2000-2009 Part 1: Looking Back


Ogiue Chika, Goddess of the 2000s

Introduction

We are on the cusp of a new decade, and with such a benchmark on the way it’s only natural for people to reflect on the past, to review what has happened to them and everything they care for. Anime and manga fans are no exception. After all, it’s normal for us to assign certain traits to specific periods of anime and manga, whether it’s nostalgically remembering the “time when anime was GOOD” (which depending on your mileage can be pretty much any period) or analyzing the trends and developments in anime from decades prior, and to really be compelled to fight for the medium we love. Anime and manga thrive on emotion and reflection, and we love it for that reason. With all that in mind, I asked myself a question.

“How will this decade be remembered in the eyes of future anime fans and scholars?”

After much thought, I decided on nine ideas in total which I feel are significantly representative of the 2000s.

The Dawn of Digital Animation and the Proliferation of CG

For about as long as there has been an animation “industry” to speak of, cartoons were done on cels, painted and layered by hand, resulting in a cost-intensive and laborious process. When graphic technology progressed far enough that it became possible to animate shows “digitally,” it’s no surprise that the Japanese Animation industry, known for its significantly lower production costs compared to western counterparts, would by the early 2000s embrace this change. As of today, about the only cel animation holdovers that still exist are Sazae-san and Ponyo. Going hand in hand with the switch to digital is the increasing usage of cg and 3D graphics in anime, again generally as a cost-saving measure. Though 3D graphics in anime have been around since the late 80s (see Char’s Counterattack for example), it was the 2000s where it became a common sight.


Athrun Zala from Gundam SEED (left) and Gundam SEED Destiny (right)

The unique properties of the digital format influenced every aspect of animation production and aesthetics. Looking at character design for one example, characters are made to be colored digitally now and their features are drawn in ways which facilitate digital animation. As such, the impact the switch to digital has had on anime cannot be underestimated.

Digital Anime is a little over 10 years old now, which is a lot of time and yet not very much at all, and this decade has seen it go through some serious growing pains. In particular, it’s gone under scrutiny as critics from every level of anime, from the highest industry intellectuals to the fans, have pointed out how much it isn’t cel animation. Personally speaking, the classic example of awkward digital animation for me is Gundam SEED, where characters in zero-gravity environments looked like cut-outs awkwardly motion-tweened against a background, something which improved with SEED Destiny. Over time, animators have become more adept at using these “digital shortcuts” more effectively, and now just as you have people championing the days of cels, you also have people who think that digital animation is inherently superior.

The real answer of course is that each has its own strengths and weaknesses, and that it’s best to understand that, but that’s another talk for another day.

Character Over Story

Though there are still plenty of series which try to tell stories and have greater themes, the overall trend over the past few decades has been an increasing focus on the characters in those stories and to view them on a very personal level. While Evangelion is often marked as one of the major points where character emphasis began to supercede story emphasis, it is after 2000 where story truly begins to fall by the wayside. Taken to the extreme, these shows focus everything on intimate character portrayals with little to no narrative progress, eschewing narrative entirely, effectively creating a time capsule where characters are defined more by their static qualities than their active ones. Putting aside slice of life shows such as Hidamari Sketch and Azumanga Daioh, even series such as Haibane Renmei and Eureka Seven which place great emphasis on the grand scope of the world tend more towards the personal. The Melancholy of Suzumiya Haruhi in particular is a show whose story and events are more backdrops to display the characters and their workings.


Suzumiya Haruhi and the SOS-Dan

Essentially, this decade of anime and manga has been very much about “getting to know the characters” and treating them as “real.” Sometimes you’re a voyeur, peering into their most private moments. Sometimes you’re a close friend who gets to see them as they really are. In every case, it’s as if the goal is to have an anime viewer see a character and say, “I know what you’re really like.”

Moe

I could discuss moe all day long, but that’s not as important here as the fact that it became such a publicized word in anime fandom around the world. Whatever moe “is” or “is not,” in this decade it was clear that fans wanted it and that companies were eager to sell it.

