Showing posts with label Marx. Show all posts
Showing posts with label Marx. Show all posts

Tuesday, June 14, 2011

The Metaphysics of Anomie in Mind Game

Mind Game, directed by Yuasa Masaaki, released in 2004, comments on the no-future dialogue of alienation and anomie present in a lot of science-fiction anime. Such anime features fraught relationships with a defamiliarized self, anxieties of future relationships to technology and society and the destruction of familiar assumptions about life, and society. Mind Game is a lighthearted comedy film which indicates alternatives to a future with no free options. It postulates a more radical sort of moral agency which resonates well with Sartre's existentialist humanist ethic of authenticity which, when applied by protagonists, allows them to transcend material conditions of society as well as materiality in itself. The ability of the characters in Mind Game to become free actors is contingent on the fictionality of their being. The gradual discovery by characters of this power over the course of the film indicates a negotiation between realist and fantastic formal pressures. As the real evaporates, the space and time characters inhabit becomes more free, enabling them as agents to achieve a more authentically free self. Mind Game attempts to destroy the real as such in order to reinscribe a humanist ethic. This goal is necessarily complicated by human subjective understanding of the “real” as precluding symbolization, but is ultimately rescued from this ontological trap by an application of the moralist aesthetic of anomal jouissance which reappropriates anomie as a positive force.

Mind Game as a film is necessarily convoluted, fitting with certain themes of universality and of the common humanity of each of dramatis personae. A detailed explication of the narrative would be prohibitively long; however, much of the plot can be reduced to the arc of three main characters. Additional thematic character detail for minor characters and antagonists is described in extended montage sequences which frame the beginning and end of the film and affect the plot only obliquely. The narrative revolves around three key protagonists whose past lives have created a situation of individualized anomie. Nishi, a 21 year old shop clerk and aspiring manga artist, becomes reunited with a childhood crush, Myon. She takes him to a yakitori restaurant owned by her father and operated by her sister, Yan. Nishi is introduced to Myon’s fiancée, and sinks into a dark introspective mood which is interrupted when two yakuza agents pursuing Myon enter the restaurant. Myon’s father has taken out a sizeable loan and, in addition, has stolen the girlfriend and world cup tickets of one of the gangsters, a soccer player named Atsu. He becomes enraged, beating Myon’s fiancée and threatening to rape her. Nishi, cowering, threatens Atsu who, in response, shoots him in the butt. Nishi dies, and his soul ascends to heaven where God mocks him for his wasted life and pathetic death, and then instructs him that his soul must now dissolve for eternity into nothingness. Nishi refuses, disobeys God, and returns to his physical body moments before death. This time, he disarms Atsu and shoots him. He steals the other Yakuza’s car, and escapes with Myon and Yan from the restaurant. They are pursued by Yakuza agents and escape by ramping off a closed bridge into the mouth of a giant whale. Inside the whale they meet Jiisan who has been trapped there for 30 years. He shows them how to make the best of a bad situation, and helps them to escape from the whale. Once free, everyone is magically transported back in time to the very beginning of the movie. Myon and Nishi are still reunited but this time Myon escapes her pursuers. While at first these characters are subjugated by values they cannot effectively control, (anomie,) they soon reinscribe those values on their own subjective terms. This synthesis alienates the viewer but ultimately describes an alternative valuating praxis.

Characters in many classic Anime films suffer from a disconnect from the values of contemporary society which appear unsustainable and alien to viewers. They often suffer from Alienation or Anomie, the symptoms of which occur as feelings of disempowerment and helplessness for characters. The origins of this alienation are described by Karl Marx in an essay on “Estranged Labor”. He describes Alienation as the process by which a laborer loses feelings of ownership of the products of his labor which, extrapolated over time, alienate him from his peers, his society, and his sense of self. He describes this process, succinctly, as occurring when “the object that labour produces, its product, stands opposed to it as something alien, as a power independent of the producer”. He describes this objectification of labor as resulting in “a loss of reality for the worker, objectification as loss of and bondage to the object, and appropriation as estrangement, as alienation [Entaussenmg]” (Marx 324). In terms which can apply outside the industrial framework of class struggle, Alienation can be seen to exist whenever a person loses connection to the norms of a society or culture. Especially in a globalized framework, it’s easy for workers to fail to understand international culture and politics in terms of an internalized referent. A society collaboratively creates the world in which it exists, but individuals within that society can lose sight of themselves within this communal framework. Thus one becomes alienated from the products of one’s labor not only in the industrialized sense but also with regards to the family, the state, and the rest of what can be called humanity. Contemporary Anime illustrates this anomie by telling stories of defamiliarized dystopias where structures of meaning, (the real,) break down in a fictionalized space, (the film,) which collapses under the weight of unsustainable norms (anomie). This symbolic killing of the real-by-proxy intends catharsis, a release from anomie.

Mind Game attempts to refute this common theme in Anime of no-future dystopianism by repositioning the fictionalized chronotope and attempting instead of destroying a symbolized real, to explode the real itself on fictional terms. This is itself symptomatic of anomie, but lacks the thematic anxieties of loss otherwise present in the genre. Many anime films, especially those produced in the science fiction or fantasy genres, feature alien futuristic landscapes which, standing in for the defamiliarized real, are collapsed or destroyed by cataclysmic forces. The moment of destruction and collapse is cathartic, and death often seems an escape from something much worse. In Akira (1988), a futuristic, post-nuclear war “Neo-Tokyo” is destroyed by an alien, transhuman menace. The city is reclaimed by the sea, and a new world begins to take shape as the credits roll. In Rintaro’s Metropolis (2001), a metaphorical babel-type society is destroyed, (again,) and from the ashes a new model of subjectivity no longer constructed around the human arises. In each case, apocalypse is viewed as a positive force which elicits and foreshadows redemption, as the phoenix, only after the rain of fire. Here the alien future stands in for an eluded-to past which, hyperbolized and extrapolated to a dystopian extreme, ceases to seem real and leaves characters with no agency or positive escape save cataclysm. Mind Game recontextualizes this apocalypse, choosing as the object of destruction not an unfamiliar future but a present where the real-as-such explodes into the symbolic and imaginary. Again, a moment of catharsis occurs and an alternative to anomie is presented which collapses the possibility of a real from which one can become alienated.

One of the first shots in Mind Game is of a young woman, Myon, running towards a closing subway train door while in the foreground Nishi types a text message reading “Your life is the result of your own decisions”. This early indulgence elucidates a primary theme in


(Figure 1)

Mind Game: the responsibility of characters as agents to behave honestly. The moral progress of characters during the film shows them learning to internalize this message by following their dreams unashamedly and without fear. Thus Nishi, who at the beginning of the movie is a resentful, no-prospects youth who only dreams of becoming a manga artist by the end of the film captures the love of his long-time crush and sets out to follow his dream job and Jiisan, trapped in a whale and filled with regret and repressed sexuality, can effectively turn back time to start again with better priorities and a wiser perspective. Each character holds a similar dream but none acts positively on their ambitions, choosing instead to respond negatively to external stimuli. Their motivations and desires are constrained by passivity and regret. Nishi complains, near the beginning of the film with regards to his feelings towards Myon, “I never had the guts to make a move, always playing it safe. Always waiting for someone to help things develop!” (Masaaki 2004) Nishi is at first afraid to act positively and is afraid of the individual commitment personal agency would require. As a result, he resents his world and is ashamed of his place it it. Characters in Mind Game do not interact authentically and are not happy until they discover a release from the oppressive norms of an alienated society.

The value for this film from a moralist perspective can be equated with the existentialist humanist ideal of authenticity as posited by Jean-Paul Sartre. Sartre claims in his lecture, “Existentialism is a Humanism” (1945) that, in the absence of a priori values, man is “nothing other than that which he makes himself”(Sartre 22). Each person is thus responsible for producing their own self. For Sartre, one must establish the self as a subject, subjectively, so as to avoid becoming self-identical, an object. He claims that those who willingly negate the self are in “bad faith” (mauvaise foi), a state he describes as an unconscious lie which one tells oneself without knowing it is told. “Bad Faith”, he claims in his text Being and Nothingness, arises when “the one to


(Figure 2)


(Figure 3)

whom the lie is told and the one who lies are one and the same person, which means that I must know in my capacity as deceiver the truth which is hidden from me in my capacity as the one deceived” (Sartre 89). Sartre claims that individuals, aware of the freedom of a synthetic world, become paralyzed by choice and, realizing the extreme responsibility of this authentic ethic, suffer from “anguish” with the weight of their own responsibility. This allows them to create systems of control which abridge agency.

Here a distinction must be made between “reality” and “the real”. The Real may deny signification, but reality, as a purely subjective phenomenon, is still defined by human perception. That which makes Sartre's ethic of authenticity so powerful, especially within the morality of Mind Game is the claim that, in the absence of a priori givens, the subject is defined exclusively as consciousness and that, even including a perception of the “real” as such, “the only level on which we can locate the refusal of the subject is that of the censor.” (Being, 93). The ethic is exclusively subjectivist, and therefore has more power in fictionalized space, when engaging with “reality”. In the universe of Mind Game, characters are more radically free than they at first are led to believe. Characters deceive themselves as to their own constraints as actors, not only on the social performative level, but physically as well. Characters discover that their assumptions about the possible aren't grounded in fact. A telling example comes in the opening montage where Jiisan, coming into his sexuality as a transgendered being, goes to church and sees images of hell which cause him to repress his natural impulses. When he meets Myon inside the whale, she helps him to actualize a more positive performance of gender and of sex than was previously possible. He starts to wear makeup, and allows himself to be aroused by Nishi's body. The film also allows the laws of physics to be called into question. In an early scene, a yakuza agent pursuing Nishi & Co. as they escape by car from the restaurant falls from a speeding vehicle to the ground. Instead of a moment of brief, permanent violence as the body, constrained by laws of inertia, is destroyed, the man runs alongside the car. On his face, a moment of confusion gives way to a smug smile. He has discovered that he can defy the laws of physics. The claim of the film is that such things were always possible, but were assumed not to be. The protagonists' desperate struggle as the film progresses reveals new kind of agency outside the limitations of realist space and time which allows them to, by staying true to themselves, follow their dreams.

