I can still remember my first exposure to pre-Gundam giant robot anime. I had a VHS fansub which at the very end had a number of retro openings on it, a preview of what was to come from that fansub group. That’s where I was first introduced to Zambot 3, which I thought looked pretty cool, and where I first got a glimpse of the 80s’ Aura Battler Dunbine, whose catchy theme song sticks with me even today. At the same time, though, I remember distinctly thinking that Koutetsu Jeeg looked like the dumbest thing ever. I still think Jeeg is an ugly robot with its pickle legs, but it was more the overall style, fashion, choice of song, everything, that made it seem so foreign to me as an anime fan. I loved robots then as I do now, but obviously I needed some education, and I’m glad that I now know better.
I think what really sticks out in my mind in that video was the second Mazinger Z opening, mainly because of the way that Mazinger Z itself was shaded. It didn’t have the standard shine+shade of later giant robot anime, and instead had these large areas of pencil (or something like it) blocked in. When you watch the opening, you can literally see the grit of the drawing materials right there on the limbs and stomach. I hated it then, thought it made the show look old and tacky, but looking back, the way it stuck in my mind is part of why I started being able to look well past the aesthetics of 90s anime I had become so accustomed to, and to eventually realize how much the time that we’re in influences the look of everything around us, including the entertainment we watch.
Ever since Mobile Fighter G Gundam, various anime in the franchise have been accused of not really being Gundam, or for betraying the idea of Gundam in some capacity. Whether that’s robots powered by martial arts, a preponderance of pretty boys, or the presence of a mustache and biplanes, it’s clear that, at least to some, there is a vague idea of what Gundam shouldn’t be, but what I find interesting is that over time these prejudices seem to fade or in some cases even become something of a minority. Where once in the English-speaking fandom G Gundam was seen as a freak accident at best, nowadays you’ll find plenty of people who actually will say that G Gundam is their favorite Gundam, or even that G Gundam is the only good Gundam.
I am not here to judge anyone’s tastes or preferences, but rather I would like to wonder aloud about how and why this happens. In the case ofGundam W and G Gundam, the answer partly lies in the way they were situated in the Toonami block of the early to mid 2000s and were able to build up a fanbase as a result, but I feel like that is just one instance of a more basic process at work.
Whenever opinions form about a current or upcoming Gundam, it seems to come primarily from those most invested and devoted to Gundam. This group consistently has Gundam-ness as a priority, and so the initial discussion is shaped by that established fandom and their values. What I’m thinking is that over time, a series has a greater chance of reaching more people, and eventually they’re found by people who won’t necessarily label themselves as Gundam fans, whose value sets are different. At that point, a series may reach an audience more receptive to its ideas or less prejudiced against it (though they may carry their own prejudices different from the ones of more hardcore Gundam fans).
Essentially, what I’m wondering about is whether or not Gundam series (and perhaps other franchises like Macross) undergo a process where they first start off surrounded by their immediate fandom created by the franchise, and then break through that established core, such that the discussion about these series starts to change, that it’s not simply “a matter of time” but also a matter of reaching people who might be more receptive to it. That might not mean that a series will be loved, but that there is a greater chance of it happening.
Introduction: “Gattai Girls” is a series of posts dedicated to looking at giant robot anime featuring prominent female characters due to their relative rarity within that genre.
Here, “prominent” is primarily defined by two traits. First, the female character has to be either a main character (as opposed to a sidekick or support character), or she has to be in a role which distinguishes her. Second, the female character has to actually pilot a giant robot, preferrably the main giant robot of the series she’s in.
For example, Aim for the Top! would qualify because of Noriko (main character, pilots the most important mecha of her show), while Vision of Escaflowne would not, because Hitomi does not engage in any combat despite being a main character, nor would Full Metal Panic! because the most prominent robot pilot, Melissa Mao, is not prominent enough.
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When you look at the full title of the 1990s OVA Shishunki Bishoujo Gattai Robo Z-Mind: The Battling Days of the “Shitamachi” Virgins, which is a mouthful to say the least, you get a pretty good indication of what’s in store for the 6-episode OVA. Shishunki Bishoujo Gattai Robo” literally means “Beautiful Girls in Puberty Combining Robot,” so in other words, expect pretty teenage girls piloting a big beefy robot, that peanut butter-and-chocolate combination which is at this point something of a staple in anime. And if it isn’t clear that this OVA is targeting robot fans, then note that 1) the vast majority of the robot attacks reference other anime (“Z-Boomerang” and “Z-Tomahawk” for instance), and 2) they even managed to insert a small Reideen cameo of sorts, as shown below.
Z-Mind centers around three Japanese sisters, Ayame, Renge, and Sumire, who pilot a giant robot named Z-Mind created through collaboration between the Japanese and American militaries. Together, they fight the Orgapiens, aliens with advanced technology who all look like creepy oversized babies. As the main heroine and leader, Ayame differentiates herself from her younger sisters by having a yamato nadeshiko-esque quality to her in contrast to her sisters’ more Western looks and fashion sense, making Ayame a character somewhere in the vein of Shinguuji Sakura from Sakura Wars.
The girls all exhibit strength and courage, and are also responsible for beating back the monsters at the end of the day, but the overall flat characterization in the series means that there isn’t much to discuss about them, other than that the desire to make Ayame more of a traditional beauty than her feistier sisters may say something about the kind of face the series wanted. Ayame is pretty inoffensive in any direction, but she suffers from the same lack of depth as the anime she’s in. Even Ayame’s love interest, a mysterious man from the future in a stylish red jacket named Kouji, is just kind of there until their relationship decides to grow abruptly, so it’s hard to say how much it affects her character.
When I finished each episode of Z-Mind, I would find myself regarding it as decent, but when I asked myself if I wanted to keep watching immediately after, the answer was definitely “no.” While this may have something to do with the fact that each episode exists somewhat independent of the others, in the end there was nothing so thrilling or compelling that I had to see the girls of Z-Mind again as soon as possible.
