The Ambiguously Vague Gestures: Genshiken II, Chapter 81

After the intensity and emotion of the last chapter, this month’s winds down with a post-confession Madarame. In order to try and cheer him up, the old Genshiken girls (+ Hato and Kohsaka) cosplay for him, and for a brief moment the old impassioned expository Madarame makes a triumphant return. As Tanaka and Kugayama leave with Madarame for some male bonding, Saki encourages Madarame to not let go entirely of his past with Genshiken. There also seems to be some bad blood between Keiko and Hato, though the reasons are unclear.

As is the case with recent previous chapters, this one also referenced an old anime, in this case the title of Akuma-kun‘s final episode. Appropriate, because whether you want to call it the denouement of dramatic structure or the ketsu of kishoutenketsu, Chapter 81 feels like a wrap-up of the crazy developments that have happened over the past few months with Madarame, at least when it comes to his feelings for Kasukabe. As such, this chapter feels a lot less overt with its significance and its presentation of information compared to last time, but there are still plenty of moments which radiate with potential. As always, this isn’t an end (well obviously because the manga isn’t finished but you know what I mean), but a continuation.

There’s one scene in particular this chapter that I’ve read over and over because I’m not sure how to interpret it. As the girls (and guys) cosplay for Madarame from the gender-bender game that Kohsaka worked on, Kasukabe herself joins in as well. Before we see Saki in un-drag though, we see her having a conversation with Kohsaka about her character, who’s supposed to be “boyish,” to which Saki retorts that it’s actually a boy. Then, we see two characters off-panel speaking to each other (their words are visible but they aren’t), who I’m pretty sure are Kohsaka and Kasukabe. One of them asks if they accidentally “let it slip” and the other says that it’s not about that. I believe we’re supposed to read it as Kohsaka having hid the details of his game from Saki and her response being that the content of his game is besides the point. However, because of the way she says “it’s a boy,” and the follow-up conversation about a secret being out, and the fact that we see Saki go from what others have charitably referred to as “maternity clothes” to an outfit with a corset such that we can never get a clear idea of her figure, and the fact that even with the corset she looks bigger than she used to (notably in the chest area), I feel as if this chapter is lending credence to the theory that Saki is indeed pregnant.

I might just very well be overanalyzing, and things like Saki’s slightly larger figure and larger breasts might just be either a stylistic change by Kio or a sign that she’s growing older, but it just has me wondering. If my speculation turns out to be unfounded, I’m of course fine with that.

This chapter we get to see the “old” Madarame make a return as he muses on the very concept of “trap” characters and how there are different things to consider when translating them to 3D, a rant which Saki quickly reminds everyone is reminiscent of the Madarame she first met and despised. Is this scene a sign of Madarame getting his otaku groove back? Is it the case that the last few years have been a continuous trial and now that it’s over with he can go back to being himself, or is it that Madarame is trying to force it? Is it a regression to a past identity, or is it a progression, a nerd phoenix rising from the ashes of rejection and anxiety? I’d like to believe that the old Madarame is a new Madarame, and I’m definitely looking forward to where his character will go from here.

As a side note, if you’ve ever wondered what I meant by density of information looking unusual in manga, just look at the page above where Madarame is ranting. If you’re used to manga at all, just the whole page seems to stray from how Genshiken usually flows, though that’s what also gives this page its impact.

An interesting thing I’ve noticed about Madarame’s character is that Madarame seems to get paired with more characters than anyone else both inside Genshiken itself and among fans both English-speaking and Japanese. There’s of course the whole ordeal with Kasukabe, but there’s also Ogiue’s Sasa x Mada fantasies, Angela putting the moves on him hard, the ambiguity of Hato’s friendship, Kohsaka feigning (?) interest this very chapter, and then on top of that I’ve seen fanart and such going all the way back to 2005 that put him with Keiko and Sue, well before they interacted with him like they do now. It might just be that, as Hirano Kouta of Hellsing fame puts it, that “Madarame is the most moe character in Genshiken,” but I just find it interesting that so many, fictional or otherwise, seem to want Madarame to be happy (or at least less pathetic). It’s probably a testament to his enduring character and the fact that he is above all others the quintessential nerd/otaku.

In any case, it makes Saki’s comment that Madarame could very well make his own harem feel both tongue-in-cheek, yet somehow serious, though in the end I interpret it more as Saki telling Madarame that he is actually attractive in his own way. That said, I have to wonder how awkward it would be to have a girl who just rejected you also tell you that it’s okay for you to keep the sexy(ish coplay) photos you have of her. That’s the kind of scenario that so many nerds ae desperate to avoid (“What if she knows that I find her sexually attractive?”), but it’s a new world I guess. I wouldn’t be surprised if Madarame ends up throwing them out anyway, though I also wouldn’t be surprised if he keeps them.

