Archive for the 'anime' Category

2ch Selections, “The Most Unforgivable Incidents in Anime History”

Saturday, January 16th, 2010

, as chosen by 2ch and condensed into readable format by Kajisoku, who I don’t feel all too bad about stealing content from because affiliate blog lol

There were a whole lot of incidents I had no idea about, but first, the standard host of “incidents” that you’d expect in a thread like this:

  • The first post is, of course, “Nagi-sama virginity incident” (quickly followed by “the ‘incident’ part was the people who posted in response to the manga, right?”)
  • Electric Soldier Porygon incident
  • episode 4 of Gurren-Lagann (lol)
  • a pretty exhaustive list of Yashiganis (1, 2, 3, 4, Valanoir
  • Asuna’s cremation in Negima!
  • The existence of Tsuyokiss (or maybe it was all a dream…)
  • The existence of the Idolm@ster anime
  • The existence of Final Fantasy: The Spirits Within
  • The existence of Buddha Saitan
  • The ending of Kashimashi TV
  • Endless Eight
  • etc etc

Stuff like that makes up a good half of the thread or so. However, the other half is full of hilarious stuff that may have otherwise been lost to my poor memory and the straits of time!

  • Red tinting on the Japanese Spirited Away DVD release (English article, image)
  • TV Tokyo pushes back Inukami episode due to world table tennis championships running long, man who set his recorder to automatically tape Inukami during the normal time slot sends cremated remains to TV Tokyo in protest (article)
  • Episode 26 of Animentary Ketsudan, a right-leaning 1971 historical anime series where the first 25 episodes are about important decisions made during World War II, becomes an episode about Kawakami Tetsuharu’s decisions as the manager of the Yomiuri Giants. Apparently the episode was originally going to be on the final days of the war, but mounting pressure by parent groups over the program’s politics lead to the change.
  • Nippon TV, Tatsunoko Pro, and Kuri Ippei are sued by Katsukawa Katsushi over claims that they plagarized his character design in their show Doteraman, temporary pulling the show from the airwaves. (Katsukawa would later lose the suit)
  • Incredible scheduling botch when TBS tries to push Ichigo Mashimaro ep 5 back by 5 minutes in order to air a special live news report on a hurricane. (youtube)
  • Broadcasting error on 8/15/2007 leads to a 65-minute long frozen frame of Sanji’s eyebrow (One Piece) on one channel. Japanese
  • The Musashimaru Tragedy
  • Episode 17 of Samurai Troopers is accidentally broadcast in lieu of episode 18, forcing the production company to shorten the show from 40 episodes to 39.(image)
  • The staff of the Prince of Tennis anime decided to make a staff doujinshi of the series and sell it at summer Comiket 2004, but are forced to give it away for free when the original author takes notice. (scans on nico)
  • Spanish terrestrial broadcast TV channel “La Sexta” airs ero-anime Daiakuji without actually knowing what it is, causes general moral outrage
  • The ending of Might Gaine, where the characters find out that the ultimate enemy is actually Takara and other toy companies. (No really, I’m not kidding)
  • The opening credits of episode 11 of City Hunter 3, broadcast on Christmas Eve 1989, featured a one-frame flash of Aum Shinrikyo leader Asahara Shoko. This was apparently done as an production in-joke, as one-frame insertions like this are present in shows like Urusei Yatsura and Patlabor TV, and there was no backlash at the time. In 1993, Yomiuri TV asked them to remove this for later rebroadcasts as they were afraid that uncredited insertion of living people’s photographs might lead to a image rights issue. However, TBS would later attack Nippon TV over the original sequence during the heated weeks after the Aum sarin gas attacks, saying it was a subliminal message. (Image here, video footage of an indescribably bizarre cult-recruitment tool/Aum video game which features a clip from the video here.)
  • Not in the thread, but related to the above 2 entries: The 6th show in the Yusha/Brave series, The Brave of Gold Goldran (Might Gaine was show #4), had a one-frame flash in the opening credits of the first 13 episodes where, in the background of a scene where the titular robot could be seen, the phrase “An anime that’s easy to make toys out of / by Sunrise” can be seen handwritten in the background. Oh, those crazy disgruntled Sunrise animators! You can catch it at around 1:12 of this video.

