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The Cinema of Mamoru Oshii
ALSO BY
DAN! CAVALLARO
The Anime Art of Hayao Miyazaki (McFarland, 2006)
The Cinema of Mamoru Oshii Fantasy, Technology and Politics DANI CAVALLARO
McFarland & Company, Inc., Publishers Jeferson, North Carolina, and London
LIBRARY OF CONGRESS CATALOGUING-IN-PUBLICATION DATA Cavallaro, Dani. The cinema of Mamoru Oshii : fantasy, technology and politics
/ Dani Cavallaro. p.
cm.
Includes bibliographical references and index. ISBN-13: 978-0-7864-2764-2 softcover : 50# alkaline paper
§
I. Oshii, Mamoru - Criticism and interpretation. I. Title. PN1998.3.083C38
2006
791.43'34023092 - dc22
2006018554
British Library cataloguing data are available ©2006 Dani Cavallaro. All rights reserved
No part of this book may be reproduced or transmitted in any form or by any means, electronic or mechanical, including photocopying or recording, or by any information storage and retrieval system, without permission in writing from the publisher.
Cover art: From the 1995 ilm Ghost in the Shell by Mamoru Oshii (Manga Entertainment/Photofest) Manufactured in the United States of America
McFarla nd & Company, Inc., Publishers Box 611, Jeferson , North Carolina 28640 www.mcfarla ndpub.com
For Paddy
Table of Contents Preface PART ONE. OSHII'S CINEMA: AN ANALYTICAL SURVEY
1. Background : Developments in Anime
7 9
2. Oshii's Creative Traj ectory
16
3. Themes, I m agery and Symbolism
20
4. Cinematography and Animation Techniques
29
PART Two. OSHII AND THE CARNIVALESQUE
41
5. Concepts of the Carn ival
43
6 . Urusei Yatsu ra: The TV Series
48
7. Urusei Yatsu ra Movie 1: Only You
55
8 . Urusei Yatsura Movie 2: Beau tiful Dreamer
61
9 . Urusei Yatsu ra Movie 4: Lum the Forever
68
10. A ngel's Egg
75
11. Twiligh t Q2: Labyrinth Objects File 538
83
PART THREE. OSHII'S TECHNOPOLITICS
87
12. Visions of Power in Live-Action and Anime
89
13. Dallos
95
14 . Mobile Police Patlabor, OVA 1
100
15. Mobile Police Patlabor, TV Series and OVA 2
108
16. Pa tlabor
113
1:
The Mobile Police vii
Table of Contents
viii 17.
Patlabor 2: The Movie
120
18.
Patla bor WXTII: Movie 3
128
19.
Minipato
134
20.
The Red Spectacles, Stray Dog and Talking Head
137
21.
Killers: .50 Woman
149
22.
Jin-Roh: The Wolf Brigade
153
PART FOUR. HUMANITy/VIRTUALITY: OSHII'S POST-ROBOTIC VISION
163
23.
Approaches to Cybersociety
165
24.
Blood: The Last Vampire
168
25.
A va lon
17 4
26.
Ghost in the Shell
185
27.
Ghost in the Shell 2: Innocence
199
28.
Ghost in the Shell: Stand Alone Complex
214
29.
