July 4, 2008


If you live in Japan and are tired of using your Nintendo DS for nothing more than playing games, it's time to rejoice. For only $40 (3,980 yen) you can buy yourself a starter kit with adapter, card reader, and a 512MB microSD card that will transform your gaming handheld into an anime paradise!

DSvision is marketing the hardware package to support it's new download service, online and available now. 20 minute animated programs sell for $2 (210 yen) and 200 page manga volumes will run you around $3 (315 yen).

Image: AM3
Via Wired.com

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May 9, 2008


I'm generally not a fan of live-action adaptations of animated TV shows, because they almost always disappoint. The problems usually start with the choices the filmmakers make in order to get animated (or animated-looking) characters into a live action universe. The Flintstones had fake-looking rock sets; Alvin and the Chipmunks and Scooby Doo had CGI critters in an otherwise realistic universe; Fat Albert had the TV characters coming to life in the real world.

In Speed Racer, the Wachowskis do what none of the creators of these other films had the will to do: they created a cohesive universe in which all of the elements in any given frame look like they belong together. In the process, they also highlight something that's been missing from mainstream animation for quite some time.

As I was sitting in the cinema watching Speed Racer, it occurred to me that I already knew how most journalists were going to describe the movie's look. Some would say that it looks like a video game, or that it's anime come to life. They're dead wrong. Outside of some race scenes the movie looks nothing like any video game you've actually played, and outside of a few Akira-like shots and a nod to the original series opener, it looks nothing like any anime you've ever seen. Really, these are just phrases that reviewers use when they want to say that there are lots of things moving around very fast, or that have bright-coloured, futuristic-looking elements.

In a strange way, however, they're also right. Speed Racer, like many video games, demands that its viewers process a lot of visual information at once. Like anime, it stylizes motion in a way that isn't entirely realistic but is believable within its own reality.

If anything, Speed Racer's filmic cues come from green-screen/digital-set movies like the most recent Star Wars trilogy and Sky Captain and the World of Tomorrow, along with shorts that feature heavily processed and manipulated live action, like Gaëlle Denis' City Paradise. But the Wachowskis' real inspiration here is manga. This doesn't just apply to the racing scenes, but to just about anything set outside of the Racer family home. Take a look at these images, and pay special attention to how they put the focus on certain foreground objects or characters and use the backgrounds to denote movement, atmosphere and mood. These compositions are pure manga:







Better still are the transitions, in which the camera moves around a foreground character's head and the backgrounds change to show scenes either as a transition or as a flashback to the past. Some of these scenes are multi-layered, including audio from both the current time and place and the location or time being referenced. There's even one scene where one character tells Speed about about something that will happen in the future; as the camera whirls around Speed, the background shifts to show scenes that highlight what the other character is saying—and eventually we discover this isn't speculation, but what actually happens in the future. The whole sequence interleaves the present moment and flash-forwards, kind of like an episode of Lost on, well, speed. (Lazy journalists will look at all this and make references to audience members with short attention spans or ADD; the truth is, you really have to pay attention if you want to follow it all.)

I'm just scratching the surface here. All in all, Speed Racer is a visual effects spectacle that doesn't reserve its inventiveness for eye-candy money shots; rather, it's a carefully constructed, dynamic reality that is unlike anything seen on the big screen. All of which brings me to the question I kept asking myself when I left the cinema: why haven't I seen anything like this in feature animation for so long?

It's a cliché these days to say that effects-heavy summer movies are cartoon-like, and there's some truth to that. But it's also true that live-action movies have, through the heavy use of CGI, taken animation's "anything can happen here" mentality and run with it. Meanwhile, feature animation has largely concerned itself with looking more realistic, obsessing over things like realistic fur and hair. Even those productions that aren't so fixated are, relatively speaking, conservative. I've very much enjoyed Pixar's films, but when you get right down to it they mostly fit into a niche best described as "Talking ____s," with the blank filled in by toys, bugs, fish, rats or what have you. The Incredibles was an exciting departure, but so far the new direction that it signalled appears to be a dead end.

