Through the Looking Glass (Translator’s Note: Looking Glass Means Mirror)

Here in the English-speaking anime and gaming internet communities, analyses of translations are never uncommon. Whether it’s to praise a localization or to condemn for whatever reasons such as inaccuracies or censorship, it’s something that comes packaged with media coming from other countries.

One thing we do not see as often though is how Japan reacts to localizations of our cartoons and video games. As such, I’ve compiled a list of some interesting posts, blogs, etc. which look at the world of Japanese-English adaptations from various angles.

Adventures in Localization, MW2 Edition

The most recent thing to come up, apparently the Japanese release of Call of Duty: Modern Warfare 2 is marred by poor translations overall, which are leading some Japanese games swearing that they will buy the Asian English-language version of the game before this. Sound familiar?

Sakae Moon Street

See this Japanese fan discuss those wild and crazy cartoons from America such as Ben 10, Avatar: The Last Airbender, and Code Lyoko! He mostly posts plot summaries and information on voice actors and such, but also posts fanart sometimes, and has a gallery full of his older works. He also speaks some English and has even translated a few posts, such as in his review of the Avatar episode, “The Blind Bandit.”

I think that “Colosseum”, “Macho” and “Sumo wrestler” are loved particularly in the American cartoon. The picture of this film is wonderful. And there are a lot of highlights as for the action scene. I think this action scene is rivaled to “Matrix” or “Ghost in the shell”.

Toph’s character is like a princess more than I had thought. She is keeping the weakness secret on the other side of strength of vender power. I like it. However, of course, she is tough too. And I am surprised because Katara grew up tougher. The director of Avatar wants to show that Katara looks senior compared with Toph, isn’t it?

Dekadenbiyori

In the blogger’s own words, “I don’t know why, but translated Japanese things attract me.” Dekadenbiyori is quite unusual though in that it reviews the English translations of Japanese works FOR Japanese readers, something which I imagine doesn’t have the largest audience but is still a fascinating subject. See here as he tears apart the poor localization of the Shakugan no Shana light novel and its inability to not make the main character sound “special.” You don’t need to know Japanese in order to understand his disdain for this translation.

Burning Becky Review

Japanese Super Blogger and Mitsudomoe fan Tamagomago writes a review of a most unusual manga called Burning Becky. The comic’s style is heavily based on American super hero comics, right down to the cover with a logo in the upper left corner as well as English sound effects and the very fact that it’s a manga about a super hero. Tamagomago himself wrote the post as if he were an American speaking Japanese. This one isn’t so easy to read so I’ll provide a little sample. I had planned on translating the entire article here for English-speaking readers to enjoy, but that hasn’t happened. At least not yet.

アメコミのいいところの一つは、ダイナミックで豪快な、まるでイラストレーションのような描写力があるかな?少ないページ数にたくさんのキャラクターが出てくるために洗練された方法かもしれないね。もちろん、それは作家さん次第なので、全部ではないよ。

One of the good points about American Comics is that they’re so dynamic and exciting, one might say that they’re practically illustrations in their descriptive power. This is likely the result of  refining techniques for the sake of including so many characters on so few pages. Of course that’s dependent on the individual artist and so it’s not universal.

Bikes and More Bikes

I was looking at my old photos from my time in Japan in 2005 when I came across this one. Looking back, it’s probably the best photo I took, and so I’ve included it here.

I’m normally a terrible photographer so the fact that this one came out well at all is mere coincidence.

La Sommelière and Naruto Crossover?!

Scott Green of AICN Anime posted on his twitter account an image of Uzumaki Naruto with apprentice wine specialist Itsuki Kana from my favorite wine manga La Sommelière (not that I’ve really read any others). The image is done by the artist Matsui Katsunori, and is in celebration of Naruto‘s 10th Anniversary.

Now this is a crossover I can get behind. I bet much like Wolverine, Naruto can take a lot of alcohol due to having an unusually powerful self-healing ability.

