Ogiue Maniax Panels at Otakon 2023

A screenshot from Super Robot Wars featuring the robot Might Gaine. Its pilot, Maito, says "Justice, proceed! Evil, stop!"

Otakon 2023 kicks off this Friday, and I have two panels over the weekend!

Giant Train Robots of Anime and More

Friday July 28, 2023 10:15 am to 11:15 am

Trains and mecha are two tastes that go great together. Discover “rail robots” from all across Japanese media and learn for yourself how awesome they are!

Densha Otoko: Train Man, Otaku Myth, Internet Legend

Saturday July 29, 2023 8:45 pm to 9:45 pm

Once upon a time, the story of a nerd helping a girl on a train changed the otaku world forever. Come and (re)discover the true (?) story of Densha Otoko, its many adaptations, and its legacy 20 years later.

Otakon always has a million things to do, but if you just so happen to stop by, I hope you enjoy yourself.

Gattai Girls 13: “Mobile Suit Gundam: The Witch from Mercury” and Suletta Mercury

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.

— 

I truly believe that Mobile Suit Gundam: The Witch from Mercury will go down as a pivotal work in anime history. There are the surface reasons, of course: It has the honor of being the first mainline Gundam anime to feature a female protagonist with a same-sex primary romantic interest. It’s also the first main Gundam to be only 24 episodes when even the next shortest series still got 39. But the core of why I think Witch from Mercury is a game changer is that it ncludes many elements unfamiliar or in defiance of Gundam that manage to tell a compelling and thought-provoking story that carries both idealism and realism in its narrative.

Witch from Mercury takes place in a world where Gundams are forbidden, even though they were originally based on research to help people with disabilities. Years after the banning of Gundams and the seeming purge of all involved, a shy and awkward girl named Suletta Mercury arrives at Asticassia Academy, a mobile suit school for the elite where student matters are officially resolved through giant-robot duels. Suletta wins a match in her Definitely-Not-a-Gundam, Aerial, ends up engaged to the daughter of the school’s owner, Miorine Rembran, and in doing so inadvertently steps into the complex corporate, social, and political forces at play.

The anime starts off reminiscent of both Revolutionary Girl Utena and G Gundam, but ends its first half throwing the relatively isolated nature of Asticassia into stark relief with the world at large, whether it’s the crushing disparity between Earthians and Spacians, the specter of war and how the parents of all the kids have a hand in perpetuating military conflict, or the realization that Suletta’s naivete isn’t merely an innocent quirk but points to an unusual and possibly even disturbing past.

The second half seems to calm down, only to ramp up even harder and throw the established order into further disarray. Things that other series might have left linger for 10 episodes are brought to bear in a fraction of the time. The anime can actually feel pretty rushed as a result, but in certain ways, I think this actually works out in its favor. Gundam series often meander and plod as they get into the latter 25-ish episodes as they try to incorporate extraneous characters and merch-friendly elements, whereas this one cuts out a lot of the fat, albeit with some of the flesh as well. The outcome of all this is a Gundam where I would get genuinely surprised and shocked, especially in terms of character deaths)—feelings that were often missing from my viewings of Gundam anime that have come out in the past 15 years.

The characters, especially the women, are memorable and one the best parts of Witch from Mercury. Suletta is a unique protagonist, both in comparison to her Gundam predecessors and in general due to the way she has to grapple with her own upbringing and the way she ends up establishing her own identity. She takes the viewers on a rollercoaster of a personal journey that makes her position as first heroine much more than a cynical decision for the sake of diversity. Similarly, Miorine’s aggressiveness makes for a great companion and foil, and the way she navigates her privilege and her desire to do more for humanity is wonderful. And Suletta’s mom Prospera is not only the best Char Aznable in ages, but shows the quiet fury of a woman who will do anything for her child.

