Friday, 31 July 2015

Drowning in Nineties Anime, Pt. 5

One thing I've realised in the last couple of weeks is that this blog series might conceivably never end.  Every time I think I've exhausted all of the nineties anime still available, I'll stumble over a new vein.  Once you start digging, its surprising what you can turn up; the more I go on, the more it becomes possible to imagine a future where I basically never stop discovering new stuff to watch.

On the other hand, it's even easier to imagine a future where I stop finding good new stuff to watch.  But I'm steadily coming to accept that, though a great deal of nineties anime has been forgotten for perfectly sensible reasons, that's not necessarily a reason to view it without a degree of interest and fondness.  If nothing else, it's thrilling to watch any art form develop at such a pace; asides perhaps from traditional film-making in its first decades, it's hard to think of any medium that's evolved so utterly or broadened its scope so widely in a mere handful of years.

Anyway, enough self-justification; there's nineties anime to be watched!  This week: Patlabor, Casshan: Robot Hunter, Geobreeders and The Dark Myth...

Patlabor: The Movie, 1989, dir: Mamoru Oshii

I should confess to a bit of a cheat on this one - and not for the usual reason, either, though this is indeed another late-eighties picture that I'm lumping into the wrong decade.  No, this time it's something far more insidious than that: I'm reviewing a movie I've seen before, and which is by one of my absolutely favourite directors, Mamoru Oshii of Ghost in the Shell fame.

Patlabor would be interesting work, in fact, if for no other reason than that you can practically see a masterly talent taking form over its hundred minute running time.  I don't know what Oshii's pre-Patlabor career was like, but it's difficult to imagine that anything in it was such a perfect marriage for his characteristic style and concerns as this.  As such, Patlabor is on its surface a giant robot movie, but one that once you delve even a little bit deeper turns out to be something considerably more interesting.  It spends a good deal of its running time posing as a rather sedate police procedural, before the last half hour transforms into a masterclass of an action movie conclusion, which constantly ramps its threat in imaginative, ever more exciting ways.  It does both of those things exceptionally well, but it's perhaps the first two thirds that bear most of Oshii's stamp.  There is, for example, a lovely, meditative sequence of the two police detectives going about their business, which does great work of visually emphasizing in light-handed fashion one of the film's core themes: that there'll always be places and people left behind by technological progress, and that the faster and more uncontrolled the progress, the deeper and more permanent the damage.

For a movie with doubts about the unchecked advance of technology, however, Patlabor had no qualms about being at the cutting edge of its field; given that it's now more than 25 years old, it stands up astonishingly well.  Few anime directors are as infatuated with detail as Oshii, and that tendency was already fully on display here; only the colour palette and facial designs really date it at all.  It benefits, too, from a typically marvelous score from Oshii's regular collaborator, Kenji Kawai.  And, impressively for its time, it's an early demonstration of Oshii's leaning towards highly capable female protagonists.  That epic finale, for example, neatly flips its gender cliches: while the men are holed up in the control room doing tech stuff and getting stressed, it's the women out there doing the actual giant robot fighting.

In short, Patlabor is a genuine classic, and a genuine milestone.  It's not, perhaps, as definitive or redefining as Ghost in the Shell would prove to be, but nonetheless Oshii's achievement here is tough to fault.

Casshan: Robot Hunter, 1993, dir: Hiroyuki Fukushima

Casshan, (or Casshern, depending on who you ask and when), has had a great many outings over the course of some fifty years, including a live-action film - which I remember as being entertaining, if not necessarily good - and a more recent short series with the cheery title of Casshern Sins.  But the one we're looking at is, to my knowledge, the character's second incarnation, which was a four part OVA revival of the seventies original.

Now I get the impression from my limited research that this re-imagining was intended to be rather more adult than that seventies take.  However, if you're sharp-eyed, a look at the poster will tell you exactly what passed for adult in the minds of the producers.  Yeah, it's that staple of nineties anime, stripping your heroine half naked for no damn reason other than the very cheapest titillation!  And boy does it stick out in Casshan, which otherwise is just about the goofiest thing you've seen.  Seriously, that needless flash of awkwardly animated bosoms aside, Casshan is not very adult at all - and frankly all the better for it.

It's hard indeed, for example, to dislike a series where the hero has for a sidekick a fire-breathing robot dog called Friender.  The presence of Friender alone introduces a giddy, kid-making-stuff-up-on-the-fly aspect that extends all the way through Casshan's most entertaining moments.  As such, it's worst when it's concentrating on its dour plot or its flaccid romance, and in the English dub at least, whenever Casshan is talking, since Steve Bulen inflicts on our teenage protagonist a voice that makes him sound like a forty year old ham actor in an amateur production of King Lear.  And since those elements take up quite a portion of the running time, it frequently threatens to not be too much fun; but then another absurd robot design shows up, or Casshan punches something, or Friender does anything at all, and suddenly it's entertaining again.

