XENOSAGA


And the sea gave up the dead which were in it
and death and hell delivered up the dead which were in them
and they were judged every man according to their works.

And death and hell were cast into the lake of fire.
The lake of fire is the second death.

And whosoever was not found written in the Book of Life
was cast into the lake of fire.

- John's Book of Revelation, 20:13-15


Part 1   |   Part 2   |   Part 3   |   Part 4   |   Part 5   |   Part 6


Part 1:

Introduction

[Xenosaga Episode I: Der Wille zur Macht]

(Chapter titles are taken from the DS version, but the coverage focuses mainly on the PS2 version.)

Chapter 00: Prologue
Chapter 01: Practice
Chapter 02: Raid
Chapter 03: Separation


Introduction

In order to fully understand the Xenosaga trilogy, there are some things that should be established first. Because people will go into any work of art with different experiences, attitudes and expectations, I find that to truly understand something it is often necessary to listen to its creator and his or her intent for making it. It can make a world of difference in how one chooses to approach the work. Luckily, the creators of Xenogears and Xenosaga have made several interviews and written quite a lot of supplementary material that will make it easier to follow their train of thought. I won't cite all of it during this coverage, but I will list off a few of my favorite quotes right away:


"I know that in real life, if Tetsuya Takahashi spoke directly to a bunch of young people they would never accept the message. So I use the story and the characters I've created to act as my spokespeople."
- Tetsuya Takahashi (Xenosaga -Official Design Materials-, 2002)

"It [Xenosaga] might look like anime, but if you look at the scenario, camerawork, and the clips you'll clearly notice that inspiration is borrowed from various existing movies."
- Tetsuya Takahashi (Interview with Super PLAY magazine, 2002)

"When I was younger [making Xenogears and Xenosaga], my sole aim was to express myself. If I enjoyed it, and could give the players a product that reflected my own taste, it was enough if it appealed to those players who understood what I was doing."
- Tetsuya Takahashi (Iwata Asks - Xenoblade Chronicles interview, 2010)


The literary allusions, Takahashi's interest in reading and even writing novels, as he had stated during the making of Xenogears and Xenosaga, gives them that special literary quality that has become quite apparent to people. Xenosaga is not just a cutscene-heavy "Anime RPG" in space. Xenogears and Xenosaga are the "Russian novels" of gaming, and that term was even first used by a detractor. Comparison with Russian literature is somewhat fitting since a recurrent theme in Russian literature is suffering, and they are written with Character Emotional Development in mind as the great ones are holistic "Character-Driven" writers rather than Action-Driven writers. Religion and Christian symbolism are also important themes in both Takahashi's Xenogears and Xenosaga as well as in the works of Dostoyevsky, Tolstoy and Chekhov. A huge difference, however, is the context - which is why comparisons don't get made much. Xenogears and Xenosaga are science fiction, so Roddenberry's Star Trek, Kubrick's 2001 and Tarkovsky's Solaris, etc, have a better context for comparison.
    Furthermore, unlike the Character-Driven works of Russian literature, Xenogears and Xenosaga are more evenly scaled between the Character-Driven elements and the Action-Driven elements. An Action-Driven (also known as Plot-Driven) story focuses on action while a Character-Driven story places the emphasis on emotion and reflection. We find both of these in Xenogears and Xenosaga. Whether a story is considered Plot-Driven or Character-Driven depends greatly on the main focus of the story. In a Plot-Driven story, the actual events take priority. In the Character-Driven story, the character's thoughts, decisions, and coming to some greater understanding play a more important role than the action. For example, Writing Fiction @ Suite101.com writes:

"If a novel is plot-driven, the reader will probably remember the main event and be hazy about the characters. (can anyone name one character from Jurassic Park?) If it is character-driven the characters will remain in the mind long after the last page is read, but the reader may not recall exactly what the book was about. (does anyone really remember what Catcher in the Rye was about?)

In a character-driven mystery, the plot develops from the emotions of the characters involved. The murder and catching the criminal will take precedence over the deep-rooted motive. Motives of a character-driven mystery usually center around dark emotions such as hate, revenge, guilty, jealousy or fear rather than the desire for a bag of diamonds or a suitcase full of money.

There is no reason a book has to be strictly plot or character-driven. Some books, perhaps the best books, are a well-balanced blend of both."
- http://vickie-britton.suite101.com/plotdriven-novels-vs-characterdriven-themes-a126314


There's also a lot of misconceptions about Xenogears and Xenosaga and their approach to religious references, Nietzsche, Freud and Jung. The religious references are more about Jewish and Gnostic stuff than Christianity, with a handful of Christian and Islamic allusions peppered throughout along with some references to Norse and other myths. In fact, Gnostic Christianity served such an inspiration for the world and story concept in Xenogears and Xenosaga that it's more like a fictional version of it, or an analogy.

