I’m Happy to Have Chihayafuru Season 3

The Chihayafuru anime is back after nearly six years, and I’m just thrilled. Rarely is there a series that so deftly balances interpersonal drama, the excitement of competition, and the effective portrayal of its characters through both of those aspects.

Chihayafuru is about playing karuta, a game based on matching cards to recited poetry. It looks like the kind of thing kids would play when they’re bored, and it is. However, the series does such a convincing job of making competitive karuta look like a fierce and deep game, and it does so without necessarily needing to go for an over-the-top presentation. There’s nothing like ancient Go ghosts, basketball powers, or ultra mahjong luck. The “powers” aren’t otherworldly, but rather play styles based on individual traits and personalities, with just a slight dramatic flair. Chihaya, the heroine, doesn’t have superhuman ears, but the idea that she has better hearing, and that it pushes her toward a more aggressive style makes sense. Her old friend Arata’s memorization is uncanny, but not beyond the realm of mortals, and the fact that his grandfather was a former king of karuta gives him ample reason to have spent time on the game.

When the series introduces new characters and potential rivals, it rarely feels contrived or as if certain characters are clearly there to take the loss. Whether they’re former queens, players from other high schools, or even small children, they feel very human, both through their personal motivations and idiosyncrasies, as well as through their play. A lot of series bank on having large casts, but Chihayafuru‘s maintains an intimate feel.

Here’s to another season, and the hopes that we’ll be getting lots of emotional intensity and bad t-shirts.

(All hail Shinobu.)

 

Bite Me: Yofukashi no Uta Initial Impressions

Kotoyama, the author of Japanese snack-themed manga Dagashi Kashi has a new manga: Yofukashi no Uta (“Song of Staying Up Late”), named after a song by the band Creepy Nuts. Eschewing a specific focus on a product or gimmick this time, Yofukashi no Uta maintains a similarly entertaining and humorous format of back-and-forth banter, a mysterious girl who seems out of this world, and a boy who feels stuck in place.

Yamori Kou has been having trouble sleeping lately, as if he’s missing something. His malaise causes him to inadvertently push friends away, and he wanders around at night aimlessly. He meets a girl, Nanakusa Nazuna, who seems to enjoy the evening hours with a cheerful and gregarious attitude, but who turns out to be a vampire. Nazuna gets a taste of Kou’s blood, which turns out to be unusually delicious, and after some conversation, Kou decides he wants to be a vampire himself. However, in order to be turned, he must fall in love with her.

The basic dynamic between Kou and Nazuna is that Kou is okay talking about romance but gets easily embarrassed when discussing raunchier topics, whereas Nazuna is the opposite. Their contrast is fairly similar Kokonotsu’s and Hotaru’s from Dagashi Kashi, but without the focal point provided by candy as a consistent topic. I admit that I do miss the dagashi talk, but I also understand that that can’t just retread old ground. And the way Kotoyama writes character interactions is still charming, so it’s in good hands.

One big difference between Yofukashi no Uta and Dagashi Kashi is chapter length. Whereas the latter tended to be only about eight pages or so, the former is more standard shounen manga size. It gives the manga more room to breathe, and I’m curious to see how Kotoyama does over time with more space.

I’m going to try and keep up with the series however I can. With Volume 1 on sale in Japan November 18 (along with a Dagashi Kashi collection of artwork), it’ll be a great opportunity.

 

Soul of Chogokin Gordian vs. Baikanfu and the Matryoshka Robot Legacy

In the world of giant robots, what you see traditionally has not always been what you get. The cool robot that appears in an anime might look significantly different from the toy it’s based on due to the fact that metal and plastic are limited by the physical world in ways drawings are not. The difference between the gimmick-laden early Gundam toys and the more show-faithful model kits that followed is a prime example. This disparity is why the announcement of the Soul of Chogokin Gordian is of particular interest to me, despite me not having much emotional investment.

