Saturday, 31 July 2021

Drowning in Nineties Anime, Pt. 104

This is an entirely typical batch of reviews by our regular standards, but for me it was a particularly exciting one in that I've been curious to see the 1994 OVA series Genocyber for a long, long while now, partly because it's one of the few truly notorious titles from the time that I'm yet to cover but more so because it's also generally regarded to be pretty damn good, which can't be said for a lot of its ultra-violent kin.  Well, thanks to Eastern Star and their recent rescue of the title, I at last got my chance to discover what all the fuss was about, so let's have a long-awaited gander at Genocyber, along with Suikoden: Demon Century, Go Nagai World, and If I See You in My Dreams...

Genocyber, 1994, dir: Koichi Ohata

Perhaps the most puzzling aspect of Genocyber from a reviewing standpoint, even taking into account the fact that there's an awful lot about it that's puzzling, is that, though it's absolutely definitely a single OVA working its way through what's basically all one plot, it nevertheless manages to tell three largely separate stories that are each very much their own thing.  I don't know that you could watch any of them in isolation - though the first is at least pretty self-contained - but at the same time, the second and third chunks go off on such wild tangents that, even in the world of vintage anime where wild tangents were common enough to be practically the norm, I'd be pushed to think of a title that goes quite so far.

The result is that it's tough to make definite statements about what Genocyber is and what it does that might give you a clear sense of whether you'd want to devote two and a half hours of your life to it.  I might say, for example, that it's one of the most outrageously gory films I've come across within or outside of anime, and that's absolutely true of the first three episodes, which feel more extreme and legitimately nasty than anything I can think of in a medium and during an era when nastiness was very much often seen as a goal to be worked toward.  But then, the last two episodes, which make up the third self-contained arc, are relatively bloodless.  By the same measure, if I were to describe the show as near-future cyperpunk horror, those last two episodes ruin that, too, by shifting the action to a post-apocalyptic diesel-punk city that feels totally distinct from what's come before.  Heck, even the middle arc, though it's still up to basically the same stuff as the lengthy opening episode, comes at that material from a very different angle, stuffing its plot into a single location and going for a somewhat altered, though equally limit-pushing, brand of gore.  In short, Genocyber is surprisingly experimental in its narrative for what on the surface could easily be mistaken for mere exploitation.

Then again, that oughtn't to be a surprise when we consider that the guy at the helm was Koichi Ohata, known mostly these days not as the excellent mecha and character designer he was but as the director of the risible M. D. Geist and its sequel and the arguably kind of brilliant Cybernetics Guardian.  Based purely on the latter, I've quite a bit of time for Ohata, and there's no getting around how he uses what could easily be an exercise in gore for the sake of gore to push the envelope in surprisingly inventive ways.  Aside from the bizarre narrative shifts, the most noticeable is animation that throws in live-action footage and stills, some unexpectedly decent CGI, stop-motion, physical models, and various other gimmicks to create something thoroughly strange and abrasive.  As shocking as the violence often is - and I can't overstress how gross the title is on a routine basis - Genocyber's impact comes as much from the sense of visual shifting sands, since you're never certain what Ohata will throw into the mix next.

Part of me wants to be critical; after all, it's kind of ridiculous that one OVA series should be up to such inconsistent stuff that it's easy to imagine a viewer who might love the first part and hate the third or vice versa.  And if we wanted to be sniffy, it's not like all this is happening in service of a particularly exciting or original story.  The sense is that the appeal of the unfinished manga Genocyber was expanded from was less that it was a work of genius begging to be retold in a new medium and more than it offered plenty of room for all the weird gimcrackery Ohata brought to the project.  Yet, say what you like about Genocyber the anime, it certainly knows how to keep you on your toes, and it's never boring ... horrifying, often hard to follow, and overall slightly mystifying, but not boring.  Ultimately, its experimentation makes it difficult to love, in that you can all but guarantee that whatever aspects you're enjoying won't last, yet I can't but admire anything so ferociously odd and confrontational that it still feels dangerous almost three decades later.

Suikoden: Demon Century, 1993, dir: Hiroshi Negishi

Normally it's either brutally obvious why a title never made it to DVD or else a searing injustice with no conceivable rhyme or reason.  When it comes to Suikoden: Demon Century, however, it's tough to have strong feelings either way.  It's not bad, as such, as far as forty-five minute OVA films go; had it appeared in Manga's budget Collection range, for instance, it would have been comfortably around the middle of the bunch.  On the other hand, there's absolutely nothing original here, such that it's actually quite hard to talk about.  A bunch of disparate heroes who also happen to be reincarnations of figures from out of history band together in a post-apocalyptic Tokyo to take on a big bad, you say?  I'm pretty sure I've heard that one before, and indeed watched more shows exploring each of those individual elements than I care to remember.

If Suikoden: Demon Century stands out in any way, both for good and bad, it's by merit of the inclusion among its core cast of trans female character Miyuki Mamiya, which is nice to see from a progressive point of view but, in the American dub at any rate, handled with all the insensitivity you'd expect and a bit more besides.  I'm singling out the dub because the animation and design work presents Miyuki more sympathetically, to the extent that it very much feels as though Tiffany Grant, in charge of the adaptation, went out of her way to pile on the homophobic quips.  Not that nineties anime wasn't capable of its own homophobia, heaven knows, but it definitely feels as though there's a somewhat three-dimensional character bursting to get out here that's being constantly stymied by the script's flailing attempts at humour and Aaron Krohn's lisping performance - because, yeah, of course they cast a male actor in the part.  (In fairness, so did the Japanese original, which means I'm likely giving that more credit than is due.)

