The Elegant Design of Suntory’s Virtual Youtuber

There’s a 50/50 chance that saying “the Japanese beverage company Suntory has their own official Virtual Youtuber” would come as a surprise. But the blue-haired “Suntory Nomu” is real (in a sense), and I actually like her design quite a bit. What really stands out about Nomu’s appearance, relative to other VTubers, is how simple and subdued it is. A white dress with blue highlights stands in sharp contrast to the vast majority of Hololive and Nijisanji, who seem to be created with a maximalist philosophy. This latter approach brings to mind broader discussions about character design in media.

(Side note: I’m not sure I need to mention this, but in case it matters, I am not endorsing Suntory products in any way. I generally like their drinks well enough, but that’s about it.)

When looking at Nomu relative to the Hololive members she’s streamed with, the difference is clear. While both have attractive designs, Takane Lui and Aki Rosenthal have all these details, adornments, and colors, resulting in rather complex/complicated appearances. There are practical reasons to make them this way, of course: They need to be immediately distinct and visually appealing to prospective viewers. Rigging/modeling them for animation is a one-time thing, as opposed to needing to be draw them anew every time in the vein of anime or manga. And the expectation is that people will stare at them for extended periods. VTubers need to communicate a good portion of who they are immediately, as viewers can’t be expected to dive into an extensive backstory—and often VTuber backstories are helpful suggestions, at best. 

The decision to go maximalist reminds me of fan discussion surrounding fighting game characters. Fighting games, especially ones not based on an existing property, share a number of similarities with VTubing. There’s no prior context for people to get attached to (as they might in an animation or comic), so having them catch the eye right away while also communicating how they play is important. There’s still quite a bit of range—Compare Ryu or Chun-li from Street Fighter to Sol Badguy or Dizzy from Guilty Gear (especially pre-STRIVE)—but criticizing a fighting game character for being “boring” is typically more about looks and presentation of attacks. That’s actually a big difference with Virtual Youtubers: It does ultimately come down to personality.

But it makes me wonder if significantly simplified designs like Suntory Nomu couldn’t thrive despite the general trends against them. Maybe it’s because so many designs take an “everything but the kitchen sink” approach that Nomu’s aesthetics stand out more. Could there be a trend back down to relatively more minimalist designs in VTubing, fighting games, and other similar areas? It’s something I’d like to see, if only because I’m curious how it would all play out among the fans themselves.

What Bridget’s Return has Taught Me About the Internet

I’m no stranger to Guilty Gear or the yo-yo wielding Bridget: I cut my teeth on the character’s debut game, Guilty GearXX, and I’ve seen both the unorthodox zoning and the particular internet notoriety garnered by Bridget’s feminine appearance and association with a certain term that implies an element of deception. I’m also one of the many surprised by Bridget’s return in the current Guilty Gear STRIVE—doubly so at the reveal that Bridget has gone from identifying as a boy (albeit one raised as a girl for superstitious reasons) to being a trans girl. Honestly, I never thought the games would make this decision, even accounting for the fact that another fighter, Testament, is nonbinary in STRIVE

However, the biggest shock of all to me was seeing some of the more negative reactions to Bridget’s loudly declaring herself to be a girl, specifically coming from a 4chan-derived crowd who worshiped Bridget as a “femboy” while simultaneously engaging in transphobic behavior. To them, Bridget being trans is a deep betrayal, or as one person summarized it, “their 9/11.”

I’ll be upfront in saying that I don’t really have an “interest” in Bridget, so this is not that type of personal matter to me. However, having seen the “Bridget worship” from all the way back in the day, I had always chalked up the caustic behavior of certain fans as a bit of self-deprecation mixed with slowly discovering their sexuality in a way that was psychically acceptable. While I never thought that being into Bridget automatically made you gay (attraction and sexuality are far more complex than that), I had assumed these people would like to see Bridget happy regardless no matter what decision she made—and even then, the art of her wouldn’t have to substantially change. What I failed to take into account was the fact that bigoted fetishism is a thing, and that by extension, some use “femboy attraction” as a form of identity politics to rally against “wokeness.”

That was an oversight on my part. I know full well how fetishizing a group can risk dehumanizing them (though that’s not to say fetishes are inherently wrong). It also needs to be acknowledged that Bridget is a purely fictional character, which changes the dynamic compared to a real person. It does make me wonder, however, if affirming Bridget’s trans identity is somehow a breach of that plausible deniability that some had used to keep their contradictory beliefs afloat.

