Over the years, I’ve written a couple of reviews on Ogiue Maniax for a Japanese restaurant in Manhattan called Donburiya. It served many types of Japanese foods, but as per its name, its claim to fame was its donburi: large bowls of rice with various toppings on them. I’m truly sad to inform everyone that Donburiya closed its doors at some point over the past few months, and I only found out upon arriving and seeing the entire place abandoned.
I haven’t been this upset about losing an excellent food joint in a long while. The last time this happened, it was The Pink Teacup, a soul food restaurant that literally, literally served the best fried chicken I’ve ever eaten. In that case, the flavor penetrated the chicken all the way down to the bone, and in the case of Donburiya just about every dish I ever ordered there had a similar level of quality. Whether it was the Chirashidon (sashimi), Oyakodon (egg and chicken), Katsudon (pork cutlets), or Unatamadon (eel and egg), or even the curry, I will cherish my memories of that restaurant.
I know it might sound silly to some, but as people might have picked up from my writings, I’m a huge food enthusiast and food is a very emotional subject for me. To lose a place that has served me well, not only in terms of the quality of its dishes but also as a space to gather with friends and to celebrate, makes me wish I could’ve gone back just one last time.
By the way, if anyone knows any fantastic donburi places in New York City, I’m all ears. And mouth.
Fighting games at this point are decades-old. While it’s debatable what can be considered the very first fighting game, what is indisputable is which game is responsible for popularizing the genre: Street Fighter II. That game, as well as all of its upgrades, are the standard by which all other fighters are judged, and it’s had a profound effect on how people discuss fighting games in terms of gameplay and strategy. However, if Street Fighter II is the archetype, there are a number of deviations from it, and one that’s become increasingly popular in recent years has been the Super Smash Bros. series.
Whereas in the past these two communities, traditional fighters and Smash, remained fairly separate (and one even unfairly mocked the other for not being a “real” fighting game), over the past year with the release of the latest Smash Bros. games, this has begun to change. One curious outcome of this has been that, when it comes to Super Smash Bros. for Wii U, a number of notable traditional fighting game community (FGC) members have taken to it, such as EVO Champion Infiltration and commentators Ultra David and James Chen, but it has also received negative attention from many players of Super Smash Bros. Melee, what is widely considered the most technical and mechanically difficult game in the franchise. The reason I believe this disparity exists is not only because of a difference in terms of the games themselves, but also a difference in how these respective communities have argued for what makes their games great.
The arguments made by many Melee supporters as to why it’s the superior game tend to revolve around the slew of difficult techniques that expand the range of possible moves available, as well as a heavier emphasis on free-form combos. The idea is that, while Melee is simple on the surface, being a game that was intentionally designed to be more accessible than the traditional fighting game, it in fact hides layers and layers of complexity. What might appear to be a game that is competitively limited due to its simplicity is in fact only the first step into a demanding realm of technical depth and discovery. Super Smash Bros. for Wii U lacks many “advanced techniques” and is slower-paced, and is therefore seen as an inferior game.
Perhaps this reasoning is a product of the way in which the FGC would dismiss Smash Bros. as a whole as “kiddie games,” but, whatever the case, this is the rhetoric that has been built up from Melee, that simplicity makes way for complexity, and that complexity equals depth. In the documentary The Smash Brothers, Melee commentator Prog likens the difficulty of Melee to Starcraft, a game that is also known for its mechanical difficulty that leads to a wider range of options for a player, with the idea that this leads to a kind of expressive freedom (though it should also be noted that the documentary’s director, Samox, chose to include that in the first place).
EG|PPMD—recent champion of Apex 2015, the largest Melee tournament ever—shares this sentiment:
EG|PPMD: Melee allows me to express myself on a very profound level. I am not just playing the character, I am my character. I am not just playing against my opponent, I am communicating with that person deeply and getting to know them on a very personal level and conversing on that level with the game as a medium.
Said differently, the depth and speed of the game allow me to really bring myself out. Competition is also incredibly fun! I would be really surprised if another game gave me this feeling, but that would be awesome if it did happen.
In contrast, the most prominent arguments as to why traditional fighting games are great take the opposite angle. Traditional fighting games are known for being difficult to learn on the surface, due to specialized inputs (quarter-circle forward + punch makes Ryu throw a hadouken, while just hitting the “special move” button for Mario makes him throw a fireball) and complex combos, but the prevailing philosophies are of the mind that the ideal core of fighting games, what makes them really worthwhile and competitive, is a foundation of simplicity and elegance, and that this is what leads to depth.
