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Honoring Satoshi Kon: What He Left Behind

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Lil' Slugger from Kon's Paranoia Agent

Ani-Gamers will be publishing a handful of messages from our bloggers expressing our personal reactions to the great loss that is the death of anime director Satoshi Kon. We begin with a brief post from anime/game reviewer Ink.

Ultimately, the inherent value of artists is what they manage to leave behind in terms of creative output once they shed their respective mortal coils. From directing and writing stories to taking part in the animation thereof, surely something of Satoshi Kon’s struck a chord with my soul. If not, I wouldn’t own a copy of almost everything with which he’s been involved.

In honor of Kon’s passing, I watched the first four episodes of Paranoia Agent (2004), a series that consistently stands out as one of the examples of anime I offer to any friend seeking segue into the world of Japanese animation. Kon’s ability to bridge genres lies in the fact that his work stands apart as potent film rather than frivolous serial. Even though Paranoia Agent is a series, it is structured via vignettes that showcase Kon’s ability to imbue disparate yet complete stories with a similar sense of desperation and resolution while collectively using them to build a complete statement on societal pressures and coping mechanisms. His feature-length animations — Perfect Blue (1997), Millennium Actress (2001), Tokyo Godfathers (2003), Paprika (2006) — further justify the man’s proficiency as a writer/director by rivaling the complexities of plot and character found in most of today’s live action films.

His works are some of the most outstanding examples of what anime can be when not bowing to the lowest common denominator and serve as a bar over which future animators, writers, and directors should aspire to proudly vault.

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Ani-Gamers Podcast #033a – Daryl Talks Mass Effect (Part 1)

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Liara T'Soni, a.k.a. the Space Autistic, a.k.a. the Space Asian

Hosts: Evan "Vampt Vo" Minto, Mitchell Dyer, Daryl Surat
Topic: Mass Effect 1 (Mass Effect 2 and our expectations for 3 are in part 2)

We've got Anime World Order's Daryl Surat with us this episode to talk about the science-fiction action-RPG series Mass Effect. In part a, we talk about the first Mass Effect game ("Mass Effect 1" for clarity), touching on the parts we both liked and didn't like in both the storytelling and the gameplay. While I mentioned that the episode would have a lot of spoilers, this first part is relatively spoiler-free in terms of plot twists. However, we do discuss the meta-game a bit, so if you'd rather not know that, listen at your own risk.

Show notes and links are after the break.

DIRECT DOWNLOAD - RSS Feed - iTunes - Send us Feedback! - More episodes


(Runtime: 39 minutes)


[00:00] Opening Song: "R.O.D. Theme" by Taku Iwasaki (Read Or Die OAV OP)

[00:15] Evan introduces Mitchy and Daryl before getting into the meat of the episode.

[01:13] What IS Mass Effect? We answer that question.

[02:47] Daryl and Evan provide some general opinions of Mass Effect 1. Also some discussion of the setting.

[11:17] Evan gets us into a discussion of the moral choices found frequently in the series.

[20:24] Uh oh, time to talk about Mass Effect's infamous romances.

[32:55] We talk about the combat and inventory.

[39:25] Just some info for people looking for the second half of the episode.

[39:35] Ending Song: "WORLD END Instrumental" by FLOW (Code Geass R2 2nd OP)

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Satoshi Kon dies of cancer at age 46 [EDIT 3]

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Satoshi Kon, believed to have passed away today at age 47

EDIT 1: Former Otakon con chair Jim Vowles claims in a forum post that he has spoken to studio Madhouse's founder/producer Masao Maruyama (a frequent guest at Otakon), who confirmed Kon's death. According to the post, Kon died yesterday, though no mention of cancer is made. This certainly lends credence to the other stories we've been hearing, but I'll stay on top of any further updates.

EDIT 2: Anime News Network has reported on Vowles' confirmation, leading me to finally lay to rest my doubts about the death. Ani-Gamers will likely run coverage in the near future to pay tribute to the beloved, award-winning director.

EDIT 3: Anime News Network has published a letter from Kyōko Kon, Satoshi Kon's widow, that was originally posted on the Madhouse web site. It confirms that Kon died of pancreatic cancer on August 24 at 6:20 a.m (Japan Time). He was 46 years old, not 47, as many reports — including ours — have stated.