Does that qualify as a recommendation?  Probably not.  But you could do worse for a couple of hours of silly nostalgia-watching, and there are enough copies floating about that you can pick it up second hand for next to nothing.

Geobreeders, 1998, dir: Yûji Moriyama

Once again I have to admit to a degree of bias, in that Geobreeders was the first Manga I ever read, and as such has a soft spot in my heart that made me both giddily excited to discover that this anime adaptation was available and all but unable to consider it with any kind of objectivity.  It's also another slight cheat of my own rules for these articles, in that I've tried to focus on works that are fairly readily available, whereas Geobreeders is tough to find cheaply, (though it's worth pointing out that the DVD advertised as Region 1 is actually all region-compatible.)

With that baggage out in the open, what do we have here?  Well, Geobreeders follows the adventures of Kagura Total Security, an almost entirely female organisation devoted (in so much as they get paid for it) to the eradication of phantom cats, which are basically were-cats with the ability to infect and manipulate technology and some kind of secret, most likely evil, agenda.  And if a lot of stuff gets exploded in ludicrous fashion in the meantime, Kagura are absolutely okay with that.

Geobreeders the film, however, explains very little of this indeed - which could be a failing or a strength, depending on how you choose to consider it.  It opens with the false start of some comedy credits that won't make a damn bit of sense to anyone not already familiar with the property, then throws at us an in media res opening sequence that makes only a little more sense, then dashes straight on to its first big action set-piece, still with only the most tangential attempts made to fill us in on background, characters or anything much else.

All of this I love, and makes Geobreeders what it is, which is to say, hugely fun and absurdly fast-paced.  This is true of a lot of anime, but I've never seen it be truer than here.  Geobreeders really has no interest in anything that slows its forward momentum, it doesn't give half a damn about its own plot, and what's rarer, that carefree attitude is coupled with a director who actually seems genuinely in tune with his material.  It's fun and stupid and I can't help but adore it.  That said, a little research reveals that this first OVA is set quite far into the manga, and I can only imagine how little sense this would make if you hadn't at least a passing knowledge of the books; too, it should be noted that there's a fair bit of gratuitous female semi-nudity, for anyone who finds that bothersome.  Which I generally tend to, thinking about it, but I can't find it in my heart to climb on that high horse against a series where pretty much the entire cast are female, and all of them are, (whatever their comedic failings and tendency to needlessly blow things up), basically excellent at what they do.

The Dark Myth, 1990, dir's: Takashi Annô, Tomomi Mochizuki

Where do you even begin with a film like The Dark Myth?  Certainly not with the plot, for there's barely anything here that justifies the term; what we have instead is a series of conversations, mostly about either history or theology, crammed into a loose narrative framework that mostly serves to switch up the location every so often.  There are a number of characters but barely any characterisation, since no one does much besides spout exposition, (most of which is made incomprehensible by the fact that it consists of little besides names of Japanese historical figures, places and Asian deities), and there's only one, brief scene that comes close to deserving the word action.  There's also not much in the way of dramatic tension: things that we're told will happen happen, then more things happen, then it stops.

And here's the thing: I loved every confusing, expository, audience-defying moment.  Frankly, had there been no plot at all I could probably still have enjoyed it, for the animation is above average and well directed, a mix of more than usually realistic character designs with some frequently lovely painted backdrops, often of Japanese scenery.  Most importantly, there's some real imagination on display - the high point surely a sequence in which protagonist Takeshi walks in a daze and his state is represented by whiting out everything but him, which is hard to describe but remarkably effective in practice.  But really, there's a great deal to catch the eye here, and as much to catch the mind; even when it's not entirely clear what's going on, Dark Myth is frequently striking.  And to top it all off, we have another score by Kenji Kawai, the closing theme of which is one of my favourite pieces of anime music in quite a while.

None of this makes what's going on any less confusing, but it certainly does make it go down a lot easier.  And in fairness, once you get into the rhythm of what Dark Myth is doing - and assuming you don't find those first few, incomprehensible minutes an insurmountable hurdle - it's easy to be on side with.  The barrages of names, the theological conundrums, aren't terribly important so long as you manage to keep track of the broad strokes; whenever something actually significant happens, the film is quite happy to signpost it, and you sense that it isn't so much being deliberately obtuse as trying to fit a great deal in, or perhaps simply suffering in translation.

