Realism: Gundam Thunderbolt vs. Gundam Iron-Blooded Orphans

As the progenitor of the “real robot genre,” every time a new Gundam series comes out the question of its realism comes up. Even though its robots tend to be brightly colored and increasingly full of weird weapons, the simple formula of mecha as tool of war endures. Just this past year, we’ve had both Mobile Suit Gundam: Iron-Blooded Orphans, which follows a group of child soldiers, and Gundam Thunderbolt, which combines a gritty feel with a more hard science fiction feel. Which is more realistic? Does it matter?

I don’t intend to actually answer these questions. Rather, I’m bringing them up to try and start a discussion about the ways in which we try to position the idea of realism in something like Gundam. It’s not the first time I‘ve talked about it on this blog, either. With the first episode of Gundam Thunderbolt available, however, I can’t help but feel that it’s probably the Gundam a lot of the fans who revel in a certain image of realism have been looking for. One might call it the Macross Plus of the Gundam franchise in this respect. Its hard SF aspects, both in terms of presentation of technology and its expected character types, provide an interesting contrast to Iron-Blooded Orphans, which has a more contemporary “anime” look, cute girls and handsome boys and all. One can almost detect a generation gap in Thunderbolt vs. Iron-Blooded Orphans in terms of anime fandom; Thunderbolt feels like it came out of the science fiction conventions from which anime cons originally grew from.

In turn, Iron-Blooded Orphans seems more divisive in terms of what it tries to do with its realism, its young boys trying to carve a place in the world because of their circumstances as child soldiers. Of course, child soldiers aren’t new to Gundam. One could argue that the earliest protagonists of Gundam were child soldiers, but in this case it’s more the young guerilla archetype, seen also in Gundam 00. I do see Iron-Blooded Orphans get a bit more flack, and though my sample might be skewed by the fellow fans I interact with and observe, I think it has to do with how Iron-Blooded Orphans, unlike Thunderbolt, carries a kind of more “feminine” aesthetic that does not jive with more traditional images of realism as gritty.

Of course, grittiness does not automatically equal realism, but I think we’re trained to believe it. It’s one of the biggest trends of modern video games, and while there are plenty of games that push against it, many kids are growing up being taught by games and media that this is what “real” looks like. That said, Gundam Thunderbolt still has elements of the fantastic, and perhaps in the space between it and Iron-Blooded Orphans we can find versions of “realism” to satisfy all of those looking for it.

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[Apartment 507] How Monster Musume Attracts Hardcore Fans

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I wrote another post over at the site Apartment 507 about Monster Musume. This time, I go over what I think makes Monster Musume a special series. Warning, the post might be NSFW.

And yes, I am planning on making a Fujoshi File for Zombina.

JoJo’s Bizarre Adventure, Gone with the Wind, and Translation

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A few months ago on Twitter, a number of manga translators and readers threw their hats into the ring to discuss the persistent issue of “authenticity” vs. “localization.” The central point of argument was whether the fact that the English translation of the JoJo’s Bizarre Adventure manga kept antagonist Dio Brando’s signature catch phrase untranslated (MUDA MUDA MUDA MUDA / USELESS USELESS USELESS USELESS) is a sign of faithfulness, Japanophilia, or something else entirely.

There’s no real right side to all of this. As the Reverse Thieves explained well, there are many facets to consider, and translation is more an art than a science. For example, people who argue that translations should be as localized as possible so as to remove the sense that it comes from another language would assume that the primary audience is a broad, general readership. What if it isn’t, however? Academic translations for instance tend to be filled with footnotes and marks and other things because you’re supposed to be fully explaining the nuance of meaning through translation.

What’s even more fascinating, however, is seeing the problem of translation from the English to Japanese side, and the challenge that is posed to English translators in Japan. For example, let’s look at one of the on-going controversies within this greater Japanese to English translation debate: whether or not to include Japanese honorifics in English translations. After all, while “-san” might be already known to fans of Teenage Mutant Ninja Turtles and other similar works, for the most part it’s the realm of the manga fan, so to speak. When the decision is made to remove them, a translation either has to compensate for the loss of immediate information pertaining to how two characters relate to each other through a more liberal translation, or ignore that aspect entirely.

What about English to Japanese? From that perspective, the problem is completely flipped around. Suddenly you go from a language with no honorifics to one where they’re a part of everyday life. Let’s take a movie like Gone with the Wind. How would you translate Rhett Butler’s speech? The official translation has him use “Ore,” possibly to show that he’s both masculine and skirts standards of politeness and pomp. Is that the right decision?

