The Important Lesson Nadesico Teaches Us About Entertainment

Current discussion of entertainment media is filled with questions as to what messages, intentional or otherwise, are conveyed to audiences. Does a work promote racism or sexism through its characters actions? Does a series portray as heroic characters whose values are misanthropic? In this time, one work to look back on is the science fiction anime Martian Successor Nadesico, which highlights the idea that creative works are ultimately subject to personal interpretation, but that those subjective outlooks can have real consequences.

In Nadesico, many of the characters are fans of an old giant robot anime called Gekigangar 3. Cut from the same mold as 70s-era anime such as Getter Robo and Voltes V, it’s a simple story about heroes of Earth defending against alien invaders through the power of friendship and passion. At first, this series within a series acts mainly as a fun retro contrast to the setting and aesthetics of Nadesico itself. This all changes, however, when it’s revealed that the enemy forces are also fans of Gekigangar 3. In fact, they’re not just fans—they’ve based their entire civilization on Gekigangar.

Jovian men dress like the male heroes of Gekigangar 3. The women pattern themselves after the sole female character, Nanako. Even the robots they use to fight the Earth forces are made to look like the titular Gekiganger III. This mutual love of the same series between the space battleship Nadesico’s crew and the Jovians opens up the opportunity for peace. After all, Gekigangar 3 is all about friendship and passion, right?

One character, Jovian Vice-Admiral Kusakabe Haruki, does not see it that way, and he acts as the main antagonist at the finale of the TV series. When asked how he could defy the principles of Gekigangar, Kusakabe argues that his actions are completely in accordance with the show that forms the basis of Jovian society because Gekigangar 3 is about victory for the righteous against evil.

The same action scenes that the main crew of the Nadesico viewed as the bridge to peace also acts as the pretense for war and violence. While it’s possible to argue that Kusakabe’s interpretation was misguided and a too-narrow reading of Gekigangar 3, the reality is that it fuels his actions, and that even if the work had the best of intentions, the work does not exist in a vacuum and is subject to both social and personal perspectives.

The final joke about Gekigangar 3 is that the ending is pretty bad and hokey. Negating the noble sacrifice of one of the characters, Joe (whose design and narrative purpose is a mix of Hayato and Musashi from Getter Robo) conveniently comes back from the dead for a last-second save reminiscent of the finale of Mazinger Z when Great Mazinger shows up. The main hero of Nadesico, Tenkawa Akito, talks about how he held off on watching the last episode of Gekigangar 3 for a long time, only to find out that it’s nothing special. In a way, everyone who worshipped Gekigangar 3 put it on a pedestal that far exceeded its actual content, but at the same time the way it inspired people to strive for their best and to live with passion in their hearts is seen as a net-positive. “Remember this anime at its best” is the takeaway for the crew, but it requires an already-held belief of wanting to take a positive and humanity-affirming spin on any media consumed, which won’t always be the case for everyone.

Even works with the best of intentions, like Fight Club, are infamous for being misread. Entertainment meant to portray something in a negative light might accidentally be seen in pop culture as supporting those ideas. So for those shows and films like Gekigangar 3 that aren’t necessarily meant to be deep or extremely thoughtful, the opportunity for both loving and hateful interpretations is even greater. Ultimately, it’s the responsibility of those watching to give their takes on a work, even if it’s not 100% intended by the original creators, so that a work’s interactions with the cultural and social symbols that live and grow among us can be discussed and debated upon.

Hopefully Celebrating Independence: Ogiue Maniax Status Update for July 2018

The United States is another year older, and it’s starting to feel its age. I normally don’t try to talk politics too much in these monthly updates, but the times compel me to.

Before I jump into the nitty-gritty messiness, however, I want to thank my sponsors on Patreon and Ko-fi. You help make writing and blogging even more worthwhile than it already is.

Thank you to…

General:

Johnny Trovato

Ko Ransom

Alex

Diogo Prado

Sue Hopkins fans:

Serxeid

Hato Kenjirou fans:

Elizabeth

Yajima Mirei fans:

Machi-Kurada

When it comes to the state of the US in 2018, I feel a great deal of anxiety. Politics are tricky, but I constantly feel as if those in charge, especially on the right, are playing with napalm and are willfully ignoring the danger they pose to the people and the very foundations of American democracy. I’ve been watching Legend of the Galactic Heroes: Die Neue These, and every instance of the democratic Free Planets Alliance trying to use jingoistic loyalty or play with human lives to gain favor for an election season his way too close to home at the moment.

If I had to describe my political beliefs, I’d say I’m broadly left/liberal. It’s not as if I walk lock-step with everything the left says, but if I have to choose between a side that can get a little over-enthusiastic about their desire to create a world free of racism, sexism, and discrimination of all kinds, and one that holds onto power by any oppressive means necessary, then I’m willing to take some disagreements from the former. Seeing the endless mental hoops that defenders of our current political climate try to jump through, all in order to keep power in the hands of those who willingly exploit the marginalized, saddens me.

I know that some others on the left don’t share my interpretation of Darling in the Franxx. And in the past, I’ve actually argued that Anita Sarkeesian was unfair in her early analyses of women in video games. But it’s better for a Sarkeesian or anyone else to try and call out issues of representation where she sees them than to pretend they don’t exist at all—or worse yet, drum up controversy for the thinly veiled sake of minimizing input from other groups.

