Coming from the husband and wife team that includes Brian Ashcraft of Kotaku and WIRED fame, Japanese Schoolgirl Confidential charts the rise of schoolgirls in Japan from background to brand, exploring the details and influences that surround them. Printed in a stubby, easily held format, the book is littered with photographs and illustrations that support the content, but is also adorned with a variety of kitschy, gaudy paraphernalia like faux-diamond bordered hearts as image captions and heart stickers in the corners. The format is fitting for the subject matter, keying into the peppy and sparkly façade, but completely at odds with the variety and veracity of content that the book offers from start to finish. The level of research, care and attention that has been put in is gratifying for a book that could easily have been as vapid and frivolous as one assumes the eponymous schoolgirls are.
the writing is fluid and encourages extended reading with stand out chapters on fashion and the history of the uniform
The greratest triumph of the book is in debunking that mentality: that the schoolgirls, decked out in iconic sailor-suit school uniforms, are a product carried by a society that has a borderline hysterical lust for cute characters and intense consumerism. Subverting that impression to show the girls as drivers behind many of the sea-changes that happened in fashion and product development to moulding gender issues is cleverly done and achieved through example more than a stolid recounting of facts. The book is divided into eight chapters that begin by covering the history of the most obvious trait - the uniform - then moving on to idols, film, magazines, art and wrapping up with video games, manga and anime.
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.
I have decided, perhaps foolishly, to start playing an MMO - Aion. If one were to ask the reason for me deciding this, I could not give a single answer. I can quantify my reasoning, but not give a single definitive motive.
To backtrack, I don't usually play MMO's: I haven't played one extensively since Ultima Online back when 28.8 modems were considered cutting edge. I have dabbled only once since, joining the first iteration of Guild Wars, an NCSoft cost-to-buy but free-to-play system that was bought for playing with my significant other of the time; suffice to say neither of us took to it and that experiment ended with a little fanfare. I did hear of Aion when it was released in Korea at the tail end of 2008, although at the time it blended in with the general background noise of the Korean gaming scene of which MMO's play a large part.
I capitulated and purchased the Collector's Edition that had been beckoning to me, siren-like, on Steam
I think one of the aspects which swayed me into at least trying Aion was the aesthetics. Despite my ordinary avoidance of superficiality, I am by nature drawn to pretty things, a severe character flaw I'm sure. So it had crested the first hurdle in getting my attention. The second draw was the pleasant buzz surrounding it, anime and game blogs alike weren't exactly haemorrhaging praise but there was a decent undercurrent to the otherwise acerbic MMO discussion. Partnered with the looks came the lore, typical high-fantasy fare with a generous sprinkling of ethereal names that only just manages to be convincing of when it was conceived: moments before it was decided to be an MMO. And then there was the marketing: