Apr 12, 2019

428 - Chunsoft’s Sound Novel Perfected


428: Shibuya Scramble is an unequivocal, truly Japanese game, and one that nobody ever thought would come out in English--and the doubters were sort of right. The title was a Japan exclusive for many years since its original Wii release in 2008 but after a decade of being out of reach for the English market this cryptically Japanese exclusive was somehow able to be cracked and come September of 2018 made the journey to North American and European markets on PC through Steam and both physically and digitally on the Sony PS4. Honestly I still can’t believe it and I own the darn game! The journey to getting this game out is surely an interesting one, as localization director David Kracker recounted on the Playstation blog that he had to fight hard to get the game pushed forward for a worldwide release outside of Japan, but ultimately was able to do so by showing that appeal for niche games such as these have been increasing steadily since its original Wii release. 

For many people 428: Shibuya Scramble will be their first experience with a Chunsoft sound novel--especially since the localized Kamaitachi no Yoru (Banshee’s Last Cry) is downright almost impossible to play now. Last blog post I discussed in detail what the heck a sound novel even is, and went through a brief history of the visual novel market in general covering where Chunsoft falls in and how much they contributed to the genre. So because of that I won’t go into too much heavy details on sound novels today, but the short and simple answer I gave in my previous entry is that a sound novel is two things. The first of which was a dated term that Chunsoft used regularly (mostly on the Super Famicom and Sega Saturn) and has since fallen out of use in favor of adopting visual novel. The second of which is the more complicated answer that sound novels are both the aforementioned term that was used by Chunsoft for their brand of visual novels and also a certain style of visual novels that would follow years later by other companies that were heavily inspired by the early works of Chunsoft often aping their presentation and narrative style, with 07Expansion’s Higurashi - When They Cry being one of the most popular examples. 


If all that sounds like a bit much, or is just all greek to you, don’t worry--all you have to really take away from my rambling is that the Chunsoft seal of quality with 428 really means something, especially to fans of visual novels. You see, 428: Shibuya Scramble is actually a spiritual successor of sorts to Chunsoft’s earlier Machi sound novel released in 1998 on the Sega Saturn and later Sony Playstation. Machi was a highly well regarded game for its time that was a big hit both critically and with gamers, but despite its constant praise still sold poorly. Over the years people started to discover the game through its solid word of mouth and old fans and new fans alike were always clamoring for a sequel. After many years of begging Chunsoft finally delivered just that, and this is where 428: Shibuya Scramble comes in. By no means a direct sequel (so don’t worry you definitely DO NOT need to play Machi to understand the story) 428 is set in the same city of Machi (aka both take place in the same fictional version of Shibuya), and super fans will be able to spot some references and cameos from Machi sneaking in. 

428: Shibuya Scramble is essentially a dream game to many hardcore fans in Japan that waited anxiously for a return to form from Chunsoft. When it came out the game even famously got a perfect score of 40 in the well known Famitsu gaming magazine--and this was back when you could still count perfect scores they gave out on your fingers, only 8 games prior made that list; nowadays the magazine is known for being far more forgiving with its reviews. So basically, what I am getting at is this is yet another game that was pretty huge back in Japan but sorely skipped over worldwide.


You may be thinking to yourself then, that’s all well and good, but what about the game itself? Well let me get into that. 428: Shibuya Scramble is as its name implies, a game about Shibuya, while you do take control of characters in the game, at large the characters themselves all feel like a part of the city. Shibuya is a living, breathing entity in 428, and you really get to explore the entire city from multiple perspectives in this one long, crazy day. Shibuya’s story is your story. There are multiple characters you get to play as and each one has their own unique, individual story to tell, but each story is interwoven into the others and they begin to overlap in creative and fun ways. This is where a large part of the game play comes from; finding out how decisions you made with one character affects the fate of another character.

Say for example if you are being chased in one character’s story and decide to run into a busy city street to escape your pursuers thus causing a traffic accident, in another story the character you are playing now is stuck in said traffic accident and cannot progress their story leading to a bad end. Everything you decide to do with one character not only affects that character’s fate but may even affect the entire city’s at large and change the outcome for every other character you play as too. Finding out how to best affect the story by jumping around the multiple characters and getting everything to play out just right is a lot of fun and no surprise was also a major feature in Machi prior. 


There are a bevy of characters to interact with in Shibuya but the multiple residents in this major Japanese metropolis you take direct control of are Shinya Kano, a rookie detective trying to make his way in the force and crack a kidnapping case, Achi Endo, an ex-gang leader with a heart of gold trying to make Shibuya a better place, Minoru Minorikawa, an investigative journalist on a mission to save a life, Kenji Osawa, a brooding genius that just wants to be left alone but is trapped inside a corporate scandal that goes beyond anyone’s imagination, and Tama, a poor soul trapped in a big furry cat mascot costume that just wants to be free from the hell that is a terrible part time job. Each character has their own unique flavor they bring to the table and their own individual plots range from comedic to serious, romantic to frightening, and everything else in-between. Kano’s scenario is a pretty straightforward crime drama, while Osawa’s plays like a physiological thriller where you don’t know who to trust, meanwhile Tama and Minorikawa’s scenarios will have you on the floor laughing at the insane hijinks they manage to get into somehow, and Achi is kicking ass beating up thugs and saving a lost girl. 

428 manages to combine all these different kinds of smaller stories into one large story seamlessly and it’s an incredible experience jumping between all these fun characters and seeing how they eventually interact with each other as the plot progresses. It’s hard for me to even pick a favorite character in the game as all of them are so well written, and so different from one each other. If I had to pick though, I would say Osawa is probably the protagonist I relate to the most and a lot of his big story moments left me teary eyed and really moved on a truly genuine personal level (I don’t think I’m a genius like him though). 


I can praise 428 to the high heavens, and really a large part of me writing about it today is to do just that, but there is an elephant in the room I probably should address at some point. Something truly horrendous, something that prevents the game from ever being a true masterpiece, something that scares everyone away, the horror of … real life actors! Yeah, as I am sure it’s obvious by this point 428 uses real life actors and was actually filmed on location in the city of Shibuya. A lot of people are put off by this and honestly that kind of bums me out that so many are so unwilling to even try different things. 

To go off on a bit of a tangent, my own personal opinion is that I freaking love the way 428 looks. I’m someone that quite enjoys campy FMV video games; stuff like Night Trap or any Tex Murphy adventure game is solidly right up my alley. I also enjoy unique mixtures of real life and animation, so I love rotoscoping a whole lot--I’m always ecstatic when I find a cool movie or animated series that is rotoscoped, and that’s a large draw to me for games that use it such as Hotel Dusk. So no, I really think 428 is a beautiful game visually that was made by real pros who had to use guerrilla film making in order to bring their vision to life because of laws that prevent filming on location in Shibuya. What the team was able to do here, while also hiding it from “the man” is incredible work! 


Contextly Chunsoft’s sound novels opted to not use the now established format that predominantly is how visual novel look. Originally with Otogirisō this was because visual novels were still in their infancy and the now ubiquitous presentation where sprites are shown in front of background art had not yet taken off. Nobody really knew what visual novels at the time should look like. Otogirisō is actually commonly attributed as one of the earliest examples where a visual novel had background art to begin with and wasn't just mostly text or sprites presented over a black void. Chunsoft kept their games pretty consistent visually from that point, and characters were often not seen on screen, usually just presented through the use of silhouette if needed. This really helped the “novel” aspect of their visual novels, since you had to imagine the characters’ appearances mostly through the narrative descriptions about them just like in literature. 