The moral claim of Mind Game is contingent on the existence of a fictionalized space. As characters in cartoons, the protagonists can bend time and space. This textuality is eluded to at the end of the movie, when the text message in the beginning of the film, “your life is the result of your own decisions” is replaced by another in an alternate timeline, “the story has never ended”. This message is explicitly stated before the end credits. As an animated film, Mind Game problematizes the concept of “reality” as such by postulating a chronotope where natural givens, such


(Figure 4)

as the way things look, feel, or sound, no longer exist. This concept resonates with a theory postulated by Susan Napier, one of the West's foremost Anime theorists, who claims, in a talk on the “problem of existence in Japanese animation” that animation as a medium creates “a constant state of mutability and flux, and that the division between the world of mutability, dreams, and the unconscious, and the hard-and-fast 'real'”. In an animated movie, the limitations of the text are those of the medium. Thus much that is possible depends on aesthetic choice and formal constraints.


(Figure 5)

The metatextuality of Mind Game allows its characters hitherto impossible degrees of radical freedom. That the limits of their physical beings is defined by their animators allies within the text the values of aesthetics and of metaphysics and the “real”. That the animators appear to let their creations play with the real in the film creates interesting implications for the aesthetic theory of jouissance. First popularized by Jacques Lacan and later expanded upon by, among others, Slavoz Zizek and Roland Barthes, jouissance is often described in sexual terms and is characterized as a moment of orgasm (often translated as “bliss”) which transgresses moral principles of appropriate pleasure but which excites a person to a point at which thought and identity seem to dissolve. Roland Barthes, in his late book "The Pleasure of the Text", describes the Lacanian jouissance as being a kind of sublime act of pleasure which destroys the conscious self. Barthes recontextualizes this moral discourse to illustrate an aesthetic argument. Jouissance is for him “the abrupt loss of sociality, and yet there follows no recurrence to the subject (subjectivity), the person, solitude: everything is lost, integrally.”(Barthes 39). Reading texts can give pleasure (jouir) but true bliss (jouissance) can only be described subjectively, as, within a neutral, unstructured space, the reader freely defines their own enjoyment. He attempts to describe the nature of bliss several times throughout the book, but always recoils: “"I can only circle such a subject - and therefore better to do it briefly and in solitude than collectively and interminably; better to renounce the passage from value, the basis of the assertion, to values, which are effects of culture" (34). Barthes describes this form of aesthetic enjoyment as being purely abstract and metaphysical; his aim is to escape the normative and the political aspects of writing and of reading as acts which he attempts to accomplish by positing this sort of normless, utterly individualistic form of pleasure. Within the free space of the text, any sort of interpretation is possible, readers can play freely with the ideas, situations, and characters of the text.

In a way, the characters in Mind Game are allowed the same degree of freedom as a reader of a text; constrained only by the deliberately flexible boundaries of the medium of animated film itself. Barthes claims that the end of jouissance as a textual praxis allows the reader to reapproach


(Figure 6)


(Figure 7)


their own subjectivity as an assumed reality which otherwise does not exist.“perhaps [after jouissance] the subject returns, not as illusion, but as fiction. A certain pleasure is derived from a way of imagining oneself as individual, of inventing a final, rarest fiction: the fictive identity.”(62) A central scene in Mind Game, both textually and for the narrative, shows the protagonists trapped in the whale at play. They are animated kaleidoscopically. Yan, accompanied by the Nishi, Myon, and Jiisan, performs an elaborate, heavily sexualized dance. In one part, she wears balloons, filled with water, across her


(Figure 8)

chest invoking disproportionate breasts. The balloons expand, filled with water from pumps and also with tiny baby dolls, until they burst in a way evocative of childbirth. Nishi and Jiisan strap meter-long bamboo rods to their crotches and swing around, the women dance on top in a parody of sex. Engaging the animated quality of the subject, Yan creates a collage where she throws her painted body onto a spinning canvas so that, when rotated, the moving image is of her running while her form moves as if rotoscoped. Their performance is ironic, an exercise of play in the glory of the repressed. The final scene, once the protagonists escape from the whale and after Jiisan's time-turning clock belt rewinds the past to give the team a “Second chance”, implies that in the future any number of things can occur. The tone is optimistic. For the protagonists to achieve this freedom, they must first acknowledge their own fictionality, in order to experience Jouissance. Their play reappropraites the body as a positive but anomal source of self which can escape negative or external definition. Here the aesthetic and the metaphysical become allied with the moral and that which is real can be defined to fit the conventions of a text in order to describe a humanist ethic which values individualist agency and collaborative gain. This “play” of the real and of the self within the real can be seen as an attempt to refute or provide alternatives to anomie as tragedy. Characters are differentiated and individualized, but are presented as persisting surrounded by individuals. Cooperation is privileged, as in the final scene of escape, as a means of reconstituting a community along more sustainable ethical lines. Pre-existing sources of meaning are destroyed or reappropriated away from models of the real outside the text. Characters are reunited with each other and with their own fictive selves such that the alienation established at the start of the film is by the end abolished.

Given that for characters in Mind Game the free agency of the denouement is only available because as moral actors they have come to understand of themselves as fictional and have thus exploded the real as symbolic and as a outer limit to human agency, it remains to be seen whether the film can posit an effective moral alternative to symptoms of anomie and whether it is constructive for real human beings to imagine themselves as fictional. The agency, morality, and communality as a refutation of the aesthetics of anomie for protagonists of Mind Game is entirely contingent on their fictionality; the film attempts to combine the real as symbolic with the real as such by extending a metaphysical claim of textuality (“the story has never ended”) into the plane of the real outside the film proper. In doing so, however, Mind Game only serves to reinforce its own artificiality and to re-inscribe the permanent nature of the real.

We return to Lacan for our definition of the Real, as something which according to Zizek, “resists symbolization, dialecticization, persisting in its place, always returning to it”(181). By this taxonomy, the “brute, pre-symbolic reality”(the real) is contrasted with that which “structures our perception of reality” (the symbolic) and with that which has “no real existence but [is] a mere structural effect” and which can be called “the imaginary” (182). The Real, in Lacanian terms, however, is not only that which precludes symbolization but also that which is defined by it: “The real is simultaneously presupposed and posed by the symbolic” (191), Zizek notes, and therefore, is a “Sublime object” (192). By this logic, though Mind Game may explode the real as symbolic, its contingent status as text precludes engaging the real as sublime which is necessarily reinforced by its own symbolization. However, if we uphold the subjectivist ethic proposed by Sartre, the Real exists only insofar as human consciousness holds in faith that it is fact. Regardless, by acknowledging that the film is fictional, one extracts negatively a symbolic conception of the Real which is inescapable at least on symbolic terms.

Though the film may fail to refute the real as affecting actual human life, (here again the distinction appears – Nishi is fictional, you are not,) There still exists a claim to moral agency in the performance of the text as fictional. By collapsing taxonomizing boundaries between the moral and the aesthetic, we can experience the pleasure of the film as jouissance as being a positive moral act which can refute Anomie. Here, though the self may still exist and the constrictive boundaries of the real may still proscribe communal agency, we may experience value as “shifted to the sumptuous rank of the signifier” (Barthes 65) as being artificial and neutered by the pleasure of text. By combining the act of reading with the experience of the subjective jouissance, we can escape norms and reapproach culture and society in a genuine and authentic manner. Here Sartre can be shown to agree: “What art and morality have in common is creation and invention” (Existentialism, 46).


(Figure 9)


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The narrative of the film is framed by two extended sequences of montage. The first uses sinister-sounding music and a washed-out color palette to provide backstory on each of the dramatis personae. It appears fractured and ugly. At the end of the film, after the conceptual shift, this montage is recapitulated. e music is changed, and the colors are restored. The narrative is now longer, more holistic. The narrative has in a way been mended, foreshadowing an open future which escapes the somewhat cliché tropes of the narrative but allows for a new kind of agency within text. The moment of catharsis arrives not as the story is concluded, but as it is revealed to continue outside the film. Temporality and spatiality have become fluid, and the only tangible limit on human agency is the self. From an experience of anguish in bad faith, the protagonists leave regret and shame behind, entering into a freer space defined by jouissance where the aesthetic, moral, and the real align in a fictionalized space which problematizes the “real” as such and postulates an escape from a no-future dystopian ethic. Taxonomizing boundaries dissolve and new kinds of being are in mind game synthesized, creating new possibilities and realities which resemble alienation but are embraced by the self of the protagonists, abandoning old ontologies to exist in a new world of their own creation.

Though Mind Game fails to resolve palpable real-world problems of alienation and anomie, it allows for a change of perspective where, though the Real still exists as a sublime object, a new understanding of the powers of subjectivity neuters the real as symbolized and allows the union of the moral and the aesthetic within an anomal, subjective space under a heuristic of self-indulgent jouissance. Given that the Real may still exist but that it is surrounded by symbolization, Mind Game contends that one can play freely with the norms of society, which are described as holding the same metaphysical weight as a piece of fiction. If Being is text and the self is alienated, the only recourse is subjectivity.


