"Clannad" received an anime adaptation in 2007 with a total of 23-episodes and was released on DVD earlier this year in the US from Sentai Filmworks. The second season known "Clannad ~After Story~" (which takes place after the first season of Clannad and then ten years later) is now being released in the US. The anime series is directed by Tatsuya Ishihara ("Air", "Kanon", "Melancholy of Haruhi Suzumiya") and a screenplay by Fumihiko Shimo ("Full Metal Panic!", "Air", "Burst Angel", "Gravion", "Melancholy of Haruhi Suzumiya"). The character design for the anime series is by Kazumi Ikeda ("Kanon") and is faithful to the original designs by Itaru Hinoue ("Air", "Kanon").
"Clannad" was an anime series that focused on high school students Tomoya Okazaki and a girl he meets his senior year named Nagisa Furukawa. Tomoya, who was a brash teenager who got into a lot of fights with his father and Nagisa, a frail teenager who has been out of school for periods of time due to an illness but somehow along the way, these two have found a special bond and love for one another.
As the first season of "Clannad" focuses on these two characters and their friends, the first part of "Clannad ~After Story~" continued with storyline of high school life and focusing on a storyline for each of the main and supporting characters and life for Tomoya and Nagisa after he has graduated from high school.
But with "Clannad ~After Story~ - Collection 2 , the final half of the series focuses primarily on the two as they now prepare for marriage and having a family life and the story moves forward ten years later. Needless to say, as the series has had its share of emotional episodes, the end of those story arc's have ended with happy endings. With this second collection, things grow much darker and tragic and if you thought the prior episodes were emotional, this final volume is much more deeper than ever.
VIDEO & AUDIO:
So far, each anime series that were based off a Key video game such as "Kanon" and "Air" have both been fantastic anime series featuring vibrant animation, colorful backgrounds and just many settings that really make the series stand out. The same can be said about "Clannad ~After Story!", the animation and production is absolutely fantastic. Kyoto Animation has done a wonderful job with the artistic backgrounds. Also, the animation is solid and character designs are also done very well. "Clannad ~After Story~" is featured in 16:9 Anamorphic Widescreen and picture quality for the anime series on DVD is wonderful! The OVA "Another World: Kyou Chapter" wasn't aired in Japan as part of the TV series but because its an OVA, has better production quality than the TV series with more detailed background art and more shading in the animation.
As for the audio, the audio of the series is in Japanese 2.0. Japanese voice acting is solid and a lot of well-known Seiyuu are involved in the series. Dialogue is understandable and clear. Personally, I chose to have my receiver play the series with "Stereo on All Channels" for a more improve soundscape. As for English dubs, there are no English dubbed dialogue available for "Clanand" or "Clannad ~After Story~".
Subtitles are featured in English.
SPECIAL FEATURES:
"Clannad ~After Story~ - Collection 2 features the clean opening and closing animation and Sentai Filmworks trailers.
JUDGMENT CALL:
This is the part I have waited for and have heard so much about from fans of the series. "Clannad ~After Story~ Collection 2 becomes more real as Tomoya and Nagisa now live their adult lives as a married a couple and eventually wanting to start a family. We have received hints from the opening of the anime series with a girl and a robot but the storylines were vague until you reach this final half of the season.
The final half of "Clannad ~After Story~" is fantastic and emotional. I don't think I have cried this hard for an anime series since I have watched "Grave of the Fireflies", that is how depressing and emotional that "Clannad ~After Story~" has gotten and episode after episode, I couldn't stop, it was that captivating and suffice to say, you are pulled in as you have watched many episodes of Tomoya and Nagisa grow from their high school years and now to their married years and you have two bombshells dropped on you that is so emotionally hard to take in.
Also, knowing that those emotions and what you see, mirrors reality in knowing that there are fathers who have had to deal with a similar situation that Tomoya had to go through. The series does have a happy ending and of course, the realism of the storyline can be lost but in the context of what we experienced throughout this series, especially with the Fuko and Yukine storyline, there are magical things that happen in the world of "Clannad". The balls of light that we have seen in several episodes and the discussion of alternate universes (especially with the two OVA's), the screenplay plays off possibly like its video game counterpart that this is not a an anime series based on reality, it's a series based on possibilities and anything is possible.
For the realists, one can feel that with episode 21, the tragedy that unfolds is their true conclusion. For those who want that magical, happy ending... episode 22 and the final episode summary gives you that other option. It's interesting because typically, you don't get a choice in the matter at the end of an anime series. Pretty much at the end of a series, what is done is done (unless there is a movie or OVA version reimagining the series). Not for "Clannad ~After Story~", the series has always had its enjoyable happy moments and its emotional moments. As a viewer, part of me felt that episode 21 is how things should be, to capture that realism of the storyline. But knowing how things happened during the Fuko, Misae and Yukine storyline in "Clannad" and "Clannad ~After Story~", magical things happen in the town where Tomoya and Nagisa live which can't be explained and thus episode 22 and the summary episode is an ending that makes sense.
In the end and now watching this series from beginning to end and almost like a marathon, so captivated that I couldn't stop, I realize why this acclaimed series is loved by many.
5/5
Thursday, December 28, 2000
Wednesday, December 27, 2000
Haibane Renmei review
hat a divine series this is - in every aspect of the word. I finished watching Haibane Renmei I began enthusiastically recommending it to my friends. When one asked "So what makes it good?", funny thing was, I couldn't really answer it. There's almost no conflict or action in the series. There's no traditional good guys VS bad guys, no spellbinding magic, no science fiction - not a trace of computers, aliens or mecha. There are fantasy elements, but they're kept to such a small, human level that you can't really call this series a fantasy in the traditional sense. So what is Haibane Renmei?
It tells the story of a group of angel-like beings called Haibane. They're born from cocoons, grow wings, given halos, and have no memories of their past other than the dream each has in the cocoon. They all live in a protected city called Glie, where nobody is allowed to go beyond the walls. The Haibane are watched over and protected by a group called the Haibane Renmei. Haibane must each work to support themselves, and do their best to be a "good Haibane". It tells the story of one such Haibane - Rakka - coming into the world, and learning how to live in it. The supporting cast of Old Home (where they live) is equally essential. Towards the finale, much of the focus shifts from Rakka to Reki - one of the elder Haibane, who is a mother figure to those in Old Home. Then there's Kuu, Kana, Hikari, and Nemu whom all have very different, but likable personalities.
Haibane Renmei moves at life's pace. Slow and deliberately it moves through its stages - dealing with many humanistic themes along the way. Moving through seasons and emotions with dignity and grace. It would be very easy for fans of traditional anime to consider this series "boring", as it's certainly not exciting in any traditional sense. You really have to be in a certain mood to appreciate Haibane Renmei's charm.
Yoshitoshi ABe (Original Story, Character Designs) said when he began Haibane Renmei that he had no set idea where he was going with it all, creating the story in the moment. In this light, Haibane Renmei becomes like a stream of conscious meditation on life. He also said that while Haibane Renmei has a religious feel, it is not about any particular religion. It is really a type of spiritual and emotional journey. There are anime series that that are very much allegorical. Haibane Renmei works more like CS Lewis's Chronicles of Narnia in that it deals more in allusions than strict allegory. This means its more open to personal interpretations - and all the better because of it.
In a way, this series reminds me of the anime equivalent of Yasujiro Ozu's films. Ozu is a director who focused on regular people in everyday life confronting life's small, but meaningful moments. His films, like Haibane Renmei, rarely have any big emotion or big drama. It's all about calm reflection as we move through life. The viewer is never forced into the story or the characters. Rather, we're given time to relate these characters to our own life. Their moments of sorrow and pain, as well as joy and triumph has been our own. Their search for meaning has been our own. It's through this very human level that we're able to connect with the Haibane and share in their emotions. This makes moments like Rakka's monologue inside Kuu's room profoundly moving.
The animation is superb. It's easy to miss in such a quiet setting, but almost every frame reveals subtleties of the Haibane's world. They use a wealth of Earth hues - wonderful greens and browns - that provide a very warm and inviting tone. The animation itself is beautifully fluid as well. But it's probably the town itself that's best rendered. The world of Glie is so well conceived and drawn, giving a real sense of a heartwarming environment. The skies, for example, are almost always drawn like beautiful paintings - often reflecting the seasons. Beyond the animation, the direction and cinematography is superb as well. The ease at which the viewer can get lost in this beautiful world is astounding. ABe mentioned that previous to working on anime he was a Japanese style artist, and his works show it. I think more than anyone currently working in anime, ABe understands what a visually powerful medium anime can be. The music is equally as accomplished; consisting of mostly simple, elegant orchestral pieces. The infusion of music in the series is adeptly applied as well - entering at all the right times and evoking all the right moods.
If there are flaws in the series, they are almost too insignificant to mention. The voice acting is not the best (sub or dub), but the cringe worthy moments are kept to a minimum. The finale perhaps comes too suddenly, making it perhaps less dramatic than it should have been. I also felt some of the characters could've been better developed, and a bit more history and background given about them. I especially wish they would've slowly developed Reki's history, instead of saving it for the end. But all of these are minor grievances, and really not worth even subtracting a single star for.
I've seen Haibane Renmei three times, and each time I'm extremely saddened by the end. Not because the story is sad, but because theirs is a world I'd never want to leave. This series has a great, meditative "zen" like quality, and for those in the right frame of mind, you will become thoroughly engrossed in both the lives of its characters and the world in which they exist. You'll smile at their joys and triumphs, and you'll cry at their losses and sorrows. In the end you will be left with a wonderful feeling akin to a spiritual cleansing. The result is nothing short of divine.
5/5
It tells the story of a group of angel-like beings called Haibane. They're born from cocoons, grow wings, given halos, and have no memories of their past other than the dream each has in the cocoon. They all live in a protected city called Glie, where nobody is allowed to go beyond the walls. The Haibane are watched over and protected by a group called the Haibane Renmei. Haibane must each work to support themselves, and do their best to be a "good Haibane". It tells the story of one such Haibane - Rakka - coming into the world, and learning how to live in it. The supporting cast of Old Home (where they live) is equally essential. Towards the finale, much of the focus shifts from Rakka to Reki - one of the elder Haibane, who is a mother figure to those in Old Home. Then there's Kuu, Kana, Hikari, and Nemu whom all have very different, but likable personalities.
Haibane Renmei moves at life's pace. Slow and deliberately it moves through its stages - dealing with many humanistic themes along the way. Moving through seasons and emotions with dignity and grace. It would be very easy for fans of traditional anime to consider this series "boring", as it's certainly not exciting in any traditional sense. You really have to be in a certain mood to appreciate Haibane Renmei's charm.
Yoshitoshi ABe (Original Story, Character Designs) said when he began Haibane Renmei that he had no set idea where he was going with it all, creating the story in the moment. In this light, Haibane Renmei becomes like a stream of conscious meditation on life. He also said that while Haibane Renmei has a religious feel, it is not about any particular religion. It is really a type of spiritual and emotional journey. There are anime series that that are very much allegorical. Haibane Renmei works more like CS Lewis's Chronicles of Narnia in that it deals more in allusions than strict allegory. This means its more open to personal interpretations - and all the better because of it.
In a way, this series reminds me of the anime equivalent of Yasujiro Ozu's films. Ozu is a director who focused on regular people in everyday life confronting life's small, but meaningful moments. His films, like Haibane Renmei, rarely have any big emotion or big drama. It's all about calm reflection as we move through life. The viewer is never forced into the story or the characters. Rather, we're given time to relate these characters to our own life. Their moments of sorrow and pain, as well as joy and triumph has been our own. Their search for meaning has been our own. It's through this very human level that we're able to connect with the Haibane and share in their emotions. This makes moments like Rakka's monologue inside Kuu's room profoundly moving.
The animation is superb. It's easy to miss in such a quiet setting, but almost every frame reveals subtleties of the Haibane's world. They use a wealth of Earth hues - wonderful greens and browns - that provide a very warm and inviting tone. The animation itself is beautifully fluid as well. But it's probably the town itself that's best rendered. The world of Glie is so well conceived and drawn, giving a real sense of a heartwarming environment. The skies, for example, are almost always drawn like beautiful paintings - often reflecting the seasons. Beyond the animation, the direction and cinematography is superb as well. The ease at which the viewer can get lost in this beautiful world is astounding. ABe mentioned that previous to working on anime he was a Japanese style artist, and his works show it. I think more than anyone currently working in anime, ABe understands what a visually powerful medium anime can be. The music is equally as accomplished; consisting of mostly simple, elegant orchestral pieces. The infusion of music in the series is adeptly applied as well - entering at all the right times and evoking all the right moods.
If there are flaws in the series, they are almost too insignificant to mention. The voice acting is not the best (sub or dub), but the cringe worthy moments are kept to a minimum. The finale perhaps comes too suddenly, making it perhaps less dramatic than it should have been. I also felt some of the characters could've been better developed, and a bit more history and background given about them. I especially wish they would've slowly developed Reki's history, instead of saving it for the end. But all of these are minor grievances, and really not worth even subtracting a single star for.
I've seen Haibane Renmei three times, and each time I'm extremely saddened by the end. Not because the story is sad, but because theirs is a world I'd never want to leave. This series has a great, meditative "zen" like quality, and for those in the right frame of mind, you will become thoroughly engrossed in both the lives of its characters and the world in which they exist. You'll smile at their joys and triumphs, and you'll cry at their losses and sorrows. In the end you will be left with a wonderful feeling akin to a spiritual cleansing. The result is nothing short of divine.
5/5
Tuesday, December 26, 2000
Death Note review
his show is a must see not just for anime fans but for anyone who enjoys well written and well thought out drama. The story follows the young and brilliant Light who happens upon a notebook with the power to kill people. With the best of intentions at heart he sets out to use this new power to create a better, safer world. Unfortunately for him not everyone agrees with his methods and Light soon finds himself under investigation lead by the world's premier super detective know only as "L".
The intellectual struggle between Light and L is nothing less than riveting. I was stuck helplessly watching episode after episode because I couldn't wait to see what these two boys were going to come up with next. I also found that Light's decent from good natured student to sociopathic mass murder was really well done and an interesting look at how power corrupts.
I'm always reading these reviews to see what people think before I buy stuff but this is the first time I've ever bothered writing one myself. I was just that impressed with this one. Warning though, it is pretty dark and somewhat depressing so if you're looking for happy,happy,feelgood this is probably not your cup of tea. But, if you're looking for a great original storyline that will keep you on the edge of your seat from start to finish then I highly recommend you give this one a try. It's one of the best shows I've seen.
5/5
The intellectual struggle between Light and L is nothing less than riveting. I was stuck helplessly watching episode after episode because I couldn't wait to see what these two boys were going to come up with next. I also found that Light's decent from good natured student to sociopathic mass murder was really well done and an interesting look at how power corrupts.
I'm always reading these reviews to see what people think before I buy stuff but this is the first time I've ever bothered writing one myself. I was just that impressed with this one. Warning though, it is pretty dark and somewhat depressing so if you're looking for happy,happy,feelgood this is probably not your cup of tea. But, if you're looking for a great original storyline that will keep you on the edge of your seat from start to finish then I highly recommend you give this one a try. It's one of the best shows I've seen.
5/5
Monday, December 25, 2000
Fullmetal Alchemist review
Fullmetal Alchemist is one of those stories that while you're watching, you wonder how anyone could have come up with such a complex and original plot. The anime is based on the manga "Fullmetal Alchemist" but the stories go two separate ways. They share a few similar plot twists, but ultimately the outcome for the two characters is completely different.
This DVD is a great buy for people who enjoy learning about the behind-the-scenes stuff from the show.
5/5
This DVD is a great buy for people who enjoy learning about the behind-the-scenes stuff from the show.
5/5
Sunday, December 24, 2000
Moribito: Guardian of the Spirit review
If you're a fan of series like Shonen Onmyouji or Twelve Kingdoms here's another fantastic series worth your time. The basic story-plot of the series is that the second prince of the kingdom is feared cursed and will be about the destruction of his peoples lands but his mother forsakes this prophecy and enlists the aid of a wandering female warrior who rescued her son previously from drowning and feels she will be able to protect her son from the machinations of the royal courts decree. Along the way of the series we see the true reason of the royal courts fears as well as the true destiny of the young prince, the one thing that endears you to the series other than the fantastic story, animation, and characters is actually the prince himself. I thought that like previous series with this kind of story you would have the prince as a young pampered brat, but this prince turns out to be actually sincere in his desires to help the people and his own personality to do the work and interact with the people on a personal level not acting at all like a stuck up royal prince. The series won't be for everyone if you're expecting some hardcore supernatural fights or powerful demons to cause destruction that you'll be disappointed, but if you've seen the series mentioned above or another one called Princess Mononoke than this series will be just for you. The audio and video are done well with the added bonus extras being a nice touch, if there's any complaint it would be the box set itself like mentioned before the set is eight dvds put into a single dvd case with a center spindle to stack one dvd on top of another which I found annoying but hey for the price of $15.00 dollars instead of the $95.00 dollars for the other set I can look pass this. So for a great Edo era action anime with a great cast and story-line here's a wonderful choice for anyone.
4.75/5
4.75/5
Mobile Suit Gundam 00 | 9
First off, a lot of people called this series slow and boring. DO NOT LISTEN. The first few episodes are building up the story for the later episodes, which will have you on the edge of your seat at the end of almost every episode! It especially picks up at the second season with some epic battle scenes and some tension-building political and economic dilemmas.
I did have a few problems with it though. For one, a few of the characters came across as whiny and annoying, namely Saji, Allelujah, and Feldt, although this might be because it was the dubbed version.