Which is rather a crucial point - for of everything that Manga Video chose to cock up with their shockingly unambitious DVD releases, Dark Myth suffers worse than most.  A few expository extras, maybe some historical notes, would have made all the difference, and the option to watch in the original Japanese - not offered here, as with all of Manga's budget releases - is surely nothing short of essential.  For that matter, if the transfer wasn't so brutally ugly, I suspect we might be looking at a film hailed for its above average visuals instead of one utterly ignored by everyone.

At any rate, I'm not certain where this leaves us.  I can't possibly not recommend something so utterly interesting and ideas-laden, but there's no getting around the fact that we're looking at a limited audience indeed.  I literally can't find one review with anything nice to say about The Dark Myth!  Then again, I'd read some of those reviews before I watched it, so perhaps the trick is to go in forewarned; which means that, if you've read this far and don't think it sounds utterly terrible then just maybe you'll get as much out of it as I did.

-o0o-

Are these posts getting longer?  They are, aren't they?  I mean, fair enough, I had a lot to say about Patlabor, but did I really need four paragraphs on Casshan: Robot Hunter of all things?  On the other hand, it would appear that this is the first time I've been at least tentatively positive about everything.  Clearly the series is heading in the right direction; or else whatever was left of my critical faculties has finally dissolved under the weight of too much nineties anime.  Which, come to think of it, is much more likely.  And probably for the best!  Because as I noted at the start, there's barely an end in sight...



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

Thursday, 23 July 2015

My Nine Worlds 2015 Schedule

With this year's Nine Worlds just around the corner - well, two whole weeks away - I thought it was about time I got my schedule out into the world.  I'm fairly busy this time, at least in comparison to anything I've been at in the last year or so, and I'm also set for a pretty intimidating first.  I mean, having got my head around appearing on panels, then moderating panels, and then appearing on a game show with a live audience, (okay, I didn't even slightly get my head around that), I thought I'd faced all the fears I have to face.  But no!  Just like uncle H.P. taught us, there will always be new existential terrors to stare down, and I'll be doing some good, hard staring at this year's Nine Worlds.  But more on that in a moment.  Because before the really scary stuff, we have...

- How To Break Into Comics - But seriously, how?; 13:30 PM Friday

I specifically asked to be on this, because I have no idea how to break into comics and I'm hoping someone will tell me.  There must be a way!  I really thought I had it when I sent Stan Lee my severed ear, but no, not even a reply.  Although I'm pretty certain he was wearing it in place of his own for his Ant-Man cameo, the goof.  Anyway, I'm sure there'll be some great advice flying around on this one - but expect me to be the one listening to it, not giving it.

(Please don't tell the organisers this, I think I've got them them fooled.)

- The Humanitarian Element: Superheroic Ethics - Heroism, compromise & the reality of intervening under fire; 11:45 AM Sunday

Whereas this I actually have a serious interest in, and will probably be saying serious things in a very serious voice.  (You've probably never heard my serious voice.)  I've noticed in recent months that I'm getting awfully bored of superheroes who behave like thugs, and of seeing stuff get smashed for no good reason, and of vigilantes who never actually seem to help anyone.  I've got to a point where every time a house gets 'sploded or a car gets trashed I start worrying over insurance policies.  I am, in fact, so dubious about needlessly destructive superheroes these days that I'm about to write a damn novel on the subject.  So come, hear me rant!  (Or else hear me get shouted down by people better informed than I!)

- Monsterclass - How to really write a short story; 13:00 PM Sunday

And here, at the end, we get to the really alarming bit.  Yeah, that would be me teaching an hour-long workshop on how to write a short story.  Which, okay, is at least something I can claim a limited degree of knowledge on, having knocked out over a hundred of the things and sold somewhere around seventy.  But have I learned anything through that process?  If I have, can I possibly convey it to other human beings?  For that matter, are there other human beings irresponsible enough to listen to me talk at them for a whole hour?  And if I can't even answer questions like these, what chance do I have of teaching an hour long workshop?  Ha!  Well we'll see, all right.  Seriously, though, I'm determined to do a good job on this, if only because it's quite the privilege to be asked.

--

So there we have it: my Nine Worlds itinerary.  I have to admit, I'm looking forward to this one; I get to talk about some interesting stuff, and as much as it's a bit frightening, I'm buzzed about the idea of having a go at running a workshop.

Which, come to think of it, I really should be planning, instead of writing this...


Wednesday, 15 July 2015

EdgeLit Impressions

This Saturday just passed was my first experience of Edge Lit, which I'd gone out of my way to make
it to this year having been told repeatedly by a fair number of people that - despite being just the one day - it was one of the better UK conventions.  And lo and behold, that was entirely true, though I'm still not one hundred percent sure as to why.

