Otakon 2016 Interview: LeSean Thomas

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I had the pleasure of interviewing LeSean Thomas at Otakon 2016, where he was debuting his new animated short, Cannon Busters. Though we didn’t talk much about Cannon Busters itself, I was pleased to find out about his life as an artist, his philosophy on art and anime, and even his family.

Ogiue Maniax: So you grew up in the Bronx, and I assume that you had some sort of arts education. Could you describe what it was like to grow up as an artist?

LeSean Thomas: It was fairly okay. I stayed indoors quite a lot. I used to sketch a lot, sketch in school. You know, I grew up when hip-hop was growing up, and so a lot of stuff happened in the 80s in New York City. I thought it was cool. I had a lot of colleagues, a lot of friends in my apartment building, who I’d sketch with from time to time. I had a lot of friends in class who I could sketch with. I was into video games and sketching.

I think I decided to make it a career when I became a teenager. I moved to upstate NY for a period of time, to Middletown, and when I came back to the Bronx I decided to become an illustrator. I enrolled in a school that focused on the arts.

OM: Which high school?

LT: Julia Richmond High School. It was in Midtown Manhattan.

That was sort of my circle, and by the time I got back after I graduated high school I decided I wanted to become a comic book artist. But it was tough because there was a lot of competition in New York City—Marvel and DC. But I was also really influenced by animation, Japanese animation.

I landed a couple of opportunities that led me to work in animation production, and one thing led to another. I got onto a couple of big shows, and I was able to use that to build up momentum to work on more shows and create opportunities for myself.

OM: More and more young kids, teenagers, college students, are embracing anime and manga as part of how they get into art. I also know there’s concern that anime and manga are teaching the wrong lessons.

LT: What kind of wrong lessons?

OM: Like it’s teaching people to draw the wrong way or look at art the wrong way. And I’m sure already from your question to me you probably don’t agree with that thinking.

LT: Yeah, I don’t.

OM: So I’m wondering, what would you think is the best way to use anime and manga in an arts education?

LT: I think you should do whatever you want. I haven’t ever heard anyone say to me that copying Picasso or Michelangelo, or Italian or French artists perfectly, is wrong. We get into this really weird, shaky territory where we start becoming ethnocentric towards specific countries and their art history. I think a lot of that is based off the fact that the US was a European colony, and our history is based off of European history, and our art history is European. What’s wrong with India? What’s wrong with Mumbai? What’s wrong with China. I think that, respectfully, it’s just the way it is, but I don’t think that a lot of thought is given into how we judge children who copy the styles of other countries, as opposed to what our curriculum forces us to teach, which is European art history.

I know a lot of graphic designers who are brilliant who don’t study European stuff, they study Japanese art. When you’re in a school, you’re programmed and taught to be an employee and not an auteur, and I think that plays a big role in how teachers choose to enforce their ideals onto students, who are very impressionable at a young age. I’ve also noticed, in my experience, that a lot of teachers are graduates who couldn’t find jobs themselves. You have this cyclical dynamic happening where teachers who don’t have a lot of experience are telling kids what they should and shouldn’t draw.

How did Murakami learn how to draw? When you’re telling kids how to draw, you’re telling them how to interpret art. It’s not right. When you’re telling them how to respond to art, you’re robbing them of the privilege of interpreting art themselves, and interpreting how they learn. So I respectfully disagree with the logic that a child shouldn’t learn how to draw anime because of the historic implications behind that.

OM: You worked on The Boondocks, and it’s clear from the comic strip that Aaron McGruder is also very influenced by anime and manga. Is your mutual interest in how you came onto the show?

LT: Certainly my drawing style played a big role in choosing me to help him develop the early designs with the crew.

OM: The Boondocks as a comic strip was pretty forward thinking, advanced, and progressive, but the comic strip medium is a pretty conservative place. So when moving the series over to Adult Swim and an animated setting, was it a very conscious decision on your part and the staff’s part to push the envelope much further?

