Eons of memes and bantz about many portrayals of, and commentaries on, gods and religion in Japanese pop media all threaten to frame Quintet's debut as a schmaltzy creation myth. The last thing I expected was a translation of Japan's cosmogony into a commentary on the monomyth, hiding its version of the pre-Imperial hero god Okuninushi (or Onamushi) behind a Judeo-Christian façade. But that's the level of creativity and innovation that the studio's founding staff and contractors strived for. Set aside the simple yet subversive premise and you'll still have one of the most fun and clever hybrids in console software history. ActRaiser's influence never traveled as far as it ought to, largely materialized in series like Dark Cloud, yet it's more than earned its cult classic reputation. Not that I'd call this the Velvet Underground & Nico of xRPGs, but it's a valid comparison. Few if any video games marketed for a wide audience tackled such a broad, charged set of themes and sensations in such a formative period for the medium, no matter the imperfections.

As unwieldy as it sounds, this fusion of two strongly contrasting genres—side-scrolling action platforming and the primordial god simulator—likely couldn't have been bettered in 1990. Bullfrog's seminal Populous had only arrived on Japanese PCs in March, and I've found no evidence of PC-98 developers working with Peter Molyneux's blueprint. We know, however, that the founding members of Quintet, having left Nihon Falcom during the development of Ys III, had finished 70% of what became ActRaiser before having second thoughts. Whether or not they'd seen or played a certain PC-based god game is yet unknown. (Ironically, their former employer's own Lord Monarch shows Yoshio Kiya's own infatuation with Western imports like Populous, though that game's an early real-time strategy wargame.) The group's growth and frustrations while working on Ys and related PC xRPGs might have pushed them to do something risky for a console audience they hadn't yet catered to. Why not bring the essence of a complex Japanese PC simulation title to a workmanlike action platformer a la Dragon Buster or Castlevania?

The waxing and waning divine works its wonders amidst spirits and sovereigns. It takes on forms both distinct and recondite, like shadow to light. Beyond the waking minds of souls freed into a bourgeoning world lives the idyllic hero, desirable yet unknowable, a paragon which leads through belief up until that faith is no longer needed or traditional. Such tales of good versus evil, or many shades past, endure across time, often as aspirations, warnings, and the subject matter of popular art and entertainment. It's this fascination with mythology, and what it means to people and their worldviews, which anyone playing ActRaiser (among other games letting you "play god") must engage with.

Now the goal was to evoke that feeling of playing god, a paradox given the player's inability to shape the game outside those possibilities which developers set for them. They compromised with a dual-avatar story, where both a chiseled holy warrior and boon cherubic messenger shape separate but linked sections of the world. Main writer and planner Tomoyoshi Miyazaki wisely chose to represent this god's duality of presence. In the sky castle, we are without form, and the angel merely a presenter for this abstract interface set among the clouds. But it's not long before the player descends, their guiding light inseparable from the extra-textual, animating a statuesque warrior into action, all to smite and vanquish the dark. On the flipside, the winged child soon becomes our vessel with which to reinvent this realm we've conquered, swapping out fantastic inhabitants for mundane, moldable men and women. Both characters exemplify the almighty in ways we can bond to, but never deny questions about the powers, limits, and mysteries behind what's sublime and what's imagined. To "play god" is also to probe one's identity and ability in context.

Though we're ostensibly the alpha and omega, mortality still matters to us, as The Master incarnates on this Earth in a limited extension of being. Nothing in this game holds back from trying to kill you, whether it's insta-death pits and lava or just an odd thing flying from the side of the screen. ActRaiser plays nice, though, particularly in its NA and EU versions with reduced difficulty and added extra lives. Most levels have smartly-placed checkpoints, letting you learn each segment without running out of time that easily. There's only a few collectible power-ups, either for score or health and 1-ups, but finding those breakables and wisely rationing magic use for the tougher fights is critical. Even if you can't ever Game Over for obvious reasons, starting the action stages from scratch can feel crushing, the good kind that encourages skill and concentration. The "fail state" in sim mode comes from your angel losing all their health to enemy attacks or collisions, at which point you can't fire any arrows. Overworld nasties will take advantage of this temporary vulnerability, snatching up residents, destroying homes, and even razing all your hard work with earthquakes (damn those skulls!). All these challenges and setbacks mirror those of the families we're fostering, or even the monsters one slaughters for that juicy high score. It's a piece of humble pie to counterbalance these grand themes.

