Month: February 2012

Review: Hanasaku Iroha

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With so many Anime drama’s being built around horrible cliches and stock character designs it’s refreshing to see a show that thrives for realism above recycling tired old anime tropes. P.A. Works celebrates their tenth anniversary by crafting a show that is closer to a live action drama then traditional anime drama. Does their attempt to bring a realistic drama to modern anime work or does the show falter? Ohana Matsumae is a sixteen year old girl forced to mature faster thanks to her less-then-ideal mother, Satsuki. When Satsuki’s boyfriend becomes involved in a crooked deal they’re forced to flee Tokyo sending Ohana to stay with her estranged grandmother at a traditional Japanese inn. Ohana needs to work, learn to deal with people, and attempt to repair the relationship between Satsuki and her family.

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There is a beautiful simplicity to Hanasaku Iroha. It doesn’t relay on any of the standard anime tropes or set ups, it doesn’t seem to be one of the many shows that wants to appear to the niche anime audience through their fetishes, and it doesn’t seem to care about wish fulfillment. At first glance, I expected all of these things from the show and it surprised me by avoiding all those traps of most recent anime. It has been hard to find shows that don’t reflect some of those problems, even from modern quality anime. Hanasaku Iroha strives for realism and after spending a short time with the characters and living in the world for a bit they’ve definitely hit the mark.

The show centers mostly on Ohana and her move out to her grandmother’s inn where, to her surprise, she is put to work. Quickly the staff challenge her world view and force her to reflect on some of her actions up to that point, especially romantically. Ohana seems like anything but a selfish character, but the tiny flaw that is exposed is exasperated when she is placed in a new location surrounded by new people. Her tiny ability to be inconsiderate is placed in the spot light and undermines her first impression of the inn. The starting point is a flaw, and the flaw is not obvious or overt but simply a normal flailing of an adolescent girl. Something that all children have to grow out of in other to adapt to new surroundings. Ohana is a relatable and likable character because the series captures her as she readies herself to become an adult.

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The animation is vibrant and the backgrounds contain an incredible amount of detail. Being the anniversary work of P.A. Works clearly the studio dedicated a large amount of time and resources into crafting the best looking show they possibly could. The animation aids in the immersive feeling of the narrative and the audience gets lost in the beautiful sights around the hot spring village. The contrast between different inns or the city versus the country are enhanced by the amount of care taken to craft specific details. The designs of the main female cast are all cute without falling into cliche and the personality of the entire cast can be deduced by simply looking at them, the goal of all great character designs.

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Narrative style in Hanasaku Iroha is a combination of standalone episodes that are united with a unifying thread.There isn’t exactly an overarching story that ties the entire series together, rather there is an overarching theme that is planted in episode two and then is slowly cultivated over time, coming to a beautiful crescendo in the finale. However, there is some continuity that begins in seemingly stand alone episodes and end up effecting later events. It’s a great way to construct a slice of life show where there isn’t a strong narrative, the show is moved by the strong characters, but the author still wants t o create a sense that everything that happens in the series matters. That the events of the show affect the characters in a meaningful way. The fantastic part about the stand alone episodes is the shows ability to use them to craft some fun scenarios within the construct of the show. The best one being where the head waitress is determined to get fired and treats a group of rowdy military otaku guests rudely. The guests, however, being obsessed with all things military loved the harsh treatment. The episode is one shining example of how the formula can be flexible while still crafting a cohesive narrative. In the second half of the series this principal is carried over except standalone episodes before rarer and two or three episode arcs follow this same pattern. They seem like a contained story yet small elements work in subtle ways to aid the unifying narrative.

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While most of the characters in Hanasaku Iroha are vibrant and interesting there are some points that subtract from the experience. As with a lot of anime I complain about I don’t think we get to see as much of the secondary characters as we might have, and much of the time we do get to experience the secondary characters it is through the filter of Ohana or one of the other young girls. I wanted to live with the chef or his assistant and really get to know them. With most of the characters the small bits were charming, at least, but there is a relationship between the managers son; Ohana’s uncle; and his college sweetheart that I found trying. On one hand I think Hanasaku Iroha was being realistic in crafting a relationship that seemed to come from benefit rather than love but up until that point I didn’t see the pair has anything more than friends or business partners, even if the young master was a little obsessed with the woman. They never even shared an onscreen kiss at that point and showed no affection for each other. It didn’t feel right and took me right out of the narrative.