If you want more information on the series, I’ve previously reviewed the first three volumes of La Sommelière.

Volume 1
Volume 2
Volume 3

I’ve most recently picked up Volume 11, though truth be told I haven’t really been reviewing later volumes as once you get the sense of the first two or three you’ll definitely be able to tell if you’ll like it. Later volumes introduce some new characters and still have the same fantastic wine stories, but somewhat like Golgo 13 once you’ve seen one you’ve seen them all.

And if you don’t know Naruto, well, I’m sure someone on the internet will tell you very quickly.

La Sommelière

Xam’d: Lost Memories is More than a Title

Xam’d: Lost Memories is a very ambitious show by BONES, the studio behind Eureka Seven and Full Metal Alchemist. The story follows a teenage boy named Akiyuki who, caught in the middle of a war which spans both the technological and the mystical, gains the ability to transform into a mysterious creature known as a “Xam’d of the Lost Memories.”

Though the show was originally aired on the Sony Playstation Network around the world, it recently received a TV broadcast in Japan with entirely new opening and ending themes. Whether DVDs will be available in the US is uncertain.

Xam’d is a very divisive show and there are two reasons for this split in opinion from those who have seen Xam’d. First, world-building and plot development occur at the same pace. Second, you are never given a comprehensive view of that world or its characters.

Xam’d and Eureka Seven share much of the same staff and even the same character designer, Yoshida Ken’ichi. As such, I am going to be comparing the two in order to further illustrate my points. When Eureka Seven presents its story, it first sets up the world and its characters, giving you a rough sense of what is “normal” and how everything works before it begins to tell its grand narrative. Once the “real” story begins, you have a strong understanding of how and why the world works and what the character’s motivations are. A solid foundation is built so that its story can be that much bigger, and by the end the story encompasses the entirety of the world in which it takes place.

Xam’d on the other hand thrusts you right into the story with little to no set-up or understanding of what is supposed to be going on. Episode 1 puts the main character in the middle of a violent battle, but you the viewer are unable to make a distinction between which side is which as the show does not inform you of any possible identifiers to differentiate nations or armies. It is only episodes down the line that you are made aware of the distinguishing features and pasts of the nations at war, but it doesn’t flash back to the first episode to make it clearer to you, nor does it ever actually explicitly mention it. This is how story development works in Xam’d. Rather than setting up the world and telling a story through it as Eureka Seven would, Xam’d instead tells the viewer about the world only when it’s needed to understand what is going on in the main plot. To put it differently, any time you learn about the history of the world and characters in Xam’d, it directly correlates to something vital in the actual story. Past and present are revealed simultaneously.

Even then however, you as the person watching this show are never given a full understanding of anything that’s going on. Unlike E7, the characters always know much more about anything than you. As a result, many actions that occur in the show can come as a surprise, and many details have to be inferred. It is also very different from a mystery, where you know very little and gradually learn more until you understand everything. That feeling of confusion will remain with you throughout the show. While you are made aware that the world of Xam’d is complex, you are rarely shown any of its complexities, and though the world is vast, the story told in Xam’d concerns only a small part of it, and of that fragment you are only ever allowed to view it from a distance or through blinders.

Whether handing over the reins of imagination is a brilliant move or a hopelessly imbecilic one on the part of the show and its creators is the main contention between supports and detractors of Xam’d. “Lost Memories” is more than a part of the title, as it not only describes an important aspect of the story, but it also hints at the nature of the storytelling itself. Whether you will want to keep watching is heavily predicated on how much you enjoy the incomplete and fractured view that the series gives you from beginning to end, but I would recommend it anyway just so you can be exposed to a different sort of narrative style.

The Return of the Vertical Vednesday: Licenses and Licensing

There hasn’t been one for a while, but Vertical Inc. and Ed Chavez are back to lay down some information for anyone willing to listen tomorrow, December 2nd.

