Thursday, 20 January 2022

Film Ramble: Top 10 Fantasy and Science Fiction Films of 2021

 I skipped my genre-film best of last year for fairly obvious reasons, and I would have skipped this year, too, for the less obvious reason that, having mostly quit writing, I'm free to just fill up this blog with vintage anime reviews if I so choose.  But a friend asked if I'd be doing one, and I've just about seen enough good movies to fill out of a top ten, and I've not much better to do, so why not?

First up, then, I'll concede that Shang-Chi and the Legend of the Ten Rings possibly ought to be on here somewhere, but I just hate its last act so goddamn much - it's the most aggravating example yet of the trend whereby Marvel only have one idea for how to handle a big action climax - and I'm also more annoyed that I probably ought to be that they've taken a street-level martial arts hero and turned him into yet another clone of Iron Man.  Lupin III: The First was a close call and Venom: Let There Be Carnage could also easily have taken the bottom spot, which is more than could be said of The Matrix Resurrected: while I have a measure of respect for Lana Wachowski for making a feature-length essay on how badly she didn't want to make another Matrix movie, and there was a marvellous little Reeves / Moss romcom tucked away amid its bloated running time, would a single half-decent action sequence have been too much to ask?  Ghostbusters: Afterlife I ignored because it looked terrible and I refuse to get nostalgic over something I was never obsessed with even as a kid.  And was there a Pixar movie this year?  If there was, it must have looked so boring that I immediately forgot its existence.

I ought to note, too, that everything bar the last three entries is ordered according to little more than the whims of a moment, since quality-wise the films are all good but not great in a largely indistinguishable fashion.  So if you want to get annoyed that I rated, say, Eternals over Encanto, then obviously feel free to do so, but perhaps don't tell me, since I'll probably have changed my mind anyway.  Let's go!

10) Sword Art Online Progressive: Aria of a Starless Night

I've always quite liked Sword Art Online without exactly knowing why or feeling especially good about devoting my time to it, but if there's been one glaring problem right from the off that the show's seemed incapable of or unwilling to fix, it was the way it treated its female characters in general and female lead Asuna in particular.  And it's desperately embarrassing that it took them this long to set that right in any meaningful way, but hey, here we are, and the result is some of the best work the highly inconsistent franchise has managed to produce.  A retelling of the first series from Asuna's perspective, it benefits greatly from the fact that she's not immediately a badass the way the series' male protagonist Kirito was, and indeed not even a gamer - a detail that makes the desperately played-out isekai genre feel a little fresher - and gains, too, from an emphasis on friendship and its pitfalls that makes for a rewarding first half.  Once Kirito shows up and the film's events veer closer to those of the show, the film loses steam somewhat, but still, for anyone curious as to why Sword Art Online is so huge and eager to experiences its virtues with less of the nagging flaws, Aria of a Starless Night is the new best starting point.

9) Monster Hunter

Bless Paul W. S. Anderson, the man's a national treasure who'll never get a fraction of the credit he deserves.  For over two and a half decades now he's been churning out B-movies, and some of them are marvellous and some of them are mildly terrible, but they're all kind of joyous in their own ways and there's not a one that feels as if it was made with less than total commitment.  Plus most of them star Milla Jovovich, and anyone who manages both to wed Milla Jovovich and find a place for her in damn near every project they go near warrants an extra measure of credit - bringing us neatly to Monster Hunter, which quality-wise is definitely nearer to the top than the bottom of Anderson's CV and indeed has a good solid stretch toward its middle that may be the best filmmaking he's produced since way back in Event Horizon.  That Monster Hunter tails off a bit in its back third is definitely a shame, but it's never less than thoroughly entertaining.  In a better world, this is the sort of of disposable-but-well-crafted fluff that would come out every month, but our world sucks and Hollywood has long since lost the art of making consistently good B-movies, so we should be extra glad of them on the rare occasions they do appear.

8) Earwig and the Witch

Is Gorō Miyazaki the equal of his father Hayao Miyazaki, our greatest living animation director by a country mile?  No, he isn't, and the answer's right there in the question.  Was a movie made for TV ever going to be the equal of cinematic masterpieces like Spirited Away and My Neighbor Totoro?  Clearly not, in the same way that no one holds Ghibli's other made-for-TV project, Ocean Waves, to that standard.  Will CG ever truly capture the handmade loveliness of top-tier hand-drawn animation?  Actually, that one I'm increasingly on the fence about, and while Earwig and the Witch doesn't get us there, it's a better stab at recreating Ghibli's distinctive aesthetic while at the same time edging it toward new places than most reviewers gave credit for.  At any rate, while an undeniably lowkey effort coming from the greatest animation studio to ever exist, Earwig and the Witch is a delight watched purely as itself, with its thoroughly prickly protagonist and a plot - in which, as many a bitter critic pointed out, nothing much happens - that plays out more like a procedural than the twee fantasy fare it clearly doesn't intend to be.  It's also very, very English, in ways that it's frankly astonishing anyone who hadn't grown up in the country could pick up on: note, for example, how many pubs the tiny village setting has!  And while Englishness is hardly a virtue in and of itself, it's indicative, I think, of how much love and care Gorō put into this, his third directorial effort.

7) Encanto

This would be awfully near the top of the list if the last five minutes weren't such a monumental act of creative cowardice and generally pissing the entire message of the movie up the wall just because Disney can't possibly leave something without the possibility of sequels and spinoffs: it's that rare ending so misconceived that it manages not only to suck in its own right but to hurt everything that was great before it.  So that's a shame and all, but if you stopped watching at just the right time, you'd be left with one of Disney's strongest efforts in a good few years, and perhaps their most radical attempt at shaking up their formula by looting from cultural sources outside of the European folktale - in this case meaning a bafflingly earnest effort to transform the raw stuff of the Latin American magic-realist tradition into a funny kiddy musical.  Its also their most explicit shot yet at aping Studio Ghibli's emphasis on essentially villain-less narratives in which what propels the story is more a working out of internal conflicts than a response to external aggressions.  And that it lands on both those counts while also being a pretty good traditional Disney movie is honestly kind of a wonder - which is why it's so maddening when the post-climax comes along and nukes all the film's good intentions from orbit.

6) Eternals

After the manipulative poverty tourism of Nomadland and the hopelessly lacklustre trailers, and given the very likely probability that nobody anywhere cares one iota about these characters, my hopes for Eternals weren't what you might call high.  And sure enough, it proved to be something of a trainwreck.  But it was an interesting trainwreck, and I was very ready for an interesting Marvel movie by that point.  And if many of the ways in which it's interesting aren't good and some of them are quite actively bad - The leaden anti-humour!  The constant self-congratulation at being slightly less awful at representation than most big budget movies! - a few are actually kind of exciting.  Really, I'd have forgiven it a lot for its earnest attempt to have actual, meaningful themes and to grapple with big ideas and to try not to be too pat in its answers.  This is exemplified by a climax that does practically none of what we expect from the climax of a Marvel movie, or any sort of big-budget movie, and instead expects us to watch our "heroes" fight each other over what amounts to differing interpretations of their faith.  And look, I'm not saying Marvel ought to be replacing their done-to-death "fight on the ground / in the air / in the sky" third acts with religious wars every time, but as a one-off?  It's certainly different.  I couldn't swear that being different is equal to being good - I couldn't swear that anything in all of this works! - but better a brave failure than a safe success.

