I am abjectly terrible at fighting games. This didn't stop me from seeking out arcades in Japan to hamfistedly fondle the seductive BlazBlue machines, or importing the US version when it was released, or venturing online to be emasculated in short order. I may appreciate their focus and purity but a lack of innate talent and free time means I'll never be as good as I desire. Talent is not in question, but is my ineptitude really an issue of time?
waiting for a time when I've run out of series to review and ideas to explore
Certainly a nine to five job blocks out close to ten hours of the day, but leaving a modest six hours for sleep that still leaves eight hours for hobbies and the minutiae of life. Pondering the issue more, I could only conclude it is still fundamentally a time issue, but it would be more apt to brand it as a lack of dedication. When that invisible plateau is reached where the time to become better encroaches on the ability to enjoy other games and anime, that dastardly analytical part of my brain takes over.
Even when I'm waist deep in Noel's story and practically giddy from her soundset when facing Litchi, a mental flag pops up. There's new anime to be watched! New games to be played! Things to do. Sometimes very good games can override this, dragging me under for weeks at a time, however all it takes one slow section to send me gasping back to the shoreline. This sounded like a good enough reason: essentially a free time defence mechanism; and it certainly fit with my habits, but it doesn't explain why the balance between video games and anime I used to maintain had been broken, marginalising former in favour of the latter.
Just like the taijitu that features so heavily in the plot, Otogi Zoshi is split into two parts with elements of its twin interspersed throughout. The tonal and aesthetic difference between the two parts is arresting, the first favouring a poised and atmospheric wander through a viciously feudal Japan, the latter a collection of modern mysteries scattered around Tokyo and sharing many similarities with the latest two Shin Megami Tensei: Persona video games. This division of themes and story promotes perseverance: if the initial tale of blades and intrigue doesn't engage, perhaps the dark and foreboding march across many of Tokyo's landmarks will. Conversely it threatens to alienate an audience that fell in love with the first story or losing them before the second begins. By and large it succeeds in crafting a compelling story with characters that, crucially, work across the gulf of a thousand years, however even with the guiding hand of Production I.G the series isn't without its flaws.
switching between schoolgirl prep and urban pop with pleasing regularity
The Heian era city of Edo is infected by discontent: famine and lawlessness plague the streets while the outlying lands are run by thieves and malcontents. Even the Emperor isn't immune: struck down by a debilitating illness and without long to live, his closest aides, advised by the mystic Abe no Seimei, send word to retrieve the magical magatama stones in order to save the capital. With the eldest son of the Minamoto household, Raiko, bedridden it is up to his sister Hikaru to undertake this task. Disguised as her brother and joined by her faithful bodyguard Tsuna, and eventually the womanising Usui, the enigmatic Urabe and freakishly strong Kintaro, the group hunts out the magatama against foes both weird and devious. On their return however, all is not as it seems and the Emperor's aides have ulterior plans for the magatama, although it will be Seimei whose actions will have the most far reaching consequences, the ramifications echoing a thousand years into the future.
I would strongly suggest not attempting to read this all at once, madness is sure to follow. It is meant as a coherent brain-dump: my take on different aspects of the film rather than fluid prose. Intrinsic knowledge of the original series, Death:Rebirth, End of Evangelion, the first Rebuild film You Are (Not) Alone and ancillary materials surrounding franchise is assumed. Because this is the last one I'll write, it has to be epic. Epic enough for sub-navigation:
Boogiepop Phantom is a series which immediately makes one wonder whether their television is functioning correctly. Shortly after the melancholy opening it adds the speakers to that list. By the end of the first episode it adds the viewer's brain. It is a reverie of madness, murder, altered states and narrative intrigue: each episode teasing an explanation but rarely delivering in full, each appearance of the titular Boogiepop - or is it the Manticore? - promising a new thread to tie in with the myriad others. Existing in a microcosm of light novels, manga and a live-action movie as well as sharing idiosyncrasies and the brutally obtuse style of its spiritual predecessor, Serial Experiments Lain, the question the series' lineage poses is whether it can stand by itself or whether it relies too much on its forebears and source material to support itself.
some of the darkest aspects of humanity are explored with obsession, madness and memories playing a key role
A month before the opening of the series, a pillar of light erupts in a nameless cityscape, dragging it into darkness. Those who witness the light began to change, much like the city itself, now with a permanent aurora in the sky and a magnetic field that makes compasses useless and corrodes metal at a frightening rate. Those who changed exhibit strange powers: the ability to see and consume insects clutching peoples' chests, the power to separate composite objects like coffee or humans even the capability to show people scenes of their pasts. All the while they are stalked by the urban legend Boogiepop, supposedly the personification of death, who appears without warning to rid the world of the deviations that have sprung up. Clandestine talk of impossibly powerful corporations and unnatural evolution ensure that understanding the circumstances behind all of the strange occurrences will not be straightforward.
A lot of anime deal with identity, but in different ways: whether it is the all-encompassing, driving force behind the movie and series extravaganzas that are Ghost in the Shell and Evangelion or as an undercurrent to more prevalent themes like with Guts in Berserk or Faye in Cowboy Bebop, it is fair to say that many different anime use identity as at least part of their narrative thrust. Even looking at disparate, popular shows like Bleach and Naruto reveals a simplistic version of the theme with the push to become strong and protect - a topic that is an essay in itself. It's only when investigating beyond the obvious that it becomes apparent identity is prevalent in so many different genres of anime that it begins to reflect how they were conceived and upon the creators themselves.
how flippantly cyborgs view gender when the possibility of reproduction is removed
Identity is a wide and multitudinous topic that has been researched by psychologists and philosophers alike for centuries so it's no surprise it is present in a culturally reflective medium as anime. Perhaps the most subversive and comedic is gender identity and the question of what defines gender. The earliest anime I can recall that toyed with this is Ranma ½ which had the titular protagonist switch from one gender to the other with the application of cold and hot water - it is played for laughs more than as a thoughtful treatment on the subject but the enforced gender switching is in so many other series from Kashimashi to Kämpfer that it can hardly be ignored. This is without mentioning the less extreme sex swapping with cross-dressing which has of course birthed one of the most cherished anime cultural staples: the trap.