While the above video is super corny, it reflects the lessons taught by great players such as Tomo Ohira, who is featured in that video and is often argued to be the first king of Street Fighter II in its earliest days. For another example, take the fighting game player turned game designer David Sirlin, who argues that what makes fighting games games truly interesting is the level of mental interactions that come from “yomi,” or reading the mind of the opponent. Others such as Ultra David have argued that yomi isn’t as important as developing and executing a strategy, but the emphasis is still on the idea that technical complexity should ideally make way for something more basic and fundamental. This is what drives Divekick, a stripped-down fighting game that attempts to get to the core of fighters by limiting players to two buttons and emphasizing spacing and reads.
Although what I’ve shown above are not universally held beliefs by either community, I wanted more to show that they exist and are prominent parts of each community’s identity when it comes to their games. I also don’t want to give the impression that the communities believe that complexity vs. simplicity and their relationship with depth is black and white in either direction, nor that the games necessarily reflect the philosophies described above 100%. Rather, it’s more about how people visualize depth, and why the idea of depth becomes so subjective.
As for why all of this matters, there are two points to consider as to why traditional FGC members might praise Super Smash Bros. for Wii U whereas Melee enthusiasts might look down upon it. First, much like Divekick, the Super Smash Bros. games with their simplified commands have already removed a surface layer of complexity, and to many experienced fighting game players this is seen as a positive. Complexity hides an elegance of simplicity and what makes fighting games truly beautiful. These players want to introduce this beauty to as many people as possible, and Smash Bros. allows this.
Second, while previous games in the Super Smash Bros. franchise were developed by its director Sakurai Masahiro with a team that was more experienced in other genres, Super Smash Bros. for Wii U was developed with the help of Namco, which is known for fighting games such as Tekken and Soul Calibur. Although there haven’t been any specific statements made on this matter, I believe that the development team, rather than viewing Melee as their template, looked more to conventional fighting games for ways to add competitive depth to Super Smash Bros. and that the mechanics of the new game reflect this. In discussions with Dave Cabrera, a friend and someone much more knowledgeable about fighting games than I am, he had a similar impression. Ultra David and James Chen also state how they find Melee to be a more momentum-based game similar to the also-unconventional Marvel vs. Capcom series while Smash Wii U is more positional, similar to Street Fighter games.
The result is a clash of perspectives. On the one hand, the Melee community, which has developed its conception for what makes a good competitive game based on Melee and the idea of hidden complexity, sees Super Smash Bros. for Wii U as lacking many of the elements that made Melee great, and that it is therefore a lesser experience. On the other hand, the fighting game community, which bases its standards for fighting games on Street Fighter II and the idea of hidden simplicity, has in this new Super Smash Bros. something that exemplifies that concept while also catering more to their tastes. Whatever the reasoning, it’s clear that there are two different philosophies at work driving discussion.
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The original Tantei Opera Milky Holmes is an anime I viewed as largely a disappointment. Ostensibly about a group of cute female detectives with superpowers, the premise is more window dressing for moe comedy and reference humor. That combination can be okay, but in Milky Holmes the jokes are very hit or miss (mostly the latter). The majority tend to be rather one-dimensional (That’s from that anime! Haha!), though every so often there would be a truly impressive gag. Case in point, I fondly remember the “Baritsu” gag, which spent an entire episode setting up the name of a semi-fictional martial art found in the Sherlock Holmes novels in order to deliver a pun based on the climax of Laputa: Castle in the Sky. However, because the show felt so flimsy and the humor fell flat so often, when it came to the next one, Futari wa Milky Holmes, I felt little need or desire to check it out even if there were some brighter moments.
I’ll be honest when I say that, if it weren’t for my Patreon sponsor Johnny Trovato, I probably would not have given the franchise a second look. As wide as my tastes are in anime, and as willing as I am to give shows a second chance, I had ignored it in favor of other current series. That’s why I was rather surprised to find that the third and latest anime, Tantei Opera Milky HolmesTD, is pretty much an improvement all around compared to its original predecessor.
While the humor continues to be a mixed bag of weak, one-note references and stronger, more developed jokes, what makes Milky Holmes TD work better is that its story provides just enough stability that the anime doesn’t live or die by its gags alone. The four main characters, Sherlock, Nero, Cordelia, and Hercule (all named after famous fictional detectives), must solve a rather bizarre missing “persons” case. An idol, whose songs are powered by fairies that have been a part of her since birth, have gone missing, and nobody knows who is responsible. What makes this mystery even more difficult is that the fairies end up in the bodies of people who are unassociated with the original crime, and so the girls of Milky Holmes work towards finding them one by one, with the ultimate goal being to find the original culprit. Though not much actual detective work goes into the series, it’s enough to get a sense of progress from one episode to the next, and to inspire a viewer to feel invested.