Also, although the last 10 or so episodes were incredible, it became increasingly hard to discern which Gundam was which, especially in the finale. I had hardly no idea who was still alive until the "epilogue" scenes.
And, oh yeah, the animation? Absolutely astounding. Probably the best I've ever seen.
I did have a few problems with it though. For one, a few of the characters came across as whiny and annoying, namely Saji, Allelujah, and Feldt, although this might be because it was the dubbed version.
Also, although the last 10 or so episodes were incredible, it became increasingly hard to discern which Gundam was which, especially in the finale. I had hardly no idea who was still alive until the "epilogue" scenes.
And, oh yeah, the animation? Absolutely astounding. Probably the best I've ever seen.
Saturday, December 23, 2000
Shin Megami Tensei Devil Summoner 8.0
While Shin Megami Tensei Devil Summoner: Raidou Kuzunoha vs the Soulless
Army isn't actually an SMT game, it is a member of the franchise. It is
actually part of a family of spin-off games in the MegaTen series that
is just using the SMT name to establish connections between the
different series in the franchise finally appearing in America. While
not too many people are familiar with the games past, this one takes the
series in a new direction.
Devil Summoner is the first game in the MegaTen franchise that has moved past the traditional or tactical RPG style combat and gone straight into the action/RPG genre. In this game you play as a young man who has just attained the title of Kuzunoha Raidou the 14th, the successor to a long line of Devil Summoners tasked with the protection of the capital city. With his ability to see and control demons, Raidou must solve a mystery that becomes increasingly more and more twisted as the game progresses.
The story begins with the player earning the Raidou name (essentially this is the tutorial) and being assigned to work at a detective agency in the capital. One day you get a mysterious phonecall from a girl pleading for help and wants to meet with you late at night. Reluctantly Raidou and his partner at the detective agency head out to meet her. They find out the girl who contacted them has an odd request; she asks them to kill her. Before anyone can respond, she is kidnapped by mysterious men in red and so sets forth a tale of demons, evil, and curses.
Essentially the game progresses much the way you would expect a MegaTen game to, you travel to different locations via world maps and explore the different locations on larger area maps. While wandering around the areas searching for clues and information, there will be several random encounters (the franchise is known for high encounter rates) that will allow you the opportunities to capture new demons for aid. More on that later though. While exploring the areas you are able to have a demon deployed to follow you around (keep in mind the normal people can't see it though). Every demon type has special skills that can be used in the areas such as flying to reach far items, scouting to find hidden items and enemy info, and even mind reading to get some extra information from people. These skills are essential to getting the information you need, so it is wise to keep a demon of every type as often as possible.
Now for the battles. This is where fans of the series will either love the game or hate it. Gone are the pressed turn systems used in Nocturne and Digital Devil Saga. Instead they are replaced with real time action battles. You directly control Raidou and can use combinations of sword strikes and gun shots to defeat your enemies. Raidou can't use magic, so the only way he can deal elemental damage is using special bullets. Luckily for him though, he is able to have a demon deployed with him in battle (but only one!). It will typically act on its own, but you are capable of assigning it specific orders or general strategies. By using your monsters in battle, they will grow in loyalty to you. When their loyalty is maxed out, they will often give you bonuses and can then be used in fusions to create new demons. Essentailly the system can get a little bit repetitive and while it will takes a while to get used to, once you do it becomes a matter of knowing what enemies are weak to which attacks. Once you figure that out though, it's just a matter of keeping your levels high enough and capturing and fusing demons to keep gaining strength.
The style of capturing is brand new as well. Gone is the negotiation system used in Nocturne and the original SMT games. Instead it is replaced by a system that forces you to exploit enemy weaknesses. When you hit an enemy with an element it is weak too, it will become stunned and give you the chance to capture it by repeatedly pressing circle until a meter empties out. You must empty the meter before the creature revives or you will not capture it. The easiest way to do this is to wear down its health ahead of time before attempting a capture. One note though, you will automatically fail to capture if the enemy is a higher level than Raidou, the moon is full, or it is a boss battle.
The graphics and music in the game are a little different from what was seen in previous SMT releases here in North America. It still uses the same form of cel shading, but they are a little bit more defined and detailed. Nothing too major, but it is enough to really change the visuals overall appearance from the other games. Also, this game is not as dark and gritty as Nocturne or DDS. In fact it has several amusing scenes and is much brighter and more vibrant overall. This is greatly illustrated by the music which is often much more lighthearted and is comprised of a lot of horns and brass instruments. Not nearly as dark and brooding as the other two games. But since this game takes place in 1920's Japan and not a post-apocalyptic world this time, it fits in quite well.
Overall, Devil Summoner is a new spin on an old franchise. While it does display that full action battles aren't as well suited for the style of the game, Atlus was able to do it well enough that it still remains fun and keeps the game enjoyable. For a lot of people who found the turn based systems of Nocturne and DDS overbearing and cumbersome, this could be a nice way to ease into the world of the MegaTen franchise. While it is not nearly as epic as the previous games, it holds its own and the story alone is enough to keep a fan of the franchise sated long enough to finish the game off regardless of whether or not they like the change of style. Definately not the best game in the franchise, but a nice refreshing change that is fun none the less.
Devil Summoner is the first game in the MegaTen franchise that has moved past the traditional or tactical RPG style combat and gone straight into the action/RPG genre. In this game you play as a young man who has just attained the title of Kuzunoha Raidou the 14th, the successor to a long line of Devil Summoners tasked with the protection of the capital city. With his ability to see and control demons, Raidou must solve a mystery that becomes increasingly more and more twisted as the game progresses.
The story begins with the player earning the Raidou name (essentially this is the tutorial) and being assigned to work at a detective agency in the capital. One day you get a mysterious phonecall from a girl pleading for help and wants to meet with you late at night. Reluctantly Raidou and his partner at the detective agency head out to meet her. They find out the girl who contacted them has an odd request; she asks them to kill her. Before anyone can respond, she is kidnapped by mysterious men in red and so sets forth a tale of demons, evil, and curses.
Essentially the game progresses much the way you would expect a MegaTen game to, you travel to different locations via world maps and explore the different locations on larger area maps. While wandering around the areas searching for clues and information, there will be several random encounters (the franchise is known for high encounter rates) that will allow you the opportunities to capture new demons for aid. More on that later though. While exploring the areas you are able to have a demon deployed to follow you around (keep in mind the normal people can't see it though). Every demon type has special skills that can be used in the areas such as flying to reach far items, scouting to find hidden items and enemy info, and even mind reading to get some extra information from people. These skills are essential to getting the information you need, so it is wise to keep a demon of every type as often as possible.
Now for the battles. This is where fans of the series will either love the game or hate it. Gone are the pressed turn systems used in Nocturne and Digital Devil Saga. Instead they are replaced with real time action battles. You directly control Raidou and can use combinations of sword strikes and gun shots to defeat your enemies. Raidou can't use magic, so the only way he can deal elemental damage is using special bullets. Luckily for him though, he is able to have a demon deployed with him in battle (but only one!). It will typically act on its own, but you are capable of assigning it specific orders or general strategies. By using your monsters in battle, they will grow in loyalty to you. When their loyalty is maxed out, they will often give you bonuses and can then be used in fusions to create new demons. Essentailly the system can get a little bit repetitive and while it will takes a while to get used to, once you do it becomes a matter of knowing what enemies are weak to which attacks. Once you figure that out though, it's just a matter of keeping your levels high enough and capturing and fusing demons to keep gaining strength.
The style of capturing is brand new as well. Gone is the negotiation system used in Nocturne and the original SMT games. Instead it is replaced by a system that forces you to exploit enemy weaknesses. When you hit an enemy with an element it is weak too, it will become stunned and give you the chance to capture it by repeatedly pressing circle until a meter empties out. You must empty the meter before the creature revives or you will not capture it. The easiest way to do this is to wear down its health ahead of time before attempting a capture. One note though, you will automatically fail to capture if the enemy is a higher level than Raidou, the moon is full, or it is a boss battle.
The graphics and music in the game are a little different from what was seen in previous SMT releases here in North America. It still uses the same form of cel shading, but they are a little bit more defined and detailed. Nothing too major, but it is enough to really change the visuals overall appearance from the other games. Also, this game is not as dark and gritty as Nocturne or DDS. In fact it has several amusing scenes and is much brighter and more vibrant overall. This is greatly illustrated by the music which is often much more lighthearted and is comprised of a lot of horns and brass instruments. Not nearly as dark and brooding as the other two games. But since this game takes place in 1920's Japan and not a post-apocalyptic world this time, it fits in quite well.
Overall, Devil Summoner is a new spin on an old franchise. While it does display that full action battles aren't as well suited for the style of the game, Atlus was able to do it well enough that it still remains fun and keeps the game enjoyable. For a lot of people who found the turn based systems of Nocturne and DDS overbearing and cumbersome, this could be a nice way to ease into the world of the MegaTen franchise. While it is not nearly as epic as the previous games, it holds its own and the story alone is enough to keep a fan of the franchise sated long enough to finish the game off regardless of whether or not they like the change of style. Definately not the best game in the franchise, but a nice refreshing change that is fun none the less.
One Piece
There are two responses I get, without fail, every time I try to get
someone new to watch this show. "I don't like the art style," or "I've
seen the dub - NO THANKS." I'm guilty of both of these myself. But if
there's one thing I need to stress before even getting started on this
review, it's that the 4Kids dub is NOT One Piece. For the love of god,
PLEASE do not think it is. If you've suffered the misfortune of seeing
some of the 4Kids episodes, just erase them from your mind and start
fresh. They butchered it, there's really no other way to put it. They
cut episodes, changed the dialogue to fit a MUCH younger and apparently
far less intelligent audience (almost insultingly so), gave the
characters RIDICULOUS voices, and pretty much watered down the entire
series. FUNimation has done a much better job so far from what I've
seen, but regardless, watching it in its original Japanese form with
subtitles is really the way to go.
As for the art style, it's true, it's completely different from almost anything else I've seen. Much more "cartoonish" and maybe not what you'd expect from an anime. Despite that, you end up loving it. I wouldn't even say that you have to "get used to it" because it's not something that detracts from the rest of the series in any way. It didn't even take me two episodes before I was thoroughly enjoying it and seeing it as a fresh, new style, exciting almost and unlike anything I'd experienced before. Now, some 300+ episodes later, I can't remember ever NOT liking it, or even why I would have. Especially now with One Piece being aired in high definition, the art is crisp, clean, colorful - VERY sharp and wonderful to look at.
Now that we've got those two points out of the way...
One Piece is actually one of the best shows I've ever seen, anime or otherwise. The plot is pretty basic at first. Monkey D. Luffy has just set out on his own to find the legendary treasure 'one piece' and become Pirate King, and he's looking for a crew to sail with him. You'll find yourself falling in love with each and every new member as Luffy finds them. They're all extremely well developed, with interesting backgrounds and unique, fun personalities. They form one very quirky crew that's always discovering new adventures and somehow getting themselves into trouble as they strive to achieve their dreams. Each main story arc introduces new minor characters as well, and they're just as much fun and easy to fall in love with as the Straw Hat crew. Not one character is left out or feels like they're there for no reason. Everyone has a purpose and adds to the storyline, and one of the really cool things about One Piece is that these 'purposes' often resurface at later points in the series. No detail is left untouched, and you'll seriously be amazed by the way Oda threads together plots and characters and blends all their stories perfectly the more the series progresses.
The plot itself, though fairly straightforward at first like I said, quickly evolves into something HUGE. Much of the beginning of the series is dedicated to forming the crew and letting you get to know the characters, though it's definitely never lacking in action, but once they reach the Grand Line, you're swept up in adventure after adventure and following some of the most fantastic story arcs you'll ever watch. The battles and fights are well-paced, with the final boss fight almost always being completely EPIC. But even through the action, One Piece never quite loses it's lighthearted, humorous edge. The episodes are sprinkled with PLENTY of funny moments, never too many and never too few. There's always a wonderful balance of action and humor.
One Piece also has its fair share of heart-wrenching moments, which may take you by surprise! There are some EXTRE
As for the art style, it's true, it's completely different from almost anything else I've seen. Much more "cartoonish" and maybe not what you'd expect from an anime. Despite that, you end up loving it. I wouldn't even say that you have to "get used to it" because it's not something that detracts from the rest of the series in any way. It didn't even take me two episodes before I was thoroughly enjoying it and seeing it as a fresh, new style, exciting almost and unlike anything I'd experienced before. Now, some 300+ episodes later, I can't remember ever NOT liking it, or even why I would have. Especially now with One Piece being aired in high definition, the art is crisp, clean, colorful - VERY sharp and wonderful to look at.
Now that we've got those two points out of the way...
One Piece is actually one of the best shows I've ever seen, anime or otherwise. The plot is pretty basic at first. Monkey D. Luffy has just set out on his own to find the legendary treasure 'one piece' and become Pirate King, and he's looking for a crew to sail with him. You'll find yourself falling in love with each and every new member as Luffy finds them. They're all extremely well developed, with interesting backgrounds and unique, fun personalities. They form one very quirky crew that's always discovering new adventures and somehow getting themselves into trouble as they strive to achieve their dreams. Each main story arc introduces new minor characters as well, and they're just as much fun and easy to fall in love with as the Straw Hat crew. Not one character is left out or feels like they're there for no reason. Everyone has a purpose and adds to the storyline, and one of the really cool things about One Piece is that these 'purposes' often resurface at later points in the series. No detail is left untouched, and you'll seriously be amazed by the way Oda threads together plots and characters and blends all their stories perfectly the more the series progresses.
The plot itself, though fairly straightforward at first like I said, quickly evolves into something HUGE. Much of the beginning of the series is dedicated to forming the crew and letting you get to know the characters, though it's definitely never lacking in action, but once they reach the Grand Line, you're swept up in adventure after adventure and following some of the most fantastic story arcs you'll ever watch. The battles and fights are well-paced, with the final boss fight almost always being completely EPIC. But even through the action, One Piece never quite loses it's lighthearted, humorous edge. The episodes are sprinkled with PLENTY of funny moments, never too many and never too few. There's always a wonderful balance of action and humor.
One Piece also has its fair share of heart-wrenching moments, which may take you by surprise! There are some EXTRE
MELY
powerful scenes and episodes that kind of blindside you and leave you
wondering when you became quite so emotionally attached to certain
characters or other things. I've definitely found myself near tears or
actually crying at more than one point. One Piece has it all - amazing
characters, the never-ending yet never TOO over-the-top humor, exciting
battles, fun adventures, heartbreaking moments with quick to follow
touching moments. And underneath everything, there's always the theme of
friendship and teamwork, of working to reach your dreams and helping
those closest to you achieve theirs, of growing and maturing as a person
and discovering the power within yourself to overcome obstacles of any
sort, of just BEING THERE for the rest of your crew when they need you -
of being NAKAMA.
In a word, One Piece is perfect. And perhaps I'm just biased, being an obviously OBSESSED fan at this point, haha, but what can I say? It's been running for 344 episodes so far and not ONCE have I wondered or hoped that it would start to reach an end. It is, simply put, amazing.
In a word, One Piece is perfect. And perhaps I'm just biased, being an obviously OBSESSED fan at this point, haha, but what can I say? It's been running for 344 episodes so far and not ONCE have I wondered or hoped that it would start to reach an end. It is, simply put, amazing.
Sailor Moon S Viz Dub
The S Season is arguably the best of the five seasons of Sailor Moon and
probably the darkesr with its themes of the Apocalypse and Sacrifice.
The Outer Guardians appear for the first time (except Pluto who briefly
appeared in R) and they steal the spotlight every time they're in
screen! It looks like ViZ media is going for a "rainbow" theme with
these chipboard boxsets. Season 1 was pink, season 2 orange and now we
have yellow for season 3. By the looks of it, SuperS will be green and
Stars blue. I like it! For those of you who preordered this Bluray/DVD
Combo pack on rightstuf.com you'll also get an exclusive Cosmic Heart
Compact coin! I think its cheaper there than Amazon. I preordered this
back in July the day it was announced at the official Sailor Moon panel
at Anime Expo and got a special screening of the English episodes "The
Rod of Love is Born! Usagi's New Transformation, A Beautiful Boy? The
Secret of Haruka Tenno" and "Bond of Destiny! The Distant Days of
Uranus!" As far as what I've seen, the new voice actresses for Uranus,
Neptune, Kaolinite (who did Usagi's mom and Temari from Naruto) sound
great!! Special mentions go to Keith Silverstein who plays Professor
Tomoe! He's one of my favorite voice actors and he's such a great guy
too! The veteran's Stephanie Sheh, Michelle Ruff and Robbie Daymond all
sound great and bring the characters to life too! I can't wait tk hear
Christie-Marie Cabanos when she does Hotaru's voice in the next half of
the series. Sob, that'll be such a long wait!! This uncut version will
do this series justice unlike the previous Pioneer releases. I mean, I
live that Pioneer used the original cover art and that they had English
Subtitles for the Japanese voices, BUT they completed omitted the first
and second opening songs and only used the third one throughout,
spoiling Hotaru Tomoe's appearance much earlier in the series as well as
hinting Super Sailor Moon is the messiah (she flies with butterflies
and purges the dark clouds making way for light to come through). They
also CUT the next episode previews. They were labeled "ORIGINAL UNCUT
VERSION" but making edits like this doesn't say "uncut" in my book. But
now with VIZ rereleasing the entire series, that shouldn't be a problem
anymore.