While the word had been used prior to 2000 (such as in the 1999 visual novel Comic Party), it was after 2000 that the concept exploded and transformed into the beast that everyone knows and loves (or loves to hate). Moe became a buzzword, a rallying cry, and a point of contention as people inside and outside of the industry, as well as fans new and old, debated the effects that the popularization and push of “moe” had on the industry, the art form, and the people. The best example of how far the idea has reached would probably be the fact that Pokemon of all things featured a cute, spunky female character named “Moe” who had a crush on Satoshi/Ash.


Moe‘s name is also a pun on her usage of Fire-type Pokemon

At this point, it seems that moe has reached the height of its popularity and will become a genre that can be utilized in part or in whole. I suspect it will still be revisited in the future, but never again will we have this “moe mania,” perceived or otherwise.

“Softened” Character Designs

Chalk it up to “kawaii” or “moe” or “digital animation” or “influence from visual novels” or anything else, but character designs became softer in the period of 2000-2009. What does “softer” mean? It means rounder facial features, it means smoother curves on characters, it means subtle changes to color palettes that give off a sense of warmth, even in shows where you might not consider that appropriate. That’s not to say of course that “soft” character designs never existed in prior decades, but it was never to the same degree, and it did not seep into nearly every level and genre of anime in existence as it has here. It’s not just the Dengeki Daioh shows which went through this transformation.

It would be very easy to show you a picture of some gruff, manly shounen anime from the 80s and then put it next to something more modern and have people go, “Wow! That’s so different!” but there would be too many variables there, such as the inherent styles of the artists. Instead, I’m going to use a more subtle example.

Suzuki Mikura, Mezzo Forte (left), Mezzo Danger Service Agency (right)

Mezzo Forte is from 1998. Mezzo Danger Service Agency is from 2003. Both character designs are by the same person, Umetsu Yasuomi (who also directed both shows), and both of them are supposed to be the same character as well. Now Umetsu was always known as a skilled animator and character designer whose style leaned a little more towards the realistic side of things. And yet, look at what a difference five years make! If someone like Umetsu felt the winds of change to this extent, I think you can see what happened to character designs in anime as a whole.

Otaku in Fiction

Like many things on this list, the idea of otaku appearing in anime and manga isn’t new or unique to this decade, but the 2000s were when the concept exploded. While you had a handful of works in the previous decade, most notably Gainax’s Otaku no Video, the period from 2000-2009 saw such a growth of stories centered around otaku that it’s difficult to keep track of it all. Genshiken, Welcome to the NHK!, Lucky Star, Fujoshi Kanojo, Otaku no Musume-san, Rabuyan, Mousou Shoujo Otakukei, Tonari no 801-chan, Akibakei Kanojo, and of course Densha Otoko are among the many works which have thrown anime and manga fans into the fictional spotlight. Densha Otoko requires special mention, as its supposedly true story was partly responsible for Akihabara receiving much more mainstream media attention than in the past.

Not only are there stories about otaku now, but the “otaku” and the “fujoshi” have themselves become archetypes used in anime and manga. Go back to previous decades and only rarely will you find an otaku character who’s called an “otaku character.” Rarer still will you find them as main characters. The establishment of the otaku and fujoshi as character types in the world of anime, manga, and beyond is arguably a bigger impact than simply having works centered around otaku. Sanzenin Nagi would most assuredly have found a difficult time existing prior to this decade.


Sanzenin Nagi from Hayate the Combat Butler, Otaku Heroine

The arrival of the “otaku hero” is itself indicative of the increasing desire to appeal towards otaku. Just like how many shounen heroes are designed to appeal to kids by being more like them, otaku heroes are created to market towards anime and manga fans, to make it easier for them to relate to the characters and world of the story. At least, that’s the intention. Actual results have varied.

Greater Reverence for the Past in Remakes

Every decade has its remakes of famous and beloved works from the past, but there was something different about the way the 2000s went about it. In order to show just exactly what that difference is, we’re going to take a trip back over 40 years and start at the beginning.

