Creamy Mami, All Right In the End I Guess

A few months ago when I decided to write my mid-series thoughts on the 80s magical girl anime Mahou no Tenshi Creamy Mami, I expressed some dissatisfaction with the show. With a story centered around a young girl who gains the ability to transform into an older version of herself, and who becomes a beloved pop star as a result, the fault I found in Creamy Mami is that did not do enough to convey its main character Yuu as a normal girl. All of her friends around her age were boys somehow romantically linked to her, and she seemingly never had a normal environment such as as school setting which you could contrast with her adventures.

Shortly after I published that post, I went into the second half of Creamy Mami and lo and behold, the anime now featured her attending classes and talking to female classmates. Seeing as it’s highly unlikely that my thoughts somehow traveled back in time and influenced the production of Creamy Mami, I can only imagine that similar criticisms were brought up at the time, and that at the half-way point they decided to do something about it. At the same time, the show was also clearly successful enough to hit that 6-month mark and continue (and I know there are OVAs and such as well).

While they eventually resolved some of the issues with Creamy Mami, I have to say that it’s the kind of show where even though it gets better, it takes so long to do so that I can hardly expect anyone to stick around, even if it concludes well. Overall, it’s mostly a cute fluff kind of show, which can be nice, but you can also get cute fluff and some more substance from other shows.

Actually, if you want to know the best part about Creamy Mami, it’s probably the second ending theme, Love Sarigenaku. It’s catchy, and kind of a far cry from the rest of the songs in the show, in a good way.

Double Dragons vs. Abobo

Check out this exciting fight!

Secret Santa: Planetes, for the Sake of Humanity

For the 2011 edition of the Reverse Thieves Secret Santa, I was given three excellent titles to choose from. Given that I have been hearing good things about Planetes for a very long time though, I felt that it was the right and proper choice to make. After having watched through all 26 episodes, I find the series to be one that is difficult to pin down because of how it handles so many of its elements extremely well, and asks a great deal of its viewers without making it necessarily a “challenging” watch.  It is a show which eases you into its difficult, mentally engaging portions but also doesn’t let up on them either.

Planetes takes place in the early years of space colonization, when mankind is utilizing resources found outside of the Earth and has established cities on the moon and on orbiting satellites. In this era, space travel is naturally common, but decades of collected junk (old satellites, garbage launched into space, etc.) around Earth’s orbit have made it potentially dangerous. Even a seemingly harmless object becomes deadly when controlled by the unrestrained laws of motion. In order to combat this serious issue, mankind has developed the profession of “debris hauler,” a job which is absolutely vital to space travel but is treated with about as much reverence as a janitor. The story of Planetes focuses primarily on these debris haulers, especially the brash-but-serious veteran Hoshino “Hachimaki” Hachirota, and the new recruit filled with lofty ideals for people and space, Tanabe Ai. Together, they work for the Debris Section of their company, derisively referred to as the “Half-Section” for being perpetually understaffed.

Though I cannot comment on the accuracy of the science in Planetes, I can say that it plays a large role in the series, particularly how inertia works in space. It is taken seriously, and though the show feels light-hearted, the seriousness of their respective positions is also made immediately apparent. As space debris is dangerous, so too is the work of a debris hauler, as they have to be prepared for the fact that every time they are out on the job could be their last.

The challenges of space travel are not simply limited to the tasks at hand, either. When it comes to expanding humanity further into the universe, there are very real consequences. Space development is seen as a way to benefit all of mankind, but the truth is that the wealthiest nations, the ones that have the funds to develop space programs, are the ones that profit the most. The gap between nations grows ever wider. Planetes is an anime that questions progress and development, the interaction of politics and science, personal motivations, the nature of human interaction, and even the way we view ourselves individually.

The beauty of the series, however, is that it does not give a clear winner in the conceptual battle of “cynicism” vs. “idealism,” nor does it say which side is which. Planetes does not push one side over another, as if to say that once you weigh all of the advantages and disadvantages of space travel relative to the state of mankind, you can figure out which is right. The answers are as myriad as the the show’s cast of characters, all of whom are fantastically developed and who contribute heavily to the unlikely combination of feel-good comedy, political intrigue, and genuine speculation, balanced in a way that very few works of science fiction are able to accomplish. Even when you disagree with them, you cannot deny their convictions.

Hachimaki decided to go into space because he wanted to go faster and further than ever before. Fee Carmichael, the pilot of the Half-Section debris ship “Toy Box,” is a chain-smoking pragmatist whose skills are the best in the business, but who shirks at the chance to get promoted because she feels her skills are most needed out in the “field” instead of being behind a desk. Werner Locksmith, the developer of the first inhabitable ship to Jupiter, is a brilliant mind whose emphasis on science over humanity can be shocking to those who expect empathy, but his attitude is also necessary for pushing space development technology further. Tanabe herself strongly believes that the key to everything is love, and that actions without love are lesser for it, an attitude which can be grating to those who see reality as a much harsher place. And yet it must be asked, who is truly naive, the one who believes that love connects humanity, or the one who believes that people are forever alone?