5) Raya and the Last Dragon

I'd argue that the good stuff in Encanto is better than the good stuff in Raya and the Last Dragon, but at no point does Raya and the Last Dragon defecate all over its bed and then fling the filthy sheets in your face, so it gets to be a little higher up the list.  On the other hand, Raya and the Last Dragon does have a couple of great virtues of its own, one being that it's absolutely bonkers - somewhere along the line, somebody thought that remaking Mad Max, but with a teenage girl riding a giant pill bug, was a good idea, and that someone was actually listened to instead of being quietly ushered in the direction of the nearest sanatorium! - and the other being that, more so than any other film since Disney burned the last tattered shreds of its soul and abandoned traditional animation, it looks staggeringly lovely.  Get past the unapologetic mangling of various Southeast Asian cultures into one misshapen whole, which is possibly more offensive than the way Encanto does the same with Latin America but yields far more entertaining world-building results, and there's a pleasurable, if distinctly rote, fantasy coming-of-age tale here that's well toward the upper end of the middling ground that both Disney and Disney-Pixar seems convinced is what doing their jobs means these days.

4) Spider-Man: No Way Home

Right from the off, for anyone who's lost patience with the Marvel juggernaut and is sick to the back teeth of this current suffocating wave of nostalgia in lieu of entertainment, No Way Home sounded like the worst damn thing.  Even if we ignore the fact that you really ought to be able to walk into a cinema and watch a movie without having seen seven other movies put out by two different companies over a two decade period, who could think that doing the precise same thing as Spider-Man: Into the Spider-Verse only inevitably worse while also reminding people of those Sam Raimi Spider-man movies, two thirds of which were better than anything in your own series, was a bright idea?  And so, with all that, it's possible I'm giving Spider-Man: No Way Home credit for not being a ghastly wreck.  But I hope not.  It finds journeyman director Jon Watts getting up to considerably more interesting stuff than in his previous efforts (bar that one terrific sequence from Far From Home) and features some of the best effects work the MCU has yet to produce (if we ignore The Lizard, anyway; whatever Watts paid his eight-year-old nephew to fling that crap together in an afternoon when he realised they'd somehow missed out an entire character, it was too much.)  Yet, if I'm being honest, what really worked for me was the nostalgia, in part because I actually liked most of the preceding Spider-man movies but also because, shockingly, it opted to be so sad.  Seeing Tobey Maguire, whose career's been in the toilet for years, back in the spider-suit was sad; likewise Andrew Garfield, whose films may not have been the best but who did good work in the role.  Among the things I found weirdly moving, the amount of closure it delivered for those long-lost incarnations of the character was the most startling; but really, for all its quipiness, No Way Home was a strikingly melancholy and earnest movie, one that truly seemed set on doing right by its title character.

3) Dune

I actually have a bunch of problems with Villeneuve's take on Dune, and two of them are far from trivial.  It's absolutely half of a movie, and as the running time dragged on, I found that harder and harder to ignore, because there's just no arc here: it's a story that runs and runs and runs and stops, and that stopping point could easily have been anywhere in the last third without leaving the result any more or less shapeless.  And while there was a lot in the design work that I found thrilling, it bugged me deeply that, having found an aesthetic he liked the look of, Villeneuve seemed determined to plaster it over everything.  Say what you like about the Lynch version (or don't, since I like it and you probably don't) but it did a hell of a job of creating a universe that felt full of wildly different and competing cultures and ideologies, whereas Villeneuve's Dune does a hell of a job of creating a universe where everything's drab and brutalist.  Neither of those are small issues, so that the film gets this high on the list is a testament to how good every other element is, and more than anything to how it does the one thing genre fiction needs to do and rarely nails, which is to transport us somewhere totally other and make it feel real and true.  I didn't always love Dune, but I believed it, and arguably that's nearly as valuable.

2) The Suicide Squad

I don't much like James Gunn as a writer and I'm lukewarm to him as a director; there's nothing on his CV prior to The Suicide Squad that I'd rate as highly as other people generally do, not even the first Guardians of the Galaxy.  But with the astonishingly free rein DC appear to have given him, Gunn got to lean hard into the black humour and wanton sadism that were an uncomfortable fit for his PG13 projects, and with Margot Robbie now the undeniable MVP of the DC comics universe and Daniela Melchior stealing the film from under almost everyone else, he finally managed to make a film that does right by its female characters, and with a project that plays to his strengths and irons out his weaknesses, the results are a thing of wonder.  Incredibly dark and mean-spirited wonder, to be sure, but then, that's a big part of the fun and also wholly appropriate: The Suicide Squad ponder the notion of a US supervillain strike team mucking about in world affairs for all of about three seconds, recognises it for the grotesquery it is, and proceeds accordingly, crafting a delirious two hours of entertainment that skewers its concept with fanatical dedication.  Though written like that, it sounds like a grind, and thanks to a splendid cast doing splendid work and some truly excellent gags and just the right amount of decency and kindness at the centre of its shrivelled tumour of a heart, it somehow never is.

1) Zack Snyder's Justice League

I can't possibly justify this decision, except by saying that the existence of Zack Snyder's Justice League feels to me like a miracle and, let's face it, we don't see a lot of those these days.  And yes, I get that you might choose instead to view it as a win for the tenacity of toxic fandoms, but consider the alternative: that Snyder, an inconsistent craftsman who nevertheless clearly believes deeply and wholeheartedly in what he's up to, set out to create something of epic grandeur as one part of something even more preposterously epically grand, and a bunch of studio execs who'd lost faith in his vision because it wasn't as shiny and quippy as what those other studio execs were doing used a horrifying family tragedy as the leverage to push him off the project so that he could be replaced by a philandering, abusive hack who everyone pretty much knew by that point ought not to be working in an industry where he might get any chance to abuse his power - and then, somehow, years later, the stars aligned in such a way that Snyder got not only to fix his film but to then break it in a whole bunch of other ways that are giddily fascinating if you're a certain kind of film nerd.  A more than four hour running time!  A 4:3 aspect ratio!  A goddamn black and white version!  Clearly this sort of auterishness is madness and not a remotely sustainable model for making films, but just once in a blue moon, to experience something so vast and singular and magnificently demented - well, it was a rare treat, and for me, one of 2021's much-needed highlights.

Thursday, 13 January 2022

Drowning in Nineties Anime, Pt. 112

It's been ages since I've managed to get a post up here!  What can I say?  Sometimes you have to focus on getting the bills paid.  And perhaps since I've been unusually busy, that also means I'm concentrating on titles of under an hour in length - with an extra-short introduction to match!  Time's a-wasting, so let's get on and take a look at Princess Minerva, Tattoon Master, The Samurai, and Power DoLLS...

Princess Minerva, 1995, dir: Mihiro Yamaguchi

I don't want to suggest that Princess Minerva is overambitious, because in most ways it's anything but, and yet its greatest failing is definitely one of trying to cram too much into a forty-minutes-plus-credits running time.  Or rather, it thinks it can get away with using an awful lot of that time for setup, ending on a note that couldn't scream "now all that's out of the way, we can get into our real story!" much harder if it tried; indeed, one of the last lines of dialogue is effectively that.

The plot, such as it is, sees the boisterous, headstrong Minerva, princess of the land of Wisler, determined to recruit herself a squad of bodyguards via the medium of a fighting tournament that she herself will take part in.  And this already doesn't make a ton of sense, since feeling you need to be surrounded at all times by bodyguards doesn't exactly equate with being boisterous or headstrong, but let us generously argue on Princess Minerva's behalf that this is more an excuse to get into a scrap under her masked alter-ego of Cutey Kamen and also perhaps because she's secretly a bit lonely, having apparently no one to keep her company except her constant chaperone Blue Morris, whose job (which, of course, she's spectacularly bad at) is to keep the princess out of trouble.