It's frustrating to see an opportunity to bring a bit of diversity to an otherwise largely cliched cast being blown in such a fashion, but let's face it, Suikoden: Demon Century doesn't fare any worse on that score than an awful lot of other anime (and of course non-anime) from the time, and perhaps it only gnawed at me so much because there wasn't a ton of other stuff to divert my attention.  The animation is resolutely fine and buoyed by some energetic action sequences, which are a definite plus when action's about all that's on offer but don't fill up enough of the running time to actually become a selling point.  Director Negishi would have a solid but unspectacular career, and that feels appropriate given that this is solid but unspectacular work, though in fairness its hard to imagine how any amount of visual style could have distracted from how fundamentally hackneyed the narrative is.

If all this weak praise seems to clash with my opening comments, all I can say is that the nineties generated more than their share of crushingly average OVA short films, and Suikoden: Demon Century is competent and lively and engaging enough, if not to stand out, then at least not to get altogether lost in the crowd.  It's mildly surprising that it never got as far as a DVD release when many a worse title did - it seems to have come awfully close, to the point that ADV even advertised a planned DVD version - but then again, I can't imagine anyone regarding its absence as a crushing loss to the world of animated entertainment.

Go Nagai World, 1991, dir: Umanosuke Iida

I don't know that Go Nagai World needed to be half so good as it is.  And that's a strange observation, I realise, but hear me out ... what we have here is a comedy spin-off of the works of arch provocateur manga creator Go Nagai, in which the bulk of the joke is that his characters are cutesy, chibi-fied versions of themselves that are thrust together into one shared reality, there to play off each other in appropriately silly ways.  As I've often noted, comedy mostly just needs to be funny, which means that it doesn't have to be well plotted or sophisticatedly animated to succeed, and indeed I could point you to plenty of genuinely great anime comedies that are neither of those things and get by entirely on the strength of the laughs they provide.

Go Nagai World is funny, although it's not uproariously funny and a lot of the humour is tied into the concept, so that if you're not a fan of the properties involved - primarily Devilman and Mazinger Z, with a hefty chunk of Violence Jack toward the end - and also not the kind of person who's likely to be amused by characters from a series you like being small and ridiculous, you're unlikely to find this hilarious.  Still, there's enough else going on beyond the central concept that it's a perfectly good bit of comedy, and if that was all there was here, I'm sure I'd have given it a modestly positive review.

Yet not only is that not the extent of Go Nagai World's ambitions, it barely even seems to be where the majority of its attention is pointed.  That it has an actual plot is a surprise, and that said plot gets fairly involved and incredibly meta before it's done is downright baffling; for something so overtly dumb, it gets up to some awfully sophisticated narrative high jinx.  But that's nothing compared with the animation, which is gorgeous in a way I barely know what to do with.  That's most noticeable in some stunning background art, which ties into how well the narrative works, since those detailed, imaginative images give life to the various locations, however outlandish they often are.  But the character work is pretty fine too: since all the cast (barring the odd "real world" sequence) are simple chibi versions of themselves, there's no real need for shading, which leaves room for animation that's much smoother than you'd expect of an OVA from 1991.  Put that all together and add in how well the super-deformed character designs have dated, and take into account a top-tier print from Discotek, and you have something that's aged spectacularly well.  And on top of that, we have a score by the wonderful Kenji Kawai, which largely ignores the comedy side of things and focuses on being an excellent score of the sort Kawai knocked out on an alarmingly regular basis.  Really, the technical values are hard to fault.

In short (pun not intended, but hey, now that it's out there!) I return you to my opening point: Go Nagai World goes far beyond the call of duty into the realms of what could only be considered labour of love territory, and that's especially weird given that it's certainly not driven by blind affection for Mr. Nagai.  In fact, part of what makes it so exciting in the late game is the harsh eye it turns upon the act of creativity and the open and honest way in which it addresses how these sorts of works come to exist.  A nagging part of me wonders if this was truly the way to go with such a property - I can't deny I'd have liked to see more Nagai characters included outside of their cameos in the opening and closing credits, and it could definitely be a good bit funnier - but by the same measure, it's always exciting to come across something made with so much obvious passion and enthusiasm.  All that really holds this back from classic status, then, is how niche it is: here in the West, where Nagai isn't such a household name even among anime devotees, it's hardly an obvious recommendation for the average viewer.  So I guess all I can fairly say is that if you fancy it at all and have even a glancing knowledge of Devilman and Mazinger Z, you absolutely ought to give Go Nagai World a look.

If I See You in My Dreams, 1998, dir: Hiroshi Watanabe

For a three episode OVA romcom that nobody much remembers these days, If I See You in My Dreams offers its share of surprises.  And the main one for me was how far it leans into the rom half of that equation.  Its slender tale introduces us to hapless salaryman Misou, who's somehow made it into his twenties without so much as snatching a first kiss, and is assured by a fortune teller that his lack of luck with the ladies is set to continue until his dying days.  However, that begins to seem fractionally less of a sure thing when a chance encounter and a small act of kindness leaves him pining for the beautiful - but equally perennially single - Nagisa.  Of course, the path of true love never did run straight, plus it's not altogether clear how interested Nagisa is in him, especially as Misou's blunders in his efforts to get closer to her begin to mount up, and with other people chasing after both of them, how much of a chance do they really have?