Where's the wow? Where's that moment when you jump up in your seat, excited because you've been shown something you've never seen before? Speed Racer provides that in spades, but in feature animation it's been sorely lacking. I remember seeing Tron in 1983, Akira in 1988 and Mind Game in 2005 and each time feeling like someone had redefined what was possible in animated cinema because I was being shown things I hadn't seen before. I've had that same feeling many times over since then, but when it comes to animation it's generally been in OAVs, shorts and—much to my surprise—television.

I'm all for the blurring of boundaries, but to me movies like Speed Racer indicate that feature animation is ceding ground to live action. Something is very wrong with this picture.

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February 25, 2008
When I read the first Mechademia volume, I felt that it maintained a tenuous balance between different kinds of scholarly essays on manga and anime. Mechademia Vol. 2: Networks of Desire has about the same amount of works—23 contributions compared to the original's 20—and more of a focus.

The subtitle of this volume accurately describes the book's theme, and essays are divided into four sections (Shojo, Powers of Time, Animalization and Horizons). Each essay spins "desire"—and sometimes its own section title—in different ways.

Five essays in particular are standouts, and worth the price of the book on their own. Deborah Shamoon's "Revolutionary Romance: The Rose of Versailles and the Transformation of Shojo Manga," Toku Masami's "Shojo Manga! Girls' Comics! A Mirror of Girls' Dreams" and Keith Vincent's "A Japanese Electra and her Queer Progeny" combine to provide a rich, textured history of the origins and progression of shojo manga and their depictions of same-sex relationships. Miyao Daisuke's "Thieves of Baghdad: Transnational Networks of Cinema and Anime in the 1920s" offers a fascinating look at the "Japanification" of Noburo Ofuji's 1926 Bagudajo no kozoku (The Thief of Baguda Castle, incidentally part of the Cinémathèque Québecoise's early-anime retrospective), which was a sort of remake of the American live-action feature The Thief of Bagdad.

For me, the crown jewel of the book is Mizuno Hiromi's "When Pacifist Japan Fights: Historicizing Desires in Anime," an look at how the evolution of postwar Japan's militarism, nationalism and masculinity were expressed in 1977's Space Battleship Yamato and 1995's Silent Service. The piece was so compelling it made me want to rewatch Gasaraki and further appreciate Ghost in the Shell: Stand Alone Complex 2nd Gig, both of which featured conspiracies to remilitarize Japan. It's worth noting that this essay is the longest in the book, but reads so smoothly it feels like it's the shortest.

Otherwise, the book is hit or miss depending on the kind of scholarly essays you prefer. As a fan of Occam's Razor, I'm a bit wary of essays that read a lot of symbolism into anime that the creator makes no claim to. Granted, there are those shows like Haibane-Renmei and Neon Genesis Evangelion where the creators are specifically adding layers of meaning, but I had to roll my eyes when Christopher Bolton read various shades of meaning into 2000's Blood: The Last Vampire's use of CGI for mechanical objects, specifically airplanes. While it's true that this was a pioneering blending of CGI and cel in anime then, the same techniques had been used elsewhere in the world for almost 15 years in pretty much exactly the same way. It's a symptom of my long-standing complaint that at times anime aficionados wall themselves off from animation history at large.

This same issue comes up in William L. Benzon's review of Takashi Murakami's Little Boy: The Arts Japan's Exploding Subculture book and exhibition, but in a good way: After thoroughly examining Murakami's thesis of how Japan's unique national trauma (the atomic bombings of Hiroshima and Nagasaki and their defeat in World War II) explains the frequent use of apocalypse in the country's fiction, he turns around and says he doesn't buy it. Why not? Because "apocalyptic art and fantasy are in no way unique to Japan. For example, apocalypse has been a persistent theme in postwar American culture," despite the fact that the U.S. was never bombed during the war.

