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

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

Shinkansen Henkei Robo Shinkalion is the most blatant advertisement in cartoon form that I’ve seen in a long time. It’s so upfront with its true purpose—promoting Japan Railways’ shinkansen (aka bullet train) system—that it’s right in the title. But I actually don’t mind the extreme shilling of Shinkalion all that much, and it’s for one simple reason: the Japanese train system, including its shinkansen, is astoundingly good.

The hero of Shinkalion is a young boy named Hayasugi Hayato, a total train otaku. Hayato discovers that his dad, ostensible a Japan Railways (JR) employee, works for a secret division dedicated to fending off monsters attacking Earth. In an emergency, Hayato becomes the pilot of a Shinkalion, a super-advanced train that can transform into a giant robo, and helps his dad in their fight against the forces of evil. Naturally, all Shinkalions are based on actual, real-world shinkansen trains. Incidentally, one recurring gag among Japanese Shinkalion viewers is referring to the series as a reverse-Evangelion because it’s about a young pilot who can’t wait to support his dad on his mission to fight off monstrous invaders.

It’s not just the Shinkalions themselves that are selling Japanese trains to the audience, as nearly everything about the anime talks up the country’s rail service. Hayato’s family name, Hayasugi, is a homophone for “way too fast” in Japanese—a reference to the high speeds of the shinkansen. His catchphrase, “I’m Hayasugi Hayato, the guy who always makes it on time!”, is based on the fact that the Japan rail system is famously on-schedule. Whereas other train systems around the world might see a 10-minute delay as “reasonable,” a five-minute difference is considered “extreme” in Japan. This is part of why train otaku exist, as it’s not just the mechanical aspects of the trains themselves that hold appeal. The precision and complexity allows enthusiasts to imagine riding from one part of Japan to another while planning the most perfectly efficient route possible.

While Shinkalion is indeed mainly about high-speed trains, it also advertises for a few other things. There’s tourism, the natural extension for a show about trains, with the ending theme showing various famous landmarks across Japan. While I haven’t researched it, I’m confident that all locales presented are reachable by shinkansen. Then there’s the Google product placement. Not only is one of the characters a popular Youtuber, they even use the term Youtube and show it off. The strangest promotion is the fact that the Vocaloid, Hatsune Miku (or a convenient alternate version of her), is a pilot in the show—and she’s actually voiced by the Hatsune Miku software! In this instance, it might be JR that’s benefiting from the association instead of the other way around. The result is that Shinkalion is a kind of marketing black matter. The characters would have to be plastered with logos like NASCAR racers for it to go any further.

I’ve taken bullet trains, and they’re an amazingly comfortable experience. I’ve taken regular trains, and they’re so reliable it makes coming back to New York City’s subway system almost feel like culture shock. If this fairly generic giant robot cartoon wants to sell me on shinkansen, it can do that all day long. That said, I would be wary of Shinkalion becoming propaganda for JR as this perfect entity, because there’s evidence that it isn’t. Glancing at reviews on Glassdoor, there are multiple negative comments about the companies being extremely conservative businesses and thus stifling its own growth. Perhaps the efficiency of the system comes at a (human) price.

Still, I can enjoy Shinkalion for what it is. This 500-yen Shinkalion model kit I bought is a testament to that.

Report: Retro Doujin Event Game Legend 28

On a recent trip to Japan, I attended a doujin event dedicated to retro games. It was an opportunity on my part to not only attend my first ever Japanese event dedicated solely to video games, but to see just what “retro” meant for a Japanese audience.

Held in the city of Kawaguchi, “Game Legend 28” saw a fairly packed attendance. I’m awful at estimating crowd sizes, but I’d say there was close to 200 people in attendance. The vendors there offered a diverse range of goods, even more than events I’d attended in the past, and it was primarily due to the subject matter. While the standard comics and essays were there in droves, one could also find CDs of video game music covered by amateur bands, entire archives of instruction manuals, people’s personally developed games, and even super-miniaturized (and playable!) versions of arcade and console titles. The last item seemed to be a trend, as more than one table offered them.