All this came to mind as I flew from one region to another, enjoying the safe game loop that ActRaiser makes the most of. On their own, neither the action or sim sequences rank with the best in those genres, even at the time. The Master's stiff controls and lack of mobility options (my kingdom for a Mega Man-ish slide!) often don't match the severity of enemy attacks and zone control later on. I'd be hard-pressed to call the town management engaging just on its own, with very few means to affect what villagers build and very straightforward terraforming puzzles. If one really wanted a top-notch, side-scrolling action game for SNES, let alone other systems and arcade boards, then there's no shortage of options. SimCity might not exactly classify as a god game now, but it fit the earliest definitions back when most started playing it on PCs or, of course, Nintendo's enhanced port. It's the mutual interactions between these modes, simple to understand and swap between, which creates that vaunted positive loop of advancement. The game's main coder and director, Masaya Hashimoto, had figured out with Ys that you could mix even a decent graphic adventure and Hydlide-like action RPG to create something special. No wonder it works here!

The salad of once contradictory, now inter-weaving ideas continues with ActRaiser's locales and cultural tropes. Fillmore's mysterious, metamorphic forest of foes gives way to a city-state in the making, with one of the shrine worshipers playing oracle and then martyr for The Master's cause. Way later on comes Marahna, a Southeast Asia-like region whose darkest jungles and ornate temple of evil clashes against the hardy, pragmatic people you guide to self-sufficiency. Enemy and boss designs range across typical European and Asian fantasy faire, from dwarfs and lycanthropes to serpents and tengu, with big bads like the centaur knight and ice dragon playing to regional theme. These entities would seem banal and rehashed from competing games, but regain some staying power when framed via this conflict between them and amorphous monotheism which you embody. One can sense the sensory and conceptual distance between this god and its subjects, either those it subjugates or the civilizations it cultivates. No one prays to you from the comfort of their own homes; all must congregate in shrines to communicate with the great beyond, something they can imagine but never fathom. Only by your actions does the world change, reflecting values of nurture over nature and other Abrahamic virtues. Any dialogue between this universe's denizens necessarily involves upheaval.

In this way, the final level, a boss rush much like any other from the era, becomes more than just content reuse. It's the cataclysm of God vs. gods, a refutation of polytheism. But it's just as likely a nod to the religious lore Miyazaki would have been most familiar with, the Kojiki and its narrative of Japan's beginnings. Following in the wake of Susanoo, that hero of chaos, Okuninushi emerged from exile in the underworld to defeat his evil brothers who had forced him there. In its manual, ActRaiser draws a direct parallel, with The Master having fallen in battle to Tanzra (or Satan in the JP version) and his cunning siblings. Only after a period of recovery does our god return to the world, long forgotten but ready to reassert a moral order of society and positivity. The Master and Onamuchi both face trials, personages, and climactic battles to unite their lands and usher their peoples from prehistory into history. As such, the dynamic between The Master and Tanzra, already Manichean and inextricable by definition, is also a less than didactic allegory for the national myth Miyazaki & co. (and players) were familiar with.