If you were in charge of translating Gone with the Wind to Japanese, what honorifics would Rhett have to use when talking to other characters, if any? Would they change over the course of the movie? The change or removal of honorific usage to determine the progression of a relationship between two characters is a classic trope of manga and anime, and something English translators have to be constantly wary of (as is switching from last name to first name), but here with Gone with the Wind it’s potentially something that the translator has to build into the story where it once did not exist. The decision could be made to ignore honorifics specifically, but then a lot still has to be done to adapt characteristics and speech patterns to particular personalities. Rather than having to subtract, the English to Japanese translator has to consider additional components if they want to go for a “natural”-sounding language. Or do you just get rid of them all because it takes place in the US, or to show again that Rhett doesn’t have much use for politeness?

Of course, that’s not to say that Japanese to English translators also don’t have to create what ostensibly isn’t there to get the meaning of a line across. In both cases, there are things to be gained and lost in the decision to interpret lines in certain specific ways.

There are even multiple different translations of Gone with the Wind, each of them taking different liberties. Rhett’s famous “Frankly my dear, I don’t give a damn,” has been variously translated as 「俺には関係ない」(Ore ni wa kankei nai, “This has no relation to me”) and 「俺の知った事か」(Ore no shitta koto ka, “I have nothing to do with that”). Notably, both do not bother to preserve the cultural meaning of “damn,” nor the “Frankly my dear” part. The frankness is in the lack of formality and the general implied rudeness of the sentence construction.

Suffice it to say, translation isn’t easy, and the decision to keep or remove cultural elements is a unique challenge that perhaps few other fields have to contend with. Whether you’re a translator or just a reader, it might be helpful to express how you feel about the work that goes into translating.

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Fight, Flight, and Fun: Turf Wars and Competitive Splatoon

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The first time I saw Splatoon being announced at E3 2014, I had two reactions. First, “this game looks amazing,” and second, “I could see this game having a ton of competitive potential.” The new and refreshing approach to the shooting genre combined with the inherent concept of space control that comes with having your main weapon, ink, be also your goal and your primary mode of transportation had me envisioning clutch plays and highlight reels that would go down in history.

Since then, Splatoon has actually indeed worked to cater towards the competitive side of its player base, with patches, versus modes, and more, but I was surprised to see that its main format, a “Turf War” where the objective is to cover as much ground with ink as possible, does not have a ranked option, and in fact is considered by many in the competitive community to be an inferior format. I find the Turf War to be closest to the essence of innovation and possibility that Splatoon offers, and I actually feel kind of sad that it’s thought of as being incapable of supporting competition.

Keep in mind that, as I say this, I am not begrudging the competitive players for going with a format they prefer. I am quite far from being a skilled Splatoon player. I also understand that the reasons they might not like the Turf War format are probably valid. The argument is that only the first 30 and last 30 seconds really matter, and that it isn’t relevant to competition if a given way of playing is “against the essence of the game.” After all, Super Smash Bros. is designed for four or more players on a variety of stages with items on, and that competitive community has worked to fight the stigma that its players are playing the game “wrong.” Rather, in a way, what I’m expressing is rather selfish: I like the world of Splatoon where people can both attack and avoid conflict, or in a sense compete and not compete, in the exact same space, even if that doesn’t make much logical sense.

One of the major appeals of Splatoon, I believe, is that it provides a nice aesthetic and environmental alternative to mega testosterone headshot shooter games. Instead of getting bloodied, you get inked. Instead of every weapon being geared towards death and destruction, the question is if they can properly cover the ground in various hues. Theoretically, one can play and even succeed in this “shooter” without even shooting or attacking at all. However, in the ranked modes, Splat Zone, Tower Control, and Rainmaker, the specific mission focuses make direct conflict more of a necessity. You must remove their control, and the only way to really do so is to attack their position or to prevent them from getting close through person-to-person combat. Gone is all potential to compete through pacifism.