I’ve used this comparison to describe multiple characters over the series, but Keiko is something of a Saki-type for Genshiken II. Yajima is a Saki in the sense that she’s a fish out of water and has the dry wit, but Keiko serves the role of being the character with the most “real world” experience, though as Sasahara remarks it’s more the result of making numerous mistakes. Still, it gives Keiko a type of perceptiveness that’s lacking in the current members of Genshiken, and it makes the moment where she just shows Madarame how his secret never really was one quite hilarious. Given how she didn’t even appear in the second TV series (though as far as I know that was just an unfortunate scheduling conflict, and she does make an appearance in one of the drama CDs), it almost feels like the series is making up for that by giving her more presence in the current manga.

As for the dirty look Keiko gives Hato, it’s yet another ambiguous moment in this chapter whose path will lead us who knows where. If we go by the harem view mentioned before, then this could be interpreted as Keiko exhibiting jealousy, but I think it’s something else. If I had to guess, I’d say that Keiko’s impatience towards Madarame dancing around and avoiding his own feelings for fear of confrontation is also showing itself with Hato and where he might stand with Madarame.

Even though she’s clearly not the focus, I do want to talk a bit about Ogiue’s part in this chapter. When Kohsaka grabs Madarame’s arms and tells him that they could’ve had a polygamous relationship with each other and Saki, I like how you can tell who is thinking what in that moment. For most of the guys, it’s just an awkward moment, but clearly Ogiue and Hato think more of it. Ohno seems much less affected, though it might make sense given her preference for significantly older, hairier, and balder guys. Keiko’s blushing on the following page is probably the most surprising, and another moment in this chapter open for interpretation. Could Keiko be a candidate for the Fujoshi Files after all?

The chapter ends with the reappearance of Katou, who we don’t know much about other than that she has Ohno-esque preferences, and that she’s been job-hunting as of late, but I wouldn’t mind seeing more of her at all. At this point Asada has more development than her, and she doesn’t even have a real face! I don’t have confidence we’ll see much of her, but one can always hope.

Paths, Finding and Pursuing: Hanasaku Iroha vs. Tari Tari

As an anime by the studio P.A. Works about a group of teenage girls growing up and strengthening their friendship, Tari Tari inevitably draws comparisons to last year’s Hanasaku Iroha, which has both a similar premise as well as visual style. In addition, both feature similar trios: a petite main character with a lot of pep, a more serious one, and a gentler one with a sizable bust. Yet, as close as they are, I find the two shows to feel quite different, and it has to do with aspirations, or lack thereof.

In Tari Tari, each of the girls (and the guys as well) each have a concrete goal they’re trying to pursue. Some of them are more long-term, like Sawa becoming a professional equestrian, while others are more immediate, like Konatsu forming a successful choir club or Wakana composing a song to fulfill a promise, but all of them have a conceivable end point to pursue which drives each character forward. This in turn influences the pacing of the show, as the sense of looking ahead gives the show a kind of momentum.

In Hanasaku Iroha, however, only Minko truly has an objective to push her forward: becoming a great chef. For everyone else, especially the main heroine Ohana, there are no particular goals or dreams associated with them. At the very best they have things they don’t want, like Yuina’s hesitation about inheriting her family’s inn or Ohana’s pensiveness towards responding to her friend Kouichi’s romantic confession, and this lends to Hanasaku Iroha on top of the rural setting a kind of slower and more subdued “day-by-day” feel.

Essentially, Tari Tari and Hanasaku Iroha are both about teenagers becoming adults, but they differ in focus. Tari Tari‘s sense of maturation comes from the characters moving along paths they’ve set out for themselves, learning along the way as a result. On the other hand, Hanasaku Iroha‘s characters are wandering through their growth to adulthood, trying to find their paths among many. Though both are about the everyday, Hanasaku Iroha sits a little more in the present, while Tari Tari shifts a little more towards the future.

My First Mahjong Tournament!

This past weekend I was able to attend my very first ever “Riichi Mahjong Tournament” (quotes and capitalization used to convey my sense of awe), and to put it simply, I had a blast. I managed to do well at the tournament, and accomplished a number of things I can feel some sense of pride in. On the other hand, I made a number of mistakes that are a sign of my own greenness in competition. I’ll be trying to make this post fairly accessible, but keep in mind that I’ll be throwing a bunch of terms around, so it may wind up being obtuse for those unfamiliar with mahjong.

