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#yu narukami i hate polos i HATE them stop making me like yours
dumbassdisaster · 4 years
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Yu's summer casual is the worst canon in game protagonist outfit of personas 3-5, aesthetically. But then you get to know him and suddenly you're thinking that country club ass popped collar polo is really cute for some goddamn reason
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c-is-for-circinate · 5 years
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A while ago you mentioned really hating the Persona 4 protagonist as Yu Narukami (from the crossover games and possibly the animation) but liking him as Souji Seta (from the manga, I think?), which is also the name you seem to use most regularly. If you don't mind, could you explain the difference and why you prefer one over the other?
FUCK YES I CAN
(there are Persona people on my dash, that’s so fucking exciting, I have many things to say about these video games and the fandom is small)
Okay so I have lots of thoughts and feelings about the protags from Personas 3, 4, and 5 in general, and about the various versions of them that show up in various media.  It has to do with names and gender and how the very specific conventions of being the silent protag of a JRPG translate into creating character, and I could ramble about this forever, so it’s going behind a cut.
Step one: all Persona Wild Card protagonists are genderqueer and neurodivergent.  Period.
A persona is, theoretically in game lore, a reflection of your soul–specifically, a reflection of the part of you that you choose to show the world, because it’s strong and powerful and keeps all the weak parts of you safe behind it.  In early Persona games, every PC had a couple of different masks they could switch between, and that makes sense, but starting in P3 our party members each get one mask that eventually evolves into another one, and we-the-protag get more than a hundred.
We switch between masks constantly, at the drop of a hat.  We learn to level these personas up, we figure out how to be these other people, by watching and learning to understand our friends.  And there is something intensely queer about the fact that the masks we put on, with no pause or hesitation, can be male, can be female, can be both, can be neither.  Sure, it’s possible to argue that the protag has any certain specific gender identity underneath/behind those masks, but then we’re heading straight towards a complicated discussion about what it means to pass as one gender, vs what it means to model yourself after individuals of one gender while passing or identifying s another, vs what it means to model your actions after a theoretical version of yourself that has a different gender than your own, and like, let us be honest, just having to get that deep into the weeds on that discussion is pretty inherently queer to begin with.
Add to that the essential nature of who Persona protags are as people, based on their reality as video game characters, and we get someone who really does not fit a ‘straight cis neurotypical’ frame.  The entire scheduling system in Persona just speaks to every single part of my brain that understands executive dysfunction.  You do exactly one thing per unit time.  You can wander around town forever, but as soon as you stop to talk to another person, that’s it, that is your One Thing, that is all of the spoons you have for this time period, you can maybe do another thing later.  This really hit home in Persona 5, where your protagonist has a goddamn talking service cat without whom he can’t remember how to start any task up to and including going to bed (and people bitched about Morgana so hard, but also #RELATABLE oh my god), but it’s there in 3 and 4 as well if you look.  The P4 protag does favors for every single person in town.  The P4 protag stands out in the rain fishing for hours.  The P4 protag can accidentally spend an entire afternoon petting cats.  The P4 protag tries to make tomorrow’s lunch and has to think for a while over whether to add soy sauce or sugar.
So: the video games give us these characters who are intended to be hollow so that we can fill them with our own self-projections (and maybe I am self-projecting here, why not, everybody else gets to do it), but that very hollowness is also a shape, do you see what I mean?  You can extrapolate a person based on assuming the dialogue options the protagonists get are actual things that run through their minds, based on what choices are even available for them to make.  You can ask questions about what it means to be so hollow in the first place, what it takes to be the sort of person who can switch masks in the blink of an eye when everybody else around you makes do with all of one.  It’s really interesting to ask those questions.
Step two: the naming of Persona protags is complicated, and is as much a fandom question as it is a canon question.
In general, persona protags starting with P3 have gotten two names: one in the official manga that starts coming out right around the same time as the video game, and one in later animes and tie-in games.  What this means, at least in Western fandom (I don’t know a ton about Japan-only fandom!) is that for the first year or more of having a protag, the only name we have for them is the manga name, and so that’s the name 99% of fandom jumps on in those first several months.
