Tuesday, June 16, 2015

Dramatic Analysis of Persona 3: Part 1

Dramatic Analysis of Persona 3: Part 1

Forward

This is a symbolic analysis of the video game Persona 3 using dramatic analysis techniques used in theater. As interactive video games have many common elements with theater. (visual/audio information displayed, acting in the form of vocal artists delivering lines, music, scenic design, fight sequences etc.)

 It is apparent to me that traditional dramatic analysis can be applied to video games with minimal adaptation. Furthermore, while the major distinguishing feature of video games "interactivity" is a feature that limits it's analysis by the techniques used in literature, video games share that property with some forms of theater that encourage a great deal of audience immersion, if not full on participation, further justifying the use of these techniques in their analysis.

In traditional Dramatic analysis, one of the first things used to analyze a production is to discover it's "seed". A seed is defined as the central idea that that the production is set to explore. It is usually intended to be a brief statement expressible as shortly as possible, generally in a single word, a short phrase, or occasionally one or two brief sentences.

Fortunately, Persona 3 has a very, very simple seed that is more or less directly stated to it's audience. It's theme song "burn my dread" lyrics contain the essential concept of the seed repeated in poetic fashion.


Dreamless dorm ticking clock 


I walk away from the soundless room 

Windless night moonlight melts 

My ghostly shadow to the lukewarm gloom 

Nightly dance of bleeding swords 

Reminds me that I still live 


I will burn my dread 

I once ran away from the god of fear 

And he chained me to despair 

Burn my dread 

I'll break the chain 

And run till I see the sunlight again 

I'll lift my face and run to the sunlight 


Voiceless town tapping feet 

I clench my fists in pockets tight 

Far in mist a tower awaits 
Like a merciless tomb devouring moonlight 


Clockwork maze and unknown 

In frozen time a staircase stands 

Shadows crawl on bloodstained floor 
I rush straight ahead with a sword in hands 


Could touch of my trembling gun 

I close my eyes to hear you breathe 


I will burn my dread 

This time I'll grapple down that god of fear 

And throw him into hell's fire 

Burn my dread 

I'll shrug the pain 

And run till I see the sunlight again 

Oh I will run burning all regret and dread 

And I will face the sun with the pride of the living

Pulled from http://www.animelyrics.com/game/persona3/burnmydreadrein.htm
https://www.youtube.com/watch?v=boB0d7fzd1U

Upon playing through the game, it is readily apparent that the game's seed is "Burn my dread" A less poetic phrasing would be "Challenging the fear of death". This is supported by every aspect of the game, from character design, art design, game mechanics, overall plot, and plot structure, and narrative themes. While I will in later posts discuss those in full detail, I'll give a short rundown of some stronger "tells" of this being the seed.

The first, and strongest piece of evidence, supporting this as the seed of Persona 3, is of course the simple fact that EACH and EVERY single one of the primary characters of Persona 3 have had their lives touched by death, one way or the other.

Cue spoiler ALERT!

Main Character:
The Main Character of Persona 3, named by the player, while intended as a "silent protagonist" (a very common design choice in decision based rpgs). has a very explicitly stated personal backstory, and some very distinct character traits. 

The main character, in events occurring 10 years prior to the start of the game had a near-death experience. As a result, he had the "shadow" of a powerful supernatural entity representing death dwells inside him.

As such, his personal "persona" (a projection of inner identity that grants supernatural powers, in game terms) is Orpheus, the greek hero that sought to rescue his lover from the underworld. He also in the opening cut-scene invokes "thanatos" an persona of death representing the cosmic being sealed inside him burst forth in battle. 

Additionally, a central part of the game mechanics, is that the Main Character, has exactly one year to resolve the plot of the game, at which point he "wins" but at the cost of his life. During this period of time, the player makes decisions on his behalf, ranging from whether or not to prioritize academics, over socialization, how to manage his money, time and fatigue, as well whether or not to pursue romantic liaisons. 

For any player who has any idea of how the game is going to play out (not to mention the frequent in game 'hints' that the character has limited time) this essentially turns into a "I have a fatal disease simulator"

The resolution of the Main Character's conflict, that he has seen death as a reality since childhood, knows that he will die, and chooses to die, on behalf of saving his friends and loved ones is the culmination of the themes expressed of the narrative.

