2010–2019 Part 4: Best Anime Characters of the Decade

At the end of every year here at Ogiue Maniax, I pick my favorite characters of the year. Usually, it’s one male character and one female character, but exceptions have been made for, say, nonbinary characters or, well, personified abs. So now that I’ve picked characters from 2010 all the way through 2019, it’s time to decide the best characters of the decade!

Note that I’ve taken three important characters out of the runningOgiue Chika from Genshiken Nidaime, Daidouji Tomoyo from Cardcaptor Sakura: Clear Card, and Yang Wen-Li (Legend of the Galactic Heroes: De Neue These). The reason is simple: They are three of my absolute favorite characters of all time, and I would easily pick them if they were available as options. Ogiue, Tomoyo, and Yang deserve their own hall of fame. so to keep this competition fair, they’ve been excluded.

THE FINALISTS

2010

Koibuchi Kuranosuke (Princess Jellyfish)

Kurumi Erika, aka Cure Marine (Heartcatch Precure!)

2011

Kaburagi T. Kotetsu, aka Wild Tiger (Tiger & Bunny)

Tsurugi Minko (Hanasaku Iroha)

2012

Nishimi Kaoru (Sakamichi no Apollon: Kids on the Slope)

Yanagin (Daily Lives of High School Boys)

2013

Armin Arlert (Attack on Titan)

Ichinose Hajime (Gatchaman Crowds)

2014

Sei Iori (Gundam Build Fighters)

Kiryuuin Satsuki (Kill la Kill)

Andy and Frank (Yowamushi Pedal)

2015

Sunakawa Makoto (My Love Story!!)

Koizumi Hanayo (Love Live! The School Idol Movie)

2016

Yurakutei Yakumo (Showa Genroku Rakugo Shinju)

Shidare Hotaru (Dagashi Kashi)

2017

Kevin Anderson (right) (Tiger Mask W)

Mauve (ACCA 13-Territory Inspection Dept.)

2018

White Blood Cell 1146 (Cells at Work!)

Aisaki Emiru (Hugtto! Precure)

2019

Wataya Arata (Chihayafuru Season 3)

Emma (The Promised Neverland)

And the winners are…

Armin Arlert (Attack on Titan)

Kurumi Erika, aka Cure Marine (Heartcatch Precure!)

Of these two decisions, one was incredibly easy to make and one I mulled over for many hours leading up to this. Kurumi Erika was a no-brainer—her energy, ability to inspire action and positive change, her all-too-human behavior, and her legendary facial expressions all make her an unforgettable character in my eyes. She’s simply amazing in a way few characters are, and it’s clear that many anime fans agree with me, given her ranking as the third most popular Precure in the recent massive NHK poll.

As for Armin, it was a closer call, but what ultimately made me land on him is what he represents in Attack on Titan. The series’s world is one where fear reigns and unthinking violence is often born out of the frustration of not knowing if you’ll survive to the next day. But Armin Arlert shows the value of having a more considerate and broad-minded view of the world, and the way he complements Eren and Mikasa further highlights how important and necessary it is to have individuals like Armin in the world to subtly challenge assumptions. He’s brave without being brash and thoughtful without being hopelessly indecisive.

Erika and Armin are characters who I wish could inspire many more both in media and in people themselves, and I declare them my favorite anime characters of the 2010s.

2010–2019 Part 3: Looking Forward

Having reviewed my predictions for the 2010s and looked back on the decade as a whole, it’s time to try and peer into the future of anime and manga in the 2020s!

Tokyo 2020 Olympics

Preparation for the 2020 Tokyo Olympics has already affected Japan in different ways, from the moving of the historic Tsukiji Market to the heavier policing of manga content. Like with any Olympics, there’s a desire to put forward the best possible appearance to the world. In the short term, there is most definitely going to be an effect on anime and manga production, as studios and artists are either hired to hype up the Olympics or do it of their own volition. It’s sad that Kyoto Animation, originally poised to contribute with a new Free! movie to highlight competitive swimming, won’t be making it short of a miracle. I predict there’s going to be some Olympics-mania fatigue, but not enough to make a big dent in the overall attitude at first.

I do have a long-shot prediction, though: Japan is going to do surprisingly well in some unexpected event, and it’s going to kick off a mini-boom in anime and manga. Whenever Japan achieves in a sport, there’s a strong chance that manga and anime are either pushing for the sport or are a response to succeed—volleyball in the 1964 Tokyo Olympics and Japan’s recent success in rugby are two examples. I’m not going to try to guess what event will trigger this trend, but I’m cheering for Greco-Roman wrestling.

Fighting Climate Change as a Core Theme

The Earth is not in a great place. Scientists are warning that if nothing is done in the next few years, climate change will send us toward long-term and lasting changes that will affect everything. While not perfect, Japan is very environmentally conscious in many respects, and is a major player in the Paris Climate Accord. There are even little things like “Cool Biz,” a public awareness campaign for companies to encourage better energy efficiency by reducing air conditioner usage and having its employees dress in more heat-friendly suits.

To that end, I think there are going to be more and more anime and manga centered around environmentalism. Also, they will primarily exist in two areas: super mainstream-popular anime films and kids’ shows. So someone like Shinkai Makoto is going to hit the subject of saving the environment full steam, and I feel pretty confident that there’s going to be an environmentalist Precure at some point in the next ten years. I don’t know what effect this will have, but if anime tourism can merge with saving our planet in some way, then maybe there’s hope.

Hardening of Shounen Protagonists

There’s a certain kind of shounen protagonist that’s been popular lately: the “good boy.” These heroes are gentle and kind-hearted, though never lacking in bravery or perseverance—think Sei from Gundam Build Fighters, Tanjiro from Demon Slayer, or Sakamichi from Yowamushi Pedal. But as positive an effect as I think this is having, I feel like there’s going to be a backlash at some point. At some point, hard and angry heroes will come into the limelight (albeit temporarily) as a kind of reaction to the softer heroes we’ve been seeing in the 2010s.

It’s not just that angry rival characters have their own dedicated fanbases (and thus would probably enjoy a story centered around them), or that Eren Yeager from Attack on Titan is a walking rage factory, but that their attitudes and focus on power have a primal appeal that’s hard to deny. While I don’t think we’ll ever quite get back to the ultimate convergence point between compassion and violence—Kenshiro from Fist of the North Star—I predict we’re going to see the soft hero and the hard hero archetypes flip back and forth from one series to the next. In other words, in the future, there will be a time when the “Bakugos” of the world take center stage and the “Dekus” will be the rivals.