Post-Innocence Developments
219
Filmography
225
Chapter Notes
231
Bibliography
241
Index
245
Preface The rapidly expanding appreciation of Mamoru O shii's caliber as one of the most intriguing personalities i n contemporary c i n e m atography i nvites sustained critical relection upon his multifaceted career as a direc tor, script writer, concept ideator and producer. This monographic st udy is intended as an introduction to Oshii's work for those who have not yet had opportun ity to fathom the artist's graphic and conceptual universe , as well as an i n - depth evaluation of Osh ii's career, techniques and distinctive tropes for those who are already partially familiar with that world and wish to enrich their experience thereof. Oshii has taken the animated medium to styl istic and i n tellectual reaches of arguably unp recedented complexity, while concurrently exper imenting with live-action cinema i n a h ighly imaginative fashion , thereby pu nctilio usly exploring both the formal speciicity of each and creative options for their mutual cross-polli nation . Resolutely eschewing fac i l e reductions of animation t o t h e underprivileged category of child- oriented e ntertai n m e n t , Oshii has persistently maximized a n i m e 's procliv i t y to e ngage i n the treatment of serious philosoph ical and ideological issues, and hence yield though t - p rovoking insights into realm s o f experience once deemed the uncontested prov i nce of live -action ilmmaking. Si multane ously, he h a s endeavored t o probe the ani mational potentialities of the live action form itself, by bringing some of the acting and staging styles o f anime to bear upon lesh - and-bone performers and their environments. Throughout Oshii's oeuvre, one senses an unlinching determ i n ation to avoid consolatory resolution s . No ending , however promising it m ay seem, is ever devoid of a tantalizing element of open- endedness . Among the themes most assiduously revisited by Oshii's cinema are the nebulous n ess o f the boundary between empirical reality and the oneiric domai n ; the condition of atom ized solitude endured by virtually all living creatures but most pointedly by h u m an s - regardless of their m embership i n com m u n i t i e s and profe ss ional teams; the rampan t i ncidence of econom i c exploitation a n d political abuse i n contemporary a n d futuristic societies; and the erosion of identity and, ultimately, even humanness resulting from
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i ncrementally i nvasive technologies of cybernetic and biochemical deriva tion . These themes are customarily articulated by recourse to a deft alter nation of high - speed action sequences; dialogical or monological segments in which motion i s m i n i m alistically curtailed and verbal m e ditation is accorded priority i nstead; and methodically paced, wordless passages, nor mally accompanied by haunting melodies, which provide memorable pic ture galleries and pauses for reflection . Cinematographically speaking, this characteristically Oshiian mix tends to rely on the systematic employment of montages, long takes, sequence shots, scrolling pans, distorted perspec tives, exaggeratedly low and high camera angles, and a dexterous manipu lation of the interplay of light and shadow, relections, refractions, and color gradation s . Equally recursive are numerous images drawn from the natu ral world, used as metonymic correlatives for metaphysical notions and p reoccupations. Above all, Oshii's cinematography is marked by an adamant avoidance of theatricality as an end in itself, as a result of which the most enduring memories from his productions come to be associated with stu diously simple and elegantly unobtrusive details and gentle chromatic vari ations, aural modulations, gestural clues and allusive textures rather than the clamor and pomp of operatic set pieces . O shii's ilms draw on a variety of inspirational sources supplied by Eastern and Western traditions, as well as diverse historical eras, ranging from Shinto mythology to cyberpunk, from indigenous animistic beliefs and rituals to global expressions of advanced technocratic regimes. At the same time, the director's creative traj ectory evinces u n u sual versatility i n the handling and personal re-elaboration of a range o f generic codes and con ventions . This renders the survey of Oshii's cinematic output over the past two decades a u n iquely captivating journey across the realm s of comedy, romance, visionary science iction , dystopian speculation, action adven ture, the epic saga and the detective tal e . Along the way, these disparate dis course s - wh ich verge on irreverent slapstick humor, at one e n d o f the spectru m , and on the murky depths of existen tialist or ab surdist drama, at the other - felicitously partake i n p rocesses o f recip rocal re dein i t i on , thereby mapp i ng and remapping themselves onto one another to the point that their i n itial diversity metamorphoses into reciprocally enhancing com plementarity. Part O n e , " Oshii's C i n e m a : An Analytical Survey," provides a panoram ic assessment of O shii's corpus i n the context of the medium o f a n i m e a n d of i t s cultural signiicance, outlining t h e pri ncipal stages of the ilmmaker's career and focusing on the most characteristic traits o f his sig n ature at the levels of imagery, thematic concerns, animation tech niques and approach to cinematography. In Chapter 1, "Backgroun d : D evelop -
