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Kinkmas: Milia Wars

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This article was released the day before Christmas Eve.

Just pointing that out.

Let's finish up Kinkmas tonight with one of the most infamous fetish games out there, known mainly because it's one of the few vore games to be found. Ladies and gentlemen, it's time you push out an important fact in your brain so you can remember the existence of Milia Wars. I'm sorry in advance.

Before we begin, I think I need to explain what vore is first, because while I'm sure a good few of you have been on the internet long enough to see the jokes, most of you still have hope for humanity and promise of a better future. I'll be putting a stop to that today. Vore is a fetish that basically amounts to either wanting to be eaten or to eat someone else. Needless to say, Japan latched onto this and vore is just a few stones throw away from anime or manga communities at any given moment. Just go check the Wikipedia page image. If there's a strange fetish out there, you will find it being drawn by a hentai artist at some point. I know a guy who specializes in balloon inflation. Dead serious.

Milia Wars is a weird one because I'd actually consider it solid as a game. It's much better constructed than Huuna Mina, which felt like it needed some more time in the oven, and genuinely fun to play at times. It's basically a short Metal Slug style shoot-em up, though your character has very limited ammo and has to make more use out of her sword. No real story, just go right and kill every monster you find, reach the final boss, kill that, and you win. It has nice sprite art, especially for a small production, and some nice effects. The music works well in giving the game some energy, and there's not really any significant presentation or control flaws. The jumping does feel a tad floaty, with some really odd momentum, but it's easy to learn.

Where it's kind of complete bullshit is in the difficulty. You really have to learn this game inside and out to survive. A lot of monsters are damage sponges, and if you lose any power ups you manage to gain, good luck trying to kill those things. You can also only harm one thing per attack, and they like to group up on you, so you need to figure out how to create space for yourself. On top of that, because ammo runs out so fast, you need to figure out how to quickly get away from enemies while using the sword and not land near another pile of enemies. This is not easy in the slightest. The difficulty curve is ridiculous, though I can at least say it's better than the early version of Echidna Wars I played years ago.

Yes, this is a series. They're making an HD remake.

Yeah.

And then there's the vore element. Every single enemy in the game eats you upon defeating you. Except harpies. They just make out with you. Don't even know why they're here, other than to be annoying because you kind of need ammo to take them out safely due to all the flying. Everything else is either a slug, which is harmless when not in numbers, a weird ...snozzle thing that shoots slime at you as a trap, and a bunch of things that refuse to die. Laimas, the snake girls, love you charge right at you, and while their attack is announced in a hip swaying motion, you need to jump fast to avoid them. They will body you harder than a famous professional wrestler I don't know the name of and I'm afraid to say John Cena because that joke is deader than dirt. Then there's worms, that shoot rocks and do not go down easy, plus are incredibly dangerous up close because of a fast acting eating attack. There's not many of them, but you will learn to despise them. The final area also introduces spider girls, which aren't as annoying because they lack the laimas' aggressive nature, but they make up for it with paralyzing webbing that will lead to death very, very fast if you're not paying attention.

You can take three hits before losing a life, and the game ends after three are used. You have continues for the level itself, but you will eventually run out of those and be brought back to start. You're going to die and be vored A LOT. The disappointing thing here, though, is while the game has surprisingly good production values, it lacks fetish lunacy. Battle the Three Sisters, if it cut some fat, would have been a hilariously strange classic due to sheer variety. Here, you get swallowed and that's about it. No tentacles, no bizarre variants, nothin'. Lesbian harpy make-out sessions is a poor substitute for the insanity that is your average vore story.

If there were any other choices out there, Milia Wars wouldn't be as widely known as it is. Vore games just don't happen much, strangely, and the only other one I know is such a terrifying cocktail of fetishes that I would fully understand why the average vore deviant would be scared off by it. By the way, that game is Fairy Fighting, and no, I will never talk about it. It is FAAAAAAAAAAAAAAAAAAAAR too much for your innocent souls. So while Milia Wars seems ridiculous to a normal audience because vore is inherently ridiculous, it's not that big a deal in its medium.

We live in a hell of a time where a game that lets you get stuffed in a snake woman's second mouth to be digested is considered tame.


Jonathan's Fave 2016 Anime (He Actually Finished)

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2016 was not a great year for me anime-wise. Life hit me with a hammer, and I spent my energy on other endeavors, so I did not finish many shows. It did not help that most the shows this year were just bad or uninteresting. As I prepare to play catch up with the big Fall shows and start 2017 (I will be a monster if I miss Rakugo and Flip Flappers), I decided to look at the anime I did finish this year, pick out my favorites, and talk about them a little. With my slim list, shows that could easily be forgotten in my normal round-ups finally have a chance to shine, and also Love Live is here because Love Live is good.

I like Love Live.


Active Raid S1

Pretty sure this already got a second season and I completely skipped over it. Active Raid is a weird inclusion here because after the first season's lackluster ending, I have no desire to continue with it. But that first season still happened, and it made me smile so much. Goro Taniguchi's wacky cop dramedy is something that works better as an episodic farce than a serious show about generation gaps, political corruption, and law enforcement. The series main story was very disappointing in the long run, containing a lot of good ideas on paper that never really meshed. But the single episodes all really stand out because the cast of this show is hilarious and wonderful, and may be enough for me to play catch up with it later.

There's a cute family dynamic to the wacky Unit 8 that really makes the show. Main character Asami is the headstrong adopted daughter, Takeru and Soichiro are two bickering old dads, and everyone else is that one weird uncle or cousin, including a train otaku and a hacker who used to be the the greatest gambler in all of Japan and once saved the team through her poker face while wearing a Chinese dress and butterfly mask. Everyone is weird and wacky, even the supposedly normal Asami, who takes everything too seriously and speaks in random English at times. It's a great, surprisingly witty comedy that could benefit more from keeping the tone on the light side. More trying to distract otaku stalkers in giant robots by pretending to be otokonoko idols and less man violently sacrificing himself for the sake of his family we never see, k thanks.

Love Live! Sunshine!!

I cannot tell you how much I needed this show this year. 2016 was just the absolute worst in so many ways, and stuff like Love Live Sunshine helped me keep going by reminding me to keep trying. Also like three of the girls this time were The Nico of the cast and that was wonderful. Sunshine outdoes the original show in every way possible, with a ton of goofy characters with fantastic chemistry, lots of energy, and a ton of memorable lines and sight gags. Riko giving a horrified scream that Chika may see her yuri doujins, Yohane catching Ruby and Dia, Hanamaru being in awe of a blow dryer, You almost dying because she tried to catch a uniform falling outside with all the unbridled joy of a kid at Christmas, Dia revealing herself to be a massive dork, and wow I haven't even gotten to Mari! There's just so, so many amazing jokes and moments, and the drama matched great alongside them. The show's sheer sincerity sells every conflict so much.

I also loved that the show is well aware of what came before it, and turns that into the central theme of the show. The cast are all trying to figure out who they are and how they work together. What is their appeal? Can they really be like their idols? Should they be like their idols? The end result is some of the best character writing I've seen in awhile, hiding nuance in slapstick and vaudeville (which was mostly Yohane).

Also You is my talented daughter now and I support her and her girlfriend Yohane.

KonoSuba: God's Blessing on This Wonderful World!

There are a few shows out there I can say were made just for me (particularly the first Grisaia anime), but it's rare they end up being good, especially when they're light novel adaptations. But damn it, KonoSuba is just the most incredible, near perfect comedy and so absolutely me. It's a trapped in a fantasy world yarn that follows the extras instead of the big hero, and through by just how much they suck in such strange ways, they completely upset the entire flow of events while never getting what they actually want. Kazuma is just the biggest piece of shit imaginable, Aqua is a spoiled dolt that constantly whines both when it is and isn't called for, Megumin is the biggest dork who ever live and only good at one thing in such a way that it circles back around to being bad, and Darkness is just doomed to fail forever and she might be okay with that.

And yet all of these terrible, miserable people are endearing and likable. They have great chemistry with each other and show genuine affection for each other. They are absolutely not heroes, but that's what makes them great. They're people. Horribly, horribly flawed people with awful moral codes, but people none the less. Their misery is oddly relatable. We can laugh at them as well as with them. Just like myself, they're the degenerate peasants making the best out of bad situations and finding something to smile about as everything constantly goes wrong. No matter how bad they get, and they get bad, I still find myself routing for them and wanting them to find a happy ending. I am so ready for season two.

Myriad Colors: Phantom World

Hello everyone, I'm trash. I haven't finished Rakugo or Euphonium S2, but I've finished Phantom World. Yeah.

KyoAni's trash show of the year was still better than most shows put out by other studios by sheer production quality. This show has some great animation and fantastic art design, but what made it stick around for me is the fun characters. Haru made for a surprisingly entertaining harem lead because of how much the show loved to dunk on him. The show mascot, Ruru, was just an adorable bit of energy for the gags, while every one of the remaining main cast had a memorable quality to their archetypes that helped them stand out. Kurumi is a young girl obsessed with bunnies and bears and she is very good. Reina turned out to be Kirby as a cute girl, which was kind of amazing. Mai made for a fantastic heroine (even if she did become a perv magnet), but Minase somehow stood out as my personal favorite for out of place she felt in the sillier episodes.

I kind of hope any future seasons go anime original, because the novels start taking themselves ultra serious shortly after where season one leaves off. The premise of humans learning to live with weird monsters and spirits is more suited for creative comedy than serious action or drama, and the cast is so ridiculous that the wacky monster of the week formula just works better than any attempt at anything serious. It's trash, but it's high quality trash.

Orange

This is a show that could have been more than it was, but it gave me a lot of feels so I can't complain too much. The story of a bunch of people regretting their past choices and giving their old selves a second chance was hokey and kind of beautiful, production issues be damned. It dealt with some super serious subject matter, but I think it pulled off everything it wanted to do and then some. It's very sincere, even when it pulls some groin inducing plot stuff (do not get me started on the bully character).

It's kind of awe inspiring how much attention to detail went into this one at times. Everything is foreshadowed instantly by Kakeru's odd smile every time it appears, with the smallest changes in it speaking volumes that the dialog could never hope to say. Even has things started to fall apart behind the scenes, those face close-ups remained very detailed and the show's strongest aspect. It's amazing how much is said just through character expressions, I so rarely see this in shows that aim for a more realistic bent like this. Orange is a hard show to talk about because of how much of it is drenched in spoilers, but I can say that it's probably one of the best melodramas I've ever seen.

Please Tell Me! Galko-Chan

I'm still amazed this series was written by a guy. Galko-Chan is a show staring a high school girl with a cheesecake style body, yet it remains one of the most popular shows among feminist circles this year. It's hard not to see why. Galko's cute trick is that it sets itself up as a dirty comedy, but those talks of bodily functions and boobs have a different feel to them. The show is actually a look at teens trying to figure things out in an awkward time in their lives, showing how they relate to other people and the sort of things they ponder. One scene may revolve around a guy wondering what it's like to have breasts, and another may just have Galko and Otako talk about anime. The dirty humor is kids asking real things they wonder, or pointing out things normally never talked about in other shows. For example, Galko's cup size is shown more as a hindrance for her because she can't find a bra in the right size she likes, and she actually makes a connection with a saleswoman with the same problem who helps her out. It's not a moment of fanservice or a dirty joke, it's just showing something people have to deal with in life and making a cute joke out of it.

What's unexpected is that the very archetypal characters (almost all named after their archetype) are treated as characters proper. There's a few episodes focusing on Galko and Otako's friendship that are surprisingly strong. The first has Otako worrying that she went too far in teasing her friend and showing real remorse, and the series ended showing how the two became friends despite how Otako pre-judged who Galko was because of her looks. Galko-Chan is an adorable show that speaks real wisdom and manages to embrace its smutty thoughts in a sincere way. It's funny, but it says a lot of important stuff the youngin's need to here – and what us grown-ups need to be reminded of.

And to think, this show's first joke was Otako drawing circles on the top of a balloon to guess at Galko's nipple size. How first impressions can mislead.

Last Exile: Fam, the Silver Wing

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I suppose it's finally time for the only person who asked for a sequel to Last Exile to review it. I'm behind by about five years, I know, but without a network of bloggers, I'd just be talking to myself (In fact, I probably still will be). Another reason for the delay is when I watched the release on FUNimation streaming, the second half became so murky with so many plots that were stacked up in a disjointed fashion, week-to-week viewings became trying to look at a jigsaw puzzle that got flung across the room every few days. So let's see how watching all of it in a week treated a series that was before its cumbersome second half, a pretty solid sequel that utilized the positives of its original without relying on them while creating new characters and experiences that weren't a hollow echo... most of the time, at least.



Last Exile was certainly one of those series that fits the general five-year popularity window for anime. Unless it's an iconic staple of the industry, a good series will gets buzz, a decent amount of fame, some appearances on top ten anime of ALL TIME, and then within five years, talk peters out, and the show might not vanish, but it's certainly not held in the highest tiers of anime Valhalla. Go search out the top ten anime of all time polls that were conducted in certain years like 1990 or 2000 (It might be difficult since most of these were in magazines) and you'll see what I mean. Sometimes you get a Sailor Moon in the mix that beats the odds, but there's also Love Hina and some of you will never believe wide swaths considered it one of the greatest anime of all time at one point (It happened).

From 2003 to 2008, studio Gonzo's 10th anniversary project enjoyed a reasonable amount of time in the sun. It was on American television during the anime gold rush (G4techTV, granted), when I went to my one Otakon in 2005, there were plenty of cosplayers representing the series (One in an extraordinary Princess Sophia outfit I accidentally called Princess Claudia and for that, my name-troubled mind apologizes), and it was even rumored Joel Silver was going to make a movie out of it at the height of his Matrix money days. They couldn't even wait for the days of Gonzo's 20th anniversary as Gonzo's cash had dried up and the sequel came out in 2011 at the absolute last huff of steam Gonzo had before its output imploded. I couldn't even believe they were doing it and Last Exile still hovers around my top ten list. But they got most of the major minds back together with a few differences that were understandable (Geneon handled the English version of Last Exile and since they died a fiery death, they couldn't be around to handle the sequel, meaning an entirely new English cast under FUNimation. It's very good, all things considered). The animation surprisingly took a step back from 8 years before save the advances in 3D CG, but they had enough verve with an intriguing enough follow-up story that maybe they would pull it off.

First, a small amount of backstory that spoils Last Exile a bit. The heavily sky-based world of the original turned out to be a spaceship and the war between the two nations in it was engineered by the noble-blooded Guild who were secretly controlling the limited amount of land on the traveling ship. The titular Exile is a crescent-shaped weapon of mass destruction that was re-started by the Guild's wicked leader Maestro Delphine, but the finale put an end to the Guild's rule, the Exile's activity, and the conflict between the countries.

Fast-forward to four years into the future. The ship has returned to its home world and is a part of an over 100-year re-integration after centuries of ruin ruins from a cataclysmic war. The world's inhabitants are none-too-happy to see them back, but are forced to give them land and relocate others due to an off-screen scuffle, likely involving the threat of the Exiles each ship has and the planet had thought to have gotten rid of. This brings us to now, where the massive Ades Federation is engaging on a warpath to wipe out every trace of the migrants. If the original series was slightly based off of World War I, Fam the Silver Wing is vaguely World War II and the Federation is Germany.

Our leads are sky pirates Fam Fan Fan (Yup) and her navigator Giselle. They use vanships and vespas-small airplanes that are designed to more resemble cars-to trap and reel in gigantic flying battleships to make a living. Since they're the nice, charming pirates who only do this to make a living and actually help people, we don't see what they do with the crew that occupies those ships who are mostly military, probably armed with guns, and don't take too kindly to being hijacked.

My overthinking of everything aside, Fam is a wide-eyed, brash pilot balanced by Giselle's calm, masterful knowledge of all things aeronautics. The first couple episodes are dotted with incredible flight scenes where we get to see how they work together, an especially good one where they try to twist their way through the inside of a large vessel in their tiny ship. One of their friends in their settlement is former Guild royalty Dio, a supporting character from the original series that will make everyone get up and shout, "HEY, YOU DIED!" If you're waiting for a proper explanation, it never comes around. There's even a recap episode about everything that happened in the first Last Exile narrated by Dio that features the scene where he has lost his marbles and tips over a vanship in extremely high winds standing up and he says absolutely NOTHING about how he's alive. I argued for the ending of the original against plenty of valid concerns with patchwork defenses, but yeah, the sequel pretty much confirms it's bad writing.

The main plot kicks in when Fam and Giselle cross paths with the royal princesses of the Turan kingdom, Liliana and Millia, who are the latest victims of the Federation's scorched earth policy under the direction of eyepatched Premier Luscinia. Fam strikes a deal for the Sky Pirates to protect the princesses in exchange for possession of their fancy ship sans gaudy decorative wings they smash up as part of the escape attempt. Unfortunately, Fam bites off way more than she can chew as Luscinia uses the surface-world Guild and its band of crafty assassins to dispatch ships from the inside and captures elder Turan sister Liliana as the key to one of the Exiles (that now hover ominously in the sky as moon facsimiles), which completely lays waste to Turan's capital in minutes.

What follows is a rising rebellion led by Fam and the sky pirates with younger Turan princess Millia attempting to rebuild her country even if she only has sovereignty of one room. Fam wants to steal a whole bunch of ships to give Millia an army and has her sights on a mysterious ship known as "The Reaper" that comes from the country Anatoray. Fans of the franchise will know that name's a sign of familiar characters in the not-to-distant future.

If you expect me to go on a nasty, thousand-word rant about how this destroys the legacy of the franchise after all of the necessary plot synopsis business, be prepared to be disappointed. I understand Last Exile has quite a few flaws and doesn't reach deeper than being a really damn good adventure even if the makers had some anti-war sentiments that don't quite scan (Pacifist hero accidentally creates the greatest tactic to fight a war and is ashamed of it, which leads to... nothing, really). The sequel genuinely tries to not only expand the world and give a larger scope, but challenge some of the ideas and give extra dimensions. It doesn't get there, whether the gray areas fight too much with the good guys/bad guys narrative, the only 22-episode running length and rushed feel of the second half stunting plot threads and characters, or it plain doesn't want to answer questions that should be answered. And yet, there are worthwhile aspects to take away from Silver Wing and wonderful stretches when its vision is clear and its story is uncluttered.

