The Ups and Downs of Suite Precure

With Smile Precure set to debut it’s a good time to look at Suite Precure. I’ve seen the series lambasted a fair amount, and while I believe Suite Precure to be a flawed series and perhaps one that in the end couldn’t quite overcome a good deal of its problems, I find that a good deal of these criticisms kind of miss the mark as to what exactly went wrong, conflating one mistake for another kind. Thus, I intend to give a fairly thorough assessment of the series, especially in terms of characterization and character development.

I will not just be comparing it to Heartcatch Precure! (which is unfair for most shows in the first place), nor will I be trying to ask Suite to be any more than the children’s show that it was meant to be.

Also, this post is FULL OF SPOILERS.

When the previews for Suite Precure started coming out, they advertised the series as being about a couple of girls who have to fight together but have trouble getting along due to being total opposites. While the franchise has always dealt in contrasting personalities, it was never quite to this degree, and the premise stood out to me. And so begins the first episode, where we’re introduced to Hibiki the energetic athlete and Kanade the organized and studious baker, former friends who have since grown apart. Inevitably, they gain the ability to transform into the legendary warriors known as Precure (Hibiki as “Cure Melody” and Kanade as “Cure Rhythm”),  help the good guys (Major Land) defeat the bad guys (Minor Land), and begin to mend their friendship, though not without some trouble.

Hibiki and Kanade’s personalities start the series with a fairly interesting dynamic, and at first it’s fun to see their little clashes here and there. Once the show decides that they’ve become good enough friends, however, the two seem to forget their past tension almost entirely, like it had never happened at all. As the show progresses, the way it irons out the “wrinkles” in relationships once development has occurred turns out to be a major recurring flaw in Suite Precure. This problem is most apparent with the villainous cat Seiren, whose turn to the side of good  as “Cure Beat” is a satisfying story arc, but who suddenly turns into an almost entirely different character afterward.

That is not to say that the show is devoid of strong and consistent characterizations. Kanade, for one, seems to hold onto her personality much more tightly. In addition, there is the character of Ako, who is revealed in the second half of the show to be not only the mysterious “Cure Muse” but also the princess of Major Land. While Seiren had the more powerful story arc leading up to her reveal, Ako’s revelations manage to build on her existing character rather than rewriting it, resulting in a character who not only sensibly knows more about fighting the enemy (being the princess of the land from which the Precures derive their power), but also works hard to make up for the age difference (at 10 years old when the average Precure heroine is 14, Ako is the youngest Cure ever). She also acts as a potential wish fulfillment character for the younger girl audience.

A special mention needs to be made for the mascot character Hummy, whose ditzy and optimistic personality sets her apart from other previous magical companions in the franchise, and honestly makes her one of the more entertaining parts of the show (something I probably would’ve never expected). Still, the fact that this more thorough and long-term characterization was unable to extend to all of the characters, especially Hibiki (who is the lead of the series), remains a problem.

The Precure franchise for the most part has never had “overarching narrative” as its strong suit and Suite is certainly no exception, but past titles were able to use memorable characters to make the plot feel more involving even when its story is paper-thin. The biggest side-effect of the way character resolution in Suite Precure induces selective amnesia is that the characters’ personalities sometimes end up either under-developed or insufficiently defined, which then results in less emotional investment in the characters’ struggles. As such, towards the end when Hibiki as Cure Melody begins to act the role of a serene savior who expresses the idea that music is better for comforting sadness than eliminating it outright, it feels like an abrupt development in Hibiki’s character that just can’t be explained sufficiently by what had happened up to that point. It is certainly possible for a sudden display of maturity to make sense*, but that wasn’t quite the case here.

Overall, Suite Precure is a series that is capable of both good characterization and good character development, but can’t seem to bridge the gap between them. When it tries to, it often ends up compromising both. Because of the way it seems to not have a firm grasp on its own characters, the buildup of the series towards its climax feels weaker, and I think it makes for a show that, while okay, could have been much stronger had it simply been able to maintain a better long-term memory.

———————————

*Episode 40 of Ojamajo Doremi # concerns Doremi’s little sister Pop wanting to play the piano, only to find out that the family had sold theirs years ago. During the episode, we find out that their mother was once a concert pianist whose career was ended by an injury, and whose her lingering regrets ended up making Doremi reject the piano when she tried to learn it. Rather than being against Pop playing piano though, the normally wacky Doremi not only gives Pop the chance the opportunity to practice, but also brings a piano back into their household. Doremi’s mature attitude about the whole thing definitely stands out as unusual for someone who is typically more of an airhead, but comes across as “uncharacteristic” rather than “out-of-character.”