This means we need enough characters for a decent-sized fight tournament and gang of bodyguards / friend surrogates, plus a decent introduction to Minerva herself and the show's secret superstar Blue Morris, plus Minerva's dad, plus the inevitable villain to be faced off against in the climax and the villain's even more villainous mentor and boy is that a ton of stuff to be crushing into this sort of running time.  Which even then might not necessarily be a problem, except that Princess Minerva far too often forgets that it needs to get all of that done and be routinely funny.  Sporadically funny?  That it manages.  And many of the characters, based on what little we learn of them, are perfectly fine and pleasant to be around, though Minerva herself never gets far beyond that anachronistic Cutey Kamen gag, which the makers seem to consider vastly more amusing than it could ever hope to be.

What mostly stands out then, in a show that seems to be nodding vigorously in the direction of female empowerment, is how revealing and uncomfortable-around-the-groinal-area-looking most of the costumes are, when the characters aren't just flat-out naked for no very obvious reason, which if nothing else suggests that nobody had altogether thought through what they were trying to accomplish here: even in vintage anime, it's hard to think of many titles that go this far down the rabbit hole of aiming a tale at teenage girls while also making sure at every opportunity that teenage boys get something to ogle.  But if ogling was the true goal, some better animation would have been nice, and some more imaginative designs, and even then, there are plenty of similar titles from the time that square the circle of having positively portrayed female characters but with a moderate amount of fan service and actually remember to chuck in more than a handful of good gags.  In fact, I don't generally do this, but you know what?  If you want a fun fantasy comedy about misbehaving female teenage royalty, Detatoko Princess does everything Princess Minerva tries and gets it right, and is twice as long to boot.

Tattoon Master, 1996, dir: Shûichi Hirokawa

One of the many nice things about distributor Media Blasters being back in active business and energetically reissuing large swathes of their catalogue is that reviewing their long-since-vanished titles feels that bit less redundant than it used to.  Not that Tattoon Master is among those they've rescued from the grave, but who knows, they might, and that's more than can be said of a lot of what I cover here.  Whether they actually ought to, though ... well, I guess that's what I'm meant to be covering, isn't it?

So excuse me if my answer is a resounding, "Um, maybe?"  But perhaps a plot summary will give you an idea of why it's tough to work up strong feelings either way, especially if you bear in mind that Tattoon Master was one of those obviously unfinished titles that the distributor was so fond of, consisting of two half hour episodes that wrap up nothing whatsoever.  Anyway, that plot: we first meet out teenaged protagonist Hibio when he's dressing down a pair of his friends for harassing a girl, only for him to then tell her off in turn for wearing a skirt and so attracting their unwanted attention.  And this teaches us most of what we need to know about Hibio, who has, it's implied, gone severely off the rails since the assumed death of his anthropologist mother two years earlier, enough so that he seems to have developed a mild hatred of all things female but not quite enough that his innate sense of justice doesn't shine through occasionally.  But, shock!  Hibio's mum isn't dead at all, she's off in some unspecified middle of nowhere with the Tattoon tribe, who gain magical powers by tattooing their bodies or somesuch nonsense, and not only that but she's promised that her son will marry their princess, Nima, who took such a liking to him based on a glimpse of a photo that she decided to abandon her royal duties and chase after him.  But bigger shock!  The misogynistic Hibio doesn't want to get married, and also there's a schoolfriend with a crush to be competed with, and also also Nima's being hunted by some guy who believes her tribe is responsible for his brother's death, and that's all the alsos we get because, lest we forget, the thing's only an hour long.

There's nothing actively bad in there; or rather, there's quite a lot that could easily have been very bad indeed, from the basic premise upward, but Tattoon Master does a deft job of ducking the worst of it by, firstly, making clear that Hibio is a jerk and that we're not expected to sympathise with his jerky attitudes, and secondly by giving us enough glimpses into his bitter sense of abandonment and his supressed better self that we're confident Nima isn't wholly barking up the wrong tree, and lastly by making Nima herself a bit more complex than the semi-naked airhead we're initially introduced to.  On the whole, if Tattoon Master has an angle that separates it from the many contemporary titles it's blatantly similar to, that's it: the show has a sliver more seriousness and a dash more maturity than you might expect, in a way that extends to designs that lean more toward realism than cartoonishness and some generally respectable animation that grounds even the wackier moments with a certain physicality.

Does that make it better or worse?  Does it make any difference at all?  Honestly, I'm not sure, and maybe that's the heart of why I'm feeling more ambivalent about Tattoon Master than I'd like to.  Or put it this way: it's great to have a distinctive approach, but when you only have two episodes to play with, making your approach "every comedy fantasy anime you've seen but with a fraction more realism and psychological depth" is arguably less valuable than just cramming in a ton of great jokes and getting out of Dodge.  Which, to bring us back to the opening, makes for a title that would certainly be worth considering if it should one day resurface at a sensible budget price but is just as certainly not worth the effort of hunting for in its current, hard-to-find form.

The Samurai, 1987, dir: Kazuo Yamazaki

I hadn't so much as heard of The Samurai until about a month ago, and I'll wager you haven't either, and there are plenty of reasons that might be the case, the most obvious being that there have been many, many short comedy OVAs released over the three-and-a-half decades since this one came out and obviously not all of them are going to be remembered.  But if I may, I'm going to suggest another explanation, which is that ADV's presentation of the title absolutely sucked, and what kind of chance did it ever have with a cover like that?  Would you have even guessed this was meant to be a comedy?  Would you have come to any sort of conclusion whatsoever or just taken a single glance and instantly forgotten the entire business?  That's one exceedingly lazy bit of design right there, and the back isn't an awful lot better, though it does at least have the decency to clue the potential buyer into what they might be in for.

The point of this lengthy diversion being, The Samurai is actually pretty good, and maybe even very good, and it's a shame that it hasn't managed to hang onto some sliver of a reputation, the more so given that it's that rare vintage title that can still be picked up at sensible prices.  Though all of this comes with the caveat that it may well not be your thing: this is one of those raunchy anime comedies that were so the rage back then, which means lots of (mostly female) nudity and lots of gags where said nudity is more or less the punchline, and that's obviously not everyone's cup of tea.  Nor is it mine, mostly, but The Samurai has the decency to get to its smutty jokes honestly and to play them with great energy and glee, and that makes it easy to be on side with.

Takeshi Chimatsuri is a teenager who, for reasons the plot never discloses but kind of nods toward in a surprisingly satisfying fashion, lives his life entirely in the mode of an historical samurai, down to carrying a sword to school - something that comes in handy in the opening scene, in which terrorists have taken over his class, an incident that gets resolved in seconds and is never referred back to, which should give you an idea of how rabidly the show tears through ideas without worrying over how they'll fit together.  Other than his eccentric lifestyle choices, Takeshi has one great weakness, and that's women: even a glimpse of unveiled female flesh is enough to send blood geysering from his nostrils in the fashion of countless horny anime teenagers.  While this clearly hasn't been doing him any favours, it's about to become a major issue indeed, as the two new female students entering his class turn out to be a pair of ninjas in search of the short sword that Takeshi's father once won from their dad.  Moreover, they're willing to do whatever it takes, and as you've probably guessed by now, that includes taking some or all of their clothes off in roughly every other scene.

Okay, maybe suggesting that The Samurai gets to its nudity honestly was a stretch in retrospect, but still, it's about as integral to the plot as you could hope.  It's a fine line that's being tread, to be sure, and the show is definitely more sex-obsessed than most, but it also never forgets that the goal, first and foremost, is to be funny, or at any rate fun, and it manages that effectively non-stop for the whole of its running time.  That racing through of plot points I mentioned is a virtue in that respect, and the result plays much like a sketch show, or perhaps more accurately a greatest hits: my guess is that there was a longer manga and the creators decided to barrel through the material as best they could in the time they had.  Which is a good approach for this sort of thing, especially so when you have some uncommonly decent animation at your disposal, of a sort that would have been barely imaginable for this kind of material even a half decade later.  The Samurai looks pretty flashy for what it is, certainly about a thousand times better than that crummy cover would suggest, and if my theory's right, it's a heck of a shame some lazy distributor decisions kept such a delightful little title away from the audience it deserved.  There's not much to be done about that now, but maybe keep an eye out for it, eh?