On a lighter note, here are my favorite posts from June.

How Super Smash Bros. Ultimate’s Gameplay Decisions Support Both Casual and Competitive Players

The new Smash Bros. was revealed, and I am beyond excited. One thing I did notice is that a lot of the new changes try to embrace both casual and competitive players, and I’m optimistic about it.

“Mogusa-san Fights Against Appetite” Concludes on a Body-Positive Note

The sequel to Mogusa-san, the story of a charmingly gluttonous girl, comes to an end.

Thoughts on Shinkalion, the Robot Anime Designed to Promote Bullet Trains

Subliminal, liminal, and superliminal approaches to selling the Shinkansen.

Return to Genshiken

It’s the final post on my series 1 re-read! See my closing thoughts on my favorite manga ever.

Hashikko Ensemble

Chapter 5 of Kio’s new manga is the best one yet.

Patreon-Sponsored

The Relevance of Older Anime to Newer Anime Fans

It’ll always benefit a newer fan to look back, at least a little.

Closing

Here’s to hoping for a better world.

Precure: The Crossroads of Voice Acting

Fifteen years is a long time for an anime to continue running strong, and Precure still stands at the apex of the magical girl genre in terms of prominence and notoriety. In that decade and a half, numerous voice actors have lent their performances to Precure, and it’s made this franchise into one in which seiyuu of all stripes, from anime veterans to relative newbies, intersect. To be involved with Precure can become a defining role, or an affirmation of an illustrious career.

In the original Futari wa Pretty Cure, Cure Black was played by Honna Youko, who at the time had more experience playing small roles in live-action series. While the few voice performances under her belt at the time were big deals—starring roles in Studio Ghibli films Omohide Poroporo and Whisper of the Heart—she wasn’t an anime industry juggernaut. Opposite Honna in the role of Cure White was Yukana, who was coming into her own as a fan-favorite due to roles such as Li Meiling in Cardcaptor Sakura and Teletha Testarossa in Full Metal Panic! Since then, Honna has earned some major roles in anime, notably Sumeragi Li Noriega in Gundam 00, but the bulk of her career is in voice-overs and narrations for television. Yukana, meanwhile, has become an anime industry veteran.

Mizusawa Fumie, voice of Cure Marine

Another voice actress who had a career-defining performance in Precure is Mizusawa Fumie, voice of Cure Marine. Prior to Precure, she was relatively unknown, playing roles mostly in small and relatively obscure anime. Now, she’s beloved by both children and adults for her energetic performance in Precure, and is considered a highlight of every crossover movie she appears in. In contrast, Mizusawa’s counterparts—Nana Mizuki (Cure Blossom), Kuwashima Houko (Cure Sunshine), and Hisakawa Aya (Cure Moonlight—were in 2009 already known for numerous characters in extremely popular series. These include Naruto (Nana as Hyuuga Hinata), Azumanga Daioh (Kuwashima as Kagura), and Sailor Moon (Hisakawa as Sailor Mercury).

The list of veterans goes on. Sawashiro Miyuki (Mine Fujiko in the more recent Lupin III works) became Cure Scarlet. Kugimiya Rie, the tsundere queen, came to Precure as Cure Ace. Tamura Yukari (the Magical Girl Lyrical Nanoha to Nana Mizuki’s Fate Testarossa) is Cure Amour. Koshimizu Ami, who originally began her career as Nadja Applefield from the 2003 Toei anime Ashita no Nadja, became Cure Melody. In each case, there’s a sense that they’ve “arrived in Precure” at long last.

One unique case is Miyamoto Kanako, who began her Precure career as a theme song vocalist across multiple series. In time, she landed the role of Cure Sword before going back to performing more themes. Other Precure singers have made cameo appearances, but only Miyamoto has made it as a Cure.

Various levels of acting experience existing in a production is hardly unusual, anime or otherwise. However, what Precure has is sheer longevity and the constant reboots to bring in new blood. It’s been around for so long that girls who grew up with Precure are now old enough to audition for it. To that point, according to the original producer of the franchise, Washio Takashi, 2017’s Kira Kira Precure a la Mode was the first time that girls who grew up watching the series became the voices behind the Precures themselves. Precure is in a unique position to push younger talent while also celebrating the efforts of voice acting’s Titans, and it should continue to do so for as long as it’s around.

Splaket 11 + Popket Rebroadcast Double Doujin Event Report

On my recent trip to Japan, I had the opportunity to visit not one but two doujin events at the same venue: the Splatoon-themed Splaket 11 and the Pop Team Epic-themed Popket Rebroadcast. Both were held at Ota City Industrial Plaza PiO, which is the same venue as the Love Live! event I attended two years prior.

Splaket

Splaket wasn’t overwhelmingly large by any means, but it did get plenty of foot traffic. I actually saw a few parents bringing their young, Splatoon-loving kids there. I like to imagine they were otaku parents introducing their kids, but Splatoon is big enough a series that I’m not sure that’s guaranteed.

What stood out to me most, however, were the ways artists and creators of these doujin works transformed the Splatoon concept to fit their needs. It’s like the world established by the games is just detailed enough to girl the imagination and just open enough to let that same imagination fill in the blanks. I saw detailed weapons catalogs, fashion guides, BL, yuri, straight romance, Callie and Marie, Marina and Pearl, and everything in between. It made me feel what an astounding success Splatoon is in terms of visual aesthetic and design.

