OGIUE MANIAX

Anime & Manga Blog | 50% Anime Analysis, 50% Ogi

I Heart Volleyball Captain Inugami Kyouko

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I recently found another favorite manga character: Inugami Kyouko from the volleyball manga Shoujo Fight by Nihonbashi Yoko. As captain of the Kokuyodani Girls’ Volleyball Team, she’s a trusted leader whose insight and sense of caring for her teammates are as impressive as her talent for the game itself. However, she’s also a huge troll always eager to set up a practical joke, and having those qualities all wrapped up into a single awesome package is what wins me over as a fan and admirer.

Looks-wise, Inugami has deeply piercing eyes, a limber physique, and almost always sports a grin that belies her fondness for ribbing others. It’s that smile which draws my attention most of the time. This is because it’s either setting up a moment where she’ll do something out of the kindness of her heart for one of her teammates, or is the precursor to one of her pranks. The fact that it’s hard to tell which is which is part of the thrill of her character.

Inugami’s jokes come in two forms. The first is a verbal quip, where she’ll nonchalantly comment about something that embarrasses one of her teammates. For example, when their new coach puts the entire team on a fast, one of the other girls comments that it shouldn’t be necessary because all of them are in good shape and can hardly be called overweight. Inugami then suddenly appears behind them to try and correct them: one of her fellow third-years has trouble keeping off the weight. For her trouble, she gets smacked upside her head. This isn’t to say that I think fat jokes are funny, but rather that Inugami’s delivery is where the humor lies.

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The second joke type is a prop gag. Inugami’s hobby is constructing items and scenarios that will aid her trickster attitude. She’ll paint a basketball to look like a volleyball and then try to deceive the first-year students into playing with it. She’ll make an entire fake souvenir gift box of volleyball mascot manjuu. She constructs round tables in the vein of King Arthur’s. Once, she even tried to get the girls to play a game in a pool just because it’d be funny. In most cases, she again usually gets socked for her efforts.

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If there are any characters I might compare Inugami Kyouko to, it would actually be a mix of Miyako from Hidamari Sketch, who similarly makes weird objects that no one else would think up, and Mai from Nichijou, who is the most supreme troll in existence. The fact that she ends up being the “boke” to other characters’ “tsukkomi” roles is what I think keeps her charming. She isn’t really getting away with her trollish behavior, so she never feels cruel. If anything, Inugami it speaks to a kind of strange innocence in her character, that she’s always interested in having fun.

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Precure is Not a Lesser Sailor Moon

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A few months ago at Otakon, I was talking with Alain from the Reverse Thieves, who had attended a panel about magical girls and feminism. He had described how the presenter went through the various series she’d be discussing, but made specific mention that she’d be omitting Precure from the discussion, citing the fact that she wasn’t particularly impressed. Although I did not attend the panel myself, I found that to be unfortunate, not because of the dismissal of Precure by the presenter in isolation, but because this stance on the long-running magical girl franchise is not that uncommon. Among many fans, presenters, and even scholars, Precure is assumed to be bland and generic and not worth discussion.

In my opinion, that kind of thinking is a mistake. Precure is not only the biggest and most popular magical girl property of the past ten years, eclipsing even Sailor Moon in certain ways (sales, longevity on TV, etc.) and therefore worth observing for its cultural footprint, but it is also a fount of positive imagery for girls. While there are certain elements that can remain issues, such as the increasing ubiquity of pink as the only possible color for the main heroine and the fact that a lot of the magical girl outfits have high heels, Precure utilizes strong female characters by default, rather than making a big deal out of their existence. What’s more, because the series refreshes itself every year or two, its variety results in different approaches to characterization of female characters and themes pertaining to feminism. You have weak girls who become strong over time (as well as a nuanced exploration of what it means to grow), heroines who are more ideals of human potential, and even characters who try to reclaim the term “princess” to mean something more than “demure.” Even the very first series is significant due to its portrayal of girls having aggressive, hand to hand fights (in a show for young girls, no less), and the fact that its two main characters are more about their life goals than pining at the boys around them.