More Diverse Body Expression

In the past ten years, I think we’ve seen a greater range of body types, especially with female characters. It’s true that a good deal of it veers hard into fetish territory, but even so, there have been many moves towards broadening notions of beauty. Attack on Titan both showed the world an anime heroine with a six pack in Mikasa Ackerman and pushed a gender nonbinary character in Hange Zoe. Pochamani centered on a bigger girl as a shoujo heroine. Even something as simple as big butts being attractive in Japan is a relatively recent phenomenon.

I think this diversity will only continue to increase because more and more, people will start to assert that their standards for attractiveness and self-identity don’t have to be beholden to what society traditionally says is okay. More and more artists and creators will be inspired to make works of their own, and enough of them will achieve success that it’ll encourage the producers and publishers themselves to go even further. The only caveat is that I think both the normalizing and the fetishizing will ramp up, and this may cause some conflict as a result.

The New Power Fantasy

Power fantasies are practically part and parcel with media as a whole, and anime and manga are most certainly included. However, I think we may be seeing a trend towards power fantasies that are less about escapism and more about fighting the feeling of powerlessness. The new power fantasy won’t just be about getting the girl and living in another world where your knack for video games gives you the edge, but rather about being able to exert lasting change on a world that seems immovable. To this end, I think we’re going to be seeing a heavier mingling of the power fantasy genres that permeate anime and manga today: harem, isekai, American-style superheroes, Japanese-style superheroes, and more. People will want to be inspired and not just placated—especially when it comes to the younger generations.

Greater Acknowledgement of Production Conditions and Gender Inequality

Through projects like the Animator Dormitories and news articles on animator wages, the 2010s end with at least some awareness that the people who make our beloved anime often don’t even have enough to put food on the table. It’s a decades-long problem—Miyazaki blames Tezuka for the current status quo—but I think the next decade might just be a turning point. I don’t know if it’ll ever reach mainstream awareness given that lots of people prefer not to know how their hot dogs are made, but I think that new sources of funding may create greater vocal desire to see wages change, especially if all that profit isn’t going to the workers themselves.

Similarly, we’ve seen more and more women this decade in prominent positions—writer Okada Mari and director Yamamoto Sayo are a couple of prominent examples. There’s still a ways to go before women directors and such will be commonplace, but I think that the women of today will be role models for the next generation. The Kyoto Animation tragedy is an unfortunate setback given their dedication to paying workers fairer wages, but I am somewhat optimistic that things will get better regardless overall.

Let’s See What the Future Holds

In some ways, I feel these predictions (and how they differ from the predictions of ten years ago) reflect not just where the anime and manga industries are in 2019 but also where I personally am at this point in life. If somehow Ogiue Maniax reaches 2029, I’ll be glad to reflect on where everything will be. Hopefully we’ll all be in a better place.

There’s actually one more 2010–2019 post left, so I hope you’re looking forward to Part 4!

 

2010–2019 Part 2: Looking Back

Another decade of anime and manga has passed, which means it’s time to reflect on all the things that have happened in and around our favorite Japanese art and entertainment forms. With more anime than any time previous, there’s an overwhelming amount of history to look at, so I’m going to be focusing on what I consider interesting and/or important trends.

I also covered some of 2010–2019 through my review of my old predictions, so for the sake of keeping a long post from getting further out of hand, I’ve kept further discussion of topics there to a relative minimum.

Bookended by Tragedy

This decade more or less began and ended with painful events that have shaped and will continue to shape Japan and its anime and manga industries for years to come. March 11, 2011 was the day that a combined earthquake and tsunami struck the Fukushima Daiichi nuclear power plant, causing nuclear meltdowns. July 18, 2019 was the date of the arson attack on Kyoto Animation, killing over 30 people, injuring even more, and leaving the famed studio’s main building in flames.

The Fukushima triple disaster was brought in part by nature but also human negligence at the highest levels of authority, and it destroyed villages, displaced people from their homes, took lives, and contaminated land and water. The area, one known for its rice crop in a nation where rice is a staple food, had to deal with the all-too-familiar fear that nuclear power conjures up in Japan via Hiroshima and Nagasaki.

Fukushima’s consequences are far, far bigger than any one industry, but that’s precisely why they have had an indelible effect on anime and manga. Suddenly, there was the realization that whatever anti-nuclear messages existed in pop culture weren’t enough. It was almost too poetic a timing that Coppelion, a manga about genetically engineered girls having to rescue human survivors in a post-meltdown Tokyo, began only months prior to Fukushima. Anime such as Madoka Magica that were aired during that period suddenly had their surrounding contexts changed.

But the disaster also brought support from across the anime and manga industries to Fukushima and the surrounding Tohoku region. Creators left messages encouraging and praying for a revival, and as the land has started to improve (though to what extent is up for debate), there’s an active push by the government to encourage tourism and purchase of local goods. Anime and manga also play a role here too as part of the campaign to bring people back.

In contrast, the Kyoto Animation attack was like a direct strike to the heart and soul of the anime industry. Not only was it the worst domestic attack since World War II—even worse than the Tokyo sarin gas attack—but KyoAni has been a pioneer of better wages and better gender equality in anime in addition to their creating popular and critically acclaimed works. It’s unclear how the anime and manga industries will react to this over time (aside from better security), but the biggest question mark will be about what could have been.

There was a lot of talent lost, notably The Disappearance of Suzumiya Haruhi and Kobayashi-san’s Dragon Maid director Takemoto Yasuhiro, and it’s sad that they will have the chance to keep working and creating. There is one bright side, however: KyoAni has started up their animation school again, and their mission to prepare the next generation is more vital than ever.

An aside: One odd bit of humor to come out all this was that the days after the disasters, the only commercial on Japanese TV was apparently ads telling people to greet each other more. These drove Japanese viewers nuts, so some of the more artistic ones started turning the animal mascots in these commercials into transforming robots.

Fujoshi Integration and the Permanence of the Otaku Hero

Back when I originally started Ogiue Maniax in 2007, one thing I was interested in was the portrayal of otaku characters, and by extension the fujoshi characters that began appearing more and more at the time. Going into 2010, this feeling was still quite strong, but as I continued to keep an eye on series with otaku in them, it became harder and harder to keep up. The Fujoshi Files, my on-going archiving of fujoshi characters, is on semi-hiatus right now because I’ve simply been overwhelmed by the fact that you just never know when a fujoshi character will show up for two episodes in an obscure TV series. In other words, otaku characters aren’t just commonplace now—they’re arguably an over-saturated archetype.