Nietzsche
While Xenogears, on a superficial level, is about "destroying God," and Xenosaga's episodes have subtitles that are named after Nietzsche's books, the creators of Xenogears and Xenosaga are not adherents to Nietzsche's philosophy. One thing that will become clear as we examine the story is that Tetsuya Takahashi is not championing the Nietzscheian ideal here. The Nietzscheian elements found mainly serve to illustrate the points that the series attempts to refute, in particular that of the "transcended man." Many gamers assumed that since Xenogears rejected the idea of organized religion and "God" it was in spirit a Nietzscheian game, and therefore Xenosaga would be Nietzscheian as well. However, neither series is actually pro-Nietzsche philosophy. Both stories are far more objective than to take any definitive sides. Tetsuya Takahashi does have a good grasp on what Nietzsche was about and he shows in Xenosaga that he has a lot of respect for Nietzsche still, probably finding him fascinating. The basic element in Nietzsche's philosophical outlook which provides a basis for understanding human behavior - that of the "will to power" - is one of the things Takahashi does agree with, and this is why he often refers to consciousness and souls as "wills" in the stories.

"We tend to depict human characters as a strong will in a fragile flesh and blood."
- Soraya Saga (Interview with Siliconera, 2010)


Freud, Jung, and Psychology
Make no mistake about it, Xenogears and Xenosaga's stories and "science" are very much rooted in actual real psychology. However, while Xenogears and Xenosaga use multiple references and concepts from Sigmund Freud and Carl Jung, these are not the sole basis for Xenogears and Xenosaga's use of psychological theories. Freud and Jung are merely the easiest to spot, because the concept of Freud's "Id" and Jung's "Anima," "Animus," and "Collective Unconscious" are very famous and recognizable.
    However, there are a number of other Psychoanalysts who's names and concepts are referenced and used as well. Between Xenogears and Xenosaga you have references to Karen Horney and her "theory of neurosis," Jacques Lacan and his "Other" and "Desire," Erich Fromm and his "escape from freedom," Melanie Klein and her "Transference" and "object relations," and Donald Woods Winnicott and his "transitional object," "true self and false self," and "the anti-social tendency." There are also references to Josef Breuer, Otto Rank and Frantz Omar Fanon, and possibly others, even though Breuer, Rank and Frantz have been regarded as unjustified references. However, even dismissing these as unjustified may be premature since most gamers don't know a thing about them, while Takahashi does know more than gamers give him credit for. For example, Rank's "here-and-now" approach fits remarkably well with Rank's characterization in Xenogears.

The characters in both Xenogears and Xenosaga were in fact written using more or less textbook psychology as the basis, as the many references to psychoanalysts should tell you, but the strongest influence appears to be the Enneagram of Personality (referred to in the Xenosaga -Official Design Materials-); a dynamic psychospiritual typology of human personality which describes sophisticated body-mind archetypes, principally developed by Oscar Ichazo and Claudio Naranjo, partly based on earlier teachings of G. I. Gurdjieff. To improve on it, Naranjo did in fact discover connections between Ichazo's protoanalysis (Enneagram work), and theories by all the aforementioned psychoanalysts and more, especially Karen's "theory of neurosis." While the Enneagram of Personality is not a typology that is commonly taught or researched in academic psychology, it is in many ways superior to those materials taught when properly understood and not dismissed as something akin to an astrology classification. Understood properly, Enneagram of Personality constitutes a tool to reach the roots of Ego's conditionings and deformities. Not all Enneagram author's are good at conveying this, especially not all the amateurs on the net, so one needs to learn this material from the source if they wish to truly grasp it.
    Since academic psychology and psychoanalytic theory began its exploration with peripheral phenomena - behavior, moods, symptoms, conflicts, erotic drives, aggression, fears, guilts, instincts and impulses, etc, which are actually secondary to ego psychology which is an absolutely fundamental factor to understanding human consciousness, it is this aspect of the Ennea-types that makes them a more profound and dynamic basis for character and "human types" than what is often taught in academia.
    Part of what I love about the characterization is that you clearly see characters disintergrating and intergrating throughout Xenogears and Xenosaga, and I will point out some examples of this during the coverage.