When it comes to being true to both toy and anime sides, the Soul of Chogokin line of deluxe figures is arguably the best there is, and I have no doubt that they’ll faithfully reproduce the designs from the anime Gordian Warrior. By itself, this would be the story of an obscure 1970s series getting its due in the Soul of Chogokin line, but there’s an extra wrinkle—a child or clone twist, perhaps. There’s actually a robot toy that originally began as a repurposing of the Gordian Warrior line known as Baikanfu (or Vikungfu) from Machine Robo: Revenge of Cronos, and this particular robot was already made into an SoC figure back in 2007. Yet, because the associated anime are so aesthetically different from each other, this practically necessitates two different approaches.

Gordian Warrior has very little presence in the English-speaking world, as its toy came and went as part of the 1980s Godaikin line, and the anime’s only official release (streaming only) was by the now-defunct AnimeSols. Still, one look at the opening is all it takes to understand why the Gordian robots with their Matryoshka doll–like stacking gimmick would be fun and attractive toys. It’s likely why they were revived for Machine Robo: Revenge of Cronos, and when you see the toys from each anime side by side, the connection between the two series is all the more obvious.

But thanks to the magic of art and imagination, these two extremely similar toys end up being portrayed wildly differently on TV. In animation, the three Gordian robots—Protesser, Dellinger, and Garbin—have less exaggeratedly hypermasculine proportions compared to their Revenge of Cronos equivalents, Rom Stohl, Kenryu, and Baikanfu.

Despite Harbin being the biggest robot in Gordian Warrior, its simple blue and white color scheme and its slender body look downright austere compared to Baikanfu. And because the Soul of Chogokin line aims to embrace both the fun of the action figure and the style of the anime, it means getting to see how the same basic toy design ends up interpreted through two different lenses as prestige objects. Where will they differ? Where will they show commonality?

Gordian and Baikanfu are not the only example of designs being reused. One notable example is the Transformer Six Shot, a robot with stuff forms whose toy was repainted and resold as the ninja robot Shadowmaru from Brave Police J-Decker. Like the two stacking robots, Six Shot and Shadowmaru look so different in animation that it’s a surprise to find out their toys are virtually the same.

The Soul of Chogokin Gordian from Gordian Warrior is more than an opportunity for nostalgia, as it’s also a chance to look at how the same line has interpreted it’s design with respect to its spiritual successor in Baikanfu from Machine Robo: Revenge of Cronos. It’s ripe ground for appreciating some smart, nostalgic toy design along with the creative interpretation of toy to anime transitions.

Do It, Akirapella: Hashikko Ensemble, Chapter 21

The delinquent fans of Mimi-sensei are here to show their singing chops, and they have some unexpected help. Is it a defection or something else in Chapter 21 of Hashikko Ensemble.

Summary

In a shocking turn, Akira has seemingly joined the enemy as he provides the bass line for Tsuyama and friends’ a capella rendition of Spitz song “Cherry.” A flashback shows the amount of work that went into this, including a couple of the guys learning to sing falsetto and the fruits of Ouga’s practice with Jin and Akira. Takano-sensei is the one responsible for introducing the idea to sing a capella, but it needs at least five people—hence Akira’s actions.

Unsurprisingly, Jin is completely okay with this development, but now Orihara is unusually raring to go. The other group’s performance impresses Mimi-sensei (the judge for this competition), but the Chorus Appreciation Society has come prepared with their own Spitz number.

Takano-sensei’s Lessons

Takano-sensei apparently taught a lot in very little time. This includes the history of “a capella” and its shift from religious use to just “voice-only performance.” She also gives a few tips on how to sing falsetto: try to imitate Michael Jackson’s “Hooo”s and “Heehee”s, and also practice speaking in falsetto. She’s not nearly as technical as Jin in her explanations, but that’s probably a good thing. It speaks to her character and her role as a music teacher.