Popket

The first thing I saw upon reaching Popket was the event catalog—a standard of doujim events. However, when I tried to pay for it, it turned out that the ¥333 price tag meant exactly that amount. It’s based on a Pop Team Epic joke about how animators make only ¥3,330,000 (approximately $33,000 USD) in spite of the grueling labor required. if you wanted them to keep the change, they wouldn’t let you! It was free to enter, but if you wanted that extra item, you had to come prepared.

Given that Pop Team Epic actually had a fair amount of mainstream penetration in Japan, I was expecting a fairly large event, but it was actually significantly smaller than Splaket. I’m not sure why this was the case, but I wonder if it was a combination of factors, like scheduling and Pop Team Epic being a difficult series to parody for the purposes of doujinshi.

The goals of fan works are many, but two are taking the original property to new and curious places, and trying to faithfully extend it such that the characters remain familiar as they’re adventures continue. But Pop Team Epic defies nearly all expectations. How do you parody a work that practically parodies itself? How do you tell jokes on its level? It’s not easy.

What I saw from Popket was less parodying Pop Team Epic and more using it to parody other series. Rather than trying to put Popuko and Pipimu in new situations, the doujin creators mimicked the drawing style of the original artist, bkub, to spoof other works. It reminds me of that artist who keeps drawing parody doujinshi of various series in which all the characters look and act like they came from Fist of the North Star.

Overall

It was an afternoon well spent, and a good chance to connect with Japanese fans. As always, I wish there was more of a doujin culture in the US and elsewhere.

R.I.P. Nerd? More like RIPPED Nerd: Hashikko Ensemble, Chapter 5

I’ve liked Hashikko Ensemble well enough so far, but this is the first time I’ve found myself laughing over and over again while reading.

Summary

The rugby club has their eyes set on recruiting Orihara, but he doesn’t want anything to do with them. Jin wants Orihara for the chorus club, but when the rugby boys claim that their sport is perfect for strapping young fellows, Jin reveals a secret: he’s actually incredibly ripped!

Jin and the rugby captain decide to settle it with a competition: who can do the most push-ups while reciting the school anthem? But while they seem even, Jin has a trick: harmonizing with the captain to throw him off! Jin’s ploy is successful, and he wins the right to Orihara, but the guy doesn’t care. An altercation with the rugby captain, who demands Orihara honor the bet, causes Orihara to take a swing, accidentally breaking his earphones in the process. An incensed Orihara leaves the classroom, only to run into Akira.

Singing is a Man’s Sport

Who would’ve thought that Kimura Jim was that built? He’s practically Muten Roshi from Dragon Ball or the Incredible Hulk! I simply did not expect this twist, and while I assume it’ll not alter the general story in any crazy way, it does highlight just how into music Jin really is. He got that body just so he could sing better!

Funny thing: as I started this chapter, I thought to myself how Hashikko Ensemble showcases Kio’s knack for depicting realistic characters, where the humor doesn’t feel overtly “manga-esque.”

Then the shirts started coming off. Between the reaction from Hasegawa (whose clear preference for macho bodies comedically contrasts with her friend’s interest in more handsome types) and the “singing push-up” competition, the chapter hit a certain level of absurd that both deviates from Kio’s norm and reinforces that strength in characterization. It’s ridiculous but still somehow down to earth, and not in that healing slice-of-life way.

Orihara’s Part-Time Job?

Orihara has a part-time job of some kind, and it appears to have major implications. Orihara himself states that it’s the reason he can’t join any clubs. Jin guesses—correctly, it seems—that the job has something to do with his voice. I have no idea what that could be, but perhaps he works the loudspeaker at a supermarket or something.

Also, according to Jin, it’s work that probably requires Orihara to be heard, and he theorizes that Orihara has developed a rich baritone where his facial movements allow him to transmit sound more clearly without having to be as loud. This is also some solid storytelling, as it connects one of the first scenes in the chapter, the face exercises Akira and Jin are doing on the title page, with this new information.

The Girls

It might seem unusual that I bring up the female characters in every review, but that’s mainly because their purposes in the story are nowhere near as obvious compared to Akira, Jin, and even Orihara fall into the general flow of the narrative. Gradually, chapter by chapter, they come more into view. In Chapter 5, we learn about Kurata’s antagonistic perspective on club activities, which in her eyes serve no purpose in a high school devoted to tech and engineering—especially not music. Is her path continued opposition of the chorus club? If so, would it be more active or passive? Questions, questions.

I actually didn’t recognize Kurata at first, because she’s only shown up so far with her hair tied up and an intense look in her eye as she tries to master subtlety and control with her tools. The fact that she looks so serious and together in this chapter contrasts somewhat with her previous depictions. The only thing that makes it crystal clear it’s the same girl is the closeup on her eye. If there’s any way to describe her, it might be “serious business to the point of comedy.”

Hasegawa seems pretty nonchalant in general, so seeing her freak out over some hard bodies adds an extra wrinkle to her character. I find it noteworthy that she can talk to Orihara so naturally when he’s implied to be just as buff. Does she really only react to bare muscles, or is there something else? I also wonder if Hasegawa’s going to be into Jin, or if the fact that there’s plenty of muscles to go around means no direct romance.