One thing that I realized while playing with the USPML over the last couple of years or so is that my mahjong stamina is not so great, and knowing that each day of competition would last many hours I tried to make up for it as best I could. I ate balanced breakfasts (making sure to include one egg for protein content) but also tried to avoid overeating (an easy problem for me to fall into), I took effort to stay hydrated, and I avoided overly sugary snacks in order to prevent a sugar crash at crucial points. I think it worked out okay in the end, though I still felt a sense of fatigue after a while which I think compromised my play.

In general, I’m not much of a tournament person for games at all (in my life, I’ve attended one Guilty Gear XX tournament, a handful of Smash Bros. tournaments, and some online Pokemon stuff back in the day), but I have to say that it was genuinely fun and exciting. This offline tournament was an intense experience with a really fun social component, both outside the game talking to fellow players, as well as inside the game. I think on some level riichi mahjong feels especially social because the rules, however daunting they may be for players to learn, encourage a high level of interactivity where you have to battle your opponents machinations as well as your own greed and cowardice. I might even go as far as to call mahjong a kind of window into people’s souls because of how the luck component combined with the potential decisions one makes in response to them shows how people may end up responding to situations beyond their or anyone else’s control. Go watch Akagi, and Akagi’s comment about someone being “weak against coincidence” makes that much more sense.

Interestingly, unlike the USPML which consists of mostly young folks who were exposed to mahjong through anime, the Dutch mahjong scene consists of older people (most at least 40 and up I would reckon), who came to it after playing other forms of mahjong. Talking to some, they had started to tire of the other formats and found riichi more exciting and interesting. I’ve never played other forms so I can’t agree or disagree, but I feel like I can see where they’re coming from given the interactivity of riichi mahjong. There was also a smaller contingent of international European players who just do this sort of thing semi-regularly, a world for which I hold a tiny bit of envy.

As for my accomplishments (which I hope you’ll let me bask in until I get smashed the next time), I played through nine full east-south (hanchan) matches and managed to avoid getting 4th in every single game. I even had a game where I was in dead last at the end of the east round (I was down 20,000 points!) and was able to surge back with some well-timed risky play to take first by the end. On the other hand, I actually misread one tile for another which cost me a round, drew from the wrong part of the wall at one point, and even dealt into a super obvious hand because I had too much tunnel vision while playing that round.

The tournament used the European Mahjong Association’s “Riichi Competiton Rules” (or RCR), and it made for a somewhat different dynamic compared to playing on the Tenhou ladder. The most obvious peculiarity of the European rules is the restriction of closed tanyao only (which means people cannot steal tiles to make this normally very basic hand) in combination with the presence of red 5s, tiles which can easily bolster your score and can turn weak hands into monstrous ones, but the one that caught my attention the most was the points system. Normally, you begin with a set of points (on Tenhou it’s 25,000) and whoever has more points by the end wins a match, and there is the added risk where if you go under zero points the game ends with you in dead last. However, with RCR there are no default starting points and everything is counted in terms of the points gained or lost. What this ends up meaning is that it is impossible to go bankrupt, and you can lose 1 billion points and still be able to play in subsequent rounds, though your morale might be shot.

The reason this was done, I think, was so that no one felt left out early in the tournament and everyone could play as much mahjong as possible. Supporting this was the fact that the format of the tournament was almost but not quite a round robin tournament, in the sense that it was not an elimination tournament like you’d see in Saki or Starcraft where 64 players/teams enter and then 32 advance and so on. Instead, everyone got the chance to play nine games (with time limits), so everyone wound up playing roughly the same amount of mahjong overall, whether they got 1st place or dead last. It’s quite a different format, but because it fosters enjoyment I like it all the same.

There was a second factor to the scoring system as well, what is known as “Uma” or the amount of points you gain or lose at the end of a match. In the most recent incarnation of the European rules, you get added to your existing score +30,000 points for a 1st place finish, +10,000 for 2nd, -10,000 for 3rd, and -30,000 for 4th. Thus, if in a game the 4 players wound up getting 10,000 points, 1000 points, -1000 points, and -10,000 points respectively, the final score of that session would be 40,000/11,000/-11,000/-40,000, and then you carried your score to subsequent matches. Thus, if the same results happened again to each player, they would end up with 80,000/22,000/-22,000/-80,000 going into their 3rd game. The gap isn’t entirely insurmountable, but the more 4th place finishes you have, the tougher it gets, which is why I was glad to not have any.