What I didn't see coming was how seriously If I See You in My Dreams treats its material and indeed the matter of young love in general.  Neither Misou nor Nagisa are anything like perfect; Misou's crippling shyness doesn't need much encouragement to slide into creepiness, and though Nagisa is more of a catch on the face of it, she's awfully quick to jump to the wrong conclusion and then catastrophically overreact.  It's not hard to see how this pair reached their twenties without a single date between them, yet they're appealing enough that it also makes sense that they're both attracting the romantic attention from others that leads to most of the show's mishaps.  In fact, by the third episode, I wasn't sure whether I ought to be rooting for them or not; rather than their suitors being obvious jerks as they'd probably be in a Western romcom, here they might actually be better matches, and that adds a significant wrinkle to what might otherwise be an overly simple drama.

What that leaves us is a romantic comedy that makes very little effort to be funny, and, if we're to be critical, is absolutely at its worst whenever it heads in that direction.  The supposedly humorous situations can't possibly have seemed fresh back in 1998, and even if they had, they'd still be more cringeworthy than amusing.  However, their repercussions play out with startling seriousness, and there's something genuinely disconcerting in seeing this sort of material strapped into the framework of an actual romance with actual adults and somewhat realistic emotions.  Which leads us to another surprise, which is that director Watanabe, who spent most of the nineties churning out Slayers movies, brings so much artistry and restraint to the project.  I liked those Slayers movies just fine, but nothing in them led me to suspect he was the sort of director who'd ever favour introspective character moments over laughs.  However, what Watanabe pushes for here time and again is a plaintive, melancholy atmosphere that's well-suited to his protagonists and their predicament, and with less than ninety minutes of running time to play with, it's remarkable how much he's willing to take his foot off the pedal to let a quiet moment sink in.  Add to that some rather more complex animation than you'd expect for a title of this ilk and a lovely, emotive score and perhaps the biggest surprise with If I See You in My Dreams is how often it manages to tap in to genuine emotions.

For all its merits, that still leaves If I See You in My Dreams as very much a minor-feeling title, the sort of thing that probably made almost no splash at the time and has since been done better and bigger; it doesn't exactly feel rushed at three episodes, yet that running time does leave it seeming somewhat insubstantial, where another episode or two might have really let the creators dig deep into the central relationship.  Nevertheless, that doesn't detract from what a nice little OVA it is or how much it accomplishes with the time it has, nor how thoroughly it won me over in the brief time I spent with it.

-oOo-

A good, solid batch, that was: only Suikoden: Demon Century let the side down, and let's face it, that one's pretty much vanished from the world anyway, its loss never to be mourned.  But Genocyber rewarded my years of patient waiting and comes highly recommended for anyone with the stomach to handle its violent excesses, and Go Nagai World is one of the nicest surprises these reviews have turned up in a long while, taking a concept with much potential for naffness and instead offering up a real gem.  Which only leaves If I See You in My Dreams, a nice surprise on a smaller scale but still a title with much more to offer than I'd have hoped.  Good times!



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Saturday, 17 July 2021

Drowning in Nineties Anime, Pt. 103

Our Dr. Slump and Arale-chan marathon didn't get off to the best of starts, what with me tacking its beginning onto the end of my Dragon Ball Z round-up out of an obsessive-compulsive need to keep these posts at four reviews a piece.  But look, that's all behind us now!  And if you want to pop back and read my thoughts on that first film, you can do so here, but if you'd rather not, then I'll save you the trouble and just quote my own conclusion:

"I don't know exactly what I'd make of this if I'd watched it in isolation, but as the first entry in a five film marathon, it's an utter joy, and my only worry going forward is whether such ridiculous daftness can stretch to a longer running time without becoming completely exhausting."

So was that worry justified?  I guess we'll find out, as we work our merry way through Dr. Slump and Arale-chan: Hoyoyo! Space AdventureDr. Slump and Arale-chan: Hoyoyo! The Great Race Around the WorldDr. Slump and Arale-chan: Hoyoyo! The Secret of Nanaba Castle, and Dr. Slump and Arale-chan: Hoyoyo! The City of Dreams, Mechapolis...

Dr. Slump and Arale-chan: Hoyoyo! Space Adventure, 1982, dir: Akinori Nagaoka

Given my concerns over how something as aggressively wacky as the first Dr. Slump film could possibly translate to a feature-length running time, the immediate good news - which is also ever so slightly the bad news - is that Dr. Slump: Hoyoyo! Space Adventure doesn't try.  That's to say, the franchise's first stab at stretching to feature length eases up noticeably on the madcap pace that characterised Hello! Wonder Island and instead is content to behave like a proper movie, with things like a legible story and a coherent three-act structure with a beginning, middle, and end.  This is definitely the right choice, because ninety minutes of Hello! Wonder Island would have been absolutely brain-melting, but it does have the unfortunate side effect that Hoyoyo! Space Adventure has to busy itself with things like setting up plot and establishing characters, stuff that simply isn't as much fun as the delirious comic anarchy that's surely the series' standout trait.  To put it bluntly, Hoyoyo! Space Adventure is only sporadically funny, and almost never as hilarious as the better moments from Hello! Wonder Island, which I assume to be a fairly good representation of how the TV series operated.

