27 March is Digimon Survive Day âš
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27 March is Digimon Survive Day âš

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The Problem of Harmony in Digimon Survive
âBut⊠if I told everyone how I honestly feel, it would disrupt the harmony, wouldnât it? The teacher, and everyone in the class too, would be troubled, wouldnât they?â
Revisiting Survive made me want to expand on my previous writeups about the gameâs themes of harmony.
I actually love how Survive basically treats harmony as the problem of how to live with other people without either erasing yourself or erasing others. Thatâs why I think the gameâs idea of harmony is much richer than mere conformity (i.e., getting along or following the rules). Itâs also why Shuuji and Aoi are my favorites, with Saki to a lesser extent as wellâweâll be talking about her too, donât worryâbecause they matter so much to the gameâs broader thesis about harmony as an ideal. They all feel that to have a place in a group, they must fulfill an ideal. In Aoi and Shuujiâs cases, particularly, the ideals are social roles that are considered morally good, yet can be deeply destructive when overidentified with.
A rant on the sky photograph analogy in 3BP
Iâm currently reading The Three-Body Problem by Liu Cixin. Despite being somewhat monotonous, the writing style is generally easy enough to skim, but one specific passage bugged me:
Chaotic Era, Chaotic Era, Chaotic Era ⊠The thought turned and turned in Wangâs head. Why would the path of the sun through the world of Three Body be devoid of regularity and pattern? Whether a planetâs orbit is more circular or more elliptical, its motion around its sun must be periodic. Total irregularity in planetary motion is impossible.⊠Wang grew angry with himself. He shook his head, trying to chase away these thoughts. Itâs only a game! But I lost. Chaotic Era, Chaotic Era, Chaotic Era ⊠Damn it! Stop! Why am I thinking about this? Why? Soon, Wang found the answer. He had not played any computer games for years, and the hardware for gaming had clearly advanced greatly in the interim. The virtual reality and multisensory feedback were all effects he had not experienced as a young student. But Wang also knew that the sense of realism in Three Body wasnât due to the interface technology. He remembered taking a class in information theory as a third-year student in college. The professor had put up two pictures: One was the famous Song Dynasty painting Along the River During the Qingming Festival, full of fine, rich details; the other was a photograph of the sky on a sunny day, the deep blue expanse broken only by a wisp of cloud that one couldnât even be sure was there. The professor asked the class which picture contained more information. The answer was that the photographâs information contentâits entropyâexceeded the paintingâs by one or two orders of magnitude. Three Body was the same. Its enormous information content was hidden deep. Wang could feel it, but he could not articulate it. He suddenly understood that the makers of Three Body took the exact opposite of the approach taken by designers of other games. Normally, game designers tried to display as much information as possible to increase the sense of realism. But Three Bodyâs designers worked to compress the information content to disguise a more complex reality, just like that seemingly empty photograph of the sky. Wang let his mind wander back to the world of Three Body. Flying stars! The key must be in the flying stars. One flying star, two flying stars, three flying stars ⊠what did they mean? As he had that thought, he found himself at his destination.
(*Passage copied and pasted from my e-book. I applied the bold formatting myself.)
The analogy bothered me so much that I had to write this lengthy rant. Itâs not that the idea is completely wrong, because under certain assumptions, the painting versus photograph scenario actually stands up. Itâs just a flawed analogy from a strict technical standpoint for illustrating how the Three Body game might âhideâ a vast amount of information.
To understand what I mean, I first need to explain what the painting-versus-photograph analogy is actually about before we get to everything else: an intricate painting such as Along the River During the Qingming Festival, although visually packed with detail, has much of its content repetitive, e.g., repeated motifs and smooth color gradients. In information theory terms, this redundancy makes the painting more compressible. While it looks âbusyâ, the data is highly predictable from one pixel to the nextâmany pixels convey similar or even identical information (like, for example, the exact same shade of yellow). Consequently, the paintingâs overall information entropy is lower because the average information content is lower.
On the other hand, consider a seemingly simple photograph of an empty blue sky. At first glance, you might think thereâs less going on. However, if each pixelâs color or intensity varies even slightly (say, like in a highly grainy image), these variations occur almost independently of neighboring pixels. That means every pixel carries a relatively high amount of raw, unpredictable information. Even though it looks plain to the naked eye, the random variations in pixel values make the overall information entropy higher. Essentially, the photo is less compressible, because the slight but constant pixel-by-pixel changes produce more âsurpriseâ in the data, so the information contained in each pixel is equally important.
As I already said, that much is correct if weâre strictly talking about raw information content in the context of information theory. However, the book mistakenly conflates semantic information (the hidden meaning or deeper structure Wang senses behind the gameâs apparent chaos) and raw information content, evident in the part that I bolded: âThree Body was the same. Its enormous information content was hidden deep.â
In everyday language, we often say âinformationâ when we really mean semantic content, that is, the meaningful patterns we can interpret. But thatâs not what âinformation contentâ means. In information theory, âinformation contentâ is a formal measure of unpredictability. Rare events have higher information content because theyâre more âsurprisingâ (the idea behind this is that a surprising event provides a greater amount of new knowledge compared to an expected one), not necessarily because theyâre more meaningful in the semantic sense.
An easy example is comparing Wordle guesses to random passwords. Wordle involves actual English words, which are semantically meaningful. But because words follow linguistic patterns, theyâre easier to guess and thus have somewhat lower information content. By contrast, a strong password made of random characters (e.g., Y!3#$9gHh578) lacks semantic value but is highly unpredictable, so it has a higher amount of information content per character and thus greater information entropy.