Mobile Suit Gundam: Iron-Blooded Orphans (2015)
I was very happy to get this
edition of the first season of Iron Blooded Orphans. The whole package
is great quality! The box comes in a nice plastic sleeve that protects
it while making it look nice. The Card board holder for the Blu-ray
boxes is really strong and finished with a polished design that makes it
sturdy and great to hold your Blu-ray boxes in (there is even room for
season 2 when that comes out). The art book is a cool little added bonus
and the Model was fantastic! It's a high grade model and the metallic
injection style really was a nice touch. All in all, I highly recommend
getting this if you're a fan of Gundam.
Magic Knight Rayearth
1 users found this review helpful.
Three very different (and conveniently color-coded) junior high
schoolgirls, Shidou Hikaru, Ryuuzaki Umi, and Hououji Fuu, meet by
chance during a school trip to Tokyo Tower. A bright light blinds them,
and before they know it, they have been transported to Cephiro, a land
of magic and monsters, where the power of will is the very foundation of
all existence. Thankfully, they already have talents which allow them
to survive in this new world, with the initial guidance of the
youthful-appearing Guru Clef, who sends them on a journey to become the
Magic Knights, to rescue the Princess Emeraude who summoned them in the
first place, but has been ostensibly kidnapped by the Dark Priest
Zagato, and, in the process, save the world of Cephiro. They are not
alone, either, for they are accompanied by the bouncy, rabbit-like,
uber-cute Mokona (named after CLAMP member Mokona Apapa), who seems to
always have they need (unless they are confronted by monsters, of
course). Throughout their various adventures, the three girls soon
become close friends, and really that by sticking together, they just
might have the power to save this world. But not all is as it seems in
the world of will.
Review
At first glance, Rayearth seems to be a silly take on the RPG genre, from a shoujo-manga (girls-comic) point of view. The main characters, while charming, are drawn from the archetypes of the hundred or so girls comics before it. The genki tomboy. The spoiled ojousama. The demure smart-girl-with-glasses. And then the girl-with-glasses says, "Oh wow, this is just like an RPG!" And the audience laughs, because she is cute (and SD), and this show has suddenly become rather funny.
Rayearth, much like its characters, its mascot, and the very world it portrays, is full of surprises, and a good deal more inspiring and deep than it ever claims to be. It is a series that unfolds lightly, but steadily drops you into more and more interesting situations, while the characters develop nicely into some of the most likable heroines in anime fantasy. I found myself consistently rooting for the spunky Hikaru, the graceful Umi, and (my personal favorite) the smart-or-is-she-just-silly Fuu as the episodes went on, laughing with them and crying with them as they went through trials I did not even imagine were ahead of them. Yeah, Rayearth has its silly SD bits, but with villains and allies who change sides, fall in love, and sometimes, die, this series takes its turn to the deadly serious. And the ending will definitely hurt - and you may not expect it. The girls certainly don't - but one of the neat things about this series is watching the girls overcome their obstacles, learn from their mistakes, and keep on going when all seems hopeless. It's as much a coming-of-age story as a fantasy, which certainly adds points in my book.
But then, we shouldn't expect any less from CLAMP. The manga form of Rayearth was intended to be a lighter, more audience-friendly work from the group that produced the angsty and brooding Tokyo Babylon and, later, X. But even in its lightest material (Card Captor Sakura), CLAMP has a tendency to present forbidden relationships, tangled romances, and heartbreak, and Rayearth is no different. But it is done tastefully, cleverly, and well, and the animated series is no different in that respect. However, the character designs might be a bit jarring to those used to seeing the styles of Clover, Card Captor Sakura, and Angelic Layer.
The animation itself is about average for a TV series, if maybe a little bit below average, but that doesn't detract at all from the storytelling. THEM is certainly quite used to the low frame rates and still-frames and pans that are used in most shoujo anime, but shoujo anime generally don't run towards high action sequences anyway. (Also, halfway through the series, Fuu ditches the bow and arrows, and her specialty in archery, for a two-handed sword which she couldn't possibly wield realistically, but whatever floats CLAMP's boat, I guess.) And the action sequences, while simply done, are certainly emotionally intense, which is what the creators were aiming for, rather than slick or detailed (which the creators that was comparatively unimportant). Of course, diehard action fans usually stay clear away from this sort of stuff anyway, which is a shame, really. And the music is pretty good, too, though I advise the viewer not to play the soundtrack's Mokona image songs on endless loop, due to the risk of brain damage. "Pu! Pu! Puuuuuuuu!!!!!"
Of course, I haven't yet mentioned the titular Rayearth, which is one of the "Magic Gods" (literally Mashin) that the Magic Knights eventually use to defend and save Cephiro. The Mashin are, in fact, sentient giant robots, which presages (by about a year or so) a similar fantasy-themed usage of the giant robot genre in Vision of Escaflowne.
But the series is never really about the robots, who meld with the backdrop for the real story, a rather good hero's journey, with three winsome leads, a funny mascot, a good supporting cast, and one heck of an ending. It's a good thing it doesn't stop there, either, or otherwise I'd be screaming for more. But that's another review in the making, for another time
Review
At first glance, Rayearth seems to be a silly take on the RPG genre, from a shoujo-manga (girls-comic) point of view. The main characters, while charming, are drawn from the archetypes of the hundred or so girls comics before it. The genki tomboy. The spoiled ojousama. The demure smart-girl-with-glasses. And then the girl-with-glasses says, "Oh wow, this is just like an RPG!" And the audience laughs, because she is cute (and SD), and this show has suddenly become rather funny.
Rayearth, much like its characters, its mascot, and the very world it portrays, is full of surprises, and a good deal more inspiring and deep than it ever claims to be. It is a series that unfolds lightly, but steadily drops you into more and more interesting situations, while the characters develop nicely into some of the most likable heroines in anime fantasy. I found myself consistently rooting for the spunky Hikaru, the graceful Umi, and (my personal favorite) the smart-or-is-she-just-silly Fuu as the episodes went on, laughing with them and crying with them as they went through trials I did not even imagine were ahead of them. Yeah, Rayearth has its silly SD bits, but with villains and allies who change sides, fall in love, and sometimes, die, this series takes its turn to the deadly serious. And the ending will definitely hurt - and you may not expect it. The girls certainly don't - but one of the neat things about this series is watching the girls overcome their obstacles, learn from their mistakes, and keep on going when all seems hopeless. It's as much a coming-of-age story as a fantasy, which certainly adds points in my book.
But then, we shouldn't expect any less from CLAMP. The manga form of Rayearth was intended to be a lighter, more audience-friendly work from the group that produced the angsty and brooding Tokyo Babylon and, later, X. But even in its lightest material (Card Captor Sakura), CLAMP has a tendency to present forbidden relationships, tangled romances, and heartbreak, and Rayearth is no different. But it is done tastefully, cleverly, and well, and the animated series is no different in that respect. However, the character designs might be a bit jarring to those used to seeing the styles of Clover, Card Captor Sakura, and Angelic Layer.
The animation itself is about average for a TV series, if maybe a little bit below average, but that doesn't detract at all from the storytelling. THEM is certainly quite used to the low frame rates and still-frames and pans that are used in most shoujo anime, but shoujo anime generally don't run towards high action sequences anyway. (Also, halfway through the series, Fuu ditches the bow and arrows, and her specialty in archery, for a two-handed sword which she couldn't possibly wield realistically, but whatever floats CLAMP's boat, I guess.) And the action sequences, while simply done, are certainly emotionally intense, which is what the creators were aiming for, rather than slick or detailed (which the creators that was comparatively unimportant). Of course, diehard action fans usually stay clear away from this sort of stuff anyway, which is a shame, really. And the music is pretty good, too, though I advise the viewer not to play the soundtrack's Mokona image songs on endless loop, due to the risk of brain damage. "Pu! Pu! Puuuuuuuu!!!!!"
Of course, I haven't yet mentioned the titular Rayearth, which is one of the "Magic Gods" (literally Mashin) that the Magic Knights eventually use to defend and save Cephiro. The Mashin are, in fact, sentient giant robots, which presages (by about a year or so) a similar fantasy-themed usage of the giant robot genre in Vision of Escaflowne.
But the series is never really about the robots, who meld with the backdrop for the real story, a rather good hero's journey, with three winsome leads, a funny mascot, a good supporting cast, and one heck of an ending. It's a good thing it doesn't stop there, either, or otherwise I'd be screaming for more. But that's another review in the making, for another time
The Twelve Kingdoms review
I ALMOST passed on this spectacular anime series because I was initially put off by the main character at the beginning of the story. Boy am I glad I didn't and you shouldn't either!
At first, the set-up for Twelve Kingdoms is somewhat similar to Fushigi Yuugi: A rather annoying whiny schoolgirl and her friends get sucked into another world similar to ancient China. They can't get back home, they get separated, and undergo several harrowing encounters. But fortunately for us, the resemblance ends there.
The main protagonist Youko Nakajima develops from a very insecure and self conscious high school girl to a courageous and self-aware young monarch of the Kingdom of Kei. All the supporting characters including villains are complex and add to the multilayered storyline.
Twelve Kingdoms is a very detailed mythological fantasy that's like an Asian version of Lord of the Rings or Chronicles of Narnia without the religious undertones or allegory. The animation is gorgeous and the soundtrack specially the opening theme is epic in scope. It's just too bad the series is incomplete. Nevertheless this is one you should not to miss.
5/5
At first, the set-up for Twelve Kingdoms is somewhat similar to Fushigi Yuugi: A rather annoying whiny schoolgirl and her friends get sucked into another world similar to ancient China. They can't get back home, they get separated, and undergo several harrowing encounters. But fortunately for us, the resemblance ends there.
The main protagonist Youko Nakajima develops from a very insecure and self conscious high school girl to a courageous and self-aware young monarch of the Kingdom of Kei. All the supporting characters including villains are complex and add to the multilayered storyline.
Twelve Kingdoms is a very detailed mythological fantasy that's like an Asian version of Lord of the Rings or Chronicles of Narnia without the religious undertones or allegory. The animation is gorgeous and the soundtrack specially the opening theme is epic in scope. It's just too bad the series is incomplete. Nevertheless this is one you should not to miss.
5/5
Friday, December 22, 2000
Clannad review
This series is an excellent buy. If you're unsure of it but watch a bunch of anime then I'd say to give it a try at least. I wasn't sure when I first saw it but it quickly grew on me as one of my favorites. From making you roll around laughing to inducing tears, this series is full of all kinds of emotional twists. Upon first glimpse, I thought it was just another Anime involving high school students, but the more I watched, the more I realized how much of a masterpiece this was. Definitely check it out. Tomoya Okazaki is a bitter, sarcastic, pranker in his senior year of high school, spending most of his time ridiculing his friend and fellow lethargist, Sunohara. However, it all seems to change when he meets Nagisa Furukawa, a kind-hearted, yet unsure, girl who wishes to revive the drama club. The journey the two go through together with the friends they make along the way, is one you shouldn't miss. The new English Dub was rather well made and interesting.
4.5/5
4.5/5
Thursday, December 21, 2000
Ghost in the Shell SAC review
First of all, I just want to mention that I was always interested in GITS SAC, but between the other expensive collection floating around and the fact that it only airs once a week at 4am, I've never really had the chance to take a closer look. That is, until this convenient, affordable set-up.
Well, anyway, GITS SAC revolves around the investigation of a cyber-terrorist known as the "laughing man." Throughout the series attempts are made to stop this heinous criminal only to reveal that the plot is much thicker and deeper than first imagined.
Along with the overlying plot, stand alone episodes act as avenues for character development, philosophical questioning as well as world building. Perhaps two of the better (or at least entertaining in my point of view) episodes consist of Batou's backstory while investigating a fighter and the tachikoma's consistent questioning of life and death.
Though these stand alone episodes offer much in the way of development, they have a habit of breaking the pace a little. If you are not intending to watch large chunks of the series at a time or in reasonable succession, important details can easily be forgotten.
All and all, GITS SAC offers espionage, action, philosophical debate and characters that you can't help to feel for. Just remember one thing while diving through the GITS SAC world: Nothing is at it seems. And one other thing: it doesn't hurt to keep the remote in hand to rewind to what you missed.
4/5
Well, anyway, GITS SAC revolves around the investigation of a cyber-terrorist known as the "laughing man." Throughout the series attempts are made to stop this heinous criminal only to reveal that the plot is much thicker and deeper than first imagined.
Along with the overlying plot, stand alone episodes act as avenues for character development, philosophical questioning as well as world building. Perhaps two of the better (or at least entertaining in my point of view) episodes consist of Batou's backstory while investigating a fighter and the tachikoma's consistent questioning of life and death.
Though these stand alone episodes offer much in the way of development, they have a habit of breaking the pace a little. If you are not intending to watch large chunks of the series at a time or in reasonable succession, important details can easily be forgotten.
All and all, GITS SAC offers espionage, action, philosophical debate and characters that you can't help to feel for. Just remember one thing while diving through the GITS SAC world: Nothing is at it seems. And one other thing: it doesn't hurt to keep the remote in hand to rewind to what you missed.
4/5
Wednesday, December 20, 2000
Ghost in the Shell
In the summer of 2003, I picked up a magazine from a local newsagents'.
This magazine (since loaned to a friend and therefore lost) introduced
this crow to the works of Hideshi Hino, the recently-released Oldboy,
and Ghost in the Shell (a promo for the English release of Innocence
graced the cover, and it contained a review of said movie). One could
say that the magazine represented a significant turning point in my
life.
Some weeks later, I came across an episode of Stand Alone Complex on the telly. So, I started following the show. And once I'd caught up via the magic of re-runs, I was hooked.
I immediately went looking for what other things Ghost in the Shell there were to be found. At the time, there were two feature-length animated movies, three manga collections, and the anime series - all of which belonged to different fictional universes, mind you, but more on that later. And oh, how long I've wanted to talk about the franchise.
Recently, with trailers dropping for the upcoming Hollywood live-action movie, I've been meaning to do an analysis on everything Ghost in the Shell; however, no matter where I start, the road gets rocky. So - this crow thought - why not go back to the beginning and build from there?
Leading up to the release of the live-action movie (which I intend to thoroughly preview), The Corvid Review will do a complete breakdown of the series.
And we're going to start with the first movie as our access point. After all, it recently became 21 years old, and I'm a bit ashamed I never managed to do this in time for the anniversary.
For now, I'll keep things light, but as these posts start to pile up, I'll start analysing and interpreting the many facets to this franchise.
So, let's not wait around any longer. My ghost, it whispers to me. Let's dive in.
Ghost in the Shell opens with a meeting between Section 6 chief Nakamura and an American diplomat who has been working to help a programmer defect from Japan. Major Motoko Kusanagi stands above the building they are in, listening to their conversation. When the diplomat, faced with charges, claims immunity, she takes off her overcoat and drops off the roof.
On the way down, she assassinates the diplomat and turns invisible (a future projection of therm-optic camouflage) as the security detail and SWAT team equivalent look on in disbelief.
Most people miss the importance of this scene. This isn't just showing off how much of a badass the Major is (this is just not the sort of woman you want to cross), but it's a small plot detail that I recommend paying attention to.
From here, we segue into the "making of cyborg" sequence (otherwise known as the "shelling" sequence). Set to an orchestral backdrop conducted by the master Kenji Kawai (who himself plays some of the drums on occasion), we get to see the creation of Major Motoko Kusanagi.
In the world of Ghost in the Shell, technology has advanced far enough that prosthetic body parts and organs are commonplace, and the net is far more interlaced with our physical reality than we can even think about today.
The Major is a full-body cyborg. The only "original organic" parts of her are her brain, and possibly some pieces of spinal column.
Following the "making of cyborg" scene, the Major wakes up in her apartment (a scene that has since become one of the many iconic scenes of the movie over time).
Throughout the movie, we see Kusanagi wandering. First, she takes a journey across the very Hong Kong-inspired Tokyo of 2029; and later, we see her diving in the ocean. These are both beautiful scenes (especially the first), but I'll get to their relevance later on in this post.
During this time, Section 9 (the public security outfit the Major works for) is hot on the heels of a master-hacker known only as the "Puppetmaster". In the world of Ghost in the Shell, technology and society have become so interconnected that you can literally "ghost-hack" people. And so, all Section 9 have come up with so far are proxies being played to some ulterior motive or the other.
As the investigation continues, and Section 9 comes upon dead end following dead end, a mangled female body is brought to Section 9. A few hours ago, a prosthetic body factory was hacked, and the body was put together autonomously. After exiting the factory, the body was run over by a truck.
Section 9 discovers that there seems to be a human "ghost" inside the "shell" (see what went on there? See it?). Section 6 shows up, and it is uncovered that the "ghost" inside the body is the Puppetmaster itself (or himself, as some of the characters gender it). The Puppetmaster is the product of one Project 2501, a venture masterminded by Section 6 to create a system which can "ghost-hack" people and use them as proxies for espionage (and to otherwise act in Section 6's interests), despite Section 6's initial claims of Project 2501 being built to capture the "elusive" Puppetmaster.
During its ventures on the net, a part of Project 2501 gained a "ghost" (i.e.: became self-aware), and has since formed its own goals. Section 6 and other involved parties, have since been trying to trap the Puppetmaster, fearing the consequences of a rogue machine consciousness. And they've finally succeeded, by luring it down to a single body. Since Section 9 usually handles the "dirty work", they've been made part of the process as well.
Section 6, however, raids Section 9 and makes off with the Puppetmaster. Section 9 gives chase, and it ends in a scene where the Major squares off, one-on-one, with a tank.