As a result of this format, your placement in a  match alone doesn’t matter as much as your place in a match alongside your points earned, which is different from other forms of riichi mahjong. In my case, I was in a game where I was practically guaranteed 2nd place at the end of a match, and was in potential range to get 1st so I took a risk and went for a hand and ended up dealing in and losing 8,000 points. While I still got the 10,000 point bonus for being 2nd, I would’ve had an additional 8,000 added to my total score if only I had played it safer. Similarly, if you’re in 4th and there’s no chance for you to take 3rd place, do you try to get as close to 3rd as possible to mitigate the damage, or do you just play safe in case you end up falling even more, and what would’ve been a big loss is now a gigantic one?

Mahjong, especially in this particular tournament style, is a funny thing in terms of competitiveness because you really have to decide what’s more important, your chance at claiming a top spot (or even the top spot), or being satisfied with where you are and not wanting to fall further. If you’re in 2nd in the overall tournament ranking with 1st place is 50,000 points ahead of you but 3rd through 10th place all nipping at your heels, do you avoid risks and try to hold onto your 2nd place position as much as possible, or do you take a chance and aim for 1st with the likely possibility that you’ll crash and burn and fall 10, maybe even 15 places? Which do you value more? It’s an interesting psychological test, I think, and I realize in hindsight that every time I imagined myself getting a top spot I ended up doing worse. Maybe it’s a lesson I need to learn better.

So overall, I’m more than glad I decided to participate. If I get the chance to attend another one, I most likely will.

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.

Of Mice and Spies: Stripfestival Breda 2012

When it comes to comics, the Netherlands is an interesting country. Situated close to Belgium and France, the Dutch have had close ties with that bande dessinée (Franco-Belgian comics) culture, particularly when it comes to the Flemish comics, but they’ve also developed a comics culture all their own. While I’d learned about this a fair deal before, when I went to the Dutch comics festival “Stripfestival Breda” this past month, I was able to see it much more clearly.

Taking place in the city of Breda and spread across different locations near the center of town, Stripfestival Breda is a two-day event to celebrate comics. There, you could buy comics from a variety of venders, get your picture taken with your favorite characters (whether that means cosplay by fans or actual people hired to dress up), and even meet the artists responsible for all of these comics. Each location specialized in a certain area, such as one for events and awards, though I didn’t attend all of them due to time constraints and other inconveniences such as my lack of Dutch fluency. Instead, I primarily looked at the industry area, located in a theater, and the self-published area, located in the city’s Great Church (every Dutch city seems to have one).

The industry locale was the epicenter of the festival, and companies from both inside and outside of the Netherlands were there. They had plenty of books to sell, but what I found to be most impressive is that in a lot of cases, not only were the artists themselves there, but they were offering free sketches. The biggest booth was the Eppo booth, home of a variety of Dutch comics both classic and new (and in some cases the comics have run long enough to be both), which housed about 8-10 artists each with their own lines. With big names in Dutch comics such as Martin Lodewijk of Agent 327, as well as Jorg de Vos and Roman Molenaar, the artists behind Storm (which is available in English), it was a collection of heavy hitters, but amazingly the lines were short enough that I could get multiple sketches in well under an hour.

Martin Lodewijk

In fact, by my estimation, the combined lines between all of the Eppo artists was about as long as a line for Fred Gallagher (Megatokyo) at Otakon. This isn’t to say knock either Fred or the Dutch artists, but just to say that I was amazed by how accessible these artists were.

Interestingly, the most popular comic among young Dutch kids is an Italian series called Geronimo Stilton. I don’t know much about it other than the fact that it features an anthropomorphic journalist mouse who goes on adventures, or whether it’s doing well in the US, but its success was clear as kids line up to take photos with a real Geronimo Stilton, Disneyland-style.

There was definitely a French/Belgian presence as well, though I didn’t spend much time with them, and there were vendors selling a huge variety of comics, including (what I assumed to be) old, hard-to-find items. Many of the vendors sold comics with some erotic content, but there didn’t seem to be any particular separation or shame in it. In some cases they were shrink-wrapped, in some cases they weren’t.

There was some presence for manga and American comics, especially the life-sized Iron Man statue, the anime fan artists who I’ve seen at the Dutch anime cons, and the requisite maid cafe, though they definitely weren’t the main focus. Asking one vendor of superhero comics about the status of American comics in the Netherlands, he told me that The Walking Dead is quite popular.

The independent/alternative comics area was quite a different experience from the hustle and bustle of the industry location, though I think that may have had to do with the fact that it was held in an old-fashioned gothic-style church and featured many art pieces which I might call not very church-like at all. Featured here were many comics which strayed from convention, featuring really erratic character designs and strange subject matter, the artists were not just comics makers but sometimes contemporary art scene artists as well. Items were generally more expensive for the alternative comics than they were for the industry items, but often times not by much.