The visuals are both better and worse than its predecessor with quite a few variables to explain why. As I watched the recap of the first, the 3D CG has certainly aged with detail work and motion taking the worst hits, and while Gonzo will never fix its shortcomings in not making these stick out, there is art on these animated vanships now and more articulated movements so ill-chosen closeups don't make the pilots seem like Fisher Price Little People anymore. The sequel chooses location art design over mechanical design which seems like a no-brainer, but the sedate colors, polished steel, and mass of realistically rendered clouds of Last Exile really looked extravagant and gritty at the same time. Plus, when you have someone like Mahiro Maeda doing the mechanical designs, the machines themselves can be their own art. Unfortunately for Gonzo, Maeda left the company and has been consistently busy on the Evangelion movies and eventually, concept art for Mad Max: Fury Road. So what you have here is the machines are reliant on leftovers and are more uniform than you'd think in a world where a bunch of spaceships went off and did their own thing for a few hundred years before returning (Though to be fair, there are hybrid vanship designs that combine various cultures). The gizmos and doodads used for visual appeal in its predecessor are also played down. In exchange, there are more gorgeous and varied locations like the Ades Federation with organized gardens built around desert and stone stone representing Luscinia's cold and forceful method of unifying a world of different cultures and the Sky Pirate villages acting like nests with homes made out of found objects.


A spot of color also sweeps in to help the production. The clouds have been toned down and many are obviously drawn rather than expertly rendered, but there's far more to look at under them, from wide crystal lakes to fortresses of ice at the edge of the world. I loved the visuals of the original, but they did stray towards the washed out to portray the desolate nature on the lower classes while the upper class was dominated by harsh whites. The animation style in the sequel is less mature, but more expressive. The rounder designs are closer to character designer Range Murata's art, though that may be a bad thing since his art tends to emphasize people's youth and sexuality simultaneously to uncomfortable levels. Thankfully, most people in this world wear proper clothing. The worst is up front in the opening scene where Fam is in her underclothes while sleepwalking (A character trait that is supposed to be constant enough to keep a rope tied to her to keep her from falling out of a ship, but it vanishes after the beginning). Nothing too icky. The only hits to the animation come in the middle episodes where it's clear the money and time wasn't there. Wide shots reduce the characters to splotches and some CG inserts give them inhumanly repetitious movements like they're a waving billboard. I like the more mature look of the original, but I wouldn't hold it against anyone if they preferred this one.

An extremely pleasant surprise comes with the choice of music composer. Hitomi Kuroishi (Better known as just Hitomi when acting as a performer) was a teenager when she was asked to provide her soothing, airy tones to Last Exile as part of the musical group Dolce Triade. Eight years later and she's promoted to full composer without a single step missed. The score is easily the greatest aspect of Silver Wing, beautifully recreating a feeling of being in open skies while making it seem like music that could actually be played in this world. I'm happy to see her mature and blossom into the role of full composer with such elegance.

The early third of the series is easily the best stretch of the show since it has the clearest of intentions with a reasonable amount of characters to give proper depth. Fam as the usual lead with boundless energy and optimism manages to turn to the trick of making it infectious instead of annoying. She and her co-pilot have an easy chemistry that even they take for granted as part of the story when Fam begins to assist Millia with trying to rebuild her country.

In a sign of how anime focus has changed over the years, rather than the odd harem that arose around Claus in the first one to represent the air of confusion at that moment in the story, here we have almost a love triangle between three girls. Fam and Giselle are lifelong friends and Fam has been able to make Giselle's greatest talents stand out, but Millia gives Fam purpose and a way to make her ultimate dream-a reboot of a Grand Race where everyone from all countries comes together for a friendly competition-come true at her own hands. The way these relationships get tangled and react to each other come about surprisingly in a natural form for a series such as this. It's a shame it's resolved so easily and then brushed aside (Though they do get a fairly nice metaphorical and literal game of deck hockey to settle their feelings).

The early story is clean, sturdy action-adventure. The curtain-raiser is an exciting hunt of a Federation battleship with a couple other equally skillful sequences in the first few episodes. The emotions are unfiltered and it's easy to get a handle on the situation. With many anime trying to have the greatest world building or extremely complicated plots based off quantum physics, a pure action-adventure is rare and a good one is even moreso. For awhile, it all comes together. It even hints at emotional complexity. The events before the sequel suggest horrible atrocities were committed on all sides, including the people we rooted for in the first series. The migrants (Including Anatoray) only had land because they displaced people who stayed and survived the catastrophe who feel they earned it. It could be argued it's rightfully theirs and the only reason it isn't is because the migrants control the super weapons that caused the world to almost die out in the first place.

Of course, every moment the series tries to give villain Luscinia a bit of empathy, they have to put in a scene where he gathers all "mixed race" nobles into a room and has them slaughtered. Then, he literally uses the shield of minorities military move from South Park: Bigger, Longer, and Uncut when he throws a bunch of captured country's ships on the frontline to get massacred in order to test a country's defenses. We'll get to Luscinia's failure as a character in a bit.

After around episode 10, the series starts to get stuck in a quagmire of storytelling. The episode ends in a cliffhanger twist. What follows is a sudden halt in momentum as the next episode is a flashback to the original Grand Race. Beyond the convenience of just about every plot relevant person being there at the same time, it doesn't bring any shocking revelations except that the kindly ruler of the Federation who was assassinated at the Grand Race had more sins than the people who remembered her would care to admit. It's likely necessary information, but did it have to be placed here? That's not to mention when we're back at the present, we're rejoined AFTER all the excitement has died down.

The problems of the second half can best be described as not enough time for so many questions, so many characters, and so many dangling threads. What once were eight characters at the core are now 20 with plenty of supporting cast rushing the fringes. The light sprinkling of characters from the original for seasoning was actually pretty perfect, especially with Tatiana who had already gone through her arc and it was nice simply seeing her grown up, confident, and running one of the most badass ships on the planet. As numerous cast pour in from Silver Wing's predecessor, it brings more confusion than joy. What happened to Disith? Did a seriously awful catastrophe destroy the country offscreen or are they rendered redundant because they have another country that's an analogue for Russia here (With actual language supervised by Russian singer/anime voice talent Jenya)?  And WHY HAVE THE TWO MAIN CHARACTERS SHOW UP WITH ONE OF THEM PARALYZED FROM THE WAIST DOWN IF THEY'RE NOT GOING TO BE USEFUL AND YOU'RE NOT GOING TO EXPLAIN ANYTHING?!


*Ahem* That's not to say there aren't good parts to the second half. There are plenty of them. But they are moments instead of connecting tissue to a greater plan, and they hardly have payoffs. Sometimes it's not good to compare the opening animation to the series proper, but I think this one can get called out for promising what it can't deliver. Just look at the shots that feature Dio. Dio is apparently internally stricken by something as shown by literally having blood on his hands in the credits. Do we get to know what that internal crisis is? Nope. He also is shown having a huge life-or-death struggle on top of an airship in an epic battle with Luscinia's right-hand man. Now, Dio does become awesome as one of the few people who can take on multiple surface-world Guild assassins by himself, but that legendary fight they advertise? It's a throwaway showdown in a hanger that isn't worth a quarter of the hype.

What eventually makes important stretches of Silver Wing ring false is the tiny amount of philosophizing that tries to sling motivation through important emotional moments. The project either running out of money, time, or both has to sum up extremely vital relationships in small moments. One is Luscinia and Liliana's strange connection to each other. It happens as a plot twist and then waits and waits to explain itself until the absolute last minute. We get one conversation where Liliana is at the height of being emotionally compromised at the death of her father and destruction of her nation, listens to his beliefs on how his fascism is actually saving lives from a gigantic power struggle and that's it. She's in. I don't buy it. I'm not going to win over someone about properly controlling the pet population after I just ran over their dog (Something I would never EVER do, by the way).

It's strange, especially for an anime that attempts to have honest, candid conversations about the nature of this extremely fragmented world and not be an idealistic hero's journey the first one was. I appreciate Fam's character arc isn't another headstrong teen whose dream shines through all obstacles (Though it still kind of does), but an examination of how much a dream can survive through extremely harsh reality. At one point, a good friend of hers commits an assassination and that's not something you just shake off and move on from. To this show's credit, it is willing to go that far and have inner-conflict between all sides with people of varying degrees of flexibility and nature. But it IS a broad action-adventure too, so these gray areas get heavy contrast adjustment eventually. The strangest is Luscinia.

I don't think even they knew what they were doing with Luscinia. I'm guessing their idea for him and the Federation is slightly Hitler's Germany with a monarchy, but the leader was sane and had actual good reasons for what he did... but he still has to be horrific and terrible... except for the times he's not. The tonal whiplish on this guy is brutal and the ending lands on the wrong end where the villain wasn't REALLY activating a mega-weapon to bring his opponents to their knees and conquer the world. No, really, they try to take it somewhere else even after he uses a death ray to decimate an entire fleet from miles away. It's really stupid and makes the unsteady ending from the first one seem as perfect as Chinatown in comparison. Now, Luscinia, go wear Maestro Delphine's ring and when you're atomized, she'll bathe in your molecules and mutter, "Mediocre." Sorry, mixing and matching grand villains there.

Despite the mess that is the second half, I lack the deep feeling of disappointment. It's not what I'd call good, but I could tell they were trying to make a sequel that lived up to the production of the original and they just couldn't get there, whether it was not enough resources, time, or audience interest. They still had it. They just didn't have enough of it. I would definitely play it for other people before I'd show them director Koichi Chigira's post-Gonzo work with Luck and Logic. Now there's a disaster worth contempt.



If it Walks Like a Ponoc: The Studio Ghibli Effect

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So how about that new Studio Ghibli film? I’m not talking about Ocean Waves, although I’m excited to see that too, I’m talking a new and interesting film. I thought it wouldn’t happen, especially with their restructuring situation. Can you say “awesome”? Because I can-

Wait, it’s not Studio Ghibli?


That was my initial reaction when I heard that Mary the Witch’s Flower, a film by recently-formed Studio Ponoc, was slated for this year. To be fair, it’s not hard to make a false assumption; after all, the studio was founded in 2015 by Yoshiaki Nishimura, who was a producer for The Tale of the Princess Kaguya and When Marnie Was There of Studio Ghibli fame. Many of the talent from Studio Ghibli have also migrated to this studio, including director Hiromasa Yonebayashi. It even looks like a Studio Ghibli film visually. And yet it’s 100% not a Studio Ghibli film.


I’d like to discuss a serious issue that’s been plaguing anime discourse. It seems like every time new talent emerges in anime, be it a studio or artist, there’s an inevitable comparison that gets made. It’s been happening for years, and it’s actually doing more harm than good. I’ve tried avoiding discussing this, but as a fellow writer on Infinite Rainy Day has brought up on Twitter on multiple occasions, the elephant in the room can’t be ignored anymore. So, let’s discuss “The Studio Ghibli Effect”.

The Studio Ghibli Effect is when someone or something, regardless of style, is compared to Studio Ghibli and/or Hayao Miyazaki. I first saw it with Mamoru Hosoda in 2012 as The Wolf Children was making its rounds in Japan. Then I saw it with Makoto Shinkai as The Garden of Words debuted in 2013. Then I saw it this past year with Sayo Yamamoto when she finally had a hit with Yuri!!! on Ice. And finally, I saw it directly with Studio Ponoc and their debut film.

Before I can deconstruct the toxicity of this comparison, I need to first discuss the ways in which the aforementioned can be viewed as similar to Studio Ghibli/Hayao Miyazaki. With Hosoda, it’s obvious: both he and Miyazaki make films grounded in some form of reality despite their fantasy settings. Both capture an element of youth not normally seen in anime. Both are enamoured with children and/or teenagers and love using them in their films. And both leave you with a strong feeling of warmth amidst their harsh truths about life.

With Shinkai, it’s less-direct, but both directors love tugging at people’s heartstrings. Both excel at empathy. Both create worlds with details not normally seen in animation, be it human or environmental. Both use these environments as actual characters, albeit indirectly. And both are notorious for sucking in viewers with ambience and atmosphere.

Yamamoto is a vastly different beast altogether, but the one area where she overlaps with Miyazaki is in their commenting on societal indifference to women. Both tend to focus on women and make them the focus of their stories about isolation, sexism or adolescence. This is especially the case in Yamamoto’s characterization of Hana/Hatchin Morenos, a spunky, wide-eyed 9 year-old coming to grips with the harshness of reality. She’s as stubborn as, say, Kiki when it comes to letting Tombo into her life, and as vulnerable as Satsuki when looking for Mei. She acts like a kid, something Miyazaki excels at without much difficulty as well.

Finally, there’s Studio Ponoc. Ignoring what I’ve already mentioned, both seem to have similar styles to their films. Both use girls, particularly pre-teens or teenagers, as conduits for tackling societal expectations of women. Both also favour Western locales and source materials for their films. And both tend to favour inter-splicing fantasy with reality.

All of these comparisons, at least on the outset, appear to be reasonable points of reference for outsiders who love Hayao Miyazaki and Studio Ghibli’s work, but here’s the problem: calling them alike ignores their different approaches to storytelling. Mamrou Hosoda focuses more on writing people like people, instead of characters with human traits, and his films frequently touch on the power of love and family. Makoto Shinkai is the farthest you can get from Miyazaki with his focus on doomed love and failed relationships. Sayo Yamamoto’s portrayal of the scum of society makes her more like Quentin Tarantino than Miyazaki, except more feminine. And Studio Ponoc, while probably the closest to Studio Ghibli/Miyazaki of all of them, will most-likely branch out into something different after their first film.

Even if you ignore these differences, citing every new talent as a clone of something already established is reductive and harmful to the talents themselves. It’s reductive because it detracts from what they excel at, as they’ll always have an unfair bar to strive for and never be judged by their own standards. And it’s harmful because it sets a false precedent of what to expect from them, which is more detrimental to the anime industry than anything that comes from Hayao Miyazaki’s mouth. It’s like that saying goes, “Everyone is special, but if you teach a fish how to climb a tree it’ll spend it’s whole life thinking that it’s stupid.” And while I’m the sure these artists have thick skin over their unwarranted comparisons, they probably would have to, it doesn’t make the saying any less true.

As for Studio Ponoc? I wish them nothing but the best. I know they’ve yet to make their mark, but if their talent is anything to go by it shouldn’t take long for that. Besides, assuming Studio Ghibli has some sort of resurgence in the next few years, we might end up with two studios competing for fame and adoration! Wouldn’t that be swell?

Otaku Queer: Kanji Tatsumi & Naoto Shirogane

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This time for Otaku Queer, I'd like to redirect our attention from anime and instead to games. With Persona 5 finally finished and coming to US stores soon, I figured I should strike while the iron is hot and discuss the franchise a little. Persona is wildly adored in queer circles for its aesthetics and actual attempts to try and discuss queer topics, and Persona 4 really helped me figure out my own sexual orientation. But it's also a series widely criticized in queer circles, and with good reason. Persona 4 is the part of the series that deals most heavily with the subject, so we'll be focusing on two of the franchise's most popular characters, Naoto Shirogane and Kanji Tatsumi.

WARNING: SPOILERS FOR PERSONA 4, KIND OF UNAVOIDABLE

For those unaware, the Persona series is an easier spin-off of the long running Shin Megami Tensei series, latter which follows people rising up in the apocalypse with demonic armies to either kill god, Lucifer, or both. Unlike SMT, Persona sticks with a high school setting twisted by gods of the week popping up and ruining everything. By Persona 3, this was done with shadows, creatures that represent the true nature of humanity, taken to the most logical extreme in Persona 4 as shadows are fine tuned into the hidden thoughts and feelings of society and individuals. Persona 4's plot deals with a serial killer using a world hidden in the TV to commit their crimes, and a few teens who happen to get the power of Persona (daemons that represent their persona they present to society) trying to track them down. Most party members you gain in the game need to be rescued from the TV world, which shapes based on the people who enter it. The goal is to get people out before the fog rolls in, or else the shadows go nuts and converge into a reflection of the victim's hidden thoughts and feelings, killing them and dumping the body in the real world.

Persona 4 was apparently supposed to be more overtly queer earlier in development, including a supposed subplot revolving around supporting character Youske coming out as gay to you, but outside some subtextual teasing, the queer content is limited to Kanji and Naoto. Kanji is an obnoxious punk who fights bikers, while Naoto is a boy detective working with the police department to track down the killer, occasionally interacting with the main cast before joining the party proper. Both enter the TV world, and both are revealed to be pretty confused about their sexuality and gender identity.

The major running theme of the game is truth, specifically not letting filters cloud you from truth while you use them to find it. The game is very interested in gossip and the modern news industry, along with how we make simplistic impressions of people on first view. Everyone in the game is hiding something that comes out in their social link, or in your party's case, when they meet their shadows. For Kanji and Naoto, it's mainly their feelings of abnormality. Kanji is coded either bi or gay, and the game is NOT subtle about it. His dungeon is a ridiculous bath house filled with large muscular man-like shadows, and his shadow is a flamboyant powerhouse that flaunts its sexuality. Kanji's arc is based around his frustrations with trying to keep up his tough guy persona while he has more feminine interests he learned working in his family's textile store, like sewing and making stuffed animals, and his awakening sexuality ends up creating a powder keg when combined with this. His shadow portrays both aspects of his personality interpreted as a gay stereotype that Kanji had taken in from society around him, it's only the truth in the sense that it's how Kanji honestly thinks gay people are like and thus how he might actually be like. His social link has him mellow out and embrace his hobbies, deciding that he just doesn't know if he's gay, straight or something else yet, but is fine for the moment as he figures it out.

Naoto, on the other hand, deals with gender confusion. They were born in the female sex, which hampers them as a detective. Police departments have inherently sexist culture surrounding them, putting Naoto at a disadvantage, so they chose to present themselves as a guy to avoid any sexual harassment or unfounded judgment of their abilities. Naoto also is constantly frustrated by their age, which they can't hide, and is trying to be what they saw their parents as. Naoto is effectively living out a child's idea of what a detective is, unable to accept their insecurities and weakness because they believe they must always be strong or right. Their TV world is like an evil base from a children's anime, with a shadow self that's presented as a mad scientist with an overly large lab coat that turns into a robot that's made up of different famous kids anime robots. Most telling, their shadow wants to give them a sex change operation. Naoto's social link is less interested with their gender confusion, and more with them stepping back and remembering why they became a detective, helping them deal with their feelings of self loathing, weakness, and lack of a true self, which in turn helps settle some of the gender confusion.

If Persona 4 was just one game, I'd like what Atlus did with the two. Kanji's story really spoke to me when I needed it most, while Naoto is one of the rare examples of a non-cis character being treated as more than a joke or stereotype. The game still has a lot of issues in other areas, though, especially a crossdressing pageant segment and making jokes of those outside the norm if they're not apart of the main cast (there's an ongoing series of fat jokes with one character that never manage to be funny once). Perhaps the biggest issue is that Atlus never really went full in with Kanji and Naoto's queerness, as the company still encourages fan interpretations while staying silent to this day. While there's some justification with Kanji, as he is still figuring things out by the end, Naoto's arc feels unfinished – and then it becomes insulting with the many, many spin-offs.

Persona 4 was an unexpected hit for Atlus, especially for a game on the tail end of the PS2's lifespan, and it got an endless stream of remakes and spin-offs as a result. They sound really fun on paper, but each and every one of them added something that distilled and weakened the original game's narrative in confounding ways. Even the remake, Golden, undercuts a lot with a tacked on epilogue and the incredibly obnoxious Marie. What was done with Kanji and Naoto was easily the most insulting part of all this, alongside gross othering and making jokes of new queer characters.