I don’t mean to say that Splatoon shouldn’t have guns, or that shooting should be removed from the game. After all, my favorite weapon is the N-ZAP ’89, a replica of the red-colored NES Zapper, because of its versatility in both fighting others and covering the ground in ink. Instead, what I’m aiming for is the possibility that Turf Wars are more likely to provide a space, or a mode, where very different philosophies can come into play without the absolute need to divide them, like Smash Bros. does (“For Fun” vs. “For Glory”). The people who believe shooters are great because you get to go all Rambo on your opponents can get just as much of a kick out of Splatoon as the people who love the strategic space control aspect or those who cherish just being able to run around with a giant roller and not have to point or aim or anything. I know this idea is inherently flawed, and the players themselves don’t necessarily want this, but I still believe that Splatoon can stand as this symbol where wildly different ways of playing can co-exist.

In game studies, there is a distinction made between “games” and “play.” The essential idea is that in games, you have a goal, a motivation or driving force that you aim towards, whereas play is more freeform, ever-changing, unbound by rules. In other words, think of games as football or baseball, and play as Calvinball. While Splatoon is much closer to “game” than it is to “play,” especially in comparison to something like Minecraft, I think my desired image for Splatoon is one that is in the territory of games but leans towards play. Competition is possible, but competing by not competing would also be an available option.

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Ogiue Maniax’s 8th Anniversary: Fight! Fight! 8! 8! 8!

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Last year, I forgot about my anniversary for about a month. Always looking to improve Ogiue Maniax, I decided that it wasn’t enough, so this time I’ve over a month and a half late for the annual retrospective.

Whoops!

Eight years sounds kind of crazy for anime blog, doesn’t it? A lot of old friends and comrades have set aside their keyboards while others keep marching on, but of course that doesn’t mean anything about their passion for their hobbies. Blogs are just one way of doing things, and it’s the format I’ve come to prefer the most. It’s just informal enough to feel comfortable, while also providing plenty of space to get serious if need be.

Though I think it a bit obvious, by far the biggest change to Ogiue Maniax this past year was the launch of my Patreon. Thanks to my patrons, but also everyone who reads and shares and even just thinks about what I have to say, I’ve managed to make a decent chunk of change from blogging. It’s not a full-time career by any means, but I think it shows that good written content is appreciated for the ideas contained within, even if the tendency in “content creation” is often towards simpler things like lists. Just the fact that my longer posts garner greater attention gives me a little more faith in the world.

I’ve been looking at the idea of being a “content creator” recently, and one thing that’s crystal clear is that written content, especially given how much time and effort is required of it, is often viewed as a losing battle. Video and podcasts are where it’s at. Of course, it’s more than possible to create quality work on YouTube or wherever, and the convenience is something even I take advantage of as a viewer, so I’m not knocking people who focus their energies in that direction. Rather, in light of this, I actually feel pretty good that there are so many people who think my writing is worth something. While I don’t need a confidence boost to keep writing, it at least is comforting to know that the energy I’ve put into Ogiue Maniax can be felt by so many.

Thanks for 8 years, everybody.

Glitter Force: Afraid of Sadness?

smileprecure-yayoidadWhat is appropriate for an audience of American children? This is a concern that comes up all the time with cartoons, whether it’s My Little Pony: Friendship is Magic‘s first season explicitly giving moral lessons to live up to its E/I (Educational/Informative) Rating, or the decision to change Japanese names to English ones when adapting anime. Though it feels out of place in this current era, the recent Glitter Force goes to great lengths to hide its Japanese origins as Smile Precure!, one of many series in the long-running Precure franchise. While the edits are not surprising, and obviously I’m not in the target demographic of little girls, I do worry about the point at which these edits hinder animation for children in terms of addressing difficult but important subjects.

When Glitter Force was first announced, it was described as having 40 episodes, down from the 48 in Smile Precure! Fans and curious onlookers speculated as to which episodes would be cut. With the first half of Glitter Force available on Netflix, we now know the first three.

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Two of the episodes are clearly gone for being “too Japanese.” While we could have a debate as to what that even means, in this case it was because they were just too difficult to edit around. One is an episode about okonomiyaki, and while you can call it Japanese pizza all you want, kids know what pizza looks like. Saban wants their young audience to feel like the show is taking place in a city or town much like their own. Another episode guest stars actual Japanese manzai comedians. Not only are there potential likeness rights issues, but manzai comedy is notoriously difficult to translate. Again, makes sense.

The third episode cut is where my main concerns come up. Titled “Thank You, Papa! Yayoi’s Treasure,” the story involves Yayoi trying to recall memories of her late father. In an otherwise silly series, it naturally stands out as a serious and heartfelt story.