Certainly the content was the usual mix of launches, talks, readings and panels, and at least when it came to the last of those, it would be a stretch to suggest that there was anything being said that hadn't been covered elsewhere.   The only one I made it to was pleasant enough; a polite chat amongst some excellent writers saying interesting things, albeit at a volume that wasn't quite up to the task of such a big space.  Honestly, speaking as someone who's desperate to see the convention scene get the shake-up it's long overdue, the content side seemed to me a bit above fine - and under other circumstances, that would probably have left me grumbling.
Me, Del and Kim Lakin-Smith, a bar.

In the case of Edge Lit, though, it just didn't bother me a great deal.  And despite what I said above, it occurs to me that I actually have a really good idea why that was: it's absolutely the right size for the thing that it is, and it has absolutely the perfect venue, in the shape of Derby's Quad.  That space was just right to make everything feel friendly and intimate, where so many conventions are sprawling and anonymous and kind of intimidating.  And that sort of consideration ran through a great deal of Edge Lit.  Why aren't more conventions towards the centre of the country, where folks from both north and south can attend?  In cities where you can get a cheap room for the night in a good hotel?  And where there are plenty of places to pop out for food and drink nearby?  The Quad was just a damn fine venue, and the scale of everything was exactly right for the event it was, and the event used the available space exceedingly well.  With all the program items within a couple of minutes walk and a large, well-staffed bar for any quiet periods, it was downright tough to get bored.

Now, if some of what I've said sounds like damning praise then it isn't meant to be; or rather, it maybe is, but of UK conventions in general rather than Edge Lit specifically.  And though there was a considerable proportion of professional authors there, I can absolutely see that I wasn't the target audience; with its welcome emphasis on workshops, Edge Lit is clearly aiming primarily at up-and-coming writers, and I've no doubt that a few years ago I'd have found it to be just about the most useful and enlightening thing imaginable.

These days, however, my requirement for a convention has a lot more to do with a nice big bar and a location that doesn't cost me a fortune to get to, and like I said, Edge Lit nailed that stuff right to the table.  Also, as someone who's always impressed when people get the little things right, I feel I should mention that it had by far the most professionally produced program I've yet seen and the first goodie bag to contain something I actually really wanted, in the shape of a downright marvelous CD compilation put together by author John Connolly.  (Seriously, if you were there and haven't given it a spin yet, do right now.)  And lastly, since I still feel like this praise has been a little on the watered-down side, let's finish by pointing out that I had a bloody good day, that I got to hang out with a whole bunch of terrific people, and that I will certainly be going back again next year.

Tuesday, 7 July 2015

Novel Update, Mid-2015

It seems like a while since I've talked about my multifarious ongoing novels here, (or indeed about anything much besides nineties anime), and so I thought that June drawing to a close was a sensible enough reason to stop and think loudly about just where everything's at.  It's a good time for a little retrospection and forward-thinking, too, as it turns out, since some long term projects are finally drawing towards a close, whilst others are in the process of blossoming from half-formed ideas into actual, real work that I have to figure out how to begin in the near future.

On the endings front, I literally just finished with the second draft of my first attempt at a crime novel, The Bad Neighbour.  Of everything I've done, I can't think of a project where the first and second drafts were such completely different experiences.  I wrote the first draft at - what was for me, anyway - high speed.  I'm coming to learn that the first drafts of novels aren't my favourite part of the writing process on the best of days, but this felt like four and a half months of yanking my own teeth out, and by the end I wasn't hopeful for what I'd accomplished, only grateful it was done with.  So that when the feedback from my beta-readers came back as almost entirely positive, I felt nothing but confused; had I somehow sent people the wrong manuscript?  Maybe e-mailed out a copy of someone else's book?  But as it turned out, no.  Going back to Bad Neighbour, I was shocked by how well it held together.  I still am, really.  The second draft work felt like what I'd normally expect of a third draft, lots of tidying and polishing and not much in the way of surgery, and I liked what I ended up with.  It's a vicious, pulpy little beast, not even slightly like anything I've attempted, but I'm not sure if it isn't the best novel I've written.

Mind, maybe I shouldn't say that, because I'm about to embark on the final draft of Degenerates - the novel once called War For Funland, though it's changed immeasurably since those days - and I'd hate to hurt its feelings.  Overhauling relatively old work into something I can be happy with has been a hell of a thing, and not only has it involved adding a new viewpoint character, greatly enlarging the role of others whilst removing a few more, excising huge chunks and adding others and an overall staggering amount of editing, but in the last draft I completely rejigged the basic structure and changed the entire damn book from past to present tense.  Which is not a thing you want to do to a one hundred and thirty thousand word novel, I tell you.  But, you know, worth it - I think.  I mean, I've just read over the last draft and felt pretty good about it.  If I feel the same in three months' time then that's novel number five in the bag.

