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Halloween Staff Picks, 2010 Edition

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3 Extremes

Editor's Note: Welcome to our Halloween Staff Picks 2010. (You may remember our version of this last year.) This time around, we've only got four picks — three from Ink and one from Vampt Vo — but we hope you enjoy it. Let us know if you try any of these titles, and suggest your own Halloween favorites in the comments!



3 Extremes (Movie)

Released in 2004, this movie is actually a collection of three shorts by as many different directors. Each exudes a unique, October-worthy charm that says humanity is the best horror around. "Dumplings," directed by Fruit Chan, deals with special, crunchy-style dumplings that promise to restore an aging actress’s fading youth at greater and greater moral costs. Directed by Chan-Wook Park, "Cut" centers on a film director whose piano-playing wife has been taken hostage in the director’s own home. Bound, the main character is constantly forced to try to appease the antagonist’s twisted demands in order to save his wife. "Box," by none other than Takashi Miike (Dead or Alive, Ichi the Killer), is pure Miike. Really, I only need to say three words to justify my recommendation: carnival, twins, and jealousy. This is currently streaming through Netflix and may be acquired on the cheap ($11.99) via amazon.com.

– Ink



Ghost Hunt

Ghost Hunt (Anime)

To emulate the effectiveness of the actual ghost stories it tells, Ghost Hunt keeps true to the primary rule: brevity. Though the series spans 25 episodes, there are eight separate “files” or cases investigated by the same team of protagonists. This series loves to play on its own formula, starting early with the is-it-or-isn’t-it ambiguity inherent in paranormal investigation, and then builds each scenario to play upon the convictions of the former. Each character comes from a different background with certain specialties, and the characters as well as their relationships to one another evolve over the course of their investigations. Stories run the gamut from funny and tense to sullen and haunting. FUNimation’s S.A.V.E. edition just came out, and you can pick it up for $21 or so.

– Ink





Vampire Hunter D: Bloodlust

Vampire Hunter D: Bloodlust (Anime)

When it comes down to classic anime horror, few franchises can beat Vampire Hunter D, the film series based on Hideyuki Kikuchi's Japanese novels (Which I suggested in last year's Staff Picks). The first Vampire Hunter D (1985) certainly hasn't aged too well with its dated character designs and Toyoo Ashida's (Fist of the North Star) directing, but it's still a relatively fun time for fans of old-school anime.

The 2000 sequel, Bloodlust, however, is well worth your time this Halloween. Directed by 80s/90s OAV superstar Yoshiaki Kawajiri (Ninja Scroll, Cyber City Oedo 808), it features top-notch animation, spectacular action scenes, and an unsettling combination of Kawajiri and Yoshitaka Amano's distinctive character designs.

On the scare side, it's filled with gruesome monsters and dark, post-apocalyptic landscapes. Plus, the villain, Meier Link, is delightfully creepy, with his languid demeanor and long-faced character design. It might not be a traditional horror movie, but as a horror-themed action-adventure film, Vampire Hunter D: Bloodlust will certainly be a fun addition to your Halloween festivities. The Urban Vision special edition DVD isn't particularly cheap, but it's a disc that's sure get a lot of use over the years.

– Vampt Vo



Dead Space

Dead Space (Video Game)

Unfortunately, I have been gaming exclusively on my Xbox 360, so I haven’t come across any good J-horror video games of late. But as far as creepy action-horror titles, I fully recommend Dead Space (Xbox 360). I played the latter at the insistence of a co-worker and do not regret it. Even though the story’s setup, progression, and interactivity nearly mirror that of the older DOOM 3, the third-person POV definitely adds over-the-shoulder terror. Both games use silence and ambient noise to heighten tension, something at which J-horror games are usually very adept, but Dead Space also offers inventory limitations to enhance the feeling of desperation and helplessness as well as close-quarter environments that are great for inducing claustrophobia. One of the Xbox 360’s Platinum Hits, you can pick this title up for $19.99 or less. The prequel is available on Xbox Live, and the sequel will be out in January 2011.