We are currently hearing widespread, unconfirmed reports of the death of anime director Satoshi Kon (Millennium Actress, Paprika, Paranoia Agent). It all began with a Japanese tweet from Gainax producer Yasuhiro Takeda alleging that Kon had died today at age 47. From there, the rumor snowballed across Twitter in multiple languages, but due to the time difference between North America and Japan, there has been no official Japanese confirmation as of yet. Nevertheless, Anime culture researcher Alex Leavitt translated a tweet from Takeda that confirms his confidence in his prior statement and provides a possible cause of death ("Seems real, heard it was cancer").

There is little that can be done now but wait for an official report out of Japan, but if this news turns out to be true, it represents a powerful blow to the anime industry. Rest assured, Ani-Gamers will keep on top of this emerging story and update this post as more information surfaces.

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Review: Hell Girl – Two Mirrors, Collection 1 (Sub)

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Sentai Filmworks' release of Hell Girl: Two Mirrors, Part 1

Medium: TV Anime (26 episodes)
Genres: Drama, Horror, Supernatural
Sequel to: Hell Girl
Director: Takahiro Omori
Studio: Aniplex/Studio DEEN
Release Date: Oct. 7, 2006 – Apr. 6, 2007 (Japan), May 25, 2010 (Sentai Filmworks – N.America)
Rated: Not Rated

It is widely acknowledged that the death knell for a sitcom produced in the USA is the adoption of a new child character into the cast’s fold. Whatever season he/she pops into — reason be damned — is destined to be one of the show’s last. Although the tasty moral crimes committed consistently throughout Hell Girl in season one (and happily expected of season two) only served to make my inner beast spread its depraved smile, I cannot describe the surprise of absolute and gripping horror which arrested the very palpitations of my heart when I saw a new hell correspondent child, Kikuri, debut in Hell Girl: Two Mirrors (HGTM). But Hell Girl is not an American sitcom, and, let’s face it, little children are creepy. So I continued to chapter skip through the 13-episode offering despite hearing bells in the distant background.

Ignoring the ambiguity of said child’s presence, HGTM rolls along with the same premise instituted in the first season: people want revenge, go to a rumored website, and summon the hell correspondents to get rid of the antagonist. Unfortunately, the latter happens all too hastily and almost entirely without the surrealist imagination of the first series. Then the protagonists get a nifty tattoo to show that they are damned to hell for their decisive actions over which they’ve anguished. My main issue with season one was that the formula used in episode after episode — people pushed to the brink of sanity, upon which ledge they damn their tormentors and selves to hell — only began to be played with in terms of sequence and morality towards the very end of the series. HGTM definitely continues to play with sequencing and morality, but most of the time the attempts are gratuitous or superfluous.

This time-trickery also does something far more detrimental to the series — it takes away the building of truly tormented characters that made the first season so much fun to watch and justified viewer sympathy. Of course the reason behind not getting to know many of the episodic characters in the first 13 stories of HGTM is to showcase their unjust or frivolous use of the hell correspondents. Such are the protagonists' motivations that, in the end, most feel totally unidentifiable or unsympathetic (sometimes more sympathy is felt for the hell correspondents for having to put up with such summoners, which is more the point). Maybe this is karmic retribution for their taking more active roles in season two (CSI: Hell on Earth) versus their behind-the-scenes role as divine sword of justice from season one, but either way the hell correspondents remain flat despite their foray into the spotlight, which only serves to make their attempted breakthrough naught but arduous viewing that detracts from the vignettes which make the series.

FUNimation picked up the original Hell Girl, and its failure to pick up the second season might be saying something. It definitely says there’s no dub support — a shame given the great dub of the first season. The Japanese voice cast is fantastic though, so there are no real audio drawbacks, and the background music is as divinely chosen as ever. Also, the original season one DVD releases came with a bunch of cool extras, including some live-action Hell Girl re-imaginings, but Sentai Filmworks’ Two Mirrors discs offer only the standard trailers and opening/closing credit options, an unfortunate choice given the new direction this season is obviously taking. Would director interviews or commentary really be too much to ask?

Overall, I’d have to say this is worth checking out from Netflix or streaming. If nothing else, it highlights the merits of the original series by comparison and just might have something good going for itself somewhere further down the line.

[Recommended]


This review is based on the Sentai Filmworks DVD release of the series, purchased by the reviewer.

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Review: Gankutsuou – The Count of Monte Cristo (Dub)

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The Count (top) and Albert (bottom)

Medium: TV Anime (24 episodes)
Genres: Drama, Political, Science Fiction
Based on: Alexandre Dumas's novel
Director: Mahiro Maeda
Studio: GONZO
Release Date: Oct. 5, 2004 – Mar. 29, 2005 (Japan), Oct. 16, 2007 (Geneon/FUNimation – N.America)
Rated: Not Rated (appropriate for 16+)

Adaptations are one of my favorite types of stories to review due to their ability to show one story from multiple perspectives and through the eyes of multiple generations of writers. Thus, Gankutsuou, Gonzo's 2004 anime adaptation of Alexandre Dumas' seminal novel The Count of Monte Cristo, is simply irresistible to my sensibilities as both an anime fan and a fan of the original novel.

