Believe in the Evangelion 2.22: You Can (Not) Advance that Believes in You

I watched Evangelion 2.22: You Can (Not) Advance over the weekend and I have a whole smattering of thoughts to put down on the subject. It’ll be part-review, part-editorial, and it will contain a ton of spoilers, so watch out.

Evangelion 2.22: You Can (Not) Advance is the second of four movies whose purpose is to retell the story of Studio Gainax’s Neon Genesis Evangelion, one of the most influential works ever in anime history. Fueled by hindsight and merchandise profits, Rebuild brings it all back while taking into account changes that have occurred in the world and in anime since the original series ended back in the 90s.

The basic premise of Evangelion is that a cataclysm in the early 21st century has left most of the world unpopulated. Ikari Shinji, a quiet, passive teenager, is tasked  with defeating otherworldly monsters known as “Angels” through the use of unusually organic-looking robots called “Evangelions.” However, his nature and personality make him perhaps the least qualified person in the world to be engaging in battle, let alone defending the Earth. He is supported by the organization NERV, which houses the Evangelions as well as his fellow pilots, the mysterious, stoic Ayanami Rei and the aggressive and competitive Sohryu Asuka Langley.

The idea seems fairly simple, but Evangelion would eventually become a whirling dervish of emotional trauma and introspection that sucks you into the characters’ thoughts and fears, and that characteristic of the series is by far its main strength, and according to some, also its main weakness.

Shinji especially is a pile of neuroses and doubts, which can make him an aggravating main character but also establishes him as quite a bit of an “anti-protagonist.” In watching the first Rebuild of Evangelion movie I found myself unable to engage Shinji, as they tried to build him up to have just an ounce more confidence and determination, but failed to spend enough time on his inner thoughts. His change of heart at the end of the movie comes so suddenly that it rings false to some extent as a result. Luckily, You Can (Not) Advance solves this problem with grace and artistry, which is to say, I liked this second movie. Now on to why.

While the movie opens with a fight between brand new character Makinami Mari Illustrious and an equally brand new Angel, I feel like the movie truly “begins” with the scene immediately after. Here, Shinji and his father Gendou, who is also the head of NERV, are at the grave of Shinji’s mother. Prior to the first movie, father and son had not seen each other in years, and so their relationship is justifiably awkward. Walls have been erected towards each other. However, here at the grave of Ikari Yui, both show that the walls are not absolute, that they are willing to express their feelings towards each other, if only briefly.

While Evangelion has always been about humans relating to one another, this idea of taking just that one tiny step towards trying to connect with others is what really sets apart the Rebuild of Evangelion from the original TV series. The characters aren’t significantly different from who they were in previous incarnations, but by attempting to reach out to others they encourage others to do the same as well, which keeps everyone from retreating into the comforting shell of personal insecurity. Ayanami Rei is seemingly without personality in the first film, and could have very well remained that way, but Shinji is able to reach out to her. In turn, in this film when Asuka (now sporting the surname “Shikinami”) confronts Rei and accuses her of being a “doll,” Rei is able to reply that she is not, but more importantly tries to help Asuka, who she sees as being much more human than herself and thus able to foster relationships outside of their “work.”

I really became aware of this element when Rei invites Shinji and Gendou to dinner to try and have them grow closer (or perhaps less distant). Amidst all of the talk of Angels and Human Instrumentality, I began to care a little more about this dinner, as I felt it skirted closer to the heart of the movie than anything else. The film follows a minor variation of the motto for success from another Gainax work, Gurren-Lagann, “Believe in me who believes in you.” Everyone is portrayed as a thinking and feeling being, even the Angels, who are not one-trick ponies but instead contain backup plans which are augmented by contingencies, hinting at the idea that they have brains underneath those monstrous facades.