When we explore and extrapolate and do all of that extremely transformative fandom work, looking at the empty spaces around a protag and figuring out who he has to be to fill them (or she, the P3 FEMC is all of this dialed up to a hundred), we at least start doing that work under the manga name.  To me–and, in my experience, to most of fandom, whether they think about it or not–the name has relatively little to do with the manga itself.  It’s the name fandom had to hand when they first played the game and began to figure this person out.  It’s the name for thousands of different interpretations that can fit inside the shell of a person the video game gives us.
I find that transformative labor, and those thousand different interpretations, wildly fascinating.  I enjoy doing it myself.  I like seeing what other people come up with.  Figuring out how to fill the outline of a person who can be anyone (figuring out the difference between Minato Arisato, and Souji Seta, and Akira Kurusu, and learning who they are as individuals by picking out their contrasting spaces) is one of my favorite things about Persona.
The characters from the tie-in animes, then–and from P4 games like Arena and Dancing All Night, which are as much visual novel as video game, where the MC has an extremely distinct personal voice–each present one version of that infinitely-variable character.  They’re a single interpretation.  They’re a specific interpretation, separate from the many open options of the game itself, they just happen to come with a specific name.
Makoto Yuki, from the P3 anime, is a very different person than the character I played when I played P3, and they’re both very different than the person I write when I write Minato Arisato, the human I extrapolate when I look at all of canon and put my analysis goggles on.  Now, I happen to love the P3 movies, and their interpretation of Makoto Yuki, who is a giant ball of severe depression and whom I consider an excellent exploration of the game’s themes of despair and mortality, but I love them like a really, really good fanfic.  They don’t trump the ‘canon’ of the game for me; they’re an outgrowth of it.  Likewise, I don’t know Ren Amamiya particularly well, but he’s a quiet guy with an inner well of sheer rage that really works for me in what I’ve seen of him.  Not my Akira, but a cool dude.
In general, when I’m talking about Persona protags, I use the anime or tie-in game name to refer to the specific version of that character written in that game or anime, and the manga name to refer to that earlier, slightly hollow character of infinite possibilities and fandom interpretations.  Which leads us to Souji and Yu.
Step 3: Yu Narukami is a fucking jackass
I think the big thing for me about Yu Narukami, the specific interpretation of P4 Protagonist as seen in the anime and tie-in games, is that he isn’t genderqueer or neurodivergent.  Yu Narukami is perhaps the straightest character in all of Persona with the possible exception of Junpei Iori.  
I don’t actually hate him in the anime all that much, but thinking about Arena-Yu…he’s a dude.  He’s a fucking bro.  He screws around with Yosuke over the suggestion of dirty magazines and he’s vaguely uncomfortable about Kanji.  It’s been a while since I went through any game LP’s, but I remember the attitude Yu took towards his friends and Labrys, and it was authoritative.  Certain.  Of course Labrys can overcome her past, now that she has us here to be friends.  Yukiko isn’t talking like I expect Yukiko to talk, so of course something is wrong with her.
Yu Narukami, as presented in the Arena games (and I’m pretty sure P4DAN, though it’s been even longer since I’ve seen that) is an In Charge kind of guy who Knows What’s Best for people, and doesn’t particularly need to listen to what they have to say to do it.  He shows no sign of ever having molded himself around someone else; he does not present himself as a man (as a boy) who would or even could switch up who he is at a moment’s notice, because he doesn’t seem to be somebody who ever thinks there’s anything wrong with exactly who he is in the first place.  Yu Narukami never had a shadow because he just thinks he’s Exactly That Cool all the way down.  He pops the collar on his polo shirt not because he doesn’t know any better, but because he is actually that guy and always was.
Needless to say, that is not my Seta Souji, who spends hours petting cats, and rarely speaks up to bring order (let alone authority) to his rambunctious bickering friends in any discussion.  It’s an interpretation, sure–and it’s even an interesting one!–but he is not a guy I particularly like.
So how do those two people, Yu and Souji, even fit together at all?
And this is where we go from me having opinions on various actual versions of characters as-written, and start diving into themes, theories, and mythological parallels.  There is a way to tell the story where it all makes sense, where Souji (and even the Yu of the anime, who’s got more shades of asshole than my typical headcanon but still sits far closer to my personal version of the protag than any of the douchebro versions of Yu in the sequel games) ties into later-Yu and it’s a graceful, interesting, thematic choice.