For those who have never heard of Vertical Vednesdays or haven’t read my previous posts announcing them, Vertical Vednesdays are very casual informational sessions where the marketing director Ed Chavez engages in a conversation with the audience to teach and discuss various aspects of manga, whether it’s trends in Japan, the history of manga genres, or technical details. A lifelong fan and even a former editor at an actual manga publisher in Japan (Kodansha), Ed is a fount of knowledge and I advise anyone who gets the chance to have a listen or at least find a summary of one of the Vednesdays online.

This time around the topic is “Licenses and Licensing,” which might not exactly sound exciting, but Ed promises to get into some of the nitty gritty of what the licensing process actually is, a detail that most manga fans including myself do not have a comprehensive image of.

When: Wed. Dec. 2, 2009
Where: Kinokuniya NYC (6th Ave between 40th and 41st st., Manhattan)

Let’s Over-Analyze the Subspace Emissary

This post is really, really late, seeing as how Super Smash Bros. Brawl has been out for a long time now, but I was thinking about the story mode recently and my theories on it back when the game first came out. As such, I want to record them here for all of you.

Warning, spoilers follow.

The basic plot of the “Subspace Emissary,” or the story mode in Smash Bros. Brawl, is that a mysterious being called the Ancient Minister is detonating Subspace Bombs and destroying parts of the Smash Bros. universe for some diabolical scheme. We later learn that the Ancient Minister is actually the Robot Operating Buddy that was originally released with the Nintendo Entertainment System, and that R.O.B. is being controlled by Master Hand, a gigantic disembodied right hand that is like a “god” of sorts. However, it also turns out that Master Hand is being controlled by a being who rules Subspace named Tabuu, who is also the ultimate opponent in Subspace Emissary.

Looking back at the original Super Smash Bros. for the Nintendo 64, the game’s cinematic opening implies to us the true identity of Master Hand (and by extension the left “Crazy Hand” from Melee on). Master Hand’s domain is a room which contains a desk, a chair, and a toy chest from which he pulls out dolls of his favorite Nintendo characters. In other words, Master Hand is a kid who is just having fun with his toys and his video games, and that is why he is the default final boss in the series.

Who is Tabuu, then? Well, he is a being more powerful than Master Hand, who controls and restrains Master Hand against the hand’s will. He is capable of attacking with “Off Waves,” which renders the Nintendo (and Sega and Konami) heroes lifeless. He is described in the game as “having been born in a vastly foreign realm” and also “possess[ing] great leadership powers.” If you look more closely, you will see that the true identity of Tabuu is Master Hand’s father, or specifically the father of the kid playing with his video game toys. He rules subspace as a great leader and he is capable of turning “off” the child’s games.

The greatest evidence towards Tabuu being a child’s imaginary representation of his dad comes in the form of R.O.B. Prior to the start of the Subspace Emissary, Tabuu attacks R.O.B. and forces it and its loyal followers to do his bidding or risk further destruction. Why is R.O.B. of all characters the titular subspace emissary? Why is he the border between the Smash world and Subspace? If you look at what R.O.B. actually is, then the answer becomes clear.

R.O.B. was originally released as a toy to go along with the NES to play R.O.B.-specific games, and was instrumental in tricking convincing parents to buy a video game entertainment system for their kids. R.O.B., to those parents and even some kids, was the most visible part of the NES. More importantly, R.O.B. in his original games exists as both a character on-screen and as a physical object in the real world, making R.O.B.s the ideal messengers between Subspace (the real world) and the Smash world (video games and imagination).

So in actuality, the “Subspace Emissary” is an allegory for a father telling his child to stop playing with toys because they have to go do something away from the realm of video games and fun, like go visit grandma. The child, i.e. “Master Hand,” is thus captured by the evil “Tabuu,” who seeks to turn everything “off” and control everything. The father destroys and enslaves the R.O.B.s first because they are the easiest targets and the only ones to truly be both physical and imaginary. The child/Master Hand in turn must be saved by his own creations, the characters of Smash Bros. Whether the “defeat” of “Tabuu” happened in reality or purely in the mind of the child is sadly unknown.