Power Dolls, 1996 - 1998, dir's: Hiroyuki Kitakubo and Masayuki Hidaka

Mostly watching and reviewing vintage anime is fun, pretty much regardless of whether said anime is any good or not, hence why I keep on doing it with such obsessive persistence.  But just occasionally you come across a title that's very frustrating indeed, and it's such a one we have here.  Power Dolls - or rather, Power DoLLS, since, as you can see from the cover if you squint, there's an especially tortured acronym to be accounted for - isn't very good, but it isn't good in ways that aren't terribly interesting to talk about and make me annoyed not at the creators, who genuinely appear to have done their best to make the most of an intrinsically unrewarding brief, but with ADV, who released a duff DVD in the sure knowledge that it couldn't possibly reach the one audience that might get something out of it.

That's to say, if you were to actively enjoy Power DoLLS, I'm confident it would be because you were a fan of the turn-based strategy video game series that it was made as an accompaniment to.  Not, let's be clear, an adaptation, something that might have potential to reach beyond those who were familiar with the source material: no, for all that Power DoLLS deigns to key us in with the bare basics of its setting, nevertheless the two stories presented here are almost wholly driven by an assumption that you're already acquainted with the characters and central conflict, because good luck trying to get more than the shallowest grasp of them based on what's provided, let alone to find any emotional resonance in the events portrayed.  And here's why that's especially annoying: not one of those games was released outside of Japan.

So nuts to ADV for putting out something that simply had no right to be dropped into Western markets, presumably in the hope that girls plus giant robots was such an inherently winning formula that it couldn't fail to rake in a little cash.  But equally frustrating is that Power DoLLS is nearly good enough to stand on its own merits rather than as a mere accompaniment to a games series that sounds as though it was considerably better than this might lead you to expect.  Don't get me wrong, there isn't the barest shred of originality here, but the future war that the OVA presents is treated with an appropriate measure of grimness and both the tales on offer do a decent job of undercutting their gung-ho nature with an awareness that war actually kind of sucks, and even in the space of less than an hour we get to see refugee crises and civilian causalities and moral greyness and in general the kind of stuff that gets stripped away from war when it's being used for the purposes of entertainment.  And sure, that may only be giving credit for having taken notes from Gundam Power DoLLS has basically no notes that it hasn't taken from Gundam - but better to borrow from a franchise that treats these topics well.

Actually, if all we had to deal with was a short Gundam knock-off that had delivered the vast bulk of its story in an entirely different medium, I might still be more kindly disposed to Power DoLLS.  But what really makes the experience galling is that what we actually get is not a two-part OVA but two wholly separate OVAs, or possibly an OVA and a pilot for a series that never came to fruition, which is very much what the second one appears to be.  And part one is barely functional on an animation level, while part two looks pretty nice if you can get past some decidedly strange character designs, and there's a four year in-universe gap between the two that places them in entirely different conflicts, presumably because they were made on the back of entirely different games, and the whole experience of watching them and trying to focus on their relative merits while ignoring their obvious but different flaws is damn dispiriting.  Power Dolls isn't awful, it's simply a functional attempt at providing a specific product for a specific audience, and that makes it tough to hate on but considerably tougher to say anything nice about when you're not in and couldn't possibly be in that demographic.

-oOo-

That was a bit of a washout, and a particularly disappointing washout, too.  I had unreasonably high hopes for Princess Minerva, based on nothing besides the knowledge that nineties anime was more than capable of producing good comic fantasy with less than an hour to play with, and I suppose I had even less reason to be optimistic for Power DoLLS - it is, after all called Power DoLLS! - but the cover made it look sort of neat, and I'm absolutely foolish enough to fall into ADV's carefully laid "look, girls and giant robots!" trap.  As for Tattoon Master, I'd seen some fairly positive reviews, and they weren't wrong, exactly, but there's a difference between promising and successful, and it's a title that definitely needed a couple more episodes to prove itself the latter.  And so we're left with The Samurai, which I had no expectations of at all and which proved to be a total joy.  So I guess the moral is, expect everything to suck and maybe sometimes you'll be pleasantly surprised.  Wait, no, that's an awful moral!



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

Sunday, 14 November 2021

Drowning in Nineties Anime, Pt. 111

This one set out to be a sexy anime special, because, as we've long since established, there's a fair old bit of vintage anime that, while not out-and-out hentai, was still happy to include a splash of gratuitous titillation to spice up the proceedings.  But somewhere along the way, the post seems to have morphed into something that's harder to pin down and arguably more interesting: the connecting thread here is that, whether through cuts for the Western market or marketing approaches or choices made by the original creative teams, all four titles here censor or downplay or otherwise get a bit tricksy with their sexual content.  But rather than try and explain what I mean by that here, we may as well roll straight into the reviews and take a look at Fencer of Minerva: The Emergence, Variable Geo, Sins of the Sisters, and Dragon Knight: Wheel of Time...

Fencer of Minerva: The Emergence, 1994, dir's: Takahiro Okao, Osamu Sekita

I haven't forgotten how I've said multiple times that I wouldn't start reviewing hentai here, but the problem is, what happens when someone goes out of their way to put out a hentai title in a way that downplays its hentai-ness as much as possible?  Not that that's precisely what U.S. Manga Corps did with Fencer of Minerva, the amount of semi-nudity and chains on the cover is definitely a tip-off, but what they did apparently do is trim some of the sexy stuff to secure a lower rating and then describe the result, rather duplicitously, as "action / adventure" rather than, you know, soft porn.

In fairness to them, whichever way you come at this first volume of Fencer of Minerva, it's going to end up feeling like a surprisingly elaborate fantasy adventure that has to keep putting on the brakes every ten minutes for a sex scene, and since the two strands don't always gel, there's sense in marketing it as one or the other rather than trying to express how schizophrenic it actually is.  For the first two episodes, anyway, this also has the curious side effect that you can just about watch the show as a decent slice of high fantasy and about tune out the sexy stuff.  Not that I've anything against that in theory, but - apparently drawing heavily on a series of books by author John Norman known as the Gorean Saga - Fencer of Minerva is extremely focused on male-dominated bondage and female submission, to the point where those ideas are baked deep into its world-building, with a culture that essentially seems to have replaced marriage with sex slavery in which it's always the women who end up enslaved.  Since it's aiming to be more erotic than horrifying, Fencer of Minerva wraps itself in knots dressing most of this up as consensual, and so, for instance, as much as our protagonist Diana might seem unhappy about being whipped, the men doing the whipping are quick to point out that she's actually clearly turned on by it.  Which, I don't know, maybe is persuasive if you're determined not to think about it, but given the pains Fencer of Minerva goes to in crafting a world where female subjugation is the norm, it's tough not to reach the conclusion that, for all that Diana routinely ends up consenting after the fact in some form or another, her consent is meaningless in a culture where the roles available to women apparently boil down to princess or sex slave, with the princess jobs particularly hard to come by.

The flipside of this is that, while it makes the hentai aspects off-putting unless you're on their wavelength, it doesn't harm the adventure fantasy side of things all that much.  A version of Fencer of Minerva less committed to its core concept would actually be worse, I think; for the first two episodes, the sense is more of having this society plonked in front of us to make of what we will than of being expected to blindly accept it, especially given that said society clearly isn't functioning awfully well: this we learn in the opening scene, when a bloody coup separates our protagonists, Shou the son of the murdered king and Diana the daughter of his usurper.  By the time fate chucks them back together years later, the land is on the verge of revolt, and it's that turmoil which drives the action as much as Diana's discovery that just maybe she'd quite like being a slave so long as Shou happens to be her master.