Preface
3
ments i n Anime," key moments in the h istory of Japanese animation and in the cognate medium of manga ( comic books or graphic novels) are exam ined to help the reader situate Oshii's opus with i n the broader perspective of i ndigenous graphic tradition s . The topic of anime's impact on Western audiences i s also i n spected . Chapter 2 , "O shii's Creative Trajectory," traces Oshii's evolution from his budding interest i n ilmmaking, fueled by the veritably avid consumption of disparate movies of Eastern and Western and especially European - derivation , through his early forays into an ima tion in numerous capacities, to his progressive assertion of a h ighly personal style and attendant expeditions into i ncreasingly complex ideological issues. I n Chapter 3, "Themes, Imagery an d Symbolism," the discussion con centrates on recurring narrative and iconographic aspects of Oshii's work that range from his innovative employment of diverse mythological frames of reference at the diegetic macro level, to his consisten t use of treasured v isual tropes at the p ictorial microleve l . Chapter 4, "Cinematography and Animation Techniques," evaluates i n detail, an d with illustrative refe rence to appropriate productions, Oshii's adoption of particular camera moves and choreographing techn iques in the con struction of his typ ical concep tion o f m ise-en-scene. The speciically animational strategies brought to bear on the formulation of his characters' personalities and o f his settings' u nique moods are concurrently discussed. Part Two , "Oshii and the Carn ivalesque," exami nes Oshii's allegori cal engagement with the carnival as a philosoph ical and visual phenome non afording almost lim itless opportunities for the constellation of radically destab ilized worlds, by recourse to the exuberantly ludic and the dis turbingly surreal i n turn s . Chapter 5, "Concepts o f the Carnival ," ofers an assessment of cultural and philosophical theorization s of that phenomenon , addressing both its dein ition as the traditional locus of temporary disrup tions o f ord e r intended to p rovide salutary release mechan isms, and its recent adaptation to the socioeconom ic imperatives of the adventure ( or experiential) society. Chapter 6, " Urusei Yatsura: The TV Series," Chapter 7, " Urusei Yatsura Movie 1: Only You," Chapter 8, " Urusei Yatsu ra Movie 2: Bea u tiful Dreamer," explore Oshii's contribution s to the sensationally pop ular an ime u n iverse of Urusei Yatsura ( 1983-84) as paradigmatic illustra tions o f the carnivalesque at its most lamboyant. Chapter 9, "Urusei Yatsura Movie 4: L u m the Forever," focuses on a post-Oshii production ( directed by Kazuo Yam azaki in 1986) with i n the same animational domain as a means of assessing the ongo ing legacy of Oshii's distinctive take on the carn iva lesque . Chapter 10, "Angel's Egg, " and Chapter 11, " Twiligh t Q2: Labyrinth Objects File 538," ofer app raisals of those two p roductions ( executed i n 1985 and 1 987) a s i n stances o f Oshii's lair for transmuting b izarre playful ness into Kafkaesque disreality.
4
Preface
Part Three, "Oshii's Technopolitics," tackles Oshi i's treatment o f grave political and historical dilemmas through the lenses of com m itted science iction , concentrating on his highly original appropriation and reinvention of the mecha ( giant robot) subgenre of anime and on his articulation of the complex i nteractions governing individual and collective patterns of con duct . Chapter 12, " Visions of Power in Live-Action and Anime," supplies a panoramic survey of Oshi i's distinc tive approach to those questio n s . At the same time, it also considers the director 's sustained eforts to articulate a rich dialogue between live-action cinema and an i m e by recourse to a range of stylistic codes and a markedly personal i nterp retation of notion s of stylization , exaggeration and minimalism . Chapter 1 3 , "Dallos," examines Oshii's engagement with the aforemen tioned issues i n the origi nal video animation ( OVA) of that name ( 1983-84 ) . Chapter 14, "Mobile Police Patlabor, OVA I," Chapter 15, "Mobile Police Pat labor, TV Series and OVA 2," Chapter 16, "Pa tlabor 1: The Mobile Police," and