Friday, August 2, 2019

What Awaits in ‘Tales of the Abyss’


Tales of the Abyss, a role-playing game for Sony’s PS2 and later for Nintendo’s 3DS handheld, has some inward and outer aspects that ought to be highlighted.

Outwardly, it is a garden of delights for men who share Nietzsche’s view of things.  The main story revolves around the determination of a group of men and women led by a fellow named Van to stamp out the ruling religious orthodoxy of the planet, which involves following to the letter a prophetic utterance called Yulia’s Score, which is described in the game as the collective memory of all the people of the world.  It is therefore not a stretch to say that the Score is a symbol of an all-knowing, providential God. 

There is a rather clear message put forward by this game’s writers about those who defend religious orthodoxy:  They are monsters.  Grand Maestro Mohs is so determined to see the Score followed that it leads to his transformation into a hideous creature that lacks even basic rationality.

On the other hand, those who try to overturn the Score and replace it with human will, whether the extreme of Van and his group who want to destroy it utterly or the milder form of relativism (the Score can continue to exist, but we don’t have to follow it to the letter) of Luke and his allies - all of these are presented with a certain air of compassion and nobility of soul.

It is interesting to note the meanings associated with the name of the hero, Luke.  On the one hand there is the association with the Apostle and Evangelist Luke, the physician, and thus with healing.  And that element of healing is present to a degree with Luke in this game.  But more deeply, Luke means ‘light’ (http://www.abarim-publications.com/Meaning/Luke.html), which carries with it the association with Lucifer, the bright and morning star who fell from Heaven with the demons.  Given that he and his friends bring an end to the religious orthodoxy of the Score, the Luciferian seems to be Luke’s true nature in TotA.  As if to leave us with no doubts on this point, the game’s creators emblazoned a demonic image on the back of Luke’s clothing that the player sees over and over again:


Such a worldview is very Nietzschean in its orientation:  Let us kill God and become gods in His place; this is the message to all the gamers who sink dozens of hours into this RPG.

Inwardly, Tales of the Abyss is an initiation into Kaballah.  Many of the game’s pieces are taken straight from that cult.  The outer lands are supported by Sephiroth Trees, a sephiroth being one of the ten different nodes or spheres found on Kaballah’s ‘Tree of Life’, which also has its own supporting columns:


Some of the place-names in this game are the same as (or slight modifications of) Kaballah’s sephira:  Chokmah, Daath, Malkuth, and others.  The space beneath the Outer Lands, the Qliphoth, is also a Kabbalistic term, signifying a land of darkness/evil (https://en.wikipedia.org/wiki/Qliphoth).  And the word ‘abyss’ from the very title of the game, is the void sundering unpurified man from the ‘supernal triad’ in the Kabbalistic system: 


The dividing of Luke into two, into Luke and Asch, is also borrowed from Kaballah:

     'Adam Kadmon is Primal Man, the Heavenly Adam, the Original Man. In the strictest sense he is the emanation of the Divine in Atziluth (the World of Emanation, see below), but he also radiates in the other three Worlds. It is man as he originally was, and actually still is although he does not realize it anymore, because his consciousness has split. Part of him is still close to the Divine, while the other part is here on earth. That is why it is said that he has two faces.'


We do not think anyone would be far wrong in saying that the game involves to a great degree the ascent of Luke up the Tree of Life, from the darkness of the lowly physical passions of Malkuth (his anger and selfishness, etc.) to the exalted spiritual light and life of Kether (acquiring love and self-sacrifice for others), i.e., his transformation into Adam Kadmon.

It is also worth noting that in the Qliphoth there is a group called the Watchers who guide the events of the Outer Lands according to Yulia’s Score.  This is akin to the shadowy groups like the Aspen Institute, the Council on Foreign Relations, and others who, while remaining in the background, are guiding events in this world according to a predetermined globalist agenda.

There also appears to be some influence from Aleister Crowley in this game.  Ion, who is the acknowledged spiritual and political head of the world, is only a boy.  This is very much in the spirit of Crowley’s ‘crowned and conquering child’ whom he envisioned would reign in the post-Christian era he tried so hard to inaugurate.  With the Orthodox Empire overthrown and the Orthodox Church weakened by internal and external trials, we have seen that vision partially fulfilled, as youth worship pervades the cultures of the States, Japan, South Korea, and so on.

