“Darkness is a beginning, not an end.” -Master Xehanort, “Kingdom Hearts:  Birth by Sleep”

Personally, I’m at a loss to express my feelings about Leonard Nimoy leaving us today.  Yet given that this site is the home of video game analysis, I have been back and forth debating how, if at all, to express my sentiments about him in this space.  Ultimately, I’ve decided to pay tribute to a man who has hugely impacted so many by offering a brief discourse about the value of voice actors.  For among the many hats that Nimoy wore over his career, one of the most notable in my mind was that of peerless voice actor, and the voice of a character that has framed a franchise.

Master Xehanort

Master Xehanort has only explicitly appeared in two of the “Kingdom Hearts” games — “Birth by Sleep” and “Dream Drop Distance” — and yet the architecture of the series’ entire plot line is, at this point, almost entirely his design.  This is not the time to begin a full analysis of the series, though that time will soon come; suffice it for now to say that he is the archetypal villainous kingpin who rearranges the entire universe according to his machinations.  Ganondorf storms the Temple of Time to try to take over Hyrule; Xehanort reformats time itself in order to create the ultimate χ-blade and multiply himself by XIII, ultimately aiming to open the door to the Keyblade War.  (This also isn’t a unique occupation for Nimoy’s characters — in J.J. Abrams’ Fringe, he played William Bell, who went to the ends of time and space to literally create his own universe.)  And the voice of this charismatic, devious mastermind is Leonard Nimoy — but, one might ask, what difference does a voice actor make to a video game?  After all, I analyzed “Legend of Zelda:  Majora’s Mask” for months, and “Zelda” games don’t even have traditional voice acting.

Voice actors make all the difference to a video game, and I want to point to a single moment demonstrating why the choice of voice actor for Master Xehanort was crucial to the experience of “Kingdom Hearts.”  In “Birth by Sleep,” there is a single moment at the climax of the game when the three protagonists — Ventus, Terra, and Aqua — confront Xehanort in the Keyblade Graveyard; Xehanort, by means of identifying Ventus with his destiny to become part of the χ-blade, points a single finger at him and barks out the words, “χ-blade!”  This moment is at the same time riveting and almost a non sequitur:  the player is jolted from the narrative to bear witness to the villain identifying one of their avatars as a mere plot object.

Why does this matter?  One reason why “Kingdom Hearts” is a wonderful series is that it can be read on so many unique interpretive registries; yet at the same time, these registries are strung together by questions of identity.  The climax of the first “Kingdom Hearts” is a battle over what Kingdom Hearts is:  light or darkness.  There are questions of what constitutes your identity if you lose your heart, or if you lose your soul.  There is a constant tension between the bonds of friendship and the quest for individuation.  And, at the center of it all, there is a mastermind pulling together every corner of the universe to mold everything in his image.

Xehanort

The player turns on their game console, enters the world of a game, and expects some level of control.  A major difference between games and movies is that the player of a game is able to move the storyline along by virtue of engaging with that story; in the case of “Kingdom Hearts,” the very same stories that were once straightforward Disney movies become elaborate, interwoven epics dependent upon the player and the protagonists.  But this authority is not absolute, and voice acting reminds us of this.  The vehicle of language within a game, spoken to the player as if by another person, implies that the player is not alone in responsibility for the world and its events — rather, the player’s actions are part of a dialectic with the voices already vying to be heard within the game’s discourse.

Master Xehanort is the paragon case.  Arriving innocuously and quickly sprouting of everywhere in countless forms, he infests the game while delicately taking control of the metaphysics, to the point at which he points at Ventus — in effect, at the player’s conduit to the game’s world — and says that yes, even the very player of this game is subordinate to my vision.  The cinematic choice here is on-point because the player actually experience the moment of Xehanort point at Ventus as seen through Xehanort’s eyes, as though he is subsuming the player’s perspective itself, threatening to make you, the player, yet another Xehanort.  This is the ultimate thrust of what you must fight against in the series, and what makes it such an epic struggle.