It’s still not clear why Takano-sensei is helping out, but based on her personality, I don’t suspect anything remotely malicious. Perhaps she wants to teach the students a lesson on life. Perhaps she wants to just shake things up a bit. Perhaps she’s just indirectly teasing Mimi-sensei. I know I want to see more of her, though.

Akira’s Doo-Wops in Art

It’s hard to convey differences in music through art alone, especially if there is little visual iconography to latch onto. The help of the text element in comics and manga makes it a little easier, however, and I love the way that a capella is portrayed in this chapter. Not only are there notes with accompanying percussive “lyrics” to show the a capella, but Akira’s portrayal in particular is great. I can practically sense the deep, deep bass in the image above. It also shows Akira with a sense of purpose rarely if ever seen from him.

Songs

“Viderunt Omnes” was going to be the Chorus Appreciation Society’s song of choice for this competition. Instead, both sides are using Spitz songs to try and win Mimi-sensei’s favor. As mentioned in the last chapter, it’s like her favorite band.

“Cherry” by Spitz

“Sora o Toberu hazu” (“You’ve Gotta Be Able to Fly”) by Spitz

Final Thoughts

I really liked that this chapter was dedicated to one performance (with some backstory accompaniment). It’s not often that Kio does such a straightforward chapter, and I think that gives it more impact.

 

 

Banjo & Kazooie: The Ultimate Beginner Character

Banjo & Kazooie have been out for about a month as a playable character for Super Smash Bros. Ultimate. In looking at how they play and thinking about the purpose of their moves, I’ve come to the conclusion that Banjo & Kazooie are perhaps the best beginner’s character that Smash has ever seen.

Super Smash Bros. is a franchise that emphasizes an “easy to learn, hard to master” approach to fighting games. To this end, the games often have more beginner-friendly characters who are more forgiving to the unaccustomed—Kirby with his multiple jumps to help new players survive offstage is a key example. But it can be hard to balance a beginner character such that their easy-to-use tools are effective at more advanced levels of play without making them too powerful in the hands of an expert. Cloud in Super Smash Bros. for Wii U is an arguable instance of being too strong in this respect. He was designed with large, generous hitboxes and a Limit Break system to power him up, all to help fans more familiar with role-playing games than fighting games, but those things ended up being absurd in mid to top competitive play.

Banjo & Kazooie have a lot of things that make them fairly simple to understand for new players. They have three jumps, which makes getting to the stage easier. They’re fairly heavy and fast, making for a durable and mobile character. But the key to their ability to help players of all levels is their special move Wonderwing.

Wonderwing is a versatile forward charge that works as a panic button, a recovery, and a kill move. Newbies don’t need to understand about hitboxes; Wonderwing beats or ties with everything in a direct confrontation. If Banjo & Kazooie are offstage, it lets them recover horizontally and defeat virtually any challenge. It also does over 27% damage, and can close out stocks reliably. While the move is extremely good, however, it comes with a couple of weaknesses that keep Wonderwing in check while giving room for players to learn, optimize their play, and for more experienced players to really use their brains.

The first flaw is that Wonderwing leaves Banjo & Kazooie vulnerable if the attack is blocked. It’s not a huge window, but it’s enough that an opponent who can predict Wonderwing’s usage from being rewarded well benefit from doing so. The move is still a Swiss army knife, and can do a lot for new players, but this flaw should theoretically teach caution.

The second and more significant flaw is that Wonderwing only has five uses per stock, and can only be recharged by losing a stock. This is extremely smart from the developers for a number of reasons. First, it prevents players from spamming the move to no end. They can do it for a short while, but then they have to deal with the consequences. Second, rather than a comeback mechanic, which can teach new players the wrong lessons, it’s a resource that comes at a cost. Every time they use the move, regardless of effectiveness or efficiency, it means they’ll have less of a chance to rely on Wonderwing when they need it most. In other words, it becomes a built-in lesson on resource management and looking at the long-term.