Over time this changed with the advent of CD hardware which meant the use of still image photography and Full-Motion-Video could really take off, and Machi ran with this new hardware looking much like how 428 does. You can say these games really have a more broad appeal to them too as they are not just “anime” games but games anyone can enjoy just like a good book. This while true in Japan does get a bit tricky for a localized title as a majority of the actors are Japanese which is off putting to a general public not used to watching Japanese cinema or TV dramas. For better or worse 428 is an unequivocal Japanese game, but I really implore anyone who is even the tiniest bit interested to try it out for themselves (especially since there is a free demo) and stay open minded about the game, because if you do, you will find one of the best written, and best localized games in a generation. 

428: Shibuya Scramble's predecessor; Machi on the
Sega Saturn
428 didn't get a very fair shot when it came out in the English market. The month of September was jam packed with both Triple-A titles such as Marvel’s Spider-man and niche titles that could not be missed such as Dragon Quest XI: Echoes of an Elusive Age. The release date really was setting the game up to go against some huge competitors and with its enigmatic overly Japanese sensibilities 428 lacked much of the charisma to fight them. I followed the localization process very closely and this was a game I dreamt I could play for many years, but even I had to pass up grabbing the game on its release date and waited about a month or so until I managed to pick up my own copy as I had poured all my attention into Dragon Quest XI at that time which as bad as I feel for 428 I still don’t regret. By the time I wrote my annual favorite games of the year list I had to exempt 428 from it even, only writing a brief honorable mention as I knew I would love it but hadn't actually gotten to play it yet. The end of the year was far too packed with excellent titles vying for my and everyone else’s attention and what a shame, as 428 is now easily neck-and-neck with my then favorite game of the year Dragon Quest XI.


The truth is it will be very unlikely we will ever see a game like 428: Shibuya Scramble come out in English again. This was a very unlikely localization to happen in the first place, and a very risky one, but it sadly was not a runaway success. Anyone interested in the history of visual novels, sound novels, or seeing one of Chunsoft’s greatest titles definitely shouldn't pass this game up though. And anyone willing, I really recommend 428: Shibuya Scramble hard. If you love good storytelling in gaming, there isn't any better than what’s here. The story in 428 is so heart felt, and uplifting that I found myself crying a lot during my playthrough. I laughed, I cried, I found tons of inspiration for my own writing, 428 truly is a game that changes you. I think those are far too rare nowadays. This is a game that should be in any niche gamer’s PS4 or Steam collection.

Mar 23, 2019

Chunsoft and Sound Novels


I remember when visual novels weren't quite known as well as they are today. By no means are visual novels a mainstream genre of video games--in fact you won’t be hard pressed to find some “expert” try to argue with you over how they are not games at all--but their notoriety is far more than that of even just ten years prior. For the longest time visual novels were seen as just an anime fandom “thing” that mainstream gamers paid no mind to. Very few titles were discussed outside those that had animes be it a TV series or an erotic OVA, and even some of the earliest visual novels localized into English were done so by anime and manga translation companies and not actual video game publishers. 

If I had to pinpoint a time in my own memory where the genre started to get noticed more it would be when the Nintendo DS took off. With the DS there was an increase amount of western releases for visual novels thanks in large part to its touch screen interface working well with adventure style games. This wasn't just noticed by Japanese developers either as a fair share of American and European made adventure style games were developed for the console as well. It seems everybody was anxious to utilize the system’s unique features when the DS started soaring in popularity. The point ‘n click and visual novel genres really had a home on the DS, and because of that a lot of people outside of just the anime community got a taste of these kinds of games with beginner friendly titles such as Ace Attorney, Trauma Center, and Hotel Dusk. 


However, despite the Nintendo DS (and later to a lesser extent the PSP and PS Vita) giving gamers a finely curated and easily digestible dose of the genre I’d say the sad thing is the push was pretty small and died out quickly. Instead what seems to be the biggest reason why most video game outlets nowadays talk about visual novels are because of the parody dating sims that started to grow in popularity. Hey, do you want to date some monster? Is your girlfriend a llama? Maybe all you need in your life is to date a pigeon. Don’t try to hide it, we all know you secretly wish you could go out with a YouTuber. Not into dorky millennials, well no problem, we got a game for you--that is if dating other people’s dads is a you thing. Yes, this is the era of the wacky, silly dating sims taking over in the English market. It wasn't always like this however, and yes Japan has had a long history of doujin dating sim parodies themselves, but lately it feels like all people know are the parodies that make good YouTube videos to react to instead of what a large amount of the games in the genre can offer.

Don’t get me wrong however, I’m by no means saying parodies do not have a place nor should they stay out of the limelight, and I definitely love that this fad has ushered in a wave of indie made English titles--but simply put this wave lacks so much variety and has been stretched so thin by this point. For every one creative title that pushes boundaries and gets new people interested in visual novels there are ten bland titles spilled all over Steam that feel like they were made by people with barley a grasp on what a visual novel can be outside of either parody dating or “boobies are pretty awesome”. Some of these bland games are even really well made and have a lot of care and attention added to their interfaces and artwork, but when push comes to shove, they are still just a basic joke stretched to its thinnest level. Visual novels don’t have to be that however, and while most mainstream gaming outlets may still be joking about how great it is to date your kitchen appliances, you don’t have to (unless you want to, in which case I recommend dating the toaster for he is the bravest of all kitchen dwellers).

A lot of this misunderstanding can be tied into the nebulous relationship between visual novel and dating sim, two “genres” that many people debate are separate things entirely yet due to the overlapping nature of the two they are often confused for each other. There’s a great article by Brian Crimmins online that actually goes into heavy detail about how visual novels came to be as a genre and how over time both visual novels and dating sims affected and evolved each other. It’s a wonderful read that I really recommend it for anyone curious about games such as these, but either way, whether or not you think visual novels and dating sims are the same thing or should be counted as separate but similar genres of games; it certainly doesn't seem to stop most western gaming outlets reporting solely on gag dating sims as visual novels and taking away a majority of people’s attention from so much more that these games can offer. 

I take back all my complaints
I somewhat lost focus and started rambling today, so let’s move on now and finally discuss what I wanted to talk about--that being, despite there being well known visual novel developers to the tight knit community that follows games such as these--examples including but not limited to: Mages, Type Moon, or Nitroplus--my favorite developer often seems forgotten in the conversation. What company is that you ask? Well, it’s Chunsoft. So today I want to talk about why Chunsoft really should be talked about more in the western fandom and all their contributions to the genre.

Chunsoft is one of the many long standing Japanese developers that have been around for every major home console since the Famicom. Nowadays they are known as Spike Chunsoft after their merger with Spike Co. in April of 2012. For the sake of this blog post however I am mostly going to refer to them as Chunsoft still given everything I really want to talk about predates the merger. Chunsoft’s involvement with Japanese style adventure games and visual novels more or less are tied to the very beginning of the genre. There isn't quite a de facto known “first” visual novel per se, but most fans put the starting line at around 1982 or ‘83 depending on which game they may be talking about and which source they want to use for the release date (remember release dates were not entirely clear back in these early days). 