The dinner ends up being canceled, as a disaster leads to Asuka and her new experimental Evangelion being possessed by an Angel. Shinji is sent out to fight the compromised EVA, but cannot act out of fear of hurting Asuka. Despite Shinji’s protests however, Gendou is able to override his controls, causing Shinji’s unit to go on auto-pilot and crush the Angel, with Asuka still inside. Shinji is justifiably upset at the whole ordeal, but what he curses most is that he ended up doing nothing. When Shinji is faced with a similar situation again, this time with Rei being the one at risk, Shinji is determined to not repeat the same mistake. Even if something terrible happens as a result, it’s better than having stayed on the sidelines.

The final scene of the movie mirrors one of the most famous scenes in Evangelion, that of Shinji falling unconscious and the EVA rampaging out of control, ultimately leading to it consuming the Angel in an orgy of violence and “evolving.” In this instance however, Shinji does not fall by the wayside and instead is fully in control. His desire to do something and make a difference where he once could not causes the EVA to transcend into a god-like state, visually captured by the movement and posture of the EVA. Neither hunched like normal, nor craven like when berserk, this divine manifestation stands with shoulders apart and head raised, as if to say that it has transcended into another level of existence. Its movements are steady and deliberate, with a clearly conscious mind behind them. In the end, Shinji is able to succeed because he has grown as a person with the help of those around them, who were themselves made better by knowing Shinji.

Whether or not I like this more than the original TV series is still up in the air, but seeing as there is so much to this film, so much to discuss and address, I am quite surprised that so much of the discussion going on about You Can (Not) Advance tends to be rather lacking. Instead of exploring the characters in-depth or talking about themes and story, the conversation revolves around talking about whether or not Asuka is tsundere, the levels of fanservice in the film, and how much merchandise the whole thing generates, as if to say that the movies do not contain any merit beyond being cash grabs. Why is that? I understand that Evangelion, being the classic it is, has been discussed to high heaven by anime fans the world over, but I don’t think any of us are too cool for school that we cannot bring about that fervor again.

Actually, a better way to put it would be to say that people seemingly do not allow the discussion to move beyond the idea that Rebuild of Evangelion is tapping into that pool of devoted fans. It is doing that of course, but no one ever said that they cannot still put heart and effort into the whole project.

So let’s talk!

(And if you’ve talked already, kudos to you.)

You wa Culture Shock: Peepo Choo Volume 1

Felipe Smith is an American artist who found his way to Japan and became serialized in an actual manga magazine. His resulting comic, Peepo Choo, is a fusion of the two cultures, feeling like both and neither at the same time, but unlike many others actually manages to succeed in creating something unique.

Peepo Choo follows a young otaku, Milton, living in the south side of Chicago. Forced to hide his anime fandom to survive the harsh urban environment, Milton finds reprieve in anime, particularly his favorite title, Peepo Choo and sees Japan as an ideal paradise from which he can escape his life in Chicago. When he wins a ticket to Japan, he sees it as an opportunity to really be himself, but learns that his dreams and reality don’t quite line up.

The first volume of Peepo Choo can create an odd initial impression. The art is very in-your-face. The heavy amount of sexual content and violence can seem out of place even knowing that there are plenty of sexual and violent manga out there, and the way in which it makes fun of geeks can be a turn-off for the geeks reading it. However, there are reasons for all of this, and it’s not simply to offend everyone.

Peepo Choo appears to glamorize sex and violence, but does so in a way that also simultaneously removes much of the fetishism in both. The “Peepo Choo” meta-series itself that Milton so adores resembles superflat artwork crossbred with Pokemon, looking not like anime so much as the impression someone completely unfamiliar with it might get from watching an episode. And while Milton comes across as pathetic, he’s also a very good and righteous person in his own way.

Most, if not all of the characters in Peepo Choo are horribly flawed in different ways. Paralleling Milton is a yakuza member who has so fallen in love with the “American gangsta” aesthetic that he has adopted a wardrobe (cowboy hat included), attitude, and name (“Morimoto Rockstar”) that is a garish parody of the lifestyle, essentially trying to obtain the life that Milton is trying to escape. Supermodel Reiko has an as-of-yet unexplained violent streak to her. Comic book store owner Jody lords it over his customers by telling them how pathetic they are, but is only covering up his own insecurities. Everyone wants to be more than they are, or at the very least feel like there are two conflicting sides to them.