No Objections Except the Good Kind: Miike Takashi’s Ace Attorney

Last week was the beginning of the Rotterdam International Film Festival, and with it came the international premiere of Miike Takashi’s film, Ace Attorney, or “Gyakuten Saiban” as it’s known in Japanese. Based on Capcom’s video game franchise of the same name, Ace Attorney follows a bumbling wet-behind-the-ears defense attorney named Phoenix Wright and is quest to figure out the truth behind a string of murders leading back 15 years (and defend his clients along the way) using a combination of wit, courage, and irrefutable evidence. Opposite him is prosecutor Miles Edgeworth, a former friend of Phoenix’s from childhood whose ruthless approach to justice is a far cry from both Phoenix’s ways and how he used to be.

(Note that the film was English-subtitled with the official English-language names, so I’ll be referring to the characters as such (Phoenix Wright instead of Naruhodo Ryuuichi).)

The Ace Attorney video games utilize a very “anime” aesthetic, and for anyone who saw the preview images or the trailer, the first thing that stands out is the fact that all of the characters’ costumes and even the sets are very close to the original source. Phoenix looks like he practically stepped out of the tiny DS screen, and when someone wins a court case in the film, even the way the background actors clap like stock animation looks like it came straight out of the games. However, what isn’t so obvious from the previews is the fact that, while the faithfulness of the dress results in distinctly spiky hair, frilly collars, and unique color combinations, the actual colors of the backgrounds and even the clothing itself are quite subdued. Phoenix Wright’s suit may be blue, but it’s a very toned-down blue that is a far cry from the bright, primary colors that mark the video games, and rather than clashing with the anime elements in the film, the more realistic use of color actually helps to bridge the gap between the iconic anime elements and the use of live actors. Whereas the original games’ aesthetic presents a world and motif unto itself, with the way the film looks there is a sense that our world could possibly someday turn into the larger-than-life world of Ace Attorney, however small those chances are.

In a way, this gives the film a rather prominent science fictional element, as if it’s asking, “What if the criminal justice system were like this?” Indeed, Ace Attorney even presents the unique gameplay of the video games (using evidence to find contradictions in witness testimony) as a transformation of Japan’s court system. In the story of the Ace Attorney film, the Japanese government has set up a new judicial method in order to deal with the increased amount of criminal cases. This “Bench Trial” is a court where evidence is king and which must conclude after a maximum of 3 days, giving both prosecution and defense a limited amount of time to make their cases before the judge (not a jury) makes a verdict. Moreover, in this court, evidence is presented in the form of Minority Report-esque holographic projections, flown to the center of the courtroom through the signature cries of “Objection!”, “Take That!”, and “Hold It!”, helping to bolster that larger-than-life feel. Just in case I’m giving the impression that the film is mainly serious business though, I have to point out that the movie will make the occasional sudden tonal shift like in a Tezuka manga in order to lighten the mood (and succeeds in doing so without disrupting the pacing of the movie).

The storyline and court cases of Ace Attorney is familiar to anyone who played the original, though it combines a few of them together, both for the sake of time and for all of the characters involved to have their own denouements by the end. As I have played those games and thus pretty much knew how the cases would go, I cannot comment on whether or not the narrative events of the film would be a surprise or difficult to figure out for someone new to the series. However, what I can say is that the actors do a very good job of portraying their characters, conveying a strong sense of both their personalities and their approaches to handling trials. For me, the two most outstanding performances in the film are by Phoenix Wright’s actor Narimiya Hiroki and by Ishibashi Ryou, who plays the wily veteran Manfred von Karma. Narimiya does an excellent job portraying Wright as a very clever and observant but inexperienced attorney; when he sees evidence of a clear contradiction, you can see him struggling to connect the dots that he knows have to be there, gradually forcing the words out until the crucial element comes to the surface of his mind. Ishibashi meanwhile comes across almost perfectly as a man who cannot be fazed, a man with a 40-year undefeated prosecution record, and who can even take some of the anime mannerisms from the game and actually make them look perfectly natural. If that isn’t amazing, I don’t know what it is.