If I were being a little harsher, I would call the series mediocre, and if I were being a little kinder, I would say that it had potential, but I think the best way to describe Z-Mind is that if it had been properly released back in the 1990s in the US, I think it would have been a big hit. It’s short, it’s pretty, and while it’s sparse on characterization and development, it has enough in those categories to spark the imaginations of fans hungry to explore a fantastic world, one which sparks their imaginations and makes them thirsty for possible areas to elaborate. In this sense, I feel it would have garnered a reputation similar to Bubblegum Crisis, though one advantage it has over Bubblegum Crisis is that it actually has a conclusion instead of ending abruptly on a self-contained episode.
For Z-Mind, the character types, art style, and and overall feel of the series all come across as very much a product of their time, and Ayame too is a naturally both a part and a result of that combination. As such, Ayame winds up being a girl full of admirable qualities, but hard to categorize as anything more than a basic outline of a strong, ideal girl. Her character, and her anime, exist as one stop along the path of female heroines in robot shows.
When it comes to the animation itself in anime, I believe myself to be a person who can appreciate not only the well-executed but also the bold and daring, but compared to all of the sakuga fans out there who can name names and pride themselves on spotting particular animators I am but a rank amateur. Especially because ending credits of anime are in Japanese (and Japanese names can be a pain to read), it’s traditionally been difficult to find out these things, but thanks to YouTube videos, presentations, and websites such as Anipages, it’s become easier and easier to find this information out.
So now we have an accessible history of Japanese animators, with names ranging from the ultra-famous (Tezuka, Miyazaki) to ones well-regarded but not so much in the public eye (Kanada, Itano). When it comes to the way that “great animators” and “great animation” are discussed, however, there appears to be a bias—perhaps an unintentional one—towards action scenes. By action, I don’t mean just “movement,” but displays of violence, explosions, mecha, and so on. Itano is known for his “Itano Circus,” that detailed missile barrage most associated with the Macross franchise, but if Gundam Sousei is any indication, Itano’s talents also extended to something as simple as the way a key falls. And yet, much of what I hear and read about sakuga emphasizes “action.”
The appeal of a good fight scene, be it between two humans or two robots or even two planes, is fairly obvious, I would think. It catches the eye immediately, and there’s a lot of movement to work with. What I’m wondering, though, is to what extent this focus on action has shaped the discourse of “great animation in anime,” and whether or not that may have changed over the past decade or so.
Anime looks different now than it did two or three decades ago, and in that time the amount of mecha in anime has also risen and fallen, while the detailed animation of cute girls has increased. Though I say this without any real evidence to back me up (so please prove me wrong if you can), I get the feeling that the fans who grew up to be animators in the anime industry took to heart that which they saw on TV, so a generation of animators who fell in love with Yamato and Gundam wound up in the anime of the 80s and 90s, pushing “mecha” and “action” forward. But at some point, the new generation became the old, and the one that has started to take its place has its interests elsewhere, be that cute girls or something else entirely.
I can only assume that there have always been animators in love with the girls they animate (so to speak), so this isn’t strictly a new vs. old, but perhaps that the ratio has changed to the extent that values about animating have changed as well. That, and maybe changes to the toy industry connected to all of this may play a role as well.
This is not my condemnation of animators who work for the sake of giving motion to cute girls (or boys), as when you think about it that’s no better or worse than animating for the sake of mecha violence, and as I stated, this is not my expertise. If this is merely a mistaken hunch, then I’ll be glad to learn more.
Mawaru Penguindrum was probably the best anime I watched in 2011, and yet at the time it aired I didn’t write anything about it on the blog. This was intentional, as from the beginning I had a rough idea of what the show would be like, one where the surface didn’t quite match what was lurking underneath, the type of anime that would slowly feeding both legitimate clues and red herrings in such conjunction that it would become difficult to distinguish which is which. I didn’t want to jump the gun. On top of that, a lot of the “clues” weren’t there as if you could piece them out and form a conclusion. Instead, they acted as ways to expand some of the concepts and ideas being tossed about by the series, to further clarify information throughout the series. I didn’t want to blog about it too soon after because I felt like I would’ve been too caught up in processing Penguindrum like any other show. That is not a knock on other anime, as straightforward narratives and convention produce great work all the time, it’s just not what Penguindrum did and not what made it so great.
In finally writing about Mawaru Penguindrum, I’m choosing to do so without having rewatched the series since my first time through. Though it’s clear from even that first viewing that the show has a lot of meat to it that you can pick up by rewatching (a trait it shares with its older sister Revolutionary Girl Utena), I didn’t want my thoughts to be based too much on knowledge after the fact. So, I’m not going to blow your mind with any crazy close reading where I reveal all of the little hints in the series. Instead, I mainly want to talk about my own experience watching, and where I think the show went right.
Penguindrum centers around the Takakura family: brothers Kanba and Shouma, and their sister Himari, whose life-threatening medical condition which requires a great deal of money to keep at bay. When she finally succumbs to her ilness, their lives change forever, but not in the way they expect. Moreover, as the show progresses, it’s clear that the present and the future aren’t the only mysteries. The siblings are introduced in Episode 1 as just being a slightly odd family, but they’re shown to have a past riddled with big questions. So what is the show about? Why, penguins, fate, and terrorism.
When it comes to introducing people to Penguindrum, “penguins, fate, and terrorism” is my go-to summary. The seeming non-sequiturs will often get them to ask more, but then that’s all I can say. It’s not so much that anything else would be too much of a spoiler, but that the way I would want to present that information wouldn’t quite do the show justice. I just want to give people that taste, as Penguindrum is an anime which, as I tried to make clear in the intro, does odd things with the information it does provide you.
Notably, the first half of the series appeared to be comprised of more wacky, self-contained episodes, with the character Ringo trying to fulfill her own bizarre mission of re-enacting the events of her deceased sister’s diary and the Takakura brothers trying (and failing) to get it for themselves. On the surface it could seem like the series was simply spinning its wheels, but while watching each instance of penguin comedy or stalker antics there was a constant, unsettling feeling permeating each scene, whether that was in the characters’ actions, or the mood of the story, or the little facts we learn about everyone and everything.