Following the battle sequence, in which Batou arrives to provide a much-needed assist, the Major and the Puppetmaster have a conversation.
The Puppetmaster is frustrated with its status as the 'Other'. Unique as it is (superior, even), its immortality and its inability to reproduce make it feel an outcast, and so, it has used those very inadequacies to give itself a purpose.
And it's purpose? To seek out someone who can be the bridge between it and humanity. And the perfect bridge, it has found in Motoko Kusanagi, since she is like it - only from the human side of things.
During the movie, the Major's disconnection with the world has been driven home. The scenes highlighting this are the "wandering" scene and the "diving" scene. Even Batou - the closest person she has both in terms of cyberisation and friendship - is far, far more human than her. Kusanagi simply doesn't feel human enough. All that makes her human is others' treatment of her as one.
Batou tries to stop the "dive" (the interlink between them), but is hacked by the Puppetmaster. The two stare into each other's ghosts awhile, and just then, Section 6's snipers blow their heads (literally, in the case of Kusanagi, despite Batou's attempt to save her) off.
At the very end, Kusanagi wakes up in a child's body, which is the best Batou could do at short-notice from the black market. She reveals to him that while she is now something new - a new consciousness born of the merger between her and the Puppetmaster, but who is neither of them.
She decides to leave alone, and Batou reminds her he'll always be around if she needs him.
She stands at the edge of a hill by Batou's safehouse. Contemplating what comes next, she stares out across the vista and says:
"The net is vast and infinite."
SOME OF THE GHOSTS
In this section, we'll be taking a quick look at the craft of the movie, as well as touch on the concepts it deals with.
CRAFT
Ghost in the Shell is a marvellously made movie, and while some might prefer the "updated" CGI-aided Ghost in the Shell 2.0 remake, I think the original is vastly superior. After having watched so much Ghost in the Shell over the years, every time I rewatch the "making of cyborg" sequence, I'm surprised to how quick things move. It's perfectly paced, but something about the scene - the visuals, the music, everything - puts me in mind of a much slower pace.
The art is stunning, and the few minutes that we spend wandering around the city with the Major are a stunning achievement. Pictured above is a similar scene, but from a different point in the the movie. The above is the location from which Batou and Ishikawa start narrowing down one of the proxies' locations while relaying information between Section 9 Chief Aramaki, and the Major and Togusa, who are also on the move.
The detail put into the scenes is amazing, and the way in which the "camera" glides through the city makes for one long spectacle.
And the music of the movie, oh my dear ghost! Is it ever lush. The soundtrack drips with strings and chimes that line up perfectly with the visuals. Better soundtracks are rare to come by. Just sitting and listening to it with your eyes closed puts you in exactly the frame of mind that the movie conveys.
THEMES
Ghost in the Shell involves far too many concepts for me to talk about all at once in this post. I'd have to turn my iek mode onsniff-sniff! and yammer on for hours, arguing this and that (and possibly drop a "dirbty joke!" for good measure); but I promised I'd touch on all those things at some other date. For now, I'll just list some of the major points the movie raises out:
What makes one human is the primary question running throughout the movie. It's explored by both Kusanagi and the Puppetmaster, as well as by Batou, Togusa, and others. Now that you have a general idea of what happens in the movie, you can probably guess to what ends this question leads and how.
The most significant supporting themes are replication and mirroring, variety, identities in posthuman environments, virtual memories, real memories, and emergence (I'm going to leave this term on this loose note). Ghost in the Shell has its own answers to some of the questions the concepts raise, and briefly argues the others as and when they come, but we don't live in its universe. So, the movie closes its own loops where it can, but we're left with the prospect that in the future
Some weeks later, I came across an episode of Stand Alone Complex on the telly. So, I started following the show. And once I'd caught up via the magic of re-runs, I was hooked.
I immediately went looking for what other things Ghost in the Shell there were to be found. At the time, there were two feature-length animated movies, three manga collections, and the anime series - all of which belonged to different fictional universes, mind you, but more on that later. And oh, how long I've wanted to talk about the franchise.
Recently, with trailers dropping for the upcoming Hollywood live-action movie, I've been meaning to do an analysis on everything Ghost in the Shell; however, no matter where I start, the road gets rocky. So - this crow thought - why not go back to the beginning and build from there?
Leading up to the release of the live-action movie (which I intend to thoroughly preview), The Corvid Review will do a complete breakdown of the series.
And we're going to start with the first movie as our access point. After all, it recently became 21 years old, and I'm a bit ashamed I never managed to do this in time for the anniversary.
For now, I'll keep things light, but as these posts start to pile up, I'll start analysing and interpreting the many facets to this franchise.
So, let's not wait around any longer. My ghost, it whispers to me. Let's dive in.
Ghost in the Shell opens with a meeting between Section 6 chief Nakamura and an American diplomat who has been working to help a programmer defect from Japan. Major Motoko Kusanagi stands above the building they are in, listening to their conversation. When the diplomat, faced with charges, claims immunity, she takes off her overcoat and drops off the roof.
On the way down, she assassinates the diplomat and turns invisible (a future projection of therm-optic camouflage) as the security detail and SWAT team equivalent look on in disbelief.
Most people miss the importance of this scene. This isn't just showing off how much of a badass the Major is (this is just not the sort of woman you want to cross), but it's a small plot detail that I recommend paying attention to.
From here, we segue into the "making of cyborg" sequence (otherwise known as the "shelling" sequence). Set to an orchestral backdrop conducted by the master Kenji Kawai (who himself plays some of the drums on occasion), we get to see the creation of Major Motoko Kusanagi.
In the world of Ghost in the Shell, technology has advanced far enough that prosthetic body parts and organs are commonplace, and the net is far more interlaced with our physical reality than we can even think about today.
The Major is a full-body cyborg. The only "original organic" parts of her are her brain, and possibly some pieces of spinal column.
Following the "making of cyborg" scene, the Major wakes up in her apartment (a scene that has since become one of the many iconic scenes of the movie over time).
Throughout the movie, we see Kusanagi wandering. First, she takes a journey across the very Hong Kong-inspired Tokyo of 2029; and later, we see her diving in the ocean. These are both beautiful scenes (especially the first), but I'll get to their relevance later on in this post.
During this time, Section 9 (the public security outfit the Major works for) is hot on the heels of a master-hacker known only as the "Puppetmaster". In the world of Ghost in the Shell, technology and society have become so interconnected that you can literally "ghost-hack" people. And so, all Section 9 have come up with so far are proxies being played to some ulterior motive or the other.
As the investigation continues, and Section 9 comes upon dead end following dead end, a mangled female body is brought to Section 9. A few hours ago, a prosthetic body factory was hacked, and the body was put together autonomously. After exiting the factory, the body was run over by a truck.
Section 9 discovers that there seems to be a human "ghost" inside the "shell" (see what went on there? See it?). Section 6 shows up, and it is uncovered that the "ghost" inside the body is the Puppetmaster itself (or himself, as some of the characters gender it). The Puppetmaster is the product of one Project 2501, a venture masterminded by Section 6 to create a system which can "ghost-hack" people and use them as proxies for espionage (and to otherwise act in Section 6's interests), despite Section 6's initial claims of Project 2501 being built to capture the "elusive" Puppetmaster.
During its ventures on the net, a part of Project 2501 gained a "ghost" (i.e.: became self-aware), and has since formed its own goals. Section 6 and other involved parties, have since been trying to trap the Puppetmaster, fearing the consequences of a rogue machine consciousness. And they've finally succeeded, by luring it down to a single body. Since Section 9 usually handles the "dirty work", they've been made part of the process as well.
Section 6, however, raids Section 9 and makes off with the Puppetmaster. Section 9 gives chase, and it ends in a scene where the Major squares off, one-on-one, with a tank.
Following the battle sequence, in which Batou arrives to provide a much-needed assist, the Major and the Puppetmaster have a conversation.
The Puppetmaster is frustrated with its status as the 'Other'. Unique as it is (superior, even), its immortality and its inability to reproduce make it feel an outcast, and so, it has used those very inadequacies to give itself a purpose.
And it's purpose? To seek out someone who can be the bridge between it and humanity. And the perfect bridge, it has found in Motoko Kusanagi, since she is like it - only from the human side of things.
During the movie, the Major's disconnection with the world has been driven home. The scenes highlighting this are the "wandering" scene and the "diving" scene. Even Batou - the closest person she has both in terms of cyberisation and friendship - is far, far more human than her. Kusanagi simply doesn't feel human enough. All that makes her human is others' treatment of her as one.
Batou tries to stop the "dive" (the interlink between them), but is hacked by the Puppetmaster. The two stare into each other's ghosts awhile, and just then, Section 6's snipers blow their heads (literally, in the case of Kusanagi, despite Batou's attempt to save her) off.
At the very end, Kusanagi wakes up in a child's body, which is the best Batou could do at short-notice from the black market. She reveals to him that while she is now something new - a new consciousness born of the merger between her and the Puppetmaster, but who is neither of them.
She decides to leave alone, and Batou reminds her he'll always be around if she needs him.
She stands at the edge of a hill by Batou's safehouse. Contemplating what comes next, she stares out across the vista and says:
"The net is vast and infinite."
SOME OF THE GHOSTS
In this section, we'll be taking a quick look at the craft of the movie, as well as touch on the concepts it deals with.
CRAFT
Ghost in the Shell is a marvellously made movie, and while some might prefer the "updated" CGI-aided Ghost in the Shell 2.0 remake, I think the original is vastly superior. After having watched so much Ghost in the Shell over the years, every time I rewatch the "making of cyborg" sequence, I'm surprised to how quick things move. It's perfectly paced, but something about the scene - the visuals, the music, everything - puts me in mind of a much slower pace.
The art is stunning, and the few minutes that we spend wandering around the city with the Major are a stunning achievement. Pictured above is a similar scene, but from a different point in the the movie. The above is the location from which Batou and Ishikawa start narrowing down one of the proxies' locations while relaying information between Section 9 Chief Aramaki, and the Major and Togusa, who are also on the move.
The detail put into the scenes is amazing, and the way in which the "camera" glides through the city makes for one long spectacle.
And the music of the movie, oh my dear ghost! Is it ever lush. The soundtrack drips with strings and chimes that line up perfectly with the visuals. Better soundtracks are rare to come by. Just sitting and listening to it with your eyes closed puts you in exactly the frame of mind that the movie conveys.
THEMES
Ghost in the Shell involves far too many concepts for me to talk about all at once in this post. I'd have to turn my iek mode onsniff-sniff! and yammer on for hours, arguing this and that (and possibly drop a "dirbty joke!" for good measure); but I promised I'd touch on all those things at some other date. For now, I'll just list some of the major points the movie raises out:
What makes one human is the primary question running throughout the movie. It's explored by both Kusanagi and the Puppetmaster, as well as by Batou, Togusa, and others. Now that you have a general idea of what happens in the movie, you can probably guess to what ends this question leads and how.
The most significant supporting themes are replication and mirroring, variety, identities in posthuman environments, virtual memories, real memories, and emergence (I'm going to leave this term on this loose note). Ghost in the Shell has its own answers to some of the questions the concepts raise, and briefly argues the others as and when they come, but we don't live in its universe. So, the movie closes its own loops where it can, but we're left with the prospect that in the future
Vision of Escaflowne review
An astounding series brought to us by some of the top talents in anime, Escaflowne is in fact a story about the discovery of the lost city, Atlantis', secret and about the consequences of Isaac Newton's reactions to this discovery. On the somewhat atypical surface, however, Escaflowne is about a young Japanese girl's romantic involvements with the other main characters.A medieval setting allows for an all new and original interpretation on traditional mecha, as the behemoth battle armors, or "Guymelefs," are composed primarily of gears and use swords, as opposed the Gundam type servos and beams. Nevertheless, the animators found ample opportunity to include some flashy digital effects, stealth cloaking will impress you.Although I found Hitomi Kanzaki, our main character, difficult to relate to, Van Fanel and Allen Schezar, a descendant of Atlantis and a royal knight respectively, steal the show. Thier efforts against a powerful military regime known as Zaibach Empire, who seek not only control over the planet, but over the laws of casaulity (fate) itself, are truly a sight to behold. A seemless blend of science fiction and medieval fantasy produce some of the most memorable anime characters and scenes you'll ever set eyes on. A superb musical score and acceptable dubbing round out this awesome package.Unfairly labeled a "girl's cartoon" in some sects, Escaflowne is some of Japan's very best anime and is truly deserving of this fantastic box set edition (thanks bandai). Episodic anime just doesn't get any better than this!
5/5
5/5
Tuesday, December 19, 2000
Mobile Suit Gundam Seed
This has got to be one of the best Gundam shows out there today. The animation is everything modern technology can offer, amazing choreographed fighting sequence and perhaps, one of the most intriguing plots.
The basic plot to Gundam SEED is a war has broken out between the Earth Alliance (Naturals or normal human beings) and ZAFT (Coordinators or genetically enhanced human beings), and two friends, Kira Yamato and Athrun Zala are pitted against each other. Mobile Suits come into play when the Earth Alliance secretly begin to produce Gundam Mobile Suits, to which Zaft is intent on obtaining. The attack on Heliopolis not only allowed Zaft to capture four of the Alliance's mobile suits, but reunites Kira Yamato with his childhood friend, now enemy, Athrun Zala. Kira like Athrun is a Coordinator and his decision to help the Naturals deem him a traitor and pit him against his fellow Coordinators. Kira must now fight in the Strike Gundam against Duel, Buster, Blitz, and Aegis Gundams as the seemingly never-ending war continues. Casualties will amount on both sides, forcing both Athrun and Kira to battle relentlessly.
One of the first things that drew me into the show was the vibrant colors and the character development. You have the protagonist, Kira Yamato, who is a conflicted and emotional teenager. And though he is extremely skilled at piloting a Gundam, he rather live peacefully rather than fight. Every time a death occurs on or off the battlefield, he feels it's his responsibility, thus the toll of characters that die throughout the show, effect and burden him immensely. He is extremely sensitive to other people's feelings and does not like taking the life of an other. Some may accuse him of crying too often, but I view his breakdowns as human, which is a reason I like his character so much.
His relationship with his old childhood friend, Athrun Zala, is extremely heartfelt, because it is obvious the two don't want to fight each other and care immensely for each other, yet they're forced to fight against each other. Notably, the supporting characters in this show are extremely memorable. Athrun's teammates, Yzak, Dearka, and Nicol have interesting character developments, rare in a lot of anime shows. We see Nicol as an aspiring pianist with hope for a piano playing future. He looks upon Athrun as an older brother and is very kind and supportive of Athrun. Both Yzak and Dearka's personalities are further developed later on in the show when we see them both make surprising decisions and completely different sides to their characters. There are also characters on the Naturals side like Mwu La Fllaga, Murrue Ramius, Sai Argyle, Fllay Allster, that are memorable, especially in their relationship with Kira and how they affect him to fight.
For once, the main female leads are not annoying. Lacus Clyne and Cagalli Yula Attha actually have important roles in the series. Lacus as the emotional and physical healer and supporter for Kira, while Cagalli is the tie between Kira and Athrun. The awesome aspect of this show is that it has characters worth caring about and excellent voice overs. The only disappointing factor is, if you're watching the Cartoon Network version, a majority of the more violent and graphic scenes are completely edited out and makes the events happening in the show, lose it's full potential and true effect.
The music for Gundam SEED is extremely compelling and perfectly accompanies the show. In my opinion the best songs you hear are "Invoke"
by T.M. Revolution, "Meteor" by T.M. Revolution, and "Anna ni Isshodatta no ni" by See-Saw.
Overall, Gundam SEED is an excellent anime show with compelling characters, and fantastic animation.
The basic plot to Gundam SEED is a war has broken out between the Earth Alliance (Naturals or normal human beings) and ZAFT (Coordinators or genetically enhanced human beings), and two friends, Kira Yamato and Athrun Zala are pitted against each other. Mobile Suits come into play when the Earth Alliance secretly begin to produce Gundam Mobile Suits, to which Zaft is intent on obtaining. The attack on Heliopolis not only allowed Zaft to capture four of the Alliance's mobile suits, but reunites Kira Yamato with his childhood friend, now enemy, Athrun Zala. Kira like Athrun is a Coordinator and his decision to help the Naturals deem him a traitor and pit him against his fellow Coordinators. Kira must now fight in the Strike Gundam against Duel, Buster, Blitz, and Aegis Gundams as the seemingly never-ending war continues. Casualties will amount on both sides, forcing both Athrun and Kira to battle relentlessly.
One of the first things that drew me into the show was the vibrant colors and the character development. You have the protagonist, Kira Yamato, who is a conflicted and emotional teenager. And though he is extremely skilled at piloting a Gundam, he rather live peacefully rather than fight. Every time a death occurs on or off the battlefield, he feels it's his responsibility, thus the toll of characters that die throughout the show, effect and burden him immensely. He is extremely sensitive to other people's feelings and does not like taking the life of an other. Some may accuse him of crying too often, but I view his breakdowns as human, which is a reason I like his character so much.
His relationship with his old childhood friend, Athrun Zala, is extremely heartfelt, because it is obvious the two don't want to fight each other and care immensely for each other, yet they're forced to fight against each other. Notably, the supporting characters in this show are extremely memorable. Athrun's teammates, Yzak, Dearka, and Nicol have interesting character developments, rare in a lot of anime shows. We see Nicol as an aspiring pianist with hope for a piano playing future. He looks upon Athrun as an older brother and is very kind and supportive of Athrun. Both Yzak and Dearka's personalities are further developed later on in the show when we see them both make surprising decisions and completely different sides to their characters. There are also characters on the Naturals side like Mwu La Fllaga, Murrue Ramius, Sai Argyle, Fllay Allster, that are memorable, especially in their relationship with Kira and how they affect him to fight.