I have my suspicions as to why Precure has ended up with this reputation, and a lot of it has to do with Sailor Moon. It was the first of its kind, the sentai-inspired battling magical girl genre of which Precure is a part. In terms of cultural influence around the world, Sailor Moon has crossed the barrier from niche interest for anime fans only to seminal work, and is frequently cited as a pivotal show in the development of many young artists. Just the fact that it portrays these mature-looking girls who fight and win is on a basic level empowering and inspiring, and so any similar series gets compared not only to Sailor Moon but also its presence as a kind of nostalgic defining moment where any weaknesses it possesses as a series are forgiven. It’s also very important to point out that, especially in the US, Precure is just plain hard to come by. As a result, for English speakers it has much less potential of becoming part of the fabric of one’s upbringing, with the possible exception of Smile Precure!, which has been loosely adapted to become Glitter Force on Netflix.

I get the feeling that, when the Sailor Moon generation typically sees Precure, a common process occurs. First, they see that Precure is similar, and that its story (depending on which version they watch) is often more lighthearted initially. Second, they see that the character designs are younger-looking, and so it seems less mature as well. Third, they might do a bit of research and become aware that the franchise is also popular with adult men, lending a sort of “creepy pervert” vibe to their impressions. Finally, they fill in the blanks, and without watching much more, jump to the conclusion that the franchise can’t possibly do things so differently from Sailor Moon that it’d be worth looking into more, or that it’s only for sad otaku (unaware that Sailor Moon was the show for doujinshi in its heyday). Moreover, because Precure doesn’t have the more immediately apparent dark appeal of a Revolutionary Girl Utena or a Madoka Magica, it’s further assumed to be generic kiddie fare. That’s not to say that the series isn’t for children, but that the type of maturity it carries is more in how it approaches the task of trying to show strong images for a female audience. As discussed above, I believe Precure does this to great success, and to see it brushed aside saddens and angers me.

I like Sailor Moon, and I don’t mean to paint fans of that series with the same brush. However, because it is a defining magical girl show for a lot of people, it gets written about as if it is the be-all, end-all of its particular brand of mahou shoujo. The reputation of Sailor Moon surpasses what is actually in the series in a certain way, and it casts an unfair shadow on Precure when Precure does many things that I would argue are improvements or directions that Sailor Moon never goes. This is especially the case with its feminist qualities. My hope is that, when people think about progressive portrayals in anime and the magical girl genre, they not only remember that Precure exists, but are aware of all that it offers.

 

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The Wacky (Not Wacky) World of Macross Delta: Ogiue Maniax on the Veef Show Podcast

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I recently made another appearance on the Veef Show to talk about Macross Delta. There, we discuss the ups and downs of the show, and I learn about fan reception to the series, as well as the illicit dealings of the owners of Robotech. Join us!

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Democracy and Freedom of the Speech Go Hand-in-Hand

In an environment where a celebrity-turned-politican can rouse up support through anger and vitriol, I think it is only natural to be wary of how people use speech. It becomes viewed as a tool of fear, a force to fight against, and this can lead people down the dangerous path of trying to fight fire with fire. From that sentiment springs the dichotomies of right and wrong, as well as the idea that the ends justify the means: if you’re so clearly and obviously right, anything you say or do should be for a just cause, even if that means silencing the opposition, right? But such thinking is on the precipice of censorship, and a sense of righteousness can blind people to that.

Whenever I think of the core functions of democracy, I think back to Yang Wen-li in the Japanese novel/anime series Legend of the Galactic Heroes. When comparing  democracies and dictatorships as forms of government, Yang emphasizes that while a good, strong, and just dictator can create more sweeping changes and reforms at a quicker rate, a terrible dictator is beyond dangerous. They can seize and maintain power forever, suppress the people, and can only be removed with a great deal of effort. In contrast, it may be harder to get things done in a democracy, but the constant renewal of leadership means that, even if we get some bad politicans, they can only last so long. Democracy has greater potential for change, even if that change comes only in fits and starts.

