This review contains spoilers

「これは英雄の物語ではない」
「装甲悪鬼村正の物語である」

What defines a kamige? A sacred Japanese text enhanced by a very high technical level of production? A story of galactic proportions that manages to keep its feet on the ground by proposing a comforting and realistic philosophy of life? A game that knows how to combine rationality and the pursuit of happiness? Soukou Akki Muramasa meets all these criteria.

COMMON ROUTE
The political fresco on which the story will take place is huge (Yamato Empire, Rokuhara Shogunate, GHQ, Great Britain, the League of Nations, the Russian Empire, the Grunedrahe Gezel Shaf, the American Independents, the Germans, the Emishi...) and it is brought in a very clever way with the ingenious first chapter. Soukou Akki Muramasa is a story of gigantic proportions that manages to make a good part of its setting intelligible directly in its first hours. The rest is gradually revealed, as the real plot progresses. Because the true subject of Muramasa isn’t the eternal geopolitical conflicts, or even the internal politics of a country, but all that is revealed much later... The foreshadowing is also very well thought (for example Kanae mentions Shishiku’s interest in Yuhi as soon as they first part ways in the very first chapter). Chapter 2 already presents a somewhat naive version of the real problem of this vn, namely the relationship between the weapon and its master: who dominates whom? The characters are all very much charismatic, and the four generals of Bakufu all inspire a form of deference as their power and nobility are palpable. Even the shogun (who only shines in the last route) is extremely imposing.
The first confrontation with Sorimachi is exceptional on all levels. I don’t think anyone was expecting that level of rawness so soon: 「悪鬼!殺した!」「俺は、俺の邪悪をしんじる!!」
Finally, chapter 5’s narration was an awesome ride from the beginning to the end with multiple twists here and there.

HERO’S ROUTE (ICHIJOU)
The Way (理) of Justice, of Power, of the usefulness of killing to apply it. 「誰かの敵は誰かの味方。 誰かの悪は誰かの善。 刃が生命を奪うとき、必ず善と悪は諸共に 断たれている.」Ichijo is blinded by her ideals (as all the characters of the vn will be in the end): she even admits at the end realizing that she is but a mere killer clearly in the wrong... but she still has faith in her Way (“I believe in my evil !”), even if it means believing in a future as ridiculous as the one where all the Evil of the world will be purged from her blade.
The Fudaraku castle infiltration arc was great from start to finish: the backgrounds, the multitude of new characters, the little romance between Shiro and Sakurako, the character-writing masterclass that is Yusa Doshin (he represents all the 婆娑羅 -basara movements - i.e. a being of passion, slave to his desires, living in absolute excess, reckless and ruthless). And the confrontation at the end between Ichijo and Doshin's page almost made me break my desk, so much it gave off rawness and intensity.
The scene before the final duel with the Crown soldiers massacring a village makes a sharp criticism of the military's violence against civilians and the way governments do everything to stifle outbursts (which the recent wars in the Middle East have taught us readers hard): 「YOU ARE GUILTY」(yes, Kageaki does say that in English).
The final fight… The narration and bgm were incredible (as in all the previous ones, but this one was something even better). I have NEVER read anything like this, it's just unheard of, and I'm just getting started. One has to read it oneself to believe it. The way the story builds its own mythological identity while honoring the Yamato-damashii and the history of Japan is bluffing of narrative and thematic efficiency.
What is justice? What is evil? What is their end, their meaning, their place? Man has always asked himself these questions throughout History. Kings and priests, warriors and poets, merchants, farmers... An infinite number of men and women have dedicated their entire lives to get just one little part of the truth. And we cannot do better. We must follow our paths, our Ways, to the end, in madness and suffering if necessary. This is essentially what I have learned from this first route. One must suspect that the final solution is not yet fully revealed, but one can already begin to imagine its structure at this stage of the story.
「邪悪断つべし!」, 「正義断つべし!」

