In Splatoon, ink is everything. It’s how you take down opponents, it’s how you advance and retreat, it’s how you control space, it’s how you assist allies, and it’s how you win. This core mechanic is so smart, creative, and well-executed that it basically provides a solid foundation for every game entry. Unless the creators actively screw things up, it’s hard to mess with such a successful formula. However, while a bit of a spitshine would produce a decent enough sequel, Splatoon 3 has gone above and beyond to take the lessons from its predecessors and create a more fun and more refined experience.
The bread and butter of Splatoon is its multiplayer, where teams of four compete. While the basic gameplay remains fundamentally the same, and I’m nowhere good enough to notice subtle differences in weapon ranges and the like, it’s very clear that the developers put a lot of thought into improving things. For the more competitive sort, ranked battles now have two types of games available so you can play the ones you enjoy more. For everyone in general, the new generation of super weapons builds on an important development that’s happened over the course of many games. The original Splatoon was famous for having invincible supers with such great power that games revolved around them. Splatoon 2 dialed this back a bit, and now Splatoon 3 puts an even greater emphasis on interactivity and counterplay.
But not everyone is into competing against other players, of course. Fortunately, Splatoon 3 provides alternatives. The first is the return of Salmon Run, a multiplayer co-op experience against waves of computer-controlled enemies. The second is the best story mode thus far, delivering in every way that matters. Like previous games, the singleplayer story mode works as a nice introduction to the games’ mechanics, but the actual plot itself is actually filled with thrilling surprises that provides great fodder for long-time fans without alienating newer players.
Speaking of avoiding crushing beginners, while it’s clear that the Octo Expansion was a major influence on how this turned out, fortunately it’s not as harsh as that Splatoon 2 DLC. I still get chills thinking about the Octo Expansion’s hidden final boss, Inner Agent 3, and I expect an eventual Splatoon 3 DLC to be similarly expert-focused.
I do have a couple complaints about the game. One is that the initial tutorial basically requires players to use the motion controls. While I prefer that method of control myself, I know people who just cannot get accustomed to that setup. Between that and requiring a shooter-type weapon (technically also my preference) to get through most of the singleplayer, and I think that perhaps not enough has been done to help those who don’t prefer the default style of Splatoon but still want to enjoy it. Another is that many of the maps in online play feel a little cramped, and as someone whose preferred weapon (the N-Zap) thrives on mobility, I find myself feeling at times like there’s no escape. I think I can probably adjust to that, though.
Overall, Nintendo has really hit it out of the park with Splatoon 3. It’s basically everything I was hoping for, even as I’m still trying to get used to all the changes. This one’s a winner.
Mobile Suit Gundam: Cucuruz Doan’s Island can be described as one of the most elaborate shitposts ever.
This doesn’t mean the film is bad—quite the opposite, in fact. But it’s precisely because Cucuruz Doan’s Island turns out to be a solid work that makes it even more of a shitpost.
Origins
Cucuruz Doan’s Island was originally Episode 15 of the 1979 Mobile Suit Gundam TV series, about an AWOL Zeon soldier who is now raising orphans on an island that the protagonist, Amuro Ray, crashes on. It’s infamous for a variety of reasons, not least of which are its abysmally off-model animation quality, and the fact that Director Tomino refuses to let it be included in releases outside of Japan. It’s an early instance of a yashigani crab episode, the kind of thing that seems to embarrass all involved. Well, what if 43 years later, they decided to turn it into a feature-length piece with the budget of a full-fledged animated film?
It’s about as cheeky a move you can make, especially because the idea of re-animating something from First Gundam like this isn’t really done. Sure, there’s Gundam: The Origin, but while the manga is a retelling of the entire story of the One Year War, the anime version mainly covers events before that conflict, making it a prequel of sorts.
Doing More with More
So how do you stretch a 20-something-minute episode into a full movie? Well, you give it More of Everything. There’s more fights: Doan is shown in his Zaku to be fending off unwelcome island visitors from the start, and even has a tussle with the Gundam early on. There’s more plot: The White Base crew’s visit to the island, as well as Doan’s former role in the Zeon forces are given greater context. There’s greater stakes: The threat of worldwide catastrophe looms in this film in a way it never did as a TV episode. There’s more characters: Doan goes from having four orphans to having about three times as many (including an older boy who’s jealous of Amuro), and a whole new platoon of Zeon soldiers is incorporated into the story. Also, Char Aznable shows up (of course), but only in a literal fever dream.
On top of all that, Doan’s Zaku for the film has been purposely designed to be thinner and with a different head construction compared to the standard. This is actually a reference to it being horribly off-model in the original TV series, which has now become the catalyst that has transformed artistic mistakes into the baseline for a unique mobile suit design. This is perhaps the biggest indicator of the somewhat trolling nature of Cucurzu Doan’s Island.