This is especially the case with the isekai genre and fantasy light novel series, where having an otaku of some kind (it doesn’t necessarily have to be an anime otaku) is de rigueur for the kinds of power fantasies that are ubiquitous in that realm. But the prevalence of the Otaku hero isn’t even limited to that particular world. Onoda from Yowamushi Pedal and Deku from the wildly popular My Hero Academia, both straightforward shounen leads, have otaku minds. At this point, sometimes it’s easier to ask whether a protagonist isn’t an otaku.

Moe in Moderation

Throughout the 2000s, it was “moe” this, “moe” that. There were haters, there were supporters (me included), and those caught in the middle. In 2019, however, it’s past its prime (at least in the old familiar form) to the extent that the term itself has faded immensely in the otaku lexicon.

In hindsight, I think of moe as like a food with a very intense and peculiar flavor that is probably good in reasonable doses. The problem is that people gorged on it until they got sick, and had to eventually learn when less is more. The occasional smorgasbord happens, not now you see hints or accents of moe in more things—music, horror, and even the most serious and mature titles. It’s part of why I think sports series have started to gain traction in the United States when there was like success in the past: people realized that the core appeal of sports anime and manga was less the athletics themselves and more the human drama that comes with exploring characters’ weaknesses and struggles. Even a softer shounen hero like Tanjiro in Demon Slayer has moe qualities that quite possibly outstrip even his sister’s tremendous qualities.

I one commented to anime podcaster and ex-Crunchyroll guy Evan Minto that Eureka Seven was a moe show. He found it absurd, but I was serious, because moe came from empathizing with its characters vulnerabilities. Just because a character can be moe doesn’t mean they’re useless, and I think that’s a big lesson that has been taken to heart by anime and manga as a whole.

Plus, you can still totally find all-you-can-moe buffets whenever you feel the need to go nuts.

American-Style Superheroes

Perhaps due to the success of the Marvel Cinematic Universe, the American conception of the superhero (in contrast to the Kamen Rider, for example) is now a regular part of anime and manga. Putting aside the Marvel and DC co-productions, this decade has seen Tiger & Bunny, One Punch Man, and My Hero Academia all reach enormous success (albeit not always for the same reasons). You also have series like Heroman, and the fact that Disney’s Big Hero 6 film has a Japanese protagonist perhaps says something about the desire for international appeal.

It’s interesting that so many specifically embrace an American aesthetic, whether it’s red, white, and blue motifs in its characters or American-style cities as settings, and it really speaks to the fact that they’re aiming for that “capes” aesthetic. However, what’s even more noteworthy is the way these manga and anime have been embraced by superhero comics fans as being better at telling superhero stories than many current American comics.

Superheroes also create an amazing bridge for being American comics fans to come to manga and for manga fans to check out American comics. It’s perhaps easier than ever to transition between the two.

Steps Towards Mainstreaming LGBT

Queer romances have long been a part of manga and anime—Hagio Moto’s Heart of Thomas from the 1970s is generally considered the first one shounen ai manga. The portrayal of BL and yuri can differ significantly from real relationships, with the former often being for the pleasure of non-queer audiences, but this openness has attracted many fans, and there are more and more works that try to support a queer audience as well. But Japan is still in many ways a conservative culture, and positive mainstream depictions of non-heteronormative characters can come with a lot of baggage.

While there is still a ways to go, there is a general trend towards more consideration for LGBT characters these past ten years. Gatchaman Crowds, for example, features three characters each with different types of non-cishet expression, going beyond the original Gatchaman and Berg Katze’s dual genders while keeping them respectful. Genshiken Nidaime (aka Second Season aka Second Generation) has a crossdressing fudanshi with complicated feelings at the center of it’s story who tries to navigate the difference between BL fandom and homosexuality. Yuri!!! On Ice features the gradual development of a clearly gay relationship as its core, but its lack of standard BL flourishes engendered a debate about whether it should be called BL at all. Tagame Gengoroh’s My Brother’s Husband won both Japanese and international acclaim.

One stand-out example of LGBT becoming a little more mainstream in anime and manga, to me, is how it’s been handled in the Precure franchise. While it’s always had its yuri fans, and Kira Kira Precure A La Mode even strongly hinted at something between two of its characters, it’s 2018’s Hugtto! Precure that made an entire subplot out of the burgeoning gay relationship between two minor characters—one of whom is implied to struggle with his self-directed homophobia. While the franchise still doesn’t have the courage to say the word “gay,” it at least has these characters holding hands, giving hearts to each other, and telling presumably very young viewers to not let anyone else define who they are. Sailor Moon had Neptune and Uranus, but this is another layer.

From Sekai-kei to Game-like Isekai, Ironic Isekai, and Beyond

In the previous decade, one of the popular genres of Japanese fiction, especially in the realm of anime and manga but also light novels and games, was sekai-kei. Literally meaning “world-style,” it’s actually almost the opposite of what you probably think. Instead of being focused on world-building, it’s about stories where the outcome of the world rests upon the relationship between two characters. I would call Haruhi an example of sekai-kei because their fate rests upon Haruhi and how Kyon interacts with her.

I feel that, since 2010 or maybe even a little sooner, we’ve been seeing fewer and fewer sekai-kei stories. In their place has been a surge in isekai (transported to another world stories) that’s impossible to ignore.

Isekai is nothing new, and there are examples in modern Japanese fiction dating back to the 1970s. Even Gundam director Tomino’s Byston Well series is an isekai. The big difference now, however, has been the game-like approach to isekai. Whether the hero is literally trapped in a video game (Sword Art Online, Log Horizon) or where it’s simply an extremely game-like universe (KonoSuba, Re:ZERO, Overlord), there’s a presumption about RPGs as a common-knowledge experience. Here, the fate of the world usually rests on the hero who’s simultaneously underpowered and overpowered. Rather than necessarily being about exploring the new world, these stories have been mostly either power fantasies or responses to power fantasies.

Japanese scholar Azuma Hiroki wrote about “game-like realism” in the sense of a reality with no beginning, middle, and end, and plenty of alternate realities. While it doesn’t map perfectly, current isekai can be seen as a kind of attempt to wrangle these notions back into a straightforward, albeit open-ended and often meandering format.