Fortunately, that's largely it for the criticisms, because while Hoyoyo! Space Adventure has the relative disadvantages of stretching a brand of comedy out to ninety minutes that's designed to work in much shorter timeframes, it has the benefit of doing quite a fine job of being a ninety minute comedy-sci fi movie that works in its own right.  Not, granted, the sort that modern audiences would expect to see up on a cinema screen; the animation's had a bit of a polish and there are some nice sequences, but we're squarely in the middle of eighties TV animation blown up to movie proportions territory here.  Yet, taken as the sum of its parts, it feels like a film in a way Hello! Wonder Island didn't pretend to try at, with big musical numbers and exciting action sequences and running gags and even some vague dabbling at themes, though they don't get much beyond "Being a jerk is bad so don't do it."  But that's fine; unlike many a comedy, Hoyoyo! Space Adventure never forgets to be fun, even when it's not being actively funny, and a movie that's fun from start to finish is - well, it's a fun movie is what it is.

Most of the reason Hoyoyo! Space Adventure is lighter on laughs than Hello! Wonder Island is that it's obliged to use the series' stand-out character, dim-witted, indestructible, super-strong robot girl Arale, with more restraint.  Indeed, it breaks down fairly neatly into scenes that do something or other to shunt the plot forward and scenes that are just Arale being weird, dim, violent, or all three.  While I was watching, this felt like a flaw, in that the Arale scenes are always the highlights, but in retrospect, I reckon the balance is pretty much spot on.  The gain is that Hoyoyo! Space Adventure has much more charm, and some mild stakes, and even a degree of genuine warmth, the sort where by the end you feel kind of sad that you're not going to be able to hang out with the characters any longer.  It's an extremely watchable concoction that flies by at lightning speed, and even if it relaxes a little on the humour front, it never wastes an iota of energy on being anything besides entertaining.

Dr. Slump and Arale-chan: Hoyoyo! The Great Race Around the World, 1983, dir: Minoru Okazaki

I don't have it in me to criticise this third Dr Slump movie for ripping off the Wacky Races formula, not when the franchise is such a perfect fit.  In fact, it feels so logical as to be almost inevitable; after all, what was Wacky Races but a loose framework upon which to hang a bunch of goofy jokes and scattershot comic scenes?  And now that the series has stepped back from regular movie length to regular pre-2000's anime movie length, which is to say somewhere around the fifty minute mark, the idea of a race around the world into which all the regular characters can be flung seems like just about the right amount of narrative for one of these things.  So really, my only complaint is that I wish Dr Slump: The Great Race Around the World was better at doing all that than it is.

To be sure, it's not bad.  But it's more toward that end of the spectrum than either of its predecessors, and given such a seemingly perfect setup, that feels more annoying than it perhaps ought to.  The main problem is that it's not terribly funny, which was fine for "Hoyoyo!" Space Adventure because that had other stuff going on, whereas The Great Race Around the World is doing nothing besides things that should in theory be amusing and it's just that few of the gags are that strong or necessarily recognisable as gags at all.  Weirdly, it's Arale, generally the most reliable character, who gets the worst of this, having been reduced largely to an annoying toddler who shouts the same handful of phrases over and over and rarely gets those moments of inspired lunacy that made her such a standout in the first two films.  Generally, for most of its running time, this feels as if it's ambling through a series of loosely connected events, which is of course exactly what you'd expect from Dr Slump and so a dumb criticism in and of itself, except that elsewhere the events in question were often funny and here they're only intermittently funny.

Ultimately, being Wacky Races proves not to be the ideal fit that it seems.  Only two sets of characters get to have much of a presence: there's Slump and Arale, in their depressed sentient minivan - one of the funnier jokes, by the by - and series regular villain Dr. Mashirito, who bizarrely seems to recognise Arale but not notice that one of his fellow racers is the woman he kidnapped and tried to force to marry him in the last film.  Most of the other regular cast members pop up, but the format gives them not a lot to do except be there, and they don't even get distinctive vehicles to drive or anything by way of gimmicks.  It doesn't help that the plot ensures that the race boils down to basically three participants and the remainder are clearly just making up the numbers.

I'm making The Great Race Around the World sound hopelessly terrible, where actually, in some limited ways, it's a step forward: Shunsuke Kikuchi's score is a bit more present and striking and, for what feels like the first time, we get glimpses of somewhat movie-appropriate animation, even if the general aesthetic is still that of a somewhat expanded TV budget.  Actually, that hits the nail on the head: The Great Race Around the World has the vibe of a TV special more than a cinema release.  Where "Hoyoyo!" Space Adventure seemed delighted at the prospect of filling out ninety minutes and stretching the envelope of what Dr Slump could be, The Great Race Around the World has the air of a creative team landing on an idea that will about do to occupy the better part of an hour, because sure, why not?  It's all very small and unambitious and a touch under-baked, and though it coasts by on the virtues of an inherently likeable and amusing property, that still makes for a genuine disappointment.

