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Wonderful Endless Eight – 素晴らしいエンドレス*エイト November 12, 2009

Posted by checarlos87 in Anime, Suzumiya Haruhi.
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SuzuHaru2
“The anime industry is dying!” they say. “Anime is doomed!” they say. “There’s no originality in anime! Where is the innovation and wonderful imagination that once drove this industry?!” they say.

“Suzumiya Haruhi is dead!” they say. “Kyoto Animation is stupid!” they say. “Everything is ruined! Kyoto Animation is an idiotic, monopolistic monster that has no respect to fans of Suzumiya Haruhi!” they say.

Yet they fail to notice what a wonderful display of groundbreaking storytelling Kyoto Animation has brought through the controversial Endless Eight arc in the second season of the also groundbreaking anime series 涼宮ハルヒの憂鬱 (The Melancholy of Haruhi Suzumiya). Kyoto Animation has shown mastery over the anime medium by crafting a complete story that is nonetheless composed of a loop of the same events. Every episode uses different writing, different storyboarding, different color schemes, even different voice acting and a subtle play of the same events to tell a fully developed story. Endless Eight has a clear setting, a clear development, a clear climax and a clear resolution, all aided by wonderful storyboarding and series coordination.

With Endless Eight, Kyoto Animation have not only crafted a wonderful product of imagination, intelligence, and wit, but have also shown that the anime medium is to be taken seriously. There are indeed some things that can only be best expressed through the animated series. Not even the animated movie can craft a story like Endless Eight with such impact and relevance. To bring its audience to feel sympathy for the robotic Nagato trapped in the endless summer while fully conscious, and to also bring the audience to cheer for the hopeless Koizumi, Asahina and Kyon episode after episode. To keep us wondering through eight episodes “What’s going to happen?” while simultaneously showing us the same events is both an artistic and technical achievement that cannot be ignored.

The much asked for innovation and originality have come in an amazing, mesmerizing, and fully satisfying fashion, yet there’s very little praise to be had. Perhaps anime is doomed after all.

Moé – What It Is and What It Means for the Anime Industry September 29, 2009

Posted by checarlos87 in Anime.
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The Otaku Encyclopedia: An insider’s guide to the subculture of Cool Japan written by Tokyo University Ph.D. candidate Patrick W. Galbraith is, as the title might suggest, an interesting publication filled to capacity with all sorts of information concerning the somewhat controversial topic of Japanese pop-culture superconsumers known as otaku. While the book presents clear definitions of many topics related to otaku (or centered around them), it however understandably struggles to define one of the most important and highly debated otaku topics today: moé.

According to Galbraith, there are many theories concerning the origin and meaning of the word moé. Taking the most popular theories into consideration, we see that people are mostly torn between the word’s origin being the word 萌える (pronounced “mo-eh-ru”, meaning “to bud”) or 燃える (also pronounced “mo-eh-ru”, but meaning “to burn”). The problem in defining moé has seen some controversies both within the otaku culture and outside of it.

The tendency to associate the word moé with derogatory depictions of women (namely presenting them as needy creatures that need a man to be of service to in order to have any meaning in their lives), as well as the tendency to associate it with lolicon (a fetish that targets prepubescent girls) has much understandably generated strong backlash from those outside the otaku community against it. And within the otaku culture, the lack of a proper definition has generated a rift between the older generation of otaku and the newer generation.

Reading through Galbraith’s wonderful book, (as well as my own disappointment with so-called moé anime, the current anime trend) led me to also wonder what moé means. I spent some days reflecting upon the topic, without much satisfaction as to my own definitions of moé and what it means. But then, one day I decided to revisit one of my favorite anime series as part of my Japanese language self-teaching course. Watching the first episode of Mobile Suit Gundam Seed (quite the opposite of what comes to mind when thinking about moé) I found a satisfactory answer to the dilemma.

As a minor note, please understand that my purpose is not to act pretentious as if believing myself to know more than Ph.D candidate Mr. Galbraith. I by no means desire to compare my definition (based on personal insight) to Mr. Galbraith’s definition (based on very extensive research). I merely wish to present my own insight into the topic which will hopefully serve to arrive at a widely-accepted definition of moé.