– Ink

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Con Report: New York Comic Con vs. New York Anime Festival vs. You (2010)

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Click here for Evan's Photo Gallery
Click here for Jewels's Photo Gallery
New York Comic Con / New York Anime Festival
October 8 – October 10, 2010
Jacob Javits Center
New York, NY, USA
Official Site



It's hardly a secret that anime fans are often driven to their fandom by their desire to be a part of something "different." It's one of the primary reasons that anime fans tend to be so much younger than fans of other media. So, what's the most logical thing for Reed Expositions to do with their successful New York Anime Festival, which has been running as the dominant New York-area anime convention since 2007? Obviously, merge it with pop culture mega-event New York Comic Con, where anime fans can finally be integrated with American comic book readers, cartoon fans, sci-fi geeks, and all other manner of nerdy folks. A little counter to the wishes of most anime fans? You bet!

This year, Reed rented the entire Jacob Javits Center, providing a positively massive space for all sorts of panels, events, and dealers. The entire top floor was dedicated to a series of exhibitor halls, featuring everybody from indie comic artists to small press to comic dealers to massive video game companies. Meanwhile, the bottom floors featured dozens of panel and video rooms, the IGN Theater (for large screenings), and — as I dubbed it upon my first visit — the "anime ghetto."

It almost seems like Reed was trying to have it both ways: get the anime fans to come to New York Comic Con without making them feel like they're "just like everybody else." The result? The anime segment was shoved off to the hallway on the south side of the convention, where attendees could go to find the anime panel rooms, maid café, and "Anime Artist's Alley" (yes, completely separate from the Real Artist's Alley).

This setup doesn't make any sense for anyone involved. Clearly regular Comic Con attendees, who tend to skew a little older, don't want to be surrounded by squeeing, glomping anime fans, which explains the implementation of the ghetto. If so, though, why combine the two cons? Surely not for the convenience of anime fans having access to both anime content and comic/game/etc. content, since fans interested in more than just anime would just be attending the all-inclusive Comic Con in addition to (or instead of) the Anime Festival. And the non-anime fans don't gain anything by the addition of anime fans except more people and booths to take up space in the Exhibitor's Hall. It would seem that the only reason for the integration was to save money on running two separate, annual conventions in the exorbitantly expensive Javits Center.

The 'anime ghetto,' packed to bursting with frantic young anime fans Speaking of space, the hall was a complete nightmare to navigate. Open until 7pm on Friday/Saturday and 5pm on Sunday, the Exhibitor's Hall was absolutely massive, and yet was filled with people at all times of the day. In fact, due to the intense masses of people throughout the Javits Center (but particularly in the Exhibitor's Hall), it took me a full 15-20 minutes to get to a booth from the anime hall. That's right, my "commute" to and from a booth required 30-40 minutes of my time, due to both distance and volume of people.

So while anime fans might enjoy the feeling of being "separate" from those "un-cool" comic fans down the hall, the inconvenience of having their anime-specific dealers right next to giant booths featuring Michael Jackson dancing games neutralizes any sense of uniqueness. Most anime fans spend the bulk of their time in the Dealer's Room at any convention, so the all the integration seems to have done is made it harder for everybody to move around the con by stuffing everyone in one Exhibitor's Hall. Additionally, the inconvenience of getting back to the anime hall — which featured a number of great panels and events — made it utterly impractical for anyone but the most hardcore con-goers. (In fact, one of my friends never stepped foot in the anime ghetto except to see the Gundam 00 movie premiere.)

I'm being very harsh on the convention, so to be fair I should point out that the programming itself was still top-notch at this year's NYAF. A number of East Coast anime gurus (the Reverse Thieves, Charles "Anime Anthropologist" Dunbar, the Ninja Consultants) ran fascinating panels, companies from FUNimation to Vertical to Bandai Entertainment held industry panels, and guests — both official and otherwise — like Masahiko Minami and Minori Chihara made NYAF's programming well worth checking out for fans both young and old.

On the non-anime side of things (which I only really got to experience through the Exhibitor's Hall), Comic Con continued to prove itself to be a stunning hub of pop culture for the East Coast. With giant video game booths, movie studios, local comic dealers, and independent artists, the show provided a little something for everyone, even if navigating the mass of shuffling shoppers and obnoxious cosplay photographers was often terribly frustrating.