And there is also an interesting link between this game and the movie Goonies via the name of Astor.  In TotA, Astor is the leader of the merchants’ guild in Chesedonia, the Center of Trade (https://aselia.fandom.com/wiki/Chesedonia), and who always comes off as very creepy.  There is good reason for that, as he shares his name with John Jacob Astor.  Jay Dyer explains about John Jacob:

The other interesting fact about the choice of “Astoria” is that it is named after the United States’ first multi-millionaire family, from John Jacob Astor.  Astor achieved a monopoly in the fur trade, but more was at work here: Astor was master of Lodge No. 8, “Astor was a Freemason, and served as Master of Holland Lodge #8, New York City in 1788. Later he served as Grand Treasurer for the Grand Lodge of New York.”  In other words, he was already well-connected, prior to his supposed rise to wealth, and these connections likely enabled his monopoly.  Another path to his wealth was drug trafficking – particularly opium, which would make his pedigree as a masonic bonesman even more likely – a pirate.  

Keeping in mind these are the same Eastern establishment Anglo-elites (though here we mean West Coast), John Coleman explains:

“John Jacob Astor made a huge fortune out of the China opium trade …. it was the Committee of 300 who chose who would be allowed to participate in the fabulously lucrative China opium trade, through its monopolistic British East India Company, and the beneficiaries of their largess remained forever wedded to the Committee of 300.”

Fritz Springmeier writes:

“One result of his fur company, was that Astoria, OR was created. Today, perhaps in honor of the family that originally took interest in it, Astoria is a hot-bed for the secret Satanic covens in Oregon. John Jacob Astor did have a few helpful connections. Three of his relatives were captains on clipper ships, and he had connections in London to the Blackhouse family. He married a Todd, a family frequently associated with Satanism. His wife, a Todd, was also connected to the influential Brevoort family. And finally for some reason, John Jacob Astor maintained good relations with the politicians of the day, perhaps because most of them were Freemasons, too.”


Both Astors being involved in trade and such is very coincidental and makes us suspect that the Tales creators were inspired in some way by the Oregon Astor.

Things to Come

One of the uses of studying high-profile games and movies is in seeing what they foreshadow.  The Elite often reveal through them what is in store for the wider public, for the ‘unwashed masses’.  Here are some themes we have seen both in this game and in other games, films, etc.

--Cloning (fomicry) will become commonplace.  At some point, however, they will be abused, but will sacrifice themselves for the ‘originals’ in order to forestall a catastrophe.  In other stories, however (like seaQuest and Star Wars), the clones revolt against their makers.

--Dawn Age technology (fon machines) is much more advanced than later technology in TotA.  This is too common a theme not to see in it some kind of conditioning for a future revelation in this world.  We could be wrong, but its presence is interesting.

--Catastrophe as the great uniter:  Old feuds are put to rest in TotA in light of the various emergencies that unfold during the game’s story.  We in this world are already seeing the beginning of global government proposals to deal with the manufactured crisis of climate change.  Other ‘crises’ will almost certainly be trotted out to give greater urgency for the solution of a single world government.

--The Tower of Rem:  In the Dawn Age of TotA an idea was presented to transport people away from the poisoned and dying world to another world via the Tower of Rem.  This idea of a refugee world is also presented in the space opera Interstellar, reviewed by Jay Dyer here:

It also was the basis of the short-lived TV series Earth 2:

--Planet Storm and the hollow interior of the world:  There may be more going on in the earth’s mantle and core than we have been told by the powers that be.  This theme has been around for quite a while:

--Eldrant:  The appearance of a ‘Glorious Land’, a phony Eden (Atlantis, Shambhala, etc.), may occur to further man’s fall away from God in these last days.

Such is entertainment in the world today.  Caveat emptor.


--

Holy Ælfred the Great, King of England, South Patron, pray for us sinners at the Souð, unworthy though we are!

Anathema to the Union!

1 comment:

  1. Our thanks to Dr Matthew Johnson for help understanding Kaballah.

    ReplyDelete