Hindsight and Evolution
Yasuhiko “Yaz” Yoshikazu, the original character designer from the TV series, is actually the director of this film, and it shows. In many ways, it feels more like an episode of Giant Gorgthan Gundam in the way characters interact with and explore their environment. The character designs in the film are very clearly based on Yaz’s more modern work a la Gundam: The Origin, but there’s also something about the way characters move that evokes their personalities more powerfully than even some of the best episodes of First Gundam. When Amuro walks around the island, he does so with an awkwardness that really hammers home the fact that he was originally an introverted tinkerer who got thrust into piloting the most powerful weapon of the time. The ways he walks, runs, and reacts come across as possibly even neurodivergent, and makes him feel that much more out of place in the world where he lives.
In this way, one of the remarkable things about Cucuruz Doan’s Island is the way it acts simultaneously as a nostalgia piece and a work that reflects on Gundam’s long history. In addition to being an opportunity to see the old White Base crew in action again, there are all sorts of details that convey a kind of homecoming. For example, when you see Zeon soldiers (Doan included) react to the presence of the Gundam with fear and awe, it both makes sense in the context of the story and as a nod to the fact that this is the RX-78-2, the Ur-Gundam. Pretty much all the old characters are there with their original voice actors (provided they’re alive). It’s very clear that Furuya Toru and Furukawa Toshio are four decades older and can’t quite play teen characters as naturally as they used to, but they also bring just as many years of experience and refinement to the roles.
There’s another aspect of Cucuruz Doan’s Island as a do-over that stands out to me, and perhaps to anyone who cares about Gundam lore: Despite being a remake of a TV episode, the movie places itself more in the original film trilogy’s version of events. In addition to the complete absence of the Core Fighter—the cockpit plane that was used as part of the “docking” sequences used in the TV series to give it more of a “super robot” aesthetic like Gundam’s predecessors—Cucuruz Doan’s Island also features the Core Booster vehicle that was created for the trilogy. And while I can’t remember offhand the exact sequence of events, the flow of the story seems to place it more in the trilogy’s timeline of events as well. This, too, feels like Yaz trying to correct past mistakes.
Beyond the Time
I’m not sure which would be funnier: this movie leading to an international release of First Gundam with the missing episode, or if we actually end up with the movie available to purchase but still no Episode 15. Either choice would add onto the legacy of Mobile Suit Gundam: Cucuruz Doan’s Island as arguably the ultimate shitpost, and I have to wonder if other properties might attempt something similar.
For better or worse, the Pokémon games have stuck to a tried-and-true formula that has brought it great success for nearly 30 years. While there have been some oddballs, the clear emphasis on the series has been on a fairly gentle-yet-complex turn-based experience that allows it to remain popular and accessible. For those wanting more—like a real-time battle experience—it can feel like a futile wish.
The pseudo-open-world of Pokémon Legends: Arceus isn’t exactly the game to answer these prayers, but it is the most daring title to date. It’s sort of a middle ground between various poles—not a full-fledged main title entry, but one that still maintains most of the core concepts of Pokémon. The open field at the center of the Sword and Shield games is greatly expanded upon here, and is in fact pretty much the feel of Legends: Arceus. The game also incorporates some real-time gameplay elements that put your trainer in peril instead of just your Pokémon, but battles inevitably come down to a turn-based experience, albeit one where the mechanics have a few added twists. All this makes for a fairly refreshing game that’s like a foot pressing halfway on the gas pedal. Some things feel familiar and other things are real surprises.
The premise of Pokémon Legends: Arceus is that you have been transported back in time to an era before the Sinnoh region was even called by that name. You arrive right on the cusp of the invention of the Poké Ball, which means that the so-called Hisui region is a place with a fundamentally different relationship with Pokémon consisting of fear and reverence. I was genuinely surprised to have the player character experience a time slip, and I have to wonder why the developers went with this angle instead of just having it be a child of the past. The story is decent enough, but I think the gameplay itself is what’s most interesting.
Because this is supposed to be a historical period that’s also more dangerous for regular folks, the new mechanics (or sometimes lack thereof) feel like both a throwback and a new frontier. There are no features like traits or even held items, let alone something as modern as Dynamaxing, giving me a real Generation-1 vibe at times. I experienced a number of moments where I was worried about a Pokémon having something like Levitate, only to quickly realize that such things don’t exist in Hisui.