One of the earliest contenders for this honor is Yuji Horii’s adventure game The Portopia Serial Murder Case (Portopia Renzoku Satsujin Jiken), a game that was based around Horii’s interest in western style adventure titles, much like Horii’s later known legendary game Dragon Quest was based around his fascination with Wizzardy and Ultima and how to replicate those games in an easier to understand interface for his home nation. It’s here we can see “visual novel” wasn't even a blip on the radar yet, and there was no definitive understanding of what genres for games really were at the time. Portopia proved to be a major hit during its release however and lives on even to this day as a fondly remembered game (and also a Japanese internet meme). Chunsoft handled the porting of the title to the Famicom and this was the beginning of a long business relationship between Chunsoft president Koichi Nakamura and Enix’s own Yuji Horii as in the years to follow Chunsoft would develop the first five entries in the hit Dragon Quest franchise for Enix.

With the birth of the Super Famicom things began to change between both Enix and Chunsoft. Having developed games primarily for the publisher Enix Chunsoft felt they should move into their own publishing, and soon got certification from Nintendo to do so. After slaving away on four Dragon Quest titles on the Famicom, and also working on the fifth title for the Super Famicom, most of the employees at Chunsoft were burned out so they decided their first self published title should be a simple game. Koichi Nakamura wanted to help make gaming more accessible at the time and took both the team’s exhaustion and his desire for a more casual audience into consideration when they moved forward. 

The title Nakamura needed to make had to be simple; a game that anyone could be able to figure out to navigate--even those intimidated by a controller, but despite that also needed to take advantage of the more powerful hardware of the Super Famicom by using Kanji scripts which again would make the experience easier on casual players who had trouble getting into video games because game consoles prior could only display text entirely in Hiragana or Katakana making the reading experience poor and hard to enjoy for Japanese players (see Japanese writing systems for more details). To all these ends the team at Chunsoft decided to create a game entirely around reading to tackle this Hiragana issue and show off the hardware (or at least the hardware’s Kanji capabilities) while also being something anyone of any gaming skill level could enjoy. The game would mostly be text for the player to navigate through and present choices at key moments in the story to advance, cutting out any complicated aspects from western adventure style games that might intimidate the unfamiliar such as solving puzzles or finding hidden items. This is how Otogirisō was born. 


Otogirisō (Japanese for St John Wort) was Chunsoft’s very first sound novel, a nomenclature which has since confused the hell out of everyone. But what exactly is a sound novel you may ask? Well, people get kind of convoluted about it. Looking at the definition currently found on Giant Bomb a sound novel can be defined by its heavy reliance on sound effects and music to create a game's atmosphere. Usually sound novels will use minimalist visuals and choose to emphasize the text over the artwork presented on screen--most commonly covering the entire screen in said text instead of keeping text only contained in a dialogue box. Something among these lines is the definition usually seen online when you look into it. It’s not entirely wrong either, but it’s also missing something to it. The term sound novel is a creation of Chunsoft themselves, and something they own a copyright on, this is also often brought up when you search sound novel, but at the time of its creation sound novel was meant to be something really easily understood and not this tangled mess of “a certain kind of visual novel”. 

When Chunsoft first created Otogirisō the brand sound novel was added to its box in order to help potential customers understand what kind of game it was. At the time it was just a way to let people unfamiliar with adventure style games (more commonly found in the west) to understand that this title will largely feature reading. In fact when Otogirisō was originally shown to the press in a 1991 Nintendo Space World show the game looked radically different from its finished project. Otogirisō was presented mostly as a book that the player would read, pretty much just like modern e-readers are now, with the exception that it included some sound effects and music. The press at the time was underwhelmed by this so Chunsoft took the game back to the drawing board and created unique visual backgrounds to give the game more flair and in doing so set a certain precedence for future visual novels to follow in. 

An important factor to remember here is there was no clear cut way to define games such as these yet. The term visual novel had not yet been coined, and even gamers themselves were not very well aware of genres. As Nakamura admits in a Famitsu interview when asked about the creation of sound novels, “if you look back at the very beginning of video games, for me, the conception of “genre” didn’t exist. Take action games, for example: within that label you had shooting games [note: Shoot ‘em Ups], you had stuff like Pac Man and Dig Dug, and you had more puzzle-y games too. It was very diverse. On the same note, with adventure games, there were Ascii Magazine’s games like Ometesandou Adventure and Minamiseizan Adventure, which were pure text adventures… but you also had things like Mystery House, which had a few pictures, or war simulation games like Fleet Commander. I played all those, and while I recognized there were many different types of games, I never thought about it in terms of genres.” So basically, at the time sound novel was conceived it was just meant to be the most straightforward way to define this Japanese style of adventure gaming that Chunsoft was trying out on the Super Famicom. 


But does it end there? Well no. That’s only the part of the answer. Otogirisō ended up being a modest sleeper hit upon its release and this lead to Chunsoft to making more sound novels, with their next title being a legendary game that has since eclipsed Otogirisō as the de facto sound novel; Kamaitachi no Yoru (Night of the Sickle Weasels). This game was a hit, there’s no easy way for me to describe just how big it really was back during its release--out of the pantheon of legendary Japanese games that people in the US and Europe know jack about Kamaitachi no Yoru is one of the highest. Kamaitachi no Yoru is a fantastic game and I talked about it ad nauseum a few years ago when I payed the localized version called Banshee’s Last Cry, check that out if you’d like to know more, and if you’re still somehow able to play it then you’re definitely in for a darn good time.

With the a string of successes in the visual novel marketplace after both Otogirisō and Kamaitachi no Yoru, Chunsoft kept churning out games over the years, many of which are highly respected by the fandom still such as Machi and 428: Shibuya Scramble. All these releases of theirs had a certain tone and atmosphere, not to mention a distinct presentation that didn’t change much over the years and because of that did not look like what visual novels typically look like now. There’s a certain charm and narrative style between all of Chunsoft’s sound novels that is a really strong defining link in their catalogue despite a lot of these games being stand alone--and because of that people come to expect certain things upon seeing the term sound novel. Many titles would eventually come out not made by Chunsoft that shared similarities to their brand--these games followed in the footsteps of Chunsoft’s tone, structure, style, and presentation--and people began to notice, the most famous of which being 07th Expansion’s Higurashi doujin series. This is where we begin to see that murky kind of convoluted aspect of sound novels, as they start to transcend a basic label put on a box almost three decades ago and turn into their own little sub genre or maybe better described as their own style of visual novel. 

So what the heck is a sound novel then? The simplest answer is a sound novel is a dated term that Chunsoft used regularly and has since fallen out of use for visual novel; the more complicated answer is that sound novels are both a term used by Chunsoft for their brand of visual novels back before the term visual novel existed and also a certain style of visual novel that is mostly inspired by the early Chunsoft games’ presentation and ambiance. 

Top Left to Right:
Otogirisō - Chunsoft '92, Kamaitachi no Yoru - Chunsoft '94, and Machi - Chunsoft '98
Bottom Left to Right:
 Higurashi When They Cry - 07Expansion 2002,  Tsukihime - Type Moon 2000,
and GeGeGe no Kitaro Maboroshi Fuyu Kaikitan - Bandai '96
Over the years Chunsoft has expanded, changed, and moved beyond their sound novel brand. Despite this however, they have never really stopped putting out solid titles in the visual novel market, and it seems like each new generation of gaming is blessed with at least one visual novel of theirs. My personal favorite title out of all their work from this era would definitely have to be 999: Nine Hours, Nine Persons, Nine Doors on the Nintendo DS. It was because of this game in particular that my love of visual novels in general really started, and Kotaro Uchikoshi’s sharp writing--especially the incredible dialogue and thorough thought narration in protagonist's Junpei’s head still stands at the peak in my mind. Throw in beautiful sprite work based around art from legendary Capcom (and now freelance) artist Kinu Nishimura, and a fantastic soundtrack from the man himself, Shinji Hosoe and you got yourself a meeting of some fantastic minds. I've written about 999 in the past, and you can read about it here, but I still want to write more about it in the future, especially tackling the latest release it got in 2017’s Zero Escape: The Nonary Games. 