LT: No, that was actually Aaron’s mandate. I may be wrong, but I remember a rumor from around 2004, 2005—from someone in our circle—that Mike Lazzo, the head of Adult Swim, played a role in having Aaron push the envelope. So when I came on board, that was already a demand that came from on high. I was pretty detached from that. I was more focused on the visuals. A lot of that envelope pushing was in the writing. That was the stat quo on the production; we knew what we were getting into.

But as far as the decision from Aaron going from the conservative comic strip to the extreme in the animated form, I’m not privy to that. But there is a rumor that Adult Swim was encouraging that as well.

OM: You worked on Cannon Busters, and you mentioned previously about your friendship with Thomas Romain. You come from different cultural backgrounds, but you seem to have a lot in common. So what’s it like working with him?

LT: Well, Thomas is a westerner, whether we want to admit it or not. He speaks English, and while there are some things he doesn’t get about American culture, he’s still a westerner. That’s part of our common bond, as is our need to collaborate internationally. I think we’re kindred spirits. I told him that that, because of him leaving France to go to Japan and me leaving America to go to Korea for pretty much the same reason.

I like to use Thomas’s phrase, “world animation.” It’s not anime, and it’s not American animation. It’s world animation because of the nature of how it’s put together. I really respect Thomas. I like him a lot. I think he’s one of the most talented guys. He’s an incredible draftsman, and one of the most incredible thinkers. I’m going to see him next month when I go to Tokyo. He’s one of my favorite people.

OM: You worked in Korea, you’ve worked with the Japanese studio Satelight [on Cannon Busters], and you’ve worked with American companies. What’s it like working with different studios in different countries?

LT: In America, it’s pre-production and post-production, and that’s it for most shows. There are a lot of shows that are being animated in Flash in America, but most daytime animated shows are done in Korea.

Korea doesn’t do pre-production or post-production, so they’re just main production, largely. And Japan does all of it. And that’s the difference, at least in my personal experience. I could be wrong, but that’s the gist of what I got.

OM: You spent time in South Korea in the animation business. I know that Korea doesn’t create a lot of animation in pre-production or post-production, but I know there is a desire by South Korea, by the government and the animation business, to be known as an animation powerhouse.

LT: It’s mostly service work.

OM: Do you think there is a strong potential for them to break out and become their own thing?

LT: I think so. I don’t know if the problems that were there when I was in Korea are the same as the ones now, but I know the trick is to find venture capitalists who are interested in and see value in animation production beyond government funding and subsidization. I’m not sure if that’s something they’re risk-averse towards. When I was there back in 2009, 2010, there was a massive aversion towards taking a risk on animation over video games. And I’m not sure if that’s still an issue, but I definitely think they have the potential to stand out. I mean, why not? They animate most of our shows, and I think a lot of it has to do with just finding alternative revenue streams to finance original properties and projects.

It seems like there’s a slow coming back at the feature level, but it seems like everything sort of fizzled out once Wonderful Days aka Sky Blue died. I think that scared the industry in general, made everyone say, “Well, we’re not going to take this risk anymore.” I’m just waiting for a resurgence.

There are a few animated feature films that have come out in the past one or two years, like King of Pigs. It’s like, wow, they’re doing features now. They’re in film festivals.

Overall, do I think they have the potential? Of course. If they can do Sky Blue, they can do anything. I just think they have to figure out internally within the industry, within their government and culture, how to create a platform for creating original content. And they also need to motivate young kids. A lot of kids are going into game design instead of animation because of work labor and pay and all that.

OM: My last question is this: Your little brother is Sanford Kelly, the fighting game pro. Growing up, did you notice that he had a talent for fighting games?

LT: Yeah, he learned all his gaming from me [laughs].

Me, him, my older brother Kelby, and my two sisters Valtvaia and Shavon, we all lived in the same apartment with my mom and my grandmother. So we all came up, and video gaming was one of our major bonding aspects. We gamed hard. We played everything, PlayStation, Dreamcast, Turbo Grafx-16, Super Nintendo. That’s all we did. So by the time Sanford turned 18, we were so hardcore into it, we would go to the local arcade shops—back before there was only Chinatown Fair, in the mid-90s—and hit the sticks.

