We were out of the picture for a little while, so here is one of our articles from 2011 that we never got around to posting. Enjoy!
As panels at AnimeNEXT 2011 were also assigned to workshop-designated rooms, it was impossible to tell what "Suminagashi: Floating Ink" would be before attending and without reading the program guide. I was late due to hanging out and talking with others after the previous panel, but it turns out I didn't miss much in the way of exposition. When I first stepped inside, I definitely saw a workshop in progress. People were sitting in pairs at tables that bore shallow metal trays filled with what looked like colored water. To find out exactly what it was I had stumbled into, I asked one of the panelists who was circling around the room helping those at work.
While the art’s origins are debatable, “suminagashi” is the oldest known form of paper marbling — decorating paper by laying it atop a shallow bed of water laced with inks and can be traced as far back as 12th century Japan. As explained to me by the aforementioned panelist, the process of letting paper absorb the patterns of ink was used by monks to help extend the lifetime of handwritten scrolls so they would not need to be as frequently copied due to threat of deterioration. Reading up more on the matter, suminagashi emerged as an art form that involved gently blowing, fanning, or using a single human hair on the ink to create intricate patterns and spread worldwide in myriad fashion and form.
Most of the people at the workshop did not seem to be taking as much care with their projects (of course this was only an hour workshop). Instead, they randomly added ink spots here and there in their shallow pans of water and used a small paintbrush to make large strokes and patterns like so much modern art. Even though this produced naught but colorful Rorschach tests and tie-dyed shirts for paper dolls, the results were always quite fetching. Watching the process of con-goers-turned-painters trying to bring their own visions of patterns to life made me, after reading about the skills employed in eras gone by, nostalgic for the image of the lone artisan matching wits against the will of water, the ink's surface tension, and his or her own skilled hand.
Suminagashi seems an enviable art of patience and skill equally open to abstract painter and hobbyist. If you'd like to try your own hand at suminagashi, there's a detailed how-to here, and of course the Wikipedia page has tons more info than I've relayed here. Just wanted to wet your appetite!
Featuring: Alex Leavitt, Chris Beveridge, Ed Chavez, Jennifer Fu, Clarissa Graffeo, and Ada Palmer
Yes, yes, I promised a review of Spice & Wolf for this episode, but Alex Leavitt has forced my hand by politely requesting this long-overdue recording. That's right, get ready for ANGRY ARGUMENTS, because this is Experts of Fan Controversy (Anime Boston 2011), in which anime fandom "experts" face off on major issues of the day, including piracy and translation accuracy! OK, let's be honest here: there isn't actually much controversy or anger in this panel, but it certainly has lots of very useful insights into the workings of the anime industry and fandom. Plus it's got points. And who doesn't love points?
Show notes and links are coming soon, and cross your fingers for that Spice & Wolf episode next time!
With projector as campfire, Dunbar explains that the sheer age of Japanese culture means that every subsequent generation since the first has had a hand in building upon and inventing new ways to scare themselves and those who survive them. This leads to a culture with a dense history of superstition, specifically one with a ubiquitous focus on the fear of reprisal and retribution. Dunbar, equipped with his PowerPoint Pokdex, explains several types of ghosts along the way, examining nomenclature, common traits, and reasons for existence, and then accentuates select examples by reading aloud from actual tales.
The breadth of types of apparitions (and examples thereof) included in the presentation is impressive, but specific tie-ins to anime are minimal compared to Dunbars other panels. Luckily, anime viewers need only take in all the information this panel is offering and then apply it to whatever it is they are watching to appreciate the inherent anthropological aspect. Dunbar does, however, rather ingeniously link Japans fear culture with anime, explaining how the latter helps people cope with the former ... or as he so poetically put it, "as if the Japanese build Gundams to fight the monsters." Personally, I would have liked to have seen more insight like that but directed towards what spawned changes in specific fears and the resulting embodiments thereof between eras.
It speaks to Dunbars sense of presentation that this panel does not feel like an instructor orally reciting an encyclopedia entry. His intense interest in the subject matter and humorous delivery combine to produce an entertaining and informative initiation into the shadows that haunt the Japanese mindset. This was a great panel, and it was only the initial version. There was even extra time for more theories, stories, and examples, so like most Dunbar panels there are bound to be edits, revisions, and additions to look forward to in future versions. Look for it and request it for your favorite con!
Click here for more of our AnimeNEXT 2011 coverage
The cosplay at AnimeNEXT was as colorful as it was plentiful this year. There always seemed to be a seifuku, bright red coat, sword, or neon-colored wig no matter where my head turned. Characters from games and anime series, old and new, were on the scene and ranged from Mobile Suit Gundam’s Char Aznable to Princess Jellyfish’s Kuranosuke in "the" dress. What you’ll see in the photos above are some of the costumes and characters that caught my eye, workshops and panels I attended, and various shots from around the convention center. I’m not a photographer, so I offer you these purely so you can get a glimpse of the convention if you could not attend, or reminisce about it if you did.
Click here for more of our AnimeNEXT 2011 coverage
One unfortunate consequence of being late with my pre-con posts is that I lose the luxury of (not) clever titles like "See you AnimeNEXT weekend!" As a longtime punster, this is enough to make me consider founding a convention called AnimeTHIS, just so I can rectify the conundrum by writing "See you AnimeTHIS weekend!" The gag would certainly never get old.
Anyway, now that I've blatantly disobeyed the inverted pyramid of journalism, on to the actual meat of the post. Ani-Gamers will, as usual, be at AnimeNEXT in Somerset, NJ, presenting our shenanigans to whichever fools decide to wander into our panel rooms. We'll also be covering the convention, with both Ink and I attending panels and maybe asking a few questions of some of the guests. (Satoru Nakamura in particular looks interesting.) Other cool blogger folks in attendance include The Reverse Thieves (they're actually staying with me for the weekend), Scott VonSchilling, and Ed Chavez, all of whom will be on panels throughout the weekend.
If you're heading to the con for the weekend, make sure to attend "Satoshi Kon Tribute: Truth from Fiction" (Workshop 2) on Saturday at 11 AM and "Fandom & Criticism: The Art of Active Viewing" (Panel 4) on Saturday at noon. Yep, they're back to back — two straight hours of more IN YOUR FACE ANI-GAMERS ACTION than ever before. Oh, and Hisui from the Reverse Thieves will be joining Ink and me for Fandom & Criticism. If you need to brush up on your discussion points, why not listen to Ani-Gamers Podcast #032, which is a recording of last year's panel?
Our buddy DJ Ranma S from Anime Jam Session will also be running "Anime Incorrect," an 18+ panel based loosely on Bill Maher's late night show "Politically Incorrect" that will bring together four or five different members of the anime community — including yours truly and the aforementioned Mr. VonSchilling — to talk about topics of his choosing. Sounds fun to me! That's 10 PM Friday night, so you'll have to skip out on the second half of the must-see 18+ Anime Dating Game.
That's about it. We don't have our schedules prepared yet, but we might add them to this post later. Before then, however, feel free to let us know what you want us to cover in the comments section! Any questions you want us to ask the guests or staff?
After two days of hectic panel coverage, Sunday was surprisingly laid-back. There were far fewer attendees milling about in many of the hallways near the panel rooms, so navigation was considerably easier than it was on Friday and Saturday. Additionally, there weren't a ton of panels I wanted to cover, so I had a chance to check out a lot of the other traditional areas of the con.
My first panel experience of the day, however, was the Akira Kurosawa panel, run by so-called "Dungeon Master Jim." It was the first presentation I saw from this prolific Anime Boston panelist, and I was a little underwhelmed. There were no visual aids (surprising for a panel about as visual a medium as cinema) and Jim seemed to have only seen the "big" Kurosawa films, as the audience ended up suggesting films for him to check out. I'm not a Kurosawa buff myself, but a tip for anyone running a panel about a director: Do your best to watch literally everything they've ever worked on. Your panel isn't worth anyone's time unless you have a thorough understanding of the topic at hand.
The video game room (an area I usually neglect due to all my press work) was massive, leading to amusing wide spaces between the different play areas (see this post's image). I managed to sneak in a game of Tatsunoko vs. Capcom, as I've never gotten a chance to play it, though I got handily beaten by a guy who had just started playing today!
Then it was off to Sam Kusek, Ken Haley, and Mike Ferreira's "From East to West: the Superheroes of Japan & America." Like Sam's previous panel ("Super-Flat"), it was very fast-paced, to-the-point, and well researched, and the three hosts bounced off each other well. Plus, I learned a lot about the history and influences of Japanese tokusatsu (special effects) shows, as well as some classic American comics like Superman and Captain America, all of which are topics I am woefully uneducated on.
Afterward I checked out the Dealer's Room again, this time with Sam and his buddies. After vacillating over the purchase of some old-school imported Japanese magazines at the Comicopia booth, I ended up buying a $2 Japanese children's book "Heidi, Girl of the Alps," featuring anime-style art but apparently having nothing to do with the Isao Takahata anime TV series of the same name. Naturally, this was from the same dealer (Mugen Toys) who sold me the Kosaku Shima books the day before! Then Sam, his friends, and I grabbed some great Asian food at a nearby Teriyaki restaurant, and I headed back to the hotel to catch our bus back to RPI.
My experience at Anime Boston was honestly one of the better ones I've ever had at a con, despite a few frustrating setbacks along the way. The wide range of panels and panelists opened up some great avenues of discussion, and I was able to cram in a wide breadth of events (panels and otherwise) in my time at the con. I'll write more about my specific high and low points in my upcoming con report, but let's just say that my long-awaited reunion with the city of Boston and its resident anime con was a very positive one.