Sadly, the political shenanigans go out the window for the third episode, which dispenses with most everything but the sex and really does seem determined to persuade us that sexual slavery is a great lifestyle choice that any woman would be mad to turn down.  And here I ought to mention that Fencer of Minerva isn't in any way well animated or pleasant to the eye, barring the odd nice background, and so even if the soft-porn parts worked on their own merits, they still wouldn't work, so that an episode with nothing else going for it is basically an episode with nothing going for it whatsoever.  Oh, except for the music, I guess, that's unexpectedly great, with gorgeous opening and closing themes that appear to have blundered in from some much better anime.  Given how that still leaves us with two episodes I found mildly engaging versus one I had no time for, I feel like I'm still just about recommending this if it sounds like it might be your thing, but that last part is definitely a bigger than usual caveat.

Variable Geo, 1996, dir: Tooru Yoshida

As a way of getting us to a point where you might have some sense of what Variable Geo is like, I'm going to have a crack at describing the first five minutes, though I'm not sure I'm up to the task, so bear with me.  We open on a young woman we'll later learn to be named Yuka Takeuchi, and as we meet her, Yuka's stressing out because it's raining and she's running late for her waitressing job.  However, barely has she arrived and begun to be scolded by her manager but she spies another woman standing in the street who evidently has business with her.  That business turns out to be challenging her to a fight, something Yuka seems wholly unsurprised by.  Little turnstile posts pop out of the ground and they both insert the special cards they have - this, I stress, is happening in a previously crowded road in the middle of Tokyo! - and, lo and behold, the ground opens and a wrestling ring rushes up from some unfathomable subterranean depth.  At which point, every screen in the city cuts to the unfolding match, including that of the mayor, who seems terribly pleased that a Variable Geo bout is about to kick off and terribly unconcerned that it's brought the capital of Japan to a standstill.

Reading over that, what I doubt I've conveyed is how odd and hallucinatory the intro of Variable Geo - and the rest of it too for that matter, but we'll come to that - feels.  Variable Geo the anime, you perhaps won't be astonished to hear, is an adaptation of a fighting game, from that period when fighting games were absolutely everywhere and apparently every single one got an anime adaptation.  The Variable Geo series' gimmick - because this was also the period when fighting games were having to resort to increasingly showy gimmicks to stand out from the pack - was that all the characters were women, and waitresses, and rather than, like, having their spine torn out or something, the punishment for the losers was that they were stripped naked and / or sexually abused.

While we might dearly wish otherwise, Variable Geo the three episode OVA takes all that and recreates it faithfully.  Or ... I dunno, maybe faithfully isn't the word.  It's definitely the case that the losers have their clothes torn off, either relatively voluntarily or else by whoever's to hand, and obviously this is gross and exploitative, but what makes it especially weird is that Variable Geo seems to understand and acknowledge that fact, and so we're left with exploitation in which the cast keep calling the show - and by implication, the game - out on its dodgy antics.  Oh, there are the occasional characters who are quite down with getting naked, but there are plenty more who let us see how miserable and humiliated they are, injecting a measure of humanity into what, on the page, clearly ought to be tacky smut.  

What I'm trying and probably failing to get at here is that Variable Geo is both much better than it ought to be and much, much stranger.  It's like a bunch of very smart, capable people sat down and genuinely tried to make a solid anime adaptation of a game that sounds unbelievably unpleasant based on its Wikipedia description without altogether chucking away their integrity or creativity.  That means keeping the horribly exploitative aspects but twisting them into something openly uncomfortable, and it means adapting a plot that doesn't make one whit of sense by massaging it down into manageably nonsensical chunks, and it means a quite dizzying lack of internal logic: as far as I could figure out, Variable Geo fights are wrestling matches happening solely between waitresses, except when they involve ninjas or corporate CEOs, and also you can use weapons or magical powers or cybernetic enhancements if you like, and you can have other people fight on your behalf or bring along a gang, and quite why nobody has thought of just nuking their opponent from orbit is anyone's guess.

Perhaps most shockingly, and for a rare change, having a creative team who actively appear to give a damn means a fighting game adaptation that actually has some pretty good fights, which more than anything suggests that director Yoshida hadn't the faintest clue what his job was here.  Indeed, the animation as a whole is respectable in a way the source material could never hope to be, to the extent of somehow redeeming some theoretically godawful character designs.  And while I hate myself a little for having enjoyed Variable Geo as much as I did, that being a heck of a lot, I also can't but love its creators for taking something that, by any imaginable metric, should have been terrible and arriving at one of the most vibrant, amusing, exciting, and bonkers fighting game adaptations you could hope for.

Sins of the Sisters, 1994, dir: Yorifusa Yamaguchi

As a way into how aggressively baffling Sins of the Sisters is, we might pause to note that what it really ought to be called is St. Michaela Academy II, or maybe St. Michaela School Travels II, or to give it its Japanese title, Sei Michaela Gakuen Hyouryuuki, but what's really important is that it's a sequel to a previous OVA from four years earlier.  And sure, passing off sequels as original stories is bound to cause a measure of puzzlement, but the truth is that Sins of the Sisters trips over itself in assuming we haven't seen part one and need all the salient facts repeated, so that's not really the problem here, except in so much as it requires the dumping of quite a lot of exposition to bring us to the point where this particular tale can get rolling.

But nope, for all that that may be part of the issue, it's certainly not the heart of it.  Rather, the issue is that the story Sins of the Sisters sets out to tell is positively demented from top to bottom.  I'd try for a summary, but doing it justice would require more words then I'd normally write for an entire one of these posts, and I doubt anyone would be much wiser by the end.  But let's see if we can't set out the crucial points: we open on the bitter close of the  Children's Crusade, a real historical event you'd better be at least vaguely familiar with if you're going to be on Sins of the Sisters' wavelength even slightly, at the point when young Hans, leader of the youthful would-be crusaders, realises that he and his fellows have been betrayed and sold into slavery by the pope.  Rather than take this lying down, Hans denounces god, commits suicide, and travels hundreds of years into the future, where he reincarnates as teenaged schoolgirl Aiko and teams up with the other students of St. Michaela Academy to overthrow all the world's religions and governments and usher in a utopic golden age of peace, and ... oh hell, this is already sounding like the ravings of a lunatic and, so far as I could tell, I'm not even up to the stuff that wasn't just a recap!

Suffice to say that this sequel sees the survivors of the first OVA, largely without Aiko / Hans, who's recovering from the injuries they sustained in part one, setting out to avert the historical tragedy that set off this whole mess in the first place, even though doing so would presumably reset everything to the way it was.  Anyway, our intrepid band of warrior schoolgirls find themselves accompanied by a woman / ghost / murderous hermaphrodite whose lover died in, I think, the unaltered timeline, and they're trying to ensure that Hans dies just as he historically did, possibly, and argh trying to make sense of any of this is making my brain bleed.  Which is hardly surprising given that I spent most of Sins of the Sisters in delirious awe at how badly it was mangling history, logic, and the most basic rules of narrative construction; really, from the opening scene and the first mention of the Children's Crusade, I knew I was in for something truly and awesomely special.  But however historically dubious that was, it barely prepared me for the point when the youthful crusaders find themselves reinforced by a bunch of Japanese schoolgirls in modern-day uniforms and barely blink an eyelid, though I'm fairly certain the average French person in the thirteenth century hadn't the faintest clue Japan existed.

