Would Fans of Superhero Comics Like Tiger & Bunny?

With its German-sounding location (Sternbild City), prominent use of English, and decidedly American superhero motif, Tiger & Bunny resembles something closer to the comics of Marvel and DC than it does Japanese-style costumed heroes, your Kamen Riders and Gatchamans and the like. At the same time, it’s not just a direct imitation of the superhero genre, and puts an interesting twist on the whole thing by making the heroes both celebrities and walking billboards for corporations, like if the fame and fortune-seeking Booster Gold (I know, he’s changed now but bear with me) was doing those old Hostess snack cakes advertisements.

Because of how Western Tiger & Bunny is in concept, though not necessarily execution, I’ve been wondering whether or not the show would be capable of reaching that English-speaking superhero comics fan community in any form, be it through the current Hulu stream  or dubbed and put on cable television. In considering how I would sell the series to superhero enthusiasts, I’ve pictured myself describing it as a somewhat more light-hearted Watchmen because of how it takes a critical, yet relatively optimistic view of heroes, but when I consider how many factors might make that comparison feel off for readers. They might find that the writing isn’t as airtight as Alan Moore’s and that I’m insolent enough to compare the two. They might feel unsure about the title itself (“‘Bunny?’ Do you really expect me to take that seriously?”), or that it’s still too anime for their tastes, or that the popularity of the show among fujoshi sours its reputation. They might not even like Watchmen and the comparison would have them want to check it out even less.

So I’d like to ask both superhero comics fans, anime fans, and fans of both to tell me what you think about selling Tiger & Bunny to the Marvel/DC crowd. From your experience, how do you think it would fare? If you’re a comics fan and you’ve never heard of Tiger & Bunny, what do you think of my basic Watchmen/celebrity comparison? If you have heard of it but chose not to check it out, what about it turned you away?

If Kyoto Animation Made Sacred Seven…

Fans would pay through the nose to own AUTHENTIC REPLICAS OF REAL ROCKS AND PEBBLES that the characters collect.

Don’t you want to feel a little closer to Wakana? I’m sure you do. I’ve got a couple of things in my pocket to help you out.

BUDDHA DISLIKES SUFFERING: The Buddha Film

I had the opportunity to see the Buddha animated movie recently, thanks to the New York Asian Film Festival. Based off of a manga by that one-and-only god of comics, Tezuka Osamu, it is meant to be the first part of a trilogy. I have no prior experience with the Buddha manga, so my reflection on it is not influenced by a comparison to the source material.

Following the life of Prince Siddhartha from birth to adulthood, the Buddha movie tells us about the life of Buddha. And by that, I mean it really tells us. Repeatedly, over the head, with a hammer gripped by two ham fists. Scenes which actually start out with some subtlety soon after get bludgeoned by the desire to make every message as clear as possible, whether it’s through excessive narration (literally telling and not showing), dwelling too long on certain details, or having an extremely overwrought musical accompaniment. I found myself at times getting into the movie, feeling for the characters in their lowest hour, and then in comes the music which really, really wants you to know that this is a sad moment. This turned out to be a recurring theme throughout the viewing.

To Buddha‘s credit, this meant that the film was continuously successful in pulling me in, but to its discredit the film would also drag me right back out almost without fail. In a way, the movie is its own worst enemy, and it is very clear that this film is meant to appeal to a wider, more mainstream audience, a summer popcorn flick that can’t seem to get its act together entirely. Siddhartha himself makes for a somewhat lackluster main character, not necessarily because he’s a religious figure and portrayed in the film almost without flaw, but because his “development” just feels like events plucked out of his life, all of which tell the same story. As a young boy, Siddhartha was naturally predisposed to disliking the death and suffering of others. A traumatic event causes him to dislike them even more. As a teenager, Siddhartha still is against death and suffering. Another traumatic event occurs to reinforce those feelings. As an adult, once again, death and suffering bad, here’s another thing to show that Siddhartha continues to be really against those facets of the human condition. His character never really develops, it just becomes much more of the same. This isn’t entirely bad, as I doubt any film like this would show Siddhartha’s “rebellious middle finger to the MAN stage” (and disliking war and violence and the Hindu caste system is technically sticking it to the man in this instance), but if this is just how it happens, then the film could have just been structured around that better.

There are other characters in the film as well, but their strengths and weaknesses are almost the same as Siddhartha’s, except for perhaps one twist in the character of a young peasant named Chapra, who tries to go against the caste system as well, in his own way.

