Mewtwo Returns to Theaters!

genesectmewtwo

Genshiken info aside, I’m not one to write “breaking news” posts, but I had to report this: Mewtwo will be making its return in the new Pokemon movie, titled Divine Speed (Extremespeed) Genesect and the Rival of Mewtwo.

I still consider the first Pokemon movie to be the best one by far, and a great deal of it had to do with how powerful Mewtwo is as an antagonist and as a complex character in general. In other words, I’m now looking more forward to a Pokemon movie than I have in a long time. The made-for-TV followup, Mewtwo Lives (aka Mewtwo Returns) is also quite good in its own right. In case you never saw it, the conclusion was that Mewtwo basically becomes Batman.

I originally thought that they would have Mewtwo make a return for the Deoxys movie a few years back, as both were powerful psychic beings, but it didn’t happen. That said, Genesect may be a better counterpart for Mewtwo. In the story of the games, Genesect is an ancient Pokemon that was biologically altered by Team Plasma, which makes the genetically-engineered Mewtwo fit well into the story.

Mewtwo has also had an incredible voice actor in all of his previous appearances, theatre actor Ichimura Masachika. Ichimura is probably most famous as the original Japanese Phantom of the Opera, and I hope he’s back for the new movie. If you’re wondering what he sounds like as Mewtwo, he voiced the character in Super Smash Bros. Melee. If you turn on the Japanese mode, you can hear his spoken lines when you win as Mewtwo.

I’ll leave off with some trivia. Did you know that not only is the main antagonist of the first Pokemon movie (Mewtwo) is voiced by the original Japanese Phantom of the Opera, but that the second movie’s antagonist (Gelardan) is voiced by the original Japanese Jean Valjean?

(Taken from Yaraon! Warning: NSFW banners)

Gamification of Drama

There’s a scene in the old Nintendo Power comic based on The Legend of Zelda: A Link to the Past, where Link and Zelda are finally facing off against Ganon himself, the primary antagonist of the Zelda series. As Ganon has Link and Zelda nearly beaten, Zelda says a prayer and desperately fires a seemingly plain wooden arrow at Ganon, only for the arrow to transform into the legendary Silver Arrow mid-flight and slay the pig demon. The whole notion of the Silver Arrow as Ganon’s one weakness is taken from the video games, but as anyone who has played Link to the Past knows, you don’t need one Silver Arrow to defeat Ganon, but four. Essentially, while there are a number of approaches that could have been taken, in this case the comic dramatizes the impact of the Silver Arrow by having its singular appearance act as the climax of the story in order for it to function better as a narrative.

If the Link to the Past comic is a case of taking a gameplay element and transforming it into a plot point, then the Super Robot Wars games, especially the recent ones, are a strong example of the opposite. Based on the idea of taking robots from actual anime and having them fight together, the SRW franchise is all about the conversion of story elements into gameplay, but the early games were limited by an emphasis on statistics. The result was that certain characters and robots became less useful because they lacked effectiveness in the game itself. There have been attempts to mitigate it, such as creating an original upgrade for one of the robots, such as the relatively weak Mazinger Z into the mighty Mazinkaiser, but recent SRW games, particular the series, have sought to remedy this discrepancy by completely prioritizing dramatic impact over a sense of logic. Thus, not only are the most powerful weapons transformed into attack options, but the most powerful moments in the original anime are given a gameplay function.

Thus, what you see is not simply the robot Godmars’ strongest technique, but a recreation of the moment when Godmars and its pilot Takeru draw upon the last of their energy to deliver a final blow to the main antagonist of their story. The “Super Final Godmars” technique is meant to carry the same weight as Zelda’s Silver Arrow in the comic, only it’s made repeatable throughout the game so it also functions as the Silver Arrow from the video game.

This approach even transcends specific moments in a series, as is shown when looking at how the characters in those robot series are themselves given unique properties to show off their individuality. Lelouch, protagonist of Code Geass, is meant to be a strategic mastermind in his story, and so the game gives him the ability to boost allied units in specific ways which make him best suited for staying out of the front lines and for issuing commands.

What I find interesting about this transformation of plot point into gameplay elements is that the actual end goal of such a function is to invoke intangible qualities by way of tangible mechanics of intangible moments. In other words, in order to give players the feeling of re-enacting those climaxes from anime, the SRW games look at those dramatic moments, figure out how it should impact the game in terms of requirements/damage/etc., but then has to arrange those numbers to best replicate the feelings created by those original scenes. This is probably what makes the original robots which appear in SRW games to have such over-the-top animations compared to the robots with actual source material; they have to add another step to try and convince players that they should be just as into their (at the time) ahistorical designs as they are the robots straight from anime.

Super Robot Wars UX is Full of Whippersnappers

A new Super Robot Wars game was announced yesterday, Super Robot Wars UX for the Nintendo 3DS, and the amount of new and unexpected entries makes me want to talk about it, as well as some other SRW-related thoughts.

I think you can roughly categorize Super Robot Wars into two types of games: the flagship titles, and the experimental ones. The former consists of the titles with the best animation and the most-anticipated anime entries into the franchise. The latter can go in a number of directions, from aesthetics (3D models instead of 2D sprites in Super Robot Wars GC) to gameplay (a switch from turn-based to real-time strategy as with Super Robot Wars Scramble Commander), but often times “experimental” simply ends up referring to the titles chosen for that game.

That’s pretty much where UX is. Just look at the debut works for this version.

  • Kishin Houkou Demonbane
  • Fafner in the Azure: Heaven and Earth
  • Wings of Rean
  • Cyber Troopers Virtual On’s Fei-Yen HD
  • Mobile Suit Gundam 00: A wakening of the Trailblazer
  • SD Gundam Three Kingdoms Legend: Brave Battle Warriors
  • Mazinkaiser SKL
  • Heroman

When you include the other titles that are in this game, the first thing that jumps out is just how new most of the anime are. Not only is the Mazinger franchise represented by its latest one-off OVA series, but the actual oldest anime in the entire game (and the only two from the 1980s) are Aura Battler Dunbine, and then Ninja Senshi Tobikage of all things. If it were a flagship title, there would have to be certain staples, but with a “lesser” SRW like this, it’s possible to inject a ton of new blood into it and not offend anyone.