I think freedom of speech serves a similar role in society, and that in order to have democracy you need to have an environment where people are free to speak their minds. The risk that comes with this is that people may not always say things we’re comfortable with or agree with. This does not mean that we cannot criticize ideas, or how they’re delivered, or that something like hate speech should just be allowed to flourish. However, this also does not mean that the solution is to shut them up or to try and “overpower” them. I do believe that, on some level, part of the reason racism keeps rearing its ugly head is that people are shamed into silence, and they harbor these feelings so that they take the first opportunity for them to voice their feelings in a way that feels empowering. If people speak at each other, it cuts off avenues for dialogue. It’s perhaps no surprise that American politics seem to often be games of one-upsmanship and stifling the opposition, as opposed to trying to find compromise and promote candid conversation.

As an anime and manga blogger, I know this isn’t the sort of topic readers would immediately expect, but I think it is relevant to how fans as people interact with the various worlds they engage in, be they discussions of fiction, participation in their local communities, or engagement in political forums. I hope that we remember that democracy and freedom of speech are not static tools, and they are best utilized as dynamic, ever-changing entities.

Yowamushi Pedal: Brains, Heart, and Body

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As a sports manga and anime with an enormous cast, Yowamushi Pedal is home to a variety of characters designed to contrast with each other in terms of personality and approach to competitive bicycle racing. This certainly applies to the first-years when the series begins, as all-rounder Imaizumi Shunsuke, speedy Naruko Shoukichi, and high-cadence protagonist Onoda Sakamichi are all differ from one another significantly. In looking more closely at these three characters, however, I find that they resemble professional fighting game player Laugh’s theory of the Three Fighting Game Player Archetypes. My aim here is to elaborate why I believe this to be the case, and which archetypes apply to these three.

As described by the video above from Core-A gaming, the three categories of players are brains, heart, and body. While this distinction is not exclusive to fighting games or even gaming or competition in general, I find that Yowamushi Pedal with its theme of cycling has a lot of parallels with fighting games. Although fighting games are typically 1-on-1 matches and bicycle racing is shown to be a team sport on the biggest stages, the emphasis on how a human being competes through the use and fine-tuning of their equipment is a point of commonality. At one point, a character in Yowamushi Pedal even talks about how, unlike other sports, you don’t need to be the biggest or the strongest because what matters is how you work with your bike. Replace that with “joystick” or “controller,” and the similarities start to become clearer.

In the training camp arc of Yowamushi Pedal, where the characters compete to see who will represent Sohoku High School in the Inter-High National Tournament, club captain Kinjou purposely messes with the first-years’ bicycles in order to challenge them to work on their major weaknesses. In doing so, he reveals the archetypes that Imaizumi, Naruko, and Onoda embody.

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Imaizumi is a “brains” type, or someone who relies on superior knowledge and study to win. When Kinjou removes his ability to shift gears, it initially throwsImaizumi for a complete loop. Just as a brains-based fighting game player knows frame data like the back of their hand, Imaizumi had up to that point relied on his optimal knowledge of gear shifting to tackle any level of slope while cycling. Although he eventually overcomes this flaw during the training camp, his sheer joy when he’s finally able to reunite with his cherished gear shifters shows just how much the “heady” part of bicycle racing factors into Imaizumi’s approach to the sport.

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Naruko, then, is a “heart” type, who prefers to “feel” things out. In fighting game terms, this is someone who is confident they can outmaneuver you in unorthodox situations and “mind game” you. His advice to Onoda to surprise Imaizumi with a technique in a previous race, as well as his own “Sprint Climb” maneuver, are indicative of a similar quality. At the training camp, Kinjou removes his lower handle bars, thus limiting Naruko’s ability to adapt and be as creative as he’d like. Unable to do things “in the moment” as a result, Naruko is forced to work around it.

