Monthly Archives: April 2011

Selling Blossoming Flowers

It’s not always a sensible thing to track TV anime by the studio responsible for its production, but over the past few years there has been some outstanding animation houses that have made a big splash. We are all familiar with Kyoto Animation, but another up-and-comer from outside of Tokyo is the studio P.A. Works. This season they bring us an original, 10th Anniversary title: Hanasaku Iroha.

Shows like Canaan, True Tears or Angel Beats are not super-awesome shows, but they are hardly poor. More importantly, all of them offers some gorgeous scenes and a degree of visual richness that few others offer. Will Hanasaku Iroha be the same? More importantly, will it not suffer in the plot and characterization department like its predecessors? Maybe we can make some sense of it from the so-called book cover.

The main character Ohana is, at first glance, a responsible high school student with a good head on her shoulders. In some ways we’re going to be reminded of Ryuuji from Toradora when we first meet the bright but down-to-earth Ohana, exchanging jabs with her wild and crazy mother. The show itself sets a fairly realistic tone in terms of character interaction and behavior, so the Toradora vibe hits even stronger when we realizes she is seemingly without a father, and the two of them make things meet via her mother Satsuki’s authoring work.

On the other hand, Ohana’s best friend, a nice guy and classmate named Kouichi, is a little less down to earth. He is smart and sensitive, but Ohana is too busy living her life to the fullest to realize his feeling for her. Things quickly comes to a head (and this is all before the first CM break!) when Satsuki suddenly decided to run away with her boyfriend to dodge some kind of shady business, abandoning Ohana to fend for herself at her Grandmother’s hot spring inn thing. The city girl got together with her confidant late at night with an awkward farewell as Kouichi confessed his feeling to a shellshocked Ohana, dealing with probably one too many things going on at a time in her life.

The drama doesn’t let up in the second half of the first episode either. Ohana has never met her Grandmother, who has disowned Satsuki and treats Ohana like some version of a cruel, fairy tale stepmom. Ohana tries to take all this change with proud strides, except she’s now the employee of a classic onsen, where the customer comes first, second and third, and Ohana’s selfish pride probably doesn’t even make it to the top 100. I guess that’s where the drama will be for the time being.

At the onsen, named Kisuisou, we are introduced to a bunch of the supporting cast. It looks like Hanasaku Iroha will focus on the girls around Ohana’s age. Two of them we’ve met this week: the straight-faced and grouchy Minko and the shy Nako. Other notable characters thus far includes the fun and light-hearted head mistress Tomoe, and Ohana’s grandmother / inn manager. I think during the brief tour Nako and Tomoe gave to Ohana we went through approximately the entire cast of Working!! (or Wagnaria!!) and then some.

At this point, the story is still just getting started and I’ve only described about two-thirds of the first episode. For this First Impression piece, though, let me just tell you what excites me about Hanasaku Iroha:

  • Dramatic misdirection. Several times in the first episode, we see Ohana think to herself (ie., inner dialog-style voice over) one way to set us up for something, and then the opposite happens. This isn’t a big deal, but I think we’re going to see the same kind of misdirection apply to not just the little things in the episode, but all over the place as the story continues to reveal itself.
  • Realistic presentation. While this is still an anime with many of the usual trappings, the character drama is presented without grand or funny overtures. Nothing special about this either, but it’s refreshing.
  • Flowing animation. I’ve mentioned it before, but this anime looks gorgeous. Mel Kishida’s design comes across here largely intact, unlike some other anime I saw recently.

To making it less sounding like an ad and more like an honest endorsement, I still have the usual reservations about Hanairo. It’s just one episode, and episodes 2-13 (or as pointed out below, 26) can tank completely, who knows. But with a pilot like this, it’s going to sell to me easily.

I think in a way I wrote this just so I can get some opportunity to write everybody’s names down. They’ve thrown over a dozen of those at us in those 23 or so minutes, and I’m not good with names.


Scryed End for Some, Play in the Play for Others

I’m satisfied with how Star Driver ended, and this is why.