He just got really good, and he built up a circle in Chinatown Fair, in that area. I kind of moved on to animation and left the city to move to LA. I used to get on him about it. “You need to focus on other stuff.” But then when I started seeing him winning money and awards and stuff like that…

Gaming culture’s still relatively brand new. Talking about the early 2000s, where there were legit funded tournaments, he came up in that circuit where the Justin Wong and Daigo era was pretty much coming up. Now it’s a big thing. It’s on ESPN.

When he was coming up, I was a bit nervous about it, but then when I saw how well he was doing, and how he was creating a name for himself, I embraced it.

I get that quite often. “Oh my god, you’re brothers with Sanford Kelly, that’s so cool.”

OM: It’s kind of unlikely—well maybe not unlikely, but it’s interesting to have two different, talented brothers in two very different fields.

I’ll be honest, I’ve been forced over the years respect the game circuit. Because, like many people, if it’s not sponsored or it’s not on TV, then it’s still a subculture. And now it’s a major thing, so now it’s common for kids that I run into to say that they love Street Fighter and that they know who Sanford Kelly is. It’s still kind of weird, but it’s still really cool.

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Push vs. Pull: Thoughts on the Attraction of Characters

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I’m generally not a fan of yandere characters, but I feel that I can understand why some people love them.

In a lot of my favorite characters there is a kind of intensity that emanates from them. Whether it’s Ogiue from Genshiken‘s withering stare, or Urabe Mikoto’s eccentric behavior in Mysterious Girlfriend X, it’s like their very beings pierce my soul and linger there for a while.

From there, it’s a hop, skip, and jump towards tsundere, and then eventually yandere as well. In other words, yandere characters exist on a spectrum where powerful emotions (sexual or otherwise) are valued, and their feelings are so overwhelming that it warps their minds. “Deep love” they call it.

This intensity has gotten me to think more broadly, past the typical labels, such as yandere, genki girl, Kansai native, etc. What I’m beginning to form is a theory of character attraction that takes a lot of these categories and places them into two distinctions: “push characters” and “pull characters.”

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Push characters are like many of the ones stated above. It is as if the characters’ attitudes, visual look, and other qualities invade your space. They pierce and break down the barriers in your heart. Kurosaki Rendou, creator of Houkago Play and other racy titles, specializes in this type of character for both guys and girls. Akashi from Kuroko’s Basketball is also what I’d call a “push character.” They can perhaps be called aggressive characters as well, but I don’t think that it fits entirely neatly. Rather, in shounen terms, it’s more like they’re the “strong fists” of Rock Lee from Naruto or Raoh from Fist of the North Star.

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Pull characters, then, are more like the “gentle fists” of Hyuuga Hinata (Naruto) or Toki (Fist of the North Star). Rather than striking actively, their auras are passive and receptive. It is as if they have a gravity or magnetism that draws you to them. Softer, kinder characters would fall into this category, such as Daidouji Tomoyo from Cardcaptor Sakura, Maetel from Galaxy Express 999, or Teppei from Kuroko’s Basketball. It’s as if their warmth envelops your being.

Now there are a few aspects I’m thinking through as I bring out this half-formed way of considering characters. The first is that, many characters probably don’t fall into one category or the other. Sort of like a Myer-Briggs personality test, the “lesser” quality still exists. For example, I’d consider Koizumi Hanayo from Love Live! to be a “pull character” because of her typically shy personality, but the excitement of her two main loves—rice and idols—is enough to transform her into a “push character.”

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Second, perhaps this distinction is actually entirely subjective, and one person’s “push character” is another person’s “pull character.” Does this render the terms meaningless, or is it more like moe where a broader understanding exists but the minutiae can get incredibly personal?