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That leaves Onoda as the “body” type. While this might not make sense given how Onoda is the “heart” of the team, that’s a different kind of conception of heart as a spiritual center. Instead, the reason why Onoda is a “body” cyclist is because of the fact that his high cadence is the linchpin of his riding style. Just as a “body” type in fighting games always has things like technical precision and perfectly executed high-damage combos to fall back on, Onoda’s ingrained ability to raise and lower his cadence like the pedals are an extension of his body lets him overcome situations where he might be “strategically” beaten. And just like the other two, when his ability to freely pedal as quickly or as slowly as he’d like is interfered with, he starts off feeling utterly helpless.

Imaizumi the brains, Naruko the heart, and Onoda the body. Together, they create a complete being, which is perhaps why they work so well together. What about the other characters, then? I’ll leave you to figure them out.

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Giver of Thanks: Ogiue Maniax Status Update for November 2016

November is anniversary month for Ogiue Maniax, but I’ll be saving that for its own dedicated post (if I remember, that is. Someone please remind me!).

A big thanks to this month’s Patreon sponsors. You might not understand how much I appreciate your help, but I’ll explain at the end:

General:

Johnny Trovato

Ko Ransom

Alex

Diogo Prado

Yoshitake Rika fans:

Elliot Page

Hato Kenjirou fans:

Elizabeth

Yajima Mirei fans:

Machi-Kurada

Before going into an overview of my favorite posts of the month, I want to talk a bit about my appreciation to my readers for being curious as to what I have to say. As I go through life, I meet more and more anime and manga fans of different tastes and philosophies, but often I feel it can be difficult to engage in conversations about the nitty-gritty of anime and manga as ways to explore thought, society, emotion, and more. Talk about anime and manga floats at the surface, or, if it delves deeper, is often connected to value judgments or inside looks at the mechanics of industries. I know my audience isn’t especially large, but I am grateful that the topics I’m interested in at least pique your curiosity.

That being said, I know I’m really bad at responding to comments on a frequent basis, and I intend to work harder at fostering actual conversation on Ogiue Maniax. Also, because I’ve been more review-heavy as of late, I’m wondering if this is steering away from the strengths of the blog.

As for this month’s post highlights…

First, at long last, is a final review of one of my favorite manga in recent memory: Mogusa-san. If you love food manga, this is right up your alley.

Second, out of the many films I watched over October, Miss Hokusai has to be the one I enjoyed the most. ALso, check out Kizumonogatari Part II and Shin Godzilla.

Third, I took a different approach to covering New York Comic Con this year, and have been writing response essays to things that caught my attention. If you like giant robot toys, check out my thoughts on Soul of Chogokin Voltron and Megazord.

Lastly, I wrote a bit about Star Ocean EX, and just how 2003 it is.

I’m not sure what I’ll have in store for November, but I’m thinking of devoting a significant chunk to talking about some of my favorite recent characters.

Where in Time is Thomas Edison?: Time Travel Girl Anime Review

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As a kid growing up in the 1990s, there were a number of educational shows that tried their best to be cool. Some perennial favorites, like Sesame Street and Mr. Rogers, played to the beat of their own drums. Others failed miserably and came across as more cringe-worthy than anything else. But there were a handful that managed to just be “cool enough” that, while you wouldn’t brag to your friends that you were watching these shows, they still felt like they had merit and weren’t overly didactic in their “edumucatin’.” That’s exactly the territory where the 2016 anime Time Travel Girl: Mari-Waka and the Eight Scientists resides.

Apparently based on a 1983 Japanese children’s educational book called Magnets & Electricity, Time Travel Girl follows a girl named Mari as she inadvertently discovers a way to travel through time, always finding herself meeting a great scientist or inventor tied to the history of electromagnetism. As shown in the opening, the eight in question are: William Gilbert, Benjamin Franklin, Alessandro Volta, Michael Faraday, Samuel Morse, Alexander Graham Bell, Heinrich Hertz, and Thomas Edison.

