Flexibility of Ingredients in Giant Robot Anime

On the recent Anime World Order podcast there was an e-mail from a listener lamenting the lack of “real mecha anime.” The AWO guys (Clarissa was absent) concurred with his view, and said that, while they understand the argument that elements they don’t enjoy in current shows were present in past robot anime, the ratio of ingredients for baking this “cake” has changed for the worse. As one of the people who speaks about elements of current robot shows being able to trace their elements back to previous decades, and who has argued this point before, I agree that the shows of today are different. Different things are emphasized to differing degrees, and the robots are not always used in the same ways as they would in the past. My question in response is simply, what is wrong with this change?

From what I understand, when Anime World Order and their listener say they desire proper mecha shows, what they are actually looking for are shows heavily featuring action, power, and manliness as represented by giant robots. While I too am a fan of cool robots shooting lasers and all sorts of diplays of machismo, and I’m aware that Daryl and Gerald’s tastes are not exactly the same as their listener, the problem is that if you define “proper mecha” as such, then the genre becomes extremely limited.  Who draws the line to say, “this is the correct amount of robot prominence in a mecha show?” You can point to Mobile Suit Gundam and say that it’s a show that has the “right ratio” of elements, but I can point to Mazinger Z and say how actually different it is compared to Gundam in terms of narrative focus and even the ways in which the robots are used, not to mention the differences between Gundam the movies vs. Gundam the TV series. How about Superdimensional Fortress Macross, which (indirectly) takes the Char-Amuro-Lalah love triangle and transforms it into a main draw of that series?

The reason I bring this up is firstly because I want to emphasize how much  that ratio has changed even within the conventional history of robot anime (and I am deliberately avoiding bringing Evangelion into the equation due to its unusual position), but even more importantly because the shows which “get it right” in the current age are the product of adjusting the ratio in favor of a certain perspective on what giant robot anime should be like. Shin Getter Robo vs. Neo Getter Robo is brought up frequently in the podcast as an example of a relatively recent giant robot anime done right (or at least in the spirit of the old stuff), but it does not actually have the same ratio of elements as the robot anime of the past. If anything, it’s somewhere between the tamer Getter Robo anime of the 1970s and the harsher Getter Robo Go manga in terms of action and violence, and to highlight certain elements of each while ignoring others makes not for a show like the old stuff, but one which emphasizes certain desired elements from the previous works. This is hardly a problem as Shin Getter Robo vs. Neo Getter Robo does in fact offer the things that AWO says it does, but it’s also the result of distilling a robot anime into something more focused and specific to the preferences of particular viewers, which is not that different from the objections leveled at the current audience of robot anime.

I understand that this criticism is primarily aimed at Code Geass and other anime like it which put characters front and center in their stories and use robots for flavor. While I could argue that shows like Votoms do the same thing only in a way which emphasizes a masculine ideal, if we assume that current shows simply do not have enough robots, then I have to ask why the thrill of violence and power should be the primary motivation of robot anime? AWO speaks of the sacrifices that robot fans must endure in current mecha shows, but what about the same sacrifices people made in the past to enjoy those old robot shows when the ratio may not have been ideal for them? If people see elements such as romance, attractiveness of characters, drama of war, friendship, or any number of themes in robot anime, then I think it’s fair to say, “You know what, it’s cool that those elements are there, but wouldn’t it be great if there were anime which really brought those things to the forefront for people instead of having them buried beneath layers of action?” Using robots as a means to tell the story at hand, having problems solved by thoughts and intentions instead of by robots as a power metaphor, those sound like great ways to convey a narrative or express an idea. De-emphasizing power in a giant robot anime can and often does lead to interesting things.

Turn A Gundam, which isn’t a “modern” mecha series like Code Geass, but still places both a different level and type of emphasis on its mecha component, results in an overall stronger story because of it. The 2004 remake of Tetsujin 28 is hardly like the old 1960s one, because the theme shifted from “isn’t it cool that this kid has a robot?” to “exploring the post-war condition of Japan and the specters of the war through this robot as a science fictional element.” Yes, the latter theme was part of the original manga and anime to an extent, but by not having to value the proper “ratio,” it was able to do more. Robotics;Notes possesses many of the “flaws” of current robot anime such as an emphasis on high school, a lack of robot action, and a strong dose of drama, but it’s also an anime which emphasizes the thematic purpose attributed to giant robots. It uses the intimacy of a high school setting to show the bonds the characters have with the concept of giant robots, and does so by utilizing the “modern formula” that is supposedly anti-mecha. In all three cases, their amount of straight-up conventional robot fighting is less than expected, but it allows them to serve different purposes.

