seen little/no non-american media, so i think the fact that it did occur to me is notable. what about dead souls triggered that response when little else has? that's why i examined it and, truthfully, i think there's merit in the idea itself.]
the first point is pretty self-explanatory. america's got more guns than it does people, and its gun worship is infamous. japan's ban on guns (aided by its being an island state) means there's far fewer guns in the country, as well as far fewer people with guns (and likely far fewer guns per gun owner, excepting arms dealers/smugglers) than somewhere without such a ban. obviously, there are guns anyway. due to their illegality they are clustered within the criminal population, which explains their presence within organized crime within the series. very few guns will be sitting around in the homes of otherwise law-abiding citizens.
and yet, when the zombie outbreak hits kamurocho, plenty of civilians suddenly have access to quite an arsenal. everyone has the knowledge they need to aim, fire, and reload smoothly and quickly; ammo is infinite for certain guns. characters we've never seen using firearms before suddenly have shotguns under their couches (looking at you, majima). it's not only very different from reality, it's very different from guns' place within the series up until this point, when they were limited weapons used primarily by the enemy.
and they're making a zombie shooter, so of course they would have to do this. it has to be unrealistic to be simultaneously in this setting and in this genre, in the same way that yakuza solving their problems with bareback fistfights instead of guns is itself both unrealistic and necessary to being the kinds of games rgg are.
my point is that this is a kind of focus on and valorization of gun ownership and competency unusual for the series and setting. further, it serves as an argument for why an armed, competent populace is crucial typical in american media.
which brings us to the third point (we'll get to 2 in a minute). guns are often marketed as self-defense weapons. the implication is that the government's defense of the individual (via law enforcement or the military, but particularly the former), are insufficient. this is objectively true. if someone pulls a gun on you at the gas station, will a cop manifest out of thin air to intercede? no. that's impossible. but if you have a gun, or if some bystander has a gun, you or they may be able to do something with that gun to stop the armed person. thus, there is an undeniable gap in the effective immediacy of such responses.
many gun advocates also point to the incompetence or insufficiency of law enforcement, even when they are present to stop an armed aggressor. the fact that law enforcement do not have a 100% success rate in protecting the citizenry is also objectively true.
so, when you are in danger, arming yourself increases your chances of being able to put down (or at least take armed action against) a present or potential threat. whether it is viewed it as a supplement to or a replacement for law enforcement, it is meant to make up for the shortcomings of the government's ability to completely protect all its citizens. it's a safety net for state failure.
back to dead souls. rgg has always centered political corruption in its stories, including politicians, the police, and sometimes even the military, though usually the former two. sometimes this is treated sympathetically (i.e. tanimura, a dirty cop, whose dirty-cop-ness allows him to work outside/against the law to help disadvantaged people, not unlike how kiryu views being a yakuza), and other times it's simply a matter of greed or lust for power (i.e. jingu).
however, something that's almost never touched on so clearly is government incompetence. when the government fails to help people or hurts them or does corrupt things, it's usually due to a competent, malicious bad apple who is removed from power by the end of the game. this implies holes in the system because it keeps happening all the time, but that's on a series-wide scale, a pattern ignored by the series in favor of the individual game solution of "this guy's gone now :) yay".
but in dead souls, the SDF's barracades fall, their men are killed, they are unable to help protect the people outside or inside the quarantine zone. they are weak in a way the government usually isn't in these games. and who is stronger than them? our individual good guys with guns. so we need to be armed because the government is weak and can't protect us. boom. america.
returning to point 2, i'd like to say that dead souls is not particularly more individualistic than any of the other games in the series (other than, perhaps, y7). rgg is an incredibly individualistic series, actually. its protagonists are usually men who defy, oppose, and skirt around the law as a way of helping others and doing what is truly right (with a few exceptions, like shinada and haruka). the romanticized view of the yakuza as a force for helping the community in the face of government incompetence is a real one, and one that tends to manifest itself most in kiryu and how the series treats him. it shows us yakuza who aren't willing to kill, yakuza who cry about honor and justice and humanity and brotherhood, yakuza who never dip their hands into less palatable crimes, or only do with intense regret (and only ever as part of their backstory). the beat-em-up style emphasizes this as well. i mean, what's more individualistic than a one-man army?
put more clearly, this series is about men defying legal and social laws and expectations to live in a way that feels right to them, and about making themselves strong enough to combat those who would get in their way. the individual is placed before the society in importance, (though generally in a way that benefits the community, because they are good guys who want to use that agency and power for good).