What is the Fanservice Anime with the Greatest Heteronormative Agenda?

“Kiss x Cis”

Finally, a Good Translation for the Title! Pocket Monsters Diamond & Pearl: Arceus – Transcend the Confines of Time and Space

NOTE: The English version of the movie provides us a good translation of the Japanese title of this Arceus movie by putting it right in the dialogue. Remember folks, if you are going to translate the title instead of using the English adaptation’s as I have, Choukoku no Jikuu e should now be called Transcend the Confines of Time and Space. Stop using every translation of the title except this one, including my previous one. That line of debate should be over one way or another.

The latest movie in the Pokemon franchise is unique in a number of ways, something which is impressive given that this is the twelfth time Pokemon has seen a theatrical release. This is the first time a Pokemon movie has been released in English so soon after its Japanese release. Known as Pocket Monsters Diamond & Pearl: Arceus – Transcend the Confines of Time and Space (known in English as Arceus and the Jewel of Life), it not only is the conclusive part of the Diamond/Pearl/Platinum movie trilogy, but also the first Pokemon movie to place its focus on a god of all creation.

That god is known as Arceus, who in legends is said to have shaped the universe with its 1,000 arms. A metaphor I’m sure, seeing as the kirin-like Arceus has no arms to speak of. The movie centers around his return to Earth after many generations, where Arceus plans on exacting Judgment upon the humans who had dared to betray him all those years ago. And in the case of Arceus, “Judgment” translates into “Fiery Death from Above.”

The only Pokemon capable of even putting up a fight against this Pokemon deity are the feature Pokemon of the previous two movies, Dialga (the Pokemon who rules time), Palkia (the Pokemon who is given dominion over space), and Giratina (the sole natural inhabitant of a mysterious alternate dimension). We also learn that Arceus’ impending arrival is also what caused the distortions in time-space in the first two parts to the trilogy. Even then, they are barely able to withstand Arceus’ ire, and it is up to Satoshi/Ash and friends to figure out the truth about the Alpha Pokemon.

The 12th Pokemon movie is decent overall and definitely the kind of thing fans of the series will enjoy, but there are some things this movie does not do all that well. First, it never gives you a good sense of just how powerful Arceus is supposed to be. Though it clashes with and overpowers a number of other legendary Pokemon, the difference between Arceus and the three dragons of Sinnoh are never made clear enough to really appreciate that gap in power and majesty. Second, and I admit this is being somewhat unfair to the movie, it just does not live up to the bar set by Mewtwo Strikes Back. I revisit the first movie every time I review a Pokemon theatrical release because I believe it represents the pinnacle of the franchise and its ability to tell stories with a surprising degree of maturity and moral complexity.

That said, Arceus – Transcend the Confines of Time and Space still succeeds in showcasing through its story elements of human behavior that are both supportive and condemning of their place on the planet, albeit in a somewhat ham-fisted manner, and it provides a lot of information on the world of Pokemon that we had not previously seen, and this is probably the most fascinating part of the movie. Although the fourth movie starring Celebi gave us a view of the past where Poke Balls were hand-cranked devices, and the eighth movie starring Lucario showed us a time before the Poke Ball was even invented and Pokemon were controlled by humans like a general controls an army, Arceus’s movie goes back further still. Here, we learn that before they were known as Pocket Monsters they were called “magical creatures,” as if to imply that the relationship between man and Pokemon changed as technology progressed, though not necessarily for the worse, as the magical creatures of ancient times could be seen forcibly controlled by restrictive harnesses. That doesn’t exactly make up for not quite living up to the movie’s potential, but it does provide a lot of food for thought.

Overall, while it definitely could have been more, it was a mostly satisfying end to this trilogy. The next movie is bringing back Lugia, who’s had a 10-movie break, and will mark the first true theatrical appearance of Ho-oh. Ho-oh holds special significance in the Pokemon anime, as its appearance always signals great changes for Satoshi/Ash, so an entire movie featuring the Rainbow Pokemon almost feels like the end of an era.