REVENGE’S ROUTE (KANAE)
The polite interactions with Kageaki are so much fun to read, he has a way of expressing himself that is simply hilarious in its excessiveness (and his VA is perfect). Thanks to them, the moments of peace make the reader feel a real spiritual tranquillity. While the action phases also fulfill their function by offering a perfect immersion in their themes (horror, strength, technique, aikido, bushido) as in their technical aspect (tsurugi UI, 3DCG models, soundtrack).
Kanae’s is the most politics-focused route and yet I see it only as a pretext for the characters (and Ittetsu) to elucidate their existential questions, their Way. Because they are well dominated by their Way, to the extreme. But there is still a few non-trivial messages that Muramasa wants to convey and in particular the relations between the Japanese and the "newcomers" that are the GHQ in Muramasa and the Americans in our real history. One scene comes to mind to illustrate this point: when Kageaki visits the GHQ base during his detention. He says something like "It hurts to admit it, but they are the superior race. And they know it very well. They sincerely believe that their Way is the best for everyone." This is the perfect explanation of the "submit and live in peace" vs. "suffer and keep one’s honor” conflict. All this is even clearer when Kageaki rejects Canon's proposal to ally with GHQ (and he even allows himself a dig at the colonial policy of the British Crown). Chachamaru's remarks in the last route (during the first breakfast) about racism also develop this aspect.
Shishiku, crushed by his ideals and his honor. Kanae, by her thirst for blood and revenge. "The origin (起源) of men is unchangeable," says Sayo before the final assault of the route. What a treat it was to find him in the Devil’s route under his true face, or rather with another mask: the one of a man who has lost everything, sacrificed everything (his father, his bride, his siblings...) to honor his clan and his country. He lacks a brother, a rival with whom to push each other forward. Seeing him grow fond of brainwashed Kageaki was genuinely touching.
I should also point out that the voice-acting is the best I've ever heard in a visual novel. Huge shoutout to Yuusuke Ishikawa (Terashima Takuma, Kageaki) and Kana Yoshikawa (Wakana Sakuraba, Kanae) who are just WOW WOW WOW.
Soukou Akki Muramasa is an inspiring work. By pushing its characters and thematic developments to their far end, the reader is inevitably led to reconsider his own vision of the subjects treated. It sounds naive, but I received some real slaps in the face. I thought I was reading yet another attempt to transcribe Nietzsche’s Beyond Good and Evil, so what a surprise it was when I realized very quickly that it was totally different! It is a Japanese work, which praises its culture and its intellectual heritage, and, if dilemmas that are usually found in Western philosophy are sometimes evoked, it is only to show how far they are from Soukou Akki Muramasa's approach.
The tea scene in the garden between Kanae and Kageaki finally made me realize how Muramasa is a love letter to the Japanese language. Almost every scene (and all the fight scenes) opens with descriptions of nature, in the manner of traditional haiku. These brief descriptions simply describe a sensation, a momentary emotion felt by the characters (Kageaki mainly). They never use complicated metaphors or any stylistic devices. Like the whole work, these scenes of calm before the storm shine by their simplicity and their authenticity. Muramasa is not a visual novel that asks the reader to look for a deep meaning to each sentence (as Subahibi would do), but simply to feel what each scene tries to convey.
Japanese people have a very different relationship with nature than Westerners, because of their respective languages. Nature is an integral part of Soukou Akki Muramasa. One just have to look at the phenomenal amount of background representing Yamato under all seasons, under all climates, in the countryside, the mountains, the city, its castles, its luxurious rural houses...
It is by the way much interesting to analyze the relationship of Japanese people to nature through the use that Muramasa makes of it. Beyond its luxuriant natural environment (this quality could be attributed to almost all the countries of Earth — but which is nonetheless relevant, particularly in terms of the specifically Japanese awareness of the passing seasons), another fundamental aspect helps to explain this relationship: the absence of a Christian tradition. In the Christian ontotheology of the world, God is the source of all existence. Nature is a help to man, or even a companion, but it cannot give him salvation. Men seek God (see the connection with the schemes of Professor Wolf & Co.) and desire to find peace in Him. Even nature shares the anguish of mankind and expects salvation from God. In Japan, God as a creator is absent, so men try to console themselves by immersing themselves in nature. A very good example to support all this is the romantic movement of the 18th century, when the Christian influence started to decrease in the West. The Romantics' tendency to immerse themselves in nature produced results similar to the Japanese experience of the physical world. But despite this similarity, the long Christian tradition exerted its influence, and even the Romantics could not fully surrender to nature (Wanderer's Nightsong II, Goethe).
Let’s also add that the Japanese have entrusted themselves to nature from the earliest times, seeking to merge with it when something happens in the human world. And it is in doing so that the 心 – "the Japanese heart" – was born. Without doubt, the Japanese seek to lose themselves in nature because the complications of human relationships operate as a driving force.
The Japanese do not feel a separation between body and soul, unlike what happens in the consciousness of Westerners. Nor are they worked by the Christian conflict between spirit and flesh, or confronted with the clear dichotomy of subject and object that is inherent in the Western tradition (Subahibi makes this point clear). But the Japanese are nonetheless worked by the splitting of consciousness between 表(omote: the public side of things, what everyone can see) and 裏 (ura: the hidden side of things, what shows through when the varnish cracks, the dark, even negative, or simply intimate aspect, the interior of the house). These two notions can be found explicitly or not throughout the reading of Soukou Akki Muramasa. For example, in tsurugi aikido, each movement has these two forms: the 表 form is a confrontation from above, when the performer is stronger than the opponent; whereas the 裏 form, a priori defensive and disadvantageous, consists in accepting and using the opponent's movement (even if both forms have as a principle to use the strength of the latter).
The most common example of this would be the notions of 建前 (tatemae, the conduct and opinions one exhibits in public) and 本音 (honne, the true feelings and desires). Kageaki is dominated by his 建前: he never acts impulsively in society. For example, he shows a borderline comical excess of respect to his interlocutors (even towards infants, which is hilarious in Japanese).