Isekai has gotten so prevalent that some online novel contests have even begun to forbid isekai entries. But it also means that it’s ripe for parody. The Devil is a Part-Timer! is a reverse-isekai where a hero and a demon lord end up in modern Japan. The Hero is Overpowered But Overly Cautious plays on an idea that many RPG players are familiar with: making absolutely sure everything is perfect to the point of virtual neurosis. They’re not all winners, but there’s a desire to explore isekai as an archetype, and it’ll be interesting to see how far this goes.

The Ascendance of Mobile Games

Part of the story of the 2010s the world over is the rise of mobile games, and in Japan this translated to character-focused gacha. These digital waifu and husbando slot machines are a powerful thing, and the devotion they engender can veer straight into “gambling addiction” territory, but it also can’t be denied how much of an influence they’ve had on anime, manga, and fandom.

Consider the Fate franchise, which went from being once defined by its original visual novel to being known primarily through the absurdly successful and profitable Fate/Grand Order mobile game. Also look at Granblue Fantasy, which helped make the company Cygames into a major player—the Granblue Fantasy anime shows a budget few can even dream of.

Even The iDOLM@STER, which began as console games, has in part taken on new life by having a virtually limitless selection of idols to obtain through its apps. Love Live! found success through various channels, but there are many people who became fans solely through the School Idol Festival game. And Kantai Collection technically started as a browser game, but it’s cut from a similar mold, and it’s notable that it’s become one of the franchises that dominates Comic Market.

There have been tons of light novel anime and manga adaptations, but the amount of works based on mobile games steadily increased over the decade as well. This doesn’t mean they’re inherently bad—Rage of Bahamut Genesis is one that sticks out to me as exceptional—but it’s certainly become a crowded field where “adaptation as advertisement” and “adaptation as mark of prestige” exist in the same space.

Anime as Faithful Reproduction Instead of Creative Interpretation

In decades past, whenever there was an anime adaptation of something with multiple paths—a dating sim, for instance—the common approach was to synthesize all of the different routes into a single story with the canon heroine being the winner. But starting in 2010 with Amagami SS (or possibly something even sooner) it started to become more common to adapt every path. Each couple of episodes was basically a different what-if where the protagonist ends up with a different girl. The most extreme version of this might be the movies fully dedicated to the alternate stories of Fate/Stay Night, Unlimited Blade Works and Heaven’s Feel.

In a way, it’s an extension of what we saw with Kyoto Animation’s adaptations of Key games. While those shows still synthesized all the routes, there was a more active adherence to the look and feel of the source material, right down to using the original theme songs. Anime, rather than trying to do its own thing with the material given, is more likely to try and stick to the script. Filler arcs or anime-original material were out, and season delays were in, for better or worse. 2009’s Fullmetal Alchemist: Brotherhood (intentionally made to follow the manga’s story more than the first anime) also set a precedent.

Fantastic Remakes

Not everything is about adhering to a source material, however. While nostalgia is a strong force in media and entertainment, it’s still possible for a remake or re-imagining is able to go well beyond and turn into something unique and special. Every decade has its own fair share of excellent revivals, but I found the 2010s to be full of especially smart and creative takes on classic franchises. The aforementioned Gatchaman Crowds took the idea of the superhero team and pushed it into an age of social media and gamification. Devilman Crybaby is essentially the original Devilman manga retold, the signature art style of Yuasa Masaaki gave it new life and also highlighted the fact that a lot of the 1970s manga’s theme resonate just as much, if not more today. The Rebuild of Evangelion movies have all been impressive and have dared to go in strange directions, though we’re not actually seeing the conclusion until 2020 rolls around. In the most on-brand move possible, director Anno Hideaki became depressed after the third film, and it wasn’t until he directed the excellent Shin Godzilla (another update to a classic franchise) that he found the spark to go back to Shinji and friends.

Official Simultranslations

Once, getting translated anime and manga the day after release in Japan was a foolish dream. Then, with the advent of high-speed internet it became technically possible—but it was the domain of speed subbers and speed scanlators, with the requisite decline in quality. But now we’ve had a decade of not just quick releases but ones that are official, whose success can and will be noticed by Japan. Crunchyroll, HiDive, and Comixology are among the many resources available to fans, and while Netflix is often not technically a simulstream most of the time, its presence in the world of online streaming can’t be denied.

This is partially a tale of the direction of technology. More smartphones and better tablets mean streaming decent-quality images is more likely than ever before. Gone are the specific limitations of the past that made trying to view anime and manga a chore. It’s also the story of Japan being dragged into the current age, as much as its companies (especially manga) have tried to resist the digitizing of these mediums.

The amount of legal digital anime and manga options is ever increasing even in Japan. Comic Walker and Book Walker make following new releases almost trivial. Bandai Channel is more expansive than ever. Many manga publishers have series that start off as free webcomics now. Notably, the second iteration of One Punch Man started on Tonari no Young Jump. The amount of digital users keeps rising around the world, and it’ll likely not stop for a long time.

What Lies Ahead

While it’s mere coincidence, the fact that Japan is heading into the next decade of anime and manga alongside a newly coronated emperor seems poetic. For Part 3 of the 2010–2019 series, I’ll be giving my predictions as to where I think anime and manga will go in 2020 onwards.

2010–2019 Part 1: Prediction Results

Ten years ago, I made a blog post titled 2000-2009 Part 2: Looking Forward, where I tried to foresee where anime would go over the next ten-plus years. Now that we’re in 2019, it’s time to see how it turned out!

The First Digital Generation

In about 20 years or so we are going to see an entire generation of adults in Japan (and around the world) who have grown up primarily on digital animation…. Over time, I think that the peculiarities of digital animation, such as the computer-based shortcuts, will become part of the style itself, but less direct about it than, say, Studio SHAFT’s current output…. But if there are any, they will be making in-jokes and references about the early, nostalgic days of digital animation and not light boxes and such.

For better or worse, as a new range of ideas and techniques emerge, parts of animation technique and philosophy born out of cel-based anime will fade away, perhaps forever. After all, Miyazaki can’t live forever.

Digital animation has been embraced in full, with the last cel-based series, Sazae-san, switching over to digital in 2013. The style of early-2000s anime is understood, but the nostalgia for anime is still somewhere in the 1990s, so we haven’t reached the point where those early digital animation works and their aesthetic are a part of the cultural lexicon.

While digital animation is the industry default now, it’s not as if the more daring uses of digital animation have become standard. At the same time, I would argue that integrating 2D and 3D animation has been much more successful—something that is made easier by the transition to digital. Two works that stand out to me in this regard are Girls und Panzer and Kids on the Slope.