Yet, despite all of these human faults, all of the characters show some degree of goodness and altruism through their otherwise broken personalities. And so while the message one might initially take from Peepo Choo is “hopelessness,” there is also a glimmer of progress and growth in all of them, or at least the potential for such. In a way, it reminds me of Ressentiment, which also has a similar theme of the beauty in ugliness.

Is Peepo Choo going to be uplifting, or is it going to be a heel to the face of fans? Honestly, as of Volume 1 I cannot tell. The story can easily go in either direction, and while I hope for the former I can’t make any guarantees.

Pick up Peepo Choo Volume 1 if you feel like something different. It’s not like any manga you’ve ever seen, and it also goes to show that perhaps the way to achieving that manga dream is to do something unique.

Thanks to Vertical Inc.’s Ed Chavez for providing this copy.

Different Aims, Different Misses: “Traveler,” Manga, and OEL Manga

Back when I was buying issues of Monthly Afternoon to get my Genshiken fix, the magazines would occasionally come with packaged mini-manga. Each small book has one or two self-contained stories and it seemed like a pretty good extra. It wasn’t until kransom’s post about the Afternoon Four Seasons Award that I realized that these manga were exactly that: winning entries from the competitions.

Though anyone is allowed to enter, amateurs can still manage to win, as was the case with Winter 2005 when then-rookie manga artist Imai Tetsuya won the Winter 2005 Grand Prize for his entry, entitled Traveler.

Portable Four Seasons Winter 2005. Traveler is the one on top.

Looking at Traveler, it most definitely deserved to win. The basic premise is that a boy wakes up one day to find that he’s four months in the future and that apparently in those four months he’s turned into a complete jerk who left his band and broke up with his girlfriend. The story is less about returning back to the proper time and more about dealing with responsibility even when it shouldn’t have anything to do with you. It’s pretty intriguing, and everyone loves to say, “Fuzakenna!

Imai makes mistakes. Some of the characters and plot development seemed tacked on and unnecessary. But what I find really interesting about this is that the faults of Traveler feel different from the mistakes that tend to happen in OEL manga.

When we look at criticism of OEL manga and the whole movement behind it, one of the factors is how much it just doesn’t “look” like manga. Artists try their best to live up to the series they love, but something typically feels off. In the past I’ve talked about some of the reasons why I think this happens, and Narutaki over at the Reverse Thieves pointed out the abuse of screentone in a lot of OEL titles. But I think there’s a more inherent cultural difference, one that’s not really a matter of talent or experience.

The art in Traveler hits bouts of inconsistency, particularly with the characters, as they sometimes suddenly look like they have no bones underneath their skin and muscles. I think you can see this in the image from earlier. Faces go out of proportion, too. A lot of western artists probably even have a better grasp of anatomy and motion than Imai, but the way in which the artwork turns out inconsistent is different from the way it happens in most OEL titles.

The story’s faults are also different from the issues that occur in OEL manga. In Traveler, some characters and plot threads sometimes seem unnecessary or perhaps given too much time, a problem when it’s just a 32-page one-shot, which are problems which occur in OEL titles too, but the plot issues with Traveler seem very much like the kind of mistakes that would happen in manga. There’s a sense that Imai and other manga-aspiring artists in Japan, when compared to their counterparts across the ocean, are simply aiming for separate goals; whether they reach them or not is another matter entirely.

I think the lesson here might be that when you judge two things, comparing the very best of one to the very worst of another doesn’t really get you anywhere. It’s far more interesting and fruitful to look at the middle ground; avoid the absolute greats for a little bit so you can see what most people are doing. There, you’ll find a good snapshot of the state of manga, or whatever it is you’re looking at.

I also know that “across the ocean” leaves out countries and products like Korean manhwa. I’ll leave that for another day though.