One thing I do worry about is how the politics of grievance seem to turn everything into a culture war, and that Bridget is going to be another front for harassment to occur, if it hasn’t happened already. Kudos to Arc System Works for being willing to take this risk, though. When it comes to updating their characters—be they straight, gay, cis, or trans, or anything else—Guilty Gear is unmatched.

Otakon 2019 Interview: Inoue Kikuko

This interview was conducted at Otakon 2019. I had the opportunity to sit down with voice actor Inoue Kikuko for an extended period, so this is a longer interview than usual. Inoue is known for many roles, such as Belldandy in Oh My Goddess! and Aina Sahalin in Gundam: 08th MS Team.

Ogiue Maniax: Hello, Inoue-san, it’s a pleasure to meet you. I have many questions, as you have an illustrious career, and I’m looking forward to this interview.

Inoue: I’m pleased to hear that! Thank you!

Ogiue Maniax: First, I’d like to ask you about one of your most recent roles, as Tachibana Mayumi, the mother character in Mix. What is it like working on the series and how familiar were you with Adachi Mitsuru’s manga prior to working on the show?

Inoue: With regards to the manga artist Adachi Mitsuru, you could almost make his work a genre—the Adachi Mitsuru genre of manga. They’re very close to my heart, and I don’t think it’s just me who thinks so. Most of the Japanese people I know who read manga might feel the same as me. I believe that in a way, you can say it’s almost nationwide, his manga. So when I got the role for Tachibana Mayumi in Mix, I was very happy that I was able to become the mother of the main characters.

This is because I believe that Adachi Mitsuru manga are very unique—very docile, very gentle. This is something we are seeing less and less of these days, with the very fast-paced and exciting styles of anime these days, but Adachi Mitsuru has a style that’s more slow-paced and gentle, but very deep in thought. So I believe these are distinct and very unique values too that are very important in this day and age, and I am very happy to take part in such a great work.

Ogiue Maniax: My next question is about the character Aina Sahalin in Gundam 08th MS Team. It was a series that ended up with two directors due to the unfortunate passing of Director Kanda. How would you compare working with Director Iida to working with Director Kanda on 08th MS Team?


Inoue: With regards to Aina, back when I got the role for her, I was a relatively new voice actor, and I believed that Gundam was far beyond what I was able to do back then. I was auditioning for many things but not all auditions would go great, and Gundam was a very big franchise even back then, so being able to get the role of Aina was a special moment for me.

The director Kanda-san wasn’t someone I was able to talk to often, as I was a very new voice actor at the time, and I couldn’t really muster up the courage to go and talk to him as much as I would have liked to. In that sense, I regret not being able to get the courage back then because when Kanda-san passed away, I had very sad thoughts because I wasn’t able to talk to him anymore.

When Iida-san took over the project, I believe that the 08th MS Team story had been passed on in terms of the theme still being there, and I do believe we—Kanda-san, Iida-san, and I—were all on the same page in terms of saying that in war, you have these things happen. There’s an anti-war message in there, and in that sense, I believe we were all on the same page, and Iida-san took on the torch after Kanda-san very nicely.

Ogiue Maniax: You’re generally known for playing very gentle and kind characters, but one character you’re also known for is I-No in the Guilty Gear series is famously extremely rude and aggressive. What do you focus on differently when playing a character like I-No, as opposed to your other more famous roles?

Inoue: In terms of characters I’ve played, I-No is a very unique character because she’s very foul-mouthed, one might say. So when I got the lines for I-No in the studio, I was actually going, “I can’t say this out loud! But I’m a voice actor, so I have to overcome this, right?” So I went in there and shouted horrible things, and I didn’t know how to feel. But now, when I look back, I really feel that I grew as a voice actor then, and now I love the character very much.

At first, I felt kind of bad for saying her lines, and I didn’t really comfortable saying them, but after a while it actually became pleasurable.

Ogiue Maniax: More recently, you’ve been playing characters who are not just motherly and kind but literally mothers. I noticed that, often-times, even though they’re small parts, they are quite memorable, and people remember your characters even though they appear for only one or two characters. Two examples I can think of are Ban Kenji’s mom in Heartcatch Precure and Nishikino Maki’s mom in Love Live! How do you enjoy these roles, and do you bring your own ever bring your own experiences as a mother to your performance?