Needless to say, it is crucial that the voice chosen for this role matches the aesthetics of the mastermind who subsumes the game’s very mode of existence.  Nimoy was peerless in this regard.  Searingly incisive with his diction, whimsically sinister as he tossed around phrases like “feckless neophytes,” Nimoy as Xehanort was subversive and enthralling because his voice was simultaneously sympathetic and abrasive.  He was at once the Boston local who had been around the block, and the undaunted master of time and space, scheming with the mind of a metaphysician and the spirit of a Disney villain.  I challenge anyone to listen to his rhetoric and try to escape its magnetic draw, the sensation of a voice that envelops you like darkness itself.

Nimoy as Xehanort

I offer analysis because, as an analyst, this is what I have to give; but the truth is that Leonard Nimoy knew how to move people far beyond the realm of the analytic.  His voice was the hallmark of quality work, and his presence was enough to completely transform the atmosphere of a story.  Again, I am at a loss, and can only say this by way of closing:  thank you, Leonard Nimoy, for all the works of art you left us; you will never be forgotten, and will always be missed.


Aaron Suduiko

Aaron Suduiko is the Founder and Chief Video Game Analyst of With a Terrible Fate. In his capacity as a philosopher of video-game storytelling, he specializes in the relationship between player and avatar, and the myriad ways in which that relationship centrally influences the stories of video games. The heart of Suduiko's philosophy of video-game fiction is his theory of "the fictional player": according to this view, the player's role in a video game is not that of identification with the game's avatar; instead, the player plays a separate, more metaphysically foundational fictional role that makes possible events within a video game's story actual, similar to Leibniz's conception of god. Suduiko's application of this view in his analyses on With a Terrible Fate have led to novel interpretations of games such as Bloodborne, Dark Souls, Dishonored, NieR, Returnal, Xenoblade Chronicles, Bandai Namco's "Tales of" series, BioShock Infinite, Code Vein, Final Fantasy VII Remake, Ni No Kuni, and Silent Hill. The foundations of the fictional player theory may be found in the Journal of the Philosophy of Games: https://journals.uio.no/JPG/article/view/4799/5504 Suduiko graduated Harvard College in 2017 with high honors in his major, philosophy. Part of his degree included three independent studies on the storytelling of video games, advised by philosophy professors. In his senior year, he wrote an honors thesis on the ontology of video games as a storytelling object, earning high honors for the written work and highest honors for his oral defense of it. Suduiko has shared his work on the philosophy of video-game storytelling at a variety of venues, including: Harvard’s philosophy department; PAX West, PAX East, PAX South, and PAX Aus; Harvard’s annual ARTS FIRST festival; the British Society of Aesthetics’ postgraduate conference; and SUNY Oneonta’s undergraduate philosophy conference. An article adapted from a chapter of his thesis on the ontology of video-game storytelling was published in the peer-reviewed Journal of the Philosophy of Games. His work on the aesthetics of quantum mechanics in BioShock Infinite was published in Cornell’s undergraduate philosophy journal, Logos. He’s advised Harvard librarians about the literary value of video games and the need to make them available as library resources. Suduiko started analyzing video games in his senior year of high school, when he compared and contrasted the role-playing dynamics of video games and stage plays. After he started his degree in philosophy in 2014 and heard about the 3D remake of Majora’s Mask, he created With a Terrible Fate as a personal blog analyzing the philosophical and artistic value of Majora’s Mask. Since then, he’s grown With a Terrible Fate into a publication of video game analysts striving to understand the stories of video games in new, rigorous, illuminating ways. Suduiko is currently pursuing a PhD in philosophy at the University of Southern California. Beyond the direct analysis of video-game stories, his main research interests center on how the structure and dynamics of video-game stories can serve as novel models for illuminating real-world issues of practical reasoning, social context, and personal identity.

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