Similarly, some problems are seen as trivial when faced by issues of a larger scale, seemingly insurmountable ones which affect entire countries, but those in turn are dwarfed by the vastness of a perspective with the entirety of the universe in mind. Suddenly those “small problems” of the individual start to play a much greater role. In the end, Planetes never leaves you with a definitive answer to any of the questions it posits, leaving you to decide for yourself.

Before I finish, I feel that I must emphasize once again that somehow through all this, Planetes is fun and even a bit romantic. It takes itself seriously, but it also doesn’t neglect the personal joys that can be found in life. There isn’t anything quite like it.

Extent of Fandom

I’ve recently been watching the new season of My Little Pony: Friendship is Magic as I also watch the on-going The Idolm@ster anime, and it has me thinking about the upper limits of my own fandom and what effect that might have on how I identify as a fan.

I think My Little Pony: Friendship is Magic is quite a good show. It’s funny and charming and it has remarkably good characters. Whenever I see people praising the show or expressing their love for it and its ponies, I know where they’re coming from. I’ve seen it, and I think it’s worthy of praise. I even have a favorite character, Twilight Sparkle. The Idolm@ster I was less immediately fond of, and kept watching primarily to understand this franchise which I had heard about for so long but never knew anything about. In time, I grew to like the show well enough, and like My Little Pony: Friendship is Magic, I gained a favorite character within the show. In this case, it’s Akizuki Ritsuko.

However, I’m not sure how much I can call myself a fan of the show. I like it to be sure, and I think it’s excellent, but something about it keeps me from identifying as an MLP fan, and it’s not because the “bronies” are so outspoken. That’s not a problem at all. If there is something “amiss,” it might be that I have experienced greater passion for other shows, and so by comparison, as highly as I think of My Little Pony: Friendship is Magic, I know my capacity to love a cartoon can be much greater.

This makes me wonder, if I hadn’t come to MLP: FiM or The Idolm@ster as the person I am now, Ogiue Maniax blogger and academic of dorkish things with plenty of experience in geekdom and a propensity for expressing in writing that which I cherish, would I have more readily considered myself a fan of that series and devoted more of my time and energy to it?

Return of Comipo

The Fujoshi Files 32: Karisawa Erika

Name: Karisawa, Erika (狩沢絵理華)
Alias: N/A
Relationship Status: N/A
Origin: Durarara!!

Information:
A member of the mysterious online gang “Dollars” and a former member of the “Blue Squares”, Erika has had a hand (albeit a small one) in many of the strange events that have occurred in Ikebukuro since the arrival of the mysterious Headless Rider. She is often seen in the company of a few other Dollars members, the stoic Kadota Kyouhei, driver Togusa Saburou, and fellow otaku Yumasaki Walker, with whom she is closest.

Together, Erika and Walker make endless anime and manga references, though Erika naturally tends more towards BL. Her taste in anime, manga, and light novels is wide and varied, with a particular fondness for ASCII Media Works products. However, her favorite pairing is not from any manga she reads, but the combination of mortal enemies Heiwajima Shizuo and Orihara Izaya.

Fujoshi Level:
Like most fujoshi, Karisawa Erika is capable of pairing many different guys. Unlike many though, she has the gall to do it right in front of their faces using them as the ingredients.

Thick with Cyberpunk: Real Drive

I’m here today to review the show Real Drive, also known as RD Sennou Chousatshitsu. While I started on the show years ago, early on in the life of this blog, I never got around to finishing it until recently. Even now that I have, I’m not entirely sure what to make of it (other than that I think it’s a good show overall), but I still want to draw attention to it because it is quite an unusual work, and I think it’s worth a look, if only for that.

Probably the most peculiar thing about Real Drive is that it’s an eclectic mix of elements that you normally wouldn’t associate together. While you might find other anime which are designed to appeal to as wide a number of fanbases as possible, the focuses here are so specific that their combined coverage only makes things more confusing. I’m going to group these elements into five basic categories.

Cyberpunk

The centerpiece of Real Drive is an advanced form of internet-like shared space called “The Metal,” portrayed as a kind of “ocean” into which characters must “dive.” Most of the characters in the story have replaced their organic brains with cybernetic ones which allow easier access to The Metal, while some have prosthetic bodies to slow aging, and others have androids to help out with a variety of tasks. As might be expected, the system isn’t perfect, and all of the stories involve The Metal in one way or another, and by extension things like human perception in a possibly post-human world.

Chubby Girls

Quite different from just about most visual entertainment out there (let alone anime and manga), the female characters in Real Drive, particularly the ones seen most frequently, range from athletic to voluptuous to legitimately overweight. Definitely meant to be cute, sexy, or both depending on the character, the presence of such portrayals of the female body is a constant in this show. Perceptions of sexual attraction plays a role in the story as well, but there is also a kind of slice-of-life feel, particularly with the high school girls in the cast but also even with the male characters.

Environmentalism

The ocean-like design of The Metal ties into the actual oceans, and the cyberpunk world of Real Drive is in part due to an environmental disaster which occurred many years prior to the main story. The sunny skies and constant presence of water make for a far cry from the Blade Runner visuals which people associate with terms like “cyberpunk” and “post-apocalypse.” The politics between technology and environment also come into play.