all of this is true in dead souls as well, technically. those who live on the outskirts of society are the ones who actually save the day, and the ones who go in there and save people rather than just walling them off and pretending like they don't exist. they have the guns, which are illegal and mark them as criminals, but this broken law is what gives them the power to save themselves when the government will not, and to save their community if they so choose.
where dead souls differs is in the nature of that strength.
rgg places a lot of emphasis on self-improvement, both of one's body and of one's character. do both of these, and you will be strong enough to back up your ambitions. what allows someone to carve their own path in life is the ability to put down ideological and physical resistance by having resolve and the ability to tiger drop whoever won't be swayed by your impassioned speeches. you make yourself a weapon. you make yourself strong. in dead souls, that strength comes from an external, material possession. strength is something you buy (or that you take from someone else). who is able to survive the apocalypse comes not from the heart, nor from rigorous training, but from who has the most, the biggest, and the most bestest guns. it's an intersection of capitalism, militarization, and individualism. simply, deeply american.
[when i was talking myself through this a few days ago, i spent a lot more time on the capitalism + individualism stuff, but i think i'll keep this moving. consider this aside the intermission]
dead souls also differs for a few other interlocking reasons. it can be described with this equation:
zombification of enemies + lethality of guns = loss of emphasis on redemption
if your best friend turned into a zombie, could you shoot them? or your child? or your lover? it's a common trope, but it's a damn good one. watching your family, your neighbors, your town, everyone turn into a husk of themselves, something that looks like them but cannot be reached, is deeply tragic. it's even more tragic when these husks are trying to kill you. unable to be reasoned with and unable to be cured, you must incapacitate them before someone innocent is hurt--or hurt, then themselves made dangerous; each loss adds to the number of threats surrounding you. your life is seen as more valuable than that of your zombified friend, not only because the zombie is attacking you and it's self defense, but because they are no longer a person to you. to be a zombie is to no longer be human; zombification is dehumanization.
and so in a series so focused on connection with one's community, on saving innocent civilians, often on saving kamurocho specifically, one would expect similar tropes to occur. even if one's friends aren't turned, perhaps the cashier at poppo you chat with sometimes is. it's the destruction of that community and of the members one has tertiary relationships with that i expect would occur most within a kamurocho zombie story, since they are likely unwilling to axe anyone more important than that, even if dead souls isn't canon. i'd especially expect to see that in the beginning, before the need to kill zombies rather than contain or redeem them becomes apparent.
this does not happen.
i cannot speak for the entire game, but i can speak of gameplay choices that affect this, and ones i think will not be subverted throughout, even if they are somewhat contradicted by plot events i am presently unaware of.
kamurocho is not a community to protect, nor is it filled with your fellows. it is a playground filled with infinitely respawning, infinitely mow-downable, infinitely disposable zombies. you are meant and encouraged to kill them by the thousands, and never to hesitate or consider whether they may be cured or who may be mourning them. who may be unable to identify their loved one because you were trying to reach a headshot goal from hasegawa. you are not meant to consider them as human, nor beings that were once human, nor beings that could be human again, in the eyes of the zombie shooter. they are merely bodies, targets, and obstacles.
the zombies are contrasted with the true humans, those barricading themselves within the quarantine zone or those living in ignorance outside it. humans are meant to be saved, zombies are meant to be killed. the player character is the only one who can truly help with either of these goals, because the other humans are cowardly, ignorant, or unarmed/helpless. you must be their savior. to be a savior is to eliminate zombies, who are less than human.
the black and white nature of this is also emphasized by another gameplay characteristic: the lack of street encounters. when you traverse the peaceful parts of kamurocho, you are never attacked. you are also never directly attacked by the humans within the quarantine zone. kamurocho feels very different without its muggers and hooligans, but it's because this is a zombie shooter, not a beat-em-up. in a normal rgg title, you'd subdue threats by punching, kicking, and throwing them. you'd use your body in (supposedly) nonlethal ways. dead souls does not have a combat system meant for civilians. you have your guns. you subdue threats by shooting them, preferably lethally. the game doesn't want you to do that to humans, so you never fight humans. this furthers the black and white divide between the salvation-worthy, noble humans and the death-worthy, worthless zombies. combat is only lethal, and only used against the inherent other.
this leads me to the part of dead souls i find most conflicting with the ethos of rgg broadly, and perhaps its greatest ideological/thematic failing.
because the enemy are incurable, dangerous, and inhuman, you must kill them to protect yourself and others, others who are still human. humanity is something that is lost or preserved, but never regained. once someone's gone, they're gone, and you not only must kill them, it is your duty and your right to kill them. you should kill them.
