Tickets for VR Noh Ghost in the Shell went on sale a few months ago, and I can only assume they were snatched up quickly. My sincere thanks to Diego Pellecchia for alerting me to the existence of this production. Not knowing what the situation with the pandemic was going to be, and hoping with crossed fingers that things might be easing up by now, I thought I should take the opportunity while it lasted, to get tickets while I could. Besides, I figured that if the situation became/remained bad enough, they’d simply reschedule or cancel the performance anyway, so I wasn’t really in danger of losing my money.
As it turns out, even despite whatever the ongoing situation is, the Setagaya Public Theatre decided to go ahead with it, so I went out to Sangenjaya, masked up. Had my temperature taken at the entrance, used the hand sanitizer, and found my seat. There were empty seats in between every two audience members, and while I certainly don’t know the air exchange rate of the A/C system, fingers crossed let’s hope they were doing their due diligence to make sure the full amount of air in the room was being replaced at least X times per hour. We were also strongly discouraged from talking, even before the performance began, so really the only people projecting loud voices (and therefore risking spewing droplets in a significant way into the room) were the actors, and they were all wearing Noh masks, for whatever that might happen to be worth.
But, let’s get on to the show. Let’s see. Where to even begin. I haven’t seen Ghost in the Shell, the 1995 anime film, in many years, though I’ve seen it multiple times in the past. I’ve never read the manga, I’ve only seen a few episodes of any of the series, and I certainly haven’t seen the live-action version that was so controversial a few years back. I don’t really recall the plot that well, but I definitely remember the themes and the general feel and aesthetic of the anime film.
One section of the utaibon for this performance.
As soon as I sat down, while we were waiting for the performance to start, I took the time to read through the utaibon (or daihon, the script of the play). I’m grateful they provided this – since the spoken (chanted) lines in Noh are chanted very slowly and stylistically, and since they are in a (somewhat) classical form of the language, trying to understand what’s being said (and therefore what’s going on) in any given scene is not nearly as easy as when watching, say, a more modern theatre production, or TV or movies in regular spoken modern Japanese. So, reading this through gave me an idea, ahead of time, of what was supposed to be happening in each scene. It’s also just a really cool touch that they included this, making the latter half of the program look almost just like an utaibon you would have for any more fully traditional Noh play; it’s quite common in my limited experience, I think, for those in the audience to bring their own utaibon with them and sort of read along as they watch Noh.
Even having read it, I can’t say that I actually understood the full plot of the play, or actually what happened in this or that part… but, overall, I think my impression is that Major Kusanagi – the main character of the original anime film – has disappeared from the physical world, and her (former) partner Batô has gone looking for her in “the sea of information” – the digital realm. While I do wish that I had understood the plot a bit more thoroughly, at the same time I think it’s less important than the performance / aesthetic, and the themes involved.
Initially, I had thought it a real curiosity, an oddity, that they would choose to do a Ghost in the Shell Noh, of all things. Combining something so highly technological, with not only themes of artificial intelligence and cybernetics and so forth but with high-tech digitalized aesthetics, with the wholly traditional world of Noh. But, actually, it works quite well. Aesthetically or stylistically, it’s an interesting juxtaposition; and if you can do a Noh about Hiroshima or about Elvis, and if you can do a Kabuki about zombies or One Piece or Star Wars, then you can do anything; it’s just a matter of getting it right; doing it well.
Promotional image for the play, showing Kusanagi Motoko (bottom left), her partner Batô, and the Puppet Master in white.
More importantly, thematically, once you think about it, it actually makes a lot of sense. One large subsection of Noh, the sorts of plays that I personally always think of first and tend to personally think of as being the emblematic “typical” types of Noh plays, are those known as mugen Noh 夢幻能、combining the characters yume 夢 (a dream) and maboroshi 幻 (a phantom vision, an illusion) into a term – mugen 夢幻 – which Jisho.org translates as “dreams; fantasy; visions,” with closely related terms meaning “transient; ephemeral; fleeting; evanescent” and “dreamlike; phantasmagorical.” In a play such as Atsumori, one example of a play of this type, a traveling monk1 reaches a particular site, in this case a beach but in other plays very often a grove or clearing in a forest, and encounters a ghost, or spirit, of a deceased warrior; the warrior, Atsumori, then relates through word and dance his story – the emotional events and karmic turmoils that keep his spirit tethered to this plane, unable to move on just yet. Mugen Noh plays exist in, or create, a liminal space between dream and reality, or between the physical world and the spiritual world. Like the monk who encounters a spirit, and can’t really be sure if that encounter is (was) real, or some kind of illusion, or a dream, just like him, we too – as audience members viewing the Noh performance – can sometimes, if we are lucky, find ourselves in a similar state: seeing the wooden pillars and painted-on pine tree of the Noh stage, and the physical conceit of actors in costumes, but seeing through or past these to wonder if what we ourselves are witnessing is not a stage but a forest clearing, and if it is not a play performed by human actors but some sort of dream, or some sort of glimpse into the world of spirits.
