'Biomega' is relatively short manga made by Tsutomu Nihei, the same guy who made 'Blame!' It uses many of the same elements 'Blame!' used (synthetic humans, long journeys, messed up world, general rapid incomprehension of the story), and many characters look so similar to 'Blame!' that 'Biomega' could be a part of something like Nihei's own Eternal Champion-like multiverse.
I won't talk about manga itself, but there are some notes about the setting in the second part of it.
1) The world is distorted and impossible.
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The view from very high above; the messy parts are landmasses |
According to manga the world is 100 km in diameter but 4.8 billion km long – impossibly long thread of the world, curling through the universe, although in terms of the universe it isn't that big (about the distance from Sun to Neptune). Manga assumes that it was created from Earth after mystical reformation, but if my math is even half-correct, its surface alone (not counting the mass and volume) about 5500 more than Earth surface, so it is another of impossible cosmic structures like in "Blame!" where in the endless city there is at least one empty space the size of Jupiter.
This place cannot scientifically exist the way it is described. How does it get sunlight, atmosphere, magnetic field, gravity, energy? How can it exist without breaking apart? How the underlying entirely artificial structure (mentioned to be polymer with big 'P') can even support life?
But considering that this world was made by magical wish of/and/or/by entirely impossible technology, this isn't any more strange than cubes of Acheron or infinite Abyss.
The billion kilometers of length are interesting in the way it immediately changes the relations with the distance, especially in the context of familiarity – people could be anything from either really close and familiar or impossibly far, and this 'far' quality increases in much rapid pace than on Earth or any other equidirectional plane while 'familiar' is in much shorter supply. Given that a motorcycle doing 200 km/h non-stop needs about 2700 earth years to travel from one side of the world to another and in (almost full) absence of teleportation the regular people of the world cannot know their own world fully – to them it is, effectively, endless in one direction, and people from very far away, while technically people of the same world, could be as alien as demons.
2) The world has long and irregular strips of what is called Insanity Lenses.
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The wild fields where Insanity Lenses grow |
They grow from the world as a biome but their function is to protect the world from meteorites, laser-incinerating everything that comes from above into their field of view. Lenses are big enough and spaced far away enough that human-sized creature can carefully navigate between them, but it makes some places even more disconnected from each other. In the manga there is an example of a kingdom which is pretty much isolated by lenses from everywhere else much to the kingdom determent.
I just really like the idea of laser-blasting biome which is not simply impenetrable obstacle.
3) This world is inhabited by humans.
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Biomega humans |
It is interesting thing to me, because their inhumanity is only obvious from the outside. They call themselves humans and because Earth at the very best is a myth, they presume that humans always were like that. It is similar in a way to Zelda and Hylian people who look a lot like elves to us but they don't consider themselves anything unusual. I really want to make my own or repurpose somebody's character generator for these humans, to highlight strange and wondrous shapes they can take.
As a result of their diversity through the manga they exhibit less xenophobia when encounter an unusual person. The aforementioned isolated kingdom has a case of frequent mutations, but it is regarded as a disease, not as an innate difference or damnation.
4) Somehow this world grows its own nature.
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Biomega environments |
The miners mine organic machinery instead of ore. Nomadic villages follow giant wandering supply pipes as if such pipes were meandering rivers or herds. An equivalent of railroad is, basically, a giant vein.
It has animals and plants too, things that remind both a machine and an actual animal/plant. The local mount is called horse but looks a lot like a tachikoma tank or a giant spider with bone carapace; cultivated vegetables look like mutated octopi mixed with fractals. Given that technology often imitates the nature and there are actual plants – such as fiddleheads, Romaneque cauliflower, bitter melon or lotus roots – that look quite strange as they are, it isn't that much of the stretch to imagine plants and animals of this world to be barely recognizable but called familiar names, as a legacy of their long-forgotten roots.
However much I like 'Blame!', in terms of playable setting bio-cyber beats just cyber to me, both in aesthetics and usability; at least aesthetically I like this kind of bio-cyber more than pure fleshscapes.
