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Remember when? ... Looking back on a decade of geekdom

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Relics of 2000: The Legend of Zelda - Majora's Mask, FLCL, Boogiepop Phantom, and a Pokemon-themed Gameboy Color

Well, here we are. As most of us prepare for upcoming New Year's parties, we should take a moment to look back at how far we've come. No, no, no, not in 2009! If you're looking for our favorite titles of the past year, we've already got that covered. No, I'm talking about the end of the decade.

I could spend my entire night writing up a post detailing all of the things that happened between the year 2000 and now in anime, manga, and video games, but let's be honest: it's New Year's Eve, and I'm going out to celebrate. Instead, I'm going to take a look back at one year in particular – 2000.

In the year 2000, we were playing our brand new Playstation 2's, enjoying the N64 sequel to Banjo-Kazooie (remember when Kazooie turned into a DRAGON?), and marveling over some new sim game from a dude named Will Wright. We were playing the second generation of Pokémon games (Gold and Silver) on our Gameboy Colors and the best Zelda game ever (fo real!), Majora's Mask (for the N64).

In anime, we were freaking out about Boogiepop Phantom and laughing at world-changing card games in Yu-Gi-Oh, all while FLCL was quickly melting our minds to sludge.

And in 2000, we probably weren't reading very much manga, since the American manga industry as we know it barely existed! I know that, a decade ago, I was still nearly unaware of the wide world of Japanese comics out there.

Naturally, we've all got different memories of the decade gone by. What do you guys remember from the year 2000 onward? What nuggets of geekdom surprise you the most when looking at how far we've come in the past ten years?

Oh, and lest I forget: Happy New Year to everybody! Thanks to all of our readers for sticking with us this year, and thanks to all of our writers, who keep the river of Ani-Gamers content flowing day after day. Have a safe and happy 2010!

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2009 Staff Picks: Day 7, Vampt Vo

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left: Baccano!, right: Pluto

To celebrate the new year, Ani-Gamers will be counting down an unranked Top 14 list of sorts. Every day for a week, starting on Christmas and ending on December 31st, one of our bloggers will post their two favorite titles of the year, whether they are anime, manga, or video games. We now present the choices from editor-in-chief Evan "Vampt Vo" Minto.

Baccano!: I had been looking forward to this show ever since Uncle Yo's review many moons ago, so when FUNimation announced that it would be streaming for free on Hulu, I was pretty excited. As luck would have it, Baccano! did not disappoint. Its combination of a complex, nonlinear story, memorable characters, and thrilling action scenes make it one of the few anime series in recent years that compares favorably to Sunrise's masterpiece Cowboy Bebop. It takes a lot of intense concentration to understand all of the connections between the characters in this mixed-up story of immortal gangsters in Prohibition-era America, but the payoff when it all comes together is more than worth the effort. Go for the dub, though – the American actors' voices bring an effortless sincerity to the characters

Pluto: Being a huge fan of both Osamu Tezuka's original Astro Boy manga and Naoki Urasawa's crime thriller Monster, I was naturally enthralled by Pluto, the adaptation of famous Astro Boy story "The Greatest Robot on Earth" by Urasawa himself. The eight-volume manga adaptation follows the German robot detective Gesicht as he searches for an enigmatic murderer who seems to be singling out and destroying the world's most powerful robots (whose ranks include both Gesicht and Astro). The story takes Tezuka's love of technological innovation, concern for robot-human interactions, and unshakable belief in human dignity, and modernizes them all in the distinctively realistic style of Urasawa. Viz continues to release new volumes into 2010 through their "Signature" line.


Check out previous 2009 Staff Picks after the break.

Day 1: Sean Kim
Day 2: Ink
Day 3: Uncle Yo
Day 4: Kit
Day 5: Elliot
Day 6: MitchyD

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2009 Staff Picks: Day 6, MitchyD

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left: Assassin's Creed II, right: Dragon Age - Origins

To celebrate the new year, Ani-Gamers will be counting down an unranked Top 14 list of sorts. Every day for a week, starting on Christmas and ending on December 31st, one of our bloggers will post their two favorite titles of the year, whether they are anime, manga, or video games. We now present the choices from reviewer/podcaster Mitchell Dyer (now re-posted under his actual account).

Assassin’s Creed II: I wasn’t expecting much out of this Assassin’s Creed because I was so thoroughly disappointed by the original ... twice. I went back to try and pump myself up about "Ezio’s Italian Adventure: The Bloodening" but I was bored to the point of putting on sock puppet shows to amuse myself. Assassin’s Creed II is Ubisoft stepping up its game in a big, bad way, and my expectations have been crushed by a Venetian war hammer. The world is gorgeous and beautifully constructed, while the story is genuinely engaging. But it's the way AC2 keeps rewarding you for your actions, whether it's earning money through an in-game economy and buying new gear, or unlocking secrets in the depths of hidden catacombs, that really drives the experience. Oh, you also get to shove wrist-knives into fools' eyeballs. Sorry Mario – you’re not my Italian icon anymore.

Dragon Age Origins: As I write this, I'm just 15 hours into my first (city elf) campaign. Regardless, I can tell I'll be spending way too much time with this brilliantly-crafted totally-not-fantasy RPG. When I walked out of BioWare's booth at E3 this year, one of my editors was shocked to hear how much I disliked the game – about as surprised as I was that he liked the console port so much. I condemned Dragon Age from the second I saw it. The cheesy, predictable fantasy cliches and played-out dungeon running I wanted to hate so bad, well, simply didn't exist. The loot-gathering sinks its hooks as deep as the stellar story, and it's a role-playing masterpiece I fully plan to experience for another 100-plus hours.


Check out previous 2009 Staff Picks after the break.

Day 1: Sean Kim
Day 2: Ink
Day 3: Uncle Yo
Day 4: Kit
Day 5: Elliot

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2009 Staff Picks: Day 5, Elliot

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left: Red Faction - Guerrilla, right: Detroit Metal City

To celebrate the new year, Ani-Gamers will be counting down an unranked Top 14 list of sorts. Every day for a week, starting on Christmas and ending on December 31st, one of our bloggers will post their two favorite titles of the year, whether they are anime, manga, or video games. We now present the choices from reviewer Elliot Page.

Detroit Metal City (manga): Detroit Metal City doesn't care what kind of music you like; it's going to mock it mercilessly and make you laugh yourself silly at the same time. Not just metal (my personal love when I was younger), but all other genres and elements of music fall under its gaze. The series focuses on Negishi, a truly contemptible wuss who, come nighttime, dons a set of KISS-style makeup and becomes "Lord Johannes Krauser II," frontman of the titular band Detroit Metal City. He doesn't want to front a death metal band, but you have to pay the bills somehow. The manga is a rousing success not only because of the obvious absurdity of the main characters situation, but also because of the inherent craziness of the music industry, so rich for lampooning. Even better is that it looks not only at the bands themselves, but the managers and especially the fans, who make up my favorite characters in the series. From being one myself I know first hand the craziness of metal fandom and I find myself groaning though the laughter whenever something particularly mad happens.