For once, the main female leads are not annoying. Lacus Clyne and Cagalli Yula Attha actually have important roles in the series. Lacus as the emotional and physical healer and supporter for Kira, while Cagalli is the tie between Kira and Athrun. The awesome aspect of this show is that it has characters worth caring about and excellent voice overs. The only disappointing factor is, if you're watching the Cartoon Network version, a majority of the more violent and graphic scenes are completely edited out and makes the events happening in the show, lose it's full potential and true effect.
The music for Gundam SEED is extremely compelling and perfectly accompanies the show. In my opinion the best songs you hear are "Invoke"
by T.M. Revolution, "Meteor" by T.M. Revolution, and "Anna ni Isshodatta no ni" by See-Saw.
Overall, Gundam SEED is an excellent anime show with compelling characters, and fantastic animation.
Melancholy of Haruhi Suzumiya review
The first season of "Haruhi Suzumiya" is guaranteed to cheer you up with cute sexual innuendos, scientific mumbo-jumbo and a symbolic religious message hidden underneath the fan service.
The show is based on an oddball story, focusing on a high school boy named Kyon, who meets an unusual high school girl named Haruhi Suzumiya. The girl is a strange firebrand, who is more interested in aliens, espers (psychics) and time travelers than in actual humans. Somehow, Kyon strikes up an unusual friendship with this girl.
However, Kyon never planned on getting involved with starting up Haruhi's own club, the S.O.S. Brigade. The club's mission is to spread happiness around the world, through all the fetishes that anime geeks would love. Aliens. Psychics. And an adorable time traveler girl with big breasts. The show pretty much covers all of Kyon's experiences with Haruhi, the bossy dominatrix who may have mysterious powers of her own.
Although it is hard to discuss this series without revealing some major spoilers, the show is a major hit with college anime clubs in America for many reasons. The first episode is a big home movie spoof, where the high school characters try to act like Haruhi's favorite anime characters in an embarassing film project loaded with weird jokes. The ending credit sequence features the funniest and most infamous anime dance, performed by Haruhi and the other members of the S.O.S. Brigade. And the philosophical members of the S.O.S. Brigade always treat Haruhi like she's a supernatural being who has the willpower to change humanity as we know it.
Religious pundits will no doubt scoff at this off-kilter combination of sexual tension and philosophical dialogue. However, they will no doubt remember this series for all the jokes that seem to come out of nowhere. This is one of the few series that packs all the goofy anime-style fetishes that fans will love. You know, like girls in bunny suits, speedy fights with alien girls and philosophical jokes about the meaning of life. Even the broadcast of the show presented the episodes in an unconventional manner, like a anime-style version of "Pulp Fiction."
The show was also a milestone series which featured many new story-telling styles for an animated film. The narrative is told completely from the first-person perspective of Kyon. The first episode presents the animation from the lens of a shaky, indie-style camera. The tone of the series can switch drastically from light comedy to an apocalyptic thriller sequence. Unlike most anime shows with romantic comedy, "The Melancholy of Haruhi Suzumiya" features some frightening scenes in the fifth episode, with blood and gore.
The gutsy cinematography effects and genre bending stories all contribute to make this one of the most unusual anime series ever made. Although plenty of other romantic comedies delivered similar conservative themes of love and codependency, "The Melancholy of Haruhi Suzumiya" was the only one that flooded the love story with the best gut-busting pop culture references. And anime has only gotten better because of it.
5/5
The show is based on an oddball story, focusing on a high school boy named Kyon, who meets an unusual high school girl named Haruhi Suzumiya. The girl is a strange firebrand, who is more interested in aliens, espers (psychics) and time travelers than in actual humans. Somehow, Kyon strikes up an unusual friendship with this girl.
However, Kyon never planned on getting involved with starting up Haruhi's own club, the S.O.S. Brigade. The club's mission is to spread happiness around the world, through all the fetishes that anime geeks would love. Aliens. Psychics. And an adorable time traveler girl with big breasts. The show pretty much covers all of Kyon's experiences with Haruhi, the bossy dominatrix who may have mysterious powers of her own.
Although it is hard to discuss this series without revealing some major spoilers, the show is a major hit with college anime clubs in America for many reasons. The first episode is a big home movie spoof, where the high school characters try to act like Haruhi's favorite anime characters in an embarassing film project loaded with weird jokes. The ending credit sequence features the funniest and most infamous anime dance, performed by Haruhi and the other members of the S.O.S. Brigade. And the philosophical members of the S.O.S. Brigade always treat Haruhi like she's a supernatural being who has the willpower to change humanity as we know it.
Religious pundits will no doubt scoff at this off-kilter combination of sexual tension and philosophical dialogue. However, they will no doubt remember this series for all the jokes that seem to come out of nowhere. This is one of the few series that packs all the goofy anime-style fetishes that fans will love. You know, like girls in bunny suits, speedy fights with alien girls and philosophical jokes about the meaning of life. Even the broadcast of the show presented the episodes in an unconventional manner, like a anime-style version of "Pulp Fiction."
The show was also a milestone series which featured many new story-telling styles for an animated film. The narrative is told completely from the first-person perspective of Kyon. The first episode presents the animation from the lens of a shaky, indie-style camera. The tone of the series can switch drastically from light comedy to an apocalyptic thriller sequence. Unlike most anime shows with romantic comedy, "The Melancholy of Haruhi Suzumiya" features some frightening scenes in the fifth episode, with blood and gore.
The gutsy cinematography effects and genre bending stories all contribute to make this one of the most unusual anime series ever made. Although plenty of other romantic comedies delivered similar conservative themes of love and codependency, "The Melancholy of Haruhi Suzumiya" was the only one that flooded the love story with the best gut-busting pop culture references. And anime has only gotten better because of it.
5/5
Monday, December 18, 2000
Tales of Xillia PS3 review 8.5
Ever since I first played Tales of Destiny way back in 1999 I have been
in love with the Tales franchise. While not as immediately recognizable
in the mainstream gaming community as the Final Fantasy or Dragon
Quest/Warrior RPG juggernauts, the "Tales of" series of games have
always had a loyal fan base due to the great stories and combat that is
the hallmark of the games. The question of whether or not to purchase
the latest game in the franchise was a no-brainer for me, and I can say
with 100% certainty that I am so happy that I indulged myself.
Controls, Music, & Animation
Every Tales game is painstaking in its delivery of beautiful graphics and music, and Tales of Xillia (henceforth referred to as "ToX") continues in that tradition. Simply put, this game is gorgeous and takes every advantage of the PS3 hardware to simply amaze me. The world of Xillia is bright, colorful, and varied. Environments are dynamic; each exploration area is divided by little "breaks"; while this may seem annoying, the lack of lag when going through a doorway into the next room is practically non-existent. The screen flashes black for one moment and then you are free to control your character.
In addition to the beautiful backgrounds, the characters are 3D mirrors of their anime-inspired sprites used in the cut scenes. While you do notice the difference between the 2D drawing of Milla (the female protagonist) and her 3D avatar, the seamless transition negates any of the very minor aesthetic details. Finally, each character in the game is unique, sporting their own look, and enemies are just as varied and detailed as the "good guys".
Musically speaking, Tales of Xillia boasts an amazing orchestral arrangement with songs to suit every zone in the game. It is truly beautiful and lends itself well to the atmosphere of the story. When you are in an ominous, dark dungeon the music is creepy, with violins and woodwinds playing higher and slightly off-key, creating the ambiance of a thriller movie. Sound effects cover every aspect of movement, helping to bring the world of Xillia to life. If your character is moving through shallow water, swishing noises will occur with each step. The crackle of fire whispers through a zone, subtlety lighting a path. Birds chirp. When the graphics and sound come together, you will find yourself immersed in a world of magic, mysteries, and more than a few baddies to kill.
The controls in ToX are spot-on. Combat is real-time, so players need to be aware of their characters and the baddies on the screen. At the beginning of the game you can alter whether you want harder enemies, a longer input time for combos, and your X- and Y-axis movement [meaning whether pressing upward with the control stick will move the camera up (normal) or down (inverted)]. I chose the hardest setting and kept the input time as "Normal". In the beginning enemies attack slower, which is good as it gives you time to acquaint yourself with the mechanics of combat. While pressing the "X" button will make your character charge forward and attack a target, you also have different magic/elemental-based attacks that can be access from the menu (the "▲" button) which vary based upon who you chose as your protagonist to control. Thus, combat sometimes needs a good strategy; just jumping in and whacking enemies with your weapon does not always work. In this way ToX enhances the gameplay by adding a level of strategy. Once you form a party, coming up with a plan of attack becomes critical; you will be able to combine attacks and setup AI strategies to maximize your combat proficiency (your cohorts will be controlled by AI; from the party menu you can adjust their combat focus, for instance: should that character conserve TP (mana) or go all out and cast the most powerful spells each battle? Do you want a character to heal exclusively or to heal AND attack?)..
Finally, in regard to the map and character control, Xillia has everything nailed. The camera rests comfortably in a 3rd person perspective of your character. The camera rotates freely, enabling you to see a complete map and minimizing the risk of an enemy sneaking up from behind. Since enemies are seen on the map and battles are not random encounters, this is a very important function.
Story
ToX has an over-arching plot of determining why the elements are out of harmony and how to restore mana to the world. When one of the kingdoms in the world of Xillia experimented with powerful magic, they unwittingly caused widespread devastation by draining the world's mana. It is your job to figure out what happened and how to fix it before the other kingdoms start an all-out war.
While the story itself is your basic good-vs-evil RPG fare, the depth of the storyline, the complexity of the characters (their personalities and motives) and presented in a manner to both intrigue the player and to soldier onward to learn more. In addition, ToX gives you TWO games in one; at the beginning you choose either the male (Jude Mathis) or female (Milla Maxwell). In either case, the story will unfold from the perspective of THAT character. Thus, while you will travel with the other person regardless, you will only interpret events through the eyes and mind of your protagonist. This, of course, means that you will want to play through the game AGAIN to see another side to the story!
As the story progresses, you will find yourself watching numerous cut scenes and work to cultivate not only new abilities for combat but also the friendships of others in your party. Using a robust crafting system, ToX adds another level of depth by encouraging the player to explore and find items. All of this combined will suck you into the game and make you want to press onward (maybe to the detriment of your job... make sure that you don't miss work in your zeal to beat the game!).
Overall
To simplify this review, let's recap:
Pros:
1) Beautiful combat system that keeps enemy encounters fun and challenging,
2) No random encounters! Enemies are seen on the map and can be avoided, if desired,
3) Beautiful environment, unique characters, and an amazing soundtrack,
4) Game controls are easy to pick up and play,
5) LOTS of replay value: play through the character-specific storyline depending upon the hero,
6) Wonderful and often-humorous storytelling, encouraging dialogue with others,
7) Lots to explore and many items to find; exploring the world is visually rewarding!
Cons:
1) It costs money; but I guarantee that you will find this to be the best $60 spent on a game this year!
2) The cut scenes can be a little long at times, but this is a minor irritation at best,
3) That Tales of Xillia 2 won't be available in the U.S. for a while!
Thus, simply put, ToX is one of the best games that I have acquired and played in 2013. The story is entertaining, the gameplay is fun, combat isn't random and does require strategy (you can't just button-mash and expect to win), and you can replay the game a second time to see the story from another viewpoint. Oh, and did I forget to mention that the graphics are gorgeous and the soundtrack is amazing?
If you haven't already clicked that "Buy" button, you should really do so. This game is a must-have for PS3 owners, Tales franchise fans, or the RPG-lover in your life.
Controls, Music, & Animation
Every Tales game is painstaking in its delivery of beautiful graphics and music, and Tales of Xillia (henceforth referred to as "ToX") continues in that tradition. Simply put, this game is gorgeous and takes every advantage of the PS3 hardware to simply amaze me. The world of Xillia is bright, colorful, and varied. Environments are dynamic; each exploration area is divided by little "breaks"; while this may seem annoying, the lack of lag when going through a doorway into the next room is practically non-existent. The screen flashes black for one moment and then you are free to control your character.
In addition to the beautiful backgrounds, the characters are 3D mirrors of their anime-inspired sprites used in the cut scenes. While you do notice the difference between the 2D drawing of Milla (the female protagonist) and her 3D avatar, the seamless transition negates any of the very minor aesthetic details. Finally, each character in the game is unique, sporting their own look, and enemies are just as varied and detailed as the "good guys".
Musically speaking, Tales of Xillia boasts an amazing orchestral arrangement with songs to suit every zone in the game. It is truly beautiful and lends itself well to the atmosphere of the story. When you are in an ominous, dark dungeon the music is creepy, with violins and woodwinds playing higher and slightly off-key, creating the ambiance of a thriller movie. Sound effects cover every aspect of movement, helping to bring the world of Xillia to life. If your character is moving through shallow water, swishing noises will occur with each step. The crackle of fire whispers through a zone, subtlety lighting a path. Birds chirp. When the graphics and sound come together, you will find yourself immersed in a world of magic, mysteries, and more than a few baddies to kill.
The controls in ToX are spot-on. Combat is real-time, so players need to be aware of their characters and the baddies on the screen. At the beginning of the game you can alter whether you want harder enemies, a longer input time for combos, and your X- and Y-axis movement [meaning whether pressing upward with the control stick will move the camera up (normal) or down (inverted)]. I chose the hardest setting and kept the input time as "Normal". In the beginning enemies attack slower, which is good as it gives you time to acquaint yourself with the mechanics of combat. While pressing the "X" button will make your character charge forward and attack a target, you also have different magic/elemental-based attacks that can be access from the menu (the "▲" button) which vary based upon who you chose as your protagonist to control. Thus, combat sometimes needs a good strategy; just jumping in and whacking enemies with your weapon does not always work. In this way ToX enhances the gameplay by adding a level of strategy. Once you form a party, coming up with a plan of attack becomes critical; you will be able to combine attacks and setup AI strategies to maximize your combat proficiency (your cohorts will be controlled by AI; from the party menu you can adjust their combat focus, for instance: should that character conserve TP (mana) or go all out and cast the most powerful spells each battle? Do you want a character to heal exclusively or to heal AND attack?)..
Finally, in regard to the map and character control, Xillia has everything nailed. The camera rests comfortably in a 3rd person perspective of your character. The camera rotates freely, enabling you to see a complete map and minimizing the risk of an enemy sneaking up from behind. Since enemies are seen on the map and battles are not random encounters, this is a very important function.
Story
ToX has an over-arching plot of determining why the elements are out of harmony and how to restore mana to the world. When one of the kingdoms in the world of Xillia experimented with powerful magic, they unwittingly caused widespread devastation by draining the world's mana. It is your job to figure out what happened and how to fix it before the other kingdoms start an all-out war.
While the story itself is your basic good-vs-evil RPG fare, the depth of the storyline, the complexity of the characters (their personalities and motives) and presented in a manner to both intrigue the player and to soldier onward to learn more. In addition, ToX gives you TWO games in one; at the beginning you choose either the male (Jude Mathis) or female (Milla Maxwell). In either case, the story will unfold from the perspective of THAT character. Thus, while you will travel with the other person regardless, you will only interpret events through the eyes and mind of your protagonist. This, of course, means that you will want to play through the game AGAIN to see another side to the story!
As the story progresses, you will find yourself watching numerous cut scenes and work to cultivate not only new abilities for combat but also the friendships of others in your party. Using a robust crafting system, ToX adds another level of depth by encouraging the player to explore and find items. All of this combined will suck you into the game and make you want to press onward (maybe to the detriment of your job... make sure that you don't miss work in your zeal to beat the game!).
Overall
To simplify this review, let's recap:
Pros:
1) Beautiful combat system that keeps enemy encounters fun and challenging,
2) No random encounters! Enemies are seen on the map and can be avoided, if desired,
3) Beautiful environment, unique characters, and an amazing soundtrack,
4) Game controls are easy to pick up and play,
5) LOTS of replay value: play through the character-specific storyline depending upon the hero,
6) Wonderful and often-humorous storytelling, encouraging dialogue with others,
7) Lots to explore and many items to find; exploring the world is visually rewarding!
Cons:
1) It costs money; but I guarantee that you will find this to be the best $60 spent on a game this year!
2) The cut scenes can be a little long at times, but this is a minor irritation at best,
3) That Tales of Xillia 2 won't be available in the U.S. for a while!
Thus, simply put, ToX is one of the best games that I have acquired and played in 2013. The story is entertaining, the gameplay is fun, combat isn't random and does require strategy (you can't just button-mash and expect to win), and you can replay the game a second time to see the story from another viewpoint. Oh, and did I forget to mention that the graphics are gorgeous and the soundtrack is amazing?
If you haven't already clicked that "Buy" button, you should really do so. This game is a must-have for PS3 owners, Tales franchise fans, or the RPG-lover in your life.
Mushishi review
Ginko is a Mushishi - an expert on Mushi, odd spirit-like creatures not everyone can see and that occasionally cause harm to unwary humans. Ginko travels Japan studying Mushi and helping solve problems related to them, such as a village paralyzed by rust mushi, or a bamboo mushi that traps travelers in its forest. Each episode stands on its own, telling of a different place with different mushi, with Ginko observing and assisting when needed.