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The last few episodes, leading up to the finale, are heart warming tearjerkers but is also where the few cracks evident in the series start to show. The manager makes a decision that the staff disagrees with and Ohana accidentally finds herself on the other side of the argument. I thought that most of the characters broke form in those moments. Ohana for not being gung-ho against her grandmother, the staff for being so bitter and hostile, the manager for blatantly ignoring the rational arguments against her decision. In the heated moments it just felt like climactic drama for the sake of climactic drama and ultimately fell flat.

Hanasaku Iroha is a fantastic, realistic, and beautiful drama which is worthy of being P.A. Work’s tenth anniversary work. The animation is some of the best the industry has produced, character designs are exceptional, and the narrative avoids anime cliche’s and traps in favor of realism. While the mostly solid character drama has some detracting flaws and the drama inserted to build towards the end feels contrived, it doesn’t take enough away enough from the series to spoil the experience. It’s a part relaxing, part stressful, part fun, but will leave any audience with a satisfying warm feeling in their heart.

Review: Steins;gate

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There are few things in the world I enjoy more than I good time travel story. Time travel offers a unique twist to a standard narrative, in that, events don’t always occur linearly. The events the characters experience are jumbled and due to this the plotting of a time travel story come out far more interesting than a standard drama. Steins;Gate takes place in Akihabara where a group of friends modified a microwave to send text messages into the past. Underestimating the consequences Okabe Rintaro, self proclaimed mad scientist, allows people to use the machine to change the past. What he discovers is that even altering the past slightly can completely change the world.

573830.jpgSteins;Gate is really two different shows. The first half is a Moe show with time travel elements and the second half is a time travel show with Moe elements. Strangely both work, for different reasons, and the transition from the lighthearted and fun atmosphere of the first half of the narrative moves smoothly when Steins;Gate suddenly becomes deadly serious. Such a change in tone is difficult to pull off, yet Steins;Gate manages it by having a fantastic first episode which encapsulates most of the elements that the series will represent going forward. The audience gets the insane antics of Okabe, the wonderful Moe of Mayuri, some of the deep time travel elements, technobabble, and murder. This execution is viewed in hindsight, however, as the first episode’s tonal imbalance may turn away overwhelmed viewers.

The element that really drew me into Steins;Gate was the use of internet culture as a hook, specifically using John Titor as the jumping point for the series. In late November 2000 a man who claimed to be a time traveler appeared on IRC and his claims have been immortalized on the internet. Steins;Gate’s hook is when Okabe notices that the first message they send back in time, accidentally, erases John Titor from existence. Going forward Steins;Gate uses pieces of the John Titor story has important plot points including the search for the IBM 5100, Titor’s explanation of how time travel works, and the year John Titor claimed to have been from; 2036. Prior knowledge of John Titor isn’t required to enjoy the narrative but you get a little extra out of the show by recognizing the references.

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Early in the show Okabe recruits Kurisu Makise, a prodigy scientist, and together they develop and test the Phone Microwave and it’s unique ability to send messages back in time, called “D-mail.” Much of the first half of the show is spent on these experiments and on playing around with the show’s moe cast of characters. Being Akihabara, many of the characters are Otaku with classic Otaku tropes. Daru is a brilliant engineer but comes off as a lonely pervert, Mayuri is an adorable cosplay Otaku who works at a costume cafe, Feyris works with Mayuri and remains in her cat persona even outside of work, and various other characters. They’re enjoyable to watch interact and the characters who get a chance to change the world with D-Mail get backstories which crush the heart of the viewer and Okabe in the same fatal stroke. However, I never felt like the majority of the characters received any depth. Most of them simply work as plot devices to drive the narrative forward, provide a reason to alter the course of the world. Even when their backstories were explored I felt more for Okabe than I did for the individual characters because he had to explain that their wishes were harming the course of time, and he felt responsible for them having to undo their changes to the past.

