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Who invented death game genre?

First, a bit of background. Uno Tsunehiro argues in his 2008 book Imaginations in the 2000s that the forerunner for the genre of the “death game” – or Sabaibukei fiction, as he calls it, is the 1999 novel Battle Royale by Takami Kōshun.

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First, a bit of background. Uno Tsunehiro argues in his 2008 book Imaginations in the 2000s that the forerunner for the genre of the “death game” – or Sabaibukei fiction, as he calls it, is the 1999 novel Battle Royale by Takami Kōshun. In it, 42 youths are taken to a deserted island by their totalitarian government and forced to kill each other until only a few remain. Battle Royale sets the standard for survival themed fiction – the events of these stories revolve around a seemingly trivial and amorally conceived game set up by a higher authority, in which young men and women must fight to the death. In Battle Royale, this premise is set up by the government to deter its citizens from rebelling. But usually, the reason why the game takes place is inconsequential to the plot; what matters is only that the reason is unsettlingly unethical. Tanaka Motoko and Uno both consider the 2003 manga Death Note, by Ōba Megumi and Obata Kento, be the most eminent example of Sabaibukei fiction. Death Note, on the surface, is not a death game in the same direct way as Battle Royale, but it still follows the same basic narrative structure – the first authority is Ryuk dropping the notebook just for fun, and soon after this role transitions to Light, who inadvertently forces himself to play games of death with L and Near. In discussing the context of when these types of stories were at their peak in popularity – the early to mid 2000s – Uno posits that because of events such as the 9/11 terrorist attacks and the changes in Japanese socio-economics by Prime Minister Koizumi Junichiro, as well as the shrinking middle class, young Japanese were drawn to stories where the protagonists actively fight for their ideals against others who do not share the same views. From the perception that higher authority was losing its ability to provide concrete morality and order came the popularity of the Sabaibukei fiction, in which authority is not something that can be trusted, and peers who should be like-minded are instead forced to conflict with each other. Without the trustworthy hand of authority to provide order in a moral way, solidarity between people is shattered as their ideals split off from one another and unifying grand narratives are lost. Now, on to Kiznaiver. After I came across Tanaka Motoko’s insightful article on recent trends in Japanese fiction, I wanted to talk about how I think Kiznaiver fits into locality of survival type fiction. Kiznaiver does not depict a death game, or even a survival game, at least not in the most literal sense of those words. Kiznaiver and classic Sabaibukei fiction – if I can even use the word classic for a genre so contemporary – share two heavily apparent narrative connections. First is the use of an in-universe construction of events as the central plotline of the story. In both Kiznaiver and Battle Royale the events of the story are authored not simply by the writer in reality, but also in-universe, by an authority such as the government as they force young people to act in a contrived scenario. Second is the characters, all of whom have different ideals and feelings and circumstances that make them, in many ways, alien from each other. However, the differences in how Kiznaiver manipulates these premises points to a more hopeful message than those explored in Survival type fiction such as Battle Royale and Death Note.

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It’s safe to say that the authority figures – government or otherwise – in Kiznaiver are more whimsical than those in Battle Royale and Death Note. The mayor of Sugimori City is shown as an affable old man, with only subtle hints made towards his more sinister involvement in the Kizna program. The Gomorin that police the city are comical and friendly – most of the time. In Battle Royale and Death Note there is a current of harsh isolation present – physically in Battle Royale by the students’ confinement to the island, and mentally in Death Note through Light’s need to keep his “Kira” identity a secret from everyone he interacts with. In both, the protagonists must disconnect from others, or risk death. On the other hand, Kiznaiver dismisses the idea of isolation – the protagonists continue going to school, and they aren’t quarantined from outside society. The first task the Kiznaivers carry out is to tell their companions their deepest secret. And over the course of the series, the seven subjects becomes closer and closer.

So, why does this matter?

Because, first of all, while Kiznaiver uses, in essence, the same expository elements as Battle Royale and to a lesser extent Death Note, it takes them in a wildly different direction while still retaining the basic structure of that genre. Death Note and Battle Royale’s social currents are divergent – Battle Royale ends with the survivors becoming fugitives in a chaotic world that is still cold and unfamiliar to them. Likewise, Death Note ends with Light’s death and with his death comes the loss of the constructed order that Kira brought to the world. The final presentations of the world in both stories are chaotic and devoid of any definitive grand narratives that those still living can adhere to. Contrarily, Kiznaiver’s thematic thread is strangely convergent in the face of a postmodern mindset, in which trust in absolute authority is waning and there is difficulty connecting with others. Kiznaiver is aware of these ideas, because both are present in it – the former in the secrecy of the Kizna project and the Kiznaivers’ subsequent distrust of them, and the latter in Katsuhira’s struggle to become closer to Sonozaki. But Kiznaiver powers through these deliberately placed obstacles as if to say, “Yes, we know society has flaws, but that won’t stop us from striving to understanding one another.” Death Note and Battle Royale use pain, death, and suffering as focuses for their messages of isolation and individuality, but Kiznaiver uses pain for almost the exact opposite. In Kiznaiver, pain is the vessel of understanding and connecting with others. And I think that’s a really hopeful and strong message to bring up in the face of a genre that generally presented a pessimistic or, at best, uncaring outlook on human interaction. To me, Kiznaiver represents a hopeful response to, and perhaps even an evolution of, the genre of the death game. Full disclosure: I actually don’t even particularly like Kiznaiver, I think it’s fine, but not anything I would consider a favorite, or even good, taken alone. Regardless, I think contextually, Kiznaiver’s subversion and reversal of Sabaibukei fiction is notable and worth exploring. So, I’d love to hear your thoughts on it down below. Hope you enjoyed the video guys, and have a great rest of your day.

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Video Description

Oh boy I sure do like me some societal context!

Extra Clarification: The term Sabaibukei means “survival story”, or “type”, or “theme” (“sabaiburu” = Japanization of “survival”). The reason it’s also known as “death game” is just because Battle Royale was the forerunner for sabaibukei and it depicts the most literally “death game”. However, it’s not meant to be taken in an extremely literal sense. It’s important to note that this is just a small slice of a bigger picture. Tanaka, M. Trends of Fiction in 2000s Japanese Pop Culture. (2014). electronic journal of contemporary japanese studies. http://www.japanesestudies.org.uk/ejcjs/vol14/iss2/tanaka.html

http://tvtropes.org/

Watch my other videos!

Kyousougiga Review: https://youtu.be/O_m2-iqbDgg

Shin Sekai Yori Review: https://youtu.be/TPpY7HnVW3Y

Tanaka-kun Review: https://youtu.be/Ml_nWwXuWZs

A Perspective on Your Lie In April: https://youtu.be/UB4DGwy-rcs

Culture in Uchouten Kazoku: https://youtu.be/pwNU3DPIacc

Why Charlotte Sucks: https://youtu.be/Hvv0OTk14pY

Contradiction in Shouwa Genroku Rakugo Shinjuu: https://youtu.be/TFoS07NpS3k

Please feel free to message me or leave a comment! It’s greatly appreciated!

Kiznaiver on Crunchyroll: http://www.crunchyroll.com/kiznaiver

Kiznaiver on MyAnimeList: http://myanimelist.net/anime/31798

~Music~(All from the Kiznaiver OST)

共有意識の認識 (Kyouyuuishiki No Ninshiki)

喪失と疎外 (Soushitsu To Sogai)

透明な想い (Toumei Na Omoi)

女の思惑 (Onna No Omowaku)

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