For example, though at first we assume that Ringo is just crazy and trying to re-enact her sister’s diary so that she can take her place in her family, when she accidentally crashes into Himari in exactly the way the diary specifies, it becomes unclear as to whether Ringo is in control of if it’s the diary. Just about every episode of the Ringo arc carries with it similar reveals concerning one or more characters, and so while the status quo is seemingly kept, we also continue to learn more and more about the characters, and in doing so sets up the second half, which I feel delivers on everything it promised in terms of resolving the core of the story and many of its details. In general, I am a fan of what I call “false filler,” or seemingly self-contained or repetitive episodes which slowly advance the story forward by filling in other details.
The twists in Mawaru Penguindrum are definitely surprising and hard to predict, partly because they’re not necessarily meant to be treated as the clues in a mystery novel, but that also doesn’t mean they come out of left field, or that their outcomes change the dimension of the story. I think it would be more accurate to say that Penguindrum had a consistent idea of what its nature was like, and it ended up revealing the truth about itself little by little, so gradually in some ways that often the information would seemingly contradict itself. But ultimately, it all comes together well.
It’s no secret that I’m a big fan of Heartcatch Precure!‘s Kurumi Erika, so when I saw that the Megahouse “Excellent Model Cure Marine” had come out some time ago, I considered purchasing it, only to be held back by the fear that the figure might not be worth it. However, when I happened to see this figure in the Dealer’s Room at Otakon, I found myself immediately drawn to it. Debating the purchase, I took the advice of my good friend and mahjong comrade, Astro Toy columnist Dave, and went for it anyway.
If you’re not familiar with the character, watch this.
The figure cost me about $110, more than I’ve ever had to pay for one, but I have to say it looks really, really good. I mean, I’m no figure reviewer (despite the Hato Kenjirou review from last week), but pretty much all of my fears were assuaged. I didn’t just take photos of her at all of these angles just to have a variety of images to show, I wanted to actually make a point that the figure looks really good from all angles.
The hair alone is quite remarkable, gradually getting more translucent as it reaches the tips, and even giving it a nice silhouette, as can be seen from the shadows above.
What originally caused me to hesitate getting this Cure Marine figure was actually the promotional image used, which revealed a prominent shadow on the figure’s jawline and caused her face to look rather flat and awkward. Another problem I had with it was that the pose felt uncharacteristic of her.
They seemed like rather glaring flaws, enough that I felt it better to hold out and wait for a possibly better figure, but when I actually looked at the figure in person I realized that these weren’t issues at all. Chalk one up for actually seeing the product instead of ordering it online, I guess! This is also why I think the cost was justifiable, as even if I had found a cheaper method online, it would’ve only been about $5.00, maybe $10.00 savings, and I wouldn’t have been able to really make sure that the figure looks good.
The way even intense shadows are cast on Marine’s face don’t end up flattening her face, and the pose itself looks a lot better when not displayed at that very specific angle with that specific lighting. Instead, I feel like it really captures the character’s spirit, though if I were being selfish I might actually ask for a show-specific pose, and possibly even the ability to switch out her face for some of her sillier expressions, a hallmark of the character.
In fact, when you look at Cure Marine up-close, the details really come through. Everything from the bow on her chest to the little pouch where she stores her transformation device (the “heart perfume”) to the straps on her back are painted carefully and clearly, with no real bleeding compromising the look of the figure.
If there’s anything I’m worried about when it comes to this figure, it’s the fact that the whole thing is pretty much balanced on one leg. Granted, it’s more accurate to say that it’s balanced by the large platform that Cure Marine’s one leg is attached to, but I’ve seen medium-to-large PVC figures such as this one get warped over time to the point that the figures start to practically fall over. Obviously I can’t tell at this point, but I’m going to be keeping an eye on it to see if the plastic starts to fail.
Cure Marine doesn’t come with much in terms of extras, but one thing worth pointing out is that the figure includes her animal sidekick, Coffret. It doesn’t really pose, and it seems to be made of a cheaper or at least less smooth plastic than Cure Marine herself, but it’s not much of an issue. All you do is stick Coffret on that clear stick and pose him at any angle.
The “Excellent Model Cure Marine” is my first real figure purchase in a long, long time, and I feel that it was quite worth it in the end. It’s a figure I can look at it over and over and find something good to talk about. The only question left is, will I get other Heartcatch or even other Precure figures? It’s not in the cards at the moment, but who knows? I didn’t think I’d buy this one either.
Ever since I thought of a mahjong manga where the hero would have to travel around the world and experience different variations of the game, I’ve thought about how the different types of mahjong that exist would be conveyed to readers. Previously, I had analyzed Singapore Mahjong (which turns out to be quite similar to Malaysian Mahjong), and even thought of things that could be emphasized in an arc featuring Singapore Mahjong.
This time, I want to talk about American Mahjong, also known as the official style of the US-based “National Mah Jongg League.” In terms of comparison with other forms of mahjong, it has a number of unique features, such as joker tiles (essentially wilds), and an exchange of tiles between players known as the Charleston. The scoring for the game changes annually, with hands coming and going, and it requires players to buy a new card every year to keep up, sort of like expansion packs for a TCG in the sense that it forces its players to pay up if they want to stay relevant. The most recent one was $7.00.
I must emphasize that I have not had the chance to play American-style Mahjong, and so there will be no real gameplay analysis in this post. That said, I have taken a close look at the rules (and even went out of my way to buy one of their cards), so if you’ll let me indulge for a day, I want to try and write what I think an Akagi-style narrator would say if presented with American Mahjong with respect to Japanese-style Riichi Mahjong.
Mah Jongg!
The American style of mahjong is spelled in English as “Mah Jongg,” with two G’s. It is a simple change which hints at the vast differences lying within.
Where one might assume certain universal truths of mahjong, such as the formation of multiple sets of three tiles, or for irregular hands such as “Kokushi Musou” and “Chii Toitsu” to be the rare exceptions, American “Mah Jongg” defies expectations. Instead, every possible winning hand is like a Kokushi or a Chii Toi unto itself! The fundamental structures of mahjong vanish leaving barely a trace, and the only thing that matters is the entire hand as a single and unique entity!