Chapter 1 7 : " Pa tlabor 2: The Movie," explore O shii's i ncreme ntally sophisticated treatment of analogous themes in the context o f his i nvolve ment i n the Patlabor franchise between 1988 and 1993. Related p roductions that have been more or less overtly influenced by O shii's take on the Patla bar un iverse and its spin-ofs are then considered in Chapter 18, "Patlabor WXIII: Movie 3," a study of the feature ilm of that name directed by Fumi hiko Takayama i n 2002, and in Chapter 19, "Minipato," which looks at a collection of an imated shorts directed by Kenji Kam iyama in 200 1 . The discussion then concentrates o n Oshii's subsequent elaboration o f one of t h e axial issues irst articulated in t h e Patlabor movie : that is to say, the unresolved tension between the zealous protection of j ustice on the part of the guardians of law and order and the descent into b rutality to which this m ay lead if taken too far. This crucial aspect of Oshii's oeuvre i s p robed with reference to his live-action " Kerberos" trilogy ( 1987, 1 9 9 1 , 1992 ) in Chapter 20, " The Red Spectacles, Stray Dog and Talking Head," and further pursued i n Chapter 21, "Killers: .50 Woman, " an exa m i nation o f a live action short produced in 2002 and included i n an om n ibus p roject. Chap ter 2 2 , "lin-Roh: The Wolf Brigade, " focuses on the one - and arguably most impressive - " Kerberos" feature executed through the medium o f anima tion , directed by Hiroyuki Okiura i n 1998, for wh ich Oshii penned the screenplay. Part Four, " H u man itylVirtual ity : O s h i i's Po s t - Robotic Visio n , " addresses Oshii's treatment o f h i s most inveterate concern s - what makes us h u m an? what does it mean to live as a human? - with reference to a range of features varyingly inluenced by developments i n cybertechnology and, relatedly, by cyberpunk aesthetics. I n tackling those intertwi ned ques tions, the director simultaneously throws into relief the inextricability o f
Preface
5
the organic from the artiicial, with a focus on the i n iltration of either the sensorium or the physical organism i n its entirety by virtual- reality equip ment and biotechnological extension s . Chapter 2 3 , "Approaches to Cyber society," proposes that the ilms i ncl uded i n this part are p r i m arily disti nguished by an adventurous amalgamation of traditional and i n nova tive animation tech niques, and that this fusion of the ancien t and the mod ern is them atically paralleled by their consistent return to time-honored myths even as they focus on the fate of identity and human ity i n advanced technological milieus. Hence, cybersociety is posited as an eminently hybrid cultural formation that cogently encapsulates the i ntractably composite nature o f contemporary subj ectivities at large . Chapter 24, "Blood: The Last Vampire," Chapter 2 5, "Avalon," Chap ter 26, " Ghost in the Shell," and Chapter 2 7, " Ghost in the Shell 2: Inno cence," varyingly document the above p roposition , arguing that it is in the productions studied in this part ( and released i n 2000, 2001, 1995 and 2 004) that O shii's cinema reaches something of an apotheosis as a symphonic ensemble o f technical adventurousness, pictorial opulence, and a p rofound commitment to defending the right to ethical and emotional integrity on behalf of all creatures. Chapter 28, " Ghost in the Shell: Stand A lone Com plex," exam ines related aspects of the Ghost in the Shell world with a focus on the television series of that title directed by Kenj i Kam iyama i n 2003 and 2004. Chapter 2 9, " Post Innocen ce Developments," inally, provides a survey of proj ects i n which O shii has been engaged in the aftermath of his completion of the second Ghost in the Shell feature - particularly, his design of a pavilion for the Japan Expo 2 005 devoted to " Nature's Wisdom ," and his direction o f the live - action feature Tachigui - The A m azing Lives of the Fast Food Grifters ( 2 006) , based on his novel of the same title . -
+++ The textual discussion is complemented by stills from three p roduc tions that could be deemed representative of as many key stages i n Oshii's career: Pa tlabor 1: The Mobile Police, the ilm which Oshii has described as the work that made him ( O shii 2003) , and i n which his deeply i ngrained anx ieties regarding the collusion of technological, economic and b roadly social issues are challengi ngly foregrounded; Ghost in the Shell, a movie now granted a cardinal position in the Olym pus of epoc h - m aking cyberpunk classics alongside seminal titles such as Ridley Scott's Blade Ru nner ( 1982) and Larry and Andy Wachowski's The Matrix ( 1999) ; and •
•
6
•
Preface
Jin-Roh: The Wolf Brigade, the feature that most dispassionately attests to Oshii's ongoing apprehensions concerning the ineluctably equivocal nature of notions of loyalty and j ustice .
