Sakura Wars, Super Robot Wars 30, and the DLC Hype Train

Sakura Wars is in Super Robot Wars 30. That means, for the second time in history, a Sega giant robot video game series is debuting in Super Robot Wars as a newcomer—16 years after Virtual On broke new ground in Super Robot Wars Alpha 3. I find this to be an important moment in SRW history, and not only because Sakura Wars has been long anticipated by fans. The other big factor is that Sakura Wars is the first new series to come in as DLC, and the concept of continued hype via shocking entries reminds me a lot of one of my other favorite game franchises: Super Smash Bros.

Super Robot Wars as a whole predates Super Smash Bros. by almost a decade, but they’re built from a similar concept in terms of promotion: Show all the varying franchises that are in each game, and have players freak out over the fact that what was thought to be impossible is, in fact, real. Even on Youtube, Super Robot Wars 30 has been getting the reaction videos common to Smash, albeit on a smaller scale. But SRW has long done it in one giant cannon fire, releasing one massive preview video, as opposed to the drip-drop approach that Smash has utilized since the Brawl website days. While there are only two batches of DLC for Super Robot Wars 30, I like the idea that there are still surprises on the table after we thought things were done. I don’t necessarily feel this way about DLC in general, and the difference is that SRW and Smash alike are generally already filled to the gills with content.

It’s also funny to think about how the series that go into SRW are collectively older than what shows up in Smash. The oldest mecha manga dates all the way back to the 1960s (namely Tetsujin 28), while the Duck Hunt light shooter game (before video games even really existed) came out in 1968. While Nintendo and video games in general are bigger business these days, one could argue that the resources that make up Super Robot Wars are bigger and more legacy-defining in their own way.

Super Robot Wars 30 comes out in a couple of weeks, and I already have my Ultimate Edition pre-order. Unlike previous games, this one is officially available in English in an easy-to-obtain way via Steam, which is where I’ve purchased it. I’ll be eager to try out the Sakura Wars units, and everything else the game has to offer. Most importantly, we’re gonna get some sweet-ass Sakura Wars music.

It might be about time for me to work on another Gattai Girls post too…

Plain 90s Anime Beauties

I’ve been on an “90s anime theme” kick recently, watching various live concert performances and animated intros/outros on YouTube. When you look through them, there’s a recurring tendency in shows of the time to have ending animations highlight the token female character as she existed in the 90s. What stands out to me in particular is that a lot of these girls are designed to be fairly pretty but not excessively beautiful, talented but not too talented.

Frequently, the 90s girl is the protagonist’s love interest, especially in series with heavily male-dominated casts, and in shounen works also works as either an everyman or expositional character to get the reader up to speed on the rules of the story. She’s the ideal support for him and his passionate pursuit of whatever goal or motivation he possesses, and it’s this sideline cheerleader that has more recently fallen by the wayside in favor of a new breed of heroine, who still might not be in the spotlight but possesses some sort of “other” talent. The example that immediately comes to mind is Akagi Haruko from Slam Dunk, who knows a bit about basketball and is the target of affection for the hero, in contrast to Aida Riko and Momoi Satsuki from Kuroko’s Basketball, who have support “powers” for their teams and whose roles as possible love interests are not as prominent (perhaps influenced by the greater fujoshi influence of Kuroko). None of them are stars of their stories, but I think there’s a clear difference between then and now.

If the main character’s love interest is supposed to be an ideal, I have to wonder why they’re so frequently designed to not be quite so ideal in the first place. This could be chalked up to “good characterization” in some cases, and a “boring” or “plain” female character to a potential viewer outside of Japan might be seen as a “yamato nadeshiko” type perfect woman in Japanese culture (e.g. Shinguji Sakura from Sakura Wars). However, I can’t help thinking that there’s something else, like a desire to promote the plain girl as the one young readers of shounen should be aiming for. Pining for the hottest girl around might somehow have been viewed as impractical or even wrongheaded, and that the childhood friend, the girl next door, would be the far better choice. Was anime and manga trying to teach its audience what kind of love would be the more realistic choice, or is it just that having these girls be fairly plain is simply about pushing the heroes further to the forefront?