The really major change comes from the way attacks can have different “speeds” to them, such that while battles are still fundamentally turn-based, sometimes you or your opponent can go two or more turns in a row. Combined with the fact that things like status effects and stat buffs/debuffs work quite differently all around, and the result is something familiar, yet strangely new. Also, sometimes, you’ll have to fight 1v2 or more, whether because you caught the attention of multiple wild Pokémon, or you’re fighting someone whose village culture is one where having multiple Pokémon out to do battle is perfectly normal. It’s not like any standard rules have been codified yet—which adds to the feel that this game takes place in a bygone era.
As for the real-time elements, the main ones are special boss fights against guardians known as “Noble Pokémon,” where you have to pelt extremely powerful Pokémon with bags of soothing balm and create opportunities to engage them in a proper Pokémon battle. The added factor of having to learn boss patterns and how to best dodge their attacks brings a dexterity element mostly absent from older games, but the awkward transition into battle mode feels like it could use some work—like a bizarre cousin of chess boxing. Maybe if you still had to dodge collateral damage while your Pokémon is engaging them, it could integrate the two pieces better.
There are hints that the upcoming Pokémon Scarlet and Violet are going to utilize at least some elements of Pokémon Legends: Arceus, though to what extent is still not entirely clear. While I do enjoy that real-time aspect, I’m not sure if I necessarily want it for the main series. I personally would be served with a solid hybrid between real-time and turn-based, but when I think about the fantastic accessibility of Pokémon that has allowed players young and old to approach it regardless of dexterity, and of the stories where kids have learned to read because they played these games, I don’t want that taken away. Maybe we could live in a world where Pokémon can somehow be both, and everyone can be happy.
As Sentai Filmworks gradually releases the Girls und Panzer das Finale films, I look forward to watching them and following the tank girls on this last endeavor. This time, it’s Part 3, and it continues to bring the things that make the series memorable.
To call them films is perhaps a tad misleading, as they usually have about 60-minute run times, and there isn’t really a complete narrative arc from start to finish. It’s probably better to think of them like hour-long OVAs, or perhaps even old black-and-white serials a la Flash Gordon.
das Finale is surely not meant for anyone but veteran fans of the show: The fact that episodes end in mid-match cliffhangers means they have to quickly establish the situation or rely on the viewers to remember where they are. Here, the movie begins with the heroines of Ooarai Academy engaged in a surprisingly difficult battle with the previously weak Chi-Ha-Tan Academy. As the story progresses, evidence of character growth (mainly in the arena of tank combat, of course) relies on having prior knowledge of how they behaved in the prequel works. Case in point, seeing the first-years team start to come into their own in Part 3 means knowing where they started. And while it’s technically not personal development, seeing Mako in a night battle acting hyper-alert—in contrast to her lethargic daytime self—is something I can appreciate both as a gag and a story element for a fight.
Even more than the TV series or der Film, das Finale focuses on tank battles. The willingness to more or less portray protracted fights and not skip around is appreciated. Although the matches between the non-Ooarai teams naturally get less screen time, the ways they show one school overcoming another (as well as how and why) puts the brain-centric combat of Girls und Panzer on full display.
If there’s one thing to take away from Girls und Panzer das Finale Part 3, it’s the way that it emphasizes the importance of protagonist Nishizumi Miho, whose tactical mind is arguably unmatched in the series. The question it presents in this context is whether the rest of Ooarai can step up to the plate when needed. I expect the later films to make this an increasingly prominent theme as we get closer to the end, and I have faith that the team will shine.
In 2008, the Wachowskis’ Speed Racer movie made its box office debut. At the time, I was eager to make an outing of it, but by the time anyone wanted to go watch it with me, it was already out of theaters in my city. Over the years, I watched its reputation go from “beloved by a select few” to “cult classic” to “criminally underappreciated gem too advanced for its time” in the eyes of the public, yet for whatever reason I never sat down to actually experience the film myself. Now, 14 years later, I decided to right this wrong, and I’ve come out of it wishing I decided to do this sooner.
Speed Racer is based on the 1960s anime of the same name (known in Japan as Mach Go Go Go), and follows a guy (literally) named Speed Racer. Coming from the appropriately named Racer family, Speed loves cars and driving, but his entry into the circuit world comes tinged with memories of his controversial dead brother, the ex-pro Rex Racer. When Speed is propositioned to join an elite racing team under the auspice of one of the top sponsors, it sets him on a moral and literal battle between cynical big business and genuine passion—through racing, of course.
So many articles and reviews have been written about the Speed Racer film at this point that I doubt anyone needs me to convince them to watch it or give it a second chance. That said, as someone who’s watched a lot of anime (enough to blog about it for nearly 15 years!), I found Speed Racer to be entertaining and engaging in multiple ways without a shred of irony. The movie often looks intentionally flat, as if they had taken animation cels and replaced the characters with real people. The races are intensely energetic, but I never found them difficult to follow, and they always served a very clear narrative purpose to convey specific themes about how the characters like Speed see the world or racing. Not surprisingly, the fast pace at which information is integrated into the greater world, combined with its simple but memorable characters, reminds me of a different anime that is without a doubt descended from Speed Racer’s legacy: Redline.