Not only that, but when you look at some of the recent titles chosen for UX, they seem to be among the least likely candidates even among non-flagship SRW games. Brave Battle Warriors is actually an already-super deformed Gundam anime done entirely in 3DCG and based on classical chinese literature, the sort of title one would least expect to represent Gundam even with the fact that SEED Destiny and 00 are there. Though I’m sure it’s based on the anime version, Demonbane‘s inclusion may be the first instance (and correct me if I’m wrong) of a visual novel appearing in SRW, which opens the gate for things like Muvluv Alternative.

Heroman I wasn’t even sure counted as a giant robot anime, though I guess if you think about it, it’s basically a combination of Tetsujin 28/Giant Robo with Gold Lightan (though Gold Lightan has yet to make its debut). Possibly craziest of all is the inclusion of Virtual On in the form of a Fei-Yen dressed like Hatsune Miku. Virtual On in SRW Alpha 3 paved the way for non-anime/manga to appear in Super Robot Wars games, and this takes it to another level, as I’m pretty sure Miku Fei-Yen is nothing more than a model kit!

It might sound like I’m complaining, but I’m really not. I actually love it when SRW games go a little wild like this, though one complaint I do have is that the DS SRW games have never been the most impressive when it comes to animation. My issue isn’t even with the quality of the sprites or an unfair comparison to the exquisitely animated Z series of SRW, but that a lot of the shortcuts taken to try to make the games look better actually end up making them look worse. In particular, I’m referring to the way the DS games including UX incorporate cut-ins, and detail shots. Instead of creating the images to better match the sprites and the visuals of the rest of the game, the DS SRWs basically take screenshots directly from the original anime, and while this means things look accurate, it also sticks out in an odd way and messes with the way the attack animations end up looking in a manner which didn’t quite affect previous games with worse sprite animation.

But it might just be that with a game with this daring of a series list, some things have to give. In that case, I’ll take it, but will still hope for better the next time around.

In-Flight Mahjong, the Riichi-style Airplane Mahjong

Over the past few years I’ve had the opportunity to fly to other countries, and with flying comes checking out the in-flight entertainment. More often than not these days, in-flight entertainment includes a number of games from Chess to Tetris to even Doom, and sometimes the list even includes mahjong. While much of the time this refers to the tile-matching game, what I’ve found is that on Asian airlines it can actually refer to the real game we know and love. That’s how I found In-Flight Mahjong on Korean Air.

Actually, based on the full description provided, which used the phrase “match the tiles,” I ignored it for a while thinking it was going to be Shanghai, but curiosity got the better of me, for which I’m grateful. Programmed by the guys who make all of the other in-flight games (DHC or something?), the game purposely tries to aim for the anime fan audience by not only following the rules of Japanese-style riichi mahjong, but also boasting what it refers to as “anime-style” characters, which you can see in the videos below (trust me they’re worth it, if only for a healthy laugh).

I’m actually a little sad that I wasn’t able to record the audio (headphones-only after all). Whenever you see a character pop up in those videos with a “PON!” or a “KAN!” as in the first image above, just pretend they’re being exclaimed by people with heavily American-accented Japanese. The voice “acting” is anything but, though I don’t exactly hold my free game programmed to distract me for a few hours in between meals (which included bibimbap by the way) to the standards of Mahjong Fight Club or even Tenhou.

The game offers two modes: “quick game,” and “career,” which is meant to be like a single-player adventure mode (and in fact there is no multiplayer) with a few paragraphs to tell you whether you’re playing in a local parlor or at the end against some significant bigwigs. All of your favorite hands are there, though it refers to some in interesting ways (Chanta and Junchan are “Hon Chanta” and “Chanta” for some reason) The game offers three levels of difficulty, from easy to difficult, and of course I chose difficult out of some bizarre and fragile sense of pride. The computer opponents aren’t tough, but what I did notice is that on the difficult setting they tend to be extremely safe and conservative, and more often than not the rounds would end in a draw.

While this is not too surprising or annoying normally, it unfortunately comes with a peculiar rule in In-Flight Mahjong that rounds, at least in the South half of the game, will repeat if no one wins, even if East wasn’t in Tenpai. What this means is that the same round might last for 10 games in a row, and the only way to break out is to go for a win or hope a non-dealer computer pulls something off. Games that should have taken maybe half an hour total ended up taking about twice that.

Still, it is mahjong and definitely plays like mahjong, so if you happen to be flying to Korea (or wherever, as I assume this specific version appears elsewhere), and you have a desperate mahjong itch, you’ll know how to handle it.

The 5th Time Around

Today marks the 5-Year Anniversary of Ogiue Maniax. That’s quite a big milestone I think, especially when I consider that it’s probably the longest I’ve ever actively stuck to something, but because I actually reflect on where I’ve been as a blogger and where I might go every year, I find myself not knowing really what to say that I haven’t said before. So, I’ve decided that maybe rather than just reminiscing on being a blogger, I would kind of talk about my pre-history of blogging, pretty much how I came to be active in communicating on the internet with fans and such, and how I strongly believe those experiences shaped much of how I write and approach anime. I’ve talked about some of these things in part before, so those who’ve been reading a while may see some familiar things, but I hope you’ll be entertained anyway.

My very first experience with online fando came shortly after purchasing my video game ever: NiGHTS into dreams…. I remember saying to myself at the time, “I must be the only NiGHTS fan out there!” based on how none of my friends even mentioned it, so I was pleasantly shocked to find out that there were communities dedicated to the game, even sites where people wrote fanfiction based on the universe. And so I hung on those early messageboards, things that didn’t even have the luxury of sub-boards and convenient categorizations, and it’s where I first learned about what it means to communicate online. I made a lot of friends then, both older and younger than me, and while I don’t really talk to them anymore I do cherish those times. Amidst the webrings and such I learned how big the world is. I was actually amazed that I could communicate with people from the UK!