Science and Ideology
Many scientific ideas have inspired Xenogears and Xenosaga, such as the aforementioned psychology (which is also a type of science). You'll find here, for example, the Heisenberg uncertainty principle and Hawking's imaginary time being used and referenced in the stories. As with the psychological aspect, the scientific ideas are well-researched and implemented in very creative and fitting ways.
    As for the "ideology" part, you'll find that Takahashi is fascinated by the idea of opposites. He sets characters in opposing, contrasting roles, and he pits ideas and philosophies against each other. In Xenogears and Xenosaga, he illustrates many foil relationships between characters, which places each character in a complex position on a multidimensional grid of ideology and philosophy. It is, in fact, not unlike the Duality and the clash of ideas that Dostoevsky was so famous for incorporating into his writing.
    Actually, many people seem to be rather confused over what it is Tetsuya Takahashi is trying to say in these works, and there has been much discussion and debates. From what Tetsuya Takahashi has said and written, it seems that his personal ideal is "living like a carefree child who doesn't think too deeply about things" and his aim for the two works have been to show "a mirror that reflects truth", offering "much food for thought," and asking "what would you do in this case?," among other things. I myself cannot claim to have the final answer on what it is he is trying to say, apart from what has been stated, but I have made a few observations I'd like to share:
    1. Takahashi is trying to use science and psychology to show, objectively, how human beings operate - examining why people come to hold different types of ideologies and viewpoints - but doesn't ever aim to fully take sides.
    2. The whole point, I believe, is to show that humans are all flawed and "imperfect", and at the end we will all have to realize this and be forced to become humble in the face of our own exposed weakness.
    Those are the main two principles by which Tetsuya Takahashi seems to approach his main message in both Xenogears and Xenosaga. I will try to go in a little deeper when we get to the parts of the story that relates to this. But for now, that's my abridged stance on it.

Plot Holes:
As several detractors - and even fans - have pointed out about Xenogears and Xenosaga, they have several plot holes and/or problems with the narrative. While I agree with some of them, I'm not going to respond to every one that has been pointed out, though I might adress a few that I strongly disagree with. Also, whenever things "aren't realistic," such as Lt. Virgil being in the military despite having a visible addiction, I think people are getting a bit too anal about things that ultimately isn't the point of the work. The point with Xenosaga, according to Takahashi, was to use an imaginary sci-fi setting to get messages across to a young audience, similar to Star Trek. In Star Trek you also had Scotty drinking alcohol which wouldn't be suitable on a Federation Starship, but that wasn't the point. Since the Enterprise was a metaphor for "starship Earth," and as alcohol is common on Earth, the abuse of this substance was sometimes necessary for the plot or to get the message across (i.e. showing the difference between 'good' Kirk and 'evil' Kirk, or how aliens can be seduced by human weaknesses and pleasures). While it might be fun to disect inconsistencies and absurdities, I do not think it is realistic to expect a 100% accuracy and logic in any work. If such expectations of the most pedantic research and accuracy were placed on every author then they'd never be able to complete their work. Usually the surface narrative and world is only a covering to be able to tell something else, something deeper.

Of course, this analysis/coverage will also be somewhat subjective and in no way 'complete'. These games offer so much food for thought - in addition to their intricate storyline - that it is impossible for one person to cover everything. Thus I have narrowed it down, although I may add to it in the future. There are spoilers so do not read on if you have not played all of the games and do not wish to be spoiled.

      ---A.C.


Prologue

The story begin by kicking things off in a compelling way by posing questions that compel answers. What you first see after firing up your "New Game" is a visceral and emotionally resonant opening that makes a promise of an intense and rewarding experience ahead.

The ruins are presumably made from the same Over-technology as the other Artifacts of God, but this one was sealed by an anti-Wilhelm force 2000 years earlier (i.e. at the Time of the Messiah). This expedition was naturally initiated by Wilhelm who must've given the diminutive silver Zohar "key" to Dr. Masuda as well as documents revealing where to dig. This plate is later seen in Wilhelm's office.
    Apparently, according to the Official Design Materials, the Zohar shot the beam of light "into the depths of space," though I'm not sure there's any significance to this (apart from being a reference to the Monolith TMA-1 from Arthur C. Clarke's 2001: A Space Odyssey, which shot a signal upon discovery to the moons of Saturn).