The top 2000s shows you don’t remember

Wednesday, January 6th, 2010

In the order I thought of them. Also these shows are all terrible, so please don’t watch them, except for Magipoka which was brilliant.

1. Samurai Gun.
2. RGB Adventure.
3. Renkin San-kyuu Magical? Poka~n.
4. That one show that was like Mai-HIME, but all the characters were gay men named after rocks.
5. That Hercule Poirot anime where the main character was a girl with a pet duck.

I was going to put Fantastic Children and Project Blue Earth SOS in there, but you guys all watched those, right?

The Dreaded Fall 2009 Three-Episode Test

Monday, November 9th, 2009

As this just happens to be the first time in years I haven’t been behind a school firewall, I thought I’d do something up-to-date for once. Luckily, the world’s most respected anime-watching technique is as useful as ever!

(more…)

I’m glad that’s cleared up

Saturday, October 17th, 2009

not that moeru

JAniCA Club Blog Translation: What’s Going On in the Anime Industry Right Now?!

Thursday, October 1st, 2009

Blogger’s/Translator’s introduction: A number of weeks ago, I was trawling through my usual Google Reader feeds when I noticed a good number of Japanese sites linking to one of the blogs on the “JAniCA Club” side of the JAniCA (Japan Animation Creators Association) website. The blog, written by anime director Osamu Yamasaki, details the current situation in the anime industry, especially from the perspective of the animators themselves. I found Yamasaki-san’s blog very interesting, and received permission to translate a particularly insightful entry. During this whole process, ANN has posted an article drawing from the same posts, so this may be material you’ve seen before. However, I think that Yamasaki’s presentation of this information is an informative one, and that his original words, though translated, may provide a better picture of things that may have been harder to deduce from the non-editorial style of the ANN post. Of course, I’d like to thank Yamasaki-san and Nekomiya-san, along with everyone else at JAniCA involved in allowing me to post this translation, and I hope to be able to translate and post other articles from the blog in the future.

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What’s going on in the anime industry right now?!

I think that it’s a wonderful thing that the Animator’s Field Survey Symposium 2009 was conducted and held without a hitch.

It seems like the findings were quite a shock to the general public of Japan who watched that day’s NHK late night News, along with foreign anime fans…

However, you really cannot understand all of what is going on in the anime industry just based off of the information in the Symposium.

That’s why I’d like to use this post to set the record straight and clearly explain about the current state of the anime industry.

First off, it’s easy to see that the anime industry as a whole is not a poor one, as clearly seen by the large amount of content it is producing to a global audience, on the level of tens of trillions of yen.

So then why are the animators on these works as poor as they are?

Naturally, there is a reason behind this.

What you hear quite often is “It’s because the ad agencies and the TV channels take such big kickbacks…” and this certainly may be a large problem.

However, I’m not in a position to fully understand what goes on in that realm, and so I’ll avoid talking about that subject as if I knew what really goes on there.

There are rumors about the Japan Fair Trade Commission coming in to expose and clean up this section of the industry in the not-too-distant future, and so I’d like to watch what happens with that in time to come.

Now, let’s go back and take a look at the state of things on the production side of the situation.

First, there’s the widely-discussed issue of the current state of things for inexperienced inbetweeners

As explained in the Symposium, ever since the switch to digital animation, an inbetweener produces 500 drawings on average in one month.
The inbetweener is paid 200-250 yen per drawing, and so their monthly income is 100,000 to 120,000 yen, which after 10% tax turns into 90,000 to 100,000 yen take-home pay.
From this monthly income, they have to pay for their national pension, healthcare, rent, and food.
When you consider that rent in Tokyo is 50,000-70,000 yen, it is clear that one could not possibly live a decent life on this rent.

Compared to this, how much does a similarly inexperienced anime painter (shiage, coloring + touch-up animation) make?
One painter finishes 2000 drawings on average in one month.
The painter is paid 180-200 yen per drawing, and so their monthly income is 360,000 to 400,000 yen, which after 10% tax turns into 320,000 to 360,000 take-home pay.

Why does this difference in pay exist?