Indeed, if each round of mahjong is like a fierce battle in a greater war, then American “Mah Jongg” can be said to exist in a world that has not only abandoned conventional firearms and vehicles, but has forgotten about them entirely.
Guns! Cannons! Tanks! Planes! All are part of a history lost to the ages. Instead, each player is like a team of scientists trying to assemble their own nuclear bomb to launch at their enemies! The blueprints are complex, the research intense! Knowledge of bullets and boats do not matter! Everything is for the sake of completing that deadly atomic weapon.
However! That world is also subject to different physics from our own, and with each revolution around its sun, the construction of those weapons must also change! Every year, there comes a time when the old rules no longer matter. The scientists must then realize where their existing knowledge still applies, and where it will inevitably lead to a technological dead end!
“Mah Jongg!” What that second G stands for is unclear, but it may very well mean “galaxy,” for compared to Japanese mahjong the American style is millions of light years away!
Introduction: Kakihara Tetsuya is a voice actor known for roles such as Simon in Gurren-Lagann, Natsu in Fairy Tail, Angelo Sauper in Mobile Suit Gundam UC (Unicorn) and Jin in BlazBlue. I had the opportunity to sit down for a group interview, which proved to be very informative, particularly in regards to his German background, as Kakihara was born and raised in Germany until 18.
Note that the Japanese names are last name first to maintain consistency with the blog. Also, if any of the other interviewers wish to be known, please tell me.
Interviewer A: What’s it like growing up in one country and going back to Japan? What were the hardships and adjustments you faced?
[Kakihara gives a long, serious response]
Translator: Where were the pauses so I could translate?
Kakihara: It was such a serious topic that it was hard to not…
In Germany there’s a school system you’re into until your teens, but by the time you’re in 4th grade you have to decide your career path. 5th grade is when you go into technical schools or pursue further education, and that’s the point you gotta make it. And once you make that decision… I chose to go to university, I chose the educational path. But once you start this new school you’re there for 9 years until Grade 13 with the same amount of people. But during those years I would go to Japan every summer vacation, see anime on TV, see all of the things in the culture and subculture I fell in love with.
But every year you’re in the same school with the same classmates year after year and mostly people don’t change. But there are a number of dropouts who fall out each year, and even though 150 people started the same grade as me, by the time I graduated there were 40 people left. So it was a very strict school. But, seeing that I had such an interest in Japan I decided to move there and pursue a career in the cultures I was interested in, which includes voice work and acting. So that’s how I came to Japan to pursue an acting career.
Interviewer A: Most people who want to go into something can’t always succeed. What made it possible for you?
I ran way when I was 18. I haven’t seen my parents in over 10 years. When I went to Japan after I graduated, I had no other choice but to succeed. I couldn’t drop out of this. It was a driving goal, and it had to happen, and I made it happen. And now that I look back on it, I think that I’m very happy with what I’ve done.
Translator: Pretty gutsy!
Interviewer B: Well you mentioned being part of the subculture at least over vacations before you became a producer in the subculture, a creator, an actor in the subculture. Since becoming involved in the creation of works, have you had any fanboy moments, working with someone where you felt “Oh my God, I don’t believe this is happening?”
Translator: [discussing with Kakihara whether or not he needs to translate] He understands English, he just pretends not to.
Kakihara: Of course. Famous people, when I go to work, they’re to my left and to my right.
Was there anyone in particular who was a hero?
Kakihara: No one specific comes to mind…
I find the people who’ve been doing voice work since I was a child still working… I’m going to be 30 this year and to see them still working is pretty amazing. Our seniors are amazing. There are no other words than that.
But if I need to name someone in particular, Takayama Minami, the voice of [Detective] Conan. So, seeing someone who’s had so many starring roles for decades is someone who I’d respect, but I’ve never really been the kind of person who looks at another and goes, “Boy I’d like to be that person one day!” That’s not the kind of person I am.
Having been working myself for a decade now, when I work with these people, I still feel, boy I still have a lot further to go. Like, working on a show like Saint Seiya Omega where Mr. Midorikawa [Hikaru] is in there, or from the previous versions of the show Furuya Tohru from Gundam, boy, they still got the same voices they did decades ago. There are so many of these greats around me, so even though these are people who should be admired, I am on the same stage as them. If anything, I’m in competition with them to be just as good, so I respect them but I don’t exactly admire them. I’m going to defeat them.
Interviewer B: This is entirely off-topic and somewhat irreverent but I’ve gotten good responses from all of the other guests. Do you have a favorite swear word, and what language do you swear in?
Kakihara: It used to be German in the past. Can I say this word?
Interviewer B: Go ahead.
Kakihara: Arschloch! Arschloch.
Interviewer B: [laughs] The blacksmith in the Dealer’s Room also said that it’s his favorite food.
Translator: What’s the word?
Kakihara: [in English] Asshole.
Interviewer B: That’s the third time I’ve gotten it this weekend! In German!
Kakihara: Leck mich am Arsch [Kiss my ass]. I recall saying this a lot in German.
I’ve begun to think in Japanese these days. I can’t say I really use a lot of swear words in Japanese. To myself or to someone else? It depends on what you’re saying it about and who you’re saying it to. “I hope you burn.”
Translator: Do you say it to them or do you think it?
Kakihara: I say it to them, if they do something idiotic.
Interviewer C: You do a lot of work outside of anime, so what do you think of Otome Games in America, since there a lot of gamers out there? You’ve done voice work in Amnesia, Ren’ai Banchou, Grim the Bounty Hunter…
Kakihara: The relationship simulation games? Love sims? One of the things that attracted me to voice acting was Tokimeki Memorial. That’s a love simulation game for boys. It’s definitely the founder, the one that really started the boom of the love sim games. It was one of the first that was voiced by voice actors. I felt amazement in the Japanese culture, to create a game that allows you to pursue a simulated romance. Of course, it started out being directed towards boys, but these days it seems to be concentrated a lot towards girls playing these games.