In the 1960s a black and white cartoon called Tetsujin 28 appeared on Japanese television. Taking place in that era (or in “2001” if you follow the Gigantor version), the show followed a boy detective named Kaneda Shoutarou and his remote-controlled giant robot “Tetsujin 28.” He would traipse about the world in his plaid suit and short shorts, righting wrongs and fighting crime, and the show was very popular among kids.

In 1980 someone decided to revive the franchise and Tetsujin 28 underwent “modernization.” Referred to either as New Tetsujin 28 or Emissary of the Sun Tetsujin 28, the new anime sported updated redesigns for both Shoutarou and his trusty metal companion, with Shoutarou ditching his semi-formal wear for an open button-down shirt over a striped t-shirt and Tetsujin 28 slimming down and gaining more “realistic” human proportions. The art was less like its predecessor and more like the other anime coming out at the time.

The series was remade again in 1992 under the title Super Electric Robo Tetsujin 28 FX. Taking place many years into the future, the main character this time around was the son of the Kaneda Shoutarou. Kaneda Masato looked completely like a 90s anime character, sporting wild spiked hair and trading in the old remote control for a remote control gun. The new Tetsujin 28 meanwhile was the biggest departure yet, with its massive armored frame, oversized shoulder pads, and angular features. One look at this show and its designs, and you would be able to determine its time frame almost instantly.

Then in 2004 another Tetsujin 28 was announced. Would the story this time be about Tetsujin 28 fighting terrorists in the 21st century? Would Shoutarou’s be changed into a bishounen? Just how would this Tetsujin 28 update itself? The answer, it turns out, is by revisiting post-war setting of the original anime and manga, putting Kaneda Shoutarou back in his suit and short shorts, and returning the titular robot to its round and cumbersome-looking original design. The main difference was, this time around they could tell an on-going story that wasn’t possible with the episodic nature of the first anime.


Tetsujin 28, 60s (top-left), 80s (top-right), 90s (lower-left), and 00s (lower-right)

 

Here we see the level of reverence that animated remakes in the 2000s have for their source material. As cool as Sugino Akio’s Black Jack from the OVAs looks, it’s more a Sugino design that it is an adaptation of the Tezuka version. Whether it’s the new Black Jack, the new Towards the Terra, or the new Glass Mask, these remakes over the past ten years have all derived their aesthetics from the originals and tried even in their updated redesigns to capture their visual essence, as opposed to re-envisioning the characters almost entirely to fit in with the current trends of animation. Re: Cutie Honey in particular is a prime example, when comparing its opening to the original’s. Even adaptation of 90s series such as Itazura na Kiss and Slayers Revolution went about trying to capture that 90s anime “feel.”

Overall, this decade has done a much better job at looking back then the decades previous, but that might just be because anime is old enough at this point for that to happen in a proper fashion.

The Kids’ Manga of Yesterday is the Adult Manga of Today

Tying directly into the remake reverence, nostalgia for anime and manga has become a greater factor in the industry than it ever has in the past, and it has everything to do with appealing to the adults of today who were once kids. As with the example of Tetsujin 28, the revivals of today differ from the revivals of yesteryear in that while the previous ones tried to update the series for the kids of that era, more current series tap directly into the adult market who have a longing for the anime and manga of their childhood. Whereas Kinnikuman and Hokuto no Ken ran in Shounen Jump (the current home of One Piece, Naruto, and Bleach), Kinnikuman II (1998) and Souten no Ken (2001) run in adult magazines high on nostalgia.


Hokuto no Ken’s Kenshiro (left), Souten no Ken’s Kasumi Kenshiro (right)

Nowhere is this more evident than in the way the super robot genre has been approached over the past ten years. Arguably starting with 1997’s Gaogaigar and its realization that adults are watching this kids’ show, super robots have tried to tap into the childhood of those 18 and up. One only has to look at Gurren-Lagann, Godannar!!, Koutetsushin Jeeg, New Getter Robo, Shin Mazinger, Aim for the Top 2 and others to see this trend. While not all of these shows go out of their way to alienate new viewers (and shows such as Gaiking: Legend of Daikumaryu try harder to focus on a younger audience), they are still homages to the themes and tropes of decades past, trying to attract yesterday’s fan today.