This is a very languid, beautiful series. Ginko does have a backstory that is eventually revealed, but the series focus is individual episodes. The scenery and mushi combine to create a delightful viewing experience, and the stories are engaging, quickly drawing you in to the world they create. Watching this show made me feel relaxed and I came away from each episode with a contented, peaceful feeling. Not that the stories are boring - since Ginko is a healer like character, most of the stories involve people who are suffering from their contact with the mushi. But the resolutions are normally uplifting and satisfying.
If you are looking for an action show, this is not it. If you are looking for a show that has an continues storyline, this is also not it. But if you want a show that you can just watch and enjoy on an episodic basis, that has emotional stories and beautiful scenery, please give this show a try. So far everyone I've showed this series to has enjoyed it, and I hope you will too!
Random Trivia: "Mushi" is the Japanese word for "bug", which is what the mushi of this show often resemble.
This is a very languid, beautiful series. Ginko does have a backstory that is eventually revealed, but the series focus is individual episodes. The scenery and mushi combine to create a delightful viewing experience, and the stories are engaging, quickly drawing you in to the world they create. Watching this show made me feel relaxed and I came away from each episode with a contented, peaceful feeling. Not that the stories are boring - since Ginko is a healer like character, most of the stories involve people who are suffering from their contact with the mushi. But the resolutions are normally uplifting and satisfying.
If you are looking for an action show, this is not it. If you are looking for a show that has an continues storyline, this is also not it. But if you want a show that you can just watch and enjoy on an episodic basis, that has emotional stories and beautiful scenery, please give this show a try. So far everyone I've showed this series to has enjoyed it, and I hope you will too!
Random Trivia: "Mushi" is the Japanese word for "bug", which is what the mushi of this show often resemble.
Sunday, December 17, 2000
When they cry 8.5
Higurashi no Naku Koro ni starts off in a quiet, peaceful little village that looks quite ordinary and amiable to anyone.
But, of course, there's always something horribly wrong.
Higurashi was first brought into the world in the form several PC games, with the covers designed to look quite disarming so any person would think that this series was harmless. But once you get into the meat of it, things aren't looking so rosy. You'll be pulled, dragged, and unwillingly shoved into a head-spinning mystery that you wished never surfaced in the first place, fighting for your life against people you trusted, and digging through graves and lies in order to survive.
There are four "question" arcs, consisting of four different viewpoints of the fateful Hinamizawa festival and two "answer" arcs (in the anime), which will reveal what went wrong in two of the question arcs.
What's best of all is the horror, both physical and psychological. If the blood won't get to you, the emotional tension will. With a cast of memorable and lively characters, you won't be able to watch this anime only once.
Higurashi no naku koro ni, based off very popular Japanese PC games, is a horror anime about a town named Hinamizawa, formerly known Onigafuchi, or 'Demon's Abyss'. There is a rumored curse, the curse of Lord Oyashiro, making people disappear every year. The story is told in 4 Question arcs and 4 Answer arcs (The last 2 aren't planned to come out in anime form as of yet).
Each question arc shows the story happening in different ways, with different victims each time, and the answer arcs fill in info missing from the question arcs.
The story starts out with Keiichi Maebara, a high school boy who's just moved to Hinamizawa. He soon starts learning about the strange happenings called Lord Oyashiro's curse, and gets very involved.
This show is the first horror anime I've ever actually enjoyed (granted, I haven't seen that many), It's fun trying to figure out what exactly is going on in the town. I don't think Sherlock Holmes could solve this case, for for you anime fans, Shinichi Kudou.
There are FOUR of them now. Yes, you'll have to deal with four creepy girls instead of one like a normal horror film would. They'll be cute and bouncy for one moment, then murderous and psychotic the next. Full of twists, turns, and unpleasant surprises, after watching this, you won't be able to close an eyelid for some time.
But, of course, there's always something horribly wrong.
Higurashi was first brought into the world in the form several PC games, with the covers designed to look quite disarming so any person would think that this series was harmless. But once you get into the meat of it, things aren't looking so rosy. You'll be pulled, dragged, and unwillingly shoved into a head-spinning mystery that you wished never surfaced in the first place, fighting for your life against people you trusted, and digging through graves and lies in order to survive.
There are four "question" arcs, consisting of four different viewpoints of the fateful Hinamizawa festival and two "answer" arcs (in the anime), which will reveal what went wrong in two of the question arcs.
What's best of all is the horror, both physical and psychological. If the blood won't get to you, the emotional tension will. With a cast of memorable and lively characters, you won't be able to watch this anime only once.
Higurashi no naku koro ni, based off very popular Japanese PC games, is a horror anime about a town named Hinamizawa, formerly known Onigafuchi, or 'Demon's Abyss'. There is a rumored curse, the curse of Lord Oyashiro, making people disappear every year. The story is told in 4 Question arcs and 4 Answer arcs (The last 2 aren't planned to come out in anime form as of yet).
Each question arc shows the story happening in different ways, with different victims each time, and the answer arcs fill in info missing from the question arcs.
The story starts out with Keiichi Maebara, a high school boy who's just moved to Hinamizawa. He soon starts learning about the strange happenings called Lord Oyashiro's curse, and gets very involved.
This show is the first horror anime I've ever actually enjoyed (granted, I haven't seen that many), It's fun trying to figure out what exactly is going on in the town. I don't think Sherlock Holmes could solve this case, for for you anime fans, Shinichi Kudou.
There are FOUR of them now. Yes, you'll have to deal with four creepy girls instead of one like a normal horror film would. They'll be cute and bouncy for one moment, then murderous and psychotic the next. Full of twists, turns, and unpleasant surprises, after watching this, you won't be able to close an eyelid for some time.
The Wire Review
Imagine a show that every critic on the planet loves. Imagine a show so deeply layered that it makes every other drama seem simple. Imagine a show where each character is equally important. Imagine a show that reinvented itself every season, yet still felt like it was part of the world it created from the outset. Imagine a show so complex that you will always discover something new the next time around.
Doesn't this sound like perfection to you? Trust me, it is, in more ways than you can fathom.
THE WIRE is a show so meticulously crafted and executed that it would take me a dozen reviews to scratch the surface of what makes it great. After catching the very first episode on HBO, I immediately bought the 1st season. The rest, as they say, is history.
I'm so afraid to ruin anything that I don't even want to give away characters' names. To even let you go in expecting certain traits from a character would spoil the fun. So instead, I'm deliberately being vague about what occurs. If you've never heard about this series, you deserve go in cold.
But I'll give you a few details, starting with the very first scene. THE WIRE begins when a detective is questioning a young hoodlum who witnessed a murder. The detective asks why the guy and his friends allowed the victim to continue rolling dice, after he'd been known to snatch the money & run. The scene closes when the kid says, "Got to, man. This America."
Then the show begins its title sequence, in which The Blind Boys of Alabama's cover of "Way Down In The Hole" plays over a montage of seemingly random clips of police activity & urban life. But as you'll learn the more you see this title sequence (and song), this montage is actually filled with clues, both literal and metaphorical. The greatest crime dramas throw clues in your face without telling you how important they are. Believe me, L.A. CONFIDENTIAL, one of the greatest films of all time with its labyrinthine plot, has nothing on THE WIRE. And we're only just getting started.
What you'll also notice from the opening scene is the dialogue. It actually took me two viewings to find out what the detective and the dice-roller were saying. As if that wasn't enough, I eventually had to turn on the English subtitles just to find out what each character was saying. The dialogue flows so naturally that THE WIRE never feels like a TV drama. There are no scenes where the characters recap what happened in the previous episode, unless the characters would actually take a moment to remind each other. This sounds like a challenge, and indeed it is. THE WIRE requires (and deserves) your undivided attention. Pause if you have to. Rewind if you have to. Use the subtitles if you have to. Many have called THE WIRE "a visual novel", and they couldn't be more right. You see how much attention I've given to just the first few minutes? Guess what, the entire series clocks in at 63 hours.
So, what's the premise of the series? The first season's main story begins when a team of Baltimore police is assembled to take down one of the city's high-profile drug dealers. The investigators and surveillance teams endure what real cops would endure: long hours, cold trails, bad weather, tedious paperwork, crummy offices, and worse...smart criminals. THE WIRE gives the justice officers an equal amount of screen time as the targets they pursue. The dealers aren't delightfully vicious or glamorous in the least. Sort of like the Corleone Family or the protagonists in GOODFELLAS, THE WIRE portrays its criminals as guys who either can't do anything else for a living, or refuse to do anything else for a living. The series goes even deeper, as we're engaged in the lives of judges & lawyers, homicide detectives & their office-dwelling superiors, drug kingpins & their corner workers, and even the homeless. Calling this "epic" is an understatement. If you're as interested in the urban drama as you are in the police procedural, then you're on the right track. Don't worry, you will get to see the cops bust a few doors and arrest a few thugs, but just be aware each event it treated as ordinarily and naturally as anything else in THE WIRE. To the characters, these events are just another day.
Now bear in mind, I've only given a little info on the first season! I won't give away any details, but Season Two continues in the exact opposite way you'd expect a sequel to. The cops and criminals shared equal halves of TV time on Season One, but for the seasons that follow, they share equal parts with a completely new side of Baltimore. Just wait until THE WIRE continues through its next few seasons, it gets even more deliciously complex. If you think Season One sounds like a beastly Rubik's Cube, wait until you get a load of Season Two, not to mention the seasons afterwards. After all, you can't predict how a single story is going to proceed if you're too blindsided by how it begins. One of the most interesting aspects is that slowly over time, THE WIRE becomes more than a crime drama --- the series evolves into a multi-layered epic, where crime is only part of the picture. Each of the five seasons feels like its own individual story, but naturally connects with the season that comes before and after it.
I don't want you to be discouraged by this onslaught of convoluted storytelling. There is a method to the madness. Audiences (including me) are too used to knowing where we are at every given point of the story. THE WIRE purposefully refrains from the kind of clarity we're used to. This challenge that will stimulate your mind in ways that no other TV show has. In so many ways, it's the kind of entertainment we've always wanted: Surprising yet Natural --- isn't that always the goal?
THE WIRE is so great that everyone is going to take something different from it. This show can be interpreted in a million ways. Nobody is right, and nobody is wrong. How can that be? Well, creator David Simon is to be credited for this neutrality. Simon is as hands-on as any other TV series producer, writer, or creator. Every single aspect of the show is exactly what he wanted it to be. THE WIRE was never the victim of a writer's strike, or cancelled seasons, or poor broadcasting schedules, or any other excuse. If there is a character or story arc you don't care for, it isn't Simon's fault; your personal taste just doesn't mesh with it. Sure, I have one or two nitpicks about what THE WIRE should've been in my eyes, but not once did I believe it was for a lack of focus. For example, one particular season takes a more didactic approach to the series. We witness moral dilemmas with an ambitious mayor, unethical cops, and newspaper staff --- all tackle the immortal question, "Do the ends justify the means?" This more black-and-white angle is exactly what David Simon wanted to use. I preferred a more gray-shaded tale, but Simon decided that this tale needed a more direct statement. Now, even though this isn't my preference, I overlooked my own criticisms because this season was built this way. There are a couple of other little things that might not sit well with some viewers, notably how the "star" of the show's cast disappears for most of one season (don't worry, you'll know it's coming before it happens). The point is that THE WIRE never once strayed from its intended path.
I think that's what I'm going to take away most from this show: It tells every story it wants to tell. It answers every question it poses, unless we're meant to ponder. It forces us to sympathize with those we'd normally condemn, and to relate to those we'd usually ignore. This television drama is a masterful work of art, from the page to the screen.
Doesn't this sound like perfection to you? Trust me, it is, in more ways than you can fathom.
THE WIRE is a show so meticulously crafted and executed that it would take me a dozen reviews to scratch the surface of what makes it great. After catching the very first episode on HBO, I immediately bought the 1st season. The rest, as they say, is history.
I'm so afraid to ruin anything that I don't even want to give away characters' names. To even let you go in expecting certain traits from a character would spoil the fun. So instead, I'm deliberately being vague about what occurs. If you've never heard about this series, you deserve go in cold.
But I'll give you a few details, starting with the very first scene. THE WIRE begins when a detective is questioning a young hoodlum who witnessed a murder. The detective asks why the guy and his friends allowed the victim to continue rolling dice, after he'd been known to snatch the money & run. The scene closes when the kid says, "Got to, man. This America."
Then the show begins its title sequence, in which The Blind Boys of Alabama's cover of "Way Down In The Hole" plays over a montage of seemingly random clips of police activity & urban life. But as you'll learn the more you see this title sequence (and song), this montage is actually filled with clues, both literal and metaphorical. The greatest crime dramas throw clues in your face without telling you how important they are. Believe me, L.A. CONFIDENTIAL, one of the greatest films of all time with its labyrinthine plot, has nothing on THE WIRE. And we're only just getting started.
What you'll also notice from the opening scene is the dialogue. It actually took me two viewings to find out what the detective and the dice-roller were saying. As if that wasn't enough, I eventually had to turn on the English subtitles just to find out what each character was saying. The dialogue flows so naturally that THE WIRE never feels like a TV drama. There are no scenes where the characters recap what happened in the previous episode, unless the characters would actually take a moment to remind each other. This sounds like a challenge, and indeed it is. THE WIRE requires (and deserves) your undivided attention. Pause if you have to. Rewind if you have to. Use the subtitles if you have to. Many have called THE WIRE "a visual novel", and they couldn't be more right. You see how much attention I've given to just the first few minutes? Guess what, the entire series clocks in at 63 hours.
So, what's the premise of the series? The first season's main story begins when a team of Baltimore police is assembled to take down one of the city's high-profile drug dealers. The investigators and surveillance teams endure what real cops would endure: long hours, cold trails, bad weather, tedious paperwork, crummy offices, and worse...smart criminals. THE WIRE gives the justice officers an equal amount of screen time as the targets they pursue. The dealers aren't delightfully vicious or glamorous in the least. Sort of like the Corleone Family or the protagonists in GOODFELLAS, THE WIRE portrays its criminals as guys who either can't do anything else for a living, or refuse to do anything else for a living. The series goes even deeper, as we're engaged in the lives of judges & lawyers, homicide detectives & their office-dwelling superiors, drug kingpins & their corner workers, and even the homeless. Calling this "epic" is an understatement. If you're as interested in the urban drama as you are in the police procedural, then you're on the right track. Don't worry, you will get to see the cops bust a few doors and arrest a few thugs, but just be aware each event it treated as ordinarily and naturally as anything else in THE WIRE. To the characters, these events are just another day.
Now bear in mind, I've only given a little info on the first season! I won't give away any details, but Season Two continues in the exact opposite way you'd expect a sequel to. The cops and criminals shared equal halves of TV time on Season One, but for the seasons that follow, they share equal parts with a completely new side of Baltimore. Just wait until THE WIRE continues through its next few seasons, it gets even more deliciously complex. If you think Season One sounds like a beastly Rubik's Cube, wait until you get a load of Season Two, not to mention the seasons afterwards. After all, you can't predict how a single story is going to proceed if you're too blindsided by how it begins. One of the most interesting aspects is that slowly over time, THE WIRE becomes more than a crime drama --- the series evolves into a multi-layered epic, where crime is only part of the picture. Each of the five seasons feels like its own individual story, but naturally connects with the season that comes before and after it.
I don't want you to be discouraged by this onslaught of convoluted storytelling. There is a method to the madness. Audiences (including me) are too used to knowing where we are at every given point of the story. THE WIRE purposefully refrains from the kind of clarity we're used to. This challenge that will stimulate your mind in ways that no other TV show has. In so many ways, it's the kind of entertainment we've always wanted: Surprising yet Natural --- isn't that always the goal?
THE WIRE is so great that everyone is going to take something different from it. This show can be interpreted in a million ways. Nobody is right, and nobody is wrong. How can that be? Well, creator David Simon is to be credited for this neutrality. Simon is as hands-on as any other TV series producer, writer, or creator. Every single aspect of the show is exactly what he wanted it to be. THE WIRE was never the victim of a writer's strike, or cancelled seasons, or poor broadcasting schedules, or any other excuse. If there is a character or story arc you don't care for, it isn't Simon's fault; your personal taste just doesn't mesh with it. Sure, I have one or two nitpicks about what THE WIRE should've been in my eyes, but not once did I believe it was for a lack of focus. For example, one particular season takes a more didactic approach to the series. We witness moral dilemmas with an ambitious mayor, unethical cops, and newspaper staff --- all tackle the immortal question, "Do the ends justify the means?" This more black-and-white angle is exactly what David Simon wanted to use. I preferred a more gray-shaded tale, but Simon decided that this tale needed a more direct statement. Now, even though this isn't my preference, I overlooked my own criticisms because this season was built this way. There are a couple of other little things that might not sit well with some viewers, notably how the "star" of the show's cast disappears for most of one season (don't worry, you'll know it's coming before it happens). The point is that THE WIRE never once strayed from its intended path.
I think that's what I'm going to take away most from this show: It tells every story it wants to tell. It answers every question it poses, unless we're meant to ponder. It forces us to sympathize with those we'd normally condemn, and to relate to those we'd usually ignore. This television drama is a masterful work of art, from the page to the screen.
The Wire Review
Imagine a show that every critic on the planet loves. Imagine a show so deeply layered that it makes every other drama seem simple. Imagine a show where each character is equally important. Imagine a show that reinvented itself every season, yet still felt like it was part of the world it created from the outset. Imagine a show so complex that you will always discover something new the next time around.
Doesn't this sound like perfection to you? Trust me, it is, in more ways than you can fathom.
THE WIRE is a show so meticulously crafted and executed that it would take me a dozen reviews to scratch the surface of what makes it great. After catching the very first episode on HBO, I immediately bought the 1st season. The rest, as they say, is history.