My next big steps in terms of internet community went hand in hand: anime and Pokemon. With anime, I of course visited the Anime Web Turnpike and tried to read through every single site with the naive notion that if I did I could learn about every anime in existence. I mean, how many could there be? Though that was a fool’s errand, my pursuit of knowledge of anime is still of a similar sort, which I think shows in my writing. With Pokemon too, I can draw a clear line to where I am today as a blogger, firstly because discussions of the anime back when it first came out were filled with everyone’s wild hopes and speculations and theories, but secondly because a lot of my Pokemon community experience was on the competitive side.

There were the war stories,” entertaining recaps of Pokemon battles you’d had both online and off, where you had to take a rather dry text log consisting of “Pokemon used Attack! It’s Super Effective!” and spice it up into something more engaging. And then there were the strategy discussions, where we rated each others’ teams and discussed the pros and cons of various strategies. By engaging in those discussions, I think I laid some of the early groundwork for some of my more argument-oriented posts today. Obviously I was less experienced then in terms of conveying my ideas, but I remember wanting to present my ideas not only intelligently but also in an entertaining and accessible manner.

The amount of forums I interacted on grew and shrunk depending on various circumstances, but that idea of writing for fellow forum readers stuck with me throughout. It’s the reason I cannot truly accept the idea that the internet fosters idiocy in its communities: I know in my heart that my writing style was forged on internet forums, and I strongly believe that I benefited immensely from these interactions, and not only because it influenced the way I write.

So that’s “Early, Early Pre-Ogiue Maniax.” What you see from me in all of my posts on Ogiue Maniax comes from years of getting into spirited but (hopefully) good-natured arguments with people on a variety of nerdish topics. In fact, the reason why I ended up wanting a blog (and started participating less on other sites) was that I would frequently write forum responses which I felt argued really good points about a certain topic, but it would forever be confined to just that small community. I wanted to write about ideas and thoughts I had on my own terms.

Actually, in writing this mainly internet-oriented summary, I realize that I’m leaving out all of the real life development I had at the time as well. Around the same time, I discovered friends in school who had as much if not more interest in games and anime as I did, and I think the combination of both friends who understood me well (and are still friends with me today) as well as enriching internet communication actually worked together to help instill in me some confidence as to who I am and what I love. Still, it wouldn’t be until many years later that I would truly have faith in my abilities, and though they weren’t around all the way back then, I still feel a need to thank those who support me today.

The Real Meaning of djWHEAT’s “Growing eSports”

In a recent video interview by Marcus “djWHEAT” Graham about the world of eSports, djWHEAT espouses his beliefs on how eSports can grow, and that in defiance to the doom and gloom that surrounds declining numbers in games such as Starcraft II there is steady growth in both the idea of video games as sport as well as streaming. One of the frequent criticisms I see from people towards djWHEAT’s philosophy is that for most people, eSports as a whole doesn’t matter, and that if their game is the one that’s doing worse, then little else matters because they are not going to jump ship to another game just because. However, I feel that this view is something of a shortsighted misunderstanding on djWHEAT’s viewpoint, and one that limits itself not only to an unfortunate a favored game vs. an evil usurper context, but to an ephemeral present too narrow in scope.

When I hear djWHEAT talk about how the growth of one game can benefit eSports as a whole, and that people leaving Starcraft II for League of Legends or other games is not such a bad thing, I do not interpret it as this idea that the games don’t matter, that they’re just interchangeable within this structure of the competitive gaming scene. Rather, it has more to do with increasing the presence of eSports as a concept to the point that it gets as close to a commonly understood idea as possible, not just among gamers but among non-gamers as well. While one can argue that there will always be economic limitations to how much eSports can grow, this does not mean that there is a limit on growth in terms of exposure and acceptance. The more people know about competitive gaming, whether that’s through friends or family, or seeing matches online, or through playing the games themselves, or even just from a random guy on the street, the greater the opportunity for eSports to never truly fade away.

The scene might wane. It might become a fraction of what it was. However, establishing a cultural foothold by just having enough people positively experience eSports through games—whether it’s StarcraftStreet Fighter, DOTAPokemon, or something else—creates a mental and emotional connection more difficult to take away than money and eyeballs. If we look at Japanese anime, for example, there are certain titles (again, such as Pokemon) which, regardless of how you judge their quality, made the idea of anime simply better known and more acceptable to a wider range of people than just an existing hardcore fanbase.

I find that djWHEAT’s vision is one for the future beyond the myopic squabbling we see now, one where the ground is more fertile for the potential growth of new eSports-capable video games in a way which does indeed benefit everyone. Let’s say for the sake of argument that Starcraft II is fated to die out in a year, that it is on a downward and unrecoverable spiral. In light of this scenario, I want to give two alternate realities where this could be happening: one is where Starcraft II is the only game in town, the only game people consider competitive in any way, and the other is where Starcraft II is but a fraction of a complex milieu of a society in which eSports is known and accepted.

In the first, when Starcraft II goes, so too does the notion of competitive gaming, and if ever some game developer wanted to make their own Starcraft, they would have to start from scratch in more ways than one. People would see Starcraft as an anomaly, something which fell with no viable alternatives, and the creators of this new game would have to convince people all over again that this was a worthwhile notion, that people enjoy spectating games just as much as they enjoy playing them, and that there are positives to creating a competitive video game for the benefit of viewers.

In the second, on the other hand, when Starcraft II dies out, the notion that competitive gaming is viable would still be part of the public consciousness. It may not have ended up working for this particular title due to some combination of reasons, but future game developers could look at it and ask, “Where did it go right, and where did it go wrong?” When they go to try and get funding and support, they can point to other games which have been successful, games which companies might even already know about as eSports, and say, “We know what mistakes Starcraft II made and we can adjust accordingly. And, as you well know, there are plenty of examples of this model working.”