+++ My discovery of Oshii's work was somewhat fortuitous, as research i nto the background to the Wachowski brothers' cult mov ie The Matrix, undertaken in the course of writing a book on cyberpunk and cyberculture , I i ncidentally led me to realize that Ghost in the Shell had not only deeply i nluenced the American directors' proj ect and styl istic preferences but also been instrumental in helping them get an apparently baling concept past a slew of doubtful p rospective sponsors . Having thus been prompted to fam i liarize myself with that seminal i n stance o f a n i m e , I proceeded to explore the whole of Oshii's opus. I became incrementally intrigued with the sheer variety of characters, situations, generic formulae - and corre sponding moods and styles- which that body of work seemed capable of evoking . Increasi ngly systematic investigation on my part of the medi um o f anime, conducted both as a corollary of a general fasci nation with that art form and its concurrently cultural and tech nical disti nctiveness and i n speciic conj unction with m y production of a book on Hayao M iyazaki an d Studio Ghibli,2 eventually led me to conceive of a monograph devoted to Oshii himself. Published materials on the director 's work are scarce, at least in the West, and this entailed that electronic and arch ival searches had to be depended upon quite substantially i n the drafting of this study. However, it is thanks to a steadfast dedication to the experience of watching the i l m s themselves, a n d i ndeed engagi ng i n several repeat viewi ngs with a capacious disposition towards their multiaccentual messages, that the presen t book has come into existence and that my interest i n O shi i's cinema m ay ulti m ately be com municated to other readers and spectators .
Part One
OSHII'S CINEMA: AN ANALYTICAL SURVEY The animated cartoon has made little progress except in Amer ica, but the popularity of Disney ilms, rivaled in universal appeal only by the ilms of Chaplin, gives reason to hope that there will be a world-wide development in the ield of animation, each country adapting the techniques of animation to its own artis tic tradition. - Ta ihei Imamura Ever since the late 19th century there have been attempts to expose the West to many aspects of Japanese culture such as the atre, architecture, gardens, the tea ceremony, calligraphy, print arts, and more. These have had some success but have tended to convey a view of Japan as a reined and artistic culture - and also as rather formal and even boring. Then anime and manga made their way across the seas, and many who had tired of the higher arts, or had no interest in them anyway, discovered Japan in a diferent light. What was intended as popular entertainment for domestic consumption became a worldwide phenomenon. Because of anime and manga more and more non-Japanese are being exposed to a culture with which they have been only vaguely familiar, and they are starting to ask questions about what they see. - Gilles Poitras, p. vi
1
Background: Develop ments in Anime Over the past few decades, manga and anime* have ruptured the cul tural boundary supposedly dividing East and West, growing into a global l ucrative enterprise and, concurrently, redeining conventional perceptions of Japan . Japanese animation resolutely eschews the stereotypical Holly wood p roposition t hat animated ilms are " kids' stuf" and assiduously addresses social, political and psychological issues of considerable gravity. Nevertheless, it could scarcely be denied that the actual n umber o f ani m ated p roductions aimed speciically at reflective adults is somewhat l i m i t e d , and that t h e n umber of movies that deploy animation as a vehicle for philosophical commentary is even paltrier. The intrinsic nature of anima tion , as both an art for m and a medium requiring the active i nvolvement of scores of p ractitioners at virtually all stages of the p roduction p rocess, would seem to banish any leeway for the formulation of an i ndividual vision or indeed of a meditation on contemporary society. Approached from this perspective , the duskily speculative and technically reined ilms o f Mamoru Oshii are o f s ingular signiicance, i n sofar as they defy the torpid formal premises of much traditional Western animation while concomitantly sup plying a highly indiv idual and cogent commentary on the permutations of both i ndividual and collective identities i n the twentieth and twenty- irst centuries. With the international success of Ghost in the Shell (Koukaku Kidou tai, 1 995) and the enthusiastic reception of its sequel Ghost in the Shell 2: Inno cence (Koukaku Kidou tai 2: Inosensu, 2004 ) , culminating with the latter's nomination for the Palme D' Or ( Cannes 2004) , animation director Mamoru Oshii has established him self as a dexterous builder of concurrently tanta lizing and harrowing universes. The escalating popularity of Oshii's pro ductio n s among ilm critics and historians, members o f the anim ation i n dustry and the cinema world at large, as well as multigenerational lay *These two terms are now fully accepted in English and will not be italicized hereafter. 9