The Science of Hearing

When Jin is talking to Orihara about the latter’s cryptic “I can’t hear it but I can” statement, he brings up two terms: “phoneme restoration” and “aural harmonic.”

Phoneme restoration, or the phoneme restoration effect, refers to when a listener somehow hears a sound during speech that wasn’t actually present. Under the right conditions, a word could be pronounced with noise replacing or overlapping certain consonants, and our brains fill them in as if they were there.

Aural harmonic is “an overtone that is heard by the normal ear when a pure tone of suitable frequency and intensity is sounded and that is presumably due to the nonlinear response of the ear mechanism.”

In other words, both refer to effects that alter listening and make you hear things that aren’t necessarily there. It’s unclear as to whether or not this applies to Orihara, though.

Songs

No special songs this month! Just the school song again, albeit done by buff guys doing push-ups.

Final Thoughts

I wonder if Orihara’s presumed ability to make his voice heard despite not speaking very loudly means he’s going to be a teacher of sorts for Akira. And as for Jin, I wonder if everyone in school will see him differently now.

Return to Genshiken – Volume 9: Don’t Call It an Ending?

Here we are: the end of Genshiken. At least, that’s what we could’ve said if the sequel never came out. It’s fascinating to look at this last volume while both remembering the finality with which it hit back around 2006, and being cognizant of the developments that have occurred since then.

What is Return to Genshiken?

Genshiken is an influential manga about otaku, as well as my favorite manga ever and the inspiration for this blog, but it’s been many years since I’ve read the series. I intend to re-read Genshiken with the benefit of hindsight and see how much, if at all, my thoughts on the manga have changed.

Note that, unlike my chapter reviews for the second series, Genshiken Nidaime, I’m going to be looking at this volume by volume, using both English and Japanese versions! I’ll also be spoiling the entirety of Genshiken, both the first series and the sequel, so be warned.

Volume 9 Summary

A visit from Ohno’s American friends, a New Year’s shrine visit, a fight between Sasahara and Ogiue, and a failed confession from Madarame all lead to the finale of Genshiken: graduation for Sasahara, Kasukabe, and Kohsaka. Good times, good memories, and an open future are in store (at least, until the sequel shows up).

A New Ogiue

It surprises me that even to the very end, we’re still learning a lot about Ogiue. It might be because she’s had such a dramatic shift in her own life in the previous volume (i.e. resolving her inner turmoil and starting a relationship with Sasahara) that we’re seeing sides of her that were previously obscured.

One of the most notable qualities in Ogiue after her change is that she loves being in love. She wants Sasahara to hold her. She enjoys walking and talking. She’s easily embarrassed, so public displays of affection are out of the question, but the thrill of being with Sasahara permeates her being and helps to make every day of Ogiue’s a less angry one compared to her past. However, what becomes evident is that Ogiue did not undergo a total transformation. That anger and confrontational stubbornness is no longer omnipresent, but it’s still there, and it still fuels Ogiue when she needs it.

This quality of hers is seen in Volume 9, when Ogiue asks Sasahara (who’s now working as a manga editor) to look over her submission for a published manga magazine (Monthly Afternoon, the home of Genshiken, as we later learn). Here, we find out Ogiue tends to take criticism very personally. In her eyes, comments about the lack of a clear protagonist and a too-long introduction are attacks on her character and her ability, and she lashes out at Sasahara. But as Yabusaki points out, Ogiue’s not the type to give up easily. Motivated by rage, she revises her manga (and draws a second submission!) in a way that incorporates Sasahara’s advice. So it turns out that she’s bad at receiving criticism but great at utilizing it—a volatile combination that Sasahara somewhat laments.

The unique editor-artist/boyfriend-girlfriend relationship between Sasahara and her is another facet of Ogiue hat is revealed in this final volume. In the sequel, this dynamic is constantly referenced, even as early as the first chapter of Nidaime, making it a vital part of how they interact with each other. While I’m loathe to simplify everything into S&M relationships, there is a sort of subtle sadomasochistic quality to their relationship because they keep going through this pattern of criticism, anger, and renewal, only to come back for more. But given that Ogiue’s both willingly letting herself get mad and taking it out on Sasahara, it’s not like there’s a clear-cut “S” or “M,” if you can even use those labels at all.

As an aside, Yajima in Nidaime goes through a similar thing, creating a highly entertaining manga after getting fed up by her lack of apparent talent compared to Hato, but I wonder if that’s less anger and more frustration.

Silence

In Chapter 53, “Confession,” Madarame runs into Kasukabe alone in the club room, conjuring up the memory of when he first started to develop a crush on her. Sure that she’d be forever out of his reach, Madarame elects to stay quiet about his love, preferably for the rest of his life. Back when I first read it, I thought Madarame did, if not the right thing, then the Daidouji Tomoyo route of “I want the person I love to be happy.” I think it was and is easy to relate to the plight of a noble (or perhaps spineless) nerd and his unrequited feelings, and to see Madarame as a mildly tragic (perhaps moe) character.