The divisiveness of Speed Racer as either the greatest thing or an unwatchable mess comes down to a number of qualities, but I think characterization is a big bone of contention. If you’re looking for fully fleshed out beings with layers and layers of complexity and moral ambiguity, this film has maybe one or two of those, tops, if I’m being charitable. Otherwise, you have a literal monkey mascot as comic relief that the Wachowskis could have jettisoned Tom Bombadil–style, but they actively chose to keep. What Speed Racer has in spades, however, are characters as embodiments of groupings of emotions, and the film shows how these feelings drive their decisions and their ways of being. Speed has a number of times where he has to make tough moral choices, but they’re always through the lens of “How does it affect the love of racing that is core to his being?” The characters are very intentionally two-dimensional, and not for the worse.
When the film’s ending credits begin to roll, a remixed Speed Racer theme plays that starts with the Japanese lyrics of the Mach Go Go Go opening, and it feels indicative of how much the film seeks to pay homage to its artistically influential original that captured the imagination of so many people. It’s a clear love letter to the original, but stands on its own as a visual spectacle that drives its story through its aesthetics. For those who can take the step forward to meet Speed Racer where it’s at (or are indeed there already), what awaits is one of the best adaptations of an “anime” feeling to a film of flesh-and-blood people.
In a story where the characters are like older, alternate-universe doppelgangers of the cast of Genshiken, not everything fits together perfectly. Characters look a little different in ways that can’t always be explained by changes in age, size, or fashion. So I long figured that the blonde living with Ogino-sensei (Not-Ogiue) was actually an amalgam of Ohno’s two American friends, Sue Hopkins and Angela Burton. After all, this character may have had much of Sue’s demeanor, but her figure and proportions were a lot more like the buxom Angela’s. Turns out, however, that there is a Not-Angela, and she’s more powerful than I could’ve imagined.
Not-Angela’s big change is that she’s somehow gone from being all-in on “boys’ love” to being obsessed with “girls’ love,” as she calls it). According to Not-Sue, she likes any story where you can see the sense of love showing, though the fact that Not-Angela has her stuff adorned with yuri buttons makes it seem like that’s not the whole story.
The Genshiken Angela was implied to be very sexually experienced compared with most, if not all of the other characters—not surprising, given most were socially awkward dorks. Spotted Flower is a different beast, as it’s a story where sex and promiscuity are present in spades. Yet, even here, the aura Not-Angela gives off is still a level above the others, even if not much is actually shown. That said, a very exposed Not-Angela both gets a gratuitous shower scene and also tries to have a threesome with Not-Sue and Not-Ogiue the first night she’s there, so it might just be a matter of time.
Her relationships with the cast seem more or less similar to her Genshiken counterpart’s, including having a thing for Not-Madarame and a long friendship with Not-Ohno. Curiously, Not-Sue seems to have even more of a love-hate relationship with Not-Angela, though no real hints have been given as to what could have changed, or if it’s tied to the fact that both original versions had a thing for Madarame in Genshiken. It’s not a complete about-face from what their Genshiken versions had, but it just seems much more aggressive. Also, she seems to dislike Not-Sasahara, claiming that he’s the type to ask for a threesome, which cuts a little deep with a tinge of irony, given recent developments.
Not-Angela’s last appearance involves her flying back to the US, but not before teasing Not-Madarame by mentioning the striped panties she’s wearing—a personal weakness of his, and one that his wife, Not-Kasukabe, is all too aware of. This suggests that Not-Angela found out about this detail at some point and is taking advantage of it, but given the adultery that Not-Madarame engaged in not long ago when his wife just had their daughter, it feels tinged with a kind of uncomfortableness only Spotted Flower can bring.
I wonder if we’ll end up seeing a meeting between Not-Angela and Not-Kohsaka at some point. They’re probably the most eager to get in people’s pants out of everyone, though I don’t see anything happening between the two.
Out of all fan conventions, I consider Otakon the one can’t-miss event. There’s certainly a sentimental component, as I’ve been attending for about 15 years at this point, but I think their approach to the concept of the anime con is vitally important: a celebration of anime fandom that’s not for profit and also gives respect to both the creators of the works and the fans themselves. This year, Otakon 2022 shattered its attendance record with a whopping 40,000+ (roughly 6,000 more than the previous record), and I’m glad to see it thrive after a combination of a risky move to Washington DC saw an attendance drop and the arrival of a global pandemic threatened its very existence.