Overall, the Ace Attorney movie is fun and exciting, and never feels all that awkward combining the anime aesthetic with the live-action atmosphere. While fans of the game will almost certainly enjoy it, I think people unfamiliar with the franchise and even people have been turned off by Miike’s work in the past (perhaps due to their ultra-violence) have a very strong possibility of coming out of the theater satisfied.

One thing that made this showing of Ace Attorney special was that Miike himself was in attendance. Before the film began, there was a 15-minute interview session with the director where he spoke about this film as well as his experience in filmmaking in general. Miike had actually last visited the Rotterdam International Film Festival 12 years ago with Ichi the Killer and some other movies, and he claims that the extremely positive reaction he received in Rotterdam back then was actually the launching point for his international success and why he’s able to do bigger-budget movies today. He spoke about his use of extreme violence not for the sake of violence but to show the strong emotions which drive his characters, and his desire to make films which surprise himself (something I find he has in common with the creative process of Getter Robo and Devilman creator Nagai Go). He also showed great respect for the original source material of Ace Attorney, but pointed out that a good deal had to be done to convert that game format to a film. I have to say that he did a good job in that regard, transferring the excitement of figuring out the cases as a player to watching the characters work to reach their conclusions.

After the interview was over, the person next to me turned to me and asked, “Spreekt u Nederlands?” After I responded “Nee,” we then had the following conversation:

“What was that word he said, ‘man…gu?'”

“Manga.”

“Yes, manga. What is that?”

“It’s Japanese comics.”

“Oh, like Pikachu.”

“Yes, like Pikachu.”

Like Pikachu, indeed.

Walk that Aisle with Style and Profile: Genshiken II, Chapter 72

In this month’s Genshiken II, Madarame and Hato have an awkward but heartfelt man-to-man talk and Ogiue springs possibly the worst question could ask a room of otaku.

The chapter opens up right where we left off with Madarame and Hato, with Hato asking to come inside Madarame’s apartment so that they can have a talk. Hato’s main goal is to apologize, as he believes his actions have led to Madarame not coming to the clubroom anymore. Situated right on his desk however is a copy of the game Kohsaka’s company was selling at ComiFest, inevitably drawing the discussion towards it. As they discuss its rather unique contents (though all the characters you romance are actually otoko no ko, you can also get them pregnant and marry them), they also begin touching upon the doubts and dilemmas that are currently bothering them. In the end, Madarame’s nonchalant attitude towards Hato being unable to draw anything but BL (his advice is essentially, “do what you want”) actually helps Hato resolve to work on the planned manga with Ogiue for the school festival.

At the club, both Ogiue and Hato independently decide to do something different and decidedly not BL, going with Sue’s proposed plan of Ogiue on script, Hato on art, with no crossover. Ogiue, looking to do a high school shoujo love story, asks the members of Genshiken if they have any stories of romance in their own high school experiences to share (also making the best face ever in the process). The chapter ends with a collection of dumbfounded stares, which shows that when it comes to teenage romance, no one in there can call themselves experienced.

During Madarame and Hato’s conversation, Madarame wonders aloud if it might be time for him to stop being so attached to his old college life. Hato thinks that he’s the cause for Madarame wanting to leave the club for good, but I think it’s clear that he’s probably one of the less significant factors, if really one at all. Madarame’s lingering feelings for Saki bleed through during their discussion of Kohsaka’s game, and it’s evident from his tone that the decision to move on is more tied to a rather more complex set of feelings. On the one hand, moving on means letting go of Kasukabe and deciding that it’s over. On the other hand, it can also mean that it’s time to “grow up” and stop being the otaku he was during college. Too many strong emotions are bundled together to not make this anything less than a growing concern for Madarame.

The fact that Madarame played a game centered around otoko no ko is both surprising and not. We already knew that his tastes could be pretty off-the-wall, and in terms of what’s out there, girl-boys aren’t anything special by comparison. However, this does further emphasize the idea that what one finds attractive in actual people may not be what they enjoy in their fictional characters, like with Madarame and Saki.

What is bizarre though is the whole thing about one of the characters being based on Kohsaka. Madarame mentions in the chapter that, not only is the character also named Kohsaka Makoto (with different kanji), not only does he look like Kohsaka, but his dialogue also closely resembles Kohsaka’s way of speaking. Now imagine you’re playing a visual novel, and you know for a fact that the character in front of you is based on a person you’ve known for years. It’s actually a step beyond finding out a friend of yours does porn now, and it’s one of the stranger kinds of familiarity that I can imagine.