Recent years have seen Spike Chunsoft make it big with their Dangan ronpa franchise, admittedly however the first Dangan ronpa title should be more attributed to Spike, as the game was released in 2010 two years before their merger. However the two companies together as one have since released three more Dangan ronpa games, and two (or is it three?) Dangan ronpa anime titles, and many, many rereleases and compilations. My own interest in the franchise isn't nearly as strong as everyone else’s seem to be but I did however absolutely adore the last game, Dangan ronpa V3, with how many times it managed to jump the shark, upping the game, and constant plot twist after more ludicrous plot twist. If there was ever a way to end something like Dangan ronpa it was what that game did, and oh boy did I get a kick out of that. 

Finally moving past Dangan ronpa, 2019 will see Spike Chunsoft develop and publish Kotaro Uchikoshi’s newest game, AI: The Somnium Files, for the Nintendo Switch, PS4, and Steam which just got its newest trailer and release date announced earlier this week. I am very excited for it personally and love the intricate and complex alternate reality game type marketing the team has been using to build up to its release! This is some next level stuff, and has been tons of fun all on its own.


Then there’s of course one more game I simply cannot pass up mentioning, 428: Shibuya Scramble. Now I briefly spoke this title earlier mentioning later sound novels that have been highly acclaimed, and trust me 428 is definitely beloved; its perfect score in Japanese gaming magazine Famitsu really meant something back in 2008 on the Wii. But why mention this with recent Spike Chunsoft games? Well the answer is easy, 2018 saw the much beloved, super Japanese game finally get an American and European release! And much celebration was had! If anything in this whole blog post remotely sounded interesting to you I really implore you all to go check it out either on the PS4 or Steam, and see what a Chunsoft sound novel is all about. And for the impatient, I will be writing about it next on blog! 

Despite Chunsoft changing over time and no longer using their sound novel brand, they have still put out many classic and fantastic games in the visual novel genre. Their later work may take a radically different presentation from their prior titles, but despite their moving away from that set style there are still other developers out there that keep up that mantle. Overall I think the effect Chunsoft has had on the genre is undeniable and anyone missing out on their catalogue of fantastic titles are really missing on some of the best titles visual novels have to offer. That’s why I really wanted to write this blog post about them and put into words my thoughts about this developer’s library that just seems so often overlooked by many others in the fandom, at least in my experience. I hope through all my grumbling, and “kids today” rant I was able to at least get somebody interested in trying out one of their games.

Feb 20, 2019

Mobile Suit Gundam Narrative - One Night Movie Premiere


If you told me ten years ago that I would be able to regularly watch anime movies on the big screen in theatres I would have surely not believed you. Besides maybe a few Pokemon movies or an occasional film in some mega franchise I don’t particularly care for such as Naruto, the prospect would probably seem alien to me even. So it’s funny how times have changed and how anime screenings in theatres is becoming increasingly more common in North America. Just last month I was able to watch the phenomenal Dragon Ball Super Broly film in a packed theatre with a ton of other nerds and it was a delightful experience. Before that I got to see the fun anime version of Die Hard known as My Hero Academia: Two Heroes, and before that a love letter to Go Nagai known as Mazinger Z Infinity! Now only a month after Broly I get to watch an honest-to-God Mobile Suit Gundam motion picture in a theatre too? I feel like the luckiest guy alive. 

If I am being honest, I actually hate going to the cinema most of the time, and spent many years avoiding doing just that. I was always the type of person that was happy enough to rent a movie once it released on DVD/BD and that was the extent I would need out of cinema at large. The only exception I started to make was when Disney purchased Star Wars, and that was more out of fear that ravenous fans online couldn’t keep their mouths shut than it was about anything else. Over the years however I started to develop a greater appreciation towards movie theatres at large and a lot of that has to probably do with anime. As I began to become a serious collector of anime and made the transition from my old DVDs to crisper BDs I realized I was at the point where as a fan I wanted the most out of my all time favorite movies--because these were not just my favorite anime movies but my actual favorite movies, and that’s when I realized I truly wish I could have seen them the way they were meant to be; on the big screen, with an insanely powerful surround sound system, wth fans all gathered around cheering at the best moments. I will probably never get this experience for Akira, or Galaxy Express 999, or the many other films that mean the world to me now, but I can get the experience for future movies, so I don’t want to miss out ever again. 


Gundam is one of my favorite franchises from my childhood. As a young kid I fell in love with the amazing robot designs and was blown away at the prospect of an anime that just felt so different from DBZ, which besides Pokemon was probably my only real understanding of anime at that age. As a teen and young adult especially the franchise became increasingly important to me and left a lasting impression on my psyche. I can’t tell you my favorite Gundam series nowadays because the answer will probably be different every time. Maybe I’ll say the original Mobile Suit Gundam, warts and all, it’s everything I love about anime from the 1970’s and to this day I still love the original Ocean Group dub from Canada. This dub while wooden and showing its age terribly will forever be etched in my mind as the definitive voices for most of the Universal Century characters despite Shuichi Ikeda butterly smooth, ecstasy inducing voice in most of the Japanese series. Maybe I’ll say Zeta Gundam as Kamile was a character my younger self identified a lot with and the series as a whole left a very strong impression on me. Maybe I’ll say Turn A Gundam, a beautiful psychedelic series that displays some of the best writing from series creator Tomino. 

So yes, having a chance to see any Gundam film in theatres was something I couldn’t miss. Even if said film ended up just okay it wouldn't matter, as not in my wildest dreams did I actually think I would get this opportunity. I figured the closest I would ever be to seeing Gundam on the big screen would be if I happened to be in Japan for some reason around the time a new Gundam OVA or film was being screened. When Gundam NT tickets went on sale for North America I bought them the day online orders were opened and was even the first person to buy a seat at the theatre (thanks to reserved seating I could see nobody else had bought a seat yet). It didn’t matter to me that I had to drive 45 minutes to the cinema, nor did it matter to me that I honestly knew nothing about Gundam NT, I just wanted to experience Gundam this way at least once in my life. And so last night I made the trek across the city and finally got to see Gundam like I never have. Now I have decided I want to share some of my thoughts and impressions about it. This won’t be a formal review, nor is it meant to be, as more or less I’m just exposting some of my thoughts, off the cuff.


First a little background information. Sunrise’s current "UC NexT 0100" project that tackles the next century of Gundam’s UC (Universal Century) timeline as well as their ambitious promise to deliver a new theatrical Gundam film every 1-2 years from 2018 onward is something to behold, so it’s no big surprise to me that the first film to kick off both of these initiative would be a sequel to the highly acclaimed Gundam Unicorn OVA series. Saying Sunrise is kind of on a Unicorn kick right now would be an understatement after all. I actually don’t mind this so much however like a lot of people seem to, as Unicorn deserves all the praise it got and there is no two-ways about it being a pivotal factor behind Sunrise’s returning commitment to the UC timeline again after releasing nothing major in it for nearly a decade. Gundam Narrative serving as a sequel to Gundam Unicorn is something I am totally neutral about. 