10
Part One: Oshii's Cinema
audiences the world over, would seem to provide ample j ustiication for dedicating a monographic study to this director. Importan tly, Osh ii's artistic caliber has i ncreasi ngly been attracti ng global attention and gaining recogn ition in the guise o f legion accolades not exclusively on the basis o f the aforementioned p roduction s - ci n emato graphically ground-breaking and ph ilosophically pivotal though they indu bitably are . In fact, Oshii is also being incrementally hailed as the versatile creator of stylistically an d thematically diverse features, comprising both animated and live-action movies, as well as TV series and O VA s . In deed, Dallos (1983-84) was the irst Original Video An imation ever p roduced and it is hardly an exaggeration to claim that the history of an ime since the 1 980s would never have been the same in the absence of that epoch - m ak i ng i n itiative . The arguments proposed in this book proceed from the tested p re m i s e that today few anime viewers ( i ncluding those w h o do n o t situate "seri ous" animation at the t o p o f their list of preferences) would deny that Oshii's cinema has enterprisi ngly redeined the parameters o f animation by deal ing w i t h i s s u e s o f global cultural relevance , and by engag i n g equal l y conidently w i t h comedy, rom ance, science iction , political critique, sur realist experimentation , crime an d horror, thus generating an utterly novel cinematic synthesis and correspondi ngly invigorating vision . Oshii's cinema epitomizes the sheer breadth and complexity of which contemporary Japanese cinema is capable more eloquently than that of any other i n digenous i l m m aker - with the exception , of course, of H ayao Miyazaki's . At the same time, it exposes the often lim ited and even blink ered grasp of Japanese animation to which Western audiences are gener ally disposed. Due to the West's i n itially limited exposure to anime, m any people have tended to associate this art form exclusively with tumultuous action , pornography and gore . Hence, numerous v ideos have received X rat i ngs merely on the basis of their having originated i n Japan , eve n if the p roduct i n question was no more grisly or sexually graphic a ilm than My Neighbour Totoro. The reason behind this rather narrow perception of an ime is, quite simply, that a large proportion of titles origi nally imported i nto the West in the early 1980s had male tee nagers with a passion for science iction , action adventure and horror as their primary targets . As a resu lt, anime has been stigmatized as the repository of weird plots, explicit sex and gratuitous violence, which has served to preclude the very plausib i l ity of a thoughtful and stylistically sophisticated utilization of that medium . Oshii's accomplishments squarely counter this v iew, and hence i nvite a more commodious approach to anime. It is hoped that the present study will contribute , however modestly, to fu rthering this very caus e .
I-Background: Developments in Anime
11
+++ Although m anga are conventionally considered as the equivalent of Western comic books or graphic novels, they are actually deeply diferent from e ither in both stylistic and thematic term s . Manga rep resent a sign iicantly more com m anding facet of Japanese culture t han comics do i n Western m ilieus, being hailed as an honorable art form and p rominent constituent o f popular culture . Japan ese manga-ka ( m anga writer s ) write for all age groups and cater for a wide range of interests, which almost auto m atically e n sures that p r actically everybody reads the m . I n assessing manga's speciic visual style - the result of codes and conventions that difer quite profoundly from those usually associated with m ai n stream Ameri can cartoon s - it is crucial to ack nowledge the speciicity of Japanese art and its tradition s . As argued i n some detail later in this section , what is note worthy for the purpose of the present study is Japan's ubiquitous penchan t for stylization . Ritual masks, N o h theater, Kabuki theater and B u nraku ( "puppet " ) shows exemplify that trend. So does Japan's intrinsically picto graphic worldview, encompassing calligraphy and the con stan t coll usion of i m age and text , line and meaning, painting and poetry. Anime is i ntimately con nected with manga not solely because several an ime movies are based on plots recounted and illustrated in m anga but also by virtue of their stylistic features . The shooting techniques used i n the ani m e world are explicitly inspired b y the pictorial style peculiar to m anga. Indeed, anime assiduously