Vocaloids and Vegetables @ Go Go Curry

20121005_gumiWhen I think of Christmas, I think of food, and vocaloids (I guess).

While this is all old news by now, it’s new to me, and I figure that there are people like me out there still. Visiting Go Go Curry for the first time in a long while, I saw that there’s actually been some kind of Go Go Curry/Vocaloid collaboration, notably in the form of a Go Go Curry theme song titled “Can’t Stop! Go Go Curry.” The Vocaloid used for the song is actually “Gumi,” the synthesized version of Nakajima “Ranka Lee” Megumi, and the song is by Satsuki ga Tenkomori and Nijihara Peperon, though I don’t know anything about the Vocaloid scene so I can’t tell you anything about them. The girl on the poster’s design is reminiscent of Oreimo, though not by the original character designer. You can see the music video below.

In addition, at the West Village location in New York City, Go Go Curry has been serving a full-on vegetarian curry sauce for the past few months, which I was able to try out. It was clearly a necessary move given the amount of vegans and vegetarians in that area, but I also think it’s a positive change. Early in the Midtown Go Go Curry location’s life, I had seen multiple instances of Muslims and others unable to eat pork enter into the Midtown Go Go Curry location, only to find out that pork is inherent to Go Go’s curry roux, so I think it’s the best way to expand their customer base.

As for the Vegetable Curry itself (which I got with pork sausages), the sauce is definitely different from the pork-based original, being thinner and not having quite as deep and robust a flavor, but it’s still good and mixes well with the rice. Coming in either mild or spicy, if you can eat pork then I wouldn’t recommend it over the original normally, unless you eat there often enough that you’d like a slight change of pace. And of course, for those who can’t, now’s your chance to try out Go Go Curry.

Secret Santa: Overman King Gainer is Such a Thing

This post is my latest participation in the Reverse Thieves Secret Santa Project, wherein fellow bloggers anonymously recommend each other some anime and everyone writes a review of one of their “presents.” Given the Christmas theme of the endeavor, it is perhaps all the more appropriate that I review an anime which takes place in a land of endless winter, but really the reason why I ended up picking Overman King Gainer out of the choices I was given is that I had always wanted to watch it but had never gotten around to doing so.

Overman King Gainer is a 2002 anime from the mind of Tomino Yoshiyuki, the famous creator of Gundam. He’s a man with a long history and resume in the industry, and when people talk about Tomino anime, they usually divide them into two categories: Depressed Tomino Anime and Happy Tomino Anime, with the amount of bloodshed and trauma varying accordingly. Featured above is a gif of Tomino during the production of Overman King Gainer; I’ll let you decide which kind of show this is.

At first glance, Overman King Gainer is a strange show, not only because of its extremely catchy opening courtesy of Fire Bomber and JAM Project’s Fukuyama Yoshiki, Gaogaigar composer Tanaka Kouhei, and both characters and giant robots alike doing the Monkey (possibly the show’s most enduring legacy in anime), but because it presents new information about its world constantly and without any prior warning, making the whole thing quite difficult to summarize.

In the future of Overman King Gainer, humanity attempts to survive a harsh and close to uninhabitable planet by living in massive shelters known as “domepoli,” but among the people there are movements to participate in “Exoduses,” mass pilgrimages to lands with potentially more opportunity and resources, accomplished through the use of massive moving cities. The main character is a boy named Gainer Sanga, a video game champion who becomes the pilot of a mysterious organic robot he dubs the “King Gainer,” and who ends up becoming a part of the Exodus despite his objections to it. There is a complex world underpinning the main narrative, but we the viewers only ever get to see a few slivers of the whole, and even into the final episode the show still keeps a lot of its secrets. In that respect it reminds me of Xam’d: Lost Memories, which shares that similar pacing of world-building = plot progression, but much like Xam’d that’s also where a good deal of its charm lies.