 

Accelerated Access to Anime

Looking at the way we watch anime and read manga now, with our streaming videos, official online comics, torrents, rapidshares, and just ease of access to the product, it can be easy to remember that there was a time when getting any anime at all was a diffcult feat, and any show we saw was many years old at that point. But let’s not step back too far, and just consider the fact that there was a time before stores had “anime” or “manga” sections where you could easily buy the latest volume of your favorite series (or not buy, as the case may be).

Speed of information. Speed of communication. Speed has defined this decade as a whole, let alone in the realm of anime and manga, but it’s in the easy access to large amounts of media that anime began to feel like a juggernaut. On the up-and-up, you could buy anime DVDs and manga in mainstream stores and chains, or watch anime about fighting with monsters on Saturday Morning cartoons, or catch Cartoon Network’s Toonami and Adult Swim. On the illegitimate side of things, people began to produce “digisubs,” obviating the need for VHS fansubs and tape-trading. IRC downloads gave way to Direct Connect, which was succeeded by the Bittorrent, which in turn was overtaken in popularity by a new website called YouTube, which ushered in an age of streaming video.


The ease with which we could find anime made the world feel a little smaller

At anime cons, industry representatives have talked about how Bittorrent, while significant, didn’t cut into their revenues nearly as much as streaming video had. Streaming anime was fast, easy to understand (no “What’s a Torrent?”), and of course it was free. That’s why so many companies are trying streaming video right now; they know that this is where people are turning and they want to get something out of it rather than trying to squash it entirely. Even the Japan side is getting more savvy about this, with Bandai Channel getting into the mix and the rise of Nico Nico Douga. Now we actually have shows which are accessible to international audiences at nearly the exact same minute as a broadcast in Japan. And ironically, some people have shown that it’s still not fast enough.

The Ups and Downs of Internationalization

Back in 2000 I saw the second Pokemon movie on opening day, as I had with the first movie. I distinctly remember it being the summer of 2000, seeing as how the English title for the movie was Pokemon 2000 and all. But as I sat in the theater with friends that morning, I looked at the entrances for a moment and then…they came. Children flooded the theater, seeping into every row and every seat that they could like a single Pikachu-loving blob. In a couple of minutes the theater was packed. This was Pokemon. This was where anime had gone.

Then years later I went to see the 5th movie, starring Latios and Latias in theaters. Once again it was opening day, but this time I was the only person in the theater. Looking back, this should have told me everything I needed to know about the life of anime and manga in this decade.


The Pokemon movies from 2000 and 2003

The anime and manga industries of today struggle as their peers and rivals fall victim to a mix of overzealousness, bad decisions, and a market that just isn’t there even though they wanted it to be. But whether there was ever any actual success, or whether it was built purely on kindle and gumdrops from the beginning, the fact that these companies were even around to be eliminated, the fact that someone could actually think an “Anime Network” would succeed, the fact that another person would think, “We have to make our cartoons more like that anime stuff,” the fact that Anime and Manga could even give the impression of “Making It Big” is amazing in itself.

Conclusion

Anime and manga in the period from 2000-2009 has undergone changes in almost every area imaginable, from the way it’s watched to the way it’s created, from storytelling styles and character aesthetics, to perceptions of the past and the future. Whether it’s for the better or worse, I think ultimately history will have a neutral opinion on this era as the good inevitably came with the bad.

While these changes have been quite major, they do not exist in a bubble separate from history, and if you look closely you’ll find strong connections going back to the earliest days of anime and manga that continuously resonate from past to present. And in a way, this decade was not so different from the ones previous to it in the sense that every decade has brought with it changes to how anime is perceived, received, and produced. What’s different this time though, is that everyone around the world can see them more clearly and talk about them with ease, as we are doing right now.

So that’s 2000-2009 and the look back. Get ready for Part 2, where I talk about where I think anime and manga will be going in the coming years.

Comic Market 77 and You (and Ogiue)

It’s that time of the year again, where nerds in Japan decide that spending time with family or romancing a love interest are less important activities than attending the largest doujin event of the year. It’s Winter Comiket #77 this year (though keep in mind they have them twice a year with the other being in the summer), and if you’re like me you’re thinking, “Where can I get some Ogiue stuff?”