Unlike many others of its ilk, Gankutsuou goes above and beyond slavish imitation, changing a number of relatively important parts of the story from the get-go. Naturally this can confuse most readers of the book as they try to figure out how the plot could possibly work out with all of the changes. When I began watching, I, too, was a skeptic. Though I am certainly not a total believer now, the 24 episodes of Gankutsuou: The Count of Monte Cristo have shown me a fascinating approach to adaptation that maintains (and in some cases improves) the depiction of the central theme while not fretting over the nitty-gritty details of the original work.

On the topic of omitting grit, Gankutsuou skips Dumas's entire set of introductory chapters, which serve to construct the tragic back-story of the mysterious, fantastically wealthy Count of Monte Cristo. Instead, scriptwriters Natsuko Takahashi (Fullmetal Alchemist, Romeo X Juliet) and Tomohiro Yamashita (Afro Samurai, Red Garden) drop us into the Carnivale on Luna, a strikingly science-fictiony replacement for the original setting of Rome. As if the book purist in me wasn't already crying out at the omission of Edmond Dantes’s/Monte Cristo's unjust 15-year imprisonment, giant CGI blimps and reveling space colonists seem to state immediately that this is not Dumas's original (and, very importantly, that it is not trying to be).

The switch in the starting point, however, actually serves to set up the first of many important narrative shifts; the focus of the story is transferred from the Count of Monte Cristo to the anime's new protagonist, Viscount Albert de Morcerf (who plays an important role as a side character in the novel). While partying on Luna with his best buddy Franz d'Epinay, Albert finds himself in trouble with bandits, only to be saved by the Count. Before long he becomes close friends with the rich aristocrat, who ends up living in Paris, forging bonds with many of the most influential families in the city (including Albert's).

But as tragedy befalls Albert's friends, acquaintances, and enemies, it becomes clear that something sinister is afoot. Some see the Count as a prime suspect, but Albert cannot believe that the man who once saved his life would be out to cause harm to him or any of his friends.

The Count (top-left) and his slave-girl Haydee (bottom-right), displaying Soejima's unique textile style

The true strength of director Mahiro Maeda's (Blue Sub Six, "Second Rennaisance" portion of Animatrix) retelling lies not in simple translation. He might miss essential pieces of what Dumas was trying to say, but through these changes he creates an entirely new story, rooted in the basics of the original but not necessarily tied down to its themes or messages. Indeed, this contemporary version of The Count of Monte Cristo has its own moments of storytelling and aesthetic brilliance. Textile designer/digital director Yasufumi Soejima (Last Exile, Ristorante Paradiso) captures the opulence of Parisian aristocratic life using a fascinating and unique visual technique involving brightly colored textures that seem to remain stationary as the characters and objects they are attached to move around the frame. The effect is disorienting at first, but it lends the series a distinctive air of gaudiness that suits the setting. Meanwhile, the Count himself is the most striking image of the entire anime, with his almost vampiric blue face, pointed ears, and protruding canines. In the novel he is described as being so intriguing that he is the center of attention whenever he enters a room, so it is impressive that character designer Hidenori Matsubara (Bubblegum Crisis Tokyo 2040, Sakura Wars) was able to maintain this feature while not adhering strictly to Dumas's other descriptors.

Unfortunately, Gankutsuou's anime trappings don't always work to its advantage, especially when it comes to an overuse of exposition. The original Count of Monte Cristo revels in its mystique, never making an explicit connection between the Count and Edmond Dantes (nor with his own revenge plot) until the novel's final act. In Gonzo's version, the connection is made within the first episode, and though Albert is given an incredibly wide swath of incriminating information regarding the Count, it takes him around 20 episodes to finally discover the (then quite obvious) truth. Admittedly this kind of exposition is necessary due to the omission of Dantes's back-story, but it doesn't make the dramatic irony any less frustrating.

Geneon's dub doesn't exactly help matters either, with Johnny Yong Bosch's predictably overwrought performance adding a bit more intensity than necessary to Albert's character. The Count, however, finds a quietly sinister portrayal in Jamieson Price, one that I would even say fits Dumas's original version of the character. Backing up Bosch's occasionally effective performance is Ezra Weisz, mucking up nearly all of Franz's lines with mood-crushing wooden acting. Luckily, he's one of the few stinkers in the cast, but that doesn't diminish the damage Franz does to the dub version every time he's on screen.