Yukari, and Mitsuru

Yukari and Mitsuru are two of the central female characters of the game. Yukari, is orphaned by a disaster in events prior to the action of the game, leaving her with a dead father, and a mother too busy grieving to give her proper care. Mitsuru, on the other hand, is raised by her father, and seeks to right the disaster nearly caused by her deceased grandfather. Her dad dies in a climatic scene in-game, causing Yukari, and Mitsuru to learn to face their grief of losing a parent together, and resolving to face their fears and struggles together.

Shinjiro, Ken, and Akihiko

These three male characters have a shared story line. Akihiko's brother Shinjiro is a drug addled, depressed bum, following an accident that he inadvertently caused, that orphaned the young child Ken. While initially Akihiko is more able to move forward than Shinjiro, and Ken vows murderous vengeance upon Shinjiro, in a twist of fate, Shinjiro willingly sacrifices his life to save Ken's. His willingness to directly, and knowingly sacrifice his life is a huge tone setter for the game. It causes Akihiko to resolve more directly to face his fears, and causes Ken to examine his motives for destructive vengeance, and learn to understand the value of his own life.

Junpei and Chidori

Junpei, the emotionally neglected child of a alcoholic father, is depicted early game as a lazy, petty, sidekick with major jealously issues. His character changes dramatically however, as he develops honest and heartfelt romantic feelings for the adversarial character Chidori. Chidori is essentially terminally ill, and has adopted a self-destructive "live for today" mentality. By her interactions with Junpei, she develops sincere emotional attachment to him, and eventually uses her "persona" power to create a miracle that will revive him at the cost of her own life. This both matures Junpei's character as it develops his emotional depth as a human who has to carry on the will of a fallen lover, as well as foreshadow's the Main Character's "Messiahic sacrifice" to save the world.

Aigis

A robot designed exclusively for battle, it was Aigis who sealed the personification of Death within the body of the main character 10 years prior to the action of narrative. While intially she is depicted as being emotionally detached, logical and in other words "not alive" after certain events that reveal her past with the main character she begins to show genuine human emotion, true sentience, and desires and goals that have nothing to do with her programming. When this event occurs, this is shown in game, both by her being "dateble" by the main character, but also by her voice acting both in cut-scenes and in battle sequences removing strict formal grammar and speaking in a more "natural" dialect. It is also stated both in-game, and in the post game expansion chapter "The Answer" that Aigis is the inheritor of the Main Character's will, as well as spiritual enlightenment.

Fuuka

A supporting character, that supports the team by analyzing battle information from a safe location. While she has the most "normal" story of all the characters, as all of her parents are alive, her acceptance of the reality of death seems due to the fact that she was bullied at school, and that her experiences of interpersonal cruelty make her accepting of the harsh realities of life.

Koromaru

A dog who's master was killed by monster at a shrine, Koromaru joins the party, largely because as a social animal he sees no difference between himself and his human "pack". While without actual dialogue, Koromaru emphasizes that death is a natural force that affects all life, and that grief is an universal animal emotion. 

Strega

One of the antagonist groups of the game, Strega is a group of three delinquent children who are the sole survivors of a hundred in a science project gone wrong. The three members Takaya, Chidori, and Jin have adjusted to the abusive way they were treated by adopting a "live for the moment" mentality, that causes them to be cruel, murderous and hostile to others. Takaya seeks to see the end of the world after embracing nihilism, Jin seeks only to aid his friend Takaya in his goal, no matter the cost, and Chidori abandons their warped philosophy at the cost of her life due to the influence of Junpei.

Other facets that reveal the seed:

The Evoker



It is impossible to discuss Persona 3's symbolism in depth, without discussing the Evoker. Used as a means of drawing out the user's latent supernatural powers, the Evoker being shaped like a gun, and operated by "shooting" oneself in the head, as a means of self harm, and evoking the image of suicide is a very potent symbol of having personal control over one's own death.

The dark hour/high school life


The heroes of Persona 3 fight evil "shadows" in a period of time between midnight and one-oclock known as the "dark hour" The rest of gameplay takes place in form of interactive daily events centered on daily high-school life. This is indicative of the fact, that for those that struggle with inner pain, and fear of death, they must "pretend" to be normal during daily interactions, while having personal, private struggles with fear, death and destruction in times and places that others cannot see or comprehend.

To be continued....