A Geriatric Protagonist

Real Drive is one of the few anime where you will find an octogenarian main character, and his age does play a role in the show and the overall story. A man who loved to dive (in the real ocean), only to have an accident and wake up about 50 years later, the unusual world of real drive is experienced largely through the eyes Haru Masamichi.

Episodic Format

While the show has some on-going plot lines, most of the show involves incidents that resolve after one or two episodes. These can range from people losing their consciousness in The Metal to the dreams of a musician to a lost dog, but even the “everyday comedy” stories will involve some aspect of the science fictional world in which Real Drive takes place. Overall, the approach enriches the scenario portrayed by the show, making it possibly better than a more focused on-going narrative.

Once I develop my thoughts on the themes, messages, and ideas presented by Real Drive I might write something more substantial, but for now I just want to think about its potential as a “gateway” anime, not so much for anime in general but for the various genres/aspects that are in this show. Could someone who comes to this show for the science fiction start to understand the appeal of girls talking over lunch? Could the converse also happen? I’m not entirely sure myself, and I think the combination has just as much potential to drive people away as it does to draw them in, but that is precisely why I think Real Drive is worth a look.

Playstation Edible

Late November-Early December is the fun time for kids in the Netherlands, as that is when Sinterklaas, Santa Claus’s badass Dutch counterpart comes riding into the country from his home in the North Pole Spain, first by steam ship, then by white horse. Part of the festivities involve giving children chocolate, notably in the form of alphabet letters, but what this also means is that once Sinterklaas Day passes (December 5th), there is a sudden discount on chocolate all over the country in a fashion similar to the day-after-Valentine’s.

And so, I found this rare item (at 50% off!):

I must say, your PSP might play the latest games and possibly have connectivity with your PS3 through some kind of cloud storage system. It might entertain you on a bus or train ride for hours on end. But, is your screen made of white chocolate?

I didn’t think so.

My Favorite Thing About The World God Only Knows

With the premise of a dating sim-addicted nerd tasked to woo real women in order to exorcise loose demon souls from them by using his wealth of game-derived “knowledge,”  The World God Only Knows is the kind of anime that can very easily go wrong. Initially, I approached the series with some wariness, but after having finished the first season I found myself immediately eagerly continuing with the second one. Overall, I ended up being reasonably impressed by The World God Only Knows and it hinges on one reason in particular.

Given the concept of the series, it inevitably leads to a good number of female characters being introduced in order for the hero Keima to work his moves. In the case of The World God Only Knows, it also results in each girl having a particular problem that must be resolved in order Keima to win their heart, and the danger I felt was that it could potentially lead to the kind of series where a girl appears, Keima romances her and breaks the curse, and then her story is simply done, as if this romancing is the most important period of her life. Thankfully however, The World God Only Knows avoids that pitfall with grace and dignity.

Certainly Keima does make the girls fall for him, but rather than end up feeling like a girl’s story is reaching its conclusion, it’s more like their story is only just beginning. Keima acts as a turning point in their lives, where they resolve some long-standing (or perhaps recent) issue and come out the better for it, their mental and emotional states refreshed. The entire world is open to them. Also, they forget about falling in love with Keima so he doesn’t end up having half a dozen girls chasing him at all times.

Though perhaps The World God Only Knows could be called a visual novel-themed anime, it ends up behaving more like a healing anime. Showing the opportunities that can be available with some renewed perspective on life and the willingness to confront inner demons (no pun intended), The World God Only Knows maybe therapeutic to not only its cast of characters but perhaps to the viewers as well.

If you want to try it out, the entire thing is on Crunchyroll, and if you want more, keep in mind that it’s based on a manga.

The Barrier to Mahjong is the Self

I haven’t been playing as much mahjong lately, due to a combination of lack of time and a desire to distance myself from it for a little bit, but every so often I decide to sit down for a couple games. When I do, I inevitably get clobbered, unable to handle the assault of my fellow tile slingers. To some extent, I know that this is due to rust on my already meager skills, but I think that there is another factor involved. When I stop playing mahjong for a while, my mind becomes unaccustomed to some of the psychological rigors of the game, and it takes a while to adjust back to normal. In this period, I’m especially vulnerable, so if I just come back to the game every few weeks I end up never quite leaving that mindset.

“So why not just keep playing until you get back to where you were?” you might be asking. I ask myself this too. The “problem” however, is that mahjong can be an incredibly nerve-wracking game in a way that few others are. The combination of luck and skill, where everyone is planning something and you can’t quite tell where luck ends and decisions begin, and the fact that the difference between winning and losing can come down to one unfortunate dealing of a tile, makes for an intense and mentally exhausting game, especially when you’re playing on the competitive Tenhou ladder and people mean serious business.

That tense do-or-die feeling is also why mahjong is fun in the first place, so the dilemma at hand is simply this: do I devote that amount of energy to playing it, knowing that while it’s a great way to really challenge myself and test my ability to handle luck and the machinations of others, it can also be a very powerful source of frustration?