I'm so afraid to ruin anything that I don't even want to give away characters' names. To even let you go in expecting certain traits from a character would spoil the fun. So instead, I'm deliberately being vague about what occurs. If you've never heard about this series, you deserve go in cold.
But I'll give you a few details, starting with the very first scene. THE WIRE begins when a detective is questioning a young hoodlum who witnessed a murder. The detective asks why the guy and his friends allowed the victim to continue rolling dice, after he'd been known to snatch the money & run. The scene closes when the kid says, "Got to, man. This America."
Then the show begins its title sequence, in which The Blind Boys of Alabama's cover of "Way Down In The Hole" plays over a montage of seemingly random clips of police activity & urban life. But as you'll learn the more you see this title sequence (and song), this montage is actually filled with clues, both literal and metaphorical. The greatest crime dramas throw clues in your face without telling you how important they are. Believe me, L.A. CONFIDENTIAL, one of the greatest films of all time with its labyrinthine plot, has nothing on THE WIRE. And we're only just getting started.
What you'll also notice from the opening scene is the dialogue. It actually took me two viewings to find out what the detective and the dice-roller were saying. As if that wasn't enough, I eventually had to turn on the English subtitles just to find out what each character was saying. The dialogue flows so naturally that THE WIRE never feels like a TV drama. There are no scenes where the characters recap what happened in the previous episode, unless the characters would actually take a moment to remind each other. This sounds like a challenge, and indeed it is. THE WIRE requires (and deserves) your undivided attention. Pause if you have to. Rewind if you have to. Use the subtitles if you have to. Many have called THE WIRE "a visual novel", and they couldn't be more right. You see how much attention I've given to just the first few minutes? Guess what, the entire series clocks in at 63 hours.
So, what's the premise of the series? The first season's main story begins when a team of Baltimore police is assembled to take down one of the city's high-profile drug dealers. The investigators and surveillance teams endure what real cops would endure: long hours, cold trails, bad weather, tedious paperwork, crummy offices, and worse...smart criminals. THE WIRE gives the justice officers an equal amount of screen time as the targets they pursue. The dealers aren't delightfully vicious or glamorous in the least. Sort of like the Corleone Family or the protagonists in GOODFELLAS, THE WIRE portrays its criminals as guys who either can't do anything else for a living, or refuse to do anything else for a living. The series goes even deeper, as we're engaged in the lives of judges & lawyers, homicide detectives & their office-dwelling superiors, drug kingpins & their corner workers, and even the homeless. Calling this "epic" is an understatement. If you're as interested in the urban drama as you are in the police procedural, then you're on the right track. Don't worry, you will get to see the cops bust a few doors and arrest a few thugs, but just be aware each event it treated as ordinarily and naturally as anything else in THE WIRE. To the characters, these events are just another day.
Now bear in mind, I've only given a little info on the first season! I won't give away any details, but Season Two continues in the exact opposite way you'd expect a sequel to. The cops and criminals shared equal halves of TV time on Season One, but for the seasons that follow, they share equal parts with a completely new side of Baltimore. Just wait until THE WIRE continues through its next few seasons, it gets even more deliciously complex. If you think Season One sounds like a beastly Rubik's Cube, wait until you get a load of Season Two, not to mention the seasons afterwards. After all, you can't predict how a single story is going to proceed if you're too blindsided by how it begins. One of the most interesting aspects is that slowly over time, THE WIRE becomes more than a crime drama --- the series evolves into a multi-layered epic, where crime is only part of the picture. Each of the five seasons feels like its own individual story, but naturally connects with the season that comes before and after it.
I don't want you to be discouraged by this onslaught of convoluted storytelling. There is a method to the madness. Audiences (including me) are too used to knowing where we are at every given point of the story. THE WIRE purposefully refrains from the kind of clarity we're used to. This challenge that will stimulate your mind in ways that no other TV show has. In so many ways, it's the kind of entertainment we've always wanted: Surprising yet Natural --- isn't that always the goal?
THE WIRE is so great that everyone is going to take something different from it. This show can be interpreted in a million ways. Nobody is right, and nobody is wrong. How can that be? Well, creator David Simon is to be credited for this neutrality. Simon is as hands-on as any other TV series producer, writer, or creator. Every single aspect of the show is exactly what he wanted it to be. THE WIRE was never the victim of a writer's strike, or cancelled seasons, or poor broadcasting schedules, or any other excuse. If there is a character or story arc you don't care for, it isn't Simon's fault; your personal taste just doesn't mesh with it. Sure, I have one or two nitpicks about what THE WIRE should've been in my eyes, but not once did I believe it was for a lack of focus. For example, one particular season takes a more didactic approach to the series. We witness moral dilemmas with an ambitious mayor, unethical cops, and newspaper staff --- all tackle the immortal question, "Do the ends justify the means?" This more black-and-white angle is exactly what David Simon wanted to use. I preferred a more gray-shaded tale, but Simon decided that this tale needed a more direct statement. Now, even though this isn't my preference, I overlooked my own criticisms because this season was built this way. There are a couple of other little things that might not sit well with some viewers, notably how the "star" of the show's cast disappears for most of one season (don't worry, you'll know it's coming before it happens). The point is that THE WIRE never once strayed from its intended path.
I think that's what I'm going to take away most from this show: It tells every story it wants to tell. It answers every question it poses, unless we're meant to ponder. It forces us to sympathize with those we'd normally condemn, and to relate to those we'd usually ignore. This television drama is a masterful work of art, from the page to the screen.
Doesn't this sound like perfection to you? Trust me, it is, in more ways than you can fathom.
THE WIRE is a show so meticulously crafted and executed that it would take me a dozen reviews to scratch the surface of what makes it great. After catching the very first episode on HBO, I immediately bought the 1st season. The rest, as they say, is history.
I'm so afraid to ruin anything that I don't even want to give away characters' names. To even let you go in expecting certain traits from a character would spoil the fun. So instead, I'm deliberately being vague about what occurs. If you've never heard about this series, you deserve go in cold.
But I'll give you a few details, starting with the very first scene. THE WIRE begins when a detective is questioning a young hoodlum who witnessed a murder. The detective asks why the guy and his friends allowed the victim to continue rolling dice, after he'd been known to snatch the money & run. The scene closes when the kid says, "Got to, man. This America."
Then the show begins its title sequence, in which The Blind Boys of Alabama's cover of "Way Down In The Hole" plays over a montage of seemingly random clips of police activity & urban life. But as you'll learn the more you see this title sequence (and song), this montage is actually filled with clues, both literal and metaphorical. The greatest crime dramas throw clues in your face without telling you how important they are. Believe me, L.A. CONFIDENTIAL, one of the greatest films of all time with its labyrinthine plot, has nothing on THE WIRE. And we're only just getting started.
What you'll also notice from the opening scene is the dialogue. It actually took me two viewings to find out what the detective and the dice-roller were saying. As if that wasn't enough, I eventually had to turn on the English subtitles just to find out what each character was saying. The dialogue flows so naturally that THE WIRE never feels like a TV drama. There are no scenes where the characters recap what happened in the previous episode, unless the characters would actually take a moment to remind each other. This sounds like a challenge, and indeed it is. THE WIRE requires (and deserves) your undivided attention. Pause if you have to. Rewind if you have to. Use the subtitles if you have to. Many have called THE WIRE "a visual novel", and they couldn't be more right. You see how much attention I've given to just the first few minutes? Guess what, the entire series clocks in at 63 hours.
So, what's the premise of the series? The first season's main story begins when a team of Baltimore police is assembled to take down one of the city's high-profile drug dealers. The investigators and surveillance teams endure what real cops would endure: long hours, cold trails, bad weather, tedious paperwork, crummy offices, and worse...smart criminals. THE WIRE gives the justice officers an equal amount of screen time as the targets they pursue. The dealers aren't delightfully vicious or glamorous in the least. Sort of like the Corleone Family or the protagonists in GOODFELLAS, THE WIRE portrays its criminals as guys who either can't do anything else for a living, or refuse to do anything else for a living. The series goes even deeper, as we're engaged in the lives of judges & lawyers, homicide detectives & their office-dwelling superiors, drug kingpins & their corner workers, and even the homeless. Calling this "epic" is an understatement. If you're as interested in the urban drama as you are in the police procedural, then you're on the right track. Don't worry, you will get to see the cops bust a few doors and arrest a few thugs, but just be aware each event it treated as ordinarily and naturally as anything else in THE WIRE. To the characters, these events are just another day.
Now bear in mind, I've only given a little info on the first season! I won't give away any details, but Season Two continues in the exact opposite way you'd expect a sequel to. The cops and criminals shared equal halves of TV time on Season One, but for the seasons that follow, they share equal parts with a completely new side of Baltimore. Just wait until THE WIRE continues through its next few seasons, it gets even more deliciously complex. If you think Season One sounds like a beastly Rubik's Cube, wait until you get a load of Season Two, not to mention the seasons afterwards. After all, you can't predict how a single story is going to proceed if you're too blindsided by how it begins. One of the most interesting aspects is that slowly over time, THE WIRE becomes more than a crime drama --- the series evolves into a multi-layered epic, where crime is only part of the picture. Each of the five seasons feels like its own individual story, but naturally connects with the season that comes before and after it.
I don't want you to be discouraged by this onslaught of convoluted storytelling. There is a method to the madness. Audiences (including me) are too used to knowing where we are at every given point of the story. THE WIRE purposefully refrains from the kind of clarity we're used to. This challenge that will stimulate your mind in ways that no other TV show has. In so many ways, it's the kind of entertainment we've always wanted: Surprising yet Natural --- isn't that always the goal?
THE WIRE is so great that everyone is going to take something different from it. This show can be interpreted in a million ways. Nobody is right, and nobody is wrong. How can that be? Well, creator David Simon is to be credited for this neutrality. Simon is as hands-on as any other TV series producer, writer, or creator. Every single aspect of the show is exactly what he wanted it to be. THE WIRE was never the victim of a writer's strike, or cancelled seasons, or poor broadcasting schedules, or any other excuse. If there is a character or story arc you don't care for, it isn't Simon's fault; your personal taste just doesn't mesh with it. Sure, I have one or two nitpicks about what THE WIRE should've been in my eyes, but not once did I believe it was for a lack of focus. For example, one particular season takes a more didactic approach to the series. We witness moral dilemmas with an ambitious mayor, unethical cops, and newspaper staff --- all tackle the immortal question, "Do the ends justify the means?" This more black-and-white angle is exactly what David Simon wanted to use. I preferred a more gray-shaded tale, but Simon decided that this tale needed a more direct statement. Now, even though this isn't my preference, I overlooked my own criticisms because this season was built this way. There are a couple of other little things that might not sit well with some viewers, notably how the "star" of the show's cast disappears for most of one season (don't worry, you'll know it's coming before it happens). The point is that THE WIRE never once strayed from its intended path.
I think that's what I'm going to take away most from this show: It tells every story it wants to tell. It answers every question it poses, unless we're meant to ponder. It forces us to sympathize with those we'd normally condemn, and to relate to those we'd usually ignore. This television drama is a masterful work of art, from the page to the screen.
Full Metal Panic review
I just received this set and have watched through roughly 4 episodes and a little bit.
For those that don't know, Full Metal Panic (or FMP) is a show from early 2000 based on a series of short novels. The story involves a boy soldier (well, mercenary), sent by a secret organization to protect a girl who is known to be a "Whispered." Being a "Whispered" means that the person holds knowledge of "black technology" without really knowing they know it. Mostly it's about Sagara Sosuke, the boy soldier, being clumsy with people and having an obvious crush on the girl he is supposed to be protecting. The feeling is mutual and the girl he is protecting, Chidori Kaname, is just as awkward in dealing with Sosuke.
Giant robot action is also included as a sort of bonus. Think of the show as a romantic comedy with serious drama and military action thrown in.
In terms of the Blu Ray, this release is an upscale of a standard definition release as the studio that animated it, Gonzo, was only animating in SD at the time of its release. Either way, a proper software upscale done on a Blu Ray will always look better than an upscale done through hardware (watching a DVD via the PS3 upscaled to 1080p for instance). This release is no exception.
The nice thing here is that the opening sequence is unaffected by the upscale this time around, unlike Funimation's release of Full Metal Panic! The Second Raid Box Set [Blu-ray] where the opening was improperly encoded and skips frames.
Picture quality is nothing short of amazing. Crystal clear and from everything I can tell, there are no artifacts or other weirdness brought in from the upscale. If you had this on DVD and want an upgrade in picture quality, this is a worthy purchase as it looks perfect. If upscaled DVD looks good to you, well there may be no point in upgrading to Blu Ray.
Something to keep in mind is that this show was originally done in the 4:3 aspect ratio (SD). The opening, while widescreen, isn't anamorphic and wasn't actually animated in HD, so it will always contain bars at the top and bottom of the picture. This is as it was originally animated and FUNimation has taken no liberties to try and stretch it to a widescreen format, which is appreciated.
The opening and endings are the same as the ADV DVD release so the opening/ending title cards are all in English. If you're looking for the Japanese title cards, you'll need to purchase the Japanese releases to have Japanese title cards as they are not included in any ADV or FUNimation release.
In terms of audio, you have 2 options. You can watch the show in Stereo Dolby True HD in spoken Japanese (the original show was 2.0 stereo in Japan, so you are getting the audio as originally intended by the Japanese producers for the Japanese market) and you are also given the option of Dolby True HD 5.1 in spoken English. When ADV released the series oh so many years ago, they upgraded the 2.0 audio to a 5.1 mix in the US. The result in English, for me, is a mixed result as much of the time it still feels like a stereo mix. I also generally watch Anime in Japanese, so I was really just swapping around during action sequences to see how the channel separation sounds and it's good, but nothing amazing.
Overall the audio sounds pretty good. There are no drop outs or other audio issues and the added bitrate afforded by Blu Ray and True HD, but then, there weren't really any issues with the original DVD mixes either.
Some nice extras are included, including one that wasn't in the original single release from ADV (nor was it included in previous ADV sets). The new extra is the interview with the show's producers and original author of the novels. This was recorded for the Japanese Blu Ray release (or possibly to air during the re-airing of the series on Japanese TV, I'm not sure), I believe, so it actually is encoded in HD, 1080i. It's a look back on the show's release and is really good.
There is something missing from the extras. The original DVD release included some production sketches in video form. These do not exist on this release, which means it isn't "complete," however they weren't amazing. It is disappointing they aren't here though.
You have 8 episodes per disc, on 3 discs. I was worried there would be audio or video issues trying to cram so many episodes on a disc, however the bit rates are high throughout and it really looks quite amazing.
If you love the series and want the release with the best video quality yet released, this is the one to pick up. If you need to have all the extras, you'll need this release (or the DVD equivalent) and the original ADV release for the production sketches.
If you've never seen the show and don't own a previous version, this is the one to get.
5/5
For those that don't know, Full Metal Panic (or FMP) is a show from early 2000 based on a series of short novels. The story involves a boy soldier (well, mercenary), sent by a secret organization to protect a girl who is known to be a "Whispered." Being a "Whispered" means that the person holds knowledge of "black technology" without really knowing they know it. Mostly it's about Sagara Sosuke, the boy soldier, being clumsy with people and having an obvious crush on the girl he is supposed to be protecting. The feeling is mutual and the girl he is protecting, Chidori Kaname, is just as awkward in dealing with Sosuke.
Giant robot action is also included as a sort of bonus. Think of the show as a romantic comedy with serious drama and military action thrown in.
In terms of the Blu Ray, this release is an upscale of a standard definition release as the studio that animated it, Gonzo, was only animating in SD at the time of its release. Either way, a proper software upscale done on a Blu Ray will always look better than an upscale done through hardware (watching a DVD via the PS3 upscaled to 1080p for instance). This release is no exception.
The nice thing here is that the opening sequence is unaffected by the upscale this time around, unlike Funimation's release of Full Metal Panic! The Second Raid Box Set [Blu-ray] where the opening was improperly encoded and skips frames.
Picture quality is nothing short of amazing. Crystal clear and from everything I can tell, there are no artifacts or other weirdness brought in from the upscale. If you had this on DVD and want an upgrade in picture quality, this is a worthy purchase as it looks perfect. If upscaled DVD looks good to you, well there may be no point in upgrading to Blu Ray.
Something to keep in mind is that this show was originally done in the 4:3 aspect ratio (SD). The opening, while widescreen, isn't anamorphic and wasn't actually animated in HD, so it will always contain bars at the top and bottom of the picture. This is as it was originally animated and FUNimation has taken no liberties to try and stretch it to a widescreen format, which is appreciated.
The opening and endings are the same as the ADV DVD release so the opening/ending title cards are all in English. If you're looking for the Japanese title cards, you'll need to purchase the Japanese releases to have Japanese title cards as they are not included in any ADV or FUNimation release.
In terms of audio, you have 2 options. You can watch the show in Stereo Dolby True HD in spoken Japanese (the original show was 2.0 stereo in Japan, so you are getting the audio as originally intended by the Japanese producers for the Japanese market) and you are also given the option of Dolby True HD 5.1 in spoken English. When ADV released the series oh so many years ago, they upgraded the 2.0 audio to a 5.1 mix in the US. The result in English, for me, is a mixed result as much of the time it still feels like a stereo mix. I also generally watch Anime in Japanese, so I was really just swapping around during action sequences to see how the channel separation sounds and it's good, but nothing amazing.
Overall the audio sounds pretty good. There are no drop outs or other audio issues and the added bitrate afforded by Blu Ray and True HD, but then, there weren't really any issues with the original DVD mixes either.