DEVIL AND DEMON ROUTES (CHACHAMARU, MURAMASA)
When Chachamaru brainwashes him to simplify his 表/裏 conflict, it is to leave total control to his 本音: "I am nothing but a sword". In reality, it is his will that he has lost, Chachamaru has standardized his 本音(表) for him to act more efficiently. This explains why Kageaki was more...blunt in his interactions (and also his short relationship with Shishiku).
This is a mistaken view of the 無想 (musou). Thinking to empty all of his mind, Kageaki actually erased only a part of it: his 建前(表). This is my interpretation of Kageaki's internal conflict in this part of the story. I admit that I didn't quite understand what the 無我 (muga) was, the total absence of self, of essence. From what I understood, it is not only emptying one's mind, but also one's entire essence, to become only the avatar of one's ideals, here justice and retribution. However, when Doshin explained all this, he started talking about letting the collective unconscious dominate his will, which leaves me more than confused. Maybe I should understand that Kageaki was supposed to fight on behalf of the whole planet, for the common good, and not only according to his own selfish desires (i.e. to protect Hikaru). I am well aware that the ultimate key to Muramasa lies in this precise internal conflict, and I intend to think about these reflections in parallel with a study of the relations between aikido and Buddhism.
(From now on, my thoughts are even less structured)
- Soukou Akki Muramasa is a self-aware work. There are many references to the very fact that it is an eroge (the meta jokes between Sayo and Kanae, Yuhi's opening monologue in chapter 1, Hikaru's dream, Chachamaru's remarks) and it pokes fun at its own tropes a lot.
- Emishi (蝦夷) is the word used by the Japanese of the Nara and early Heian periods to refer to the indigenous people of Tohoku who refused to bow to the authority of the Japanese emperor. The game uses the same spelling to designate its characters, fantastic in their appearance but realistic in what they denounce...
- Realizing that there is no absolute Good and Evil is fine in itself (or more specifically, establishing that the boundary between these two notions lies in one’s ability to reject the value of life), but how do we apply this truth to resolve (or simply act upon in times of) war?
- Each route shows very nuanced opposites and takes the time to present them well so that the reader is completely engaged. Even with Kanae's route (who is the character I found the least interesting in the whole vn), I LIVED the final battle from my chair. The opposition between the shogun Ashikaga and Hikaru about what should a conqueror be (Fate/zero’s banquet of the kings): conquest for the sake of conquest, to satisfy one's Way; and the conquest by desire, by love (somewhat misplaced), because without love, there is only futile glory.
- Shoutout to the goodbye scene between Kageaki and Akitaka. Sunset, remote hamlet (when I say that nature should be considered as a character itself, as it is so important to the story), only a few sentences, but how heavy are they: 「済まない」
「謝られる筋合いですらありません」「.....そうか.....」「......」 INCREDIBLE. Father and son have nothing more to say to each other, they understand each other too much. Note that Akitaka, like his son, has always been dominated by his 建前, he has never been able to free himself from his responsibilities and his code of honor to follow his desires (to be with his family, to see his daughter grow up).
- A grandiose finale that wonderfully concludes all the narrative threads of this immense story. The climax was breathtaking in its emotional power, I’m still trembling.
- Each antagonist was able to shine by his opposition with Kageaki on an aspect of his Way: the teacher, Captain Nagasaka, that Kotaro じじ, Ouji Suguru, Gargett, the bandit’s brother. But the absolute GOAT, the MONSTER OF MURAMASA, THE ULTIMATE ANTAGONIST, SORIMACHI ICHIZO 「湊斗景明の敵とは。。。雪車町一蔵なのだ」,
- In the end, Soukou Akki Muramasa says no to all of its themes: the Heroes to begin with, their ideals of Power and Justice, the will of Revenge, Good, Evil. Even the protagonist who denies the existence of justice in this world throughout the story, seeks his salvation, his Way, only through an execution that would deliver him from all his sins (hence his unhealthy fascination with Kanae in her route).
- War is not the struggle between good and evil, nor an exercise of honor or justice. War is only an act of destruction towards life itself to satisfy one's own arrogance.
- One must never become a Hero. Murder should never be a selfless act. If you believe that a person should die, then kill them yourself and for yourself. This is basically what I understand from Muramasa: 「人を殺してでも人を救いたかったからだ. 嫌なら、やらん。やりたいから、やったのだ. ……当たり前のことだろうが?本当にやりたくない事をやる人間が何処にいる?殺したいから殺す. 俺は……俺の邪悪を信じる.」
BUT
But men continue to live: nothing is finished. Because unlike weapons (tsurugi), even without a purpose, the heart of men continues to beat. It keeps them alive, forcing them to face a living hell of guilt. It remains to be seen what lessons they will learn from this. The story of Soukou Akki Muramasa is over, but its actors are still there, without a stage to play on (Ten, Fukumoto). And here we have what makes this visual novel a kamige amongst kamige, the ultimate work of art.
Kageaki's harakiri to kill Hikaru did not meet the ultimate principle of aikido (合氣道), 和(harmony, peace). To go back over these events, to elaborate on them, would be to insult their ineffable wisdom, their philosophical power, and also to betray a certain modesty that I hold because these last moments touched me on a very deep level. All I can say is: if you have delved this deep into Muramasa, if you have reached this jewel, then you know. The answer is now within us readers, it is up to us to act accordingly. And let us never forget:

「和を以て貴しとす」

Thanks to Narahara Ittetsu for writing this masterpiece that will forever live in me, to NamanikuATK and his team for the sumptuous illustrations and backgrounds that brought the story to life, to Ishiwata Makoto for the impressive tsurugi designs, and to all the people who worked on this project. Thank you for everything.

「―そして、物語を読み終えて現実に立ち返るたびに、一抹の淋しさを味わった。」
「堅物な青年。衒学趣味で懐古趣味、そして書痴の青年。けれどもその実体は。夢見る一人の男の子。憧れながらも、現実にはないと諦めて。幻滅と読書と想像の果てしないワルツ。そんな男の子の前に現れたのが。。。」

Most beautifully written thing I've ever read in Japanese. An oneiric experience, I fell in love with Mareni's prose. The text feels rhythmic, never boring despite its sheer density; I joked about it with a friend but it felt like reading a Balzac or Zola novel, but with all the textual complexity the Japanese language can offer. This man could describe the most mundane thing ever, like a cat crossing the street or paint drying on a wall, and I would be BRICKED UP through it all. Now imagine the h-scenes... Also, as strange as it might sound, the greatest appeal of the game to me wasn't even the enthralling nostalgic 世界観, but rather the seductiveness of the heroines. Each of their features is detailed in such a delicate and erotic fashion, I was DROOLING at almost every Emilia scene. Music was very good too. Looking forward other Mareni titles.

Themes of gigantic proportions with the original metaphysical conflict between order and chaos as a guideline. Which one is preferable for a better world, now that the old one has lost its God? Consciences are finally freed from the yoke of divine omnipotence. Where should we go now that we have lost our guide?

All of this goes far beyond our human finitude but, and this is where SMTV shines in its philosophical presentation: we come back time and time again to discuss man's place in this cosmic balance. This is how the game manages to keep its feet on the ground to lay the foundations not only of its plot but also simply of its engagement with the player.
Each character, however obsessed with his ideals, faces at least once a period of deep questioning either by slow introspection or by coming face to face with the consequences of his choices. God dead, what becomes of man? And, as best as they can, beyond good and evil, the characters look for their answer... SMTV has not made any mistake in the description of this very Nietzschean process. The death of God is not an end, it is the beginning of human transformation. Man is a bridge, a rope between "subhuman" and something else, something greater (or rather the chasm that separates them...). He then goes through three essential stages for his advent: the accumulation of knowledge, without reflection (monologue of the prologue, prelude of the Armageddon); the destruction of the whole of knowledge, of what was held to be true (the great war of 18 years ago and its final deicide); finally, the rebirth ex nihilo, from nothing. This last phase of creation, pure of new knowledge and a new morality, is perfectly embodied by the existence of the Nahobino. This is why its existence is taboo in itself.