It’s because the relative prices paid per drawing that was established during the pre-digital era of anime exists unchanged to the current day.

In the past, a cel painter would have to wait for paint to dry, trace shadows with color, and so on, requiring the same proficiency of technique, as well as time and effort, that an inbetweener needed to have, and they would complete around 700 to 1000 drawings a month.

During this period, inbetweeners would complete about an equal number of drawings.

This is why you’ll hear veteran animators who worked as inbetweeners twenty years ago often saying, “In my day, everyone was doing 1000 drawings a month,” without really understanding the current situation.
In those days, due to the nature of the trace machine1, lines from anything other than graphite pencils, such as lines from color pencils, would not be transferred onto the final cel. This would allow for “one-shot drawings” where one could draw a draft on a sheet in color pencil, then trace it on the same sheet of paper for their final drawing. Also, even if the pencil lines in an animator’s final drawings were not perfectly connected, cels were hand-painted, so one didn’t have to worry about colors extending past their pencil lines as a result of a color fill tool being used on an unconnected area as they do now.

Comparing the current methods of digital paint, where one doesn’t even have to color shadows on the reverse side of the cel anymore, the amount of time and labor spent by a painter compared to an inbetweener has decreased drastically.
The reason new animators live in such distressed conditions is because the relative prices of these two jobs has not been changed, because of individuals who do not understand the changes that have occurred in these two occupations.

This issue is also resulting in the creation of a problem that can result in the breakdown of production schedules.

What is becoming of the anime industry, where the conditions above have already been going on for the past ten years?

The number of talented young individuals in the current anime industry who can draw decent key animation has shrunk by a extremely large number.
The harsh working conditions that new animators face is the primary cause of this problem.
Many anime companies ask new animators when they hire them, “can you commute from home?” or “are you receiving an allowance from your parents?”
This is because newly hired animators will not be able to sustain themselves without these things.

With this initial filtering of their applicants, the companies repel a large number of talented individuals who want to work in the anime industry, leaving only those who will work for 50,000 to 60,000 yen a month.
While a few young men and women with skill and craft remain within this group, willing to work, a significant amount of the rest of the group are hobbyists.
People who don’t particularly care if anime is their job.
A large number of staff who treat drawing anime as a hobby enter the industry every year.

In the past, most animators quit because they didn’t have the talent for it.

But these days, smart and talented individuals are leaving the industry.
Of course, this can’t be said about everyone in the industry.
I do have juniors in the industry, leading difficult lives where they are trying desperately to pursue animation as a profession.
However, working right next to these serious and dedicated individuals are hobbyists who lazily draw pictures as if they were doing it for fun, people who are making doujinshi, or who are playing games, watching anime, or reading manga instead of doing work.
If they can earn their monthly allowance of 20,000 to 30,000 yen, they’re happy to continue on with their carefree lives.

Smart and motivated newcomers who see that leave the industry.

They see their friends in college who were less talented than them go to work in the gaming industry where they make around 300,000 yen a month, and think that it’s just stupid to be crushed by the absurd industry that they’re currently working for.

The result of this is that the talent pool of animators is running dry.

This has been going on for ten years.
The percentage of talented key animators rising up from this pool of fresh animators has fallen drastically.
Currently, the exemplary directors, animation directors, designers, and talented key animators who are all holding up the Japanese animation industry are in their 40s and their 50s.
Most of these individuals were already working as directors, animation directors, and designers when they were in their 20s.

This same group is still supporting the anime industry today.
And as the years continue to go by, the weight on these men’s shoulders is only increasing.
It’s because there has been a shocking decrease in the number of talented key animators who ought to be fostered by the system.
Young animators today can’t draw layouts.
They can’t draw key animation or proper timing (exposure) sheets.
So, if the director or animation director doesn’t go back and fix everything, then it won’t pass as a decent work of animation.
With no other options available to them, the veterans will draw all of the key animation, while the young animators will just do cleanup.
This is called “2nd key animation” and people in this position may think of themselves as key animators, but twenty years ago, this was called key animation tracing, which was a job of the inbetween animator.