I think it’s a very interesting part of what I do in my career. I have to spout lines I would NEVER say in real life, or go to a date location that I would never choose myself, but being able to experience it through these voice roles is very entertaining.
[Asking the interviewer] Are dating sims really popular here?
Interviewer C: I play a lot. All of my friends play a lot also.
Kakihara: [in English] Thank you very much.
Just learning that people are fans of your work even in the United States is always a pleasing thing to learn.
Ogiue Maniax: Given your native fluency in German, I’m wondering if it’s had any influence in the roles you’ve taken as a voice actor. For example, I know that in Nanoha you voice various weapons which speak in German.
Kakihara: So like you said, in Lyrical Nanoha I do speak German, but when a Japanese person imagines a German, they imagine someone who’s burly, wearing a military uniform with a very low voice. My voice tends to be very young-sounding, so I’ve been to recording sessions so that I can direct others on their German because the actors have the voices the producers wanted. But as an actor I would have liked to perform those lines myself.
I have to say, my German has not been a help in my career in most cases. But in cases like this where I come to some place in the United States, having spoken German in my life I can actually listen to English and comprehend a lot of it, so it’s been a great help in this trip.
Ogiue Maniax: I think one of your most famous roles is Simon in Gurren-Lagann, so I was just wondering what giant robot anime you watched growing up, and if any of these shows influenced you portraying the role.
Kakihara: I didn’t really watch a whole lot of robot anime, but there are a lot of shows when I was growing up with hot-blooded main heroes, so seeing leads in these action shows or sport shows did give me some influence in portraying Simon. It’s not just anime you learn from. From manga and everything else you can just get inspiration to portray a character.
Interviewer B: If you could work on a character in any IP, anywhere, do you have a dream voice you want to do?
Kakihara: [in Japanese] What kind of program?
Translator: [in Japanese] Anime or manga, or…
Kakihara: [In Japanese] An anime currently running?
Translator: [in Japanese] That, or even an anime that hasn’t been made yet.
Interviewer B: If they decide to make an anime version of Batman, that’s fine too.
Kakihara: There’s a comic called Bachi Bachi, I really like this title. Do you like sumo in the United States?
Interviewer B: There’s not much chance to see it but when it’s on.
Kakihara: I think it would be a hit anime show if it would ever be made. I’d love to play the lead in that show.
Translator: I don’t think a sumo anime would succeed in the United States. No cute girls in sumo.
Ogiue Maniax: The image of sumo is very foreign, also.
Translator: E. Honda is what people think of.
Interviewer B: Wasn’t there an American champion a few years ago?
Translator: A Hawaiian.
Ogiue Maniax: Akebono.
Translator: But there’s no popularity here. [In Japanese] The only image of sumo here is E. Honda.
Kakihara: Edmond Honda.
Translator: Only Honda.
Kakihara: I think it could be a foothold to make sumo popular here.
Otakon is an event I look forward to every year, and to give you an idea of just how much, I actually plan my time in the US to coincide with it. I went in with the intent of getting some autographs (but not too many as I felt a bit autographed-out from my Anime Expo experience), but ironically I pretty much got everyone but the three I was looking to get the most: Hirano Aya, Nanri Yuuka, and Kakihara Tetsuya. Though a bit disappointed as a result, I realized that this is Otakon and it’s always impossible to accomplish everything you want to do. The scheduling is so jam-packed with events that time is always against you, but then you look back and see all of the fun you had.
This year, as seems to be the case over the past few Otakons, Baltimore was hot. Given that most of it is spent inside an air-conditioned space this isn’t so bad, but there always came a time where people had to brave the heat. Taking Megabus to Baltimore, for example, requires one to walk quite a distance to catch the local city bus. It’s a trek I’m accustomed to at this point, but still one I have to brace for. As for the people in elaborate cosplay, you have my pity to an extent, but seriously you guys must have been dying, especially the full-on fur suit wearers.
Industry Panels
Urobuchi Gen
When it comes to industry guests, my main priority is generally the Q&A sessions followed by autographs, and the reason is that I love to see people pick their brains, especially the creators. I always try to think of a good, solid question or two to ask them, and over time I think I’ve become pretty good at it, because the responses I receive are generally great, though actual credit for the answers of course goes to the guests themselves.
The first industry panel I attended was that of Urobuchi Gen, writer of Fate/Zero and Puella Magi Madoka Magica, two shows which are the new hotness, and by extension make the man himself the new hotness as well. Surprisingly, there was only one question nitpicking continuity, and the rest were about his work, and even some “what if” questions. From it, we learned that Urobuchi is inherently suspicious and so would never sign a magical girl contract, considers Itano Ichirou (of Itano Circus fame) to be his mentor, that he would never pick Gilgamesh as his servant, that the main reason Kajiura Yuki did the music was because of SHAFT Producer Iwakami’s magic, and that working with both UFO Table and Shaft is like being aboard the USS Enterprise and meeting different alien species. In addition, it turns out that Madoka Magica wasn’t influenced by any magical girl series in particular, and the closest lineage it has is with Magical Girl Lyrical Nanoha (atypical magical girl show with striking and violent imagery) and Le Portrait de Petit Cossette (a gothic-style show by Shinbo). Given my recent post about this topic, I have a few words in response to that, but I’ll save it for another post.
As for my question, I asked Urobuchi how he felt about influencing such an enormous industry veteran in Koike Kazuo (who is in the middle of creating his own magical girl series), to which he answered that he considers it something he’s most proud of. Though the two have not talked since that interview, he still follows Koike on Twitter. Later, I would get a Madoka poster signed by him.