Dr. Slump and Arale-chan: Hoyoyo! The Secret of Nanaba Castle, 1984, dir: Hiroki Shibata

From its opening scene, it's apparent that The Secret of Nanaba Castle is a return to something that feels like a proper movie rather than a TV special, for all that it's yet another step down in length, to a mere forty-eight minutes.  This was director Hiroki Shibata's debut, and he'd go on to work almost entirely in kids' television, albeit on such prestigious properties as Sailor Moon and Digimon, but here he shows a natural-seeming knack for punching his material up into a register that feels cinematic in a way even the most obviously cinematic Dr Slump movie so far, Hoyoyo! Space Adventure, never quite managed.  And as I say, this is apparent from the beginning, and a pre-credits sequence that feels much like the sort of thing you'd find in an actual movie, delivering a fun, compact, mildly exciting episode in which some mysterious characters discover a mystical jewel in an exceptionally well hidden mountainside cave and pointedly not featuring any of the familiar Dr Slump characters.

It's a fair taste of what's to come: one of the weirdest things about The Secret of Nanaba Castle is how it keeps to the spirit of what a Dr Slump movie involves while discarding so many of the traditional ingredients.  So the setting is the nineteen-twenties and the plot is, more than anything, a pastiche of the sort of pulpy adventure serials the US was churning out in those days, the very same material that would be revamped so lovingly by the Indiana Jones franchise - and while it will eventually end up feeling like a quite specific send-up of Indiana Jones and the Temple of Doom, a film that bizarrely came out in the same year and so surely wasn't an influence, The Secret of Nanaba Castle spends far more of its time just grabbing from those sorts of stories in a merry, freewheeling fashion.

Again, the extent to which this feels like a Dr Slump movie comes down to whether you think the heart of the franchise lies with the anarchic Arale-Chan and the show's generally wacky tone and ultra-cartoony ethic or whether you think it matters that the core cast and setting are kept front and centre.  Unless I was really missing something, the titular Dr. Slump doesn't even appear in this one and Arale has been refigured as a Robin Hood-esque sneak thief: we first meet her pulling off a heist for baked potatoes to feed the denizens of the orphanage where she apparently lives.  But change the character details any which way you like, Arale is still Arale, as bonkers and unflappable and wilfully destructive as ever, and she remains the core of what's funny about The Secret of Nanaba Castle.  Indeed, humour doesn't really seem to have been anyone's priority, and though there's plenty to chuckle at, there aren't many outright laughs.

Still, this fourth Dr Slump movie remains a thoroughly engaging experience, barrelling from one ridiculous set piece to another and generally allowing just enough sense to creep in to keep the plot moving in a vaguely coherent direction.  A purist might grumble that shifting the entire ensemble to a different setting and sidelining half the cast is kind of a cheat, but then Dr Slump would be the strangest possible series to get puritanical about, given how deeply random craziness is baked in to the formula.  For me, while I wouldn't have said no to a jot more humour, this entry was both a breath of fresh air and an engaging film in its own right, and thus a definite contender for my favourite entry so far.

Dr. Slump and Arale-chan: Hoyoyo! The City of Dreams, Mechapolis, 1985, dir's: Kazuhisa Takenouchi, Toyoo Ashida

It was quite late at night and I had a glass of wine or two in me when I settled down to watch The City of Dreams, Mechapolis, and if you sat me in a court of law and made me swear I was absolutely certain it wasn't all some fever dream brought on by booze and tiredness, I'm not altogether sure I'd be willing to take the chance.  This fifth entry is a return to the demented energy and non sequitur-driven plotting of the first film, Hello! Wonder Island, which it resembles in other ways, too, and after three shots at seeing what an actual, functional Dr. Slump movie might look like, it's kind of a joy to find the makers once more throwing up their hands in merry abandonment and admitting this franchise works best when it's just hurling whatever bonkers crap occurs to them in the moment at the screen as hard as they possibly can.

Thus, even the semblance of a plot that we get is fundamentally nuts: Arale and her friends see a trailer for a sort of wandering intergalactic amusement park by the name of Mechapolis - presented by the robot from Metropolis, incidentally, because why not? - and Arale decides she'd very much like to go there, despite the fact that nobody's altogether convinced it exists.  But of course it does, and in due course most of the cast have been whisked there in a pastiche of alien abduction films, and as promised they're granted their wishes, however ridiculous, costly, or dangerous, until one character's tyrannical selfishness breaks the exceedingly tenuous logic of a society where everyone and everything is a wish-granting robot, at which point all manner of chaos ensues.

Another way in which The City of Dreams, Mechapolis resembles Hello! Wonder Island is in being so short that we can barely call it a film at all, scraping in at a mere thirty-eight minutes, which is fortunately about right for something that would probably provoke seizures and severe mental scarring if it went on for an awful lot longer.  And yet another way is that it has a tendency to look exceedingly cheap, so much so that it feels more like another bit of deliberate silliness than a lack of animation know-how, especially since, once we get into Mechapolis, there are some sequences that are actually fairly flashy and slick.  And I'd better point out here that none of these comparisons are meant to be considered negatives, since in many ways Hello! Wonder Island was my favourite slice of Dr. Slump action, being as it was a perfect distillation of a formula that never felt absolutely right when it was expected to carry a proper narrative or stretch to any real length.