Kanji got off light, barely getting any significant change to his character – which is the problem. With so many extra works in the canon, the single most important element of his character, his sexuality, was constantly ignored. It's a huge missed opportunity, not even using the ambiguity of his sexuality to comment on anything. He never figures things out for himself, only figuring out that there's nothing wrong with being a more gentle person and saving himself from toxic masculine ideas of violence and posturing. That's fine, but it also ignores the rampaging gay body-builder giant in the room. After you've had an entire dungeon filled with symbolism screaming (sometimes literally) “I'M SEXUALLY ATTRACTED TO GUYS,” you don't get to just dance around the subject you brought up. It's insulting to those enjoying your stories, and to the character you've written. It's especially insulting to those of us who saw Kanji as a genuinely important character in our lives. Not giving him proper closure out of fear of alienating his appeal is just cowardly.

Naoto, on the other hand, had their queerness constantly downplayed or outright erased. Naoto's later appearances all had them wearing feminine clothing, embracing femininity and ignoring their masculine qualities. If this wasn't the case, you could expect gross boob gags for the otaku audience. This was especially horrible in the Persona 4 Arena series, which were mostly handled by Arc Systems Works, the company behind BlazBlue and Guilty Gear, and the last game company that should be in charge of a narrative. Trying to understand BlazBlue is like trying to understand astrophysics, except more pointless because everything that happens in BlazBlue never actually happened in continuity. The group have shown some really questionable portrayals of queer characters before (just look up Bridget), and Naoto was not immune. Their gender dysphoria is ignored in favor of cheesecake fanservice, but said games pretty much ignore EVERYONE'S development in exchange for cookie cutter character interpretations. What they did with the serial killer in the original game, a character portrayed as grossly realistic, misogynist, and self centered is easily one of the worst character turns I have ever seen, and I used to read superhero comic events. Dancing All Night might be the worst offender, though, because while it lets Naoto dress masculine again, it's all in the favor of the male gaze. That game also makes a ton of jokes with offensive transwomen stereotypes, not helping matters.

The Persona 4 sub-verse is one of the most insulting endeavors in gaming history, sacrificing a rare example of queer exploration in the Japanese gaming scene for gross fetishization and pointless, empty fanservice that spat on everything the games before tried to do (Persona 3 got dragged into this mess as well, do NOT get me started on what they did to Junpei). But that original game still exists, without the extra otaku pandering trash, and is well worth remembering for what it did and failed to do. A more in-depth article is needed to really get into the meat of P4 (it's 100 hours, for god's sake), but Kanji and Naoto are a good example of the franchise's biggest strengths and flaws.

Let's hope the ridiculously gay looking Persona 5 doesn't fall in the same pitfalls. Though I heard mumbling of human sex trafficking in that game, so it looks to be continuing the long tradition of the series of being everyone's cult problematic fave. But we'll see. Unless you've already played it, then don't spoil it, please. I avoided Oddworld: Stranger's Wrath spoilers for a decade, I'd like to do the same here while I wait to be able to afford a PS3, thanks.

Is Hayao Miyazaki Sexist?

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I think some context is needed before I discuss the subject of the day:

I found this article both almost 6 years too late and without intending to. It began with a discussion on Twitter with a fellow Infinite Rainy Day writer about whether or not Hayao Miyazaki really respects women. Said writer wasn’t convinced and felt like fans would defend him regardless. Said writer also pointed out how only two articles online deal with Miyazaki’s sexism, yet were buried beneath non-stop praise for his feminism. I decided to do digging to see if that was true, and this article was the first to support that claim…kinda.

About late-September of 2011, an article was written on Cartoon Brew, which you can read here, discussing how Hayao Miyazaki’s Twitter account had mentioned his disdain for the growing number of female animators and writers in anime, claiming it’d “doom the industry”. The article stated that Miyazaki himself had composed the Tweet, but given that Miyazaki has openly compared iPads to masturbation I’ll assume it was a transcription of sorts. Anyway, when pressed for further clarification to his admittedly-vague claim, his responses only made matters worse by not really clarifying anything. Regardless, the comments section exploded with banter about whether or not Miyazaki was secretly chauvinistic.


I’d like to remind everyone that the internet isn’t a great place for political and intellectual discourse. It has a lot to offer in both areas, don’t get me wrong, but more often than not it blows simple misunderstandings, claims and false claims out of proportion for effect and views. This leads to arguments from individuals whom aren’t always the sharpest or most-reliable. In other words, the internet is a cesspool of click-bait and extremist rhetoric, even when it’s onto something. So I wasn’t expecting much as is, but since Miyazaki’s notorious for fanning the flames of controversy, I figured I’d dissect this article anyway.

Hayao Miyazaki is one of my favourite living directors. I don’t love him blindly, I think Howl’s Moving Castle is a mess, but I recognize and respect his craft and visionary genius. He’s also, unfortunately, a bitter old man when it comes to the anime industry, frequently criticizing it for issues ranging from a lack of real artists, to little girl characters who don’t behave like little girls, to even a lack of humanity in zombie animation. And then there’s the above, which does him no favours.

Miyazaki’s not the only one from Studio Ghibli who’s shot his mouth off about women. Earlier last year, Yoshiaki Nishimura, currently the head of newly-formed Studio Ponoc, made an egregious claim that women couldn’t direct fantasy films because they’re not idealistic enough. This incited rage from long-time fans of Studio Ghibli, prompting him to quickly apologize, largely because the remark was uncalled for. This sort of stuff happens constantly in a male-centric industry like anime.

Additionally, auteurs being critical of the industries they’ve helped shape isn’t exclusive to anime. Remember how Steven Spielberg and George Lucas predicted the doom of Hollywood a few years back?Remember how George Lucas compared Disney to “white slavers” after selling Star Wars to them in 2012? Artists, especially visionaries, are often really critical of the fields they work in. It’s like my cousin told me not too long ago: the best artists are usually the crabbiest.

This is all helpful context when understanding what Miyazaki says about anime, as well as why it’s, usually, not worth getting worked up about. However, because it’s the internet, people do anyway. And I wouldn’t mind if the hyperbole wasn’t “the end is nigh” levels of extreme, but because it is I have to put my foot down. Because it’s not the end of the world if some big-wig criticizes art. Artists only grow from feedback, and so long as the feedback is helpful, as opposed to toxic and reductive, any attempts at rebuke are welcome.

Which this claim, about women diluting the anime industry, isn’t. Despite their biological differences from men, women are still people, and, thus, deserve a chance to share their voices in any field. This includes animation, which, like most other fields, has been predominantly male-centric for decades. Women have been largely absent from it until fairly-recently, and their presence has caused an uproar from traditionalists who prefer the status-quo. If Miyazaki’s words are anything to go by, then chances are he’s another one of those traditionalists.

But that begs the question: if Miyazaki is against the rapid hiring of women in anime, does that make him misogynistic? One of the big points used against this claim is his repertoire of interesting, female leads in his films, but that doesn’t mean much outside of that. Artists aren’t their art, they’re people. Their ideas and thoughts might shine through in their work from-time-to-time, but it isn’t indicative of who they are as individuals. Clint Eastwood, for example, is a brilliant writer, actor and director, but he’s also a pig. Mel Gibson is a talented actor and director, but he’s also sexist and Antisemitic. I know this ties into a running motif in my writing about differentiating art from artist, but it’s no-less true: artists are human beings first, artists second.

I’m not entirely convinced that Hayao Miyazaki is the misogynistic jerk this article implies he is. Sure, his comment was sexist, and I don’t condone that behaviour. But I don’t think he intended malice. It simply reeks of poor phrasing on the part of an old man who, quite frankly, has said some radical and insensitive stuff about the anime industry before. This particular remark simply crossed the line into outright bigotry.

I’ll add that Miyazaki, for all of his positive qualities, is still a product of his generation and experiences, as we all are. People don’t exist in a vacuum, they’re part of a collective known as society. Society has varying degrees of life experiences, and no-two are identical. Even someone like myself, who tries to be open-minded and progressive, still has to remember that my Jewish upbringing has played a huge part in my development. There’s a reason why I keep much of my cultural background out of reach from my internet persona, and it’s because a lot of it might be horrifying or insensitive to those not familiar with the intricacies surrounding it. Miyazaki is the same, except, in this case, he’s a product of old-fashioned, Japanese feminism.

I mean, think about it: for all of his feminist themes, how often has Miyazaki ever dealt with class sexism? Not often. Sex-shaming? Never. Queer sexism? Does he even know what that means? (No really, I’m curious.)

I think we forget that Japan, for all of its creativity and eccentricities, is a much more conservative-minded society than many countries in the West. Women are still largely shunned there, more so than here. So while Miyazaki, and-by extension-Studio Ghibli, is pretty progressive compared to, say, Disney, a lot of his views on women are pretty traditional. We can infer that he respects them a lot, enough to feature them heavily in his films, but does he consider them equal? Does he value them enough to place them in high-paying positions? Would he consider giving them directorial jobs, as opposed to only screenwriting and animation jobs? We may never know.

But that doesn’t mean that Miyazaki is suddenly lesser an artist. Even if Hayao Miyazaki is the Japanese-equivalent of a “white, male feminist”, that doesn’t mean he’s not still a fantastic director, correct? If his films are any indication, I think his talent pretty much speaks for itself. It’s merely a shame that he can’t be happy with the anime industry, but c'est la vie!

Disaster Report: GATE

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Whenever I’m asked to talk about bad anime that I’ve seen, I usually don’t have much to talk about.  That seems to be kind of unusual, at least from my perspective.  Most of my peers in this fandom grew up in the bad old days of the 1990s when the vast majority of anime available were crappy OVAs, and there are plenty of others that will watch something bad yet popular so they can keep up with the latest social media discourse.  As for me, I’m heading into my seventh year as an anime fan and I’m still playing catch-up with older classics and a seemingly endless backlog of notable shows from more recent years.  Making time for bad shows didn’t seem like a good use of my time.


Recently, though, I’ve been rethinking this point of view.  It’s not like I’m a stranger to enjoying so-bad-its-good media.  I grew up on Mystery Science Theater 3000.  I hung around sites like The Agony Booth and Jabootu’s Bad Movie Dimension in their glory days, sites where notorious flops and weird cult films were broken down in epic, long-form essays.  I’ve always been a fan of Nathan Rabin’s ongoing series My Year (now My World) of Flops on The AV Club, where he writes about movies and other pieces of media that failed, faltered, or simply were unable to be appreciated in their own time.  So why couldn’t the same be done with anime?  Why couldn’t someone do critical essays on the epic failures, the shows everyone love to hate, and the shows that were simply too weird and taboo even for anime fans?  Thus, Disaster Report was born.


Naturally, I had to set some ground rules for myself.  I couldn’t just pick a show solely because someone said “this anime is bad and it sucks.”   There had to be an interesting angle, something for me to explore beyond its ineptitude.  I wanted to focus on the notorious flops, the production disasters, the big hits with deeply devise fandoms, and those shows with content too insidious or too extreme even for most trash-tier waifu lovers.  I wanted to focus just on the example that could be found through legal streaming as I had no desire to hunt down some obscure OVA or massively out of print series for the sake of novelty.  It had to be complete, so anything that might qualify that has an ongoing or upcoming season would have to head to back of the queue.  So with a concept in mind and rules laid out, just where would I start?  My answer turned out to be not too far away.  Specifically, it came from our illustrious site founder Jonathan.  He’s got a tolerance for bad anime that few can match, so when he goes on the record as hating something you KNOW it’s truly, unforgivably awful.  So when I remembered how he ranted about a middling pile of light-novel-fueled fantasy garbage known as GATE a few years back, I knew that it was the perfect choice to kick this feature off.


The premise sounds innocuous enough.  It’s not all that far removed from the scores of self-insert otaku fantasies that rose up in the wake of Sword Art Online.  It’s about Youji Itami,a thirty-something otaku divorcee who serves in the Japanese Self-Defense Force mostly to feed his doujinshi habit.  He just happens to be in Ginza when a magical gate appears in the middle of the street, spewing forth a vicious army of various fantasy creatures that slaughter hundreds of civilians.  Youji uses his military training to save the day, earning himself a promotion and the opportunity to lead his own squad into the newly named “Special Region.”  Together, he and his team gain a team of cute waifu-ready girls, win over the people, and fend off the machinations of forces from both their own world and those within the Empire.  So why is GATE taken to task more often than its many, many peers?  Well, those other shows aren’t literal propaganda.


I’m not exaggerating in the least about this.  At one point, Itami declares "We're the Defense Force!  The people love us!," and the show tries its hardest to sell its audience on this idea.  First and foremost, it paints anyone who would dare to oppose the SDF's efforts as villains of the highest order.  This isn't just limited to their opponents within the Empire, most of which are nothing more than violent, cackling madmen.  It portrays the leaders of the USA, China, and Russia as schemers looking to take control of the Special Region as a way to gain resources or control their populations.  There's even a subplot where the American president tries to blackmail the Japanese Prime Minister into letting him essentially kidnap a number of Special Region citizens.  That alone is pretty galling, but GATE is no kinder to the Japanese characters who criticize the SDF than it is to the foreign bodies. 

Those in-story politicians who would oppose or criticize their efforts are shown to be selfish, biased, or obsessed with maintaining a good public image instead of helping others.  The media is treated no better, as near the end a skulking photojournalist is shown to be manufacturing a story about the SDF's waste and laziness to fit his views.  Meanwhile, everyone from the defense minister down to the lowliest rookie is portrayed as good, just, and noble.  They never question their orders, never doubt their actions for a moment, and every act of deception or violence by Itami or those under his influence are justified within the story.  Sure, we're shown that the Japanese also want to exploit the resources of the Special Region for their own goals and are shown mowing down soldiers by the thousands, but it's OK when everyone who opposes you is treated like the cartoon bad guys they literally are!  When it comes to the SDF in GATE, you will either love them or you will despair.

That propaganda didn't come about by accident.  The original writer, Tanaka Yanai, is himself a JSDF veteran who publically holds a lot of extreme right-wing views about the role of the SDF and about kicking foreigners out of his country.  Amazingly, his views have actually been toned down over time as GATE moved from the internet to a published light novel, and then again when it was adapted into a manga and an anime.  Still, those messages resonated greatly with the right-wing elements of Japanese sites such as 2chan, and they still remain the series' biggest fans.  It also seems that the real world JSDF has no problem with what messages GATE has to offer.  If anything, they've given it their stamp of approval.  They helped sponsor the show, gave the production access to reference materials about their uniforms, weaponry, and procedures, and even used the characters as part of a recent recruitment campaign.  In recent years, the JSDF has been employing all sorts of cute, otaku-friendly strategies to help bolster their ranks, and in GATE it seems they found the perfect long-form commercial for otakus.

That pro-military angle only helps to highlight the fact that this is basically a story about colonization.  It's about a modern country forcing another, less technologically advanced nation into submission through trade, political persuasion and pressure, and military technology that the natives cannot even comprehend.  As much as the show tries to paint the actions of the SDF and the Japanese government in this show as purely noble, curious, and humanitarian, they're behaving just as possessively and strategically as the countries they try to demonize, much less the countless real-world historical examples that you're all comparing this show to in your heads right now. 

It trades especially hard on the notion of coca-colonization.  Time and again, characters from the Empire will stop in their tracks to declare the superiority of Japanese goods and culture over their own.  Their food is superior! Their baths are superior! Their traditional wares are superior! Their earthquake preparedness is superior! Their government is superior!  Most importantly, their military, weaponry and its members are superior in every fashion possible!  This is not a subtle show, much less a politically correct one.  Instead, it's a hoo-rah political power fantasy tarted up with some otaku fantasy dressings.  I can see why this would go over well with Japanese otaku, but I can also see why this would be held in disgust by more than a few Western viewers.

Just like most power fantasies, GATE is a series that glorifies violence.  That's not all too surprising considering that this is a story centered around a real-world military force, but it's hard to miss that on a very literal level violence is always the answer in GATE.  Be it a battle with enemy armies, a menacing animal, or even just a panicking horse threatening to trample a person, the answer is always 'shoot it until it's dead.'  In the first few episodes, Itami's squad end up killing sixty thousand people over the course of a few days and all of the soldiers treat this as if it were nothing.  Somehow the violence feels worse because of the stark difference in technology between the two forces.  It's not even that the other side is technologically outclassed, it's that they can't even begin to comprehend such technology!  It doesn't feel fair when one side uses bows, polearms, and tortua-style defense and the other uses assault rifles, mortars, and fighter jets.  Yes, there are ambassadors and negotiators at work trying to get the peace process going, but those are mostly secondary to the actual, literal battles.  Maybe it just didn't sit well with me because this series doesn't just glorify violence, but also revenge.

In particular, it poses the notion that revenge is a perfectly healthy way of coping with trauma.  This is made most literal in the second season with GATE's token elf girl, Tuka.  She is the sole survivor of a dragon attack, and her response to her father's death is full-on denial.  She convinces herself that her father is simply away and spends her days searching for him around the village that springs up around the military base.  She wanders to the point of exhaustion, but Itami refuses to take responsibility for her.  Eventually it gets to the point where Tuka deludes herself into believing that Itami is her father.  He plays along with this for a while because he doesn't want to traumatize her with the truth, but eventually everyone agrees that the only solution is to go off to the next country over and kill the dragon in revenge.  Anyone who knows a thing or two about psychology know that this is not how treating this sort of trauma works, but here it works like a charm.  In the middle of their battle, for no real apparently reason, Tuka has her moment of realization and immediately is returned to normal.  Other instances aren't quite as obvious as this, but the moral is always the same: violence is good and revenge will always make you feel better and leave no lasting effects.

There's a lot more at fault with GATE than just its politics.  Its biggest problem is its protagonist, Youji Itami.  He might be the biggest goddamn Gary Stu I've seen in an anime since Sword Art Online's Kirito.  You wouldn't think that would be a problem at the start.  As a thirty-something divorcee with a full-time job, he's already got a good decade in age and a lot more responsibility than most protagonists in these sorts of shows.  Sure, he's still an otaku, but for once he's shown as one who has managed to find a nice balance between his work and his hobbies.  Only one of his squadmates regards his otakudom as anything other than normal, and her disdain is mostly played as a joke.  It's a shame then that the show forgets that older otaku before the end of the first season so it can try to turn in him into just another big damn hero.

As the story progresses, we're told a lot of things about him.  Often that's very literal, as some random supporting character will often explain these details for the benefit of the others. He's apparently some sort of idiot savant, as he both flunked out of officer school but also successfully completed ranger and special ops training.  He says that he'll always choose his hobbies over his job, and yet he behaves like a model soldier and knows just how to manipulate people to get his way so he can go save some more people single-handedly.  On the rare occasion that Itami's actions go against orders, the story just hand-waves away any consequences.  It certainly helps that Itami seems to be the most well-connected man in the SDF.  It's not just that all the other soldiers like him; he seems to be pals with a bunch of superior officers, the head of intelligence, and even the goddamn minister of defense!  Even his ex-wife can't hate him, since she only married him out of convenience and divorced him because she care too much to see him sent off to another world.  That's not even taking into consideration the growing harem of fantasy-world girls hovering in orbit around him at most times.  Just as everyone loves the SDF in the world of GATE, so too does everyone in-series loves Itami.