Red Faction - Guerrilla: To be honest, this is not the best game of the last year. But more importantly, it has been the one that I have found the most entertaining. The premise is simple: You are a rebel (on Mars, bonus points for a cool setting) on the run from fascist oppressors. Smash the state! What follows is a glorious orgy of violence and explosions as you take down The Man in a world with fully destructible buildings and crazy weapons to get the job done with. There is a rifle that melts people for goodness sake! The missions are varied, well designed and, most of all, fun. Even better, there is a very well made set of both local and online multiplayer modes to have fun with, and thankfully the playerbase for the online mode is still active to this day. Have a go, and you'll discover the joy of slapping soldiers with a sledgehammer for yourself.


Check out previous 2009 Staff Picks after the break.

Day 1: Sean Kim
Day 2: Ink
Day 3: Uncle Yo
Day 4: Kit

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2009 Staff Picks: Day 4, Kit

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top: Inu Yasha - The Final Act, bottom: Halo Wars

To celebrate the new year, Ani-Gamers will be counting down an unranked Top 14 list of sorts. Every day for a week, starting on Christmas and ending on December 31st, one of our bloggers will post their two favorite titles of the year, whether they are anime, manga, or video games. We now present the choices from reviewer Chris "Kit" Colalella.

InuYasha: The Final Act: Finally, closure comes to one of the most popular anime series of all time. InuYasha: the Final Act takes place right where we left off...sort of. This “series finale” takes only the last twenty-some chapters of the manga and converts them to the anime. The best part about the series is that, for both the Japanese and English dubs, all of the original voice actors were able to return. If you're a fan of this series you are definitely going to want to check this out.

Halo Wars: In my opinion, this was one of the most overlooked games of the year. Halo Wars takes a different approach from its older brothers in the Halo trilogy. Instead this is a real-time strategy game rather than an first-person shooter. You take control of the UNSC Spirit of Fire and its troops as you battle your way through more than a dozen different scenarios each with its own set of both Primary and Secondary Missions. I have to recommend this game to any one who even remotely likes RTS games. Ensemble was able to meld the point and click advantages of a normal RTS with the capabilities of the Xbox 360 seamlessly.


Check out previous 2009 Staff Picks after the break.

Day 1: Sean Kim
Day 2: Ink
Day 3: Uncle Yo

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2009 Staff Picks: Day 3, Uncle Yo

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top: Batman - Arkham Asylum, bottom: Marvel Ultimate Alliance 2

To celebrate the new year, Ani-Gamers will be counting down an unranked Top 14 list of sorts. Every day for a week, starting on Christmas and ending on December 31st, one of our bloggers will post their two favorite titles of 2009, whether they are anime, manga, or video games. We now present the choices from contributing editor Karl "Uncle Yo" Custer.

Batman Arkham Asylum: I say "Batman," you say "Arkham Asylum." Before the quick-to-learn and gadget-immersed gameplay gets discussed, before the fitting graphics get discussed, even before we question how Harley Quinn found an outfit from Hot Topic in her cell, we have to talk about the reuniting of Mark Hamill as the Joker and Kevin Conroy as Batman. This dynamic duo lent their voices to the title characters since the early nineties of Batman: The Animated Series, which laid down the foundations of dramatic, animated noir storytelling. B:AA is a return to the good old days with the processing power of today. For the first time ever, you aren't a blocky black pixel who punches things: you can BE THE BAT to the hilt. One of the most compelling, creepy and satisfying games of the year. I even overlook the disappointing boss fights because of detective mode and the joys of throwing three Bat-a-rangs at once.

Marvel Ultimate Alliance 2: Marvel comic readers remember the Civil War as one of the great years in comics, and to be able to choose sides and play alongside the shattered Avengers is just as much an honor as it was in the first game. Though buggy on the PS2, the Xbox version of this game is loaded with extras and alternate costumes, as well as the sheer joy of getting into intense political dialogues as...the Hulk. Fusion powers make the team-up of Deadpool and Thor just a click away, and the engine that was tested so well in X-Men Legends is finally tweaked to be smoother than ever. Now when I call Johnny Storm "hotpants," the name makes sense and the joke sticks like Spidey to a brick wall.


Check out previous 2009 Staff Picks after the break.

Day 1: Sean Kim
Day 2: Ink

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FMA: The Brotherhood Diaries - Episode 37

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Winry cares for Ed's automail arm

Ani-Gamers staff writer Ink contributes a weekly column in which he examines the differences between the original Fullmetal Alchemist and its re-telling, Fullmetal Alchemist: Brotherhood. To read previous entries, click here.

Watch Episode 37 - The First Honunculus

There’s an interesting parallel between Ed’s pondering the use of Lab 5’s red liquid in FMA1 and Ed’s pondering of the third task (mass murder) presented to him by Kimblee in exchange for a philosopher’s stone in FMA2. That parallel is both the prospect of attaining their goals at the expense of those lives sacrificed for the stone and the concern with how Al would perceive him for doing so.

What FMA2 has done rather smartly is made Al a bit impatient for the reclamation of his body and all the sensations that go along with it, which puts a bit of anxiety in the viewer as to whether or not the brothers Elric might actually forgo their morals just to reach an end. This is utterly unrealistic of course, but it is in there nonetheless. FMA1 had no such conflict, as it was always clear that the brothers were working together according to their own morals and no one else’s. Strangely enough, FMA2 touches upon this as well with Kimblee’s admiration for those that stay true to their own intentions/philosophies, so the corrosion of Ed’s stance on killing is believable to the characters in FMA2...at least those who barely know Ed (namely Kimblee).

Winry’s animation just seems to be getting worse and worse. Colors are barely palatable, and at times figures look like they’ve come out of a coloring book. FMA2 also advances the love interest angle between Ed and Winry, directly having Winry admit she’s fallen for Ed (to herself) and Ed overreacting to the memory of Hawkeye’s accusation that he loves his mechanic. Still more of a difference can be seen in how active a character FMA2 is attempting to make Winry, as opposed to the placatory Winry of FMA1. Of course she’s still supportive of her love, but no longer is she content to sit idly by.