Gankutsuou's most effective moments come when Dumas and Maeda's sensibilities play off of each other. A scene of a girl suffering from poison, lit only by lightning bolts, expresses Dumas's supreme melodrama with a profound visual language not available to the author. Even scenes with sweeping changes, such as the aftermath of the duel near the end of the series, carry emotional weight thanks to Maeda's choice to continually compound his own calamitous plot threads and Dumas's own acute sense of tragedy.

At its best, Gankutsuou can produce just such moments of silent collaboration between Maeda and Dumas, but in between the high points are scenes of bland anime exposition and maddening, poorly executed dramatic irony. Through it all, the series maintains a quick pace, fueled in part by Takahashi and Yamashita's propensity for cliffhanger endings in each episode, which pulled me along in much the same way that Sunrise's Code Geass did. This might not be hailed as the kind of timeless classic that its source material is, but Gankutsuou: The Count of Monte Cristo is certainly a compelling, firmly above average anime melodrama, not to be missed by any genre aficionados.

[Recommended]


This review is based on a Netflix streaming video version of the series provided by FUNimation and viewed through the reviewer's personal Netflix subscription.

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iPad Review Round-Up: iPhone Games II

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Chaos Rings on the iPhone

Ed. Note: Welcome to the second half of Elliot's iPad Video Game Review Round-up: iPhone Edition. This time Elliot will again be looking at some iPhone games and how well they play when scaled up to the iPad. Next time, we'll be back to native iPad games.


Chaos Rings

($9.99 – US App Store linkUK link)

If you were to write down a list of generic Square Enix RPG elements, you would end up with Chaos Rings as the result. Random, quasi-turn based battles with experience points and leveling, bland characters that have amnesia, dull puzzles and a big bad that stepped out of a crazy goth fashion catalog. Still, it’s a well put together package even with its lack of surprises, and blowing the app up on the iPad screen makes you appreciate the detail present in the graphics. Sadly the game is still rather expensive, so unless you already possess this or have a very long bus journey to fill, you may want to save your money for more inventive fare.

[Passable]


HookChamp on iPhone

Hook Champ

($2.99 – US App Store linkUK link)

Remember the ninja rope from Worms? Bet you would love a whole game of that with some Indiana Jones flavor and humor thrown in! Hook Champ is a game where you use a grappling hook to go right towards an exit while a demon tries to eat you. The pixel art graphics look great on the larger screen and the game is still great fun, but enlarging it has had the small side effect of putting the various buttons too far apart for comfort. This can lead to a lot of unintended deaths and frustration when your little dude falls into lava within grasping distance of the ending.

[Passable]


Beneath a Steel Sky: Remastered on iPhone

Beneath a Steel Sky: Remastered

($2.99 – US App Store linkUK link)

If you recognize the name of this game, odds are you remember it from playing it on the PC years ago and have already bought it again. For those who do not know, Beneath a Steel Sky is one of those old-time point and click adventure games where you combine items and people to make your way through various puzzles. In this case, the main character Foster is kidnapped and taken to a city controlled by an omnipresent commuter called LINC, and you must strive to escape. This version includes a hint system, some updated graphics, and all the voice work from the original.

Blowing it up onto the iPad screen actually helps the game, as it makes interaction with items, especially those close together, much easier. A word of warning, however: this game, like many from its genre, suffers from rather inscrutable puzzle design and so you may find yourself using the hint system quite a lot, especially toward the end.

[Passable]

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Otakon 2010: Japanese Directors & Producers Panel

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Fifteen minutes before this panel, which brought together some of the best guests at Otakon (Hiroshi Koujina, Koji Masunari, Tomonori Ochikoshi, and Atsushi Mita), there were four people, myself included, waiting in a room that could easily hold 200 people. By the time the Guests of Honor showed up, there were maybe seven of us. With such small attendance, the panel hosts asked if we just wanted to pull some chairs into a circle and talk. I couldn’t picture anything more wonderful for a Q&A session with such notable directors and producers (and their translators). What followed was one hour and 15 minutes of back-and-forth with some surprisingly frank answers and even one soap-box rant. This was the best Q&A I’ve attended so far.