In Three Body, Wang senses some hidden, meaningful structure beneath the gameâs chaotic surface that he deems high information. However, thatâs actually semantic depth, because once you grasp the underlying pattern, the system feels more predictable. In contrast, the random pixel-level variation in that âemptyâ photograph is about raw statistical noise, which can be very high in entropy without containing any meaningful pattern.
The implication of all of this is that, from Wangâs perspective, the perceived entropy in the two cases (the photograph analogy vs. the Three Body game) actually shifts in opposite ways, unlike what the analogy intends to imply. When he first looks at the photograph, he underestimates its entropy because it seems empty, only to realize later that its pixel-by-pixel randomness is extremely high in raw information. On the other hand, when he looks at the Three Body game, he sees an apparently chaotic system that he initially interprets as high entropy in which there seems to be no observable pattern or order. Yet he suspects there might be hidden rules governing the game. Should he uncover those hidden rules, it would instead reduce the systemâs entropy from the standpoint of an informed observer (i.e., once you know the pattern, you see how it all fits together).
So, in one scenario (the photograph), entropy seems low but is actually high upon closer inspection. In the other scenario (the game), entropy appears high at first but might actually be lower if you discover the underlying logic.
As a final note before I end this, I want to be fair and acknowledge that the analogy is probably meant to be more thematic than purely technical. The intended point seems to be that lack of obvious surface detail doesnât mean thereâs no substance beneath. But Iâd argue the analogy can instead be misleading if we map it too literally onto information theory.
"Becoming as One" and the Themes of Harmony in Digimon Survive
Overanalyzing Aoi and Shuuji again, because this is my new hobby ever since I played Survive.
They share many parallels, both obvious and subtle, that I feel are often overlooked. One of the lesser-discussed similarities is how their corruption arcs culminate in âbio-mergingâ with their respective partnermon, a process where the human and partnermon become a single entity. Since both characters are Harmony-aligned, I believe itâs worth exploring how these instances of bio-merging relate to and represent the themes of Harmony. More under the cut.
TWs: discussions of self-loathing and suicidal thoughts
Aoi and Shuujiâ: âGendered Subtexts in Their Partners' Evolution Forms and How They Parallel Each Other
Believe it or not, this started out as me about to go on a long rant about the discourse on that Wukong game, since I feel like both sides are presenting their arguments in disingenuous manner regarding queer and feminist readings of Journey to the West (which involve discussions of Wukong and Guanyin as representations of feminist ideals and queer identities). However, I decided I wasnât that invested in the discourse to write long paragraphs about it, so instead I chose to channel my energy to discuss something else you might not expect to have anything to do with this⊠which is Digimon Survive (lol). This writeup is going to discuss about Shuuji and Lopmon again, anyway (lol)âââand yes, itâs going to be discussing about gender as well, and Iâll be doing it by drawing parallels with another pair, Aoi and Labramon.
A disclaimer before we start: as Iâll be discussing about the various interpretations of Guanyin (that, I feel, some might find sensitiveâââas they relate to Guanyinâs gender identity), Iâd like to make it clear that Iâm not a Buddhist nor was I raised a Buddhist by my family. However, I grew up in a culturally Chinese family, and have close relatives who are Buddhists that Iâve consulted on the depictions of Guanyin for the purpose of this writeup. Iâve also done extensive research about the figure online using various resources in English, Chinese, and Japanese. Take this information as you may (this also applies to other deities/figures I talk about in this writeup too, anyway). Heed this disclaimer here as well.
Another note: This writeup wasnât as well-planned as my previous ones, so I apologize if it seems like Iâm jumping from one point to another. Itâs mostly me thinking out loud about more parallels Iâve discovered and the ideas I have about them. Just a heads up.

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Wendimon vs. Turuiemon: Mythological Explanations and Contrasting Parallels in Digimon Survive
This is a rewrite of a writeup I previously posted on my old archived Digimon Survive blog, @digital-survivor
Initially inspired by this post by @digisurvive on the mythological explanations for some of the kidsâ partners, out of curiosity I decided to check if thereâs anything interesting about Lopmonâs evolutions that I could possibly relate back to their roles in Survive (especially in regards to Shuuji as Lopmonâs partner). What I found turned out to be much more interesting than I anticipated, because it seems very likely that they intentionally incorporated elements from the original mythologies, particularly for Wendimon and Turuiemonâââboth of whom are Lopmonâs adult formsâââeven âgoing so far as to draw parallels between them. More of it under the cut.
TWs: mentions of suicide and self-harm
On Cherubimon's evolution
One thing that people often donât realize about Shuuji, despite it being fairly obvious from the beginning of the game, is how easily influenced he is by those around him. Although he seems stubborn on the outside (at least initially), heâs actually quick to yield to external pressure and bend to othersâ wills. You could argue that, initially, he only kept giving in because he kept getting outnumbered. However, this tendency to relent to others is still apparent even in the Truthful route, where heâs no longer pressured by numbers the way he was during the beginning. For instance, when he suggested moving in order from the shrine with the strongest barrier, Aoi objected, insisting they should start with the weakest one instead, and they ended up following Aoiâs suggestion. This shows that he hasnât fully shaken his habit of giving in to others even when heâs outgrown his other early game traits.