Click here for more of our Anime Boston 2011 coverage
Day 2 of Anime Boston was just as hectic as the first, as I had scheduled myself for way more panels than I could actually get to. But despite frantically running around the con all day, I managed to sit down for a couple of really stand-out presentations.
"The Family That Geeks Together Keeps Together" was scheduled in a tiny little panel room and hosted by the Hoffmans (father Constantine, mother Jennifer, and son Greg), a family of geeks trying to spread the word on geeky parenthood and childhood at conventions. At times the panel boiled down to recommendations for getting parents into anime, but when the audience started discussing family dynamics and geekdom in depth, bouncing off of each other, it turned into a really enlightening panel.
I stopped in for a bit at Anime World Order's Gerald and Clarissa's "Tezuka 101," which was an appropriately introductory panel that followed much of the information provided in Helen McCarthy's excellent The Art of Osamu Tezuka: God of Manga. There wasn't really anything for an amateur Tezuka scholar like myself to learn, but it was quite in-depth for people new to the artist.
"It's a Rumic World," a presumably informative panel about Rumiko Takahashi, was basically just a fan-gushing session, not too appropriate for people trying to learn about the prolific manga artist. Soon after, I checked out "The State of the Industry," which featured ONLY Adam and Rojas from FUNimation. In fact, the Anime Boston-designated moderator never showed up, so Gia Manry (of Anime News Network) served as moderator for what ended up being a pregame FUNimation panel, albeit with more industry insight and less blatant marketing. (I recorded the whole thing, and may post it up.)
One of the highlights of my day was "Remembering Satoshi Kon," Daryl Surat's panel about the late director, which I served as co-panelist on. We packed the room, and after some tripping over each other's feet, we developed a pretty good rapport.
Sam Kusek and Eric Shorey ran a fantastic panel called "'What is Super-Flat': Where Anime fits in Post-Modern Culture," which was a very academic look at post-modernism with nods to Japanese artists like Murakami and anime like Paranoia Agent. I'm considering doing a write-up of the panel, as it brought up a lot of interesting ideas.
Gerald Rathkolb's "The Sane Fan's Guide to Mecha Anime" was a pretty thorough yet basic introduction to mecha, though he occasionally lapsed into more in-depth stuff before reeling it back. Proving his point that mecha fans can be totally obnoxious, some guys in Legend of the Galactic Heroes costumes ran into the room and screamed "Sig Zeon!" (a reference to original Gundam).
After grabbing a quick dinner, I headed over to the absurd clipshow that is Anime Hell, hosted by Mike Toole, Daryl Surat, and Mike Horne. It featured a lot of Daryl's clips from his Genericon presentation of "The Panel of Doom," so I had already seen a lot of it, and Daryl's laptop had a bunch of technical problems, but it was still a hilarious night.
And during a quick trip to the dealer's room, I managed to find some Kodansha Bilingual Comics Editions of volumes 1, 2, and 3 of business manga Section Chief Kosaku Shima, which I bought for $2 each at the Mugen Toys booth! Quite a find, apparently, though I didn't realize just how rare they were when I bought them.
Click here for more of our Anime Boston 2011 coverage
NOTE: This post was written last night, but since my hotel room doesn't have Internet, I had to wait till the morning to post it!
As with most first days of anime cons, today has been a complete whirlwind. I woke up at 4:30am to catch an early bus with the RSFA so that we would be on the show floor at the Hynes Convention Center in Boston by noon. Everything basically went off without a hitch, but the early morning departure meant no chance for a real breakfast, and my hectic schedule made it hard to find time to grab anything.
Once I had myself sort of settled, I decided to check in on the "Tokyo 'Nonexistant Youth' Bill and How It Affects You" panel, which was unfortunately run by what looked like a very nervous college student (EDIT: I am told by commenters that he actually has a very bad stutter in general) and filled with flimsy equivalences between the new bill and perceived future censorship.
"Fanthropologies," a panel run by the indomitable Charles Dunbar and featuring Alex Leavitt and Jennifer Fu as guests, was ostensibly about the study of fandom, both in terms of anime and other media, but it quickly turned into a much more broad discussion about copyright and fan ethics. I'm considering writing a full post on it, as a lot of the ideas that they brought up were really very enlightening.
Right after that, I had to rush to my Greg Ayres interview, only to be held up by a string of staff confusions and rescheduling that resulted in at least 45 minutes of idle time. Nevertheless, once the valiant Press Relations guy Jamison got Greg into the room with me, we had a great interview, talking over his views on the current state of fansubs and the industry.
After a trip to the oddly empty Dealer's Room with Anime World Order's Daryl Surat, I headed to Experts of Fan Controversy, which looked like it was going to be a fiery debate between some of the smartest minds in the industry, moderated by panelist extraordinaire Alex Leavitt. Instead it ended up being a totally respectful, insightful discussion between the panelists (which included AnimeOnDVD's Chris Beveridge, Vertical's Ed Chavez, MIT's Jennifer Fuu, Anime World Order's Clarissa Graffeo, and Tezuka In English's Ada Palmer), punctuated by some funny moments and Alex's wacky scoring system. I recorded the panel in its entirety, so you might hear that in podcast form very soon.
Then... not much, con-wise. We had a sort of "State of the Manga Industry" dinner that ended up being more of an informal night at a local Indian restaurant, and I was denied entry (again) to Daryl's "Anime's Craziest Deaths" panel since it was already jam-packed. (I'll save my full-length misgivings about this situation for the con report.)
Finally, I ended up just bouncing around to a couple of video rooms, settling on Golgo 13 TV, where I met two teenage girls who were loving the show. I recommended they check out the 1983 movie, the OAV, and the manga (and pointed out that most of them are available in the Dealer's Room at the con). It was one of the stand-out moments of my day — they seemed so excited, filled with the kind of exploratory attitude that we need more of as a fandom. Plus, who would've thought that teenage girls would be enjoying Golgo 13 that much? The show is for Japanese salarymen!
Click here for more of our Anime Boston 2011 coverage
True Story: Despite living in New Jersey for my entire life, the first anime convention I ever attended was actually Anime Boston, and since attending in 2005 or so, I have never been back to the large con. This year, however, is different.
I'm heading up from Rensselaer Polytechnic Institute with the school's Science-Fiction Association, which is organizing a trip to the con. While up in Boston, I will be blogging about the convention's myriad panels and events and maybe grabbing an interview or two with the guests. Plus, I will co-presenting with Daryl Surat of Anime World Order on his "Remembering Satoshi Kon" panel. (I ran a similar one at Genericon, and I hope to bring my own insights to what is already looking to be a great panel about the late director's life and work.)
As usual, I've included my tentative schedule — complete with overlaps that I will reconcile on the fly at the con — after the break. Note the number of Charles Dunbar panels; after Ink's great write-up and my own repeated failure to attend his panels, I'm going to make a real effort to see them this time.
Are you going to the con? What events are you looking forward to?
EDIT 1: Modified my list a little after realizing that I missed a few panels.
| When | What | Where |
| 10–11 am | Who Was Carl Macek? | Panel 309 |
| 11 am-12 pm | Oda Nobunaga: Evil Sorceror or Space Alien? | Panel A |
| 1–2:45 pm | The Tokyo "Nonexistant Youth" Bill and How It Affects You | Panel 309 |
| 3–4 pm | Castles, Forests and Bath Houses: The Worlds of Hayao Miyazaki | Panel A |
| 3:30–4:30 pm | Future of the Fullmetal Fandom: Is It Really Over!? | Panel 306 |
| 4–5 pm | Anime Intro & Ending Themes | Panel 302/304 |
| 6–7:30 pm | Experts of Fan Controversy | Panel 107 |
| 6–7 pm | Dubs That Time Forgot | Panel 202 |
| 7–8:30 pm | Totally Subversive Toons | Panel 309 |
| 8:30–9:30 pm | Villains and Virgins: The Madonna-Heathen Complex in Anime | Panel 107 |
| 8:30–9:30 pm | I <3 the 90's | Panel 306 |
| 9:30–11:30 pm | Anime's Craziest Deaths | Panel 306 |
Saturday
| When | What | Where |
| 10–11 am | The Family That Geeks Together, Keeps Together | Panel 107 |
| 11 am–12 pm | Tezuka 101 | Panel 206 |
| 12–1 pm | It's a Rumic World | Panel 309 |
| 1–2 pm | State of the Industry | Panel 306 |
| 2–3 pm | Sentai Filmworks | Panel 306 |
| 3:30–4:30 pm | Remembering Satoshi Kon (1963-2010) | Panel 202 |
| 5–6 pm | Notable Directors of Anime That Aren't Hayao Miyazaki | Panel 309 |
| 6–7 pm | "What is Super-Flat": Where Anime fits in Post-Modern Culture | Panel 206 |
| 7–8 pm | Omoide In My Head: A Brief Guide to Japanese Indie Rock | Panel 202 |
| 7–9 pm | Bad Anime, Bad!! | Panel A |
| 8–9 pm | Dead Like Us: Shinigami, Death Lore and Japanese Media | Panel 107 |
| 8–9 pm | Animating Music in Anime About Music | Panel 206 |
| 11 pm–12 am | STEREOPONY Concert | Auditorium |
Sunday
| When | What | Where |
| 10–11 am | The Visions of Akira Kurosawa | Panel 202 |
| 12–1 pm | Spirits, Wheel and Borrowed Gods: Religion in Japan | Panel 202 |
| 12–1 pm | Satoshi Kon RIP (this is NOT Daryl's panel) | Panel 302/304 |
| 12–1 pm | From East to West: the Superheroes of Japan & America | Panel A |
| 1–2:30 pm | An International Game of Telephone: The Japanese Culture Exchange | Panel 107 |
Medium: TV Anime (13 episodes + 3 DVD-only OAV episodes)
Genres: Drama, Adventure, Mystery, Comedy
Adapted from: Baccano! (ongoing 2003 light novel series)
Director: Takahiro Omori
Studio: Brain's Base
Release Date: Jul. 26 – Nov. 1, 2007 (JP – WOWOW), December 2009 (US – FUNimation), Oct. 2010 (UK – Manga UK)
Rated: 18 (UK BBFC, due to frequent swearing and frequent intense violence)
Ed. Note: Welcome to our fourth and final "Anime Secret Santa Review." Our reviewers were given review requests as gifts from their Secret Santas, and are now unveiling their opinions of the shows they chose. For more information, check out our 2010 Anime Secret Santa introductory post.