Watching this show, I couldn’t help but feel that, more than Ikari Shinji from Evangelion or Kira Yamato from Gundam SEED, Gainer Sanga is the true updated version of classic Gundam hero Amuro Ray. Gainer has this strange introversion to him, as well as an aversion to the situation he finds himself in, but he adds this additional modern otaku element from the way he engages in his gaming. As an aside, the fact that he engages in games instead of tinkering with machinery reminds me that the original Gundam came out in a very different era of video games.

The character designs in this show are excellent, with both male and female characters clearly showing that a lot of care was put into their creation. The designs are full of vibrancy and personality, and though not the sole character designer on the show, the influence of Yoshida Ken’ichi (who would go on to do character designs for Eureka Seven and Xam’d) is both quite obvious and welcome.  I have to wonder what material would have been made for Overman King Gainer had it appeared in a post-Megami Magazine, maybe even post-Pixiv fandom environment. The show has a large number of female characters who seem to have a fair deal of enduring popularity, and I suspect that characters such as the strong-willed Sara Kodama, the spunky child princess Ana Medaiyu, the spy-turned-humanities teacher Adette Kistler, and the eccentric Cynthia Lane would’ve won the hearts of many current fans had the show been made in the last few years.

Tomino is often known for having rather stiff dialogue, and it’s easy to put Overman King Gainer in the same category, but I feel like that doesn’t quite tell the whole story, because it doesn’t take into account for its usage as a comedic element. The awkwardness of the phrasing and the responses they engender from other characters feels like this constant revolving tsukkomi, and when you take that sort of interaction and apply it to a diverse range of characters, including crazy Koyasu Takehito (see current anime JoJo’s Bizarre Adventure for reference), it makes for a fun if confusing anime which exudes a strange sort of energy that’s hard to find in other anime.

Another element of the anime that really stands out from other shows is its mechanical design, which both Yoshida and Yasuda “Akiman” Akira of Capcom fame worked on. The robots in Overman King Gainer come in two categories, the more basic and grunt-like “Sillhouette Machines,” and the “Overmen,” strangely powerful robots with a variety of abilities from invisibility to lightning bordering on the super (natural). Between their organic appearances and elements (artificial muscle tissue in the limbs for instance), as well as their striking appearances, probably the part of the show which most clearly describes the aesthetics of the anime, and that’s putting aside the whole Monkey-dancing thing.

I know I’m talking more about the components of Overman King Gainer than I am the overall feel of the series, and it’s something I normally prefer to avoid when I write reviews, but again I have to point out that the show kind of messes with expectations. Overman King Gainer is an unusual hodgepodge of elements which perhaps shouldn’t work together but do, and it defies categorization in the sense that it’s hard to say whether the anime is extremely straightforward or extremely obtuse, but which ends up being fun and clever.

How Kio Shimoku Got His Groove Back

Genshiken II‘s been running for a while now, and every so often I go back and look at the earlier chapters of the new series (would you expect me to do otherwise?). Upon a recent revisit, it hit me just how much the artwork had changed between the inaugural Chapter 56 and its immediate followup in Chapter 57.

For comparison, here is Ogiue in Chapter 56 on the left, and 57 on the right.

There’s a clear difference between the two versions of Ogiue (or any other character) that can’t be chalked up simply to the gradual evolution of art style that happened throughout the original Genshiken. This change, given just how drastic it is, was more abrupt, though one has to keep in mind that the real life gap between 56 and 57 was almost a year (Chapter 56 was originally a one-shot that got turned into the start of a new series).

Because of how much softer and more cutesy Chapter 56 Ogiue is portrayed, my suspicion is that Kio’s style was affected by his time working on Jigopuri. Indeed, Chapter 56 of Genshiken actually came out in the middle of his run on Jigopuri.

In fact, if you look at one of the characters in Jigopuri, the little sister Kaname (pictured left), she looks pretty close to the Ogiue of Chapter 56. What’s also kind of funny is the fact that Volume 1 of Jigopuri features an Ogiue cameo on the inside cover, and it’s clear that the Jigopuri style hadn’t fully taken over Kio’s artwork yet at the time he drew it.