Of course, things have changed since then with Madarame in Nidaime confessing, being turned down, and ending up with Sue after a drawn-out competition from a bevy of female suitors, but I distinctly remember back then thinking that leaving things unspoken and unsettled might indeed be Madarame’s fate. And now, looking at this whole plot thread in full, I’d say Madarame confessing in Nidaime was the right choice because it’s clear he just couldn’t move on. In order to find another potential partner, he needed to be rejected because he’d be stuck in perpetual emotional limbo otherwise.

But Madarame’s confession isn’t the only time silence plays a major role. One of the highlights of Volume 9 is a special chapter dedicated to showing Kasukabe finally doing a joint-cosplay photo shoot with Ohno. The story has Kasukabe an unwilling victim of her own promise, Ohno trying to sneakily give photos of Kasukabe to Madarame, Ohno getting clocked for her efforts, and everyone getting ready for the graduation. This is done entirely without dialogue or sound effects (the sole word balloon being a “!?”), and it creates a powerful mood as the penultimate chapter. The fact that it comes directly after “Confession”—silence following silence, so to speak—might be coincidental, but it only adds to the feeling that “this is it, the end of Genshiken.”

That chapter is also an exercise in creativity for Kio, which is something I see in Volume 9 more generally. Earlier in the volume, when the characters are visiting a shrine in Narita for New Year’s, there’s an image of the group walking around, overlaying a bunch of other panels showing off the scenery. I have to wonder if these are the seeds that lead to the more dynamic (perhaps one could say shoujo-esque) paneling of Nidaime, and if that shrine visit is the start of Kio’s fondness for dumping tourist information into his series.

Before moving to the next topic, there’s an interesting panel in the silent chapter: an unfinished drawing of nighttime that leads into a Sasahara and Ogiue scene. It’s clearly not meant to be unfinished in that “roughness makes it look more interesting!” way, and it’s never been fixed or corrected. This isn’t a big deal, but it stands out all the more because of how detailed the scenery and environmental backgrounds typically are in Genshiken.

Sue, and the Story “Yet to Come”

Sue’s always been a fascinating character in the sense of her being a non-American’s (surprisingly accurate) interpretation of an American fangirl, but also in that she makes a strong impact from her mere presence. To this day, one of my favorite moments in Genshiken is Sue reenacting the “hiccup scene” from Azumanga Daioh—there’s something perfect about those “clones” of hers showing her gradually moving toward Sasahara, delivering every line in the process, before planting her fist in his solar plexus. In one of the between-chapter comics, Yabusaki runs from her (feeling awkward/shy around foreigners), only for Sue to unexpectedly start chasing her. If there’s any character in Genshiken who’s consistently hilarious, it’s Susanna Hopkins.

Given how little she appears, it’s amazing how much we see of Sue in Volume 9. We learn that she wants to study in Japan, we see her form a weird and affectionate bond with Ogiue, and we see her interact with Madarame more. If Genshiken had ended here as it originally did, we’d be left with just a general sense of Sue’s comfort around the two of them. With the context of Nidaime, these two relationships become much more significant. Even though Sue’s known Ohno for years, Ogiue might actually be her best friend. As for Madarame, that scene of him with Sue on his shoulders as he feels the warmth of her thighs takes on a whole new dimension.

Graduation as the Turning Point

Graduation is a special time in most school-themed works that run long enough, and it’s typically presented as all the things one might expect: a changing of the guard and the dawn of a new age. Genshiken ends up having two (three if you count Nidaime), and I think of its many strengths is how it handles these generational changes. They’re not necessarily abrupt, and it’s not like the old characters go away, but the refocus of the core cast is tricky to handle. While I know everyone has their own favorite “era” of Genshiken, I’m impressed by how well this manga handles that transition each time.

Anachronisms and Retcons

It amuses me that we still see flip phones in Volume 9. By the time Nidaime rolls around, Ogiue already has a smartphone. The sequel is supposed to take place not long after Volume 9, but the actual real-life time gap meant a lot of small things ended up changing. In the end, I think it’s for the best, instead of having to try and faithfully replicate 2005-2006 for the newer series. Besides, one of the points of Nidaime is to reflect how much otaku culture had changed over the past decade, and that wouldn’t quite fit if Kio just went straight back to the subculture of the mid-2000s.

In fact, one of the big changes in Nidaime is the much-higher female population, something that’s already sort of in motion in the first Genshiken. This brings up a big question: is the original Genshiken ending retconned? In it, we see a group of anonymous guys come up to the club room and greet an off-screen club president. In Nidaime, those guys are nowhere to be found. Is it supposed to be some undefined “future?” Should we pretend that scene never happened? It can’t be the past, because there’s a poster of Sänger Zonvolt and the little-girl version of Irui Ganeden from Super Robot Wars Alpha 3 (2005).

Kasukabe Saki, Moe, and a Translation Correction

I’m about to say something that might surprise Genshiken fans: The English translation of the final page has issues that alter the meaning significantly.

The final side story for Genshiken series 1 involves everyone having post-graduation drinks, when Madarame brings up a topic of discussion: “What would make Kasukabe be moe?” They go through different possibilities (sexy character, tsundere), only to realize that other girls closer fit those archetypes (Ohno and Ogiue, respectively). Madarame thinks the only way it’d work is if Kasukabe were a virgin, such that her insecurities became her vulnerability and thus her moe quality. Kasukabe asks Kohsaka what’s moe about her, and his answer is nothing. The other girls then wonder if Kasukabe really hasn’t noticed Madarame’s feelings, and the entire manga ends with her looking at them (and the viewer), oblivious.