There's just one problem: you can't build a proper character arc around a character that never faces a proper challenge.  Itami's time in the Special Region never changes him as a person.    His otakudom never gets in the way of his work or gives him any sort of new perspective.  He doesn't seem all that interested in the world of the Special Region and doesn't seem to take anything away from his time there.  Imagine what Itami could have been like if he didn't always know what to do in any situation.  Imagine if he had to grow into his leadership role because he was an under-socialized otaku.  Imagine if he had to learn and adapt to this new environment from both his fellow soldiers and from the friends and associates he makes along the way in the Special Region.  He might have actually become a true character instead of some self-insert fantasy.  The sad thing is that there already is a character in this show who gets to exhibit not only heroism, but also a proper character arc: the ludicrously named Princess Pinya Co Lada. 

At the start of the series, she's eager to prove herself and her legion of lady knights as true warriors but also shows annoyance about how her father dismisses her efforts and uncertainty about her abilities as a leader.  Once she realizes the kind of firepower she's up against, she commits wholeheartedly to becoming the negotiator in the name of peace.  Her beliefs and resolve are tested when her elder brother leads a coup, but in the end forces from both worlds come together to save her and her struggle is rewarded with the role of regent to the Empire.  The show doesn't always take her seriously, as there's a lame running gag about her turning into a fujoshi after spending time in Japan.  Still, she actually changes as a person.  She has faults and problems that she must overcome over the show's run and she wins the day more through intelligence, compassion, and steadfastness than she does through violence.  In my mind, she's the true hero of the series, not the Tenchi Misaki-wannabe in fatigues.

It's a shame then that all of the other women in the series are literally treated as prizes for various other men in or associated with the SDF.  I'm not joking, by the end of the series many of Itami's associates are all but handed random supporting characters to be their girlfriends.  Itami's efforts net him three, arguably four women to choose from, although in true harem tradition he never gets too particular about any particular girl. Even more ancillary characters like the ambassador Sugawara get their reward as well, although in his case it's accepting a 12 year old noblewoman as his future wife to save her from enemy forces.  Here not only is the notion of treating women like rewards reinforced, but it adds a touch of lolicon to the mix in case the otaku were getting bored.

Let's take a step back, though. What if you're not the sort of person who looks deeply at the anime they watch?  What if you're the sort of person who just wants to shut off their brain for a bit and enjoy a bit of animated violence and cute anime girls?  Well, you're still not going to get much out of GATE because compared to its peers this is a cheap, half-assed sort of production.  I was shocked to see A-1 Productions attached to this.  These days they're known for lavish fare like the Sword Art Online franchise, but even lesser works of theirs like Vividred Operation manage to look a little more flashy than the norm.  GATE is an exception to the rule.  I strongly suspect that this series was thrown to the studio's equivalent of the B-squad, right down to the choice of director and series composer.  The former has a background mostly in directing one-off episodes and storyboarding.  The only other time he's directed a series was the first Love Live series, and let's be honest: no one was watching that for the direction.  The latter has served as series composer for a lot of middle-of-the-road fare, save for the exception of Monster.  Even then, they clearly didn't add much to it, as that series is notorious for how closely it hewed to the original manga.  That's a trick that works fine when you're adapting Urasawa, but not so much when adapting some amateur's light novel.

The animation is seriously lacking over both seasons.  Most of the time it is merely competent and nothing more, but there are times where blatant effort- and money-saving shortcuts are taken such as pans over stills.  Things only get worse when the show tries to incorporate CGI into the mix.  Normally A-1 shows are better than average at incorporating CGI with more traditional animation, but here the models themselves are stiff, jerky in movement, and badly composited.  It's most notable in the crowd scenes, where the characters are obvious cut and pasted from a small pool of designs and move in a manner befitting an early PS2-era video game.  The visual direction is quite flat most of the time with the exception of one bizarre quirk.  Instead of doing the traditional technique of shot/reverse shot during extended dialogues, the show instead employs a lot of split screens so that both, sometimes multiple parties will be facing any number of directions instead of one another.  Two, three, or even more images may be on-screen at any given time and it adds absolutely nothing to these scenes.  Some might argue that such techniques are a way of applying modern media techniques to enliven drier material and to ensure that no part of the frame goes ignored by the viewer. Personally, I found them bizarre and distracting.  They throw the viewer's sense of where people are in a scene for a loop and a more confident director wouldn't have to fill the screen with split-screen montages just to make sure that the viewer doesn't miss anything.

The visual design isn't any better.  The world of GATE is composed mostly of a lot of half-assed fantasy tropes thrown together with little regard for making them mesh together or something more distinct from the real world.  This extends to the character designs as well, but what really stands out is how bizarrely different men and women look in this series.  Men are mostly plain, tall and square-jawed, and those not in fatigues or business suits look more like rejects from a Fire Emblem game.  Meanwhile, the women all look like cutesy, doe-eyed knockoffs of the ladies of Sword Art Online.  The difference between them is so stark that at time they seem to be two different species, even when all the characters involved are meant to be human.  This is also not helped by the fact that faces (especially the eyes) tend to go off-model on a fairly regular basis.

Beyond the story criticisms noted above, GATE is both poorly written and poorly adapted.  Both seasons end on rather inconclusive and underwhelming notes, as if the writers simply shrugged their shoulders and said "read the light novels".  There are a number of plot threads left dangling, ones that were clearly to be elaborated in later books and seasons.  The main plotline - that of the potential war between Japan and the Empire - is frequently put on hold for episodes at a time while Itami and company wander off to some town for a while or take an extended trip to Tokyo.  This is done not so much to flesh out the world of GATE but instead to give each girl in Itami's harem a bit of extra screen time.  That wouldn't be so terrible if any of them were the least bit interesting. 

Tuka is little more than a blank slate with elf ears.  Lelei the mage is your standard stoic girl whose only distinguishing feature is how quickly she takes to Japanese culture and language.  Rory Mercury is both a bloodthirsty death god priestess in gothloli gear and a demigoddess loli who lives to make Itami feel uncomfortable.  After them, things get vague.  The rest of Itami's squad are distinguished mostly by their gender and a single quirk; beyond them lie a sea of mostly anonymous soldiers, officers, half-animal people, and politicians.  The biggest flaw, though, is that GATE never learned how to show instead of tell.  This is a common fault in shows adapted from light novels, but it's a glaringly obvious one here.  Most of what we know about Itami doesn't come from his words or actions, but from others explaining it to the rest of the cast (and thus the audience).  There are seemingly endless scenes of dull political negotiations that would only be of interest to someone already invested in military minutia and would be more easily skimmed in literary form.

Even the sound leaves something wanting.  The cast is full of mostly seasoned seiyuu, but they are directed in a very unremarkable and stereotypical manner. The score is nothing of note, and the opening and ending themes are generic J-pop fluff. They exist more as promotional vehicles for the voice actors for Tuka, Lelei and Rory than they do as proper songs.  They also suffer from the same lack of animation and style as the rest of the animation, so they are all easily skipable.  When you take all of these faults all together, it adds up to a production that's simply too lackluster to make up for what the story already lacked.

What's strange is that while I didn't like GATE in the end, I didn't hate it nearly as much as I was expecting.  I suspect the reason is that it's simply too mediocre to be truly hateful, even if its messages more than merit it.  While there were some particular scenes that raised my eyebrows in disgust, most of the time it was just simply boring.  As I took notes for this article, I could keep finding ways to distract myself with other websites or tasks instead of returning to the show, as if my own brain was trying to find ways to keep me from watching the rest.  In the end, I'm mostly just baffled as to why this particular series has an American fandom.  American anime fans can't really participate in the political power fantasy because it's so heavily and specifically targeted to the Japanese side.  They also can't really divorce it from that power fantasy and just enjoy it as an animated spectacle because it simply has no spectacle to offer on any technical front.  It's positively paltry when compared to shows with similar premises such as KonoSuba, Re:Zero, or even Sword Art Online.  I'm no fan of any of those shows, but all of them have much more to offer both storywise and artwise than GATE can ever aspire to.  So why would any sensible American otaku settle for a lesser specimen like this when better bits of escapist fantasy already exist?

Attack on Wish-Lists

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With Attack on Titan’s second season premiering in under 4 months, I figured now was the best time to share some hopes and concerns. After all, it’s been almost 3 years since it debuted in the West, 4 if you live in Japan, and enough time has passed to process what it was that made it so popular. It’s also not every day that an anime series makes its way into the mainstream, to an extent, so if the show is to keep that up it has to appeal to old and new fans-alike. That’s a big burden, and I hope it does. Anyway, let's get started.



First and foremost, I hope Season 2 builds on what worked in Season 1. Attack on Titan is the anime-equivalent of The Walking Dead meets Game of Thrones as far as Western comparisons go, and it managed to gain the weekly hype of both series during its run. If Season 2 is to continue that, it must keep the stakes relatively high. Characters must be at risk of death regularly, the battles must be intense and the Titans have to be menacing. But, most-importantly, there has to be a reason to keep fighting.

It’d be great if all of the above were accomplished without the need for excessive padding. That was one of my biggest complaints with Season 1: it dragged. A lot of the padding served a purpose, but keeping the “will it, or won’t it?” moments to a minimum will please critics who felt the show was needlessly slow and boring. It’d also keep the show exciting, as opposed to feeling longer than need be. I doubt it’ll actually happen, Tetsuro Araki’s notorious for slogging out his works, but it’d be welcomed.

It’d be great if the Titans were constantly threatening. That was also something that Season 1 was guilty of. Sure, they were always creepy, but it often seemed like they jumped back-and-forth between menacing and goofy. If Season 2 is to work, that’d be welcome. Or, at least, it’d be welcomed by me.

Lessen the melodrama. I know it’s a staple of Attack on Titan. I get that it’s a hectic premise with high stakes, so everyone is bound to be scared. But the exaggerated screaming became tiring after a while. There were a few moments where the characters would be shouting exposition, and BAM! Instant close-ups with speed-lines for dramatic effect. It wasn’t unnerving, but rather silly. So you can keep the shouting and anger, but cut back on that.

I’d like it if the animation fluidity were more consistent. I know that’s asking a lot of a Shonen series, especially one on a tight budget, but Season 1 had many moments of still-frames that it used to compensate for a lack of funding. And it was silly and awkward. I get that cuts have to be made somewhere, but why not ease up on the CGI wide-shots during combat? You don’t need them, so sacrificing those for more consistent animation would be a nice addition.

I’d also like for Season 2 to keep its music. Some of the insert tunes were silly J-rock songs, but so what? It worked! None were inappropriate for their scenes, and they were all memorable. Mesh them with the high-octane choir arrangements like before, and you’ve got a strong continuation of what Season 1 did so well.

Keep the shock moments and twists on-par with Season 1. That was one of the show’s biggest strengths, as it kept you guessing what’d happen next. I understand that Season 2 is supposed to have 25 episodes (although don’t quote me on that), so keeping both aspects close to your chest would be a great way to maintain investment. (At least, it’d keep me invested. Basically, don’t be afraid to pull the rug out from under us.

Don’t be afraid to kill off important characters. Season 1 struggled with that, instead opting for “Red-shirts” first. It did eventually settle for major characters, albeit late, but those poor side-characters we barely got to know. Also, why couldn’t they have killed Captain Levi? That obnoxious-I’m getting ahead of myself.

Speaking of characters, there were several that could’ve been better fleshed-out. One of these was Krista, who was played up as an angel. Whether it was her obnoxious over-devotion to her colleagues, or the fact that the lighting in-show made her look like a deity, it became grating. Why do this to a side-character who has a clear fan-base? It’s creepy.

On that note, flesh out her relationship with Ymir more. That was hinted at in Season 1, but never explored. Ymir and Krista are the show’s lesbian couple, and they clearly have a dedicated fan-base. So why make their relationship feel token? They deserve better.

Actually, if the show wants to correct character mistakes from Season 1, make Levi legitimately interesting. Because he’s not right now. I understand that he’s supposed to be hardened from war, but hardened war vets don’t act that way. There’s so much potential for a compelling character here that wasn’t explored, namely his devotion to Petra, so diving into it would be a nice change of pace. Besides, it might make me regret wanting him to die.

Another welcome addition would be the reveal of other sentient Titans. We had one in the form of Annie from the second-half of Season 1, but her motives were vague. And we know she wasn’t an anomaly, so why not touch on that l? It’s not like Season 1 ended on a cliffhanger accidentally, right? Right?!

Speaking of which, flesh-out Eren’s Titan history more. It was hinted at that Eren’s father did something to him before his disappearance, so…why not touch on that? And, while you’re at it, maybe touch on the relationship between him and Mikasa more? Him and Armin more? Heck, him and himself more? I’m spitballing, but there’s a lot to build on with Eren that was only skimmed prior.

Another area that needs expanding is the mystery of Eren’s father’s cellar. This was frequently hinted at as being important, so why was it not followed-through on? Why was it dropped in favour of The Female Titan? It was such a good mystery, and I hope it gets answered.

Finally, since this is knowledge Manga fans have known for years, I hope I can get through this season without anything major being spoiled. I didn’t have that luxury with Season 1 for several reasons, and that pissed me off. I want to be surprised! We in Canada don’t get Toonami for…reasons, so it’d be rude to ruin every little twist before I get to experience it. Don’t you agree?

Above all, I want a good and worthy follow-up. But I’m sure that Season 2 will be enjoyable, as Araki’s had 4 years. Besides, it’s Attack on Titan! If it’s awful, don’t you think fans would be the first to complain?

The Good Ones: Queen's Blade

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Welcome to The Good Ones, a little series about appreciating good characters in less than stellar anime, manga, games and so forth. As a watcher of bad anime, I tend to notice that even the worst garbage has at least one salvageable character in its cast, and I aim to share some of those scuffed up diamonds in the pile of worthless, unclean coal. The basic idea is that I'll share some of the most notable characters, and have two rewards handy at the end. One will go to the best character, while the other will go to the most amazing character. You know, one of those characters that's not so much “good” as “wow this actually happened, huh.” I reserve the right to not pass out that second award if no such character meets the criteria, but I fully expect to find these characters regularly.

To kick this off, I decided to go with a series I have an odd soft spot for, despite it being pretty bad and also very gross. It's time to talk Queen's Blade.

Queen's Blade is always going to be one of those franchises with a far worse reputation that it actually deserves, but it will also never really get much in the way of defense because it is also not good and so openly perverse that it would make Ron “The Hedgehog” Jeremy turn his head a little in confusion. The series reached memetic mutation from a scene in the first episode of the anime where a big breasted anime girl in scantly clad armor jumps on a bunny/slime girl's tits as she's spraying pink acid at everyone, causing acid back up that makes her tits swell to massive size and explode. The reaction is understandable. That's the sort of anime insanity that spreads like wildfire because you just have to make sure other people can see these events as well and you're not just entering some advanced stage of mental deterioration.

But moments like these aren't as common as you'd think. Oh, there are simply baffling “sexy” bits in this franchise, including mud wrestling involving poisonous snakes attached to a gay dark elf who's dialog is 60% low key lesbian seduction, but most of the anime you'll find is ironed out by a lot of badly written drama that mostly serves to bore one to tears. Leina spends about two thirds of season one being sexually assaulted by lesbian and bisexual monster women while crying about how everyone is better than her at not getting assaulted by lesbian and bisexual monster women. Her characterization after that is “good person, large breasts.” Most of the fetish stuff on display is just sort of undercurrent in a wave of dull, occasionally brought to life by lunacy or a character who is simply far too good for this mess of a franchise.

Amazingly, the lesbian catgirl is not going to be included in this count, and not because wants to do it with her sister, but because she is simply awful and terrible. But don't worry, these are some actual good characters to talk about, and some so ridiculous that they all deserve their own show. So, let's start with a more normal character.

Tomoe

Queen's Blade's first two seasons tried to center themselves around two main characters, the franchise mascot Leina (who was turned into an insecure whiny brat incapable of even the most basic combat technique), and Tomoe, a shrine maiden in a fantasy Japan. She's sort of like the second mascot, in a sense, and an infinitely more likable and competent character. She also has a way more engaging motivation. Where Leina just wants to not be a complete waste of barely fitting titty armor, Tomoe is trying to save her people and has traveled to an unfamiliar land to do so by becoming the new queen. Basically, the strongest woman in the world runs the show, and that sort of power is the kind of thing you need to topple a corrupt government. We even see her clan slaughtered at the start of the series, really cementing how serious her quest is.

Tomoe is also pretty funny in what a tourist she is. Her and her ninja friend Shizuka have never been on the main continent and have never seen its western fantasy styling, so she's constantly amazed and perplexed by the most simple things. She's one of the rare examples of a shrine maiden character acting like you'd expect a shrine maiden to act. Kind, simply spoken, but with an unbreakable will. But her fighting style is the weird part, because there's no purifying spells or arrow play here. She picks up a big ass katana and swings it HARD. No tricks here, just pure, ridiculous strength. That's refreshing to see in a battle series, especially from a character that looks nothing like a superhuman bruiser. Also, bonus points for being one of the few characters in this series who wear actual clothing.

Airi

While Melona, that girl with the exploding acid boobs I mentioned before, is too stupid in design to be anything more than fetish fuel, her two fellow incompetent evil minions are different stories. Airi is a maid that is also a ghost that sucks the souls out of women with kissing, and she carries a big ass scythe. She's also the only one of the Swamp Witch trio presented as a legitimate threat from first appearance and doesn't get downplayed as hard as the other two. While Melona is endlessly incompetent and Menace is constantly distracted by the desire to brainwash women to be her massage slaves (yes really), Airi seems to know what she's doing and actually has some drive.

She's also expanded upon in the anime, taking her from simple evil demon to a slightly more layer person torn between her role as the Swamp Witch's head maid and her desire to help someone. In the second season, there's a subplot where Airi ends up becoming the caretaker of another fighter's kid for awhile, which causes her to not use her soul sucking to power herself up and maintain her form out of respect for the tyke. It's one of the few plots in the show that makes a character genuinely sympathetic. Where so many characters are self obsessed, short sighted dullards, Airi's arc challenges this characterization in a simple and effective way.

Plus she kisses girls so that's great.

Echidna

Echidna is one of the few Queen's Blade characters who has canonically had gay sex.

Didn't really know how to properly introduce Echidna, because sex is kind of core to her character. She's a 500 year old dark elf that has seen more fighting than nearly every character in this franchise, yet most every scene she appears it involves her teasing someone in an oddly suggestive way. She used to sleep with one of her students, and when Leina ended up fighting her in one episode, she also revealed she's a sadist by having the snake that seems to live over her naughty bits bite her repeatedly for shits and giggles. And no, I don't know why she has a pet snake over her cooter. It's one of the great mysteries of the universe.