Inoue: When I was still a new voice actor, the very first role I ever got as a regular role was as a mother character. That was when I was in my 20s, when I wasn’t a mother, but I still got a mother character. And after that, another mother character. And after that, another mother character. All of these characters I had were mothers, so I actually thought, “What is it like to be a mother?” I referred to my mother, as she’s the kindest person I know of, and I actually think she’s the kindest mother in this world, so I would channel her into myself and make myself act like her. But after becoming a mother, I noticed that I was taking these roles very naturally, and I didn’t have to refer back to my mother on all these literal mother roles. It might have become second nature

Ogiue Maniax: Your daughter, Inoue Honoka, is also in voice acting. Has there been any advice you gave her about working in the industry?

Inoue: At first, when Honoka said she wanted to become a voice actor, I actually felt a bit uneasy because in this day and age, when the market has very talented people at such young ages, and it’s a very difficult place to succeed in. But I found out that she’s very studious and really wanted to become a voice actor, so I looked at her scripts, and at home, we would practice together. I’m not sure if this would count as advice, but what I said to her was, “When you speak, you’re not speaking with your mouth—you’re speaking with your heart. All these lines that you say, they’re from your heart, and your mouth is only where they come out. It’s really from the heart, so don’t let the mouth get to you.”

Ogiue Maniax: There’s a character you play in Fate/Grand Order named Scheherazade who has a growing friendship with a character named Nitocris. What do you think of that relationship, especially through the summer event?

Inoue: At first, I thought Scheherazade was very docile and didn’t have her emotions show on the surface, so I was very happy when these lines hinting at their friendship came up. Scheherazade felt lonely at first, so having a friend who comes up in her lines makes me feel happy for her now.

Ogiue Maniax: Another role that I think a lot of people remember you for is Kazami Mizuho in Please Teacher! How did you feel playing the role, and somewhat related, what was it like in your brief appearance in the anime Waiting in the Summer?

Inoue: As I referred to earlier, at the time of Please Teacher!, many of my roles were mother or big sister-type roles, and I still kept getting those roles. But Mizuho was a character who was a proper heroine in the sense of being a main female character. At the time, I was much older than when I first started out, so I thought I might not get the role, that it might be impossible for me. But when I auditioned, I got the role, so as a voice actor, getting the role of Mizuho was very significant. I actually thought that, after I had played Mizuho, I felt I had lived a good life, and that I didn’t have any regrets from then on.

In regards to my appearance in Waiting in the Summer, let’s just say that I can’t comment too much about the voice due to difficult reasons, so let’s just keep that a secret.

Ogiue Maniax: I’ve actually read that you voiced the character Princess Vespa in the Japanese dub of the American movie Spaceballs. It’s kind of a cult favorite in the US—did you know what it was before you played the part, and do you know how the movie was received in Japan?

Inoue: I actually had no idea that it had such a cult following in the US! It was such a long time ago, so I can’t remember what it felt back then, but I’m sure that one of the things I was thinking was, “Wow, what a movie! Are you even allowed to do this?” That’s one thing I’m certain I felt.

Ogiue Maniax: Going back to the fighting game genre, you played a character named Lily McGuire in the Fatal Fury OVAs and movie. What was it like working on that series, and what was it like acting opposite Terry Bogard’s voice actor, Nishikiori Kazukiyo, especially because he appears to have more experience in live-action than voice acting?

Inoue: Fatal Fury was a very memorable franchise because the director was Obari [Masami]-san, who was relatively young back then. When I think about directors, I always imagine someone relatively older than me, but he was very young, and it was a very fun project too. So I kind of thought that it was interesting how someone this young could have such an interesting project going.

As for Kazukiyo-san, is he from Johnny’s?

Ogiue Maniax: Yes.

Inoue: Oh, right! I couldn’t really talk to Kazukiyo-san much, so I can’t comment too much on him. Sorry about that!

Ogiue Maniax: This is my last question, to follow up on the previous one. Do you have any interesting stories about working with Obari-san on Fatal Fury?

Inoue: As I said earlier, for the question about 08th MS Team, back then, voice actors didn’t really talk too much with the directors directly. There was a big wall of people between the director and voice actors. We couldn’t talk too much to many of the directors, but Obari-san was actually a bit different. He was very friendly, and we were able to talk to him very openly. In that sense, he was a very kind character.

These days, I don’t work as often as I did back then, but being in the industry, being around a similar age when we were doing Fatal Fury, and having matured in the same time in the same industry, I feel proud every time I see his name in the credits of an anime. I am very pleased to have worked with him back then.

Ogiue Maniax: Thank you!

 

 

On Loli Vampires, Morality, and Fiction

Anime and manga are full of relationships with large age disparities, ones that would assuredly get people arrested in real life. While fiction isn’t reality, and therefore doesn’t necessarily reflect what people desire or are willing to do in their actual lives, the fear of harm is founded in a simple and important value: adults having physical and romantic relationships with kids is wrong and impossible to justify in reality.

