Kiddy Girl-and Reverse Peer Pressure

I liked Kiddy Grade. It had nice character designs, an intriguing plot, and even though it fell apart by the end (something that would become a signature-of-sorts for its studio GONZO), I came away from it satisfied overall.

So when the sequel came out, I was quick to get the first episode of Kiddy Girl-and, and I found it okay but not great or memorable, kind of like the original series’ first episode. But then for some reason I didn’t watch the next episode, or the one after that. After a while, rather than continuing off from episode 1, I looked around for others’ opinions on the show, and nearly unanimously the response I got was “it’s terrible, even for Kiddy Grade.” Oddly, this did not cement my decision to ignore the show entirely, but rather actually prompted me to get another episode with the intent of continuing just a little further.

Why did their negative reviews make me want to watch it more? It felt like a combination of wanting to make a judgment on a work more directly, making sure I wasn’t writing a show off entirely based on the opinions of others, and maybe a twinge of morbid curiosity. As Daryl Surat will tell you, every time he tells someone not to watch Odin they almost inevitably disobey. I’m not sure if it’s that simple, but I think it plays a role in how I’ve approached Kiddy Girl-and, but it’s a mindset that has perhaps transformed into a form of “reverse” peer pressure.

Let’s say everyone you know hypes up a show to be the greatest anime ever. When almost everyone is touting this new show to be the best thing since Instant Sliced Brownies there’s a chance you might get this little voice in your head saying, “If it’s THIS popular, something’s gotta be up.” You start to wonder if it the work is “overrated.” Ask any person who dislikes Haruhi more because of the fanbase and less because of the content of the anime itself.

I think that’s how I feel about Kiddy Girl-and but in the opposite direction. With so many people telling me how not-good a show it is, it intrigues me further into watching, especially because its perceived awfulness wasn’t entirely apparent from episode 1 (as opposed to say, Akikan, where its level of quality was immediately recognized).

John Rambo and Sorrowful Warriors

In a prior discussion with Sub of Subatomic Brainfreeze, he brought to my attention the existence of a Sega-made Japanese arcade game based off of Rambo. Yes, the 80s Sylvester Stallone movie franchise. He told me all about how indicative the game was of how the Japanese perceived the movies and John Rambo as a character, and upon further thinking it shed light on a difference between Japanese and American culture.

According to Sub, the narration in the Rambo Arcade Game places great emphasis on how “sorrowful” John Rambo is as a person, and this idea of Rambo carrying great sadness within his stoicism is repeated throughout. Well of course that makes sense. This is the same culture which gave us Kenshiro, and Kenshiro is all about being a stoic hero who is full of emotion within.

As far as either of us could tell, in Japanese fiction stoicism acts as an indicator for emotion and sorrow, which contrasts greatly with the American idea of the expressionless badass, who while not entirely without emotion tends to be “unmoved” by traumatic events or the plights of others, though still willing to do the “right thing.” Their tears are not allowed, as they are a sign of emasculation.

I thought about the concept of the “sorrowful warrior” and any portrayals in Japanese entertainment thereof, and I recalled one in particular: Sol Badguy.

Sol is the hero of the Guilty Gear series of fighting games, and his character is quite reminiscent of Joutarou from JoJo’s Bizarre Adventure. He doesn’t talk much, is quite aloof, usually has a hardened expression on his face, and is incredibly adept in combat. It’s easy to see him as just a guy who knows what he wants and acts on his own, but then I remembered a significant fact about Sol Badguy.

As with many fighting games, characters in Guilty Gear have their own theme songs/stage background music, and Sol is no exception. The Guilty Gear series took it one step further and gave all of the characters vocal versions of their respective themes, and the first lyrics in Sol’s theme song say it all:

He’s a sad soldier.

I have to wonder, is it the case where whenever Japan and America see the same stoic badass hero, each ends up having a very different perception?


Otaku Diaries and Fans on Fans

This month, the Otaku Diaries look at possibly their most interesting topics yet: how anime fans perceive anime fans, the idea of fandom as a community, and our terrible/awesome sexual fetishes manifested in 2-d form. Have you ever been ashamed of other anime fans? Well you’re not alone, as the majority of the people surveyed by the Otaku Diaries believed the same thing. Check it out, and tell them what you think.

Hisui and Narutaki bring up an excellent point in that it seems as if fans (and people at large) are quick to point fingers and acknowledge the flaws of others without taking a good long look at themselves. Personally speaking, I can be just as guilty of this as anyone else.