The main contrast this episode, obviously, is the title’s namesake: Selim Bradley, the Fuhrer’s (adopted) son. FMA1 made Bradley the homunculus named Pride and made Izumi’s stillbirth Wrath, but FMA2 bestows the title of Wrath to Bradley and the distinctive honor of being the first homunculus (Pride) to his son, Selim. The nature of this homunculus is vastly more sinister than his FMA1 counterpart. FMA2’s Pride is a shadow-lurker with a sadistic streak linked to those little black hands from behind the door of truth. One could make the parallel that both Prides are shadow-lurkers, as FMA1 Fuhrer seemed to have his own information network, but really, FMA2 Selim is in everyone’s shadow and appears to be everywhere at once, making him a much more formidable foe than FMA1’s Bradley.

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2009 Staff Picks: Day 2, Ink

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left: Soul Eater, right: Continuity

To celebrate the new year, Ani-Gamers will be counting down an unranked Top 14 list of sorts. Every day for a week, starting on Christmas and ending on December 31st, one of our bloggers will post their two favorite titles of 2009, whether they are anime, manga, or video games. We now present the choices from columnist/reviewer Ink.

Soul Eater: Soul Eater revolves around a bunch of kids, classified as anthropomorphic tools of destruction (weapons) or those that wield them (meisters), whose end goal by training at the Death Weapon Meister Academy (DWMA) is to keep the world safe from witches as well as those that feast on human souls for the sheer guilty pleasure of it. The art, while a bit CGI-heavy, offers viewers surrealistic backdrops, and the fight scenes are as interestingly executed as they are engrossing. With the first 3 episodes dedicated to getting to know the 3 main pairings of weapons and meisters, character development isn’t missing either. And it only gets better from there. Do yourself a favor and watch the subbed version; the voice acting is far superior despite the major talent brought on board by FUNimation.

Continuity: A student project created by Ragtime Games, Continuity (www.continuitygame.com) isn’t the three-dimensional puzzle game Valve’s Portal is, but it is just as tricky at times, requires some serious and inventive thought to complete, and is ultimately addictive. This Flash-based game requires players to move (simple run/jump controls) a figure through anywhere between one and eight sliding panels – which can also be maneuvered – to find their way through mazes to get a key and then get to the exit door. Simple, right? But mental tricks are a plenty: sure there may be as many as eight panels, but not all of them have to be used, and inter-panel interaction may require some bending of timing/physics rules on the player's part.


Check out previous 2009 Staff Picks after the break.

Day 1: Sean Kim

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2009 Staff Picks: Day 1, Sean

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left: Borderlands, right: Street Fighter IV

To celebrate the new year, Ani-Gamers will be counting down an unranked Top 14 list of sorts. Every day for a week, starting on Christmas and ending on December 31st, one of our bloggers will post their two favorite titles of 2009, whether they are anime, manga, or video games. We now present the choices from copy editor Sean Kim.

Borderlands: Guns, guns, and more guns. What more could anyone want on a desolate alien planet? Borderlands is all about mindless self indulgence of power. There's an ancient treasure on the planet of Pandora and four treasure hunters are dead set on finding it. The stylish mix of FPS and RPG elements makes for an extremely fun ride as you explore the desolate planet, killing anything in your path. Despite the lackluster story and relatively easy difficulty, Borderlands is a wonderful experience for up to four people.

Street Fighter IV: Capcom’s latest venture into the Street Fighter franchise produced Street Fighter IV, a beautifully rendered "2.5D" fighting game, and the first numbered Street Fighter title in a decade. With a roster of 25 characters, plenty of challenges, and online play, Street Fighter IV is a must-have for fighting game fans. The enemy AI is spotty at times, and can be difficult for newer players to beat, but the game is still quite enjoyable. However, the major drawing point for me was the thrill of competition in the online mode. Be sure to be on the lookout for the sequel, Super Street Fighter IV, coming out in 2010.

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Secret Santa Review: Kannagi - Crazy Shrine Maidens (Sub)

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The only cast members in Kannagi that you're supposed to care about: (left to right) Zange, Nagi, and Tsugumi Medium: TV Anime
Number of episodes: 13
Genres: Humor, Romance
Director: Yutaka Yamamoto
Studio: A-1 Pictures
Version reviewed: Anime News Network video stream (also available in Bandai Ent. box set)
Release date: October 4 thru December 27, 2008 (JPN), July 16, 2009 (NA)
Rated: Unrated (appropriate for 13+)

To be entirely honest, I was not the least bit excited about watching Kannagi. It was one of three choices provided to me through the Reverse Thieves' "Anime Secret Santa" project, the other two being Air and True Tears, but seeing as I am generally not a fan of the "moé" subculture of anime fandom, I was not expecting to enjoy this series.

And would you look at that! I didn't.

The plot, laid out by Hideyuki Kurata (Now and Then, Here and There, Read or Die) follows our mostly cookie-cutter protagonist Jin Mikuriya, who is living alone while his parents are away on a business trip. On the day that he completes his wooden carving of a local goddess, the statue breaks apart, revealing a teenage girl inside! The petulant girl explains that she is Nagi, the goddess that Jin was carving a likeness of. Naturally, she ends up staying with Jin, pretending to be his "long lost sister" to explain it to friends. (Can you count the clichés?) As the story drags on, the cast is filled out with Jin's art club friends (the otaku Akiba and the shy, tall Daitetsu), childhood friend Tsugumi (who has a crush on Jin), and Nagi's goddess sister "Zange-chan" (who – surprise surprise! – also likes Jin).

So how about the conflict? What drives these characters to do what they do, and keeps the viewer interested enough to move from episode to episode? Well, nothing! The first few episodes feature Nagi and Jin trying to capture and destroy "impurities," evil spirits (or something like that) in the shape of black insects. What are the impurities and why does Nagi need to destroy them? It's not really explained, but the show sure does make a big deal about these things at the beginning.

Later the show focuses on Nagi and Zange trying to outdo each other at being teenage idols. The reason for that conflict is weak as well, with the only explanation being that the two need to gain followers to increase their powers as goddesses. Curiously, though, their "powers" never seem to manifest into anything remotely useful. This arc in particular highlights the show's obsession with the otaku subculture, especially its uncomfortable tendency to pander to its audience at every single turn with teen idols, magical girls, and maid cafés.

The middle of Kannagi forgets about BOTH of these conflicts and lapses into pure comedy, with a few episodes about Nagi locking herself in a closet, a karaoke trip, and other silliness. Here the show really shines, as it takes its very simple, one-dimensional cast and uses their comedic strengths – much like 2006's enjoyable The Melancholy of Haruhi Suzumiya – to pull off some surprisingly funny scenes.

