Happy Birthday, Koizumi Hanayo!

Today, January 17th is the birthday of Koizumi Hanayo, the rice-loving, school idol-adoring best character from Love Live! So, what better way to celebrate than with the Hanayo Nendoroid I recently acquired?

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See Hanayo.

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See Hanayo with rice.

Hanayo is one of the nine original Love Live! Nendoroids, based on their outfits from the first anime opening. In order to facilitate any fans’ desires to collect them all, they come with fewer accessories as well as a lower price tag to match. I did not buy the other members, but if they’re as good as Hanayo’s Nendoroid then I think they’re a worthy investment, especially if you have a favorite Love Live.

There’s an even better Hanayo Nendoroid that comes with a rice cooker and glasses, but it has yet to be released. I do wish I had it for this occasion, but maybe next year.

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Realism: Gundam Thunderbolt vs. Gundam Iron-Blooded Orphans

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

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

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

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

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[Apartment 507] How Monster Musume Attracts Hardcore Fans

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

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

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

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

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

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

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

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

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

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

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

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Aquarion Logos, or “Words Can Hurt”: Ogiue Maniax on the Veef Show Podcast

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Years ago, I appeared on the Veef Show to talk about the anime Aquarion Evol, so it’s only natural that I would make a return for its sequel, Aquarion Logos. We go over just how strange the show is, even compared to its predecessors, as well as the merits of its unorthodox nature.

Though I think we forget to mention it, I think it’s important to note that the show stands on its own: no need to watch the prequels! In fact, they’re pretty much unrelated (aside from that first episode, which is more of a 0 episode).

Hato Kenjirou Fans, This Is for You: Hatozine

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A few months back, I mentioned the fact that Hatozine, a fanzine dedicated to the Genshiken character Hato Kenjirou, was accepting submissions. Now it’s been released, and I think it’s worth taking a look at to see the myriad expressions of interest for a character as dynamic and intriguing as Hato. Also it’s free!

Hatozine features fanfiction, fanart, comics, and even some essays, including one by yours truly. What I think is especially awesome about Hatozine is that it has work from both fans of Hato/Madarame and Hato/Yajima.

Check it out if you’re a Genshiken fan, a Hato fan, or even just fascinated by an otaku character with a very complex gender and sexuality identity. If you’re not interested in those things, it might just be an interesting window into the minds and feelings of those that are.

UPDATE (July 13, 2024): The link below is defunct, but I managed to find it and upload it to Ogiue Maniax. You can find both the print and web versions below.

Print:

Web:

Gundam: Reconguista in G – Ambition, Eccentricity, and Perspective

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Mobile Suit Gundam: Iron-Blooded Orphans and Gundam Thunderbolt seem to be the Gundam anime a lot of people are looking for. Whether it’s the story of child soldiers of the former or the hard SF feel of the latter, they both capture in different ways the idea of Gundam as that realistic war story with a science fiction twist. While I’ve been enjoying both of these quite a bit, I wanted to step back and look at the previous Gundam anime, 2014’s Gundam: Reconguista in G, because I think it was a legitimately strong series whose merits went underplayed and under-appreciated.

Gundam: Reconguista in G has a reputation for being confusing, convoluted, and nonsensical. Even the writer and director himself, the original Gundam creator Tomino Yoshiyuki, considered G-Reco a disappointment. I disagree. While the series is rife with Tomino-isms that make the narrative and its characters’ decisions hard to follow, one thing rings out loud and clear: G-Reco is the story of people who, for better or worse, have no true connection to war.

G-Reco takes place many years after the end of the original Gundam timeline. In this new era, the Regild Century, voyage into space is restricted, and energy resources are rationed out to prevent the world from falling into the same catastrophes which scarred previous generations. Over the course of the story, characters frivolously and repeatedly switch sides, the ones most eager to fight have the least conception of war’s effects on humanity, and ultimately even as soldiers die left and right, the consequences of their warfare, if you can call them as such, are vague and ambiguous. On the surface, it doesn’t appear to be a story worth following, but I believe that it all emphasizes a central point, which is that the more humankind is distanced from war, the less they understand its repercussions.