In both cases, there is a chance for a new and better spiritual successor to appear and grab all of the fans who once supported that game, but where in the first reality a single company would have to struggle just to introduce the idea of competitive gaming, in the second reality the notion of eSports would be accepted enough that there wouldn’t just be one company trying to create the next Starcraft (or any game of your choice), but five or maybe even ten companies, all eager to re-capture and even improve upon the things that made it so widely viewed and adored in the first place. The potential would not only always be there, but it would be so visible that it would continuously inspire game creators, as well as players, casters, everyone, to seize that opportunity.

Essentially, what djWHEAT is advocating when he says that the growth of one eSport is beneficial to all is not simply the product of a “let’s all get along” mentality. Instead, it is based on the idea that the more “eSports” becomes a solid concept in people’s minds through exposure, the better chance future games and gamers will have of fostering and being fostered by that positive environment, an environment which benefits all competitive games past, present, and future, whether a game’s life span is 50 days or 50 years.

Pokemon as eSport

As an avid watcher of professional Starcraft I constantly hear of all the strengths and weaknesses of various video games as spectator sports. Starcraft, for instance, has tons of strategic depth and is also visually clear in many ways, but often times the complexity of a given player’s battle plan requires a commentator to explain it in detail, and differentiations in individual army units can be confusing for someone who’s never had experience with similar games. Compare this with soccer, where “kick ball into goal” is clear as day, or even fighting games, where life bars and graphical depictions of punches and kicks tell the story. So with all eSports, one issue is always, how far removed is the game from reality? If it’s too abstracted then it becomes a game mainly for the devoted or hardcore, which is fine, but spectatorship is the question here.

This got me to thinking, what about Pokemon? While Pokemon is pretty far-removed both in terms of its menu-based gameplay and the sheer number of Pokemon and attacks and the complex rock-paper-scissors chart that makes up the 17 types, I wonder if Pokemon can get around all of this by just being so internationally famous that a possible majority of people under a certain age have had some experience with Pokemon, be it through the video games or the anime or their friends/relatives telling them about how Rock beats Flying. If it’s a common-enough experience, then maybe there’s not as much immediate need for realism or explanation.

On top of that, Pokemon has always been quite robust when it comes to strategy, to the extent that not only have there been multiple tournaments over the years (see the recent Pokemon Video Game Championships for example), but there have been a number of sites dedicated to exploring strategy and tactics in Pokemon, whether that’s Smogon or predecessors such as Azure Heights. These forums manage to bring together the very young up to people well into their adulthoods.

Granted, there are a number of drawbacks and setback that could stifle Pokemon as eSport despite its popularity and penetration. The first is that it’s likely Nintendo would never entirely support a competitive Pokemon scene which fuels people’s salaries, especially because part of the appeal and atmosphere in Pokemon has to do with empowering players to feel strong and special and to bond with the Pokemon they catch and train. Ideally, a competitive version would just allow you to customize your Pokemon (and there have been online simulators over the years which allow this), but I doubt Nintendo would ever approve of such a thing themselves. The second problem is that Pokemon’s strategy and difficulty is purely in the mind, whether that’s coming up with ideas on the fly or memorizing statistics, and while plenty of games have those elements the fact that Pokemon is turn-based means there is no physical rigor involved. No one will mention someone’s fabulous micromanagement. No one will be impressed by 400 APM (actions per minute) when the game really only takes 1 APM.

In any case, while I’m not terribly optimistic of Pokemon Battling becoming a career, I still would like to think that some day there may be a game that is so commonly known that it’s a matter of course for it to enter a competitive realm accepted by many. I mean, more than League of Legends even.

I guess the only thing to leave you is an actual competition video of Pokemon, to see what people think.

Otakon 2012 Kakihara Tetsuya Interview

Introduction: Kakihara Tetsuya is a voice actor known for roles such as Simon in Gurren-Lagann, Natsu in Fairy Tail, Angelo Sauper in Mobile Suit Gundam UC (Unicorn) and Jin in BlazBlue. I had the opportunity to sit down for a group interview, which proved to be very informative, particularly in regards to his German background, as Kakihara was born and raised in Germany until 18.

Note that the Japanese names are last name first to maintain consistency with the blog. Also, if any of the other interviewers wish to be known, please tell me.

Interviewer A: What’s it like growing up in one country and going back to Japan? What were the hardships and adjustments you faced?

[Kakihara gives a long, serious response]

Translator: Where were the pauses so I could translate?

Kakihara: It was such a serious topic that it was hard to not…

In Germany there’s a school system you’re into until your teens, but by the time you’re in 4th grade you have to decide your career path. 5th grade is when you go into technical schools or pursue further education, and that’s the point you gotta make it. And once you make that decision… I chose to go to university, I chose the educational path. But once you start this new school you’re there for 9 years until Grade 13 with the same amount of people. But during those years I would go to Japan every summer vacation, see anime on TV, see all of the things in the culture and subculture I fell in love with.

But every year you’re in the same school with the same classmates year after year and mostly people don’t change. But there are a number of dropouts who fall out each year, and even though 150 people started the same grade as me, by the time I graduated there were 40 people left. So it was a very strict school. But, seeing that I had such an interest in Japan I decided to move there and pursue a career in the cultures I was interested in, which includes voice work and acting. So that’s how I came to Japan to pursue an acting career.

Interviewer A: Most people who want to go into something can’t always succeed. What made it possible for you?

I ran way when I was 18. I haven’t seen my parents in over 10 years. When I went to Japan after I graduated, I had no other choice but to succeed. I couldn’t drop out of this. It was a driving goal, and it had to happen, and I made it happen. And now that I look back on it, I think that I’m very happy with what I’ve done.

Translator: Pretty gutsy!

Interviewer B: Well you mentioned being part of the subculture at least over vacations before you became a producer in the subculture, a creator, an actor in the subculture. Since becoming involved in the creation of works, have you had any fanboy moments, working with someone where you felt “Oh my God, I don’t believe this is happening?”

Translator: [discussing with Kakihara whether or not he needs to translate] He understands English, he just pretends not to.

Kakihara: Of course. Famous people, when I go to work, they’re to my left and to my right.

Was there anyone in particular who was a hero?