For starters, Star Drivers is pretty meta. I think it would be almost stating the obvious to say that this is not a good Mecha show. In the various interviews our lead dudes have professed of not having that sort of knowledge, but in the case that you didn’t follow those delicious behind-the-scene notes from Igarashi and Enokido, it’s hard to miss that there’s this Utena-esqe flair in a lot of the elements in the show. In fact the story seemed more like a regular high school intrigue thing with random battles thrown in there for good measure. In that sense it’s kind of like Utena, too: wait, was there anybody watching that as a Samurai flick? I guess the setup is not too dissimilar to a typical story where an outside guy comes in town and raise havoc. And I mean Utena not Star Driver…

The mecha battles themselves are pretty fun to watch per se, but they lack a certain sense of grit, as if it wasn’t really obvious that they were merely vehicles [/zing] to express certain resolution or points of catharsis for character development. But all that glitter and fabulousness isn’t going to fool me! Maybe that is where some find the show disappointing, like all the reused footage in Utena or the lame sword fights.

The second point, to talk about Utena again, is the structural similarity between Utena and Star Driver. I think if you get one show, you should be able to understand the other. This is not to say anything else about how the two are similar, but it is more like we are getting different themes expressed through the same mechanisms. To use an analogy, it’s like being able to understand one story told to you in gibberish probably means you can understand another, different story told to you in the same language. But that analogy also shows how sometimes you may be able to understand something out of familiarity of subject matter despite how that communication is less than perfect, like a weeaboo talking to a Japanese fan of the same, despite a language barrier.

Then we have the meta-of-meta problem. I talked about the play in a play before, and that sums up both what makes Star Driver work and also arguably its largest flaw. And it should surprise nobody that the series ended just like how the play did. Wako poured her heart out during that battle scene, and that’s as close as we’re going to get to a concession (despite the whole “hey, isn’t that voice-over gimmick what someone does in a play?”) And isn’t that a (relatively) radical message in of itself? It didn’t give me a feeling of “woah that’s pretty awesome” like, say, the end to Canvas 2 anime (it’s a spoiler) but this is a much better way to do it than, for instance, Asobi ni Ikuyo. The problem about meta is simply that the audience tend to get caught up in that and miss the main point behind it all, despite that the meta is an illustrative device serving overall thematic ideas.

I phrased it like a problem, but the meta is a guiding post to understand what the hell the show is actually about; it’s an intended feature, not a bug. Maybe you would think Star Driver could have done a better job by trying to express thing, y’know, normally? I suppose that is up to debate.

Lastly, what goes well probably also ends well. Regardless of our feelings about epic bromances, Takuto and Sugata’s final duel was something, wasn’t it? It’s a good note to end on.


Pinpointing Miku’s Success: Free as in They’re not Suing Us!

I read a piece about the troubles Nokia faced as a large tech company that was in essence focused on making commodities; its structural thinking ran contrary to the core impulses that keep tech companies alive and thriving. At least, so said one ex-employee. In some ways this is exactly the key ingredient we talked about in part one of Miku’s interesting perfect storm. However, what we didn’t talk about is how it was made possible in the first place. [You can date this post now, right?]

Understanding this second point I’m trying to illustrate is, in essence, an overview of an aspect of copyright and trademark legal concepts. Or at least that’s how I look at it.

I won’t be the first or last person to make statements about the way we think being shaped by the way certain commercial practices are set up; advertising and branding are two big ways in which we can come to understand modern popular culture and consumer behavior. Branding, specifically, is a powerful thing that people have long since taken advantage of as a way to sell possible crap. Crap, I say, because trademarks is a label you apply on something so you don’t have to verify or experience it on the surface. It saves you the trouble to objectively verify and compare it to your alternatives, or more commonly, it is a value-added factor. In a media-rich environment it saves time and filters signal from noise; brands are convenient.

On a basic level, brands have to be regulated or protected. The first reason behind this is that if you don’t control what gets branded what, people would take advantage of a brand and pass all sorts of things under it, thus diluting it and making it less useful. Part of that concern is also preventing your economic competitors from reaping the fruits of your labor. You see this most excitingly play out in markets like biotech and other consumer markets.

