An American Writer's Thoughts on Japanese Animation

A Watchable Genius in War – Alderamin on the Sky Spoiler Review.

I’ve talked, previously, most notably in my review of Guilty Crown (And the Audio Commentaries) about the difficulty of having a genius character, particularly a genius with superior tactical and planning skills germane to the story they’re in, in a major protagonist role. However, despite the difficulties, it is actually possible to have a schemer character be well-written, effective, and not bring the show down around them. I submit as evidence Ikta Solork, and Alderamin on the Sky.

Briefly I’d like to provide a picture of the common problem. You have a character who is supposed to possess a dizzying intellect, and you wish them to be engaged in a field of their expertise. Now, most writers are probably not themselves transcendent geniuses able to both see through these situations from a grounded perspective and invent a win that makes sense from that angle, so there is a solid temptation to ‘cheat’ (as necessary as it is) and provide the schemer character, hand-waved with vague “deduction”, “preparedness”, or “planning ability”, with critical information that would rightfully be unknown to them, on which they can act or retroactively have acted in the past in order to secure victory against apparent odds.

I would argue, in fact, that there is a degree to which this is necessary in writing. It’s not to be expected to “method act” the process of coming to a complicated, engaging solution – rather, a writer may often start with the solution and work backwards. Executed well, the strings being pulled can be hidden, and a delicate mechanism shown off to disguise or explain away the artificiality. People love to see an intricate machine do its thing, especially if there’s a tension of possible failure at any given step. Just look at the game Mousetrap.

However, all too often this is done poorly. The genius character will, instead of establishing credibility, strain what they have with extremely precise future knowledge. Rather than showing us a struggle to cover all bases and adapt to the situation like a good heist or a Rube Goldberg machine, they surprise everyone except themselves with the sudden arrival of something that had to be readied in advance but that the audience was given no context and probably no setup of any kind for. These characters, the poorly-written geniuses, come off as prescient rather than intelligent, and all too often quite smug about it. They become infuriating rather than fun to watch, and because you never see any hitches that might exist in their machinations, they remove drama (since you know they’ll be rescued by some unrevealed element from any sort of hazard) rather than adding it with the drama of watching the plan go off with hitches along the way. I’ve heard these characters referred to as “Batman” characters but I prefer to liken them to Tzeentch (of Warhammer fame) to express the kind of damage they can do and the frustration of the “Just as planned” moments.

Because of how common and infuriating the bad versions are, I get a little worried when I hear that a protagonist, especially a main protagonist, is supposed to be a genius strategist or planner, and that goes double in military fiction, fiction with a deadly serious tone, and double again or more for ones are visionaries, imperious of attitude, or smug of demeanor, since the most common successes are none of those things.

But, now and then, a character will cut through my general cynicism regarding the quality of writing for such figures and remind me of why it’s okay to like geniuses and planners and how entertaining they can be when they’re done well. Ikta Solork, the main character of Alderamin on the Sky, is one such character.

Alderamin on the Sky is essentially the story of Ikta Solork’s military career, in a world vaguely reminiscent of Napoleonic Europe (or slightly earlier) with the addition of some faint magic in the form of little spirit partners that attend many of the characters. Or, at least the early bits of the career that were able to be told in twelve episodes.

It’s a career that he starts out not intending to have: he’s offering to help his friend, Yatori, through entrance exams for the officer post she wants, and in exchange she’ll ensure that Ikta can get a nice desk job as a librarian, which is the kind of thing that he wants. Things get complicated, though, when the ship they’re on is sunk. On the way out, Ikta dives to rescue a girl from drowning, hauling her onto the lifeboat with Yatori and some other (new) friends. The small group is initially stranded behind the border of an unfriendly nation, with the complicated problem that the girl is none other than a princess of the same nation of Ikta and the others, who likely wouldn’t be peacefully repatriated if captured attempting to cross the border back to their home country. Luckily, the border is very near and Ikta is capable of coming up with a con that gets everyone across without causing a massive international incident, the first of many sequences where he has to use the few tools at his disposal along with some outside-the-box thinking in order to, metaphorically speaking, get a square peg to go through a round hole. For their bravery and the massive boon of returning the princess safe and sound, Ikta and the others are granted knighthoods. It’s a great honor that happens to come with full proper membership in the military as an officer, which is exactly what Ikta didn’t want.