Before I talk about Baccano! proper, I'd first like to thank my Secret Santa, whoever they may be. All three of your choices were excellent. I had already seen and loved Kino's Journey (2003), but when it came to choosing between Baccano! and Eden of the East (2009), it was a close run contest. What made my mind up for me is the following sequence of events, which I shall dramatize for you:
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: "Hmm, I want to watch both Eden of the East and Baccano! - what to do?" |
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: "Hey, Hey Elliot!" |
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: "What's that?" |
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: "Hey there!" |
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: "What the?" |
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: "Hey there, Elliot, we think you should watch Baccano!. That would be for the best." |
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: "Why?" |
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: "Well, look how happy we are! Don't you want to find out why we are happy, and be happy yourself?" |
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: "I guess..." |
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: "Do it!" |
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: "Agh! Okay, okay." |
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: "Excellent....." |
It went something like that. What I present here is more something of a trip report than a full review.
Now onto the show itself. Having watched the main 13 episode series, I have come to regard Baccano! as a series of victories and small wonders, furnishing the viewer with a massively entertaining show that manages to satisfy without outstaying its welcome or stretching too far.
I will admit that until sitting down and watching it I have avoided all discussion or reviews of Baccano! (Including the Ani-Gamers review) as whenever someone has mentioned the show they have taken pains to point out that almost anything is a spoiler when it comes to the shows twisting plotline. I even avoided reading the synopsis on the back of the DVD set before watching. (I’m glad I didn’t — whoever wrote the one on the Manga UK DVD set appears to have been drunk.)
To outline the show: set primarily in the early 1930s, Baccano! follows the exploits of a wide range of characters in both Manhattan and the transcontinental express train "The Flying Pussyfoot" as they all go about their personal business. The narrative jumps between different time periods and different characters with such frequency that the show's creators saw fit to make much of the first episode a primer for what is to follow. For most of this episode, Norio Wakamoto (with full R-rolling in effect) and his assistant prepare the viewer by discussing in a broad sense the different time periods, settings and characters that you are going to spend the following 12 episodes with, as well as showing the viewer some juicy snippets of what is to come.
This initially flummoxing first episode nearly turned me off of the show. It felt like a warning, telling me "Hey, if you aren't down with what’s going on now maybe you should just give up and put this back on your shelf. Oh, here is a quick cut of a young boy getting shot in the head. Bet you're interested now, eh?" Then, at the end of the episode something awesome happens (that I won't spoil) and I was hooked.
To cut to the chase, the plotting works marvelously. The highest praise I can lavish on Baccano! is that even with all the switching of character, time period and setting, the entire plotline comes together into a coherent whole that is massively satisfying, like watching a good detective story. The timing and placement of character and time zone transitions feels meticulously thought out and perfectly judged to maintain viewer interest without causing confusion or irritation. When transitioning between different time periods the show will throw up a black static image with the year that the following events take place in - the genius of these cuts are that they act as welcome breathing spaces in the action, heightening tension. The presentation reminds me an awful lot of the Guy Ritchie film Snatch (2000), which also uses multiple viewpoints to weave together a coherent and thrilling tale. I was worried towards the end that Baccano! would contract a fatal case of "Dumb Anime Ending" syndrome, but I was proven completely and wonderfully wrong. The ending was not bombastic or laden with sudden twists, but was immensely satisfying and ties the disparate plotlines up wonderfully.
The characters themselves also do a lot of the lifting when it comes to drawing you into the story, in part because there are so damn many of them but also because they are genuinely interesting. One particular character is called Jacuzzi Splot, and when I first saw him, i hated his guts. He had a dumb tattoo, a whiny voice, and a melancholy outlook on life. His one redeeming feature was that listening to Japanese voice actors try and pronounce "Jacuzzi" was endlessly amusing. But after a few appearances I began to root for the guy as his development on screen was so engaging and interesting to watch. This happens a lot with the characters — you might not like them, but you come to understand them through their actions. I can honestly say that Baccano! is one of the few shows that have had me rooting for a mass murderer. Multiple mass murderers, in fact.
Not only are the characters interesting because of their actions, but they also look great. Everyone is stylishly drawn and with a great deal of care, something that really helps out not only in learning names but also in deciphering expressions and intentions of the cast and helping you connect with them. This ability to empathize with the characters really pulls you in, and I feel is best outlined by two of its best characters, Isaac and Miria. I love these two, so very much. Isaac and Miria are a pair of loud, boisterous, idiotic and immensely lucky thieves and the fact that they feel like believable characters while acting in such an absurd manner for their entire time on screen is a credit to the series. They are used just the right amount — too little and they would become a throwaway gimmick, too much and they would take over the show and ruin the magic.
I mentioned that the characters were stylish before. In fact the whole series is damn stylish. Every character, backdrop and action has style in spades. What makes this work is that the style is completely cohesive and well thought out to work as a single whole experience: no sudden SHAFT-style insanity, no winks at the camera, no snickering to itself behind the stage curtains. Every element presented on screen has a purpose and it was put there to contribute directly towards viewer enjoyment, drawing you into a coherent world that has a tangible feeling of authenticity to it.
To sum up my thoughts on Baccano!, after the end of the 13th episode in my third non-stop viewing session, I stood up to retrieve the DVD from the disc tray and thought to myself: "Wow. That was really enjoyable. I wish more things were made this well." I only regret I waited until I had to be pushed by Santa to actually sit down and watch it!
[Highly Recommended]
This review is based on the Manga UK DVD box set, purchased by the reviewer.
Medium: Original Anime Video (OAV) (1 episode, 23 minutes)
Genres: Drama, Science Fiction
Director: Yasuhiro Yoshiura
Studio: Studio Rikka
Release Date: Jan. 18, 2006 (JP), Jan. 8, 2007 (Crunchyroll – NA)
Rated: Not Rated
Ed. Note: Welcome to the third of our four "Anime Secret Santa Reviews." Our reviewers were given review requests as gifts from their Secret Santas, and are now unveiling their opinions of the shows they chose. For more information, check out our 2010 Anime Secret Santa introductory post.
Pale Cocoon is a short (under 25 minutes), OAV by Yasuhiro Yoshiura that seems to mainly serve as an animation and concept demonstration. The story itself is quite simple, despite being told through vague, psuedo-deep dialogue. The message is one many would describe as “moving” or “profound”, but all I saw was tiring environmentalism and juvenile artsy writing. Also, the dialogue is bland and the pacing needlessly drawn out. As a reader of magazines like Galaxy Science Fiction and Asimov’s Science Fiction, I certainly enjoy a good piece of SF short story, but Pale Cocoon’s premise lacks the impact it should have. From a social SF standpoint, the environmental aspect of humans being driven away from the Earth due their own mistakes is a dime-a-dozen plot that has been much better done elsewhere. As a character drama, the two protagonists seem like they could be interesting, but not enough depth or background to their relationship is present for me to feel emotionally invested. Despite an interesting SF concept, it needs a lot more fleshing out to be enjoyable.
In the future, human society has been forced underground by environmental destruction. Archeologists have now dedicated themselves to archiving and researching photos and other documentation from the surfacebound past. Photographs of a green, living earth captivate the protagonist of the story, while everyone else is questioning the necessity of the historical discovery and feel as if it is better if humanity doesn’t know what it was once like. Despite his female friend encouraging him to abandon his work, the protagonist discovers an old music video that compels him to seek the truth about the human race’s previous life.
My issues with the plot are largely irrelevant since the entire OAV is a technical demonstration, but as a vessel for displaying Yoshiura and the studio’s animation talent it succeeds quite well. The animation is gorgeously detailed with intriguing cinematography. The aesthetic is built around, well, technology looking cool, and as such it features lots of detailed shots of wires, pulsing light towers, computer desktop screens, and related. Naturally, it is impossible not to make the obvious Serial Experiments Lain (1998) comparison with its technical, cyber-cool focus. Interesting camera angles and panning may serve as animation shortcuts at times, but are effective stylistic choices at others. Aside from the amateurish character designs, Pale Cocoon is a strong demonstration of atmospheric, technological animation.
It is easy to compare it to Makoto Shinkai's Voices of a Distant Star (2002), as both are these are short works that showcase the director's budding talent. However, since Pale Cocoon is a studio production, it features better quality animation that Shinkai's home made effort, but there is a similar spirit between the two. In fact, both manage to pull off a "Macross" by using cheesy pop music to reinforce a climactic scene. Voices of a Distant Star, however, executes a very effective character drama built around strong SF themes, whereas Pale Cocoon’s plot comes off as mere structure to show off pretty graphics.