BIBLIOGRAPHY

Mind Game. Dir. Masaaki Yuasa. Studio 4.C, 2004. DVD.

Marx, Karl. Early Writings. London. u.a.: Penguin, 1992. Web. .

Barthes, Roland. The Pleasure of the Text. Trans. Richard Miller and Richard Howard. New York: Hill and Wang, 1975. Print.

Napier, Susan. "The Problem of Existence in Japanese Anime." Lecture. 24 Apr. 2003. Jstor. Web. 17 Apr. 2011. .

Sartre, Jean-Paul. Existentialism is a Humanism. Trans. Carol Macomber. Yale University, 2007. Print.

Sartre, Jean-Paul. Being and Nothingness: a Phenomenological Essay on Ontology. Trans. Hazel Estella. Barnes. New York: Washington Square, 1992. Print.

Zizek, Slavoj. The Sublime Object of Ideology. London: Verso, 2008. Print.

Survival through the Status Quo or Adaptation and Autonomy

The ability to exist, to live, is not something thought of on a day-to-day basis. In modern countries that are classified as “first world countries” like Japan, the idea of survival is hardly the topic of the hour to discuss and debate. However, through an anime series like Shuko Murase’s Ergo Proxy (2006), there is a space to explore different alternatives on survival and witness the effects of pursuing one or the other to survive. Set in a post-apocalyptic society, Ergo Proxy takes place in the domed city[1] of Romdo and the outside world. With Earth slowly recovering and becoming a sustainable place once more, the citizens of Romdo experience the crumbling of their society as the three protagonists, Re-l Meyer, Vincent Law, and Pino, unravel the mystery of Proxies and how pseudo-humans[2] came to exist within domed cities. It is important to note that, within this world Murase has created, Re-l, Vincent, and Pino are of different “races”[3] that require further explanation and are relevant to the negotiation of survival. The three races that Ergo Proxy is comprised of are: pseudo-humans, Proxies, and AutoReivs.

Claimed to be immortal, Proxies have only one goal: to make Earth suitable for human life once more. However, because their existence is one of forced loneliness[4] for thousands of years, they create domed cities in which they provide the required information to create pseudo-humans through an artificial womb[5] in an attempt to seek companionship. Not only do Proxies provide the necessary information to maintain the pseudo-human population but also a protective barrier against the outside world and its harmful toxins. Despite their function as providers and their instrumentality in the creation of these pseudo-humans, their existence is not desirable to original humans and pseudo-humans. Consequently, the original humans created Proxies as imperfect beings who, despite appearing immortal, can die if their Amrita cells[6] are completely destroyed by anther Proxy or if they are exposed to sunlight. Their destruction is then a facet of their existence, which then affects pseudo-humans who are wholly reliant[7] upon Proxies within the domed cities. The existence of AutoReivs[8] as servants complicates matters further. As the product of pseudo-humans, AutoReivs are generally not capable of independent thought; however, the Cogito Virus, which affects only AutoReivs, enables them to become capable of thought and, arguably, to come into possession of a soul. This ability to gain a soul changes the relationship between pseudo-human and AutoReiv throughout the series as seen toward the end when pseudo-humans begin to reject their reliance upon AutoReivs and instead kill any without hesitation. Similarly, Murase also depicts the changing relationship between pseudo-human and Proxy as the protagonists learn that Proxies are meant to automatically die once Earth is suitable for the original humans once more. How these three races can negotiate their survival when the original humans are about to return in the landscape of Ergo Proxy is then the issue that Murase raises.

Within the twenty-three episodes of Ergo Proxy, Murase proposes to the audience two very different ways of surviving in the post-apocalyptic world. He presents the first proposal which makes use of the status quo that exists in Romdo. Because the city is a domed one, there exists the inherent idea that to maintain balance requires stringent control through its government, which is led by Re-l’s grandfather, Donov Meyer,[9] and his four AutoReivs through which he speaks. The second proposal that Murase puts forth exists in the world outside the dome where pseudo-humans must adapt physically and emotionally while becoming less dependent on the “luxuries” of domed city life. Within the second proposal, Murase presents a complexity to the three races by incorporating and alluding to Descartes’ idea of the soul. To compound this, the issue of Derrida’s autoimmunity arises within and outside of Romdo as society begins to crumble and ultimately collapse altogether around the characters. How the characters respond toward the destruction of Romdo differs; however, Murase highlights the combination of the protagonists with those who survive the literal collapse of Romdo as a merging point between the modes of survival.

The collapse of Romdo occurs within the last few episodes of Ergo Proxy, but the root of the problems which led to this collapse are not only obvious throughout the series but highly emphasized. As a society that is literally closed off from the world outside by a dome, Romdo is a self-sustaining world that relies on nothing but itself – including reproduction. Part of its ability to be self-sustaining is its literal control over the population through the artificial womb,[10] or “womb-sys” as stated by Daedalus, the Director of the Division of Health and Welfare. The artificial womb is an important feature of Romdo, as Daedalus states in one scene, “because population management and stability are essential.” While Murase does not specify whether pseudo-humans, like their “Creator” (i.e. Proxies), are impotent or not, there is the implication that they are[11] when Murase grants the audience a glimpse of upper aristocracy and what it means to be “expecting” a baby. Rather than actively procreate, a couple must request a baby from the Welfare and Human Affairs Department. The rigid control of the Romdo population thus becomes a problem because “natural” reproduction is reliant upon technology and the government.

This reliance on the government furthermore extends itself upon the issue of citizenship in Romdo as well. The distinction between “fellow citizens” and immigrants is made and emphasized throughout the series through the obsession of immigrants to become suitable for citizenship as well as the treatment of immigrants by fellow citizens. Such an instance occurs when Vincent enters the residential district of Romdo to respond to a call regarding a potentially infected AutoReiv. When he informs the mistress of the household that he cannot take the AutoReiv back, she retorts angrily that she knows Vincent is a “lowly immigrant” and asks, “How can an immigrant not listen to what I say?” Using her station as an aristocrat within Romdo society, she, like other fellow citizens, degrades and rejects immigrants.

Thus, the status quo of Romdo and its consistent self-containment and self-sustainability create and perpetuate the feeling of alienation within its citizens that defines Murase’s first proposal for survival. Born and raised inside the city, pseudo-humans are taught to be fellow citizens who should “do [their] part and make waste” as seen on the billboards displayed in the center of the shopping district as well as on various other places and objects, such as the toolbox that Vincent carries while making a house call in the residential district.


(Figure 1)

The superimposed message of consumerism reinforces the consumption and wasting that create the sense of detachment in Romdo when citizens walk about calmly without inclination to challenge this message. The acceptance of the message reflects the agreement that, as citizens who work and consequently produce within Romdo, they should not “skimp” because they “deserve more” than the commodities that they already produce and use. Within this detachment is then the echo of Marx’s Early Writings (1975) on “Estranged Labour” where “the object that labour produces, its product, stands opposed to it as something alien, as a power independent of the producer” (Marx 324). Murase literalizes the idea of “something alien” that is a “power independent of the producer” through AutoReivs.

While pseudo-humans continue to contribute to consumption and waste, they are also the ones who create AutoReivs, a commodity that they come to rely upon heavily and eventually blatantly reject when Romdo collapses. The problem that the inhabitants of Romdo then encounter is the issue of who is the more valuable because, like the AutoReiv that is created through manufacturing, a pseudo-human is created through “manufacturing” via the artificial womb. As an entity capable of developing independent thought, pseudo-humans are potentially less valuable to the sustaining of Romdo than the uninfected AutoReivs that will obey all given commands. Here the notion of Murase’s second proposal on survival begins to slowly emerge by means of the untapped potential pseudo-humans possess and clash with the values of the first proposal – particularly the isolation that Romdo strives to maintain. The rejection of the outside world in favor of this self-contained world is consequently only a means of keeping fellow citizens ignorant of the truth that people can now survive outside of the dome. The inhabitants are thus metaphorically blinded and unable to shift from the idea that survival requires self-containment to the idea that survival requires the ability to adapt and be fully autonomous. This issue of blindness is an issue of autoimmunity that Derrida discusses throughout much of his life by way of deconstructing the idea of immunity itself. As quoted by Andrew Johnson in “Viral Politics: Jacques Derrida’s account of Auto-Immunity and Carl Schmitt,” “‘the relation [between immunity and what threatens it] is neither one of exteriority nor one of simple opposition or contradiction.’”[12] Instead it is, according to Johnson, “an attack and degeneration against the self” (Johnson 8). The belief that Romdo is completely removed from the outside world is then a false one because the threat of exposure does not necessarily coincide with being immune against something (e.g. the threat). That threat in Ergo Proxy is an issue of self-containment and the utopia that Romdo purportedly possesses. Murase materializes this problem through the infection of AutoReivs by the Cogito Virus. The existence of the virus is an internal problem within Romdo because the virus must have developed from somewhere. This suggests that pseudo-humans, like Proxies who have a fatal flaw, implanted a flaw within AutoReivs in order to ensure the dominance of pseudo-humans over AutoReiv. Though, it certainly is not the case that Romdo’s immunity to the outside world can ward off the threat from the inside via the Cogito Virus.

By implementing safety measures such as the Cogito Virus or even the ability to destroy a Proxy’s Amrita Cells through sunlight, Murase emphasizes the power struggle that exists in the post-apocalypse where the original humans are never present and yet still able to affect the survival of these three races. The threat against survival is not limited to the internal power struggle between pseudo-humans and the other two races but all three races against the original humans. Consequently, Murase provides an alternative to the status quo on survival through consumerism and remaining within Romdo. Despite the seemingly insurmountable obstacles presented by Romdo’s government in discouraging deviance, shifting from one mode of survival to another is possible. Murase uses Vincent to exemplify this change of thought. Initially presented as an immigrant, Vincent has a strong desire to become a fellow citizen and consequently does his best to fit in. Not only does he attempt to become a fellow citizen through his actions but also physically.