Any 5-Year-Old Can Tell You Why Summer Wars is Great

As of late, it seems like podcast after podcast is discussing Summer Wars. Speakeasy podcasters Hisui and Narutaki use the movie as an impetus to talk about how getting taken out of a movie causes you to more readily notice its faults. Andrew on the Veef Show talks about how the hype for Summer Wars is met by backlash, while also stating that he finds the movie to be good but not great. Anime World Order’s Daryl and Gerald also disagree on the merits of the movie. Overall, the two big questions seem to be 1) Why do the people who love Summer Wars love it and 2) Why do the people who hate it do so?

Now I am on the side of thinking the movie was fantastic, so the best I can tell you about why critics deride it is hearsay and conjecture, but I can tell you about why I think Summer Wars is a very strong movie on par with Hosoda’s previous work, The Girl Who Leapt Through Time.

Summer Wars‘ greatest strength comes from its overarching theme, centering around the idea of closing gaps, be they generational, technological, or even familial. A super advanced online world is contrasted with old-fashioned ways, the celebration of family is contrasted with the desire to move beyond the home, and young is contrasted with old. But in every case, Summer Wars doesn’t say that one is better than the other, instead giving a message that each is equally useful and that everyone can work together for the common good. It’s a very optimistic view of where we’re going as a society and as a planet, and I think that optimism is what keeps people cheering and praising the movie.

A lot of reviewers seem to neglect mentioning these themes, and I find that to be quite odd. It’s pretty much the heart of Summer Wars and for all of the praise and the criticism, how is it not mentioned more often? And it’s not like the themes are particularly subtle to the point of invisibility either. When I went to the New York Children’s International Film Festival showing of Summer Wars, there was a Q&A session with director Hosoda. In every case, it was the kids who nailed the most important theme of the movie, as well as a lot of the lesser themes. Now, these kids had to be fairly smart, being able to keep up with the subtitles on-screen, but they were still about eight years old on average. Surely the great minds of the anime internet can’t be outdone by a bunch of elementary school kids, right?

Re-reading my glowing review of the film, I am forced to realize that I too forgot to mention the overarching theme of Summer Wars and so am just as guilty of obfuscating the discussion as anyone else. Looking at my own words, I get the feeling that I was so caught up in trying to describe the enormous amounts of effort clearly put into the film and its potential for wide appeal through juggling many different elements that I simply forgot to actually say why I think the film is great. Perhaps everyone else experienced the same problem, like a collective mind fart from thinking too much about anime without actually thinking about it.

And so in the end, we were bested by third graders.

Towards the Other: To Terra…

Introduction

This look at Takemiya Keiko’s 1970s shounen manga To Terra… is inspired by the “Manga Moveable Feast,” an ongoing project dedicated to having a variety of manga-passionate minds discuss a specific title. I owe a lot to To Terra…, and have been wanting to talk about it for a long time, and I believe that this is my best opportunity. I’ve included a synopsis of the story to make for easy reading, but this month’s MMF host, Kate Dacey, has written an incredibly informative introduction to To Terra…, and I really do recommend that you read it, whether it’s before, after, or even during my post.

Personal History

My very first experience with Takemiya Keiko’s To Terra… came in the form of Frederik Schodt’s book, Manga! Manga! The World of Japanese Animation. Displaying a single page on the margins of that book as an example of science fiction manga, the image of a young boy moving through what appeared to be a futuristic network of clear tunnels was like a visual shock, telling me that there was more to the anime and manga that I loved than the few shows I had seen. “Toward the Terra,” as its title was originally translated, had me not only wishing to someday see this series but also to look more closely at anime and manga as a whole. and it all came from an image.

That was in 2000, and it wasn’t until 2007 that I finally got to see for myself what To Terra… was all about. After the initial shock of actually seeing To Terra… in the bookstore, I picked up the first volume, consumed it, and finished the saga as the rest of the series came out. As I look at the series again, however, I become more and more aware of its influence on future manga artists, and though I cannot trace the exact path from Takemiya to the creators of today, I want to talk about the connecting threads that are visible to me.