Miyamoto Shigeru Agrees with Me

I previously made a post positing that one of the big changes that occurred in video game graphics around the NES era was that character’s began to have faces. Their eyes and mouths (or approximations thereof) made the characters more relatable.

While I thought it made perfect sense, I realize that aside from my visual analysis there wasn’t a whole lot of record and evidence to back it up. But then recently while reading the New Super Mario Bros. Wii interview, the creator of Mario himself Miyamoto Shigeru said something which helped support my theory immensely.

Iwata
Mario’s trademarks are his moustache, his hat and his overalls. Why did you decide to give him this look? I have no doubt you’ve spoken about this many times before, but I’d like to take this opportunity to ask you to tell us about it one more time.

Miyamoto
Certainly. The original Mario was a 16 X 16 pixilated image. At that time, when games made overseas used human characters, they were always rendered with life-like proportions.

Iwata
It felt as if the developers weren’t happy unless they’d drawn a figure that was eight-heads tall.

Miyamoto
Or sometimes it would be six-heads tall. But actually, the number of pixels we were able to use was so limited that, if we did that, we’d only have had a couple of pixels for the face.

Iwata
With two pixels, you wouldn’t even have been able to draw eyes. You’d basically have ended up with a matchstick figure. In early video games from overseas, that kind of figure often featured.

Miyamoto
And as they just didn’t resemble human figures, I was absolutely convinced that they’d been designed by people who couldn’t draw!

Iwata
(laughs)

Miyamoto
I thought it was most likely that it was the programmer who was drawing these figures. But I thought: “I know how to draw!” I mean, I’m not saying I can draw as well as an artist, but I was confident that I was better at drawing than a programmer. That’s why I started by saying: “Right, let’s draw something that actually looks like a person’s face!” So I drew the eyes, the nose, the mouth and…
Miyamoto goes on to talk about how in creating the face, it left him with very few pixels to actually design a body, and that Mario’s look was essentially dictated by function (Mario has a mustache so that they didn’t have to draw a mouth). What’s important in Miyamoto’s words is that he saw how most of the characters in games abroad were attempts to replicate a “realistic” human figure, and he still made an effort to give his character Mario some semblance of a personality by giving him facial features, even if those features were the result of limitations.
Certainly it wasn’t impossible or uncommon for games prior to Donkey Kong to have personality of their own, and Miyamoto certainly wasn’t the first to give facial features to his characters (Pac-Man being the most obvious example), it does show the kind of thinking that would go on to implicitly influence generations of gamers.

Let Us Give Thanks to Our Anime Overlords

2009 has been a crazy year for anime, with ups and downs and all-arounds, but amidst a weakened global economy and an industry going through some serious growing (or shrinking) pains, I find there is still plenty to be thankful about.

I am thankful for…

Great shows being licensed or made available streaming so that when I say Glass Mask is a FANTASTIC SHOW, you can now go and watch it. And Monster is on TV!

Some stellar guests at anime conventions. Between Ishiguro, Tomino, and a whole bunch of others, this has been a highly informative and unforgettable year of conventions. Thanks to Ishiguro and Tomino as well, for telling me all about Nagahama Tadao.

An explosion of new blogs. As the years pass, they just keep coming and coming. Keep it up, the only way to improve your writing is to keep writing.

An industry which is still trying, despite what others might claim. There may be some “safe” shows out there, but we’re also continuing to see the mediums that are anime and manga being challenged and made better as a result.

An Eureka Seven Movie. Sure, it might not be quite what I’d like from an E7 movie, and it didn’t capture what made the TV series great, but I am still grateful that such a thing could be made 3 years after the original finished.

Genshiken 2 out on DVD! Get it as soon as possible. Ogiue is waiting.

The friends I’ve made and the people I’ve met through the fandom. Truly you have made this an unforgettable year.