Kakihara: No one specific comes to mind…

I find the people who’ve been doing voice work since I was a child still working… I’m going to be 30 this year and to see them still working is pretty amazing. Our seniors are amazing. There are no other words than that.

But if I need to name someone in particular, Takayama Minami, the voice of [Detective] Conan. So, seeing someone who’s had so many starring roles for decades is someone who I’d respect, but I’ve never really been the kind of person who looks at another and goes, “Boy I’d like to be that person one day!” That’s not the kind of person I am.

Having been working myself for a decade now, when I work with these people, I still feel, boy I still have a lot further to go. Like, working on a show like Saint Seiya Omega where Mr. Midorikawa [Hikaru] is in there, or from the previous versions of the show Furuya Tohru from Gundam, boy, they still got the same voices they did decades ago. There are so many of these greats around me, so even though these are people who should be admired, I am on the same stage as them. If anything, I’m in competition with them to be just as good, so I respect them but I don’t exactly admire them. I’m going to defeat them.

Interviewer B: This is entirely off-topic and somewhat irreverent but I’ve gotten good responses from all of the other guests. Do you have a favorite swear word, and what language do you swear in?

Kakihara: It used to be German in the past. Can I say this word?

Interviewer B: Go ahead.

Kakihara: Arschloch! Arschloch.

Interviewer B: [laughs] The blacksmith in the Dealer’s Room also said that it’s his favorite food.

Translator: What’s the word?

Kakihara: [in English] Asshole.

Interviewer B: That’s the third time I’ve gotten it this weekend! In German!

Kakihara: Leck mich am Arsch [Kiss my ass]. I recall saying this a lot in German.

I’ve begun to think in Japanese these days. I can’t say I really use a lot of swear words in Japanese. To myself or to someone else? It depends on what you’re saying it about and who you’re saying it to. “I hope you burn.”

Translator: Do you say it to them or do you think it?

Kakihara: I say it to them, if they do something idiotic.

Interviewer C: You do a lot of work outside of anime, so what do you think of Otome Games in America, since there a lot of gamers out there? You’ve done voice work in Amnesia, Ren’ai Banchou, Grim the Bounty Hunter…

Kakihara: The relationship simulation games? Love sims? One of the things that attracted me to voice acting was Tokimeki Memorial. That’s a love simulation game for boys. It’s definitely the founder, the one that really started the boom of the love sim games. It was one of the first that was voiced by voice actors. I felt amazement in the Japanese culture, to create a game that allows you to pursue a simulated romance. Of course, it started out being directed towards boys, but these days it seems to be concentrated a lot towards girls playing these games.

I think it’s a very interesting part of what I do in my career. I have to spout lines I would NEVER say in real life, or go to a date location that I would never choose myself, but being able to experience it through these voice roles is very entertaining.

[Asking the interviewer] Are dating sims really popular here?

Interviewer C: I play a lot. All of my friends play a lot also.

Kakihara: [in English] Thank you very much.

Just learning that people are fans of your work even in the United States is always a pleasing thing to learn.

Ogiue Maniax: Given your native fluency in German, I’m wondering if it’s had any influence in the roles you’ve taken as a voice actor. For example, I know that in Nanoha you voice various weapons which speak in German.

Kakihara: So like you said, in Lyrical Nanoha I do speak German, but when a Japanese person imagines a German, they imagine someone who’s burly, wearing a military uniform with a very low voice. My voice tends to be very young-sounding, so I’ve been to recording sessions so that I can direct others on their German because the actors have the voices the producers wanted. But as an actor I would have liked to perform those lines myself.

I have to say, my German has not been a help in my career in most cases. But in cases like this where I come to some place in the United States, having spoken German in my life I can actually listen to English and comprehend a lot of it, so it’s been a great help in this trip.

Ogiue Maniax: I think one of your most famous roles is Simon in Gurren-Lagann, so I was just wondering what giant robot anime you watched growing up, and if any of these shows influenced you portraying the role.

Kakihara: I didn’t really watch a whole lot of robot anime, but there are a lot of shows when I was growing up with hot-blooded main heroes, so seeing leads in these action shows or sport shows did give me some influence in portraying Simon. It’s not just anime you learn from. From manga and everything else you can just get inspiration to portray a character.

Interviewer B: If you could work on a character in any IP, anywhere, do you have a dream voice you want to do?

Kakihara: [in Japanese] What kind of program?

Translator: [in Japanese] Anime or manga, or…

Kakihara: [In Japanese] An anime currently running?

Translator: [in Japanese] That, or even an anime that hasn’t been made yet.

Interviewer B: If they decide to make an anime version of Batman, that’s fine too.

Kakihara: There’s a comic called Bachi Bachi, I really like this title. Do you like sumo in the United States?

Interviewer B: There’s not much chance to see it but when it’s on.

Kakihara: I think it would be a hit anime show if it would ever be made. I’d love to play the lead in that show.

Translator: I don’t think a sumo anime would succeed in the United States. No cute girls in sumo.

Ogiue Maniax: The image of sumo is very foreign, also.

Translator: E. Honda is what people think of.

Interviewer B: Wasn’t there an American champion a few years ago?

Translator: A Hawaiian.

Ogiue Maniax: Akebono.

Translator: But there’s no popularity here. [In Japanese] The only image of sumo here is E. Honda.

Kakihara: Edmond Honda.

Translator: Only Honda.

Kakihara: I think it could be a foothold to make sumo popular here.

Mahjong Deals and Magical Contracts: Otakon 2012

Otakon is an event I look forward to every year, and to give you an idea of just how much, I actually plan my time in the US to coincide with it. I went in with the intent of getting some autographs (but not too many as I felt a bit autographed-out from my Anime Expo experience), but ironically I pretty much got everyone but the three I was looking to get the most: Hirano Aya, Nanri Yuuka, and Kakihara Tetsuya. Though a bit disappointed as a result, I realized that this is Otakon and it’s always impossible to accomplish everything you want to do. The scheduling is so jam-packed with events that time is always against you, but then you look back and see all of the fun you had.