What follows are some of the more interesting questions and answers offered during that session. Unfortunately, I was a writing a bit too feverishly to note who was responding to which question, but the questions and answers themselves usually give some clue as to which guest was talking. The answers given at least serve as a great overall view of the range and solidarity of attitudes amongst these famous directors and producers. Some questions have been omitted due to either my poor handwriting, poor audio qualty (no microphones were used in this large room), or the asking of a question we've all heard 10,000 times over in interviews. The questions I posed and their corresponding answers follow the break, along with a link to the full transcription. Enjoy!





Q2: What were the influences for the use of magic realism in R.O.D., if any?
A2: The idea of using paper as prop(?) was not my original. It came from Hideyuki Kurata, who wrote the novel that Read or Die is based on. And the ability for Yomiko in R.O.D. to manipulate paper goes hand-in-hand with her normal apparent lack of any athletic ability. So the ability for her to be a sort of superman who can do anything to villains and to be the complete klutz who can do anything has to be reconciled into one coherent character.
Q15: Regarding noitaminA, the programming block in Japan late-night that kind of addresses older female viewers, anime not directed geared to shōnen viewers. How as directors do you welcome this availability for different programming?
A15: I don’t think we make any. [Laughter.] Maybe some interest in working with it, but not really familiar with it.
Q15a: Is it viewed as any sort of competition, or is it just written-off as having nothing to do with you?
A15a: I haven’t written off noitaminA, but noitaminA may have written me off.
A15b: Actually, I will be working on a noitaminA title. I ended up doing that, and what I’ve been told is that the intent for noitaminA is to make shows that are meant for mature audiences, both male and female. And that the intent is to make an animated show that is like a live-action drama and it would be consistent with that type of spirit. And this would be meant for viewers not familiar with anime. So we need to make the show as accessible as possible for a non-anime-viewing audience.**

View the full transcription here.

**Anime News Network did some follow-up on this question, and the spoils can be seen here.





Click here for more of our Otakon 2010 coverage

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Con Report: Otakon 2010 and the Generational Divide

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Click here for Evan's Photo Gallery
Click here for Ink's Photo Gallery
July 30 – August 1, 2010
Baltimore Convention Center
Baltimore, Maryland, USA
Official Site



I'm getting older. (In fact, I'm older than I've ever been and now I'm even older.) This is pretty normal as far as I can tell, but as many folks have pointed out in the past few years, anime conventions aren't growing up with me. EDIT: After four days at Otakon, one of the largest anime conventions the United States, I realized that, at the tender age of 19, I was finally starting to feel the widening of this gap. The strangest thing of all, though, is that it doesn't really bother me very much.

Indeed, the theme of this year's Otakon seemed to be immaturity, as staffers at the massive Japanese pop culture event fought to contain epidemic shouting of popular memes such as "Buttscratchers" — a one-time joke from Family Guy — and "Marco Polo." Vuvuzelas, the strident noisemakers popularized thanks to their appearance during the World Cup in South Africa, were preemptively banned weeks before the convention even began. One attendee even pulled a fire alarm during peak time on Saturday for a laugh. Unfortunately, though, containment was a near-impossible task when Otakon's staffers were faced with thousands of teenage troublemakers, many of whom probably view memes as a way to make an impression on their fellow attendees and be a part of something bigger than themselves.

Naturally, most of the bloggers with whom I shared two adjoined hotel rooms for the weekend (including the Reverse Thieves, Carl Li, Scott VonSchilling, Dave Cabrera, Caleb Dunaway, Kyle "Lwelyk" LaCroix, and Patz) couldn't stand the immaturity of these kids and their memes. Truthfully, I can find no reason to defend their actions, but to me, they represent the continuing strength of the anime community, even when their "unique" form of comedy may fall on unhappy ears.

Otakon's sign proclaiming that the blowing of Vuvuzelas would NOT be tolerated

You see, the anime fandom is still growing. Attendance rises every year for many conventions — including Otakon, which saw an increase of nearly 3,000 members — even as Japanese studios deal with financial troubles, North American distributors close their doors, and fans grapple with the moral repercussions of pirating the content they enjoy. Anime fandom might not be moving in the ways that some its opinion leaders want it to go, but it's difficult to ignore the continuing flow of young fans coming into the medium.

That said, it's been a couple of years since I attended a convention from the perspective of an average con-goer, which is to say, without any preparation nor knowledge of the guests and their previous work. I was flying by the seat of my pants for the entirety of the weekend, which, though it was far from intentional, resulted in a refreshing experience. It also helped to highlight some of the unique challenges facing anime conventions due to their overwhelmingly adolescent audience. You see, most young fans simply aren't aware of the myriad Japanese guests Otakon brings to the convention every year (including veteran guest Masao Maruyama, founder of studio Madhouse). Last year I even wrote a post from Otakon 2009 about the need for more curiosity from newbie con attendees.