5) The world is psycho-active and some people have special powers.
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Biomega powers |
(On a side note, one of the weapons there is a brain wave rifle where projectiles are propelled with terrible force by combined brain power of regular people, like a psychic Gauss rifle. It was dangerous rarity in times of Earth, but in this world it seems somewhat more common)
One of the more interesting legacies of Earth is that in times just before apocalypse-singularity some companies created things which are virtually eternal, as some of their remaining synthetic people and AIs as well as their equipment are able to exist for centuries if not thousand years without degradation, using all changed materials of the new world for self-repair regardless of how odd they are and be incapable of and somewhat immune to psycho-powers.
6) This is not really cyberpunk.
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After writing all of that I realized it is quite close to UVG but with less caravans |
There are kingdoms, princesses, knights, immortal sorcerer-tyrants, oracles in towers, overreaching empires, tarrasque-sized beasts, zombies, swords (and guns), an equivalent of magic, isolated villages with problems caused and/or solved by various drifters. Maybe which is why it is so appealing – to have all interesting bio-cyber things and yet, not in a cyberpunk. There is a dearth of fantasy cyberpunk settings (as these two genres are almost incomparable with each other) and I think 'Biomega' could be an interesting alternative to ever-present 'Shadowrun' in this respect.
There is no need for hacking mechanic either, which is always a plus.
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On a different note more-frequent-more frivolous-and-shorter-posts experiment for December is coming to the end. While posting twice a week as per initial intention didn't work, the goal did make me post in one month more than in four previous ones and made me think more about finishing thoughts and breaking down the bigger ones to more manageable chunks ('Whisperer' was one of such big posts). I would like to continue this experiment for January to see how sustainable it is on a longer run and I'd be very grateful if people can share any feedback about December part of it (for example, if the posts became less/more interesting to read, remained the same, etc.)
Thanks for sharing this! You make it so evocative! I saw the blame! Netflix movie and loved the setting but still haven't gotten around to reading the manga, but you're making me want to finally get around to it!
ReplyDeleteI didn't see the movie, so I don't know how it compares to the manga but I think 'Blame!' manga is very good. As a _manga_ 'Biomega' isn't that architecturally magnificent as 'Blame!' and, IMHO, _much_ more confusing, but I am finding the world in the second part of 'Biomega' much more interesting from RPG usability perspective than 'Blame!', however gorgeous 'Blame!' is.
DeleteAnd if you like 'Blame!' there is a free game on Steam called 'Naissance' which I would recommend for the sense of discovery. There are some frustrations to it, but it is worth to go through. I just did a mini-review of it: https://dsbbsd.blogspot.com/2020/01/naissance.html
I had no idea that this whole time you had a separate videogame blog 0.o. Will definitely check it out! The blame movie actually partially inspired Carnopolis, one of the micro-settings I talked about very briefly on my blog forever ago that is nominally part of my phantasmos setting but could easily work on it's own. If I ever read the manga maybe I'll expand on that.
DeleteDsbbsd was a secret blog, now it is just very obscure.
DeleteBlame! inspired great many people - although megastructures existed before, both in literature and in theories, I think Blame! was the first to create megastructure not only a chaotic, and out of control, and wondrous place, but to show how would it look like from inside. That initially we have to understanding how big is the city, and only later its true scale becomes knows, creates a somewhat a shock. Dyson sphere doesn't look as impressive when seen from outside; it is the slow, almost wordless reveal of Killy's journey that gives Blame! it sense of scale. Backed by amazing drawings, it creates a strong impression.
It is interesting to me that Biomega didn't impress on people as much as Blame! I wonder if this is because its megastructure-ness is revealed early in second part, the slowburn journey is replaced with rapid-paced story, and titanic but claustrophobic environments are not as oppressive as in Blame!
'no understanding how big is the city', i.e. Sorry for typos.
DeleteI love blame!, but only read the first volume of Biomega, where it just seemed like Blame but more normal (albeit with a bear person). I see that was a mistake. Looks like it goes neat places, I'll have to revisit this!