Synopsis

To Terra… takes place in a time when man has polluted the Earth (Terra) almost beyond habitability and has moved into space. Their goal is to slowly re-cultivate the planet over many generations, but in order to ensure that humans do not repeat their past mistakes and let their greed and unchecked emotions overwhelm their need to save Earth, humans have turned to computers to regulate their lives. One tragedy that comes from this “Superior Domination” or “S.D. Era” is the fact that the “Mu,” children with ESP who are able to resist some of the programming that all “normal” humans receive, are perceived as a threat and thus eliminated in order to preserve the integrity of the new society. Through all of this, a 14 year old boy named Jomy Marcus Shin becomes the bridge between the humans and the Mu and eventually a revolutionary, discovering the truths and lies behind Superior Domination and Terra itself.

Thoughts

One of the first aspects of To Terra… that throws people off is the fact that To Terra… is indeed a shounen title, even if Takemiya is more well-known for her work in shoujo. To Terra… was written for boys, and it shows in many ways. It is a science fiction epic full of action and intrigue, spanning a long period of time, skipping years between parts. Jomy himself is portrayed as having a lot of power and potential but also as extremely unrefined in those respects, qualities you see even in today’s shounen protagonists such as Uzumaki Naruto and Sumimura Yoshimori (Kekkaishi). But the shoujo influence is still there, and though I cannot say this with 100% accuracy, I truly do feel that Takemiya’s shoujo experience manifests itself in To Terra… in a way which paves the road for many of the shounen titles which have followed it.

While the most obvious sign of Takemiya’s experience in the genre of “girls comics” may be the expressive art style so indicative of 70s manga for girls, the shoujo influence can be felt much more profoundly in the way that To Terra… makes you very aware of the relationships between characters. This is not meant in the romantic sense, though some of the closeness between the mostly male cast could be interpreted as such, but in the way the characters are portrayed relative to each other. As you read To Terra…, you are constantly aware of the differences in philosophy and overall outlook on life that characters possess, the parallels that exist between them in terms of history and personality, and anything that really makes you notice that To Terra… is a personal story about people existing alongside other people, even if it is steeped in a grand narrative.

The heavy emphasis on relationships was rare then for shounen manga, and it is still somewhat rare today, but you can see  great number of titles that, even for the briefest of moments, take a play from the book of To Terra… and have you thinking less about battle and competition and more about the interplay between two individuals, from the early banter between Ichigo and Rukia in Bleach, to the works of authors such as Adachi Mitsuru (Touch!, Cross Game) and Takahashi Rumiko (Ranma 1/2, Inuyasha).

Again, I cannot tell you if any of these creators actually looked directly to Takemiya Keiko for inspiration, but I do believe that the example she set in To Terra… nudged shounen manga along the path that would unite it with many of the facets of shoujo manga and vice versa. Though we think of the fusion of genres in manga as being a relatively recent thing, To Terra… shows that it has been a long process, and personally speaking I believe we are the better for it.

Whiplashing It: Iron Man 2 Thoughts

I watched Iron Man 2, and just to put down a quick review, it was very entertaining and a worthy sequel, though not as good as the first and the action scenes tended towards the disorienting. What I really want to talk about though is the film’s villain , Ivan Vanko.

Iron Man suffers somewhat from a lack of really memorable supervillains, with few outside of the fanbase even knowing who the Mandarin is, let alone someone like the “Iron Monger” or “Whiplash,” the official name for Ivan (though it’s never mentioned in the film). Strictly speaking, there is no “Ivan Vanko” in the original comics, and is instead an amalgam of two existing Iron Man supervillains, Whiplash and the Soviet-themed Crimson Dynamo.

What an intriguing idea! If your villains aren’t that interesting, try to take elements from at least two, and try to create a more developed character out of it. I feel like it could go a long way.

So then I think, what if we applied this to film adaptations of anime? Let’s just say, HYPOTHETICALLY SPEAKING, that there was some kind of Dragon Ball “film,” if you will. While there are plenty of strong, iconic adversaries Goku and friends have had to face over the course of their tale, I just have to wonder about the possibilities of “Whiplashing” it.

Merge the Saibamen with the Little Cells to have an ultimate team of deadly jobbers.

Incorporate elements of Android No.19 into Tullece and have a guy who looks like Goku because he is a robot.