As for minor characters, there are plenty of examples regardless of genders. Chuatury “Chuchu” Panlunch is refreshingly no-nonsense in a way rarely seen in anime. Guel Jeturk, a rival/potential love interest of Suletta, goes from annoying dude to endearing guy—something that actually happens more often than not with the cast. A number of characters are on the larger side but are not treated as jokes. And while Secelia Dote only has seven minutes of screen time across the entire series, her snarkiness manages to steal the show every time. I could keep going.

One of the more amazing things about Witch from Mercury is how well it strikes a balance between having ubiquitous mobile suits and incorporating them into the story and setting. They’re also very aesthetically pleasing, particularly the Aerial. It’s identifiably a Gundam, but its proportions and flourishes give a slight feminine feel without going straight into Nobel Gundam territory. I also enjoy the way it contrasts with other mecha, as it makes the Aerial come across more something that will disrupt the status quo. Moreover, Aerial is also a rare instance of a mobile suit basically being a character unto itself—something that has serious consequences as the series progresses.

A common criticism of Gundam as a whole is that while it generally contains anti-war messaging, the cool factor of the mobile suits can end up drowning it out. Although the designs in this particular series are indeed among the best ever, Witch from Mercury is also the first to establish that the technology did not begin as a military endeavor, and this helps throw the use of mobile suits as weapons into stark relief. It’s also part of a greater look at the inequalities and inequities suffered by those who lack the financial and familial might to make the world care—a world where even the children of those in power feel the burden of having to deal with their parents’ bullshit.

On that note, corporations play a major role in the series, and I’ve seen people get extremely confused with all the different alliances and factions. While I won’t say it’s simple to keep track of everything, one way to navigate that web is to understand that many adult decisions are the result of corporate greed, and trying to find positions to have the best profits with the least accountability. This is what makes Miorine’s ultimate decision all the more satisfying, as she throws that structure off kilter using the means available to her. Gundam series often feature politics because of how they take place on grander scales.

These two elements together help Witch from Mercury’s politics feel very contemporary and relevant to our times, instead of coming across as dated or tepid.

Witch from Mercury brings a new sense of what Gundam can be. It possesses many of the franchise’s well-worn tropes without being beholden to them. It breaks boundaries of all kinds, whether through its unique cast of characters, its central same-sex romance, or its perspectives on conflict and humanity. I truly feel that what we have is a turning point in Gundam and anime as a whole, and I’m hopeful it’ll be for the better. Suletta is the first main Gundam heroine, but she won’t be the last.

Good Anime vs. Bad Direction?

A thought popped into my head one day: Can I tell if a good anime adaptation was marred by bad direction without knowing actual details about the production? It’s one thing to point at spectacular failures, but what about something that was decent but could have been transcendent? What about if the source material was so strong on its own that not even a mediocre director could remove its shine? Or is it impossible for something to be good, yet suffer from poor direction? 

While I love anime and possess some formal education in related areas, I’m not refined to the point that I can easily make judgment calls about direction quality. Moreover, with anime, there are a lot of people involved—e.g. the actual animators—in a collaborative effort, so it can be difficult to tell where one person’s contributions end and another’s negative impact begins. I’m also generally someone who prefers to point out a work’s strengths over its weaknesses, and this may have left me unable to nitpick to such an exacting degree.

I’m not sure how strongly I desire the ability to be so discerning in the end, but maybe I could develop it. While I’d rather not be an anime snob (feel free to call me out if you think I already am), I’m somewhat wary of giving more credit than is properly due. There have been past cases of me praising something that I thought was a legitimately good work (and still do), only to learn that the person at the helm hindered more than helped. I don’t know if I’m asking too much of myself, but I feel like I have to be aware of my limitations.

World Connectooo!: Ogiue Maniax Status Update for July 2023

July is a packed month. Not only do I have Otakon at the end of the year, but I’m also in LA this weekend for Anime Expo and to see today the first HololiveEN live concert, Connect the World! Back when tickets became available, I almost missed them entirely, but I got lucky that there was some available after the initial prerelease sale. I fully intend on writing a review of the experience.