This year, when I saw nearly empty panel rooms with the creators of the new anime Rainbow (Hiroshi Koujina) next to hallways ringing with memes and lined with fans waiting for English dub actors' autographs, I didn't despair. I didn't get angry at these kids for being "bad anime fans." I simply saw it as a missed opportunity. And I realized that, despite my interest in Japanese creators, I too was, to some degree, ignoring these great guests, mostly because the "typical" convention experience simply does not include poring over the details of the con book.

The creators of Rainbow pose for a picture with the criminally small panel audience that came to see their Q&A.

When I walk past young fans screaming annoying in-jokes at Otakon, I don't see the death of conventions. What I see are people who have an interest in this medium, but are not being given the correct tools to seek out more information. They are being sold an experience that is all fluff, all Vic Mignonas and pop idols and J-Rock pretty-boys. (Fluff is, of course, acceptable in limited quantities.) When I see packed rooms for panels about Japanese mahjong (run by Carl Li and Dave Cabrera), anime about cults (Mike Toole), and obscure anime (the Anime World Order podcasters), and hear spirited praise from surprisingly young audience members in my character design panel, it is clear that fans desire substance. Furthermore, large cons like Otakon deliver that substance in the form of big Japanese guests and an incredible variety of fan panels; they just fail to make a big deal about it. The director, producer, AND character designer of Welcome to the SPACE SHOW are certainly more important to fandom than a dub actor, so there is no reason why the latter should be the guest that gets more attention from the convention.

My Otakon experience, a unique one for this longtime convention blogger, has re-opened my eyes to the way the rest of the fandom sees conventions. Yes, screaming a tired, tasteless Family Guy line, blowing a vuvuzela, or pulling a fire alarm are all incredibly stupid things to do. Yes, they take away from my fun. Nevertheless, they are the icky things that remind us that fandom is still young, strong, and involved. Helping to engage it in more productive activities is, I think, the most commonly forgotten responsibility of anime conventions.



Click here for more of our Otakon 2010 coverage

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Thousands of Gamers Mob Bioshock Infinite Trailer Site

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Breaking: Today at 7PM GMT, thousands of slaving Internet denizens flocked to an unsuspecting website and fleeced it without mercy for its precious bandwidth, thus frustrating one another in the attempt to view a 180-second-long trailer (embedded in this post after the break). Our man on the scene*, frustrated beyond any reasonable human limit, exclaimed “DAMN YOU INTERNET GO AWAY” as he frantically tried to acquire the bandwidth needed to behold the video clip. Even once the video presentation had begun, our man on the street found himself waylaid by errors and inconvenience, reaching a point at which he implored the website “DONT STALL AT THAT MOMENT. [...] COME ON.” To the credit of the website hosting the video, it held strong against the tide of users and reports of it collapsing against the strain have been isolated and minimal.

Dropping the irreverent tone, the real news story is that Irrational Games, creators of SWAT 4 and the original Bioshock, have released a teaser trailer for their upcoming game Bioshock Infinite. The trailer follows on from a low-key teaser site campaign hosted on www.whatisicarus.com and a behind-closed-doors presentation in New York earlier this week. Large quantities of additional media have now been released about the game, in particular on Joystiq, who also have an interview with studio founder and creative director Ken Levine. From details that have been released, the game is set in 1912 onboard a floating city called Columbia, held aloft by comically large hot air balloons.

On a personal note, I must say that I find myself ambivalent towards this announcement as I am not very enthused by the environments presented in the trailer, and have been unimpressed overall by previous entries in the Bioshock series. In addition, the game is not scheduled to be released until 2012, and between now and then there are many other video games that I am personally much more excited by.

*A person I follow on Twitter and fellow Ani-Gamers writer, Mitchy D.

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iPad Review Round-Up: iPhone Games Worth Considering

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Canabalt on iPad

One of the main reasons why I decided to go against my better judgment and buy an iPad was because I already had a glut of applications and games that I could transfer from my iPhone. With some minor exceptions, the iPad can run most software originally made for its smaller cousin, emulating them at either the original screen size or blown up to fill the iPad screen. The results of doing this can be somewhat mixed and so I wanted to run through some of the more popular games or apps (at least the ones I have) in order to highlight those apps that are well worth sticking on your iPad, whether you have an iPhone or not.