As for Miyazaki, he’s still around, and he’s coming out of retirement for what may be the 500th time. He also used this decade to make one of his most daring films ever, The Wind Rises.

Flash Animation

In light of the anime industry’s history of low budgets, I think that more companies, be they animation studios, broadcasters, or otherwise, will start to look at Flash as a viable method to keep things low-cost and at-home. Now I don’t think it will eliminate today’s more “traditional” animation, especially when it comes to bigger-name, bigger-budget works, but it will be an appealing tool for those middle-of-the-road shows, and shows for kids.

Nothing dates a prediction post quite like hyping up outdated technology and programs, huh! The world, including the anime industry, has moved away from Flash animation, but the simple, flat style can still be seen in the many short anime (as in 13 minutes or less) that have come out since, such as Inferno Cop and Ai-Mai-Mi.

Looking away from Flash specifically, many tools have emerged that facilitate creating anime with limited resources. Most notable among these is the 3D animation program Miku Miku Dance—itself an extension of Vocaloid as an artistic tool for creators both professional and amateur—and the bizarre yet endearing shows that have been made using MMD. Most of the time, that meant oddities like gdgd Fairies and Tesagure Bukatsumono, but also the surprise smash hit that was Kemono Friends.

Changing Views on Hikikomori and NEETs

The chronic shut-in known as the “hikikomori” is a topic that Japan for the past decade has been in debate over….

But the reality of the economy is such that not having a good job (or a job at all), living at home, and having your parents’ support will be an increasingly common sight. Some will become hikikomori and try to close themselves off from the world, but there may be a sizable group that is only partially hikikomori, who will not completely lose their ability to interact with others or to engage in meaningful activity, and they will have a cultural and social “pulling” effect on the full-blown hikikomori….

The result may be that Japan’s view on the hikikomori and the NEET, especially in the face of having these groups increase in size, will be a mixture of greater panic and greater relief as they will fret once again that this is potentially very dangerous for Japan, while the internet will provide this larger hikikomori population with the group setting in line with Japanese ideas of “group….”

In many ways, the image of hikikomori and NEETs hasn’t changed that much, with the same criticisms about them being a drain on society still persisting. I think one thing that is becoming clearer and clearer to the younger generations both in Japan and around the world is that the blame cannot be laid squarely at the feet of the shut-ins. The adults of the world have failed the youth on some level, and the kids are only starting to fight their parents in the street to find out who’s right and who’s wrong.

There’s also been a rise in a kind of “NEET pride” that permeates anime, most notably in the ascendancy of light novel isekai—series that often have hikikomori heroes who possess powers tied to their previously less than stellar lives. In a good work (e.g. My Youth Romantic Comedy Is Wrong, As I Expected), these characters, and their struggles and growth, tell stories about being human.

Perhaps no example is bigger than the transformation seen in No Matter How I Look At It, It’s You Guys’ Fault I’m Unpopular, aka Watamote, started off in the early 2010s as the story of an utterly hopeless otaku girl whose personal vices made her a relatable character to the self-proclaimed losers of 4chan. Despite Tomoko’s seeming fate as a perennial failure of a human being, even she has begun to change in the series.

Thematic Responses to the Economy

In about three to five years, I predict that we will begin to see both anime and manga which address the idea of global recession itself and incorporate it into the themes and settings in these works, to have it become a concept that is to be explored, whether directly or indirectly. Evangelion and other shows were responses to the recession that befell Japan starting in the early 90s, and I don’t think it would be unusual for an international economic downturn to have a similar effect.

With the global recession on everyone’s minds 10 years ago, it’s no wonder that I thought it would become a bigger subject. There have been anime that touch upon money and politics, but it’s not as if there was a huge influx. Back in 2009, Japan was already in the middle of a decades-long recession, so it didn’t affect them quite in the same way it did the United States. Instead, it would be tragedies like the Fukishima Triple Disaster that would highlight the real cost of greed and neglect.

While there were few anime made in response to the global recession, there were series that tried to highlight the challenges of political participation and governance ethics in the second decade of the 21st century, such as Psycho-Pass and Gatchaman Crowds.

The New Escapes

There are two basic forms to “escapism.” The first is a type of introverted escapism, that is, to become increasingly insular. The second is an extroverted escapism, where you want to project outwards, to go beyond yourself….

In that sense, I think that in the near future the escapism for anime and manga will be increasingly introverted, but will soon give way to a more extroverted form as a response to the desires of more and more fans who want to be released into other worlds…. I think we will see a lot of stories about worlds with wide scope focused through the lens of personal characterization, and in a way in which the former affects the latter significantly and vice versa.

One of the big genres of the 2010s has been isekai, i.e. being transported or reborn in a different world, and I think that it is a prime example of mixing both internal and external escapism. There is literally another world to explore, and the protagonist is often simultaneously special and unspecial, allowing readers to indulge in both dominant power fantasy and being the underdog. But there is often a lingering awareness of who the protagonist was in their previous life, and in a sense, their fears and doubts are still akin to the more introspective and flawed heroes of the past.

It’s also this decade that Madoka Magica took fandom by storm, and while that series isn’t exactly lighthearted, it too feels like a work responding to the desire for stories to be both more internal and more external. And when it comes to looking inward but going beyond, My Hero Academia is a series where that’s a central theme. You can even extend this to series such as A Place Further Than the Universe, where instead of going to another world, the characters find themselves through a journey to Antarctica.

Increased International Integration in Collaborative Efforts

…I predict that over the next decade and beyond, we will be seeing collaborations on animation and comics where the staff producing these works will be much more closely integrated. International collaboration isn’t new to manga and especially not to anime, but the work is usually cleanly divided between the countries involved. So it’ll be less Gurihiru drawing for Marvel’s Power Pack and more Oban Star Racers.

This decade saw more and more international artists working in anime and manga. Thomas Romain, who worked on Oban Star Racers, is a staple of Studio Satelight shows. Animators such as Bahi JD from France contribute the world over, whether that’s Toei Animation’s Philippines division, or freelance animators outside of Japan working on key frames/genga on a variety of shows.

But one other big development has been foreign funding for anime, especially through Netflix, which solidified itself as perhaps the go-to streaming services and has been expanding into anime ever since. In some cases, such as with Devilman Crybaby, the production team and creative is still mainly Japanese. In others, such as LeSean’s Cannon Busters, they’re developed cooperatively with artists and creators abroad.