My greater concern going into the Gundam Narrative film was more that Gundam and films have a pretty rocky history. Honestly most Gundam movies tend to be more on the awful side. If I had to rate all the ones I’ve seen I would probably only say Gundam Thunderbolt: December Sky and Gundam Thunderbolt: Bandit Flower are fantastic, the original Mobile Suit Gundam film trilogy is an excellent compilation movie series and a good enough replacement for its own television version, the Zeta New Translation films are incredibly disappointing and omit too much, Char’s Counterattack is a hot mess that barely makes a lick of sense, Gundam F91 would have been a fantastic TV show but as a movie it makes me sad, A Wakening of the Trailblazer is okay but also undone by its own weirdness, Endless Waltz is what you would expect out of Wing, the Turn A compilation movies are pointless, and G-Savior sure was … a thing that exist. 


Well I am happy to say Gundam Narrative is among the rare films for the franchise that I thoroughly enjoyed from start to finish! A lot of this has to do with the scale being relatively small versus the usual scale in Gundam films that are way too big for their own good. Narrative’s laser focus on chasing after the missing Unit 03, the Golden Phoenix sibling to the two Unicorn and Banshee units we’ve seen in the previous Gundam Unicorn series allows it to tell a story largely separated from politics and the world at large--and let’s the characters become the main focal point of the film like any good movie should. 

This aspect alone is missing from so many other Gundam films and is partly why so many fail at being a good viewing experience. I’d say the few that do find that focus, mainly the Thunderbolt series of films and the original trilogy of movies made from the 1979 TV series are the best in the franchise’s filmography. A ton of other Gundam films tend to be bloated as well with rather boring middle sections, so the brisk fast pace of this 90 or so minute runtime for Narrative was a welcome relief. There are some awkward cuts to the film sure, but honestly I felt this beat sitting in the theatre for two and a half hours bored at the long winded middle section that goes nowhere like some previous Gundam films are especially guilty of. This was just enough time to tell a story of this scope properly. Of course the characters and scope of the story isn't enough to carry an entire film so the fantastic soundtrack from returning Unicorn composer Hiroyuki Sawano helped to sell a lot of scenes in the film as well.


The biggest factor that made Narrative for me however had to the film’s focus on the more metaphysical aspects of Newtypes. Despite my disliking of a lot of Char’s Counterattack I still find the more psychedelic (so to say) aspects of it to be fascinating, just as I always have when such spiritual topics have shown up in prior Gundam works by Tomino and the many teams at Sunrise. While far from perfect I always enjoyed this kind of kooky spiritualism to the Gundam universe, a sort of new age 80’s science fiction interpretation of the soul would be the best way I can describe it but there’s no real way for me to do it justice nor to make it not sound ridiculous. Since Tomino has left a lot of Universal Century Gundam series have focused more on everyday soldiers instead and not so much on Newtypes, the future evolution of mankind, and the soul. In fact I always felt Sunrise somewhat shied away from a lot of these aspect to Gundam since then, so when we got to see this aspect return near the very end of Gundam Unicorn it was a nice treat to me personally. Having it permeate almost the entire runtime of Narrative’s story had me over the moon. A lot of people disagree, and more power to them, but I just can’t get enough out of the spiritual aspects seen in Narrative. 

Gundam Narrative being a modern UC timeline production means it of course has references and lore connections to a ton of other classic Gundam series and moments. I really enjoyed most them even if they were just silly fan service moments. I love that we got to see the famous Colony Drop drawn with modern day high budget animation and it wasn’t just reused old footage. Getting to see clips of the Psycho Gundam ravage Hong Kong City was a joy on the big screen even if it lasted only about 10 seconds. I loved that we got to hear some of Char’s Dakar speech again in Narrative--this gave us an opportunity to hear Keith Silverstein, the modern English voice of Char since 2010 handle this legendary speech of his from Zeta Gundam. Speaking of the English dub my favorite performances were definitely Griffin Puatu’s portrayal of the protagonist Jona Basta that had to carry a lot of the emotional weight of the film and Stefan Martello’s portrayal of the off-the-walls insane Zoltan Akkanen who was just a pure fun villian that ate up every scene he was in. The Narrative Gundam itself being a reworked prototype of Amuro’s Nu Gundam from Char’s Counterattack 4 years ago was also a fun way to fit another Gundam into this time frame and I love it gave us such a classic looking Gundam in the Unicorn era of the franchise. 


I had almost zero expectations for Gundam Narrative, and all I really wanted was the big screen experience for Gundam. As someone that loves the psychedelic spiritual aspect of Tomino’s old works, and someone with zero expectations that a Gundam movie can really be all that good anyways I walked away from that theatre last night loving what I saw. Gundam Narrative has me personally excited for the future of Gundam films, especially if it means we may see more theatrical screenings in North America for said films. This is probably not a film for everyone, and is definitely heavy on both your love of Gundam Unicorn and your love of some of the craziest stuff Tomino would whip out in his heyday of working on the franchise, but if you’re like me I think this one will be a lot of fun, even off the big screen.

Feb 14, 2019

Valentine’s Chocolates and Glass Masks


The romance genre in anime is a little weird, and honestly on the whole the majority of the genre in anime is probably a bit too slow for its own good. “Will they or won’t they” is something most romantic fiction is guilty of, but I think you’d be hard press to come across 150 episode TV series dedicated solely to that premise anywhere else. And this has nothing on the pure silliness that can come with the genre; hand holding, indirect kisses, masked secret admirers, all that good stuff. Really, I’m not here to trash talk romantic anime though, but as I sat down and tried to think about writing a Valentine's Day blog post I just couldn't help but think to myself how romance anime might be the hardest to explain to anyone not in the fandom. I mean, I think I’d have an easier time explaining the plot of any given saga in DBZ than I would explaining “Notice me, senpai” to somebody.

You know what though, I kind of ironically enjoy all of this. Yeah, pure romance anime can be cheesy, but it’s just the right amount cheese that it’s like, c’mon, how can you not enjoy this? Perhaps the worst (or best!) offender of this are older shoujo titles where they can seem almost downright like a soap opera at times. Shows like these are just so full of bizarre, off-the-walls, and over-the-top melodrama that they manage to suck me completely in. They’re heartbreaking, they’re engaging, and the times when they fail at being those things they are hilarious. 

My most recent experience with an older shoujo title like this would have to be studio Eiken’s 1984 adaptation of Glass Mask. Now Glass Mask (or Glass no Kamen as it is known by some) is a manga that started life in 1976 and to this day has yet to be finished, with the manga creator Suzue Miuchi stating she would like to finish it soon, but hasn't quite figured out when that will be (move over Hunter x Hunter fans). Having been one of the earlier shoujo titles starting back in the mid-70’s the series is full to the brim with pretty much every cliche and trope you can think of for shoujo anime, and to a modern audience it can often be almost hilarious at times to sit through. It is important to remember that for its time Glass Mask was a trend-setter and arguably if not the creator than certainly the reason why a lot of these cliches became cliches in the first place. Over the years Glass Mask has received its fair share of adaptations and even parodies, and currently has 3 different animes as well as a live action drama series and real life stage plays based on it. I heard the most recent anime, the 2005 TMS adaptation of Glass Mask, does a pretty great job at modernizing several aspects of the series, but unfortunately I have yet to watch that to weigh in so all I can say is that I was inundated with more cliches than I could count and laughed a ton while watching the 1984 series and I loved every minute of it. 