Quintet uses these devices, both subtle and obvious, to motivate your journey as expected, and to pull the proverbial rug out from underneath. Imagine doing all this hard work, slicing and jumping through obstacle courses, then sparing villagers from demonic intervention as you pave new roads and fields for them, only to become invisible, beyond recognition. Onamuchi himself acquiesced to this fate, ceding the earthly kami's rulership of Japan to Amaterasu's heavenly lineage. The concept of divinity you brought to these societies was once pivotal to their survival and eventual growth, a uniting force transcending the chaos surrounding them. But in a stable, almost arcadian state of affairs, this godly example now has each and every human finding faith in themselves and others, not in The Master and its herald. ActRaiser ends with a striking inversion of the game's most iconic cinematic tool, the constant Mode 7 zooming in on each action stage you visit. Finally, after the bittersweet revelation that no one visits any shrines anymore—that your own creation has moved on from you, emotionally and ritualistically—the game zooms out, the continents shrinking into nothing as this reality ceases to consider you, or vice versa.

I was genuinely agape when this happened. The game had shown some forward-thinking use of video games' formal elements, mainly to emphasize the uncanny gulf between the clean user interface and what diegetic actions/consequences the buttons led to. But this moment went well beyond those little touches, demonstrating how Miyazaki, Hashimoto, and others at Quintet sought a novel style of storytelling, moving on from the face-value imitation of manga and anime in previous works. For all its issues and missed opportunities, ActRaiser nails these once one-of-a-kind twists that shake you up, simultaneously indulging in new audiovisual potential while using it to the medium's advantage. These surprises aren't as common as I'd hope for throughout the game, but when they happen, oh do they succeed! Moments like Teddy's bad luck in Bloodpool, the archetypal albatross appearing both in Kasandora and Marahna, and the implied Sigurd-Gudrun couple reincarnated by the world tree in Northwall all stick out here. Everything of this sort is still all too simple compared to ye olde Disco Elysium of today, yet effective as a kind of heightened fairytale in-between the melee and management.

The word I'm looking for is alchemy, the transmutation of ordinary elements into a greater whole. It describes the very compound term ActRaiser, a portmanteau I'd expect to see in a game jam ditty. What distinguished this amalgalm of systems from others around the turn of the '90s was this focus on story, not just another player-fellating genre hybrid for its own sake. It's because this adventure makes a micro-critique of our indulgence in power fantasies, and their relation to founding myths, that the individually unpolished bits you interact with remain fun and worthwhile. Perhaps the harvesting and trading of offerings between the cities is a fetch quest underneath, but it rarely feels that meaningless. I just want to gift the Kasadoran a far-off tropical remedy for their troubles, or clothe the citizens of icy Northwall in wool from Aitos. And yes, the final platforming gauntlet might as well be a greatest hits of the adventure's most irritating design quirks, but damn does it push all your skills and patience to the limit. This potion Quintet's concocted leaves a mysterious aftertaste.

Debut software on vintage PCs & consoles could often vary wildly in robustness. Every developer getting something to market on Day 1 has to learn a newly enhanced architecture as quick as is feasible, a feat many can't achieve. ActRaiser stands toe to toe with ritzier, more sophisticated SNES classics that were still on the drawing board in 1990. Koji Yokota and Ayano Koshiro of Telenet & Falcom heritage, among a host of talented artists, go ham with color schemes that the PC-88 and Famicom could merely have dreamed of, enriching the greebles and decorative patterns of dungeons and biomes. Tasteful use of parallax scrolling, alpha-blending transparencies, and other visual effects works in tandem with clean yet florid art direction, bearing the hallmarks of paperback book covers and Dungeons & Dragons. Ayano's brother took up the mantle of music and sound design, a daunting role considering the SNES' new sample-based sound chip. I'm more a fan of Yuzo Koshiro's orchestral work within the confines of FM synthesis, another tall order for musicians and programmers of the day. But this remains one of the system's most memorable and defining soundtracks, with melodious militant marches and more pensive ambiance in abundance. Figuring out how to cram so many instruments, pitch and volume bends, etc. must have been an ordeal for him. My ears tell me it was worth it.