This year, as seems to be the case over the past few Otakons, Baltimore was hot. Given that most of it is spent inside an air-conditioned space this isn’t so bad, but there always came a time where people had to brave the heat. Taking Megabus to Baltimore, for example, requires one to walk quite a distance to catch the local city bus. It’s a trek I’m accustomed to at this point, but still one I have to brace for. As for the people in elaborate cosplay, you have my pity to an extent, but seriously you guys must have been dying, especially the full-on fur suit wearers.

Industry Panels

Urobuchi Gen

When it comes to industry guests, my main priority is generally the Q&A sessions followed by autographs, and the reason is that I love to see people pick their brains, especially the creators. I always try to think of a good, solid question or two to ask them, and over time I think I’ve become pretty good at it, because the responses I receive are generally great, though actual credit for the answers of course goes to the guests themselves.

The first industry panel I attended was that of Urobuchi Gen, writer of Fate/Zero and Puella Magi Madoka Magica, two shows which are the new hotness, and by extension make the man himself the new hotness as well. Surprisingly, there was only one question nitpicking continuity, and the rest were about his work, and even some “what if” questions. From it, we learned that Urobuchi is inherently suspicious and so would never sign a magical girl contract, considers Itano Ichirou (of Itano Circus fame) to be his mentor, that he would never pick Gilgamesh as his servant, that the main reason Kajiura Yuki did the music was because of SHAFT Producer Iwakami’s magic, and that working with both UFO Table and Shaft is like being aboard the USS Enterprise and meeting different alien species. In addition, it turns out that Madoka Magica wasn’t influenced by any magical girl series in particular, and the closest lineage it has is with Magical Girl Lyrical Nanoha (atypical magical girl show with striking and violent imagery) and Le Portrait de Petit Cossette (a gothic-style show by Shinbo). Given my recent post about this topic, I have a few words in response to that, but I’ll save it for another post.

As for my question, I asked Urobuchi how he felt about influencing such an enormous industry veteran in Koike Kazuo (who is in the middle of creating his own magical girl series), to which he answered that he considers it something he’s most proud of. Though the two have not talked since that interview, he still follows Koike on Twitter. Later, I would get a Madoka poster signed by him.

Satelight

I also attended the Satelight (Aquarion, Macross Frontier) panel, attended by Tenjin Hidetaka (who technically isn’t a Satelight employee), which was just a fun introduction to their studio. They explored their history, from making the first full-CG television anime (Bit the Cupid), the creation of some of their less-regarded shows (KissDum, Basquash!), and into the modern age. Given the small attendance it actually felt a bit personal, and in this time we had some pretty interesting facts dropped on us. A studio which prefers to do original animation instead of adapations, we learned that they sometimes just like to animate things because they can. Case in point, they showed us Basquash! footage they animated just because they liked the characters and world so much, with no additional TV series planned for it. About director and mecha designer Kawamori Shouji, we learned that he likes to work on 3-5 projects simultaneously despite his somewhat old age (52), that Kawamori is devoted to making anime look good, sometimes at the expense of his budget.

They also showed us some CG-animated clips of concerts by Ranka Lee and Sheryl Nome from Macross Frontier, which were really nice and elaborate. Originally they were meant to be used in commercials for a Macross Frontier pachinko machine, but the 3/11 earthquake prevented the commercial from going on air. Another Satelight anime they showed was the anime AKB0048, which actually looks amazing, and from all reports by even the most cynical of reviewers, actually is. Kawamori even graced us with his recorded presence, giving an interview where he briefly discussed topics such as attending Otakon years ago and making the second season of AKB0048.

Given the flow of conversation, when it came to the Q&A portion there was one question I just had to ask: Why did Kawamori end up directing a show like Anyamaru Detectives Kiruminzoo, a show about girls who turn into animal mascot characters and solve mysteries, an anime seemingly far-removed from his usual mecha and idol work? The Satelight representative’s response was, Kawamori is known for working on anime with transforming robots, and when you think about it, transforming animals are not that different from transforming robots. Hearing this, I actually had to hold back my laughter.

One last thing to mention about the Satelight panel was that the laptop they were using was on battery power, and when it started to run out of steam, rather than finding an AC adapter to plug into a wall, they actually just gave the industry speaker another laptop entirely, also on battery power. An amusing hiccup in an otherwise great panel.

Maruyama Masao

Maruyama Masao is a frequent guest of Otakon. One of the founders of Studio Madhouse, he’s been to Baltimore for many, many Otakons, and it had gotten to the point where I began to feel that I could skip his panels to see other guests. This year was different, though. First, with the unfortunate death of Ishiguro Noboru, the director of Macross and Legend of the Galactic Heroes who had died just this past year, it made me realize that the 70+ Maruyama won’t be around forever. Second, this year Maruyama actually left Madhouse to form a new studio, MAPPA, an unthinkable move for someone in as good a position as he was. The studio was created in order to obtain funding for Kon Satoshi’s final project, The Dream Machine, but in the mean-time it also released its first television anime, Kids on the Slope. Even if Hirano Aya’s autograph session was originally scheduled for that time (it got moved), I felt I had to attend Maruyama’s Q&A. In fact, if you are ever at Otakon, I highly suggest anyone, even people who think they might not be interested in the creative side of anime, to attend one of his panels. His answers are always so rich with detail and history given his 40-year experience that you’re bound to learn something and then thirst for more knowledge.

Some of the highlights include the fact that he’d very much like to make an anime based on Urasawa Naoki’s Pluto but thinks the right format, eight hour-long episodes, would be difficult to fund (the manga itself is eight volumes), that half of the animation budget of Kids on the Slope went to animating the music performances, and that he is looking to try and get funding for Kon’s film in the next five years. I find it personally amazing that he would think of the format best-suited for Pluto first, instead of thinking how the series would fit the typical half-hour TV format. In addition, Maruyama pointed out that a lot of work was done in Kids on the Slope to blend and hide the CG, and I think it shows.