in dead souls, there is no redeeming the enemy.
and that's a big problem.
rgg is about a lot of things, but a key one is the ability of people to change for the better. its most memorable, beloved villains are those who see the light by the end and change their wicked ways (usually through some form of redemptive suicide, though that's another essay in itself). its pantheon of characters is full of those who come from questionable backgrounds struggling to be the best people they can be, to live as themselves authentically and compassionately. it's about the good and the love you can find in the moral and legal gray zones of life/society, and the potential/capacity for good all of us have, no matter how far we may have fallen. it is a hopeful series. it is a merciful series.
this is something bolstered by its gameplay. countless substories are resolved by punching a lesson into someone until they improve their behavior, either out of fear or genuine remorse/development. the games don't just discourage killing your enemies, they don't allow you to (yes, we've all seen the "kiryu hasn't killed anybody? umm. look at this heat action" stuff before, and while they've got a point, i believe it's the narrative's intent that none of this is actually lethal, based on how laxly it treats certain plot injuries (cough cough. y7 bartender) and the actual concept of taking a life, the gravity it is given by the text, particularly when it comes to characters crossing that threshold into someone who has killed. explicit killing is not an option open to you, even when you're being attacked by dozens and dozens of armed men. conflicts are resolved by simply beating up enough guys in this nonlethal manner.
but dead souls is a shooter. to avoid conflict with the series' moral qualms about letting its characters kill, the enemies cannot be human. furthermore, the zombie shooter genre can only fit within the series if its zombies are completely inhuman. this means their pasts as humans cannot be acknowledged, nor the possibility of a cure, nor the characters' own potential conflicts about killing them; or, at least, not in a way that impedes their or the player's ability to gun them down afterwards.
if you can't kill humans in your series, then it cannot be possible to save (in this case, rehumanize) zombies. this is especially true in a game where you are unable to fight humans, and thus human lives are universally more valuable than zombie lives. because if you kill a zombie that can be cured, you are, in a way, killing a human.
and so, in a series where you should always assume your enemies (and everyone, for that matter) are capable of reason, compassion, change, and redemption, and where they are always worth that effort, even if they reject it in the end, dead souls' enemies are irredeemable and only worth swift, stylish slaughter. there are only good guys and bad guys. good guys must be protected, lest they be turned irreversibly into bad guys. good guys are only protected by killing bad guys, and the only way to save good guys is to kill every last one of the bad guys. do not spare them, and do not ask whether or not it's right. only kill.
i love dead souls. it's a silly game. i like seeing daigo in decoy-drag and majima gleefully cartwheeling his way through zombies and ryuji with his giant gun arm prosthetic. it's fun. but when i was trying to figure out what felt off about it to me, one of the words that came to mind (besides american) was indulgent. that, too, felt odd, because i love indulgent media. i am not one to scorn decadent, hedonistic, beautiful high-calorie slop type media. if dead souls was just fan servicey, that wouldn't really bother me. i am a fan and boy do i feel serviced. it rocks. but i think my problem is in what dead souls is indulging.
i think dead souls indulges in the desire to cut loose, and to see these characters cut loose. thing is, they're cutting loose all over kamurocho, and all over the bodies of people they used to (at least in concept) care for. with lethal weapons. it is catharsis via bloodbath, not by pushing your body and mind to the limit in man to man combat, but by pulling a trigger before the other guy can hurt you, or even think about hurting you, for the crime of existing as the wrong kind of thing.
and i just don't think that's in line with rgg's beliefs.
yes, it's probably fair for dead souls' characters to kill zombies. i'm not against that. i'm also not against games letting you do purposeless violence. i spent a good amount of my elementary school years killing oblivion npcs for shits, like. that's not what bothers me about dead souls.
rgg as a series has always taken a hard stance in both its game design and narrative choices against killing and for the potential for redemption in its enemies. and i think the lengths to which it goes to promote that despite the probably-lethal moves you do and the improbability of a harmless do-gooder yakuza is one of the most endearing things about the games. so for this one entry to disregard that key theme for the sake of a genre shift that flopped super hard, well? i dunno. it feels weird i guess. it's out of place not just because it's a dramatic shift in gameplay and style and also zombies are only a thing here (and the supernatural/fantastical are thus only prominent here), but because of what those shifts imply.
so, uh. yeah. my pre-dead-souls thoughts that dead souls wasn't that out of pocket bc rgg's just kinda weird? turns out it was actually super weird to have a zombie shooter in there, but for way way deeper reasons than anyone gives it credit for.