Gerald spoke of Die Hard and how keeping its constituent elements but not understanding it as a whole does not necessarily make for a proper Die Hard. That might be true, but why are we limiting the scope to just one movie? Action movies can be Commando, but they can also be Highlander or The Dark Knight. If that example is too broad, then let’s look at a franchise like The Fast and the Furious. After four movies about racing cars in deserts or highways and having some vague infiltration plot, Fast Five comes out and changes the formula into what is essentially a heist film. By focusing more on action with purpose and the teamwork element, and being less about the cars themselves, the result is a much more solid and well-rounded film which is still undoubtedly of the action genre.

Or to put it in terms of Daryl’s analogy, yes if you change the proportion of ingredients when baking a cake, you get something different. The thing is, cakes are but one possibility. What we have now are robot pies, robot souffles, robot quiches, robot donuts. You might prefer cake in the end, but all of those are equally valid and can be equally delicious.

The “Fake Geek” in “Fake Geek Girl”

The “Fake Geek Girl” is a topic that has been discussed extensively, mostly in terms of the sexism that arises from the designation and how it’s used. Certainly this criticism and discussion is warranted, but I think that understanding its connotative usages requires to some degree a removal of the “Girl” and a look at just the concept of the “Fake Geek” independent of gender. With that in mind, I’m going to lay out why I think the Fake Geek, or rather the concept of such, seems to engender bitter, defensive stances from those who would label themselves True, Legitimate, No Artificial Flavors Geeks (100% Authentic).

The idea of the Fake Geek (tied to the hipster) is someone who uses their feigned or marginal interest in a topic to gain some sort of advantage. That advantage may be an enhanced reputation or some form of cred, but generally the benefit is characterized as being able to increase one’s social circle, be it in the form of friends or otherwise. While I think that 1) any geek who has ever made good friends through their hobbies cherishes those friendships, and 2) we all to some extent have decided to check something out or keep up with something to a degree for social reasons, and thus I imagine the idea of friendships forged through nerd fires is not unappealing to people who are against “Fake Geeks,” what I believe to be the significant component in the creation of the “Fake Geek” as a symbol of disingenuous behavior has to do with the notion of “sacrifice.”

While geek friendship is more than possible, historically the label of geek came at a price, which is to say that it made friendship less possible with large groups of people instead of more. By being so engrossed in chosen, socially unapproved interests, geeks sacrificed their opportunities for social interactions and the friendships which would have been more likely to occur. When friendships were made through fandom or hobbies, it presumably required people who both (perhaps unconsciously) were aware of what they have given up. When you contrast this with the very idea that I talked about earlier, that the identify of the geek might be considered a clear and obvious way to make friends with others, that it no longer requires a “sacrifice” but may in fact be the opposite—something with socially inherent benefits—it comes across as a contradiction.

Imagine a guy who loves to eat eggs, but was told from the very beginning that eggs are high in cholesterol, bad for his health, and that anyone who ate them often would suffer. Wanting to remain healthy but also wishing to maintain his egg consumption, he adjusted every aspect of his diet, exercise, and daily habits to accommodate. Then, one day a report comes out that says the cholesterol in eggs are perfectly fine, and that everyone can benefit from eating eggs more often. Of course, the guy benefits from this information too, but he looks back and sees everything he gave up for the sake of his love of eggs, and then sees everyone around him now scrambling and poaching without a care in the world. The guy, understandably if also sadly, ends up accusing these newcomers of not being true egg connoisseurs.

Now, if you layer on the strange relationship geek culture has traditionally had with women, one which mixes reverence,  jealousy, and desire, I think you might start to see why the “Fake Geek Girl” is considered especially objectionable by those who decry their presence. A girl, with her “feminine charms,” is supposedly able to bridge the social gaps the old geek cannot, and on top of that is this notion that being a geek is a boon to social interaction instead of a disease, creating what is perceived as an “unfair advantage.” The Fake Geek Girl becomes a reminder of all the geek is not or could not have, and thus a bitter reaction is born from its conceptual existence.