It’s not surprising why they would remove it. They want Glitter Force to be even more of what Smile Precure! is: a cartoon that generally emphasizes fun characters, positive female role models, and vibrant animation, which can then be used to sell toys. Even in Japan, series like Ashita no Nadja failed to be commercial successes possibly because of its moments of gravitas. However, decisions such as removing the story of Yayoi’s dad feel as if they contribute to the long-standing belief that cartoons for children can’t be serious, that they’re incapable of respecting children’s intelligence. Why can’t a fun kids’ show take some time to say something more, and maybe let parent and child feel sad together?

The tide of current children’s animation is actually going against this entrenched view. Shows like Adventure Time, Steven Universe, Avatar: The Last Airbender, and even to an extent shows like Kim Possible and American Dragon: Jake Long have brought weight and substance to kids’ entertainment. Glitter Force could have also contributed to this, and it might very well still be able to, depending on how they handle the second half, but things are looking grim. With five episodes on the chopping block, my worry is that they’ll cut the most character development-heavy episodes.

(Or even worse, the Happy Robo episode.)

I actually don’t think Glitter Force is that bad of a dub. The acting’s decent, the characters still look hilarious, and the edits they’ve made to bits of the story and such are odd but not deal breakers. I also understand where Saban is coming from, and given that they have all this successful Power Rangers money and all, they probably know more about marketing to American kids than I do with my obtuse-for-a-casual-audience anime blog. I can even see how Smile Precure! was probably the best fit for an American audience. That said, I’m not a fan of how they had to go to great lengths to write around the fact that Reika/Chloe is extremely Japanese, to the extent that they ended up removing her stern dedication to 道, “the path,” the seeking of truth and oneself. In Glitter Force, they replace it with “GF.”

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I also feel as if I really cannot trust them with any other Precure series, especially not the stronger ones like Go! Princess Precure or Heartcatch Precure! If they can’t let a deceased father by, how are they going to handle Cure Moonlight’s path to redemption, Cure Flora’s introspective confrontation at the middle point, or any of the other equally powerful or memorable stories?

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Best Anime Characters of 2015

BEST MALE CHARACTER

Sunakawa Makoto (My Love Story!!)

In the narrative of My Love Story!!, Sunakawa is naturally handsome, intelligent, and charismatic to the point that girls from ages 8 to 80 seem to fall in love with him at first sight. However, what makes him truly stand out aren’t his looks or his smarts, but his genuine bond with his best friend, the seemingly brutish Gouda Takeo. Sunakawa’s opposite in practically every way, but the two share one important thing in common: big hearts. Sunakawa sees not only the goodness in Takeo but the petty shallowness of those who judge people only by their looks, which affects him just as much as Takeo himself.

Takeo is also a worthy pick, but it’s the way Sunakawa looks out for Takeo that makes him the Best of 2015. Whether you want to be Sunakawa or have him watch your back, there’s no better best friend in all of anime (except maybe Tomoyo).

BEST FEMALE CHARACTER

Koizumi Hanayo (Love Live! The School Idol Movie)

Last year, Koizumi Hanayo was in the final running for Best of 2014, but ultimately the immensely powerful personality of Kill la Kill‘s Kiryuuin Satsuki won out. Now, with Love Live! The School Idol Movie being the swansong for the original Love Live! girls, I thought it best to call Hanayo Best Female Character of 2015 because there might never be a chance to do it again.

If there’s one word I would use to describe Hanayo, it would be “passion.” It’s her nearly unrivaled love of school idols, along with some support from her friends, that allows Hanayo to take the step from fan to idol in the first place. The fiery look in Hanayo’s eyes and her characteristic “quiet scream” when something big is happening is unmistakable. When Hanayo helps Rin overcome her negative self-image, it’s from a place of genuine care and compassion. And when Hanayo goes on a rant about how rice is the central component of a proper meal and that this is one of America’s most critical flaws, why, it’s only appropriate. Hail to the Rice Goddess.

Final Thoughts

When it comes to determining my favorite characters in anime, I don’t think I’m alone in saying that they often possess either admirable qualities I would like to emulate, or traits that I can directly relate to. Sunakawa’s perceptiveness and compassion are things that my oblivious self would love to have. Hanayo’s devotion to food is a match for my own constant desire to find the latest, greatest things to eat, and her instant switch from shy to fervent fan also reminds me a lot of myself. Of course, these are not their only criteria, and ultimately it is their impact on their friends and loved ones that is in a way much more significant, but there’s something about both Sunakawa and Hanayo that makes them both like quiet fist pumps in anime form.