I won’t be lying when I say that I’m nervous about attending large events after just getting over COVID a month ago, but I will be masked as much as humanly possible for my sake and others’. I hope everyone else treats others attending these big gatherings with respect and compassion.

Thank you to my Patreon subscribers at the start of this summer season!

General:

Ko Ransom

Diogo Prado

Alex

Dsy

Sue Hopkins fans:

Serxeid

Philippe Nguyen

Hato Kenjirou fans:

Elizabeth

Yajima Mirei fans:

Machi-Kurada

Blog highlights from June:

Larger than Life—Body Diversity in Gundam: The Witch from Mercury

My most popular post in a long time!

Anime Central 2023 Interview: Animator Tabata Hisayuki

I got to conduct an extensive interview with a 20-year veteran of the industry. Tabata goes into detail and working with the late, great Kimura Takahiro.

Anime Central 2023 Interview: Kubo Yurika and Ichinose Kana

Another interview, this time with the voices of Hanayo and Suletta—mostly focused on the visual novel A Light in the Dark.

Kio Shimoku

Kio’s been working on some risque material.

Apartment 507

Thoughts on Soaring Sky! Precure!

Closing

Anime Expo and Connect the World has many powerful individuals I’m interested in, but Otakon has Iwao Junko: the voice of Tomoyo from Cardcaptor Sakura. Here’s to hoping I can get an interview with her! It would be a dream come true.

Larger than Life—Body Diversity in Gundam: The Witch from Mercury

Fatphobia is still prevalent in Japanese culture. While there will be the occasional piece of media that pushes against it (sometimes in flawed, yet well-meaning ways), Japan is still predominantly a place where “thin” is in. That’s what makes the presence of fat characters in Gundam: The Witch from Mercury noteworthy; it features multiple characters who are portrayed not as comic relief or even fetishes, but as just cool and admirable in their own right.

The first is Feng Jun, a woman who on the surface is a smuggler but is in actuality an agent of the Space Assembly League, a governing organization in The Witch from Mercury. She’s cunning, savvy, and capable in a rather matter-of-fact way, and her body is never shown as a hindrance. As the show progresses, it becomes clear that she cannot be pigeonholed based on any expectations.

The second is Kennanji Avery, a veteran mobile suit pilot renowned for his skills in battle. Seen as a thinner fellow in the prologue, by the time of the main story, he’s put on some pounds. But while he doesn’t look the same as he did in his younger days, his subordinates all look up to and trust him, and he’s shown to possess a sharp mind and an athletic body even if it doesn’t appear to be the case. He fights against the notion that “fat” automatically means “physically unfit.”

The third is Lilique Kadoka Lipati, a first-year and fellow classmate of the heroine, Suletta Mercury. Defying conventional thinking about girls her size, Lilique is described in her official profile as being quite popular. One episode even has another girl start trouble with Lilique because her boyfriend tried to ask Lilique out. It is incredibly rare to have even a few characters have a thing for the “fat girl,” let alone giving her a popular reputation for making people fall left and right. 

What’s notable about the way The Witch from Mercury portrays these three is that their size is neither diminished nor put out as some kind of circus display. While there’s certainly nothing wrong with being really into larger people, what this anime does is push their attractiveness beyond the boundaries of fetish territory. They’re all charismatic in different ways, as if they’re all unique people with different personalities and histories, even if they have similar body types. It’s ultimately about respect, and I can truly sense that from how Feng, Kennanji, and Lilique make such powerful impressions.

Anime Central 2023 Interview: Animator Tabata Hisayuki

Lelouch from Code Geass, a slender and dark-haired teenager who has a single glowing eye. He's wearing a high collar cape, and blood is running down his face.

Tabata Hisayuki is an animator and animation director with over 20 years of experience in the industry. He’s best known for his work on anime from the Fate franchise, as well as being involved with works such as Code Geass. 