A tradition Hôshô school Noh performance of the play Atsumori.
In this way, the themes or atmosphere of mugen Noh actually fit Ghost in the Shell quite well, I think. Batô – a sort of cybercrimes police detective or special agent – here is played by the waki actor, taking on a role equivalent to that of the monk. Saying that he has not seen “neither form nor shadow” of Motoko for a long time (「素子は何処。姿も影もつかめぬ。」), he ventures not along roads and waterways, to beaches or forests, but into “the sea of information,” a virtual or digital realm that might as well be akin to the spirit realm, in search of the “spirit,” or in this case the disembodied digital consciousness – the “ghost” – of his former partner, Kusanagi Motoko.
The play begins in darkness; I kept waiting for the lights to come up and they never did. Only spotlights, a digital projection screen, and a few other small sources of light allowed us to peer through the darkness to glimpse the action. Noh chanting, flute, and drums opened the performance, and for a good portion of the ensuing 60 minutes or so, the music would remain wholly within the realm of traditional Noh utai (chanting) and hayashi (instrumental ensemble). Batô entered, in fully traditional-style Noh robes, albeit with the mask at least (if not the costume?) specially made to resemble the manga/anime character. There are no wooden pillars, no pine tree painted on the backdrop. This is not a traditional Noh stage, but rather a black box stage as is typical in so many modern theatres. A projection screen plays a variety of different images over the course of the play, but mostly images resembling leaves or flower petals swirling in the wind – or air bubbles or debris in the sea – suggesting though not overtly resembling something like the digital flows of the Matrix.
The use of controlled lighting techniques here is of course not something available to Noh performers hundreds of years ago, who performed simply by daylight or by torchlight, with no ability to control the lighting directly from a switchboard or the like; and which is therefore not a feature of traditional Noh today. Nevertheless, this creates a somewhat similar atmospheric effect to takigi Noh (torchlight Noh), which I imagine must enhance the sense of mugen so much more strongly. I really hope to get to see takigi Noh someday soon.
Motoko, played by a shite actor as Atsumori or other comparable figures would be, appears. Not “enters,” as in walks onstage, but actually appears out of the darkness, appearing first in a somewhat ghostly form and then quickly solidifying, appearing from where I was sitting just as real, just as three-dimensional, as if it were a real actor right there, in that spot, on stage. (But if it is a real actor, then how did they fade in that way?) This is where the “VR” aspect of “VR Noh” starts to come into play. Very cool.
She chants and dances her story, resembling very much in costume and stylistic aspects otherwise, and in her central location on the stage in contrast to Batô who remains near the front stage left corner for much of the play, the central shite figure of so many Noh plays, such as the warrior Atsumori in Atsumori or the heavenly maiden in Hagoromo. In doing so, she speaks of … well, I’m not exactly sure, but of questioning her identity and her reality. In one line, she speaks of her body having been only a hollow puppet, and of her soul having become distanced from the fences of the realm of people, melting in the sea of information.
「素子が掴みしは虚ろな人形の手。素子はいづくにや。人の世の柵を離れ。魂魄は。電脳の海に。溶けゆきしなり。」
Then she splits into two – one shite figure in white robes, young woman mask, and black hair down to her jawline suddenly becoming two, looking nearly identical, and standing next to one another, one looking more ghostly, more transparent than the other, but other than that both looking as though they are truly there on stage – not projected onto a flat screen, but present within three-dimensional space. And the chanting continues, as they speak to one another and to no one at all, questioning “if I am Motoko then who is she,” and so forth.
“The girl is Kusanagi Motoko. Who (what) am I?”
「わらわは草薙素子。汝は何者なるや。」“The girl is Kusanagi Motoko. Is coming face to face [with one another] here coincidence, or inevitable?