(Figure 2)

When Murase first introduces Vincent, he appears as a passive person who is unable to defend himself, let alone acknowledge the truth that he will most likely always be an outcast in the eyes of fellow citizens. Furthermore, in one scene, Re-l examines his files and thinks to herself that he “has the face of a fellow citizen.” Unlike the other characters, Vincent does not open his eyes but instead keeps his shut while maintaining relatively neutral expressions to try to be, as he himself describes it, “the person [he] thought [Romdo] wanted.” Like the blindness that inflicts fellow citizens created within Romdo and the uninfected AutoReivs, which are unable to function independently like those infected by the Cogito Virus, Vincent, as an immigrant attempting to be accepted, appears almost robotic and simply following a predetermined fate. This is what spurs on the tension within the first few episodes of Ergo Proxy that culminates in what can be called his awakening.[13] It is thus only when he can no longer stay out of trouble and must confront his internal conflicts that his eyes finally open.


(Figure 3)

Vincent opens his eyes only in the instance when he realizes that “doubting the system is bad” and that they must “always obey”. About to be forced out of Romdo and into the outside world, this scene represents a shift toward full autonomy that the second way of survival promotes. Furthermore, Vincent’s eyes reflect his complexity that remained hidden up until that point. Murase’s choice to make Vincent’s green eyes appear almost electrifyingly bright in comparison to the rest of the scene with its dark, neutral colors highlights this complexity well. He places the focus of this pivotal moment within the series on the eyes, which are often associated with acting as a window into the soul, particularly in both Japanese culture and anime.[14] If Murase had maintained the superficiality of Vincent’s character (i.e. by not allowing Vincent to open his eyes), he would not be able to move from this state of blindness into a more aware state in which he willingly journeys far from Romdo to learn about his connection to Proxies.

Furthermore, although each character is instilled with a “raison d’etre”[15] that attempts to perpetuate the sheltered state that Romdo needs in order to exist and survive against the “ruthlessly” Darwinistic outside world,[16] Murase tests the application of raison d’etre through the Cogito Virus as well as Re-l. As inorganic beings, AutoReivs are programmed to do as commanded by pseudo-humans. However, the virus enables an infected AutoReiv not only to behave like pseudo-humans but also to be able to think and make decisions on their own; hence the use of the Latin verb “cogito”. For an AutoReiv, to be autonomous is an extreme form of deviance that results in death if caught, but, conversely, it is also a representation of the need for adaptability and free will in order to survive the impending massacre of AutoReivs that occurs toward the end of the series. When an AutoReiv becomes infected by the Cogito Virus, it does not simply stop functioning but instead attempts to escape Romdo.[17] Murase does not explain why the AutoReivs do this, but there is the implication that the world outside of the dome may be more open to those who are shunned within. For instance, the Commune[18] that exists outside of Romdo is possible only because its inhabitants choose to accept one another rather than create a class hierarchy. When Vincent and Pino arrive, they both consequently receive warm welcomes and acceptance. Pino, in particular, demonstrates how open the people living in the Commune are when they treat her as though she was a pseudo-human child. They scold her and teach her things (even so far as to tell her that the feeling that she is feeling in her heart when they bury the one pseudo-human child in the Commune is called “sabishii” (寂しい)[19] or “sadness”).

The ability for an AutoReiv to learn and comprehend emotion is something impossible without the virus. Consequently, the distinction between AutoReiv and pseudo-human is significantly lessened by the soul that an AutoReiv gains upon infection. This soul is something that Descartes discusses in his First Meditations on Philosophy (1998) and a key factor for survival within Murase’s Ergo Proxy – especially when considering that the two surviving AutoReivs that Murase chooses to depict at the end of the series are both infected. The ability for an AutoReiv to not only think but also choose what to do independent of its master’s command is necessary because it perpetuates the idea of raison d’etre. Without a purpose, the question of what it means to survive in a hostile world emerges. Murase does not appear to favor the idea of purposelessness because the timeframe of the series is one where original humans are about to return and come into conflict with these new races that, according to their planning, should be becoming extinct. It is thus important that Descartes’ idea that the ability to think is the foundation for reality emerges through the form of the Cogito Virus as an explicit allusion to his famous phrase: cogito ergo sum – I think therefore I am.

While Re-l already has a soul, she, like the AutoReivs, develops the ability to make choices. Rather than being bound by what is best for Romdo, she herself decides what is best. Re-l is thus not a cogwheel within a well-oiled, functioning machine but an autonomous entity that chooses to resist the conformity that is exerted over her in Romdo. Instead, she questions the function of the domed city and its goal of preserving the human race through rigid control. The scene in which she is in the artificial womb with Daedalus highlights this issue.


(Figure 4)

Having returned from the outside world in her pursuit of Vincent, she stumbles upon the chamber and seeing it for the first time, she tells Daedalus, “Even though mentally I know that people are controlled… by production lines just like AutoReivs… it’s different when you actually see it.” In this statement is the implication that the room, with its dim lighting and the silhouettes of each individual artificial womb, is far too sterile, too impersonal, and cold. The parallel between how an AutoReiv and pseudo-human are created highlights this lack of warmth. Instead, the production of new pseudo-humans, of new fellow citizens for Romdo, is simply a task that is fundamental in maintaining the population. Consequently, when Re-l ventures outside of Romdo and experiences the recovering world, she can no longer accept that the only means of surviving is to remain inside the dome. Her adventure outside produces, in terms of her character, a dramatic growth and allows her the opportunity to create a new raison d’etre that opts for the coexistence of pseudo-humans with both Proxy and AutoReiv as equals.

The coexistence that the characters within Ergo Proxy seek is undoubtedly something that Murase himself seeks and potentially why the two modes of survival he proposes merge. After all, the Western influences that invade the landscape of Ergo Proxy are not accidental. Instead, it is a careful construction of philosophies that Murase uses to probe the idea of survival and what is necessary to continue survival for races that are a direct result of original humans and their flight from Earth. The isolation that the status quo proposes is a strong parallel to the existence of Japan prior to the opening of its trading ports to the West. By creating this juxtaposition between the world of Ergo Proxy and historic Japan, Murase critiques Japan’s isolation as well as imposes upon it the Western philosophies that he contemplates within the series, such as the issue of autoimmunity where the problem is not necessarily external but internal.

Despite these similarities to Japan, however, the inclusion of Western philosophies also raises the question of what his perspective is on the isolationism that both Romdo and Japan exhibited. While Japan has opened itself to the outside world, Romdo did not and instead collapsed from within first. The role of Western influences here then is to perhaps signify the integration and adaptation of the inside with the outside. The characters and their names are significant in achieving this merging of cultures. For instance, the pronunciation of Re-l’s name is like the English word “real”. In an interview with Murase and Sato, the writer behind Ergo Proxy, Murase acknowledged the pun made with the name Re-l as well as the obvious allusions to Descartes’ cogito ergo sum as well as the reference to the mythology of Daedalus and Icarus. It is then interesting that he, although knowing “the Japanese audiences could not see [the allusions],” persisted in doing so “in the hope that they [the Japanese] would understand them” (Drummond-Matthews, Hairston, and Scally 332). Arguably one of the largest themes within Ergo Proxy that Murase continually harks back upon is the issue of responsibility – particularly whether everyone should take partial responsibility for events in life or not.

The source of Murase’s fascination with taking responsibility appears to stem from the failure of the Japanese to “look directly at their own inner selves, and that is why there are so many problems in Japanese society right now” (Drummond-Matthews, Hairston, and Scally 330). Consequently, the blindness that Murase portrays within Romdo and the fellow citizens who live there are a direct parallel to the Japanese who fail to be critical of the status quo. While Romdo is similar to Japan, there are some differences because Murase chose to allow for Western influences. By taking those Western influences and blending subtle nuances into the series with it, Murase makes the contrast between the two modes of survival even clearer as both ways still must cope with problems foreign to the self-containment that existed prior to the beginning of the series. The discourse he then creates through Ergo Proxy is one that discusses not necessarily what the “right” way to survive is but what the more effective one is. He attempts to create a discourse between himself and the audience that is unsuccessful with the Japanese audience; instead, he found that “Americans are a lot more interested in those elements [allusions made to philosophy and mythology], and they recognize the symbolism” (Drummond-Matthews, Hairston, and Scally 332). Reaching to another audience entirely, Murase is not just creating a discourse with Japanese viewers but also the outside audience as well.

The dialogue that exists within the landscape of Ergo Proxy from the beginning to the end echoes of the uncertainty that exists for society. The ability to be introspective is something that Murase clearly emphasizes through the blindness that Romdo, as does Vincent Law, exhibits. What is more, the realization, or the awakening, that some characters experience parallels the hopes that Murase had in inspiring a realization within Japanese society. To be able to have a soul and self-invent a new purpose for being is something that both this fictitious world and real Japanese society do not possess, and so with the introduction of external factors that invade the “inside” of a world more and more, Murase raises the question if the status quo is sufficient or insufficient, whether change is necessary for survival or not. The push for change and its effects may not appear immediately, but as J. H. Miller wrote in “Derrida’s Politics of Autoimmunity,” “the ideal is a ‘democracy to come,’ in Derrida’s phrase, something never of course anywhere fully accomplished” (215). When the destruction of Romdo occurs within Ergo Proxy, the ability to maintain the status quo does indeed collapse, but that does not mean what replaces it is necessarily better than before. Instead, Murase leaves the audience with the idea that the embracing of both the old and new ideas is what is necessary to survive in a world that is full of external threats. This is not limited to the embracing of change from the inside alone but the outside and what it has to offer as well. The fantasy in which Ergo Proxy entertains is then one that results in the proposal of a (hopefully) better fantasy that affects not only survival but also potentially society’s structure itself.