The Exhibitor's Hall, featuring both Anime Fest and Comic Con booths As I mentioned earlier, I don't think that this strange merger-but-not-merger is good for anyone on either side of the fence. The supposed convenience of having lots of anime content at Comic Con didn't amount to anything in practice due to the long commute between the anime section and everything else, and the Comic Con attendees still had to deal with anime fans clogging up their dealer's room hallways and registration lines.

I only see two viable solutions to this problem, and both are bound to leave some people unhappy. One: completely integrate the two cons, essentially making it "New York Comic Con, but with more anime content than usual." Two: separate them into two different conventions at different times, just like previous years. The second option is not going to happen for obvious reasons (i.e. Reed has already committed to the combination), but the first option makes a lot of sense. If you're going to merge, go all the way. Anime fans will have to learn to be more mature in a con setting and Comic Con regulars will have to just suck it up when faced with the occasional (and often understandable) immaturity of teenage cosplayers.

Sure, young anime fans might be disappointed that they're not "special" anymore, but if you're screening things like The Disappearance of Haruhi Suzumiya and inviting guests like Minori Chihara, what are they going to do? NOT attend? Without another anime con competitor in the NYC area, I wouldn't count on it.



Special thanks to Jewels Lei for providing a fantastic photo gallery from both the Comic Con and Anime Festival, and Hisui of the Reverse Thieves blog for providing me with a roof over my head and a bed to sleep on over the weekend.



Click here for more of our New York Comic Con/Anime Festival 2010 coverage.

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NYCC 2010: Photo Gallery

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Don't you worry, my New York Comic Con 2010 con report is on its way, but I wanted to give everyone a glimpse of the convention before I get my (belated) written report up. The above gallery is made up of photos taken by Jewels Lei, a photographer who was already planning on attending the con and offered to help cover it for Ani-Gamers. She was a phenomenal help, since I was the only writer who was able to get to the convention (and I don't happen to be a great photographer).

I'd like to thank Jewels immensely for coming through on such short notice and getting such great photos of panels, cosplayers, and (to my delight) Gundam models, among other things. Let us know what you think of her photos, and look forward to my Comic Con writeup later this week!



Click here for more of our New York Comic Con 2010 coverage.

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NYCC 2010: Masahiko Minami (BONES President) Interview

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Masahiko Minami, president of BONES animation studio, holding up a promotional image from Star Driver

At the New York Comic Con/Anime Festival 2010 a few weeks ago, I had a rare chance to sit down with the co-founder and president of BONES anime studio, Masahiko Minami, thanks to the folks at Bandai Entertainment who had brought him to the convention. We discussed BONES' animation and production style, organizational culture, and history while touching on a few important series that Minami has worked on and talking over the future of the anime industry.

I'd like to thank Minami-san very much for taking the time out of his busy schedule for the interview, Bandai Entertainment Marketing Director Robert Napton for scheduling the interview, Aniplex translator Yosuke Kodaka for helping out with the translation on such short notice, and students Sarah Miura and Hiromi Kiuchi for their help in working out some of the more difficult-to-understand pieces of the translation after the fact.



Ani-Gamers: As a producer, how much of your job is creative, and how much of it is more business-oriented?

Masahiko Minami: As the president of BONES, I'm in charge of both the creative and the business side at the same time.

At BONES specifically, but also in your work at Sunrise, you worked on a lot of shows that eschew a distinctly Japanese aesthetic in favor of a fantasy, science fiction, or Western style. How have you found that that aesthetic affects the success of a series both in Japan and abroad?

So when I became a producer quite a long time ago, at the time, Japanese animation was becoming popular [around the world]. And basically, in my mind, my primary market was still in Japan. My attitude toward the fans is to provide a good thing first to the Japanese audience. But at the same time we are also aware of the overseas fans, so our primary market is in Japan but we are also aware of the broad, [worldwide] audience.

BONES seems to have made a pretty smooth transition from the age of cel animation to digital animation. Can you describe that process?

The title Angelic Layer (2001) was the first title [on which] BONES used digital [animation] after cels, and about then the creators were quite [insistent] on using those digital techniques. We tried [a lot of] trial-and-error to get the know-how; that is the first step in using digital [animation] after cels. It was a big challenge at the time.