I don’t think it was intentional on the part of the writers.  But it does work.  And here’s how.
Step 4: I go on a digression about persona protags and sacrifice
I have spent way too much time thinking about themes and parallels between Personas 3, 4, and 5 (someday I’ll watch some decent LPs of 1 and 2, but today is not yet that day, so we’ll stick to the Wild Card trilogy for now).  One of the things that I love is the way each protag interacts with the big major theme thing of their game, losing it and gaining it and sacrificing it only to gain it yet again, and it happens in all three games.
In P3, the thing at the center of the game is life, in contrast to mortality.  You’re in a car crash at age 6, your parents die, you carry Death Himself in the space behind your heart, you spend all game struggling to survive and also trying to figure out why you even care to bother.  At the end you die so your friends can live, but also you’re not, quite, entirely dead–you are asleep, and at the end of all the world you’ll wake up and still be there, just you and Aigis and Elizabeth at the end of all things, alive and mortal.  In P5 it’s freedom, and you start the game in chains, flash forward and flash back, breaking bonds and forging them right up to the point where you turn yourself into the police, only to eventually be found innocent of even the original crime that bound you to begin with.  There are metaphors and angles to the whole thing, the way becoming Satanael is in its own way both a defiance of Yaldabaoth in front of you and a surrender, complying with the will of every furious desperate angry follower-believer-worshipper in the Tokyo streets, but what we care about most right now is how this shows up in Persona 4, where our thing is identity.
The Persona 4 protagonist, whoever he is, shows up in this small town with no identity at all.  He had a life where people knew him, but the people in this small town don’t even have rumor and hearsay about dead parents or criminal charges to go on.  And sure, every protagonist starts out on a train to a new town, but the P4 protagonist goes even farther than that.  You show up in Inaba, and one of the very first things that happens to you, something that doesn’t happen to any Persona protag in any game I’ve ever seen, is that you lose your persona.
The starting persona in P4 is Izanagi.  Based on the fact that Adachi’s persona is Izanagi, too, based on the fact that Izanami is the one who granted you access to the TV world and presumably a working persona to begin with, based on every theme and implication in the game–Izanami gives you your starting persona.  She chooses who you are.  She declares that you’re ‘hope’, and maybe you had some qualities that suited you for that role to begin with, but anyone you’ve ever been is gone now in service to your part in Izanami’s play.
One of the things I really liked in the P4 anime was the protag’s terror of being alone and empty.  Now, I enjoy my Souji Seta as someone who’s a little bit hollow and empty–not in a bad way, but like a clear glass that can be filled with anything, and takes on the color and nature of whatever it holds–but right, in a story whose main theme is identity and accepting yourself, being infinitely transformable is both ideal and terrifying.  If the P4 protag can be anyone, how can he be someone?  In the end, the only identity that’s really his and not copied from one of his social links is the one that Izanami gave him.  His final persona, Izanagi-no-Okami, has more to do with her than anything that comes from inside him.
Loss and gain, sacrifice and victory–the P4 protag goes back to his old life, sacrificing the person he’s created for himself here in Inaba to reclaim the person he theoretically used to be.  Depending on how you read the ending, he gives up his infinite adaptability in order to fill himself with a final persona that is chosen for him, sacrificing his innate capacity to be anyone (which is in its own right a key characteristic of his self) in exchange for becoming someone, specifically a someone who was chosen for him.
(This is more my interpretation than anything I’d consider strictly canon, but–in my head, the P3 protag achieves that final moment of apotheosis, and the god-binding power that comes with it, from the sacrifice of his own life and also the fact that after Death lived in his heart for ten years straight he’s explicitly no longer entirely human to begin with.  The P5 protag achieves it by sacrificing his own individual freedom to the collective belief and prayers of literal hordes of desperate people, which we know is full of power because that’s how cognition works.  The P4 protag, I have always suspected just a little, gets it from the actual Izanagi–because if the actual Izanami is the source of all of this trouble, the actual Izanagi must exist too, and to trap a god you must be a god, in some small way.  Our protag is given the tools of power to seal Izanami away, and in return he must become a tool of that power.)