「わらわは草薙素子。ここで相見えしは偶然か必然か。」
The effects they created with these so-called “VR” techniques were really impressive. I wish my friend Evelyn could have been there to see this play with me – I wish I could hear her insights as to the staging techniques and effects. From what little I could tell, I still don’t even know if it was simply very cleverly placed mirrors or if it was actually something far more technologically advanced involving holographic projectors or something; I’ve never been to a Hatsune Miku concert, so I’m not sure exactly what those are like, and Perfume won an award a few years ago for their use of a system that tracked screens and the performers’ bodies to project images onto them perfectly even as they moved around the stage.
But, whatever exactly the techniques were that were used in this “VR Noh”, the result, we managed by the end of the play to see, was that actors standing just slightly off-stage (and out of view) were somehow made to appear as though they were onstage, right in the center, rear. As the Motoko figure didn’t move much for her first X minutes onstage, and given the way she appeared as if out of nowhere and then faded ghost-like out of view, I at first suspected this was prerecorded video, projected onto the screen. But as I said before, it didn’t look flat. And when, later in the play, one of the figures actually stepped forwards, much closer to the center of the stage, a good 3-5 feet (or more? I’m terrible at numbers) separated from the screen, I gasped. This was obviously either an actual actor actually standing on stage, or, some technique other than simply being a prerecorded video played back on a screen. The fact that it was actual actors actually performing in real time – even if the images we saw were somehow reflected or projected and not directly the actual person themselves in the flesh – I think makes it a whole different thing from anything even partially pre-recorded. A very interesting experience created out of this effect. I would eagerly look forward to seeing more plays using similar technology.
…
I must admit, I somewhat lost the trail of the meaning of the plot after this. Batô sees Motoko, finds her, but then she disappears again. Whether they reconnect afterwards, whether she is lost to him forever, where exactly the plot goes from there, I’m rather unclear to be honest.
But regardless, what I most took away from this whole experience was (1) just being engaged, engrossed, by the aesthetic and thematic experience, impressed by how successfully it blended traditional Noh aesthetics and hyper-futuristic, cyber-digital anime content. In addition to the swirling forms on the projection screen not only moving and swirling but actually changing over the course of the play, from leaves or flowers to bubbles to something more explicitly digital, and back again, somewhere towards the middle of the play we also got the Noh drums being used in a decidedly non-traditional way to evoke a sort of robotic or heavy cybernetic sort of atmosphere as Motoko spoke, and then briefly a vocal musical piece utterly unlike anything you’d have in traditional Noh but closely resembling that from the opening of the anime film.
But also, and perhaps more so, (2) the mental or emotional experience of thinking about ghosts and spirits, reality and unreality. How are the themes of Ghost in the Shell – digital consciousness vs. natural consciousness, what separates real memories from digitally artificial ones, and therefore reality from unreality – all that different from the decidedly non-digital world of spirits / ghosts in traditional mugen Noh? One thing I thought particularly interesting, that came up during the after-talk, was when one of the actors (I believe it was Sakaguchi Takanobu 坂口貴信, the shite actor who played Motoko) said that while we’re all used to traditional stories being reinvented and re-presented in modern forms (e.g. Hans Christian Andersen or Brothers Grimm fairy tales reimagined into Disney movies), this is in some ways the opposite – a relatively new story, adapted into a much older, more traditional art form that’s actually less accessible for a modern audience. But then he also said that, as conservative as Noh is as an art form, is has continued for more than 500 years and has, certainly, evolved and changed in that time. Perhaps a few hundreds years from now, something like this VR Noh Ghost in the Shell will be seen as traditional and canonical. A very interesting thought.
(And, further, when we think about the fact that the Ghost in the Shell anime film is itself already 25 years old this year, and just how widely and deeply it has made an impact, it really is in some way, arguably, perhaps, not that different from the way that Noh plays of the medieval period retold and re-presented “traditional” and well-known stories of that time, from the Tales of the Heike, Tales of Ise, and so forth.)
That’s all I’ve got to say for now. But they suggested that they are planning to continue developing the technology, and the story, and plan to later have some sort of “version up” new iterations of the play. So, hopefully we’ll get another chance to see this, and to think about it further.
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1. In the play Atsumori, and in several other plays featuring the warrior Atsumori, the monk is in fact Renshô, aka Kumagai Naozane, the warrior who killed Atsumori in battle and who then became a monk in order to atone for his guilt and so forth. I wasn’t sure how to fit this into the body text above, but didn’t want to leave it unmentioned entirely.
W.O.W. What an amazing experience. I am jealous!
It was pretty cool. I’m really glad I got to go. Hopefully they’ll be doing more performances in the future.
Thanks for taking the time to read and comment!