embraces the comic-strip formula invit ing viewers to use their imagination as a mean s o f n udging or p ropelling the narrative along. At the same time, the ilms abound with tracking shots, long-view establishing shots, pans, uncommon point-of-view c amera angles and extreme close-ups, where Western animation tends to capitalize on an action-driven middle-distanc e . Concurrently, as Gilles Poitras points out , " [ m ] uch of the action i n an ime is framed as if it had been ilmed with actual cameras . . . backgrounds are more likely to be i n motion and to change and turn [ than i n U.S. animation] . . . . Not all anime uses a dynami c background, but much of it does, along with other cinematic efects such as pan shots, angles, distance shots, scenes where the focus between the foreground and the background changes" (Poitras, pp. 57-8) . Like live-action cinema and the manga beh i n d it, an i m e features a great var iety of genres, i ncluding science iction ( e . g . , m echa - or giant robot - stories, android-based stories, cyberpunk , war sagas , political epics ) ; fantasy ( e . g . , stories based on both Asian and Western traditions, tales of the supernatural , myths and legends) ; comic fantasies; superhero or super heroine-based adventures; comedy ( ranging from the quasi- lyri cal evocation o f fabulous dom ai n s to blunt slapstick) ; romance ( tailored
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One : Oshii's Cinema
for diferent age groups) ; crime ; action adventure ; h i storical drama ; hor ror ; children's stories; humanoid animal tales; stor ies based on martial arts; stories based on sports and team activities; adaptations of literary classics; medical dram as ; epics; adult dram as (often war stories) ; erotica; softcore porn ; and hardcore porn. Furthermore, an ime's thematic variety is matched by a no less eclec tic approach to the p ictorial and cinematographical dimensions . As Lee Server has observed , " [ w] ispy pastel impression ism, the dense storybook look and anthropomorph ism" of the Disney p roductions an d "slick hyper reality" coexist, i n a veritable glut of "cinematic extravagance ," with "free loating cameras climbing skyscraper walls or h urtling i nto space at will, and state-of-the-art sonics" endowing the movies with "the ability to totally envelop the v iewer in their sensory spells" ( Server, p. 87 ) . Anime practitioners often tackle issues deemed of- limits by Western ani m ators, feeling less con strai ned than their Hollywood counterparts by the budgetary imperative to appeal to the widest possible public , especially ch ildre n . In deed, an ime productions are not , by and large, aimed excl u sively ( let alone primarily) at t h e very young, and e v e n w h e n t h e y are , they frequently evince a refreshing respect for the ability of budding audiences to han d l e complex themes an d plot s . Furthermore, wh i l e an i m e is undo ubtedly a p henomenon of popular culture, it al so, as Susan Napier comments, "clearly builds on p revious h igh cultural tradition s . Not only does the medium show inl uences from . . . Japan ese traditional arts . . . but it also m akes use of worldwide arti stic tools of twe ntieth -century c i n e m a and photography" ( Napier, p . 4) . Anime's v isual ancestors can be traced back to the Edo period ( 1600- 1868) and even further back to mediaeval Zen cartoons . No less profoundly inluential have been the themes an d i m agery p revalent i n the Bakumatsu and Meij i periods ( 1868- 1 9 1 2 ) , and speciically their keenness on the representation of supernatural occur rences and tendency to i ndulge the public's crav i ng for icons of the b izarre , the grotesque and the m acabre . Furthermore, i n spite of an i m e ' s b asic deinition as a popular cultur al phenomeno n , the i s s u e s it explores by recourse to characteristically convoluted and multilayered storyl i n e s are often aki n to those tackled by the most respected forms of live c i n e m a. Nowhere, arguably, is this p roposition more eloquently corroborated than i n Oshii's output . Anime's detractors have tended to focus on three principal stylistic categories in the pursuit of their arguments, maintai n i ng that ( 1) an i m e makes excessive u s e of static frames that impair t h e action's dynam i s m ; ( 2 ) anime's character designs lack a tangible sense o f mass and hence convey an impression of virtual weightlessness; (3) an ime i s i ncapable of com m u n icating a satisfyi ng feeling o f m imetic illusionism and dramatic nat u ral -
I-Background: Developments in Anime
13