If not for the Secret Santa recommendation, I would not have even bothered to review Pale Cocoon. I see it as a piece of experimental filming, used as practice for the director's “real” debut. Reviewing it seems equal to browsing through an accomplished director's early archives and giving criticism on their practice projects. I can understand commenting on it when it was first released, but now it should be left alone and treated only as historical documentation. Where Pale Cocoon succeeds is in whetting the appetite for future projects from the director.
Despite its flaws, Pale Cocoon has attracted a surprising amount of enthusiastic viewers. With its short length and ease of access through Crunchyroll streaming, it requires no significant commitment. I believe that it also represents anime fandom's interest in good science fiction anime, and people watch it in hopes of filling a void. Thankfully, Yoshiura went on to release Time of Eve (2008) that uses even better animation with similar elements and overall vibe. Time of Eve is a strong science fiction series that has the appeal that Pale Cocoon only hints at. I would recommend skipping out on Pale Cocoon, and diving straight into Time of Eve. Pale Cocoon could then viewed as a piece of historical interest to fans interested in the director's developing ideas.
[Bad]
This review is based on the Crunchyroll stream of the series, provided by Studio Rikka.
Medium: TV Anime (26 episodes)
Genres: Adventure, Fantasy, Military, Science Fiction
Director: Koichi Chigira
Studio: GONZO
Release Date: Apr. 7 – Sep. 29, 2003 (TV Tokyo – JP), Nov. 18, 2003 (Geneon/FUNimation – NA)
Rated: Not Rated
Ed. Note: Welcome to the second of our four "Anime Secret Santa Reviews." Our reviewers were given review requests as gifts from their Secret Santas, and are now unveiling their opinions of the shows they chose. For more information, check out our 2010 Anime Secret Santa introductory post.
You know you're in for a polarizing show when one of the biggest pieces of praise people can give is "it's one of the few shows by this studio that's actually worth watching!" Unfortunately for anime studio GONZO (Gankutsuou, Welcome to the NHK, Linebarrels of Iron), that's basically the compliment granted to any relatively successful series that they create, and for better or for worse, Last Exile (2003) sits among this short list of "not terrible" GONZO series.
The show begins in a vaguely steampunk era in which giant airships have become the primary tool of war. Our heroes are two young pilots who make their living as couriers on the wings of their small fighter plane-esque craft called a "vanship." Claus Valca is a quiet, kindly pilot with a penchant for finishing everything he starts, while Lavie is his hot-headed, impetuous, and intelligent navigator. As the guy piloting the vanship, Claus is naturally the hero GONZO chooses to focus on, while Lavie serves simultaneously as his childhood friend, romantic interest, and moral compass.
These two couriers are living a simple life in the shadows of their legendary fathers (couriers who flew together until their untimely deaths) when they find themselves tasked with transporting a young girl named Alvis to the "Kill 'Em All" Silvana, a notorious mercenary airship thought to suck the souls out of anyone who comes aboard. After narrowly escaping attacks from the Guild, a shadowy organization that exerts subtle control over all the world's militaries and governments, the two vanship operators end up joining the Silvana's not-so-scary crew in a mysterious mission to strike the very heart of the Guild.
On paper, Last Exile seems like an exhilarating modern military tale, set in the skies of a unique world bound by strange rules — and it almost is, too. Unfortunately, GONZO's execution is painfully uneven, to the point that I often wondered if the writers knew where they were going when they created the original concept. The story is roughly split into three acts: 1) introduction of major cast and factions, 2) the Silvana wanders around doing things and battling some people, and 3) final confrontation with the Guild. As you might be able to guess, the second act features no central narrative or even an attempt at a formula (which would have made it much easier to follow). Instead the characters just meet a few unrelated challenges and overcome them, all the while developing ever so slightly as both individual characters and as a team.
Unfortunately, that individual development often leads to dead ends, as with two of the show's seemingly important romantic threads that simply die out before the introduction of the third act. The overall development of the cast, however, is one of the Last Exile's defining characteristics. The sense of cohesion between the Silvana's crew might not be apparent at first, but the motley crew of pilots, mechanics, and bridge personnel really start to feel like one big team by the end of the series. The most apt comparison that comes to my mind is original Gundam (1979), though Last Exile certainly doesn't pull it off quite that well.
Despite the compelling sense of overall camaraderie, some of the individual characters can get truly grating after 26 episodes. Let's start with Claus: his personality is so meek and boring that he is effectively the same as any of the cookie-cutter protagonists in harem anime. Underscoring this unfortunate truth is his harem of girls, including Lavie, Alvis, the cold-hearted pilot Tatiana, and even the strong-willed Vice Captain Sophia. To make matters worse, Tatiana turns into a mushy little lovestruck schoolgirl when Claus so much as lends her his jacket, and Sophia's romantic encounter comes from so far in left field that you'll likely be throwing things at your screen in frustration. To be honest, by episode 15 I was convinced that Last Exile was a harem show in disguise.
Meanwhile, there are a few characters who really shine despite their disappointing company. Alex Row, the stoic captain of the Silvana, rocks all kinds of socks with his grumpy demeanor and tortured past, but cracks begin to show in his emotional armor as we learn more about his history and see him lose control near the end of the show. Dio (no, not that one) and Lucciola, two runaways from the Guild who join up with the Silvana, and Mullin Shetland, a musketeer-turned-mechanic, provide an interesting counterpoint to the rest of the crew as outsiders coping with the stress of turning away from their previous loyalties. On the bad guy's side, the sinister Guild leader Maestro Delphine comes off as a poisonously sweet version of Gundam's Haman Karn.
But as far as I'm concerned, the real star of Last Exile is Lavie Head, Claus's energetic navigator. Originally she seems like nothing more than an obligatory bossy love interest, but by episode 8 or so it is clear that her personality reaches depths far beyond those of her lame childhood friend. Even when she decides that she doesn't want to be Claus's navigator as long as he is flying in combat (a brave and unexpected decision that throws a fascinating wrench in the works), she remains one of the most well-developed members of the crew. Lavie feels with a magnitude that nobody else in the show does, careening between nurturing love for Alvis, passionate concern for Claus, and unexpected bravery in the face of danger. Through it all, she manages to be both completely admirable and believably flawed, a feat that I'm frankly surprised GONZO managed to pull off so well.
While Japanese voice actor Chiwa Saito's performance as Lavie certainly gets the job done, Kari Wahlgren truly makes the role her own. Especially compared to Johnny Yong Bosch's typically overwrought Claus, Wahlgren's Lavie is always believable, no matter where she is on the emotional spectrum. In terms of the rest of the English cast, despite some clunky deliveries they mostly stack up well, especially thanks to spot-on Japanese-to-English voice matching by Bang Zoom.
Nearly all of the technology in the show (intricately researched and designed by character designer Range Murata and Gankutsuou's Mahiro Maeda) is animated using GONZO's notorious CG style, which only rarely blends with the two-dimensional character animation used throughout. Movement is also irritatingly choppy during the fight scenes, undercutting the clear quality of the original concepts. The skilled 2-D animators who realized Murata and Maeda's beautiful character and costume designs likely could have transformed most of the storyboards for the battle scenes into thrilling dogfights, but as it stands the 3-D fights are merely passable (though GONZO gets points for including ZERO Gundam-style monologues or pilot-to-pilot arguments during fights).
While I don't usually comment on such things, Last Exile's sound design is actually one of its greatest strengths. The sound effects used to represent the creaking and turning of machinery and the movements of the wind are far more visceral (and frequent) than the effects used in most other anime. This, combined with Maeda and Murata's unique and complex designs for clothing and machinery, makes for a lot of fascinating world-building potential. Unfortunately, spotty explanations of the factions and technologies often make it difficult to understand who is fighting whom and for what reasons. By the time the series reaches its exciting finale, it might still take a Wikipedia visit or two to understand just what was going on in the skies of Claus and Lavie's world.
Last Exile, like many GONZO series before it, is a valuable lesson in wasted potential. It's clear that the concept designers put a lot of work into the series during pre-production, and the animators' love for their material shines through in rare moments that belie Last Exile's most glaring flaw, which is that it doesn't really say or do very much with its own material. In the end, the exquisite presentation, the attempts at world-building, and the moments of genuine humanity come together to produce a work that is nothing more than the sum of its parts. We are left with a vaporous story about people in airships who fight each other.
[Passable]
This review is based on the Hulu streams (both dub and sub) of the series, provided by FUNimation.
Medium: TV Anime (24 episodes)
Genres: Fantasy, Action, Romance, Supernatural, Thriller
Adapted from: Fate/Stay Night (2004 game)
Director: Yuji Yamaguchi
Studio: Aniplex/Studio DEEN
Release Date: Jan. 6 – Jun. 16, 2006 (JP), Dec. 19, 2006 (Geneon/FUNimation – NA)
Rated: Not Rated
Ed. Note: Welcome to the first of our four "Anime Secret Santa Reviews." Our reviewers were given review requests as gifts from their Secret Santas, and are now unveiling their opinions of the shows they chose. For more information, check out our 2010 Anime Secret Santa introductory post.
Fate/Stay Night tells the story of Shirō Emiya, sole surviving civilian of a local holocaust, ten years after said event. The man who rescues Shirō becomes his adoptive father and instills in him a sense of pacifist justice before passing away. Having taken this philosophy to heart, Shirō embodies self-sacrifice and lives as a doormat for his classmates' inconsiderate soles. He does not turn down any request and is always willing to sacrifice his own well being for the welfare of others. As a result, Shirō's philosophy is challenged one day after summoning the world's most capable warrior (Saber) via latent magical abilities in a knee-jerk response to a mortal threat. By doing so, Shirō inadvertently enters an exclusive tournament known as "The Holy Grail Wars," in which all participants – pairs comprised of masters (magi, or magic users) and servants (warriors) – must either kill or be killed until only one magus and his or her warrior remain.