While open-mindedness is certainly a noble trait I try to maintain and promote in others, I’m also aware that it’s extremely difficult for anyone to remain so all the time. We all have our values, and values have limits that can be crossed. When you look at the fandom, it’s easy to remember only the “yaoi paddles,” the “black-ups,” the actions that seem born out the desire to fit in and stand out simultaneously, and then lament that you are being associated with these people. You do not want shame by association.

The desire to not seem inferior in the eyes of others is not exclusive to otaku or geeks, but I think it’s particularly interesting among nerdish hobbyists because of how those who have been shunned tend to turn around and draw their own lines in the sand. Whether it’s gamers at WCG USA 2009 refusing to acknowledge that their national finals took place at an anime convention, or a fan’s desire to not be associated with lolicon getting so extreme that they lash out at any modicum of fanservice real or otherwise, we get to see nerds condemn other nerds for the sake of appearing more legitimate. Even the fact that the definitions of nerd, geek, and otaku are argued about with some regularity are indicative of this tendency to want to stand out while also fitting in. Is any of this all that different from the glompers and /b/tards?

The reason that we as fans can get so incensed about our fandom is that we place so much of our emotions into our hobby. Whether we’re overly cynical or too forgiving, we at some point decided that discussing and arguing about anime, manga, and the people who love them has been a fight worth fighting. Those who actively try to separate themselves from the riff-raff are perhaps the most guilty of all.

I think the most important realization to make is that we’re all works in progress, we can all stand for some improvement, and we all often confuse “improvement” with “further mistakes.” Do not condemn the fandom as a whole, but do not go against your own values. Do not ignore your own mistakes, but do not look down upon yourself for being flawed.

Through all this, one thing remains true: No one wants to be truly alone. Even the most arrogant, the most self-centered, and the most unsociable people in the world would still jump at the chance to have someone out there who truly understands them and makes them feel good to be themselves.

Let’s Over-Analyze the Subspace Emissary

This post is really, really late, seeing as how Super Smash Bros. Brawl has been out for a long time now, but I was thinking about the story mode recently and my theories on it back when the game first came out. As such, I want to record them here for all of you.

Warning, spoilers follow.

The basic plot of the “Subspace Emissary,” or the story mode in Smash Bros. Brawl, is that a mysterious being called the Ancient Minister is detonating Subspace Bombs and destroying parts of the Smash Bros. universe for some diabolical scheme. We later learn that the Ancient Minister is actually the Robot Operating Buddy that was originally released with the Nintendo Entertainment System, and that R.O.B. is being controlled by Master Hand, a gigantic disembodied right hand that is like a “god” of sorts. However, it also turns out that Master Hand is being controlled by a being who rules Subspace named Tabuu, who is also the ultimate opponent in Subspace Emissary.

Looking back at the original Super Smash Bros. for the Nintendo 64, the game’s cinematic opening implies to us the true identity of Master Hand (and by extension the left “Crazy Hand” from Melee on). Master Hand’s domain is a room which contains a desk, a chair, and a toy chest from which he pulls out dolls of his favorite Nintendo characters. In other words, Master Hand is a kid who is just having fun with his toys and his video games, and that is why he is the default final boss in the series.

Who is Tabuu, then? Well, he is a being more powerful than Master Hand, who controls and restrains Master Hand against the hand’s will. He is capable of attacking with “Off Waves,” which renders the Nintendo (and Sega and Konami) heroes lifeless. He is described in the game as “having been born in a vastly foreign realm” and also “possess[ing] great leadership powers.” If you look more closely, you will see that the true identity of Tabuu is Master Hand’s father, or specifically the father of the kid playing with his video game toys. He rules subspace as a great leader and he is capable of turning “off” the child’s games.

The greatest evidence towards Tabuu being a child’s imaginary representation of his dad comes in the form of R.O.B. Prior to the start of the Subspace Emissary, Tabuu attacks R.O.B. and forces it and its loyal followers to do his bidding or risk further destruction. Why is R.O.B. of all characters the titular subspace emissary? Why is he the border between the Smash world and Subspace? If you look at what R.O.B. actually is, then the answer becomes clear.

R.O.B. was originally released as a toy to go along with the NES to play R.O.B.-specific games, and was instrumental in tricking convincing parents to buy a video game entertainment system for their kids. R.O.B., to those parents and even some kids, was the most visible part of the NES. More importantly, R.O.B. in his original games exists as both a character on-screen and as a physical object in the real world, making R.O.B.s the ideal messengers between Subspace (the real world) and the Smash world (video games and imagination).