These days, you often hear complaints like, “The director or animation director is getting too involved in production and not doing their checking duties on time, which means we’re rushed on our schedule, and it’s causing us a lot of trouble” coming from colorists, photographers, or sound engineers.
However, if the animation isn’t redrawn at this step, the end product will look horrible.
The person who the abusive cries of “terrible, off-model animation!”2 and “awful production!” are directed at? The director or the animation director.

This is also where a client passes their assessment.

If a poor end product is created, the director and the animation director will have a harder time finding their next job.
However, decent key animators aren’t being brought up.
With no other option, directors and animation directors shave off more hours from their nightly sleep and fix more drawings.

Animation directors earn 300,000 yen an episode.
On average, it takes a month and a half from the time that drawings are received to the time that the episode is finished.
This means a monthly salary of 200,000 yen.
These directors are twenty-year veterans of the anime industry.

Working in the same place as these directors are inexperienced colorists, making 300,000 to 400,000 yen a month.

The producers at the production companies understand the state of things, but they do nothing to change them.
It’s because this problem can’t be fixed by just one company adjusting their pay rates.

An absolute minimum living wage for a fresh inbetweener is 150,000 yen.
Dividing this by 500 drawings a month, that comes out to a minimum of 300 yen a drawing.

Currently, the cost of a colored inbetween frame between colorist and animator is 400-450 yen.

If you give 300 yen of this to the animator and the remaining 100 to the colorist, do you know how much the colorist would make?
2000 drawings a month times 100 yen = 200,000 yen.

Why can’t companies fix their budget like this?

We strongly wish that the Association of Japanese Animators, the regulatory body organized of the various production companies, will take the needed measures and enact regulations.

  1. a machine that would bake carbon lines onto cels []
  2. 作画崩壊!, Sakuga houkai!, a commonly hurled complaint []

Spreadsheet Compilation of Various Japanese Popularity Metrics for Summer 2009 Anime

Wednesday, September 30th, 2009

At school, not wanting to drive home in my long break between meeting my advisor and a film screening cause of rush hour. Therefore, this hastily-done silly translation of a spreadsheet some 2cher made of various popularity rankings for summer season anime. Any questions should be answered by the notes, but if not, just post a comment! Click for large, obviously. Oh, and Stolen from Yunakiti, just like all the cool guys do.

2chtl

The Laws of Eternity (and more Happy Science news)

Monday, August 3rd, 2009

This is the last post about obscure Japanese religions, I promise. And look! It’s an anime!

snapshot20090803211358

This is Thomas Edison. He used a spirit phone to call four Japanese teenagers to Heaven. This is all I’m going to say about this anime, because it is something you must see for yourself. Download it. You will thank me for it later.
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Toshio Suzuki and Mamoru Oshii Conversation Fan Translation: Suzuki Toshio no Ghibli Asemamire – Episode 45: Ponyo vs The Sky Crawlers

Saturday, July 11th, 2009

Last year, I was sitting in a lecture hall in Kyoto Seika university, I believe at a guest lecture Takekuma Kentaro was giving, when the speaker mentioned a radio show that featured anime director Mamoru Oshii grilling Ghibli producer Suzuki Toshio on Ponyo. I forgot about it for a bit, until all the buzz about the US release of Ponyo started heating up. I soon discovered that the radio show this conversation took place on, Suzuki Toshio no Ghibli Asemamire was available for free online! The episode in question is the August 2008 broadcast, “Ponyo on the Cliff by the Sea vs The Sky Crawlers.’ An mp3 was available for download on the site from here (next to 2008/8/12), and I also discovered a unofficial transcript of the conversation on this blog, so I used these resources to create an unauthorized fan translation of this radio show. If you can, I suggest listening to the radio show alongside the transcript in order to hear more of the emotion in their voices, but that is obviously optional. A dvd of over 40 hours of the radio show is also available for purchase.

The often-heated but always-friendly conversation touches a number of subjects, from Ponyo and The Sky Crawlers, to the state of the Japanese animation industry and the fate of hand-drawn animation. I hope you find it as interesting as I found it, and as usual, please don’t hesitate to contact me through comments or email with any corrections, suggestions, or questions. Also, if you are a rights holder of any of the materials that I have translated and would like the material taken down, again, please contact me through the email address found on the sidebar.