So, at the [same time that] we were drawing Angelic Layer with the digital techniques, we had also a different line making the Cowboy Bebop (2001) movie with cels. So we were doing a kind of parallel [workflow] with digital and cel [animation] at the same time.

Cowboy Bebop: The Movie (left) and Angelic Layer (right)

So onto a more specific question, Sword of the Stranger (2007) is a strange thing in this day and age: an anime film not based on a pre-existing franchise or brand. It is also a very traditional genre film, which is equally rare. Why did BONES decide to go through with the project?

At first, in my mind, [I thought that] BONES is very good at action series such as Cowboy Bebop (1998), Fullmetal Alchemist (2003), and Soul Eater (2008). [...] So the first concept that came to mind was to create a movie series with those producers [who are] really good at action series.

And that's why it's a historical series — a lot of series are using sci-fi, action, and laser beam [aspects]. Instead of that, we [wanted] to create a series about human beings, [with] a more natural kind of drama, so that is why we selected a historical theme.

Sword of the Stranger, from BONES

It's a very good film by the way.

Thank you.

So, based on that fact, one more reason that we chose that historical age type of thing is that when we see The Lord of the Rings (2001) or The Chronicles of Narnia (2005), as Japanese we see that as a sort of fantasy, even though that is a historical type of thing, but also we thought that a Japanese [period piece] story would appeal as a fantasy to Western audiences.

You actually mentioned that BONES does a lot of action series, so I'm curious: what went into the decision to produce Ouran High School Host Club (2006), which is a very different turn for the studio?

[Laughs] Among the whole BONES line-up, Ouran is really a kind of strange series, actually!

The [BONES] producers are really good at action, but they [don't] tend to do just action series. [While] reading the original books, [they found that] they had lots of elements that appeal to a producer, [such as] a unique style of high school life (the host club), gathering up a team, and also supporting each other to kind of get a heart-warming kind of story. So that's why they selected it as a series.

Ouran High School Host Club, from BONES

Actually, I have a very specific question from one of my readers. He's a big fan of Ouran, and he was wondering why BONES made some of the changes to the story of the original manga.

In terms of the original story, when we were creating the animation, the original manga wasn't done, but as a TV series, we had to complete it in a certain time period [of] 26 episodes. [Thus] we had to make a complete story in 26 episodes.

Like Fullmetal Alchemist?

Yes.

Speaking of Fullmetal Alchemist, do you feel that the release of Fullmetal Alchemist: Brotherhood (2009) has changed the way that fans react to the original series?

So, as in Ouran, the previous Fullmetal Alchemist series has original factors, since the manga was not completed at that time. For Brotherhood, we were told that the manga series would be completed in the production period, so we decided to do a complete [anime] series based on the manga.

For Fullmetal Alchemist: Brotherhood, we tried to utilize the good points of the original manga as much as possible. We [worked on] in the project [from that standpoint].

Fullmetal Alchemist: Brotherhood, from BONES

How does the process of production differ when adapting a manga or other property versus creating an original property?

First, if we have an original story, not only a manga, but also a novel or other type of original material, we first find an appealing point, or [a way that] we can make it good when we adapt it to animation. So first we deeply research the original story, and then [figure] out how we can adapt it to animation.

For an original story, we have to create the screenplay and the basic story and setting as well, so when we create an original [property] we have to put in much more effort compared with a [series] based off of manga or novels.

And for the process of producing an original story, we have to think about the technique or imagination that the creator would like to put into the original story, and what kind of demand is now in the market from fans. We will deeply research in that field, and [utilize] our best knowledge about the animation techniques and story. So, we put everything in it for the original.

You've worked with Shoji Kawamori on both Vision of Escaflowne (1996) and Eureka Seven (2005). What do you think that he brings to the anime projects he works on?

[Laughs] It's an old relationship. I first met Kawamori-san when I was [working for] Sunrise, and I have a long relationship with him.

The two talents that Kawamori-san has are: (1) creating original stories and (2) mechanical design; in [terms] of that he is really talented. Also he always has the mind of a childhood boy.