ReplyDeleteThe second world starts around chapter 27-28 but I think to get the story to be at least a bit understandable, the first part is a must as well.
DeleteDefinitely adding this to the reading list.
ReplyDeleteAnd yeah, it doesn't sound cyberpunk to me either. It does, though, kinda sound like biopunk. Maybe that's the term you're looking for? It is a much smaller genre than cyberpunk, but it's got a few novels to its name.
I define cyberpunk here not as a place with specifically cyberthings in it but rather how the world/setting is defined by the things that happen in it. Genre, maybe, or tone? To me the cyberpunk is world of no escape, the world which very specifically turned utterly inward, and the world with very little of actual personal freedom with few who fight for such freedom can, at best, provide it for themselves, but not the rest, and such people fail more than they succeed. Technology, be it steel-, chrome-, glass-, plastic- or bio-based is used to enforce the inescapable nature of it. World of cyberpunk is, basically, the opposite of outward-facing, freedom-full fantasy even more than most post-apocalypse places, which is why I think these two genres aren't very possible to connect. It is possible to create a place, I think, with all tapping of fantasy which still would be cyberpunk in spirit.
DeleteAre biopunk novels have different tone to them than regular cyberpunk?
Nah, now that I think about it. There's a lot of overlap. It's almost not worth distinguishing as a different genre. Replace class determinism with biological determinism. Keep the megacorporations, but now it's Monsanto instead of Google. Furries in real life.
DeleteIt's punk with a bio theme spray-painted over it. If anything, it just tends to have a slightly goofier/dark humor tone to it. Brought it up cause of the pattern in visual theme I see in the above pictures: the title reference to 'bio', the world that looks like chromatin, the cellular/infestation theme they've got going on.
Thank you for clarification. There is an incoming game called 'Scorn' which is all bio-themed and maybe horror-like shooter and might be a good point of visual reference for biopunk.
DeleteI agree that the author of "Biomega" certainly explored more organic forms in his drawing – and I am glad, because for my purposes a pure bio- (such as Meatcity or Fleshscape) while interesting are aesthetically not very appealing, while pure cyber- is limited in what it can do without fully breaking a suspension of disbelief.
Interesting thought about chromatin, because when I saw the world for the first time I thought of gigantic nanotube (more on cyber-side) as a base with bio-infestation (the bio-side) on top of it.
thank you for this look! How cool would this align with Monsieur's BIO_ horrific RVNS_ setting? https://bottomlesssarcophagus.blogspot.com/2019/10/settinggame-concept-revanescence.html
ReplyDeleteYes, I fully see that but to elaborate, I think the RVNS is a stronger out of two, while Biomega has more freedom. The way 'Biomega' is described in manga has a fantasy feel to it, because it isn't too hopeless and tapping of princesses and knights add to this impression. Nevertheless, because the world is so huge and isolated, it can be quite easy to imagine somewhere at the 4.8 billion-long world a city such as in RVNS.
DeleteBut going the opposite direction, REVANESCENCE_ by itself is a very strong setting and I don't know if it benefits from adding more of the open and free world to it. Do you think that 'Biomega' can contribute something useful to it?
& thanks to Kyana for catching this comment on the wrong post!
Deletere: what biomega can contribute to RVNS_ - to me what is missing from much of cyberpunk is a sense of interconnected entanglement between all scales of the world (the idea that megacorporations operate on an entirely different plane of existence from the average cube-dweller). What both RVNS_ and biomega seem to share is a method for understanding how *all* scales of the world are entangled: organic matter.
The BIO_ mechanic suggested in RVNS_ and the fabrication of the biomega world suggest a very different notion of 'individual' existence - you are not separate from the world around you. That noodle stall you eat at every thursday is comprized of the same matter as you. That beauty megacorp that you're seeing on all the billboards is grown and growing, just like you.
Sort of plays into the notion of a fractal: that at each level of visualization, it repeats the same structure. Therefore, to understand how you operate as an 'individual' is to understand (to some degree) how local politics operates and (to some, possibly less degree) how the world itself comes to be.