I think it’s interesting how an artist can get so influenced by how they’ve been drawing that it makes it difficult to shift gears back to a different kind of story. It’s different depending on the artist of course, but I have to wonder how much effort Kio put into switching into a less moe-type art style. Something tells me it wasn’t easy.

The Year of Fujoshi Figures

As someone who likes to keep track of fujoshi characters in anime and manga, I also tend to keep an eye out for merchandise if only to see how much coverage these characters are getting. Aside from the manga and anime they come from, there tends to be not much else, but one thing I’ve noticed is that, over the past months or so, multiple fujoshi character statue figures have been announced or released… which might actually make 2013 the Year of Fujoshi Figures, but we’ll let that slide.

First up is Wave’s “Beach Queens Shiguma Rika” from Boku wa Tomodachi ga Sukunai. A member of the “Neighbors’ Club,” Rika is a genius who is not only into homosexuality but also “mechasexuality.” All of the other female characters in her show, as well as from many other series, are in the Beach Queens line.

Next is Ryuusuke’s “Narumi Nakuru” (NSFW) from Mayo Chiki! A glasses-obsessed high school student, she gets her very own episode at the very end of the anime. This figure is not only expensive as all get-out, but it’s gigantic at a whopping 30+ cm in height. An important warning, this figure’s clothing is removable, so it may not be the best display piece.

Then there’s the “Excellent Model Limited Sazanka Bianca” from Aquarion EVOL. I wrote about her recently, and one thing I have to say is that in an interview with the writer of the series, Okada Mari, she mentions that Sazanka was meant to be a much more minor character but that she gained popularity after episode 4, which revealed her status as a fujoshi. Sazanka’s figure is an exclusive.

Coming from the Winter 2012 season is the Nendoroid Koujiro Frau from the popular Robotics;Notes. A programming genius, Frau (real name Furugoori Kona) is something of a recluse, and talks in real life almost entirely in internet slang. Might we expect a full-size figure of her at some point?

Finally, if you want to count it, there’s this “Gray Parka Service’s Homoo.” Homoo is an ascii art-based character from the mesageboard 2ch, and is meant as a parody of fujoshi and their behaviors. It (she?) crawls around on all fours, exclaiming “Homoo!”

So all in all, kind of a crazy year if you happen to be into fujoshi characters and you enjoy buying figures. That said, I have to wonder why there’s this increase, at all. Sure, there was the Ogiue figure from 2007 (which I gladly own), and some Ohno figures before that, but there seems to be an unusually high amount, likely because we’re seeing more fujoshi characters appear in these ensemble cast anime. With more shows out and on the horizon, I would not be surprised at all to see a figure of, say, Akagi Sena from Ore no Imouto ga Konna ni Kawaii wake ga Nai.

The Fujoshi Files 61: Yoshizawa Eri

Name: Yoshizawa, Eri (吉沢えり)
Alias:
Eri (えり)
Relationship Status:
Dating
Origin:
Fujoshissu!

Information:
Yoshizawa Eri is a member/current vice-president of the manga club at Ryouhoku High School, where she writes original doujin prose fiction and spends time with her best friends, Aoi Yuki and Satou Megumi. Ridiculed all her life for her overactive and eccentric imagination, her unusual but passionate stories were the catalyst for her friendship with Megumi in junior high. Extremely fashion-conscious with a large appetite, Eri views Megumi’s statuesque appearance with some envy, failing to realize that Megumi herself sees Eri’s round features and petite figure as much cuter than her own. Eri is a fan of many series, including Sengoku Basara and its hero, Date Masamune.

Eri is the last of her friends to enter a relationship, dating her younger brother Kenta’s friend and classmate, Mizoguchi Shigeyuki, though her initial reluctance to reveal her fujoshi side complicated matters. Though older than her boyfriend, Eri is also significantly shorter, creating a strong contrast between the two. She also has a very close, if at times typically raucous, relationship with her younger brother.