What was supposed to be a group press conference at Anime Central ended up being a one-on-one session, which resulted in a longer interview than is typical.

You started working in anime during a time when the transition from cel to digital, as well as to widescreen, was occurring. Looking back on that period, what do you think about it now?

For me, the digital media was actually much better. All the frustrations I had with analog were solved by digital. So I think I transitioned to digital much quicker than most other people.

In your career, you’ve worked on multiple projects involving Kimura Takahiro, namely Godannar, Code Geass, and Gun x Sword. In light of his unfortunate passing this year, do you have any stories you’d like to share about working with him?

Kimura was a lot older than me—by 12 years—so I wouldn’t dare say he was my friend, but during Code Geass, our desks were next to each other. He was always a great mentor to me, and he treated me as an equal colleague. As for all the memories I have of him, there’s so much that I don’t know if I have enough time to talk about it here.

As director on Warm, Winter Canada, did you work closely with the Canadian Tourism office? What kind of feedback did you receive from them?

Let’s start by saying that they brought me to all the cities they wanted me to promote, and that made a huge difference because it meant I could incorporate all my personal experiences into the videos. 

What do you think are your strengths as an artist and animator?

That would be my attitude towards work, but as for my actual professional skill, it would be subtle character acting. I like to put acting into my characters, and I do believe I am considered for those kinds of skills.

There aren’t too many animators who are interested or capable in animating characters according to their personalities rather than giving them flashy actions, so I think that’s a selling point that I can give.

What motivated you to get into animation? Were there any works that really influenced you and your style?

I’m just one Japanese otaku, and for my generation there is just one influential show, and that would be Evangelion and all the other GAINAX shows. So I think my influences are the same as everyone else’s. 

And this is hard to say in the open, but I got to know Kimura Takahiro’s work not through his anime, but rather one of his pervy games.

Between being an animator and an animation director, which do you prefer and why?

Animator. 

Are there any projects, specific scenes, or any other work that you feel most proud of?

I think all the projects went well, and it’s hard to single out just one. But when I talk to overseas fans, they always bring up Fate and Code Geass, so I’m glad I worked on those two shows.

Being an animator in Japan can be a very difficult and laborious job. What do you think would help make “animator” a more stable profession?

I do think the working conditions of animators have improved a lot over the years. But if you look at the general flow of capital, it’s structured so that those at the top of the rights pyramid take all the pay, and it’s up to us production staff to make it with the spillover from that. And so without fundamental change in that structure, I don’t think there would be any big change. Recently, though, I do think there have been some moves towards changing that structure as well.

For example, individual animators don’t have any rights, so even if I want to draw Tohsaka Rin or Saber for someone at Anime Central, I wouldn’t be able to do that. So even if it were just free permission for a visiting animator to draw these IP characters for the public, I think that would be a big change.

I deeply regret that even though I might be the character designer, I can’t draw these characters that I’ve designed, for fans at locations like Anime Central. If I draw these IP characters without permission, Crunchyroll might get upset.

Are there any upcoming projects of yours that you think anime fans should know about?

There was supposed to be a project I could have announced here. Two months ago, it was permanently canceled. 

But the next project I’m involved in should be due for announcement soon. I’m not the character designer for it, but I am the animation director, and it’s a wonderful project. So I look forward to it being announced.

It seems we have more time than expected, so would you be able to talk a bit more about your experiences with Kimura-sensei? 

As an example of how we got along, we would exchange New Year’s greeting cards every single year, and the sketches on both of our cards would be very pervy. Would you like to see some examples?

Sure! [Note: Image cannot be shown]

(Chuckles) I don’t have the ones that I drew for him.

In my fond memories, since I was in charge of all the pervy scenes in Code Geass, Kimura would be grinning and correcting all my work next to me. 

