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.

Hulu Says, “Watch Anime.” I Say, “Uhhh…”

For the first time in a long while I’ve been able to use Hulu, and naturally the first thing I do is go watch some cartoons. While watching anime on Hulu, I got an ad for…anime on Hulu. That’s nice, why not advertise your services? People might not know, and I assume that these ads aren’t just preaching to the choir and appear on other shows.

As I watched the 30-60 second ad (I don’t quite remember how long it was exactly), I came to an odd realization that the ad was not making me want to watch anime. If you haven’t seen it, it basically features various clips from anime titles on Hulu (Naruto, Soul Eater, School Rumble, etc.) to the tune of an instrumental version of the first Soul Eater opening. Something about it doesn’t sit right with me, and I think it has to do with how similar it is in spirit to ADV’s old anime advertisements which emphasize thie idea anime is action, giant robots, magical girls, comedy, straight from Japan, not kids’ stuff, etc. I even like a good amount of the shows used in the ad, but it’s like they took the most spastic and anime-ey scenes they could find and called it a day’s work.

I don’t have a solution to offer myself, for an advertising wizard I am not, but I can easily think of one example that I feel inspires people to watch anime. Back in the early-mid 2000s, Toonami would run ads for their shows, usually grouped together by a theme. They made anime feel grand and special in a way that wasn’t just drawing on kids’ desires to see something different (though obviously that was still a factor).

(It also doesn’t hurt that the narrator is Optimus Prime.)

The above video indeed feels like it’s promoting a lot of the things that the old ADV commercials and the Hulu one do, but so much more weight is given to themes that are explored through anime than to the flesh and spectacle of techno-oriental exoticism. If the Hulu ends up working out for Hulu and they get tons of new viewers, then more power to them, but I still think the ad could be something more substantial.

Mahjongs at Dawn

Friend, mahjong ally, and translator kransom is currently in Japan, and in a conversation online he mentioned to me the fact that Texas Hold ’em has a similar reputation in Japan that Japanese-style mahjong has in America. In other words, it has a small but devoted following where if you say to someone that you know how to play Texas Hold ’em, they’ll get really excited and invite you to play, possibly showing off their Real Authentic poker set in the process. Having a passing familiarity with Texas Hold’em and more of an understanding of mahjong, I can see why they would have a similar exotic and wild appeal. They’re both games where you have to manage your luck.

The only thing that’s missing for Japan is an Akagi equivalent, an intensely dramatic series that thrills you into loving poker. If such a thing could be produced in the US, then the circle would be complete.

Thinking about mahjong as a storytelling device however, I realize that there is an inherent “flaw” of sorts with the game that doesn’t quite exist in Texas Hold ’em, and that is mahjong’s inability to naturally come down to a one-on-one situation. That’s not to say that a 1v1 battle is impossible, but mahjong is inherently a four-player game, with a strange three-player variant if you’re one man short, but no long-standing rules for two players. As a result, mahjong stories have to go through great efforts to transform the game into a duel, whether it’s coming up with an entirely new (and untested) rule set (Ten, Shin Janki), pushing two of the players into supporting or even essentially non-existent roles, or modifying it into a 2v2 game. Texas Hold ’em however can start with a large group and as more and more players lose all of their money, the game can end up in a 1v1 with no wild changes made to the basic rules of the game.

So Texas Hold ’em has potential, though I think anyone who’s seen games knows that. Make it a series about female poker players who really enjoy each others’ company if you have to.

Speaking of, I realize that Saki prefers to have all four players in a mahjong game be their own characters, as opposed to lackeys for more prominent figures in the story, and is kind of an exception as a result. That route is, of course, also a good one.

Kanji Deja Vu

One of the most frustrating things in studying Japanese is coming across a kanji you swear you should know but still don’t.

Usually what will happen is that I’m reading something in Japanese, be it manga, article, essay, or book, and I’ll hit a particular word that I don’t know the meaning of, but still feel like I recognize it. Then it hits me that I’d seen this word previously, and I had been in almost the exact same situation, where I’d be looking at something and finding the kanji, this time determined to commit it to memory. Except I didn’t which is why I’m in that current situation in the first place. Ever break a promise to yourself and then forget that you did? It’s kind of like that, only I don’t ruin my friendship with me forever as a result.

A couple of recent examples include:

基礎 Kiso, meaning “basis.”

至る Itaru, meaning “to reach.”

Maybe if I just complain about Japanese enough, I’ll learn it.

Jokin aside, the real culprit is obviously under-use, and if only I’d keep up my studies more consistently this sort of thing wouldn’t happen. I’m reading quite a bit of Japanese lately so hopefully more of it will be able to stick, at least reading-wise. Spoken Japanese is another matter entirely, and I can feel myself not developing in that regard as much as I should (and possibly even regressing a good deal). I have to reassert my conviction to learn, as I have every reason to do so.

Catching Hearts: A Response to Scamp’s Heartcatch Precure! Review

This post is in response to Scamp, aka The Cart Driver’s review of Heartcatch Precure! It goes way into spoilers, so be warned. If you want to read something significantly less spoiler-heavy, I suggest yesterday’s review.

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