Category Archives: Modern Visual Culture

16-Bit Nostalgia

Just to quickly check: the opening song to Comic Party is also called ????? (Kimi no mama de), the same as Amagami anime OP (second OP to Amagami SS), which is now going to be a bonus track for the fifth volume home-video release for 16-Bit Sensation ~Another Layer~. It’s a new TV anime airing on a streaming service near you.

I am not too sure how to view this. Personally watching the first episode felt not so much a huge nostalgia trip, but witnessing necromancy. It’s triggering memories from not from a past life, but two past lives ago. Looking back, my journey as a person and as a fan in respect to “otaku culture” and contents has definitely, well, gone to places. Maybe another way to say is that I’ve grown old, grown up, grown tired, or just put it all past me to a degree, so much so, that I am even a bit guarded about my nostalgia and just how much of it is worth recalling.

It’s not an exaggeration to say I was really into some of this stuff back then; but we all were. I don’t find that aspect particularly notable, even in 2023, when those of us back then are now, at least, middle-aged men and women. Personally, I was most intrigued by memories of being into I’ve Sounds, which was part and parcel with Kanon and other older Visual Arts titles. I never really was into the games short of Type-Moon’s, maybe… the aesthetics was more what spoke to me, and in some ways the core desires about having some character put into that position, the main girl in the galge, that Konoha somehow stated in ep1. I think there’s an undeniable attractiveness which centers the classic moe idea that just is not really talked about this day and age, which is not about the gap so much or what defines moe itself, but the always-changing ways in which that is brought forward in a fictional depiction.

Which is to say, Type-Moon actually is way too new for 16-bit Sensation. I think while I was still living my first life, as continue to lean on this metaphor, that title came towards the latter part of it. Maybe this is why I don’t hate vampires so much. Which is just to say, I probably have a bigger problem with necromancers, because fundamentally what dead creatures resurrected differ from the same creatures when they were alive. It’s not to say 16-Bit Sensation did this, or aspire to recreate, or anything along those lines, but invariably it’s got to ward off the smells of inauthenticity by suspending our beliefs somehow. It would be a logical thing to do: let old timers nitpick how the anime got it wrong to distract them from the ludicrous time-traveling premise. Certain forms of inauthenticity are features. But we need not to get too bogged down on this; just by actually having graphical assets from Grandpa’s eroge closet in the anime is powerful enough of a dose.

And I think this is also the only sensible way to approach 16-Bit Sensation; the story is about an otaku-joshi illustrator who suddenly traveled back in 1992 so she can make the galge that she dreamed of making. That is pretty wild, by 2023 lingo, and really not at a point where we can take it on after 1 episode.


Otakon 2023: Day 0

I’m so behind on the news cycle in that I basically didn’t comb my usual news sources for about a month and an half, but I had gotten back to this. Anyways, going to be Otakon this weekend and taking it easy.

The main draw this year will be not just the usual set of creators, also whatever Macross news that’s going to get out this year. I’m glad there’s at least a con that draws Kawamori to it every so often. Somehow, Watari also returns.

I’m probably going to see if I can get to see Haruna Ikezawa somehow. She is not only a fairly established seiyuu for a while, but also now a SF author. I’m actually not sure if she does that much dubbing these days, but the 00s were dotted with her voice.

I mean she was a regular cast member on Marimite! There are four more seiyuu showing up at Otakon, three of them are fairly unknown and the other is, uh, Iwao Junko. Junko Iwao makes her return to the East Coast. I’ve seen her a couple times now but please go see her at Otakon too, this veteran seiyuu is a lot of fun to see in person.

As for the other three, one of them is only really known for her role as Narita Top Road from the Road to the Top Umamusume Youtube anime–Kanna Nakamura. Only that Nakamura and fellow newbie Shou Komura are here on behalf of the new Seven Deadly Sins anime. Also, Runa Katagiri is with Kia Asamiya (or whatever his other anime staff name) to promote Asamiya’s new project. Guess I’ll try to pop out and see.

Given the terrible state of my PTOs this year I will probably have to work at Otakon for a day, but again, just going to take it kind of easy where I could. Otakon this year boasts a big guest list though so I think there’ll be something to do every day.

PS. When will I get time to watch ML10th Act-2…? I think I still need to watch Uma 5th Wish somehow before this weekend…

PPS. A former version of this article omitted some seiyuu and I regretfully apologize.


IDOLM@STER 18th Stream, SideM Thoughts

This is just the thoughts from this particular Producer, so take it as you will. Just reacting to some other folks from this morning (evening JP time on July 25) when the 18th anniversary stream dropped its usual payload of news and inter-brand interactions.

I’m lurking in a couple community discord servers for IDOLM@STER. Some SideMs are gnashing teeth. Others are just putting them to perspective. You can see some of that in the Youtube comments. I think perspective is important, as it can highlight the way forward out of this hellish situation. But I think some empathy and compassion is good. More over, these emotions and momentary problems are probably something that will come and pass with time, without us doing a whole lot.