Tomino was born during World War II, so it should come as no surprise that the original Mobile Suit Gundam had a strong anti-war message. While the children of that generation weren’t born in an era of conflict, the adults knew full well what post-war reconstruction was like, and many anime and manga creators have strongly believed in the dedication to pacifism stated in Japan’s constitution. However, G-Reco debuted in a different era, in this current time when forces in the Japanese government have clamored and have now even successfully reduced the influence of the Japan’s official stance on pacifism. Similar to Gatchaman Crowds Insight, G-Reco argues that, while there are merits to a world where large-scale global conflict is a distant memory, namely because it means people don’t have to suffer to the same degree, it ironically pushes war and violence even further into the realm of appealing fantasy. It becomes about heroes and villains, about glory and pride, rather than death and destruction.

At the same time, the characters in G-Reco are largely positive and optimistic, and while its ending is rushed and its final scene is undoubtedly the most confusing part of the anime, it also speaks towards a great deal of faith in the youth of today. They make plenty of mistakes, and they’re in some ways just as guilty of treating war as play, but they’re also not beholden to the manipulations of adults and the older generation. In this respect I get a vibe from G-Reco not unlike that of Evangelion 3.33, though the unique tendencies of their respective directors make for different overall presentations.

I think it’s fitting that the last battle in G-Reco concludes with no clear winners and no real fallout, but also has some notably unceremonious deaths. It pushes the idea that war is both meaningless yet full of things that cannot be undone, and it is up to the current generation of humanity to take advantage of our distance from war by keeping it there, while remembering that such distance comes with its own perils.

If you liked this post, consider becoming a sponsor of Ogiue Maniax through Patreon. You can get rewards for higher pledges, including a chance to request topics for the blog.

[Apartment 507] One Punch! JAM Project’s Gateway to Western Success?

I’ve written a blog about the potential influence of One Punch Man‘s popularity on the anime super band, JAM Project. You can find it on Apartment 507.

Apartment 507 also sells point cards for Japanese services such as iTunes, Playstation, and Wii U, so if you’re someone who likes to play Japanese games digitally it might be worth your while to look at the rest of the site.

New Year, New Anime: Ogiue Maniax Status Update for January 2016

Whether you visited family or went to Comic Market or something else entirely, I hope everyone had a delightful end of the year. January means a new season of anime, reflection the last year’s, and a time to see where this crazy train takes us.

As always, I’m here to thank my Patreon supporters. They’re a strong reminder that my way of writing resonates with people, and for that I’m ever grateful.

General:

Ko Ransom

Alex

Diogo Prado

Anonymous

Yoshitake Rika fans:

Elliot Page

Hato Kenjirou fans:

Elizabeth

Yajima Mirei fans:

Machi-Kurada

 

I’m happy to see that patrons are taking advantage of the Ogiue Maniax sidebar. Don’t forget, if you’re already pledging $2 or more, you can put your website on Ogiue Maniax without any added cost!

Also, due to work I may have to slow down the pace of Ogiue Maniax a bit. As stated in last month’s Patreon status update, I’ve been trying to bump the rate to three posts a week, but I might have to bring it back down to two on average. I hope this doesn’t cause any problems!

Highlights from the past month include my annual picks for best characters of the year, and of course the monthly Genshiken review. In fact, there was (sort of) another Genshiken post this month too, as I compared Oshino Ougi from Owarimonogatari to Ogiue herself. Are they twins separated at birth?

Thanks to the Reverse Thieves, I got plenty of other opportunities as well. I appeared on their S.W.A.T. Review podcast to discuss the interesting and somewhat controversial Smile Precure! dub known as Glitter Force, and even wrote a follow-up post about some of the censorship that has gone on in the series. I also participated in their Anime Secret Santa project (an annual tradition), where I finally tackled the yuri science fiction anime Simoun. You can even check out my thoughts on other bests of 2015 on their blog.

The last post I’d like to draw attention to concerns my thoughts on the idea of the “Mary Sue.” It’s become an increasingly prominent term when discussing media, so I think it’s worth remembering where it all comes from.

While the requirement for me to write about something at your behest is a pledge for the “Decide My Fate” Tier on Patreon, I am curious as to what my readers would like to see more of from Ogiue Maniax. For example, I’ve been doing more video game-related posts, though they’re not super common. Obviously I’d never abandon the anime and manga aspect or reduce its importance on the blog, but would people for example like more general fandom posts like the Mary Sue one?

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

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

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

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

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

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

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

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