NOTES

1. Domed cities appear to be the only viable way for most people to survive.

2. Proxies are superhuman creatures created by the original humans who fled Earth prior to the apocalypse, whereas pseudo-humans are the product of Proxies. What Proxies precisely are and their function will be explained as well as the function of pseudo-humans will be.

3. I use the term “races” here loosely to signify that they are not the same species but all are capable of thought and arguably in possession of a soul.

4. Proxies are territorial beings and instinctively driven to kill one another if they meet. This instinct to kill their own kind is something that the original humans intentionally planned.

5. It is important to note that pseudo-humans are not conceived or born naturally but through an artificial womb. Murase does not explicitly state that pseudo-humans and Proxies are impotent; however, this appears to be the case when considering how there are only three hundred Proxies in existence as well as the pseudo-human’s fascination with the artificial womb.

6. Amrita cells are capable of regeneration and, consequently, the source of a Proxy’s “immortality”.

7. This is generally true; however, as the series progresses, we learn that there are people who can survive outside of the domed cities. One particular group is the Commune that exists outside of Romdo that is comprised of former Romdo citizens.

8. They are the equivalent of androids.

9. It is interesting to note that the surname Meyer is pronounced similarly to “mayor”. Furthermore, Re-l and Donov represent the two different viewpoints on how to survive in Ergo Proxy.

10. A still of the artificial womb will be provided in a subsequent paragraph.

11. I would even venture to say that Murase may have intended the sterility of both Proxy and pseudo-human to be a reference to the breeding of animals that produce new, infertile species, such as the breeding of a donkey with a horse to produce a mule.

12. This was taken from Derrida’s Rogues.

13. The idea of “awakening” is extremely important for AutoReivs infected by the Cogito Virus in particular because they awaken from a state of detachment and subservience into a state of autonomy.

14. Masaki, Yuki, William M. Maddux, and Takahiko Masuda. “Are the windows to the soul the same in the East and West? Cultural differences in using the eyes and mouth as cues to recognize emotions in Japan and the United States.” Journal of Experimental Social Psychology 43.2 (2007): 303-311.

15. The term raison d’etre is something that various characters within Romdo mention. In French, it means “reason for being”.

16. There is one episode in which we glimpse into just how violent the outside world can be when Vincent and Pino encounter a stray group of pseudo-humans defending an artificial womb against AutoReivs even after their dome has fallen.

17. In one scene toward the end, we see a long row of AutoReivs on their knees praying. Whether they are actually capable of standing up and responding to the destruction of Romdo is never shown.

18. mentioned this briefly earlier in this paper, but once again, the Commune consists of pseudo-humans who fled from Romdo (usually not by choice but by force).

19. I would like to briefly point out that the Japanese term here carries the connotation that is lonely as well; though the translation in the subtitle is simply “sadness”. The English word “sadness” does not, I feel, necessarily connote that it is lonely as well as sad – especially when considering that this is during the first burial/funeral within the series. In fact, the only funerals we see are while in the outside world and not within Romdo which only appears to have morgues (which, as far as the audience is aware of, is for AutoReivs).

WORKS CITED

Ergo Proxy. Dir. Murase Shuko. DVD. Geneon, 2006.

Descartes, René. Meditations on First Philosophy. Discourse on Method and Meditations on First Philosophy, Fourth Edition. Translated by Donald A. Cress. Hackett Publishing Company, Indiana: 1998.

Drummond-Matthews, Angela, Marc Hairston, and Deborah Scally. “Interview with Murase Shuko and Sato Dai.” Mechademia 4 (2009): 329-334.

Johnson, Andrew. “Viral Politics: Jacques Derrida’s account of Auto-Immunity and Carl Schmitt.” Academia. N.d. LSU. 18 May 2011 < http://lsu.academia.edu/AndrewJohnson/Papers/216732/Viral_Politics_Jacques_Derridas_account_of_Auto-immunity_and_Carl_Schmitt>.

Marx, Karl. Early Writings. London: Penguin, 1975.

Masaki, Yuki, William M. Maddux, and Takahiko Masuda. “Are the windows to the soul the same in the East and West? Cultural differences in using the eyes and mouth as cues to recognize emotions in Japan and the United States.” Journal of Experimental Social Psychology 43.2 (2007): 303-311.

Miller, J. H. “Derrida’s Politics of Autoimmunity.” Discourse 30.1/2 (2008): 208-225.

Monday, June 13, 2011

The Virtual Frontier: Social Organizations Redefined

Durarara!!, a 2010 anime series directed by Takahiro Omori, explores the Ikebukuro district of modern-day Tokyo and the subcultures that emerge within its boundaries. Chief among these subcultures is the presence of an internet gang known as the Dollars, a group that ostensibly serves as a coping mechanism for those at odds with commodity-driven societal norms. Unlike traditional organizations, members of the Dollars rarely engage each other in reality; rather, they utilize an online forum in order to exchange ideas. Because the internet serves as their medium of interaction, members of the Dollars tacitly share a code of anonymity among themselves, challenging the notion that virtual associations provide a viable alternative to those created in reality. However, anonymity also sets virtual organizations apart from their physical world counterparts in that a single overarching ideology is much more difficult to force onto a group comprised of anonymous individuals. Throughout the course of Durarara!!, the associations of the Dollars, created in a virtual space, have significant ramifications for the physical world. Groups of people physically segregated by norms of conventional society create a new social organization based in the virtual world; in this way the new method of social organization that circumvents norms and constraints of the physical world manifests itself in order to redefine what constitutes a society and its divisions.

Within the universe of Durarara!!, members of the Dollars not only provide a haven for the alienated but at times actively seek to alter their surroundings, moving the internet gang from the realm of simple internet communities into that of social movements. Marxist suppositions regarding alienation found in the Manifesto of the Communist Party, the quintessential text for explaining revolutionary motivations, provide a useful contrast with which to analyze the modern-day forces which draw social divisions between the individuals within a given population. The fragmentation of individuals in traditional Marxist theory revolves around access the means of production, giving rise to two distinct parties: the proletariat and the bourgeoisie, also characterized as the working and ruling classes, respectively. The distinction between the two groups is remarkably clear-cut: those who own the means of production are members of the ruling class and those who must borrow temporary access are members of the working class (Tucker 474). The fact that one group dominates the means of production and thus restricts the livelihood of the other is an important consideration to keep in mind. Naturally, the proletariat's aim is the dissolution of the bourgeoisie's monopoly and hierarchical structure, while the bourgeoisie wishes to maintain its dominant position in the social hierarchy, drawing the two classes into conflict.

While this class-conflict model has traditionally commanded enormous respect in academia, scholars have debated the merits of its application to the modern setting. At times, the world of Durarara!! seems to adhere to Marx's and Engel's divisions between the haves and have-nots, but closer scrutiny reveals a new method of distinguishing populations. The characters of Durarara!!, specifically the members of the Dollars, exemplify a new approach, utilizing societal norms as the driving force between societal divisions. Social movement scholars refer to individuals who have been pushed away by societal norms as the "disaffected", an apt description for members of the Dollars (Edelman 289). Main characters within the universe display certain physical or personality quirks that serve to highlight their separate state of being from the so-called normal passerby. In Figure 1, Heiwajima Shizuo, a character notorious for his displays of superhuman strength when he is enraged, lifts a car over his head while trying to play the socially acceptable role of a gas station attendant.


(Figure 1: Ikebukuro-ers are terrorized by Heiwajima Shizuo's penchant for violence)

Omori deliberately exaggerates his penchant for violence and his destructive abilities, which are showcased numerous times throughout the series, in order to further emphasize the heightened degree of separation between Shizuo and society created by fear. This is apparent in the dialogue between extras during numerous episodes: "Sh-Shizuo! That's Heiwajima Shizuo!", they exclaim, generally with an air of panic ("Transcending Oneself"). Visual cues are provided as well; the extra characters, who are supposedly integrated into mainstream society through adherence to its norms, are deliberately left without color. Shizuo and the rest of the Dollars are purposely given multiple colors by Omori in order to further label them as members of the disaffected group. Societal norms hold no sway over members of the Dollars either by each member's individual choice or by circumstances outside their control.

Because they do not fit into the Marxist model of alienation, the disaffected members of the Dollars require a new type of mechanism in order to offset their sense of societal disconnect; as a result, they come to rely on the internet forum of the Dollars as their medium of interaction. Within this virtual space, the characters benefit from anonymity, which negates the individual quirks which explicitly separate them from the rest of Ikebukuro. Omori intends for the name "Dollars" itself to be understood as a Japanese pun on the English word "wanderers"; in an early episode, one of the characters, a schoolboy named Kida Masaomi, points out the likeliest origin of the group's moniker in a conversation with his friend Ryugamine Mikado: "Yeah, 'dollars' from 'one


(Figure 2: The Dollars website login screen)

dollars'", to which Mikado replies "What are 'wanderers'?" ("Opening"). Through this rather obvious pun, Omori intends for the Dollars to be understood as a space to serve those wandering aimlessly through society, represented by Ikebukuro, without the ability to form associations with others. Figure 2 shows the Dollars login screen. While the connection between the coin-shaped logo can be easily discerned, the symbolic value of the screen is far more important: it serves as a tangible cue for the viewer to understand that the characters are entering into the virtual space, coming under the veil of anonymity and thus removing the barriers of societal norms that hindered them in a physical setting. In this sense, the alienated characters cease being "wanderers" whenever they enter this virtual safe space.