There might be avenues for reflection too on the slow decadence of the human being, relentlessly crushed by society and a city that never stops growing. The enormous Tokyo map, the bland everyday life at high school, only punctuated by bullying and fear of abduction...

The exploration is awesome. The size and quantity of elements in each level are so huge that managing to keep consistency in the inimitable aesthetic and gameplay is a huge achievement. Because the demons which populate this Tokyo devastated of all human life are well alive, in every possible aspect. Their artistic diversity (Masayuki Doi has done a monumental work on the designs), the fact that they each have their unique animation, their completely offbeat humor (the fact that it goes against all human logic and that you have to decipher it to recruit them...), and their quantity! Their total number seems infinite (the possibilities of fusion). In the end, even if man is the main subject of SMTV, it is through our interactions with the demons that we become aware of certain things that would bring us closer to a definition of "life", "humanity"... What does it mean to be alive? You have to ask the myriad of deities, dragons, fairies, snakes, and other mythological creatures that occupy the Da'at. The latter term, which refers to the hidden sefira of the Tree of Life in Kabbalah, also refers to knowledge, self-awareness, and thus the ability to make decisions for the good of all. Quite fitting.

SMTV shines again in its huge architecture, in these dungeons in which we feel tiny and lost in front of more and more gigantic bosses. I am not particularly familiar with the districts of Tokyo so I may have missed some easter eggs referring to the real-life locations. However, it was a pleasure to discover the city this way: Akihabara, Sukiyabashi, Ginza, all the famous districts are there in a way that amplifies, even more, the mystical side of the adventure.

The cinematography and the mise-en-scène of the cinematics were simply epic! Although the quest is far from being an epic: no initiatory quest, no heroism or sentimentality, no power of friendship, etc.

And the game is hard, very hard (for me anyway). It's not only about complicated fights, which is an easy problem to solve in an RPG that allows us to gain experience and increase our stats. Atlus is, as usual, much crueler than that. SMTV is a marathon: the fights are numerous, very numerous. And there is no question of asking our companions to resurrect us: our death is equivalent without delay to the fateful game over. It is up to us and only us to build our team by convincing our opponents to join our camp, an additional pressure. And then to fuse them strategically.
The members of our party, whose statistics are entirely customizable, only have a limited number of skills. This means that you have to be willing to make many sacrifices from the long list of available spells. Knowing that a deleted skill is permanently deleted. A mistake in our path can be very disabling in the long run.
2 points to lighten this up:
- The combat system is great: touching an enemy's weakness gives you an extra turn, attacking him on one of his strengths makes you lose one. This is also true for your opponent. The tactic is then to gain turns while reducing the opponent's turns.
- And the fact that there are so many side quests and elements to explore in parallel means that you rarely have to "farm the hard way".

I had high expectations and I was still hit in the feels by this masterpiece. The evolution of the side characters, the crazy fights as always, the conclusions of Misaki and Masaya, the SUBLIME CGs... (one of the most visually impressive eroge I've ever seen) even the moege parts were a treat to read.
This is the worthy conclusion of Aokana. The ending is beautiful.

An immersive (perfect sound design, interesting world-building...) and contemplative game, whose goal is to make you feel the calm and serenity of a walk in the wild. Nature is deprived of (almost) all civilization since the Calamity. Only ruins remain, allowing you to imagine as you want what happened, hence the quest for memories. The shrines and dungeons are very clever and fun to go through.

This review contains spoilers

Subahibi is a complex game, on the surface a long and superficial philosophical exposé punctuated by scenes of unprecedented violence and cruelty, but in reality, a story of unequaled depth.

"Diskontinuierliches Dasein". The contemporary meaning of the word Dasein was developed by the philosopher Martin Heidegger. It is how he was referring to the human being, a being aware of his own metaphysical specifities.

1. Heideggerian interpretation of chapter 1-3

Both DTRH2 and It's my Own Invention propose, in their slow spiraling descent into chaos, a methodology similar to the one of Martin Heidegger in Sein und Zeit.
Before going on with the dialogue between these two works, one must keep in mind the ontological distinction between Being (das Sein) and beings (das Seiende). Basically, the beings (the Seienden) are everything that is, that exists: a table, a computer, a man, the sky... Whereas the Being describes the very fact of being a being (a Seiende), of existing: the fact that the sky is the sky, that man is man, the fact that there is something rather than nothing.

Starting from this distinction (greatly inspired by Schopenhauer's in "The World as Will and Representation"), Heidegger founds a new method to analyze and understand reality. He distinguishes four ways of approaching and studying our world:

(1) A classical approach, which he calls ontic. This one only deals with beings. To understand the sky, one must analyze the composition of the air, of the sun's rays. To understand a man, one must look at his socio-economic dispositions, his professional background, etc. This is generally the dimension of pure science and most social sciences. Art prefers to go deeper.