Vision of Escaflowne, from Sunrise

If you could work on one anime or manga property past or present, what would it be? [After some miscommunication, this question was morphed into, "What is your favorite series, out of everything you've worked on?"]

No matter what, if it's based on a manga, or novel, or an original [story], I like all the titles that I get involved in like my children.

Yeah, I actually hear that a lot from creators.

[However,] among those, Fullmetal Alchemist especially is quite impressive, since we've done the same series twice. Also the series is very long (it's a "one year" and "two year" type of series), so Fullmetal Alchemist is kind of a impressive series among [everything I've worked on].

Your colleague Dai Sato recently spoke out against the concept of "Cool Japan," claiming among other things that the anime industry is now a "super establishment system." He argued that anime fans are losing their media literacy, and complained about something called "kuuki-kei" (atmospheric stories). Do you see any of those same problems, and if so do you see any viable solutions?

So... a title like K-ON! (2009)?

Yes, I think that was one of the ones Sato was complaining about.

I actually watched a couple of episodes from K-ON!, but I couldn't totally understand it.

So, after I watched a few episodes from K-ON!, I actually understood that atmosphere of appealing to fans — not that feeling, but the experience of [spending] time with a girl in [real] life. I understood those kinds of concepts myself. But I cannot make it, [at least not by] myself.

K-ON!, from Kyoto Animation

On that note, where do you tink BONES stands in terms of what kinds of anime series it creates, in terms of muzukashii-kei (difficult stories) or kuuki-kei? I think a lot of fans would probably say you are on the muzukashii-kei side.

[Laughs] In the current Japanese animation market, the trend is [moving] toward much more kuuki-kei series, and it's much easier to make money since we can see certain fans following that category. But at BONES, we are still discussing [ideas] with creators [in order to] compete with those series.

The title will [still] have to be identifiable, and there shouldn't be any similar series among the lineup. We create BONES titles [with the belief] that they should make the fans surprised with every title. That's our goal as a studio. When we created Ouran High School Host Club, Japanese fans were also surprised by it.

Do you feel that BONES has a specific style or tone to their series? A brand or mission statement maybe?

As I already mentioned, each title has to be identifiable, since when we make a similar type of series, it's kind of boring to fans. So like I said, it's not [that we] have a kind of a mission statement, or a theme among the series, actually, but I think each title has to be identifiable.

And it is kind of behind-the-scenes, but I put my effort into creating communication among people — the staff, fans, or other partners. I think that it is important to create that communication [in all of the series that I create].

It's interesting you said that you like to keep the series from being too similar. I think for a lot of fans there's a feeling that BONES series just feel different. People see a BONES series and they say "that's BONES, I can tell. That's not anybody else." So, is that intentional?

Actually, I am the president of BONES, but I am not a management-type person, so I am close to the creators. That's why my works are quite identifiable, and also surprise the fans every time. If I became a management-type person, maybe I would make more kuuki-kei titles to make money, but as a creator I like to create titles by myself. That's why our titles are identifiable, quality is high, and we surprise the fans every time.

That's all I've got. Thank you very much for your time, Minami-san!



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NYCC 2010: Lost in Shadow (Wii) Hands-on

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Lost in Shadow (Wii)

Last weekend, at the New York Comic Con, I had a chance to play through a few levels of a debug version of Lost in Shadow, a new platformer game for the Nintendo Wii, developed and published by Hudson Soft and directed by Osamu Tsuchihashi (designer for Dance Dance Revolution: Mario Mix, graphic designer for Mario Party 5-7).

Lost in Shadow follows a mysterious boy who, as we see in the first of its dialogue-free cinematics, has had his shadow cut away from his body by a dark, sword-wielding figure atop a tower. Now, the shadow, which has been thrown down to the ground and left without its memories, must climb to the top of the tower (which looks conspicuously similar to EVERYTHING from Shadow of the Colossus [2005]) to reunite itself with its original form. The twist: as the shadow, you can only interact with other shadows, not real objects.