Glass Mask is the story of a young 13 year old girl Maya Kitajima, who has a dream to be a great theatre actress. Unfortunately for Maya she’s from a very poor family, and even more unfortunately for her, she is incredibly average looking with no flair--and don’t worry, the anime will remind you of that fact countless times every episode. Despite her damnable curse of “just looking kind of average” Maya will stop at nothing to pursue her dream and eventually runs away from home after getting a scholarship for an acting school. There, the enigmatic Chigusa Tsukikage notices Maya’s talents and takes her on as her protege. Soon, Maya learns that her mentor Tsukikage was once a legendary actress thought to be truly one of the all time greats who due to a tragic Phantom of the Opera style accident had her face hideously scarred and retreated out of the spotlight. 

Tsukikage is looking to pass on her talents to the future generation and eventually pass on her greatest possession, the rights to the elusive Crimson Goddess play--a supposed legendary masterpiece that has not been seen by anyone in decades; not since Tsukikage’s career ruining accident. For some reason the director and creator of the the Crimson Goddess play saw it fit to beseech all the rights to his masterpiece to Tsukikage and thus nobody else has been able to produce this elusive phantom play since. It won’t be easy for Maya and the Tsukikage acting school, as media conglomerate and mega corporation Daito Entertainment will stop at nothing to get the rights to the Crimson Goddess, and isn't afraid to sabotage them at every step of the way. Perhaps Maya’s greatest rival however is the young Ayumi Himekawa, the daughter of an already famous actress who is said to be the favorite to inherit the Crimson Goddess role, and is everything Maya isn't; beautiful, rich, famous and well loved by all, and while not a student of Tsukikage she is more than willing to pass on the rights to Himekawa if Maya fails to prove herself.

It’s easy to already see the cheesiness just from me trying my best to summarize the basic plot, and we haven’t even gotten into the romances yet. Maya’s relationship with the young Yu Sakurakoji is fairly simple at first, as he helped rescue her from a feral dog and despite being in rival acting schools--one affiliated under Daito no less, he’s a pretty chill guy that enjoys spending time with her and doesn't care about all that stuff. It’s only after Maya starts to take off in her career that Sakurakoji starts to spiral into this insane inferiority complex centered around her, where he thinks she has become too good an actress for him to be around anymore and starts to give her the cold shoulder all because of his own make-believe shortcomings. It’s very odd and sudden, and the entire thing is blown out of proportions as Maya clearly does not think that and Sakurakoji eventually has to be lectured by bad boy Masumi of all people to come around again and start spending time with Maya again. Even though he eventually starts being around Maya again it isn't like the old days anymore and the gap that was created from his action still exist. 

And oh boy, don’t get me started on Masumi, he’s quite the character. Masumi Hayami is the 24 year old son of the president of Daito Entertainment and is currently running the corporation in his father’s stead. Masumi serves as both an antagonist and love interest (because of course he can be both) in the early parts of the story and is often behind some (but not all) the sabotage done to Tsukikage’s acting school. Masumi will eventually take a more reasonable approach when it comes to trying to yank the rights of the Crimson Goddess away from Tsukikage’s hands as the anime progresses, often just by having his acting school beating Tsukikage’s students in contest and the like, and it’s here where we usually see Masumi’s employees that work under him being the more underhanded characters instead of Masumi directly engaging in the conflict. 

Despite being on different sides, so to speak, Masumi catches one of Maya’s earliest performances, her role as Beth in Little Women, and falls in love with the young girl, impressed by both her potential as an actress and her fortitude for going on with the show despite suffering from a dangerously high fever and immediately being rushed to the doctors after the curtains fall. From this point on her takes the role of “Mr Purple Roses” named for the bouquet of purple roses he sends to her at every show. As her secret admirer and the first fan Maya has ever had he means a lot to her yet as his true identity of Masumi he’s an enemy that Maya cannot stand to breathe the same air as. So in short, Masumi is just your average 24 year old CEO of a mega corporation crushing on a 13 year old girl from a small acting school he is trying to ruin and also her secret admirer. Somehow Masumi is one of the best characters in the series, and is my best boy. Only in shoujo!


So far I've been having some cheap laughs at the expense of the 1984 Glass Mask anime but it’s not all like this. The over-the-top bombardment of old school shoujo cliches and the laughs I got from them may be one of the most memorable component of my viewing but there’s actually a lot more to this anime than that. When you get beyond the silly age gap romances and the flowery melodrama of young teenage love, Glass Mask is a story of artists trying to pursue their passions and dedicating their everything to them. Maya may be cursed to forever be “only average looking” but I really respect her drive to dedicate her entire life to theatre. 

Well, that is to say, the times when she isn't acting like punching bag to the rest of the cast (Glass Mask has a tendency to make Maya into a Cinderella surrounded by tons of wicked stepsisters). When Maya is written not as a Cinderella she’s fiercely determined, and never backs down despite some straight-up abusive behavior she is put through. At times her mentor Tsukikage is absolutely savage, regularly beating Maya and putting her through some training that is definitely highly illegal, at least for today’s standards. For instance she once threw Maya in a shed and locked the door refusing to let her out until she finally understood her character she was assigned. Did I mention it was in the middle of the freezing cold winter and snowing out and Maya only had the clothes on her back for warmth? She was out there for days with no food, water, or even warmth. But don’t worry, she had her script to read and that made it all okay. Like goddamn, somebody call child protective services on this lady.


Speaking about “the art” and everyone’s passions, the more you watch the series the more it becomes obvious that the creator, Suzue Miuchi, really cares for theatre and isn't just using it as a vehicle to propel her own story. There are countless renditions of classic plays shown in Glass Mask, such as the mentioned already Little Women, The Miracle Worker, and Wuthering Heights, just to name a few. Some of these plays are presented without any changes while others may have reinterpretations made to them by the characters who are trying to give their roles a life of their own away from the original source material. Miuchi very much understands theatre and does a great job converting many famous plays into a more compressed and easily digestible form of entertainment that can be viewed on a week by week bases. The analysis characters give about the plays and other characters’ performances, the ways characters interpret their parts, and how the plays that we are privy to see in the series end up all show a deeper understanding of the medium. Watching Glass Mask is almost like taking a beginning course in theatre that covers all the classics, only with way more melodrama and over-the-top romance than you will find in your local theatre group. I hope.

What’s the most impressive however goes beyond just Miuchi’s renditions of other classic works and instead are her own plays that she creates herself. As not only does Glass Mask use pre-existing plays it also has its own original productions that will spring up in-between the real world plays. A lot of these self created plays are very enjoyable too, and some feel way more fleshed out than they have any right to be and you often find yourself regretting that you are only privy to a small part of the performance and not able to just sit there and watch the entire play like the characters in the anime do. Maybe that’s why it shouldn't be too much of a surprise that some of the plays Miuchi has created for her manga have later been adapted into real life plays in Japanese theatres. This is probably the greatest testament to the series’ popularity right there, where its own fictional works are turned real. I can’t think of many examples of something like that happening before. 