(footnotes in tags)
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Happy Birthday Newt!
@dont-offend-the-bees A combination of you telling me that anything cute and Valicey would do as a birthday fic and me knowing that you are still into Saw as a fandom led to this -- Victor and Alice reacting to the first Saw movie, inspired by a couple of posts I saw on your blog before you moved all the Sawposting to The Secret Saw Sideblog! Though the fic is technically Valicer out of necessity, because the only way I could think of to get the pair to watch it was to have it be a Halloween Movie Nights pick by Smiler's friend Thirteen, as per this headcanon post...
--
“That is unfair!”
“What’s unfair?” Thirteen asked, looking over at Alice.
“The ending!” Alice said, waving at the slowly-rolling credits on the screen before them. “All Jigsaw said to Adam was that he had to survive until six o’clock, correct? Nothing else? No other secret catches?”
“Don’t ask me,” Victor muttered, hands over his face. “I am actively trying to erase this movie from my mind.”
“There there,” Smiler said, rubbing his back comfortingly. “You’ll be fine – and yeah, ‘survive until six’ was the gist of it,” they added to Alice.
“Well, six o’clock rolled around, and Adam was still alive!” Alice pointed out, stabbing another finger at the TV. “He was wounded, sure, but he was still very much fucking alive! Which means he succeeded! Lawrence was the one who failed in his goal! And yet Lawrence’s the one who gets to crawl off and seek help while Adam gets electrocuted and sentenced to – I guess starving to death in that horrible bathroom? All because he, unsurprisingly, didn’t notice a damn key in his bathtub when he first woke up?”
“You are assuming a lot in thinking Lawrence survived after–” Victor swallowed and shuddered. “After c-cutting off his own f-f-foot.”
“Actually, uh, it’s canon Lawrence survives,” Oblivion put in, sporting a slightly sheepish grin. “He shows up again in Saw 3D.”
“Oh great – when do we watch that one?”
“Don’t worry, we don’t have time for tonight,” Thirteen informed him with a cheeky smirk.
“What, because it’s long?”
“No, because it’s film number seven.”
That finally got Victor to look up. “It’s – wait, what?”
“Yeah, for some reason they decided to name it after the 3D gimmick instead of following the numbering system,” Rita explained, leaning around her girlfriend. “And then films eight and nine are Jigsaw and Spiral respectively, though Spiral’s actually more like a spin-off of the main series–”
“Can I please fully express my annoyance over the fact that Jigsaw killed Adam despite him winning his ‘game’ before we start talking about how this series screwed up its numbering system over halfway through?” Alice cut in, folding her arms and scowling.
“Well, the thing you have to understand about Jigsaw is – he’s a total asshole,” Thirteen reminded her. “He says that his games are to help ‘rehabilitate’ people and make them appreciate life and all that bullshit, sure, but honestly, I believe the dude just wants to torture as many people as he can, both before and after he bites it.”
“I can believe that,” Victor muttered, shivering. Smiler put a comforting arm around him. “And this is probably the least bloody of all the movies, isn’t it?”
“I haven’t seen them all, but I’m pretty sure it is, yes,” Galactica confirmed, giving him a sympathetic look from the other side of Oblivion. “You know, you could have left if you weren’t enjoying it – we wouldn’t have thought any less of you for it.”
“Yeah, I’m shocked you actually sat through the whole thing,” Smiler admitted, giving him a little squeeze.
“I am too, honestly,” Alice said, wrapping her arm around him to do the same. “I’m used to horrors like these – hell, the bathroom looked kind of like one I saw in Rutledge – but I know it’s not your cup of tea.”
“I thought it would be too rude to just get up and leave,” Victor groaned, putting his face in his hands again. “And I kept telling myself, ‘it’s the very first one, it can’t be that bad...’”
“We won’t make you watch any of the others,” Thirteen promised, patting his knee. “I mean, I appreciate you making the effort, but despite appearances, I don’t want you to have nightmares.”
“Thanks.” Victor shook his head. “I know you love that sort of thing, but – it’s just not for me.”
“Me either – especially if John Kramer can’t practice what he preaches,” Alice agreed, glaring at the screen as the DVD menu came up again.
“It’s actually not my favorite series either, if I’m honest,” Thirteen confessed. “I just like this one because of all the hot gay tension between Lawrence and Adam.”
“...there was a surprising amount of that,” Victor allowed.
“Mmm – though given Lawrence is married, he’d better start talking to his wife about either opening the relationship or getting a divorce before he hobbles his way back to that bathroom,” Alice declared.