“But why is it wrong?” Generally, when presented with this question, people react that it is just morally repugnant, that it should cause disgust in all people. But what often isn’t taken into account is that there are two components to this answer that are conflated into a single response: the physical disgust and the moral disgust.

The Power of Fiction for Breaking Down Ideas

Before getting into the subject at hand, I want to emphasize some of the strengths of fiction: it can introduce ideas not easily found in reality, working alongside imagination to help people envision a world different from their own. It can also dissect and decouple concepts we believe to be either inextricably tied together, even those multifaceted ideas thought to be a single entity. This aspect of fiction enables people to reflect on its assumptions, and to further clarify how we think as human beings.

Take the example of being transgender, that one can potentially appear as one sex on the outside, but feel they are truly another gender on the inside. Thousands of years of social reinforcement emphasizes that the outer appearance dictates the inner mind, so for many someone being transgender is still a difficult concept to grasp. They cannot divorce sex from gender.

Yet fiction helps make this comprehensible. For instance, the old manga and anime Ranma 1/2 stars a boy who, due to a curse, changes physically into a girl every time he’s hit by cold water (hot water reverses the transformation). The more recent and wildly successful anime film, your name., features a boy and a girl who switch minds and have to live in each other’s bodies. In both works, the idea of “a girl on the outside but a boy on the inside” becomes more easily relatable. One need only watch these works, then think, “If I was in their shoes, how would I think? How would I feel?”

Physical vs. Logical Morality

Adults having relationships with minors is morally wrong, but in order to illustrate the complexities of this idea, I’m going to reference two characters from the company Arc System Works’, which specializes in fighting games. First is Dizzy from the Guilty Gear series. Second is Rachel Alucard from the BlazBlue series.

Visually, Dizzy appears as a fully-grown adult. Tall and voluptuous, she holds zero physical appeal for anyone who would be into much younger characters. However, in her first appearance in Guilty Gear X, she’s stated as being a mere three years old. While it’s more the case that she emerged fully grown like the goddess Athena, the conceptual contrast is still there: young in age, but old in appearance.

Rachel Alucard is the opposite. Having the appearance of a child, Rachel is actually an ageless vampire with the maturity and wisdom to go along with it. She’s very intentionally designed to follow that old lolicon trope of “she looks 10 but she’s 1,000 years old!” that often comes across as the flimsiest of excuses.

If you were to apply real-world laws to Dizzy and Rachel, you’d get two different results. If an adult had a sexual relationship with Dizzy, they’d be breaking the law 100%, but at first glance no one would find anything amiss. If an adult had something with Rachel, it would be legally justified but they would get pulled over by the cops every day for the rest of their lives.

Being bothered by Rachel’s design reflects a physical, visceral disgust—that one should not perceive her appearance as sexually attractive. On the other hand, being disturbed by Dizzy’s situation has more to do with the logic of morality. Even if someone appears fully mature, that does not mean they are mentally or emotionally ready. Age of consent laws are designed to protect minors from the inherent power imbalances that exist in adult-child interactions, even if she “looks like an adult.” The two sides of this argument can and do join together, but they’re fundamentally separate ideas.

So What About Those Stories?

While there is a clear immorality to having an underage relationship in reality, I do not believe that fiction is beholden to the same rules. Putting aside the fact that fiction, in and of itself, causes no harm, what ultimately makes those large age gaps morally problematic is the power dynamic. Adults inherently hold authority over children, even if those kids could pass for adults themselves, and the excuse that “she looked 18” doesn’t take into account the psychological harm that can occur. In stories, however, “power” comes in many different forms, and a story can be all about seeing how two individual characters can join together as equals. This doesn’t mean that people should never feel disgust at what’s depicted in fiction, especially because what goes on can potentially be used as an excuse or justification for bad behavior in real life. But it still, in the end, highlights how we perceive equality (or lack thereof) in fictional portrayals of romance.

Attack of the Imoutos – BlazBlue: Alter Memory

blazblue-altermemory

Fighting game anime do not have the best reputation. While we’re not at the absolute depths of the 90s and such wonderful stinkers as Tekken and Battle Arena Toshinden, most of the time the individual stories you experience by playing each character one at a time in fighting games are all mashed together into a paste. The result is that characters do not even have enough screen time to properly showcase their already flimsy narratives, and what carries a fighting game anime to any kind of success is enough flair for the characters’ personalities to shine through in their limited actions.