Yesssss.

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On the Fanfiction Origins of the Mary Sue

The term “Mary Sue,” originally meaning a kind of overly perfect self-insert character in fanfiction who would be dropped into a story to solve all of its problems, has been a battlefield of sorts in popular culture. Characters are called Mary Sues if they show even the slightest bit of wish fulfillment, and in response there is a feminist movement to reclaim the term, fueled by the idea that idealized male characters are the norm and similar female characters are unfairly maligned. This is what is fueling discussion concerning the character Rey in Star Wars: The Force Awakens. However, I feel that, as the discussion over which characters are and aren’t Mary Sues due to their perfect (or perfectly dramatic) natures, the fact that the term derives specifically from fanfiction gets lost in the shuffle, and that it is crucial to remember that its origin comes not from big blockbuster movies but from fans of popular culture navigating their chosen works and worlds.

Before I go into greater detail, I want to make a few points clear. First, I do not think wish fulfillment characters are inherently bad, whether they’re male, female, or something else entirely. Second, I believe fanfiction does have merit as a space for active participation, as a source for good and/or interesting stories, and everything else in between. Third, I understand that the meanings of words can change over time. Basically, this isn’t a criticism of fanfiction, or lack of originality, or a stubborn refusal to acknowledge the natural evolution of language.

The earliest known use of the term “Mary Sue” comes from Star Trek fandom, specifically from Paula Smith’s parody of a common trend in Star Trek fanfics at the time. Essentially, many stories would involve a young girl (most Star Trek fanfiction was written by women in the 1970s) who would become the center of attention, would have some unique visual identifier that instantly screamed “unique,” and would have just enough tragedy to emphasize how special they are. While you can think of many characters in fiction who fulfill these categories (Uzumaki Naruto, Bella in Twilight), I think the real key to the “Mary Sue,” and why its fanfic origins are so important to remember, is that by being the center of attention they were viewed as 1) drawing focus away from the world and characters that form the basis for that fandom 2) their idealized natures, rather than feeling universal, felt overly specific to the point of making it difficult to empathize.

To expand on both points, when we look at anime and see the generic shounen hero with a unique and special power, or the generic shoujo heroine who all the boys fall in love with, they can be seen as attempts to have a broader, more general appeal. Even if they end up being cliches, and even if they’re considered by more hardcore fans as being “boring”—though I think this comes from a time when fandoms were more niche and the deepest fans tended to prefer the subversive/evil/morally gray characters—there is a desire for broader appeal. When a character’s quirks or backstory or overall qualities make them wish fulfillment for people at large, that is different from when those same traits make them inaccessible to a reader due to being overly specific. In other words, when a character feels as if they are designed solely to appeal to only the author and no one else, then the term “Mary Sue” comes to light.

Of course, even that criteria is subjective, as different people will connect to different characters, whether they come from fanfiction or not. Also, if the “Mary Sue” was such a problem that Paula Smith had to address it, perhaps it could be argued that there were enough people with that same fantasy that it could be considered a broad enough desire to not be thought of as “overly specific.” It also needs to be pointed out that the Mary Sue derives from an amateur space, where writers do not have editors or marketers or even the need for a coherent narrative. These sorts of stories tend to happen naturally from those who do not consider common “good story rules” such as conflict, character depth, etc., and in a way we all have our Mary Sue stories inside of us where everything just goes right.

However, the idea of the Mary Sue did not originally come from an explicit connection to women, narratives, and society, but rather an implicit one. Because Star Trek fanfiction was the domain of women, it is possible to argue that its values developed in a feminine space, which when expanded to also include men to a large degree made Mary Sues a target for criticism and conflict in ways that trivialized the wish fulfillment of women more than men. Perhaps the biggest issue with the “Mary Sue” is in her name: chosen to be generic, and to reflect a recurring type of character in fanfiction, the doubly feminine nature of the moniker infuses it with gender values. Even though alternatives have been created for males (Gary Stu, Marty Stu), they simply never caught on as much. It’s also interesting to note that criticism of the Mary Sue originally took place between women.

I have one last question to ask: does the term Mary Sue even need to be reclaimed? Have men really seized it as their own, or has it never really left the grasp of women at all?