The central gameplay mechanic will be instantly familiar to anybody who has ever played a traditional two-dimensional platformer. You run left to right along mostly horizontal surfaces, dodging arrows and enemies (which are also pure shadows without physical analogues, just like your character) in order to reach a door at the end of each level. In fact, according to the Hudson rep I spoke with, Tsuchihashi's primary inspiration for the mechanics was the original Prince of Persia (yep, the NES one).

However, what adds an interesting new dimension to the tried-and-true platforming formula of Lost in Shadow is the simple fact that most of the platforms are actually shadows of foreground objects projected on the background. Thus, the game actually forces you to rethink the way your character relates to the platforms he is standing on. Initially the only complexity lies in keeping your mind focused on the shadows despite changes in the objects casting them and the surfaces upon which they are cast, but later the game introduces areas called "Shadow Corridors" which feature more complex ideas like Echochrome-esque 90-degree perspective shifts and even three-dimensional movement.

Just playing as a shadow without any effect on the real world rather limits your options, however, so Hudson includes another character, a small fairy-like creature called a sylph who floats by your side but can become your Wiimote pointer at any time to help you past obstacles. Her main function is to find objects that can be energized and then moved, creating new shadow shapes for you to climb over, but there are some particularly mind-bending sequences where she can be used to move a light source, thus stretching all of the shadows on screen and making it possible to heavily modify the entire shadow landscape.

Some of the individual pieces have been used before (especially the cliché "ruinous fantasy adventure" aesthetic), but the overall effect of Lost in Shadow is quite striking in its novelty, and makes for an experience full of wide-eyed surprise as you are forced to rethink many of the basic physical properties of the platformer genre. Watch out for this innovative title when it hits North American stores on January 4, 2011 and look out for a full Ani-Gamers review in the near future.



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Vertical Claims No Longer Human License Was "Premature"

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Usamaru Furuya's No Longer Human

According to a statement released yesterday from Vertical, Inc., No Longer Human, the manga title announced recently at the New York Comic Con alongside The Book of Human Insects, has not actually been acquired for North American distribution. The statement, quoted in full below, claims that rights negotiations are still ongoing, but a "communication error" caused the announcement of the acquisition of Usamaru Furuya's manga before negotiations were complete.

Luckily, it would seem that the series is still well on its way to American release, but cancelled licensing deals are a consistent fear whenever the anime or manga industries see a premature leak or announcement of a rights acquisition.

“No Longer Human” Announcement Premature

Thursday, October 14, 2010

At their Saturday October 9th panel at New York Comic-Con, Vertical, Inc. announced to great fanfare a number of license acquisitions scheduled for 2011 release. Regretfully, one property, No Longer Human by Usamaru Furuya, was prematurely disclosed to the public.

Due to a communication error between the company’s New York and Tokyo offices, the property was falsely presented as slated for publication. While the licensors for this series and Vertical are currently actively in contract negotiations, the North American rights have not been secured. Vertical, Inc. will continue to work with the rights holders for No Longer Human with hopes to properly acquire the license, and it apologizes to all parties involved in this unfortunate and unintentional error.

[via Japanator]

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NYCC 2010: Vertical licenses Tezuka's The Book of Human Insects, Furuya's No Longer Human

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The Book of Human Insects, by Osamu Tezuka

At New York Comic Con yesterday, manga and translated Japanese book publisher Vertical, Inc. announced two brand new manga licenses. The first is The Book of Human Insects (also known as "Human Metamorphosis"), a 1970 manga by "god of manga" Osamu Tezuka. The 360-page one-volume manga will ship in a hardcover edition on July 26, 2011 for $22.99.

Additionally, Vertical Marketing Director Ed Chavez announced a license for the first volume of No Longer Human, Usamaru Furuya's manga adaptation of Osamu Dazai's original novel. Volume 1 of the three-volume series will ship on September 13, 2011 in a 208-page paperback edition for $12.95. Furuya manga is a recent trend at Vertical, as the publisher picked up his one-shot Lychee Light Club manga in July.

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NYCC 2010: Bandai Entertainment announces new Blu-ray/DVD versions of Gundam, Girl Who Leapt Through Time, Solid State Society

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Robert Napton presents some new announcements from Bandai Entertainment.