Fujoshi Level:
Eri gets easily lost in thought and fantasy while at “work,” the words flowing out of her fingertips with little effort. Though she is able to restrain her mindset in more general settings, she is most comfortable letting her imagination run wild along with her friends’.

Super Robot Wars UX is Full of Whippersnappers

A new Super Robot Wars game was announced yesterday, Super Robot Wars UX for the Nintendo 3DS, and the amount of new and unexpected entries makes me want to talk about it, as well as some other SRW-related thoughts.

I think you can roughly categorize Super Robot Wars into two types of games: the flagship titles, and the experimental ones. The former consists of the titles with the best animation and the most-anticipated anime entries into the franchise. The latter can go in a number of directions, from aesthetics (3D models instead of 2D sprites in Super Robot Wars GC) to gameplay (a switch from turn-based to real-time strategy as with Super Robot Wars Scramble Commander), but often times “experimental” simply ends up referring to the titles chosen for that game.

That’s pretty much where UX is. Just look at the debut works for this version.

  • Kishin Houkou Demonbane
  • Fafner in the Azure: Heaven and Earth
  • Wings of Rean
  • Cyber Troopers Virtual On’s Fei-Yen HD
  • Mobile Suit Gundam 00: A wakening of the Trailblazer
  • SD Gundam Three Kingdoms Legend: Brave Battle Warriors
  • Mazinkaiser SKL
  • Heroman

When you include the other titles that are in this game, the first thing that jumps out is just how new most of the anime are. Not only is the Mazinger franchise represented by its latest one-off OVA series, but the actual oldest anime in the entire game (and the only two from the 1980s) are Aura Battler Dunbine, and then Ninja Senshi Tobikage of all things. If it were a flagship title, there would have to be certain staples, but with a “lesser” SRW like this, it’s possible to inject a ton of new blood into it and not offend anyone.

Not only that, but when you look at some of the recent titles chosen for UX, they seem to be among the least likely candidates even among non-flagship SRW games. Brave Battle Warriors is actually an already-super deformed Gundam anime done entirely in 3DCG and based on classical chinese literature, the sort of title one would least expect to represent Gundam even with the fact that SEED Destiny and 00 are there. Though I’m sure it’s based on the anime version, Demonbane‘s inclusion may be the first instance (and correct me if I’m wrong) of a visual novel appearing in SRW, which opens the gate for things like Muvluv Alternative.

Heroman I wasn’t even sure counted as a giant robot anime, though I guess if you think about it, it’s basically a combination of Tetsujin 28/Giant Robo with Gold Lightan (though Gold Lightan has yet to make its debut). Possibly craziest of all is the inclusion of Virtual On in the form of a Fei-Yen dressed like Hatsune Miku. Virtual On in SRW Alpha 3 paved the way for non-anime/manga to appear in Super Robot Wars games, and this takes it to another level, as I’m pretty sure Miku Fei-Yen is nothing more than a model kit!

It might sound like I’m complaining, but I’m really not. I actually love it when SRW games go a little wild like this, though one complaint I do have is that the DS SRW games have never been the most impressive when it comes to animation. My issue isn’t even with the quality of the sprites or an unfair comparison to the exquisitely animated Z series of SRW, but that a lot of the shortcuts taken to try to make the games look better actually end up making them look worse. In particular, I’m referring to the way the DS games including UX incorporate cut-ins, and detail shots. Instead of creating the images to better match the sprites and the visuals of the rest of the game, the DS SRWs basically take screenshots directly from the original anime, and while this means things look accurate, it also sticks out in an odd way and messes with the way the attack animations end up looking in a manner which didn’t quite affect previous games with worse sprite animation.

But it might just be that with a game with this daring of a series list, some things have to give. In that case, I’ll take it, but will still hope for better the next time around.