But cataloguing every mad moment in Sins of the Sisters is a fool's game when it consists of almost nothing except mad moments.  And I haven't even touched on how this demented fantasy time travel historical thriller is also, and maybe even primarily, a work of pornography.  Fairly softcore pornography, granted, but given that all the characters are children or teenagers, it's hard to see who U.S. Manga Corps thought they were kidding with their claim that "all characters depicted in sexual conduct or in the nude are aged 19 or over" ... there's a brief but disturbing rape scene that alone gives the lie to that.  Yet getting prudish about Sins of the Sisters is equally a fool's game, if only because the person who comes to a simplistically animated fantasy time travel historical thriller in search of erotic thrills deserves our pity more than our censure.

Or am I just making excuses?  As is probably clear by now, I adored every mad minute of Sins of the Sisters, and I'd have forgiven it quite a lot simply for how it offered me ninety-some minutes of not knowing what the hell craziness it was going to pull out of its crazy hat next.  And speaking of hats, let me take mine off in the direction of director Yorifusa Yamaguchi, who deserves all the praise in the world for meeting some very obvious budgetary restraints by indulging his most outlandish creative instincts, regardless of whether they were necessarily "good" or not.  One example should suffice: in that opening scene, as the child crusaders hurl themselves into the ocean, they're represented not as individuals but as identical amorphous humanoid shapes, with Hans the only recognisable human among them: it's so obviously a cost-cutting measure, and it looks sort of rubbish, yet it's also damned effective in a strange and abstract way.  Which, for a particular sort of viewer, might well sum up Sins of the Sisters: it's clearly very bad indeed on many, many levels, and at the same time it's so far from anything you're likely to have come across and so stubborn in treating its absurd material with stony-faced seriousness that it's hard not to love it a little simply for going against all the rules of what conventional storytelling is meant to look like.

Dragon Knight: Wheel of Time, 1998, dir: Hiromichi Matano

Dragon Knight: Wheel of Time is something of an exception here in that it contains no sexual content whatsoever bar a bit of semi-nudity and some none-too-subtle implication, but I'd argue that it earns its right to be a part of this post, because what ADV presented as a largely sex-free fantasy tale was anything but in its original incarnation.  It is, in fact, an adaptation of the hentai RPG video game franchise Dragon Knight, and specifically of Dragon Knight 4, so far as I can tell.  But the funny thing is, the cut version of Dragon Knight is so great that it's impossible to imagine how it would be improved by jamming in sex scenes, and having unearthed the removed footage online, I can confirm that it brings bugger all to the table, except in so much as moderately well-animated sex scenes can be enjoyed on their own merits.  But given that one of them makes our protagonist a rapist and all of them together make him kind of slutty in ways the plot badly needs him not to be, I'm comfortable in proposing that the ADV version is actually an across-the-board improvement.

That Dragon Knight: Wheel of Time is going to be something special becomes apparent in its opening scene, which quickly sets out its irresistibly neat premise.  We meet our hero Kakeru in a subterranean cell, where he informs us he's been for a very long time indeed, and what we glimpse of the world above suggests it's gone straight to hell in that time.  But Kakeru's freedom is at hand: a guard who enters his cell reveals herself to be the dark-elf Marlene in disguise and she has a means of sending him back through time, in an attempt to set right what went so badly wrong the last time.  There's a pretty enormous catch, though: Kakeru will be there in disguise, helping his former self, and if young Kakeru should discover who his mentor is, adult Kakeru will vanish from existence.  Moreover, with the long-imprisoned Kakeru's memory on the distinctly flaky side, the most help Marleen can offer him is that he needs to convince her past self of something vital and that, if he should succeed, he'll be able to save his childhood love Natasha, his failure to do so being about the only thing that cuts through his mental fog.

Those first five minutes are near to flawless, using the sort of stylised mood that only animation can generate and a pair of strong performances to hook us into the world, and though there'll be dips along the way - especially where that animation is concerned, care of some exceedingly evident budgetary constraints - there's never a moment with Kakeru and Marlene on screen together that isn't hypnotic.  Dragon Knight: Wheel of Time is arguably quite bad at a lot of things, such as keeping track of a large cast of minor characters who presumably mattered more in the game and making any sense whatsoever of its wider conflict, which until the last episode is engaged with hardly at all, but the developing central relationship and that marvellous premise are a charge of narrative energy that's never absent for very long.  I suppose that "go back in time to save your past self" isn't the most original idea ever, but "go back in time to save your past self when you can't remember what went wrong the first time and are also rapidly coming to suspect that you may have been stuck in this loop basically forever" is a heck of a lot more so.  And arguably it makes those storytelling flaws far less relevant: future-Kakeru is barely engaged with most of his companions because by this point they're mere doomed pawns in a conflict that's been played out far too many times, and even that conflict isn't as important as the tiny opportunities along the way to nudge events onto a new and potentially better path.

I'm nervous of overselling Dragon Knight: Wheel of Time, because there absolutely are problems.  As I said, the budget just isn't there for something this ambitious, and though director Matano and his team do a sterling job of getting every last yen onto the screen and thus making the stuff that matters sing, that still leaves an awful lot of obvious corner-cutting, not to mention some deeply uninspired character work; to pick on the most egregious example, I couldn't decide whether I found it more galling or charming that Marleen is to all intents and purposes a copy and paste of Pirotess from Record of Lodoss War.  And yet the central setup is so, so good, and it's apparent that Matano knew that and flung everything at making what needed to work work, and for me it absolutely did, more so than I could  have imagined had you pitched me a four episode OVA adaptation of a hentai RPG video game.  Ultimately, its failings are easy to turn a blind eye to, whereas if, like me, you're theoretically a fan of fantasy but deeply tired of seeing the same clichés endlessly trotted out, its uncommon virtues make for a real treasure that's among very best titles of its type.

-oOo-

Obviously something's gone terribly wrong here, because the last time I did one of the these sexy anime posts, I'm pretty certain the conclusion wasn't "most of this stuff is great and you should absolutely keep an eye out for it."  The clear exception, of course, is Fencer of Minerva, and even that managed to be pretty solid for a couple of episodes care of a few novel ideas.  As for the rest, though?  Well, Sins of the Sisters is probably terrible - no, it's definitely terrible - but nothing would betray the spirit of Drowning in Nineties Anime more than failing to recommend something that delightfully insane, and Variable Geo somehow manages against all the odds to be legitimately good, and Dragon Knight: Wheel of Time is a new favourite.  Go figure!



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

Sunday, 24 October 2021

Drowning in Nineties Anime, Pt. 110

There's not much to say by way of an introduction this time around, except that this isn't the "sexy" vintage anime special I vaguely promised last time.  But curb your disappointment!  No doubt we'll get to that soon enough, and in the meantime, there's plenty of the usual randomness to go around: we've got comedy sci-fi, we've got gross-out horror, we've got giant robots, and to top things off, we've a spot of supernatural-tinged medical drama.  Or to be more specific, we have Birdy the Mighty: Double TroubleUrotsukidōji III: The Return of the Overfiend, Mobile Suit Gundam: The 08th MS Team, and Black Jack: Biohazard...

Birdy the Mighty: Double Trouble, 1996, dir: Yoshiaki Kawajiri

What the heck happened to the Birdy the Mighty OVA series?  Of all the vintage anime lost to time, its vanishment is one of the hardest to comprehend.  Here's a show that was put together by the ever-reliable studio Madhouse and directed by Yoshiaki Kawajiri, perhaps the most consistently great director of the late eighties and early nineties whose name wasn't Hayao Miyazaki, capping off a spell of work that included the likes of Demon City, Cyber City Oedo 808, and Ninja Scroll, and found him both near the top of his game and pulling out some brand new tricks.  And all of that skill and ambition was in the service of an irresistible premise, whereby bad-ass space cop Birdy Cephon Altera finds herself stuck sharing a body with aimless teenager Tsutomu Senkawa and now has to accomplish all her usual space cop business while existing on a time-share arrangement and trying not to trash Tsutomu's life too much.  It's a strong enough idea, replete with obvious opportunities for humour, pathos, and buckets of action, that the Birdy the Mighty franchise would be revived a decade later and given the full-length TV show treatment under the title of Birdy the Mighty: Decode.