As for number seven - that being my medieval noir fantasy White Thorne - it's at almost exactly its midway point.  And so far, if it's taught me one thing, it's that writing historical fiction is really damn hard.  I mean, writing about the First World War was no easy thing, but at least I felt like I had some fundamental things in common with the folks I was trying to make real; technologically, psychologically, sociologically, we had enough shared ground that it seemed like I could find a way into their heads.  But the Middle Ages?  Those people were basically aliens.  Months of research have taught me that they didn't live like us, they didn't think like us, and I'm at a point now where if someone tried to convince me that they all had four arms apiece I might believe it.  So - White Thorne is not going smoothly.  However I just got through explaining how an agonising first draft can yield solid results, and damn but I'm clinging to that belief, while I shovel on with what is absolutely, definitely the most difficult thing I've yet tried.  All I'm saying is, this book better turn out great, because if not then I'm going to punch it in the mouth.

Last up, and next on the horizon, there's the project currently going under the tentative title of The Uplifted.  It's been bouncing around my brain for a long while now, ever since I wrote a short story called Wunderkind, which appeared to minimal attention in a fanzine called Bards and Sages Quarterly.  The core idea - of superheroes in a world ravaged by an apocalypse that they, with their unfamiliar and unchecked powers, inadvertently brought about - somewhere along the line combined with the classic story-line of Red Harvest - which if you haven't read it, you've certainly come across in one of its guises, as A Fist Full of Dollars or Yojimbo or the original Django or Last Man Standing - and then suddenly I had this thing that I kept referring to as my Post-Apocalyptic Red Harvest Superhero Novel, to the confusion and consternation of everyone.  But hey, if you're a writer and you're not causing confusion and consternation then you're probably not doing your job properly.  Or so I'm telling myself, as I try to put together an outline of its increasingly tangled plot, with the (perhaps slightly optimistic) view of starting work before the end of this month.

Is that everything?  Well, no, not quite; but it's enough to going on with, and I'm sure I'll be getting to the other stuff soon enough.  Now back to the all-but-impossible task of trying to invent superpowers no one's thought of before...

Sunday, 28 June 2015

Drowning in Nineties Anime, Pt. 4

Are we really up to part 4?  That's a whole lot of nineties anime watched!  And truth be told, exhaustion is beginning to set in just a little, as it becomes increasingly apparent that a lot of nineties anime was far from being entirely original, and even more of it was far from being being terribly good.

Does that mean I'm close to giving up?  Oh hell no!  Where there's nineties anime to be found, there I shall be, making snarky comments whilst desperately trying to remain optimistic that there are still a few hidden gems out there waiting to be unearthed.  And this week sees a movie I'd never remotely heard of get damn close to classic status, so there's certainly still hope yet.

Here, then, for your delectation, we have X, Spriggan, New Gall Force and Zeoraima...

X, 1996, dir: Rintaro

It's difficult to know what to say about X.  It's certainly a cut above much of what I've been watching lately, and - if you can put aside the fact that the only edition apparently available is a typically half-arsed transfer from Manga Video, that looks distinctly washed out and for some reason decides to sit the image in the centre three quarters of the screen - then it's a frequently lovely-looking bit of work, full to brimming with striking images.  Mind you, that's about what you'd expect from director Rintaro, whose next film would be the more-or-less classic adaptation of Osama Tesuka's Metropolis.  X is also based on a book by famous Manga house Clamp, who seemed to be everywhere at this point in time, and their input is great if you like huge eyes and pointy chins.  But even if you find the Clamp look rather horrible - I do - it at least guarantees a level of imagination and consistency in the character designs.  (Also gloriously well-animated hair.  What was it with Clamp and hair?)

So.  It looks nice and it's well directed - though not so much so as you'd expect from the man who would imminently make Metropolis, and there's a definite sense, corroborated by the interview among the special features, that Rintaro wasn't one hundred percent happy with the project.  Still, a half-hearted Rintaro is still a well above average director, and there's no denying that X has character and visual imagination to spare.  By all the usual yardsticks, in fact, it's undeniably good work.

Only, it's no fun.  No, that's not even the half of it ... X is a truly miserable watch.  I'd go so far as to use the word nihilistic, and not even in an interesting way.  X basically presents to us a load of people who we're told in advance are going to die, and then we watch them die, with nary a hint of dramatic tension anywhere.  None of them have been built up into anything you could honestly describe as characters and so there's not much reason to care, but since that's all that's going on and none of this death and carnage does much to further the plot - really the death and carnage is the plot - it all gets numbing very quickly.  It's maddening really, because there's enough going on in X that I'd have liked to have enjoyed it; as it is, I found it just actively soul-sucking.