When it comes to trends one might not see at a US convention, I noticed that there was a great amount of love given to the PC-Engine (released in the US as the Turbo Grafx 16), and that certain popular Japanese meme characters such as Spelunker still held strong. I also met a woman who wore a Segata Sanshiro t-shirt and sold a photo journal of her time attending a Sonic fan event in Korea. Another dedicated herself to F-Zero, showing not only doujinshi but tiny F-Zero machine replicas as well.

It’s common to presume that doujinshi means “porn,” but I actually saw very few tables dedicated to 18+ material. Even then, one was selling a comic featuring a popular heroine from Tokimeki Memorial. In other words, even the smut was frequently retro.

Ultimately, I enjoyed Game Legend 28, and even bought a few things, including a Sega Smash Bros. parody doujinshi starring Alex Kidd. But the event also inadvertently curried favor with me when a small live brass band played a song from one of my favorite video game soundtracks ever. Following performances of the boss theme from R-Type and the ending theme to Chrono Trigger, they went straight into “Back to the Fire,” the Hydra stage music from Thunder Force III.

At that point, Game Legend 28 could do no wrong in my mind.

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

Whether she’s a high school student discovering love or a college student striking it out on her own, the gluttonous Mogusa Minori is among my all-time favorite manga characters. Earlier this year, the story of a girl whose fondness for food transcends human limits had concluded in the fifth and final volume of Mogusa-san Fights Against Appetite. I’m not going to retread a lot of ground because my previous review still holds up, but I do want to elaborate upon the final message of the series and its overall positivity.

The main premise of Mogusa-san Fights Against Appetite is that Mogusa, whose appetite is virtually endless, is trying to transition into a more normal eating schedule. Where once she could be found snacking throughout the entire day, now she wants to limit herself to “only” three meals—albeit, every individual meal is itself more like three meals to the average person. Part of the comedy of this series is that, inevitably, Mogusa succumbs to her hunger pangs and has a rapturous encounter with whatever food’s in front of her. In the final volume of Mogusa-san Fights Against Appetite, however, this begins to increasingly weigh on her mind.

Seeing everyone, including her boyfriend Koguchi Torao, working hard to achieve their dreams and win their personal battles makes Mogusa very self-conscious about the fact that her own challenge—eating somewhat like a “normal” person—seems so frivolous compared to others’. But a trip back home and some advice from her mom helps Mogusa to see differently. She has matured, and in fact her gluttony has been of great benefit to her. She’s made great friends, met a wonderful boy who’s grown into a splendid man, and given her a wealth of experiences. Mogusa ultimately decides to embrace her food lust and aim to become a gourmet writer, sharing her passion for cuisines great and small with the world.

This conclusion resonates with me greatly, and not merely because I love to eat everything as well. When it comes to food shaming and body shaming, we live in a culture where outward physical appearance and behavior are often prioritized over one’s psychological well-being. The guilt Mogusa feels over eating is not uncommon, even if it’s exaggerated in her instance. Every so often, I see someone mention that a guy or a girl are disgustingly fat and that they need to get in shape, not taking into account the inner emotions of the person they’re speaking about. Some people are better off exercising and experiencing dramatic weight gain/loss because it can lead them to greater personal satisfaction and overall happiness. For others, however, the constant pressure to match a certain beauty standard means that being more physically fit can lead to mental turmoil. There’s no universal solution, even if at least some exercise is undoubtedly beneficial in e end.

This lesson isn’t limited to food. For as long as I’ve been a part of online communities, I’ve seen people twist themselves trying to hide what they deemed to be shameful hobbies or activities. They get so desperate in their desire to not be judged by their peers that it eats them up inside (Mogusa-san pun not intended), and I’ve tried to live my own life in defiance of that. Even if there might be problems that arise from one’s own interests, it shouldn’t be repressed to the point that it crushes people from within.

While Mogusa has an impossibly petite body given how much she eats, and she’s perpetually “anime-girl cute,” even she has to fight an image in her mind that she fails to live up to. In her case, it’s the yamato nadeshiko-style ideal Japanese woman archetype. She constantly imagines Koguchi, who’s living in the old Japanese capital of Kyoto, breaking up with Mogusa because she’s not traditionally beautiful enough. This also ties into how one of Mogusa’s greatest shames is the thunderous roar of her belly when she’s hungry. In Japan, many women find a growling stomach to be embarrassing, and Mogusa’s is capable of waking up sleeping animals. To see her overcome all that and be in a happier place fills me with joy.

