Showing posts with label old-school. Show all posts
Showing posts with label old-school. Show all posts

Thursday, January 22, 2009

Anime Feature Revies: Dagger of Kamui




Generally I don’t review older anime in this blog, although not from any particular dislike of the older art form; it’s just that most of the older material (Akira, Ghost in the Shell, Yu Yu Hakusho, what have you) has had so much written about it by western writers (fans and otherwise) that I don’t feel my voice can really add much to the conversation. That having been said, I’m going to deviate a little today and take a look at Dagger of Kamui, a full-length feature from 1985.

Wrongly accused of the heinous murders of his adoptive sister and mother, Jiro flees from angry villagers with only an ornate dagger in his possession. As he makes his escape, he crosses paths with Tenkai, a Buddhist priest (and secret agent of the Shogun) who convinces Jiro to enact revenge on his family’s killer. Trapped by Tenkai’s confederates, the sword-wielding man is quickly slain by Jiro, who is then taken under Tenkai’s wing and trained in the ways of ninjitsu. Once his training is complete, Tenkai sends the boy on a mission to recover a lost treasure…but after encountering his biological mother deep in the northern province of Ezo (modern day Hokkaido), Jiro finds out that he’s nothing but a pawn in Tenkai’s master plan to take over Japan – and that the man he had slain in revenge was none other than his own father. When he realizes that his bejeweled dagger is the key to the treasure’s location, Jiro sets off to recover the prize before Tenkai and his henchmen can.

I have to admit that nostalgia plays a part in it’s selection…like Ah My Goddess, Dagger of Kamui is somewhat of a favorite from my early, college years explorations in anime and manga. For someone just getting into the art form, the film’s complex and foreboding storyline, stylized fight sequences, and occasional flashes of hallucinogenic art gave me a taste of what anime (and animation in general) was able to achieve when it strayed from clichés.

So how does it still hold up after all these years? Like most older anime, yes and no. Although there are some creatively rendered villains, the character designs are fairly typical for the mid-80s (i.e. prominent eyebrows and sideburns) and admittedly date the film somewhat. Also, the picture quality is pretty murky – the animation would do well to be cleaned up, but a lesser-known work like this will probably never get it. That having been said, the druggy interludes and stylish fight scenes I remember are still hold up (in terms of visual impact) even after all this time; in this age of rapid-fire, fraction-of-a-second shots, the somber and languorous animation is a pleasant surprise.

Much like the animation, the plot is pretty hit-and-miss itself; the first half of the film (set in the wilderness of Northern Japan) succeeds in being superbly dark and intriguing, but
the action’s shift to 1860s “Old West” America came across as somewhat half-baked. Although I have to give the filmmakers credit for their attempt to blend Japanese and American history, the depiction of the American West is dull and clichéd. The action picks up again in the last half hour (when Jiro returns to Japan), but the momentum of the film is irrevocably lost, and the story’s complexity just becomes convoluted.

Still, there is much to recommend in Dagger of Kamui; the plot’s references to Ainu lore, ninja legends, western colonialism, and the collapse of the Japanese feudal system are intriguing and not the usual stuff of anime (ninja legends excluded, of course). Despite it’s occasional murkyness, the animation itself is a fine example of what pre-digital anime was capable of – many current anime features would do well to have as much imagination.
Flawed as it is at times, Dagger of Kamai deserves a larger audience.

Wednesday, April 30, 2008

Ah! My Goddess!/Oh My Goddess! by Kosuke Fujishima


When a misplaced phone call connects him to the Realm of the Gods, good-hearted but unlucky college student Keiichi inadvertently finds himself the recipient of a wish…and a beautiful goddess named Belldandy is to be the one to fulfill it. When Keiichi’s wish – “to stay with you forever” – is granted, he now has to deal with a goddess (and her two outlandish sisters) living with him!