As for which is better, or indeed whether The City of Dreams, Mechapolis is preferable to a more coherent, substantial entry like Hoyoyo! Space Adventure, well, I'm not sure those questions get us anywhere useful when the general bar of quality is this high.  The City of Dreams, Mechapolis is even more obsessed with cultural references than its predecessors, to the point where Gamera and Dr. Spock are both recurring characters, and in its weirdest moments, it's about as far out as this exceedingly weird franchise has managed to get, and personally I found both of those pluses, though I guess there are those who wouldn't.  At any rate, if you'd enjoyed what's come before, I find it hard to imagine you wouldn't get a kick out of this last entry too, and if you felt like starting at the end, well, why not?

-oOo-

This one's easier to sum up than most, because the only way you'll be getting your hands on any of these films is in Discotek's complete DVD set, and really, supposing they sound remotely up your alley, why wouldn't you buy that?  The weakest entry here, The Great Race Around the World, is still watchable and moderating amusing, and all the rest range from very good to great.  Actually, the one obvious reason you might not is that said collection is out of print, because for all their virtues, Discotek are absolutely dire at keeping their releases available; but there are copies kicking about at sensible prices, and if you're in the UK, my importer of choice Otaku have it fairly cheap.



[Other reviews in this series: By Date / By Title / By Rating]

Saturday, 10 July 2021

Drowning in Nineties Anime, Pt. 102

No theme this time around, and indeed no connecting thread whatsoever, except that we happen to have a set that's brimming with hyphenated titles, which would be weird if the world of nineties anime wasn't quite so full of the things.  Which, say whatever you like about it, certainly makes for a really long list, in the shape of Martian Successor Nadesico The Movie: The Prince of Darkness, Great Conquest: The Romance of the Three Kingdoms, Animated Classics of Japanese Literature: The Sounds of Waves & Growing Up, and Hyper Doll: Mew and Mica the Easy Fighters...

Martian Successor Nadesico The Movie: Prince of Darkness, 1998, dir: Tatsuo Satô

Martian Successor Nadesico was one of the best anime series to come out of the nineties, and while its accomplishments were many, the element that truly set it apart was the extent to which it managed to be both a great parody and a great example of all the things it was parodying.  Despite blatantly pastiching real robot shows, space opera, and various other popular Japanese SF trends, it somehow still managed to provide an excellent and fairly original science-fiction story, one that would have stood alone fine without the humour.  But, perhaps most impressively, there never came a point at which Nadesico, like so many series before and after it, decided to jettison the humour to focus on its story-telling: no, Nadesico stayed funny through to its final minutes, invariably finding time to laugh at even the most major plot developments, and yet also never letting its underlying silliness undermine the more serious elements altogether.  It was a rare balancing act and one I don't know I've ever seen done quite so well.

Prince of Darkness doesn't pull that off, and this, among other things, seems to have earned it the ire of the majority of the fan community.  But I don't think that was ever its goal, and I'd argue that what it's up to is actually even more subversive, poking holes in the very notion that we should be deeply invested in the fates of certain undeniably shallow characters and going one step further in showing up the silliness of certain space opera tropes.  It's bad practise to tell anyone how to enjoy their art, but I can't help being surprised by the number of people who apparently missed the fact that Nadesico was a parody - or else got that it was a parody, but expected it not to parody anything they actually cared about - and wanted nothing from a film other than that it be more of the same.

Prince of Darkness has no intention of being more of the same.  For a start, it looks a hell of a lot better than the series ever did, and the series was hardly a slouch.  But the movie is operating at a whole different level of ambition, and you can almost sense the animators' excitement at the notion of playing around with a theatrical budget; there are all sorts of neat and clever shots along the way that would have been beyond what the series could dream of.  Yet equally striking is the extent to which Prince of Darkness is determined to tell its own story, one set three years after the close of the show, and how it unapologetically flings the viewer in at the deep end.  The consensus is that this is because that missing chunk of plot was filled by the Sega Saturn game Nadesico: The Blank of Three Years, and no doubt that's true so far as it goes, but it also feels like a conscious choice made by people determined to toy with fan expectations, since toying with expectations was such a core part of the Nadesico experience.

Thus, we have a largely standalone plot that aggressively disrupts much of what many viewers seem to have loved about the TV series - because, again, there really do seem to be people out there who took its obvious send-up of a central romance plot seriously!  Rather than pander to that audience, the film opts instead to parody the post-Evangelion trend for making everything terribly dark and depressing, with nominal series hero Akito getting made over as a moody bad-ass who rides around in a mech literally designed to look like the devil.  But it has much more time for the formerly under-utilised Ruri, promoting her to protagonist and captain of the Nadesico B, and she's a marvellous fit for those roles, especially in the opening third where Prince of Darkness is largely content to pretend it's a straight-forward SF movie with a plot it intends to take seriously all the way through to the end.