Though I won’t be able to attend, I have looked through the catalog. As far as I can tell there are only two doujin circles presenting anything this year Ogi-related. That might not seem like a lot, but given that Ogiue was never TOO popular a character, it’s good to see people fighting the good fight. Better yet, they’re artists I’m familiar with already.

Royal Crown will be there Tuesday, 12/29 (i.e. the first day of Comiket), at 東 フ゜−01b. That’s katakana East “Pu,” Zero One B.

Anri Works appears to have been unable to get a booth this year, but is looking to entrust someone with his doujinshi. If you’re there keep an eye out. He’s good people.

To my Japanese Ogiue comrades, I salute you.

UPDATE: ANOTHER OGIUE CIRCLE FOUND:

The group is called Kannazuki and will be there Tuesday at East Katakana Pu 2A. The name of their book is “All that’s Ogiue-san” so you know they’re good.

Anime Staff and Cast: Shame is Not in Their Vocabulary

It was at New York Anime Festival 2009 where someone asked why the creator of Gundam Tomino Yoshiyuki would keep going back to the franchise after swearing it off every single time. Tomino’s response was simple.

“I had to pay the rent.”

And with that, Tomino exposed us to the REAL Anime Reality, as opposed to the one that exists on the fan level.

I’ve occasionally seen people ask about whether or not voice actors get embarrassed playing some raunchy roles or ones they might find objectionable. Similarly, people have wondered whether or not animators ever take issue with, say, making porn about middle schoolers. I bet you though that 9 times out of 10 the answer is “Sometimes, but money is money.” Sure, Inoue Kikuko forbids anyone from mentioning her “early” work, and many voice actors change their names when performing for erotic games (and then oddly enough decide to use their real names for when that erotic game gets a non-erotic anime adaptation), but I’m sure that if they had to go back they’d do it all over again.

Let’s look at one of the hit shows of this past year: Queen’s Blade. Now who in the world would agree to work on a show like this? Well you might be surprised. I’ll give you that quite a few of the staff worked on racy material before. Director Yoshimoto Kinji was the character designer on La Blue Girl and directed Legend of Lemnear. Key animator Umetsu Yasuomi is probably known best for his role as director and character designer in both Kite and Mezzo Forte. Fellow key animator Urushihara Satoshi is known for his erotic illustrations, as well as works such as Another Lady Innocent and Plastic Little. To no one’s surprise I’m sure, the character designer Rin Shin also has plenty of experience with 18+ works (Words Worth, La Blue Girl, Classmates).

But then you get to someone like the art director, Higashi Jun’ichi, and you see what he’s done.

“Art director on Cowboy Bebop?”

“Art director on THEY WERE 11?!

That’s a whole lot of classiness to be injecting into this Boobs and Blades fanservice vehicle. Then you look back at the other staff. Yoshimoto Kinji may have quite a few “unsafe” titles under his belt, but he’s also worked on Riding Bean and Roujin Z (and also Genshiken 2 of all things). Umetsu is a legendary animator, key animating both openings and the ending to Zeta Gundam and lending his hand even today. Urushihara had his hand in Five Star Stories and Akira.

The voice cast is the same way. Queen’s Blade has one of the finest modern female voice casts ever assembled, with names such as Kawasumi Ayako (Lafiel in Crest of the Stars), Mizuhashi Kaori (Ogiue in Genshiken), Tanaka Rie (Lacus Clyne in Gundam SEED), Hirano Aya (Haruhi in Suzumiya Haruhi), and Kugimiya Rie (Alphonse Elric in Fullmetal Alchemist) all playing their own respective cleavage-shot-prone characters.

Keep in mind that I’m not saying that the people working on a show like Queen’s Blade don’t have integrity. They have plenty of it, seeing as how when you get past the, shall we say “awkward” premise, you have a show that’s well-animated and well-acted. After all, not just anybody could properly animate a slime girl’s acid-filled breasts bursting violently. But shame? Shame is a luxury.

In conclusion, I leave you with the words of one of the finest philosophers of the modern age.