COVID-19 Measures
Anyone who follows Ogiue Maniax knows that I do not take COVID-19 lightly. I’m a firm believer in the science that says vaccinations provide significant protection against severe disease and death, and that good-quality masks are an important tool for mitigating spread. I’m also not so naive as to think COVID couldn’t possibly be at the convention. So why did I still decide to attend, especially with the Omicron variants being so infectious? There are multiple reasons.
First, above all else, is that Otakon’s COVID-19 policy reassured me that they take the pandemic seriously. Much of the US has been opening up in rather unsafe ways (if they had ever closed down at all), and some other notable conventions had tried to roll back their masking and vaccination policies despite the prevalence of the Omicron variants. However, Otakon maintained that attendees must either be vaccinated or present a negative PCR test result, and that masks are mandatory. A few more things could have been done, like requiring vaccinations and boosters, period, but it’s understandable that some people still can’t get vaccinated for reasons other than hesitancy. In my view, Otakon cared more about people than attendance numbers.
Second, the Walter E. Washington Convention Center is quite spacious and has tall ceilings that can help keep air circulating—it’s being in stagnant air in small, enclosed spaces that is especially high-risk, and I could do what I can to avoid those situations and/or make sure I didn’t take my mask off under any circumstances.
Third, I trusted my own risk management. In situations that are too crowded around me or where the mask usage rate is clearly lacking, I could make the decision to change plans or abandon ship and head back to my hotel. Although it might mean not getting to see something or someone I was looking forward to, it was something I was willing to accept. You can’t do everything at Otakon anyway. I did eat out with friends once, but it was on a Sunday when the majority of attendees had already left DC.
Of course, COVID safety only goes as far as whether people actually follow them. In that regard, I was pleasantly surprised to see that the majority of people wore masks of some kind and wore them over their noses like you’re supposed to. It wasn’t perfect, and there were plenty of ineffective cloth masks still being worn, but I think having the firm requirements come from the con itself might have encouraged attendees to follow their example. I also literally saw security go after someone with no vaccination/COVID-negative wristband in a reassuring sign of vigilance. Score one for mandates.
Issues
That’s not to say the con ran 100% smoothly, however.
I enjoy getting autographs from creators, and Otakon is often good at inviting a variety of interesting guests from Japan. However, ever since the move from Baltimore, the autograph area has been in the same space as the Dealer’s Room, resulting in a less-than-ideal situation. Attendees wanting to get their stuff signed have to deal with the massive crowd trying to get into the Dealer’s Room to shop, and I thought about giving up on more than one occasion because I was worried about being surrounded by people and increasing the chances of infection.
Exacerbating this was the fact that there was a major pedestrian traffic jam in the underground tunnel connecting the Marriott to the convention center on Saturday. Normally, this is the ideal way to get to the con if you’re staying at the hotel (as I was), but the huge delays meant I couldn’t return to my room and retrieve something I hoped to get autographed until it was too late. However, that was fairly small potatoes compared with the fact that those trying to make their way through the tunnel could be stuck in there an hour or even longer. There were also lines snaking out from the Marriot and at the convention center, and on a hot summer day too. It seems like the culprit is a confluence of factors, including the gigantic boost in attendance numbers, some confusion over COVID-19 protocols, and some mechanical failures that meant inaccessible escalators. Whatever the case may be, I hope Otakon is prepared to deal with this next year
Fortunately, I actually did manage to get a couple of things signed in the end: an old family copy of NES Bionic Commando from back in the 1980s, as well as a special edition of a My Youth Romantic Comedy novel from the author and staff (not pictured).
Interviews
After my hiatus from interviewing last year, I managed to speak with some guests for 2022. Check out the following interviews:
If you ever want to hear from voice actors who love their craft and want to prepare the next generation, it has to be these two industry veterans. Furukawa is famously the voice of Piccolo, Moroboshi Ataru, and Portgas D. Ace. His wife is probably best known as Naru (Molly) from Sailor Moon. Together, this husband-wife voice team provided insight on how they train talents at their school, the ways they introduce emotion to their roles, and how to sound like you’re moving around without actually doing so (because the mic won’t pick everything up). One insightful thing I learned is that COVID-19 has upended the tradition of having everyone in the same room to record a scene (which made for better recordings, in my opinion), though important dialogues might still result in a two-person session.
I actually interviewed them back in 2017, but forgot to ask them about one of my favorite works: Zambot 3, where Furukawa played Shingo. This time, I got the chance to make up for that omission, and Furukawa answered that Tomino had very meticulous instructions and planning for voice actors, and he’d talk with each voice actor one by one. Furukawa said it was a very theatrical experience compared to other roles, though I don’t know if “theatrical” is a euphemism for something else.