The rain that follows serves as a symbolic "omen" foreshadowing another "great flood" that will lay ruin to the whole Earth; this time it's not a flood of water but a disappearance phenomenon that will slowly cover the Earth - forcing humankind into space. It may also have been a hint that Zohar was responsible for the creation of life or that it was responsible for the "biblical flood," which gives it that divine aura of importance.
    As the ODM explains, the Zohar existed before Dr. Masuda perceived it amidst the ruins of Lake Turkana. It had existed since the Big Bang so it did not just spring into existence in this movie. Also, when Zohar is present whatever a person thinks or perceives can be actualized as phenomena. That's what the ODM says and sounds very similar to the Zohar in Xenogears, but this isn't explored in Xenosaga. Unfortunately, Xenosaga is somewhat lacking in consistency over the course of its games due to different directors and scenario writers, as well as the DS remake. If Xenogears' biggest obstacle to understanding its story is its inferior translation, then Xenosaga's biggest obstacle are its inconsistencies.


Chapter 01:
Practice

The World / Setting:
As part of the initial hook, right after the opening movie we have a new hook that relates to the landscape of the story ahead - the imaginary world of Xenosaga - the stage of the story. Here the world is set in the future of our own 4-dimensional universe (i.e. speculative fiction or science fiction) rather than a completely original and mystical fantasy world like Tolkien's Lord of the Rings or Sakaguchi's Final Fintasy RPGs. That said, there are some elements that will appear slightly mystical, so this world shouldn't be taken as "hard sci-fi." One of the themes in the story is the puzzling nature of reality and the limits of science.

The world of Xenosaga is masterfully detailed while not being overdetailed with extraneousness, but detailed just enough to completely complement the story. The origin of this civilization, their planets, government and their histories, the timeline of events, etc, in Xenosaga have been invented carefully. Xenosaga is essentially literary or cinematic, with the story being the main appeal. Thus there is no place where the supporting elements of game play overshade the main element. As has been said for Xenogears, it is not that those supports are done poorly, only that they know their place in this game, unlike many games where the visual element steals primacy, or where primacy fights back and forth between game and story. This is also where I think these works differ fundamentally from Monado (Xenoblade) where the world of two giant gods (and game play) steal primacy from the story. This problem is also often cited as being the flaw in some areas of Tolkien's books. In addition to being worlds composed of timeless universals, Xenogears and Xenosaga keeps the story and characters the goal and not the world.

The world of Xenosaga has been compared to 2001, Star Trek, Blade Runner, the remake of Battlestar Galactica and its spin-off Caprica (even though the last two came along after Xenosaga). I think all of these are pretty good comparisons to the setting.
    One thing in particular I like is that unlike a lot of other imaginary worlds, Takahashi has a way of making all the elements come together and give them an explanation, even if it's through "pseudo-science." For example, the U.M.N. - the net - is connected to both hyper space and the concept of "reincarnation" in addition to the fundamental philosophical questions that Xenosaga concerns itself with. Compare this with Battlestar Galactica (2003) or Babylon 5 where ships make "jumps" or travel through hyper space, but not even a pseudo-scientific explanation is given for how it works. They're there because they're cool and practical, not because they are intrinsically woven into the story and its themes like in Xenosaga. This is part of what makes Takahashi such a genius.

Also, the 4-dimensional universe that is the stage of Xenogears and Xenosaga is but an element of a universe that includes a higher dimension. These are sometimes given the names "Lower" and "Upper" domains respectively to describe how they relate. But although the existing role and function differ in each due to their difference in structure, the lower domain is indispensable for the upper, and the upper domain is necessary for the lower. This is because they form a single universe with both parts included. The two domains possess an intimate link as if they are melded together without being detached worlds, yet, despite that, they are existences that whiff past each other and cannot be seen. Moreover, it can be thought that many lower domains exist.


"A brand-new network is being created within the KOS-MOS mainframe. I've never seen a Net grow so fast! Portions of the Encephalon map are evolving!"

This bit shows how Mary's consciousness inside KOS-MOS starts to manifest.


Ye shall be as gods
While they corrected 'You' and changed it to 'Ye' in the U.S. localization, in the Japanese version it says 'You shall be as gods' just like in Xenogears. However, this is not a reference to Xenogears. Just as the phrase alluded to Genesis in Xenogears, so does the phrase allude to Genesis in Xenosaga. More specifically, it is a clue to the real identity of KOS-MOS who, in Xenosaga III, is revealed to be the "womb" of humanity (i.e. Eve) and the one who tried to turn humans into "gods" in extremely ancient Lost Jerusalem. Storywise, why Shion would pick this password is a bit random and nonsensical, but sometimes allusions have stronger literary value than pure logic. This would be one such case. If it's Kevin's password that Shion kept using then it makes sense, since Kevin knew all about her.