However, the pun also contains a second, more revealing purpose behind the group's naming that centers around the idea of being able to exchange currency. The creation and perpetuation of mainstream societal norms gives rise to numerous different subcultures, spaces in which individuals experiencing similar forms of alienation can associate with each other; the Dollars community differs from these in that the group has no single defining characteristic, encompassing all forms of alienation. Thus, all members of the community share an important commonality: a desire for a space of acceptance where the sharing of countercultural ideas will not lead to persecution. The Dollars satiates this desire to an extreme by foregoing any form of hierarchy and advocating that individuals continue to adhere to their own belief systems once integrated into the community. Indeed, the Dollars appeals to the alienated Ikebukuro-ers primarily because it lacks a status quo to which its members must conform. Kyohei Kadota, a member of the Dollars, notes that "since there's no top [to the Dollars' hierarchy], I don't feel like I've been placed under anyone" ("Run Around"). Members of the gang retain their own independent doctrines and beliefs but at the same time their virtual association as Dollars. This raises the question of whether or not the term "equal" may be used to describe the relationship among members of the group. Researchers contend that "'average citizens' do not exist" within the space of the internet due to inequalities in resource distribution among the population (Warf 161). However, use of physical-world privilege in a virtual setting assumes use of real-world identity in order to utilize those privileges. The anonymity inherent to the Dollars' internet identities negates any physical-world advantages members might possess; all one requires to enter the Dollars website is the password that all members share. The dual conditions of anonymity and freedom of ideology coupled with its internet medium distinguish the Dollars as a subculture vastly different from anything that might be achieved in the real world.

Surprisingly, the Dollars sometimes forego these privileges and clash directly with the mainstream social organizations in order to elicit some measure of change in the physical world, becoming a progressive movement in


(Figure 3: Members of the Dollars reveal themselves and gain color in the process, much to Yagiri Namie's chagrin)

the process. The most prevalent example of this phenomenon occurs with Ryugamine Mikado, the founder of the Dollars, as he call a gathering of his online companions to challenge, Yagiri Namie, an antagonist who serves as a representation of corporate greed in Japan. Prior to the scene, Mikado asks all the members of the Dollars to meet in front of Sunshine City, a public space in the physical world; when the antagonist refuses to give into his demands, he uses his cellular telephone in a dramatic fashion to send a text message to all the Dollars to reveal themselves and intimidate the enemy with numbers. Again, the extras characters are grey in color to indicate their status as normal, integrated members of society, non-participants in the Ikebukuro subculture. During Mikado's confrontation, however, the camera pans out to show the entire crowd changing from grey to gaining color as the Dollars reveal their identities, illustrated in Figure 3. In this instance, a remarkable event transpires: virtual associations formed in the Dollars' online community spill into the physical world. Moreover, ordinary, seemingly non-alienated citizens reveal themselves to be part of the movement; associations between the disaffected and the integrated are demonstrated to be impossible to form in the physical world because of the presence of societal norms, as evidenced by the disaffection the characters experience. Omori seems to comment on the apparent superiority of the virtual over the physical for forming associations.

Real-life similar flash mob protests paralleling Mikado's have been conducted against corporate Japan, the most high-profile of which denounced then-Prime Minister Koizumi Junichiro's neoliberal policies and Japan's involvement in the war in Iraq (Hayashi 90). The protest organizers usurped public spaces in the pop-culture heart of Tokyo, Shibuya, with a combination of new media technologies in order to overcome the cultural and societal norms preached by the government. Utilizing "rave demos", spontaneous demonstrations of loud, raucous techno music, protestors "and other participants in rave demos...reject the geometry so admired by militarized right-wing organizations" (107). In a setting similar to the virtual space created by the Dollars, the protest organizers were able to overcome the government's constricting norms and give a voice to those who disagreed with Koizumi's actions. Another interesting case presents itself in China, where the government contends with the Telegraph protest, in which Chinese citizens silently protest oppressive government practices by walking in a predetermined location on Sundays at 2pm ; the organizers' purpose is to usurp public spaces, closely monitored by the government, for their own revolutionary purposes (Hsieh). In both instances, organizers utilize the internet to generate protest actions that spill over into the physical world, allowing the disaffected to participate in physical displays of discontent with social norms exclusive to the physical world. Mirroring the actions of the Chinese protestors, the Dollars transform from alienated refugees looking for a subculture to shelter them into a social movement capable of evoking alterations to the physical world through virtual action.

However, while the model of virtual association acts to protect members of the Dollars from societal norms, it also makes coordination of real-world activity difficult as it allows individuals to forgo creation of physical


(Figure 4: Celty and Mikado make peace over their earlier misunderstanding regarding Celty's head)

associations. In fact, Omori addresses the characters' lack of physical associations on more than one occasion through their interactions with each other in the physical world. Indeed, most members of the Dollars inadvertently impede each others' progress towards their goals throughout the course of the series. Celty Sturlson, a headless motorcycle courier who is also a member of the Dollars, often falls victim to other members of the group who mistake her intentions, believing her to be a monster out for blood. Celty's end goal is to reclaim her missing head. In Figure 4, Celty, having been foiled by a misguided Mikado in an attempt to finally reunite with head, finally acknowledges that she must rely on building an association with him in the physical world in order to gain his cooperation; thus, she shares her unbelievable past with him. Mikado's inner monologue regarding Celty's revelation indicates Omori's stance on the matter: "Normally, every part of [Celty's] story would be unbelievable. But, mysteriously enough, I believed every single word of it" ("The First and Only"). In this situation, Omori's desire is not to elevate virtual associations above physical associations in terms of effectiveness; rather, the director's message is that each type has its strengths. While virtual associations allow disaffected individuals to circumvent societal norms that would otherwise hinder the formation of associations, physical associations are important in fostering understanding among individuals. In terms of fulfilling the role of a social movement, the consequences of placing anonymity and virtual associations on a pedestal appear to hinder the Dollars' ability to efficiently execute any strategy.

Ultimately, once the virtual associations are revealed in the real world, the anonymity that protected the disaffected from persecution at the hands of societal norms disappears. For the Dollars, revelation of members' identities have a significant impact on the characters' lives in the physical world. For example, in Figure 5 Celty finds herself pursued by the police while trying to make her deliveries, and other members of the gang are attacked by rival factions looking to gain dominance over the previously hidden group ("A Sudden Turn").


(Figure 5: Celty is cornered by traffic cops, who are unafraid of her otherworldly nature and powers once she reveals herself as a member of the Dollars)

Of note is the camera angle Omori chooses, which leaves Celty cornered with no hope of escape. With the removal of its anonymity, the subculture that is the Dollars suddenly becomes a tangible target for those looking to gain power through enforcement of societal norms. Literature helps to explain this occurrence; The Coming Insurrection, a manifesto written by the Invisible Committee, states that "Visibility must be avoided...once we become visible our days will be numbered. Either we will be in a position to pulverize [the state's] reign in short order, or we'll be crushed in no time" (Invisible Committee 76). Clearly, the Dollars' removal of anonymity creates vulnerability because physical associations now exist whether they want them or not; society as a whole may now apply a standard born from societal norms to the disaffected, who have lost their hiding place.

Omori also contends that the veil of user anonymity derived from virtual associations is not always beneficial even when it does exist, as malcontents may usurp control of these virtually-run social communities for their own purposes. In Durarara!!, one such exemplar is Orihara Izaya, an information dealer and member of the Dollars who


(Figure 6: Orihara Izaya demeans Kamichika Rio's life choices and reveals human nature as petty, encouraging her to end her life)

copes with his disaffection from society by manipulating the actions surrounding other gang members. In one instance, he capitalizes on the self-destructive tendencies of a girl named Kamichika Rio, coaxing her to jump off the top of a building: "No matter what sort of worries you have, everyone's just a simple splotch. Splotches. No exceptions" ("Between Truth and Lies"). Izaya's demeaning behavior illustrates the risks to particularly vulnerable disaffected individuals who rely on "back places", communities where self-destructive behaviors are condoned as their mechanism for coping with their inabilities to adjust to mainstream society (Adler 40). As before, virtual actions result in some occurrence in the physical world; however, in this instance, the virtual association between Rio and Izaya almost leads to her physical demise, as shown in Figure 6. Of particular note in this scene is Izaya's dominant position over Rio. Both in the virtual world and now in reality, Izaya holds Rio's life in the palm of his hands. Throughout Durarara!!, Izaya encourages infighting, manipulates individuals and ultimately usurps the Dollars for his own purposes. Omori intends for Izaya to represent the dangers of allowing virtual associations to dictate one's actions in the real world, as the anonymity intrinsic to mediated relationships can be as much a hindrance, if not a danger, as it is an advantage.

Technology plays a pivotal role in the interactions of the Dollars and also illustrates some of the dangers that stem from extreme reliance on it. In some instances, characters within Durarara!! completely forgo traditional forms of association, choosing instead to focus solely on virtual associations. Though she eventually learns the error of her ways, Celty's early appearances are


(Figure 7: Celty's cellular telephone, her only means of communicating with others, as she cannot speak.)

rife with examples of this complete reliance on technology. Because she cannot speak, she must always carry her cellular telephone in order to use the text functions to communicate as shown in Figure 7. However, she takes this habit to an extreme in a later instance by instant messaging her roommate, a mob doctor named Shinra, from different rooms within the same apartment ("Beyond Truth and Lies"). One might interpret this action as a slight to Shinra, as Celty openly admits that she cannot stand his presence; however, Omori purposefully sets the two characters apart. Celty chooses to distance herself from Shinra for the same reason that Rio associates herself with a like-minded self-abuser, though he turns out to be the false Izaya: she believes that she can survive exclusively with virtual associations. As with Rio, Celty soon comes to the realization that she needs physical associations as well in order to achieve her goals.