Another important note is the success of Studio Trigger (Little Witch Academia, Kill la Kill, Promare) in their desire to appeal internationally. Many studios attempt this, but I think it’s Trigger that has best understood the international market, especially the Western market.

Age Demographics in Japan vs Age Demographics Abroad

…I believe that in time the manga audience in the US will slowly mature and eventually reach a point where they want something that is more in-line with how they feel about entertainment, their lives, and the world at large.

The key however will be whether or not Japan realizes that age demographics do not map one-to-one between Japan and the US … and they will have to somehow find a way to understand just what this slightly more matured manga-seeking audience is looking for, possibly through the greater international collaboration.

I think the overall maturing of the anime fandom abroad has happened in a big way, and it’s clear from the kinds of series that have found better success over the past ten years, and it’s not just because people got older. While shounen fighting and other popular genres stay evergreen, I believe that stranger-looking series such as Land of the Lustrous and JoJo’s Bizarre Adventure needed the non-Japanese fandom to develop to the point that they could be better appreciated. There’s also the increasing popularity of sports series, which were once a death sentence in the United States.

As for Japan understanding that age demographics don’t line up, I think it’s happening because they themselves are aware of it happening in Japan.

Multimedia Customization

I think that starting in the next few years this is all going to start changing until we reach a point of personal customization in our anime and manga: You will be able to make exactly the purchase you want with exactly the things that you want, on-demand.

This definitely did not happen. In fact, we’ve seen some companies release even more deluxe editions that only hardcore fans willing to shell out $400 or more can ever obtain. At the very least, many of these expensive series are available streaming, thus giving access to those who can’t afford to own them.

New Paths for New Talent to Appear

I think anime is heading in a direction where people won’t have to be skilled at every aspect of animation production to be considered a Big Deal. One possibility I’ve thought of is “anime festivals” for amateur creators, be they industry-sponsored or independent, with competitions and awards for categories such as storyboarding and writing in addition to full-on animations. More importantly however, these anime festivals could take place entirely online.

Manga too will start to have online festivals…. It’s not so much specialization as it is realizing again that not everyone talented is multi-talented.

While there’s nothing quite like an online-only Comic Market, there have been projects to encourage new artists.

On the anime side, three main examples have emerged as opportunities for young animators to show their skills. First is the Young Animators Training Project, which has less experienced Animators animators work with established studios to create anime shorts. Little Witch Academia is probably the most famous work to result from this. Second is the Japan Animator Expo started by Evangelion director Anno Hideaki, which encourages more experimental work. Third is the more practical Animator Dormitory Project, a crowd-funded way of giving young and old artists a place to blunt the cost of living in Tokyo on a meager animator’s salary.

On the manga side, I look less at the competitions which exist and more at the fact that sites like Pixiv have brought about a number of success stories. Among the series that began as amateur webcomics on Pixiv are Skull-face Bookseller Honda-san and Wotakoi. Seeing them go from creator pages to Pixiv Comics to physical releases to full-on anime adaptations has given me joy.

Overall

I’d say I was about 50/50 in terms of predictions. Nothing hit the target dead-on, but I think I was able to see at least in part the various trends and where they were headed. In some cases, I was maybe too ambitious or naive. Let’s see how I do in the next ten years, but before that, next time will be a more thorough look back at 2010–2019.

2000-2009 Part 1: Looking Back


Ogiue Chika, Goddess of the 2000s

Introduction

We are on the cusp of a new decade, and with such a benchmark on the way it’s only natural for people to reflect on the past, to review what has happened to them and everything they care for. Anime and manga fans are no exception. After all, it’s normal for us to assign certain traits to specific periods of anime and manga, whether it’s nostalgically remembering the “time when anime was GOOD” (which depending on your mileage can be pretty much any period) or analyzing the trends and developments in anime from decades prior, and to really be compelled to fight for the medium we love. Anime and manga thrive on emotion and reflection, and we love it for that reason. With all that in mind, I asked myself a question.

“How will this decade be remembered in the eyes of future anime fans and scholars?”

After much thought, I decided on nine ideas in total which I feel are significantly representative of the 2000s.

The Dawn of Digital Animation and the Proliferation of CG

For about as long as there has been an animation “industry” to speak of, cartoons were done on cels, painted and layered by hand, resulting in a cost-intensive and laborious process. When graphic technology progressed far enough that it became possible to animate shows “digitally,” it’s no surprise that the Japanese Animation industry, known for its significantly lower production costs compared to western counterparts, would by the early 2000s embrace this change. As of today, about the only cel animation holdovers that still exist are Sazae-san and Ponyo. Going hand in hand with the switch to digital is the increasing usage of cg and 3D graphics in anime, again generally as a cost-saving measure. Though 3D graphics in anime have been around since the late 80s (see Char’s Counterattack for example), it was the 2000s where it became a common sight.


Athrun Zala from Gundam SEED (left) and Gundam SEED Destiny (right)

The unique properties of the digital format influenced every aspect of animation production and aesthetics. Looking at character design for one example, characters are made to be colored digitally now and their features are drawn in ways which facilitate digital animation. As such, the impact the switch to digital has had on anime cannot be underestimated.

Digital Anime is a little over 10 years old now, which is a lot of time and yet not very much at all, and this decade has seen it go through some serious growing pains. In particular, it’s gone under scrutiny as critics from every level of anime, from the highest industry intellectuals to the fans, have pointed out how much it isn’t cel animation. Personally speaking, the classic example of awkward digital animation for me is Gundam SEED, where characters in zero-gravity environments looked like cut-outs awkwardly motion-tweened against a background, something which improved with SEED Destiny. Over time, animators have become more adept at using these “digital shortcuts” more effectively, and now just as you have people championing the days of cels, you also have people who think that digital animation is inherently superior.

The real answer of course is that each has its own strengths and weaknesses, and that it’s best to understand that, but that’s another talk for another day.

Character Over Story

Though there are still plenty of series which try to tell stories and have greater themes, the overall trend over the past few decades has been an increasing focus on the characters in those stories and to view them on a very personal level. While Evangelion is often marked as one of the major points where character emphasis began to supercede story emphasis, it is after 2000 where story truly begins to fall by the wayside. Taken to the extreme, these shows focus everything on intimate character portrayals with little to no narrative progress, eschewing narrative entirely, effectively creating a time capsule where characters are defined more by their static qualities than their active ones. Putting aside slice of life shows such as Hidamari Sketch and Azumanga Daioh, even series such as Haibane Renmei and Eureka Seven which place great emphasis on the grand scope of the world tend more towards the personal. The Melancholy of Suzumiya Haruhi in particular is a show whose story and events are more backdrops to display the characters and their workings.