There are a lot of ways to interpret the themes and echoes and actual events of P4 vs P4 Golden vs P3 and P5, and this isn’t necessarily Objective Truth, but this is very much where my head goes when I think about Souji Seta and Yu Narukami.  Souji is the empty, unflappable chameleon boy who spends his time becoming whoever the people around him need him to be, whether that’s a silent confidant or a valiant hero.  Yu is the bold, self-assured young man who has discovered or decided exactly who he is, and knows deep in his heart that he never has to hide or change for anyone, ever again.
Step 5: Yu is a dick because Izanagi is a dick, and okay, fine, I kind of love it that way
All of Persona 4 is about retelling the myth of Izanagi and Izanami, and changing the ending.
This is true for P3 and P5 too, of course.  In P3 you walk into Tartarus with everyone you love already at your back, and you set them free to do their own thing (they make their own moves in battle, you don’t turn back to check on them, you trust them to follow or not follow on your own and every member in your team makes their greatest moments of personal growth without you there), but eventually one of you has to stay behind so the other can leave–so you fix Orpheus’s mistake, you stay in the underworld yourself so Eurydice and everyone else you love in the world can go home and live.  In P5 you tell Satanael’s story backwards and forwards, the rise and the fall and the rise again; you start at the very bottom of your own pit (you start as the God of Control’s very own chosen one and don’t even know it), and eventually you climb so high that you’re the one who gets to cast God down into perdition instead.  Start with one tale, end with another.
The story of Izanagi and Izanami is: once upon a time, through no fault of her own, Izanami was sent to the underworld, and Izanagi loved her so well he ventured down after her.  But she was changed down there, her own darkness grown gross and rotten, and though she tried to hide her ugly parts Izanagi did see them.  And then he didn’t love her any more; he fled, and trapped her there in darkness forever, to protect the whole world from her flaws, and never ever looked at his own.
You spend all of Persona 4 doing exactly the opposite: venturing down into another world to find people trapped there, and facing their ugliness, and embracing them and drawing them up into the light anyway.  Namatame is Izanagi-who-dooms-them, though his intentions are good (Izanami died giving birth to Izanagi’s child in the first place).  Adachi is Izanagi-corrupted, claimed and twisted by the darkness of the underworld and his own power, with no mercy in him.  But the P4 protag gets to play the Izanagi of compassion, who tried to save his wife in the first place–and we get to fix it.  We get to save people.  We get to save everyone.
Until we get to Izanami herself, because Izanami can’t be saved.  This all gets way more complicated in Golden when we add in Marie, but in the end, we’ve still got our protag standing in front of the goddess Izanami, sealing her away with Izanagi’s power for the sake of everyone else in the world, because she’s too dark and corrupted to bring back out into the light after all.
It’s really interesting coming at all of this from a Western perspective, because I…can’t actually tell if, playing through P4, we’re meant to like Izanagi?  Are we meant to be on his side in the end?  Are we meant to feel like we’re on this whole quest serving penance for his ancient mythological fuck-up?  Are we meant to think that Yu Narukami, who’s embraced Izanagi in all his pride and self-righteousness as his own inner self, is the good guy?
Because yes, Izanami was trying to destroy the world.  And yes, we saved it by trapping her, just like Izanagi did in ancient myth.  But the Yu Narukami I see in the sequel games is so very much the guy who thinks he gets to decide who’s good enough to get saved and who isn’t.  Labrys deserves to be saved, and because he’s decided to be her friend now, she will be, just like that, because of course he has that power.
By the time Arena happens, Yu has embraced and accepted Izanagi as his true self, flaws and all.  (Let me not forget to point out the sister-complex kingpin title, for the man whose persona is a god that married his own sister.  Let us literally never discuss Nanako as Izanami, because that gets really uncomfortable so fucking quick.)
And Izanagi is a dick.  Which means that Yu isn’t, can’t be the quiet, gentle person I see when I try to extrapolate a most-probable Souji out of P4 canon alone.  Yu is an asshole because that’s the person he’s chosen to be, the identity he’s claimed to replace the one he sacrificed, and I am on reflection kind of into that.
But also he’s still a dick, and therefore I kind of hate him for it.
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