One of the most popular series outside of Japan, there have been 4 versions of the A! MG! anime (not counting full-length movies and spin-off series). I first saw the original A!MG! anime series back in 1997 as a fan-sub, and it was even old then; it’s been published in manga form since 1989 and shows no sigh of stopping. A! MG! holds a particular place in my heart, as this was the series that introduced me to “real” (i.e. subtitled) anime back in the mid-90s; not only was it the first “fansubbed” series I saw, but it was also one of the first subtitled animation I’d been exposed to as well. I know a lot of you younger folks got your exposure to Naruto, Bleech, etc, via cable, but fan-sub anime was a rare find back in those pre-BitTorrent days.

In terms of storyline, the length of A! MG! precludes a detailed plot overview. There was a certain slap-sticky element to the early stories, as Keiichi was forced to cover up the fact that his new girlfriend was actually a powerful and magical being, while trying to maintain a normal life; once Urd and Skuld entered the series, their mischief and ham-fisted attempts at living like mortals began to drove the plot, along with introduction of more “mystical” elements and action. Due to the fact that both Keiichi and Belldandy are excellent motorcycle riders and mechanics, there has been a large emphasis on racing action during the course of the series as well (which Fujishima excels in depicting).

So, does it hold up after all these years? Well, yes and no. Along with Ureisei Yatsura, this series really popularized the “magical girlfriend” genre that’s been used countless times…so in a sense, the blame for the glut of bland/borderline sexist “magical girlfriend” can be laid at A!MG!’s feet. I’m sure I’m not alone in my perception of series heroine Belldandy as being a little too “perfect”– more often than not, she seems to have little personality and little motivation beyond being nice to Keiichi. However, you’re always stuck dealing with the fact that there’s a certain amount of fan-boy wish fulfillment in any shonen manga series (hell, most manga or comics are basically wish-fulfillment anyway) – and A!MG! is very mild compared to some of the more modern series.

With excellent art* and amazingly detailed mechanical rendering of the many motorbikes and machines that appear in the series, A! MG! remains a charming, good-natured work, (even after 19 years) probably due to the fact that it has a uniquely easy-going feel that’s easy to like and welcoming to non-manga readers. Along with Akira, Neon Genesis Evangelion, and any Rumiko Takahashi series, this is one of those anime/manga works that every self-respecting otaku has been exposed to at least once.

*- (presently, at least - the early art is amazingly dated and “80’s” looking. Fans of 1980’s Masamune Shirow series ala New Dominion Tank Police and Appleseed will know what I mean…)

Saturday, January 19, 2008

Manga Review: Gundam: The Origin, Vol 10 by Yoshikazu Yasuhiko


Ah, Mobile Suit Gundam…after Robotech/Macross, this is one of my favorite “classic” Anime/Manga series - so coming across this book on the shelves of the Cypress Hills branch was a special treat. I’m a little rusty on my “Universal Century” history, but this appears to be close to the original’s plot – Earth Federation’s White Base starship battles rebellious space colony “Principality of Zeon” (with my main man Char!) across Earth and space to protect it’s cargo: the secret super-weapon, the Mobile Suit Gundam. Will White Base be forced to use the experimental weapon to protect itself from Zeon’s marauding Mobile Suits? (Hint: hell to the yes!)

The ink-heavy, thick-lined art is very “old school”, very “rounded-off” in that classic 70’s style, made all the more surprising due to the fact it came out in 2003; due to the art style and the subject, I had originally though that I was dealing with a modern reprint of a 70’s/80’s comic! There’s heavy use of screentones, and the colored introductions are painted with water color (to good effect, I might add – I wish more artists used watercolors in comics). At times, the art resembles “western comics”, with characters that have less stylized features than many mangas, as well as fight sequences that have little of the ever-popular “action lines”.

So what do we got going on in this volume, eh? As the White Base heads over South America, Amuro and the rest of the crew are confronted by a Zeon detachment. Despite his best efforts, Amuro is soundly defeated by the nefarious and skillful Lt. Ranba Ral, and only the intervention of a fellow crewmember can save him. Racked with shame and angry at the rumors he’s to be replaced as lead Gundam pilot, Amuro flees with the Gundam into the countryside. After hiding the giant Mech, he enters a nearly deserted town in search of food and water only to be confronted by Lt. Ral himself!