Bandai Entertainment's Marketing Director Robert Napton was on hand at the New York Comic Con/Anime Festival to announce a number of new re-releases of previously licensed Bandai properties. The first was the original Mobile Suit Gundam series (often called "First Gundam"), which will see a two-part DVD release in 2011 under the Anime Legends label with both the English dub and original Japanese. The Japanese track was conspicuously absent in Bandai's first North American release of the series (also from Bandai), drawing widespread ire from Gundam fans looking for the original audio.

Speaking of Gundam, Bandai will also be bringing Gundam Unicorn to DVD, with two episodes per DVD in a three-part release. Each DVD will retail at $29.98. Until now the series has only been released in Blu-ray format. Meanwhile, the Gundam 00 movie will be released with both Japanese and English dubs, though Bandai had no further details on the release plans. The film will see its American premiere at the New York Anime Festival this Sunday, October 10 at 2:00 PM.

Napton brought Cristina Vee (voice of Mio in K-ON!) on stage during the panel to announce two new additions to the cast for K-ON!: Cassandra Lee as Rittsu and Shelby Lindley as Mugi. Finally, Bandai will release Mamoru Hosoda's critically acclaimed anime film The Girl Who Leapt Through Time and Kenji Kamiyama's Ghost in the Shell: Solid State Society on Blu-ray. No details yet on date/price.

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New York Comic Con 2010: Prepare for Mind Blowage

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New York Comic Con 2010

It's coming, guys. One of the biggest convention events of the year begins this Friday, October 8, at the Jacob Javits Center in New York City. That's right, the New York Comic Con (now merged with the New York Anime Festival), featuring guests and exhibitors from nearly every facet of geekdom. I'll be there most of the weekend (except for Friday morning/afternoon), covering as many anime/manga/gaming events and exhibitors as possible for Ani-Gamers. Unfortunately, I'm the only Ani-Gamers writer who will actually be at the con, so covering everything that I want to will require nothing short of a time-turner.

Luckily, I've got some help from Jewels, a photographer and videographer who has volunteered to help cover the convention for Ani-Gamers. As far as our plans go right now, I will be taking care of industry panels and some fan panels, while Jewels will photograph the cosplay masquerade, Bandai model kit contest, and a few other events. On the panels side of things, I will making the NYAF premiere of my anime character design history panel, The Changing Faces of Anime, on Sunday at 3:45pm in Room 1E14. If you're going to be at the con, please do try to stop in. (And don't be afraid to say hi after the panel.)

I've included my tentative schedule of events for Comic Con after the break. Will you be going to one of the biggest pop culture events of the year? Is there an event you'd like us to report on? A question you'd like us to ask one of the guests? Let us know in the comments!




Friday
When What Where
5:45–6:45 pm Aniplex Room 1E13
6:30–7:30 pm A Geek's Guide to Podcasting and Blogging Room 1A17
8–10 pm The Disappearance of Haruhi Suzumiya Room 1E09

Saturday
When What Where
11 am–12 pm Bandai Industry Panel Room 1E13
12:15–1:15 pm FUNimation Industry Panel Room 1E13
2:45–3:45 pm Crunchyroll Fall Season Announcements Room 1E13
3:45–4:45 pm Yen Press Room 1E14
6:15–7:15 pm Vertical, Inc. Room 1E14
8:45–9:45 pm Unusual Manga Genres Room 1E12

Sunday
When What Where
10:45 am–12:45 pm TBA (formerly Kodansha USA panel) ???
11 am–12 pm Castles, Forests and Bath Houses: The Worlds of Hayao Miyazaki Room 1E13
12:15–1:15 pm Anime News Network Room 1E13
1:15–2:15 pm Oni Press Room 1A14
1:45–2:45 pm Culinary Manga Room 1E12
2:45–3:45 pm Anime Recruitment Room 1E12
3:45–4:45 pm The Changing Face of Anime Room 1E14



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Kodansha USA to Take Over Del Rey Manga Titles

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Just kidding Kodansha, you're still cool.

Today, Kodansha USA, the American subsidiary of Japanese publisher Kodansha, announced that, as of December 1, 2010, it will be taking over licenses held by Del Rey Manga, the division of Random House that formerly published a large number of Kodansha titles. Random House Publisher Services will now be directly interfacing with Kodansha to bring its manga titles to the American market.