“Get Money, Get Paid.”

Let Us Give Thanks to Our Anime Overlords

2009 has been a crazy year for anime, with ups and downs and all-arounds, but amidst a weakened global economy and an industry going through some serious growing (or shrinking) pains, I find there is still plenty to be thankful about.

I am thankful for…

Great shows being licensed or made available streaming so that when I say Glass Mask is a FANTASTIC SHOW, you can now go and watch it. And Monster is on TV!

Some stellar guests at anime conventions. Between Ishiguro, Tomino, and a whole bunch of others, this has been a highly informative and unforgettable year of conventions. Thanks to Ishiguro and Tomino as well, for telling me all about Nagahama Tadao.

An explosion of new blogs. As the years pass, they just keep coming and coming. Keep it up, the only way to improve your writing is to keep writing.

An industry which is still trying, despite what others might claim. There may be some “safe” shows out there, but we’re also continuing to see the mediums that are anime and manga being challenged and made better as a result.

An Eureka Seven Movie. Sure, it might not be quite what I’d like from an E7 movie, and it didn’t capture what made the TV series great, but I am still grateful that such a thing could be made 3 years after the original finished.

Genshiken 2 out on DVD! Get it as soon as possible. Ogiue is waiting.

The friends I’ve made and the people I’ve met through the fandom. Truly you have made this an unforgettable year.

Ogiue Maniax’s (Late) Second Anniversary Celebration

It seems like I have a tendency lately to forget important dates, even those of the things I care about most. November 20, 2009 came and went, though drawing something after having not done so in a while might have been an adequate way of marking the second anniversary of Ogiue Maniax. Still it’s no Genshiken Review, and I think I should celebrate two years of writing and analyzing and making terrible puns with some panache. Seeing as how tomorrow is Stuff Your Face with Food All Day… Day… I’ll save the Thank You’s for the next post. Instead, I’ll talk about how I’ve felt the blog has changed and changed me since I began working on it.

It was over two years ago that I began to realize that I enjoyed writing, and not just any writing but the kind that is meant to inform and enlighten and to encourage others to think. I was given opportunities on both Heisei Democracy and Towards Our Memories to write a little, and from there I decided to just dive in and start my own blog. I named it after the Genshiken character Ogiue Chika, who I believe to be the most deeply complex, emotionally moving, and overall amazing character to ever appear. I intended to use the blog to record my thoughts on the mediums that I love, even if it was just a brief inkling, and to help not only others to learn but myself as well.

Being able to accurately convey my thoughts while also challenging myself to think beyond my own point of view gave me a new and different sense of confidence that what I’d experienced previously, especially when I began to see others respond, and to weigh in with their own words. This in turn would motivate my desire to write even more, and before I knew it, I had improved as both a writer and as an anime fan.

And to you my readers, though I said I would not give thanks, I have to make an exception here. Thank you for respecting my words as much as I respect yours. The comment philosophy at Ogiue Maniax is to allow all comments as long as they are relevant, as it encourages everyone to engage in dialogue and to better understand each other. And if you’re a troll you’re all the more welcome, as it gives me the opportunity to further clarify my points. At that point, it’s up to every individual reader to decide if they agree with me or not.

Ogiue Maniax, two years old. Get ready, because this baby’s starting to walk.

Static vs Active: Another Moe Discussion Part 2

Yesterday, I made a post about how the “issue” of moe basically came down to whether or not it was personally offensive to someone. I didn’t go into what “is” or “is not” moe, as what was important there was not to get people to agree to any one definition but to point out the fundamentals of why moe can make for such heated debates and arguments. Today though, I want to talk about one of the possible reasons why discussions regarding moe can often seem like the two sides are arguing two entirely different topics. Keep in mind that my goal is not to show one side being right and another wrong, but to help you better understand why it is you, I, or anyone has developed their respective opinions on the topic of moe.

In the past, I’ve defined moe as a strong empathy for a character’s weaknesses, but knew that not everyone would necessarily agree with my interpretation. The more I studied my own definition and others’ however, the more I realized that there was some mix-up as to what different people considered the most important element in defining moe. From there, I thought up two general categories: static moe and active moe.