Lastly, to what extent do these terms match up with the idea of “seme” and “uke” characters in BL. Would “push characters” be those who tend to be seme, while “pull characters” are more commonly uke? If that’s the case, could this be a way to translate those terms to other types of relationships, such as heterosexual, yuri, or whatever other combinations can exist?

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YES! Kaede Sushi: Aikatsu! Season 1 Follow-Up Review

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Though I was originally asked to write about Aikatsu! through my Patreon, I quickly found myself hooked on the show. Despite the sheer length of the series, I finished the first 50-episode season in less time than I usually take to watch shows half that size. Thus, I want to give an update to my previous post to talk about some of the later developments that I enjoyed.

Summary

Aikatsu! follows Hoshimiya Ichigo on her quest to become an idol. She enrolls in Starlight Academy (a school specializing in idols) with her best friend and idol fan, Kiriya Aoi, and over the course of the series they climb the ranks and make many friends. While girls’ shows such as these tend to not work in dramatic narratives, the lack of a very concrete goal leaves the series without any continuing driving force other than the sheer personalities of its characters.

However, with respect to those characters Aikatsu! is immensely entertaining. Though none of them are particularly complex, the way they bounce off of each other and the way that even the most gimmicky characters exhibit a great deal of heart and vibrancy in their personalities helps the show along immensely. When the show is being episodic, it’s still entertaining. When it allows its characters to grow, Aikatsu! is home to a number of memorable moments.

Great New Characters aikatsu-kaedesushi

There are three major changes since my previous post that make the show better overall. The first is the growing of the cast into something rather enormous, and yet Aikatsu! is able to keep it from being unwieldy. Of the later additions, I think Ichinose Kaede and Kitaouji Sakura are fantastic. Kaede is a scene stealer with her constant Engrish (she comes from America after all), ability to make sushi appear out of thin air, and just the way she represents the idea that, at least in the Aikatsu! universe, being an idol in the US is rough business that requires you to be on your A game at all times. For Sakura, I love how her running gag, the fact that she will just break into Kabuki-style talk when discussing important topics, is weaved into moments and then quickly transitioned out of back into normal conversation.

If there’s one thing that I think was a lost opportunity with Sakura, it has to do with the fact that she originally appears as Ichigo’s fresh-faced freshman (whereby Ichigo is supposed to guide her), but Sakura is already way more talented than Ichigo in a variety of ways. What Ichigo is meant to teach Sakura is the sense of exuberance that Ichigo is known for, and I think they could have directly developed that more.

Improved CG

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The second upgrade is the improved 3DCG dance sequences. CG at the start of Aikatsu! was pretty bland, something it shares with rival series such as Pretty Rhythm. But it gets better as the show progresses, and with both more natural-looking movements and better camera work the dance numbers go from tedious to pretty entertaining. The only strike I hold against them is the fact that they’re often meant to be competitions but no differences are really shown in regards to how each character is dancing (they do the same moves at the same time all the time), with the exception of the “Special Appeals,” which are essentially fanciful cut scenes that act as special moves (this is based on a game, after all).

As someone who is neither a dancer nor rhythmically inclined in general maybe I’m not getting it, and I also don’t expect a show for little girls to cater to my adult sense of continuity, but I think this is exactly the sort of thing anime and manga tend to be good at. It’s hard for an ignoramus like me to enjoy ballet, but when it’s ballet + shocked expressions + exposition, even I can enjoy Swan Lake.

Hoshimiya Ringo, an Awesome Mom

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The third improvement is the way that they build up Ichigo’s mom. When the series begins, Ringo is shown owning a simple bento shop and having no connections to the idol world. Over the course of the series, it blatantly hints that she’s not what she seems, and while it’s quickly made obvious to the audience that Ringo was a member of the most famous idol group in history, Masquerade (along with Starlight’s headmaster Orihime), seeing Ringo hint at her past in conversations with Ichigo by dispensing advice only when necessary, or exchanging knowing glances with Orihime kept me wanting more. In the end, the payoff for this little plot thread is well worth it.