Studio Trigger’s Cyberpunk: Edgerunners
While it wasn’t my first choice for aTrigger anime screening, I was still curious to see what they had in store for the first episode of Cyberpunk: Edgerunners. I’ve never played Cyberpunk in any form, but I was glad to see that the studio’s approach emphasized the dystopian qualities of its, well, cyberpunk setting over the “cool factor.” The stark class differences and crushing hand of capitalism make the hero’s anger all the more poignant.
After the screening, the staff showed some of their early character design sketches. The two things that stood out to me were the degree to which they had to revise to match the Cyberpunk video game creator’s vision, as well as the fact that they straight-up said the main girl character (who barely shows up in episode 1) was inspired by Motoko from Ghost in the Shell as they explained the big influence that cyberpunk as a genre had on them as artists.
At the end, they teased the SSSS.Gridman + SSSS.Dynazenon movie, which I’m eagerly awaiting.
Bigwest’s Macross Panel
When I found out there was going to be an official Macross panel at Otakon, I felt it was my duty to attend. After all, official Macross panels have never really existed in the US prior to 2022, with the closest being whenever Kawamori Shoji is a guest. One of the biggest moments of the panel was when they showed a video of the various Macross anime (narrated by “Maximillian Jenius” Hayami Sho), and a loud cheer erupted around Macross 7. The panelists mentioned that the title would have induced silence not so long ago—a sign of the changing times. Personally, I think that similar to JoJo’s Bizarre Adventure,anime fandom had to catch up to Nekki Basara instead of the other way around.
This panel has since garnered a bit of controversy due to the fact that Otakon announced that there would be something special. To Macross fans, that can mean all sorts of things because of its unusual history when it comes to licensing and the legal issues with Harmony Gold/Robotech. Speculation ran rampant: Could it be Do You Remember Love? A new Macross? Something completely out of left field?
It turned out to be the very first US screening of Macross Frontier Short Film: The Labyrinth of Time, which was originally shown before the Macross Delta Zettai Live film. It was a treat to see and it was downright gorgeous, though not quite the first thing to come to mind as a special surprise.
Discotek Media
If ever there was a US anime company with a catalog made for me, it would be Discotek. Even when they’re not licensing titles off my wishlist, they’re giving others similar dreams. While Machine Robo: Battle Hackers is not everyone’s first choice for long-sought-after anime, their willingness to put out such obscure works is appreciated.
By far, the two big titles announced here are Space Sheriff Gavan and the complete Urusei Yatsura TV series. Neither hit me on that deep level, but the audience went bananas for both. I’m well aware of the significance both shows have to tokusatsu and anime fandom, and I’m looking forward to checking both out.
At a dinner with friends, I learned that Gavan is such a big deal in Malaysia that it’s become a part of the language itself. Using the word “Gaban” there means to describe something as epic or to evoke an image of bravery. I have to wonder how many works of television and film can make similar claims to fame.
My Panels
I’ve done plenty of panels at Otakons past, but this year is the first time I’ve had to do two back-to-back. I had considered asking for one of them to be moved, but the prospect of getting them both out of the way in one fell swoop was appealing as well. Thankfully, the vast majority of the panel rooms were in close proximity to one another this year, making the transition a relative breeze.
The first panel was “Hong Kong in Anime and Manga.” The idea was to explore different ways in which Hong Kong’s people, culture, and environment are portrayed in anime and manga. There was a technical hiccup at the beginning that delayed the start by five minutes, there were no real issues otherwise. I was surprised that there were very few Cantonese speakers in the audience, but that just meant I had underestimated the need to explain the language aspect of Hong Kong, and could adjust on the fly. I also noticed how big a reaction a clip of Cantonese-speaking VTuber Selen Tatsuki received, which gave me an idea of her extensive reach.
I hope people enjoyed the panel. I managed to briefly talk to a couple of folks who enjoyed the panel (including a longtime reader!) before I had to hoof it out of there. I was also informed that I might have made more than a few people interested in checking out G Gundam—mission accomplished.
The second panel was “Mahjong Club: RIICHI! Ten Years Later.” It was the revival of a panel I last presented in 2012 alongside Kawaiikochans creator Dave, adjusted to take into account the many opportunities English-speaking anime fans have to play Japanese mahjong compared to a decade ago. One big adjustment we made was to deemphasize some of the nitty-gritty of the rules and to better convey the excitement and tension of a game of mahjong. For the most part, the audience was new to the panel (but not necessarily new to mahjong), so I hope we were able to give something for everyone who watched us.
There was an issue with text on our slides getting cut off; it’s something we can fix when we do this again in another 10 years (?).