Satelight
I also attended the Satelight (Aquarion, Macross Frontier) panel, attended by Tenjin Hidetaka (who technically isn’t a Satelight employee), which was just a fun introduction to their studio. They explored their history, from making the first full-CG television anime (Bit the Cupid), the creation of some of their less-regarded shows (KissDum, Basquash!), and into the modern age. Given the small attendance it actually felt a bit personal, and in this time we had some pretty interesting facts dropped on us. A studio which prefers to do original animation instead of adapations, we learned that they sometimes just like to animate things because they can. Case in point, they showed us Basquash! footage they animated just because they liked the characters and world so much, with no additional TV series planned for it. About director and mecha designer Kawamori Shouji, we learned that he likes to work on 3-5 projects simultaneously despite his somewhat old age (52), that Kawamori is devoted to making anime look good, sometimes at the expense of his budget.
They also showed us some CG-animated clips of concerts by Ranka Lee and Sheryl Nome from Macross Frontier, which were really nice and elaborate. Originally they were meant to be used in commercials for a Macross Frontier pachinko machine, but the 3/11 earthquake prevented the commercial from going on air. Another Satelight anime they showed was the anime AKB0048, which actually looks amazing, and from all reports by even the most cynical of reviewers, actually is. Kawamori even graced us with his recorded presence, giving an interview where he briefly discussed topics such as attending Otakon years ago and making the second season of AKB0048.
Given the flow of conversation, when it came to the Q&A portion there was one question I just had to ask: Why did Kawamori end up directing a show like Anyamaru Detectives Kiruminzoo, a show about girls who turn into animal mascot characters and solve mysteries, an anime seemingly far-removed from his usual mecha and idol work? The Satelight representative’s response was, Kawamori is known for working on anime with transforming robots, and when you think about it, transforming animals are not that different from transforming robots. Hearing this, I actually had to hold back my laughter.
One last thing to mention about the Satelight panel was that the laptop they were using was on battery power, and when it started to run out of steam, rather than finding an AC adapter to plug into a wall, they actually just gave the industry speaker another laptop entirely, also on battery power. An amusing hiccup in an otherwise great panel.
Maruyama Masao
Maruyama Masao is a frequent guest of Otakon. One of the founders of Studio Madhouse, he’s been to Baltimore for many, many Otakons, and it had gotten to the point where I began to feel that I could skip his panels to see other guests. This year was different, though. First, with the unfortunate death of Ishiguro Noboru, the director of Macross and Legend of the Galactic Heroes who had died just this past year, it made me realize that the 70+ Maruyama won’t be around forever. Second, this year Maruyama actually left Madhouse to form a new studio, MAPPA, an unthinkable move for someone in as good a position as he was. The studio was created in order to obtain funding for Kon Satoshi’s final project, The Dream Machine, but in the mean-time it also released its first television anime, Kids on the Slope. Even if Hirano Aya’s autograph session was originally scheduled for that time (it got moved), I felt I had to attend Maruyama’s Q&A. In fact, if you are ever at Otakon, I highly suggest anyone, even people who think they might not be interested in the creative side of anime, to attend one of his panels. His answers are always so rich with detail and history given his 40-year experience that you’re bound to learn something and then thirst for more knowledge.
Some of the highlights include the fact that he’d very much like to make an anime based on Urasawa Naoki’s Pluto but thinks the right format, eight hour-long episodes, would be difficult to fund (the manga itself is eight volumes), that half of the animation budget of Kids on the Slope went to animating the music performances, and that he is looking to try and get funding for Kon’s film in the next five years. I find it personally amazing that he would think of the format best-suited for Pluto first, instead of thinking how the series would fit the typical half-hour TV format. In addition, Maruyama pointed out that a lot of work was done in Kids on the Slope to blend and hide the CG, and I think it shows.
In any case, while I would normally be content to just give a summary of the panel, I’m going to link to a transcript just so that you can read the entire thing. The question I asked is as follows:
How did director Watanabe Shinichirou (director of Cowboy Bebop and Samurai Champloo) become involved with Kids on the Slope?
“I was working with Watanabe from back in the MADHOUSE days. Unfortunately there were about three years where nobody got to see his work — his projects always got stopped at the planning stages. So when I got Kids on the Slope, I handed him the manga and said, ‘here. You’re doing this.’ At MADHOUSE we had developed a feature — it was already scripted and ready to go, but then I left the company and the project fell through, so I gave him this as something to do. I really think he’s one of the top directors in Japan, one of the top 5. That’s why I wanted to create a theatrical animation with him. Up until this project, he’d only worked on original projects, so this was his first adaptation from a manga, and as a result, he didn’t really know how faithful he had to be, or if he had room to adapt, so he put up a lot of resistance at first.
“Mr. Watanabe loves music, and has a lot of deep thoughts on the music. So I told him that it was a jazz anime, and that he was likely the only director that could pull it off. That convinced him. Then Yoko Kanno said, ‘if Watanabe is working on this, I’d like to work on it too,’ and so that’s how that show came to be.”
Also note that in the photo above, Maruyama is wearing a shirt drawn by CLAMP to celebrate his 70th birthday, showing him to be a wise hermit.
Hirano Aya Concert
Partly because of scheduling conflicts, I attended the Hirano Aya concert knowing that it would be my only experience getting to see her. As expected, it was quite a good concert, and I had to get up despite my con fatigue for “God Knows,” but there wasn’t quite this process where I felt won over like I had with LiSA at Anime Expo. Thinking about it, it’s probably because I’m already familiar with Hirano Aya’s work.
I did wonder if her cute outfit was designed to kind of draw some of the controversy away from her, the large bow tie on her head possibly trying to restore her image in the eyes of certain fans. At the same time, given her songs and given her vocal range, I had to wonder if she would benefit from being presented as less of an “idol” and more of a “singer.”
Getting to the concert 15 minutes late on account of 1) the Baltimore Convention Center not being entirely clear as to what can lead to where, and 2) my own forgetfulness from not having done this for a year, I sadly missed the announcement that she would be signing autographs at the end, and ducked out after the encore was over. Alas, I’ll have to wait a while before I get the chance to have my volume of Zettai Karen Children signed.
Other
Apparently Opening ceremonies was ushered in by the Ice Cold Water Guy. Unfortunately I wasn’t there, but I heard it got quite a reaction.