Hato in this chapter is also revealing more about himself, particularly that his fantasies aren’t necessarily restricted to “just” BL. It may be about 95% of what’s going on there, but he begins to entertain the thought of Kasukabe turning to Madarame, though it ends up being aborted part-way through because of something that the old members of Genshiken determined back at the last graduation party in Volume 9: Saki isn’t moe, or more specifically, Saki’s personality and demeanor are such that it’s hard to turn her into a character type (“chara”) without significant changes. As Hato starts to try and think of something, he immediately remembers his first meeting with her, where she instantly saw through his disguise and called him a crossdresser.

Kasukabe’s too sharp, too real, which again emphasizes the contrast between Madarame as otaku and Madarame as a man of unrequited love. Have I ever said that Genshiken‘s really good at characters? Like fifty times? Okay, just so you know.

Going over to the Ogiue side of the chapter (which still involves Hato anyway, so I guess we could more call this a Hato chapter?), let’s talk about that face. Perhaps more than anything else I’ve seen, this expression is a sign that Ogiue’s changed deep inside, because I could not possibly imagine her making that face even up to the point where Hato, Yoshitake, and Yajima join the club. Even with her current problems, it just seems like a great weight has not only been lifted off her shoulders, but it’s also been tossed far away and mined for ore.

It’s also good to see that Ogiue and Hato have resolved to work together for the school festival, and that in doing so they’ve also resolved to work through their respective mental blocks. The fact that they’ve decided to go with a high school shoujo story is an interesting challenge, not only because it means new and unfamiliar territory, but because they’re otaku trying to write what is (probably) going to be a typical teenage romance. This is obviously where Ogiue’s last question in the chapter is coming from; as someone whose only pre-college romance ended in the worst trauma of her life, she can’t use her own experiences to fuel the story.

I think this chapter leaves with us wondering just who among the people in the club actually dated in high school? While Yoshitake might be the most obvious one given her personality, I’m basing my prediction on those last two panels of the clubroom.

Of all the people in there, only one is not shown to be reacting incredulously to Ogiue’s question.

That’s right. I get the feeling that we’re going to find out about the romantic life of Susanna Hopkins.

Whoo!

#1 in the Forest, G: gdgd Fairies

A couple of years ago when Panty & Stocking with Garterbelt was airing, the show would often be compared to American cartoons on account of its clearly influenced style. People even speculated as to whether or not Panty & Stocking would fit on Adult Swim. Since then, a show has emerged which I think is truly worthy of the moniker of “Adult Swim-esque anime.” That anime is gdgd Fairies.

gdgd (gudaguda) Fairies is ostensibly about three fairies living and playing in the Fairy Forest, but like Aqua Teen Hunger Force (which originally had Frylock, Master Shake, and Meatwad fighting crime), the premise is just an excuse for bizarre conversations and even more absurd misadventures. If the unusual nature of the production wasn’t clear enough by the end of an episode, each episode is initially titled “Title Pending.”

The main (read: only) characters are the naive pkpk (pikupiku, center), airheaded shrshr (shirushiru, right), and darkly humored krkr (korokoro, left). An episode is typical divided into three parts, where part 1 involves a conversation between the fairies that usually spirals out of control, Part 2 has them practicing magic in the “Room of Spirit and Time,” and Part 3 has the three fairies peering into a magical spring to see people in other worlds and then ad-libbing their dialogue.  During these sequences, a discussion about being late turns into one about the tragedy of time slips, the girls challenge each other to see “who can fly over the most old men,” and they even get to see this:

Part 3 (the “Magical Spring Dubbing Lake”) is where the show gets serious and pulls out the big guns. And if a bald man in his underwear farting through the sky or a fat woman in lingerie dancing as the city around her crumbles weren’t enough, after a couple of episodes it becomes very clear that, while the other parts of gdgd Fairies may play fast and loose with the show’s contents, in part 3 the actors themselves are entirely without scripts or preparation. Here, the show takes on a Space Ghost: Coast to Coast or Home Movies vibe, where the actors have to improv their lines on the spot. The actors will fall out of their voices without realizing it, unable to hold in their chuckles long enough to maintain character and will mention other anime roles they’ve done without even considering the 4th wall. These aren’t clever nudges and winks for the audience, but evidence that just as you’re seeing that farting man for the first time, so were they. You are literally hearing them joke around with only the thinnest of pretext, and it makes you laugh whether or not what they said was actually funny or a spectacular failure.