And since our desks were so close, I would always see how hard Kimura worked. I worried for his health, but he kept assuring me that he would be okay. He did leave us early, though. But I can’t forget all the times I had with him back then. I learned everything from him, and I enjoyed all those times. My attitude as an animator, as well as my skills, are things that I learned from him. 

I know that I’m going to just start tearing up if I recall everything in a proper perspective. 

You said you’re a fan of Evangelion. Did you have a favorite character?

Asuka. Back in the old theatrical release, the one from way back, the presale tickets would come with a prepaid telephone card. So I started lining up the day before to get it. 

So I really am a living example of an otaku who went professional.

Have you been able to see the recent Shin Evangelion movies? What did you think of them?

I think the remakes of Evangelion have really mellowed out. Personally, I’m much more fond of the original films that were much less mellow. 

You just described yourself as one of the otaku who became animators. I think lots of people have aspirations to become animators—what do you think made you different?

Well, I don’t know if I was “successful,” but I have been able to continue for 23 years, and I think it’s because I’ve been able to deliver and gain trust. This is the same as any professional job.

You mentioned being in charge of pervy scenes in Code Geass, and you also mentioned being very good at character acting. Are these two things related? 

Yes and no, but technically speaking, they’re not related because those are different modes. But I gave my best to both.

Before, you preferred being an animator over being an animation director. Why is that?

As an animator, I don’t have to correct other people’s works.

As you said, people know you for your work on the Fate franchise. What is it like seeing it get so big over the past 10 years?

I do feel lucky that I was involved with Fate. But after Fate/Stay night, Unlimited Blade Works, and Heaven’s Feel, I haven’t really followed up on the franchise, and I’m not so familiar with the game’s expansions such as the mobile game, but I just think it’s impressive. 

Do you have a favorite route of those three?

Of course, it’s Unlimited Blade Works.

Are there any anime or manga from growing up that you would like to see revived—maybe even with you work on it?

I’m not so interested in revivals, so I’m stuck for an answer.

Is there any anime genre that you haven’t been able to work on that you would love to be involved with?

There may not be so many missed opportunities for me, since if there was a genre I wanted in on, I could always find a friend to refer me to it.

Having noticed that Code Geass and Fate are popular among fans outside of Japan, have you noticed any differences in tastes and preferences between fans in Japan and fans abroad?

For me, the reaction from overseas fans is limited to occasions such as conventions. But seeing the fan reaction to Code Geass, I don’t see much of a difference. Is that something you feel is different?

I find Code Geass was popular both in Japan and especially here a few years ago. Fate has become very popular over time here as well, very much thanks to the mobile game, Fate/Grand Order

I do think it’s very much the same between Japan and overseas because the lack of time lag due to streaming has brought things to the same place. 

Speaking of that, there’s talk these days about how anime production is increasingly international, involving Crunchyroll, Netflix, etc. Do you feel there is a difference between creating anime that is primarily targeted towards Japan vs. a more international audience?

This is a question best answered by a producer rather than a line animator, but for the Japan-side shows, I do think there is much more emphasis or interest in hitting ratings for the Japanese domestic market. That might be the sole focus.

Do you have any advice for aspiring animators?

To become an animator in Japan?

Let’s say yes.

There are a lot of animators who work overseas remotely with Japanese studios, so borders are starting to become irrelevant. There are issues about this, but time will solve them. Perseverance is the best advice.

Was this remote work because of the pandemic or was it even before that?

This was a trend that started before the pandemic, but I do think the pandemic accelerated it.

Are there any other workflow/production changes that have occurred because of the pandemic as well?

Digital production has really accelerated. Or rather, COVID really separated it into two layers: the ones who succeeded in digitizing their workflows and those studios that were left behind.

You don’t have to name names, but for the studios left behind, does that mean that they are no longer around or that they’re just having to catch up?

This really depends on the sense of urgency at each studio. Some will be able to catch up and others will end up disappearing just because the digital workflow is inevitable, and everyone needs to move on.