Better yet, mix Zarbon and Bacterion into a handsome, self-centered alien whose true form is ugly and also smells.

The possibilities are endless

More Shows Should Be Like Heartcatch Precure

While I’ve made it fairly clear before that I think very highly of Heartcatch Precure, I realize that I have yet to actually made a post about why I think the show is so good. Today, I will correct that.

From the vibrant and colorful character designs and setting to the energy of the series to the quality of the dialogue, Heartcatch Precure has a lot going for it. But what I think is most remarkable about it is how surprisingly mature the show can be while also still being very much for children.

Since the first Pretty Cure, the central protagonists have always operated on a theme of opposites. One is smart, the other is strong. One is talented in the arts, the other is talented in sports. As the series grew to encompass larger casts, the idea of having the characters be distinctly unique in this manner grew as well, but it’s with Heartcatch Precure that characterization has hit its highest point in the franchise.

When I watched the first episode, the first thing that really caught my attention (aside from the lively animation of the opening) was the interaction between the main characters, Hanasaki Tsubomi (“Cure Blossom”) and Kurumi Erika (“Cure Marine”). Tsubomi is a transfer student, eager to defy her previous reputation as a wallflower. What she doesn’t expect however is for the seat next to her to be occupied by Erika, a fashionable girl who sometimes has trouble with the idea of “personal space.” Erika is well-meaning and is looking to make a new friend, but her aggressive, extroverted personality is too much for the introverted Tsubomi, creating a tension between the two which is only later resolved when they learn more about each other and their own fears and doubts. Tsubomi learns to be a little more confident and out-going from Erika, and Erika is in turn influenced by Tsubomi’s patience and kindness.

In case it wasn’t obvious that Heartcatch Precure is a kids’ show, the Monster of the Week format makes it very clear. Not only is there a Character of the Week that appears and needs helping out, but they are usually transformed into the Monster of the Week as well. The gimmick is that in their monstrous form, the character expresses his or her deepest negative emotions, such as the fears and doubts in their lives. Kids’ shows really don’t operate on subtlety, and the very fact that the show just tells you exactly what is wrong with the character is the very opposite of subtle, but when I take into account the fears themselves I can’t help but be impressed at the level of maturity. Anger at being told that your dream is impossible, frustration at having to grow up too quickly because of a death or illness in the family, depression at letting others down when they need you most, the series does not shy away from presenting some very serious topics. Heck, the very fact that one of the show’s main focuses is the way these negative emotions can exist in a very real way inside all people is in itself surprisingly adult.

When I look at Heartcatch Precure, I see a heart and soul behind the series. Yes, it is still a part of a merciless merchandising machine of a franchise. However,  I can see in the show that the creators desired to make a show for children that tells them, “Someone out there understands your frustration,” and helps them grow in the process. It’s something I can really get behind.

Thoughts on “Bohemian Rhapsody” a la Matsumoto

Watching the special music video of legendary UK band Queen’s “Bohemian Rhapsody” as interpreted by Galaxy Express 999 and Captain Harlock creator Matsumoto Leiji, a few quick thoughts come to mind.

1) While the original music video is better, that’s because the classic one is just that hard to top. And while this one isn’t exactly mind-blowing, it’s still very well-animated and has that Matsumoto feel we all know and love. It can be kind of confusing at times though, like it’s trying to tell too much with too little and in the wrong format.

2) I like how the “Matsumoto Gauges,” or that staple of Matsumoto anime and manga where a room is filled to the brim with complex gadgetry and meters and such, has been updated to fit in more with current times. It looks much more “digital” now, and reminds me of modern stereo systems. It doesn’t have quite as visceral a feel, but it makes sense.

3) I wonder if this occurs in the same universe as Interstella 5555. Definitely a possibility, but as Daryl Surat would advise, don’t think about this too hard because Matsumotoverse continuity is paper-thin.