The introduction of KOS-MOS and practice inside the Encephalon simulation serves several purposes. From a game perspective it allows the player a chance at battle early for practice, similar to the mountain path between Lahan Village and Citan's house in Xenogears. Some feel that KOS-MOS' introduction here ruins the impact and mystery her awakening has later once the Gnosis shows up, which is true from an action-driven writer's point of view, but from the perspective of a more character-driven writer like Tetsuya Takahashi it is necessary to introduce KOS-MOS earlier and as soon as possible to have her say "Good morning Shion," since the last words KOS-MOS will speak at the story arc's end is "Good night," which was no doubt already in Takahashi's mind at this point since character-driven writers see the story as a whole and will often sacrifice action or suspence (by undramatically showing us KOS-MOS right way) in favor of Character Emotional Development and character arcs. If Takahashi had waited to introduce KOS-MOS until it was time for action, then it would've been out of place to have KOS-MOS say "Good morning" while slowly moving toward Allen in that intimidating manner while the lights are out. I think hiding KOS-MOS' face for the entirety of the Encephalon portion with the visor was a good compromise.
    The Encephalon is also a huge part of Xenosaga's world, which is why it is introduced early. It is an extremely realistic virtual space existing in imaginary space that can be created using U.M.N. location data, uploaded recorded memories, and activities of individuals stored in the U.M.N. The time and the place can be recreated as long as the data is available. Encephalon dive is the process of entering the virtual space constructed by the Encephalon. The word Encephalon comes from the Greek word "brain." The U.M.N. is basically the internet of the future.

    The technobable here really makes the technology and its users feel real. Takahashi is not nicknamed the "science and ideology" game director for nothing. Take for example: "Body formation complete. Commencing Penfield mapping." or "I see a small break in the MT field, route K12. It looks like...the bi-directional link in the V4 field is lagged, too. Hold on a minute... I'll fix it now."
...And if anyone wants to learn more they can consult the game's in-game database for clarification:

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    Penfield mapping                               155
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    A map of the brain which shows the distinct functional
    regions of the cerebral cortex.

    The in-game reference is to the digitized procedure which
    links Shion's cerebral regions to their respective regions
    in KOS-MOS.


This heavy cerebral aspect is something unique to Xenosaga and really brings the story-telling to another level. The database also has a bit of humor in it, showing that the developers, even Takahashi, aren't all about being dead serious all the time. These games can even be goofy at times.

Also, regarding the allusions and references; Takahashi has sometimes been charged with having "gratuitious" or unjustified excessive referencing. I do not agree with this charge, since I think most references are alluding to concepts that are relevant to examining and understanding the unsaid layers and guiding motifs behind the writing. A lot of the references serve as symbolic foreshadowing and leitmotifs. In addition to this, having the player get curious about these names and looking them up is a good way to invite young people into reading more and acquire knowledge outside of the world of escapist fantasy worlds.


The first Act - Introducing the hero
As with any classic narrative the hero enters the story early, long before the arrival of the Inciting Incident, as we need to see the hero in his/her pre-Incident life. This is Act I, also known as the set-up.

Hero character analysis:
Shion is a talent-rich, impulsive and high-spirited character who's personality originated in her feeling of nothingness. Having seen the death of her parents at a very young age and saw the death of her boyfriend two years ago, Shion feels that her own life is always right next-door to death, and this dark feeling of the nothingness of death is controlling Shion's life even at this introductory point. To turn her eyes away from death, Shion immerses herself in work to an abnormal degree, and hides in the activity and stimulus of work, thus forgetting the feeling of nothingness.
    Many people make the mistake of assuming Shion is meant to be a "nerd"-like character because she sports glasses and works with scientific development, but this is merely a shallow assumption that has made many gamers and fans adopt certain attitudes on how Shion should be portrayed. But I think the Blue Testament puts it best, later in the game, when he says that "A definition by words is merely a means to deceive oneself. It's meaningless before the truth." After all, would a nerd say things like:

"Besides, my family's always asking, "How did you get assigned to the First Division?" "There must've been a mistake in the paperwork..." Who knows, maybe their right."

"Wait a minute, you've been reading those weird old books again, haven't you? I swear, you're so obsessed with those precious books of yours!"

"I don't understand any of this."