Clearly, the characters of Durarara!! experience something special as they move through Ikebukuro. Despite their lack of adherence to society's expectations, they are able to go through their days because of their involvement in the Dollars. For these individuals, society now has two interconnected spheres. Omori's work illustrates the dual nature of associations as well as the increasing power of virtual associations over events in the physical world. In this way, a new social organization emerges, rooted in both physical and virtual reality, where the actions taken in can have an impact in the other. Thus, the question arises: can virtual associations provide a truly viable alternative route for physical associations? Perhaps not, but they can certainly aid the disaffected finding their way into a new mainstream society, one that they have the potential to redefine for themselves in ways never seen before.


WORKS CITED

Adler, Patricia et al. "The Cyber Worlds of Self-Injurers: Deviant Communities, Relationships and Selves. Symbolic Interaction 31.1 (2008): 33-56. Electronic.

Edelman, Marc. "Social Movements: Changing Paradigms and Forms of Politics." Annual Review of Anthropology 30 (2001): 285-317. Electronic.

Hayashi, Sharon and McKnight, Anne. "Good-bye Kitty, Hello War: The Tactics of Spectacle and New Youth Movements in Urban Japan." 13.1 (2005): 87-113. Electronic.

Hsieh, Vicki. "Sunday Strolls." Essay. University of California, Irvine. Electronic.

The Invisible Committee. The Coming Insurrection. Los Angeles: Semiotext, 2009. Electronic.

Tucker, Robert C. ed. The Marx-Engels Reader. New York: W.W. Norton & Company, 1978. Print.

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Afraid To Be the Same: Equality and Equivalence in Fullmetal Alchemist

PLOT SUMMARY

Fullmetal Alchemist[1] is a story about the journey of the Elric brothers. Edward and Alphonse Elric are brothers, alchemists, and orphans. Their father left them and their mother and their mother died a short time after that. The boys found a teacher and learned alchemy determined to bring their mother back from the dead. When the brothers try to bring their mother back the transmutation (alchemic process) goes terribly wrong. Alphonse (the younger brother) loses his entire body and Edward loses his left leg. Edward quickly sacrifices his right arm to attach Alphonse’s soul to a suit of armor. Edward is outfitted with artificial limbs called auto-mail and the brothers decide that trying to bring anyone back from the dead, even the mother they missed so much, was a mistake they would never make again. They set out on a journey to restore their physical bodies back to normal. They seek the philosopher’s stone, a legendary stone said to grant the user the ability to bypass the laws of equivalent exchange that anchor alchemy in balance. The brothers discover along the way that the main ingredient to the philosopher’s stone is live human beings. The brothers almost give up on their quest after refusing to sacrifice anyone to get back what was taken from them as punishment in the first place. At this point their teacher returns to teach them once again that, “All is one, one is all.”[2] As the brothers nearly reach their goal it is revealed to Edward that the gate he first saw when he and Alphonse failed to bring their mother back is the gateway between two worlds: the world of alchemy and the world we live in. This gate is the same gate that gave Edward his ability to transmute without a circle, something that cannot be done without the knowledge gained from the gate. Furthermore, Edward’s father explains that the gate not only contains great knowledge but the energy with which alchemists perform their transmutations: the souls of the people who die in our world.

THESIS

“Humankind cannot gain anything without first giving something in return. To obtain, something of equal value must be lost. That is alchemy's first law of Equivalent Exchange. In those days, we really believed that to be the world's one, and only truth.”[3] This philosophical theory applied as law to the mystical science of alchemy is a statement made to lead the viewer to question the nature of existence and how it relates to equivalency and equality. Human lives are equal despite their unique nature: this is the difference between equivalence and equality. No human life is more or less valuable than the next, but one cannot be substituted for another. The alchemy in Fullmetal Alchemist approaches this unique relationship with laws that enforce balance. However, the Elric brothers’ journey reveals that the relationship is not so simple. The question of difference between equivalence and equality in regards to human life shades a black and white system of balance with a tremendous amount of gray. This uncertainty leads one to doubt whether human equivalence can be entirely free of human equality, and if it is the human need to feel unique that defines the common misguided view of the human equivalence/human equality relationship. The human need to feel unique is caused by a fear that we are, in fact, not; Fullmetal Alchemist offers a critique on this fear by questioning whether a human being can escape the equalizing demands of the postmodern global market.


(Figure 1)

MOTHER: EQUIVALENCE AND EQUALITY ARE SEPARATE

When the Elric brothers try to bring their mother back from the dead they still believe that one human soul is equal to the next; Edward says, “What’s a soul really? When you take out the myth it’s just the spark that starts life.” Edward and Alphonse proceed to offer a drop of blood each from their fingers (See Figure 1) as worthy materials for the transmutation, “This is our blood, from her blood.”[4] As empirical young scientists the brothers have a overly logical definition for the human soul. However, they believe that since it was their mother who gave them life then their blood is from her blood and therefore the right blood to use for specifically bringing back their mother. This offers a mixed interpretation of the value of a human soul. The Elric brothers believe that their mother’s soul is special in that it requires the souls of her children to bring her back, but a soul is treated by the brothers as a measurable substance. It is after the brothers fail to revive their mother that they see there is a difference between equality and equivalence. However, the brothers take this realization and create an ultimatum from it: equality and equivalence in regards to human life are completely separate. This narrow definition of the equality/equivalency relationship is reinforced when the brothers discover the key ingredient for the philosopher’s stone.

Users of the stone and those who pursue it after discovering the truth clearly do no differentiate from equality and equivalency since they believe that one soul is exactly as same as the next. The brothers come to understand the there is no defying the balance alchemy’s laws enforce, because even the philosopher’s stone follows these laws. It is with the power of human life stored within the stone that transmutations appear to ignore balance; with the human life being equal and not equivalent the power is endless but a balance still exists because the power gained is power taken from live human sacrifices. It is important to note that it is living human sacrifices because that indicates the power stored in the stone is not gained from the human body but from the soul which can only be found in a living human. This asserts that the human soul is what makes an individual human special and unique, but Alphonse’s condition is a challenge against this.


(Figure 2)

Alphonse is a ‘living suit of armor’. The only thing keeping his soul in the realm of the living is the blood seal Edward used in his transmutation (See Figures 2 and 3). Alphonse’s physical appearnence is very important in placing emphasis on the human soul as the deciding factor to human uniqueness and therefore the irreplaceable nature of human life, because Alphonse is alive without having a human body to live in. Alphonse cannot age, he cannot get sick, he never gets tired, and he never gets hungry or thirsty. On the surface this partial invulnerability implies that Alphonse has surpassed innert human weaknesses. However, it is far more important that Alphonse can still feel emotionally even though he cannot feel the wind against his artificial body. The director at times has Alphonse express these emotions while the expressionless armor stays stoic. I find that these moments are for more effective in placing the importance of human value on intangibles such as feelings can sometimes be, because while the helmet is incapable of expressing emotions Alphonse still is. His emotions can be heard in his real, human voice. Also, Alphonse’s body may be artificial but his soul is still able to use it to express body language. The important thing to note is how similar the armor is to an actual human body. Without our souls the human body is a lifeless heap of flesh and bones. Without our souls are bodies are simply, “Water, 35 litres. Carbon, 20kg. Ammonia, 4 litres. Lime, 1.5kg. Phospherous, 800g. Salt, 250g. Saltpeter, 100g. Sulphur, 80kg. Flourine 7.5g. Iron, 5g. Silicon, 3g. And trace amounts of fifteen other elements.”[5]


(Figure 3)

It is our souls that bring purpose to the body greater than just being a collection of elements, our bodies become houses for our souls and in turn our souls give life to our otherwise lifeless bodies. The co-dependency between the human body and the human soul is reflected in Alphonse’s unique situation, because without his soul the armor is lifeless, but without the armor Alphonse’s soul would leave the realm of the living.

Despite this co-dependency it is still the soul that defines human life more so than the body. Alphonse’s life is still his despite being a suit of armor, because it is far more important that he is still human as defined by his soul. Alphonse grows to doubt this definition of the human identity, believing that his so-called soul is actually a collection of memories weaved together by his older brother to fabricate a fake existence. It is not being a suit of armor that makes Alphonse doubt whether he is human it is not being sure if soul is genuine, as can been seen in the following scene when Alphonse confronts his brother about these thoughts:

Maybe you can go back to normal brother and I hope you do, but I’m not sure I ever can… After all memories are just information you can reference like a cabinet of files. As skilled an alchemist as you are you could have created any memories you wanted me to have… I can’t remember parts of my past because they never happened. My memories and my soul are fake, something you created. I know what the truth is, the person known as Alphonse Elric never existed at all… How can I believe anyone when there’s no way to prove it, when I’m just a hollow shell… What’s the point of living this lie?[6]

This is profound because it internalizes the conflict between the human body and soul and which defines human life and its worth. Alphonse believes he is, “an empty shell” because he cannot be sure if his soul his genuine and not because he is literally an empty suit of armor. There are times when normal human lives are attacked by alienation when an individual too feels like an empty shell because they feel they have lost or never had their own special purpose for being alive.