I spoke to one artist, who told me that his favorite comic was the one that had the sold the least because it wasn’t really to Dutch tastes. Intrigued, I asked him what he meant by Dutch tastes, because I don’t have anywhere near as keen a sense for European comics as I do for American and Japanese, he mentioned that it had to do with round, cartoonish characters with big feet and so on. It’s something I’ll have to do more research on.

In the end, what probably stood out to me most was the fact that gender and age distributions seemed very even. I saw people from five-years-old to fifty-year-sold both male and female lined up at booths, whether it was to buy comics or to meet the artists or their favorite characters, often times for the same series. It made me realize how much comics is a thing for all ages in the Netherlands.

A Boy and His Universe: Turn A Gundam

Gundam is one of the most well-known, influential, and highly regarded franchises in anime history. At this point over three decades old, many changes have occurred in Gundam, but none may be as interesting or so able to fulfill its potential as 1999’s Turn A Gundam. Created to celebrate the 20th anniversary of Gundam and directed by the creator of Gundam himself, Tomino Yoshiyuki, it differs in many ways from other iterations, notably in its setting and aesthetics, but at the same time does wonders with everything it has. It shores up many traditional weaknesses of Gundam and Tomino’s work, and brings a variety of interesting twists to Gundam that don’t just come across as differences merely for the sake of them, resulting in just an all-around strong, engaging, and multifaceted story.

In stark contrast to every other Gundam series in current existence, Turn A Gundam takes place on an Earth with roughly World War I-level technology and social standards. In an age of biplanes and debutantes, the world is flipped upside down when lost descendants of humanity from the moon return to the planet with intentions to emigrate. Because the humans on Earth see this “Moonrace” as alien invaders taking away the land of their ancestors and the Moonrace sees the Earthlings as backwards barbarians prone to violence, tensions rise.

The only things keeping the scenario from boiling over and the Moonrace from wiping out the opposition with superior technology are the fact that the political scenario is not as simple as “Us vs. Them,” and the discovery of ancient and seemingly anachronistic “mechanical dolls” (what the people of the Moon call mobile suits) in the mountains, particularly the powerful and mysterious “White Doll.” Caught in the middle of this conflict is a Moonrace boy living on Earth named Loran Cehack, whose love for both his original and adopted homes pushes him to pilot the White Doll in an effort to prevent all-out war from breaking out.

There are certain phrases thrown about when reviewing anime, such as “character-based,” “theme-based,” “story-based,” and “world-based,” as if these categories are mutually exclusive or even contradictory, but Turn A Gundam is a series which strongly delivers on all these levels and more because of the way all of those components reciprocate with one another. The history of the world shapes the thoughts and backgrounds of the characters, who act within that world to create a grand story with many intricate elements, and it ultimately results in the delivery of certain themes, such as “the strengths and weaknesses of technological progress” and “awareness of history,” by taking a large-scale, global perspective and focusing it through smaller and more intimate character struggles.

This can be seen in the way the series portrays the constant clash of values and beliefs at various levels and between different people, consistently showing how many of the people involved are intelligent or enlightened or even kind-hearted in their own way, but are prone to mistakes due to the limits of their experiences. An archaeologist who cares little for religion and ceremony is so intent on digging for the sake of knowledge that he ends up exacerbating the conflict between the two sides by uncovering powerful military technology. Politician characters possess the negotiation skills and long-term thinking necessary to balance out their followers’ shortsighted and hotheaded reactions to the deaths of their comrades, but their high ambitions blind them to their own misdeeds. Qualities praised in soldiers, such as valor and daring, become problematic in the face of dangers well beyond their comprehension. As such, when these characters and many more sabotage themselves it comes across as perfectly understandable.

The cast of Turn A Gundam is absolutely gigantic, but it never comes across as too unwieldy for the show. Civilians and soldiers alike are given proper time and elaboration, and it really makes Turn A Gundam feel like a comprehensive world populated by real people. Loran is a gentle soul, but not one whose desire for peace prevents him from taking action, and over the course of the series is simultaneously built up and torn down by events both within and out of his control. Dianna Soreil, the leader of the Moonrace, is beloved by her people, but must deal with not only the difficulties of being opposed by Earth militias but also political infighting on her side. Her personal bodyguard, Harry Ord, is a loyal and admirable man, but one who over the course of the series shows how he is not blind to deception or his own feelings. Neither of Loran’s companions from the moon, Keith Leijie and Fran Doll, are soldiers or anything close to it, yet their stories about trying to start new lives on Earth are just as strong.