I also attended (the last half of) the Vertical Inc. panel, whose big, big license is Gundam: The Origin. Honestly, I’d never expected to actually see it released in the US, seeing as Gundam is practically seen as poisonous in the States, and I doubly didn’t expect it from Vertical. In addition, though I didn’t attend, some friends went to the Kodansha Comics panel and got me a Genshiken poster! Would you believe that I’ve never owned a Genshiken poster? This one even has Ogiue on it! Granted, I can’t put it up just yet, but it’s basically a copy of the English cover to Volume 10.
Also, while I didn’t attend some of the guest Q&As, I did conduct personal interviews with some of them.
A panel run by the Reverse Thieves, I was happy to see that the room was so packed that people were starting to get turned away at the door. The goal of the panel is exactly in the name: the two panelists pointed out anime that have come out within the past five years that they felt older anime watchers, even the kind who have children of their own, could enjoy. By far the most popular show was The Daily Lives of High School Boys, which just got endless laughs. What I found to be really interesting though is that I could tell the panel was working because I heard more than one baby crying throughout the whole thing. Assuming that the babies did not magically crawl in on there own, I could only assume one or more parent was there with them, also learning about New Anime. I even had a couple of old college friends attending Otakon tell me how much they wanted to watch some of these shows.
Genshiken: The Next Generation
If anyone thought this was my panel, my apologies! It was actually run by my old Ogiue co-panelist, Viga, and offered an introduction for existing fans of Genshiken to its sequel, Genshiken Nidaime aka Genshiken: Second Season. Overall, I thought it was a fine panel, though at points I felt like Viga couldn’t quite decide who the panel should be for, explaining some things while omitting other details entirely. Should it assume that people had read the current chapters or not? If the panel could have a tighter focus with a clearer idea of where it wants to go, I think it would be much better.
Fandom & Criticism
This panel was dedicated to introducing and exploring the concept of “active viewing” to a convention audience, which is to say the idea of distancing oneself from one’s own emotions while watching something in order to more accurately gauge what the work is saying. Hosted by Clarissa from Anime World Order, as well as Evan and Andrew from Ani-Gamers, I took interest in the panel partly because I know the panelists, but also because as an academic myself the concept comes into play with my own studies. The discussion was quite fruitful I think, though one thing I do want to say is that I feel the concept of distancing and dividing between the rational mind and how one’s emotions operate while consuming media can make it difficult to see how other people might view a certain show, and that it is important, I feel, to consider emotions and “passive feelings” while watching a show, as they can shape one’s experience in a way that “active viewing” may tend to break down like a puzzle.
Anime’s Craziest Deaths
It was my second time seeing Daryl Surat’s violence smorgasboard of a panel, and probably what impressed me the most wasn’t any single clip, but the fact that the footage was (as far as I remember) 100% new compared to last year’s Otakon, and that a lot of it came from newer shows. The panel is a treat to watch, and that the craziness of a death doesn’t necessarily have to do with its violence level, but it certainly helps. The panel was a full two hours, so the middle felt like it started to drag, but I think it has to do with the basic idea that people’s attentions will slowly fade over time, so it’s somewhat necessary to up the ante as it goes along. I’ll finish this part by letting Daryl himself offer some sage advice.
The Art of Fanservice
The last fan panel I attended was hosted by the third host of Anime World Order, Gerald, and it was a brief look through the history of fanservice, as well as some of the general differences between fanservice for men and fanservice for women. Defining the art of fanservice as titillation which is not just outright pornography, Gerald’s theory, which seemed confirmed by the audience’s reaction, was that fanservice for guys is typically very visual, very isolated, while women usually require some kind of context. A pair of bare breasts, no matter what situation the woman is in, can be enough for a guy, but a girl usually wants some backstory. Possibly for this reason, the clips of women’s fanservice tended to be a little longer. Also of interest was the Cutie Honey Flash opening, which was a Cutie Honey show targeted towards girls, and though Honey is still leggy and busty, I noted that the way the shots are framed is a far cry from its most immediate predecessor, New Cutie Honey.
I think the idea of “context” does definitely ring true to an extent, but I have to wonder about the degree to which people, especially otaku, defy those gendered conventions. For example, there is definitely “context-less” fanservice in Saki, but there are also moments which are meant to thrill based on the exact circumstances of the characters’ relationships, like when Yumi tries to recruit Stealth Momo for the mahjong club and shouts, “I need you!
Speaking of Saki, why I had a panel to present this year as well.
Mahjong
It was likely thanks to Saki: Episode of Side A that Dave and I got the chance to once again present”Riichi! Mahjong, Anime, and You.” The format was essentially the same as our panel from 2010, where we try to help the attendees learn not so much how to play mahjong (an endeavor which requires hours and hours of workshop time), but how to watch mahjong anime. New to 2012 though were the fact that we had two years of additional playing experience, which meant we knew what we were talking about a bit more, as well as a number of new video clips to thrill the audience, including one that Dave was so excited about he was almost willing to skip the order of presentation just to reveal it).
It was held in a larger room than last time, and though there were still some empty seats, the fact that we were able to mostly fill a room at 10 in the morning on Friday pleased me so.
After the panel, I was waiting on line for the Urobuchi panel, when the people in front of me not only recognized me from the panel, but also let me join in a game of card-based mahjong, where instead of tiles playing cards with the images of tiles are used. From this I learned that mahjong cards don’t work terribly well because it becomes extremely difficult to see your entire hand, but I have to thank those folks anyway for giving me the chance to play, and though the cards are less than ideal, they’re still handy in a pinch, especially because carrying tiles takes so much more effort.
Thanks to Dave’s effort, however, we actually brought tiles with us to play, and on Friday and Saturday, Dave and I managed to find time to sit down and play for a few hours against not only opponents we already knew but also people we’d never seen before. The tables at the conference weren’t particularly suited for this, and we had to find a table edge and play the game with the mahjong mat angled diagonally. I ended up doing pretty well overall, including an amazing game where I never won or lost a hand and maintained a default score of 25,000, but what really stood out to me is the realization that we had all improved since we started playing mahjong. I know I said it before in discussing the panel part, but playing live against other people made it so that even my mistakes were the mistakes of a more experienced person who could learn from them.