In the set-up we already get a clue as to how Shion is capable of providing Realian psych support on top of developing KOS-MOS; "Oh, I'm just making the most of what my mentor taught me." In other words, Shion's mind is attuned to this type of science thanks to the mentoring of Kevin, the genius who came up with KOS-MOS' basic theory, and who is later revealed to have been a student of the brilliant Joachim Mizrahi. Shion, due to past trauma, is not a "nerd" as much as she is a self-centered searcher on a quest for "life" away from death, and has difficulty being satisfied. Her dialogue with Jin reveals much of her attitude, like refusal to take him in if Jin should ever need support or care. Furthermore, because of her fear of death, pain, and her past, she avoids things like memorials because she doesn't want to spend any time in the past. This is also why she refuses to remember what happened on Old Miltia.
    What Takahashi has done here is taking the ennea-type 7 neurosis, which is in fact always based on a fear of pain and inner emptiness, and dramatically taken it to its very limits. This is why Shion is in an unhealthy state. More can be read about Shion in the ODM, which is an analysis straight from the author, so I shouldn't have to get too long-winded here. While this does not necessarily make the protagonist a character that gamers will like, there is no rule that says good writing needs to have a likeable protagonist. Quite the opposite. Shion is a fascinating character study, based on actual psychology, and thus the writing here, regardless of how we may feel about Shion, still deserves some respect. As I said in the introduction above, this type of writing also relates to Takahashi's nickname as the "science and ideology" game director, as psychology is a type of science.

Another thing that should be adressed here is the commonly observed symptom of gamers and anime fans who seems to only be able to appreciate works by identifying themselves with and investing their emotions into the characters; suffering from what Evangelion's director Hideaki Anno referred to as "self-imposed autism" of anime and fantasy fans (which was his greatest frustration). These type of gamers take a so-called "Otaku narcissistic pleasure" in cool or attractive things that they wish to merge with or lose themselves in, and thus too many neurotic or dislikable traits, regardless of how realistic or relevant they may be, brings about the displeasure of these fans who usually won't stand for a story where the main characters are unhappy. Therefore Takahashi's choice of using actual psychology to explore the neurosis and problems facing individuals and society brought about a deviation from the usual attractive anime-, game- or fantasy-like things in these works, which consequently alienated gamers who feel they deserve only pleasure from gaming, and who often take the narcissistic or pretentiously callous stance of putting these works or the characters down because it doesn't appeal to their liking. But ultimately their criticism only reveals their narcissistic, hedonistic, and sometimes "over-serious" attitude. It's not criticism that has any substance, and their demands that what is pleasurable should be championed over games like Xenogears and Xenosaga is ultimately projecting exaggerated stature onto something that usually don't deserve it, which is ultimately pretentious rather than clever.

Another complaint is Shion's glasses, and why in the future anyone would need them. However, as revealed in the DS game Xenosaga I-II as well as Xenosaga III's database: Shion has had a congenital, unique sense since early childhood that has allowed her to see into imaginary space. The holographic glasses she wears were a present from Kevin during her time at Vector and they serve not to correct her vision, but to control this ability.

However, as this sense of hers is not active all the time, and as she "has gotten used to it," she removes the glasses when they present an inconvenience to her daily life.
- Xenosaga III Database

What perhaps confuses many are the minor details that seemingly suggests that Shion should be a smart and intelligent young woman, such as she graduated from Bormeo University, and the fact that she works on a top-secret government project despite being only 22 years old. (The database even underlines the fact that Allen is two years older than she, yet is her Junior in the hierarchy.) But these things can also be attributed to Wilhelm and Kevin helping her rise through the ranks. They would've gotten her onboard the KOS-MOS project one way or the other. Furthermore, it doesn't make her a genius to have achieved much at a young age. Ennea-type 7 are very active people who are very talent-rich while also having the elements of an airhead and being reckless at times. For example, most pornstars by far are classified as ennea-type 7, and yet this adventurous type can also be found amongst astronauts.

There's no doubt Takahashi intentionally wrote Shion as a ditz, albeit a more complex and talent-rich one, but a person with a scattered mind, as exemplified best in the scene where she can't figure out that one Realian is in love with Allen, even though it's obvious to other characters. It is actually not uncommon for Japanese protagonists to be "simple and stupid." The Japanese seems to have a particular fondness for this type of hero. It seems Tetsuya Takahashi remains rooted in this cultural quirk, though he adds the element of real psychology to add a new level of depth to this type of character. The childlike naivety in Takahashi's main protagonists also seems to represent an ideal way of living that Takahashi himself idealizes, though they don't appear to be self-portraits. But I think there's still some part of himself put into these characters.