Echidna is similar to Ryofu from Ikki Tousen, in that they are both dark skinned characters who have lots of sex, are overly sexually aggressive, and have probably murdered before. I'm including her on this list because she's the only character in this franchise who seems to understand the genre of the story and just embraces it. She's sleazy, but never quite goes over the line and constantly carries an air of dominance most of the cast lack. This is impressive, because canonically, she is a gay cougar with a crotch snake, not a character type asking for subtlety. I also appreciate that she simply does not give a fudge. She treats every relationship as a fling and doesn't care much about anything beyond how much fun she's going to have. This may explain why her training with Leina involved covering her in honey.

She's the worst person in this cast and is just so open about it. Honestly, it's kind of awe inspiring. You will never be such a shitbag as this amazonian elf dom. She slept with an underage girl ahahaha oh wow the fuck lady.

Menace

Menace came rally close to being considered the best character AND the most amazing one. She's certainly my favorite, I can say that much. She's another one of the Swamp Witch trio and the only character who puts Echidna's sexual conquest record to shame. Menace is technically a mummy, an ancient ruler of a fantasy Egypt long ago destroyed that was brought back to serve the Swamp Witch. The thing about Menace is that she is arguably the single strongest character in the series. She just doesn't care about doing her job because she's more interested in bringing back her lost land so she can live her new life as she once did: Getting oil massages from her lesbian slave harem. Like, this was all she ever did. She did literally nothing else except maybe drink, and she could keep her stuff down. Her entire life was gay sex and drinking.

Do you see why I have her here?

While Echidna has some redeemable qualities, like loyalty to Leina's mother and not letting the underage girl she slept with get executed (serious the fuck lady), Menace is a full on hedonist, with a capital H for “Hentai.” That's Japanese for pervert. When your ruling philosophy is “let cute girls touch my body and give me oil rubs all day long,” pervert is a fitting label. She just forgets to actually do the thing her new master told her to go do in the second season and starts randomly mind controlling people to get free oil massages While she's fighting her battle in the tourney, she barely registers that there's a fight going on. She's probably thinking about foreplay 80% of the day, and the other 20% are thinking about various other gay things she wants done to her. She eventually does succeed at bringing back her kingdom, and yes, it just becomes her having lesbian sex with a bunch of masochists.

What I'm saying is that Menace is a role model and has never done anything wrong.

Best Character: Nanael

I'm still amazed that Nanael somehow manages to be the biggest pile of garbage in the cast, and that includes Echidna and Menace, who I may remind you have performed more cunnilingus that every single rockstar in the history of the world. Sadly, Nanael is a *shivers* heterosexual, but she's also an aggressive one who wants to be worshiped and have a harem of hot guys, so I will let the lack of gay slide with her because that is an admirable dream (it doesn't come up too much in the anime, oddly).

Nanael is an angel, and also the single worst one. Just the absolute worst. Almost nobody likes her, and even though she's technically far more powerful than the large majority of the series cast, nobody respects her but Leina, and Leina would follow a stranger into an unmarked van if he promised candy. Nanael has a bad wing, constantly comes up with terrible schemes that make everything terrible for everyone, and has the unfortunate problem of being a heterosexual woman in Queen's Blade, a series where every man is either a sexual predator, a war criminal, or a shitty father. She also doesn't really fit in with the ladies, because she has proportions that actual human beings might actually have. The first time she meets Melpha, she makes a remark that yes, of course this new woman she met also has insanely giant tits. Every guy is terrible and she's not into women, let alone borderline metahumans with balloon tits, so Nanael being so shitty and sour all the time is understandable.

The thing that shot Nanael up here isn't being the straight-man in a world filled with superpowered hentai pin-ups, though. Rather, it's that she has a pretty strong arc, and the series knows how to use her really, really well. She's the perfect character to stir things up because she's too busy being caught up with her own shit to pay attention to much else. This can lead to her being a perfect tool for a villain, or just a catalyst for some shenanigans. But she's not incompetent. She does deserve some respect, because when the chips are down, she manages to pull some surprises.

She helps out Leina a few times, and sometimes even on purpose, during the first season. When she's at her lowest, she still finds a friend in someone she treated so terribly before and doesn't want to betray that trust. Once season two hits, she ends up forming a bond with Melpha since she's an angel and Melpha's a nun. Even though she finally has someone worshiping her, she still treats Melpha mostly as an equal. The neat thing about Nanael is that she's somehow the most human character of the cast, and it gets explored thanks to how unnecessary she is most of the time.

Nanael gets to be a random element in the story while her own story plays out, because her agenda has nothing to do with the fighting as things go. It's just adjacent to her own ego filled endeavors. Ultimately, it becomes clear that worship isn't what she wants, but companionship. Nanael's broken wing caused her to become a bit of an outcast and gave her an inferiority complex, and all her schemes amount to childish plans to try and get some attention. She's someone who needs validation, but doesn't know how to get the validation she needs until she meets Leina. There's a nice moment where she comes back to save Leina from the Swamp trio, and while she doesn't get a thanks since Leina missed her fighting them off, she's satisfied with having helped. While all the drama in the main story feels contrived or played out, Nanael's story stays simple and ends on a rewarding note. She's still an egotistical dolt, but she finally starts to grow as a person and doesn't let her self-worth complex hold her back anymore. She sees the good in others, and they return the favor and help her see the good in herself, even if they don't realize it. The arc is so downplayed and well handled that I'm amazed it exists in a show that included literal tentacle rape as a defining trait for one character.

Most Amazing: Sigui and Branwen

I really had trouble picking just one character as most amazing for this franchise. I mean, Menace is right there! She exists! I was going to go with Melpha for her fighting style, but then I remembered there's a similar character in Rebellion with her own version of those skills, AND THEN I remembered yet another character who's entire concept is so openly horrible that I'm amazed I almost overlooked her. The most amazing characters in Queen's Blade, I would say, are Sigui and Branwen, one a nun who will absolutely burn people alive, and the other ...oh boy.

The nuns in Queen's Blade can fight, but use a very odd fighting style based around holy poses. What are holy poses? Mostly flashing and exhibitionist porn positions. This is apparently magic that kills undead creatures, as we see with Melpha seemingly flashing a skeleton army and destroying it in the process (yes really), but Sigui makes use of it for proper combat, including freezing people in place so she can burn them alive. She does this by doing a sexy pose that shows off one's crotch. You can get down on your back, hold your legs, and just flash everyone to make them terrified. Sigui uses these poses to murder people, I must remind you. Her fighting style is high level porn star posing.

I'm sure you understand why she's here.

But Branwen is kind of more incredible because she's just a straight up hardcore masochist. She had her dragon ride captured by demons and now serves a tiny little shit of one as a gladiator, and it's heavily implied she kind of likes this. Oh, she hates her trainer, but she could slaughter the little goblin at any time. I mean, she's half dragon, she's not someone to overlook. Yet she goes along with this slavery thing out of self-loathing for her failure, and then had a fucked up sexual awakening not long after.

So yes, there is an actual character in this series who's entire thing is that she's a slave and she likes it because she's into humiliation and pain. That's one way to top Menace and Echidna in sheer wow factor.

Otaku Queer: Queen's Blade

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Since I brought it up with my last article, I figured I might as well get some more Queen's Blade thoughts out by looking at the franchise's odd relationship with queerness. What I mean is, since it's an ecchi franchise, it does fetishize lesbianism, but it also subverts some of the usual characterization that tends to come with that. Despite it being the poster child of everything wrong with ecchi anime, it's strangely manages to avoid some of the usual pitfalls, and even allows for genuine character development and arcs.

In most works like Queen's Blade, if a female character expresses interest in another girl, they will either be treated as the butt of a joke (that joke usually being “haha, lesbians exist!”) or be portrayed as some sort of dangerous predator. In the rare cases a lesbian or bisexual woman in not treated like this, you can expect them to die a horrible death at some point. Heterosexual targeted ecchi works tend to be misogynistic (shocker), and that extends to how they portray women attracted to women. The character could just be faking it or has some sort of phobia of men, or they're doomed to a tragic ending. If none of the above, they're just a cartoonish villain. What's weird about Queen's Blade, a franchise that builds characters by starting with a single fetish and adding on, is that doesn't do this ...mostly.

There are four obviously queer characters in this series, and they're all portrayed as lesbians, though Echidna is debatable. Menace, Elina, and Irma are all portrayed only having interest in the same gender, while Echidna is might be bisexual instead. I'll get to her and Elina last, though, because there's a ton to go over with them. Consider them the more obviously problematic queer characters, and both Menace and Irma as the opposite. And yes, I too am surprised Menace could be considered a good example of a queer character.

The thing with Menace is that while she is an antagonist and has no heroic qualities, she's not exactly evil either. Menace is never marked as comedic, evil, or wrong for being gay, and the series seems oddly sympathetic to her. The show wisely cuts out the worst parts of her back story (which I will not get into) and keeps it simple. Menace is the way she is not because she's a lesbian, but because she's a hedonist. It's not being attracted to women that's her problem, but her inability to properly rule her country, which lead to it being destroyed and her closest lover betraying her. Change her sexuality, and barely anything about her story changes significantly. If anything, it would make her less sympathetic, because she was betrayed by a rightfully upset servant and not someone she seemed to have real affection for. Not even jokes aimed at her go for her sexuality, but instead her dim and self-indulgent personality. It's fitting that she just sort of leaves the main story to go do her own thing, and pretty much everyone involved is happier for it.

Irma is also one of the most sympathetic characters in the series, though she sadly doesn't get enough screen time, plus lacks the ability to fight on the same level as everyone else. Her role as an antagonist is complicated, because it comes about from being trained by Echidna, who never really bothered to set her moral compass right. She's a genuinely kind person who will do horrible things if she believes it will result in moving her own ambitions. She's another character never shamed for her queerness, and she manages to survive her story, despite the logical endpoint seeming to be a tragic death.

Both Irma and Menace really stick out in the franchise because while they are fetish heavy characters, it's not in the expected ways. Menace is often portrayed as a ditzy layabout or dom, never plaything up her lesbianism too much outside her love of massages. The only other times it does come up is for drama and character definition, as she despises the woman who betrayed her and it remains one of the few things that gets her to take anything seriously. Truth be told, her queerness has little to do with her appeal, especially because this franchise will come up with all sorts of idiocy to have girl on girl stuff happen.

Irma also remains one of the few standouts for her surprisingly normal personality. Her entire thing is using a strong outer face to hide a more timid personality, which is one of the single most overused personality types in the history of ecchi. Her relationship with Echidna even gets treated with respect and not just an extra bit for sex appeal. How she reacted to what Echidna taught her and did to her is core to her entire characterization and arc, and the series wants you to understand her feelings and emphasize with them.

Speaking of Echidna, this is where things start to get ...squicky. See, all the people she's shown the most interest in have been much, much younger than her. I mean granted, she is 500 years old, but she had probably been sleeping with Irma since the girl was 15 (!!!!!), and the franchise occasionally likes to use her for a bit of femdom content by having her around Cattleya's son, who is a literal child in every respect (!!!!!!!!!!). So yeah, that's kind of a big problem. It's downplayed to the point of not really happening in the anime, but there's official art where she's torturing the poor kid while he's stuck to a tree, so ...yeah.

Echidna's entire character, though, is based around flaws. She's not a terrible person, and she will do the right thing when the chips are down, but when it's just a normal day, she will do whatever for the hell of it. She's also the master of bad personal decisions, leaving her own kind to have fun with humans, only to come across the problem that she'll outlive everyone she knows. This is where her relationship with Irma really becomes a problem. She knows she's just going to hurt her in the long run, but does it anyways. But in a way, how she's portrayed in the anime is better than in the game books. Shes given a few more layers and it's clear she's aware of her own flaws. They also never do anything gross with the literal child and her, so that's a huge plus.

So it seems like Queen's Blade is surprisingly progressive, as least as far as these sort of franchises go, right?

Well, unfortunately, Elina exists.

Elina is genuinely one of the worst characters I have ever seen in any piece of media in existence. She's an unlikable, self centered bully and a lazy psycho lesbian stereotype, and she's forced to be one of the most important characters in the story due to her bloodline. Her entire thing beyond being a spoiled brat is being a crazed lesbian who not only wants to make out with her sister, but control everything she does and rob her of all agency. Her sadomasochist streak is simply vile with how she normally interacts with people, especially when it comes to how she interacts with her family and allies. She's even a classist on top of it, and not a single character calls her out for her bullshit except one equally as awful as her.

Elina's rival character, Nyx, suffers from similar issues to Elina, and it's the core of every joke that gets passed off with them. See, Nyx isn't gay, but she is mentally unstable, just like Elina. Nyx is bipolar, while Elina suffers from a borderline personality disorder, causing the two of them to go on angry fits, and it's all played up for laughs. It's gross with Nyx because every single thing about her character is basically pointing and laughing at the victim of abuse, but it's even worse with Elina because her very serious mental problems are treated as wacky character traits. Tossing in terrible lesbian and BDSM jokes in there does not do her character any favors.

It's odd these two ended up being so terrible, because the anime does genuinely improve on the source material a lot, like toning down Tomoe's prudishness, or changing Echidna from a manic sadist to a reserved dom. We see from Menace and Echidna a lot of positive changes and tweaks to their basic core, but everything horrible about Elina and Nyx both get played up to the point of being disgusting. But at least they kept the terrible character traits to one queer character and not all of them. I'd even say there are elements of Menace and Echidna to note for a good example of sexually open queer characters. But man, it's amazing how much one bad character and spoil things.

Voltron: Legendary Defender (2016)

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As an eighties kid who was literally rewarded a Voltron toy that separated into five hard plastic parts with sharp edges for being potty trained, you'd think I'd have far more knowledge and insight into the world of Voltron, GoLion, and other related topics than I do. I watched the show, I had the little pre-school readers, and everything else you could do in an era before corporate synergy. I am far from immune to nostalgia bug, and yet, Voltron left no imprint on me as an adult. I watched an episode or two when it streamed somewhere and it was kind of stilted and generic outside the concept of robots that combined into a super robot (This was all made well before the Power Rangers empire caught on in the West). The bits of GoLion I caught were a little better but not enough to really keep in my memory, and I never did seek out Armored Fleet Dairugger XV. Despite the obvious selling point of the combining robot, it wasn't... very good. A bunch of archetypes playing the same game over and over with a certain lack of charm, and age has not treated it well.

A few iterations later provides perhaps the best hope for the franchise to catch on beyond occasional references in pop culture with Legendary Defender. If its plain title doesn't promote confidence, perhaps the pedigree behind it will. Financed by Dreamworks, crafted by South Korean Studio Mir responsible for most of The Legend of Korra, and dotted with creative talent that worked on Avatar: The Last Airbender including Voltron's showrunners Joaquim Dos Santos and Lauren Montgomery, this has a fairly high ceiling with a potential 78-episode run to fully develop the universe and build upon the base of seemingly simple characters into something of more substance.

I was going to do a review on the initial run, but half of it was distinctly the usual set up (Which even Guillermo del Toro admits on Trollhunters is necessary so kids can get their bearings). The first few episodes were fine, and by the end of the first season, they had found a hook with most of the characters and the engine was starting to really hum. Suddenly... cliffhanger. The universe felt a bit like a bland off-brand Mass Effect, but nothing close to keeping me from eagerly awaiting the second round.

The first thing to understand is the new Voltron is primarily developed for a younger Western audience in mind, slanting towards its visual tendencies and character stylings. Obviously, there are exceptions on both ends of the Pacific Ocean, but this one is built for animation performance over artistic pop. Initially, this leads to a somewhat underwhelming first impression as the character designs (and even the the design of the Voltron  Lions themselves) aren't particularly flashy or impressive. Seeing everything in action at the end of the first arc alleviates most issues. The scripting also doesn't know a scene it can't wisecrack through where any kind of expository whatsoever has to have some shenanigans going on. It isn't a bad thing to have personality and the facial expressions are wonderfully elastic and varied, but when it gets pushed too much, it can feel like dangling keys to keep attention. You might remember this being an issue with Avatar and that turned out pretty well, didn't it? Voltron isn't there yet, but it's one thing to keep in mind.

Voltron tells the story of four teenagers with attitude and the one adult who escaped an alien prison to start the process of bringing them together. Discovering a scout ship during a scientific expedition near Pluto, Shiro and his scientist escorts are captured by the power-hungry Galra empire. Shiro eventually steals an alien spacecraft and crashes on Earth near a military academy. There, through various shenanigans, brooding academy burnout Keith, mouthy Lance, massive Hunk, and brainy Pidge reluctantly join together to find the secret behind an archaeological find near their base. It's one of the five Lions of Voltron, a legendary weapon that may be the only hope against the Galra.

The piece of Voltron leads them to the last remaining people of Altea in suspended animation at the mobile Castle of Lions. These are Princess Allura and royal advisor Coran, who are understandably pretty shocked at being the last of their kind. The introductory arc then picks up speed to get all the rest of Voltron to the team and set up a climactic battle to defend the castle from a Galra attack, and this team has to figure out how to form the full robot or else cede the rest of the universe to the empire.

I can't stress enough how a little patience will go a long way. The opening volley is the raw ingredients being thrown into a bowl and getting prepared to stew. The characters are the archetypes and they're running through the paces. Most egregious is Hunk who is portrayed as the fat guy in children's programming who has to be humiliated for his weight and not being brave or quick-witted. The series is also plagued by the idea that because this is for kids, all of the scenes that exist to provide information must be put through a wackiness filter, whether it's Lance and Keith sniping at each other or Hunk getting his first dose of alien food (Oh yeah, he likes to eat! Isn't THAT original?). All too often, these scenes are distracting and forced. Even the main music theme is a forgettable drone that only pings in my mind because I watch Netflix on so many devices that all of them forget to skip past the opening animation.

But wait! There are reasons this has a growing following and you probably can't go one day on Twitter during a wave of new episodes without having some kind of fan art of it re-tweeted (A good lot of it isn't even shipping!). The characters eventually come into their own and transcend their types to varying degrees of success. Hunk becomes more heroic once he finds something and someone to fight for. Shiro's experiences in captivity both steel his resolve and muddle his motivations as the leader. Perhaps the best example is Pidge, whose reveals should be left for the audience to discover (Though the internet probably has snuffed out those surprises). The exception is Coran, Allura's retainer who goes into comic relief mode far too often that he can't snap back into serious situations. Also, his accent is distractingly inconsistent.

Combat is where the animators really get to play around artistically and connect more directly with its anime roots. There are the usual tropes its predecessor is known for, like the split screen conversations between the pilots and the reusable transformation animations that save money with every use but are still awesome anyway. These are incredibly souped up with modern technology and given life with moving split screens and ultra-smooth Lion combining (I tried to find the least ambiguous way to put that and failed), though they understandably get over-excited and do too much of it at once. These are also usually given special attention with camera angles and flourishes. Circling around spaceships with spiral cuts, dramatic passes that dive in and out of spacecrafts, and plenty of little delights that you might miss the first time around. Even the music becomes a sort of Daft Punk with a few more drum loops.