It's a shame, then, that the Koshiro siblings only helped Quintet again for this game's long-debated sequel. The rest of the company continued to evolve, recruiting new talent to develop more ambitious xRPGs dealing with stories and personalities both grandiose and relatable. Hashimoto and Miyazaki's startup had firmly diverged from their old employers' conservative milieu, and future triumphs like Illusion of Gaia, Terranigma, Brightis, and Planet Laika are testament to Quintet's longevity. Us players, having embodied the holiest in both mortal and supernatural ways, can only look back on the studio's works and progeny, subject to critical reverence and dismantlement alike. Somewhere, out in the cosmos, The Master could be liberating new planets, or perhaps dooming them to the curse of civilization we're all too familiar with. That builder's spirit, a lathe of heaven…it's rarely if ever about reaching the end, but savoring the stops along the way, those flips in perspective. ActRaiser toys with players and the perspectives offered to them, engrossing us in the champion's cause while suggesting that this isn't the best of all possible worlds—just the one we must cherish.

Suffice to say, I'm not looking forward to all the gratuitous changes I'm spotting in ActRaiser Renaissance. The most I can gather is that its deviations can't harm the original ex post facto. Until next time, I'll just be listening to Fillmore's FM-synth beta version in the green room.

Reviewed on Mar 18, 2023


3 Comments


1 year ago

real

1 year ago

I don't remember which philosopher said it (or if it was a philosopher at all), but once I read that a truly benevolent and all-good God would eventually destroy itself; after all, only by ceasing to exist it would be able to give humanity real freedom and autonomy, which are the greatest gifts it could have ever give to humankind.

The ending of ActRaiser makes me remember these (famous? I really don't know where I read them!) words. The Master brings humanity out of the formless chaos of the world and guides it until he's not needed anymore. Once his work is done, he just... leaves.
That paraphrased quote sounds familiar, but I can't place the person either. It sounds like a popular tautology along the lines of writings by Hume and other skeptics, and I would agree with it at first glance. ActRaiser isn't too concerned with notions of free will, as the player's godhood safely proposes that all you're doing for yourself and your subjects is according to plan, not some set of impulses. There's not much bureaucracy for The Master and the angel to manage, but it's enough for the game to say your actions directly mold this universe and the outcomes of others, hence any "evil" you partake in remains compatible with moral cause.

I definitely think ActRaiser refutes the common theodicy that evil in this world is just part of God's will, that one cannot remain faithful without accepting undeniable pain and suffering as part of His Plan. After all, if I really wanted the people of Fillmore to live happily forever—not as earthquake victims for the sake of increasing my godly power through newer better homes—why not just stop playing the game? The intertwined action and sim parts of the game's design ensures that your success always comes from some combination of might and faith, invariably leading to harm as you warp the earth and its residents to your image. The ending zoom-out suggests to me that, in moving beyond The Master for moral and existential validity, this world itself rejects you, their old god, on the basis of inability to provide for them as new, unknown conflicts and questions come into play.

What our avatars excel at no longer matters to a functioning, self-sustaining globe of civilizations, at which point our archetypal divinity, diluted across societies, is irrelevant to practical needs. Now factor in allusions to Kojiki mythology and the characterization of Japan as once wildly different cultures and geographies, united first under the seeming presence of godly and demonic powers upon the world, then later by an unillusioned and unheroic acceptance of reality as it is, without personification of phenomena. At the end, the player's asked to interpret the why of the zoom-out, the fade into black for this world clashing against the triumphant but spartan credits slides. I don't think ActRaiser is proposing anything that deep or unique here, just skepticism toward the utility of creation myth and heroics in our world where evils exist despite all the dogmas, good deeds, and clinging to faith.

I could probably make a list just for games whose stories, both textual and mechanical, contend with the problem of evil in its many variations. This game really lingers on "what becomes of a god's world once it's saved from suffering and turmoil?", something we deal with today as less and less people profess Abrahamic and polytheistic beliefs and identities. I think that's what captivates me so much about ActRaiser compared to, say, an adventure game tackling these questions head on. It sneaks these questions into mind through its twists and genre blending to great effect.