4) I picture Matsumoto going to an anime con and entering this in an AMV competition. Would he win? I don’t know, the character designs do look kind of old…

An Ally of Justice, a Subordinate of Evil, a Symbol of the Past and the Future: 2004’s Tetsujin 28

Yokoyama Mitsuteru’s Tetsujin 28 is one of the landmarks of anime and manga, a classic among classics and a significant influence on the history of comics and animation in Japan. It is widely considered the “father” of the giant robot genre, being the first notable manga to feature a towering humanoid behemoth of steel and jet engines in a heroic role. It rivaled Tezuka’s Tetsuwan Atom in popularity, bringing with it a more base thrill than Tezuka’s stories. One thing Tetsujin 28 did not do, however, was really look at its own contents and try to incorporate them into a greater story, which is where the 2004 anime adaptation of Tetsujin 28 comes in.

Tetsujin 28 2004 was directed by Imagawa Yasuhiro, who is known for his work on shows such as G Gundam and Giant Robo the Animation: The Day the Earth Stood Still. The latter is of particular significance, as Giant Robo is adapted from a manga/live-action show by Tetsujin 28‘s creator Yokoyama, and acts not only as a story of gaining maturity and forging destiny, but also as a tribute to Yokoyama’s works in general. So Imagawa, being no stranger to the works of Yokoyama, approaches this adaptation by putting a subtle, yet profound spin on the story of Tetsujin 28, using in the 21st century what was not available to Yokoyama back when he was creating the original manga: hindsight.

Tetsujin 28 is the titular giant robot of the series, and in the story’s premise it is a product of World War II, a super weapon designed to fight the Allies that finds a new purpose in post-war Japan. Its “master” is 10-year old boy detective Kaneda Shoutarou, the son of Tetsujin’s original creator. With his trusty remote control, Shoutarou uses the iron golem not to wage war, but to protect peace and stop crime. With these essential ideas, that of a weapon of destruction finding a new identity as a guardian of good, and the young boy at its controls, Imagawa transforms Tetsujin 28 into a story about the relationship between the people of post-war Japan and the demons of their past, tying the characters and stories from Tetsujin 28 into actual historical events and paralleling the development of Shoutarou and Tetsujin with the development of Japan.

Though Tetsujin 28 is most certainly a giant robot series, it is not as much of one as you might think. Many times the episodes feel more like detective fiction, and in a great number of instances the antagonists don’t even utilize giant robots. Instead, the recurring theme among the villains in Tetsujin 28 is that they are all relics of World War II and the weapons developments that were going on at the time, ranging from artificial intelligence to hideous disease to genetic manipulation and a host of other mad sciences. Shoutarou must constantly confront the past and the horrors that came from the very same war in which Tetsujin itself was created. That’s not to say that giant robots are out of the question, of course. The series takes Tetsujin’s greatest rival, the Black Ox, and increases its role in the story. This is actually a hallmark of director Imagawa, his interest in fleshing out villains, and he ends up giving a somewhat similar treatment to Ox as he did Baron Ashura in Shin Mazinger.

The strength of the visuals in Tetsujin 28 are perhaps best exemplified by the show’s portrayal of Tetsujin itself. While Tetsujin’s face is completely static, it is still able to convey a sense of mood and emotion by utilizing a technique from the No plays of Japan, where the apparent expressions on No masks change depending on the angle at which they’re seen. Viewed from below or straight on, Tetsujin’s eyes appear large and friendly. From above however, the visor on Tetsujin’s head turns its expression into a vicious glare, a look often enhanced by changing the color of Tetsujin’s eyes from a bright yellow to a menacing red.

The show’s visual direction isn’t all good however. Tetsujin 28 has this odd tendency to use these extremely awkward digital transitions which can really jolt you out of the show. They really do stick out poorly, though it’s my only real complaint in terms of visual direction.