But we’ve moved beyond that today. Not only do brands facilitates transaction, but at times it has become a part of the transaction as well. In marketing identity, brands are the actual products, and what the physical thing you can buy with the brand on it takes a back seat. (Best example: Nobody cared if the iPod benchmarked poorly compared to many of its competitors until in recent years.) In essence, it is the mysterious factor that distinguishes things beyond their objective merits. It is value-added, just like how a sports celebrity may endorse a product, and thereby associating his or her identity to that product in the mind of some people. Mascots are of a similar way.

However, in the end the mascot is still associated with something; a brand is about, like, clothes or food or heavy industrial equipment. This is where I think Miku is the next frontier. For one, she already signifies a sort of genre, when we talk about the music aspect of vocaloid fandom. You’ve got the vocaloid stuff, which is, largely speaking, a musical instrument. So it’s sort of like saying “stringed music” or “percussion music” when we go on about vocaloid music. Miku is kind of the biggest symbol among vocaloids, so maybe we can liken her to “piano” and Megpoid as “harpsichord” and Keito as “accordion” or some such.

“But wait, doesn’t that mean it is no longer meaningful as a brand”? Is it genericide, in trademark speak? I don’t think so. It is something a lot more than that: Miku has transformed into a living identity. You can’t “genericide” Lady Gaga, just like you can’t do so for every single Nat King Cole knockoff that has come our way, or every band that draws from the Beatles or Rolling Stones. I guess suicide is possible though.

Well, that isn’t even possible with a virtual diva. They don’t get into sex scandals nor do they go around shopping their recording contracts to rival recording companies and producers. What are virtual divas? Characters. And furthermore, they are like character copyrights.

The merger of a trademark and a copyright is not exactly a foreign concept. The two can seen as partners in certain lawsuits. But I’m not here to talk about lawsuits, or rather, I’m here to talk about the lack there of. By evoking copyright I am not so much trying to describe what legal protections are afforded Crypton, but the nature of Hatsune Miku as transformed from merely a kanban musume into someone more akin to a character from an actual literary creation, and all of its subsidiary derivatives and the support of its canon.

Well, by canon I mean the attempt to try to draw a circle around the loose federation of what makes up what the collective of all of us think when we think about “Miku Hatsune.” There is a clear fan-generated and fan-acknowledged canon. The leek is officially endorsed. And like Yuu, I have no idea why a tuna goes with Luka [okay I have a vague idea].  This is important because by specifying the mascot in a way that is akin a fictional character, we have a definitive (although may not be as specific as copyright law would like it to be) set of characteristics. In this sense it is akin to saying a Playstation looks and feels like such a way, or how a Volkswagen has to have this symbol here. The difference is that like other character copyrights: Mickey Mouse, Clark Kent, Bruce Wayne, etc., are more a canvas for fans rather than a list of specifications derived from a tangential narrative that happened to be so-called “canon” because it is the legally permitted work/derivative work of the original creator. So yes, it’s okay if Miku and Mickey play around as super-deformed characters; it’s not okay to pass off an iPhone after being rolled over by a road roller.

The freedom I’m trying to illustrate is the key second point to Miku’s success. It gives fan a certain range of freedom not unlike how Gibson or Fender has no say in the way you smash their guitars during an on-stage trance (let alone what music you may play with these instruments), yet at the same time companies can point at Miku and say, hey, we can use this brand to sell stuff, and people would know what it is. Sort of. Put it from the opposite perspective, it is more like Crypton wouldn’t have to worry about Miku competitors so much (like all those UTAU stuff) since it’s now something with a totally unique identity (even if it’s unique like a generic pop idol). It is like an outpouring of creative hive-mindedness meeting producers with money at the juncture of a legally grey sector. We already mentioned in part 1 that the actual engine to Miku’s (largely financial) success is its participatory culture, and functionally she’s an inexpensive, turn-key solution to some of life’s trickier creative problems. What I’ve covered here is more the overhanging shelter that made it a sensible economic choice even for creators out to exploit the market in a financially significant way.

I mean, somebody has to be able to explain things like this, correctly or not? Who in their right mind would advertise Miku on the streets of Tokyo? That cost money! This is how they can make it back.