Suzuki: Have you seen [the new] Indiana Jones?
Oshii: No.
S: You should see it. Basically, it’s present-day Harrison Ford playing Indiana Jones, and about his grown-up son that he had when he was messing around with women in the past, right? So, I was wondering, why is it that everyone’s making movies these days about parents and children? Look, Miya-san is doing it, you’re doing it… If I wanted to sound like a critic, I’d look at you three and say that what’s interesting is that your movies are in the sky and in the ocean… They’re in unexplored territory.
O: That’s right.
S: So then, what’s here and now doesn’t matter to you. That’s what I found interesting. Don’t you think?
O: That’s standard, patented Suzuki Toshio sophistry of the highest order.
All: (Bursts out laughing)
O: Tell me what you personally found interesting, okay?
S: I was just thinking. It was a thought.
O: A thought? Isn’t it obvious that someone getting older is going to make stories about parents and children?
S: Yes, that’s exactly it! Miya-san is 67, right? And Spielberg is 62, 63?
O: Around 63.
S: Right? And Oshii-san, you’re 58?
O: 57!
(laughter)
Staff: So that one gets a rise out of him! (laughter)
S: So, all of you are working with the same theme, you see? The details between each film might be different, of course. But still, it surprised me. And what I was thinking was, whether your stories are in the sky, or in the ocean, or in uncharted lands, they’re all the same thing. They’re all about the afterlife.
O: Well, that’s inevitable.
S: Huh?
O: If you’re older than 50 and making movies that don’t deal with the afterlife in some way, something’s off about you.
S: Yes, yes, yes. (Impressed)
O: I saw Ponyo the other day and figured something out. I realized, “Oh, Suzuki Toshio had absolutely nothing to do with this movie,” and I was certain about it.
Staff: Absolutely nothing? (strained laughter)
O: That was a 100 percent Miya-san movie.
S: Well, it really is Miya-san’s movie.
(more…)

Instant Review: the contents of this package from Right Stuf

Saturday, June 27th, 2009

In case you still remember kransom’s posts, you might think this is some kind of insightful and highly detailed blog. Unfortunately, you’re actually thinking of all the other ones on the sidebar.

Sayonara, Zetsubou Sensei vol. 2 is a cool manga, you should read it. If you’ve already watched it, it pretty much covers all the same jokes, but personally I don’t care about that.

Faust vol. 2 doesn’t have Kara no Kyoukai in it. I guess everyone hated it so much in the last one that it’s gone now? I haven’t actually read this one yet, but Omo covered vol1 pretty well.

Gakuen Alice has a really unfortunate DVD cover but you should watch it if you like that kind of thing.

I haven’t done anything recently except play Umineko (which is more or less brilliant) so maybe this blog and that other blog will stay dead for a while.

Japanese Lecture/Blog Post Translation: The Space Between Anime and Manga: #5: Katsuhiro Otomo, the Anti-”Story” Author by Kentaro Takekuma

Sunday, May 17th, 2009

Quick translator’s/blogger’s introduction, hopefully shorter than the one to the previous translation of the outline for the lecture given before this one, Why is the Manga Version of Nausicaa So Hard to Read by Kentaro Takekuma, best known in America for Even a Monkey can Draw Manga This lecture was originally given at Kyoto Seika University on 2008/12/18, and the blog post of these outlines can be found here and here.

Formatting for this one will probably be a little sloppier since this won’t be used as a translation/writing sample for school, but I’ll do my best to stay consistent with (Firstname) (Lastname) with names, no capitals this time. I don’t really have much else to add to this, other than that hearing this lecture got me to go down to Mandarake and buy up a bunch of Otomo’s short story collections, which were all engrossing.

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The Space Between Anime and Manga
Outline for the lecture series given at Kyoto Seika University
#5: Katsuhiro Otomo, the Anti-”Story” Author
Lecturer: Kentaro Takekuma

The State of Manga During the 70s and 80s

Katsuhiro Otomo debuted as an author in the early 1970s. I’d like to begin by trying to give some structure to the state of manga from his debut in the early 1970s to the early 1980s. The manga world during this time was going through an incredible period of change, which we may never see the likes of again. To try to sum it up briefly:

*Gekiga enjoys its period of full maturity thanks to the rise of Seinen magazines (Big Comic, Manga Action, Young Comic, etc)

*Circulation of Shonen Sunday and Shonen Magazine drops severely, due to the oil price shock, seinen magazines attracting their older readers, and emerging shonen magazines such as Shonen Champion, Shonen Jump and others taking their younger readers.
– The next generation of manga magazines begins at this time.

