Far East: Difference between revisions

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* ''[[Fullmetal Alchemist]]'' has the country known as Xing which is based mostly off of China but has some Japanese included as well such as certain Japanese words and [[Ninja]]. It's the second most important country since an alternate form of alchemy was created there.
* ''[[Seirei no Moribito]]'' is set in a [[Culture Chop Suey]] [[Far East]] country based on a weird amalgamation of Goryeo Korea, Heian and Edo Japan, and a bit of Tang China thrown in for a good measure. Though this is clearly the [[Alternate Universe]] and author being a professional culturologist and anthropologist she really [[Shown Their Work|shows her work]] here.
* ''[[The Twelve Kingdoms]]'' also have the similar setting, although this time the Chinese influence is much greater. It too is generally better executed than is the norm.
 
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* The ''[[GURPS]]'' fantasy [[RPG]] setting Yrth includes a pseudo-Asian nation called Sahud, which was founded by a random mix of Chinese, Korean and Japanese peasants transported from Earth by the Banestorm. The involuntary settlers attempted to rebuild their social system from their confused memories of what the upper classes ''looked like from afar'', and "modern" visitors will find themselves in a land that seems to be half Gilbert and Sullivan's ''The Mikado'' and half ''[[Monty Python]]'s [[wikipedia:The Tale of Genji|Tale of Genji]]''.
* The ''[[Dungeons and Dragons]]'' supplement ''Oriental Adventures'' (first edition) portrayed a setting with Japanese [[Role Playing Game Terms|character classes]] and Chinese kung fu styles (along with some Indonesian weaponry). The more recent edition was a bit better and made it relatively clear what elements came from which culture (and tells the reader flat-out that samurai don't belong in China or India -- hahIndia—hah), but still threw an entire continent together into one big mish-mash.
** Interestingly when [[Dungeons and Dragons]] published a ''[[Forgotten Realms]]'' campaign setting for medieval Asian themed fantasy (Kara-Tur) some of the complaints where that it didn't follow this trope ''enough'', choosing dry historcal cultural accuracy at the expense of a less straight, but arguably [[Rule of Cool|more entertaining]] setting. It might not have helped that the states added in Kara-Tur were so [[Fantasy Counterpart Culture]] that in one case, the Tibet-analogue, ''they had forgotten to change the name of the country from Tibet in several parts of the description''. Also, several people complained that, while not making a Far Eastern mish-mash was refreshing, it might have worked better if there had been more Fantasy and less Counterpart in the cultures, and the history of the cultures. Clearly for some this trope [[Tropes Are Not Bad|works.]]
** ''[[Eberron]]'' has fun with its Asia-inspired country, the mysterious land of Riedra. Only this isn't your typical Asian-esque realm: think more North Korea with psychic powers and a dash of [[Cosmic Horror Story]].
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* Happened in ''Warcraft III'' when the designers created a race of ''panda''-people whose culture and style of dress was overtly Japanese. When Chinese fans objected to having their national animal depicted as "Japanese", the pandas were re-designed to be more Chinese and less Japanese.
** As a result, Pandaria will be explicitly Chinese-inspired in the upcoming [[WoW]] expansion pack.
* In ''[[Guild Wars]]'', the [[Far East]] is actually far south, combining elements of several Asian nations and some original ones, with the entire continent of Cantha. Would be a [[Wutai]], expect the Canthan campaign is a large as the original generic fantasy one.
* The ''Tengai Makyo'' games operate on this trope: Japan through the eyes of a 19th century American.
* ''[[Final Fantasy Tactics A2]]'' has the ''Eastwatch'', whose party members' names were Japanese.
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