So in actuality, the “Subspace Emissary” is an allegory for a father telling his child to stop playing with toys because they have to go do something away from the realm of video games and fun, like go visit grandma. The child, i.e. “Master Hand,” is thus captured by the evil “Tabuu,” who seeks to turn everything “off” and control everything. The father destroys and enslaves the R.O.B.s first because they are the easiest targets and the only ones to truly be both physical and imaginary. The child/Master Hand in turn must be saved by his own creations, the characters of Smash Bros. Whether the “defeat” of “Tabuu” happened in reality or purely in the mind of the child is sadly unknown.

Ogiue Maniax’s (Late) Second Anniversary Celebration

It seems like I have a tendency lately to forget important dates, even those of the things I care about most. November 20, 2009 came and went, though drawing something after having not done so in a while might have been an adequate way of marking the second anniversary of Ogiue Maniax. Still it’s no Genshiken Review, and I think I should celebrate two years of writing and analyzing and making terrible puns with some panache. Seeing as how tomorrow is Stuff Your Face with Food All Day… Day… I’ll save the Thank You’s for the next post. Instead, I’ll talk about how I’ve felt the blog has changed and changed me since I began working on it.

It was over two years ago that I began to realize that I enjoyed writing, and not just any writing but the kind that is meant to inform and enlighten and to encourage others to think. I was given opportunities on both Heisei Democracy and Towards Our Memories to write a little, and from there I decided to just dive in and start my own blog. I named it after the Genshiken character Ogiue Chika, who I believe to be the most deeply complex, emotionally moving, and overall amazing character to ever appear. I intended to use the blog to record my thoughts on the mediums that I love, even if it was just a brief inkling, and to help not only others to learn but myself as well.

Being able to accurately convey my thoughts while also challenging myself to think beyond my own point of view gave me a new and different sense of confidence that what I’d experienced previously, especially when I began to see others respond, and to weigh in with their own words. This in turn would motivate my desire to write even more, and before I knew it, I had improved as both a writer and as an anime fan.

And to you my readers, though I said I would not give thanks, I have to make an exception here. Thank you for respecting my words as much as I respect yours. The comment philosophy at Ogiue Maniax is to allow all comments as long as they are relevant, as it encourages everyone to engage in dialogue and to better understand each other. And if you’re a troll you’re all the more welcome, as it gives me the opportunity to further clarify my points. At that point, it’s up to every individual reader to decide if they agree with me or not.

Ogiue Maniax, two years old. Get ready, because this baby’s starting to walk.

Like Casting Pearls Before Artificial Intelligence

If you’ll allow me a moment, I am going to rant about them there video games.

I’ve been playing Jump Ultimate Stars recently, trying to finally unlock all the characters and such, and in order to do so you need to collect these gems that appear when you break open containers or you defeat enemies. A simple, if tedious process, gem collection is made five times worse when you find out that your computer opponents collect the gems as well.

Now keep in mind that unlike other items which might cause status effects or buffs/de-buffs, the gems serve no function other than as currency, and so serve no use to the computer opponents who will occasionally go out of their way to collect them. It just slows down the grinding process unnecessarily and can make you want to punch Yugi in the face when he grabs your damn knowledge gem for the umpteenth time. Fortunately with this game you can do exactly that.

If you’ve played Super Smash Bros. Brawl, then you probably know what I’m talking about. In Brawl, you get additional background music by collecting CDs which will randomly pop up in the middle of a fight. Again, if a computer-controlled opponent picks that CD up it means that you’re going to have to wait another day for that disc to reappear.

Why, Nintendo? Why, Ganbarion? Why put this into your games? It just leads to annoyance and frustration, and not the good kind either.

Oh yeah, if you do reply, please don’t turn this into an argument about tripping or whatever.

The Lolicon of 1982

Kransom recently showed me this image from a 1982 issue of Animage Magazine. The image is a chart which is designed for you the reader to figure out your lolicon level. The further down the list your preferences go, the more of a lolicon you are.