Canabalt

($2.99 – US App Store linkUK link)

One of the best examples of one-button gaming, Canabalt has you running from a shadowy menace by jumping from rooftop to rooftop. The game both benefits and loses something by blowing it up on the iPad, as the distinctive art style losing some of its charm through the process of being enlarged. The gameplay remains as tactile as ever, and I must admit I have reached higher scores on the iPad because I don't have so much of the screen covered up by my huge thumbs. The game is still great fun and well worth picking up.

Note: in the time since this review was written, Canabalt has now been made to work natively on both iPhone and iPad in a single download!

[Recommended]


Espgaluda II on iPad

Espgaluda II

($8.99 – US App Store linkUK link)

Espgaluda II is one of those crazy "bullet hell" games you may have heard about. I am a massive fan of these due to the challenge and unique art styles they present, even though I am utterly terrible at playing them. Fitting a fully realized shoot-em-up on the iPhone is already a marvelous achievement, even if everything feels a little cramped and at times it is hard to navigate through bullet patterns unless you squint and bring the phone right up to your face to see what is happening on screen. Running the game on the iPad alleviates this issue, and the blown up graphics look more impressive on the larger screen as you can see all the detail with greater clarity. Sadly the game is still rather short and on the easy side, but still well worth a look due to the high replayability on offer.

[Recommended]


Space Invaders: Infinity Gene on iPad

Space Invaders: Infinity Gene

($4.99 – US App Store linkUK link)

Sticking an already wonderful shoot-em-up with minimalistic graphics and a seemingly endless array of unlockables onto the iPad has encouraged me to play the whole thing through all over again. The whole package looks amazing on the larger screen and the controls work marvelously. If you somehow missed this before, get it now.

[Highly Recommended]


Drop 7 on iPad

Drop 7

($2.99 – US App Store linkUK link)

A particular favorite of mine, Drop 7 is a slim, elegant puzzle game where you make horizontal and vertical rows with numbered blocks to rack up points, kind of like Tetris. Sadly, the massive iPad screen makes the game feel rather clunky, changing from a simple one-handed game into an unwieldy overblown mess that is uncomfortable to play, and ruining the simple graphics that work so well on the smaller screen. Stick to playing this one on your iPhone or iPod.

Note: In the time since this review was initially written this game has now been updated to work natively on the iPad screen. It still suffers from the issues outlined above, sadly.

[Bad]


Ace Combat Xi: Skies of Incursion on iPad

Ace Combat Xi: Skies of Incursion

($4.99 – US App Store linkUK link)

At some point a while ago Konami decided to do something rather crazy and create an iteration of their air combat series for the iPhone, with this as the result. They also ignored getting the game text proofread and decided to nickel and dime customers by charging for DLC in the app, but that is beside the point.

While the game still looks and sounds great blown up onto the larger screen, the control system has suffered horribly. Given that many of the control methods rely on tilting the device, an easily accomplished exercise on the iPhone, the game is harder to control than a truck doing 100mph on an icy highway. You'll find yourself overcompensating constantly trying to control your plane and this combined with the tiny dead zone in the tilt sensor makes the game painful to play.

[Bad]


Tilt to Live on iPad

Tilt to Live

($2.99 – US App Store linkUK link)

This game also relies entirely on tilting to control it, and to a higher degree of precision than in Ace Combat, or any other tilt-based game for that matter. Not only that, but you'll look an utter tit swaying your iPad around trying to engage with the Geometry Wars-style gameplay. Stick to playing it on the iPhone.

[Terrible]



Ed. Note: The show will go on in a week or so with the second half of the iPad edition of Elliot's iPad game review series. Plus, we've got even MORE reviews of full iPad games coming as well.

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Otakon 2010: I Squeeee! for Shoujo (panel)

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It’s nine in the morning on the last day of Otakon and more or less everyone’s operating on just a couple hours of sleep, so what’s the best thing to do? Go to the "I Squeeee! for Shoujo [sic]" panel of course! And the worst thing to do at said panel to wake up the considerable number of bleary-eyed attendees? Make them "squeeee" at the top of their lungs to attract more of the same. After a slight intro to what defines shōjo, the presenter started on what amounted to a cup of coffee in panel form: a “Shoujo [sic] or No” game show that quizzed audience members, upon seeing the opening sequence from select anime series, on if they were shōjo or not. None of the participants gave any wrong answers and we all walked away with prizes provided by FUNimation (thanks for Red Garden), and then the lesson began proper.