While the overall presentation of said story is awash with harem elements, the main conflict of the story, pacifism in the midst of battle, is aptly personified via the assignment of Saber to Shirō. Furthermore, implications are deepened via the introduction of Shirō's inability, caused by his lack of study in magic, to make Saber properly materialize. Thus Emiya and Saber, respectively as magus and servant, portray two incomplete parts that leverage each other to form a whole in the hopes of competently fighting against multiple pairs of complementary wholes. This setup is rife for conflicts, and the execution does right by exploring the main theme of action vs. inaction. However, the weaving of romantic tension turns too many scenes into boring and (for the most part) inconsequential harem tropes.
That's not to say that romantic tension doesn't serve some purpose. Rather, the execution of its repeated influence only weakens the story. I'd maintain there are two instances of romantic tension aptly serving the story: that of Emiya's falling for Saber and Rin's unexplainable interest in Emiya. While the latter only serves as a reason why a fellow magus would not kill, and instead might even protect, a competitor, Emiya's falling for Saber further lends credence to why he constantly puts his life on the line for what he views as his responsibility. Really, there's an essay waiting to be written on Emiya and Saber, and that fact alone makes the anime a worthwhile watch, but other aspects deserved to be touched upon as well. Art in Fate/Stay Night is standard fare but of above average quality (budget). Really, its only fault would be the showcasing of CG alchemic circles, the animation of which seems a little too out of place. Fight scenes are well orchestrated and, for the most part, fully animated, and the overall ambience is set rather perfectly. Deep hues of night, the only time during which combat is permitted, are foreboding and bloodthirsty, while days offer a palate more complimentary to the harem walls and the associated tension break. Character designs are also quite Romantic, especially concerning the servants' attire/armor.
Writing is a tad overly dramatic, except, surprisingly, for the harem aspects. Instead, I found myself actually liking how statements by the majority of the female characters never (or rarely) said anything directly. In retrospect, I also greatly enjoyed the underlying and understated theme of regret that manifests not only within the warriors throughout the series but which also resonates as the drive behind the warriors – each a mythical figure of ancient origin.
If you have time to kill, there are far worse anime to help you pull the trigger. It's pretty, the pacing of the main plot is quick, and general subtext is nothing that requires much thought. There is even decent potential as fodder for analysis, which is surprising given the series' origin as an “eroge” (erotic game). What I can only guess to be a successful anime translation (best to ask Elliot Page) manages to eliminate all hentai aspects, save the annoyingly omnipresent harem elements (beware the first half of the date episode!!!), and deliver an enjoyable watch akin to a more grown-up Zatch Bell (2003).
[Recommended]
This review is based on rental copies obtained via the reviewer's personal Netflix account.
You may remember last year, when I took part in the Reverse Thieves' "Anime Secret Santa" project — each participating anime blogger gave another blogger a list of three titles to review without revealing their identity, and the recipient had to choose one of the titles and actually review it. Well, despite my harrowing experience with A-1 Pictures' moé comedy Kannagi (2008) last year, I've signed up yet again, and Ani-Gamers writers Ink, Elliot, and Evan (Krell) have also thrown their hats into the ring. It's gonna be a crazy Christmas this year!
The three choices I received were considerably less dire than last year's moé buffet (Air, Kannagi, and True Tears), with the Read or Die OAV (2001), Akiyuki Shinbo's The SoulTaker (2001), and Last Exile (2003) from studio Gonzo. R.O.D. is out of the question because I've already seen it, so I decided to go with Last Exile. Gonzo did pretty well with Gankutsuou: The Count of Monte Cristo (2004) despite their bad reputation, so I'll give them a shot on this steampunk adventure with character designs from the talented Range Murata.
[Read on after the break for Ink, Elliot, and Evan's choices.]
Meanwhile, Ink had to choose between Kanon (2006), sola (2007), and Fate/Stay Night (2006), and since he's already seen Kanon, he will be watching and reviewing Fate/Stay Night.
Elliot received Eden of the East (2009), Baccano (2007), and Kino's Journey (2003). He's already seen Kino's Journey and Eden of the East isn't out in the UK yet, so that leaves him with Baccano (previously reviewed on our site by Uncle Yo).
Finally, Evan Krell — who is writing a review each for Ani-Gamers and Insert-Disc — had to choose between Ocean Waves (1993), Pale Cocoon (2006), and Umi Monogatari (2009), and he's going with Pale Cocoon for his Ani-Gamers review.
Our reviews will be on the site during the week before Christmas, with the last one coming out sometime early in the day on Christmas Eve (December 24). Watch our Twitters (@VamptVo, @Poetic_Ink, @elliotpage, @bakatanuki) if you want to keep up with our opinions as we watch through these series — or hear about that fantastic bagel we just ate.
Hosts: Evan "Vampt Vo" Minto, Karl "Uncle Yo" Custer, Ink
Recording: A panel called "Fandom & Criticism: The Art of Active Viewing" at AnimeNEXT 2010
This episode isn't quite a typical Ani-Gamers Podcast episode, in that it's not a couple of geeks chatting on Skype about silly Japanese cartoons or video games. Instead, this is a recording of a panel that I ran with Uncle Yo and Ink at AnimeNEXT. The audio quality isn't great, so I apologize upfront for that. (And yes, Uncle Yo had to leave before the end without saying a word, which I forgot to mention in the podcast's foreword.) If you have any feedback regarding the episode, though, feel free to let us know in the comments or at our e-mail address we'd love to hear you chime in on this interesting subject!
Show notes and links are, as usual, after the break.
(Runtime: 1 hour, 2 minutes)
[00:00] Opening Song: "R.O.D. Theme" by Taku Iwasaki (Read Or Die OAV OP)
[00:16] Evan's little foreword. You know, for people who don't read show notes (i.e. not you).
[01:31] Panel begins with some introductions.
[02:29] First question: "How exactly do we define a good anime versus a bad one, and should we even define a line between them?"
[07:51] "What IS active viewing, and what separates it from the typical viewing that most fans go about?"
[15:48] "How does the social and critical context around a work affect [what kinds of expectations we go in with]?
[21:32] "Can questioning the content of a [work] ruin your enjoyment (or someone else's enjoyment) of the work?"
[27:47] "What purpose do you think negative comments and reviews serve in critiquing and discussing? Do they help or hinder our discussions?"
[33:28] "How can suspension of disbelief help and hinder critical thinking?" (We bring up "Fan-Wanking." Hilarity ensues.)
[40:26] "Since anime and manga are foreign materials, how do those cultural differences (and also aspects of translation) factor into how we watch and judge things? A particularly interesting question is 'Are we reading good translations of Japanese or translations of good Japanese?'"
[49:59] "A big hurdle for young anime critics and people trying to become anime critics is the dated visuals. [How can we convince them to look past dated visuals and storytelling styles?]"
[1:00:10] The critic Ego's final review from Pixar and Disney's Ratatouille (as referenced by Ink in the panel). Here's a link to the YouTube video of the clip.
Or click here for the Photo Gallery
Garden State Expo Center, Somerset, NJ
Official Site
AnimeNEXT is my "hometown con," so to speak. This is in part because it is New Jersey's largest anime convention, so it is the closest major con to my house, but also because I've attended it every year since my freshman year of high school. Unfortunately, for the past few years AnimeNEXT seemed to be struggling to find their footing. While the convention has certainly grown considerably — enough to make moving from Secaucus to the Garden State Exhibit Center an absolute necessity — it has also lacked a true Guest of Honor for about three years now. Despite some continuing stumbles on the convention's part, AnimeNEXT 2010 represented a refreshing return to form for the sizable NJ event.
Most notably, this year marked the return of the Guest of Honor spot, which housed Kenji Kamiyama, director of Eden of the East, Ghost in the Shell: Stand-Alone Complex, and Seirei no Moribito. With signings and Q&A panels spread throughout the weekend, it was clear that the AnimeNEXT staff was making the most of this exciting guest. I wasn't particularly impressed by his showing, but it may have had something to do with his translator, who — despite some noble efforts — didn't seem to communicate the questions and answers very well. (For more on Kenji Kamiyama, read the questions and answers from our brief round-robin interview with the director at AnimeNEXT 2010.)
As always, I was quite pleased with the panel lineup, as it included a number of popular panelists as well as brand-new presenters. A lot of the new panels that I saw (History of Mecha, Cosplay Comedian Joe) were pretty disappointing, but I'm always glad to see new faces presenting their stuff. In terms of known commodities, I attended the Sunday morning panel "Otaku: Perceptions and Misconceptions," run by the girls from the IchiP dance troupe. In my con report last year I remarked that they ran a startlingly interesting and thoughtful discussion during the first iteration of the panel, and this year they built on their previous success. Crowd control was much better than last year, though the panelists' discussion meandered a little more than I liked. Nevertheless, I enjoyed their open conversation about the "otaku" lifestyle and the stereotypes associated with it.
I checked out a number of panels run by convention veterans Walter Amos, Rob Fenelon, and Brian Price, who presented a compilation of odd video clips from Walter and Rob (These Are a Few of My Favorite Scenes), a bad anime clipshow from Brian (Bad Anime Bad!!) and a presentation on French animation from Walter and Rob (It Came From France!!), among other panels. I attended the first two, both of which always manage to entertain me with stuff I've never seen before, but I ran into a bit of a problem in going to It Came From France!! Namely, I had been avoiding lines with my press pass throughout the convention, but when Narutaki of the Reverse Thieves, Brad Rice of Japanator, and I tried to get into Walter and Rob's panel, the staffer said that we would have to wait on line. Naturally, we hadn't grabbed a spot on the line, since press usually don't have to do that, so we just ... didn't go. I heard some complaints from staff later that members of the press had been "abusing their privileges," so in the future, I would highly suggest that AnimeNEXT write out what those privileges ARE (and what privileges we don't have) instead of complaining that the press are doing things that they're allowed to do at every other convention.