The Stylistic Stew of Dragon Who

Manhwa, or Korean comics, are something I am relatively unfamiliar with. I can spot the similarities and obvious influences from manga in modern manhwa, and I’ve looked at a few titles here and there, but I have neither the knowledge of history nor the personal experience to say I have a firm sense of how manhwa “is.” Given that my expertise (if you can call it that) is primarily in manga, however, I found it quite interesting when a manhwa title I’ve read recently, Dragon Who, takes elements clearly inspired by manga but cross-pollinates them in a way which normally never happens among Japanese comics.

A title from 2009, Dragon Who is about a dragon boy named Roa Coatl who travels to South Korea to find the descendant of Quetzacoatl to make her his bride so that they can prevent an impending global disaster. In other words, it’s a shounen-esque school comedy/romance/action title that probably wouldn’t feel too alien to manga readers aside from the decidedly Korean names for most of the characters. Given that comfortable familiarity I think one would expect certain stylistic approaches, and indeed Dragon Who looks the part of a shounen manga to a good degree, but take a look at this image:

(By the way, for those unfamiliar, manhwa reads left to right.)

The character designs look quite shounen, perhaps even closer to late 90s shounen titles, but the use of blooming flowers in the foreground to introduce a character (and this is the main heroine Go So-Ahn’s first appearance) is an element straight out of shoujo. When combined with the fact that So-Ahn herself is designed to be fairly normal as opposed to strikingly beautiful, looking closer to a best friend character than a main character herself, it makes for an almost defiant combination of visual elements: a shounen title with a shoujo-esque heroine with shounen heroine looks.

Not only that, but Dragon Who has its own fair share of attractive guys, and while the title is neither harem nor reverse harem, the following image can give a certain impression as to how the title skews.

At this point, I think it would be easy to chalk it up to the popularity of shounen titles among female reader inside and outside of Japan (and I would have to assume Korea as well), and the titles which are designed to appeal to girls in Japanese comics to varying degrees such as Black Butler and Kuroko’s Basketball, but I’m not so sure that explains it. For one thing, Dragon Who is still keen to include elements like beefy muscular guys who aren’t all lithe bishounen, as well as fanservice for male readers.

Just to be clear, this is not a matter of manhwa looking “enough” like manga or not, but rather seeing how the manhwa inspired by manga doesn’t have to play by the rules (or at least plays with chunks of rules from four different places). To me, it feels more like Dragon Who is the product of authors taking aspects and visual language from manga regardless of genre or intended audience and putting them all in one place, or like if a shoujo writer were paired with a shounen artist. It’s a crossing of assumed boundaries which can show how thin and permeable those walls can be if only we’d allow them to be.

The Japanophile Without Japan

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

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

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

Variety Limits

I’ve often been told that I cherish variety in my entertainment (particularly my anime) to an unusual degree,  and if there’s one anime I find myself getting into disagreements over more than anything else, it’s The Sky Crawlers (second might be Xam’d: Lost Memories).

Directed by Oshii Mamoru of Ghost in the Shell fame, I reviewed The Sky Crawlers favorably, noting that the way it’s able to effectively instill in the audience the same sense of mind-numbing monotony that the characters themselves experience is something quite impressive. Of course, that also makes it difficult to watch, something that can bore you beyond the point of no return, so the debates over the quality of The Sky Crawlers tends to come down to the following question: how entertaining should entertainment be?

The argument against The Sky Crawlers is that you can make a film which conveys that sense of monotony in its characters without having to drag the audience down with it, but my feeling has always been that this is just not the same effect. However, what I realize as well is that, as a person who highly values variety of content and concepts in my anime, it’s not so much that I think the approach taken by Oshii’s film is superior, that there is indeed something inherently more artistic about making the audience live that boredom, but rather that it is a valid approach to take in making a work of art (or entertainment). In other words, I would not want all of my anime to be like The Sky Crawlers, and I do not put it above other anime as I do not prize experimentation above all else: I simply like the fact that something like The Sky Crawlers exists.

Broadening the point of view to not just focus on something as esoteric as The Sky Crawlers, I have to wonder how much people are willing to welcome greater variety in anime provided they get enough of the types of anime they enjoy. We can talk about how there’s too much of X or Y genre of anime and how it might be stifling the kinds we enjoy, but what if that wasn’t the case, and the popular thing was the niche and vice versa? Is any imbalance problematic, or are “problematic” anime okay if they’re in small doses?