This might not be how you remember it, and it wasn’t quite how I remembered it either. Back when I first read this, that I thought the final chapter was more about taking the piss out of Kasukabe and just ending with a good ol’ classic otaku discussion. Only now, having done this re-read, I realized both my error and the official English translation’s mistake. Japanese is very much a language of unspoken context and Genshiken is quite slangy when it comes to how the characters talk. By being even a little off in terms of understanding the meaning conveyed, it can completely derail the point of a scene.

Here’s the English translation:

Keiko: I wanna watch this whole thing explode.
Ohno: No, that wouldn’t be fair. Because you wouldn’t be the one exploding.
Ogiue: I’ve always felt this way, but I don’t think Kasukabe-senpai realizes how sensitive she is to conversations like this.
Girls: ……
Kasukabe: Huh?

And here’s what it’s saying in Japanese (I’ve made the translation a little stiff on purpose to give as much of the full context as possible).

Keiko: I sooo wanna step on that landmine.
Ohno: You can’t. Because you’re not the one who’d explode.
Ogiue: Um……I’ve been thinking about this for a while, but do you really think Kasukabe-senpai hasn’t noticed? I mean, she’s perceptive when it comes to this kind of talk, right……?
Girls: ……
Kasukabe: Huh?

The issue is that the English translation first has Keiko talking about wanting to watch it all explode, when the Japanese is using the term “step on a landmine” to basically mean “I want to bring up something I shouldn’t,” i.e. the fact that Madarame is in love with Kasukabe. That’s why Ohno responds with “You wouldn’t be the one exploding,” because it’d be Madarame catching the brunt of that. Then, when Ogiue chimes in, what she’s really talking about is how odd it is Kasukabe hasn’t noticed Madarame’s feelings when she’s normally so good at catching on to these kind of subtle social cues. The trouble is the term binkan, which can mean sensitive or susceptible, but also aware and alert.

So the real point of this whole thing is that Kasukabe’s potentially “moe” qualities are there, just not in the way that’s readily apparent. They mainly exist only relative to her interactions with other individuals, namely Kohsaka and Madarame. With her boyfriend, it’s her inability to handle Kohsaka’s cutting remarks. With Madarame, it’s the possibility that, somehow, the most socially perceptive person in the group hasn’t notice how hard this guy is crushing on her. As we later learn in Nidaime, Kasukabe’s suspected Madarame of liking her all along, but didn’t pick up on the actual hints, in a “stopped clock is right twice a day” sort of way.

Final (Random?) Thoughts: What is Genshiken‘s Greatest Strength?

As I finish this revisit of my absolute favorite manga series, I’m left to wonder why Genshiken grabs me so thoroughly. Luckily, a recent interview with Kio Shimoku revealed an important factoid: Kio never actually spent all that much time in the anime/manga/gaming club that became the inspiration for Genshiken. Instead, his characters are shaped by a seeming desire to make them feel as real as possible. And that’s who these characters are. They’re otaku, but they’re not limited by that label. They’re human beings, full of wants and desires, contradictions, the potential for growth, and so much more. That’s what drew me to the series, and that’s what inspired me enough to name this blog after Ogiue. The endless voids of her eyes and the anger inside of her filled me with inspiration and joy all those years ago, but it’s the way she evolved that made me a fan of her (and this great manga) forever.

The Relevance of Older anime to Newer Anime Fans

This month, I was asked to write about “the relevance of older anime to newer anime fans.” The short answer is that older anime is always relevant, even if newer fans don’t think it is. I’ll leave the criteria for “older” up for interpretation, but no matter whether it’s one year or 30 years, looking back on the anime that came before is a way to gain perspective on this form of art and entertainment that enthralls us so.

When a fan only watches what is newer, there’s a risk of developing a very skewed sense of what anime was, is, and can be. It’s easy to assume certain ideas are entirely new and have never been explored before, when in fact there’s a whole back catalog of shows that take on those topics. For example, the surface reputation of Gundam as vaguely “giant robots do fighty army things” can often color people’s views of what the franchise is actually like, and actually taking the time to look into those older series can broaden one’s perception.

In other cases, it’s easy to think that it’s “always been this way,” when certain stylistic or narrative tendencies are in fact the product of continued development reflecting the changing times. I recall being a young anime fan in the 90s, when most of what we got were short OVAs meant to be proof-of-concept adaptations for manga that doubled as advertisements. Often, they didn’t make any sort of effort to acclimate new viewers, so many fans were under the assumption that most anime were visually beautiful but unfollowable nonsense story-wise. We often failed to understand that it was simply what we received.

The above examples aren’t necessarily about looking backwards, but the point isn’t to position “older anime” as “better.” Not only is that highly subjective, but there are strengths and faults to anime made in any era, as well as cultural assumptions that might be controversial in hindsight. Rather, the important thing is to look beyond one’s current purview.

I understand that it’s easier said than done to get into older anime and not have it feel like a “chore.” It shouldn’t be “watch this show from 20 years ago because it’ll make you appreciate newer things—to hell with your own enjoyment!” Moreover, there are so many forces at work that directly and indirectly discourage newer anime fans from looking backwards. The newer shows take up all of the mental space through advertisements and social media discussion and who knows what else. If watching anime is a social experience for someone, it can become difficult to convince friends to abandon the opportunity to keep up with current trends. And while good aesthetics are in the eye of the beholder, older shows can at first look dated and thus lack relevance to a young, modern person. But for those who can overcome those hurdles, the reward is a more expansive library to potentially love and learn from.