Apparently we weren’t the only ones doing this, as we saw a second mahjong group as well. I couldn’t stay long enough to assess their ability, but as long as they were having fun it’s all good.
Other Photos (mostly cosplay)
Despite a number of good costumes out there, I actually didn’t take too many photos this year. I blame the amount of times I had to hurry to get to the next thing on the schedule. Also, I saw absolutely no Eureka Seven AO cosplay. Promise me for next year!
This was actually the first Fuura Kafuka cosplayer I had ever seen, and I’m amazed (and grateful) that someone would remember her. A funny story came out of this, as the cosplayer had not been aware that Nonaka Ai (Kafuka’s voice actor) was at the event. I told her about the autograph-signing on Sunday, and I hoped she was able to make it. Now, onto the next.
Overall
While at the convention I would notice little things here and there that I thought could use some improvement, the sheer amount of content at Otakon means that with even a few days of post-con recovery the bad mostly recedes away and all that I’m left with is fond memories. One complaint I do have, however, is that because the convention is set up to have some entrances and pathways usable and some off-limits, it is extremely difficult to tell just based on the map given in the con guide how to get from location to location. As an Otakon veteran at this point, I mostly have no issue with it, but even I ran into problems while trying to find the Hirano Aya concert. A combination of better signage to point people to the right locations alongside a clearer map would do wonders.
Even though Otakon had a “cooking” theme this year, I didn’t really feel it, pretty much because I didn’t attend any of those related events. At this point, every Otakon is starting to feel similar, but I can never hold that against it. After all, with a convention this big and with this much to do, I feel that we as fans of anime and manga make of the convention what we want. This isn’t to say that the way the convention is run doesn’t matter, of course, but that it is run smoothly enough that it becomes almost unnoticeable.
Truth be told, I used to take the sheer variety of panel programming and activities at Otakon for granted, but when I attended AX for the first time this year, I realized how limited that event is by comparison. Not only are there a good amount of industry panels with all of the guests they’ve flown over from Japan (or elsewhere), but the fan panels are a nice combination of workshops, introductions, and even philosophical explorations of topics concerning fans. Seeing Otakon once more in person, I knew this was indeed the con I waited for all year.
Introduction: This is my interview with Japanese voice actor Nonaka Ai, who was a guest at Otakon 2012. Nonaka is known for roles such as Kafuka in Sayonora Zetsubou Sensei and Fuuko in Clannad.
Nonaka: [in English] Pleased to meet you. My name is Ai Nonaka.
OM: You played a character in Saki: Episode of Side A. What did you think of the role, and have you played any mahjong yourself?
Nonaka: [in English] I never played mahjong.
OM: Personally speaking, I know you best as Fuura Kafuka from Sayonora Zetsubou Sensei, but you also play Ichijou in Pani Poni Dash, and those are both interesting, quirky, and even bizarre characters. How is it playing those roles, and how is it working with SHAFT in general?
Nonaka: So, I may act very strange roles, and though they are all quirky and weird, they all have a policy in the way that they act so I want to respect the policy that the character has and do the character to the best of my extent.
OM: Another quirky character is Ibuki Fuuko from Clannad, who you first played in a game and returned to a few years later. Returning to that role, what lessons had you learned in those years between playing the same role again?
Nonaka: I didn’t feel that much of a time lag when the game came out and when I started recording for the anime, so there wasn’t really that time in between.
So the first season of the anime had the same story as the game, but then the second season of the anime was illustrating a world where Fuuko was already gone and the child was already born. So, it was a very strange sort of experience for me, especially in the anime.
OM: I think that when it comes to voice acting, it seems that there are two traits that are sought after. One is having a unique, distinguishable voice, a voice that people can recognize, and the other is having versatility, the ability to play many different roles and change your voice. Which one do you think you’re stronger at, and how important do you think each individual one is in terms of being a voice actor?
Nonaka: I personally think I’m one with a unique voice, and the real strength of having a unique is having people remember you by that really unique voice, so I think I’m really benefitting from that unique voice. Although I have a unique voice, because I can’t change my voice too much I can’t do things like two roles in one anime.
OM: Do you have any favorite actors to work with, or actors you’d like to work with?
Nonaka: Although she’s not a voice actor, Kuze Seika. She used to be part of the Takaraza Kagekidan [Revue].
[in English] Do you know?
OM: I know.
Nonaka: Aahh!!
OM: Putting aside voice questions, what are your hobbies and what do you do when you’re not working?
Nonaka: [in English] I like… run!
So, I’m going to run at the Kobe Marathon after i get back.
OM: How long is it?
Nonaka: Since it’s a full marathon, it will be the full 42.195 kilometers.
OM: Is this your first marathon?
Nonaka: It’s my first full marathon. I’ve done other marathons in the past.
OM: Are you doing any sort of training or diet preparation for the marathon?
Nonaka: [in English] I run three a week.
OM: Three times a week?
Nonaka: [in English] Three TIMES! a week.
OM: Do you change your food? Because I know for instance that a lot of marathon runners will eat a lot of pasta or grains.
Nonaka: Keeping slim is my diet. Lighter is better.
OM: Do you have any favorite foods?
Nonaka: [in English] My favorite food is osushi!
OM: What’s your favorite sushi?
Nonaka: Egg, fatty tuna, and nattou-maki.
OM: Wow!
Nonaka: Have you eaten nattou before?
OM: I actually like nattou a lot.
Nonaka: [in Japanese] REALLY?!
OM: I lived in Japan briefly. Nattou-maki is something I can’t get anywhere else so I miss it a lot.
Nonaka: Ehh?! Wasn’t it a bit odorous?
OM: I realized that I like fermented foods, like nattou and stinky tofu.
Nonaka: [laughs]
OM: One last question. Going back to the role of Kafuka in Zetsubou Sensei, is there anything you really keep in mind while playing the role?
Nonaka: I try to make it positive. A bit off, and maybe crazy-sounding, but positive to that extent.