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Are Comics Companies Really Learning the Importance of Diversity?

ms-marvel-9-coverIn recent years, diversity in representation of peoples has become a frequent topic of debate among fans of animation and comics. Whether it’s the rise of Steven Universe and its positive portrayals of strong female characters, or the increase in panels on women in comics, minorities in comics, and more at New York Comic Con, there has been a strong move both from fans and creators to make sure that tokenism is never a thing, and that the Rule of Three (see the video below) doesn’t stop any group from finding themselves in cartoons.

In 2014, at a Women in Comics panel at NYCC, one of the panelists mentioned the importance of learning how to communicate with the old, white men who run these companies if people want to make a difference up top. The following year at NYCC, a Diversity in Comics panel had multiple industry members talk about how management across multiple companies are realizing that other groups besides the white, male demographic are customers and are worth appealing to. Ultimately, people are communicating in the language that executives understand most of all: money.

However, while the net result seems to be in favor of a strengthening of cultural diversity, there’s a question that nags at the back of my mind as I see the talk of a changing tide. Are those executives, those old, white men, actually learning why cultural diversity in comics is important, or are they simply seeing it in terms of potential sales? Part of the reason why comics appealed to that white, male demographic for so long, aside from latent racism, was that it was seen as a reliable market, but catering too much to that aging audience has stymied its growth among the population at large. This means more attention is paid to women, LGBT, racial minorities, and more, but does it just all come down to the bottom line?

My fear is that, if diversity is simply seen as the latest ticket to profit, that if comics and animation start to be less successful, will the companies and their heads be just as quick to jettison the desire to bring different groups of people to comics? Are we ultimately beholden to entertainment media as a product of popular culture in a capitalist society?

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One Punch Man’s Japanese and American Superhero Lineage

One Punch Man has been a hit, both with the people who have long championed the manga, and with those discovering it through its animated adaptation. The story of Saitama, an invincible superhero who literally finishes most of his fights with “one punch,” the series puts a great deal of emphasis on humanizing its Superman figure. It handily deflects the classic criticism of invulnerable protagonists as “boring” while also drawing from both Japanese and American superhero traditions, and I think it’s worth exploring what it does to make Saitama a sympathetic figure.

To talk about a Superman-type character is to also naturally bring up the Man of Steel himself. Originally conceived with incredible strength and speed and gradually transformed into a being that could move planets and reverse time, much of the past three decades’ stories concerning Superman have been finding ways to make him human. Zack Snyder’s Man of Steel film focused on the psychological and emotional struggle of having to hold back all the time, something shared with select episodes of the Justice League cartoon. Superman has been reduced to the point of being not quite so omnipotent, and also turned into a brooding teenager for Smallville. Numerous “what-if” scenarios have made him Soviet, nearing death, old and out of touch with the youth, and alternative takes on Superman-esque figures have dealt with mental problems, become amoral, and more. Even other superhero-themed series such as Tiger & Bunny and My Hero Academia will build in flaws into their Supermen, though the fact that they’re in the distance means that it’s more about how their image and reality compare.

One Punch Man ties Saitama’s ongoing turmoil to the fact that his astronomical power levels have made him unable to fulfill his heart’s desire, which is to be pushed by a powerful foe and go beyond his upper limits. He wants to feel like Son Goku being brought to the brink by Frieza. He wants to be Ryu from Street Fighter, constantly pursuing the next challenge. He draws from that popular tradition in manga and other Japanese media about the thrill of the journey, and yet while Akagi brushes with death before defying it, even that is denied when it comes to Saitama. Even if we’ll never as powerful as that, I think it’s easy to understand why this would be so painful.

Perhaps the more important element is that Saitama is kind of an idiot. The fact that Saitama doesn’t quite think through his position in the world (or perhaps choose to actively ignore it) brings a certain quality that reminds me of the earliest Superman comics and stories, back when he could only leap tall buildings in a single bound. If you look at the very first Action Comics, Superman spends a lot of it bullying the bullies. There’s a certain satisfaction in the fact that Superman’s personality and character aren’t so elaborate, that there isn’t almost a century of material exploring his psyche. One Punch Man achieves something similar by just having Saitama’s morality have good intentions but generally be kind of vague. He hasn’t thought too much about his role as a superhero other than that it’s “fun” (or at least should be), though at the same time it puts a twist on that basic desire to be so powerful that no one can stand in your way.

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