So, Gundam Seed. Of all anime series, how could a mecha-infused exploration and scathing criticism of war provide any insight into the topic of moé? It happened watching the very first episode.

When I first saw Gundam Seed a few years back, I was completely oblivious to the whole concept of moé and typical moé archetypes such as maids, nurses, cat-girls, meganeko (girls with glasses), etc. I was also oblivious to the fandom behind the Gundam series, and what a significant-size audience it represents. I was just a recently initiated anime fan watching this series with no sort of prejudice whatsoever. And back then (in 2004, when it was licensed in the US by Bandai Entertainment) what I saw was this deep, smart exploration of the nature of modern warfare and the problem that lies in finding and protecting the right cause in a war, and thus bringing the conflict to a satisfactory conclusion.

Back then that was all I saw. And it was wonderful. Seeing as how anime is usually praised for its deep handling of meaningful, oftentimes philosophic themes, I couldn’t imagine any anime fan that could not like Gundam Seed. And yet there were anime fans that not only disliked, but outright hated Gundam Seed. I never understood how this could be, at least not until I rewatched Gundam Seed in 2009, now well-aware of moé in particular and anime fandom in general.

Seeing the first episode again (titled Phase 01: False Peace in the English translation) I noticed that I was suddenly bothered by things that I had once ignored. Specifically, I was bothered by elements in the presentation of the anime. While I always knew the character design was quite into bishounen (the rendering of men in super-stylized, somewhat effeminate styles) territory, I had always set my mind into ignoring the designs and focusing in the enthralling thematic, narrative, and character-development, as well as in reminding myself that not all characters were bishounen. But this time around, it bothered me. I started to wonder about this. What had changed in the last five years?

Thinking about what exactly bothered me, I eventually realized that what had changed was the fact that throughout those five years I had become well aware of the fanatic culture behind the anime industry. As my years as an anime fan went by, I started to become aware of the fact that the anime industry constantly dedicates itself to build fanaticism around very niche elements. And the fanatics that respond to these elements are known as otaku. Otaku fanatize things such as mechas (or giant robots), maids, catgirls, schoolgirls, and even bishoujo (beautiful renderings of women) and bishounen.

Watching Gundam Seed again with this new perception of anime, I suddenly became well aware of the fact that many such elements are present in the anime (aside from the obvious mechas, I mean). The main male characters target different bishounen archetypes (unlikely hero Kira, angsty-boy Athrun, effeminate-looking yet deep-voiced Yzak, little-kidish Nicol, and bad-boy Dearka, for example). Heroine Lacus Clyne starts out as an otaku-enamoring idol with the soft-spoken qualities that many said otaku like in their female characters. And another female main character, Cagalli, is a hybrid tomboy/tsundere (tsundere being an adjective for female characters that are tough and mean on the outside but are actually loving and feminine inside).

The truth is, while Gundam Seed has a powerful message, it is delivered though a vessel with an outer look that is meant to appeal to people who are fanatic about particular niche elements. Even the characters themselves, while having an otaku-aimed exterior are later on discovered to be profound characters whose personalities and interactions are very well thought-out. And it is precisely these exterior, otaku-aimed elements that were bothering me. Throughout the past 5 years I had become poignantly aware of them, and now I can no longer look past them.

But why were these elements bothering me? They bothered me because they are implemented in a way that detracts from the story. Seeing Kira and other male characters in their first outfit (an absurd piece you would expect of a bishounen design combining a female aesthetic with male qualities) felt completely out of place in the war-ravaged context of the rest of the first episode. Which made me think of how different people would react to the other niche elements included in the anime. How would some women react at Lacus’s first appearance as an otaku fantasy come true (even going so far as providing a shot of Lacus’s underwear in a later episode)?

