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So have you seen the fancy new Gundam 30th Anniversary “Perfect Mission” Video? It features the original Core Fighter being helped along by various Gundams from throughout the franchise until it reaches its destination and forms into the RX-78-2. It’s one of the finest Gundam crossovers ever that’s not also a video game.
What I particularly like about this two-minute video is how it doesn’t really try to play favorites with the Gundams, outside of choosing which specific Gundam to represent each series. Despite SEED Destiny’s shortcomings for example, the Destiny Gundam is given its due. Wing Zero and Wing Zero Custom are displayed side by side to represent both Gundam Wing and Endless Waltz. There isn’t even any preference given to order; it’s not chronological or even in-universe chronological. All Gundams are presented as equals.
And though I say it’s the best non-video game crossover in Gundam history, I gotta hope that future Super Robot Wars games might utilize the “Perfect Mission” Combination Attack to rival the Final Dynamic Special and the Choudenji Reppuu Seikenzuki.
As of late, I’ve felt that quite a few anime creators have been taking a reductive approach to determining what is necessary for a piece of fiction to actually work. They’re examining the innards of animation as a story-telling device, and removing seemingly vital organs in order to determine whether it was a heart or if it was just the tonsils. The three most prominent examples I can think of are Miyazaki, Oshii, and Kyoto Animation.
Miyazaki asks, “Do I really need a cohesive narrative when I just want to illustrate a series of events in animation?” and then creates Ponyo.
Oshii asks, “Does my movie really need to be actively engaging when I want to make a movie entirely about tedium?” and then creates Sky Crawlers.
Kyoto Animation asks, “Can a work be considered ‘new’ if everything BUT the story itself is entirely redone?” and then creates the Endless Eight portion of Haruhi.
In every instance here, creators are using their reputations to put surprisingly experimental animations in a public setting for mass consumption. In the case of Oshii and Miyazaki, it’s in the theater, and for Kyoto Animation it’s on TV in the form of one of the most popular anime in recent years. And with these experiments, they are asking a rather weighty question: what exactly is fiction? They’re asking themselves, asking the audience, asking the industry, and depending on the answer they receive, we may see more works like this or less.
How do you feel about this? Should creators be using such public settings to experiment to such an extent?
If you were to ask someone informed what the most influential giant robot series of all time were, they’d probably give the following answer: Mazinger Z, Mobile Suit Gundam, Super Dimensional Fortress Macross, Neon Genesis Evangelion. Isn’t it amazing then, when you realize that all four of these series have had recent revivals, as if the Forces of Anime have deemed this period of time to be the celebration of all things humanoid and mechanical?
Mazinger Z has the new Imagawa-directed Shin Mazinger Shougeki! Z-Hen, which takes elements of the entirety of Mazinger lore and its remakes (as well as much of Nagai’s works) and incorporates them into a single cohesive story that explores and brings to light the thematic elements which make Mazinger Z itself such a prominent part of anime’s history. As the first Super Robot to be piloted from within, and the first to declare its attacks with passionate yells, and then in 2009 to make such a show feel fresh and original, I think we’re all the better for knowing it exists.
Gundam received a new series set in our timeline (AD) in the form of Gundam 00, as well as a return to the Universal Century timeline that few expected after all these years in the form of Gundam Unicorn and Ring of Gundam. There’s also the massive celebration of its 30th anniversary in real life, which includes life-size Gundams, weddings on life-size Gundams, and musical concerts. Whichevery way you prefer your Gundam, whether you’re an old-school curmudgeon or someone who came in from Wing or SEED, there’s a message for you, and that message is “Gundam is Amazing!”
Macross Frontier meanwhile celebrated the franchise’s 25th anniversary. Unlike Gundam, Macross doesn’t just get animated series updates every year, so to have a full series emerge and capture much of the energy of the original Macross while still being true to its current era of anime made Frontier a joy to follow. The most interesting departures, so to speak, were the extremely current-era character designs (in contrast with the classic 80′s Mikimoto ones), and the ways in which the concept of the “pop idol” has morphed over the course of two or three decades.
Evangelion is in the process of having its story entirely re-animated and retold in a series of movies which seek to do more than just cash in on an already perpetually marketable franchise, though that’s not to say that they don’t do so at all, and instead also transform the story in dramatic ways, from adding entirely new characters to subtle changes in the characters’ personalities and actions, everything is moving towards the idea that things will Not Be the Same. It’s also the newest series of the bunch, and thus the “freshest” in the public consciousness.