The arc of the first season begins with the usual team of misfits trying to come together even though their personalities don't match up. A few character-centric episodes give souls to the archetypes and it properly builds to a climax with stakes and excitement. Great! Unfortunately, the second season feels like a buffer between more significant events. After settling the fallout from the cliffhanger, the first half becomes one long chase with inconsistent pacing that ranges between breakneck and relaxed with little explanation except that maybe Emperor Zarkon of the Galra needed a nap in-between chasing them. We barely get to meet the denizens of a few planets and have some admittedly cool set pieces like a civilization made up of biotic technology and a planet collapsing under its own acid. Then there's one great episode within the second half while the rest either feel like they're hollow echoes of the first season or doing too much work planting revelation seeds for the future.

Compare Princess Allura's and Pidge's personal episodes to what surprises come out of season 2. Allura and Pidge are on two different sides of familial mourning, Allura attempting to hold onto the last remnants of her family she knows is gone to the detriment of facing the future, and Pidge is trying so hard to find truth that it distracts from important duties. These are incredibly moving episodes with a great amount of heart. In season 2, similar situations feel like they're manufactured rather than coming from the souls of the character. I haven't talked about Galra much as they just seem to be bland and typical sci-fi evil oppressors and their generals varying degrees of bullies with the only differentiating factor being some wear Ghouls 'n Ghosts-esque second face armor, but their emperor Zarkon finally gets a backstory, and it only hits on an plot device level without giving any insight to the person. Keith fares a bit better as we finally get to pick at the reasons he's such a brooding mess. He has to run a guantlet of pure suffering to learn some hard truths about himself, which works even though the big revelation is a head-scratcher that again feels more soap opera than a genuine character turn. It beats the romantic relationship they're trying to force him into, though.

Not to harp on the negatives too much, but some of the blame goes to emotional non sequitur jumping around with the series. The writing is solid and gives valid reasons for everything, but there's a need to balance everything serious with an equal amount of silly that is unnecessary. One of Shiro's defining moments is matched with a Galran parody of mall cops that numbs the impact of the serious side. This is nothing new for this crew who've put more than a touch of goofy into Avatar and Korra, but the glue that holds everything together is especially flimsy this time around.

All of this said, most of the criticism comes from high expectations with one of the most talented teams in animation matched with a dormant property with massive potential. The second season is still an entertaining space opera, if less substantial. The world hopping is much more satisfying this time around with more planets and more personality. Among the throwaway cast, they at least make the Galra characters far more distinctive by giving them different heights and different approaches in their despicable behavior (In the first season, we meet most of the alpha male generals fighting for Emperor Zarkon's favor. Now we meet the lesser officers who maybe are more than happy getting a distinguished position and then not doing anything). The climax gives a clean, exciting end to the arc (Seems like they're doing the three-book structure again) with strikingly impressive showdowns. I only wish it was driven by the emotional force of the cast instead of a simple connecting of plot threads.

Voltron Legendary Defender is a solid hit for Netflix and Mir animation. Its biggest crime currently is it only briefly reaches the soaring heights it is capable of. Regardless, they have 2/3rds of a series to pull out all stops and deliver something truly special. Let us hope the opening two seasons are merely a tasty sample platter.

Coping with Cowboy Bebop

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On November 6th, 2008, my university’s TA union announced they were going on strike. I was initially confused by what this’d mean for me as a freshman, but as the days turned into weeks, and my mother kept insisting that I check the school website for updates, the reality began to kick in. For 50000 students over three campuses, this was a nightmare in academic form. The news of the strike spread throughout the TV and radio stations all-over my home city, and the newspapers kept posting updates whenever available. After 85 days, it finally ended, but the damage had already been done. I’d lost a third of my first year in post-secondary, and I was a mess because of it.

There were many ways I tried coping: I began reading more books. I started watching more movies. My video game library started growing. I took up volunteering at my local geriatric retirement centre. I became attached to my then-new laptop. I became more fascinated by my roots and took up praying twice a day. But above all else, I decided to take up a recommendation from a site called ScrewAttack and watch Cowboy Bebop.

I know I’ve written in great lengths about this series, even criticizing its presentation, but I do want to stress that this show was the precursor to my fascination with anime a year before I picked up the copy of Spirited Away lying on my living room table. I wasn’t even immediately hooked on it anyway, as my initial curiosity was with Radical Edward. Essentially, she fascinated me. Her clothing choice, her mannerisms, even the way she spoke, they all bewildered me. Because she was only introduced in Episode 9, I ignored the first eight episodes entirely. But even then, the episodes that didn’t feature her, namely Episodes 12 and 13, were ignored too.

But then something happened that I didn’t expect: I fell in-love with the show. I’d originally gotten hooked because of Edward, but Faye, Jet and Spike were also starting to interest me. By the time Edward had left altogether in Episode 24, I no longer cared. I immediately went to the two-part finale and watched in awe. It didn’t matter that it was 3:00 in the morning, and that everyone else was long in bed, I had to know what’d happen to Spike, whether or not his romance with Julia was doomed, and if he’d finally get his overdue fight with Vicious. I simply had to know!

By the time I was done, watching as a fatally injured Spike toppled to the ground, I was convinced I’d watched the greatest show ever. It’d be years before I’d see every episode in their entirety, but it didn’t matter. I’d come for Edward, and I’d left with an attachment to Spike. If that wasn’t enough to blow my 18-and-a-half year old mind, I didn’t know what would. Besides, it was helping me cope with an 85-day strike.

There were many signs, in hindsight, that Cowboy Bebop was having a greater impact at the time than it would’ve otherwise. For one, I was emotionally distressed. I was desperate for an outlet of some kind, and this was it. Two, I was unaware of what I was getting into. I was out-of-the-loop on the anime scene then, still thinking it was the dumb, childish schlock I saw on TV every Saturday morning. And three, I’d never seen a cartoon so sophisticated before that wasn’t a Pixar or Disney film, so the novelty factor was really strong. These days it’s easy to laugh at my ignorance and desperation, but I was struggling and Cowboy Bebop filled a need.

Additionally, time and multiple rewatches have allowed me to realize the show’s shortcomings and strengths. On the former end, the directing and writing of Cowboy Bebop are incredibly cold and detached, leading to minimal emotional investment. When a character died, even an important one, I didn’t shed a single tear, while most of its comedy only got a chuckle or two out of me. The show is still absolutely fantastic, but it’s not the all-time favourite it was all those years ago.

On the latter end, the show also has intricately-written and fully-realized characters. True, the writing is detached, but so what? Does that not mean I can’t appreciate how fully-realized the Bebop crew is? Can I not be invested in Faye’s tragic love and loss of identity? Can I not feel bad for Jet over losing his arm to his best-friend? Can I not want Spike to get his happy ending after all these years? Can I not want to see Edward reunite with her father?

These are questions the show satisfactorily answers, flaws and all! Besides, ignoring my then-fragile state, Cowboy Bebop is great from A-Z. Even the opening, Tank!, is one of the best show openings in the history of show openings, so much so that it actually made me respect jazz! If that’s not enough to appreciate the show now, then I don’t know what is.

Of course, it wasn’t the hook that converted me into an Otaku, but that’s for another day…

Crunchyroll Manga Sampler: Course Seven

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It's been a while since we enjoyed our last sampler.  Since then, the number of manga on Crunchyroll just keeps growing, so the Crunchyroll Manga Sampler menu only grows bigger.  Today's trio is a rather dark and grim set of works.  In a way, it feels weirdly appropriate for the atmosphere of the world today.


Course Seven: Coppelion, Investor Z, & Ajin

COPPELION



In the not-too-distant future, three girls wandered the abandoned wasteland that was once the Tokyo metropolitan area.  20 years ago, the combination of an earthquake and nuclear meltdown laid waste to the population, and survivors are far and few between.  The only people who can enter the city safely are three girls, each having been genetically altered to resist radiation and enhance their senses.  Now they work for a secretive military force performing search and rescue missions.  The girls try their best to act casual even while on-mission, but it seems that the city is hiding all sorts of dangers and secrets that could threaten even their lives.


I think I can see why Coppelion is a digital-only title.   It would be hell to try and market this to your standard teenage manga market.  It’s got the ‘girls being friends in the face of unimaginable terror’ angle that other series like School-Live have used.  It’s also a pretty blatant anti-nuclear screed, one that’s made no less awkward by the fact that the combination of a strong earthquake and a nuclear plant meltdown bears an uncomfortable resemblance to the Touhoku disaster and the Fukishima meltdown.  It’s also a post-apocalyptic action series, albeit one that’s more Fallout than Road Warrior.  Nonetheless, it all comes together into a surprisingly compelling work.


It helps that at least 2/3rds of our leading trio are competent folks.  This is most obvious with team leader Ibara.  She’s the one who can best think on her feet and keep her team focused.  That’s not to say that she’s a perfect soldier – she administers a vital vaccine to someone in defiance of orders – but she’s the only one who seems to truly get the seriousness of their situation.  The other two girls behave…well, like teen girls.  They are more easily distracted and fretful, as well as the ones who try to keep up a steady stream of chat to distract from their obvious fear.  Still, at least Taeko seem to be the empathetic one, a quality which not only helps them negotiate with survivors but even make an ally out of a feral wolf.  Then there’s Aoi, who is the load of the group.  Maybe she’ll be shown to have some super-special power later on, but right now all she does is whine and cry and she gets annoying FAST. 


Still, I can overlook that to some degree because the larger story is fairly compelling, even if it’s not so subtle about the backstory.  The first couple of chapters are kind of rough, as the first tries its damnedest to evade specifics and the second does a lot of info-dumping in the form of an expository TV broadcast.  Inoue gets better about it as the story moves along, but they’re clearly proud of all the research they did on nuclear disasters and radioactive isotopes and whatnot and want to show that off badly, if rather inelegantly.  Still, they do a good job of weaving in a number of plot threads ranging from the family of fugitives the girls find to the military organization the girls work for to just how people are able to survive in a city that should make Chernobyl look like a paradise.  They also do a great job with the art, the backgrounds in particular.  Inoue really loves to draw vistas of crumbling infrastructure, and the image of the coffined nuclear plant looks like something that could have come out of Blame!.  It’s the perfect complement to the story, and it even helps to distract from the fact that they tend to draw some really wonky heads.  Coppelion was a pleasant surprise, despite the fact that the premise is anything BUT pleasant.  It’s got some rough spots, but the story and the background art lay the foundation for what could become a really great manga. RATING: 8/10


INVESTOR Z


Investor Z is an ugly manga.  I’m not just talking about the artwork, although it is a very literally ugly work.  No, Investor Z is morally ugly in the sense that it has no aspirations beyond the celebration of capitalism.  It is very literally about accumulating wealth solely for the sake of wealth and trying to turn that into something that is noble, manly, and even patriotic.  It’s basically a bunch of mental circle-jerking for conservative salarymen dressed up in the guise of standard shonen formula. 

This is made obvious right away when we see our protagonist, Takeshi Zaizen, at home.  His younger sister whines that her brother won’t let her win at a board game.  He counters that he simply doesn’t like to lose.  So already we’ve established that our protagonist is competitive as hell and not terribly empathetic, even to family.  Sadly, that’s about as much as we ever learn about him, as in short order he’s shanghaied into his private school’s secret investment club and falls into lockstep with the rest of them.   This volume does lay out the beginnings of a potential conflict with his money-adverse father and even some sort of supernatural element, but otherwise he’s just another shonen hero striving to be the very best like no one ever was.


It’s only when we start to spend more time with the club that the manga truly shows itself to be its true self.  On the surface, it doesn’t seem that harmless.  This super-secret club mostly spends its time trading stocks online and playing mah-jong like a bunch of old men.  It’s only once Takeshi starts going through the club founder’s notes that Investor Z shows its true colors.  First of all, the story outright derails itself for multiple chapters at a time while the club members explain the history of money to Takeshi.  It’s not uncommon for mangaka with intensely geeky hobbies to do this.  After all, I’ve read side chapters in Gunsmith Cats that were literally nothing but Kenichi Sonoda rambling about a particular kind of gun or Kosuke Fujishima taking time out of Keiichi and Belldandy’s endless romance in Oh My Goddess to talk shop about motorcycles.  Still, they had the courtesy to save it as filler between story arcs or at the beginning of one.  They certainly don’t lecture their audience for pages at a time, interrupting only briefly to set up other vague plot threads. 


Then there’s the matter of what those notes say.  It’s not so much a set of rules as it is a collection of catchphrase all about money.  To this mysterious founder, money is everything.  Money is people, money is communication, and money is the magic than ensnares the entire world.  It all but declares money to be their god, and the boys of the club confirm and elaborate on these platitudes as if they were holy gospel.  They see their investments as the most noble of pursuits, a cause that serves them but also their school and even the nation of Japan itself.  Like Takeshi, they compete only to win, and winning in their world means making more money than everyone else.  These boys may see this as glory, but all I can see from my perspective are a bunch of teenage boys surrendering their lives to the almighty yen for the sake of their own delusions of grandeur.  It’s morally hollow and ugly, and the fact that we’re meant to accept this just as Takeshi does is downright offensive and out-of-touch.


Speaking of ugliness, let’s talk about that artwork!  It’s positively amateurish, like something straight out of those bargain bin ‘how to draw manga’ books.  I haven’t seen faces this awful since the time I reviewed Initial D!  Their heads have no contours, their eyes seem to drift inconstantly across their faces, and their expressions and bodies are as stiff as mannequins.  It’s hard to pay attention to anything else on the page because every character is just hideous.   Then again, it’s the perfect pairing for a work that has nothing beautiful or honorable to share beyond ‘greed is good.’  RATING: 1/10


AJIN

In a world not too far removed from our own, humanity lives in fear of the demi-humans.  They resemble humans on the surface, but are unable to die and possess strange psychic powers.  They can even summon spectral beings called ajin to fight others.  Kei Nagai didn’t think demi-humans mattered to him, but then he was run over by a truck and was able to stand back up and mend his broken body.  Now Kei is a fugitive, running not only from civilians and shady government forces that want to capture him, but also fellow demi-humans who want to exploit his powers for their own good.

This is actually the first time I’ll be reviewing a manga that I have reviewed previously at my other site.  As such, I won’t be getting into too much detail because doing so would just feel redundant.  Despite being over two years old, my thoughts remain much the same on this first volume.


I do think that Ajinis kind of clumsy when it comes to its exposition.  There are a lot of classroom scenes and government briefings where the cast can dump all the info we need to know about demi-humans on our heads.  It’s necessary to a degree, but it could have been done a little more elegant and seamlessly than how it turned out.  It also does operate on some degree of plot convenience.  It is a bit too tidy that our protagonist Kei just happens to have that former childhood friend who is still around and happens to come his way.  Still, the concept of the demi-humans is fantastical and cool and the writing does nicely capture how quickly the world turns on Kei.  They really nail the feelings of dread and persecution, along with little details like how quickly everyone (even his friends and family) stop using Kei’s name or even humanizing pronouns when talking about him.


That being said, there are elements that work really well.  The most obvious one is the artwork.  Gamon Sakurai’s work is remarkable, and nowhere is this more obvious than in the various fights.  Regardless of whether it’s a battle to the death between two ajin or just Kei’s mad scramble to escape and survive, every punch and kick is drawn in a way that feels fluid, dynamic, and visceral.  The same goes for the gore.  It’s not excessive, but neither does Sakurai shy away from just how much damage a demi-human can take or what kind of damage they can do.  It also handles Kei’s larger story arc fairly well as Kei not only comes to grips with his powers and situation, but starts to make sense of his own past.  In a weird way, this reminds me a lot of Tokyo Ghoul.  The details are decidedly different, but there’s enough overlap in genre and tone that would make Ajin an easy recommendation for fans of that series.  Even if you’re not a Tokyo Ghoul fan, Ajin is still creepy and compelling enough to make it worthy of a look.  RATING: 7/10 

Hopefully next time, our selection will be a little more cheerful.  In the mean time, though, if you've been enjoying The Crunchyroll Manga Sampler and my other writings here at Infinite Rainy Day, I highly encourage you to check out my Patreon page and to pledge your support.  For as little as $1 a month, you can keep up and support all of my future writings, including future installments of the Crunchyroll Manga Sampler.

Whitewashed in the Shell: A Follow-Up

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*Sigh*

A while back I wrote an article on Infinite Rainy Day discussing the live-action adaptation of Ghost in the Shell. In it, I stated the following point:
“The rumours of a live-action, Hollywood remake of the film have been going on for years. They’ve been circulating for almost as long as that of a live-action Akira, honestly. The film has been constantly switching directors, studios, cast members, the list goes on. It’s pretty much been in a constant flux of “production hell”, which sounds even worse when you consider that no one was willing to take it seriously. Still, the project seemed destined to make its way to theatres, so that's exactly what happened: Ghost in the Shell is slated for a 2017 release, with Scarlett Johansson being cast as the lead character, Matoko Kusanagi.”
Ignoring the obvious name misspelling, I then went off on how this was the wrong casting choice, how the role could’ve been better-suited to someone who was of Asian descent and how the movie would still probably be bad regardless. What I didn’t touch on, however, was what Scarlett Johansson herself thought. The reason was two-fold: on one hand, I didn’t know what she thought at the time, while on the other hand, I wanted to think there was a way of salvaging her casting via an apology. In hindsight…I was expecting way too much.


See, a recent article on i.D-Vice was published discussing her decision to take on the role of Motoko Kusanagi. (You can find said article right here.) When pressed over whether or not it counted as whitewashing in her eyes, she immediately shrugged it off and gave an…unusual response:
“But now, in a conversation with Marie Claire, the actress has weighed in. ‘I certainly would never presume to play another race of a person. Diversity is important in Hollywood, and I would never want to feel like I was playing a character that was offensive.’

She explained that she approached the role with a focus on gender, not race. Adding, ‘having a franchise with a female protagonist driving it is such a rare opportunity. Certainly, I feel the enormous pressure of that — the weight of such a big property on my shoulders.’”
Yeah… *Scratches forehead in confusion*

In anticipation of what’s to come, i.e. extreme, internet-based rhetoric, I'll get the obvious elephant in the room out of the way: yes, Johansson’s comment was shifty and out-of-line, completely missing the point. But no, she’s not suddenly a “white supremacist”. It certainly doesn’t help in the fight against white supremacy, especially in Hollywood, but calling her that ignores a bigger, more-pressing problem: Scarlett Johansson is Jewish. She's less a “white supremacist” and more a “product of the society she’s from”. It’s not unlike how Hayao Miyazaki’s comments about women in anime are sexist, but don’t automatically make him a raving misogynist.