At higher levels of play, Banjo & Kazooie players basically have to know when to utilize Wonderwing and when to keep it in their back pocket. It’s a ridiculously good move that would be the envy of any character, but the fact that its depletion affects so much (disadvantage, neutral, recovery, kill power) means there’s an interesting back and forth that can occur between two players where good usage is immensely rewarding and good counterplay against Wonderwing similarly so.

Through Wonderwing, Banjo & Kazooie give inexperienced players a tool that can help them out in nearly any situation in a fun and rewarding manner. But at the same time, the caveats on the attack, namely the limited uses, encourages players to be smart about its use, thus fostering improvement. More than any other character, I expect Banjo & Kazooie players to grow.

Ooh, Where Does This Door Go?: Aikatsu on Parade! Early Thoughts

Seven years is more than enough time for a franchise like Aikatsu! to do an anime mega-crossover. However, it’s one thing to do the occasional crossover movie or TV special, and it’s another to make an entire series about it. Having watched the first couple of episodes, I can feel a genuine desire to celebrate and respect all aspects of Aikatsu!, but I have to wonder if they’re letting the genie out of the bottle.

The Aikatsu on Parade! Anime (based on the arcade game) ostensibly takes place in the same world as the previous season’s Aikatsu Friends! Kiseki Raki is a transfer student to Star Harmony Academy, where she dreams of becoming a great idol fashion designer. Unbeknownst to her, Raki’s sister has engineered a special school pass for her that in addition to allowing her to transform for performances, gives her access to “doors” that open up to other Aikatsu! series settings.

There’s a lot of care put into this new series to not make Raki seem like a subordinate fangirl to the previously established stars. Her fashion path, more akin to numerous side characters, doesn’t put her in as direct a  “competition” with the older heroines. Also, her personality (basically Dee Dee from Dexter’s Laboratory with a little more common sense) is strong enough to not get outshined by the characters she meets. That being said, she’s still yet to meet the titan that is Hoshimiya Ichigo, which will be the real test. I recently watched the premiere of WWE Friday Night Smackdown, which had The Rock on as a guest, and his charisma is so strong that it overshadowed even one of the biggest current stars in that company.

Perhaps the easiest place to tell that the creators are being thoughtful and considerate as to how the Aikatsu! characters would cross over is the first episode’s ending, where you see practically every significant character ever walking together. They’re grouped in rough categories according to a combination of personality and story purpose, and you can really see that it’s not shallow or haphazard.

Of course Mizuki and Elza would be with each other, and you can imagine each one firmly believing she’s the best. Given that the new series is also going to be having characters from different series singing and dancing together, it’s a golden opportunity for some dream collaborations.

I’m curious as to why they decided to make each of the Aikatsu! series distinct…universes? Timelines? Whatever it is, they establish early on that all these idol schools aren’t just in different parts of Japan—they exist entirely apart from one another, as if they’re wholly separate existences. There’s no wrong approach here, but I’d still like to know the creators’ reasoning for going this route.

Aikatsu on Parade! is on track to being a fun, excellent series that gives Aikatsu! as a whole its proper due. Still, I can’t shake the feeling that this is precarious territory for a franchise to go. Is there really any going back after this? What will it mean for the future of Aikatsu!? There’s no way to tell at the moment, but hopefully everyone in charge knows what they’re doing.

This post is sponsored by Johnny Trovato through Patreon. Top patrons can request specific topics on Ogiue Maniax.

Splatoon Live Concerts and the Expression of Character in Performance

Nintendo Live 2019 in Kyoto featured two nights of Splatoon concerts with holograms of the Squid Sisters and Off the Hook performing onstage. It’s not the first time both pairs have been together, but watching this event made me really appreciate the care put into expressing the individual differences between the characters in accordance with their musical styles.