Defined as media aimed at females aged from 10-18 years old, shōjo generally features a female protagonist in any of myriad melodramatic circumstances. Content is determined by intended demographic and therefore not bound by subject, style, or genre. Storyline usually revolves around the protagonist, but plot is secondary to characters and their relationships, which are developed and maintained mainly through conversations.


Interesting note: Shōjo, when spelled without the accented “o” (i.e. “shojo”), translates as “virgin.” Just sayin’.

Shōjo contains various sub-genres that provide templates or empty stages upon which the characters can develop:
  • Mahō shōjo: schoolgirl gets magical powers with which to save world
  • Playing Parent: character has to take care of a baby or younger sibling/character
  • Rags to Riches: main character inherits money or is adopted by rich family
  • Pop Idol: regular girl become pop singer, model, etc.
  • Romantic Teasing: male bully teases main character into liking him by “bullying” her
  • Social Pressure: girls bully main character
As for shōjo’s history, one can trace it back to the founding of the magazine Shōjo Kai (Girls’ World) in 1903. Simple, single-page strips appeared in such magazines until the 1930’s, when more sophisticated humor-strips began to become a recognized essential feature of said magazines. In 1939, however, shōjo content declined as WWII progressed, because the material was seen as frivolous and distribution concerns arose over paper rationing. Starting around 1945, Osamu Tezuka (among others) revitalized shōjo with Ribon no Kishi (“Princess Knight”), which introduced intense drama and serious themes. Time passed, and 1950 to 1969 saw increased demand for solidification of shonen and shōjo genres. Like an out-of-control snowball barreling down a mountain, mid-'60s shōjo expanded its legacy and newly adopted content by increasingly depicting teens in love. This led, in the late ‘60s, early ‘70s, to the development of counter-culture within shōjo manga. A new flood of female manga-ka appeared (with a vengeance) to bring critical acclaim to the often-disregarded genre. Loosely defined as the "Year 24 Group" after the members' approximate ages, these manga-ka examined sexuality and gender issues ... and also invented yaoi (shōnen-ai, a.k.a. Boys Love).

Be it manga, anime, or live action, shōjo has and continues to influence artistic content for better (Hell Girl) or worse (Clannad). It continues to evolve as well, reflecting the times and attitudes of those it is surrounded by.

Overall, this panel was great as an introduction for any unaccustomed with the genre, but the history portion of the panel read much like a Wikipedia page despite the cuteness with which the panelist delivered the information and examples therein. I do lament lack of focus on cultural effects, but for an hour time slot, I think all went well for an intro course in squeeeeing.




Click here for more of our Otakon 2010 coverage

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Otakon 2010: Bandai acquires SoraKakeShojo, My Otome o~S.ifr~, reveals K-ON! cast [EDIT 1]

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Cristina Vee (voice of Mio in the English dub of K-ON!) sings to a mildly excited crowd at the Bandai panel.

I apologize for the lateness of this article, but I've had limited Internet while on vacation.

North American anime distributor Bandai Entertainment was out in full force at Otakon 2010 in Baltimore, packing their panel room to capacity (something only achieved by a select few panels all weekend) and drawing a large group of anime press.

Bandai's two big acquisitions were Sora Kakeru Shōjo (The Girl Who Leapt Through Space, a.k.a. "SoraKake Girl") and My Otome o~S.ifr~ (the 3-episode OAV prequel to My Otome), both of which seem a little too unmarketable to be honest choices from Bandai's North American division. The most likely explanation is that both series were forced on BEA by their Japanese parent company or sold in a package deal.

Stephanie Sheh (right, voice of Mikuru) and Mike Sinterniklaas (left) get the audience amped up about Bandai's upcoming release of The Disappearance of Haruhi Suzumiya.

Meanwhile, Bandai also fleshed out two of their existing licenses: Gundam Unicorn and K-ON! The second volume of the 6-episode Gundam OAV series (entitled "The Second Coming of Char") will run slightly longer than the first episode at 59 minutes, and the Blu-ray will also feature 29 minutes of bonus footage. It will be available November 2010 in the Bandai Store (street date price $44.99, pre-order $39.98). At other online retailers it will sell for an SRP of $59.98 (barring those stores' individual markdowns).

On the moé front, K-ON! — the slice-of-life series about a group of high school girls in a light music club — will be receiving an English dub from Bandai's mainstays at Bang Zoom Entertainment, including Stephanie Sheh (who was present at the panel) as Yui and EDIT: Cristina Vee* (who showed up in-costume to sing a batch of K-ON!'s songs) as Mio.

* We originally referred to voice actor Cristina Valenzuela (also known as "Cristina Vee") as "Christina Zee." We apologize for the error.

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