Overall, I think Buddha was just okay, and that’s only because the good narrowly outweighs the bad, of which there is a lot. Again, the film is successful in becoming engrossing, but it continually undermines itself. What would have been much more powerful or poignant are cut off at the knees for the sake of removing ambiguity. Should the next sequel ever get made, I sincerely hope they realize that they have something, albeit mired in so much mud.

The Fujoshi Files 22: Arisaka Haruka

Name: Arisaka, Haruka (有坂 遥)
Alias:
Harurun (はるるん), Haruharutei (ハルハル亭), Ice Cream (あいすくり~む)
Relationship Status: Single
Origin: Otaku no Musume-san

Information:
Arisaka Haruka is a high school-age manga assistant who lives at Higan-sou, a small apartment filled with otaku and other eccentric individuals. The younger sister of a popular doujin artist, Haruka also attends Comic Market frequently as an artist. Unable to find self-confidence on her own, she began mimicking her sister both in drawing style and personality, and even quit high school as a result.

Though she originally copied her sister, Haruka was able to rediscover her own style and conviction to draw manga thanks to the help of Higan-sou resident and fellow manga assistant Morisaki Kouta, his daughter Yukimura Kanau, and Kanau’s friend, Serio, who was a fan of Haruka before she started copying her sister. Haruka has since begun attending high school again and developed a crush on Kouta. Since returning to school, she has gained a friend and fellow fujoshi in her classmate Rika.

Fujoshi Level:
Haruka’s fujoshi mind has been able to fantasize about Kouta and another resident of Higan-sou in loving embrace using that energy and her own artistic talents to bring those ideas to life. Fueled partially by her crush on Kouta, it is unknown to what extent the fictional BL Kouta’s personality differs from the real thing.

Legitimately Enjoying Things Ironically

At some point after the term “hipster” became a popular put-down among nerds, the phrase “I enjoyed this…ironically” became a running gag designed to emphasize everything that is perceived to be wrong with hipsters, highlighting that, at least for the stereotypical image of the hipster, that the enjoyment of kitsch is all an act. Because of this, I now sometimes see nerds who are afraid to enjoy things ironically for fear of being associated with that crowd.

To you, I want to say, it is okay to enjoy things “ironically.” The idea that something is “so bad it’s good” is a valid one, and being entertained on that level does not necessarily have anything to do with being “hipster.” There is a caveat though.

The key to enjoying something in an ironic fashion and not having it make you seem like less pleasant of an individual is that enjoyment of the product at hand, t-shirts, beer, anime, should be top priority or close to it. If the “ironic” products are consumed in service of enhancing or giving flourish to your image in the eyes of others, that’s when it starts to cross over into “hipster” territory. It is pretty unappealing when someone looks like they’re doing something just to make themselves seem better than others.

Certainly, some things will inevitably be part of personal presentation, such as clothes. Wearing clothes that make you look good is not a “hipster” thing. If you’re not sure about the distinction, here’s a simple test: If no one was around to see you, would you still be enjoying things ironically?

Mario Shoryukens Luigi: Ura Tougeki, Tournament of Under-Kings

It is well known by mankind that for every action, there is an equal and opposite reaction. The fighting game community is no exception, and if there exists an ultimate fighting game tournament in Japan, there must exist a mirrored counterpart. While Tougeki, the Super Battle Opera, exists on one end of the spectrum, on the other is Ura Tougeki, the Reverse Tower Opera.

If you’re wondering, there’s a kanji pun there between Tou (闘 Battle) and Tou (塔 Tower).

So if Tougeki features either the latest and/or greatest games, your Super Street Fighter IV: AE‘s and King of Fighters XIII‘s, Ura Tougeki picks the most obscure and broken fighting games it can, games that aren’t fighting games but get manipulated to act like them anyway, and a few literal button mashers.

Each iteration of Ura Tougeki begins with an Outfoxies tournament and ends with Street Fighter II: Rainbow Edition. The Outfoxies is a weird Smash Bros.-esque game that actually predates Smash Bros, and which I discussed previously as an example of an unorthodox fighting game, while SFII Rainbow is Street Fighter II on crack where Blanka’s rolling attacks can go so high as to loop back to the bottom of the screen and what-not.

Those are far and away the highlights of Ura Tougeki, but aside from those I have some particular favorites as well.