YOCK ISLAND: EQUALITY AND EQUIVALENCE ARE CONNECTED

This feeling of being special, important even in the smallest of ways is so often a crucial factor in a happy and fulfilled feeling about one’s own existence. While some claim that they do not need to feel special to be happy, that they are happy being a part of the crowd or no crowd at all, the truth is that human life is worth far more than some fool themselves into believing. This is where the difference between equality and equivalence is key and it is also where the lesson of, “All is one, one is all” becomes a lesson worth learning. Since each human life is worth the exact same as the next it can be hard to identify individual importance. Fredric Jameson discusses postmodernism in regards to its impact on aesthetics, “What has happened is that aesthetic production today has become integrated into a commodity production generally… (from clothing to airplanes), at ever greater rates of turnover, now assigns an incresingly essential sturctural function and position to aesthetic innovation and experimintation.”[7] Expanding this reality beyond the artistic expression and technological advancements of humankind to include the very worth of an individual human, I believe that one finds that while equality does not constitue equivalency, the two are connected just as something as romantic as art has been given worth as an exchangable item of the global market. The Elric brothers learn from their teacher during their training on Yock Island that being special does not absolve you from being an equal part of the world:

Edward: We talked about what would happen if we died here remember?

Alphonse: Yeah a lot of people would be sad.

Edward: That’s a subjective opinion, but look at it objectively. If I died the world would continue to move on as if nothing had happened.

Alphonse: Because you’re just a small part of it.

Edward: When the small part, in this case me, dies the body remains.

Alphonse: Water, carbon, ammonia, lime, phosphorous, salt, saltpeter, sulfur, magnesium, fluorine, iron, and aluminum right?

Edward: Right, the body is only a combination of those elements, nothing more. We are destined to be decomposed by bacteria and become nutrients for plants and you follow the process further those plants nourish herbivores.

Alphonse: And those herbivores nourish carnivores even others like us and though we lose awareness our lives keep moving through the system.

Edward: The great flow that maintains the universe, call it the cycle of life, the course of nature, each of us is just a small part of that current, one in the all; in the end without all the individual ones the all can’t exist. This world flows by following grander laws we can’t even imagine. To recognize that flow and work within it, to decompose and recreate that is alchemy.
[8]

The Elric brothers realize that each human life is equal including their own and their late mother’s and at the same time they are not equivalent because each individual human life is necessary in the continuing balance of existence. However, this connection can lead one to question whether or not equality and equivalence can be connected without human life being not only being equal but equivalent.

THE GATE: HUMANS ARE EQUIVALENT

Jameson aruges that postmodernism must be addressed as a system that allows for difference, “It seems to me essential to grasp postmodernism not as a style but rather as a cultural dominant: a conception which allows for the presence and coexistence of a range of very different, yet subordinate features.”[9] This is a postive outlook on postmodernism considering that people are often in support of not only variety and tolerance for the variety, but a union formed in respect and understanding. Unfortunately, this is utopian prospect that could only occur if postmodernism was a perfect system. Jameson asserts that it is not, “I have felt however, that it was only in the light of some conception of a dominant culture logic or hegemonic norm that genuine difference could be measured and assessed.”[10] This argument is key in understanding why humans have such a need to be unequivalent and yet equal at the same time and how that is at least partially impossible.


(Figure 4)

Edward Elric encounters this dillemma within the equality/equivalence relationship when his father explains to him the nature of the gate (See Figure 4). The idea that no transmutation can occur without the energy provided by the souls of those who die on our side of the gate is profound in that it removes the possibility that human life can be equal without being equivalent. The gate is not biased; no matter who someone is when they die on our side of the gate their soul becomes energy. Therefore, our soul, this part of us that is supposed to be the piece that makes us unequivocal is in fact no different from the next person’s soul. This idea is represented symbolically with the gate. Before Edward finds out about the other side he and his teacher discuss what might be inside:

Izumi: You remember it though, don’t you Edward?

Edward: Yes, the gateway. I remember; how could I not? The truth, that’s what was in there.

Izumi: The truth…

Edward: I couldn’t understand what was going on. It was as if a vast amount of information was being implanted directly into my mind, and suddenly I-I knew things about alchemy that I’d never learned, everything, and I knew I was just one step away from achieving a complete human transmutation. I understood when I was inside that gateway if I acted now there was still time.

[Edward quickly applies the blood seal he learned about in the gateway and applies it to the suit of armor and performs the transmutation]

Edward: I saw the truth while inside that gateway. That’s why I’m able to transmute without a circle and how I bonded Al’s soul to the suit of armor. I learned it all in there.

Izumi: You really think it’s the truth that’s beyond that gateway?

Edward: Of course; what else could it be?

Izumi: I don’t know, a shortcut, the secret to a magic trick.
[11]

The important thing to take note of in this conversation is how Edward claims he, “was just one step away from achieving a complete human transmutation.” This is important because Edward has ironically been performing human transmutations every time he transmutes because he’s been using the energy created by a human soul or possibly souls (the exchange rate is never specified). One could argue that this upsets the balance that the laws of alchemy are supposed ot enforce. However, I argue that the laws of alchemy represent the need for humans to believe that they are unequivocal to one another and the gate represents the truth just as Edward called it, but not how he described it. Because Edward has, this entire time, been performing human transmutations it only makes since that the gate would lead him all the way up to the last step for a complete human transmutation. The reason the gate stopped there is because Edward, being human, would not be able to understand the last step, which I argue is to realize that human beings are actually equivocal and they are so due to their own complacency. I argue that if Edward were to accept this fact he would be able complete his human transmutation and bring his mother back, but equivalency is about exchange and it would cost one human soul in return. The unfortunate truth is that it does not matter which soul.

In this frame of mind the philosopher’s stone can be seen as something not so evil. After all, the philosopher’s stone uses the energy from the souls of the people in the world of alchemy, sparing the souls of those who die on our side. The philosopher’s stone simply enables its user to choose from where he or she is getting the souls needed for their transmutations. This further supports the idea that human lives are actually equivocal since one can choose which ones to use from two mass selections. This is a dangerous reality that while in the anime seems to be no more than an explanation for a mystical science, but outside the show it is a eye-opening critique of the world’s current value of human life as decided upon by humans.

CONCLUSION: HUMAN WORTH IN A POSTMODERNIST SOCIETY

So what’s the point to it all? Why place such deep, philosophical elements in an anime? The author of the original manga – Hiromu Arakawa – clearly inspired the director of the anime to send a message with this anime: humans are equivalent no matter how unique anyone is and the sad truth of the matter is that this is a new condition brought on by ourselves. The global market of the postmodernist era demands that trade not end at products and items; people are assigned worth according to their contribution to a world that continuously progresses towards a complete, dominate global economy. Timothy Brennan reflects on this harsh reality in his analysis of Hardt and Negri’s Empire, “Empire’s rule has no limits… [It posits a regime that effectively encompasses the spatial totality… an order that effectively suspends history and thereby fixes the existing state of affairs for eternity… [and] operates on all registers of the social order extending to the depths of the social world… Power [cannot] mediate among different social forces.”[12] This global economy that as a society we have constructed has gained too much power, so much so that we feel that we have no choice but to apathetically succumb to its marginilizing affects of the many while exhalting the few. This financially driven, global competition is the threat to our uniqueness represented by the laws of alchemy and the Elric brothers’ enlightening, yet futile journey to finding a way to defy those laws in Fullmetal Alcchemist.

It is the futility of the Elric brothers’ attempts that is meant to act as the warning to the viewer. When going up against the most powerful economic system of the time one cannot help but feel insignificant and when things as priceless as our artisitic expression – which is a core piece to our uniqueness – are priced and compared across the planet, equivocating human worth is not much of stretch. This type of alienating effect is best explained by Karl Marx in his Early Writings, “From political economy itself, using its own words, we have shown that the worker sinks to the level of a commodity, and moreover the most wretched commodity of all.”[13] We as citizens of this alienating global economy must find a way to exist within its undefiable structure, in order to find a way to hang on to our uniqueness despite the equivocating effects postmodernism has on something previously seen as undefinable as human-to-human equivalency.


NOTES

1. Fullmetal Alchemist is originally a manga series written and illustrated by Hiromu Arakawa, published by VIZ, LLC. The version of Fullmetal Alchemist analyzed in this paper is the anime series directed by Seiji Mizushima, a total of 51 episodes long the showed originally aired from 4 October 2003 – 2 October 2004, Produced by Bones Animation Studio. While both versions start out very similar there are significant differences between the two versions as the plot progresses.

2. This lesson was first taught to Edward and Alphonse when they trained under Izumi and was later taught to them again when the brothers had lost sight of their responsibilities as alchemists.

3. This is the opening line for each episode of Fullmetal Alchemist narrated by the character Alphonse Elric.

4. Edward Elric in Volume 1 – The Curse, Episode 3 – Mother, 1:00:53-1:01:02

5. These are the ingredients of the average human body as listed by Edward Elric a few different times in the show.

6. Alphonse Elric in Volume 6 – Captured Souls, Episode 23 – Fullmetal Heart, 1:06:47-1:09:06.

7. Jameson, Fredric – The Cultural Logic of Late Capitalism – Page 4

8. Edward and Alphonse Elric in Volume 7 – Reunion on Yock Island, Episode 28 – All Is One, One Is All, 1:30:24-1:32:07.

9. Jameson, Fredric – The Cultural Logic of Late Capitalism – Page 4.

10. Jameson, Fredric - The Cultural Logic of Late Capitalism – Page 6

11. Edward Elric and Izumi Curtis in Volume 8 – The Alter of Stone, Episode 29 – The Untainted Child, 13:34-16:57

12. Brennan, Timothy – The Empire’s New Clothes – pg. 350 – Critical Inquiry, Winter 2003

13. Mark, Karl – Early Writings – pg. 322