Meanwhile, I ran two panels of my own, which generally went over smoothly. Convention staffers were very helpful in making sure I had all of the equipment I needed, and did their best to keep crowds under control while waiting for panels to begin. My first panel was the Friday afternoon "Fandom & Criticism: The Art of Active Viewing," which featured Ink, Uncle Yo, and me in a roundtable discussion of critical thought and its application to anime fans and critics. We did our best to engage the audience, and actually ended up getting quite a few very interesting responses from the crowd. On Saturday, I stuck it alone for "The Changing Faces of Anime." To my delight, there was actually a sizable line of attendees waiting to see the panel, in which I described the history of anime character designs, pointing out important artists and paradigm shifts. The crowd had a lot of great questions at the end, and they seemed to really enjoy it!
At times, I felt like the Garden State Exhibit Center, Doubletree Hotel, and other areas, despite reportedly being much larger than the space provided by the Meadowlands Expo Center and nearby hotels, was actually smaller that the convention's previous location. However, it might just be because of the attendance, which must be growing at an alarming rate if NEXT is already feeling cramped in its second year of the new location. A handful of the six panel rooms were tragically tiny, allowing for something like 30 attendees, and only one of the rooms was actually a large-scale panel room for particularly popular events. In fact, with such a wealth of great panels and panelists at AnimeNEXT, one of my top suggestions to the staff is to get bigger panel rooms. I would think that the last thing they want to do is drive away these presenters who provide such a great backbone to the convention.
Overall, I certainly enjoyed my time at AnimeNEXT this year. The convention seems to still be settling into its new location, which should hopefully be remedied for next year when they've figured out better ways to optimize their space. Regardless, I was very glad to see a Guest of Honor at AnimeNEXT 2010, which shows without a doubt that AnimeNEXT is still going strong and hasn't completely faded into the background as the little brother of the New York Anime Festival.
For more AnimeNEXT 2010 coverage, click here!
At AnimeNEXT 2010, Ink and I had a chance to sit down among a number of other members of the press from outlets like Japanator and Reverse Thieves for a brief question-and-answer session with Japanese anime director Kenji Kamiyama. The creator is best known for his work as animation director on Jin-Roh: The Wolf Brigade and series director on Eden of the East, Ghost in the Shell: Stand-Alone Complex, and Seirei no Moribito.
Special thanks go out to Kamiyama-san and his translator as well as Gregg Turek and Lindsay Schneider of AnimeNEXT for their help in setting up the meeting. For clarity, the following responses have been edited, changing the translator's third-person perspective to a first-person one and improving grammar where necessary. Our questions were chosen from a list compiled by me, Ink, and Uncle Yo.
Ani-Gamers: Mamoru Oshii was your mentor. As the director of Stand-Alone Complex, what was it like to create such a large-scale follow-up to the Ghost in the Shell film, which is arguably Oshii's most important work?
Kenji Kamiyama: People ask [me] that question a lot, and everyone asks me if I got a huge pressure, but I actually really enjoyed it, and it wasn't stressful at all. It was like making my own style from Oshii's work.
AG: I can't help but notice a lot of American culture reflected in your works. Do you have any favorite American movies or directors?
KK: Star Wars. [The] first American guy's name I remembered was George Lucas. [Also] Steven Spielberg, Ridley Scott (but he's British), [and] James Cameron. I liked Avatar too.
AG: Your works feature characters who are older and deal with a lot more mature issues. Do you think anime featuring these types of characters will gain popularity and help bring more mature viewers to this kind of medium?
KK: Yeah, I think so. I like to make a character something just like you, but also put some hope or something I [want] to be, so you can [feel] a longing [for] the character.
For more AnimeNEXT 2010 coverage, click here!
I apologize for this post coming out the day before AnimeNEXT, but as an explanation I'll just point you to our pretty-extensive-for-not-being-there E3 coverage. It kinda took up most of my time this week, so take what you can get, alright?
Anyway, Ani-Gamers is once again storming the big anime/manga convention AnimeNEXT in Somerset, New Jersey, as Ink, Uncle Yo, and I all head to the con to report on it/run panels/perform at events. So, if you're a creep and you want to stalk us (or, y'know, if you're a normal person and just want to meet us), we've got a list of all of the panels/events we're thinking of attending for your convenience. I will be running two panels during the con: "Fandom & Criticism: The Art of Active Viewing" (a panel about critical analysis with special guest Ink) on Friday from 3:00-4:00 PM and "The Changing Faces of Anime" (history of character designs) on Saturday from 7:00-8:00 PM. Meanwhile, Uncle Yo will be performing on Friday from 10:30-11:30 PM and Sunday from 2:00-3:00 PM.
So head after the break to see Ink's and my (very tentative) schedules, and make sure to say hi if you see us around.
These are Ink's plans. He won't be at the con Friday or Saturday evenings, so he's recommended some panels that he won't be able to attend. This is denoted by "REC."
FRIDAY
[2:00 PM – 3:00 PM] Inside Lives of Congoing Otaku
[3:00 PM – 4:00 PM] Fandom & Criticism: The Art of Active Viewing (panelist)
[4:00 PM – 5:00 PM] Kimono: Alure, Fashion & History
[5:30 PM – 6:30 PM] History of Mecha (REC - not attending)
[6:30 PM – 7:30 PM] Anime/Manga Influence on the US (REC - not attending)
SATURDAY
[11:00 AM – 12:00 PM] Otaku Through the Generations
[1:00 PM – 2:00 PM] Funimation Industry
[2:00 PM – 4:00 PM] The State of the Anime Industry and You (Ayres)
[5:30 PM – 7:00 PM] Modern Mythology: Mythic Elements in Anime & Video Games (REC)
[8:00 PM – 10:00 PM] Bad Anime, Bad!! (REC - not attending)
SUNDAY
[2:00 PM – 3:30 PM] Psychology of Anime II
[1:00 PM – 2:30 PM] Anime Jeopardy
Now I, unlike Ink, can't seem to choose what I want to go to, so here's a list of pretty much everything I'm interested in (including things with overlapping times). I probably won't go to even half of these panels, but I've underlined the ones that I'm 99% sure I'm going to, put "REC" next to particularly good ones, and "maybe" next to ones that I'm not sure I'm going to. Hopefully that helps!
FRIDAY
[3:00 PM – 4:00 PM] Fandom & Criticism: The Art of Active Viewing (panelist)
[4:00 PM – 5:00 PM] Kimono: Alure, Fashion & History (maybe)
[5:30 PM – 6:30 PM] History of Mecha (maybe)
[6:30 PM – 7:30 PM] Super Mario Super Panel (REC - maybe)
[6:30 PM – 7:30 PM] Anime/Manga Influence on the US (maybe)
[10:00 PM – 12:00 AM] These Are A Few Of My Favorite Scenes
SATURDAY
[10:30 AM – 11:30 AM] Gundam: What Makes It Great (maybe)
[12:00 PM – 1:00 PM] Religion in NG Evangelion
[1:00 PM – 2:00 PM] Funimation Industry
[2:00 PM – 4:00 PM] The State of the Anime Industry and You (Ayres)
[3:00 PM – 5:00 PM] C.R.A.Z.Y.O.T.A.K.U. (REC - probably won't be there)
[4:00 PM – 5:30 PM] IT CAME FROM FRANCE!! (REC)
[5:00 PM – 6:00 PM] Kenji Kamiyama (if we don't get an interview)
[5:00 PM – 6:00 PM] American Animation (maybe)
[7:00 PM – 8:00 PM] The Changing Faces of Anime (panelist)
[8:00 PM – 10:00 PM] Bad Anime, Bad!! (REC)
[10:00 PM – 12:00 AM] As The Otaku Grows (18+)
SUNDAY
[10:00 AM – 11:00 AM] Otaku: Perceptions and Misconceptions (REC)
[11:00 AM – 12:00 PM] Whose Line is it Anime (maybe)
[11:00 AM – 12:00 PM] Standup by Cosplay Comedian Joe (I just have to witness this!)
[1:00 PM – 2:30 PM] Anime Jeopardy (maybe)
[2:00 PM – 3:00 PM] Uncle Yo
Meanwhile, if you're not going to be at AnimeNEXT this weekend, just keep track of our AnimeNEXT 2010 label for all of our coverage.
Medium: Original Animated Video (OAV) (8 episodes)
Genres: Action, Science Fiction
Director: Katsuhito Akiyama
Studio: AIC
Release Dates: Feb. 25, 1987 – Jan. 30, 1991 (Japan), Remastered Edition: 2004 (AnimEigo–N.America)
Rated: Not Rated (Appropriate for 16+)
Some shows stand the test of time perfectly, and arrive in the modern day as ageless, critically-acclaimed classics that are watched again and again. Others fade away just as quickly as they sparked dully into existence. Bubblegum Crisis, the 1987 8-part OAV series that stormed the small American anime market in the early '90s, isn't really either one.
The series' vision of a futuristic "Mega Tokyo," crushed under the weight of its own sprawling mass, feels like a low-budget animated Blade Runner, complete with a special police force (the AD Police) that exists only to track down and destroy renegade worker robots called Boomers. The divergence from Blade Runner's iconic setting comes in the form of the Knight Sabers, a half-vigilante, half-mercenary squad of four women who typically take Boomer-related jobs from the highest bidder, donning robotic "hardsuits" and doing battle by night while holding inconspicuous day jobs like "lingerie shop owner" or "cyberpunk Hannah Montana."