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Kurisu Makise is also an interesting character. While she holds many of the stereotypical Tsundere traits she is given enough development to not only to overcome them but to somewhat justify them. Her secret obsession with 2channel gives her an interesting quark and the unintentional rivalry with her father both shows why she seems profoundly sad yet has accomplished so much at a young age. Even her first encounter with Okabe showed her range, at first she took a profound enjoyment out of proving him wrong and yet when he proved that time travel was possible she was humble enough to agree to work for him. I have a respect for characters who command respect and yet can be humble when they’re defeated. Mayuri offers an interesting intersect because while she is a character who exists as a plot device and doesn’t have much development you can’t help but fall in love with her. She is the sweetest, most gentle creature in the world, which works as a nice foil to the often abrasive and rude Okabe. She’s able to bring out a side of Okabe no one else sees which makes their relationship profoundly endearing.

Time travel is the main focus of the plot in Steins;Gate. D-Mails sent into the past don’t exactly change the future but shift the “world line” Okabe inhabits. He has the unique ability, conveniently, to remember all the world lines he happened to inhabit. His friends don’t notice any change because they’ve always existed in the world created by the D-Mail. So “Time Travel” for the majority of Steins;Gate is actually “world line travel.” Altering a small part of the past allows Okabe to jump between the world lines. Although later in the show more actual time travel takes place I enjoyed the plots created by the D-mails because of the mystery around what effect the message would have on Okabe’s world. One simple jump and an element he was relaying on, a driving focus of the plot for the early episodes, would just disappear forcing Okabe to completely rethink his strategy. In total, Steins;Gate uses three methods of Time travel; world line travel, consciousness travel where a person’s present mind jumps back into their physical body; and physical time travel where a character travels from the present into the past. Each of the methods are pulled off well with their own benefits and drawbacks expertly explored.

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One aspect of Steins;Gate that I didn’t like is that the science changed when it became convenient to the characters. At one point Kurisu declares that her field of study was in the brain when she is first scene giving a presentation on physics and had, up to that point, only mentioned being a physicist. Another bit of rule breaking that irked me was they changed rules when the plot needed a rule to be changed. At first one Time Machine is limited to only travel backwards through time, which creates a depressing departure that the show spends an entire episode fixated on. Later a time machine of the same make has the ability to travel forwards and backwards through time, which gives Okabe an extra chance to change the past. It’s sloppy storytelling and bad science fiction.

I’ve discussed how well I think the time travel elements of Steins;Gate work, and indeed at its core this is an extremely solid Time Travel narrative. However, the moe elements are going to drive away people who would otherwise find the series enjoyable. The early episodes are light on the Sci-fi and heavy on moe characters doing moe things, the pacing is slow allowing the audience to spend more time with the characters. Each episode reveals one small piece of the plot. When that shift in the middle of the series happens Steins;Gate becomes a serious time travel narrative but getting there is going to prove difficult for someone looking for good science fiction right from the start. It’s unfortunate that by playing to the Otaku crowd who love both science fiction and moe, the audience who would most appreciate Steins;Gate won’t be able to make it through those first few episodes.

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This review might feel a little negative but I can’t stress enough how much I enjoyed Steins;Gate. For all it’s failings, Okabe and Kurisu remain interesting characters and the way it employs the standard time travel tropes are always fun and entertaining. The dark, serious tone during the second half of the show is contains some incredible character drama despite the cast of mostly shallow characters. Okabe is forced to carry the burden of the narrative, being remembers world line jumps, that the depth of his character, what he goes through, and how he is profoundly changed by the end is truly moving. So while moe elements hold the show back and some of the science fiction elements are weak, the show comes off as a definite watch for science fiction and moe fans alike. No where near a perfect show, but an entertaining and moving piece of animation.