Following up the critically acclaimed and astoundingly brilliant The Girl Who Leapt Through Time was never going to be an easy prospect but with a timbre shift sure to cement Mamoru Hosoda's role as a world-class director, Summer Wars proves to be a worthy successor both creatively and aesthetically. Taking the fluidity Madhouse gifted his previous film with, the animation is dialled up until innumerable characters are all raucously moving at once - breathing, laughing, talking and living on screen. Pomp and flair help avoid the stereotypes that so often go with virtual-world stories and though it still degenerates into a touch typing marathon, the excitable charm it displays throughout elevates it from the standard, tepid blockbuster fare.
a blend of virtual worlds, rogue AIs, questionable mathematics and enforced time limits
Kenji is asked by one of the prettiest girls in school, Natsuki, to help with a summer job; unbeknownst to him however is that her grandmother is soon to be turning ninety and Natsuki has told her family about a fictional fiancé that he must now assume the role of. Travelling out into the countryside around Ueda, he is introduced to the bustling, varied personalities of Natsuki's extended family and the palatial house and grounds that have belonged to the Shinohara clan for generations. In the virtual world of OZ however, a malevolent entity is wreaking untold havoc - shutting down vital utilities and gobbling up user accounts with nobody able to stop it. Inconvenience is only the start when it transpires the entity has a close link with the Shinoharas and it may only be Kenji, Natsuki and other members of the family who can stop real world devastation from occurring.
It's inevitable that Mokke is going to be compared to the seminal Mushishi: it deals with a similar "hidden to all but those who can see" neer-do-wells, has a similar way of dealing with them and maintains the same kind of morality about their place within nature. This may sound like Mokke is nothing but a substandard copy of Mushishi but in actuality, the similarities are minimal at best.
Pleasant and charming it may be however it doesn't have the humanity or the depth to maintain interest.
Ostensibly set in modern day with two sisters, the younger of the pair has the ill fortune to be easily possessed by wandering spirits while the other older of the two is able to see and hear the ephemeral critters, a gift she shares with her grandfather. The first three episodes take different approaches to dealing with the entities: the first is about the older sister wanting to protect the younger one culminating in her banishing a shadowy antagonist, the second is about a helpful but tricksy fox spirit, while the third is about a spirit which follows a doubting person around, devouring their confidence and vitality. The nature of the entities is stated on a case by case basis and borrows more from Buddhist and Shinto mythology than the "part of nature" route taken by Mushishi. In terms of comparisons, Mokke borrows more from Dennou Coil than it does anything else; the similar focus on younger children rather than teenagers or adults, even the first spirit is akin to Dennou Coil's digital aberrations.