See, there’s an Antisemitic misconception that Jews embody white privilege simply because of their skin colour. Not only does this ignore the reality that white, or Ashkenazi, Jews aren’t the only Jews out there, but it assumes they were always fully-integrated into mainstream culture. Because, rest-assured, they weren’t. Emancipation of Jewry into European society only began in the late-18th Century, and even then it was in stages. France was one of the first to emancipate their Jews, while Russia didn’t do so until well-into the 20th Century. And even then, emancipation didn’t cause Jew-hatred, later coined “Antisemitism” by Wilhelm Marr in 1819, to disappear. One need only look at The Dreyfus Affair of 1894, in which a French soldier was stripped of his rank and arrested on the false pretence of “selling information to the Germans”, to see this was still a problem. Even ignoring modern tragedies like The Holocaust, Jews are routinely attacked in the media for being supporters of Israel, aka the only Jewish state in the world.

I mention this because people will most-likely conflate Johansson’s undeniably racist remark, one she may not have even realized was racist, with the absurd notion that she’s an inheritor of white privilege “like all the other white people”. This is both unhelpful because she’s Jewish, and unhelpful because it doesn’t fix the problem. Was her comment out of line? Absolutely. Did an Asian-American deserve the role over her? No doubt about it! But calling her a “white supremacist”?

Yet this does bring up something that’s been rearing its head more and more frequently in Hollywood: subtle bigotry. Hollywood, even through osmosis, is a circle-jerk of whitewashing and white-centric beliefs dating back to the 1920’s/30’s. White talent has so frequently moved ahead of their non-white peers that there’s bound to be indirect bigotry from-time-to-time. This ranges from slut-shaming, to transphobia, to sexism, to racism and, yes, to even whitewashing. And it happens with even the most well-intended individuals, Johansson included. It sucks that it happens, but this is why you shouldn’t lionize your favourite actors/actresses and instead focus on what they contribute acting-wise.

That having been said, I’m not giving Johansson an automatic free pass here. Firstly, she agreed to the role, when she could’ve said no. Secondly, assuming she owed someone a favour, she could’ve at least acknowledged that this was wrong and apologized. I understand that she can’t slander her employers on the job, lest she ruin her career, but Johansson seems like a smart woman and could’ve easily figured something out. And thirdly, it doesn’t reflect well considering that she was unjustly-slammed a while back for promoting SodaStream in a Super Bowl commercial. Given how it must’ve felt to be attacked for that because she was Jewish, it’d make sense for her to reciprocate that sensitivity to another marginalized community.

As a final-note, I’d like to address the defence of Motoko Kusanagi being white in the original Manga as a justification for Scarlett Johansson being cast in the live-action film. It’s a terrible defence, namely because the original Manga artist, Masamune Shirow, was equally guilty of whitewashing. Since Ghost in the Shell is Japanese/East Asian-inspired, to have a white protagonist amidst a supporting cast of Asian characters is insensitive. This movie could’ve fixed that, and that it went the lazy route and copied the Manga’s biggest flaw is no excuse.

Overall, though, this was a bad justification for a bad casting decision, plain and simple. But calling Johansson a white supremacist is disingenuous, especially when actual white supremacists do exist.

18 (Android)

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If you've picked up a smart phone for more than a few seconds, you've probably played match three puzzle game. I've reviewed one in the past, but today's match three subject is in a different subgenre: The monster collector/sacrificer. Games like Puzzles and Dragons have popularlized this weird little type of game, where you go through puzzle stages with a team of monsters, sacrificing weaker ones to your mains to make them stronger. Most of these games are garbage, but 18 ended up being a nice surprise, both in presentation and game design. Imagine a mix of Persona 4 and Catherine, put into a match three structure from the producer of Rez and the Lumines series. It's a solid mixture of aesthetics and design.

18's plot is derivative but effective enough. Your player character ends up in a strange dream world and saved from it by a real world doctor who appears as a strange cat man in this realm. This world is home to witches, the twisted, repressed personalities of “sleeping beauties,” women that have been affected by a mysterious sleeping disease. Your character proves himself to be unnaturally talented for a diver (people who explore the dream world) and ends up becoming the only person who can defeat witches and save the sleeping girls. Plot beats never surprise, but the character writing is amusing enough to keep your attention and create context for the game mechanics.

The story is really just framing, and in that respect, it does its job well. The meat of 18 is in quest mode, where you travel through a series of stages divided into different areas, each ruled by a different witch and given a different style related to the witch's psyche. Puzzles proper have you matching together interconnected gems, matching three or more to unleash an attach from a party member with the same color attribute as the gems used. There are also gems that heal your collective HP and chain together different types of gems for attacks that hit every enemy. You can also target a particular enemy, making full use of the elemental weakness system, with fire beating earth, water beating fire, and earth beating water, plus light and dark defeating each other. Dark divers are rare finds, but they're useful in later stages where enemies create dust gems, which dark divers use to launch attacks.

The goal is to get through waves of enemies to continue on, with witches as end area bosses, and evil divers as mini-bosses (explained in the narrative as people that failed to leave the dream world and went mad). It all seems simple, but there's a surprising amount of depth hidden in the systems. For example, bosses, mini-bosses, and late game enemies have skills that change the very shape of the board, what gems you have to work with, or create dangers you need to deal with as soon as possible, including gems timed for explosions, massive dust attacks or heals, and guards on gems that defend enemies from damage until said gem is destroyed. These skills start stacking as time goes on, and the challenge comes around making good use of your party and goddess.

Every time you defeat a witch, the original girl the witch was born from becomes a “goddess,” a character you can choose to support you when you make an 18 or more long combo. They all have abilities that last for three turns, from boosts to time stops, and can really turn the tide of a fight. It's also important to have a balanced party with good skills to use in battle, not to mention passive team leader skills. Diver skills take awhile to come into play, but they can completely flip a situation on its head if you know how to use them. You can also get help from players not in the game at the moment. A selection of their selected favorite divers are laid out before each puzzle, and you can pick one as a fifth party member, gaining a leader ability (if they have one) and some extra fire power. The ones you have selected can also net you summoning currency when you're not playing as well, so make sure you get powerful selections.

Your team gains experience as you go, but you can also sacrifice divers and monsters you're not using to ones you do for bonus experience. There are also material cards and rings that add further bonuses, and using enough of the same type of diver or material can result in experience bonuses. Once a diver's level is maxed, it's also possible to evolve them into a more powerful form. Their level is reset, but their new potential is more than worth it. Summoning new divers is also as easy as spending earned diver points or using dream orbs (first for normal summons, second for rare summons), though this is where the game's freemium elements start coming out.

The game is a free download, but dream orbs cost real money. They act both as summoning currency and extra lives, so they can run out fast if you're reckless. There are also a few orb sucking roadblocks in quest mode, especially with the witch in the warzone area, but smart play makes these moments of little issue. It helps that the game is surprisingly generous with dream orbs and most every currency, as you can easily stack them up just by beating quest mode stages and logging in one every day. You don't need a lot of rare divers to make progress either, and some three star divers can really prove themselves as incredibly useful, especially with strong evolved states. I spent about nine bucks total on the game, though mainly because I genuinely wanted to support it and not because of brow beating. Of course, luck of the draw is a factor, so be aware of that. There may be a promotion up for new users when you download, offering a four star diver for the purchase and use of four gems, but it's not necessary. For reference, one orb cost roughly one dollar, with bigger bundles up giving bonus orbs, but there's absolutely no reason to get anything more than the five dollar bundle with six orbs.

The game spices things up with weekly quests that last for a day or two, offering opportunities to farm for evolution and sacrifice material, along with big events every once in awhile that can net you rare divers or other goodies. There's also a season two mode called Dream Masters you can unlock focused on combat, though I haven't gotten a chance to play it yet. On the downside, getting information on these events is hard because nobody seems to be updating the information blurbs, and some text in events is untranslated (also an issue in later quest mode flavor text in fights and for one story sequence near the beginning of the game). There's clearly support for the game, but the English version doesn't have all the support it needs, so some basics get left by the wayside. These issues aren't game breaking, but they are notable.

The thing that really makes the game so fun to play through, though, is the killer style. The team took a ton of inspiration from Atlus, with psychedelic dungeon backgrounds and a familiar urban fantasy look. Monsters are based on contemporary concepts and designs, including living TV creatures, and the soundtrack is J-techno and J-pop goodness. Even if everything about the game is blatant knockoff, it's hard to deny that it works, and it's not like Atlus is doing anything similar in the mobile market. I'll gladly take it, especially since the eventual Atlus mobage is bound to be another god-awful Persona 4 spin-off.

I really hope 18 gets more western attention, because it's a good deal of fun and I'd like to see more of it. Finally, one of the Puzzles and Dragons knockoffs gels with me. There's still the dreaded freemium aspect, but it's not too in your face at this stage of the game's life, so I'd say give this one a try if you want something involving and pleasing to the senses.


Was Studio Ghibli a Mistake?

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The present-day anime industry suffers from many problems: high demand, limited resources, insane hours, weekly deadlines, crap pay and a lack of healthy influx of new talent. It seems like it could implode at any point in the near-future, especially as financial resources continue to be so sparse in relation to the content. It’s even gotten to the point where anime auteurs, like Hayao Miyazaki, have openly expressed concern over the industry’s future on numerous occasions. But could Miyazaki, and by extension his legacy, be part of the problem? Could the auteurs largely be to blame for this current predicament? Or, to put it plainly, was Studio Ghibli a mistake?

I’m getting ahead of myself, so let’s backtrack: Studio Ghibli was founded on June 15th, 1985 in Tokyo, Japan. Originally meant to break from the high demands of the studio system in Japan, the company placed a heavy focus on high-quality films at its own pace and schedule. It’d take a while before they’d strike it big with Kiki’s Delivery Service in 1989, but for the most part the company has proven itself time-and-time-again with high-quality output. It’s hard not to pick favourites, and even one of Infinite Rainy Day’s writers, who’s not a fan of the studio’s work, has expressed appreciation for one of the directors in the studio, Isao Takahata. Studio Ghibli’s a living testament to what anime is capable of, and their numerous awards and nominations are proof of that.

However, that doesn’t mean that the studio’s without its problems. For one, money has been tight for them in the 2010’s. This isn’t to say that they were constantly making returns prior, their first handful of films were either modest returns or box-office bombs, but it’s gotten to the point where Toho, their parent company, has stopped seeing them as reliable and the studio has been forced to temporarily cease making movies. Adding to this is the fact that many former animators have shared how stressful it’s been working there, a detail that’s fully understood when considering how many of them have quit, been fired or have dropped dead at a young age. Factor in a newer studio containing former employees, Studio Ponoc, and it’s clear that the House of Totoro isn’t all sunshine and roses.

Which leads me back to my original question: was Studio Ghibli a mistake? Did the studio do more harm than good? By attempting to break free of the demands of commercial anime, did it inevitably creating new ones, ones too difficult to uphold? Did the studio end up as another example of what’s wrong with modern anime? And while Miyazaki is openly known for being critical of the industry, does his criticism hold weight if he’s equally guilty in causing the problems he’s critical of?

Now, I’m a huge fan of Studio Ghibli’s work. Not only did their movies help me through university (more on that another time), but their body of work really feels special. There’s an undeniable magic to Studio Ghibli films that I usually find in, say, Disney or Pixar, except perhaps sometimes more so in cases like Spirited Away. The studio knows how to apply universal truths in ways that even the snobbiest of anime critics find appealing, hence adding to their worldwide acclaim. I own all of their films released in the West on DVD/Blu-Ray, and I guarantee you that Ocean Waves will land in my collection eventually. There’s no other way of putting it: I love their work.

However, I’m not a blind fan. I think Isao Takahata’s filmography is slightly overrated. I don’t think Tales from Earthsea is any good, and I’m not a big fan of My Neighbors the Yamadas. I also don’t like when Hayao Miyazaki criticizes the anime industry, largely because he comes off as incredibly mean-spirited and ignorant. And finally, I don’t like how every rising talent or studio is compared to them.

So as to properly answer if Studio Ghibli was a mistake, I first have to answer my other questions. Firstly, yes, they did create unrealistic demands. As far as I know, working under Studio Ghibli, most-notably Hayao Miyazaki, is gruelling and arduous. Hayao Miyazaki is notorious for drawing over the key animations of other animators, such that little artistic diversity exists in the animation process. Animators like Yoshinori Kanada, who are known for being bombastic, become more rigid under Miyazaki’s guiding hand, and it’s easy to see why many would find themselves constrained (speaking as someone who hates working under guidelines, I empathize greatly.)

I think the best way to demonstrate this is by listening to what Mamoru Oshii had to say about the studio after finishing up Ghost in the Shell 2: Innocence:
“[Takahata] doesn't say what he wants to say up front like Miya-san does. He looks like a warm guy, but once something happens, he totally changes. It's like he gets a totally different personality. When he denies someone, he denies everything about that person, including their personality. I think of him as a Stalinist. -laughs- Miya-san is a bit like a Trotskyist, but for me, they are both men (ojisan) of 1960s Anpo, having very intimidating tendencies. Especially, it's really something when they intimidate the young staff members. It's totally different from their everyday smiling nature. They get totally different personalities once they are in a project.

In short, in the 1960s way of saying things, if the end is just, the means don't matter. I think that for them, making a movie is still a kind of extension of the union movement. Making strategy, organizing people, and purging traitors-- it's the same. There are agitation and intimidation characteristics to any popular movement. Basically, it's a thorough organizing to carry out the top's will.

I think Studio Ghibli is (like) the Kremlin…”
Major props to Oshii and the animators of Japan for stomaching this, but it really makes me wonder if working at Studio Ghibli is more about honour and respect than enjoying the experience…

On the issue of harm, I think it depends on your definition. Studio Ghibli might be a tough place, but strictness isn’t always an indication that something’s harmful. Kevin Feige’s notorious for being strict with his directors over what to include in the MCU, even creating behind-the-scenes disputes with people like Joss Whedon, but part of that’s because Feige has an underlying vision he wants to maintain. He’s not averse to input, but for the most part his tight reign has kept a relatively-consistent control of franchise quality. It’s often a painful experience, but it’s as equally a necessary one.

Then there’s the issue of whether or not Studio Ghibli’s responsible for the anime industry’s current state. The answer is “no, but they’re certainly not helping.” The anime industry has had a troubling model of production since its inception, but that Studio Ghibli’s founder has been so outspoken has put unnecessary strain on younger animators to do better than humanly possible. Perhaps the best example is when Miyazaki was shown a clip of a CGI zombie, yet shot it down because “it’s an insult to life itself”. His reasoning made sense, and he was quite respectful, but it doesn’t help when an auteur is critical of new advancements in technology.

Which in turn answers the question of whether or not Miyazaki’s critiques are constructive with a “yes” and a “no”. Yes, because some of what he’s said, namely how the industry is filled with people who don’t observe the outside world, is true when you factor in a lot of the garbage in anime. No, because he doesn’t provide helpful suggestions for fixing the problems. It’d be fine if he at least did that, but he doesn’t. And, lest we forget, sometimes what he says is offensive.

I remember mentioning that last point in a discussion with my fellow Infinite Rainy Day writers, and one of them mentioned that the wrong auteur had died too soon. This was an obvious reference to the late-Satoshi Kon, and while the inevitable explanation was reasonable-that Miyazaki seems to do nothing but complain-I can’t help but find it offensive. No one asks to die from cancer, and the remark feels like a back-handed insult to Kon and Miyazaki. It’s nothing to say of their respective skills as animators, but that discussion is best left for another day.

So it’s time to return to my original question: was Studio Ghibli a mistake? The answer, I think, is no. They’re tough, riddled with their own problems and have a founder who’s unfairly critical, but that sort of critique can also be applied to the early days of Walt Disney Animation Studios. Walt Disney was notorious for being a taskmaster, yet his studio thrived under him. It thrived so much that it even suffered from a 22-year slump following his death. I doubt Studio Ghibli's half as bad as Walt Disney, but sometimes, in a twisted way, strict management is better than no management.

Besides, it’s not like Studio Ghibli is somehow lesser now, because they’re not. Their work has almost consistently delivered, they’ve helped gain anime respect in the West, and they’ve helped kickstart the careers of individuals like Hideaki Anno and Hiromasa Yonebayashi. Is it a shame that they’ve been so demanding? Yes. Do I think the studio’s biggest flaw was not nurturing new talent? Again, yes. But they’ve definitely earned their 30+ years of fame and success. I only wish that Hayao Miyazaki knew when to quit, as I think that his newest film pitch will over-exhaust him.

The Strange Case of Zoo Corporation

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Have you ever browsed Steam for awhile and ran across those strange Pretty Girls games? You know, those games that take established simple games like Mahjong and Texas Hold 'em and promise cute anime girls in skimpy outfits as a reward for beating them? The company that makes them, Zoo Corporation, seems like a no name oddity creating cheap yet polished games for a very niche market, like a group of anime loving western devs doing their own sleazy anime games. Except if you bother looking at the in-game instructions for most of these games, you'll find them incredibly poorly translated. That and the Japanese voice acting makes it clear Zoo Corporation is more than they initially appear, even with all the strange shovelware they also produce alongside the anime titty games. What I wasn't expecting, though, is to find their name next to Saints Row: The Third, Metro: Last Light, and a connection to the creator of Tetris.

Let me back up.

The first inkling that something was weird about these games was a mixture of some character dialog and the different art styles between characters. It doesn't take long to notice that some characters don't feel like they fit with the others. It's especially noticeable in Pretty Girls Panic, where the last set of stages revolve around characters with no lewd art that look like they came from an artist inspired by the works of Key, plus the presence of a nurse character who has less detailed art then everyone else. She looks like she was made for a game not as bright and cheery as the one they're in. There's also the occasional genre smashing, like Delicious! Pretty Girls Mahjong Solitaire having multiple fantasy themed characters alongside the normal ones.

Japanese titles like this tend to hire multiple artists, but there's usually more an attempt to keep things with a common base style. The only common element here is that every character is posed like a character from a visual novel. There's also the quirk of the voice acting, which ranges from normal acting to oddly erotic or desperate tones. It took me awhile, but I eventually realized all of these characters come from different games – most of them hentai games. I can even name where two of these characters came from. In Pretty Girls Mahjong Solitaire, both Erina and Kanon come from games drawn by porn artist Ishii Akira, the first coming from “Moshimo Suieibu Komon no Tsuma ga Dekapai Niku Onaho to Shite Ura Site de Sarasareteitara” and the second from “Kimomen de mo Kyokon nara Kokuminteki Idol Group wo Harem ni Dekiru!? ~Gokujou Manko wo Hitorijime! Shasei Shimakuri Haramasou Senkyo♪~” (try say that three times fast). With this in mind, it starts becoming easy to see common hentai game design tropes in each character, from proportions to coloring and lighting style.