Some nice extras are included, including one that wasn't in the original single release from ADV (nor was it included in previous ADV sets). The new extra is the interview with the show's producers and original author of the novels. This was recorded for the Japanese Blu Ray release (or possibly to air during the re-airing of the series on Japanese TV, I'm not sure), I believe, so it actually is encoded in HD, 1080i. It's a look back on the show's release and is really good.
There is something missing from the extras. The original DVD release included some production sketches in video form. These do not exist on this release, which means it isn't "complete," however they weren't amazing. It is disappointing they aren't here though.
You have 8 episodes per disc, on 3 discs. I was worried there would be audio or video issues trying to cram so many episodes on a disc, however the bit rates are high throughout and it really looks quite amazing.
If you love the series and want the release with the best video quality yet released, this is the one to pick up. If you need to have all the extras, you'll need this release (or the DVD equivalent) and the original ADV release for the production sketches.
If you've never seen the show and don't own a previous version, this is the one to get.
5/5
Saturday, December 16, 2000
Mobile Suit Gundam Wing 9
While I understand that the point of a review is to inform, I am honestly disappointed in the ones posted by my peers. Most of the reviews are either blindly positive or blindly negative. I hope that this review proves to be informative and unbiased, so that it attracts the attention of interested parties.
The plot of Gundam Wing is standard fare for the epic Gundam saga: in the near future, orbiting space colonies are unfairly repressed by a greedy terrestrial government. On the anniversary of a great colonial leader's death, five young rebels go to Earth to wage guerilla warfare on the Earth Alliance. Their weapons: Gundams, giant humanoid battle machines of immense power. As the five boys fight for independence, the Alliance is overthrown by OZ, a secret society run by a powerful military-industrial complex that has been pulling the strings all along. Soon after, the Gundam pilots, their civilian allies, and like-minded members of OZ join forces to take down the warring factions and bring real peace.
With the characters, we have a group of young people who are highly misunderstood by the anime community. Heero Yuy, pilot of Wing Gundam, is a teenage soldier who's been trained to keep his emotions in check to the point where almost seems inhuman. On the civilian side is Relena Darlian, an introverted girl whose lonely upper-class childhood has left her seeking real friendship. The connection that begins with their chance encounter on a beach eventually leads to great emotional growth in them both, as Heero learns to live with his humanity - and his mistakes - and Relena becomes a more assertive, well-rounded person. Completing this classic triangle is ace pilot Zechs Marquise, Relena's long-lost brother, who entered the military so he could exact revenge for the slaying of their parents and the destruction of their homeland. Aiding Heero in his battles are the other four Gundam pilots: the cheerful Duo Maxwell, the somber Trowa Barton, the caring Quatre Winner, and the brash Zhang Wu Fei. On the side of OZ, we have the anachronistically noble Treize Khushrenada, his multi-faceted aide Lady Une, Zechs' old friend Lucrezia Noin, and Dorothy Catalonia, Relena's war-loving rival. Rounding out the main cast are the civilians: rebel soldier Sally Po, the Maganac Corps (a group of soldiers allied to Quatre, junk dealer Howard, and the "mad" scientists who built the Gundams.
The story is carried out pretty well. Most older Gundam series have the problem that they focus on the main character so much that it almost seems like the world revolves around him. With Wing, time is spent with a large number of varying characters, giving us a better picture of the After Colony world. The characters are well-written and exhibit a lot of growth, keeping with the central theme of communication between people. The mechanical designs are skillfully handled by three Gundam veterans: Kunio Okawara, Hajime Katoki, and Junya Ishigaki. The soundtrack features slick pop tunes by Two-Mix and a large number of well-orchestrated background tracks that underscore the action perfectly.
Admittedly, there are some pacing problems (such as two consecutive clip shows), but it all evens out in the end. A lot of people like to trash certain characters (Relena in particular), but as I've seen, most of this springs from their forming an opinion of the characters within their first five minutes on screen and never changing it. Some people complain that the Gundams are too powerful, ignoring the fact that they HAVE to be strong to fight entire armies by themselves. Also, while some say that Wing is "a complete rip-off of the original series", it's actually more original than Gundam Seed, a more recent addition to the family. And there is a bit much in the way of stock footage, but that can be expected with almost any anime.
There's another stumbling block, though: a disproportionate amount of people insist that the entire male cast is homosexual. Despite what the fangirls may say, this is not official. The actual series, and its sequels, show Heero and Relena as very close, with subtle hints at a deeper relationship than the princess and her knight in shining armor.
So, what's the final verdict? Personally, I love this series, so obviously I'm going to recommend it. But I will say this: if you decide to watch Gundam Wing based on my comments, ignore everything you read or hear about it. Watch the series with an open mind and no preconceptions. Don't listen to anyone else, because in the end, the opinion that matters the most is your own.
The plot of Gundam Wing is standard fare for the epic Gundam saga: in the near future, orbiting space colonies are unfairly repressed by a greedy terrestrial government. On the anniversary of a great colonial leader's death, five young rebels go to Earth to wage guerilla warfare on the Earth Alliance. Their weapons: Gundams, giant humanoid battle machines of immense power. As the five boys fight for independence, the Alliance is overthrown by OZ, a secret society run by a powerful military-industrial complex that has been pulling the strings all along. Soon after, the Gundam pilots, their civilian allies, and like-minded members of OZ join forces to take down the warring factions and bring real peace.
With the characters, we have a group of young people who are highly misunderstood by the anime community. Heero Yuy, pilot of Wing Gundam, is a teenage soldier who's been trained to keep his emotions in check to the point where almost seems inhuman. On the civilian side is Relena Darlian, an introverted girl whose lonely upper-class childhood has left her seeking real friendship. The connection that begins with their chance encounter on a beach eventually leads to great emotional growth in them both, as Heero learns to live with his humanity - and his mistakes - and Relena becomes a more assertive, well-rounded person. Completing this classic triangle is ace pilot Zechs Marquise, Relena's long-lost brother, who entered the military so he could exact revenge for the slaying of their parents and the destruction of their homeland. Aiding Heero in his battles are the other four Gundam pilots: the cheerful Duo Maxwell, the somber Trowa Barton, the caring Quatre Winner, and the brash Zhang Wu Fei. On the side of OZ, we have the anachronistically noble Treize Khushrenada, his multi-faceted aide Lady Une, Zechs' old friend Lucrezia Noin, and Dorothy Catalonia, Relena's war-loving rival. Rounding out the main cast are the civilians: rebel soldier Sally Po, the Maganac Corps (a group of soldiers allied to Quatre, junk dealer Howard, and the "mad" scientists who built the Gundams.
The story is carried out pretty well. Most older Gundam series have the problem that they focus on the main character so much that it almost seems like the world revolves around him. With Wing, time is spent with a large number of varying characters, giving us a better picture of the After Colony world. The characters are well-written and exhibit a lot of growth, keeping with the central theme of communication between people. The mechanical designs are skillfully handled by three Gundam veterans: Kunio Okawara, Hajime Katoki, and Junya Ishigaki. The soundtrack features slick pop tunes by Two-Mix and a large number of well-orchestrated background tracks that underscore the action perfectly.
Admittedly, there are some pacing problems (such as two consecutive clip shows), but it all evens out in the end. A lot of people like to trash certain characters (Relena in particular), but as I've seen, most of this springs from their forming an opinion of the characters within their first five minutes on screen and never changing it. Some people complain that the Gundams are too powerful, ignoring the fact that they HAVE to be strong to fight entire armies by themselves. Also, while some say that Wing is "a complete rip-off of the original series", it's actually more original than Gundam Seed, a more recent addition to the family. And there is a bit much in the way of stock footage, but that can be expected with almost any anime.
There's another stumbling block, though: a disproportionate amount of people insist that the entire male cast is homosexual. Despite what the fangirls may say, this is not official. The actual series, and its sequels, show Heero and Relena as very close, with subtle hints at a deeper relationship than the princess and her knight in shining armor.
So, what's the final verdict? Personally, I love this series, so obviously I'm going to recommend it. But I will say this: if you decide to watch Gundam Wing based on my comments, ignore everything you read or hear about it. Watch the series with an open mind and no preconceptions. Don't listen to anyone else, because in the end, the opinion that matters the most is your own.
Full Metal Panic: The Second Raid review
Funimation has taken one of its most well respected mecha franchises and decided to give it digital remastering treatment for an upcoming Complete Series box set release.
Coming in at a total runtime of 320 minutes, Full Metal Panic! The Second Raid (TSR) The Complete Series spans 3-discs packaged in a pair of thin packs within a nice cardboard outer slipcase. As with the previous release, the set comes complete with the TSR OVA, Episode 000, 7-part featurette (scouting in Hong Kong), textless songs and a crop of Funimation anime trailers.
Language options are quite thorough with English (Dolby Digital 5.1 Surround or original broadcast Stereo) and Japanese (Dolby Digital 5.1 Surround or original broadcast Stereo) with the option of running English subtitles below either language track choice.
The program wears an appropriate TV 14 rating due to some violent sequences, themes of conflict, and a bit of non-suggestive female (incestual) nudity.
In my opinion the mark of a solid piece of sequel anime is a show's ability to not only present new material but to also seamlessly intertwine it with the plot of the original. Enter Full Metal Panic! The Second Raid (TSR) from anime master workers, Funimation. This gorgeous set represents the proper formula for improving upon the season before it (which just so happens to be the first of the series) without pulling the story off onto an unrelated tangent.
The Second Raid follows the exploits of mercenary soldier Sousuke Sagara who, right from the beginning, does an adequate job of fulfilling his undercover mission as a regular high school student. Unlike the first season, which focused more on the importance of female-lead character Kaname Chidori, this time the viewer is treated to a bit more sympathetic take on the almost child-like innocence of Sousuke. While their hot and cold romance still forms the backbone of the tale, there is no shortage of political motivation or interesting characters to accompany the action.
While Souske resumes his meteoric rise to the title of Sergeant for the paramilitary outfit called Mithril, the major struggle being presented finds Mithril locked in battle with the terrorist group Amalgam. In truth, and despite how well the good guys are presented here, it's tough not to find the bad guys terribly interesting. Among these is a lesbian pair of twin sister assassins, the enigmatic Leonard Testarossa (who just so happens to be the brother of Mithril's own cheery colonel, Teletha) and his extremely wicked robotic enforcers. Last but certainly not least is the lead villain Gates who, quite frankly, captures the concept of full ought insanity in animated form like something American animators can only dream of achieving through The Joker.
And since Full Metal Panic! initially hooked me with its near-flawless use of mecha, it's only proper that I take a moment to recognize the simple truth that TSR not only picks up where the first season left off, it may even supercede the robotic combat at times. Notable here is the ongoing struggle for Souske to make full use of the full abilities of his unit, the Arbalest, and its emotion controlled Lambda Driver. In my opinion the FMP series succeeds where other robot shows fail in both the mobility of the robots (called Arm Slaves or AS' for short) is in their sheer speed and maneuverability. Right from the beginning of the very first episode viewers are treated to an incredible display of AS stealth, speed, and power. It's cinematic showmanship in the purest form and enough to give even diehard anime fans the chills.
Although not entirely essential to the overall plot progression, I should mention that another Arm Slave, the M9 Falke, makes a few appearances that just dazzle with eerie coolness.
The discs themselves contain no shortage of bonus entertainment. The complete 13-episode series is presented across three discs in uncut, digitally remastered glory with dialog coming in the selectable form of English, Japanese or in original broadcast format with English subtitles. While the series itself technically consisted of 13 episodes, Funimation packed both a mini-bonus episode (complete with a scene that had this reviewer actually laughing out loud) and a conclusion OVA full-length episode as well. There is a 7-part featurette entirely in Japanese with English subtitles that does a few interesting things whether they were intentional or not. The first of which is that this section provides an unrivaled look at the Hong Kong lifestyle complete with unlimited comparisons to how life differs there from life in a typical US city. Next it paints the show's creative staff in an entirely different light. I'm guilty of stereotyping anime writers, producers, artists, and directors as moody, withdrawn and slightly disturbed individuals but nothing could be further from the truth with the down-to-earth team responsible for FMP. Finally, anime may be known for an unsurpassed level of detail but never is this reality made clearer than when the viewer is offered a chance to look at the actual Hong Kong locations that inspired the backgrounds of the show. It's downright mind-boggling and a testament to the amount of work that goes into putting a series like this together!
Additionally the set contains a comical little segment in which our creative team takes a trip to a Japanese Self-Defense Force expo for inspiration on the military equipment that appears throughout the series. There are Japanese (English subtitled) commentary tracks across every single episode from several of the show's voice actors and finally the set offer textless versions of the show's theme songs.
The truth is that it is very difficult if not impossible to come away from this presentation without having taken something worth remembering. The anime itself is rich, deep, and oftentimes silly enough to warrant a chuckle but there's something here even for those who wouldn't consider themselves fans of the genre. The creative process and attention to detail is downright awe-inspiring.
4/5
Coming in at a total runtime of 320 minutes, Full Metal Panic! The Second Raid (TSR) The Complete Series spans 3-discs packaged in a pair of thin packs within a nice cardboard outer slipcase. As with the previous release, the set comes complete with the TSR OVA, Episode 000, 7-part featurette (scouting in Hong Kong), textless songs and a crop of Funimation anime trailers.
Language options are quite thorough with English (Dolby Digital 5.1 Surround or original broadcast Stereo) and Japanese (Dolby Digital 5.1 Surround or original broadcast Stereo) with the option of running English subtitles below either language track choice.
The program wears an appropriate TV 14 rating due to some violent sequences, themes of conflict, and a bit of non-suggestive female (incestual) nudity.
In my opinion the mark of a solid piece of sequel anime is a show's ability to not only present new material but to also seamlessly intertwine it with the plot of the original. Enter Full Metal Panic! The Second Raid (TSR) from anime master workers, Funimation. This gorgeous set represents the proper formula for improving upon the season before it (which just so happens to be the first of the series) without pulling the story off onto an unrelated tangent.
The Second Raid follows the exploits of mercenary soldier Sousuke Sagara who, right from the beginning, does an adequate job of fulfilling his undercover mission as a regular high school student. Unlike the first season, which focused more on the importance of female-lead character Kaname Chidori, this time the viewer is treated to a bit more sympathetic take on the almost child-like innocence of Sousuke. While their hot and cold romance still forms the backbone of the tale, there is no shortage of political motivation or interesting characters to accompany the action.
While Souske resumes his meteoric rise to the title of Sergeant for the paramilitary outfit called Mithril, the major struggle being presented finds Mithril locked in battle with the terrorist group Amalgam. In truth, and despite how well the good guys are presented here, it's tough not to find the bad guys terribly interesting. Among these is a lesbian pair of twin sister assassins, the enigmatic Leonard Testarossa (who just so happens to be the brother of Mithril's own cheery colonel, Teletha) and his extremely wicked robotic enforcers. Last but certainly not least is the lead villain Gates who, quite frankly, captures the concept of full ought insanity in animated form like something American animators can only dream of achieving through The Joker.
And since Full Metal Panic! initially hooked me with its near-flawless use of mecha, it's only proper that I take a moment to recognize the simple truth that TSR not only picks up where the first season left off, it may even supercede the robotic combat at times. Notable here is the ongoing struggle for Souske to make full use of the full abilities of his unit, the Arbalest, and its emotion controlled Lambda Driver. In my opinion the FMP series succeeds where other robot shows fail in both the mobility of the robots (called Arm Slaves or AS' for short) is in their sheer speed and maneuverability. Right from the beginning of the very first episode viewers are treated to an incredible display of AS stealth, speed, and power. It's cinematic showmanship in the purest form and enough to give even diehard anime fans the chills.
Although not entirely essential to the overall plot progression, I should mention that another Arm Slave, the M9 Falke, makes a few appearances that just dazzle with eerie coolness.
The discs themselves contain no shortage of bonus entertainment. The complete 13-episode series is presented across three discs in uncut, digitally remastered glory with dialog coming in the selectable form of English, Japanese or in original broadcast format with English subtitles. While the series itself technically consisted of 13 episodes, Funimation packed both a mini-bonus episode (complete with a scene that had this reviewer actually laughing out loud) and a conclusion OVA full-length episode as well. There is a 7-part featurette entirely in Japanese with English subtitles that does a few interesting things whether they were intentional or not. The first of which is that this section provides an unrivaled look at the Hong Kong lifestyle complete with unlimited comparisons to how life differs there from life in a typical US city. Next it paints the show's creative staff in an entirely different light. I'm guilty of stereotyping anime writers, producers, artists, and directors as moody, withdrawn and slightly disturbed individuals but nothing could be further from the truth with the down-to-earth team responsible for FMP. Finally, anime may be known for an unsurpassed level of detail but never is this reality made clearer than when the viewer is offered a chance to look at the actual Hong Kong locations that inspired the backgrounds of the show. It's downright mind-boggling and a testament to the amount of work that goes into putting a series like this together!
Additionally the set contains a comical little segment in which our creative team takes a trip to a Japanese Self-Defense Force expo for inspiration on the military equipment that appears throughout the series. There are Japanese (English subtitled) commentary tracks across every single episode from several of the show's voice actors and finally the set offer textless versions of the show's theme songs.
The truth is that it is very difficult if not impossible to come away from this presentation without having taken something worth remembering. The anime itself is rich, deep, and oftentimes silly enough to warrant a chuckle but there's something here even for those who wouldn't consider themselves fans of the genre. The creative process and attention to detail is downright awe-inspiring.
4/5
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