There is a near-constant gravity in the 2004 Tetsujin 28 series, and it can be a lot to take in, especially if you expect the series to be as lighthearted as its source material, and doubly so when you factor in the potential incongruity of the tone of the series and the character designs. Everyone in the show, from Shoutarou to Police Chief Ohtsuka to scoundrel Murasame Kenji are drawn to resemble the original manga’s look, with only slight updates to their designs. The animation looks new, but the characters look very old-fashioned, and Tetsujin 28 thus potentially runs into the same problem that Tezuka’s work does in front of a modern audience. To the show’s credit however, while the character designs are old-fashioned, almost none of them take on the useless slapstick roles that characterized older series. Ohtsuka in particular benefits from this transformation, as his role as police chief is greatly expanded upon and he is shown to have an iron resolve fitting his position. Many other elements from the original series are taken as well, such as the fact that the 10-year old Shoutarou not only drives a car but also carries a loaded gun and isn’t afraid to bust a few heads to reach his goal. Again, it can be a difficult pill to swallow.

Overall though, Tetsujin 28 is a very intelligent show that asks a lot of good questions, and is thoroughly entertaining throughout, though it can get depressing at times given the subject matter. At 26 episodes, it’s a bit of an investment but I think it pays off very well.

Book Off Broadway: Toshiki Okada’s “Enjoy”

While I am not normally a patron of theatre, my interest was piqued when I heard about Enjoy, a play centered around a manga cafe and the colorful individuals who work at it. Translated by Aya Ogawa and directed by Dan Rothenberg, Enjoy was originally written by Toshiki Okada, a man apparently known for using very “realistic” language in his scripts. After having seen Enjoy, I understand what that really means.

The first big impression I got from the play happened before it even began. Somewhere in the back of my mind, I assumed that the people coming to a play about a manga cafe in Shinjuku would probably be manga fans and otaku eager to see this part of their lives dramatized, so it was a little surprising when I realized that the majority of the audience consisted of roughly middle-aged theatre-goers. It makes sense in hindsight, but I still didn’t expect it. Meanwhile, the stage itself was very close to the front row and probably less than twelve inches away. It was also very bare-bones, being essentially an empty room. That simplicity and proximity would be the first hint at how the play would unfold.

Enjoy is split into four acts, focusing on the various workers at the manga cafe and the ways in which their lives appear to be in stasis. Some of the characters are over 30 and still working part-time. Others are younger employees who seem to define their self-worth relative to those 30+ year olds. The story is told through actors who, while each technically playing different characters, go between talking about themselves in the first person, talking about themselves in the third person, and talking as if they were another character involved in the story, resulting in constant perspective shifts all in the form of expository dialogue. Very much to its credit, however, this is never truly confusing, as it’s less important who on stage is saying what as it is what is being said at all.

The “realism” of the language stems from the fact that every character in the play is incredibly awkward in their own way, and through a combination of acting talent and an effective script are able to really convey that awkwardness in a convincing manner without having it be unintelligible. It strikes a delicate balance that could easily be undone. All of the characters, whether they’re being played by their original actors or being assumed by different actors, are very flawed people whose individual hangups come largely from the active pursuit of uneventful lives. Insecurities abound in areas of work, romance and friendship.

As for the story itself, there isn’t exactly one, at least not in the traditional sense. Enjoy is primarily an exploration of characters, and though you get a clear image of who they are as the play goes on, none of them have any real motivations to move themselves forward. It’s the kind of thing that works ideally as a play and would probably not be so personal as a film in a theater. By having the actors so close to the audience, and having them seem as if they are speaking directly to the audience (without actually acknowledging it), it gives a direct emotional connection that’s hard to replicate without real bodies in a live performance.

Although adapted for English-speaking audiences, Enjoy still sets itself in Japan and uses Japanese names for all of its characters (Kato, Shimizu, etc), even if none of the actors are Asian, as if to say that this story could not be told elsewhere and that the adaptation is mainly in the transformation of the text itself. This makes sense, I think, because the manga cafe for the most part does not exist in the US. However, the play is not so Japanese that it is impenetrable for those unfamiliar with the country or its comics. In fact, Enjoy makes only one reference to any specific manga title, and it comes and goes so quickly that it’s more for flavor than anything else. Moreover, the characters’ idiosyncrasies and doubts about their worth and the way their success in employment (or lack thereof) might define them seems to be especially relevant and universal today.

Truthfully, some of the themes of Enjoy hit a little too close to home, but that’s also the very same reason I consider it a success.