The show actually hints at this right from the opening, as Ringo is shown pretending that her rice scoop is a microphone and posing for her son Raichi’s camera. What is supposed to be a mom playing at being an idol is actually Ringo very briefly delving back into her past.

Final Thoughts

It’ll probably be a while before I watch the second season, but I can easily see now why Aikatsu! garners such a loyal fanbase. It’s a genuinely entertaining series that never really has any low points, and stays consistent throughout even if it doesn’t have any kind of massive involving story arc. Let’s look back in a year or two and see if I’ve come back to the world of Idol Activities. Alhough, I feel like I’ll miss the first opening and ending themes; they really were the best.

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By the way, I spent a bit of time in Japan recently and got to play the actual Aikatsu! arcade game. What stood out to me most about the game is that the awkward idol poses in the anime are just there to directly reflect the game elements. Without the visibility of success and failure in those sequences, however, some of the impact is lost on TV.

I also got a couple of sweet cards for my trouble, and I rocked Kaede as my character. While I was indeed playing a game for 5 year olds, the only other person playing was a salaryman in a suit and tie. Perhaps Idol Activities truly are for everyone.

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Minus World: Kimi xxxru Koto Nakare, Chapter 5

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It’s the aftermath of a love scandal in Kimi Nakare Chapter 5. How will Hayato and the rest of his band mates deal with it?

Summary

Jirou, one of Hayato’s fellow members in the idol group WARP, was discovered with a girl. In this chapter, we learn that it isn’t just any girl, but the love of Jirou’s life. Resolving to choose love over his career, Jirou decides to quit WARP and marry his longtime girlfriend.

Hayato in the meantime finds that his school has now become a target for paparazzi, specifically so that they can catch him in the act. Ironically, Nobuko’s “ugly but passionate admirer” gimmick works out in their favor, as she’s able to chase off a gossip mongerer.

However, despite Hayato’s protests and even his own threat of quitting the band to chase love himself, it turns out not to be necessary. WARP is disbanding.

Young vs. Old Idols

The topic that I found most fascinating in this chapter is the distinction between younger and older idols. At one point, Hayato points out that there are idols that have gotten married without any backlash, and their manager responds that only established idols can do that. As a group, you have to reach a point where you basically become a fan’s first love, so even as those fans grow and perhaps get married themselves, the idol will always have a special place in a woman’s heart (and the woman in the idol’s). In other words, a relatively new group like WARP hasn’t built up the cache.

Most of the time, the thought over idols is that love is forbidden because they must forever be locked away as long as they indeed hold the status of “idol.” However, this implies that idols are a kind of evolving phenomenon that can choose to either stay as they are or grow with their audience. At the same time, the path to the “married idol” is fraught with danger, and appears to be only the domain of the true veteran.

It’s still kind of weird that Japan’s most famous idol manager ended up marrying one of his idols, but I digress. I’m also perhaps being unfair; if Celine Dion could find happiness with her manager, why not?

Not Enough Hayato and Nobuko?

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While I previously mentioned being curious over the side characters, and Hayato’s scene with Nobuko protecting him from a prying photographer is rather charming, I do feel like I didn’t get enough of the two of them this chapter. I think that speaks a lot to how appealing they are as main characters, but perhaps I’m not giving the rest of the cast a fair shake. Jirou being a sweet guy is a welcome surprise, as is his decision to choose his girlfriend over his job. Not to say that it would be the right decision in every case, but I was convinced that it was what he personally should have done.

It also made me aware that there are two different love conundrums at work in this series: the career-based one, and the psychological one. Even this brief interaction lets the two sides play out beautifully.

Last Thoughts

I wonder if the loss of WARP might spur Hayato to begin a full-fledged career as a comedian, so that he can stand by Nobuko’s side. Wouldn’t that be nice?

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[Apartment 507] Japanese Manga App Review: Shonen Jump +

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I wrote a review of another Japanese manga app! See if it’s up your alley.

Ogiue Maniax at Otakon 2016, August 12-14

It’s time for another year at the east coast’s largest anime convention! It’ll be Otakon’s final year in Baltimore for the foreseeable future, so I’m hoping to make it a memorable one.