And in analyzing this feeling, I suddenly made a startling conclusion: the annoyed feeling I got from the niche elements included in Gundam Seed is the same feeling I get from watching what is usually labeled as moé anime. Which in turn led me to understand that what turns me off about moé anime is precisely the inclusion of elements of niche appeal even to the point of overloading anime with it.

And that’s when the idea sprung to my mind. As Galbraith had mentioned in The Otaku Encyclopedia, the meaning of moé is widely accepted to be tied to the word 燃える which means to burn, which is in turn used as in the notion of burning with passion for something. Then, considering how moé anime is composed of niche elements with small followings of very avid fanatics, then I came to the conclusion that what moé is is those very elements.

Moé (燃え) is an adjective describing an object, whether concrete of abstract, that while it has a limited appeal, thus only being appreciated by a niche community, is the target of heavy fanatism from the small group of people that are appealed by it. Moé can also be used as a noun representing such objects of small appeal, but with frantic dedication.

A small community of people figuratively burn with intense passion for these objects that are categorized as moé. Whether it be maids, or catgirls, or bishounen, or even mecha (which while having a large audience is still niche within the broad scope of anime in general), all these elements that possess a huge appeal but only from a small amount of fervently dedicated followers (when compared to the size of the scope to which they belong) are all moé.

But after formulating this definition, thus finding peace with Gundam Seed, I was led to another startling conclusion. Anime have historically been built putting together a varied number of different moés. Gundam Seed itself is a prime example of this, as described earlier. Seeing anime in this light explains the origin of the one problem that anime has always faced: a small appeal and general backlash from society. Just as I was put off by the moé in Gundam Seed, everyone is put off by one moé or the other, and society as a whole is put off by the entire concept of moé.

Many of the most heinous crimes in any culture are the result of fanatic beliefs gone wrong. Murder, rape, and terrorism are just some of the examples of heinous crimes that may occur as a result of unhindered fanatism, especially the fanatism over things that have a niche appeal. In fact, many anime fans know of how a few of the most twisted criminals in Japan have been discovered to be obsessive anime, manga, and videogame fanatics.

What all of this means is that in order to expand the appeal of anime and really kick-start the anime industry, the creative talent behind anime have to at least severely reduce the amount of moé present in their anime.

The opposite of “moé” would be “mainstream”, describing things that are liked by the majority of people (within a particular scope), and usually not in a passionate manner. It’s a rather interesting coincidence that a stream is a body of water and moé implies the notion of burning passionately for something. However, as with anything, finding the perfect balance between opposites is the key to success. We can’t abandon moé altogether, or we will be left with something with the qualities that are bound to be liked by majorities (and as we know, majorities can’t be easily trusted).

Thus, the key to widening the appeal of anime and reviving the industry is striking something as close as possible to a perfect balance between maintream and moé, something that flows through society naturally like water but that generates followings with a good amount of passion, like a controlled flame.

Of course, this raises the conflict between diminishing moé while finding a larger audience, and integrating large amounts of moé while keeping the current audience alive in a struggling industry. But that is a chance that needs to be taken.

This will also help change the image of otaku as the people who burn for moés, which is ultimately the goal of Mr. Galbraith’s The Otaku Encyclopedia: An insider’s guide to the subculture of Cool Japan. I thank Mr. Galbraith for his wonderful book that strives to expose the world of otaku culture in an unbiased manner to better understand what it means and represents, but most of all to understand how to improve it.

Why Apple is no PC Killer (yet) November 22, 2008

Posted by checarlos87 in Computers.
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First of all, let me state that I agree that Microsoft has indeed employed many questionable tactics in the past, especially in developing its Windows OS.  I agree that Apple (and UNIX, for that matter) should at the very least have an equal market share with Microsoft because of its sheer product quality.  Now that that’s out the way, let’s ask ourselves: why doesn’t Apple have a larger market share?  Is it really just evil Microsoft’s fault for copying Mac design patterns?

The answer is no.  It is not just Microsoft’s fault.