Fan Panels
A History of Isekai
Isekai is the elephant in the room when it comes to modern anime, and a panel about its history could easily strike a shallow cord. Luckily, this one focused primarily on the works leading up to Sword Art Online, mentioning the mecha isekai of the 1980s, the shoujo isekai of the 1990s, and the outsized influence of The Familiar of Zero. It’s debatable whether something like Urashima Tarou can count, though if it does, then it’d be amusing to show the anime Urashiman. Of course, not every title can be mentioned in an hour, even if it means missing out on the fantastic opening to Mashin Hero Wataru.
Digital Anime Fansubs: 2000 to Now
This panel was about the rise of digital subs around the turn of the millennium, and it focused mainly on the changing formats+file sizes, the brand-new frontier of getting anime straight from Japan within days (as opposed to months or even years), as well as the ways that fansubbers tried to establish their identities through practices like fancy karaoke effects. It was probably a fun introduction to this era for people unfamiliar with it, though I wonder if there would be a way to establish a more detailed history. It wouldn’t be easy by any means, due to the fact that this sort of subject isn’t really recorded, but maybe collecting anecdotes from fellow fans (or fansubbers themselves, if possible) could be cool.
A Sophisticatedly Unsophisticated Look at Fanservice
This was a panel by Gerald from the Anime World Order podcast, and I actually saw a fledgling incarnation of it ten years ago at Otakon. It was interesting to see him tackle the topic again, and there were definitely shows I remembered—namely the infamous Manyuu Hikenchou. This time, the panel had a more concrete idea of what it wanted to show, which is fanservice in terms of being things that are gratuitously superfluous. In that regard, the panel did take things to the next level, though I thought it still didn’t quite hit the mark on what would be considered traditionally “fanservice for girls,” which I think is more rooted in context and relationship dynamics than jiggling bits and crotch shots.
Showings
Otakon 1994 AMVs
One of the pleasant surprises this year was that the con decided to screen the original Anime Music Video Contest from the very first Otakon 28 years ago. It was a window into the past, particularly in terms of the shows that were being used (Riding Bean, Bubblegum Crisis, Detonator Orgun, and so on), and it’s even more impressive when you realize that digital video editing was still in its infancy back then.
There was a particular video that was considered “non-competing” that seemed to grossly revel in detailed depictions of violence against women. While I could see the argument against showing it at all, I do think having it available as a sign of what the fandom was like, warts and all, has at least historical merit. I would say I hope this isn’t a thing anymore, but I don’t typically watch AMVs anyway.
Wada Kaoru and Hayashi Yuki Sunday Concert
Despite the prominence of K-pop at Otakon this year (enough to have Hangul on the front cover of the physical guidebook for the first (?) time!), the only concert I attended was for the music of composers Wada Kaoru (Inuyasha, Yashahime) and Hayashi Yuki (Haikyu!, My Hero Academia). I wasn’t familiar with a good chunk of the songs, but the contrasting styles between the two made for an interesting experience you usually don’t get when the focus is on a single act. The real treat was during the encore, when they played along with the combination orchestra+rock band.
Cosplay
Conclusion
So that was Otakon 2022! It had some hiccups that made me remember that attending a convention is a conscious choice that requires risk assessment, but I definitely had a great time overall. I’ll leave off with a gallery of cosplay photos I took throughout the event. Cheers to another fine year, and I hope all my fellow attendees made it out healthy in the end.
There’s no denying that Beastarsis a very horny series. It centers around a carnivore and herbivore falling for each other despite the kaleidoscope of social and physical taboos, and it’s not afraid to get freaky in all the more predictable ways as well. With respect to this premise, one of the more compelling aspects from Season 1 of the anime is the notion that to fully follow or defy one’s own instincts is faulty, and that a balance is necessary. I did not expect Beastars Season 2 to push that idea to extremes.
At the end of Season 1, Legoshi the wolf has recently rescued Hal the rabbit from the Shishigumi, a lion mafia that was planning to eat her. They aimed to consummate their love, but their instinctual relationship as predator and prey make that impossible. Now back and school as classmates, they’ve gotten closer, but there’s still a palpable awkwardness. On top of that, a killer is still on the loose at school, and Louis the deer (who was the academy’s brightest star) has disappeared. But while Legoshi devotes himself to protecting herbivores and transforms himself so that he can fight like them, Louis re-emerges as the new leader of the Shishigumi. The carnivore has taken the role of the herbivore and vice versa.
Legoshi and Louis are opposites through and through, and nowhere is this clearer than in how they view what it means to be strong. To Louis, carnivores like Legoshi are the epitome of power. They’re aggressive attackers by nature who overwhelm their targets, and there’s just no substituting that with hard work and wishful thinking. To Legoshi, however, Louis’s ability to inspire others and stand tall in spite of his inherent limitations as an herbivore is the very definition of strength.