The next arc concerns Ikta’s time in what amounts to basic training, as we start to see more of what he’s about and more of the problems with the Empire. Ikta, unlike many of the smug jerk geniuses, is kind of a screw-up most of the time. He’s almost unforgivably lazy (according to a narration, some day earning the title of “the Invincible Lazy General”, though that’s not as backhanded as it might seem), he’s a major womanizer with a particular weakness for older or even married women, and in physical exercise as you would expect a soldier to be competent in, he’s rather substandard. On the Empire side, their military culture has some badly messed up points: members of the armed forces, up to high-ranking commanders, are routinely expected to carry out even impossible, suicidal orders without question, marching vast swaths of men to their deaths with execution as the reward for reassessing the situation on the ground. Demotion and death also await anyone who questions the general (lack of) tactics, or who returns without the resounding victory the politicians wanted, no matter the odds they faced. The empire is no place for tactical retreats or even reasonable goals.

Naturally, this is a situation and culture that Ikta chafes under, in part because his own father (a believer in things like science and progress that core Imperial culture scoffs at) was a victim of the same situation, but also because he is who he is, having no desire for glory and little interest in governments or ideas rather than individuals.

This ultimately comes to a head when he’s put in command of one side of a war game training exercise, on which there quite a few things staked. For one, Ikta’s sniper friend has been bullied by his older siblings, who are leading the opposite force, and Ikta wants to show them up. For another, his assigned second found out that Ikta was sleeping with her (married, supposedly unknown to Ikta) mother and largely turned his squad against them, resulting in a wager where she and the others will accept him as a commander (rather than in name only) if and only if he can manage to deliver victory in the exercise. And, by the exercise scenario as intended, Ikta’s force is completely set up to be slaughtered, since the “Suggested” engagement is insanely unfavorable. If that wasn’t enough, Yatori, usually Ikta’s right hand, is drafted as a sub-commander on the opposite side. Through this arc, the bullets may be paint, but the cost of failure would be very real.

And we get to see, in detail, with both moments of seeing the machinations and moments of surprise, how Ikta turns the scenario around. The rules forbid him from abandoning heavy equipment for his team that would make it difficult to fight and doubly difficult to fight a guerrilla war, so he “establishes a supply depot” which for his purposes amounts to the same thing. His forces also avoid the intended battlefield, setting up elsewhere in the exercise area, infuriating his opponents even as Yatori reminds them, already exhausted with the fact that no one will listen to her about how Ikta plays, that it was only a suggestion, not an order. When the sides do encounter each other, a river between them, Yatori suspects foul play from Ikta, but her superiors for the exercise disregard her input, go in without having the situation scouted, and get put on the back foot when Ikta’s forces counter-charge across the river, using logs hidden beneath the surface. What was supposed to be a crushing victory for them, with the “losses” in that engagement, turns into a struggle to “survive” and save a little face, which they don’t do particularly well at, the ringleader of the brothers in particular getting very salty when he’s paintball sniped out of the game.

Ikta takes this opportunity to extol the virtue, as he sees it, of being lazy. In an interesting bit of outlook, he sees “laziness” as the motivator for human achievement, great landmarks like irrigation and the wheel having only come about because someone, somewhere along the line wanted to be lazy, and worked smarter to avoid working harder. In a sense, his ideal of laziness is about efficiency, achieving the best results with the least work rather than being overly concerned with methods or, especially, tradition.

If you don’t like Ikta by the end of that speech that explains why he’d probably be honored to be called “The Invincible Lazy General” in the future, I don’t know what to tell you.

As something of an embarrassing post-script to the arc in how little it connects, though one that does get us a few good character moments, Ikta also manages to save the princess again: she came out to observe his victory, only to get ambushed by some ex-imperial insurgents, angry at their former commander being ordered to his pointless death (a cause Ikta agrees with) and using any tool at their disposal to attempt to take out their frustrations on their powerful (a result Ikta forces himself to stop, for the sake of people that matter to him and because he doesn’t approve of using an uninvolved girl as a hostage). This, of course, gets him some extra unwanted accolades and reinforces the precocious crush from the princess that began with the first rescue.

The next arc begins a series of scenarios that consumes the rest of the show, seeing Ikta and company deployed to a peacekeeping force on Himalaya-esque mountains inhabited by an ethnically different subculture of Imperial citizens, the Sinack. There’s significant unrest in the region, which it turns out is being inflamed by the military commander overseeing it, General Safida. He’s been subjecting the Sinack to mistreatment somewhat on the sly (including stealing and holding in bad conditions their little spirit buddies) in the hopes that they’ll rebel, an insurrection he thinks he can put down quickly and easily for political clout.