That doesn't happen, of course, and on a first viewing, it very much feels like the film goes off the rails in its closing minutes.  There's an element of truth to that; one undeniable flaw is that a running time of seventy-five minutes sans credits is nowhere near enough to cram everything in, leaving an exceedingly visible three act structure that basically amounts to setting up a threat, ignoring that threat to have fun for half an hour, then dealing with the threat in the most perfunctory fashion imaginable.  Still, that for me seems in keeping with what Nadesico was all about, exploding the business of anime space opera from within and smirking all the while, and while I'd be awfully glad to see a longer version of Prince of Darkness with a bit of room to breath - and an ending that didn't hint so hard at a sequel that would never materialise! - I'm glad to have the version we got.  There's no recommending it to anyone who hasn't seen Nadesico the series, but for those who have and were put off by the bad press, I'd urge you to give it a go and take it on its own merits, because by that measure, it's a worthy spiritual successor to a show that would have been ill-served by a more by-the-numbers sequel.

Great Conquest: The Romance of the Three Kingdoms, 1992, dir: Masaharu Okuwaki, Toshio Masuda

There are, I'd suggest, two basic ways to go about fictionalising major historical events, and hats off to Great Conquest: The Romance of the Three Kingdoms for managing to fluff them both.  Especially since, for its first quarter, it seems entirely wedded to one of those approaches and the other doesn't get any sort of look-in.  For that introductory half hour, our focus is solely on Liu Bei and, soon, the two companions he teams up with in the hope of restoring some semblance of peace and justice to the nascent Chinese nation.  And none of this works amazingly well, for reasons we'll come to, but at least you know where you stand with a story that views history through the lens of a single important character and makes them the protagonist of events that in reality had an infinitely larger scope.

We could call that the heroic approach - certainly that's what Great Conquest makes of it - but there's always the alternative of trying to capture as much of the rich, intricate tapestry of history as possible by retreating to a more omniscient perspective and treating events in a pseudo-documentary style, hopping from place to place and character to character whenever is necessary to keep track of the flow of monumental goings-on.  And though we've had a touch of that, with a stentorian narrator filling in scraps of wider context and cutaways to a not very helpful map, it abruptly becomes a much bigger deal when the narrative ditches Liu Bei and his chums to start focusing on some of the other major players.

Like I said, though, it's not like it gets either approach right.  The Liu Bei segment is fine, but I never got a sense of why he was important or even why he was special; his early successes are unearned, his ongoing victories look more like luck than judgement, he does a lot of crappy things that the film is happy to look past, and he's saddled with a romantic subplot that would be hilariously inept if it wasn't so sexist.  But his companions are more entertaining, and at least it's easy to follow the flow of events.  Then suddenly Liu Bei drops out of the narrative, and we're being embroiled in national dramas that had been gently hinted at prior to that point and introduced to new characters that the film does such an awful job of differentiating that I was muddling up two of them right to the end.  A lot of this stretch works on a scene-by-scene basis, but that's really the only way it works, leaving a story that sputters into life for brief spells before switching focus again and losing whatever momentum it's gathered.

That failure to pick an angle and stick to it is one that dogs Great Conquest all the way through.  It keeps threatening to do something interesting and appealing with its animation, aping the style of contemporary Chinese paintings, and had it committed to that, I suspect I'd have loved it despite its storytelling flaws.  But more often, it opts to look like some sort of cheesy historical afterschool special.  Outside of a few striking battle sequences, the character work is almost never that good, but the film is capable of producing some terrific backgrounds, so it's weird that a fair percentage look shoddy and out of keeping with what surely ought to be the reigning aesthetic.  And given that the music makes the same blunder - we get some lovely traditional Chinese music, but a load of tacky action themes that could have wandered in from any low-budget anime - you have to wonder if this was somehow a deliberate stylistic choice, or if there were two different creative teams feuding against each other.

Still, I'd be more inclined to give this a tenuous recommendation, if only on the grounds that epic representations of Chinese history aren't exactly ten a penny in the anime world, but for one thing: it doesn't end.  I have a suspicion this is because Eastern Star were more interested in resurrecting the dubbed and edited American version that had previously been available on video and so didn't try and license the third episode, which certainly seems to have been made if Wikipedia is to be believed - and if so, shame on them.  But if I've got the wrong end of the stick, then shame on them anyway, because this is one of the most frustrating unfinished titles I've yet come across, breaking off as the narrator tells us how things are really about to kick off now, and passing it off as a finished work is especially irritating.  I mean, I don't know that an ending would have saved Great Conquest from mediocrity, but it certainly wouldn't have hurt.

Animated Classics of Japanese Literature: The Sound of Waves & Growing Up, 1986, dir's: Hidehito Ueda & Isamu Kumada

Though I gave it a thumbs up, I wonder if I wasn't a bit hard on the first volume of U. S. Manga Corp's release of the Animated Classics of Japanese Literature series that I looked at.  In retrospect, I suspect I went in with certain preconceptions based on how a release like this would function in the West that weren't altogether warranted.  The biggest of those was that these adaptations were aimed at children, which both the stories here quickly dispel: the teenage romance of The Sound of Waves involves some nudity and an intimate scene that's surprising in its frankness, and Growing Up makes few bones about the fact that its own youthful protagonist is on the cusp of a job that's tantamount to prostitution.  I wouldn't say children couldn't watch these, and I definitely wouldn't say they shouldn't, but it feels like a stretch to suggest they were the intended market.