(2) The second method is already aware of the difference between what is (the beings) and the fact of existing for the beings (the being, the Sein): it is the fundamental ontology. We are aware that our world is not based on anything tangible, that by going too far up the chain of causality, we arrive at nothingness, the complete mystery (what Schopenhauer calls the world of the will, what Nietzsche calls the will to power, what Freud calls the unconscious drives, etc.).

In Higurashi for example, Ryukishi develops a fundamental ontological examination: the narrative does not ask who is the killer, but rather what creates the killer? Answer: the abyss in us, the monster in us. Dostoevsky in Crime and Punishment too. They look for the causes inside this world of the will, which is free of any rationality. But we know for a fact that we can't understand it. So we contemplate its mystery and let it devour us.

(3) The ontotheology. Even if Heidegger was the first to synthetically formulate this paradigm, he was not the first in history to realize that universal contingency (the fact that all our reality is fundamentally based on nothing, it could be, but it could also not be). Ontotheology consists in going beyond this problem by positing the existence of God. This is what the Cartesians (Descartes and his friends) did.

It is rarer to find this vision of metaphysics in art, but it is not inexistent for all that. Here is an excellent article examining the links between Subahibi (and the other works of Sca-Di) and ontotheology: https://beneaththetangles.com/2018/04/25/sca-di-and-the-question-of-god/

One can also extend the divine conception by simply considering the establishment of a first cause as omniscient and omnipotent. This is the case of Takuji's mother in It's my Own Invention: her power (even "imaginary") is the cause of Takuji's whole world, his whole being (Seiende) revolves around her influence. She knows everything, hears everything, and can do everything.

(4) But Subahibi goes further, much further. What if, when confronted with the abyss, we decided neither to turn back (ontic), nor to simply admire its depth (fundamental ontology), nor to stretch a rope to overcome it (ontotheology), but to analyze it methodically? Sca-Di proposes an ontology (simply “ontology”) by trying to draw up, in the manner of Heidegger, the analysis of what makes beings beings (what makes them exist). What makes the "real world" real?

In DTRH2 and IMOI, Yuki and Takuji both see their reality collapsing little by little, and are forced to examine it, not by conventional methods (counting days, questioning their entourage) but by a deeper approach in its metaphysics: they wonder about their human finitude, about their relation to time, to their Wonderful Everyday.

That's the method, and what about the answer? What did Yuki mean by "Live happily"? To find happiness in the calm of everyday life despite all its problems - and not to look for any metaphysical meaning in an afterlife - since death does not exist (since it belongs to the realm of being/Sein, which is beyond us)?

This is the real challenge to overcome and probably even the limit to a Heideggerian reading of Subahibi. For Heidegger, the acceptance of death constitutes the foundation of happiness because it alone allows one to live each moment with acuity and lucidity. But he does not glorify death for all that; rather the fact of confronting it by assuming one’s being.

Another attempt to respond to the "Live happily!" that came to me before I reached the first ending was our relation to our temporality. Heidegger tried (but he admitted himself he did not succeed) to answer the mystery of being by an analysis of the links between temporality and the human being. I was thinking of the title "Wonderful Everyday", of existential authenticity, of the anguish of everyday life... And of chatter (das Gerede), a notion that bridges well with Subahibi's second reading, based on a philosophy of language and communication (Wittgenstein here we are, at last).

Side note: Sartre's thought is also referenced quite a few times in IMOI: the existential anguish due to the awareness of the universal contingency (Sartre's nausea is heavily present in the infamous scenes of psycho trip delirium), the speech of the demiurge that is Ayana to the Wakatsuki twins in IMOI introduces well the ideas of "Existentialism is a humanism"... And Sartre is in the worthy philosophical heritage of Heidegger.

Subahibi posits the necessity to rethink man from his finitude. Traditionally, philosophy has always defined man in relation to his rationality (characters of Higurashi try to unveil the mystery through reasoning) and has forgotten that he is fundamentally a being conscious of his finitude (characters of Subahibi instead cannot rely on their reasoning because they have realized that it is not based on anything tangible in their world).

Indeed, contrary to the Gods who are full of being (full of Sein, full of themselves), the man is a finite being, therefore in lack of being. This is why he is not inscribed in necessity but open to all possibilities. It is his incompleteness (and thus his fundamental indeterminacy) that opens him to all possibilities. Originally indeterminate, it can become anything.