*The shoujo manga boom begins, attracting male readers alongside female.
– Central to this boom were the female authors in the “Year 24 Group” such as Keiko Takemiya-sensei.

*The first Comic Market is held in 1975.

*Magazines targeting a hardcore audience, such as Manga Shonen and Manga Kisoutengai begin to be launched one after the other, starting around 1977. (The anime boom starts during this period, as well.)

These trends in the manga world, from gekiga to shoujo manga, as well as the creation of fan-targeted magazines, which Comiket and the anime boom both tied into, all combined to form a base for the manga and otaku culture we have today.

Katsuhiro Otomo’s Traits as an Illustrator

As he didn’t attract much attention until relatively late in his career, it is often mistakenly thought that Otomo didn’t begin drawing until the end of the 1970s, but in fact, Otomo debuted in 1973. He began submitting works to Shonen Sunday and COM in the early 1970s, and his real debut work was “Juusei” (“Gunshot”), published in the August 1973 issue of Weekly Manga Action Zoukan. In the following years, he published more short works at a leisurely pace, and began to attract attention from other professional manga artists as well as manga fanatics in the mid-1970s.

The reason Otomo didn’t attract much attention at first was a combination of his extremely low output and a popular conception that his stories and art were plain. Of course, even these earliest works are of unusually high quality, clearly displaying his talent while deviating from the trends of mainstream manga of the time. However, Otomo’s scripts during this period very intentionally avoid and reject climaxes, which would understandably cause his works to be buried under the passionate, intense manga that was prevalent during the period.

We can view these early Otomo works, with their subdued art and scripts, as the antithesis to gekiga, which was at the height of its popularity during this time. Though gekiga can be seen as the antithesis to Tezuka-style manga itself, as it attempts to introduce a new level of realism to manga, Otomo’s manga does not attempt to return to a Tezuka-like style. Instead, it inherits the tradition of realistic art that the gekiga movement started, while boldly rejecting the expressionistic techniques that gekiga developed (panel frames extending beyond the page, super-dense motion lines, manga symbols (tl note: manpu, basically the sweatdrops and forehead veins we all know and love), standardized poses during action scenes, and so on).

I imagine that Otomo must have considered the realism of these techniques and concluded that they weren’t realistic at all. By removing all the conventions that readers had come to expect in manga, Otomo achieves his own level of realism, creating a feeling similar to that of, say, the one felt when watching Takeshi Kitano’s early films.

This aim towards realism extends to a large number of Otomo’s early works where he intentionally does not draw “money shots.” Such flashy scenes must have been thought of as unrealistic to him. Looking back on his work from a present-day standpoint, though, it’s shocking to now see how Otomo’s doctrinally anticlimactic output perfectly captured the mood of the 1970s.

If we look at the 60s as a period of politics and rebellion, as symbolized by the student movement, then the 1970s were a period of societal lethargy, born from the stall in the student movement and the end of the post-war economic miracle. Many young men and women during this period not only felt directionless, but had to worry about even having a roof over their heads from day to day. Whether it was Marxism, Free Love, or Indian spiritualism, young peoples’ values seemed to become more self-centered and introverted.

Finding himself in the center of this group, Otomo realistically drew the daily idleness of the lives of high school and college students. While on occasion he dealt with extraordinary themes like violence and rape, he drew these without traditionally-used “money shots” or a general eye towards making his manga as stylish as possible, but rather depicted these events from an extremely objective viewpoint. For example, when someone gets shot in Otomo’s manga, we don’t see the shooter in a generic pose, a closeup of the gun’s barrel, or the moment that the bullet is in flight. Instead, Otomo draws our attention to a man-shaped thing falling to the ground. Instead of drawing a cool, set pose after one person shoots another, Otomo prefers showing the uncertainty and shamefulness of the act, and it is this sort of realism that caused Otomo to go unnoticed and unacclaimed for so long.