 

I had a conversation with Dave (of Astro Toy and Subatomic Brainfreeze) and we agreed that gdgd Fairies would actually work on Adult Swim. There’s no need to do anything to it, just put it on the air with subtitles at 2am and let the post-Family Guy and Squidbillies audience enjoy. If you don’t want to wait that long for it, you can actually catch all of the episodes on Crunchyroll.

Carl x Fusako 4ever.

A Look at Genshiken Volume 11’s Extras

The latest volume of Genshiken came out towards the end of 2011, and I was fortunate enough to get a copy by intentionally pre-ordering it twice (they say we make our own luck). As with every other Genshiken, there are a bunch of extra little things like 4-koma to give us more insight into the world of the characters. While not as packed with new information as Volume 10, there are still plenty of things to discover.

For reference, Volume 11 covers the following chapters, which I have reviewed before.

Chapter 62
Chapter 63
Chapter 64
Chapter 65
Chapter 66
Chapter 67

Sue’s Ogiue collection: The first new thing is the inside cover, behind the dust jacket. Here we see Sue surrounded by Ogiue merchandise. While the PVC figure with its changeable clothing is real, I can tell you with the utmost confidence that the vast majority of the stuff in this room are “what-ifs” at best. You’ll note the Ogiue dolls hanging above, one for each of her “eras,” not counting junior high flashbacks or ComiFest disguises. Interestingly, the picture of Ogiue’s Lilith-esque demon cosplay on that wall scroll is the first time we ever get to see why exactly Ogiue was so intent on hiding her chest when Sasahara came into the room. Lilith-esque indeed.

Women and body hair: A 4-koma where Yoshitake talks about the fact that she has rather long arm-hair makes me realize just how much body hair is a thing in Genshiken, and how much this has to do with the mostly female cast. I think it’s no surprise that it wasn’t really an issue when the club was mostly men, but now we have Yajima talking about how she only shaves her pits when she has to, and Hato accidentally showing his “smoothness.” While it’s not like you can see tufts of hair on their arms or mustaches, the fact that Genshiken has bothered to make this into an on-going topic shows that it’s not afraid to go some places. Then again, this is from the man who screen-toned veins onto breasts for Jigopuri.

Speaking of breasts: A good number of the 4-koma in Volume 11 are concerned with bust sizes, owing to the fact that Hato wore a large chest for his Yamada from Kujian cosplay. Of these, the ones that I think are most interesting are the one where Yajima points out that you can’t exactly say she’s “busty” when her figure resembles a sumo wrestler’s (her own self-disparaging words), and the one where Nakajima mentions that she’s smaller than Ogiue (which she begrudges). Upon reading Nakajima’s 4-koma, I realized that I did not notice this at all in any of her appearances, which is to say that Kio has drawn and characterized Nakajima well as someone who knows how to dress.

Hato’s ultimate cosplay: Hato dresses up as Charles from Infinite Stratos. In other words, a man cosplays as a woman disguising herself as a man.

Ogiue’s Sasa x Mada doujin is a big hit: The freshmen like Ogiue’s doujinshi so much that they all end up making copies of it. The fact that there are people in the club with whom she can really share it is a big step from where she was back when she drew it, and again I have to perhaps point to how different the new generation of club members has turned out to be. That said, it’s clear from just this one panel that it’s equal parts comforting and disconcerting for her.

Heroic Spirit Hopkins: I know a certain Hisui of the Reverse Thieves is going to get a kick out of this one. In the end-of-volume extra, the members of Genshiken discuss the endless enigma that is Sue, trying to figure out the source of her power, both physical and mental. In the end, Sue clarifies for everyone when she says, “I ask of you, are you my master?”

Totally off-topic but: There’s an insert in the volume for Kodansha’s line of light novels, and one of them is a continuation of the Ojamajo Doremi series with the characters now 16 years old! Aptly titled Ojamajo Doremi 16, it features artwork by the original character designer, Umakoshi Yoshihiko, who also did the designs for Heartcatch Precure! and whose art book you should purchase, because it’s totally awesome. As I haven’t finished the Doremi series, I won’t check it out just yet.

The Hato figure: While I own it (as well as the version from the latest issue of Afternoon), I don’t have it on me, so I can’t show it to everyone. Give me a few months.