Finally, it all comes back to a dramatic trio of episodes at the end that seems like a half-hearted attempt to transform the characters of the previous ten episodes into real human beings that the audience should care about. However, when Kannagi's excuse for character introduction is a girl listing off the archetypes that each character fits into, it's only natural that an attempt at real development meets with some massive cognitive dissonance. A few moments in the final episode or two might provoke some real emotion, but mostly you will just want to punch Jin for turning into Shinji Ikari at the last moment.

The biggest central conflict that Kannagi has going for it is the romantic relationship developing between Jin and Nagi, but it falls flat in this as well. Unlike Haruhi Suzumiya (also directed by Yutaka Yamamoto), which had a similarly subdued romantic conflict between a deadpan guy and an impatient, immature girl, Kannagi doesn't have a romantic payoff (the kiss scene in Haruhi). Admittedly this is because Kannagi is based on a manga that has not finished, and the show was intended to have a second season, so it is hard to fault the folks at A-1 Pictures for the weakness in the narrative. However, it undoubtedly weakens the first (and only) season as a stand-alone show.

Bandai's DVD box set for Kannagi showcases the beautifully shaded, lush forested backgrounds that occasionally show up within show itself.

With all of this negative talk, you might think that I hated everything about Kannagi, but that is certainly not the case. The animation, for one, is beautiful, and it is clear that animating the character's movements – Nagi's in particular – got a lot of focus from the team. The show might not look as beautiful as Haruhi, which was particularly noticeable for its stellar animation, but it's one of the closest things you can find out there in terms of both animation and art direction.

Oddly enough, the background music at the beginning is impressive, using a lot of interesting electronic instrumentation rarely found in anime background music, but later episodes cut back on the use of Satoru Kousaki's fascinating, emotive music in favor of uninspired instrumental versions of the opening and ending themes.

Despite its technical high points, when it comes down to it Kannagi is a waste of time. The show features characters defined only by the archetypes they fit into, but instead of consistently using this potential weakness to the show's comedic benefit, Kurata spends an inordinate amount of time on poorly executed drama and an unsatisfying romantic plot. Still, the most pressing issue that I have with Kannagi is that it simply has nothing to say. At the end of the experience, I was left with only a feeling of, "well yes, that happened." A goddess moved in with a boy, they did some silly stuff that sometimes made me laugh, and they both sort of like each other. Behind all of the big-eyed teenage girls and the half-baked attempts at romantic comedy, Kannagi has no substance, and that is ultimately its greatest failure.



weak.

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Let the year-end festivities begin!

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Happy Holidays from the Ani-Gamers crew!

We've heard from some sources that 2009 is coming to a close very soon, so we here at Ani-Gamers thought we would welcome in the new year with something a little more exciting than our typical blog posts.

For those of you who were with us last year, you may remember a series of posts we ran called "Ani-Gamers' Top 3," wherein our staff chose their three favorite anime, manga, and video games of the year. This year, I've decided to change it up, since we have a larger and more varied staff that will most likely not reach a conclusion in any of the three categories. Thus, we will be posting each staff member's favorite two titles from this year, be they anime, manga, or video game.

However, putting them all in one post was just too boring, so we'll be posting each writer's choices day by day until we reach the end of the year. That's seven days, starting on Christmas, with two choices every day. If you're looking for some more holiday cheer, our resident Ebeneezer Scrooge (i.e. me) will be reviewing Kannagi (a moé show – my favorite) on Christmas Eve as a part of the Reverse Thieves' "Secret Santa Project," and our bloggers may very well be posting holiday-related posts throughout the next two weeks.

So come while away your holiday/new year's festivities with us this year! After all, spending valuable time with your family and friends is secondary to reading and commenting on a silly Internet blog.

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FMA: The Brotherhood Diaries - Episode 36

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Ed and Al sleep in Hohenheim's flashback

Ani-Gamers staff writer Ink contributes a weekly column in which he examines the differences between the original Fullmetal Alchemist and its re-telling, Fullmetal Alchemist: Brotherhood. To read previous entries, click here.

Watch Episode 36 - Family Portrait

Personally, historically, not a single episode of FMA1 OR 2 has ever gone by this quickly! Seriously, I pressed play and then, before I knew it, the end credits were being sung over. There was no site glitch on FUNimation.com; I was just so engrossed in the story that it completely made me lose all sense of time.

We’ll start, where the episode did, with a flashback to the Elric household – mom, dad, two kids (picket fence optional). What was initially the reason behind Hohenheim’s departure in FMA1 no longer holds true. FMA2’s Hohenheim has an immortal body that is not degenerating. Also, he has told his wife about his past (or as much as to why he doesn’t age), and this inner conflict sets up a reluctant expression of love towards his sons. When alone, the episode has Hohenheim show a determination to live out his life with his family, even if it means leaving them to pursue research that might help him become mortal and the husband/father he thinks they need.

This leads to what was only a flash in FMA1 and something FMA2 has already elaborated upon: Ed and Al seeing Hohenheim leave their family house, obscured by daylight in the crack of the door. This time, however, a concentration on Hohenheim’s eyes and a well-placed cut to Ed then Al stirs up some sympathy for the emotionally burdened (and burdensome) father. This does a wonderful job of showing the reasoning behind Ed’s misconception of his father’s departure. One can also argue the different approaches of the different series though, because each is effective.

FMA1 used a degenerating body and Hohenheim’s unwillingness to sacrifice more human life to sustain his own as the impetus for abandonment, whereas FMA2 uses Hohenheim’s unwillingness to lie about his immortality to his sons and desire to age and die with them as a normal father as a connection to humanity. While FMA1's Hohoenheim ends up sacrificing, FMA2's is more or less working toward an eventual reunion (i.e. not sacrificing, just postponing). All in all, each fits his respective series quite well, seeing as FMA2 has yet to bring any journey to a climax, and FMA1 used Hohonheim’s ultimate sacrifice as recompense.

All this, and only 6 minutes in! Then the opening credits roll.

Kimblee meets Ed and Al for the first time in the halls of Briggs as opposed to The Devil’s nest. Though both venues are (basically) homunculus-run, the important contrast is the bluntness of FMA1 and subtlety of FMA2. As Briggs becomes of more interest to the Fuhrer and more moles infiltrate its walls, the nature of the series changes to a cat-and-mouse, secret agent style suspense drama as opposed to strict action. FMA1 had clear antagonists and protagonists that observed very distinct confrontations; the characters were more or less free to battle whenever they wanted. However, FMA2 weaves conflict into constrictive situations, giving it the edge in terms of suspense and related drama.

The only remaining direct contrast to mark is Kimblee, who continues to get the snake-of-the-year award for his distinguished accomplishments in tongue-in-cheek dialogue. Almost as evil as a homunculus, and taking pride in being so, FMA2 Kimblee trounces his FMA1 counterpart by bypassing the chain of command and receiving his orders from the Fuhrer himself, instead of the lower-ranking minions (FMA1 Greed). Is the show perhaps blurring the line between homunculus and human? If so, it’s trying to challenge FMA1’s emotional blurring of the same by turning the homunculi into humans, and doing so very competently.