Going back to the topic of Canada, the Tourism office sent you to a lot of places. Did you have a favorite?

I like cold climates, so there are plenty of favorites, but I ended up liking Yellowknife. Since this was my first visit to Canada, I liked it so much that I went there again two years later for a personal visit. For that trip, I revisited Vancouver, and also Banff and Yellowknife.

Did you grow up in a cold area in Japan?

Not at all!

Haha, I see. 

Thank you so much for the interview!

The Initial D Life Lesson I Often Think About

A black-and-white car racing a smaller red one.

There are many unforgettable moments in Initial D. Whether it’s seeing the AE86 drift for the first time, the battle against Ryousuke, the Trueno vs. Levin battles, or many other examples, the races are often showcases of protagonist Takumi’s unbelievable feats. But there’s one battle that often sticks out in my mind—the 86 vs. the Suzuki Cappuccino—because it features an important lesson about not limiting your self-perception.

Throughout Initial D, Takumi is very familiar with being the underdog due to his car being much older and weaker compared to his opponents’. The result is that he has to use various tricks (as well as an intuitive understanding of his own vehicle) to topple one Goliath after another. But the Cappuccino presents a different challenge: It’s actually smaller and lighter than the 86, and can pretty much outdo Takumi’s car at what it does best. Ultimately, though, Takumi prevails by doing what has not come naturally to him: He overpowers the weaker vehicle, even using the relatively larger frame of the 86 to block the Cappuccino.

Often, we think about our strengths in absolutes: “I’m good/bad/mediocre at this.” However, this is all relative. Maybe you’d normally be considered undersized, and have patterned your life to compensate for that, but there could be times where you are the bigger individual and have to use that to your advantage. If you get too stuck on who you’re “supposed” to be and how your actions should reflect your identity, you might lose out on opportunities. 

Avoiding tunnel vision about your own attributes is the key—all too fitting for a series about racing.

Anime Central 2023 Interview: Kubo Yurika and Ichinose Kana

Kubo Yurika and Ichinose Kana were at Anime Central 2023 to promote the game A Light in the Dark. Kubo is best known for her role as Koizumi Hanayo in Love Live!, and Ichinose is currently voicing Suletta Mercury, the protagonist of Mobile Suit Gundam: The Witch from Mercury.

I also had the chance to ask Kubo a question specific to Love Live! during her fan panel, which I’ve included at the end of the main interview. 

You’re both here at ACen because of your role in the visual novel A Light in the Dark. What are your most memorable experiences being involved with this game?

Do you mean during the recording?

Yes.

Kubo: Personally, this was during a time when I had a lot to record, so my sessions went on for days. My character, Mysterious Girl, goes through a lot of difficulties, and I was going through a lot of difficulties in my real life as well. So that overlapped, and I really realized that my life can be so easily influenced during recording.

Ichinose: By the roles you play?

Kubo: Yes, yes! That’s it! There’s a part of me that can be hurt quite a bit.

Ichinose: Oh, wow.

Kubo: So my memorable experiences tend to be about the heaviness of the role I play.

Ichinose: For me, I like playing serious roles, and my role hit close to heart. My character starts off very reticent, but there was still a lot of emoting involved. I do like heavy roles—and it was still heavy—but I still enjoyed it.

-How have your experiences playing characters such as Hanayo from Love Live! and Ichigo from Darling in the Franxx influenced the way you play your characters in A Light in the Dark

Kubo: So for both of us, it probably wouldn’t just be the roles from the works you mentioned—they’re all opportunities for growth as actors.

Ichinose: These are genuine experiences that contributed to our breadth of expression.

How do you balance playing multiple characters at once and keeping track of them?

Kubo: As for keeping track of roles, I think all the characters we’ve played so far don’t necessarily influence who we play in the moment. We just get into the role and do it that way. 

