Category Archives: Modern Visual Culture

Type-Moon Tycoon: Ice Queens

LOL continuation rocks.

Wise Girl in Snow

I guess I really do mean it that it doesn’t snow in Singapore. Aoko-san must’ve frozen her ovaries off wearing that in this weather. Haha. Anyways…

The Fate Hallow Ataxia FA4 set has been released(?) and people love that stuff more. I can understand why; partly because the characters in this set are either so classic that they’ve gone Rei Ayanami, or too cool and obscure to draw a lot of attention. I guess some people like Aoko Aozaki and Shiki Ryougi? As you can tell with this entry, hopefully, that Alter has done a good job with the obscure girls as well.

On with the pictures. Burrrr.

Continue reading


Franchising Abstraction and Open Endings

A simple existence

If you’re ever partial to nail-biting bickering about trivial nothings, we’re having a contest here. It’s on right now and have been for a little while, and will continue for the next month and plus some. The difference between this and SaiWhatever is that there’s promises of gift prizes at the end of the long, hard-fought road. Read the rules for what little details there are available.

But more pertinently, as people struggle to come up with every possible kind of incentive under the sun to get those swing votes, I’m just drawing out one point for further attention.

Let’s take Type-Moon’s Fate/Stay Night for example. It’s a good example because I have to remind myself of the pictures I still have yet to take (at least you don’t get snow in Singapore! lol. Jeff Lawson so should get a figure photo blog going…) and blog entries yet to be written about F/SN’s cast of characters. What do you get when you remove, say, Saber, from the context of the game/anime story? Who is Saber?

We know by the game/anime setting, that she is a magical being summoned to fight in a contest. She is also a heroic being, who died and now lives again for the purpose of this contest. We know it’s a she; we know she is a swordswoman. We know she has blond hair and blue eyes. We know she wears armor like nobody’s business–probably dating her to an age where wearing that kind armor was practical (disregarding anime’s crazy design licenses for impractical character designs). She speaks with a fairly solemn voice, and is a serious individual. Most of her official character art reflect that as well.

Now we look at Rin Tohsaka in the same way. Rin is a she, too; and also a serious individual. But beyond that the two quickly diverges. Rin is darker, and sports a design style that is a little gothic but also much more Japanese-schoolgirl. She expresses a variety of attitudes and feelings with her facial expression and body language that is missing from Saber. She has an attitude. In fact, she quickly reminds me (at least) of the Oujosama archetype.

The two of them, Saber and Rin, are characters in a franchise. We know a lot about them without knowing what happened to them in the anime or game. Such is sort of the mode of modus operandi of anime concept design and character design that we are used to and see in mainstream anime stuffs. Anime companies sell franchises, not just video on DVDs or ads on TV. They attach products to concepts, and be it story, character, or even just a name, this is how you make money selling from video games to cell phone straps to massager to maid cafe services.

And it is not so the case for every anime character under the sun. Take Youko Nakajima for example. To me Twelve Kingdoms is an awesome show that more people needs to watch because it captures the feel of a good high-fantasy with strong characterization. However it’s a fairly typical example how the characters don’t really live beyond the screen or pages of text that detailed their adventures. Sure, that doesn’t stop anyone from attaching stuff to these characters for $$$ (save maybe this), but in the minds of fans and readers, do these characters live on? Do they drive us into mad fans? Maybe. Is this the kind of fandom that makes us want to write slash fics and doujinshi? Maybe. Is the fandom dimension that makes all the difference between a character chained to the original work versus a character liberated?

I felt that Youko Nakajima is a character imprisoned by her story. Indeed the magnificence of her existence is really meaningful mostly in that context. And it isn’t like Twelve Kingdoms is lacking in interesting elements in the setting–it’s full of interesting stuff, in fact. The Shokei and Suzu arc, rather than building on an epic story of coming-of-age for a high school girl, puts it in the perspective of a life-long (in this case, could be hundreds of years) drama series serialized in juvenile fantasy novels. Could it be that Youko is chained to the serial nature of her story?

We want to know what’s up next with her. We want to take part in her character growth and the continuing discovery of the world of the Twelve Kingdoms. But to do that we can’t venture off on our own…

Alas. Is this yet another case to be made about the power of freedom of creative expression, a gift from creator to consumer, who in turn, become also a creator? It’s a content-layer concern that is very subtle and amusing at the same time.

So chalk one up for open endings!


Altered Reality

I read an article on BBC about Steve Jobs and his amazing power to alter people’s perception of reality. The details are not important but it got me thinking.

People Who Think Red Garden Is Ugly Needs To Learn What Ugly Is

KyoAni’s Kanon does very much the same things. Once you boil it down, Kanon is a protoharem, and many games (and ergo, anime from eroge) follow its footsteps. There’s not much magic once you get past its sad-girl-in-snow exterior and see what it is for yourself:  a parade of angsty pitiables that gives the audience what they want, with enough ambiguity and implications that drives the mind and satisfies the flesh.