I’ve also got a couple of panels this year, and I hope that you can attend.

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Saturday, August 11, 8:15 – 9:15pm

Panel Room 5

“Such Dog. Much Anime. Wow.”

It’s a panel celebrating dogs in anime! See your favorites, and some you’ve probably never even heard of! My co-presenter on this panel will be Kate from the Reverse Thieves.

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Saturday, August 11, 11:45pm – 12:45pm

Panel Room 1

“Greater Uglier Manga.” [18+]

The sequel to last year’s “Great Ugly Manga” panel. Once again, my co-presenter and I will be showing manga that’s great not in spite of how ugly they are, but because of how ugly they are. As a warning, this year’s iteration is 18+, but keep in mind that this is not just some pornography/hentai panel. Most of the content will still be all-ages.

See you there!

Love Live! Sunshine!! and the School Idol Median

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What does it mean to create a follow-up act to a multimedia franchise as successful as Love Live!? That’s the challenge facing  Love Live! Sunshine!! To fans, each of the original girls is something special, something unique, and renewing that fervor can be like catching lightning in a bottle. Of course, a franchise like Love Live! is designed to do just that, across different characters and different iterations of the concept, but it’s still not necessarily an easy task. Though I might be jumping the gun with what I’m about to say, I think the people in charge of Love Live! might now have a much clearer idea of what is most effective, and this potentially manifests in the physical appearances of the characters themselves.
I decided recently to see how the physical characteristics of the μ’s girls stack up to those of Love Live Sunshine!!‘s Aqours. Thanks to Reddit, I found a convenient chart comparing all of their heights and bust sizes. What’s noticeable is that the Aqours members are all closer to each other physically. Toujou Nozomi and Yazawa Nico are at the extremes in terms of bust size (to no one’s surprise), but a character like Hanayo who is above average compared to the rest of μ’s is decidedly normal in the world of Love Live! Sunshine!! Similarly, while half-Italian American Ohara Mari is the tallest, the other girls are also relatively close to her. Keep in mind that the disparity is not especially large, especially when it comes to height. The difference between “tiny” Kunikida Hanamaru and “towering” Mari is a mere 4 inches (or 10 centimeters). Already, there’s a certain narrow range median that reminds me of something anime voice actress Nonaka Ai once mentioned when I interviewed her: she wanted to be an actress but was considered too tall. Similarly, Hanayo’s voice actress Kubo Yurika is the tallest of the μ’s cast. Like Mari, she is 5’4″ or 163 cm.

I think it’s worth entertaining the thought that the success of Love Live! School Idol Project, which grew gradually from a modest success to a cultural phenomenon, has informed the current version in terms of what is the best median to take, at least in terms of physical traits. Moreover, given the seaside venue of Love Live! Sunshine!!, I believe that there is a greater push for sex appeal, though I’m sure they’re aware that keeping the fanservice from going too overboard is important for maintaining Love Live!‘s large female fanbase.

That being said, while they’re more similar in size, I’m not sure the same applies to the characters’ personalities. In many ways, they feel more extreme and more adhered to certain archetypes, such as Yohane’s chuunibyou identity, Kurosawa Dia’s “Kanzuki Karin” levels of haughtiness, or her sister Ruby’s ultra moe shyness. The closest we have to Ruby in in the original was Hanayo, and at this point we’re aware that Hanayo is kind of a maniac. That doesn’t mean the Aqours characters are bad, however. In a way, perhaps it helps to distinguish them further from each other.

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Quotable: Ogiue Maniax Status Update for August 2016

August is full of fun and surprises. For one thing, I have two panels at Otakon 2016: “Greater Uglier Manga” and “Such Dog, Much Anime, Wow.” The schedule isn’t available yet, but when it is I’ll be making a post.