At the climax of the season, however, the two end up taking their traditional roles, albeit with a twist. In order to defeat a common foe, Louis literally offers his leg to Legoshi to devour as a way to power him up. Louis tries to shift the burden entirely onto himself by saying he’ll declare Legoshi innocent, but Legoshi counters that he won’t let Louis take on all the responsibility of this decision. They both arrive at their “natural” relationship, but instinct is only a part of it. In the face of an enemy who threatens the peace, they find a compromise of sorts. It’s their valuing of the other’s archetype-defying strengths—Legoshi’s kindness and Louis’s boldness—that allows them to arrive at this controversial decision. They do the wrong thing in service of a greater good.
An added layer is that the lower leg Legoshi eats also was the last physical proof of Louis’s darkest secret: He was originally meant to be meat to be illegally sold on the black market. Ironically, by becoming what he desperately sought to avoid, but by doing it on his own terms, he is fully able to break away from that same past. Louis’s actions simultaneously reinforce and challenge the carnivore/herbivore dichotomy.
The way that Beastars and its characters defy the expectations placed on them is what makes the series such an unusual and fascinating work. They refuse to fit neatly into any categories or stereotypes, and any attempt to box them in is met with such vigor that it practically jumps out of the screen. Reason and instinct once again both factor prominently, but their relationship and distinctions are further blurred, just like with carnivores and herbivores.
I was recently a guest on the long-running Anime World Order podcast to discuss this year’s Otakon! Joining me was my friend and mahjong partner-in-crime, Dave of Kawaiikochans fame.
Readers of Ogiue Maniax might remember that I once gave AWO a shout-out as one of the influences that inspired me to start this blog. Sixteen years later, I’ve made the big time.
Isekai are so ubiquitous these days that there exist genre parodies of famous properties. Whether it’s being reborn as Yamcha from Dragon Ball Z or Kycilia Zabi from Gundam, we have yet another twist to a familiar gimmick. I generally don’t pay attention to such works, but I made an exception for a recent manga that asks, “What if Amiba (aka Fake Toki) from Fist of the North Star got sent to another world?”
That’s Fist of the North Star Side Story: The Genius Amiba’s Otherworld Conqueror Legend. And upon hearing this premise, it felt so perfect. After all, one common trope is that the characters who get reborn and transported tend to be pitiful “losers” given a second chance, and Amiba is among the most pathetic of Kenshiro’s opponents. He’s also a terrible person, so the story feels ripe for both comedy and the possibility of greater development. For the most part, Amiba’s Otherworld Conqueror Legend does not disappoint.
At the start, the manga reveals that the way Amiba gets isekai’d ties directly into the events of Fist of the North Star: Kenshiro makes Amiba’s hands explode, then uses his pressure-points to force the delusional villain to walk backwards off a precipice. What’s worse, he never even hits the ground before exploding into a puddle of goo. Amiba probably wishes he got killed by a truck.
He then awakens in a new world that looks oddly similar to the post-apocalypse he once called home, but there are some notable differences. Namely, fantasy elements like magic and dragons are fairly common, no one has any clue about “Hokuto Shinken” or other martial arts, and a number of characters resemble established FotNS faces. Unlike Kenshiro’s young companion Lin, the girl Amiba first runs into is Lilin, a foul-tempered mage who reluctantly teaches him magic—which he turns out to be awful at. Amiba, of course, insists that can’t be the case because he’s a genius. He does manage to make effective use of his piddling magic by the end of Volume 1, so maybe there is something to his claims, but the manga makes it clear that Amiba is perennially just as much a dumbass as he is intelligent.
The series is quite good at playing on expectations from both isekai and FotNS. Amiba isn’t a terrible fighter—he’s just hopelessly outclassed in his original world. However, in his new world his combination of fairly extensive knowledge of Hokuto Shinken and its counterpart, Nanto Seiken, makes him a unique presence as per the standard isekai protagonist trope. The manga also shows that he got a power-up after reincarnating in true isekai fashion, though the gag here is that the boost is very minimal.
As mentioned, many of the characters are intentional knock-offs of minor FotNS characters: Lilin, Pat, Devil Reversible, and so on. While their appearances are close, their personalities can differ tremendously, and often the “bad guys” aren’t so bad. A fairly major character’s counterpart even shows up at one point. I appreciate the joke, but wonder if it’s being overused, and if the series could benefit from having more characters who are original.
The idea that this is Amiba’s chance to find glory, and the way his arrogant personality both helps and hinders him, is what makes The Genius Amiba’s Otherworld Conqueror Legend work. Is he going to find an odd sort of redemption? Or is he going to repeat the same mistakes? The fact that he likely will end up doing both makes me want to see where the story goes from here.