Ichinose: And since all the roles are so heavy in A Light in the Dark, resetting the emotions and getting out of the characters tends to be a bit of a challenge. But at the same time, as we work professionally, we do get ingrained with an emotional switch, or an acting switch, where we switch between roles in a very natural way.

Kubo: Yes, you’re right!

How does recording for a visual novel compare with other types of voice work?

Ichinose: Compared to recording for other types of video games, in other games, it’s more typical to do small voices like “Yah!”

Kubo: And “Hah!”

Ichinose: Yeah, and “Hah!” But there is a much longer story in A Light in the Dark, and there is much more emotional continuity. Depending on the recording, we might be skipping chapters, so we have to keep track of the continuity of the story and also the emotions. 

Kubo: But there are also branching paths in the story where the user has to select which path to go, and we have to be aware of the pre-selection emotion as well as which path the user chose.

Ichinose: One dialogue path would end, and then we’d have to do a different dialogue path.

Kubo: The level of tension and excitement would have to change too. It’s one of the fun and interesting things about the project.

Ichinose: I would sometimes have to rewind the emotional state of the character and go back. 

Kubo: Right!

That general area is part of the difficulty.

What inspired you to become a voice actor, or get into the entertainment industry in general?

Kubo: I started as a model for teenage magazines, but even before then, I was always watching anime and reading manga. While modeling, I was starting to wonder if I was unfit for the job, whereas I could always enjoy anime and manga. So I always wanted to take on the challenge if I ever had the opportunity. I did tell my agency that’s what I wanted to do, but they told me off that it’s not such an easy thing. They didn’t outright oppose what I said, but they said it’s not easy. When I got the role for Love Live!, though, that was my foot in the door into a career as a voice actor.

Ichinose: When I was in grade school and kindergarten I always loved watching anime, and my life more or less involved watching anime. I did play with my friends, but if I were at home, I’d spend pretty much the whole day watching anime. As I watched anime and loved anime, my thoughts turned towards the casts in anime, towards the voice actors, and eventually I would think that I wanted to get involved in the world of these various animation stories. So when it came time to choose a future for myself, one day I went to an open campus at a voice acting school, where I got my determination to go into voice acting.

For my three years in high school, I worked part-time and saved so I would have the money to pay for my own tuition for voice acting school. I paid my way through, did my audition, and got a role. So I started from a love of anime, refined my voice, and tried it out. I have the person who encouraged me to go into voice acting back then, who told me I had a chance, to thank.

Is there anything about your performances as Mysterious Girl and Young Girl that you’re especially proud of? 

Ichinose: What do you mean by that?

In the sense of, did you think you felt you had performed well, and can look back and say “I did a really good job here?”

Kubo: For my role as Mysterious GIrl, there is a portion in the latter half of the game where she goes through an emotional explosion. I played that part thinking, “I could lose my voice tomorrow, but I’ll go through with it.” If you can experience that scene, I would be very happy.

Ichinose: My character gets a little bit closer to the main character in the middle of the story, and she begins to open up and start talking about her dreams and aspirations—like how she would like to eat sweets. Normally, that’s the kind of dream that’s easily realizable if you have the money for it, but the girls grew up in an environment where that’s not something they could afford.

How is it to play a character who didn’t have something that was so ordinary and common for normal people? That was my challenge. So this is a serious title, but there are these small slivers of hope that my character can aspire towards, and if that kind of nuance gets through to the player, I think my acting will be rewarded.

Thank you!


Bonus: Extra Question for Kubo Yurika from the Previous Day’s Fan Panel

I love the way that you portray Hanayo’s shyness and intensity. My question is: I noticed your performance of her evolved over time; what changes did you make to playing Hanayo over the years?

Kubo: It wasn’t like I really changed my approach to Hanayo—more like as the years went by, Hanayo saw more of her character, experienced more, as did I personally. I think that’s kind of what led to that natural evolution. I wasn’t very conscious of it at all.