2. Logical-mathematical interpretation of Subahibi's meaning (Wittgenstein, Gödel)

Jabberwocky was absolutely amazing to discover. "it's worth hanging on through the first few chapters", yes I understand what they meant. The multiple personality twist hit me like an epiphany.

It is well known that the whole game is based on the philosophy developed in Wittgenstein's Tractatus logico-philosophicus. This is the reading that has been the most discussed because it is the one the author had in mind when he wrote Subahibi. I am far from being an expert in analytic philosophy and I don't think I have anything relevant to add that hasn't already been said. The notions of inner world / outer world and the Sense of the world have all been perfectly explained by anons who are much more knowledgeable than I am about these things.

I’ll just draw a parallel with a massive result in mathematical logic: Gödel's incompleteness theorems. These are like the symbolic generalization that the meaning of a world cannot be held inside the world itself. Like in the theory of interlocking realities (Ayana -> Yuki -> Tomosane), Tomosane's world sense rests in a more general world, Yuki’s, and so on.

Before building an arithmetic (or an algebra but we usually start by defining basic operations between natural numbers), one presupposes axioms, and before even formulating these axioms, one presupposes a way in which things work. Beyond maths, this is very similar to the language theses of Wittgenstein. And Subahibi makes no mistake in this presentation.

Another very interesting analysis linking these elements to a triumph of fiction over life: https://constructedheroisms.wordpress.com/2016/09/27/practicum-for-aesthetes-2-using-metafiction-cyrano-de-bergerac-in-subarashiki-hibi/#more-795

Traditionally, we have understood the work of art in terms of aesthetics. However, Heidegger apprehended it from the Being and thus approached the essence of the work of art. The work of art is not a tool because it does not fulfill its essence by its handiness. The work of art reveals the Being. Now there is actual food for thought and that article truly delves into it.

3. Sexual violence and final emotional impact

The bad reputation of the game lies in its scenes of violence (sexual for the most part) of unheard-of violence. They are really shocking, numerous and sometimes they follow each other for long periods and you feel dizzy in front of so many exactions.
That's why chapter 4 "Looking-glass Insects" warms the heart after the previous insanities but falls once again in extreme explicitness...

A very interesting vision of the problem in the article on God that I quoted above:

“I suppose porn, by definition, exists to give sexual gratification. In that case, SubaHibi does not really have porn because the sex scenes are, by and large, sexual violence with many disturbing and disgusting details. While there are other plot reasons for their inclusion, they also exist to fully immerse the reader in what suffering may look like in its rawest form. It is one thing to say a character has been violated; it is another to show you the gritty details of it from the victim’s perspective.”

The story in general seemed bland and insipid to me, despite the peak that was Jabberwocky II (which brought me to tears I admit). I had a hard time getting into the story and feeling sympathy for the characters for most of the story. I think there are two reasons for this:
(1) The overall poor quality of the text itself when it doesn't solely rely on obscure quotes (which by the way just ruined their own effects). The translation was a mess. This will be the last VN I'll read in English, I don't want to spoil my enjoyment and ruin the texts anymore.
(2) The ultra-shocking scenes just ruined the pacing.


I can perfectly see why some regard Subahibi as a kamige masterpiece that changed their life and so, but it didn’t leave a good impression on me. Despite this, I spent around 50 hours glued to my screen and passionately reading. So a worthwhile experience but not something I’ll reflect on more than this. I ordered the Tractatus so I shouldn’t be so confident about this lol.

Extra Episode (不倶戴天の君へ) was fantastic!! So much insight into the feelings of Haruki, Kazusa, and especially Setsuna. The phone clash between the latter two was brilliant, I was spellbound all along. After routes were sweet. WA2 is just the best.

Love letter to our beautiful medium and to fiction in general. The grand route is the realest thing I've read in a very long time, I cried for two hours. I've been living with these characters for the past year, they shaped my jp journey... Thank you Qruppo.

Don't expect a masterpiece of literature and philosophy, at least not in English. Dies Irae is just a fun chuunige with over-the-top action and cool chants. I need to reread it in Japanese one day because the translation couldn't reproduce Masada's prose, which is one of the major strengths of the game. The lines just sound corny in English. That's the case in Japanese too, but the game is written in a way that makes you take it seriously.

It remains engaging overall thanks to the cast of charismatic characters and beautiful drawings of G Yuusuke. Fights were a bit too explanatory but very cool. Loved Shirou and Ellie.

Similarities with Kara no Kyoukai : characters, their abilities, themes (murder especially). It is easy to see the influence that Tsukihime had on not only stay night (fate route follows the same narrative pattern as Arcueid's) but also Higurashi (paranoia, monster duality, death drive...).

