The Kingdom’s Shōnen Heart

R. Hutchinson
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Abstract

Taken by themselves, neither Disney nor Square Enix appears particularly successful at transcultural expression, although both are certainly marketing juggernauts in transmedia franchise operations (Smoodin, 1994; Consalvo, 2013). Disney may be understood in terms of American postwar cultural imperialism, while Square Enix is deeply rooted in conventions of Japanese storytelling. But together, somehow the two achieve a synergy in Kingdom Hearts (2002), coalescing in the figure of Sora, its youthful protagonist. This article performs a close reading of Sora’s visual character design, a transcultural melding of Walt Disney’s own Mickey Mouse and the shōnen figure of earlier Nomura Tetsuya creations. While gameplay dynamics point to a new action-adventure style for Square Enix, the shōnen characteristics of Sora’s appearance combine with his sense of loss and yearning to position the game in the JRPG genre.   Transculturality of the non-player characters (NPCs) in Kingdom Hearts is then considered. These character designs remain static, anchored to their original reference texts. Where the Disney characters fit their settings in an uncomplicated way, providing escapism and nostalgia for the player, Square characters seem to be chosen for their complexity. The use of then-recent Final Fantasy X characters Tidus and Wakka in Destiny Islands is contrasted against the use of darker, brooding characters from older Final Fantasy titles encountered later in the game. Just as loss and yearning define Sora’s shōnen character, the sense of loss manifested by Cloud, Aerith and Leon connect the player to the real-world context of the global late 1990s, speaking to Japanese anxiety following the Hanshin earthquake and Aum Shinrikyo attacks of 1995, and to the despair of ‘Generation X’ following Kurt Cobain’s death in 1994 (Funabashi and Kushner, 2015; Brabazon, 2005). Meanwhile, the deep economic recession of Japan’s ‘lost decade’ (1991-2001) connected perfectly to the post-9/11 unease in America at the time of the game’s release. Overall, I argue that the game’s success stems from its transcultural emphasis on loss and yearning, which fit not only the JRPG genre but also the sense of anxiety pervading both Japan and America at the time.
王国的Shōnen心
就其本身而言,迪士尼和Square Enix在跨文化表达方面都不是特别成功,尽管它们都是跨媒体特许经营的营销巨头。Consalvo, 2013)。迪士尼可能会被理解为美国战后的文化帝国主义,而Square Enix则深深植根于日本的叙事传统。但在《王国之心》(2002)中,这两者却在某种程度上实现了协同作用,将年轻的主角苍井空的形象结合在一起。这篇文章对苍井空的视觉人物设计进行了细致的解读,这是迪斯尼自己的米老鼠和野村哲也早期创作的shōnen形象的跨文化融合。虽然游戏动态为Square Enix指明了一种全新的动作冒险风格,但Sora的shōnen外观特征与他的失落感和对JRPG类型的渴望相结合,将游戏定位于JRPG类型。《王国之心》中的非玩家角色(npc)的跨文化性。这些角色设计保持静态,锚定在原始参考文本上。迪士尼的角色以一种简单的方式适应他们的背景,为玩家提供逃避现实和怀旧的感觉,而Square的角色似乎是因为它们的复杂性而被选中的。《最终幻想X》在《命运之岛》中使用了最新的角色Tidus和Wakka,与后来在游戏中遇到的较早的《最终幻想》游戏中使用的黑暗、忧郁的角色形成鲜明对比。正如失落和渴望定义了苍井空shōnen的角色一样,Cloud、Aerith和Leon所表现出的失落感将玩家与20世纪90年代末的全球现实环境联系起来,讲述了1995年阪神地震和奥姆真理教袭击后日本人的焦虑,以及1994年Kurt Cobain去世后“X一代”的绝望(Funabashi和Kushner, 2015;Brabazon, 2005)。与此同时,日本“失去的十年”(1991-2001)的深度经济衰退与游戏发行时美国的后9/11不安情绪完美地联系在一起。总的来说,我认为这款游戏的成功源于它对失落和渴望的跨文化强调,这不仅符合JRPG类型,也符合当时日本和美国普遍存在的焦虑感。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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