In any case, while I would normally be content to just give a summary of the panel, I’m going to link to a transcript just so that you can read the entire thing. The question I asked is as follows:

How did director Watanabe Shinichirou (director of Cowboy Bebop and Samurai Champloo) become involved with Kids on the Slope?

“I was working with Watanabe from back in the MADHOUSE days. Unfortunately there were about three years where nobody got to see his work — his projects always got stopped at the planning stages. So when I got Kids on the Slope, I handed him the manga and said, ‘here. You’re doing this.’ At MADHOUSE we had developed a feature — it was already scripted and ready to go, but then I left the company and the project fell through, so I gave him this as something to do. I really think he’s one of the top directors in Japan, one of the top 5. That’s why I wanted to create a theatrical animation with him. Up until this project, he’d only worked on original projects, so this was his first adaptation from a manga, and as a result, he didn’t really know how faithful he had to be, or if he had room to adapt, so he put up a lot of resistance at first.

“Mr. Watanabe loves music, and has a lot of deep thoughts on the music. So I told him that it was a jazz anime, and that he was likely the only director that could pull it off. That convinced him. Then Yoko Kanno said, ‘if Watanabe is working on this, I’d like to work on it too,’ and so that’s how that show came to be.”

Also note that in the photo above, Maruyama is wearing a shirt drawn by CLAMP to celebrate his 70th birthday, showing him to be a wise hermit.

Hirano Aya Concert

Partly because of scheduling conflicts, I attended the Hirano Aya concert knowing that it would be my only experience getting to see her. As expected, it was quite a good concert, and I had to get up despite my con fatigue for “God Knows,” but there wasn’t quite this process where I felt won over like I had with LiSA at Anime Expo. Thinking about it, it’s probably because I’m already familiar with Hirano Aya’s work.

I did wonder if her cute outfit was designed to kind of draw some of the controversy away from her, the large bow tie on her head possibly trying to restore her image in the eyes of certain fans. At the same time, given her songs and given her vocal range, I had to wonder if she would benefit from being presented as less of an “idol” and more of a “singer.”

Getting to the concert 15 minutes late on account of 1) the Baltimore Convention Center not being entirely clear as to what can lead to where, and 2) my own forgetfulness from not having done this for a year, I sadly missed the announcement that she would be signing autographs at the end, and ducked out after the encore was over. Alas, I’ll have to wait a while before I get the chance to have my volume of Zettai Karen Children signed.

Other

Apparently Opening ceremonies was ushered in by the Ice Cold Water Guy. Unfortunately I wasn’t there, but I heard it got quite a reaction.

I also attended (the last half of) the Vertical Inc. panel, whose big, big license is Gundam: The Origin. Honestly, I’d never expected to actually see it released in the US, seeing as Gundam is practically seen as poisonous in the States, and I doubly didn’t expect it from Vertical. In addition, though I didn’t attend, some friends went to the Kodansha Comics panel and got me a Genshiken poster! Would you believe that I’ve never owned a Genshiken poster? This one even has Ogiue on it! Granted, I can’t put it up just yet, but it’s basically a copy of the English cover to Volume 10.

Also, while I didn’t attend some of the guest Q&As, I did conduct personal interviews with some of them.

Hidetaka Tenjin

Nonaka Ai

Tetsuya Kakihara

Fan Panels

New Anime for Older Fans

A panel run by the Reverse Thieves, I was happy to see that the room was so packed that people were starting to get turned away at the door. The goal of the panel is exactly in the name: the two panelists pointed out anime that have come out within the past five years that they felt older anime watchers, even the kind who have children of their own, could enjoy. By far the most popular show was The Daily Lives of High School Boys, which just got endless laughs. What I found to be really interesting though is that I could tell the panel was working because I heard more than one baby crying throughout the whole thing. Assuming that the babies did not magically crawl in on there own, I could only assume one or more parent was there with them, also learning about New Anime. I even had a couple of old college friends attending Otakon tell me how much they wanted to watch some of these shows.

Genshiken: The Next Generation

If anyone thought this was my panel, my apologies! It was actually run by my old Ogiue co-panelist, Viga, and offered an introduction for existing fans of Genshiken to its sequel, Genshiken Nidaime aka Genshiken: Second Season. Overall, I thought it was a fine panel, though at points I felt like Viga couldn’t quite decide who the panel should be for, explaining some things while omitting other details entirely. Should it assume that people had read the current chapters or not? If the panel could have a tighter focus with a clearer idea of where it wants to go, I think it would be much better.

Fandom & Criticism

This panel was dedicated to introducing and exploring the concept of “active viewing” to a convention audience, which is to say the idea of distancing oneself from one’s own emotions while watching something in order to more accurately gauge what the work is saying. Hosted by Clarissa from Anime World Order, as well as Evan and Andrew from Ani-Gamers, I took interest in the panel partly because I know the panelists, but also because as an academic myself the concept comes into play with my own studies. The discussion was quite fruitful I think, though one thing I do want to say is that I feel the concept of distancing and dividing between the rational mind and how one’s emotions operate while consuming media can make it difficult to see how other people might view a certain show, and that it is important, I feel, to consider emotions and “passive feelings” while watching a show, as they can shape one’s experience in a way that “active viewing” may tend to break down like a puzzle.

Anime’s Craziest Deaths

It was my second time seeing Daryl Surat’s violence smorgasboard of a panel, and probably what impressed me the most wasn’t any single clip, but the fact that the footage was (as far as I remember) 100% new compared to last year’s Otakon, and that a lot of it came from newer shows. The panel is a treat to watch, and that the craziness of a death doesn’t necessarily have to do with its violence level, but it certainly helps. The panel was a full two hours, so the middle felt like it started to drag, but I think it has to do with the basic idea that people’s attentions will slowly fade over time, so it’s somewhat necessary to up the ante as it goes along. I’ll finish this part by letting Daryl himself offer some sage advice.