The Real Meaning of djWHEAT’s “Growing eSports”

In a recent video interview by Marcus “djWHEAT” Graham about the world of eSports, djWHEAT espouses his beliefs on how eSports can grow, and that in defiance to the doom and gloom that surrounds declining numbers in games such as Starcraft II there is steady growth in both the idea of video games as sport as well as streaming. One of the frequent criticisms I see from people towards djWHEAT’s philosophy is that for most people, eSports as a whole doesn’t matter, and that if their game is the one that’s doing worse, then little else matters because they are not going to jump ship to another game just because. However, I feel that this view is something of a shortsighted misunderstanding on djWHEAT’s viewpoint, and one that limits itself not only to an unfortunate a favored game vs. an evil usurper context, but to an ephemeral present too narrow in scope.

When I hear djWHEAT talk about how the growth of one game can benefit eSports as a whole, and that people leaving Starcraft II for League of Legends or other games is not such a bad thing, I do not interpret it as this idea that the games don’t matter, that they’re just interchangeable within this structure of the competitive gaming scene. Rather, it has more to do with increasing the presence of eSports as a concept to the point that it gets as close to a commonly understood idea as possible, not just among gamers but among non-gamers as well. While one can argue that there will always be economic limitations to how much eSports can grow, this does not mean that there is a limit on growth in terms of exposure and acceptance. The more people know about competitive gaming, whether that’s through friends or family, or seeing matches online, or through playing the games themselves, or even just from a random guy on the street, the greater the opportunity for eSports to never truly fade away.

The scene might wane. It might become a fraction of what it was. However, establishing a cultural foothold by just having enough people positively experience eSports through games—whether it’s StarcraftStreet Fighter, DOTAPokemon, or something else—creates a mental and emotional connection more difficult to take away than money and eyeballs. If we look at Japanese anime, for example, there are certain titles (again, such as Pokemon) which, regardless of how you judge their quality, made the idea of anime simply better known and more acceptable to a wider range of people than just an existing hardcore fanbase.

I find that djWHEAT’s vision is one for the future beyond the myopic squabbling we see now, one where the ground is more fertile for the potential growth of new eSports-capable video games in a way which does indeed benefit everyone. Let’s say for the sake of argument that Starcraft II is fated to die out in a year, that it is on a downward and unrecoverable spiral. In light of this scenario, I want to give two alternate realities where this could be happening: one is where Starcraft II is the only game in town, the only game people consider competitive in any way, and the other is where Starcraft II is but a fraction of a complex milieu of a society in which eSports is known and accepted.

In the first, when Starcraft II goes, so too does the notion of competitive gaming, and if ever some game developer wanted to make their own Starcraft, they would have to start from scratch in more ways than one. People would see Starcraft as an anomaly, something which fell with no viable alternatives, and the creators of this new game would have to convince people all over again that this was a worthwhile notion, that people enjoy spectating games just as much as they enjoy playing them, and that there are positives to creating a competitive video game for the benefit of viewers.

In the second, on the other hand, when Starcraft II dies out, the notion that competitive gaming is viable would still be part of the public consciousness. It may not have ended up working for this particular title due to some combination of reasons, but future game developers could look at it and ask, “Where did it go right, and where did it go wrong?” When they go to try and get funding and support, they can point to other games which have been successful, games which companies might even already know about as eSports, and say, “We know what mistakes Starcraft II made and we can adjust accordingly. And, as you well know, there are plenty of examples of this model working.”

In both cases, there is a chance for a new and better spiritual successor to appear and grab all of the fans who once supported that game, but where in the first reality a single company would have to struggle just to introduce the idea of competitive gaming, in the second reality the notion of eSports would be accepted enough that there wouldn’t just be one company trying to create the next Starcraft (or any game of your choice), but five or maybe even ten companies, all eager to re-capture and even improve upon the things that made it so widely viewed and adored in the first place. The potential would not only always be there, but it would be so visible that it would continuously inspire game creators, as well as players, casters, everyone, to seize that opportunity.

Essentially, what djWHEAT is advocating when he says that the growth of one eSport is beneficial to all is not simply the product of a “let’s all get along” mentality. Instead, it is based on the idea that the more “eSports” becomes a solid concept in people’s minds through exposure, the better chance future games and gamers will have of fostering and being fostered by that positive environment, an environment which benefits all competitive games past, present, and future, whether a game’s life span is 50 days or 50 years.

My Donation to Kick-Heart Was Not an Obligation

I recently donated to Kick-Heart, and it was my very first Kickstarter donation.