“You know, I bet there’s a fic like that somewhere on AO3,” Smiler said, pulling out their phone. “Who wants to find a nice domestic AU to help us all decompress?”
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when Mike and Will are in first grade, they attempt to run away. This is spurred by two things: Lonnie Byers’ general presence, and the boys’ current favorite book series, the Boxcar Children. The thought of living in a train car seems super cool to them, and since they live so near to train tracks, they figure that there must be an abandoned train car or two somewhere nearby. They begin trying to gather supplies—as discreetly as two six year olds are able to, which isn’t very discrete. Jonathan, age 11, finds out almost immediately. When he tries to convince them why it’s a bad idea, they—with their little kid logic—actually convince him to go along with it, at least for a little bit. With the condition that he goes with (after all, there’s an older sibling taking care of the kids in BCC, right?). He helps them pack a little better, maybe talks to Joyce about the kids going on a camping trip (to get away from Lonnie for the weekend), maybe implying (lying) that there will be Actual Adults there with them. And there’s no need to make excuses to Mike’s parents—Karen is pregnant with Holly and the whole house is focused on getting ready for the new baby. Karen will likely just think he’s at the Byers’ house. So over a weekend (starting on a Friday after school), Mike, Will, and Jonathan go exploring— looking for a boxcar or any abandoned train car—mostly looking along the train tracks. They eventually find the Junkyard—which the kiddos get excited about anyway (even Jon bc Boxcar Children was his book first shut up), so they proceed to search for hidden gems. They find a bunch of little treasures (a cracked but useable magnifying glass, an old working radio, and even a set of slightly cracked dishes in the trunk of one of the cars), but their biggest discovery is an old Bus. Jonathan tells them that, at least for tonight, it’s almost as good as a boxcar. Mike and Will immediately agree and the trio set out to make the space livable (to kid standards, at least). Set up their blankets and sleeping bags, etc. Jonathan reads to them (from the Boxcar children ofc). And the weekend goes along in a similar vein. The younger boys get homesick by Sunday morning, ofc, so they agree that the Bus can be Their secret place that they go to sometimes. Like the boxcar in the Children’s backyard. (And then Jonathan forgets about it after a while bc I completely forgot about the whole bit in S1E7 where they’re trying to find the kids—won’t remember til they go to pick up the Party and then Jon will want to hit himself for forgetting. The rest of the Party (once they become friends) don’t know about it. It stays a Mike and Will thing—until the Bus is p much destroyed in S2 RIP Bus). Joyce never finds out. (At least not for a v long time—maybe it’s one of the memories Mike uses when Will is possessed by the MF) Not about This run away attempt anyway.
Will tries to run away the second time when they’re in fourth grade. Again, mostly bc Lonnie Byers and his A+ parenting. And plus Will thinks one less child might make things easier on his mom. By this time, Lucas and Dustin are their friends too (and thus voices of reason, bc Mike is an enabler who probably immediately offered up his basement). So they’re talking about it—going over the pros and cons (Mike is still advocating for his basement), but Karen happens to overhear and it’s immediately Game Over: Joyce is told. She is, ofc, devastated. And they have a long talk about how much she would miss him if he were gone (ouch I hurt myself😃). So that’s the last time he actually tries to run away (Joyce gives brief thought that that might be what’s happened at the beginning of S1, but with the confirmation that Mike is Not in the Know, she thinks it’s v unlikely).
(And then during/after the divorce, if Will wants to run away, he either runs to Mike’s house to spend the night, or he runs to Castle Byers… He runs to it in the Upside Down. He runs to it after his possession has been lifted—as his friends (Mike) begin to pull away. And, after a Fight with Mike, he runs to it one last time…then there’s no longer any place in Hawkins Will can run away to.)
When they move to Lenora, Will thinks about running away back to Hawkins. He doesn’t go through with it though, because Mike hasn’t really been responding to his letters, and thus there’s no one to conspire with. Plus, with El, he doesn’t want to leave her alone. She’s quickly become a sister to him, and he knows (even tho school sucks for her), she likely wouldn’t want to run away from Joyce and Jonathan—considering she already lost Hop.
Once Will and Mike get together post-whatever happens in s5, Will tells him about almost running away to Hawkins (to Mike), and, it turns out, Mike had almost the exact same thought (esp when he couldn’t come for Christmas). Like he told Will during SB, Hawkins isn’t the same without Will there. They talk about ‘running away’ from Hawkins after they graduate high school—basically going to college out of state. “It’s not really running away if I’m with you, though. You’re home.” Michael Wheeler is full of cheese.
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