Otomo began using a mapping pen fairly early in his career. In gekiga works of the time, characters were drawn with the dynamic lines of a G-pen, and the mapping pen was used in a supplementary fashion, drawing scenery and action lines. However, Otomo drew everything in the thin, lean lines of a mapping pen, giving equal weight to both character and scenery. While this is the source of the sense of objectivity seen in Otomo’s manga, this technique was an unthinkable one in the world of gekiga until this point, as drawing in this manner would normally just elicit the reaction that “the characters don’t stand out.”

While Otomo used a lot of filled inking in his earliest works, the darkness of his earlier works begins to fade as time goes on, and he begins to use large areas of white space in both character and setting shots. Again, his panel layout was very orthodox, avoiding overly formal techniques such as extending panel frames to beyond the page, and he used very few manpu. We could say that the defining characteristic of Otomo’s work during this period is that it was “anti-manga style,” and was instead similar to the real-life image.

otomo1It’s been said that Otomo’s 1970s manga were the first time that a Japanese person was drawn with an Asian face in manga. (“Okasu”, 1976)

One could say that another one of Otomo’s “inventions” was his way of depicting Japanese characters with Asian facial characteristics, such as almond-shaped eyes and a low nose. For example, in Takao Saito’s manga, a character like Golgo may be Asian according to the story, but looks nothing like an Asian man. Again, Otomo’s blunt objectivity brought about a new kind of realism to an aspect of manga that had previously been dominated by manga’s “lie” of characters depicted in a borderless way. This too is a kind of realism that could only have been established in the 70s.

The “Anti-Story” Seen in “NOTHING WILL BE AS IT WAS”

I’d like to present Otomo’s 1977 “NOTHING WILL BE AS IT WAS” as good example of a work that exhibits the defining characteristics of 70′s Otomo. This work is about a man who, after unthinkingly killing his friend during an argument in his room, is faced with the problem of disposing of his friend’s corpse, followed by his eventual dismembering and “disposal” of the body.

This work completely does without aspects of a murder case that a criminal drama would depict, such as the killer’s motive or methods. In the very first panel of the story, we see a closeup of a dead body lying on the floor of an apartment room, and from there all we see is the main character’s disposal of his friend’s corpse in a detailed but disinterested way. In the end, we don’t even see the consequences of the crime. The only thing we do see is the main character’s neighbors thinking that he’s acting suspicious, but not a single thing about the discovery of the crime or the character’s arrest.

otomo2“NOTHING WILL BE AS IT WAS”, from 1977. Unable to cut through fat, the main character has to keep heating his hand saw in order to dismember his friend. This seems so real you might begin to wonder if the author has had experience killing a man himself.

In other words, this work is like a simulation of what a person would do if they had inadvertently killed a person in their apartment. Otomo simply wanted to depict the difficulty in dismembering a corpse in one’s own apartment, and ethical themes such as how the murder came to happen, the protagonist’s feelings of guilt, or the main character’s fate after his crime is discovered are completely absent. The author simply does not seem interested in “typical stories” like that.

We can also see Otomo’s “anti-story tendencies” in the irregularities of the story in works such as his 1976 “Okasu” or the 1977 “Uchuu Patrol Shigema”. While the plots of these works would normally not be enough to base a manga on, Otomo’s artistic and directorial skills, based upon his thorough devotion to realism, make these works possible.

Otomo in the 1970s was able to use his exceptional artistic talent to demolish the idea of the “story”. By bringing his story down to the same level as his art, any sort of moral messages could be excluded. This could be called the defining element of the early Otomo’s style of realism.

Turning the “background” into the main character

otomo3The incredibly famous scene from “Fire Ball” (1979), where the main character, reduced to bones and organs, rises from the operating table. This one nightmarish panel fixed the path for all of Otomo’s later works.