Spriggan, 1998, dir: Hirotsugu Kawasaki

More than any animated film I've seen, Spriggan gives the impression of having had an infinite budget to draw on.  Its animation is lavish to the point of ridiculousness; scenes that could be simple and straightforward without much loss of effect end up being marvelously sophisticated showcases of the animator's art.  I'm not, mind you, moaning about any of this - it's dazzling, frankly - but it does puzzle me a little.  You would think, if nothing else, that a film with this sort of obvious budget would be a little better known.  And, what's stranger, I'm not entirely certain that Spriggan is a better film for it.

Or ... no, of course it is.  But that animation is such a distinctive flavour that it makes it awfully hard to concentrate on anything else, and the fact that it's by far the movie's strongest element doesn't help that.  To put it another way, it would be great if the same over-attention had gone into the plot and script.  Not that they're bad, by any means, just that they would need to be astonishing to keep pace, and they're not that.  Like a great deal of feature-length Manga adaptations, Spriggan simply doesn't manage to successfully cram in everything it deems worthy of inclusion, or show much evidence of picking and choosing, and what we end up with is a movie that begins aping a spy thriller, shifts into Indiana Jones territory with an added dose of nineties action movie, and then drifts abruptly into bizarrely theological science-fiction with a subplot about child soldiers that it doesn't seem even faintly interested in reconciling with those other elements.  All of which is  par for the course with anime and not really a criticism, but there's no pretending that this somewhat unfocused tale is up to the wondrous, dizzying standards of that animation.

Still, when you're criticizing a film because it's plot is too laden with zany ideas to keep up with its exquisite animation, it's hard to claim that that's anything but a recommendation.  Spriggan is pretty great, all told, and the only thing it fails to be is wholly satisfying in retrospect; while it's actually playing it front of you, it's thrilling stuff.

New Gall Force, 1989, dir: Katsuhito Akiyama

First up, good luck finding New Gall Force on IMDB or anywhere else; what happened here is that Manga Video took the middle chunk of an OAV series, released it out of context and retitled it, and as such, what we actually have here is Gall Force: Earth Chapter, a title that gives a much clearer sense that this is in no way a stand-alone story.

Only, it sort of is.  I put that fact down more to luck than judgement on Manga's part, and certainly there are elements that don't make a damn bit of sense ... though even then, as is often the way with these things, you don't really appreciate how much sense they're not making until you discover that there's a whole load of prologue you're missing.

At any rate, that grumble aside, I enjoyed Gall Force: Earth Chapter rather a lot.  I'd go so far as to say that it's the best of the Manga Collection series that I've yet seen, though given the levels of quality that statement involves, it's a bit like picking out a favourite infectious disease.  At any rate, I didn't enjoy it half so much as Landlock, but we've already established that my fondness for that movie has no basis in anything much, and objectively I'm ready to admit that Gall Force is better.

To that I'd add that if James Cameron had, instead of making Terminator 2, decided to knock out a low-budget anime series that vigorously cannibalised all of his earlier work, then it would have looked a lot like this.  And that, it turns out, is a good thing: ripping off your themes, characters, designs, tough female protagonists and every other damn thing from a skilled director at the height of their powers, who in turn had ripped off most of those things from your chosen genre in the first place, is actually an eminently sensible thing for a late eighties anime to do.

Though it doesn't quite explain why one of the crack military team is a small child in a crash helmet who doesn't appear to have the faintest clue that there's a war going on.  Maybe Newt was really badly dubbed in Japan or something?

Zeoraima - Project Hades / Project Hades 2, 1988, dir: Toshihiro Hirano

Oh look, and already we have another OVA that Manga video decided to arbitrarily rename for its DVD release!  Those guys sure must have had a lot of time of their hands; that or they wanted to give the impression that one four part OVA was in fact two feature length films, which is exactly the sort of deliberately misleading nonsense they seem to have delighted in in those days.  In this instance it's particularly absurd because there's no possible way you could mistake the two halves for feature films, not even if you were squinting and had a very loose sense of what beginnings, middles and endings entailed.

Anyway, Zeoraima starts off from a hackneyed position indeed: teenage male hero finds himself recruited to pilot giant robot that responds to no one but him against a load of other mechs, piloted by a bunch of evvvvvvil folks who generally insist on attacking him one at a time, because otherwise it would be a particularly short story.  However, it does quickly go off on a far more interesting - though, it has to be said, entirely bonkers - tangent, and for that it surely deserves credit.  It's actually quite a clever story by the end, though it's easy to imagine a great many ways in which that story could have been better told than it is here.  If nothing else, giant robot battles where the giant robots did something besides stand taking it in turns to shoot at each other would have been a tremendously good start.