The Heim sisters, the adopted family of Loran (pictured in the middle below), or more accurately, the masters he works for as a servant, probably grow the most in the series. The tomboyish Sochie (left) must deal with her prejudice and anger against the Moonrace, while Kihel (right) and her uncanny resemblance to Dianna puts her in a situation central to the story, where she must push her already clever mind to its limits. Even extremely minor characters exude a sense of place in their world, and in some cases a lack of sense of place actually winds up becoming a strong defining trait in and of itself.

Also contributing to the strength of the show’s cast is the fact that the romance is actually extremely well done. Traditionally this has been a weakness of Tomino’s anime, particularly in the Gundam franchise because it is often ran through at an accelerated rate so that it can be a plot point or cause for tragedy, but Turn A Gundam manages to provide relationships which grow organically over time, particularly the two most prominent ones in the series. In these cases, the characters don’t so much have a moment where they Fall in Love, but rather as you watch them you see how they grow closer. Even the relationships which are a little more fast-paced are given reason in the series itself: in a situation like war, people start to think about their own mortality and regrets.

Possibly one of the reasons why the romance comes across so well is that many episodes are devoted primarily to showing people living out their lives amidst the backdrop of war, what might be deemed sillier episodes but which work to build the characters further. For Loran in particular, he is able to show how the White Doll, the titular “Turn A Gundam” as is revealed later, can function as more than just a weapon of destruction, and even the instances where he ends up having to crossdress (apparently an enduring legacy of Turn A if fanart is any indication) becomes both a plot point and a hint for later character development. War is shown as both the forefront and the background depending on the episode, and it creates a more robust setting as a result.

One topic that is difficult to avoid when discussing Turn A Gundam is the aesthetics of the show because of how the series visually sticks out among its fellow Gundam anime. Central to this is the fact that the Turn A itself is a far cry from the traditional Gundam design, and I remember that back when the series and its visuals was first announced there was a backlash against it. Designed by American Syd Mead (Blade Runner, Tron), the style of the Turn A, with its signature white mustache and strange angles, seemed to go against the image of Gundam that had been cultivated over the years. Even over a decade ago I jokingly photoshopped the Devil Gundam from G Gundam onto a Turn A Gundam head and called it “The Ugliest Gundam Ever.” But now, my opinion of the Turn A Gundam is that it not only looks good, but that it fits the role of a Gundam far-removed from those that have come before it. Over the course of the anime, the “White Doll” plays many roles and carries with it the question of to what degree can we break from the past, and this break in design says a lot in and of itself.

What’s even more impressive to me, however, is that each of the robot designs in Turn A are strikingly different from one another in a clear manner even, I would argue, when the person watching doesn’t have a particularly keen eye for mecha. The ostrich-like WaDOM looks nothing like the “muscular” Sumo, and even when it shares the same color scheme as the WaD their sheer difference in size makes it plainly obvious which is which. At the same time, the mobile suits of the Moonrace share a certain similar aesthetic quality which unites them thematically.

Compare this with the mobile suits of Zeon in the original Mobile Suit Gundam, where even though there is a clear direction for enemy design, it can potentially be difficult to tell a Gelgoog from a Zaku from a Dom, or from a later series like Gundam W or Gundam 00, where the “Gundam design rules” mean the differences are primarily in little details like weapon types or color schemes or what sits on their backs. With Turn A Gundam, even the retro Mobile Suits found over the course of the series by the people on Earth are so different from each other and everything around them that they gain individual identities all over again.

Like the mobile suits, the characters have a particularly strong pedigree somewhat outside of traditional mecha anime, as the character designer for Turn A Gundam is Yasuda “Akiman” Akira, a man known for his work on the Street Fighter franchise, particularly the creation of Chun-Li. Also like the mecha, the characters and animation for the series don’t seem to carry the best reputation, often times regarded as “okay” or “serviceable” due to the simplicity of the designs, but in my opinion the character designs are excellent.

The designs are deceptively elegant, and that “simplicity” gives me an impression similar to Yasuhiko Yoshikazu’s original designs from the first Gundam. Careful attention is paid to details such as clothing and hair without going overboard, and even the sparse shading contributes to a more refined and subdued look. Much like the mecha, the characters all stand out uniquely at a glance, with one notable (and intentional) exception in Kihel and Dianna.

If I had to describe Turn A Gundam using other anime titles, I would say it has the thematic elements of Panzer World Galient, half the grandeur of Legend of the Galactic Heroes (which keep in mind is still a vast amount), and characterization on the level of Eureka Seven. The show is amazing. It’s gripping in a way that shows Tomino at his finest, with its balance of heavy elements with a sort of lighthearted whimsy which also manages to enrich every aspect of the story, its characters, and its ideas. As I finished Turn A Gundam, I could feel it taking over my thoughts and emotions. It’s amazing, and I can’t get it out of my head.