What’s also interesting about this is that when you step back and look, you’ll see that each of these series has influenced the one after it in very powerful ways, whether indirectly or otherwise. Mazinger Z set the stage for the super robot formula, which led to a young Tomino Yoshiyuki working on super robot series, then getting tired of them, eventually leading to Gundam, the first series to really push the idea of giant robots as tools, and to advance the concept of a war with no real winners that existed in series such as Daimos and Zambot 3. Macross is an evolution of this “real robot” concept thanks to a staff that fell in love with Gundam years ago, and now includes real-world vehicles transforming directly into robots, a much greater emphasis on character relationships, and an optimistic spin with the idea that the power of songs can influence two warring cultures and bring them closer to one another. Evangelion’s director Anno Hideaki worked on Macross, and the influence of both it and Gundam and even Mazinger Z permeate throughout its episodes and general design. The “Monster of the Week” formula made popular by Mazinger Z finds its revival in the form of the mysterious “Angels” in Evangelion, but the story and the monsters are merely part of a philosophical backdrop. Characters are entirely the focus of the series, and these children are so intrinsically flawed that some do not enjoy them as characters.
And now it’s like all of these series are sitting in the same room, feeling the weight of their years of fame, and standing shoulder to shoulder, eager to see what happens next in the world of giant robot anime. And then sitting in the same room is Tetsujin 28, which nods its head in approval.
Are giant robots still capable of capturing imagination and transforming world-views after all this time? I think so, and I think it’s happening as you read this.
“Spinning Touhou.”
The year was 1973, and a young anime studio named Madhouse began work on its first big series, an adaptation of a popular tennis manga called Ace o Nerae! or Aim for the Ace! as it translates in English. Running 26 episodes, it was directed by Dezaki Osamu and had character designs by Sugino Akio, a duo that continues to work together even to this day, including Rose of Versailles, the 90s Black Jack OVAs, and Space Adventure Cobra. They also worked together on every other anime adaptation of Aim for the Ace!
With that in mind, I thought it’d be interesting to just put the openings of each of the Ace series next to each other, if only to see how time, money, and experience have affected the same series over the course of two decades.
1973′s Ace o Nerae!
1978s Shin Ace o Nerae!
1988′s Ace o Nerae 2!
It might be a little unfair to compare openings, but I feel that doing so is a good indicator for seeing how an anime series wishes to be first seen. When you look at the 1973 opening vs the 1978 opening though, you can already see a world of difference. Character designs in Shin Ace are cleaner and more consistent, perhaps at the expense of some of the wild and untamed artwork that characterizes the original. Everything is also much-better animated, with fewer visible shortcuts being taken. Fast forward to 1988 and of course you can see a huge change, brought on by overall progress in anime, an OVA-level budget and changing visual trends in anime (and in real-world fashion). Keep in mind though that unlike, say, Cutie Honey, where each incarnation is done by a different studio and different people at the helm, Ace 2 has the same core team as the first Ace, and what you’re seeing here is direct evidence of how they changed over the course of 15 years.
I think the biggest difference between the original and the later series is that by the time of Shin Ace, the anime is actively trying to portray human figures in a three-dimensional space, and Ace 2 even moreso. If you look at the original TV series, even in the opening it never wants to tell you exactly where the characters are in any given moment. It feels closer to a manga brought to life, for better or worse. In that regard, I feel that the original has a certain charm that the others lack, the kind of appeal that comes from seeing just how much people could do with so little.
Really though, I just think they should have kept the hair from the first TV series throughout each incarnation. That includes the live-action series from a few years ago.
Animator Kanada Yoshinori died about a month ago, and as one might expect from the blog anipages, they have numerous articles dedicated to the man’s long and influential career, as well as prior articles from long before his death. The articles are all fascinating, as anipages articles tend to be, and they’re very accessible to even people who may like anime but aren’t very familiar with the people who make them beyond knowing the names of voice actors. I really recommend that you read them.
Of particular note to me personally is that Kanada worked on Zambot 3 and the movie version of Galaxy Express 999, two of my favorite anime ever. The Zambot 3 article on anipages talks about how the show was plagued by poor animation overall (and he’s right; often times the show looked worse than Mazinger Z which came out years earlier), but how you could still see Kanada’s hand in the episodes he worked on adding a level of quality to the production.
Kanada’s style is noted by a wondrous and playful approach to animation, which can be seen in this compilation video someone made of his best work.