Katsuhiro Otomo first gained public attention after the publication of his 1979 “Fire Ball.” This is the work where Otomo’s sci-fi side, which could only be seen in small glimpses in his previous short works, came into maturity. It was also the prototype for his later work AKIRA. The protagonists of the story are a pair of brothers living in a future world controlled by a computer. While each were living their own separate lives, the older brother a policeman and the younger brother an anti-establishment activist, the giant, society-domineering computer discovers that the older brother has psychic talents, and vivisects him for research purposes. Meanwhile, the younger brother attempts to destroy the computer, but is discovered shortly before he is able to, and is shot to death. At that moment, he telepathically calls out to his older brother, who is then being analyzed by the computer, causing his psychic abilities to manifest themselves. He rises off of the table, his body nothing but bones and organs, and begins to use his terrifyingly incredible powers to destroy the city.

The surreal image of the older brother rising from the operating table was sensual and overwhelming, and coupled with his outstanding art, was the topic of much discussion at the time. This work also marks the moment that Otomo, who had previously intentionally avoided climaxes, created a work with a flashy climax, and the mix of objectivity and visual flashiness that Otomo realized in this work was perfected in his later works such as Kibun wa Mou Sensou (written by Yahagi Toshihiko) and Domu.

While the plot of “Domu”, a work where a senile man and young girl have a psychic battle set in an enormous apartment complex, is certainly a unique one, Otomo’s successful depiction of the innate strange eeriness of the work’s urban setting is what elevates it to a masterpiece of modern horror. The inorganic way in which each individual within the apartments is implanted inside it is perfectly matched to Otomo’s objective style, and it could even be said that the real main character of this work is the apartment complex itself. Otomo’s manga gives its characters and its backgrounds equal prominence, and with Domu he successfully created an exceptionally unique work within manga where background (the scenery) is given the lead role. This style comes into full bloom in his later work AKIRA.

AKIRA, which began serialization in Young Magazine in 1982, along with its anime adaptation, brought worldwide fame to Otomo.

Katsuhiro Otomo, the Filmmaker

Looking at Otomo’s work through the lens of manga history, his works could be seen as ones which exemplify one style of “film-like manga”. (it could also be said that while his literary style differs from Tezuka’s, Otomo’s made a return to Tezuka’s cinematic style in other ways) His extreme attention to the “objectivity” of his drawings led to the restrained uniformity of the thickness of his pen strokes and the exclusion of mangaesque techniques such as manpu wherever possible. However, he ultimately expresses and treats time in paper 2d media in a very manga-like way.

You can get a good idea of Otomo’s orientation towards live action film in a manga such as “San Bergs Hill no Omoide”. In the work’s climactic shootout, you may be reminded of the action direction of one of Otomo’s favorite directors, Sam Peckinpah. Peckinpah’s frequent usage of many quick cuts, as well as slow motion during important scenes, can be seen beautifully expressed in Otomo’s onomatopoeia-free pages full of many small panels. Of course, while this technique is cinematic in a way, it is at the same time something that could only be expressed through manga. If you get a chance, compare this work to Peckinpah’s masterpiece The Wild Bunch. I think you’ll find it very interesting.

Eventually, the cinematically-inclined Otomo was naturally steered towards creating films himself. As a long-time movie fan, Otomo had made self-produced films since his school years, and had been still creating films such as Jiyuu wo Warera Ni while working as a manga-ka. What finally got him into animation was his being hired as the character designer for Rin Taro’s 1983 Harmageddon, produced by Kadokawa Pictures.

Otomo’s work on this movie stretched far beyond his given position of character designer, as he became a major contributor to many sides of the film’s production, submitting setting concept art and imageboards. He was also able to meet many talented staff while working on the film, and thus the door to becoming an anime creator was opened to him. Otomo’s maiden work was “The Order to Stop Construction” (written by Taku Mayumura, 1987), one part of Kadokawa’s omnibus Neo-Tokyo. This work is so incredibly well made that it’s shocking to think that it’s Otomo’s directorial debut. Otomo’s visual technique of the “background as main character” in this work slowly corroding the characters of the anime is perfected in his feature-length AKIRA, a film that stunned both live-action and animation filmmakers around the world.

Otomo has distanced himself from manga in recent years, and has been working primarily as a filmmaker since the late 80s, and while he’s made many exceptional films, I doubt that I’m the only one out there who hopes that Otomo will once again return to making manga.