While that’s already something of a humanitarian crisis, things are not so simple for Safida nor for Ikta. The Sinack do start rising up against their Imperial masters, but they fight as a frustratingly effective guerrilla force that Safida can’t just squash with raw numbers the way he wanted to. Further, it seems the conflict may also be backed by the Empire’s main rival, the Republic of Kioka, giving the Sinack an edge in critical moments.

Ikta befriends a junior soldier shortly into his time under Safida’s command, sharing a couple conversations and an interest in books with her. While Ikta is given a tour in the dungeon for, frankly, plenty of legitimate reasons (during which he learns about the Sinack spirits) she’s deployed outward as part of Safida’s offensive. Her troops arrive at a fort higher in the mountains, which is mysteriously empty. Ikta, once released, is given command of a relief force, heading up to rescue said embattled expeditionary force.

Ikta, who has been in the mountains before, knows what’s going on: the Imperial soldiers are being afflicted by altitude sickness. Unable to fight, the normally outnumbered Sinack can actually slaughter their foes. Thus, Ikta is presented with a hard choice: hurry up and run headlong into the trap, or take the mountain in stages so his troops can adapt to the thin air.

He picks the latter, defusing the issue for the future, but arriving too late by far to save his new friend. When he finds the body, it’s a low-key but powerful scene: he didn’t know her all that well, and acknowledges as much, but Ikta was always more about saving people rather than “missions” so it still hits him quite hard to know he did his best and still lost a friend like that.

In any case, the offensive against the Sinack begins, for our main characters, in earnest. And in a sense, it’s a war they’re fighting on many fronts. Against the Sinack, since the horrible situation demands it. Against the shadowy Kioka forces that are making life harder, and against Safida’s colossal incompetence and mismanagement that created and continues to worsen the situation. Time and again, Ikta and his friends are forced to turn around a bad scenario just to survive, and Ikta isn’t happy in the least with the fact they’re having to fight this conflict at all. The reveal that the leader of the Sinack Resistance is someone he was friends with as a child doesn’t make it any easier. The Imperial forces, though taking heavy losses, do have an overwhelming advantage, and ultimately push it far enough to crush the home base of the Sinack, taking the leader captive and starting to engage in the good old “rape and pillage” before Ikta and company use what authority they’ve got to regain order. Still, the “victory” isn’t much of one.

Especially since the bigger play comes into view with the show’s last and best arc. A crusade force from the “Holy Aldera Empire” arrives, intent on wreaking vengeance for Safida’s mistreatment of the spirits, beings they see as holy messengers of God. Assisting them, and possibly masterminding the whole scenario, is a young Kioka general who is Ikta’s opposite: relentless to the point of having a reputation for never sleeping. The Aldera/Kioka joint force is absolutely overwhelming for Safida’s men, and Safida gets the opportunity to withdraw, leaving Ikta in command of a sacrificial speed bump of a rear guard. Ikta’s mission: buy enough time for the main force to complete an ordered retreat and survive. For this he has the most freedom he’s had since the mock battle, but also the toughest opponent he’s ever had, a fellow genius with vast resources.

The episodes covering this arc are a delightful cat-and-mouse game of tactics and counters. Ikta can’t win, but he doesn’t have to; he only has to live long enough. To help gain enough forces to even do that, he makes an apology to the Sinack, going so far as to joint-by-joint cut off his left pinky before his old friend, their leader, in a show of humility and obeisance that’s at once theatrical and calculated, and painfully earnest, getting her appreciation on a personal scale and her fighters to help resist the Aldera. The fact that the Aldera have no love of the Sinack and would happily destroy them along with the Imperials also probably helps. From there, it’s a matter of what Ikta refers to as “Blind Chess” where he has to guess the moves of his opponent that he can’t observe from the ones he can, and must attempt to find a weakness in the opposing forces.

Over a long sequence, Ikta spends everything to slow the methodical, precise advance of the Aldera under the Unsleeping General’s command, before ultimately using everything he’s got in a direct confrontation with his foe. He counters the Kioka snipers, holds up the Aldera main forces as much as possible, and ultimately abuses his opponent’s distaste for a chaotic engagement and unwillingness to gamble to bluff him into offering a few days of cease-fire, in which Ikta’s surviving forces, along with the main force, can complete their retreat in peace.