I may be sounding like a broken record by now, but it’s totally worth having that reputation so that I can tell you about Vertical Inc Marketing Director Ed Chavez’s periodic talks on the various genres of manga and other related topics. This Wednesday, Ed will be holding a discussion on the topic of four-panel comics in manga, a genre which includes titles such as Azumanga Daioh, Hidamari Sketch, Lucky Star and K-On! Though I am not privy to any specific conversation topics, often times the discussion includes the history of a particular genre, how it does in Japan, any theories on what makes it work or not work, and then discussion on how it could work better in America.
I’ll be attending once again, and we’ll be meeting at Kinokuniya NYC, located on 6th Ave in Manhattan between 40th and 41st St at 6:30pm until 8pm.
Really, check it out, and contact Ed Chavez to say you’re coming.
A few days ago I saw the new movie District 9. Having passively avoided all of the explicit advertising for the movie that would explain any of the story at all, I came in with fresh eyes, and by the time it was over I felt pretty amazed. The movie takes a variety of unusual elements and ideas, such as its balanced blend of strong science fiction elements in a real-world setting of sorts, as well as its documentary-style camera work and uses them to approach a variety of themes, from fatherhood to xenophobia. However, for all of its scope, it is ultimately is a very personal and very emotional story, and that is what makes the movie so strong. It takes all of these wild and disparate elements, presents them naturally, and then tells a surprisingly localized tale of a man not knowing what will become of him. In other words, much like Up, it shares a lot in common with many of the best anime titles.
While not a strength exclusive to anime, I’ve always felt that this recurring ability to take very unorthodox plot settings, be they science fiction or otherwise, and tell a very emotional story with them is one of the hallmarks of Japanese animation and one of the key ingredients to drawing in new fans and keeping them there. As is the case in District 9, when done well or even half-decently, the various parts of the story do not fight each other for your attention.
One might say that the very idea of doing any sort of complex story and having it be a cartoon is unorthodox enough of a setting, but it might also be the case that such unusual trappings and the meat contained therein is generally helped by the stylistic coherency that comes with making something animated. Generally I say, because as you can see there’s a movie called District 9 which manages to do it all with real actors.
On a final note, I’d just like to say that the CG characters themselves were also fantastic and arguably better than the humans. The level of attention they were given is something the Transformers movie franchise should learn from.
A few months back I made a post mentioning the fact that the World Cyber Games USA finals would be held at the New York Anime Festival from September 25-27. A few weeks ago, the finalists were all decided via online tournaments, and there’s quite a few recognizable names. I’ll be there to watch for sure (unless it interferes with, say, a Tomino interview or press conference), as not only am I interested in seeing who gets to fly to the WCG finals, but also because this is a rare opportunity to combine two interests into one exciting event.
Anyway, the finalists.
Jacob “LzGaMeR” Winstead
Made it to the Valor Tournament Round of 16.
Adrian “KawaiiRice” Kwong
First-time WCG USA finalist.
David “Louder” Fells
3rd Place Winner at WCG USA 2008.
Geoff “iNcontroL” Robinson
WCG USA 2007 champion and moderator for Team Liquid, iNcontroL also appeared as a contestant on WCG Ultimate Gamer.
Greg “IdrA” Fields
The ESWC Asia Masters of Cheonan 2009 Champion, Idra is the only active Non-Korean professional Starcraft player in Korea and is known for his strong Terran vs Zerg.
Daniel “Nyoken” Eidson
WCG USA 2007 2nd place finisher.
Sean “Day[9]” Plott
2005 WCG USA champion and considered by many to be the best Zerg in the United States, as well as the younger brother of Nick “Tasteless” Plott, the English caster for Gom TV.
Bryce “Machine” Bates
Former WCG USA Finalist.
David “KingDino” Kent
Former WCG USA Finalist. A former hacker who has since managed to redeem himself.
Dan “Artosis” Stemkoski
WCG 2007 3rd Place Winner and frequent WCG USA finalist, Artosis runs SCforALL, a site dedicated to bridging the gap between American and Korean Starcraft fanbases. Known for his strong Terran vs Terran and Terran v Protoss.
I know that watching Starcraft is not every anime nerd’s cup of tea, but I hope at least some of you take the chance to watch some high-level gaming in one of the most intense games ever. And for those of you cosplaying, I will implore you to take a look, just so that when they film the audience pans will be that much more interesting.
Don’t forget to cover your faces.