Static moe is where a character’s design and basic attributes are moe. The character’s voice, personality, unique physical traits, etc. all contribute to static moe. The idea is not to pull a character completely out of their context, but to see them in a stilled moment and gain moe from that.

Active moe is achieved through a character’s actions or what happens to them in the context of an animation. It is in the way they change or interact with their world that creates moe. In a way, this moe lacks concrete evidence, and is built into how the character grows on the viewer.

If we look at Tsukimiya Ayu from Kanon, her love of Taiyaki, tomboyish personality, lack of cooking skills, and penchant for saying “Uguu~” are all elements of static moe. Ayu’s interactions with Yuuichi, the way the two characters grow closer as friends, and the manner in which we learn about her true identity are what comprise Ayu’s active moe. To generalize, static moe is the stationary character, while active moe is the character in motion.

Now, what contributes most to your perception of moe? Whether you like moe or not, do you view moe as primarily static, where the most vital aspect of it is the design of the character, or do you view it as primarily active, with the greatest emphasis on the path the character takes?

Using myself as an example, when I examined the characters I found to be the most moe (Ogiue, Eureka, Hinata, etc.), I realized that my views on moe were shaped mostly by my own emphasis on what they had done as characters. In other words, I was moved strongly by their active moe. Again though, it’s not as if moe as active will make you like it, or thinking of moe as static will make you dislike it, but I think that the view of moe people have shaped in their mind relative to this dichotomy strongly influences their opinion as a whole, whether they realize it or not.

That’s Part 2 of Another Moe Discussion. Is there going to be a Part 3? A likely possibility, as I do have something in mind.

In Remembrance of Asahiya NYC

Though this post is being made one week after the event, it’s better late than never as they say, and I’d like to commemorate the life and times of the New York City branch of Asahiya Bookstores, which saw its last day on October 31st, 2009.

I did not become aware of Asahiya until many years after it opened, and even then I didn’t visit it very often, but for me it was a very special store. After I came back from Japan, the story in Genshiken was at its absolute climax with Ogiue at the forefront, and it was through Asahiya that I would buy issues of Monthly Afternoon so I could continue to keep up with the story, and it was also through them that I bought the remaining collected volumes that were not out when I was in Japan, namely volumes 7, 8, and 9. Since then, while I would also buy from Kinokuniya occasionally and Book Off especially, Asahiya was my go-to place for Genshiken-related goods, which included the first volume of Jigopuri that I reviewed. From a rational point of view, I know that Kinokuniya would have served the same function had I ordered from them, but that was not the choice I made, and call me silly or sentimental, but I had grown attached to Asahiya for that reason. It also didn’t hurt that they tended to have better prices on items compared to Kinokuniya.

So despite the paucity of hamburger and hamburger-related materials on Halloween, I made one last stop at Asahiya, where most of the manga had already been bought out, and everything remaining was either $1 or $2. I picked up a ton of manga, including another title about fujoshi.

It’s always a funny feeling when you’re at a Going Out of Business sale at a store you frequented (earlier in the year geeks in NYC saw the demise of gaming store Neutral Ground). You’re enjoying the really good deals you’re getting, but you’re doing so at the cost of having the store fold in the first place. I got a similar feeling from scooping up sweet DVD deals from the ashes of Geneon USA, and while the savings are nice I can’t help but feel we lose much more as a result.

The end of Asahiya NYC. The end of Geocities. It really does feel like the end of an era.

The Fujoshi Files 12: Susanna Hopkins

Name: Hopkins, Susanna (スザンナ・ホプキンズ)
Aliases: Susie (スジー), Sue (スー)
Relationship Status: Single
Origin: Genshiken: The Society for the Study of Modern Visual Culture

Information:
Susanna Hopkins, typically known as Sue, is an anime fan from Boston, Massachusetts who was influenced at a very young age by Japanese friend Ohno Kanako. Since then, she has become a consummate fangirl whose blunt personality and striking physical features, namely her long blond hair and piercing gaze, are capable of throwing off even the most hardcore of otaku. After her first visit to Japan along with her friend Angela Burton, Sue formed a close bond with Ohno’s fellow clubmate at the Society of Modern Visual Culture at Shiiou University, Ogiue Chika, though that relationship can occasionally be an antagonistic one.