In terms of look, Time Travel Girl does not seem like it comes from this era of anime, no pun intended. From the characters’ hair and eyes, to their archetypes, to even the opening itself, it looks like a show that stepped out of 2003. Placed next to older series like World of Narue or Someday’s Dreamers, it wouldn’t appear out of place at all. I think that also lends to the feeling of Time Travel Girl being a “cool” educational cartoon, because it’s like the aesthetics are a bit out-of-touch with current Japanese animation. That being said, the actual show is fairly fun and informative, and it does resolve instead of remaining open-ended. This is despite the fact that its formula makes that sort of repetition oh-so-easy.

What probably impresses me most about the series is the way it pushes the message that science and discovery are about questioning what we take for granted. By not letting assumptions (be they personal, religious, etc.) control us, it opens up pathways not only for we as individuals to learn, but also in the process creates opportunities for those in the future. A less pertinent message, but important in its own right, is that the show implicitly presents its own theory for why Thomas Edison was an asshole (seriously, look it up). There’s even a bit about slavery in the Benjamin Franklin episode.

If there’s any American cartoon series I would liken Time Travel Girl to, it would have to be Where on Earth is Carmen Sandiego? No, not the one with Rockapella, and not (despite the thematic similarities) the followup quiz show Where in Time is Carmen Sandiego? I’m talking about the one with the grandiose opening, the two kids, and the giant floating virtual head for a chief. Both it and Time Travel Girl have just enough pizazz to be entertaining, but neither are especially gripping examples of animation.

Based on my dated comparison, it’s very clear that Time Travel Girl is certainly not meant for me. However, I could actually see it being dubbed into English and broadcast on TV, as it is unabashedly an educational cartoon. I think it would do all right in that capacity, though I don’t know if we’re still at a point where the characters’ Asian origins would be removed.

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Game of Undeath – Kizumonogatari Part II: Nekketsu

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One of the many purposes a prequel can fulfill is to show how the characters we’re already familiar with came to be who they are. This is the story of light novel author Nisio Isin’s Kizumonogatari, which recounts how Araragi Koyomi, protagonist of the Monogatari series, would become embroiled in the world of the supernatural, and how his friendship with his beautiful classmate Hanekawa Tsubasa would form. In its adaptation to film, Kizumonogatari has been split into a trilogy, with the first being an introduction to the cast, and now the second covering Araragi’s realization of his newfound vampire power. Suffice it to say, this film is not meant for people to watch it without having seen Part I.

While the first film was quite violent, as we see images such as a limbless Shinobu bleeding all over the ground, Araragi writhing in agony as the sun sets him aflame, Kizumonogatari Part II: Nekketsu is much more violent in terms of the ubiquity of action scenes. Presented much like a series of video game bosses or Bruce Lee’s Game of Death progression, Araragi (with his new vampire abilities) must fight three increasingly strong opponents who have taken the limbs of his master, Shinobu. During these fights, we begin to see the origins of Araragi’s favored game plan: sacrifice his own body because its regenerative power allows him to take a lot of abuse. In Bakemonogatari, he’s much less of a vampire than he is here, so this is the strategy at its most powerful, even if Araragi’s lack of experience means he isn’t using it as well as he could. One of the other interesting aspects of Araragi’s battles is that he initially assumes himself to be the underdog, which is very much in line with this personality.

In terms of the action scenes but also many of the “slower” parts of Kizumonogatari Part II, this film is unmistakably SHAFT-esque. Ever since director Shinbo Akiyuki brought his signature visual style of sudden cuts, fragmented imagery, and head tilts to the world of Monogatari, it’s created a certain expectation for how these anime should look. With a clearly larger budget than what they get for their TV series, the fight scenes get elaborate and intense beyond what one might even expect simply reading the light novel, and even the endlessly large rooms where battles take place in the TV series feel somehow less infinite than the sets of Part II. Unlike Part I, which I found to be a good deal more amenable to those unfamiliar with or jarred by the Monogatari style, this middle part of the trilogy pretty much goes in full force. Due to how much both Nisio Isin and Shinbo love to indulge in metatextual elements, it often feels like a match made in anime, but at times I wonder if there’s a breakdown somewhere between the two creators’ approaches.