Off the Hook and Squid Sisters (or Tentacles and Sea o’ Colors in Japanese) are very different groups. Pearl as MC and Marina as DJ have very distinct roles in Off the Hook such that their movements are heavily contrasted with each other. Pearl is fiery and aggressive while Marina is laid-back and soulful, and everything about them screams hip hop, which traditionally has liked to draw a sharp distinction between its musicians. There’s really no confusing the Pearl and Marina, and their performances put a bright spotlight on their individuality.

Squid Sisters, however, are more akin to a Japanese idol group, and so their performances are more synchronized and feel more choreographed. At the same time, every so often, you’d see a small difference in movement—an extra bit of flourish from Callie or a more composed and precise gesture from Marie. It’s especially noticeable at times when both are cheering the audience on, and Callie is bouncing up and down as Marie’s feet stay firmly planted, such as in the video above. The differences between the two are relatively subtle as a result, and idol fans eat this sort of thing up.

Adding these small quirks to Callie and Marie is all the more impressive because a lot of fictional idol media don’t really bother to do the same. When watching an episode of Love Live! or Aikatsu!, there’s often pretty much no difference in performance if two or more characters are doing the same routine in the same song. We’re sometimes told that there’s a difference, but it’s not really shown.

From idols to hip hop and beyond, the musical acts of Splatoon are given presence and personality. This is taken into consideration even in the live concerts. It makes me wonder where a Splatoon 3 will go genre-wise, and I anticipate what Nintendo has in store.

Day 2 Full Concert

Pump Up the Jam: How Heavy Are the Dumbbells You Lift?

Sports anime have been a pillar of Japanese animation since its earliest days, but very rarely, if ever, have any shows focused specifically on exercise. In comes How Heavy Are the Dumbbells You Lift?, a series that emphasizes actively pursuing fitness, whether it be at the gym, at home, or on the beach.

Dumbbell follows Sakura Hibiki, a high school girl who wants to lose weight and attract guys. Surprisingly, on a visit to a local gym, she runs into her rich classmate, who turns out to be an absolute fitness enthusiast. Together, with the deceptively handsome gym trainer Machio, they go through different exercises and approaches for achieving one’s fitness goals—and learning about the role weightlifting can play.

The series has a clear focus on the girls, and there’s no denying that sex appeal is a  fundamental part of Dumbbell. However, there’s an important distinction to make, and the best way is to compare it with another anime that puts focus on exercise: Issho ni Training: Training with Hinako. That short has the viewer watch a lightly dressed girl named Hinako, who goes through her exercise routine as the voyeuristic camera ogles her from multiple angles. But while Training with Hinako uses exercise as an excuse for fanservice, Dumbbell instead uses fanservice to promote exercise. To that end, it actually gives tips on weightlifting and other areas. In fact, the opening theme specifically points out what muscles are worked out by common and popular lifts.

Also, while the body diversity in the series is somewhat limited—the girls don’t have literally the same exact body, but they all fall along conventional ideas of attractiveness—each of them have their own reasons for going to the gym. The main character, Sakura Hibiki, wants to lose weight and look good, i.e. the most expected reason. Soryuin Akemi is obsessed with muscles (both on herself and others) to a fetishistic extent. Uehara Ayaka is the daughter of a retired boxer-turned-coach, and so exercise is as natural to her as breathing. Gina Boyd is a Russian who competes in sambo and arm wrestling, so strength training is just her way of staying fighting fit. Tachibana Satomi, their teacher, is a secret cosplayer who wants to look good for photos and fight the aging process. At the very least, the series promotes the idea that weight loss is not the sole reason to work out.

As one last aside, I once wrote that I’d be interested in a competitive bodybuilding manga because of how the posedown has a heavy psychological element. There is actually a competitive bodybuilding episode of Dumbbell, though it doesn’t quite go as far as I have hoped. Still, it’s forward progress.

How Heavy Are the Dumbbells You Lift? is not going to upend people’s understanding of weight and diet culture, but it also makes a sincere effort to teach people to exercise in ways that fit their specific situations. It’s as if the show is saying, not everyone can do everything, but as long as you’re moving and sweating, it’ll work out.