Added to that is the fact that Zeoraima is just subversive and angsty enough to be faintly reminiscent of Neon Genesis Evangelion, the series that a mere seven years later would irreparably explode this sort of thing for all time.  As such, the comparison does Zeoraima no favours at all, except in so much as to say that it has a little bit more psychological complexity to it than many of these things.  At any rate, it's a great insight into just what Hideaki Anno was deconstructing so ferociously with Evangelion, and surely that counts for something.  Whether it counts as a recommendation ... well, no it doesn't.  Still, Zeoraima gets a narrow pass for keeping me amused - and frequently baffled! - through the course of its running time.*

-oOo-

So not a particularly great batch this time round, all told, with Spriggan the only thing I'd flat-out recommend.  (And I really would, it's a  deal of fun and easy to find cheap second hand.)  New Gall Force gets a hesitant thumbs up if you're basically open to this whole late eighties and nineties anime thing; I can honestly say that I enjoyed every minute of watching it, even if it wasn't necessarily for very sensible reasons.  At any rate, I now feel that more sci-fi action movies would benefit from the addition of small, oblivious children in crash helmets.

Next time around: at least one actual, undeniable, stone-cold anime classic.  You've been warned!



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


* Zeoraima - Or Hades Project Zeorymer as it's known outside the UK - has grown on my considerably in the years since I wrote this.  Sure, it's imperfect, but the animation and score are splendid, and it's a bold attempt to tell a fairly complex story, even if, as I noted way back when, it doesn't always entirely land.

Tuesday, 23 June 2015

Old Dog, New Ticks

I was reading an article recently which suggested that it was a mistake to imagine you were ever too late on in life to master a new skill, or that having mastered one you were shut out from learning others.  The author's logic was that if it takes, say, eleven years to get really damn good at something then that's theoretically eight things you can get really damn good at in the average lifespan.

Given that most of us spend the first of those age-blocks grasping the basics of being a functional human being and the second trying to gain control of our rampaging hormones, and taking into account that you're unlikely to become, say, a world-class ballerina in your seventies, I'd have to dispute both their logic and their maths.  There are also some pretty obvious cultural assumptions in thinking that the average person is likely to live for eighty-eight years!  On the other hand, eleven years seems a bit on the pessimistic side; there are surely things you can become astonishing at in less time than that.  So by way of compromise, let's say that if you're fortunate enough to be long-lived, you should have ample time to train up kick-ass skills in at least five disciplines.  That's still pretty cool right there.  I mean, that's a good way of looking at life, isn't it?  At my current age of thirty-mumble-mumble-something, that leaves me a whole lot of learning to do yet.  Compared with the perspective that society generally encourages - you get tolerably good at one thing and then do it until you die or it becomes redundant - this feels a whole lot healthier.

But that's not really what I wanted to talk about, though obviously it is a bit.  It certainly ties into the subject I wanted to touch on, which is that if you intend to be a writer in this day and age, you have to expect to get competent at an awful lot of things that have only the most tenuous connection with writing.   You may well find yourself speaking in public, or doing other things that are outside of your comfort zone.  The necessities of research may turn you into an amateur historian, criminologist, astrophysicist or insect wrangler.  Unless you have the absolutely best agent and publisher in the world, you're looking at developing skill-sets like editing, web design, blogging, accountancy and publicity.  And if you're going the self-publishing route then feel free to add cover design, marketing and a whole host of other things to that list.

This can appear horribly intimidating and unfair, and it's easy to look at those people who only have the one thing to do - like, um, nail technicians and professional shot putters - and feel deeply envious.  Turn that on its head, though, and aren't we writers an hellaciously lucky bunch of folks?  Not only do we get to do something fundamentally awesome and creative, we inevitably acquire a whole host of new abilities in the process.  The more you go on and the deeper you get into those eleven years you've set aside in which to become a world-class author, the more you discover that you've inadvertently picked up a raft of skills that you never expected to have, some of which require every bit as much imagination and inventiveness as writing itself.

And here we are towards the end of a particularly rambling post, and I still haven't even touched on what first made me want to write it, which is that over the last month or two I've been learning to letter comic book pages, and just last week I finished my first attempt.  It wasn't something I ever anticipated needing to do, and there was a steep, steep learning curve - just getting my head around a professional art package took some serious doing - but it was also a little bit thrilling, and I'm proud of what I've accomplished.  I won't pretend I've come close to mastering it, and maybe it will take me another eleven years to do that, but I'm hopeful that I can do it well enough to not completely embarrass myself.  Whether I'm right ... well, if everything goes to plan, that will be for others to judge when the time comes!