Kind of Lumpy But Also Swell: Abobo’s Big Adventure

Double Dragon for the NES is a game that somewhat exemplifies the 8-bit era of video games. Lacking the multiplayer co-op of the original arcade, the game makes up for it with a combination of tight controls and absurd glitches. Whether it’s beating up on an invisible enemy for experience, watching an enemy fall through solid rock, or defeating opponents by climbing up or down until you can’t see them anymore, it had that right amounts of notorious difficulty and sheer fun. It’s with this spirit in mind that Abobo’s Big Adventure was developed, and as one of many who grew up with games of the NES generation, I decided to try it out when it debuted last week. Starring the physically largest enemy in Double Dragon, the game is an elaborate homage to that era, packed with references to an almost innumerable amount of games.

The (very) basic story has Abobo going through various worlds, from Mario to Pro Wrestling, all in order to rescue his son, and the cut-scenes often make light of the fact that Abobo is an unlikely hero, being a boss character originally. In this regard, I find Abobo’s Big Adventure to be at its best when it fulfills more than just an itch for the Nintendo days of yore and actively makes you feel like you’re controlling a beefy “master” (remember when bosses were sometimes called masters?) whose normal job is to make a protagonist regret his path in life. The first stage, a remake of the original Mission 1 from the NES Double Dragon, has Abobo giving nasty overhead chops which take out giant chunks of health in a way a puny martial artist’s spin kicks never could. Stage 3 pits Abobo against one of the characters from rudimentary fighting game Urban Champion, only the situation is entirely unwinnable by the opponent. Try as he he might, the poor “Urban Champ’s” fists cannot make a dent in Abobo’s rock-hard abs. Obviously the difficulty in this section is absolutely zero, but NES homages don’t always have to be about “NES-difficulty,” and it provides a feeling similar to the Wario games, where Wario bowls over enemies where Mario would typically lose lives and in doing so shows how much tougher he is by comparison. The final stage may be the epitome of expressing the power of Abobo, as it literally sets you in the boss position against a good guy in a scenario I think many fans of video games have wondered about for years.

On the flip-side, the biggest shortcoming of Abobo’s Big Adventure is that in some stages it just feels like the original game with an Abobo skin on top. The Zelda and Mega Man sections are especially bad at this, as they do not even bother to give Abobo anything functionally special, other than increased health. Giving the massive Abobo the ability to walk through solid doors in the Zelda level for instance would’ve been a way to emphasize his power and girth. The Mega Man level brings in the infamous Quick Man lasers, and Abobo is just as vulnerable to them as anyone else (i.e. he dies instantly). While I understand something of a desire to be faithful to the originals, these examples could have used as much care as the other parts of the game.

Overall, I think the game is worth a shot, especially given that it’s absolutely free and can be put down at any time. It has a good deal of heart in it, and that shows more prominently in some parts than others.

Creamy Mami, All Right In the End I Guess

A few months ago when I decided to write my mid-series thoughts on the 80s magical girl anime Mahou no Tenshi Creamy Mami, I expressed some dissatisfaction with the show. With a story centered around a young girl who gains the ability to transform into an older version of herself, and who becomes a beloved pop star as a result, the fault I found in Creamy Mami is that did not do enough to convey its main character Yuu as a normal girl. All of her friends around her age were boys somehow romantically linked to her, and she seemingly never had a normal environment such as as school setting which you could contrast with her adventures.

Shortly after I published that post, I went into the second half of Creamy Mami and lo and behold, the anime now featured her attending classes and talking to female classmates. Seeing as it’s highly unlikely that my thoughts somehow traveled back in time and influenced the production of Creamy Mami, I can only imagine that similar criticisms were brought up at the time, and that at the half-way point they decided to do something about it. At the same time, the show was also clearly successful enough to hit that 6-month mark and continue (and I know there are OVAs and such as well).

While they eventually resolved some of the issues with Creamy Mami, I have to say that it’s the kind of show where even though it gets better, it takes so long to do so that I can hardly expect anyone to stick around, even if it concludes well. Overall, it’s mostly a cute fluff kind of show, which can be nice, but you can also get cute fluff and some more substance from other shows.

Actually, if you want to know the best part about Creamy Mami, it’s probably the second ending theme, Love Sarigenaku. It’s catchy, and kind of a far cry from the rest of the songs in the show, in a good way.