One thing I noticed is that many of these online communities are surrounding the core game product. This is Deresute, MLTD, the Enza Shiny game, and what have you. Players of the console 765Pro games kind of dissolves into the background as old(er) people who bring up obscure data points (see above about perspective) but it’s not tangibly linked to the community. The band of IDOLM@STER branding is not that strong.

I think this is invariably the case when all it takes is a smartphone or emulator, and Qooapp. All these free-to-play games have no doors, effectively, other than being in Japanese. And just like how anime culture in America is a rainbow regurgitation of the same thing in Japan, a lot is lost in the translation. Or more precisely, a lot is missing in the localization of a media mix IP, that wasn’t even localized to begin with. Localization outfits are just publishers, they are not marketing firms with a hand in the media mix pie who want to sell rights to merch or whatever it takes to do SideM Ice Cream.

I would feel way less secure as a SideM P if all I had was the game and not the concerts, the live streams, the music, the anime, the comics, and the fandom at large. I really think this is part of the answer to Bannam dropping the Growing Stars game, but not much of this has come. Anyways, it has been disconcerting for some Ps and things have remained uncomfortable.

I remember seeing the SideM announcement at MOIW 2014 intermission. I was there at my first IM@S concert and still feeling a bit overwhelmed. Yes, even back then, we, collectively (Japan?), know that joseimuke stuff was taking off. Women buying 2D dude merch was a bigger thing than it was ever before. It was a force to tap into, if you are an opportunist. So at some level, SideM joining the fray was already a bit, let’s just say, sus, fundamentally.

At any rate, SideM fits this scheme, and I bemused around then, even, that Bannam was a tad late. But the dice were cast, and we’re in it together. Will IDOLM@STER as a business translate well as joseimuke content and media mix strategy? Despite hindsight being mostly 20/20, I think the answer is still unclear. To some degree, we see where it was successful. We also see the missteps.

I think one clear thing we can say is that Bannam executed the SideM vision with some urgency. Vision 2.0 started with IDOLM@STER 2, which introduced us to Jupiter. These guys are the lynchpins for the SideM franchise and connects us from today back all the way to origin. SideM also provided a home Akizuki Ryo, which we cannot say enough to thank for. Maybe this is at SideM’s cost as a female-pandering franchise, but ultimately it was just one person in a group with 46 or 49 idols. These are, in the big picture of the 18 years of IDOLM@STER, large, franchise-altering moves. They’re on par with Shiny Colors dropping a new unit every year from 2019 to 2022. But I didn’t think Bannam and the SideM team played this up well. Maybe because they were urgently trying to solidify this brand?

I believe urgency was why SideM took the path of Million Live, almost carbon-copy from web game to app game. It was definitely why SideM had a TV anime first, well before Million. But did this urgency pay off? I’m not sure. I can say that the transition to the app game did more to harm it than any other decision for the series, because SideM LIVE ON ST@GE was not up to the quality and standards set by the other games in the series. If rushing was a big factor towards the cause of it, it was just a bad decision.

In 2021 we got SideM GROWING STARS, which is being shut down this month. The circumstances surrounding the shutdown is still a mystery. But we probably got here only because the mistake that was LOS. Still, we should properly credit who credit is due: Bannam needs to own the bad treatment for this franchise at the closing of the game. SideM now does not have a game platform to put all the character content on top of. I think that’s actually okay, but it invites envy and criticism.

Objectively speaking, what SideM is doing is becoming more lean and agile. New character media mix franchises often start this way: announcements, casts, recorded songs and drama. But this is sort of the opposite business strategy for IDOLM@STER, one that hasn’t really happened until the launch of Shiny Colors. It is still a really weird way to see an IDOLM@STER brand exist. How can players be players without an ongoing game? Until this existential issue is resolved, it stands to reason that SideM players and producers are going to have their undies in a knot.

Given this blog and I am very silver-lining oriented, this is the best spin I can put on it. Bannam did what they could, they pushed the franchise and hit all the high notes until the Covid years. There is not much left to execute for SideM in the Vision 2.0 game plan.

So, because I have nothing to lose if I am wrong, you should take the following prediction as far or as close as you want. I suggest that the 6th franchise in IDOLM@STER canon might be also joseimuke. KominoP said it started 5 years ago. What started 5 years ago? So again, I have nothing to lose if I’m wrong, it’s going to be joseimuke, and 2.5D oriented. I mean it makes sense. It’s the one arrow missing in the quiver of the IDOLM@STER franchise. I want real life Haruka tripping on stage, just like how I really enjoyed my time at the Umamusume stage performance. SideM did rodokugeki. Is this why IDOLM@STER was so slow to this punch?