I don’t expect people to recognize every character. I certainly didn’t, which is why I’m including this handy guide. From left to right:

Top Row (You’re Normal): Fiolina (Dagli Appennini alle Ande), Clara (Heidi), Monsley (Future Boy Conan), Hilda (Hols: Prince of the Sun), Lana (Future Boy Conan), Clarisse (Lupin III: Castle of Cagliostro)
Middle Row (Serious Symptoms): Aloise (A Dog of Flanders), Diana (Anne of Green Gables), Megu (Majokko Megu-chan), Becky (Tom Sawyer), Angie (Her Majesty’s Petite Angie), Heidi (Heidi)
Bottom Row (Already Sick): Lighthouse Keeper Girl (Wanwan Chuushingura), Princess of the Purple Star (Gulliver’s Space Travels), Shizuka (Doraemon), Makiko (Tetsujin 28 (1980)), Ulala (Robokko Beaton), Mayu (Space Pirate Captain Harlock)

Though it might seem unnecessary for me to repeat it, I have to restate that this comes from 1982 and a very different era of anime. This is not the modern-age pandering lolicon of Kodomo no Jikan and other similar shows. Looking at this list, the majority includes characters from shows that were produced by future Studio Ghibli staff such as Miyazaki and Takahata, as well as characters from famous children’s literature around the world such as Tom Sawyer and Anne of Green Gables, and I don’t think anyone would accuse Diana Barry of being a one-dimensional character.

Though moe is not lolicon, the generally youthful look of moe characters means that the two ideas are often associated with each other. And aside from the idea that Miyazaki and children’s literature created the lolita complex in anime fans, accusations which are not new, I think the real implication is that as much as we decry lolicon and the like for being shallow, vapid, and creepy, this shows that it came from a real source consisting of strong storytelling and visual quality. Though I might be reaching a little, I really think that the people who realized their own lolicon-ness as the result of these shows were taken in by the excellent characterization of the young girl characters present in these anime, and not because these characters hit any specific buttons. This sentiment was then carried over, becoming reduced and simplified in the same manner that resulted in the current understanding of moe, and also in a fashion to how the people who fell in love with Gundam would go on to work on their own giant robot anime years later.

It’s not my goal to defend or condemn lolicon, but rather to say that this aspect of anime fandom, like it or not, appears to be born from high-quality Japanese Animation from some of the greatest masters in the industry. In other words, even though there are shows that pander to lolicon, it was not lolicon-pandering shows which created the market in the first place.

Cliff Notes Characterization: Another Moe Discussion Part 3

In my previous two entries in the Another Moe Discussion series, I may have generated some confusion on the topic, particularly because my own choices for characters I find to be particularly moe may seem somewhat unusual. In addition, reading the comments I received,  a question popped up in my head: does the “moe” label imply a certain character depth or a lack thereof? The answer I’ve come up with is that it is both and neither. A seeming cop-out response, but allow me to explain.

Let’s say there’s an anime series you absolutely love, and in it is a character with strong characterization who goes through some trauma, and in the process resonates with you emotionally, possibly sexually, and you want to tell other people how great the character is and how powerfully attractive they are. The best way to try and make them understand would be to get them to watch the series, but if that is an impossibility, the best you can do is summarize the character and try to describe in fewer words just what made the character move you so. If you have to summarize your complex feelings towards the character in a few sentences, you’re going to have to either pick very specific moments or generalize greatly to give a broader view.

Now then, what happens if all copies of the original work fell into the ocean without any chance of salvaging them, and all the world had left was that summary you wrote? To be sure, your summation has its own merits, as does your intent to really get to the core of what makes you love that character so dearly, but what you’re left with now is a record of that depth. It would be like if nearly every book in the world on a subject was destroyed and the only ones left unharmed were Cliff Notes, and then everyone assumed that this is the way things are and also begin to write their own original stories in the Cliff Notes format. The summary becomes the entirety of the work.

Let’s use a famous character who is often argued as both moe and not-moe: Evangelion’s Ayanami Rei. Having watched the entirety of the original Evangelion series, I can say that there is a lot to Rei’s character to the extent that it’s somewhat difficult to summarize her character and do her justice, but if I had to, I would describe her as an expressionless girl who is fully aware of the fact that she is not unlike a human doll, and has to live while being unsure as to whether or not her emotions are real or just facsimiles. Rei often puts herself into danger as she does not regard her own life as more special or important than the task at hand. To abridge that once more, “Rei is a seemingly emotionless human doll who has little regard for her own well-being.”

But what happens if you take that Cliff Notes version and were to simplify it even further? A Spark Notes of the Cliff Notes one might say. What if you were to reduce the element of time down to zero, and attempt to express those aspects of Rei purely in her visual design? Blue hair and pale skin make her appear more doll-like. An expressionless face implies a seeming lack of emotion. The frequent appearance of bandages on her body implies that she often gets injured. These visual elements become symbols with their own power, which then can be isolated, codified, and even fetishized. Rather than looking for a character by their description as a conflicted human doll who struggles with understanding emotion, you can instead look for a character with pale features. And then you can play off of that trope by making a pale character who acts unlike the stereotype. That leads us to where we are now.

