Lasting Fandom

Albeit that when I had the epiphany, I didn’t actually intend it to be in anyway sequential, I realise now that one of the notes I most wanted to convey in my last article (that anime characters are strangely diverse, likeable and unique), must inevitably occupy the same territory as those at the heart of this one.

I’ve often worried, especially while watching one of my friends get overly excited about anime conventions and cosplaying Naruto characters, whether the people who passionately and proudly bring characters to life today – creating AMVs, drawing fanart and generally giving their favourites creative treatment – might not be doing the same for another series in a few years time. Essentially, whether my friend might be garbed in the clothes of the next big shounen series, and forget all about Naruto, or at least the emotional fancies that she currently lives jubilantly in.

Continue reading

Japanese Psychology and Creativity in Anime

Having just reviewed the Trinity Blood series, the creativity, or lack of it, in the anime industry – something I often think about, and which my thoughts have been trying to give shape to in the back of my mind recently – seems like an appropriate subject for this article.

It struck me, when the point was made, that anime is, on first impressions, very different from what some might see as the stale, or long established, genres played out here in the West (even if, to the native audience, the same is true in reverse). Growing up, I didn’t notice it, but anime must have appealed to me, on one level, because it was different from everything else, and although I might have put it in different words at the time, the essential thrust is that it was imaginative, creative, different. Many qualities could be singled out that I liked, but it was the creativity of Japanese studios, owing at least something to Japanese culture and psychology, that made it desirable to approach.

Continue reading

The Mainstream Problem: A Question of Perceptions

Despite the academic tone of this articles title, and my rhetoric (which is usually inevitable), I have noticed that the majority of the articles on our blog recently have taken to the same format, so I’ll be staying away from quotation marks or overly critical statements for the duration of this latest monologue.

One thing that struck me when I was younger, and started hunting down what I thought were fairly obscure titles (the original Disgaea, when the epiphany was born), was the question of whether such things were mainstream or not, and whether this benefited them. We’d all like anime to be mainstream for the continued success and productivity of the companies behind our favourite pieces of entertainment, and I’m always happy when I hear of an individual or business made rich, or wealthy, by producing the forms of entertainment that draw on Japanese culture in a positive way (whether they’re videogames, anime, music, or anything of the like). Most recently I find myself hoping Tomonobu Itagaki of Team Ninja will win his lawsuit against Tecmo – along with the rest of the crew who followed him – and garner their personal victories over the corporations that are so insensitive.

Continue reading

Interpreting the Gothic in Japanese and Anime Culture

First, and before all else, whether you’re Gothic or not, whether you like Gothic culture or not, I hope you will read and enjoy this article for its emotional and philosophical weighing of a fairly significant modern subculture. Article proper:

There is currently a topic on the forums of Nakama Britannica’s sister site, AnimeUKNews, asking whether anime is better suited to delivering series inspired by Gothic or gangster and hip hop culture, or whether the adherents of one are preferred to the other, on which I feel implored to offer my opinion.

Continue reading

Boom, Bust and the Golden Age of Anime

Taking note of the fact that our blogospherants had yet to handle the pressing issue of the day – that of the seeming crash of the modern anime market – I of course have to take it up myself.

Being quite a paranoiac topic, however, the majority of commentators are just stabbing at shadows; and often that of the wider global recession. Personally, I don’t think it helps the majority of anime fans to look at the current state of the anime markets in terms of global or local recession, since experience (or what little I have of it) has taught me that economics, at least in terms of how it is handled today, is more akin to philosophy than a science. Fill a room with ten veteran economists, and they’ll each give different projections of what will happen in the future, and different recommendations as to what should be done.

Continue reading

The Anime and Videogame Communities

Recent events in the anime and videogame industries have got me thinking about the differences between the two, the overlap, and the underlying cultures behind them.

As both an anime and a videogame fan, I enjoy the mechanics and culture of the industries, as well as comparisons between the two. Every industry is unique, from music, film and mobile phones, to the more engaging anime and videogame industries. The reason I find the latter two so interesting is the dialogue between their creators and the communities, and the nature of the communities themselves.

The games industry is uniquely open, generating massive amounts of content to please and entice the omnipresent community (via the Internet) long before the release of their latest blockbusters. It’s more than that, however. Unlike the mobile phone industry, there is actually communication, even if it is predominantly one-way, between the industry and the community, who meet at the point of games journalism. More than this, however, the community is in perpetual dialogue with itself. The mobile phone, and even the film industry don’t captivate their audiences to the point of warranting a similarly infinite number of forums as those for videogames.

Developer diaries and other media bits floating around the Internet are not specific to the games industry, as we know, and their equivalents can be found as extras on our discs, but the anime industry isn’t quite as forward with its self-promotion. The culture is different, and even though Japan and the West have a unique dialogue, cultural and linguistic barriers also act as a roadblock to this becoming as large a part of the mechanics of the anime industry. This is one of the major differences between the two; whereas the games industry puts emphasis on institutionally-generated content, the anime community itself mirrors the output of the industry, with its voluminous fanfiction, character art (what would DeviantArt be without the anime community?) and AMVs (anime music videos, which are equally prominent on Youtube).

