What Is This Skítur : Viking Authenticity in Ys X: Nordics as a Japanese Role-Playing Game
| dc.contributor.author | Panaro, Luca Arruns | |
| dc.contributor.author | Bjarnason, Nökkvi Jarl | |
| dc.contributor.department | Faculty of Icelandic and Comparative Cultural Studies | |
| dc.date.accessioned | 2026-09-07T14:59:01Z | |
| dc.date.available | 2026-09-07T14:59:01Z | |
| dc.date.issued | 2026 | |
| dc.description.abstract | This article explores how viking authenticity is filtered through the media ecology of Japan by employing Ys X: Nordics (Nihon Falcom 2023) as a case study. It examines how the game constructs and engages with historical imaginaries while simultaneously being shaped by conventions and sensibilities of Japanese game development and its broader media landscape. To address this, the discussion situates Ys X within the broader history of viking representation in video games, showing how the figure of the “digital viking” has been recontextualized to meet diverse cultural and commercial demands. Particular attention is then paid to how the national and production context of Ys X inform its representations, with the game blending viking motifs with the visual, narrative, and thematic conventions of anime, manga, and Japanese role-playing games. Through close analysis, the article identifies moments of what can be termed authentic recontextualization, while also being mindful of numerous decontextualized or ornamental uses of viking imagery, names, and mythological figures. These strategies produce a selectively authentic, viking-inflected world that resonates with audience expectations while eschewing historical authenticity. Moreover, the game’s tonal orientation diverges from the “gritty” medievalism common in contemporary Western media, favoring instead the colorful optimism and narrative ethos of mainstream manga and anime, with its emphasis on friendship, perseverance, and collective victory. Ultimately, the article argues that Ys X exemplifies how Japanese popular media reworks transnational historical motifs, embedding them within its own aesthetic and narrative logics. In doing so, it highlights the culturally contingent nature of authenticity in historical games, showing that viking imagery in Japanese contexts functions less as a claim to historical accuracy than as an adaptive, stylistic device within a global media landscape. | en |
| dc.description.version | Peer reviewed | en |
| dc.format.extent | 14 | |
| dc.format.extent | 499163 | |
| dc.format.extent | 100–113 | |
| dc.identifier.citation | Panaro, L A & Bjarnason, N J 2026, 'What Is This Skítur : Viking Authenticity in Ys X: Nordics as a Japanese Role-Playing Game', Replaying Japan, vol. 8, pp. 100–113. | en |
| dc.identifier.other | 256554081 | |
| dc.identifier.other | 68395781-4f6f-4764-9b63-8180411d6791 | |
| dc.identifier.uri | https://hdl.handle.net/20.500.11815/8221 | |
| dc.language.iso | en | |
| dc.relation.ispartofseries | Replaying Japan; 8() | en |
| dc.rights | info:eu-repo/semantics/restrictedAccess | en |
| dc.subject | Vikings | en |
| dc.subject | Game studies | en |
| dc.subject | Video Games | en |
| dc.subject | Japanese Game Studies | en |
| dc.subject | Historical Authenticity | en |
| dc.title | What Is This Skítur : Viking Authenticity in Ys X: Nordics as a Japanese Role-Playing Game | en |
| dc.type | /dk/atira/pure/researchoutput/researchoutputtypes/contributiontojournal/article | en |
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