This is actually why I’ve begun to think that remakes aren’t such a bad thing. Notably, Devilman Crybaby has re-introduced a classic manga to the wider world, and people have embraced it. The visuals might not be standard anime by any definition, but they’re fresher and more contemporary than what came beforehand, and they help fans to understand that the stories told in the past can still be relevant and powerful even if they look like they’re from a bygone era. If done well, it can encourage fans to break out of their shells and see.

See more, see wider, see further.

This post was sponsored by Ogiue Maniax patron Johnny Trovato. If you’d like to request topics for the blog, or support Ogiue Maniax in general, check out the Patreon.

The Fujoshi Files 178: Zombina

Name: Zombina (ゾンビーナ)
Alias: N/A
Relationship Status: Single
Origin: Monster Musume: Everyday Life with Monster Girls

Information:
Zombina is a member of M.O.N., a monster girl task force that deals with monsters who break the law in regards to the Interspecies Protection Act that allows monsters to live in the human world. As a zombie, she does not feel pain, and is able to lose body parts without it seriously affecting her negatively. Zombina is clever, utterly without inhibition, and a lover of firearms. However, accuracy is less important to her than being able to cover a wide swathe with bullets. She also enjoys zombie movies.

Fujoshi Level:
Zombina is a “rotten girl” both in the sense of being a decaying corpse and a lover of BL. She especially loves Levi x Eren and Bertolt x Eren from Attack on Titan (itself a zombie-esque manga), and hopes to go to a yaoi doujin event someday.

Ponkotsu Kyonyuu: The “Busty Failure” Character

Over the past few years, a new-ish character archetype seems to be emerging in manga. As far as I know, there’s no widely accepted term in Japanese or English, but the two common words used to describe them are kyonyuu, or “giant-breasts,” and ponkotsu, or “piece of junk.” The former word is pretty self-explanatory, but the latter likely requires some explanation.

A ponkotsu character is described by the Pixiv Dictionary as a type of moe female character who seems cool and capable on the surface, but is a comedic wreck on the inside. Two examples of ponkotsu characters in recent memory are Kawashima Momo from Girls und Panzer, the student council vice president who tends to panic in high-pressure situations, and Aqua, the “useless goddess” from KonoSuba! In fact, one might argue that all of the characters in KonoSuba! count.

The small trend, then, seems to be pairing the ponkotsu type with a large chest. I’ve found who qualify for that criteria are Shidare Hotaru from Dagashi Kashi (above), the titular character from Magical Sempai, and Takizawa from Bijin Onna Joushi Takizawa-san (both below).

As heroines, “busty failure” characters appear to share many of the same physical characteristics and mannerisms, even when ignoring chest size. In particular, their facial expressions seem to exist on a spectrum ranging from “incredibly smug” to “profuse blushing,” with these characters most commonly falling somewhere in the middle. Also, they’re frequently incredibly intense individuals.

Given their beauty and their curvaceous figures, there’s an obvious sex appeal component to the archetype. What’s unclear is why this exact combination has taken traction, in contrast to the standard moeblob, e.g. Asahina Mikuru from the Haruhi. For example, clumsy dojikko types are a dime a dozen, but there’s plenty of characters of all chest sizes who fall under that umbrella. Perhaps there’s something fascinating about having these girls be, in a sense, “mentally clumsy.” Maybe it’s that having these girls be “perfect” physically provides a powerfully arousing contrast with how easily flustered they are.

How Super Smash Bros. Ultimate’s Gameplay Decisions Support Both Casual and Competitive Players

E3 2018’s come and gone, leaving in our wake the juiciest details about the new Super Smash Bros. Ultimate for the Nintendo Switch. The goal is clear: to make this the most complete Smash game ever, most evident in the fact that every playable character across the franchise’s almost 20-year history is back, along with newcomers Daisy and Ridley. I have a million thoughts about the new game, in no small part due to the sheer amount of information coming our way. Not only were there 25 minutes devoted to Ultimate in the Nintendo Direct, and plenty of Nintendo Treehouse play sessions at E3, but there are also official introductory video clips for every characters, filled with tidbits if you look carefully.

My major takeaway from following all of this news is that Ultimate is embracing the idea that a game can truly be capable of excelling in both competitive and casual environments, instead of having one compromise the other. Many decisions made for the current build benefit players of all stripes.

New Dodge Decay Mechanic

One brand-new change in Ultimate is that rolls and dodges get less effective if you overuse them. While I personally believe that their power in Smash Bros. for Wii U is quite manageable for the most part, there is an environment where rolls are the bane of everyone’s existence: wi-fi play. Thanks to the inherent lag in online play combined with the fact that players had no control over who they connected to, rolling became much, much more powerful. For Glory mode became infamous early on for being filled with players who roll over and over, relying heavily on the inconsistency of variable online connections.