Chapter 02:
Raid

Support character analysis:
I'm not going to analyze each and every character that comes along when Xenosaga's database, the ODM and the character profiles here on Study Guide already do an adequate job of examining them. I will mostly examine how they relate to the story and do it when they make an impact in the story. Otherwise this analysis would be too long simply because of the sheer number of story characters. It has about as many named characters, if not more, than 1000+ page novels like War and Peace. For now I will only touch on KOS-MOS.

KOS-MOS
An armored female android developed by the interstellar conglomerate, Vector Industries, comprised entirely of mechanical parts. A common complaint has been why anyone would design their battle android to look incredibly sexy and give them super-long hair that's absolutely impractical for hand to hand and ranged combat. While this aspect of KOS-MOS does seem rather ridiculous, there is a story-related reason for the basic appearance (long-haired female). Her appearance is modeled after a black-haired woman who lived long ago in Lost Jerusalem - Mary (Maria in the Japanese version) Magdalene, who shared a bond with a past life of Shion's. The appearance, even the hair, would've been necessary to bring back memories to both of them - the consciousness dwelling inside KOS-MOS' cold metal shell and Shion - as well as to strengthen the bond between them. Another complaint have been why Shion would react to- and treat KOS-MOS as another human. But this is adressed by Tetsuya Takahashi himself in the ODM, so check it out if you are bothered by this. (It's in KOS-MOS' profile.)

Thematically, KOS-MOS with her cold and calculated efficiency can be seen as the ultimate representation of this dystopian civilization's spiritual problem. chaos will later respond to Matthews comment that KOS-MOS isn't human with "You think so, huh? She appears to be just like any other human to me." The same could be said of KOS-MOS' sexualized appearance, even though I doubt it was intentional, in that it can be seen as a representation of a sexualized consumerist society within space age industrialism, something we are already facing in our everyday lives. Anyway, it seems the real in-game reason for KOS-MOS' sexualized appearance is due to some quirk of Shion's, who, according to NPC dialoge, is excessively devoted to "KOS-MOS' aesthetic sensitivity system" rather than her function as a weapon. The explanation for this behavior is due to Shion wanting to shake off memories of the incident when the Archetype went out of control. It would actually not be out of character for an ennea-type 7 to want to dress up herself and others in wild, interesting, entertaining, and sexy ways.

I will also touch on the Realians from Xenosaga. The word realia comes from medieval Latin, in which it originally meant "the real things", i.e. material things, as opposed to abstract ones. Today it means "translation." That's what Realians are, copies or translations of human beings into obedient artificial human servants. The ideological position mankind has come to regard the reality from is a Nietzscheian point of view, and so the Human/Realian relationship can be seen as an allegory for the Master/Slave dynamic that Nietzsche often talks about in his writings, and I believe this was intentional. The new calendar designation in Xenosaga's future that is abbreviated "T.C." means Transcend Christ, which perfectly encompasses a Nietzscheian attitude.


Foreshadowing:
In both Xenogears' and Xenosaga's set-up there is a sense of impending change. In fact, it isn't just the Inciting Incident that is foreshadowed, major events of the story to come are also foreshadowed and, like some of the best foreshadowing in literature or cinema, it is not always recognized as foreshadowing when it occurs. A simple thing like Andrew's nervousness while giving Shion a hard time about the lack of field data for KOS-MOS, unable to keep his cool because he harbours a secret fear of KOS-MOS after having seen her go berserk 2 years ago, is foreshadowing of his involvement. But only in retrospect can you tell these things. We also have foreshadowing in the form of Nephilim appearing often and in one scene looking out into space (anticipating the appearance of the Gnosis), Lieutenant Virgil's DME addiction, the dialogue about Old Miltia, etc. But most importantly the dream/vision Shion has of Rennes-Le-Château on Lost Jerusalem, with the silhouette of chaos making an appearance in addition to Nephilim and the Original Zohar. Like the musicbox scene in Xenogears this scene also foreshadows the entire story of the hero; such as her being "the Maiden," as well as her link to Zohar (and also U-DO behind "the door" or window that is Zohar). Although it's likely she already had a link to U-DO at this point, as U-DO chooses to make contact, some fans believe the link was established in the scene where Shion reaches for the Zohar Emulator and touches it. However, I don't believe she actually touched the Emulator, even though she touched the Original Zohar in her dream. While the Emulators can link with U-DO, according to the ODM, they were actually meant to emulate their corresponding Vessel of Anima in order to ignite the Original Zohar for such purposes.