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Review: Mind Game (Sub)

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Mind Game DVD cover Medium: Anime Film
Running Time: 103 minutes
Genres: Action, Drama
Director: Masaaki Yuasa
Studio: Studio 4°C
Version Reviewed: Fansub (read our fansub policy)
Release date: July 28, 2004 (JPN)
Rated: Unrated (appropriate for 17+)

I don't get Mind Game. It's just that simple. The frenetic pace, disproportionate designs, and unusual animation did not, at any point, result in any sort of moment of clarity for me. All they did was confuse. Yes, its defenders will try to bring up the film's "unique" visual and storytelling style, but "unique" does not always equal "good."

Created by Studio 4°C, Mind Game is the debut directing effort from former animation director Masaaki Yuasa, who had previously worked on comedy series (Crayon Shin-Chan, My Neighbors the Yamadas) and a few experimental shorts (Cat Soup, Noiseman Sound Insect). It's clear, however, that Yuasa should have never moved up from animation director, since his skills as chief director are questionable at best.

While the film could hardly be said to have a tight narrative, it does follow a relatively centralized set of main characters, namely the perverted twenty-something Nishi, his busty ex-girlfriend Myon, and her sister Yan. After an incredibly strange run-in with some Yakuza thugs, the three flee the scene of the girls' father's bar, only to find themselves swallowed by a whale. Inside they meet an old man who has lived inside the whale for years.

Did I mention that this movie is a little weird?

Mind Game is beyond weird though. The director throws consistency and clarity out the window in favor of frequent cuts to unrelated still photographs or mapping of live-action faces to animated heads. In that regard, it seems like almost all of the aspects of this movie that are seen by many critics as fascinating experimental animation techniques serve as nothing more than self-indulgent artistry from Yuasa. I honestly felt that I was missing something in the experience by not being Masaaki Yuasa, as if the film was crafted for the enjoyment of its creator, not necessarily for the enjoyment of his audience.

And therein lies the rub when it comes to this movie. It is one of the unfortunate anime that works well enough as a piece of experimental art, but fails completely as a piece of entertainment. And even when only examining it as art, it seems that quite often Yuasa is throwing in unusual animation techniques simply for the sake of being unusual.

Unfortunately, the director – pulling double-duty as scriptwriter – can't even hold the narrative together while he weaves live-action and animation into the pastiche that is Mind Game. Besides the horridly cliché ending, the character development also disappoints, as it seems to only occur in short bursts. For example, Nishi inexplicably stands up halfway through the movie and waxes poetic about the meaning of his life. (With the strong visual focus of Mind Game, one would think that Yuasa knows better than to weigh the film down with exposition.) On the bright side, some of the non-sequitur humor – especially a particular scene with a "God" who changes shape every shot – is actually pretty entertaining, though it is, like everything else in this movie, rather odd.

Naturally, there are some viewers who enjoy the insane plot and frenetic animation of 4°C's experimental works, but Mind Game often feels like some sort of exclusive club whose only member is its own creator. Do yourself a favor and pass on this exhausting, confusing experiment.



mediocre.

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Review: Claymore vol.1-15 (Manga)

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Claymore volume 15 cover Medium: Manga
Number of Volumes: 15 (as of 12/12/2009)
Volumes Reviewed: 15
Genres: Action, Fantasy
Author: Norihiro Yagi
Licensed? Yes (Viz Media)
Version Reviewed: Viz Shonen Jump Advanced GN release
Released: 2001- (JPN), 2006- (UK/US)
Age Rating: "Older teen" (15+)

The basic plot concept behind Claymore is nothing shocking – but it is done well. Humankind is under attack by monsters, so some of the humans partake of the monsters' flesh to become a hybrid that then has the power to defeat the monsters. You may remember this premise from elsewhere and would be forgiven for not thinking it entirely original. However this simplicity is a major strength of the series as it allows the storyline to revel in all of the different possibilities, developing over time with many extensions and permutations rather than skipping off to find something entirely different whenever a plot point has run its course.

The art in Claymore succeeds on many fronts that enhance the title as a whole, and make it refreshing to read. While the setting itself is from generic European feudal county number 24½, the quality of the drawn backgrounds is impressive, and the unified architectural style makes the places feel like more than just potential battlegrounds for the characters to mess up.

In addition to the backgrounds, the characters, clothing, and monsters all have their own established style – taken together the world feels like a completed whole. This is especially true of the main characters themselves, who despite all having the same basic template (taciturn albino lady with a sword) come across as real individuals that you can tell apart at a glance due to their unique characteristics. In addition, almost all of the monsters presented in the series are outstandingly different from one another while retaining a few set artistic rules that you can see carried between them. You can easily imagine all these things co-existing in the same world, which helps maintain suspension of disbelief, leaving you to happily truck through the manga without any niggling worries about consistency.

The art during action scenes has a fluid simplicity to it, allowing you to follow the attacks easily and understand what exactly is happening and to whom. This sounds like a rather obvious thing, but it would be so easy to fail at this key element and, in doing so, make the combat sequences an unclear mess. The clarity of the art also helps in showing damage to the characters and the surroundings, upping the tension even further. As a result you can happily skip your eyes from panel to panel and easily follow along with the action, making the whole thing much more tense and, to be honest, badass.

Even better is that my favorite aspect of art in fighting manga, the crazy face, is in full effect in this title. Some of the battle sequences have an average of up to two and a half mad grins per page! Sure, the combat is amazing, exhilarating, and consistently well drawn, but you only feel invested in these fights because of the characters involved. Unsurprisingly, half-monster hybrid warriors are rarely a happy bunch and get exposed to quite a lot of tragedy, through which you come to know them and what motivates them. The individual actions and pieces of dialogue are well written and flesh out the characters nicely so you get to know them.

Not only the characters themselves, but their interrelationships have a feeling of weight that grounds the various actors as individuals. Even a character who only appears for half a volume has impact and those who survive them are affected by the loss.

Of particular note are a pair of characters who are introduced rather early on, Helen and Deneve. The "odd couple" of the series, they have wonderful interaction between themselves and others every time they appear in the storyline and are a particular highlight of the cast.

The primary reason I enjoy this manga is the brisk pace with which it conducts itself; conversations last as long as your attention span, fights never feel as if they are dragging on, and you are not left wondering for long what happened to missing characters. This is especially apparent whenever there is a flashback or side story, which is executed without discontinuity in the flow of the story.