The first is Mario Bros., as in the old multi-player arcade game. Whereas the goal in a typical game of Mario Bros. is to defeat all the opponents, the objective of competitive Mario Bros. is to force your opponent to die 3 times and get a game over after 3 rounds, or at least have a higher score. Few things are more exciting than watching Mario punch the platform underneath Luigi and bump him into a fireball while the announcer shouts, “WHAT A SHORYUKEN!”

The second is Hyper Olympics, the first game in a series better known as Track & Field outside of Japan. There’s a certain sense of schadenfreude watching people fail at the ridiculously difficult Hammer Throw section, and overall the tournament is surprisingly exciting. That said, only one Ura Tougeki so far has featured it.

The third is Ice Climber, because the game is absolutely merciless to those who have just lost a life because of how the screen-scrolling works. This game is indeed multi-player.

The Bishi Bashi Champ series is essentially Wario Ware in gameplay.

I’ve included the playlists of all four existing official Ura Tougeki. If you don’t have a Nico Nico Douga account, you can use Nicofire to watch them without one.

So what are you waiting for? Let’s watch some Tower Opera!!

Ura Tougeki 1: The Outfoxies, Samurai Spirits Zero (aka Samurai Sho-Down V) Special, Super Bishi Bashi Champ, Street Fighter II: Rainbow Edition

Ura Tougeki 2: The Outfoxies, Hyper Olympics (aka Track & Field), Hyper Bishi Bashi Champ, Soul Calibur III AE, Ashura Blade, Samurai Spirits Zero Special, Mario Bros., Street Fighter II: Rainbow Edition

Ura Tougeki 3: The Outfoxies, Hyper Bishi Bashi Champ, Mario Bros., Soul Calibur III AE, Astro Superstars, Ice Climber, Shooting Technical Skills Test, Street Fighter II: Rainbow Edition

Ura Tougeki 4: The Outfoxies, Azumanga Daioh Puzzle Bobble, Soul Calibur III AE, Samurai Spirits Zero Special, Hyper Bishi Bashi Champ, Ice Climber, Cyberbots, Mario Bros., Street Fighter II: Rainbow Edition

Go Diego Go!

Vamos Diego Vamos!

Scott Pilgrim, Monkey Manga, Negima! Decisive Interviews Against the Comics Industry!

Comics Alliance put up an interview with Bryan Lee O’Malley, creator of Scott Pilgrim, and Takekuma Kentarou and Aihara Kouji, authors of the satirical yet highly informative guide, Even a Monkey Can Draw Manga. It focuses mainly on the influence Monkey Manga (a cocky, saucy book this one is) had on Bryan as he was getting ready to make Scott Pilgrim, as well as how the series differs from manga (Scott breaking up with Knives for no reason would have been a no-no).

Before you read that talk, or alternatively after you’ve read it, I highly recommend checking out the discussion between Takekuma and Love Hina and Negima! artist Akamatsu Ken, which was translated a few months ago. Whereas the Comics Alliance post focuses almost entirely on the creative side of things, the Takekuma-Akamatsu talk looks at where manga is headed as an industry and how it might have to change. You can see my thoughts on that article here, but I’m putting it next to the O’Malley one just to show how various ideas are being thrown about in terms of how manga and other forms of comics can intermingle on artistic and pragmatic levels. O’Malley talks about the influence of manga on his work, Takekuma and Akamatsu talk about potentially having a division of the workload similar to American comics, and at the very least, it gives the impression that the future of comics will look very different from today.

Read both articles and tell me what you think. I’m very curious to see what kind of impression is given when they’re experienced together.

Mizuhashi Kaori and Tohoku-ben

Mizuhashi Kaori is one of my favorite voice actors, and not just because she’s the voice of Ogiue. Her range is quite impressive, and it often makes it difficult to initially figure out that a character is indeed her. As for her role as everyone’s favorite fujoshi character, Mizuhashi has talked before about how she had to learn and practice Ogiue’s Tohoku dialect, not being from that area.

This makes her recent role in Nichijou (aka My Ordinary Life) all the more interesting. Playing the angel character in the bizarre “Helvetica Standard” skits, in episode 9 she tries to teach a demon how to pronounce “chirashizushi,” a dish which is comprised of sushi rice (i.e. vinegared rice) with sashimi on top. Think of it as a pile of deconstructed sushi. Try as she might though, the demon slurs all of the syllables in a distince Tohoku-ben fashion, turning “chirashizushi” into “tsurasuzusu.” “Sushi” when spoken in Tohoku-ben sounds like “Susu.”

I have no idea if this influenced her hiring as the Helvetica Standard Angel, but I think it makes for an interesting circle, going from having to learn Tohoku-ben to successfully play a character with that accent to playing a character who is trying to teach another character not to speak in that fashion.