Essentially, as the girls find each of the fairies, there is this general forward movement where they move one step closer to accomplishing something. In contrast, although the first anime starts off somewhat similarly with the Milky Holmes girls themselves losing their powers and by extension their positions as the best detectives in school, that storyline doesn’t go anywhere until the last episode (which admittedly was an enjoyable finale). I doubt that existing fans of Milky Holmes care too much for that sort of thing, at least within the context of Milky Holmes itself, but I think it gives an “in” for those who might otherwise pass it up. It might not seem that significant, but I believe this is the sort of thing that can expand a franchise’s fanbase, if only a little.
Speaking of abilities and reputation, I like the fact that the Milky Holmes girls are re-introduced in Milky Holmes TD with a kind of reverence. I think it’s meant to show just how far the Milky Holmes media franchise has come, and that while they were “rookies” of sorts in the original, now they’re back and better than ever. Also, because they have their powers and at least try to make use of them, you can believe that they’ve actually had past success in helping others out. It’s a fine line, I think, because it’s not like the girls show powerful deductive reasoning, and for the most part that is barely even a consideration in Milky Holmes. However, having capable yet humorously hopeless characters appeals to me more than just having them be all but useless.
From my perspective, you can more than easily skip the original series and go straight to Tantei Opera Milky Holmes TD. It certainly isn’t for everyone, but I think it stands a better chance of drawing in an audience beyond those who think “cute girls and anime references” are enough content. Now if they start to better utilize their detective and phantom thief motifs better, then it’ll really turn some heads.
Name: Chitose, Sakurako (千歳桜子 ) Alias: Cherry (チェリー) Relationship Status: Single Origin: Princess Ringo’s Adventures in “Wota” Land
Information: Chitose Sakurako is a fujoshi who first meets Himenogi Rin and Yamada Moe at an event for her favorite series, Prince Salaryman. Afterwards, she lands a job at their office, but when a manager named Hayami Yorimichi manipulates Sakurako into having sex with him and then posts the pictures on the internet, the three of them hatch a plan to get back at him.
Fujoshi Level: At the doujin event where Sakurako first met Rin, she got so into her cosplay as the Prince Salaryman character Red and her yaoi fantasies that she ended up french kissing Rin (also cosplaying the same character).
A couple of months back, Anime News Network announced that they were interviewing Kio Shimoku for the release of the new Genshiken Second Generation (aka Genshiken Second Season aka Genshiken Nidaime) bluray set. The interview is now up, which you can read here. Kio speaks about topics such as why he decided to introduce Hato to Nidaime, how he feels about otaku culture.
Kio actually answered my question, which I’m totally stoked about! I’ve reproduced it below, though I’m sure you could find it by just hitting “ctrl+f Ogiue.”
When it comes to Ogiue, one of the more notable visual changes is how her eyes are drawn. As this quality is unique to Ogiue in Genshiken, why did you decide to express her mental and emotional growth in this manner? Additionally, is it something you planned to do from the start, or was it something you developed as you worked on the manga?
It was accidental and naturally developed.
To put emphasis on her unfriendly look and distant nature, I designed her eyes without the highlight. After her mental transition, those characteristics changed and the initial design for her eyes simply didn’t work anymore.
It’s not surprising to me that the change in Ogiue’s would have come from a whim of sorts, as this is the case with a lot of creators and their characters. As much as I love the original Ogiue’s eyes, it also makes complete sense that they wouldn’t work nearly as well as she began to truly open up to Sasahara. It’s also quite noticeable how differently she looks and behaves compared to her former self (something I’ve tried to show off in my new banner).
The 0ther answer I find most interesting has to do with how Madarame’s “harem” has developed, because Kio states that it’s something of a natural progression. There were already characters interested in Madarame in some capacity, and when Saki finally rejected him, it opened up the playing field, so to speak. He wasn’t suddenly popular, they just began to be interested in him for just the way he is. If I were to interpret it further, it’s not like Madarame became the image of the attractive guy, but rather that he attracted exactly the type of people that would be into him.