I’d be remiss not to mention the visual aspect of this series before wrapping up my thoughts on it too. While certainly no powerhouse in animation, Glass Mask 1984 goes for a more picturesque route, and does a great job with tons of beautiful still shots and intricately detailed background images. It’s a humble production but with the right use of lighting a lot of scenes can really shine (pardon the terrible pun it was an accident), especially the night shots which can be pure art. Hang it in a museum, I say. I’m almost surprised we don’t see more “aesthetic” anime blogs mining images from this series. Veteran director Gisaburo Sugii (Dororo, Touch, Osamu Tezuka’s Phoenix) leads the production with skilled marksmanship you would expect from his previous (and future) pedigree, and along with legendary animator the late Shingo Araki (Ashita no Joe, Galaxy Express 999, Saint Seiya) the series has a wonderful 80’s flair to it that just fills any retro anime fan full of nostalgia whether or not they have seen the show before. 


Studio Eiken’s 1984 Glass Mask adaptation is a short, briskly paced 22 episode series that is easy on the eyes and not hard at all to still sit through for modern audiences. It’s full of tons of laughs (both ironic and sincere) as well as tons of melodrama and over-the-top romance. Most importantly though, it’s a full of passion; lots and lots of passion. During its short episode count the series watches Maya progress as an actress and grow older, with her finishing middle school and beginning high school while also balancing full time acting jobs on the side. The ending is left open--and let’s face it the manga hasn't even ended some 35 years later still--but there’s enough forward momentum in the series to really feel like your time with the characters wasn't wasted and that they were able to accomplish something--not to mention the ending spot is a pretty decent one leaving the viewer wanting more but enjoying a satisfying conclusion to one of the more interesting story arcs adapted. Overall I think anyone who enjoys cheesy anime romance can sit down with this series and have a fun Valentine’s.

Jan 9, 2019

50 Years of Dororo - Mushi Pro’s Dororo 1969 vs Studio Mappa’s Dororo 2019


2019 marks the 50th anniversary of Mushi Pro’s Dororo anime adaptation, the last anime to be made solely in black and white. The 1969 original Dororo anime is a cult classic, with high accolades from the diehard community and still holds up incredibly well to this day. Yet that didn’t stop Studio Mappa from creating their own adaptation of the manga, which has finally released just this week. So the real question is, how do the two of them compare--well let’s get into it.

But first, a little background. The original Dororo manga, created by prolific manga creator Osamu Tezuka, ran in Weekly Shonen Sunday for about one year, from August 1967 to July 1968, where it then entered a hiatus for a brief period, before finally shifting to the Monthly Adventure King magazine in 1969 where it was serialized for about 6 months (May to October ‘69) and finally “concluded”. I say concluded but the manga mostly just abruptly stops before the characters accomplish any of their own goals, and things are more or less just left open in case Tezuka ever wanted to come back to the series (he didn't). Despite this Dororo has remained to be an incredibly beloved property by Tezuka and seen its fair shares of retellings and adaptations from video games to live action films, and of course to anime.

So now let’s talk anime. The original 1969 adaptation of Dororo was created by Mushi Pro, Tezuka’s own animation studio that he started half a decade back in 1963, and as said above was the last anime to be created solely in black and white. By this point in time color TVs were finally becoming widespread in Japan, and most anime have already started to be created in color. This was not an easy process, and was more time consuming for the production, which is why the decision was made by Mushi Pro to stick to the work pipeline they had and produce Dororo in black and white, a decision that really went on to define the entire series. Mushi Pro's Dororo has a very crisp look, with some great animation for its era, but beyond manages some incredibly terrifying and equally breathtaking moments because of its sharp drawings mixed with the black and white aesthetic. There’s just something about black and white, the atmosphere it creates is otherworldly, just ask any movie buff and they’ll tell you the effects it has on the horror genre is undeniable. I think these late black and white 1960 era anime hold up so incredibly well, and may in fact be even creepier nowadays (the 1968 GeGeGe no Kitaro comes to mind).


Dororo (1969) episode 4: The Scroll of Bandai Part 2
Time marches on however, and after 50 years it’s time for another studio to take a swing at Dororo. Mappa is a small animation studio established in 2011, founded by Masao Maruyama, producer and co-founder of Madhouse, who left Madhouse to pursue his own passions and took some staff with him. Maruyama would later leave Mappa in 2016 unfortunately, but the studio to this day has still been producing hits since. The staff behind their current Dororo adaptation is helmed by Kazuhiro Furuhashi as director, Satoshi Iwataki as character designer, Yasuko Kobayashi in charge of scripts, and Yoshihiro Ike composing the music. Background animation is handled by Studio Pablo. Dororo is produced by Twin Engine, a production company with its main focus being the creators of the medium. Founded by Kouji Yamamoto, Twin Engine wishes to let young artist focus on creating anime, ignoring popular trends instead pursuing only the art of the medium; often commissioning work from studios to keep them financially afloat. Dororo, like a large majority of Twin Engine produced series, streams worldwide on Amazon Prime.

My final aside before diving into some thoughts on how both adaptations compare is that when it comes to adapting Tezuka’s iconic designs to the form of animation there are often changes made. The more Disney-esque look of his drawings can be hard to pull off for action animation, and well, giant noses, and bushy mustaches are well and good, but when you’re trying to sell hideous monsters chomping people into bits, maybe they are not that fitting for this story. That’s why both the 1969 Mushi Pro and 2019 Mappa series have their own takes on the design of the characters. Mushi Pro sorta goes for making protagonist Hyakkimaru more buff, and adult looking, whereas Mappa makes their Hyakkimaru slim and more ikemen. I think both approaches work fine for the story at hand, and are interesting time capsules of themselves for their own eras. 

So let’s compare the first episode of both series!


Both episodes start in a similar fashion, with Feudal Lord Daigo Kagmitsu making a deal to 48 Demons and sacrificing his then unborn son in the process. However even this early on we can see differences between the two adaptations. 

In the 1969 Mushi Pro version Daigo willingly offers up his own son to the demons, and does so for power, asking them to grant him all of Japan under his rule, whereas in the 2019 Mappa version Daigo only offers the demons anything they want in return, never directly giving them his own son, and asks for the demons to give him the power and prestige he will need to rule over Japan. 

At first I felt that Mappa may have made Daigo a bit more sympathetic, him seemingly asking for his own province to be granted protection from disease, famine, and war is certainly something we haven’t seen out of the character, but were perks he does enjoy later in the story regardless. As I ruminated on it however, I realized it’s more of an attempt to round out his character and add some extra depth to him. Sure those may have been great things for a Feudal Lord to ask for, but Daigo really only cares about one thing, and that’s ruling Japan; this has yet to change. Daigo still has no qualms about his own son Hyakkimaru being born a hideous freak and still throws away the newborn baby to die in some river while yelling at his wife to make another one to replace it. 

One Buddhist monk starves to death while bemoaning the state of Japan
while another is slain and bemoans the current state of affairs in Japan.
Then there’s Daigo killing a Buddhist monk. This scene does not exist in the 1969 Mushi Pro version (but Daigo does murder the monk albeit under different circumstances in the manga) and I have quite a bit to say about that. Daigo’s conversation with this monk, again, shows him off to be a bit more well rounded. He’s still selling his soul to the devil, but we can see his own level of commitment to his ambition when talking to the monk. The monk also plays another role that mirrors Mushi Pro’s first episode. In Mushi Pro’s debut episode Dororo comes across a starving Buddhist monk that can do nothing but beg for food and pray, and eventually succumbs to his starvation and dies. Both monks remark about the horrors of the current sengoku era being like Hell on Earth, and are meant to communicate to the audience that this particular time in Japanese history is perhaps one of the cruelest.