The first four episodes of Bubblegum Crisis are little more than character building exercises for the Knight Sabers (Priss, Sylia, Linna, and Nene), featuring a variety of adversaries for the fearless foursome to take down. For example, one features a team of Boomer kidnappers masquerading as humans, while another one revolves around a murderous driver seeking revenge against one of Mega Tokyo's local motorcycle gangs. Arguably, the show has a consistent conflict between the Knight Sabers and the evil Genom corporation, but the screenwriters’ attempts at cohesion are weak at best. Meanwhile, the main plot in each episode is usually relatively predictable, with its pulpy, film noir-esque mystery framework, but that's not really the important part.
What is important? The sweet robot-on-robot action of course! The scenes in between the fights often consist of low-framerate animation or static images, but when the girls get into their hardsuits (created by influential '80s character designer Kenichi Sonoda*), the metal shines, the lasers fly, and the AD Police helicopters start exploding.
What I keep trying to figure out is why I love this show so damn much, even though it's just so damn bad. Even in the later episodes, when the animation takes a significant turn for the better, the episodic plots retain their maddening predictability. One of the Knight Sabers meets and befriends another woman who happens to be tied into some sort of evil Genom plot. Then someone hires them for a job and their new friend is brought into the fray. Rinse and repeat.
There's something special about Bubblegum Crisis, though. If nothing else, the Knight Sabers themselves are memorable, with Priss the hotheaded motorcyclist and indie rock musician, Sylia the lingerie shop owner and leader of the Sabers, Linna the boy-obsessed gymnast, and Nene the incompetent AD Police officer and hacker. Their expressive, distinctive character designs by Kenichi Sonoda (Gunsmith Cats, Riding Bean) bring the four to life, and their clashing personalities make for some genuinely funny moments of conflict between the girls. And then there are the robot fights. Nearly every one is filled with classic action-movie "Oh Snap!" moments, as robots (and people) are ground under motorcycle wheels, blasted with machine gun fire, and punched with EXPLODING PUNCHES. Priss even uses a rocket-powered kick in episode 6!
Of course, since each episode is its own self-contained story, directed, animated, and written by a partially new staff every time, the show frequently see-saws in terms of quality. Nevertheless, the two episodes that really stood out to me are episodes 6 ("Red Eyes") and 8 ("Scoop Chase"). The former, directed by Masami Ōbari (Gravion), features a sexoroid, a guy with control over an orbital laser, and the previously mentioned rocket-kick. The latter, directed by Hiroaki Gohda (Ah! My Goddess), is what I like to call "Nene's Aquaman episode," since it's clearly tailor-made to create a situation where Nene can contribute in a meaningful way to the Knight Sabers for once. Despite clearly being made for her, the episode still fleshes out her personality in a way that no other episode does, making Nene (to my great surprise) the most well-developed character in the show!
As far as I'm concerned, this is a show that, for all rights and purposes, nobody should like. It is simple-minded, trashy late-'80s pulp entertainment, created as a way to cash in on the cyberpunk boom that directly followed Blade Runner, but somehow, some way, I was — completely un-ironically — entertained by it.
So we're back to the big question: why do I love Bubblegum Crisis so much? After putting quite a lot of thought into it, I realized that the answer is really quite simple: It's fun. No symbolism, no emotion, no deeper meaning. Just good old-fashioned robot-smashing fun.
[Recommended]
* According to the information I have available to me, Kenichi Sonoda seems to be responsible for the initial hardsuit designs, despite not having a "Mecha Design" credit for the series. (Thanks, Daryl Surat!)
This review is based on a copy of the AnimEigo "Remastered Edition" DVD box set release of the series, borrowed from the Rensselaer Sci-Fi Assn. anime library.
Medium: TV Anime
Number of episodes: 13
Genres: Humor, Romance
Director: Yutaka Yamamoto
Studio: A-1 Pictures
Version reviewed: Anime News Network video stream (also available in Bandai Ent. box set)
Release date: October 4 thru December 27, 2008 (JPN), July 16, 2009 (NA)
Rated: Unrated (appropriate for 13+)
To be entirely honest, I was not the least bit excited about watching Kannagi. It was one of three choices provided to me through the Reverse Thieves' "Anime Secret Santa" project, the other two being Air and True Tears, but seeing as I am generally not a fan of the "moé" subculture of anime fandom, I was not expecting to enjoy this series.
And would you look at that! I didn't.
The plot, laid out by Hideyuki Kurata (Now and Then, Here and There, Read or Die) follows our mostly cookie-cutter protagonist Jin Mikuriya, who is living alone while his parents are away on a business trip. On the day that he completes his wooden carving of a local goddess, the statue breaks apart, revealing a teenage girl inside! The petulant girl explains that she is Nagi, the goddess that Jin was carving a likeness of. Naturally, she ends up staying with Jin, pretending to be his "long lost sister" to explain it to friends. (Can you count the clichés?) As the story drags on, the cast is filled out with Jin's art club friends (the otaku Akiba and the shy, tall Daitetsu), childhood friend Tsugumi (who has a crush on Jin), and Nagi's goddess sister "Zange-chan" (who surprise surprise! also likes Jin).
So how about the conflict? What drives these characters to do what they do, and keeps the viewer interested enough to move from episode to episode? Well, nothing! The first few episodes feature Nagi and Jin trying to capture and destroy "impurities," evil spirits (or something like that) in the shape of black insects. What are the impurities and why does Nagi need to destroy them? It's not really explained, but the show sure does make a big deal about these things at the beginning.
Later the show focuses on Nagi and Zange trying to outdo each other at being teenage idols. The reason for that conflict is weak as well, with the only explanation being that the two need to gain followers to increase their powers as goddesses. Curiously, though, their "powers" never seem to manifest into anything remotely useful. This arc in particular highlights the show's obsession with the otaku subculture, especially its uncomfortable tendency to pander to its audience at every single turn with teen idols, magical girls, and maid cafés.
The middle of Kannagi forgets about BOTH of these conflicts and lapses into pure comedy, with a few episodes about Nagi locking herself in a closet, a karaoke trip, and other silliness. Here the show really shines, as it takes its very simple, one-dimensional cast and uses their comedic strengths much like 2006's enjoyable The Melancholy of Haruhi Suzumiya to pull off some surprisingly funny scenes.
Finally, it all comes back to a dramatic trio of episodes at the end that seems like a half-hearted attempt to transform the characters of the previous ten episodes into real human beings that the audience should care about. However, when Kannagi's excuse for character introduction is a girl listing off the archetypes that each character fits into, it's only natural that an attempt at real development meets with some massive cognitive dissonance. A few moments in the final episode or two might provoke some real emotion, but mostly you will just want to punch Jin for turning into Shinji Ikari at the last moment.
The biggest central conflict that Kannagi has going for it is the romantic relationship developing between Jin and Nagi, but it falls flat in this as well. Unlike Haruhi Suzumiya (also directed by Yutaka Yamamoto), which had a similarly subdued romantic conflict between a deadpan guy and an impatient, immature girl, Kannagi doesn't have a romantic payoff (the kiss scene in Haruhi). Admittedly this is because Kannagi is based on a manga that has not finished, and the show was intended to have a second season, so it is hard to fault the folks at A-1 Pictures for the weakness in the narrative. However, it undoubtedly weakens the first (and only) season as a stand-alone show.
With all of this negative talk, you might think that I hated everything about Kannagi, but that is certainly not the case. The animation, for one, is beautiful, and it is clear that animating the character's movements Nagi's in particular got a lot of focus from the team. The show might not look as beautiful as Haruhi, which was particularly noticeable for its stellar animation, but it's one of the closest things you can find out there in terms of both animation and art direction.
Oddly enough, the background music at the beginning is impressive, using a lot of interesting electronic instrumentation rarely found in anime background music, but later episodes cut back on the use of Satoru Kousaki's fascinating, emotive music in favor of uninspired instrumental versions of the opening and ending themes.
Despite its technical high points, when it comes down to it Kannagi is a waste of time. The show features characters defined only by the archetypes they fit into, but instead of consistently using this potential weakness to the show's comedic benefit, Kurata spends an inordinate amount of time on poorly executed drama and an unsatisfying romantic plot. Still, the most pressing issue that I have with Kannagi is that it simply has nothing to say. At the end of the experience, I was left with only a feeling of, "well yes, that happened." A goddess moved in with a boy, they did some silly stuff that sometimes made me laugh, and they both sort of like each other. Behind all of the big-eyed teenage girls and the half-baked attempts at romantic comedy, Kannagi has no substance, and that is ultimately its greatest failure.
weak.
Clearly I've been more naughty than nice this year. It's the only thing that makes sense, considering the three anime chosen for me by my "Anime Secret Santa." The project, run by the Reverse Thieves, has a wide cross-section of anime bloggers trading review requests Secret Santa-style, with the goal of the choices being things that the reviewer on the receiving end might like despite having never seen before.
Somebody, however, is not out to make my Christmas a happy one. Whoever you are, my undercover friend, you should know right now that I shall never forgive you for what you have done. I shall hunt you to the ends of the earth, though you may hide behind the guise of Internet anonymity. "Why the hatred?" my readers might ask. "Why this open loathing for one whom you have never met?"
The reason, as the more astute among you may have already guessed, is that my Anime Secret Santa has had the courage (and cruelty) to request not one, not two, but THREE anime series straight out of the bowels of the dread spectre of moé (not exactly my favorite genre, to put it lightly). My friends, I am now tasked with choosing between Air, Kannagi, and True Tears.