Yet here we are with Birdy the Mighty: Double Trouble, first volume of U.S. Manga Corp's two-volume release, and does anyone remember it at all?  I'm guessing the answer is no.  And it may be that we've already inadvertently touched on the reason why, in that U.S. Manga Corp were often not great at pushing their titles or releasing them in a fashion likely to get them into the hands of punters, and it looks as though, in this case, something went very wrong indeed.  Volume one, Double Trouble, has been tough to find for years; volume two, Final Force, is one of the rarest vintage anime titles out there, and there was never a collected edition or reissue.

To be blunt, it very much seems like the Birdy the Mighty OVA got screwed over by its distributor.  Because, assuming the second half doesn't mess things up horribly, it's a real gem.  Not an especially deep or complex one, to be sure, and it makes the odd misstep - primarily some dumb comedy centred around Tsutomu's family that goes nowhere and a grating closing theme that's hardly a good note to end on - but, like its protagonist, when it hits, it hits hard.  With Kawajiri at the helm, it should come as no surprise that the action is unusually imaginative and well-conceived, and since there's tons of action, that's justification for a watch in and of itself.  However, while the concept may be relatively shallow, what's been built around it is unexpectedly satisfying; we barely learn the first thing about Birdy's job or about Birdy herself, but some excellent design choices and subtle world-building nevertheless give the sense of a whole universe ticking away just off the edges of the screen.  And Birdy, too, is rather more nuanced than you might be led to expect by her spray-on costume, as is Tsutomu once he gets past his initial shock at being killed and resurrected as one half of a comedy buddy-cop pairing sharing the same body.  Their interactions have a genuine charm, and it's a credit to the creators that they largely steer away from the sort of easy "he's a guy in a body that's got boobs!!!" nonsense that would have been such an obvious route to go down back in 1996.

I suppose none of this really makes for an all-time classic; aside from the great action and the mostly excellent animation, there's nothing truly standout or memorable to Birdy the Mighty: Double Trouble, and you could argue that the series would go on to do a better job of developing the idea all those years later, though personally I find the swift dashes of world-building here more compelling than the somewhat overly thought-out attempts there.  But be that as it may, Double Trouble is a fine take on a fine concept, a funny, thrilling, gorgeous seventy minutes of awesome sci-fi action goodness.  Add in the fact that it's not as though Decode is exactly readily available these days, and it's fair to say that, however you look at it, the world has much less Birdy the Mighty in it than it ought to.

Urotsukidōji III: The Return of the Overfiend, 1992, dir: Hideki Takayama

First, a disclaimer: the version of the third Urotsukidōji OVA I watched was the one released by Kiseki Films, which was heavily censored and, judging by the disparities in the episode running times, presumably heavily cut.  And second, a confession: despite being open about how I found them to be largely devoid of value either as art or entertainment, I rewatched both the previous OVA series by way of prep work for diving into this one.  Though, to be honest, that had as much to do with it being suggested to me a while back that I'd been unduly harsh on the original Urotsukidōji, Legend of the Overfiend.  In retrospect, maybe I was a touch; returning to it with a ton more vintage anime under my belt, I definitely found it less shocking, if not much less unpleasant.  But better?  I dunno.  What struck me on a rewatch was that it was at least trying to tell a grand and mythic tale of cosmic horror, even if it also felt the need to stop at regular intervals to show off a bit of demon rape or other ghastliness.  One criticism I definitely stand by is that neither of the first two OVAs had anywhere near enough story to fill their running times and so were left with middles where scarcely anything happens, and one piece of praise I equally stand by is that both have unexpectedly decent third acts, where the otherwise often iffy animation pulls itself together and the narrative actually hits that grand, mythic cosmic horror note and for a brief few minutes I could see what some folks find to love here.

What's weird about Urotsukidōji III, then - I mean, aside from the run-of-the-mill Urotsukidōji weirdness - is that it has neither the greatest fault nor the greatest virtue of its predecessors and thus manages to be a bit ... well, I guess you can't fairly call something with this much rape and bloodshed and freaky scenes of people transforming into insect women and robotic spider monsters "boring", but nonetheless, that was the word I was heading toward.  The animation is never anything truly special and frequently outright poor, sinking to downright laughable at points in a manner that feels like the result more of a lack of time than a lack of money, though I'm sure the latter was a factor.  And as for the plot, well, that's absolutely stuffed to bursting, or even past the point of bursting, since it definitely feels like there's at least one two many storylines and maybe half a dozen too many significant characters in play.

This leaves me somewhat torn, the more so because, maybe simply by virtue of having a lot of plates spinning at any one time, Urotsukidōji III seems as though it has a lower quota of sexual violence than parts one and two, though it's possible there's just as much and it feels less soul-crushing for being spread over a gobsmacking three-hour running time.  Don't get me wrong, this third entry still has a horrible attitude toward practically all its female cast, and there are a couple of scenes that are startlingly repellent, even if the shonky animation robs them of some impact.  In particular, the character of Alector feels like if 4chan gained sentience and set out to write the most misogynistic character it could imagine, and even if everything else in Urotsukidōji III was a model of progressive attitudes toward women, I'd still hate it a little for her arc.  All the same, and maybe this is just the weariness brought on by watching three of these things relatively back to back, but I couldn't summon a lot of anger this time around.

Partly that's because Urotsukidōji III never has the relationship with reality that its predecessors did, being set in the post-apocalyptic hellscape that's all that remains after the events of the first series.  It's fair to say that, where until now the franchise was horror-fantasy, here that balance has flipped and what we have is primarily a work of fantasy larded up with some occasional, albeit extreme, horror.  And while I sort of admired its determination to follow up on the narrative that had been handed to it - one of the most truly shocking elements of the Urotsukidōji series is the extent to which it does tell one vast, consistent tale, for all that surely nobody came to these things looking for that - the setup it was given simply isn't that interesting.  Plus, it requires Urotsukidōji III to effectively reboot the entire affair, with only a couple of recurring characters getting much to do and lots of new ones to be introduced, which, yes, means that this time we do get more than enough plot but also means that everything feels enormously busy without offering much that could be called entertaining.  There's no one to root for and certainly no one to like and none of the various conflicts have clear or meaningful stakes, devolving as they largely do into "who'll win in the battle between this horrible person and this horrible person?"

Look, I didn't hate this one, so there's that.  However, aside from the odd cool moment of body horror, I also can't think of a reason to recommend that anyone might want to watch it, which, as much as I don't personally have a damn bit of time for either of them, was at least true of Legend of the Overfiend and Legend of the Demon Womb.  If you're the person whose existence I'm highly doubtful of that got to the end of those two desperately eager to see where this convoluted but not really that complex or clever mythology was heading, you should absolutely give this entry a go, because boy does it want to give you all the answers it can possibly come up with.  As for everyone else?  Much as this is probably the entry I least disliked, that's far from being a recommendation.

Mobile Suit Gundam: The 08th MS Team, 1996 - 1999, dir's: Takeyuki Kanda, Umanosuke Iida

The 08th MS Team, the OVA series that ran across four years toward the tail end of the nineties, doesn't get off to the strongest of starts.  Or, no, that's a fib; its first episode is a miniature space-opera masterpiece and as strong a start as you might hope for, it's only in the immediate aftermath of that superlative beginning that things tails off a little.  And even here I wonder if I'm being unfair, because the truth is that the show sets itself up for certain preconceptions - essentially a Gundam take on the Vietnam conflict - that it's only sporadically interested in fulfilling.  In the first half, that becomes a niggling frustration, because, come on, 'Dam in the 'Nam is one hell of pitch and who wouldn't want to watch that?  Here's a franchise, after all, that's routinely at its best when it's hewing close to real-world issues while dressing them up with just enough sci-fi pizzazz to soften their harshest blows.