One aspect of the film that still leaves me puzzled is the way that Araragi and Hanekawa would eventually end up the way they are. While Araragi is clearly always attracted to Hanekawa and vice versa in later parts of the series, in Kizumonogatari their mutual interest is almost animal at times. By the time of Bakemonogatari, it’s still there, but somehow also a lot more cordial. Not only that, the two of them also just feel fairly different personality-wise and somewhat disconnected with the images of them I’m more familiar with. This is probably intentional, in order to show their growth. Also, while the disconnect seems jarring, Part II lays some of the foundations for what we see from Araragi and Hanekawa later on in terms of secrets and revelations.

Kizumonogatari Part II: Nekketsu suffers a fair amount from being the second part of the trilogy because the context can feel lacking and the end of the film leaves things a bit unsatisfying so that it can lead directly to the third film. However, it still ends up being a very thrilling and visceral experience in terms of both action and sexual tension. In a way, this film is mainly a transitional state, the point where everything begins to really change, but the outcome of which is still a mystery.

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New York Comic Con 2016 Essay #2: Lucha Underground and Scripted vs. Unscripted Promos

I don’t talk about wrestling all that often on this anime and manga blog. Pro wrestling hasn’t been a staple part of my pop culture experience in over a decade. That being, said I do maintain a curiosity towards the state of its industry and its viewers. Who are the popular heroes (faces) and villains (heels)? What wrestling promotions are currently out there? What do the fans think? It’s this desire to keep a finger on the pulse of wrestling that prompted me to attend the Lucha Underground panel at New York Comic Con 2016, despite the fact that I had seen less than 30 minutes’ worth of material.

Lucha Underground is a current American television program that focuses on the high-flying acrobatics style of Mexican wrestling called lucha libre. The panel featured both writers and performers for Lucha Underground, most notably Rey Mysterio, Jr., the man who has become the icon of lucha libre itself in the United States. The panelists discussed what it’s like to work on the show and what Lucha Underground does differently compared to other promotions. Of these various comments, what stood out to me most was the fact that Lucha Underground is produced more like a traditional television series. Storylines are plotted out, many characters are created well in advance (with wrestlers having auditioned to fulfill those roles), and a lot of post-production is utilized to create a more cinematic experience. In other words, Lucha Underground is neither “live” in the traditional sense nor “live to tape.”

The reason I find this notable is that if you ask many current wrestling fans (and I imagine even fans of Lucha Underground) what’s wrong with WWE today, it’s that the show is too scripted. Individual wrestlers have their promos written for them, and only a select few are allowed to go off the cuff. This is a very different world from where wrestling was in eras past, where things like “Austin 3:16” and Macho Man’s “cream of the crop” were their own creations. It makes sense, given that wrestlers are in general not the greatest actors, but that they can be very good at crafting their own characters based on their own personalities, or taking a gimmick given to them and going the distance with it. The fact that Lucha Underground goes even further in the direction of being scripted (not just in outcomes, but also in long-term story planning) seems to fly in the face of this criticism.

However, I wonder if the issue is that promotions like WWE are caught in the middle, such that it lacks both the improvisational feel of old and isn’t refined enough in its narrative elements to really make sure its scripted elements are as tightly plotted as possible. This might just be a symptom of still being a live show on top of being the biggest wrestling show on air today. There’s a desire to avoid taking too many risks at the same time they understand that new blood and new opportunities are necessary, and if something awry happens they can’t just make it so that it never happened (even if wrestling storylines are always incredibly fluid). At the Lucha Underground panel, they mentioned how not having the show be live allows them to do multiple takes, and try crazy and untested ideas because anything that isn’t effective can go on the cutting room floor.

Given that this is how Lucha Underground is made, I find that this format ends up veering closer to sports anime, such as the current wrestling series Tiger Mask W. They can emphasize emotion and power in ways that don’t have to adhere to the semblance of realism (kayfabe) that still persists in other places even though everyone knows wrestling is “fake” now. By using creative camera angles, by making sure the mystic or occult elements of their universe don’t require you to suspend disbelief any more than you would a late-night drama, it perhaps allows Lucha Undeground to create an experience where its luchadores are truly “characters.” And by being characters, they can feel even more real.