For those who aren’t familiar with it, it’s an animation project by Japanese animator/director Yuasa Masaaki, a man whose style can best be described as “experimental and unorthodox.” As someone who not only enjoys variety in animation but also appreciates Yuasa’s work (particularly the brilliant Kaiba), I ended up pledging, but I want everyone to understand that this was my own conclusion, and not one I necessarily expect from others. 

As people have rallied for Kick-Heart there’s been good, but there’s also been this problematic message attached to it wherein Kick-Heart is seen as a potential savior of not just the anime industry but of creativity and imagination in anime itself. To some extent, they have a point: there are certain anime that are more commercially viable than others, and this is usually based on what’s trending at the time combined with the economic realities of the time. In that sense, funding this Kickstarter is useful for figuring out if there really is an audience for Yuasa’s brand of works, enough to justify at least a 10-minute animation piece. But then if you’re not part of the audience in the sense that you have little interest in Yuasa’s work, then you shouldn’t feel obligated to maintain a lie just because people are making you feel like you’re industry poison.

I said why I decided to join in, and if my or anyone else’s reasons for donating to Kick-Heart convinced you to donate, feel free to do so. What you shouldn’t feel, however, is pressured to donate out of the “greater good.” Kick-Heart isn’t an intimidation tactic, and it shouldn’t be talked about as such.

Reality TV: Humanity Has Declined

Anime is often praised for their sheer diversity of topics and approaches to those topics, but biting comedic satire is a rather uncommon occurrence. This is what the Summer 2012 series Humanity Has Declined brings to the table, and I consider it to be the #1 show of the season.

Based on a light novel, the show takes place in a world where humanity’s population is a smallfraction of what it once was. and many of its technological advances no longer feasible given a scarcity of resources. Life in some ways resembles the 17th century more than it does the 21st. The story is told from the perspective of an unnamed woman—referred to in some material as “the Mediator” but in actuality is only ever mentioned in the show as “I” (Watashi)—whose job it is to communicate with the “fairies,” small, human-like creatures with large smiles permanently plastered onto their faces, who are a source of great frustration for the main heroine.

In the story, the fairies are referred to as the “new humanity,” a title which makes sense in two ways. First, with humanity in decline, they are now in a way the dominant species on Earth. Second, and this is in my opinion the more significant allusion, is that the fairies are like a hyper humanity. More technologically advanced than the humans, they’re able to create almost anything practically overnight (the one exception is that they are incapable of creating desserts), but their incredibly poor memories and utter carelessness cause them to make the same mistakes repeatedly. Most of the time, when asked any question, whether it’s a difficult one (“Where do you expect society to go”) or a simple one (“Where do you live”), their response is a simple “who knows.” In addition, the fairies have a tendency towards jumping on fads at an accelerated rate, accomplishing the most astounding feats of civilization only to abandon them days later. Strangely naive, the fact that they often get ideas from the humans means that, much like the Twilight Zone episode “The Little People” (or its Simpsons parody), they mirror the follies of mankind.

The humans she communicates with are also prone to folly, just that their impact is nowhere near as severe as the fairies. As such, the heroine takes this all in stride, at least on the surface. Presenting a pleasant demeanor on the surface, her inner thoughts reveal a harsh cynicism that is all-too-appropriate. In one case, she mentions to herself (and the audience) a meeting between people in her town which accomplished nothing but allowing the people to say they held a meeting so that they can show that they made an effort. The way in which the heroine casually holds back her mild disdain actually becomes one of her more charming features, and she never winds up feeling like a whiner.

The series couches its subtly dark humor in a bright, pastel palette, giving Humanity Has Declined a visual aesthetic reminiscent of a European children’s book. At first, this cute appearance can seem like a concession to convention, and in some ways it might well be, but what becomes apparent from episode to episode is that it winds up having the opposite effect. That fairytale-like surface, when combined with the actual content of the series, winds up actually making the entire show even more bizarre. Because of this, even when the show seems to be undergoing a significant tonal shift, it actually isn’t all that unusual in the context of the anime.

Overall, Humanity Has Declined is an anime quite different from the norm, whether that’s the norm of typical light novel output and adaptations, or the norm of trends in anime both new and old. It’s a clever show that’s hard to box in any particular categories (though I definitely tried), and it’s all the better for it.

My First Exposure to 70s Robots

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.

The Slow March of Mawaru Penguindrum

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.

That is, until Penguinbear.