As for the rest of the interview, it’s really worth a read and gives a lot to think about, especially when compared to his old interview with Publisher’s Weekly back in 2008. At the time, Kio expressed a lot of discomfort with the increasing attention otaku were getting in the media, and even in this ANN interview he talks about how he came from the generation where people were ashamed to be otaku. It’s really fascinating to see this mindset play out and evolve over time, as well as how the concept of “otaku” itself has become more nebulous. In fact, this sentiment has also been expressed by Tamagomago, who calls himself an old-type otaku standing in the face of these changes. In a way, it makes me wonder if Genshiken Nidaime is an attempt to navigate this newer environment in a way that embraces it, rather than shunning the unfamiliar.
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After having watched the famous bodybuilding documentary Pumping Iron (1977) featuring Arnold Schwarzenegger and Lou Ferrigno, I think that bodybuilding might not be such a bad premise for an anime or manga series.
The reason I came to this conclusion is that there is an important performative aspect to bodybuilding competitions, and I could see this being depicted in a manner similar to a series such as Ariyoshi Kyouko’s Swan, which is about ballet, or Miuchi Suzue’s acting-themed Glass Mask. The way that both the appearance of the body and the way that posing factors in as a way to highlight one’s strengths and obscure one’s weaknesses can provide ample material to dramatize matches and for an exposition-type character (e.g. Speedwagon in Jojo’s Bizarre Adventure, Ryousuke in Initial D) to go into some extremely granular detail: “His arm is at 47 degrees instead of 44 degrees, causing it to look slightly bigger than it actually is!!!”
I think the real meat of a bodybuilding competition manga would be the freestyle pose-off, where bodybuilders try to make themselves look better and the other guys look worse by changing their poses in response to what the others are doing. There’s the psychology between the competitors and the psychology of how the judges are perceiving the interaction between them, and so it would perhaps be a nice way for a strategist type to psyche his opponents out. When Akagi with Muscles makes his opponent feel smaller, this could even be represented in the art by having a guy suddenly shrink down to half his actual size.
And if you want them to look freakishly muscular, just get Baki the Grappler artist Itagaki Keisuke to work his magic.
Extra points if this were a shoujo manga.
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It’s been a little under a month since I’ve began my Patreon, and I’ve been very pleasantly surprised to see so many people interested in Ogiue Maniax.
I’d like to thank the following patrons for their support:
Ko Ransom
Alex
Johnny Trovato (don’t worry, your patreon reward post is on the way!)
In all honestly, I thought I would receive $10 a month tops, and it’s now six times that amount. This means a new banner for the blog, which hasn’t been changed since Ogiue Maniax began in 2007.
I designed and drew the whole thing myself. You can see it above now, but just in case it ever changes, I’ve also included it below, as well as the original banner:
2015-present
2007-2015
I hope that I can continue to show some good work that will make you think, laugh, and maybe sometimes groan.
Finally, I’d like to ask a question to everyone. I recently posted a translation of an article by Japanese blogger Tamagomago. Do people want to see more translations, at the possible expense of other content?
I recently learned (thanks to Japanese popular culture scholar Patrick Galbraith’s new book The Moe Manifesto) that Magical Angel Creamy Mami is not only an influential magical girl anime but the very first anime about an idol. In other words, idols and magical girls have been conceptually tied to each for decades now. You can see this not only in the the fact that you’ll get the occasional idol + magical girl still (Cure Lemonade and Cure Sword in the Precure franchise, for example), but the fact that the latest competitors to magical girl anime have been idol-themed shows, such as Aikatsu! and Pretty Rhythm, both of which feature magical girl-like transformation sequences. I think Creamy Mami is especially significant here because the majority of magical girls prior to it were more “witch girls,” characters who already have magical powers without the need for transformation and use them for mischief.
Of course, the common trait of magical girls and idols is that they both feature cute girls, and with idols especially they’ve always occupied a position where they are innocent yet sexual, and I don’t mean that necessarily in an “idols are creep magnets” way. Both men and women respond to idols for a variety of reasons, and a lot of it is tied to the image they present. They can be somewhat literal idols for girls and targets of affection and desire for men, and this can be seen in how idols are used in anime. While Creamy Mami built an unexpected older male audience, for example, Superdimensional Fortress Macross reveled in it by combining the idol with the extremely prominent aspects of science fiction and giant robots. The 1970s brought forth a lot of giant robot anime, and the 1980s saw the time when those who became fans of robots and SF began creating their own works, as seen with Kawamori Shouji and Macross and later Studio Gainax and their Daicon III and IV animations. Many of these creators said, “I like SF, and I like cute girls,” and created a defining combination of anime where mecha and other forms of fantastic technology are mixed with cute girls.