1969 or 2019, Daigo is still a dirt-bag.
Let’s talk about Hyakkimaru’s birth as I think it’s a pretty interesting contrast between these two adaptations. In the 1969 Mushi Pro version Daigo already knows his son should be born a monster so upon seeing the hideous freak that is his baby boy, he proudly declares “My end of the bargain is fulfilled!” The demons have accepted Daigo’s offer and he can’t be happier. In the 2019 Mappa version Daigo is not aware of what the demons will take until a bolt of lighting strikes the room his wife is giving birth in. Upon seeing the baby up close (something not seen in the 1969 version until the second episode) Daigo realizes what has happened and orders the baby killed. We then get a conversation about a Buddhist statue that happened to break in the same room. The wet nurse believes it sacrificed itself in order to save the baby, giving a sorta strange implication that perhaps the deal wasn't to take 48 body parts from Hyakkimaru but to take everything from him, including his life. In fact we never really even establish if there are 48 demons, or 48 body parts missing, so the number may vary, and the kind of curse could be different. If that is true, it is certainly a unique approach to the series.

The image of baby Hyakkimaru from Mushi Pro's 1969 Dororo adaptation
is taken from the second episode as it was not shown in the first episode.
Hyakkimaru’s birth between the two versions shows how both mirror each other--we have less subtle writing but more subtle animation in the 1969 Mushi Pro adaptation, and more subtle writing but super over-the-top animation in the 2019 Mappa adaptation. I find this maybe the best way to compare these two anime entirely so far. There is no huge lightning bolt smiting the room Daigo’s wife is giving birth in, in the Mushi Pro version, instead you hear the mother scream in terror upon Hyakkimaru's birth as she breaks down and cries. Daigo and his wife's expressions of horror at the baby is the only clear indication of Hyakkimaru's hideousness instead of just showing the baby like Mappa did. But The Mappa version is trying to give some more depth to its characters, and maybe even to is own world with added bits such as the Buddhist statue maybe protecting Hyakkimaru. Both adaptations seems to have reverse on what they wanted to be subtle about and what they wanted to be over-the-top about. 


In the 1969 Mushi Pro version Daigo and his wife send Hyakkimaru down the river in a basket themselves, where as in the 2019 Mappa version Daigo orders the wet nurse to drown Hyakkimaru in the river, but she pities the baby and places him in an abandoned boat then pushes it down the stream. And then a demon shows up and murders her out of nowhere and is slain by the blind monk Zato (a character that didn't appear until Hyakkimaru narrates his past to Dororo a little later in the story). Yeah, that was a really weird addition to the story Mappa made. It’s certainly more over-the-top and gets a bit more action into an episode that amounts to basically all set-up, so there is that, I guess. Still really weird to see Zato show up like this. 

Both Zota and Jukai don't make their introduction until Hyakkimaru explains
his past to Dororo in the second episode of the 1969 Mushi Pro Dororo.
Speaking of adding in characters earlier than before, Mappa included scenes that would interrupt the episode every now and again that focus on a doctor who gives prosthetics to dead maimed warriors so they can rest in peace. These scenes did not exist in the 1969 Mushi Pro version, which didn't show Jukai until episode 2 where it tells the story of how he saved a baby in the river he found, Hyakkimaru, and gave it prosthetics. 


The introduction to Dororo is pretty similar in both versions, but more drawn out in the 1969 Mushi Pro adaptation. As discussed above with Daigo and the Buddhist monk, there was a scene where a starving monk begs Dororo for food before succumbing to his own starvation and dying, this was not present in the 2019 Mappa adaptation. Dororo gets more time to just do some general hijinks and mess around in town in Mushi Pro's version as well, before finally stealing food from some lowlifes and getting the crap kicked out of him by the riverbank. 

In the Mappa version instead of stealing food from lowlifes Dororo steals their cargo and tries to pawn it but is caught then beaten at the riverbank. I imagine Mappa was just trying to streamline Dororo's introduction here for time constraints so they did their best to get across that he’s a thief while also making sure he ends up at the riverbank right away. Either way both adaptations lead to this slime looking monster appearing out of a pile of garbage in the river and eating the lowlife. Mappa’s more over the top animation has the monster swinging around its arms wildly until eventually grabbing said lowlife and making a snack out of him, where Mushi Pro has it slowly slither on top of the lowlife and then melts him. Ouch, that’s kinda way more messed up. 

The lowlife gets melted by the monster in the manga too.
From this point on both adaptations are pretty much entirely the same, with just differences in animation quality being really all there is to comment on. The fight scene between Hyakkimaru and the slime in Mappa’s version is fantastic, with Hyakkimaru performing incredible acrobatics, jumping all around the bridge and slicing the whole thing up until it collapses on top of the slime killing it, where Mushi Pro … well they did their best, okay. 


The real big difference is that Dororo seems a lot more intelligent when approaching Hyakkimaru in the 2019 Mappa version. Dororo was very quick to notice that Hyakkimaru is blind, and that his body is made up of mostly prosthetics. The 1969 Mushi Pro Dororo ends up getting terrified in the very next episode upon the realization that Hyakkimaru’s eyes are fake (he admittedly popped his glass eyes out of his head though to scare Dororo away).


The 2019 Mappa version has it that the riverbank monster was apparently one of the 48 demons Hyakkimaru needed to slay in order to regain his body parts, this one giving him back his skin. Hyakkimaru was actually born with his skin in the 1969 Mushi Pro version (as well as in the manga), and the monster was not the first demon he needed to kill but just a run-of-the-mil yokai that awarded him no regenerated body parts. Hyakkimaru actually worded it as "the dead", which have no true shape of their own and just latch onto anything, in this case the garbage in the river--thus making the slime monster we saw. Again I think Mappa was trying to kill two birds with one stone and get the audience acquainted with the series quicker since the general plot is essentially Hyakkimaru slays monster, Hyakkimaru grows back lost body part. This was a good way to streamline things, and it was with a body part that he wasn't missing before so it takes away nothing from later parts of the story.


And this is the biggest difference right here at the end of the episode, Hyakkimaru has yet to talk. He may not be able to speak at all until he’s slain enough demons to get this ability back. The Mappa version has so far seemed to point to Hyakkimaru being mute, deaf and blind, and completely cut off from the world. The Mushi Pro version had Hyakkimaru lack his eyeballs, his mouth, and his ears, but he could still speak and hear (just like in the manga). I always assumed it was just his outer ear missing but he still had all his inner ear like his eardrums, and well, you can talk without lips, so there was that too. The Mappa version seems to fully commit to Hyakkimaru being born without all his senses, and if it’s true it will be a super interesting take on the character to be sure. It will also be hard to pull off considering how much he speaks in the original story; he's a very vocal character, so if it is true, until he regains his ability to speak Dororo has to be the one to carry the duo in conversations entirely now which will lead to major shake-ups in the plot.

What do you think of the newest anime adaptation of Dororo. Are you excited to see the classic come back for modern times? Do you wish it was more like the manga or are you enjoying all these attempts to create something more modern with the source material? Do you think Hyakkimaru will speak in the next episode or do you think he's actually going to start the show as a mute? Are you looking forward to keeping up with this new adaptation of Dororo?


PS - Shout out to Mappa for putting a dog into their first episode that resembles Nota, the mascot character invented for the 1969 Mushi Pro series in a vain attempt to prevent children watching it from being emotionally scarred (it probably didn't).