Sue is well-versed in anime and manga both popular and obscure from nearly every decade, and her tendency to use anime phrases in everyday speech is backed by an incredible memory that facilitates her language-learning capabilities. Sue’s actual age is an enigma, but the fact that she eventually starts studying abroad at Shiiou University implies that she is either over 18 or a genius, with neither choice being out of the question.

Fujoshi Level:
Susanna Hopkins is not unlike many other female American anime fans, but Sue takes it to another level entirely, something that extends to her fujocity as well. Her knowledge of anime and manga is equivalent to that of an old-time otaku veteran, and her apparent lack of shame allows her to confront anyone and everyone while loudly expressing her interest in boy-on-boy action. Sue is a fujoshi dynamo, and woe to those who stand in her way.

My Academic Personal Interest in the Portrayal of Otaku and Fujoshi

You may have noticed that I avidly pursue manga and anime about otaku, and enjoy writing about the topic. Ever since Genshiken and the Densha Otoko boom (and arguably before that with Comic Party), I have been trying to expose myself to as many similarly themed works as possible. You might ask, “Do you think that stories about otaku are a superior genre compared to others?” or even, “Do you have a fetish for fujoshi?” I will tell you that I do not, and that furthermore, these questions are irrelevant.

There are those who will watch a show and desire more of the same. They will become fans of Ghost in the Shell: Stand Alone Complex and be disappointed when every anime they see does not turn out to be like SAC. I have no such illusions. I may love Genshiken, and may even compare other works to Genshiken, but I will never expect another work to be just like Genshiken because I know how unrealistic an expectation that is.

Instead, what I am fascinated by is the very portrayal of otaku in anime and manga itself. I want to see the optimistic and the pessimistic, the highs and the lows, the strong and honest works and the exploitative cash grabs, and everything else in between, to get a better sense of how they are seen and how creators want otaku to be seen. The Fujoshi Files are a result of this desire, and also to track the extent to which the “fujoshi character” and “fujoshi personality traits” have become prevalent in anime and manga. I like Ogiue very much, yes, but it is not due to her fujoshi attributes, but rather the way in which they are indicative of her deeper personality and thoughts. It is an academic pursuit, but that doesn’t mean it can’t get personal.

That is why I dedicate myself to finding these works. I want to know more, and if I so happen upon a particularly powerful and moving story then I am all the better for it. If not, at least I learned something.

The Fujoshi Files 11: Angela Burton

Name: Burton, Angela (アンジェラ・バートン)
Alias: N/A
Relationship Status: Single
Origin: Genshiken: The Society for the Study of Modern Visual Culture

Information:
Angela Burton is an anime and manga fan hailing from Boston, Massachusetts who befriended a Japanese student named Ohno Kanako while the latter was living in the United States. Though Ohno eventually had to return to Japan, Angela would come to visit Japan on more than one occasion, along with their good friend Susanna Hopkins. While they were partly interested in reuniting with Ohno, their main task was attending the largest doujin event of the year, Comic Festival. Initially, the flaxen-haired Angela startled the members of Ohno’s club with her strong, outgoing personality and her attractive and athletic figure, but would soon become a valued friend and an otaku comrade-in-arms.

Angela has a talent for sports, allowing her to physically endure the wear and exhaustion of an all-day doujin event far better than most. Her favorite shows include General Frog and Gungal Bleed, and she also possesses a strong fetish for glasses-wearing characters, though she does not actually wear glasses herself.

Fujoshi Level:
Angela Burton is unusually athletically fit for a fujoshi, which allows her to accomplish more, but what really sets her apart is her personality, specifically her openness as a fan. Perhaps due to her American upbringing (combined with the corrupting influence of anime), Angela can easily declare her fetishes in public and describe them in explicit detail. Angela’s tastes are also more diverse than most fujoshi, as she describes herself as being interested in both “male-oriented” and “female-oriented” doujinshi.