No need to elevate your players to the level of 'hero' to make their actions/existence seem significant to the world. Just mirror what is tangible to them among all the scales and let that realization emerge through gameplay.
Just some thoughts brought about by your post. would be interested to hear how they land with you!
I haven't thought about this in this way. I need to think more on it later.
Delete– to me the cyberpunk (if to speak about its tone, not only technology) by its nature is on a verge of being hopeless place, with only an openly sadistic/nihilistic settings such as Black Sun and maybe Mantid Universe and Xas Irkalla be more hopeless. The approach you just explained gives more hopeful tone without being too optimistic, which is what biopunk from Martin O's example above could be lacking to be distinct from both cyberpunk.
– I don't know how would I run this on practical level, though. Will that mean that everything on DM's side (such as personalities of NPCs, events, big-scale events) should be extremely flexible to mirror what players do? And what to do when to mirror isn't possible: for example, that beauty megacorp is growing just as my character, but it will grow well past the lifespan of my character and persist when I fail? How our common ground is going to be in such case?
I'm with you that it's going to be an uphill battle to draw out any optimism or hope from a cyberpunk world, even if you come to understand that you are of the same dna (figuratively and literally) as the hegemonic entities that determine your minuscule existence. Perhaps what I'm aiming at with this inquiry isn't hope or optimism but rather an understanding that you are who you are because of the world around you - I think that the fusion that is bio/cybernetics is a vehicle that communicates this very well.
DeleteWhat then follows, in play, is an assumption that the world around you shifts based on the actions you take, though it does not have to be an action economy where knocking off a local slumlord liberates renters citywide. I'm working on a city-generator for RVNS_ play that hopefully implements some of this in tangible, streamlined ways.
I think you're right on with the flexibility - the idea is to give GMs tools for creating NPCs, Factions, environments and communities that adapt, morph and change to reflect the actions of the players (important distinction: they change *to reflect* actions of players not just *because* of player action).
For example, you're following a lead on a missing person's case. You've spent the last month searching a hollowed subway matrix, where you were infected by a bugged AI that has been scrawling infernal ramblings across the matrix for decades. Their writings led you to an irradiated Atomkraft facility. The corpokult that inhabits this facility has no past history with you or any reason to expect your existence, but you find that, upon arriving, there's a bug in their databank - all their data is being overwritten with textfiles that read in the same rhetoric as the AI you encountered far away - is this because the bug read your intentions and jumped to Atomkraft before your arrival? is this because the missing person that encountered the AI before you brought it to Atomkraft (and does this mean they're here)? Or are the two instances entirely unrelated and is your infection beginning to determine your reality?
Whatever leads arise at Atomkraft, there's one reality that can't be ignored: you and the missing persons case are now biologically linked and understanding what's wrong with *you* potentially holds the key to understanding what's wrong with the *world*.
I'd argue that this is far from optimistic (let me just cast cure disease on myself and I'll find the missing person) and, if anything, much more horrific (I'm going to have to put the very notion of my individuality at risk to get anywhere with this case).
The goal with the generator is to encourage as many of these 'oh god, what am I entangled with now' scenarios. While I've fully rambled circles around this biomega post (thank you for bearing with me!) I think the ways that both biomega and RVNS_ approach the biological entanglement (whats wrong with the city is wrong with your body) as well as the cybernetic entanglement (whats wrong with the city is wrong with your mind) collaborate to provide a truly inextricable entanglement (whats wrong with the city is wrong with *you* and no amount of hacking or surgery will fix it) of the played characters with the world.
phew *wipes sweat* *cracks knuckles* now to write the damn thing haha...
oh! and re: city growing beyond lifespan of characters - simple: death isn't the end for your character. Death is only the end of you playing the character. The GM gets to infer the rest of the spiral from there but now your new characters are operating from the outside (while their current selves are being added to this craxy mesh).
>I'm working on a city-generator for RVNS_
DeleteThese are very good news.