But while highly skilled players, especially the pros, have mastered punishing bad rolls, it’s not as if they fail to benefit from having dodge maneuvers being limited by decay. Playing at the higher levels means having a thorough mastery of all aspects of the game, and now rolls and dodges have an added wrinkle to them that encourages players to use their other fundamental tools, like walking and running. Moreover, these evasive techniques are now a resource to be managed. Do you use more rolls now to guarantee getting out of a sticky situation if it makes you more vulnerable later?

Tournament players now have another skill they can improve, and newer players online can avoid frustration dealing with lag. It’s win-win.

The Hybrid Air Dodge is Gentle Yet Harsh

In the history of Smash Bros., there have been two different types of air dodges. The first is the directional air dodge, originally from Super Smash Bros. Melee, which allows players to become invincible for a brief period and move a short distance more in any direction they choose. The penalty is that you become unable to do anything but plummet down afterwards, leaving you vulnerable. The second type is the unlimited air dodge from Super Smash Bros. Brawl, which lets players use repeated air dodges but prevents them being able to do a quick juke like the Melee directional air dodge does.

Air dodging in Ultimate is a hybrid version between Melee and Brawl. Players can choose to shift their direction during an air dodge or fall naturally, but there’s a period during which follow-up actions are impossible. It doesn’t put you in a helpless state as it would in Melee, but only one air dodge is possible before landing.

The air dodge in Brawl was changed in the first place likely so that it would be easier to use and understand for newer players—especially Nintendo Wii owners who were playing video games for the first time. It even introduced the concept of dodging in the air and counterattacking, something that wasn’t possible in Melee. Certain characters, namely Mewtwo in Smash for Wii U, even excelled at this strategy. However, fans who love Melee competitively often dislike this air dodge because it means juggles and combos were easier to escape. In their eyes, being able to air dodge repeatedly took away from one of them franchise’s best features.

Ultimate‘s air dodges leave a player vulnerable but not overly so. Using it eats up an option and makes one more susceptible to getting juggled, but the player can still attack out of it. Reports say the stationary air dodge allows faster recovery, which means the Mewtwos of the world can still do their thing. Directional air dodging vs. stationary air dodging also provides an added layer of decision-making, and gives characters like Yoshi and Little Mac who traditionally have suffered from limited recovery options to do a bit more.

Simpler, Freer Movement Benefits All Levels

One of the other new features of Ultimate is the ability to do pretty much anything immediately out of an initial dash. Past games restricted your options, but now everything from smash attacks to tilts to specials and more can happen out of a dash.

The probable reason this was previously not possible was because it made dashing into more of a commitment, and players ideally worked around it. In practice, newer players tend to just charge headfirst into things and then complain when their predicable option gets called out.

Melee is something of an exception to the rule of restrictive dashes because of the existence of wavedashing, an advanced technique that allows characters to slide while standing still, granting greater access to their arsenals while advancing or retreating. The lack of wavedashing in other games is a huge sticking point for many Melee fans, and is part of why they prefer those other games less. However, the execution of a wavedash requires a good amount of timing and dexterity. While most Melee players will claim it’s simple and easy, for many people it’s not, and failing to learn it actually significantly impacts your ability to succeed in that game.

By having these “dash cancels” (or whatever they’ll be called) come out of a more natural tendency to run ahead, it potentially makes less experienced players feel like they have more control. At the same time, it also fulfills at least some of the functions of wavedashing while being a more simplified command. Just dash, pause briefly, and attack.

Buffs Across the Board

Balance for a test version is of course not finalized, but from all reports so far it’s clear thay they’ve aimed for competitive improvements to nearly every character. Zelda suffered from being unable to act out of her Din’s Fire and Farore’s Wind special moves in past games, but now they no longer hold her back. Ryu always faces his opponents 1v1 (just like in Street Fighter) and can now back dash to improve his footsies. Little Mac can use both of his recovery moves, allowing him a little more leeway getting back on stage. Ganondorf’s attacks are surprisingly quick. The only exceptions seem to be Fox, Cloud, and Bayonetta, who are more limited in what they can do. Notably, Bayonetta’s infamous combo game and Witch Time ability have been made less effective, and Cloud’s Limit, which granted him improved specs as well as access to souped up specials, now only lasts 15 seconds instead of being potentially infinite.

Characters are getting quality-of-life changes and things specifically targeting their crippling flaws in previous games while also making them easier to use. There’s a clear desire to bring everyone up. However, what’s also important is that it shows on some level an acknowledgement of the skill found among stronger Smash players. Likely the reason Zelda’s Din’s Fire caused a helpless state when performed in the air was a fear that using it offstage, especially against weaker players, would be too powerful. No more—now, the game acknowledges that it might be really strong in those scenarios, but so what? “You can handle it,” says Ultimate.

A Game Already Loved

Despite being a mere test build, praise for the gameplay has thus far been near-universal—something that didn’t happen with Smash Bros. for Wii U when it was revealed in 2014. Super Smash Bros. Ultimate appears to be on track to giving almost all players what they want, and it’s thanks to mechanics that seem to reward skill without making the learning process daunting for less strong players. Unless something goes terribly wrong between now and the December 7 release date, it might become the most successful Smash game ever, both financially and competitively.

For more details, as well as some of the sources I used to get info for this post, check out the following.

Abadango’s thoughts on the new Smash (Japanese)

Full Breakdown of Super Smash Bros. Ultimate’s Gameplay Mechanics

VGBootcamp VODs