Gattai Girls 2: Shishunki Bishoujo Gattai Robo Z-Mind and Ayame

Introduction: “Gattai Girls” is a series of posts dedicated to looking at giant robot anime featuring prominent female characters due to their relative rarity within that genre.

Here, “prominent” is primarily defined by two traits. First, the female character has to be either a main character (as opposed to a sidekick or support character), or she has to be in a role which distinguishes her. Second, the female character has to actually pilot a giant robot, preferrably the main giant robot of the series she’s in.

For example, Aim for the Top! would qualify because of Noriko (main character, pilots the most important mecha of her show), while Vision of Escaflowne would not, because Hitomi does not engage in any combat despite being a main character, nor would Full Metal Panic! because the most prominent robot pilot, Melissa Mao, is not prominent enough.

When you look at the full title of the 1990s OVA Shishunki Bishoujo Gattai Robo Z-Mind: The Battling Days of the “Shitamachi” Virgins, which is a mouthful to say the least, you get a pretty good indication of what’s in store for the 6-episode OVA. Shishunki Bishoujo Gattai Robo” literally means “Beautiful Girls in Puberty Combining Robot,” so in other words, expect pretty teenage girls piloting a big beefy robot, that peanut butter-and-chocolate combination which is at this point something of a staple in anime. And if it isn’t clear that this OVA is targeting robot fans, then note that 1) the vast majority of the robot attacks reference other anime (“Z-Boomerang” and “Z-Tomahawk” for instance), and 2) they even managed to insert a small Reideen cameo of sorts, as shown below.

Z-Mind centers around three Japanese sisters, Ayame, Renge, and Sumire, who pilot a giant robot named Z-Mind created through collaboration between the Japanese and American militaries. Together, they fight the Orgapiens, aliens with advanced technology who all look like creepy oversized babies. As the main heroine and leader, Ayame differentiates herself from her younger sisters by having a yamato nadeshiko-esque quality to her in contrast to her sisters’ more Western looks and fashion sense, making Ayame a character somewhere in the vein of Shinguuji Sakura from Sakura Wars.

The girls all exhibit strength and courage, and are also responsible for beating back the monsters at the end of the day, but the overall flat characterization in the series means that there isn’t much to discuss about them, other than that the desire to make Ayame more of a traditional beauty than her feistier sisters may say something about the kind of face the series wanted. Ayame is pretty inoffensive in any direction, but she suffers from the same lack of depth as the anime she’s in. Even Ayame’s love interest, a mysterious man from the future in a stylish red jacket named Kouji, is just kind of there until their relationship decides to grow abruptly, so it’s hard to say how much it affects her character.

When I finished each episode of Z-Mind, I would find myself regarding it as decent, but when I asked myself if I wanted to keep watching immediately after, the answer was definitely “no.” While this may have something to do with the fact that each episode exists somewhat independent of the others, in the end there was nothing so thrilling or compelling that I had to see the girls of Z-Mind again as soon as possible.

If I were being a little harsher, I would call the series mediocre, and if I were being a little kinder, I would say that it had potential, but I think the best way to describe Z-Mind is that if it had been properly released back in the 1990s in the US, I think it would have been a big hit. It’s short, it’s pretty, and while it’s sparse on characterization and development, it has enough in those categories to spark the imaginations of fans hungry to explore a fantastic world, one which sparks their imaginations and makes them thirsty for possible areas to elaborate. In this sense, I feel it would have garnered a reputation similar to Bubblegum Crisis, though one advantage it has over Bubblegum Crisis is that it actually has a conclusion instead of ending abruptly on a self-contained episode.

For Z-Mind, the character types, art style, and and overall feel of the series all come across as very much a product of their time, and Ayame too is a naturally both a part and a result of that combination. As such, Ayame winds up being a girl full of admirable qualities, but hard to categorize as anything more than a basic outline of a strong, ideal girl. Her character, and her anime, exist as one stop along the path of female heroines in robot shows.

The Night Before the Battle: Genshiken II, Chapter 79

Chapter 79 of Genshiken II is either the chapter everyone’s been waiting for, or the prelude to the chapter everyone’s been waiting for.

After denying to everyone the possibility of having anything to hide in his apartment, Madarame is made aware of the fact Hato already knows about his secret stash of Saki cosplay photos. Hato, in turn, accidentally tells Keiko about it, misinterpreting her awareness of Madarame’s crush on Kasukabe as knowledge of the photos as well. Keiko hatches a plan to finally get Madarame and Kasukabe together and to resolve that whole mess, stringing Hato along as well. Although they run into some trouble, they succeed in their goal of getting the two into the same room.