However, there is one important issue that I, and any paying reader, will have with the manga that should not be overlooked. Due to the streamlined art, plot, and pacing a volume of Claymore does not take very long to read, and takes markedly less time than other manga. Re-reading the currently released volumes was much quicker than I imagined it would be – while it was immensely enjoyable, it hurt to realize that each book I absorbed in about twenty five minutes had cost me seven British pounds. A similar worry was outlined by Erin Finnegan in her Shelf Life column, which contains a review of the Claymore anime series.

For a concrete example, the recently released 15th volume contained an amazing fight scene, a colossal plot bomb, the re-introduction of a key character, another plot bomb, and an additional fight scene. Sounds exhausting, doesn't it? The whole lot, which I read in the comfort of my bed on a Saturday morning, took the grand total of half an hour. Even worse, the next volume is not due out until June 2010, a long time to wait for another 30 minutes of awesome action.

Despite this financial worry, I would still certainly encourage you to take a look at the series to see if its wonderful display of exuberant, violent action takes your fancy.



good.

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FMA: The Brotherhood Diaries - Episode 35

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Fullmetal Alchemist: Brotherhood Episode 35

Ani-Gamers staff writer Ink contributes a weekly column in which he examines the differences between the original Fullmetal Alchemist and its re-telling, Fullmetal Alchemist: Brotherhood. To read previous entries, click here.

Watch Episode 35 - The Shape of This Country

One of the most startling developments in FMA1 for me was the sucker-punch one of the few last episodes threw at its viewers guts by explaining the origin of the energy behind alchemy: human deaths in the parallel world we call home (or at least so did our relatives who lived in pre-WWII times). This was interesting because it meant Ed was unwittingly using the dead throughout his entire life all while he was opposed to killing/sacrificing people for the creation of the philosopher’s stone.

FMA2 is beginning to touch upon that but in a rather brilliant if not more subtle approach, and it leverages the different approaches to alchemy and alkahestry from Armestris and Xing, respectively. As Marcoh and Shao May look over Scar’s brother’s research notes, Marcoh expresses frustration at Alkahestry’s notion and use of the “Dragon Pulse,” which is then explained as chi by Shao May and fits into FMA1’s “All is one, one is all” lesson from teacher (Izumi) rather nicely. But Marcoh explains that alchemy uses the energy of the movement of the earth’s crust as its energy source.

These ideas are very similar to each other (differing only in connectivity and mechanics) and very different from FMA1, not only in source but honesty as well. FMA2 openly acknowledges equivalent exchange is not all there is to alchemy, bypassing one of FMA1’s more arduous drinking games: “take a shot every time they reference equivalent exchange.” And the subtlety I mentioned before? It comes in a wonderful bit of writing that gently questions the aforementioned difference between FMA 1 and 2. After Marcoh explains the notions behind Armestrian alchemy, Shao May says that she has felt something odd ever since arriving in Armestris, mainly that the “energy flowing under [her] feet doesn’t feel like the energy of the Earth’s crust in motion, but more like a lot of people squirming around.” A very nicely executed hint that Armestrian alchemists have been using people’s life energy all along for their alchemy, or just an allusion to FMA1? Either way, it was a brilliant and not overstated nod to the possibility.

Another interesting contrast is the hindered manner in which Mustang is forced to garner support for his coup, which was shown in episode 32, and is now paralleled by Ed’s search for help in Briggs. Let alone the fact that FMA1’s Ed was never concerned with toppling the government, instead committed to stopping the homunculus plot, but now he’s fully involved with both, as FMA2 has managed to combine them into a inseparable chimera of plot. Add to all of this the covert way in which Ed and Mustang both have to sneak about to assess who is an ally, and the differences between FMA1/2 are plain as day. No longer do we have rogue Ed/Al and scheming Mustang, now we have Ed becoming Mustang, fully realizing the chains Armestrian alchemists wear around their necks as leashes held in the Fuhrer’s whim.

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Far Cry 2: Questioning in-game morality one year before "No Russian"

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Far Cry 2 takes place in a variety of African locations.

There has been a lot of talk lately about Call of Duty: Modern Warfare 2's controversial "No Russian" scene, in which you control an undercover CIA agent who participates in a terrorist shooting in a Russian airport. The supporters of the design choice love it because it forces you into an uncomfortable, disturbing situation in which you have control over the horrible actions being committed, while its detractors cite the limited setup that the developers at Infinity Ward implemented in introducing the disconcerting scenario.

But what I find interesting is that this scene has received so much controversy even though Far Cry 2, Ubisoft Montreal's open-world first-person shooter released in October of 2008, posed similar questions to "No Russian" (in a more effective manner) in nearly every moment of its gaming experience.

My previous Impressions post about Far Cry 2 mostly discussed its open-world design, but as I moved along in the game, I quickly became aware of a fascinating play on the traditional in-game morality system at work in its plot. To be more specific, even though Far Cry 2 is all about moral choices, it does not actually have a morality system.

I played the game alongside big-name RPG titles like Fable II and Fallout 3, both of which force the player to choose between being "good" or "evil" in many situations. Yes, both are great games, but their binary views on morality are naïve at best. Far Cry 2, on the other hand, presents you with a choice about one-third of the way through the game, forcing you to save either your mercenary buddies or a group of civilians from one of the game's warring factions. You've been through hell with your buddies as you fought your way through mission after mission, but the civilians haven't hurt anyone, and all that they want to do is leave the country for the relative peace and security of the outside world.

Fable II's choices are both clear and immediate; it's final decision is presented as a mystical phenomenon that feels entirely detached from the narrative and characters, and the effect is directly explained by the game. Far Cry 2's analogue to that choice pulls from a similar feeling of connection to virtual characters (buddies in FC2, the dog in Fable), but you must act on your choice for it to come to pass. There is no sequence where you select a sentence in a dialogue box or pick a floating magical card – you have to drive to either the bar (where your friends are fighting) or the church (where the civilians are hiding).

I chose to save the civilians, and that meant driving right past the bar, hearing the gunshots that signaled my friends' deaths. At any point during my drive toward the church, I could have turned back and helped my friends instead. Thus, by giving me the option to turn back, Far Cry 2 has the potential to create a more powerful sense of remorse. My buddies died not because I selected a line of dialogue, but because I drove right past the bar where they were fighting and instead decided to help someone else.

Your target in Far Cry 2 is 'The Jackal,' the arms dealer who sold weapons to both sides in the game's brutal conflict.