Speaking of the example, so do I understand it correctly is that you see the game world as we play it is reacting to the actions of _players_ but in-world-wise, it is the _character_ who is on receiving end of changes most of the time? I.e. if the city and the character is basically images of each other (kind of like fractal under different zooming levels) and the city is sick, the character is also sick and cannot be cured until the city is cured?
If this is a case, how would you account for a billion of influences on a character by all their environment (including megacity, corporations, other people) that logically arise from that kind of connection? Something in the world always changes, but will it always change the character? As far as I understand this is a purpose of the RSNS_ generator, but how do you think it is going to look in practice? Sudden 'random thing happens to you' or something more paced like 'campaign turns' from recent Martin O' posts (https://goodberrymonthly.blogspot.com/2020/01/wizard-city-hexcrawl.html, at the end), or something entirely else?
>death isn't the end for your character
well, technically yes, the corpse is still a part of life, but there is not much play in this state. Or am I misunderstanding you position?
>thank you for bearing with me!
This is a kind of discussions I sorely miss. I am thanking you very much for starting it.
>>>the game world as we play it is reacting to the actions of _players_ but in-world-wise, it is the _character_ who is on receiving end of changes most of the time?
Deleteyes! that our characters have to deal with the consequences of our actions as players. Grounding all of this in the game itself, at the table (what arises, what doesn't arise, what results are rolled what results aren't rolled) is necessary for allowing these themes to emerge rather than be narratively pushed into the game.
>>>how would you account for a billion of influences on a character by all their environment (including megacity, corporations, other people) that logically arise from that kind of connection? Something in the world always changes, but will it always change the character?
Maybe dipping into the deep end of the theory pool here but something that's always interested me about how (especially OSR) games are constructed is that, given a random table of, say, 20 possible 'campaign turns' maybe only one ever actually makes it into the game. But each result on that table is there for a reason - it *could* enter the gameworld and whoever constructed the table put in the mental energy necessary to imagine it into the game world. Now take the notion of random tables as world-building - just because a result isn't rolled doesn't mean it doesn't enter the game in some way shape or form. Maybe its spun into the improvising of the GM or player who has read the full text or maybe it's inferred through the results on the table that are rolled or maybe it subconsciously bleeds in because the GM glanced at it once and who knows how our subconscious mind really works...
Given this, in the context of this thread so far, I pose the question: what if the prior actions of the player characters (whether or not they are still living) determine what results populate the tables that generate the world/city?
>our characters have to deal with the consequences of our actions as players.
DeleteKind of straight+reverse feedback loop, understood.
I think most of DMs open to improvisation already doing it in one way or another, but what I think mostly happens, is that connection is only straightforward, to the benefit of the character: i.e. a player does something, for example, heroic = world rewards their character (a plague is cured, evil is vanquished, some kind of treasure is obtained). It would be interesting to see how this relation works in reverse.
>Now take the notion of random tables as world-building - just because a result isn't rolled doesn't mean it doesn't enter the game in some way shape or form.
Very true. When DM uses the table, I think they are mentally preparing themselves for each possible outcome being valid. I sometimes use other results from random table happening somewhere else, to other people or places. Another use of other entries of random tables (as in Campaign Turns above) is that they can present a compressed timeline: _all_ (minus one, to create unpredictability) of these evens will happen, random roll just defines the order.
>what if the prior actions of the player characters (whether or not they are still living) determine what results populate the tables that generate the world/city?
In theory I am fine with it. My main concern is practicality as the note-taking the DM would have to do in order to create such tables seems to be a lot, and to do it in a proper way DM should also account to interaction between players as well.
Another question is how far the ripple would go? For example, character died at the beginning of game, and now we are at 15th level – do actions of this dead character still affect the table?
>Another question is how far the ripple would go? For example, character died at the beginning of game, and now we are at 15th level – do actions of this dead character still affect the table?
DeleteMaybe another way to think about it is through the inevitability that the actions of characters affect the world around them - and that world will continue to exist long after they've died in the corporeal sense.