The ripple effect on the Zohar relates to the motif and imagery of waves in the story, such as the white ash-colored beach and the spreading of ripples that will impact and possibly change the future. The Zohar is often the catalyst for such change. The imagery of humans as "waves" or water is to be a main theme in the story.

You also get a close up on Shion's pendant that will serve as an important plot device at the end of the story while also being related to both Shion and Kevin's character arcs.


Chapter 03:
Separation

A storm is coming
The pace and focus of the scenes at this point are beginning to unfold in context to - and pointed at - the Inciting Incident. There's a sense of foreboding and shifting winds that starts to accelerate to the point at which everything suddenly changes. In Xenosaga this happens as KOS-MOS starts to activate and the Gnosis appear.

Inciting Incident
The Inciting Incident is the point where the story really begins. It's the moment when something enters the story in a manner that affects the hero's status and plans and beliefs, forcing her or him to take action in response, and inherent to that moment is the call for the hero to do something they weren't doing before. In Xenosaga it's not the Gnosis arriving or the destruction of Woglinde that is the "Inciting Incident" as much as it is the hero's unforeseen entanglement with an independent-acting KOS-MOS. But KOS-MOS and the Gnosis are both the story's primary conflict, and here that aspect of KOS-MOS makes its initial center-stage appearance along with the Gnosis.

Shion begins her long relationship with the android KOS-MOS from this point up until the end. What the rest of the story will be about is defined here. This is the bridge between Act I and Act II, meaning everything that came before this incident was a set-up for it, and everything that comes after is a response to it. Even though KOS-MOS was already in the story during the set-up, what happens here makes her darker and more deadly, thus forcing Shion to take action. Because something important to Shion is now out of her control. This is classic story architecture in full glory. But before we move on to Act II, I want to examine a few details here.

"Listen! The Gnosis are insignificant! They are nothing compared to what'll happen if IT awakes!"
This line by Andrew is once more alluding to his fear of KOS-MOS. Some think he's referring to U-DO, but U-DO is sealed along with the Original Zohar on Old Miltia, nicknamed "the abyss", at this point. And besides, one of U-TIC's aims is to get access to U-DO and the Original Zohar.

Virgil and Realians
There has been a lot of debate over Virgil's addiction to Realian tissue. Some think he was lying to provoke Shion while the DME symptoms are only a result of the transplant from Febronia's organ 14 years ago. Some think that the transplant was a retcon or changes made to the original scenario, but the transplant serves as an important bond between them. I think the transplant was always in Takahashi's scenario, and that this caused Virgil to become addicted in the first place. There's little doubt in my mind that he did consume Realian flesh, since he must have done so to learn about the control code. He didn't learn it from Shion travelling to the past because Shion never did travel to the past in Xenosaga III. It was an elaborate Encephalon structure created inside of Shion's mind by temporarily restoring the consciousness of people from the past. The ODM does confirm that Virgil consumed Realian tissue:

"The only certain thing is that Virgil ate Realian tissue of his own will. On the Woglinde, the words "they were delicious" that he spoke to Shion and his expression at the time both show that he is affirming the action himself."
- Xenosaga -Official Design Materials-

A lot of people disregard the ODM after Xenosaga got a new scenario writer, and since the Xenosaga III Perfect Guide doesn't mention anything about Virgil eating Realian tissue they will be quick to point out the "likelihood of a retcon" - that they wanted to make Virgil more sympathetic. But I do not believe such a retcon occured. The database entries states that a DME addict must continue to consume Realian tissue to stave off the withdrawal symptoms, and that there's no cure. And, as I've already said, Virgil must have taken apart Realians anyway since he knew about the control code. While the "eating Realian tissue" idea may sound silly, it cannot be retconned away completely from the world of Xenosaga since people other than Virgil must have gotten it before to even have it labeled so that Shion can recognize it. It's the fact that Virgil originally got it due to a transplant that makes him more sympathetic. The lines about taking Realians apart and Virgil saying "They were quite delicious" are still in the DS version.

Ever since we saw Febronia before Virgil died and they brought him back as a Testament it was obvious they were gonna give the character more depth, so I don't buy for a second that they had to make "retcons" in order to make him "less antagonistic." I think people are getting too carried away by the fact that the story changed scenario writers. It does not mean that everything was retconned after Episode I. For the most part, I will examine the retcons and what the original scenario might have been in other articles. This article is meant to give you a lucid explanation for what's consistently presented and revealed in the guides and the games as they turned out.


Part 1   |   Part 2   |   Part 3   |   Part 4   |   Part 5   |   Part 6