This chapter is full of something that I associate with many manga but especially Genshiken, which is this dire feeling of awkwardness and embarrassment. It’s practically what Genshiken is built on. Sasahara and doujinshi, Kasukabe and cat ears, Ogiue and the Scram Dunk event, the nose hair incident, here we have a string of moments right along those lines, and the interesting thing is always seeing what happens in the aftermath.

One of the major dangling plot threads of the original Genshiken was Madarame’s feelings for Saki, and at the time the first series finished, I had assumed that Madarame’s case would just be one of those where a guy never confesses his feelings because of fear that things can never be the same again after the fact. It’s certainly not an unheard-of scenario, particularly when it comes to awkward nerds, and I figured that it was just another instance of realism in Genshiken. In this respect, I was totally fine with this sort of non-conclusion for Madarame: it was the other side of the romance coin. Given that Genshiken did end up continuing though, I realize it would be much worse to have that hanging overhead and to have it simply never get resolved.

While Kio Shimoku could still pull a fast one and have Madarame say nothing and solve nothing, it looks like Madarame is finally going to have to say what’s been on his mind for years now. What’s clear, despite the hopes of Mada x Saki fans out there, is that Madarame has a less than 1% chance of success because Kohsaka and her are so comfortable together. You can see this even in the interaction between them towards the end of the chapter, when Kasukabe sees Kohsaka in his crossplay, and their conversation flows in such a way that obviously she finds that to be completely bizarre but accepts it and even congratulates him on his victory at the fighting game tournament. For those of you lamenting, just remember that Spotted Flower exists.

The funniest moment for me in this chapter has to be the panel where mostly oblivious Kohsaka slowly realizes what’s going on. Something about the way he says, “Ah- …Ahhh. Ahhh…..” before asking Sasahara to leave with him had me cracking up. We don’t see very much of Kohsaka anymore, and I feel like this one scene (and remember that he’s cosplaying as the trap character based on himself at the same time) encapsulates his character almost perfectly. It’s also obvious that Kohsaka has known about Madarame’s crush on his girlfriend for a long time, though it may have taken Saki herself to explain it to him.

The second funniest moment, then, is definitely Sue’s “GETS” pose, shown here. If you’re not aware of the reference, just watch this. Sue’s graduated from referencing just anime and internet memes to bad Japanese pop culture in general.

And if we’re talking references, I find it interesting that the next chapter preview for the past two chapters have referenced older series (Getter Robo Go and Wedding Peach), when the trend has been newer shows. I wonder if this has to do with the focus on Madarame, older anime for an older character.

Going back to people’s awareness of Madarame’s feelings, I realize from this chapter just how much Hato has drawn his own conclusions in regards to Madarame’s whole situation.  After all, the reason he even knew about Madarame’s interest in Saki is because he accidentally discovered those cosplay photos. When I think about it, it’s interesting that he’s never spoken with anyone else about this, not the new members of Genshiken nor the old ones, not because it doesn’t make sense (why would he share what he believes to be Madarame’s deepest, darkest secret), but because his understanding of the whole situation has been mainly his own (mostly accurate) inference. It’s just that his fear of betraying Madarame is what generates those moments of rambling outbursts, whether it’s at Comic Festival in front of Angela or this chapter in front of the crew.

I don’t know if I could call her a “counterpart,” but I like the Keiko-Hato dynamic quite a bit, I realize. Hato’s attempts to pave things over and the consequences of that interact interestingly with Keiko’s frustration at Madarame’s inaction. It’s also in a character like Keiko that I think Genshiken shows its strengths, because she’s not a main character by any stretch of the imagination, but has her development all the same. When you look at where she came from (shallow “gal” type) and where she is now, while she hasn’t changed significantly it’s still a different place from where she was. You might not call her “mature,” but at least she’s more mature.

Also, I’m under the impression that Ohno was aware of the photos (or something like them) all along. Back when Ohno finally got Saki to take some cosplay photos with her (it was the chapter with absolutely zero word bubbles in it), she brought some photos in secret to share with Madarame. Not only does this mean she knew about his feelings, but that he was on some level willing to have photos of Saki. All Ohno does this chapter is sweat nervously, but I have to interpret that as someone who has some idea of the very thing Madarame is trying to deny.

There was one Ogiue moment in this chapter, involving her in a discussion with Saki having to do with how the club has changed (answer: more fujoshi). Really, though, the main point of that conversation was to highlight the fact that Madarame comes around less often now, and to note how Kasukabe reacts to this fact. The way I see it, her surprise at the fact links to the general idea of Madarame “growing up” in general, though I am extremely curious as to whether or not they’ll end up talking about this in addition to the main topic in the next chapter.

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.