Suzumiya Haruhi and the SOS-Dan

Essentially, this decade of anime and manga has been very much about “getting to know the characters” and treating them as “real.” Sometimes you’re a voyeur, peering into their most private moments. Sometimes you’re a close friend who gets to see them as they really are. In every case, it’s as if the goal is to have an anime viewer see a character and say, “I know what you’re really like.”

Moe

I could discuss moe all day long, but that’s not as important here as the fact that it became such a publicized word in anime fandom around the world. Whatever moe “is” or “is not,” in this decade it was clear that fans wanted it and that companies were eager to sell it.

While the word had been used prior to 2000 (such as in the 1999 visual novel Comic Party), it was after 2000 that the concept exploded and transformed into the beast that everyone knows and loves (or loves to hate). Moe became a buzzword, a rallying cry, and a point of contention as people inside and outside of the industry, as well as fans new and old, debated the effects that the popularization and push of “moe” had on the industry, the art form, and the people. The best example of how far the idea has reached would probably be the fact that Pokemon of all things featured a cute, spunky female character named “Moe” who had a crush on Satoshi/Ash.


Moe‘s name is also a pun on her usage of Fire-type Pokemon

At this point, it seems that moe has reached the height of its popularity and will become a genre that can be utilized in part or in whole. I suspect it will still be revisited in the future, but never again will we have this “moe mania,” perceived or otherwise.

“Softened” Character Designs

Chalk it up to “kawaii” or “moe” or “digital animation” or “influence from visual novels” or anything else, but character designs became softer in the period of 2000-2009. What does “softer” mean? It means rounder facial features, it means smoother curves on characters, it means subtle changes to color palettes that give off a sense of warmth, even in shows where you might not consider that appropriate. That’s not to say of course that “soft” character designs never existed in prior decades, but it was never to the same degree, and it did not seep into nearly every level and genre of anime in existence as it has here. It’s not just the Dengeki Daioh shows which went through this transformation.

It would be very easy to show you a picture of some gruff, manly shounen anime from the 80s and then put it next to something more modern and have people go, “Wow! That’s so different!” but there would be too many variables there, such as the inherent styles of the artists. Instead, I’m going to use a more subtle example.

Suzuki Mikura, Mezzo Forte (left), Mezzo Danger Service Agency (right)

Mezzo Forte is from 1998. Mezzo Danger Service Agency is from 2003. Both character designs are by the same person, Umetsu Yasuomi (who also directed both shows), and both of them are supposed to be the same character as well. Now Umetsu was always known as a skilled animator and character designer whose style leaned a little more towards the realistic side of things. And yet, look at what a difference five years make! If someone like Umetsu felt the winds of change to this extent, I think you can see what happened to character designs in anime as a whole.

Otaku in Fiction

Like many things on this list, the idea of otaku appearing in anime and manga isn’t new or unique to this decade, but the 2000s were when the concept exploded. While you had a handful of works in the previous decade, most notably Gainax’s Otaku no Video, the period from 2000-2009 saw such a growth of stories centered around otaku that it’s difficult to keep track of it all. Genshiken, Welcome to the NHK!, Lucky Star, Fujoshi Kanojo, Otaku no Musume-san, Rabuyan, Mousou Shoujo Otakukei, Tonari no 801-chan, Akibakei Kanojo, and of course Densha Otoko are among the many works which have thrown anime and manga fans into the fictional spotlight. Densha Otoko requires special mention, as its supposedly true story was partly responsible for Akihabara receiving much more mainstream media attention than in the past.

Not only are there stories about otaku now, but the “otaku” and the “fujoshi” have themselves become archetypes used in anime and manga. Go back to previous decades and only rarely will you find an otaku character who’s called an “otaku character.” Rarer still will you find them as main characters. The establishment of the otaku and fujoshi as character types in the world of anime, manga, and beyond is arguably a bigger impact than simply having works centered around otaku. Sanzenin Nagi would most assuredly have found a difficult time existing prior to this decade.


Sanzenin Nagi from Hayate the Combat Butler, Otaku Heroine

The arrival of the “otaku hero” is itself indicative of the increasing desire to appeal towards otaku. Just like how many shounen heroes are designed to appeal to kids by being more like them, otaku heroes are created to market towards anime and manga fans, to make it easier for them to relate to the characters and world of the story. At least, that’s the intention. Actual results have varied.

Greater Reverence for the Past in Remakes

Every decade has its remakes of famous and beloved works from the past, but there was something different about the way the 2000s went about it. In order to show just exactly what that difference is, we’re going to take a trip back over 40 years and start at the beginning.

In the 1960s a black and white cartoon called Tetsujin 28 appeared on Japanese television. Taking place in that era (or in “2001” if you follow the Gigantor version), the show followed a boy detective named Kaneda Shoutarou and his remote-controlled giant robot “Tetsujin 28.” He would traipse about the world in his plaid suit and short shorts, righting wrongs and fighting crime, and the show was very popular among kids.

In 1980 someone decided to revive the franchise and Tetsujin 28 underwent “modernization.” Referred to either as New Tetsujin 28 or Emissary of the Sun Tetsujin 28, the new anime sported updated redesigns for both Shoutarou and his trusty metal companion, with Shoutarou ditching his semi-formal wear for an open button-down shirt over a striped t-shirt and Tetsujin 28 slimming down and gaining more “realistic” human proportions. The art was less like its predecessor and more like the other anime coming out at the time.

The series was remade again in 1992 under the title Super Electric Robo Tetsujin 28 FX. Taking place many years into the future, the main character this time around was the son of the Kaneda Shoutarou. Kaneda Masato looked completely like a 90s anime character, sporting wild spiked hair and trading in the old remote control for a remote control gun. The new Tetsujin 28 meanwhile was the biggest departure yet, with its massive armored frame, oversized shoulder pads, and angular features. One look at this show and its designs, and you would be able to determine its time frame almost instantly.