Unfortunately, the game could use some pacing enhancement: you sometimes have to go through the same scenes several times since some dialogues only slightly change between the routes preventing you from skipping them while not bringing out anything relevant...

Tsukihime has a very rough narration, never truly taking time to flesh out its atmosphere. You can feel that it's Nasu's first try as a VN author: the quality goes up and down throughout the game, reaching abysmal levels of slowness (Ciel...) but also monumental peaks of storytelling (the climax of Hisui's route, Kohaku's too, Akiha's conclusion...).

Regarding the weakness in background music and sprite-coloring (although the latter didn't bother me at all) compared to stay night, it's a very interesting point in Type-Moon history. It was at the time just a 4-people doujin circle with no particular means or funds but their sheer passion. It's amazing how they evolved and managed to gather talented artists to create more and more creative vns by always pushing the technical limits of the medium; even toying with them as in Mahoyo. I'm sure the remake will go even further and probably have an influence on a scale way larger than the visual novel community.

Meakashi and Tsumihoroboshi are simply incredible, a masterpiece of storytelling.

As much as I dislike Higurashi's denouement starting from mid-chapter 7, I still highly recommend reading at least the first chapters. What they made me go through for the past three months is something I don't believe in experiencing again in my reading life. I filled up PAGES of notes writing down theories, questions, details, and stuff to solve the mystery by myself haha. I was far from the truth (obviously...) but I had a lot of fun and that's why I'd say it felt like a "real" game.

Flawed mechanics, no h scenes, extremely short routes (only did Nino's and Raiha's), a massive waste of time.

The general presentation was really top-notch, the grayish and grainy visuals intelligently serve the purpose, i.e. desolate landscapes, ghost cities, or dilapidated towns, looking like refugee camps, in which dystopian microcosms develop, and to which human heart doesn't belong.

But the coolest part is obviously the text itself. It is indeed through Judo's long sentences that we feel the most how much this universe is credible. I wouldn't say that his character is particularly fascinating, but to be immersed in his thoughts in such a raw fashion contributes to the characterization of his emotions, and thus to immersion.

"Fundamental and irrational feelings, only once we rationalize them can we call ourselves human." The desire to become human, the unconditional parental love, both are impulses with no logical basis. The heart of Tsui no Stella is indeed to attach rationality to them as best we can, through prose, through tribulations. But we are also human precisely because we find it difficult to verbalize these things. Romeo does not reveal these truths through flowery and charming dialogues. The interactions are grey, sullen, the men are on edge, and that makes them all the more believable.

Another point that surprised me as much as it pleased me was the focus on a parental relationship instead of a romantic one. This is quite rare in the medium - especially for such a big production. But it was the natural choice here: since being human is about being able to "pass on to the next generation", what better way to illustrate that than a father-daughter relationship?

It's really a good game that I highly recommend (plus it's very short). I have only one desire now and that is to discover the other works of Tanaka Romeo. In particular Saihate no Ima, Kazoku Keikaku and Cross Channel. But until then, I'll cry just a bit more: https://youtu.be/_wmrP0DOj0Q

I can't find the words to express how I feel, how I felt, and I don't think I will anytime soon, despite all the notes I've taken throughout these 80 hours of non-stop goosebumps and tears.

Thank you SCADI.

A very high budget production: whether in terms of CGs animation (Takeuchi chara-designs + Koyama art style + Tsukuri Monoji innovative techniques = enchanting aesthetic), syncronization between them, or even the sublime compositions of Fukasawa, everything is here to create an extraordinary level of immersion. The only technical weak spot would be the lack of voice acting.

The plot is quite similar to Kara no Kyoukai's, that is to say, an urban conflict between magi. The latter are more inhuman and frightening than ever. And yet... Where Mahoyo truly shines is during its more relaxed moments. Through the atypical everyday life of Soujuurou, Nasu tackles topics such as the second phase of (urban) modernization that Japan went through in the 20th century, the individualization of men in modern cities, the financial struggles of young students in precarious situations, but also more abstract themes such as facing your destiny, up to which point you should "submit" yourself (to betray your identity, to give up what defines you) in order to correctly integrate into the world of adults, of work…

The confrontations are of course not lacking in intensity since the animation and the music know how to make them lively and exciting (which unfortunately happened much too rarely in the previous vns I read).

All in all, a deeply inspiring and comforting work. The characters will live on in me for a long time. NOW RELEASE THE SEQUEL NASU ENFLURE