Another bit of news is that Ogiue Maniax has, for the first time ever, been quoted on the back of a manga! The title in question is Sweetness & Lightning:

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I consider this quite the milestone, and I’d like to thank my readers, but especially my Patreon sponsors in particular for supporting me:

General:

Johnny Trovato

Ko Ransom

Alex

Diogo Prado

Sasahara Keiko fans:

Kristopher Hostead

Yoshitake Rika fans:

Elliot Page

Hato Kenjirou fans:

Elizabeth

Yajima Mirei fans:

Machi-Kurada

I’d also like to congratulate Johnny for winning my Love Live! contest.

Perhaps the biggest news of all for the blog is that Genshiken is ending! I’ve written my review for the penultimate chapter, and I already have emotions welling up inside of me in anticipation for the final conclusion. You’ll be certain that I’ll have a lot to say at the end.

If nothing crazy happens (like a third Genshiken being announced soon after), I’m considering doing a series of nine posts to review the original series volume by volume. What do you think?

Other notable posts this month include my Patreon-sponsored article on Purity in Anime, my reviews of the Kyoto subway tourism light novel, Kyo Girls Days, and Girls und Panzer der Film, as well as a report on my visit to the university on which Genshiken is based.

It’s kind of a hectic month looking ahead, so I haven’t had time to think of any new projects for the blog. For now, I’m still watching and reading through quite a back catalog, with the intention of clearing up some time to finally review Super Dimensional Cavalry Southern Cross for Gattai Girls. Luckily, it’s now on Amazon, free for Prime users and 99 cents per episode for non-Primes. So, I have no excuses left!

Once again, I’ll be at Otakon, so if anyone wants to come up and say hi at a panel, feel free to do so! I’m actually a tad shy in real life, and it can come across as surliness, but don’t let that scare you.

[Apartment 507] Why Are There so Many Redhead Fantasy Anime Heroines?

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I’ve been thinking for a long while about the ubiquity red hair as a feature of prominent female characters in fantasy anime. That’s what prompted this article. It’s a bit sparse in terms of exploring the concept further, but I think it provides a nice basis for future posts (which will most likely be on Ogiue Maniax).

Trinity Tempo: The Idol Franchise Where Money Literally Equals Success

tritem_index_3Anime-style idols (and of course idols in general) have been of the most enduring trends in current Japanese pop culture. Between franchises like The iDOLM@STER, Love Live!Ensemble Stars, and King of Prism by Rhythm, more and more pop up seemingly every week. Trinity Tempo is one such franchise, but what makes it unique is the degree to which it takes the AKB48 “vote with your money” concept to the next level. That’s because Trinity Tempo exists almost purely in terms of merchandise, with nothing else to anchor it.

Ever since AKB48 and their annual elections, the idea of idols competing against each other with fan support has been prominent within that world. Fans vote by getting CDs because one purchase equals one ballot, and the idea is that the more you love your favorite idol the more you will buy buy buy. Currently a little over a year old, Trinity Tempo‘s premise is that different schools compete against each other in idol competitions, and you get to determine who wins by buying merchandise for your favorite team. You literally get to influence how the overall story progresses by spending cash on character-specific goods, with certain items giving you more “votes” than others.

“Where does Trinity Tempo come from?” you might be asking. The iDOLM@STER began as a game with visual novel elements. Love Live! got its start as a series of songs. All of these properties aim for the media mix, with anime and manga adaptations, coverage in magazines, and more, but they tend to have at least one or two initial starting points. After all, how would you know who your favorite characters or what your favorite songs are?

The answer is… there is nothing. No CDs. No anime or manga or games. Trinity Tempo exists almost purely in “merch space,” where potential fans are supposed to be drawn into it based primarily on their attraction to the concept and the characters themselves. Since release there has been at least one Drama CD, but that’s about it.

I think this speaks to the idea presented by Azuma Hiroki that fans take bits and pieces of characters, worlds, and stories and merge them together in what are known as “database narratives.” I’m oversimplifying the idea, but I think it can be argued that Trinity Tempo aims to commercialize the otaku desire to gather these fragments together on a level even beyond something like Kantai Collection. Whether or not they’ll succeed in the end remains to be seen.

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