Likewise, I argued that the animation, though charming, tended to be on the subpar side of things, and ... well, that's not untrue, I certainly think that even by 1986 TV standards, the budget wasn't quite there to do the creators' vision justice.  There's plenty of stuff that's a little off; The Sound of Waves struggles with perspective and both titles feature some of the most incredibly simple character designs you're likely to come across, though it's worth pointing out that they're no less effective for their simplicity.  Regardless, there's some serious craft here, and not only in the frequently gorgeous backgrounds either.  The Sound of Waves features plenty of legitimately impressive animation, both titles are full of subtle, detailed character work, and Growing Up, which has by far the more distinctive aesthetic, looks genuinely lovely, not by being lavish but by finding a style that's the perfect fit for its tale of the harsh transition from childhood to adulthood.

All of which is dancing around the fact that I loved the hell out of what was on offer here, and perhaps also dancing around the fact that it's very clearly not for everyone.  But as someone's who's generally interested in Japanese culture and also a colossal animation nerd, this was a delight from start to finish.  Of the two works adapted, The Sound of Waves fares better, by virtue of getting two episodes and forty or so minutes to present its story.  That still means having a narrator to fill some gaps, but the narration is so tonally suited that it's hardly a problem, and the tale of young love in a remote island community generally goes by at precisely the right pace, excepting perhaps an ending where everything slots into place a fraction too neatly.  Nevertheless, it's fine work, and that Growing Up isn't quite on a level is scarcely a criticism, especially when it's such a striking piece of animation.  Still, this time the story could use a dash more breathing room, and the ending was so abrupt that I had to rewatch a few scenes to be sure I hadn't missed anything - until I realised abruptness was precisely the way to go.

There's no getting around it, animated adaptations of classic Japanese literature subtitled into English are only ever going to appeal to an incredibly niche audience, and I'm conscious that I'm slap bang in the middle of that audience, whereas anyone reading this may well not be.  Add in how difficult it is to track these titles down - that would be very difficult - and it seems mildly crazy to be suggesting anyone should go to that sort of effort.  But hey!  Who cares.  This is a wonderful release, I've a world of admiration for U. S. Manga Corp for releasing something so delightful and so guaranteed not to sell, and it breaks my heart slightly that they didn't manage to get the entire series out.

Hyper Doll: Mew and Mica the Easy Fighters, 1995, dir: Makoto Moriwaki

For something that, on the face of it, looks an awful lot like no end of other titles, Hyper Doll actually has quite a neat angle.  Sure, Mew and Mica are two indestructible space girls defending the Earth from all manner of threats while posing as normal high-schoolers, and sure we've seen that concept often enough in anime that you'd probably have to invent a new numbering system to keep up with it, but here's the twist: Mew and Mica really don't care.  That is, they care about the posing as high-schoolers bit, in so much as it means they get to goof around and enjoy Earth food and what-have-you, but all that saving the world stuff?  Nope, not for them.  And indeed, they clearly couldn't care much about human beings full stop, since one of the first things we learn about them is that they nearly murdered their classmate Hideo for discovering their secret, meaning that Hideo is stuck in the awkward position of having to act as though nothing's going on while keeping their identities hidden - something Mew and Mica also don't much seem to give a damn about - and trying not to annoy them enough that they decide to twist his head off.

If that sounds rather like "What if Superman was evil, and also there were two of him, and also both of them were sexy high-school girls" then yup, that gets us most of the way there, and it's a setup Hyper Doll mines for some satisfyingly dark humour, while also not letting it remotely get in the way of being a wacky show about superheroes punching out stupid-looking monsters.  The hyper dolls apparently have no foes that aren't stupid, and that "easy fighters" bit in the title that reads so like a mistranslation presumably refers to the fact that all their battles are completely trivial, since they have effectively unlimited power, a detail we discover through a great running gag in episode two.  Thus, the only real dramatic tension stems from whether the pair will bother to turn up and whether they'll keep themselves in check enough that there's anything left by the time they're done throwing around energy balls.

This is all quite a lot of fun, but it's fun that Hyper Doll needs an episode to get properly set up, and that's a problem when your OVA consists of only two episodes.  I'd bet you actual money there were meant to be more, but there aren't, and so what we're left with is one entirely satisfactory episode that doesn't have time for much besides getting its ducks in a row and one terrific episode that does great stuff with the premise that part one got slightly too bogged down in setting up.  And that's about all there is to be said about Hyper Doll: technically it's thoroughly competent without doing anything actively exciting, except perhaps for some character designs that are marginally rounder and more cartoony than what was typical of the time, and director Moriwaki seems content to keep the show on the road without bringing any real personality to the work.  A couple more episodes and I suspect this one would be a firm recommendation, but as it is, I guess it's just another promising show lost to the black abyss of history, albeit one I thoroughly enjoyed and will no doubt return to.

-oOo-

Aside from the fact that I can't see any good reason to bother with the annoyingly incomplete Great Conquest, I feel like I ended up with a lot of half-hearted recommendations here, in the shape of a couple of titles that are comfortably worth a look but exceedingly hard to find and one that I seem to be the only person to rate.  And despite what I suggested in my review, I do see why so many people object to Prince of Darkness, I just feel like it has plenty of virtues that the "but this is nothing like the TV series!" crowd have failed to give it credit for.  Still, given how easily wowed I am by shiny animation, I could well be wrong on this one!

Next up: I reckon it'll be the remainder of the Dr. Slump movie special, since I've already got it pretty much written...



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