While Microsoft is infamous for its faulted products, there is no denying that Microsoft knows how to please customers.  Don’t believe it?  Take the following example: why is the Xbox 360 the “hardcore gamer” console of choice?  Since it entered the market, it has been plagued with problems, the most infamous of which is the “Red Ring of Death”.  Note that Apple has nothing to do with the console market, and yet Micorsoft managed to pull it off again: it took a faulted product and turned it into the industry leader.

This occurred mainly because Sony overlooked an opportunity that Microsoft exploited: online console gaming.  After that, even though Sony brought a far superior product to the market in the form of the PS3, consumers just didn’t care enough to switch back.

Can we find an equivalent situation in the computer market?  Certainly.  Apple has constantly ignored the opportunity of opening up its products, while Microsoft has no problem in handing them out like hotcakes.

Classic example: Mac OS must run on an Apple system, while your microwave oven could probably run on Windows if it had a microprocessor.   This behavior extends beyond the operating system market, though, and sometimes in markets where Microsoft is no clear competitor.  The iPod, for example requires iTunes to manage media.  And now, as I was searching for an API for development of iPhone apps, I stumbled upon an iPhone SDK.

An API (Application Programming Interface) is usually a library which contains documentation on how to program certain behavior on a particular programming language.  An SDK (Software Development Kit) is usually a single program or software suite (a bundle of related programs) that aid in the rapid development of computer applications.  And while I was hoping to find an iPhone API on a language such as Java or C++ or Python, I ended up with an SDK for an iPhone-specific language based on Objective-C (a minor programming language on its own).

Why?  Why must Apple hold such a tight leash on its products?  Apple marketing is quick to point out that if you switch from PC to Mac, you get both Mac OS and Windows, instead of just Windows.  But the argument actually cuts the opposite way: if lifelong non-tech-savvy Windows users are going to end up using Windows anyway, why switch to (the much more expensive) Mac in the first place?

Why can’t Apple learn from its own success?  It’s no exaggeration to say that Apple only came into the mainstream because of the iPod.  And why did the iPod become the most successful Apple item to date?  Because while it does need iTunes, iTunes can be run on Windows!  Yet they expect to use this as a hook for people to switch over.

If they really want that strategy to work, why not open up Mac OS?  Most of Microsoft’s success lies in that it doesn’t always create the hardware for its software to run on.  That’s why Windows-capable hardware is so cheap in the first place: economic competition forces competitive prices on hardware.  If Apple doesn’t compete, sure it’ll always be king of its hill, but people won’t really care.

I’m not one to ally myself to a specific camp.  I’m not a die-hard PC fan nor am I an Apple advocate.  I do however love the computer market, and within it, variety can only bring good things to the table, and that’s why I want Apple to reach its potential.  But until Apple gives me a good reason to switch over, I (and millions of others) will just keep happily being Windows users.  Windows may be faulted, but it provides what I need at a reasonable price, and that is Microsoft’s key to success.

Miyamoto’s Midlife Crisis November 18, 2008

Posted by checarlos87 in Nintendo, Videogame Industry.
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Mario, Zelda, Donkey Kong: these names have long been revered among the gaming community.  They are all great, and they all share one man in common: Shigeru Miyamoto.

Donkey Kong and Mario both debuted in the arcade game Donkey Kong in 1981.  Mario was then known as Jumpman, though (the popular Pac Man had started a trend of naming characters as something-man).  The arcade game was a sensation and is still hailed by many as one of the best of all time, as evidenced by the 2007 movie The King of Kong: A Fistfull of Quarters.  And while games are built by a team, it would be no exaggeration to say that the man responsible for such a game was Shigeru Miyamoto.  He not only crafted an incredibly challenging, smart, and addictive game; but he also was the first to ever incorporate the concept of a story in a videogame (read Chris Kohler’s Power-Up: How Japanese Video Games Gave the World an Extra Life).  Donkey Kong captures the damsel, Jumpman must then rescue her.  Simple as it was, it was a story, and the first one in videogame history.