COVID the 19th—The First: Ogiue Maniax Status Update for June 2023

So it finally happened: I got my first case of COVID-19. I’ve been isolating, but I’ve also finally started testing negative, so I think I’m over the hump.

I already announced it on Twittter, but anyone who attended Anime Central 2023 should probably get themselves tested if they haven’t already. While I was masked for pretty much the entire time, I most likely had COVID-19 during the entire event, and it’’s better to be safe than sorry when it comes to the coronavirus.

While it might be too late for anyone who’s first reading about my COVID-19 case here, I still wanted to talk about it in this status update for a couple reasons. First, well, this is technically the “status of Ogiue Maniax.” Second, many people are afraid to admit they got COVID, worried that they might be looked upon negatively if they say anything, or feel a sense of guilt about how they put themselves and/or others in danger. But I think the more we publicly talk about it, the more we can reduce the stigma without downplaying the ongoing severity of the pandemic (it’s not just “the flu.”)

Thank you to my Patreon subscribers, who allow me to continue to indulge in this hobby of mine:

General:

Ko Ransom

Diogo Prado

Alex

Dsy

Sue Hopkins fans:

Serxeid

Philippe Nguyen

Hato Kenjirou fans:

Elizabeth

Yajima Mirei fans:

Machi-Kurada

Blog highlights from May:

I Finished Reading the Saint Seiya Manga

A nonstop rollercoaster of thrills, chills, and people throwing their bodies at perilous situations to protect their loved ones.

Oshi no Ko vs. Getter Robo: A Hot-Blooded Killer Combo

It’s like my fandom has gone full circle thanks to this meme.

La+ Darknesss, VTuber Birthdays, and the Ultimate Kayfabe

A look at the pecularity of the VTuber Birthday (and an excuse to celebrate La+ again!)

Kio Shimoku

Kio’s got some more good stuff.

Closing

While Anime Central wasn’t ideal due to my condition, I did manage to conduct some interviews, and I think they all turned out well. Expect to start seeing them soon!

Social Connection and Nostalgia for Web 1.0

I have a somewhat rose-colored view of an internet from long ago, and based on my observations on social media, I’m not alone. Increasingly, I see among those who surfed the superhighway a desire to return to a still-connected but far less prominently “public” presence. There’s no doubt a heavy element of nostalgia, but I also think there’s another major factor: a longing for a time when you could feel comfortable baring your insides, both the beautiful and ugly parts, without risking attack en masse.

The internet has thrived as a way to help people feel less alone without great risk to themselves. Whether it’s a political belief, favorite book, or even a sexual fetish, thinking you’re the only person in the world who’s into something can be an incredibly isolating experience. Are you “normal?” If not, are there at least others who can relate to you?

Now, especially as an entire generation has grown up being encouraged (or even forced) to make their online presence and extension of their offline identity, it’s not surprising that people would become afraid to share themselves. In a recent interview, game creator Sakurai Masahiro (of Smash Bros. and Kirby fame) said something related to this, which was summarized by a translator as follows:

“Sakurai talks about how he feels like today’s culture is too combative & people are quick to tear down things they don’t like in bad faith, and that the people putting things out into the world are vulnerable whereas the critics aren’t; he has little faith that things will change.”

I think it captures the environment well, along with the fear it creates.

Trying to find out if there were others like you carried a risk in the past too, of course. I’m under no illusions that those days weren’t filled with trolls or mean-spirited assholes eager to tear people down, but compared to today, the potential damage to the self feels less severe. Or at least, it would be localized.

There’s an anime called Jormungand about a mercenary team led by an arms dealer. In the final episode [Spoiler Warning], the main characters essentially cripple the ability to wage war from the other side of the world, though more regional conflicts are still very possible. In other words, while they can never truly stop war, they at least wanted to slow its spread. I think the desire to return to an era of web rings, bulletin boards, and extremely unpolished personal sites comes from a similar sentiment. Call it harm reduction, perhaps.