As it turns out, what The 08th MS Team is actually far more interested in being throughout its first half is Gundam's take on The Irresponsible Captain Tylor, the comedic TV show from three years earlier that pitched its titular lackadaisical hero against the horrors of war and the frustrations of military bureaucracy and on the face of it seems more like a parody of what Gundam's about than a model it remotely ought to be adapting.  Yet our hero, Ensign Shiro Amada, has an awful lot of DNA in common with Tylor: he's an optimistic sort who's as likely to break rules on a whim as he is to follow orders, he has a pacifist streak a mile long that makes him an even weirder fit for the world of Gundam, and there's an inherent niceness to the character, bordering on goofiness, that doesn't exactly fill his newly assigned subordinates with faith.  Not that they're any more on the ball, with the four-person team split evenly between grouchy professionals with severe personality disorders and idiots even less fitted to a warzone than their new commander, in the shape of wannabe music star Eledore Massis and whiny kid Michel Ninorich, who seems to spend at least ten minutes out of each of the first six episodes writing to his transparently disinterested girlfriend BB.

No doubt I'm not making this sound like a terribly strong foundation for what I'd better hastily point out may be my new favourite Gundam entry, but before I go into why none of these issues matter more than slightly, let's also pause to note that there's even the odd bit of dubious animation in that first half, which is all the more shocking because, with an OVA budget applied to Sunrise's flagship franchise, The 08th MS Team spends far more time being an extremely special work of animation indeed.  And now I'm done with criticising, firstly because what feels like a somewhat aimless and meandering opening half is actually a fine grounding for what's to come and secondly because the back end of The 08th MS Team is so near to flawless that it could have got away with bigger missteps and still been comfortably a classic.  That's in part because once the show has its ducks in a row, it utilises them marvellously, with an emotive central romance and the traditional Gundam stuff, here revolving around a Zeon superweapon that becomes a bête noire for enemies and allies alike, feeding off each other in satisfying ways and building toward a climax that - well, I haven't seen enough Gundam to say this is as good as the franchise can deliver, but if there's anything better out there than the two-parter that rounds out this particular tale, then please do tell me, because I'll be tripping over myself to seek it out.

Strong as the character stuff and the plot and the drama all become after that ever-so-slightly shaky beginning, however, they're not the core reason The 08th MS Team ends up being quite so splendid.  No, that's because here we have a Gundam show that puts its giant robots to brilliant use and has the budget to back that up.  I don't recall ever seeing giant robot battles done quite this well, and I certainly can't think of an example - okay, one that isn't Patlabor - where they felt so real and solid and believable.  That, actually, is where the jungle setting pays off most, far more so than in evoking memories of real-world conflicts: jungles, it turns out, are the perfect location for making enormous machines look and act like enormous machines in a convincing manner, the sort that get dirty and damaged and rusty and stuck and need to be repaired under far-from-ideal circumstances.  Sure, space battles may be easier to animate, but they rarely get close to this level of physicality*, and as one of the people who likes their real-robot shows to treat the realness as more than a veneer, that determination to present these enormous mechanical beasts as tangible, weighty, breakable objects would have been enough to win it some love.  Put that together with basically everything else going right for a healthy span of episodes and dress it up with production values that, bar the briefest dip, are toward the upper limits of what the nineties had to offer, and you have something that's truly top-tier, enough so that an interest in or foreknowledge of Gundam should by no means be considered a prerequisite to watching.

Black Jack: Biohazard, 2000, dir: Osamu Dezaki

I'd planned to skip over this last volume of the Black Jack OVA series, since it falls just out of our nineties purview, but also because I'd only seen it with some hilariously dodgy subtitles care of a Malaysian copy, and how can you possibly write a fair review on that basis?  In truth, I'd given up much hope of finding the U.S. Manga Corps version, possibly the rarest in their never exactly easy to lay hands on set, so lucky me that one turned up at a sensible price and lucky Drowning in Nineties Anime too, because wrong decade or not, it would have been nuts to leave this best of all vintage OVA series incomplete.

There, I said it!  Oh, there was certainly better anime produced during the nineties, but was anything quite so consistent as these Black Jack OVAs?  The worst episodes were very good and the best were damn near masterpieces, but what's really striking is the across-the-board consistency, regardless of individual highs and lows; sure, the early animation is shakier than the superlative later work, and sure sometimes the plots get a little too bogged down in weird contrivances, and yet both animation and writing - and absolutely everything else, really - keeps to an unusually high baseline across all ten parts.  Which is a long-winded way of saying that, yes, Biohazard - or The Sinking Woman, to give it its non-U.S. Manga Corps-imposed title - is splendid stuff.  It's not my favourite episode, I don't think, but I could be easily persuaded that its the best.  And though it's not an ending in any meaningful sense, it's a fine send-off, if you impose an arc onto these OVAs that was perhaps never fully intended and view them as an exploration of a genius surgeon who's tried very hard indeed to cut himself off from all human feeling and to see the body and its countless ailments in purely intellectual terms and finds himself constantly reminded that life isn't that simple, for better and for worse.

Biohazard, then, finds the titular character at his most human and vulnerable, and at his least mercenary, and perhaps it's no coincidence that - a slight spoiler, but if anything in the opening minutes leads you to expect a happy ending, that's more on you than me - here Black Jack is also at his most ineffectual.  It's not so much that this episode succumbs to the failing we've seen elsewhere whereby the plot just kind of happens around him, but that the problem he encounters, which begins with a seaside community poisoned by pollution and steadily narrows to the case of a particular patient, is too vast to be solved by one person or perhaps to be solved at all.  By the same measure, there's an argument to be made (and the show sure seems to be making it) that for once Black Jack simply lacks the necessary skills: sometimes, a genius surgeon isn't what you need, or anyway, not a genius surgeon who'd make for a lousy psychiatrist.

So it's downbeat stuff, but not horribly oppressive; Black Jack's pint-sized assistant Pinoko is solidly utilised and given a couple of well-outlined side characters to bounce her comedy shtick off, and there's just enough of that to keep the tone from drifting into suicide-fuel territory, though thankfully no more.  Also, aside from the usual graphic scenes of operations, it's not really horror and barely even fantasy, though there's a bit of aptly chosen mythology laced through in a way you could choose to read in that direction if you wanted to.  At its heart, though, this is a tale of very human evils, and human evils of that especially ugly, mundane sort where probably most of the participants were merely doing their jobs and covering their backs, one told with both furious indignation and a somewhat numbed pragmatism, since we already join the grim events well beyond the point where most of the damage is done and the only story that's left is of what can be salvaged.  It's not exactly fun times, then, but it's wise and sad and thought-provoking and made with marvellous craft, and that seems a fair trade-off to me.

-oOo-

It's been a while since we had three absolute stunners on a par with Birdy the MightyThe 08th MS Team, and Black Jack: Biohazard, and while Urotsukidōji III drags the average down something fierce, there's a small part of me that's glad to have finally seen it and generally glad to have given the Urotsukidōji franchise the second chance that it probably didn't really deserve.  Mind you, we do have one more chapter to go, so that opinion may very well change...



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* I say rarely because, for all that I haven't seen all that much Gundam, I have seen the excellent Mobile Suit Gundam Thunderbolt, which manages to figure out many of the inherent problems with robot space fights.