Which was the "right" answer? I honestly believe that such a question should not apply to games that claim to utilize realistic, thought-provoking moral choices. Morality does not work like a computer! It is subject to the pressures of self, environment and opportunity, and it constantly morphs to fit the situation. Whether you choose to destroy a tank of morphine for use on soldiers or destroy a vat of malaria vaccine for use on civilians, what you do will be considered by many to be morally wrong. Even so, it is in the service of eventually killing The Jackal, an arms dealer responsible for the entire war that you are now embroiled in. Both choices propel you through the game, and both involve things generally considered to be "evil," but it is not Far Cry's job to judge the morality of the situation – it is the player's.

Modern Warfare 2 might blur the lines of right and wrong in forcing you to mow down civilians in service of the Greater Good, but Ubisoft Montreal realized a full year earlier that blurring those lines means more than just a controversial scene in an action game. Players must be pulled into the experience for the entire time, surrounded by depravity and ruin, living with the consequences of their own horrible actions. A morality system can never accurately depict the nebulous nature of human morality, and so I believe that games should drop the use of these systems altogether, instead creating scenarios in which players' emotional responses to their actions dictate the morality of those actions.


Please note that this is not a review. It is an analysis of a style of gameplay used in Far Cry 2, and fails to bring up many of the other strengths and shortcomings of the game.

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Review: Ergo Proxy (Hyb)

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Geneon's original Ergo Proxy box set (now re-released by FUNimation) Medium: TV Anime
Number of Episodes: 23
Genre: Adventure, Psychological, Science Fiction
Director: Shukou Murase
Studio: Manglobe Inc.
Version Reviewed: FUNimation DVD box set
Original Run: February 25, 2006 - August 12, 2006 (JPN)
Rated: 16+

Most Ergo Proxy reviews will begin by pitching the story of Re-L Meyer, an officer for an intelligence bureau who, during a classic post-apocalyptic X-Files-style investigation of unexplainable murders, comes in contact with a monster of unknown origins. What many reviewers neglect to mention are the themes of self-discovery, destiny-versus-choice, and the heavy religious symbolism that appear from episode two onward.

Not long after the show's opening credits, it is apparent that society is breaking down. Man’s self-made android escorts, the infallible "Autoreivs," have begun to slowly turn upon their masters, making their own choices and falling to their knees in submission, welcoming the Wachowski Brothers’ influence and clad-in-leather aesthetic. Re-L seems to be the only person with enough free thought to quest for the origins of this dangerous virus. Good thing her personal Autoreiv, Iggy, remains immune. Oh wait...

And then comes Ergo Proxy, a beast that is surprising, intelligent, scary and worthy of Isaac Asimov’s scrutiny and praises. During its 23 episodes, viewers will see the love triangle of God, Man and Machine brought to a new light as the egg comes face-to-face with the chicken.

Studio Manglobe maintains a bleak, monotone aesthetic, resulting in a world in which mankind’s creator is just as lively as he is thought to be deceased. Head writer Dai Sato has worked on Samurai Champloo, Eureka Seven and Cowboy Bebop, so clearly he’s had extensive experience with showing rather than telling. In a show like this, he holds his best cards until the final play. During most of the series, viewers are presented with many persepctives on the values and boundaries of human life. What defines humanity? Our emotions, our memories, our duties, our firearms? God is certainly not going to answer us any time soon.

Through the journey of Ergo Proxy, Re-L and her other two companions discover their own answers and boundaries. First is Vincent Law. He is voiced in English impeccably by Liam O’Brien, and is a generic mechanic who faces his true meaning in life. His near-deadly encounter with an unstoppable monster named Monrad Proxy makes him a prime suspect during Re-L’s investigations. Second is an Autoreiv shaped like a ten-year-old girl, Pino, who has an interesting inner-development story that intentionally parallels Pinocchio’s tale of achieving humanity. The three of them form an interesting parody of the nuclear family unit, which I can’t help but feel was very intentional. By episode seven, all three characters become the central party, traversing a poisonous and flat world completely devoid of life, save for the pockets of danger they encounter in search of their world.

What makes Ergo Proxy stand out for me is its stellar English voice-acting and manipulation of story-telling. Karen Thompson’s Re-L is quietly furious, capturing the character’s bravado and internal turmoil. FUNimation voice director Jonathan Klein deserves applause for pulling the voice cast through such a heady, deep and philosophical story. Many of Ergo Proxy’s greatest episodes involve Vincent’s internal struggles personified, his id and super-ego directly arguing over who Vincent should listen to. This series then breaks the rules on standard story-setting. Its exposition episode (the only time we learn the truth about mankind’s obliteration) is told through a trivia-based game show that nobody knows the answers to! And episode 16: hands-down as funny as Seinfeld, and as poignant as Waiting For Godot. Ergo Proxy’s ability to manifest the abstractions of psychological development is something very often tried in anime, but rarely pulled off so well.

The series has been out since 2006, and my only regret is not having watched this anime immediately upon its release. Originally released by Geneon, now re-released by FUNimation, Ergo Proxy has never been cheaper and is an excellent addition to the collection of any fan of Satoshi Kon's work or even the old What-The-Hell style of anime. This is the kind of thought-provoking horror/psychological suspense series that puts man (and anime viewers) in their place.



great.

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FMA: The Brotherhood Diaries - Episode 34

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Review: TokyoScope - The Japanese Cult Film Companion

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TokyoScope: The Japanese Cult Film Companion Medium: Book of Essays/Reviews
Author: Patrick Macias (foreword by Kinji Fukasaku, afterword by Takashi Miike)
Illustrator: Happy Ujihashi
Publisher: Viz Media (Cadence Books imprint)
Version Reviewed: Retail paperback, library copy
Release Date: November 2001

There was a time when anime was a cult phenomenon in the United States. A time when the only way to find episodes of your favorite giant robot show was to seek out either the obscure fansubbing group releasing a low-quality tape of it or the production company that just happened to license a strange show and release it in your local video store. Anime has now moved further into the mainstream, but for fans of Japanese pop culture, the cartoons are only the tip of the iceberg. Beneath the surface of the water is the other 90% of that iceberg, and there lies world of Japanese cult films. Patrick Macias' TokyoScope seeks to bring that world to the surface in a way that few have ever done before.

The book reads like a very fannish, often tongue-in-cheek exploration of every single facet of Japanese cult films, from their production to their promotion and theatrical showings. Japanese history is referenced in detail right next to scans of real posters from '70s triple-feature showings and silly, manic illustrations from Japanese artist Happy Ujihashi. Macias pulls no punches, with short one-page reviews of films of all calibers, ranging from monster movies to yakuza (mobster) flicks to softcore pornos (a.k.a. "pink films"). At the end of each genre-themed chapter, there is a series of extra articles, including interviews, scanned promotional materials, and/or profiles of actors, directors and such.