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Days of Future Past: Star Ocean EX

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Star Ocean is one of those longstanding RPG game series that I know next to nothing about. I’m aware that it’s been around a while, and that it just got a new iteration this past year. So, when I was requested through Patreon to write about the 2001 anime Star Ocean EX, I had to come at it as a total novice. I didn’t know where it fit into the franchise, if it was a prequel, sequel, alternate universe, or whatever. However, because of when it came out, I find Star Ocean EX to be a historical artifact of sorts, a slice of anime and Japanese pop culture history at the time. Thus far, I’ve only watched five episodes, so my view of the show isn’t complete, but I still have some thoughts I want to share.

Overview and Basic Thoughts

Star Ocean EX is the story of Claude C. Kenny (the blond above), a young space officer and son of his ship’s captain. Self-conscious about the possibility of being viewed as being there only because of nepotism, Claude constantly tries to prove that he’s his own man. While investigating some ruins, he’s transported to another world where magic, rather than science, rules the day.

While the show looks pretty dire in terms of animation in budget, I can get behind the story. Its basic premise of a boy from a futuristic world ending up on a more fantasy-style planet has instant appeal in terms of setting the stage for interesting contrasts. The initial conflict between Claude and his father is also understandable on both sides. Claude wants to leave no doubts, especially from himself, that he’s his own man. His father is stoic and stern, but cares for his son deeply. I do wonder whether I would have picked up on both characters’ feelings had I watched this 15 years ago, or if I would have found both aggravating.

An Anime of Older Tropes

The character designs are straight out of the late 1990s/early 2000s aesthetics, but even if you ignore that element the characters’ personalities also shout “turn of the 21st century,” similar to many of the original characters in Super Robot Wars such as Ryune. While fathers being distant (both figuratively and literally) is a tradition in Japanese pop culture media like anime and games, there’s something about Claude in particular that rings especially true in a post-Evangelion period. While it’s clear that his relationship with his father is nothing like Shinji and Gendou’s combines aura of dysfunction, the chip Claude carries on his shoulder, as well as his dad’s inability to communicate his love and concern for Claude speak to that in a rough way.

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With the other two important characters Claude meets early on, I get a similar vibe of “archetypes from a past era.” Celina Jules is a seductive-looking treasure hunter who visually seems like a mix of Belldandy and Urd from Oh My Goddess! Rena Lanford (the other character in the first screenshot) is a young blue-haired healer who exists somewhere in the vein of Azmaria from Chrono Crusade (manga: 1998-2004), and Index from A Certain Magical Index (light novel: 2004-2010). Those characters aren’t that far off time-wise from Rena and Star Ocean EX, but her particular brand of gentle demeanor crossed with spunk fades away with every passing year.

The Frontier of Digital

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The other aspect of Star Ocean EX that really caught my attention was its animation style. The series came out right when full digital animation in Japan was becoming a thing, and it shows. It’s often really rough, with characters behaving like cardboard cutouts sliding about a little too smoothly. There’s also a feeling of clunkiness in terms of getting used to digital tools, which often means that the art itself looks unrefined. That all being said, I can forgive many of these gaffes, because being smack dab in the middle of a transitional period isn’t easy. A lot of what has defined anime aesthetic in days past is how creators make the most out of low budgets, and seeing the staff try to make the most of what they have is rather intriguing. For example, when Celina uses her fire spells, they apply a digital blur effect that’s meant to be the haze created by the heat of flames, but it sort of just ends up making things hard to see.

Overall

The old reputation of anime and manga based on video games is that it’s a pantheon of terribleness, but Star Ocean EX holds up fairly well. It’s not exactly a lost gem, but it is a product of its time, and at the very least a fun show to observe in that respect in addition to its actual narrative.

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