Dungeon Samurai Volume 1: Kamikaze
by Cheah Kit Sun
Published May 28, 2019
Dungeon Samurai is an isekai dungeon-crawler built on the principle that “amateurs talk tactics, professionals talk logistics”.
Depending on where you are coming from, that might be a lot to unpack, so let’s go through it. Isekai is the Japanese name for the kind of story where the characters are transported to another world, often gaining miraculous or magical powers in the process. Lewis Carroll’s Alice in Wonderland is a notable example. This is an old kind of story even in Western adventure fiction, but it is realllly popular in Japan, which is probably why the Japanese name stuck.
A dungeon-crawler is any kind of story that focuses on the exploration of a monster-filled labyrinth. Role-playing games, whether tabletop or videogame, are the dominant form. You might think this would make Dungeon Samurai a LitRPG, but Cheah says he set out to make an anti-LitRPG, and I think he succeeded. We’ll get to that in a bit.
Finally, Dungeon Samurai ends up being a nice companion to another one of my recent obsessions, the blog A Collection of Unmitigated Pedantry, which looks at pop culture depictions of historical battles. A notable recent series looks at the siege of Gondor in both Peter Jackson’s movie and J. R. R. Tolkien’s book. As Devereaux notes, a big problem for any army is how to get your soldiers and their stuff to the place they need to be, at the right time, with enough food and water to get done whatever needs to get done. And hopefully get them out again.
Logistics are one of the things that makes Dungeon Samurai a compelling read for me. An expedition into the eponymous dungeon must be supplied with food, water, sources of light, and all manner of equipment. Soldiers must be trained to use their kit, and how to work with one another in the dark and cramped labyrinth. A whole society provides the many specialized functions you need to support such an effort.
Finally, I like the way Cheah approached his pretty clearly videogame inspired work. Games provided ideas, but not mechanics. No one has hit points or a GUI. People have abilities, but it feels more like a fantasy world where the rules are different, than picking a command from a menu. If you are going to find inspiration from videogames, and other books I have liked have done so, then this way seems better to me.
I was sorry this book was over so quickly. I am looking forward to seeing whether Yamada Yuuki can defeat the akuma and find a way back to his own world. If you can accept the premise, this is a pretty fun book, with a core of serious thought as to what this kind of a world would be like.
Other books by Cheah Kit Sun