And like reality, while footsteps in the show is clear and distinct, they’re too often just messy trails of indentations and slush. The successors don’t get it quite right. What is behind Yuuichi’s gradual recollection, Nayuki’s two famous lines, and Ayu’s plushie is not merely poignant plot devices that twist the dagger sticking out of the hearts of its audience. They’re ways in which the storyteller alters the perception of what is really going on.

To use a more concrete example: Mai and Shiori. We’ve seen how both of their stories unfold. The two makes good examples because they are both characters looking at the same kind of tragedy unfolding in their lives; one is someone directly influenced (in fact, Sayuri is easily the Kaori-equavalent in Shiori’s story), the other is a bystander but key to fulfilling the dying’s wish. Yet, why does it feel so different when Shiori reveals her inner struggle with us at the last moment, versus Mai revealing her inner struggle with us? Or if they feel the same, why doesn’t it feel different? After all, Mai came into the picture without her mother where as Shiori is literally dying.

Perhaps I ask these questions to try to figure out why I feel better about Mai’s story and feel worse about Shiori’s story? Shiori is the girl with all that she has to lose. Maybe it just means I feel better about Yuuichi and Kaori after seeing what Shiori had to go through?

At any rate, to take a step back from that, again, you can see that in reality the two are one and the same, but if you put aside your personal feeling about Mai or Shiori (as in, don’t think with your groin), we’re revisiting the same theme over and over again. What makes this repetition exercise fun is the Kyoani Reality Distortion abilities, and Kanon itself.

Much like how gentle but unending snow transforms the mundane landscape into “winter wonderland” and makeup can turn geek to gorgeous, such is the art they practice. The artisan makes not just footprints, they make pristine footprints. They don’t just make an alarm clock, they make an alarm clock that is more moe than the stash of anime porn you got hiding under your bed. They may lift real life landscape into their animation, but they transform the nine-to-five into five-to-nine.


Type-Moon Tycoon: Arc and Ciel

You too can be a Type-Moon Tycoon!

Today’s otaku might find themselves more infatuated with the typical kits you find demonstrated on websites like these, but this is not the whole story. A casual browse through Hobby Link Japan will tell you that the Japanese figure/model otaku is quite diverse in trade and genre. The 2-D visual culture stuff is actually a rather new thing encroaching on the visual model arts.

To get to the point, I’ve been always impressed by some of the Type-Moon trade figures. Trade figures are usually a sign of popularity as most popular franchises have them…then again, often not-so popular franchises do too. Well, Type-Moon’s characters have had many different runs, between Tsukihime and Fate Stay Night, and I’ve enjoyed a lot of them. In fact, I’d say that I enjoy them more so than most of the larger, 1/6 or 1/7 or 1/8 ones. The trade figures tend to be cheaper, it gives you this extra layer of “zomg what’s in which box” when you’re comfortably assured that if you buy an entire display box, you can get most if not all of the set…

That is partly why the trade figure system just doesn’t work out so well. But even as individual figures, Alter’s FA4 Type-Moon Collection has been pretty impressive and in this blog entry I’m going to just post some pictures for just two of the figures. Why two? Kind of to highlight the fact that each individual figure is probably as good as some of the cheaper 1/8 ones you can get separately for a lot more money. And LOL I get to make 3 blog posts on ze purtty figurinez~

[An aside, I think the next FA4 comes out for Fate Hollow Ataxia later this month? I skipped out on it because I only wanted the small version of Magical Rin since it looks to be just a smaller, but equally good version of the dekkai Magical Rin? If you ordered a box and you got a repeat of her, let me know…]?

I only have a few pictures of Ciel and Arc today. If you google you can find some nicer ones, too, so I’ll try not to beat the same dead horse. In fact, I encourage you to look around for other pictures of them.

Continue reading


Origin ~Spirits of the Past~

Or, as the Japanese kids say, Gin-iro no Kami no Agito, is the feature film headed by Gonzo that came out last year. Or 銀色の髪のアギト? Whatever.

There was some fanfare surrounding the film, but somehow during the flurry of joy that is Haruhiism in early 2006, all things small and curious was lost. It’s now a Funi title and soon getting a screening in the US, and a dub and everything.

So I did see the trailer and that got me curious, so somehow I procured a copy of the film to check it out. My impression is overall positive, but aside from being the well-put-together audiovisual experience, Gonzo manages to make Gonzo out of this film, too.

I’m going to say this is probably the least unconventional work they have released in recent years. The story, character, and dialog follows cookie cutter Epic-Anime-Film patterns and even then they botched on a few key (although common mistakes) elements, such as the characterization of the antagonist and dropping the ball developing even the lead female character…

But it is so pretty. KOKIA and Taku Iwasaki combined in force to create a very rich soundtrack and a very memorable theme song. Really digged the beginning scene.

Still, all that visual and aural goodness don’t fix a mediocre film. Definitely watch this relatively short feature to get yourself acquainted with the high standard of quality that Japanese animated films have today; leave the rest of your senses home. It sounds like a harsh criticism, but this film puts Steamboy to shame in the visual department IMO; it’s that good.