Daicon IV
It can also be argued that the girl in the Daicon animations is herself a magical girl, but the connection between magical girls and science fiction is especially evident in the 1990s and the advent of the fighting magical girl, most notably with Takeuchi Naoko’s Pretty Guardian Sailor Moon. While Sailor Moon does not feature giant robots, it’s undoubtedly influenced by the Super Sentai (i.e. Power Rangers) franchise with its own transformation sequences, color-coded costumes, and monster of the week fights. Super Sentai is not only traditionally marketed at boys (though this too changes as they eventually start trying to appeal to the “moms” market), but it’s also more broadly tied to tokusatsu, the costumed fighters and rubber monsters genre that more or less literally means “special effects.” What I find significant here is that when it comes to categorization of genres in Japanese, you often see “SF/tokusatsu,” tying things back, at least somewhat, to science fiction.
Pretty GuardianSailor Moon
Moreover, the manga group CLAMP have been fans of titles like JoJo’s Bizarre Adventure, Saint Seiya, and Galaxy Cyclone Braiger, and have produced titles such as Magic Knight Rayearth, which features magical girls in a swords-and-sorcery world who also gain the power to summon giant robots. “Rayearth” itself is the name of a giant robot, thus making the title itself reminiscent of the naming scheme of many mecha anime such as Mobile Suit Gundam or Super Electromagnetic Machine Voltes V. It’s as if these female creators have taken the works that were made “masculine” by Kawamori, Gainax, and others, and in a sense re-feminized them in a process that created something new and exciting.
If we’re talking influences though, Sailor Moon and CLAMP works such as Cardcaptor Sakura are huge in and of themselves, and their shadows can be seen in a number of anime from the 2000s on. Sailor Moon basically transformed magical girls to such an extent that many assume that fighting magical girls have always been the norm, and Precure has come up as a spiritual successor that has lasted even longer than Sailor Moon. The protagonist in Sunday without God practically is Cardcaptor Sakura protagonist Kinomoto Sakura, and Magical Girl Lyrical Nanoha, which has as its primary audience older men, clearly takes a lot from Cardcaptor Sakura as well. In the case of Nanoha, it also incorporates an increasing level of science fiction from one series to the next, as the franchise goes from technology-based magic staffs that shoot lasers in battles reminiscent of Mobile Suit Gundam to spaceships and interdimensional travel. Once again, the magical girl as cute girl is tied to SF. As for idols, they not only haven’t been forgotten, either in real life or in anime (as seen with series such as Love Live! and the aforementioned Aikatsu!), but Kawamori makes his return in the form of AKB0048, a series that not only features idols as magical girls of sorts both piloting and fighting giant robots in a story that spans a galaxy, but is directly based on one of the biggest real-world idol acts in Japan today.
AKB0048
It’s as if magical girls, idols, and SF have been doing a song and dance for years and years, changing partners along the way but always being drawn to each other. They’re seemingly tied together by the fact that just a few tweaks to either appeal to a male or female audience more, while the fact that people will not necessarily stay within the genres or types of entertainment that they’re “supposed” to remain with. Cuteness is a versatile tool that at times reinforces societal and gender norms while other times becoming a tool to defy them, and this continues to influence anime to this day.
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Once again, I’ve sat down with Alain from the Reverse Thieves to talk anime. This time, we discussed the end of HappinessCharge Precure! You can also hear our thoughts on the overall quality of the series, as well as how it stacks up to previous anime in the Precure franchise.
Name: Torisawa, Mii (鳥沢美以) Alias: N/A Relationship Status: Complicated/Dating Origin: Tora to Ookami
Information:
Torisawa Mii is a high school student who works at her family’s restaurant, Himawari. One day while preparing food at the restaurant she meets two older men one day. Sengoku Torajii and Ookami Ken turn out to be two new student teachers at her school, but Mii also uses them as fodder for her BL fiction which she posts on her blog. Mii finds herself attracted to both of them, but due to her familiarity with the two she becomes a target for jealous bullying. Mii ultimately begins a relationship with Ken, moving away to live together.
Mii is an excellent cook and has a very strong sense of responsibility, especially when it comes to managing Himawari and taking care of her grandmother. When a businessman attempts to buy out the land under Himawari, she remains steadfast in her desire to preserve the restaurant that her parents left behind. In the end, she arrives at a compromise with the businessman where Himawari would be sold and replaced by a restaurant that serves food based on her family’s recipes, but Mii also opens up her own new version of Himawari in her new town.
Fujoshi Level:
While she was already into BL, meeting Torajii and Ken made Mii get more into writing hardcore material.