Depending on the extent to which you simplify and distill the attributes of a character, moe can be something with plenty of depth or very little, be it an emotional depth, a storytelling depth, or some other kind. I think this also explains why some people can have such a bad reaction towards moe, because it can be seen as a reduction of what should be there, a quick-and-dirty facsimile of storytelling and characterization. However we must also keep in mind that art and fiction itself is often an exercise in summarizing and simplifying ideas and emotions to transmit them more easily.

Static vs Active: Another Moe Discussion Part 2

Yesterday, I made a post about how the “issue” of moe basically came down to whether or not it was personally offensive to someone. I didn’t go into what “is” or “is not” moe, as what was important there was not to get people to agree to any one definition but to point out the fundamentals of why moe can make for such heated debates and arguments. Today though, I want to talk about one of the possible reasons why discussions regarding moe can often seem like the two sides are arguing two entirely different topics. Keep in mind that my goal is not to show one side being right and another wrong, but to help you better understand why it is you, I, or anyone has developed their respective opinions on the topic of moe.

In the past, I’ve defined moe as a strong empathy for a character’s weaknesses, but knew that not everyone would necessarily agree with my interpretation. The more I studied my own definition and others’ however, the more I realized that there was some mix-up as to what different people considered the most important element in defining moe. From there, I thought up two general categories: static moe and active moe.

Static moe is where a character’s design and basic attributes are moe. The character’s voice, personality, unique physical traits, etc. all contribute to static moe. The idea is not to pull a character completely out of their context, but to see them in a stilled moment and gain moe from that.

Active moe is achieved through a character’s actions or what happens to them in the context of an animation. It is in the way they change or interact with their world that creates moe. In a way, this moe lacks concrete evidence, and is built into how the character grows on the viewer.

If we look at Tsukimiya Ayu from Kanon, her love of Taiyaki, tomboyish personality, lack of cooking skills, and penchant for saying “Uguu~” are all elements of static moe. Ayu’s interactions with Yuuichi, the way the two characters grow closer as friends, and the manner in which we learn about her true identity are what comprise Ayu’s active moe. To generalize, static moe is the stationary character, while active moe is the character in motion.

Now, what contributes most to your perception of moe? Whether you like moe or not, do you view moe as primarily static, where the most vital aspect of it is the design of the character, or do you view it as primarily active, with the greatest emphasis on the path the character takes?

Using myself as an example, when I examined the characters I found to be the most moe (Ogiue, Eureka, Hinata, etc.), I realized that my views on moe were shaped mostly by my own emphasis on what they had done as characters. In other words, I was moved strongly by their active moe. Again though, it’s not as if moe as active will make you like it, or thinking of moe as static will make you dislike it, but I think that the view of moe people have shaped in their mind relative to this dichotomy strongly influences their opinion as a whole, whether they realize it or not.

That’s Part 2 of Another Moe Discussion. Is there going to be a Part 3? A likely possibility, as I do have something in mind.

Two Questions: Another Moe Discussion Part 1

Hi kids, it’s time to talk about moe again.

There’s two things I want to address here, the first is what is up with the strong feelings towards/against moe. The second topic I’m going to address tomorrow, so hold onto your hats!

We as anime fans on the internet can argue about moe all we want, whether it’s hurting or helping the industry or anime as an art form, whether it’s a boon or a detriment to storytelling, but when you strip away all of the noble back-and-forth posturing and gesturing, it basically comes down to two “yes” or “no” questions.

Does moe creep you out?

If so, are you okay with that?

And this is based on however you yourself interpret moe to be. Of course I’m generalizing, and there can be other reasons to dislike it, but from what I’ve seen this is the origin of the most vehement opposition to it is from the people who just cannot handle the idea that anyone proper of mind would like moe of all things, and its most ardent supporters are the ones who take offense to the idea that they are somehow developmentally insufficient.

Now it’s okay to be creeped out by moe, as that’s totally your prerogative. I may like moe myself, but it’s not like there hasn’t ever been an instance where I was creeped out by a piece of fiction and I was not okay with that. Specifically, I’m talking about that awful Thundercats comic from a few years back where they had Wily Kit and Wily Kat as bondage slaves to Mumm-Ra. Sure, they were adults in the comic but what the hell. That really weird sexualization of two comic side characters from a children’s cartoon bothered the hell out of me, especially because this was not some guy’s fanart but an actual official comic that was supposed to be like canon to the Thundercats story. In many ways I think it’s similar to the reaction that a lot of its opponents have against moe, replacing Thundercats with anime as a whole.

As to what influences perception of moe, that’s for the next post.