Now that seems like a fairly standard tenet of dynamic world-building, where the world responds to the characters actions and keeps responding even if the players stop acting on a certain location or relationship. But to push it a step further and be able to draw out little 'narrative' threads that act as a trail of sorts. Every character would leave this trail through their actions and their trail would be evident and recognizable in the world-response to their actions (a datafile held by Corpsegard(TM) on the character that sabotaged their delivery operation would be a good example). At a certain point, after corporeal character death, the repercussions of their actions would no doubt begin to blend with the workings of the world and, by 15th level, say, would probably be indistinguishable from it.
Until that thread comes back. Until the Corpsegard(TM) contingent set to wipe out the 15th level players are found to have that same datafile logged as 'failed experiment.' Until there is a tangible connection back to their comrade who died those many years ago. And that trail is followable - a path behind the screen of what's really been going on with all those people their comrade pissed off while the characters were traipsing around oblivious to it.
Let's call it a conspiracy
When you mentioned conspiracy, I had imagined that wall of pieces with red thread connections between them, which kind of feeds in the more organic feel of such connections. And adding to initial 'Biomega' nature of it, it won't be a simple supposed connection, but actual tangible one, given a nature of the world, correct? That hundred years later somebody could come to that facility and trace a bugged AI - and actual, not metaphorical particles of PCs of the past - under whatever strata of biomaterials layered above?
DeleteI think that it could be interesting in play but without trying it it is difficult to say what problems and twists might arise.
the red thread image is *exactly* the intended design and i hadn't even thought of the string-world connection of Biomega, that's excellent!
Delete> it won't be a simple supposed connection, but actual tangible one, given a nature of the world, correct?
correct, though it may not initially appear so to the characters.
>I think that it could be interesting in play but without trying it it is difficult to say what problems and twists might arise.
100%. I appreciate the opportunity to discuss - I'll hopefully have the first core mechanic deliverable in the next week or so [saying this "out loud" so that I'm accountable to someone beyond myself]
>string-world connection of Biomega, that's excellent!
DeleteGlad to be of help.
In Biomega 'Everything is connected' could be taken not as a platitude or theme, but as the actual fact of the setting.
>I'll hopefully have the first core mechanic deliverable in the next week or so [saying this "out loud" so that I'm accountable to someone beyond myself]
I am very curious about it so I'd be waiting for the post, but, please, don't put stress onto yourself on my behalf.
I've liked your more frequent, shorter posts experiment. It fits better with how I tend to read peoples' blogs (as light commute reading). Breaking big posts down has also worked for me for getting them out, or at least for getting the first few parts out and then losing interest.
ReplyDeleteWRT the post quality I think your style/aesthetic, being generally more poetic/emotionally evocative (I'm struggling to find the right descriptor) is something that can be compressed or elaborated on without straining. I've enjoyed all the December posts.
My only regret is that this post has gotten me interested in reading Biomega the week that all the manga sites got taken out.
There is m.a.n.g.a.n.e.l.o.c.o.m (without most of dots) where Biomega seems to be available as of right now.
DeleteThank you very much for the feedback - it is very important to me to know this kind of information. I am glad to know that the posts didn't suffer (at least noticeably) from the more frequent speed. I will try to continue the experiment into January to see if I can sustain it.
Arigato gozaimasu
DeleteI have a very big blindspot when it comes to manga, so having you curate something and describe it in such detail is an immense service to me. Agree with your other commenter (commentator?) that the setting sounds more biopunk than cyberpunk, but the differences are mostly aesthetic, and some of the elements you describe have a sci-fan element.
ReplyDeleteAnyway, it looks gorgeous and your words really bring it to life, so I'm adding this to a list I'm curating of "one post settings". Let me know if you know any further suggestions for such a list.
Thank you – I am glad to be of help.
DeleteI should have been more clear that I view cyberpunk here not much as a prevalence of cyber-technology, but a theme/tone/mood constraints (inward-facing world, prison-like conditions on world-wide scale, etc).
SF - yes, I agree; it gave me a bit of 'Rendezvous with Rama' impression, mostly because of odd shape.
As for further suggestions, are you looking specifically for from-manga interesting settings?