Sunday, 7 June 2015

Writing Ramble: How I Write Novels Now, Part 2

So at the end of part 1 I'd got to the point of being about to start some actual writing, which depending on your perspective will probably seem either very early on or quite late, but in my case is about a third of the way through the novel-crafting process.  As I explained last time, by this juncture I'll likely have done at least some preliminary research, I'll have a detailed chapter plan based on my own synopsis and feedback from as many helpful friends as I can muster, and it will probably be in a spreadsheet because I have an obsession with spreadsheets that's all shades of unhealthy.  Seriously, if you ever ask me to my face I'll explain how it's actually the clearest way to represent all that information, how it's great for keeping track of word counts as I go and, oh, a whole host of excuses.  But the truth is, I have a problem and I know it.  I mean, right now a part of my brain is thinking about how much better this blog post would look in a spreadsheet.

This is not how I write novels.
(It really would.)

Um.  Right.  I was talking about novels not spreadsheets, which are two entirely different things, more's the pity.  Now I don't want to discuss the actual writing part here - and yes, that post title was perhaps ill-chosen, thinking back.  Suffice to say that I'll have a fairly good idea from my chapter plan of how long my planned book is going to be, and based on that I'll have allocated a set amount of time, say two hours a day for five months, that should get me through.  If that sounds a bit formal, it at least makes long-term planning a heck of a lot easier, and perhaps makes the creative process less stressful too; there's a lot to be said for knowing that if you consistently knock out a thousand words a day then in five months time you'll have a finished novel that looks something like the one you've intended.  Things will inevitably go wrong along the way, dates will get juggled and there'll be days when it all seems doomed, but so long as I get my words down I know I'll make it across the finish line.

Therefore, x number of months later I'll have a finished first draft.  It would be nice to forget about it for a while at this point - taking a break from any project once you've completed a draft is absolutely vital - but before I do that, I make sure to get it sent off to whatever wonderful folks have agreed to act as advance readers, and knock up a couple of print-on-demand copies for anyone, including me, who prefers to read the old-school way.  (Just how and why I find this useful is something I've discussed here in the past.)

A couple of months later, at the very least, I'll come back to that print copy, and over the course of about a month I'll work through it with my reader head on.  This serves at least three purposes; it re-familiarizes me with the book, gives me a chance to try and pick out some of the flaws I was blind to while I was putting it together, and last up allows me - hopefully! - to spot any typos.  (This, by the way, is the main reason why I prefer to work off a print copy; I find I skim over mistakes too easily on a screen.)  In that same month, I'll also hopefully be getting feedback from any advance readers and taking the opportunity to talk through any problems they've identified.

All of this feedback, my own and other peoples', will go into the second draft.  The aim this time through is to fix any plot issues, to polish, generally to cut - I usually aim to trim about ten percent - and generally to reach the point of having something that, while it will still contain mistakes and clumsy sentences and the odd bit of crap writing, looks basically like a finished work.  And around the same time, I'll be trying to wrestle my preliminary synopsis and chapter plan into a formal synopsis that's suitable for any publishers, editors and / or agents to read, this having the added advantage that it gets me thinking about the plot from an overhead perspective, yet another thing that can potentially highlight flaws.

Once that's all done - it generally takes two to three months - I'll let the manuscript sit again, for at least a month and more if I can afford to.  Then I'll go back for the final round.  The goal here, needless to say, is to produce a book that's as finished as I can make it.  This last draft is the quickest, and depending on how well the previous one went, might be very quick indeed.  Certainly if it takes more than a couple of months then something's gone badly wrong.

This is how I write novels.
I suppose that the obvious question at this point is, how useful would this approach to be to another writer?  To which the answer is, of course, that I've no idea.  It's certainly never been intended to be a catch-all solution, and I'm absolutely not presenting it as such here; like I said right at the beginning, I just happen to find these things interesting enough to think they're worth discussing.  I know, for example, that some writers only ever produce the one draft, and some write many more than I do.  That said, there are elements here that I'd have no hesitation about recommending.  If you're enough of a planner to go with an initial synopsis then getting feedback at that stage is a huge help; it's intimidating to let other people that close to your raw ideas, but it's worth it.  Reading through the previous draft in its entirety before you start the next one is invaluable, and as much as the environmentalist in me hates to say it, working off a dead tree copy reveals more typos that reading from a screen.  And preparing a formal synopsis while you're redrafting is actually much easier than trying to do it afterwards, counterintuitive as it might sound.

So what do you think, fellow novelist folks?  How different is your own approach to mine?  Am I making work for myself?  Or cutting corners?  Is there anything you think you might adopt, or anything you'd recommend that I'm not doing?