It's exactly this kind of intellectual awareness and honesty that anime scholarship (hell, anime fandom) needs more of. There are many things about anime and manga that are unique, and there are many books (including Mechademia) that celebrate that. But if we really want to position these media within the cultures of the world at large, then we need more work that looks at them in relation to what's going on outside of Japan, and there's no better place to do it than within the rigorous structure of academic writing. I'm happy that Mechademia is starting to encourage this kind of thinking, and I hope the next volume takes it further.

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January 29, 2008
This weekend, I had the great fortune to attend transculturELLE: How Girls Cross Cultures, a workshop organized by Dr. Thomas Lamarre and sponsored by the East Asian Studies Department at McGill University in Montreal. (fps contributor Kino Kid hosted me, and is such a good hostess that I had to avoid saying "my roommate" when referring to her.)

The two-day workshop revolved around papers that focused on shoujo titles from various eras, including live-action films like Shimotsuma Monogatari (otherwise known as Kamikaze Girls). As a theme, "How girls cross cultures" yielded fruitful results, with papers examining issues of transcultural flow, fashion, intertextuality, national identity, criminality, perversion, and technology in such titles as The Girl Who Leapt Through Time, The Rose of Versailles, NANA, and Denno Coil. The discussion was deep and long-lasting, and the calibre of participants unparallelled.

Although more and more academic conferences like the International Conference on the Fantastic in the Arts and the Popular Culture Association national conference now hold panels on anime and manga, it's rare to find a conference that's as specific as this one, especially outside the US. Frenchy Lunning, a transculturELLE participant and editor of Mechademia, the top journal of anime and manga criticism, hosts a similar workshop called Schoolgirls and Mobilesuits at the Minneapolis College of Art and Design, but SGMS is geared toward a slightly different audience. For academics interested in theory and interdisciplinary thinking, workshops like transculturELLE afford the opportunity to discuss Eto Jun, Julia Kristeva, Michel Foucault, and Toshiya Ueno (or even meet the man) all in the context of anime and manga. This is something I've yearned for since encountering anime to begin with, and it's both heartening and humbling to see established professionals turning the discourse to their interests with such vigour. I eagerly anticipate the next workshop, and hope to tell you all about it soon.

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January 16, 2008
Friday and Saturday, January 25 and 26 at McGill University in Montreal, Thomas Lamarre will be hosting a workshop on shoujo anime and manga. Academic papers on gender, genre, and culture will be presented by the likes of Frenchy Lunning, Toshiya Ueno, and Ian Condry. I will attend and cover the event for fps. There is no charge to attend. For more information, contact Thomas Lamarre.

Here is a prospective list of papers:

Session 1: 11:30 – 14:00

Anne McKnight, USC. ‘Subcultures and Frenchness’

Brian Bergstrom, McGill. ‘Girliness is Next to Godliness: The Girl as Sacred Criminal in Kurahashi Yumiko’s ‘Seishôjo’

Frenchy Lunning, University of Minnesota. ‘Under the Ruffles: Shojo and the Morphology of Abjection’

Session 2: 15:00 – 16:30

Saitô Satomi, McGill. ‘Genre Convergence in the Digital Age: Shojo manga, sekai-kei, and Shinkai Makoto’

Emily Raine, McGill. ‘Kawaii and Capital in t.o.L’s Tamala 2010: A Punk Cat in Space’

Ian Condry, MIT. ‘Future Anime: Girls and Boys who Leap through Time’

Session 3: 17:00 – 18:30

Livia Monnet, UdM. ‘The Anatomy of Permutational Desire: Perversion and the Artificial Girl in Contemporary Japanese Animation’

Tom Looser, NYU. ‘The Utopic Matter of Women’


SATURDAY

Session 4: 9:30-11:30

Toshiya Ueno, Wako University. ‘Matriarchy and Criticism in Japan’

Yukiko Hanawa, NYU. ‘Camouflage Time’

Tom Lamarre, McGill. ‘Nature Girls and Culture Times’

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