The Art of Fanservice

The last fan panel I attended was hosted by the third host of Anime World Order, Gerald, and it was a brief look through the history of fanservice, as well as some of the general differences between fanservice for men and fanservice for women. Defining the art of fanservice as titillation which is not just outright pornography, Gerald’s theory, which seemed confirmed by the audience’s reaction, was that fanservice for guys is typically very visual, very isolated, while women usually require some kind of context. A pair of bare breasts, no matter what situation the woman is in, can be enough for a guy, but a girl usually wants some backstory. Possibly for this reason, the clips of women’s fanservice tended to be a little longer. Also of interest was the Cutie Honey Flash opening, which was a Cutie Honey show targeted towards girls, and though Honey is still leggy and busty, I noted that the way the shots are framed is a far cry from its most immediate predecessor, New Cutie Honey.

I think the idea of “context” does definitely ring true to an extent, but I have to wonder about the degree to which people, especially otaku, defy those gendered conventions. For example, there is definitely “context-less” fanservice in Saki, but there are also moments which are meant to thrill based on the exact circumstances of the characters’ relationships, like when Yumi tries to recruit Stealth Momo for the mahjong club and shouts, “I need you!

Speaking of Saki, why I had a panel to present this year as well.

Mahjong

It was likely thanks to Saki: Episode of Side A that Dave and I got the chance to once again present”Riichi! Mahjong, Anime, and You.” The format was essentially the same as our panel from 2010, where we try to help the attendees learn not so much how to play mahjong (an endeavor which requires hours and hours of workshop time), but how to watch mahjong anime. New to 2012 though were the fact that we had two years of additional playing experience, which meant we knew what we were talking about a bit more, as well as a number of new video clips to thrill the audience, including one that Dave was so excited about he was almost willing to skip the order of presentation just to reveal it).

It was held in a larger room than last time, and though there were still some empty seats, the fact that we were able to mostly fill a room at 10 in the morning on Friday pleased me so.

After the panel, I was waiting on line for the Urobuchi panel, when the people in front of me not only recognized me from the panel, but also let me join in a game of card-based mahjong, where instead of tiles playing cards with the images of tiles are used. From this I learned that mahjong cards don’t work terribly well because it becomes extremely difficult to see your entire hand, but I have to thank those folks anyway for giving me the chance to play, and though the cards are less than ideal, they’re still handy in a pinch, especially because carrying tiles takes so much more effort.

Thanks to Dave’s effort, however, we actually brought tiles with us to play, and on Friday and Saturday, Dave and I managed to find time to sit down and play for a few hours against not only opponents we already knew but also  people we’d never seen before. The tables at the conference weren’t particularly suited for this, and we had to find a table edge and play the game with the mahjong mat angled diagonally. I ended up doing pretty well overall, including an amazing game where I never won or lost a hand and maintained a default score of 25,000, but what really stood out to me is the realization that we had all improved since we started playing mahjong. I know I said it before in discussing the panel part, but playing live against other people made it so that even my mistakes were the mistakes of a more experienced person who could learn from them.

Apparently we weren’t the only ones doing this, as we saw a second mahjong group as well. I couldn’t stay long enough to assess their ability, but as long as they were having fun it’s all good.

Other Photos (mostly cosplay)

Despite a number of good costumes out there, I actually didn’t take too many photos this year. I blame the amount of times I had to hurry to get to the next thing on the schedule. Also, I saw absolutely no Eureka Seven AO cosplay. Promise me for next year!

This was actually the first Fuura Kafuka cosplayer I had ever seen, and I’m amazed (and grateful) that someone would remember her. A funny story came out of this, as the cosplayer had not been aware that Nonaka Ai (Kafuka’s voice actor) was at the event. I told her about the autograph-signing on Sunday, and I hoped she was able to make it. Now, onto the next.

Overall

While at the convention I would notice little things here and there that I thought could use some improvement, the sheer amount of content at Otakon means that with even a few days of post-con recovery the bad mostly recedes away and all that I’m left with is fond memories. One complaint I do have, however, is that because the convention is set up to have some entrances and pathways usable and some off-limits, it is extremely difficult to tell just based on the map given in the con guide how to get from location to location. As an Otakon veteran at this point, I mostly have no issue with it, but even I ran into problems while trying to find the Hirano Aya concert. A combination of better signage to point people to the right locations alongside a clearer map would do wonders.

Even though Otakon had a “cooking” theme this year, I didn’t really feel it, pretty much because I didn’t attend any of those related events. At this point, every Otakon is starting to feel similar, but I can never hold that against it. After all, with a convention this big and with this much to do, I feel that we as fans of anime and manga make of the convention what we want. This isn’t to say that the way the convention is run doesn’t matter, of course, but that it is run smoothly enough that it becomes almost unnoticeable.

Truth be told, I used to take the sheer variety of panel programming and activities at Otakon for granted, but when I attended AX for the first time this year, I realized how limited that event is by comparison. Not only are there a good amount of industry panels with all of the guests they’ve flown over from Japan (or elsewhere), but the fan panels are a nice combination of workshops, introductions, and even philosophical explorations of topics concerning fans. Seeing Otakon once more in person, I knew this was indeed the con I waited for all year.

So What of the Bunny Outfits in Dead or Alive 5?

One of my more popular posts seems to be the one discussing the portrayal of women in Dead or Alive 5, and my conclusion back then was that, at least according to the trailers, they seemed to fulfill some of their promises on making the girls more uniquely beautiful, to make them more “realistic.”

Now that they’ve revealed pre-order bunny outfits in DOA5 though, one might say that I’ve been proven wrong, but I don’t think that’s the case if only because I never said that Dead or Alive 5 would end up being completely without fanservice or sexual imagery, but simply that it has made progress compared to past iterations of the franchise. This doesn’t necessarily mean that the girls would not be treated as sex symbols, but that the type of sexiness would not be so singular. Even the original comment by the director is about giving them realistic mannerisms and voices, not removing their provocativeness.

One of the things that I find really strange though is that the girls’ poses and such are clearly aren’t designed for bunny outfits, so they look quite awkward while wearing them, sexy or not.

So basically, the bunny outfits are pretty silly (and obvious in their appeal), and they probably are indicative both the steps taken and not taken by Dead or Alive 5.