Because, on paper, the only threat to IDOLM@STER is Umamusume. Bang Dream is for kids! D4DJ is … also for kids. IDOLM@STER is for boomers! Love Live is actually just not-iM@S and belongs to Bandai Namco anyways. That’s why the franchise want to expand and add, it needs to grow to replace the warm bodies that will graduate from the series because invariably, as long as SideM or Million or 765Pro continues to exist, Bannam will make mistakes along the way. Rightfully so, it’s okay to quit when these entertainment IPs stop being entertaining.

Except Cinderella Girls–it continues to grow, and Cygames seemed to have hit the winning formula. Doomposting, unvoiced Producers continue to cause chaos and rub people the wrong way as entitled pricks. One person’s bug is another person’s feature, I guess.


Framing IDOLM@STER Cinderella Girls U149

As I was watching the final episode of U149, I thought back to how a lot of the core concepts of Cinderella Girls come down to pretty silly, bare-bones ideas but taken to the extremely-real. To use a metaphor, when the fairy godmother turned a pumpkin into a horse carriage in the Disney rendition of Cinderella, it was literally a pumpkin that morphed magically and gained the functions of a carriage. When you think of the tomboy 5th grader, maybe you can conjure up Haru. When you think of a gal 5th grader, maybe you can conjure up Risa. These acts of speaking into reality through the power of imagination is underneath all of that.

Much of this show is about fleshing out not just these character ideas, but depicting the unreal origins of these ideas with the reality of what the IDOLM@STER brand is about: idol production and all that jazz. It both sells that fantasy but it still have to tip the hat to all of the rest underneath, to use the madly-peddling swan metaphor. What’s also unreal, in the sense that this is an anime about the following topic, is that children signed under a major idol agency are child laborers. Granted, this is probably the kind people don’t look down upon in general (although many still do), but playing heavily on the “child vs adult” themes (Arisu is the child idol who wants to be an adult but is too childish to do so, in a nutshell.) all of those comes into play. It is a weird feeling to think of U149 in those terms, yet every time these kids bump into those types of workplace problems, it’s hard to not think of it.

So many scenes in the series, we see the U149 Producer working hard, putting his money towards his charges, not to mention spending all his time working for their projects. The U149 Producer displays plenty of childishness as depicted by societal norms, but is overall quite a normal adult dealing with the usual adult problems (in a work setting). He is the foil for the U149 idols.

It gets amusing and a bit confusing because the children themselves also take care of each other. One of them produces costumes, another cooks well. Some of them demonstrate emotional maturity and others have leadership skills. Some are stronger than others. In as much as U149 is a team or a unit, in demonstrating a satisfactory level of respect, or attractiveness, the kids also loses some of what makes kids kids I think.

Maybe that is why I really enjoy this aspect when Miria brings that standard kid-energy and that shadow of fear underneath her steel-woman-child visage during the live stream. Miria episodes are all so good because there’s this obvious internal conflict in which she out-matures it.

But as it were, why do people dote over Arisu…? Rhetorically, yes, I get it, I’m just saying every bratty snot in the 3rd Division has a surprising amount of inner qualities that makes them admirable as people. Maybe those qualities also make (at least some of) them attractive as idols, but it would be safe to say it is quite too early for that for the majority of them.

PS. Ever since COVID, Cinderella Girls shows all use smart/digital tickets. It means for oversea Producers, getting tickets require jumping a different set of hoops than before. It also means it’s harder than ever to proxy. Yet we see them draw in these paper tickets into the show and it just make me shake my head in disbelief. Go on, magical anime about little kids who tries to sing, dance, and behave like amusing little things. This is also amusing (in a not-so-great way).


THE IDOLM@STER Million Live 10th Tour Act 1 Saitama Super Arena

Trying a new format to better condense? I say this every time but had I? I guess this is the product review format of event review, because, “producer” is just a “T” short from “product”? It’s just the usual ranting, though.

Million Live, after all the ups and downs, is now entering its 10th year and they decided to have a 4-stop tour, spanning from April this year until February 2024. Act 1 (or the first stop) was at the SSA on the 22nd and 23rd. Act 2 will be at Port Messe Nagoya Exhibition Hall on July 29-30th. Act 3 will be at the West Japan General Exhibition Center in Kitakyushu on November 4-5th. The final act, Act 4, will be at K Arena Yokohama on February 24-25th. K Arena opens for business in September this year so that would be interesting to see. I’ll try to go to another stop, but no promises.

Here’s the crux of Act 1. They wanted to drop “first” to “fourth” with the 37-color promotional material and outfits. They wanted us to remember first, second, third and fourth. But they didn’t do Welcome this entire weekend… It’s a mixed bag as an old-timer. Heart full, eyes clear, mind on fire–just like what 4th did to me.

But, has everything worked out in time?

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