As Ikta returns to the imperial core, the Princess approaches him with a mission: She wants Ikta to rise to the top of the military, and then lose a war to Kioka. Specifically, he has to lose it badly enough that the Empire will be forced to reform its ways, but not so badly that the Empire will lose its sovereignty and independence. It’s a monumental task, but one that if anyone is up to, it’s Ikta, who’s good with outside-the-box thinking and not at all pleased with imperial culture.

But, if you want to know how that goes, you’ll have to read the Light Novels this is based on, because the show is over and liable to get a second season when pigs fly. Which is too bad, really, because there’s a lot of strong material here.

First, the not-so-strong stuff. For some reason, I’ve often mentally categorized Alderamin along with Arpeggio of Blue Steel, and they do have a good deal in common. Both are strong when it comes to battle scenes and tactics, though Alderamin is significantly stronger there. Both are weak when it comes to characters. Much like I couldn’t even remember some members of Gunzo’s crew because they didn’t leave any impact, most of Ikta’s friends are very one-dimensional sounding boards for Ikta. There’s Yatori, who’s kind of interesting in her own right as the bridge between Ikta’s modernity and the traditional warrior culture, but the pretty-boy sniper, the fat one, and the cute medic girl really don’t leave much of an impression. How Ikta interacts with them, as well as his second, the Princess, the Sinack chieftess, his soldier friend who dies… those can be interesting, but the characters themselves are just filler. Ikta needs them because he needs someone to be the Watson to his Holmes, and Yatori knows him too well and has too much of a stick up her rear to do that.

That said, I do very much appreciate Ikta’s relationship with Yatori. I mentioned this before, including recently when I reviewed Gleipnir saying that the relationship of the leads there was more like that between the leads here than a Yuki/Yuno dysfunctional romance. Ikta and Yatori are deeply tied to each other, to the point of being able to say things like ‘we two are one’, utterly inseparable in life and expecting to be inseparable in death, but there’s not really any hint of romance in how they interact. Ikta will typically hit on or smooth talk anything with breasts (Exempting the too-young Princess) but he never has that kind of interaction with Yatori. Yatori, straight-laced as she is, doesn’t take very kindly to Ikta’s philandering, but only because it’s going to get him into trouble (and does!) not because she has any stake in him in that way. All the same, they have incredible chemistry, playing off each other well enough that they might as well be part of a greater whole. It’s a deep friendship, which is a kind of relationship I find is sadly uncommon to see in fiction.

Back to the weakness… there is no point to the spirits and magic. Technically the Spirits are used for tech here and there and as a plot point for the Sinack and Aldera, but there’s no reason we couldn’t see familiar period technology and something more concrete and understandable than the weird god-given fairy pets as the provocation against the Sinack and Aldera. There is absolutely no reason why Alderamin, which is mostly played straight as a period military piece, couldn’t have been set in a non-magical alternate universe rather than one with magic. And I love fantasy and magic… but if you bring it out, you absolutely have make use of it, explain it, and explore it. The Spirits are just kind of there. What do they represent? Where do they come from? Even in setting we don’t have real answers to these questions, only what they’re used for that… frankly, wasn’t needed. And if you’re not going to use magic well, why include it? Make the world more contained and constrained so we can focus on the politics and culture rather than the laws of the universe that can just be left as “like Earth”.

All in all, compared to Arpeggio of Blue Steel, I feel like Alderamin on the Sky has a significantly higher baseline. None of the arcs here were straight-out boring the way the human stuff in Arpeggio was. The support characters may be lame, but I can remember at least one or two moments out of each of them, which is more than I can say for I-401’s crew. On the other hand, the peaks are somewhat lower. Ikta’s strategies are fun to watch, but don’t engage the brain and promote deep thought the way the Science Fiction elements of Arpeggio do.

That said, I do think that Alderamin is, on the whole, the stronger finished product. I have some deep reservations recommending Arpeggio, because it has so much of its critical connective tissue that’s so weak. Because Alderamin is more consistent, I have no such reservations recommending it. Normally I like things the other way around, favoring “great but flawed” over “Consistent but OK”, but Alderamin isn’t just OK. It’s good. And, in my mind, worth a nice, flat B.