In-Flight Mahjong, the Riichi-style Airplane Mahjong

Over the past few years I’ve had the opportunity to fly to other countries, and with flying comes checking out the in-flight entertainment. More often than not these days, in-flight entertainment includes a number of games from Chess to Tetris to even Doom, and sometimes the list even includes mahjong. While much of the time this refers to the tile-matching game, what I’ve found is that on Asian airlines it can actually refer to the real game we know and love. That’s how I found In-Flight Mahjong on Korean Air.

Actually, based on the full description provided, which used the phrase “match the tiles,” I ignored it for a while thinking it was going to be Shanghai, but curiosity got the better of me, for which I’m grateful. Programmed by the guys who make all of the other in-flight games (DHC or something?), the game purposely tries to aim for the anime fan audience by not only following the rules of Japanese-style riichi mahjong, but also boasting what it refers to as “anime-style” characters, which you can see in the videos below (trust me they’re worth it, if only for a healthy laugh).

I’m actually a little sad that I wasn’t able to record the audio (headphones-only after all). Whenever you see a character pop up in those videos with a “PON!” or a “KAN!” as in the first image above, just pretend they’re being exclaimed by people with heavily American-accented Japanese. The voice “acting” is anything but, though I don’t exactly hold my free game programmed to distract me for a few hours in between meals (which included bibimbap by the way) to the standards of Mahjong Fight Club or even Tenhou.

The game offers two modes: “quick game,” and “career,” which is meant to be like a single-player adventure mode (and in fact there is no multiplayer) with a few paragraphs to tell you whether you’re playing in a local parlor or at the end against some significant bigwigs. All of your favorite hands are there, though it refers to some in interesting ways (Chanta and Junchan are “Hon Chanta” and “Chanta” for some reason) The game offers three levels of difficulty, from easy to difficult, and of course I chose difficult out of some bizarre and fragile sense of pride. The computer opponents aren’t tough, but what I did notice is that on the difficult setting they tend to be extremely safe and conservative, and more often than not the rounds would end in a draw.

While this is not too surprising or annoying normally, it unfortunately comes with a peculiar rule in In-Flight Mahjong that rounds, at least in the South half of the game, will repeat if no one wins, even if East wasn’t in Tenpai. What this means is that the same round might last for 10 games in a row, and the only way to break out is to go for a win or hope a non-dealer computer pulls something off. Games that should have taken maybe half an hour total ended up taking about twice that.

Still, it is mahjong and definitely plays like mahjong, so if you happen to be flying to Korea (or wherever, as I assume this specific version appears elsewhere), and you have a desperate mahjong itch, you’ll know how to handle it.

The Japanophile Without Japan

Whenever we talk about the japanophile (or the wapanese or weeaboo or other terms), the rhetoric is that this person discovers anime (or something), starts to believe Japan is a superior country and culture to the one they currently live in, and if they stop believing, it’s because they realize that the ideal Japan of their imaginations does not match up with the truth. The assumption here is that because Japan is not simply the land of anime and Pocky, or ukiyo-e and sushi, that it trivializes the japanophile’s beliefs because there is this contradiction with reality. But what if we removed “Japan” from this process?

It makes logical sense for the japanophile to discover Japan, create a modified image of it in their head, and then desire it as a “superior” culture, but what of that potential for desire in the first place? Does Japan trigger this desire to be a part of a different culture, or is that sentiment already there to some degree, and that it takes Japan (or anywhere) to allow a person to focus those desires on a concrete example with a relationship to reality? As intelligent and visionary as human beings can be, there tend to be limitations as to how far we think or consider imaginary or hypothetical situations, and maybe this is just one version of that

If we remove “Japan,” then what we’re left with is a person who desires for a better culture and environment than the one they currently live in, where better means one more understanding, one which reinforces their beliefs and their wants. Whether that is out of some progressive vision or simply a venue to live out fantasies without consequence, I’m not stating any moral or intellectual prerogative to such feelings, but I almost find it to be a sort of utopian mindset.