According to Kodansha USA's press release, "Del Rey's ongoing manga titles which were licensed by Kodansha will be gradually taken over by Kodansha USA Publishing on a per-title basis." As such, fans of ongoing series like Moyashimon and Tsubasa: RESERVoir CHRoNiCLE will probably be able to get their hands on new Kodansha versions of these series in short order. Unfortunately, the release says nothing about completed Del Rey licenses, which may result in some (though likely not all) of Del Rey's former series going out of print.

As big a change as this is, it's admittedly not very surprising, since Kodansha USA began releasing republications of Akira (Katsuhiro Otomo) and Ghost in the Shell (Masamune Shirow) — both former Dark Horse titles — last fall, while Del Rey Manga has been facing a number of problems since then. Notably, their number of licenses have dropped, they've significantly reduced their number of convention showings, and Marketing Manager/"Awesome Bow-tie Dude" Ali Kokmen was laid off this past July.

On the bright side, Associate Publisher Dallas Middaugh will remain with Random House as he coordinates the new partnership between the publisher and Kodansha, though it would seem that he will be the only person left over from Del Rey Manga.

[via Anime News Network]

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Review: Xbox 360 S

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Product: Xbox 360 S
Category: Console
Manufacturer: Microsoft
Release Date: June 14, 2010

Opportunity often has an ambiguously foreboding knock. One such call presented itself as silence one night while I was playing Red Dead Redemption. The game repeatedly froze, but I, disheartened and in a state of denial, kept pressing on ... rebooting. I knew the symptom all too well however, having succumbed to system failure twice before, and eventually got the infamously dreaded (though not at all unexpected) “Red Ring of Death” for the third time on my first-generation Xbox 360. This time, however, it happened outside of the Microsoft-extended warranty. Luckily, Microsoft had just launched the new Xbox 360 S — let's just call it the 360 Slim — which promised all sorts of goodies in addition to a sleeker profile and a return to the namesake's black aesthetic.

Those replacing their first-gen Xbox 360 with the 360 Slim get one hell of a deal. For $300, you get a Kinect-ready system with an internal 250 GB HDD (hard disk drive); standard HDMI and component ports; five, count 'em, five USB 2.0 ports; internal wireless modem; "whisper-quiet" operation; and better built-in cooling. Even though more dedicated gamers might have already bought the swappable 120 or 250 GB HDD, upgraded to the HDMI-capable second-gen or Elite systems, or don't care about abundant USB connectivity, there are still 2 features which make the 360 Slim an undeniable must-buy: its noiselessness and overheating warning.


Where once I had to turn my sound system up to be able to ignore the whir of the spinning disc as I played Rock Band, now I only voluntarily turn the volume up to relish the sounds of slaughter as I hack and slash my way through Ninja Gaiden II. The noise while playing disc-based games is more than a whisper, but the decibel level is definitely diminished compared to older system incarnations. When watching streamed or downloaded content via Xbox Live and Netflix, there is virtually no sound, and that alone is worth the $300 price tag of the 360 Slim. There is, however, another bundled essential: the 360 Slim offers proactive protection against conditions that would bring about the infamous red ring of its predecessor. Specifically, an additional heat sink as well as a message that pops up warning of "insufficient ventilation." So no matter how long you play, the console lets the gamer know if it's too taxed. How conscientious and wallet-saving!

The aforementioned features do not at all downplay the value of the supplemental USB ports for Rock Band peripherals, external storage, portable media devices, and chargers; the additional standardized memory for downloaded audio, video, and game content afforded by the spacious 250 GB HDD; or the data transfer speed and subsequent video quality enhancement of the HDMI . Somewhat ambiguous, however, is the internal nature of both the wireless adapter and HDD. Internal always spells trouble in the same way those old TV/VCR combos spelled trouble: if one breaks, the owner is suddenly without both. Luckily, the 360 Slim does support a separately sold 250 GB HDD in case the integral drive fails or more storage is required.

[Highly Recommended]





This review is based on a retail copy of the console, purchased by the reviewer.

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