Secret Santa: Planetes, for the Sake of Humanity

For the 2011 edition of the Reverse Thieves Secret Santa, I was given three excellent titles to choose from. Given that I have been hearing good things about Planetes for a very long time though, I felt that it was the right and proper choice to make. After having watched through all 26 episodes, I find the series to be one that is difficult to pin down because of how it handles so many of its elements extremely well, and asks a great deal of its viewers without making it necessarily a “challenging” watch.  It is a show which eases you into its difficult, mentally engaging portions but also doesn’t let up on them either.

Planetes takes place in the early years of space colonization, when mankind is utilizing resources found outside of the Earth and has established cities on the moon and on orbiting satellites. In this era, space travel is naturally common, but decades of collected junk (old satellites, garbage launched into space, etc.) around Earth’s orbit have made it potentially dangerous. Even a seemingly harmless object becomes deadly when controlled by the unrestrained laws of motion. In order to combat this serious issue, mankind has developed the profession of “debris hauler,” a job which is absolutely vital to space travel but is treated with about as much reverence as a janitor. The story of Planetes focuses primarily on these debris haulers, especially the brash-but-serious veteran Hoshino “Hachimaki” Hachirota, and the new recruit filled with lofty ideals for people and space, Tanabe Ai. Together, they work for the Debris Section of their company, derisively referred to as the “Half-Section” for being perpetually understaffed.

Though I cannot comment on the accuracy of the science in Planetes, I can say that it plays a large role in the series, particularly how inertia works in space. It is taken seriously, and though the show feels light-hearted, the seriousness of their respective positions is also made immediately apparent. As space debris is dangerous, so too is the work of a debris hauler, as they have to be prepared for the fact that every time they are out on the job could be their last.

The challenges of space travel are not simply limited to the tasks at hand, either. When it comes to expanding humanity further into the universe, there are very real consequences. Space development is seen as a way to benefit all of mankind, but the truth is that the wealthiest nations, the ones that have the funds to develop space programs, are the ones that profit the most. The gap between nations grows ever wider. Planetes is an anime that questions progress and development, the interaction of politics and science, personal motivations, the nature of human interaction, and even the way we view ourselves individually.

The beauty of the series, however, is that it does not give a clear winner in the conceptual battle of “cynicism” vs. “idealism,” nor does it say which side is which. Planetes does not push one side over another, as if to say that once you weigh all of the advantages and disadvantages of space travel relative to the state of mankind, you can figure out which is right. The answers are as myriad as the the show’s cast of characters, all of whom are fantastically developed and who contribute heavily to the unlikely combination of feel-good comedy, political intrigue, and genuine speculation, balanced in a way that very few works of science fiction are able to accomplish. Even when you disagree with them, you cannot deny their convictions.

Hachimaki decided to go into space because he wanted to go faster and further than ever before. Fee Carmichael, the pilot of the Half-Section debris ship “Toy Box,” is a chain-smoking pragmatist whose skills are the best in the business, but who shirks at the chance to get promoted because she feels her skills are most needed out in the “field” instead of being behind a desk. Werner Locksmith, the developer of the first inhabitable ship to Jupiter, is a brilliant mind whose emphasis on science over humanity can be shocking to those who expect empathy, but his attitude is also necessary for pushing space development technology further. Tanabe herself strongly believes that the key to everything is love, and that actions without love are lesser for it, an attitude which can be grating to those who see reality as a much harsher place. And yet it must be asked, who is truly naive, the one who believes that love connects humanity, or the one who believes that people are forever alone?

Similarly, some problems are seen as trivial when faced by issues of a larger scale, seemingly insurmountable ones which affect entire countries, but those in turn are dwarfed by the vastness of a perspective with the entirety of the universe in mind. Suddenly those “small problems” of the individual start to play a much greater role. In the end, Planetes never leaves you with a definitive answer to any of the questions it posits, leaving you to decide for yourself.

Before I finish, I feel that I must emphasize once again that somehow through all this, Planetes is fun and even a bit romantic. It takes itself seriously, but it also doesn’t neglect the personal joys that can be found in life. There isn’t anything quite like it.

Thick with Cyberpunk: Real Drive

I’m here today to review the show Real Drive, also known as RD Sennou Chousatshitsu. While I started on the show years ago, early on in the life of this blog, I never got around to finishing it until recently. Even now that I have, I’m not entirely sure what to make of it (other than that I think it’s a good show overall), but I still want to draw attention to it because it is quite an unusual work, and I think it’s worth a look, if only for that.