So let it be known that I accept your challenge, oh mysterious fellow blogger. My poison of choice is Kannagi: Crazy Shrine Maidens, the Next Big Thing from Haruhi director Yutaka Yamamoto. I am prepared to stare without fear into the gaping maw of the moé menace. Do your worst.
My review of Kannagi will be posted on or around December 24. The pairings for the Secret Santa Project will be revealed on the 25th.
Hosts: Evan "Vampt Vo" Minto, Zac Bertschy, Sean Russell
Topic: The Anime News Network's editorial choice to cover fansubbed anime in their Fall Preview Guide
To wash down our long discussion of digital distribution last episode, this time we've got an interview with Zac Bertschy, Executive Editor at the Anime News Network, about a related topic: fansubs. Specifically, my questions revolved around ANN's choice to cover anime that has not been licensed or legally released in America in their Preview Guide a decision which necessitates the use by ANN's paid writers of illegally distributed fansubs. Sean Russell of Anime 3000 kindly recorded the discussion and contributed some of his own thoughts as well. If you've got an opinion on the issue, don't be afraid to let us know in the comments section or through email.
Next episode I'll probably post something that I recorded at New York Anime Festival: either the Yoshiyuki Tomino Question & Answer session or a brief podcast episode with Erin and Noah of the Ninja Consultant Podcast.
Show notes and links can be found after the break.
(Runtime: 33 minutes)
[0:00:00] Intro: Carl is a horrible, horrible person who will never find love in this world.
[0:00:10] Opening Song: "R.O.D Theme" by Taku Iwasaki (R.O.D. OVA opener)
[0:00:25] I apologize to regular listeners for the kinda long introduction stuff here. You gotta do what you gotta do!
[0:02:24] Discussion: Evan and Sean question Zac about the Anime News Network Preview Guide. Zac begins with his own description of how the guide got started, but quickly the discussion turns toward a consideration of what ANN and other anime outlets need to do to both accurately cover issues related to fandom and support legal methods of distribution. Some believe that news organizations need to report on content regardless of the illegality involved in attaining it, while others believe that, in order to remain a credible source, these organizations should completely shun illegal modes of distribution like fansubs. What do you think?
[0:32:39] Ending Song: "WORLD END (Instrumental)" by FLOW (Code Geass R2 second opener)
You've read our blogs and heard our podcasts, but now you can watch me and all of my blogger cohorts make fools of ourselves in real life at our "Bloggers Roundtable" panel at New York Anime Festival 2009. The entire panel was captured by Anime Diet's Moritheil, so head on over to their site to watch the video. It was a pretty fun panel, even though we were scheduled opposite the Cosplay Masquerade, resulting in lackluster attendance. What really surprised me about it, however, is that we managed to move from very basic, pseudo-self-promotional discussion to some quite interesting conversations with the audience about blogger-reader expectations and the importance of comments in the general anime discourse.
The panelists include the writers from Anime Almanac, Anime Vice, Anime wa Bakuhatsu da, Manga Worth Reading, The Gaming Dungeon, Manga.About.com, Ogiue Maniax, Reverse Thieves, and Subatomic Brainfreeze. Oh, and Ed Chavez, previously of the MangaCast (now Marketing Director at Vertical, Inc.), comes up to the panel partway through to contribute his own thoughts and opinions to the conversation.
It is a sad day for the anime industry. We have watched far too many companies go out of business in the past two years, and last week, another was officially added to the list of the deceased. A.D. Vision (parent company of ADV Films) has joined the ranks of Geneon and Central Park Media as it has dissolved its entire organization, splitting its assets and most of its employees between a network of companies, many of which are owned by former ADV VP of Business and Legal Affairs Griffin Vance.
Some significant translation of the PR-speak in ADV's September 1 press release reveals that "selected programming from ADV's film library" has been transferred to an "AEsir Holdings, LLC," though it is currently unclear which anime titles are now owned by Aesir. (Evangelion and CLANNAD are a few titles we're curious about.) However, the "account servicing" and distribution (i.e. the stuff consumers care about) for these Aesir titles will be handled by a separate home video distribution company called SXION 23, LLC (Section23 Films). The Anime Network, ADV's anime television channel subsidary, has been acquired by Valkyrie Media Partners, LLC, while ADV's dub and DVD production unit, Amusement Park Media, has been acquired by Seraphim Studios, LLC.
So, looking beyond the simple doom-and-gloom predictions that this news provokes in the minds of most anime industry pundits, let's consider what this actually means for consumers and the industry as a whole. The most pressing concern that comes along with this split that ADV has performed is not that the company is out of business (they've been struggling for a long time), or that there are a bunch of people in the industry who are out of work (many employees from ADV have been hired back by the companies that now own ADV's respective parts). The real concern is that, even though ADV is technically out of business, the company is STILL NOT GONE. Rather than selling their assets to anime companies that are nearly guaranteed to distribute them to the masses, they have sold them off to a company that, as far as I can tell, has never worked in the anime industry before. What's left over in this deal is a "zombie" ADV, split into various parts but refusing to die.
Luckily, it looks like Section23 is off on the right foot, with fall releases already planned for Blue Drop, Polyphonica, Special A, Tears to Tiara, and You're Under Arrest Season 2. With ADV's significantly shrunken catalog, I'm happy to see that Section23 has been left with something to release while Aesir (hopefully) works on acquiring new licenses from Japan.
But Section23, Aesir, and the other pieces of this puzzle still face some looming, long-term problems: namely that the split between licensing and distribution that has occurred thanks to the nature of ADV's breakdown is the kind of thing that is bound to backfire years down the line if anything ever comes up between Aesir (licensing) and Section23 (distribution). The last thing we want is Evangelion or some other big former ADV show to be caught in a licensing black hole for the next couple of decades.
Now I definitely don't mean to discourage the efforts of Section23, who could turn out to be a great anime distribution company to be honest, I wish them nothing but the best! I only fear that their existence represents not a new force in the anime industry, but a headless ADV zombie, an entity that exists only as a last-ditch effort to save what is left of a broken company. As this zombie lumbers on, we can only hope that all of the pieces of what was once A.D. Vision can work together to bring themselves back from the brink. We cannot afford the cost of them slowly decomposing as ADV did, holding onto stagnant licenses and sapping the optimism from a market already steeped with pessimism.
[via Anime News Network]
“Survival Horror: Expanded” was a panel at AnimeNEXT that explored all things that go bump in the night (...or day) in the videogame genre of, you guessed it, survival horror. If you’re not familiar with the genre, think of it as being trapped inside the horror movie that made you dread dangling a limb over your bedside as a child, question the inter-dimensionality of closets, and worry about the sounds of breathing coming from underneath your magically protective covers and all too soft underbelly of a mattress.
If there was any structure to the discussion, it was a frame concerning what elements are responsible for qualifying a video game as survival horror. Among the first things listed were “disgusting things” the slimy, creepy, not-of-this-world walking nightmares we like to conjure up to scare little children into obedience. Zombies, ghouls, and demons were of top mention, but sometimes other genres of these creatures can be more effective, such as warped versions of humanity as showed in such recent games as Condemned, The Suffering, and Bioshock. The absurd and inconceivable/unfamiliar has always frightened the human species, and survival horror exploits that fact.
And since we’re talking video games, it seemed relevant to mention controls and camera systems (points of view). Any camera angle will make the gamer relate to the onscreen character, but as pointed out in the discussion, camera angles such as first- and third-person can have quite different effects. First makes the gamer the character. Your senses are tuned into theirs for the duration of the play, making you the one navigating the danger – having to believe in what you’re seeing in order to advance through level upon maddening level. With third-person, there can be a sense of disconnectedness or vertigo which may make it seem a little safer but, in actuality, results in an over-the-shoulder view that adds to the creepy experience via exclusion not being able to see behind you.
That brings us to another element of the genre, the unexpected. Whether a survival horror game is based on/in this world (Silent Hill, Eternal Darkness, Left 4 Dead) or some other dimension/world/reality (DOOM, Dead Space), when the things that go bump in the night suddenly jump out into your path and become realized, it reaps a fright. This can be accomplished in many ways jumpy/jerky movements, sudden light changes, things randomly falling down and is most notably reinforced by the soundtrack.
While panel and guest favorite in this field was Akira Yamaoka (Silent Hill), it must also be noted that whoever was responsible for the soundtrack to the Fatal Frame games must also be given honorable mention. The former is a master of dark, lamenting, foreboding themes that add a Romantic (scenery as representative of emotional state) element to the game, while the latter relies almost entirely upon ambience and lack of sound to convey the creepiness by forcing a sense of isolation and abandonment upon the gamer. Put into context, this differs greatly from typical American horror, where audio swells build anticipation, because Japanese horror slides the audio in subtly to cause surprise.
But a surprise is just a cheap thrill if the gamer doesn’t have a psychological attachment to the character. Thus the panel also focused on the difference between this genre’s characters’ stories and other games. As noted in such games as The Suffering, Eternal Sonata, and Scratches, the use of flashbacks, story line distortions, and issues of perception trick the player into a sense of increased attention due to vested interest. This investment lends well to another element of the genre, the nature of fighting.
When playing survival horror, one generally assumes the role of a character who is often ill-adept to handle the situation or, at the very least, finds himself/herself having to cope with an extraordinary situation. Thus the psychological element of the game makes the gamer not only fight to stay alive but also to find out how a story came about, if he/she is guilty or innocent, if normalcy can ever be returned. And this is all done by getting involved in the character’s psychological trauma through battles both internal and external.