BlazBlue: Alter Memory is not the worst anime in this respect. Based on the popular BlazBlue fighting game series, the fighters themselves are designed to be as bombastic as possible, and while the story is convoluted to no end it seems very intentional. The narrative and presentation of BlazBlue: Alter Memory revels in its anime aesthetic to the point that it ironically suffers from not being as beautiful in the animation department as its source material because they can’t be as meticulous compared with the intricate sprite animations used in the games. I have to admit that I’ve barely played the games, but from what I can read the anime successfully captures the fact that the story involves alternate timelines, powers that are ridiculously vague in their function, and a seemingly endless stream of little sisters.

blazblue-imoutos

Ragna the Bloodedge is our white-haired, Sugita Tomokazu-voiced protagonist with a beefy sword. His little sister Saya was killed in the past, and he swears revenge against the man who did it. However, he keeps coming across girls that appear similar or even identical to Saya. There’s military police officer Noel Vermillion, who is arguably the series’ secondary heroine. There are robots that come possibly from the future (or something?) who have her face. Even one of the main villains turns out to have connections to Ragna’s little sister. I had a passing idea of the narrative of BlazBlue before watching, that time travel was involved, and that it is basically the Guilty Gear series with the anime dial cranked up to 13, but I didn’t realize that the story is basically Super Kyon (from Suzumiya Haruhi) and his deluge of imoutos.

When people use the term “anime fighter,” they’re referring to games like BlazBlue, and while it’s often associated with certain game mechanics such as air dashing and elaborate combos, the aesthetic is also important. BlazBlue, and by extension Alter Memory, takes all of the popular little trends in hardcore anime of the past seven years or so and throws them together to make something gloriously confusing. You have Catgirls and actual cats. There’s a 12-year-old looking vampire girl who’s a fan favorite. Yandere are seemingly everywhere. Angst and ninjas and flourishes of power are presented in such obtuse yet highly cinematic ways that Bleach creator Kubo Tite would blush. The sheer importance of little sisters in BlazBlue is not surprising, then, given just how increasingly prominent they have been in anime, manga, and light novels.

I think if there’s any major flaw of BlazBlue: Alter Memory, it’s from the fact that it’s an anime in the first place. This doesn’t seem like the kind of story you’re meant to experience by just watching. Rather, I think it’s supposed to kind of wash over you as you back in the aesthetic environment of the world and its dynamic characters. Maybe I should play the games more.

You can watch BlazBlue: Alter Memory on Hulu.

This post was sponsored by Johnny Trovato. If you’re interested in submitting topics for the blog, or just like my writing and want to sponsor Ogiue Maniax, check out my Patreon.

John Rambo and Sorrowful Warriors

In a prior discussion with Sub of Subatomic Brainfreeze, he brought to my attention the existence of a Sega-made Japanese arcade game based off of Rambo. Yes, the 80s Sylvester Stallone movie franchise. He told me all about how indicative the game was of how the Japanese perceived the movies and John Rambo as a character, and upon further thinking it shed light on a difference between Japanese and American culture.

According to Sub, the narration in the Rambo Arcade Game places great emphasis on how “sorrowful” John Rambo is as a person, and this idea of Rambo carrying great sadness within his stoicism is repeated throughout. Well of course that makes sense. This is the same culture which gave us Kenshiro, and Kenshiro is all about being a stoic hero who is full of emotion within.

As far as either of us could tell, in Japanese fiction stoicism acts as an indicator for emotion and sorrow, which contrasts greatly with the American idea of the expressionless badass, who while not entirely without emotion tends to be “unmoved” by traumatic events or the plights of others, though still willing to do the “right thing.” Their tears are not allowed, as they are a sign of emasculation.

I thought about the concept of the “sorrowful warrior” and any portrayals in Japanese entertainment thereof, and I recalled one in particular: Sol Badguy.

Sol is the hero of the Guilty Gear series of fighting games, and his character is quite reminiscent of Joutarou from JoJo’s Bizarre Adventure. He doesn’t talk much, is quite aloof, usually has a hardened expression on his face, and is incredibly adept in combat. It’s easy to see him as just a guy who knows what he wants and acts on his own, but then I remembered a significant fact about Sol Badguy.

As with many fighting games, characters in Guilty Gear have their own theme songs/stage background music, and Sol is no exception. The Guilty Gear series took it one step further and gave all of the characters vocal versions of their respective themes, and the first lyrics in Sol’s theme song say it all:

He’s a sad soldier.

I have to wonder, is it the case where whenever Japan and America see the same stoic badass hero, each ends up having a very different perception?