So Zoo Corporation is making games by reusing porn game characters and recorded dialog, and everything else they have posted on Steam would suggest they're just another sleazy company looking for that ever reliable anime titty audience, or they treat the Steam storefront like the Google Play store and just throw up whatever. But if you visit their website, things gets stranger. Their site design is very clean and corporate, with almost no mention of their work in gaming. In fact, when you reach to the first mention of their game work, right before it is a link to their work in the medical field. With a much as the gaming world has become so closed off, it's hard to remember when this used to be the norm. Companies used to dip their toes in the gaming market while focusing on a more promising field, but Zoo Corporation's toes were dipped far before their recent Steam activity. They didn't start with development, but publishing ...with one very strange exception before all of that.

Way back in 1994, the company partnered with publisher Spectrum HoloByte to create and release a Windows and DOS game called Break Thru!, which is normally attributed to the creator of Tetris, Alexey Pajitnov, instead. Details are scarce, but Pajitnov apparently liked the game and endorsed it, while not really being involved heavily in its development. The game took a lot of notes from Tetris, so this made sense as a marketing move. Break Thru! got a lot of ports, but didn't manage to get many great reviews, and the most notable thing about it was a version releasing only through the Sega Channel service, a precursor to the modern digital marketplace.

From here, the company seems to have only dealt with publishing and localization in Japan. Of note, they've apparently helped localized not only the games I mentioned at start, but Bioshock, ArmA II, Farming Simulator 2009, Braid, Tropico 3 and 4, Chivalry, and much more. In particular on the list is Left 4 Dead, which might explain why they suddenly popped up on Valve's storefront so quickly and easily in 2015. The company suddenly had a presence on the Steam, publishing strange small titles and releasing their own titles with bizarre pricing (the second Pretty Girls Mahjong Solitaire has more content, but only costs a fifth of the price). Zoo Corporation's side work as a provider of ecchi games and budget titles is going to be an interesting footnote in the history of Steam, and one I plan to watch closely. You don't see stuff like this penetrate the more insular gaming world that often anymore, let alone find some success among that crowd.

Makoto Shinkai Retrospective: Voices of a Distant Star

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Despite owning every domestic release of Makoto Shinkai's work, I am one of the most surprised he has the #1 grossing movie in the WORLD (As far as the relatively calm box offices of January-February 2017 are concerned). Don't get me wrong, he is an amazing talent with vision and skill, but anybody who tells you he's the next Miyazaki is just pandering for your attention or trying to get you to buy something. But this isn't yet another article on how nobody's the next Miyazaki and it's just weightless buzz for a niche market trying to get all the money it can find. For all he does well, his anime doesn't scream massive mainstream hit machine. Even though his early work is mostly done by himself (Almost literally), his features have a split focus many times between its awesome ideas and what the movies are really about. His deliberate pacing and need to take in every bit of setting is not ideal for pleasing massive audiences. It's kind of like Terrence Malick having the #1 movie in the world. The guy's a helluva filmmaker, but he doesn't exactly bring all the boys to the yard.

So, since now seems to be an opportune time and frankly, I've got nothing in a pipeline except a very long, very depressing (but important!) essay on Texhnolyze, I'll take a look at Shinkai's work leading up to Your Name. First on the list is his breakout short Voices of a Distant Star, which was written, produced, directed, animated, storyboarded, character designed, and edited all by the man himself. Hell, there's a "director's cut" with alternate audio where Shinkai and his fiancee play the leads (This was a more temporary voice track than ADV's feature list on the DVD would lead you to believe. It was made to set things like the lip flaps until they could get more professional audio). February marks the 15th anniversary of its original release, so hey, good timing!

Voices of a Distant Star starts in the year 2046. Noboru and Mikako are close friends with a possible deeper connection. Noboru wants to gets into the same high school, clubs, and classes, but this is not to be as Mikako drops a bomb that she's been selected to join a U.N. space task force to investigate and confront aliens known as the Tarsians. The aliens completely annihilated a settlement on Mars and Earth is looking to respond. Mikako pilots a mech attached to an interstellar ship the Lysithea, capable of long-distance warp jumps.

She communicates with Noboru via a cell phone that has amazing signal, able to send text mail millions of miles away. The distance between them grows and so does the time between messages, at first days, and eventually, a year. The waits wear on Noboru, who becomes adrift, crashing out of school with nothing in his life except waiting by the phone.

Shinkai's visual trademarks are obvious from the get-go. A DVD insert includes some comments from the director, stating, "Around the time I was Mikako and Noboru's age, I have the feeling that I was always look up at the sky." It shows in this short, portraying gigantic skies and complex clouds beautifully organized and contrasted with space and the planets Mikako visits. Also becoming director trademarks is how even in something with a limited running time, it takes the time to soak in the surroundings. Whether this a bi-product of Shinkai needing to limit human animation for this undertaking, there are constant cuts to the world around the characters and information handed off to the audience in newspapers and text messages. Most of it involves classrooms and the boring details hit with a shot of nostalgia to make them artful. In my latest viewing, I especially caught how color is used to show Noboru's graying life and the fantastical places Mikako winds up. The rain is a sticking point, being a part of a pivotal moment for the two and triggering an important memory, but there is only a rain effect for the foreground with no depth to it, even with the backgrounds attempting to hide it. The 3D CG is one of the most infamous aspects at not aging well and it hasn't here, but I'm willing to cut one guy doing everything outside of audio a little slack.

The characters' looks and animation are a bit of a different issue. Just pay attention to Mikako's eyes. In a five-minute period, they're huge, they're average-sized, they're off-centered, they're fine. It's all over the place as far as consistency. Expressive and elastic faces are a trademark to anime, but the style here is more realistic so the change in proportions is distracting and odd. Noboru has his moments as well, as some of his dialogue gets a severe case of sidemouth disease. Animating the human body is one of the most difficult things an artist can do and it's a thankless task. If you make it look good, the audience either doesn't notice or accuses the makers of some kind of shortcut cheat like it's the worst thing in the world. If it doesn't, it is NOTICEABLE. Probably the reason why Shinkai keeps the editing moving with plenty of shots of scenery.

Eh, I can certainly forgive one guy having some animation troubles on what is otherwise a very visually complex 25 minutes. What causes the short to stumble is the story, mainly the second half. Voices of a Distant Star is sold as and I imagine would generally be taken as a literal star-crossed lovers yrn where characters take the weakness of being so far apart from the person most precious to them and turn it into strength and motivation. It deviates somewhat from Shinkai's intentions of making a feature about taking the emotional problems of an adolescent and blowing it up into the scope of how intense their emotions actually feel. Either way, when the story evolves into actually involving the aliens, the pure emotions it's trying to convey gets muddled with plot that brings far too many questions than the short can handle.

In shorts, the most successful ones that come to mind are titles like Pixar's "Paperman." They generally have a universal point and most of it is directed at delivering an emotional payload related to it. What early Shinkai has a problem with is his details tend to get in the way of his emotions. In the case of Voices of a Distant Star,  I'm plagued with all sorts of questions that distract from the characters and their plights. Most prominent of all is why is one of the U.N.'s first moves in investigating the aliens drafting 15-year-old girls into a dangerous expedition? I realize teenagers fighting intergalactic wars is a common thing for anime, but the stories themselves generally give decent reasoning for it. Here, they just toss a girl with good test results into space as one of the essential defenders of their starship. I look forward to all of your reasons and why I am stupid for thinking a civilized organization would do everything possible before sending children (legally, children) into deep space with the specific task of manning the vehicles that fight the aliens should they show up. Make her help out with the scientists and have her get involved with battle because they have no other choice or something.

I get it. It's a metaphor. Mikako tested better than Noboru, so she's going to a better school with larger challenges, and this is the representation of how huge her issues feel to her while Noboru's challenges are feeling left behind and feeling like his life is taking a slow descent into rock bottom. But these metaphors aren't clean, and worst of all, distracting. The antagonists are the usual early 2000's aliens/inter-dimensional creatures/whatever where the creator feels non-committed to their actual nature but still wants them to have a vital role. I get the feeling the aliens here represent the struggles that cause isolation in teenage life. The two times they interact with Mikako, the first tries to restrain her in a cage and the second causes her to revert into her mind and talk with a figure of herself. I could also be way off. I'm used to ambiguous Japanese writing and I like quite a bit of it as it gives the viewer a chance to put their own stamp on the story, but this feels like there's something unfinished in the middle of the work that prevents it from fully connecting. The ending of Voices of a Distant Star certainly has a clear message it communicates before the end, but the journey to it gets crossed up and I don't feel the the stir of emotions that maybe I should because of these sidetracks.

Of course, quite a few disagree with me and I do hear about it when the subject gets brought up. I think most of us can agree the dub was completely mangled, though. Steven Foster is a dub director who constantly puts his ego ahead of the project and while there are projects he has done that have been successful (Le Chevalier D'Eon manages the feat of having people use all American accents in a time and place where it wasn't common and not having it feel out of place, which some of my favorite shows like Maria the Virgin Witch struggle with), the more solemn and earnest the project, the more likely he will ruin it. Boy, is Voices of a Distant Star earnest and solemn.

He starts by completely changing the opening monologue from the meaning of the word "world" to working a really dumb phone metaphor into the dialogue. The script makes Mikako working on a different emotional level in certain scenes. She's passive in the Japanese version for one scene because she has just learned she's been selected for the mission and has to figure out how to tell Noboru. In the Foster dub, it makes it seem like she's lost family in the attack or something. There are attitudes in certain scenes that just strike the wrong note, like Mikako going into badass mode whenever she's fighting the aliens. Even Shinkai's temporary track where he is talking way too fast for the proper delivery is better than that because at least he knows what ballpark he's in. This is an extremely visual work with plenty going on within the frames and very quick editing, so having a dub that clears up the screen to soak them all in would be extremely helpful. This is not helpful.

Regardless of whether or not it totally works, this is more than a simple demo reel of what's to come. It's a genuine attempt at expression that is at least skillfully executed on a visual level despite some character animation hiccups. Just as a movie about young love being separated by distance, Shinkai's later 5 Centimeters per Second completely overshadows this on the subject, and the second half doesn't quite clear the way for a successful ending for everything else. I harbor no dislike for Voices of a Distant Star. However, as a person who's now watched this five times (three times alone just for this review), my reaction hasn't changed even when having a better grasp on the project. It's something I respect far more than I actually enjoy. Next we'll see how Shinkai's work expands when he gets the money and resources for his first feature-length project, The Place Promised in Our Early Days!

S.A.V.E. Me from the Classics: Dissecting Anime's Greatest Hits

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Let’s face it: capitalism sucks. Like, really sucks. It’s such an easy system to exploit and has made many people’s lives miserable. It’s petty in more ways than one, creates an uneasy disparity between the rich and the poor and leads to a lot of corruption. And yet, it’s still the system by which many of us, myself included, get by on a daily basis. Go figure!

I bring this up because, horrible though it may be, there’s almost a poetically-democratic component to capitalism that I somewhat admire. Something nice catches your eye? Go out and buy it, maybe tell your friends too! Want more of something? Go out and buy it in droves! And if you don’t like it, don’t buy it!


A while back, an Infinite Rainy Day writer, one who no longer writes for the site, decided to dissect FUNimation Entertainment’s S.A.V.E. VS Classics system. I recommend checking out the article, but one part struck home with me in particular:
“I would say that 80% of the time, FUNi gets it right, however the other 20% they do have some problems in determining which goes where.”
I mention this point specifically because, quite frankly, I don’t agree with it. I think the S.A.V.E. and Classics system is incredibly democratic, and here’s why:

Firstly, let’s try and understand why the labels exist. Looking at what the two terms imply, we already get a sense of what they offer: S.A.V.E. labels are given to those titles that may have sold decently, but not wonderfully. The key is pretty much in the name: when you save something, it means that you’re rescuing it. In the case of finance, saving means not having to pay the regular price. 20% off, for example, means that you’re paying 20% less the original price of the item in question, hence you’re “saving” money. So when you put S.A.V.E. on an anime series, the implication is that you’re getting a reduced price for something that may not be worth selling at full cost.

On the other hand, Classics is straight-forward: the title either sold wonderfully because people liked it, or because it was appealing. Like S.A.V.E., the Classics line is discounted, except this time the profit margins justify the reduced price. Shows that fit the criteria of Classics are based on one or both criteria, irrespective of actual quality. You can argue semantics all you want, but it’s irrelevant at the end of the day. Because it’s still deemed as a classic in the eyes of the public, and they’re what really matters.

This isn’t a bad idea in principle; after all, FUNimation’s a business. Like their selection of anime per season, their packaging of titles is meant to make money. Anime distributing is a costly service for minimal reward, so sooner or later they must make a profit margin. If the anime in question isn’t doing it for them financially, yet it has a fan-base, it goes to S.A.V.E. If it’s exceeding expectations and there’s room for financial risk, it goes to Classics. In the end, it’s all about the money.

Besides, FUNimation’s not the only company that’s done this. Bandai Entertainment, may they rest in peace, had a system called “Anime Legends”. Sentai Filmworks has a system called “Sentai Selects”. Both systems work similarly to FUNimation’s Classics approach, which’d make sense given that they’ve acquired titles that’ve gained immensely popularity over the years. Even going by video games, Sony has their “Greatest Hits” line for the Playstation series of consoles, while Nintendo has had both “Player’s Choice” and “Nintendo Selects” during their history. The concept of a special achievement based on sales and/or popularity isn’t new, and in many ways it’s actually logical.

I guess the problem, like the article has stated, is that the names themselves are misleading. I understand why titles fit into them, as I stated above, but the way they’re advertised leads one to believe that there’s objectivity to them: a S.A.V.E. title must be a crappy cult-favourite, while something under Classics is a masterpiece. Anyone with a grasp of how art functions will know that’s not true, but to the ignorant or uninitiated it’s a problem. It’s not unlike how novice anime fans assume that everything Studio Ghibli-related was directed by Hayao Miyazaki, when a good look at many of the DVD spines would state otherwise. It’s all about marketing, and the marketing isn’t the best.

So what do I suggest be done? Perhaps the names S.A.V.E. and Classics should be changed to something that better reflects what they’re about. I’d make S.A.V.E. something along the lines of “Cult FUNi’s” and Classics into “FUNi’s Hits”, although I’m not sure if that’s as catchy. Also, and this has little to do with the titles, people need to do some research beforehand. Anime has a lot of gems and trash scattered throughout its many decades, and the uninitiated shouldn’t be afraid to ask if discerning between the two is daunting. Alternatively, look it up! The internet’s a great tool for research, contrary to what your pornographic search history would suggest, so when in doubt…Google it. I promise, it won’t bite.

But ultimately, the real issue is that of marketing and not mislabelling. Because FUNimation knows exactly what they’re doing when they label Master of Martial Hearts a Classics title. Does it suck? Yes. Could it be done better? Again, yes. But that’s the democracy of capitalism for you! The people spoke with their wallets, and-unlike global politics-seeing your favourite anime be labelled as a S.A.V.E. title isn’t the end of the world.

I do, however, agree that having Master of Martial Hearts as a Classics title is somewhat disturbing. Seriously, what’s wrong with people?!

What the Hey is Up with Heybot, Hebo?

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If you've spent any time on Twitter over the last two seasons, you've certainly heard of one kids' anime whispered in hushed tones: "Heybot". Despite one or two long-running kids' series being licensed by Crunchyroll per year, few break into mainstream consciousness. Why and how has Heybot risen to prominence, and what cruel fate would allow such a thing to exist?

It's a bit of an open secret that kids' anime is where the real innovation is. Without having to pander to the strict tastes of a conservative otaku market, animators are able to take risks and experiment. Ikuhara and Junichi Sato guided the direction of Sailor Moon, Hosoda worked on Ashita no Nadja, and Rie Matsumoto began her career with PreCure. Even when not dealing directly with auteur-tier directors, series like Jewelpet surprise with inventive senses of humor, and cult favorite Tribe Cool Crew featured some inventive uses of CG and even stop-motion animation.

This brings us to Heybot. A shameless commercial for the Heybot toy, it's collect-em-all plastic screws, and tie-in junk food imochin, Heybot surprises and astounds by being one of the most outrageous and surreal kids animated series Japan has presented. Stranger series exist, for certain, but none with the added transgressiveness of knowing elementary school boys are watching this before school. It has the 90's Nickelodeon vibe of Ren and Stimpy or Rocko's Modern Life, with grossout gags and references to 80's and 90's pop culture staples like Die Hard, Silence of the Lambs, Misery, The Shining, and other movies little Japanese kids should not have seen. Who exactly is this for?

The story follows one Prince Nejiru, of Neji island (neji means screw) who has a, frankly, sexual obsession with screws. He is sent out by his father to seek his fortune, and comes across a type of robot called a Vocabot who's boneheaded (hebo) and who farts (he) a lot. He names this companion Hebo-t. Nejiru collects screws from all over the island, and when they are screwed into Heybot's head, gag songs filled with bad Japanese puns are played. Each episode ends with a climactic battle where Nejiru and an opponent compete to create the ultimate gag song to impress a giant Screw Deity.

None of this will make the least bit of sense to a non Japanese viewer, and my desire to import a Japanese Heybot toy has been tempered by the fact that the gags and specific rules of the game go completely over my head. But no matter: Unlike most shonen competition series, Heybot isn't concerned with playing by the rules. It presents Nejiru and Heybot as goof offs if not actively evil, constantly tries to replace them with better protagonists, and one episode, doubling as a holiday commercial, has a smaller toy version of Heybot try and murder the series' namesake.

The supporting cast is similarly deranged. There's Heybot's love interest, VoCammy (voiced by Satomi Arai) a pink Vocabot with a humanoid suit who regularly tries to kidnap Heybot. There are the VocaReemans, a trio of loser bots, one who continuously vomits, another who continuously sleeps, and one who continuously complains on Twitter. There's DJ Sarukky, a hip hop gorilla (from Detroit!) who dances to a beat sample that plays whenever he's on screen. A personal favorite is ghost girl Yuuko, clearly inspired by Sadako of the Ring, who shows up making absurd gags and puns.

Even with a brief plot synopsis, one isn't sure what will happen in a given Heybot episode. It has the attention span and anti-humor ambitions of a Tim and Eric production. Nejiru and a female version of Heybot star in an infomercial- then there will be a line from Die Hard, "Now I have a machine gun" spoken in English. Five minutes later there's a visual gag with Bruce Willis. One episode features ghost girl Yuuko responding to all plot developments with, "Yeah, I like it." Another of Heybot's human forms pursues a pig serial killer who talks in code. We're introduced to a girl named Memiko who discovers her best friend is an alien. Five episodes later she's spouting "Cool Japan" slogans to a flustered lizard-man version of Haruki Murakami. Finally, Heybot will fart in someone's face. It's there to frustrate and bewilder, like a preschool Un Chien Andalou. Even Nejiru admits, "This show tends to go on tangents."

And yet the more you watch, the more you can see all of the absurd plot threads have an internal logic. All of the throwaway gags keep building on each other, as though there's some kind of meaning behind it all. Heybot will repel a lot of people, because it actively tries to gross you out. But those of us who keep returning week after week do so because with Heybot, we've found a project with staff that is allowed to keep experimenting with crazier and crazier ideas. It'll be great to see where this all leads.
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