Then in 2004 another Tetsujin 28 was announced. Would the story this time be about Tetsujin 28 fighting terrorists in the 21st century? Would Shoutarou’s be changed into a bishounen? Just how would this Tetsujin 28 update itself? The answer, it turns out, is by revisiting post-war setting of the original anime and manga, putting Kaneda Shoutarou back in his suit and short shorts, and returning the titular robot to its round and cumbersome-looking original design. The main difference was, this time around they could tell an on-going story that wasn’t possible with the episodic nature of the first anime.


Tetsujin 28, 60s (top-left), 80s (top-right), 90s (lower-left), and 00s (lower-right)

 

Here we see the level of reverence that animated remakes in the 2000s have for their source material. As cool as Sugino Akio’s Black Jack from the OVAs looks, it’s more a Sugino design that it is an adaptation of the Tezuka version. Whether it’s the new Black Jack, the new Towards the Terra, or the new Glass Mask, these remakes over the past ten years have all derived their aesthetics from the originals and tried even in their updated redesigns to capture their visual essence, as opposed to re-envisioning the characters almost entirely to fit in with the current trends of animation. Re: Cutie Honey in particular is a prime example, when comparing its opening to the original’s. Even adaptation of 90s series such as Itazura na Kiss and Slayers Revolution went about trying to capture that 90s anime “feel.”

Overall, this decade has done a much better job at looking back then the decades previous, but that might just be because anime is old enough at this point for that to happen in a proper fashion.

The Kids’ Manga of Yesterday is the Adult Manga of Today

Tying directly into the remake reverence, nostalgia for anime and manga has become a greater factor in the industry than it ever has in the past, and it has everything to do with appealing to the adults of today who were once kids. As with the example of Tetsujin 28, the revivals of today differ from the revivals of yesteryear in that while the previous ones tried to update the series for the kids of that era, more current series tap directly into the adult market who have a longing for the anime and manga of their childhood. Whereas Kinnikuman and Hokuto no Ken ran in Shounen Jump (the current home of One Piece, Naruto, and Bleach), Kinnikuman II (1998) and Souten no Ken (2001) run in adult magazines high on nostalgia.


Hokuto no Ken’s Kenshiro (left), Souten no Ken’s Kasumi Kenshiro (right)

Nowhere is this more evident than in the way the super robot genre has been approached over the past ten years. Arguably starting with 1997’s Gaogaigar and its realization that adults are watching this kids’ show, super robots have tried to tap into the childhood of those 18 and up. One only has to look at Gurren-Lagann, Godannar!!, Koutetsushin Jeeg, New Getter Robo, Shin Mazinger, Aim for the Top 2 and others to see this trend. While not all of these shows go out of their way to alienate new viewers (and shows such as Gaiking: Legend of Daikumaryu try harder to focus on a younger audience), they are still homages to the themes and tropes of decades past, trying to attract yesterday’s fan today.

 

Accelerated Access to Anime

Looking at the way we watch anime and read manga now, with our streaming videos, official online comics, torrents, rapidshares, and just ease of access to the product, it can be easy to remember that there was a time when getting any anime at all was a diffcult feat, and any show we saw was many years old at that point. But let’s not step back too far, and just consider the fact that there was a time before stores had “anime” or “manga” sections where you could easily buy the latest volume of your favorite series (or not buy, as the case may be).

Speed of information. Speed of communication. Speed has defined this decade as a whole, let alone in the realm of anime and manga, but it’s in the easy access to large amounts of media that anime began to feel like a juggernaut. On the up-and-up, you could buy anime DVDs and manga in mainstream stores and chains, or watch anime about fighting with monsters on Saturday Morning cartoons, or catch Cartoon Network’s Toonami and Adult Swim. On the illegitimate side of things, people began to produce “digisubs,” obviating the need for VHS fansubs and tape-trading. IRC downloads gave way to Direct Connect, which was succeeded by the Bittorrent, which in turn was overtaken in popularity by a new website called YouTube, which ushered in an age of streaming video.


The ease with which we could find anime made the world feel a little smaller

At anime cons, industry representatives have talked about how Bittorrent, while significant, didn’t cut into their revenues nearly as much as streaming video had. Streaming anime was fast, easy to understand (no “What’s a Torrent?”), and of course it was free. That’s why so many companies are trying streaming video right now; they know that this is where people are turning and they want to get something out of it rather than trying to squash it entirely. Even the Japan side is getting more savvy about this, with Bandai Channel getting into the mix and the rise of Nico Nico Douga. Now we actually have shows which are accessible to international audiences at nearly the exact same minute as a broadcast in Japan. And ironically, some people have shown that it’s still not fast enough.

The Ups and Downs of Internationalization

Back in 2000 I saw the second Pokemon movie on opening day, as I had with the first movie. I distinctly remember it being the summer of 2000, seeing as how the English title for the movie was Pokemon 2000 and all. But as I sat in the theater with friends that morning, I looked at the entrances for a moment and then…they came. Children flooded the theater, seeping into every row and every seat that they could like a single Pikachu-loving blob. In a couple of minutes the theater was packed. This was Pokemon. This was where anime had gone.

Then years later I went to see the 5th movie, starring Latios and Latias in theaters. Once again it was opening day, but this time I was the only person in the theater. Looking back, this should have told me everything I needed to know about the life of anime and manga in this decade.


The Pokemon movies from 2000 and 2003

The anime and manga industries of today struggle as their peers and rivals fall victim to a mix of overzealousness, bad decisions, and a market that just isn’t there even though they wanted it to be. But whether there was ever any actual success, or whether it was built purely on kindle and gumdrops from the beginning, the fact that these companies were even around to be eliminated, the fact that someone could actually think an “Anime Network” would succeed, the fact that another person would think, “We have to make our cartoons more like that anime stuff,” the fact that Anime and Manga could even give the impression of “Making It Big” is amazing in itself.

Conclusion

Anime and manga in the period from 2000-2009 has undergone changes in almost every area imaginable, from the way it’s watched to the way it’s created, from storytelling styles and character aesthetics, to perceptions of the past and the future. Whether it’s for the better or worse, I think ultimately history will have a neutral opinion on this era as the good inevitably came with the bad.

While these changes have been quite major, they do not exist in a bubble separate from history, and if you look closely you’ll find strong connections going back to the earliest days of anime and manga that continuously resonate from past to present. And in a way, this decade was not so different from the ones previous to it in the sense that every decade has brought with it changes to how anime is perceived, received, and produced. What’s different this time though, is that everyone around the world can see them more clearly and talk about them with ease, as we are doing right now.

So that’s 2000-2009 and the look back. Get ready for Part 2, where I talk about where I think anime and manga will be going in the coming years.