The Far Side Booth at New York Comic Con 2019

It’s extremely rare that a convention’s exhibitor’s hall, or any particular part of it, would be the highlight of my con experience. But at New York Comic Con 2019, few things brought me as much excitement as seeing a booth for Gary Larson’s The Far Side.

As far as one-panel newspaper comics go, nothing could match up to The Far Side. Its unorthodox, absurd, and at times dark humor was an incredible influence on me in ways that can’t be underestimated. Perhaps the only reason why it was a “childhood” favorite instead of a perennial one, is that it ended in 1997, in what feels like a bygone era. Before things like high-speed internet and cellphones (let alone smartphones) became commonplace, before print newspapers started folding in droves, The Far Side had already sung its swansong. Seeing it prominent in the year 2019 made me feel like my young and older selves collided—a reminder of how I came to love comics and the things I’ve discovered and accomplished because of that passion.

The actual booth for The Far Side at NYCC 2019 was clever. At the top were various recurring character archetypes from the comic’s run—cows, beehive hairdo ladies, etc.—all stretching out their cheeks and sticking out their tongues. On a wall were four displays, each cycling through different Far Side greatest hits. One of those comics, in which a child at “Midvale School for the Gifted” is trying to push open a door with a giant sign above that says “PULL,” was faithfully replicated at a life-size scale so attendees could reproduce the panel.

This display came on the heels of an announcement that The Far Side is coming back in some form, but what exactly that means is still unknown. Gary Larson famously didn’t like putting his work on the internet, so it might just be him finally catching up to the world and having some kind of singular online resource. If it’s actually new The Far Side comics, well that’ll just make my year.

“Quality over Representation in Comics” is a False Argument

When looking at current discourse over media, one notion hanging around comics and other related mediums is that diversity is somehow “forced.” The argument, so it goes, is that over-prioritization comes at the expense of storytelling and presentation. There is a disingenuous element to this whole line of reasoning where the true motive is trying to keep racial and sexual minorities out of fandom, but you’ll sometimes find people trying to argue this anti-diversity point in good faith. After all, “I love diversity, but quality should come first” seems like an innocent enough stance at first blush. However, the way they think about it is somewhat backwards. Being able to ignore the state of representation in works and judging them primarily on aesthetics is, to a degree, a luxury born out of already being able to see yourself and your values in them.

The image of the strong white man is practically foundational to the superhero tradition upon which American comics were built. Batman is one clear example, but even Superman—who was somewhat secretly coded as an immigrant—could pass as a typical white American on a visual basis. This is not to say that the intent behind their creation was racism, but rather that these stories had to deal with an assumption of what and who was the default.

It’s certainly not impossible for a reader or viewer to see themselves in a character who doesn’t look like them, come from the same background as them, or think and feel like them. In fact, that’s one of the beautiful things about media and fiction. But there’s a difference between being able to do this whenever you want and having to do this because you have no choice otherwise. Even when a new character is introduced as a way to speak to fans who could not see themselves in comics before, such as Stan Lee with the Falcon or Jack Kirby with Black Panther, their good intentions were also inevitably limited by a lack of firsthand understanding that comes with being born a part of black culture—which is where later creators such as Reginald Hudlin and director Ryan Coogler come in.

Comics and comics culture benefit not just from having a wide range of possible stories, but also giving the opportunity for a greater range of people to experience those stories while still feeling like they are as important and as special as anyone else. The many decades since the golden age of comics have brought the world an ever greater range of heroes of all colors and walks of life, with different authors and artists being able to leave their marks on this history. And even if a particular title is perceived as being too blunt or ham-fisted in its championing of certain groups or just diversity itself, having voices out there saying, “How you live and how you are is perfectly fine. You can dream!” is an important precedent to make, especially because it’s all too easy for an industry or culture to slide back into ignorance.