Sexualization Without Objectification in Spotted Flower

When it comes to debates regarding how women are portrayed in media and entertainment, one recurring trend is the way that sexualization gets conflated with objectification. Whether it’s comics or not, Japanese or not, often times the two are presented as one, so it’s no surprise that there are readers who see them as one and the same and argue from a stance that reducing or removing certain depictions of women means a puritan-like removal of sexuality itself from media. While I don’t have the same problems with objectification that others might, it’s still an issue because this misunderstanding begets many other misunderstandings. It’s for this reason that I’m impressed by how the manga Spotted Flower handles the female body, and I think it gives a very clear case of how it is possible to draw sexual characters who aren’t necessarily sex objects.

A manga by Genshiken author Kio Shimoku, Spotted Flower is about an otaku husband and his pregnant non-otaku wife, and the small challenges they face as their lives enter a new stage. With a title referencing Madarame and Saki from Genshiken (Madara refers to spots—take note Naruto fans—and Saki means “bloom”) but clearly pointing out that the characters are not them, much of the manga revolves around how being an otaku can influence the relationship in certain ways. The other prominent theme, and the one I’m more concerned with for this post, is that of the pregnant wife’s sexual frustration. The problem the wife faces is that even through pregnancy she still wants sex and wants it badly, but it’s difficult for the husband to overcome the misconception that pregnant women are entirely different from sexual women (despite the act that it takes to get them that way). This makes sense, as depictions of pregnancy tend to focus on their motherly qualities and ignore the woman’s sexuality.

Spotted Flower does not draw that line in the sand. Much like his work on Jigopuri (about raising an infant), Kio doesn’t play it safe. He draws nudity. He draws bare breasts. He doesn’t shy away from showing sex and the desire for sex as very physical, mental, and emotional, but at the same time also doesn’t reduce pregnancy into a simplistic fetish or kink that you would find in some adult manga. He expresses the wife’s frustration in such a way that, even if she does not have the ideal body or the easy appeal of the “virgin” or the “nympho,” there is a kind of sexual attractiveness to her, an undeniable sensuality radiating from her which has little to do with the woman as object of desire and more as a person who desires.

As is obvious at this point, Spotted Flower is rather unusual in a number of ways, but it is also a series of possibilities and potentials. It pushes boundaries which probably shouldn’t be boundaries in the first place, and does so with a strong sense of characterization fans of Kio Shimoku have come to appreciate.

The Fujoshi Files 60: Aoi Yuki

Name: Aoi, Yuki (青井由起)
Alias: Yuki-kun (ユキ君)
Relationship Status: Dating
Origin: Fujoshissu!

Information:
Aoi Yuki is a student at Ryouhoku High School, where she participates in the manga club. An avid cosplayer, With her boyish looks and tall frame. Yuki has a preference for dressing up as male characters, including Ryuuji from Toradora! and Tezuka Kunimitsu from The Prince of Tennis. Having spent junior high hiding her true nature, she met her best friends and fellow fujoshi Satou Megumi and Yoshizawa Eri in the beginning of high school while looking for people she could truly open up to. A self-professed shotacon, in terms of her passions, her love of cosplay seems to edge out her devotion to BL, though both are quite strong.

Yuki began dating her boyfriend and childhood friend Sawaguchi Masaki (whom she affectionately refers to as “Maa-bou”) before the start of her second year of high school, and is the first among her friends to be in a relationship. Masaki tries his best to understand and be supportive of her hobbies, but the fujoshi lifestyle is too foreign for him to truly understand. In spite of this, it is clear that Yuki cares for him; when given a choice between Masaki and a fellow cosplayer and friend, Yuki chose Masaki.

Fujoshi Level:
Yuki may be a cosplayer first and a fujoshi second, but still owns about 300 doujinshi, and is keen to “BL” moments in her everyday life. Her doujinshi preferences and her cosplay preferences overlap considerably.