Macias' knack for storytelling carries the reader through the different chapters, connecting all of them through an omnipresent description of the Shinjuku Showakan theater, a defunct (as of 2002) movie theater originally built in 1932 that specialized in cult films, and was for a time even funded by yazuka, who often visited to watch the latest films about their fictional gangster counterparts. (For more on the Showakan, read August Ragone's writeup of the theater's final show.)

TokyoScope is the kind of book that holds far more information than one person could possibly absorb in one reading, a fact that serves as a reminder of just how much of a wealth of knowledge Patrick Macias is when it comes to Japanese pop culture. However, despite the wide range of genres and films, the focus of the book often circles back to a few major names, including directors Kinju Fukasaku (Fight Without Honor Or Humanity, Battle Royale), Ishiro Honda (Godzilla), and Takashi Miike (Dead Or Alive, Ichi The Killer) and actors Sonny Chiba, Bunta Sugawara, and Tetsuro Tamba. While all of the names might not sink in, even a quick first read of TokyoScope is a fantastic start for any new fan looking to get into the dark and dirty world of Japanese exploitation cinema. It might not add much for longtime fans of the films, but it certainly offers some insight into movies that they might have overlooked.

The book itself is a good size, with large pages and a light weight that makes it perfect for carrying around on the train or bus. Unfortunately it is published in black and white, which significantly ruins the value of having so many wonderful pictures of Japanese films both new and old.

We've now reached a point where anime has become a very noticeable presence in Western culture, so for many the light of animation has eclipsed Japanese live action cinema. In reality, however, there has never been a better time to seek out these films. As fans of Japanese culture seek out more entertainment to sate their apetite, they should reach out not only to the brightly lit halls of Akira Kurosawa, but also to the dimly lit Showakan theater, where the soft underbelly of Japanese cinema once lived. As an inviting gateway into this all-but-forgotten facet of Japanese cultural heritage, TokyoScope is unrivaled.



great.

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iObject! Phoenix Wright coming to iPhone

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The Phoenix Wright series is on its way to iPhone

With touch controls, short episodic snippets, and a generally silly premise, the Phoenix Wright: Ace Attorney series seems almost tailor-made for the iPhone platform, so it's no surprise (though it is quite a delight) to hear that Capcom's popular anime-style lawyer game will be coming to Apple's ubiquitous cell phone.

The game has only been announced for Japan so far, and Capcom mobile contents head Takeshi Tezuka did not give either release date or price details. However, he did say that the title would not be a simple port, and might even use the iPhone's "flick" interface to help with selecting commands.

While we have no word yet of a stateside release, such action seems likely considering Capcom's recent decision to port the series (originally released on Nintendo DS in the United States) to Nintendo's WiiWare downloadable content system in both the United States and Japan. The iPhone allows for a leverage of the touch controls of the DS version and the episodic format of the Wii version while bringing the game to an entirely new audience.

[via andriasang via Joystiq]

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Review: Orion (Manga)

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Orion by Masamune Shirow Medium: Manga
Number of Volumes: 1
Genre: Science Fiction
Author: Masamune Shirow
Version Reviewed: UK release by Dark Horse (4th Edition)
Released: 1991 (JPN), 2008 (UK)
Age Rating: Mature (17+)

Allow me to be blunt: I did not enjoy reading Orion. Even worse, I read it multiple times because I was determined to get to the bottom of this mad creation. Why on Earth would I do something so terrible to myself? Because lost in all the mire are some excellent elements – it's a shame that reading the complete package feels akin to being punched in the forebrain at infrequent, unpredictable intervals. Let me outline exactly why.

The art is painstakingly crafted, detailed, and sadly a complete slave to the sheer volume of information that the author wants to convey through the drawn page. When they are present, word bubbles are the most important single item on the page, lording it over the other pieces of art (which are similarly drenched in text or symbolism). In between all this busy information is a wealth of well designed and thought out technology and characters, much like any of the author's other works. It's saying something when I find myself hankering for Shirow's typical painstaking asides and details (ten-line footnotes about chainguns, for example) instead of the all-encompassing plot vomit that covers the page.

As a result of the art, the finished page is very demanding to read; anytime these demands made of you feel alien or disjointed, the book falls apart. During these spots I would put the book down to let my rather indignant brain cool off, to let the sea of patched together information drain off before picking the work up again. When, in certain key points, this began to happen every few pages, continuing with the two-hundred-and-fifty-odd-page story felt rather masochistic.

The characters are instantly forgettable, primarily because they are also there exclusively for the service of the plot. Usually such a transparent device would manifest in a bland or very contrived character who would deliver a deus ex machina – for example, the quiet girl from class who can rewind time all of a sudden, just because. Hey, why not? The difference is that the characters in Orion, if transplanted into any other series, would be outstanding characters, shining beacons of craziness who warp the plot around themselves due the the impact of their actions. They are real individuals with crazy designs and motives, but immediately after re-reading the book, I can't for the life of me remember any of them. They exist simply to expel lectures and do bizarre things for the sake of moving the plot along. The plot is driving the characters, not the other, more desirable, way around.

So, the plot – time to talk about it, seeing as it is obviously the main thrust of the work. Giving an extended synopsis would take a lot of words, so I'm going to boil this down to the lowest level I can to illustrate what I believe is being conveyed:

A spunky girl is involved in an bizarre magical accident that makes her the equalizer of all the Karma in the universe. Various interests vie for possession of the girl. After she escapes and begins to absorb all of the bad karma of the world as intended, she realizes how much power she has at her fingertips and so goes a little mad with delusions of grandeur and marriage. This is resolved in a overblown manner with some amazing two-page spreads and the final page tells us that this insane magic-and-technology synthesis world would later become Earth. Somehow a few side plots were resolved at the same time too. Great! I won't tell you how many readings this small level of understanding took, particularly due to the problematic brain-overheating key moments mentioned earlier, I'm still not completely sure about the above, but I'm sure as hell not touching the book again to find out.

Orion is not a good manga. It is not fun to read, whether for the art, characters, plotline, or message. There is no justification for purchasing it for the “Oh my god its so wacky!” angle, or even giving it as a joke gift to a friend (who will certainly hold a grudge). The worst part of all this is that it is deceptive – “if only I read that part again, I'd have a better understanding and all would be so much clearer, I know it!" – No, the manga is lying. It won't. Even worse is the nagging feeling that if elements of this manga, such as the characters and the universe itself, were airlifted to safety to star in another work, they would stand out and make for magnificent and engaging storytelling. Instead Shirow leaves his readers with a massive mess.

This item, however, is a monument to the bloody-mindedness and determination of the people at Dark Horse, and especially those who localized it – the reason this manga makes any lick of sense at all is thanks to those good people. Hats off to you, brave warriors.



terrible.

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