Probably the most peculiar thing about Real Drive is that it’s an eclectic mix of elements that you normally wouldn’t associate together. While you might find other anime which are designed to appeal to as wide a number of fanbases as possible, the focuses here are so specific that their combined coverage only makes things more confusing. I’m going to group these elements into five basic categories.

Cyberpunk

The centerpiece of Real Drive is an advanced form of internet-like shared space called “The Metal,” portrayed as a kind of “ocean” into which characters must “dive.” Most of the characters in the story have replaced their organic brains with cybernetic ones which allow easier access to The Metal, while some have prosthetic bodies to slow aging, and others have androids to help out with a variety of tasks. As might be expected, the system isn’t perfect, and all of the stories involve The Metal in one way or another, and by extension things like human perception in a possibly post-human world.

Chubby Girls

Quite different from just about most visual entertainment out there (let alone anime and manga), the female characters in Real Drive, particularly the ones seen most frequently, range from athletic to voluptuous to legitimately overweight. Definitely meant to be cute, sexy, or both depending on the character, the presence of such portrayals of the female body is a constant in this show. Perceptions of sexual attraction plays a role in the story as well, but there is also a kind of slice-of-life feel, particularly with the high school girls in the cast but also even with the male characters.

Environmentalism

The ocean-like design of The Metal ties into the actual oceans, and the cyberpunk world of Real Drive is in part due to an environmental disaster which occurred many years prior to the main story. The sunny skies and constant presence of water make for a far cry from the Blade Runner visuals which people associate with terms like “cyberpunk” and “post-apocalypse.” The politics between technology and environment also come into play.

A Geriatric Protagonist

Real Drive is one of the few anime where you will find an octogenarian main character, and his age does play a role in the show and the overall story. A man who loved to dive (in the real ocean), only to have an accident and wake up about 50 years later, the unusual world of real drive is experienced largely through the eyes Haru Masamichi.

Episodic Format

While the show has some on-going plot lines, most of the show involves incidents that resolve after one or two episodes. These can range from people losing their consciousness in The Metal to the dreams of a musician to a lost dog, but even the “everyday comedy” stories will involve some aspect of the science fictional world in which Real Drive takes place. Overall, the approach enriches the scenario portrayed by the show, making it possibly better than a more focused on-going narrative.

Once I develop my thoughts on the themes, messages, and ideas presented by Real Drive I might write something more substantial, but for now I just want to think about its potential as a “gateway” anime, not so much for anime in general but for the various genres/aspects that are in this show. Could someone who comes to this show for the science fiction start to understand the appeal of girls talking over lunch? Could the converse also happen? I’m not entirely sure myself, and I think the combination has just as much potential to drive people away as it does to draw them in, but that is precisely why I think Real Drive is worth a look.

My Favorite Thing About The World God Only Knows

With the premise of a dating sim-addicted nerd tasked to woo real women in order to exorcise loose demon souls from them by using his wealth of game-derived “knowledge,”  The World God Only Knows is the kind of anime that can very easily go wrong. Initially, I approached the series with some wariness, but after having finished the first season I found myself immediately eagerly continuing with the second one. Overall, I ended up being reasonably impressed by The World God Only Knows and it hinges on one reason in particular.

Given the concept of the series, it inevitably leads to a good number of female characters being introduced in order for the hero Keima to work his moves. In the case of The World God Only Knows, it also results in each girl having a particular problem that must be resolved in order Keima to win their heart, and the danger I felt was that it could potentially lead to the kind of series where a girl appears, Keima romances her and breaks the curse, and then her story is simply done, as if this romancing is the most important period of her life. Thankfully however, The World God Only Knows avoids that pitfall with grace and dignity.

Certainly Keima does make the girls fall for him, but rather than end up feeling like a girl’s story is reaching its conclusion, it’s more like their story is only just beginning. Keima acts as a turning point in their lives, where they resolve some long-standing (or perhaps recent) issue and come out the better for it, their mental and emotional states refreshed. The entire world is open to them. Also, they forget about falling in love with Keima so he doesn’t end up having half a dozen girls chasing him at all times.

Though perhaps The World God Only Knows could be called a visual novel-themed anime, it ends up behaving more like a healing anime. Showing the opportunities that can be available with some renewed perspective on life and the willingness to confront inner demons (no pun intended), The World God Only Knows maybe therapeutic to not only its cast of characters but perhaps to the viewers as well.

If you want to try it out, the entire thing is on Crunchyroll, and if you want more, keep in mind that it’s based on a manga.