Ogiue

ka.

The Skill Mezzanine

Over the past few years, there has been an upswing in video games geared for competition (or at least modified to be competitive). Starcraft 2, Street Fighter IV, the new Mortal Kombat, the concept of “eSports” is managing to achieve more success around the world than had been seen previously, with the notable exception of South Korea where Starcraft competition already managed to achieve a good deal of competitive success.

Many of these new games are sequels, and they emerge in a gaming environment far different from their predecessors. In some cases, as with Starcraft and Marvel vs. Capcom, it’s been over a decade since their most immediate ancestors. Online play has filled the long void that was left by the death of arcades. Facebook games and other bits of entertainment which fall under the heading of “casual” have made video games a common part of many people’s lives. There are now more people playing video games than in previous decades, but many of them do not devote themselves to games, particularly ones that foster competition. One of the results of this has been a move towards easier controls, reducing the number of things to do, simplifying actions, increasing the influence of random chance, and just making games where people can more easily feel like they’re accomplishing something.

In doing so however, there is a backlash created among those communities, because what this means is that, compared to those older games, they seem a little…softer. More forgiving. This in turn can be interpreted as an affront to the competitive spirit, especially for those games which dare to call themselves competitive, because it is giving a break to the weaker players. Many times, criticism will come in the form of questioning a game’s “skill ceiling.” The argument goes that if a game is less demanding on a fundamental level, it will result in a game where the best of the best will be unable to distinguish themselves from the masses more commonly known as “the rest.” Certainly this scenario is not out of the question, but what I’d argue is that those critical of these games’ skill ceilings often misuse the term and that they’re arguing against something quite different. For if the “skill ceiling” is the absolute limits of competitive skill, and the “skill floor” is the bare minimum to even understanding the game, then what those people are really arguing against is the lowering of a kind of “skill mezzanine,” the first space up from the skill floor and the minimum amount of skill needed to compete and win matches against others who are also trying to do the same.

“One guy was clearly making more mistakes than the other but he still won. This game is awful.” Putting aside the fact that weaker competitors are often capable of beating stronger ones simply because of how “skill” is nebulous and but one of many factors in competition (mental state being an arguably more important one), such an argument can be summarized by the idea that the game is too forgiving of mistakes, and that because a weaker player is more prone to errors, it rewards them unfairly. But a game that punishes mistakes less is not the sign of a lowered skill ceiling so much as it is evidence of a lowered skill mezzanine, and this is because even if the best players are the ones who are closest to touching the ceiling, the players worse than them do not have to aim for that ceiling as well. Their goal could simply be to touch the feet of those better players, and a more forgiving game means that they can accomplish such a task more easily, no matter how high the ceiling may be.

The higher the skill mezzanine however, the tougher it is for people to reach basic competitive competency, which has the effect of weeding out less devoted players. What remains, if numbers are sufficient (and there is always the danger of that not happening for a game), is that the only people left are the ones who have been able to overcome some very unforgiving limitations.

One of the consequences of mistaking the skill mezzanine for the skill ceiling is that people conflate the concept of game limitations that were overcome through skill with the idea that game limitations necessarily generate skill. Veteran Starcraft competitor and commentator Sean “Day 9” Plott often emphasizes that imposing restrictions can be a useful method for improving one’s gameplay. In that sense, the rules of a particular game can be seen as a forced limitation rather than a self-imposed one. But it is also a mistake to believe that those specific limitations should be the standard by which all other games are judged, to confuse the concept of limitation with the particulars of execution. Soccer is the most popular sport in the world, and is praised for the amount of mental and physical skill required to play it at a high level. One of the most basic rules, the one that gives soccer its internationally more popular name of “football,” is that a player is normally not allowed to touch the ball with their hands. This simple yet profound limitation (hands being vitally important to the survival of humankind) encouraged people to find ways to move the ball with the rest of their body, and as the game has developed over the course of generations, soccer players discover new methods and refine them. But one cannot say that, because soccer developed into “the beautiful game” in part due to the limitations on hands, that all other ball sports should also ban the use of hands.

There is nothing inherently wrong with criticizing a game’s capacity for competition, because there are games that are objectively more competitive than others. Chess is far more complex than tic-tac-toe. One game can indeed have a lower skill ceiling than the other. But I think it is important for people critical of a game’s skill ceiling to be able to distinguish between it and the skill mezzanine in order to discuss a game’s competitiveness.