Mario came to be better loved than his apish counterpart, though (mainly because Mario was the character controlled by the player, and Donkey Kong the bad guy), and soon got some games of his own.  Most memorable among them is 1985’s Super Mario Bros., which is currently still the best-selling game of all time (over 40 million copies to date).  It’s simple mechanics yet deep gameplay were an instant hit, and it’s no exaggeration to say that it alone restored the videogame industry from its ashes after the death of Atari.  Miyamoto had done it again.

Then came The Legend of Zelda.  The original NES game, while popular was too difficult (at the time) to become as mainstream as other Miyamoto franchises, but it was nontheless great.  But after SNES’s The Legend of Zelda: A Link to the Past, and of course, N64’s The Legend of Zelda: Ocarina of Time, currently the best rated game of all time, Zelda had become a juggernaut all on its own.  Through the Zelda series, Miyamoto has crafted a timeless gameplay formula with a timeless story to match.

But what of Miyamoto now?  Since the inception of the Wii into the industry, Miyamoto has dedicated his time to such projects as Wii Fit and most recently Wii Music, the latter of which has sold under 81,000 copies in October (according to GameSpot).  Truly he did also give us Super Mario Galaxy (curently the third best rated game of all time), but titles like the Marios and Zeldas of old are becoming few and far between.  Miyamoto’s (and Nintendo’s) current projects are constantly leaving something to be desired.

Where do Miyamoto and Nintendo wish to head?  The industry has changed drastically in the last few years, and Miyamoto seems to have changed with them.

Miyamoto is acting as if though he’s hit a midlife crisis.  He’s trying new, unwieldy videogame designs; he’s leaving behind the things he’s most known for; he seems out of focus; he’s even dressing like a midlife crisis (a tacky combination of colorful T-shirts with a sports coat on top).

Regardless of what is driving Miyamoto (and Nintendo) right now, it is clear he must refocus.  We owe most of what the videogame industry is right now to him and his franchises, and we can’t afford to lose him.  Sure, we’ll have Calls of Duty and Gears of Wars for some time to come, but where will the Marios, Donkey Kongs, and Zeldas be?

The industry needs you, Miyamoto-sensei.  Please, come back to us.

The 64-bit Golden Era November 15, 2008

Posted by checarlos87 in Nintendo, Videogame Industry.
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I miss the times of the Nintendo 64.  Don’t get me wrong; I’m not some some cynical old geezer that believes all past times were better than today.  The current videogame industry is full of awesome games, and they are coming out much more frequently than some ten years ago.

But… obviously, they’re different games than those we used to play back in the late 90’s.  And while no era is better than the other, I personally really miss those games of the 64 and PSX era.

Games from those times were simpler and had a much more cult feel to them.  The general experience had a lot of charm.  Super Mario 64, Star Fox 64, Banjo-Kazooie, Metal Gear Solid, Final Fantasy VII – IX.  Somehow, these games were deep and complex, yet were simple in design and gameplay.  The characters in these games were unique and memorable; and the gameplay managed to strike a perfect balance between classical, simple 2D mechanics and 3D graphics and physics.

Today, however games are highly complicated, with über-budgets and a much more mainstream feel.  Again, this is not a bad thing by any means.  We have games such as Call of Duty, Gears of War, Mass Effect, and even Rock Band and Guitar Hero.  They are all great games… they just don’t have that old charm.

While things change with time, and upgrades replace the old, I see no reason to leave behind these semi-old school design patterns.  I think they can coexist with the new patterns and focuses of the industry.  We have a great recent example of the old not necessarily being outdated in Mega Man 9.  It is built as a fully 8-bit game, and still feels absolutely fresh.

The main disadvantage of current-day, mainstream, über-budget design patterns is that they make the industry exclusive: it makes developers and designers rely on whatever is popular at the moment, to make sure a multi-million game investment is not left to waste away on store shelves.  The industry excludes most things that don’t fit within typical mainstream tastes.  It would be nice, though, to incorporate different design patterns along with the mainstream ones, so as to appeal to a wider variety of tastes.

Ah, to hear Peppy’s “Do a barrell roll!” once again…  Wishful thinking, perhaps…