Walking in Tokyo vs. Walking in NYC

As a life-long New Yorker, I am intimately familiar with living in a major metropolitan area where walking and mass transit are the norms. However, every time I’ve been to Japan, I’ve found myself at odds with Tokyo’s pedestrian traffic. Despite the fact that I should be accustomed to large crowds, something is perpetually off—as if I’m constantly on the verge of bumping into others.

What I’ve come to realize is that there’s an inherent difference in how New Yorkers and Tokyoites walk in large crowds, and in a certain sense they’re somewhat opposed to each other. So for those who are traveling to Tokyo and feel overwhelmed by all the people (and bikes!) seemingly on a collision course with you, this might prove useful.

One inherent difference is that people in New York City tend to walk on the right, while in Tokyo it’s common to walk on the left, but that doesn’t explain everything. Imagine an ideal situation where pedestrian traffic is flowing through like a two-way street, with an invisible center line roughly dividing the two groups traveling in opposite directions. Take two people walking on opposite sides towards each other. What happens?

NYC-style walking

In New York City, the common tendency is to avoid the center line as much as possible. The two people will see someone headed their way, and will begin to drift away from that center line to avoid accidentally bumping into each other. In my biased perspective, I consider this “normal.” Moreover, while I don’t think NYC is as rough and unforgiving as is commonly portrayed on TV and in movies, you really don’t want to inadvertently start a fight.

Tokyo-style walking

In Tokyo, however, there’s a tendency to gravitate towards that center line as much as possible. If there’s something in the way, they’ll snake around it, hugging the “curve” so that they can get back towards the middle. I’m not really sure why, though I’ve noticed that people in Tokyo take less issue with accidentally crashing into someone. My (unsubstantiated) theory is that people in Tokyo develop a tendency to head towards their destination (e.g. the train platform they need at a station) in as direct a path as they can manage, and that means staying along the center line instead of deviating from it.

Another possibility is that bicycles are allowed on sidewalks in Tokyo but not in NYC, so it might be part of the natural way to avoid bikes. Whatever the reason, walking in Tokyo and not being aware of this can make it seem like folks are constantly making a beeline for you. You’ll think you’re gonna run headlong into someone, only for them to stop at the last second and make a sharp turn to avoid you.

This post has been based largely on my own experience, as well as from talking to people who have been to or live in Tokyo. If you’ve had a different impression of pedestrian traffic there, feel free to chime in.

Back from the Future: Ogiue Maniax Status Update for June 2018

I’m back after an exciting honeymoon in Tokyo. It was a grand ol’ time full of food and nerdery, and also spending way too much money on otaku goods. For example, I actually bought all of Heartcatch Precure! on DVD—albeit at a huge discount. (I promise I didn’t just do Precure-related things, honest.)

I’m happy to answer (most) questions about staying in Japan to the best of my ability, so send ’em in!

But before that, I’d like to thank my sponsors on Patreon and Ko-fi.

A big thank you too…

General:

Johnny Trovato

Ko Ransom

Alex

Diogo Prado

Sue Hopkins fans:

Serxeid

Hato Kenjirou fans:

Elizabeth

Yajima Mirei fans:

Machi-Kurada

I still had some posts go up even while I was away, so here are my favorite posts from May:

Darling in the Franxx and Choice in a Sexual Dystopia

Some people think the show is greatness itself, while others think it’s hyper trash. Here are some of my thoughts.

Project Z Revived! “Hakai-oh – Gaogaigar vs. Betterman Part 1” Novel Review

My review of the latest Gaogaigar light novel, which is actually the long-awaited sequel to Gaogaigar Final!

“Flukes”: Competitive Rigor vs. Sustainability in Esports

How important is grabbing an audience vs. absolute competitive integrity in esports?

Hashikko Ensemble

Chapter 4 continues the kooky sense of almost-camaraderie.

Patreon-Sponsored

Gamblers’ Paradise: “Uma Musume: Pretty Derby”

My feelings on the new horse girl-themed anime and the expected franchise surrounding it.

Closing

As you might expect, I plan to have a ton of blog posts concerning my trip to Japan. It won’t be a full on travelogue, but I plan to have reviews of doujin events, reviews of series I picked up, and more. Who knows? Maybe it’ll even bleed into July!