There’s still a common thread between the two though – one would hardly be surprised to hear that an anime fan also likes videogames, even beyond the obvious crossovers of the next Naruto beat-em-up. The anime aesthetic has obviously influenced videogames, from those that directly try to imitate it, to the cel-shaded stylings of Jet Set Radio and The Legend of Zelda: The Windwaker. Japanese culture has ensured the continuing byplay of the industries, and the ever-increasing reliance on computer-generated technology in the anime industry makes it ironic that the anime of tomorrow will look more like the videogames that often tried to imitate its own style than itself.

Ultimately, however, the industries shared a Renaissance through Japanese culture. As much as some people might envisage anime as a unique field, separate from other forms of animation, and videogames as beginning with the 8-bit console war between Sega and Nintendo – the majority also recognise that this isn’t the case. Anime and manga were both developed out of an interest in Western cultural practise and entertainment when Japan was increasingly opening its borders to foreign cultural influence and ending its historically Isolationist policy. Likewise, the videogame industry began long before the former card game company Nintendo threw its hat in the ring, with early PCs and arcade cabinets playing host to the now comparatively simple games. I like to think that Japan didn’t invent manga (comic books), anime (cartoons) or videogames, but that they instead injected the cultural mould that first excited a mainstream audience, making them what they are today.

The point I would like to aspire to in this article, other than an appreciation of the common-thread of Japanese culture in anime and videogames, however, is a greater reverence for the community and mechanics of our industry. The events I referred to at the beginning of the article are the Jeff Gerstmann situation at Gamespot (in which a respected and well-loved presenter was fired, sparking controversy and suspicion over the reasons behind his being dismissed), and that of Anime Network’s presenters, Emma Vieceli and Stuart Claw. Wanting not to be political about these matters, my concern instead rests with how these events have provoked extraordinarily similar reactions in the two different industries. If nothing else, I took it as a surprising and heart-warming sign that both are still essentially the domain of the community, which has a very human heart, unlike that of most other industries – and that is why I so enjoy being a part of both.

Anime Films, Then and Now:

Anime commonly takes the form of thirteen, twenty-six and fifty-two episode series – with the majority appearing on Japanese, and increasingly on foreign television sets.

Most anime fans have also enjoyed the feature-length films that have come out of Japan though – which are a mainstay of anime, regardless of whether they are the standard or not. It’s hard, one will find, to separate thoughts of anime from the nostalgia caused by the more successful and controversial films of the past, from Ghost in the Shell and its sequel, Akira, Urotsukidoji and Ninja Scroll, to Voices of a Distant Star, the films of Satoshi Kon and the Studio Ghibli library.

Feature-length films based on popular and established series are also fairly commonplace now, even if they are generally less noteworthy – tending to round off a series or please the already established fanbase. The Vision of Escaflowne, Cowboy Bebop, Dragonball Z (and likely the Naruto films to follow), Rurouni Kenshin and Conqueror of Shamballa movies all exemplify this trait, achieving a degree of success, but largely within their own circles, and failing to achieve the kind of notoriety attributed to standalone films.

It is true, however, that anime films have enjoyed a fairly illustrious history, with a number of accomplished and influential films worthy of citation. This inevitably sets a high standard for future productions, but even in this light the signs are looking good for the anime films we will be seeing in the next few years. The new Appleseed film, Makoto Shinkai’s 5 Centimeters Per Second, what we can expect from Goro Miyazaki, and the set of four films that will form the Rebuild of Evangelion, are all potential highlights.

It is a positive note that anime films are increasingly being exhibited to a Western audience, particularly in the United States, at the cinema – something that would be welcome more often here in England. There is also a trend – as in videogames – toward live action adaptation, such as in the examples of the upcoming Battle Angel Alita, Dragonball Z and Neon Genesis live action films, to name a few. Although this represents a growing mainstream Western interest in anime, it is perhaps less than favourable, rendering up our favourite series to Americanised trainwrecks such as the Resident Evil film series, which shows little concern for the original material. It does, however, remind of the more successful trend of reviving Japanese horror in the eyes of a Hollywood audience, with the remakes of the Ring and Ju-on (The Grudge) being prime examples.

No small number of live-action films would disrupt the continuing production of true, high-quality anime films, however, meaning that a few potentially awful films could be suffered, so long as the industry continues to churn out modern classics such as Paprika and the Ghost in the Shell films. These kind of films are also crucial in the continuing advance of animation technology, which will benefit future generations of anime, with films like Vampire Hunter D: Bloodlust, Karas and Final Fantasy 7: Advent Children driving industry technology. The spectacle of high-budget anime films will of course remain one of the crucial advantages they have over the more strictly budgeted television series.

It is on these notes that my brief reflection on the state and presence of anime films in the history, present and future of anime is reinforced – leaving little doubt that despite being marginalised by the vastly more frequent television series, anime films will continue to be central to our experience of the increasingly cinematic medium of anime, and could become increasingly so in the times to come.