ism . Anime's p romulgators, conversely, p ropose that these criticism s hold a modicu m o f validity only as long as Japanese an imation i s assessed by the presumed yardstick of Disney-oriented an imation , and that the assump tion o f s uc h a referential criterion is itself groundless and m i sl e adi n g . According to these sympathetic commentators, an ime actually constitutes an art for m sui generis, seeking to convey a lterna tive p e rceptions of dynamism, space and time to those fostered by Western animation and not, therefore , a mediocre attempt to emulate Hollywood -based approaches to the rendition of satisfying motion . Withi n this frame of reference, an i me's p redilection for static frames is held to embody relective p roclivities over and above action -driven drama, and its i n diference to the feeling of mass is seen as a corollary of an aesthetic that posits the line, not sculptural three -dimensionality, as the most appropriate vehicle for the depiction of movement. As for ani m e 's ostensible l ack of realism , it may be beneicial to relect that not m any real people move in the way American animated characters do - i . e . , in an overly energetic and lamboyantly exaggerated fashion - and that an ime's slower sequences, o ften featuring characters merely sitting or standing while c ar rying out a conversation , are , i n a sense, truer to life than frisky hyperac tivity. Ultimately, an i m e 's distinctiveness can only be adequately grasped i n the context of a speciically Japanese approach t o storytelling, representa tion and staging wherei n Western notions of realism and dynam ism are simply irrelevan t . Stylization plays a p ivotal part i n each and every Japa nese art for m , from l andscape gardening to cuisine an d the graphic tradi tions o f the ukiyio-e ( woodblock pri nt) and the e-maki ( p icture scroll) , from origami ( paper-folding) and ikebana (the art of lower arrangement) to poetry ( especially as exempliied by the poetic form k nown as haiku) an d theater. The most traditional Japanese performance arts, such as the aforementioned Kabuki theater and Noh theate r, operate primarily on the basis of highly stylized and intrinsically allusive represe ntational codes rather t han of naturalism of the Western variety for their dram atic and diegetic efect s . Concurrently, the flow of the action is considered second ary to its formal features, as borne out by Kabuki's emphasis on symbolic poses which the lead actors hold for an often protracted duration to the audience's uttermost glee, and on stylized sword ights that are act u ally more aki n to dance than to action sequences i n the Western sense of the phrase . Anime is heir to this tradition , as evinced by its prioritization of dra matic postures and gestures, sometimes intensiied to comically melodra matic extremes. At the same time, it abides by conventions which m ay feel utterly alien to a Western spectator but are perfectly commonplace for Japa-
14
Part One: Oshii's Cinema
nese v iewers. For i n stance , an i n digenous audience would i n d it q u i t e acc eptable for a sequence dramatizing childish behavior on t h e part o f an adult character to display a grotesquely deformed i n fantile version of said character, even though many Western v iewers would be bal ed by such a visual strategy. Before dismissing it as preposterous, h owever, we should remember that Western an imation, too, relies on conven tions which could be deemed absurd - such as shots of characters hanging in m i d - ai r and only plunging into a p recipice once they have realized that their feet h ave i n deed left the clif. In emphasizing an ime's cultural speciicity, it is nonetheless i m por tan t not to lose sight of its concurren tly international dimension . F irstly, it should be noted that even though the West's initial assessment of ani m e was almost overween ingly derogatory, audience respon ses to Japanese an i m ation have been changing quite radically i n recent year s . As Michae l Arnold has observed, "the an ime-to- Hollywood ratio in U . S . cinemas keeps tipp i ng toward what you might ind on a multiplex screen i n Tokyo ," with am ple evidence for the "enthusiastic support o f viewers o f all races and genders" ( Arnold ) . Secondly, it is crucial not to un derestim at e the impact of Western conventions on an ime's thematic choices, whereby the medium has been increasingly delivering hybrid tales in wh ich typ ically Japanese elements such as references to local mythology, religion and lore luidly crisscross with echoes of Western fairy tales, cyberpun k novels and ilm
nair. Thirdly, close attention should be paid to the role played by the West's i n tervention i n distribution deals, a number of titles hav i ng reached Amer ican and European stores from the early 1990s onwards only thanks to the ass istance of U. S . -based distribution compan i e s such as A n i m Eigo an d Manga Entertainment. The proposition that an ime is not an unproblem atic expression of national i ndividuality is conirmed by the fact that one of the most pivotal moments in its evolution is marked by a close cultural collaboration between East and West . This consists of the p roduction of the weekly TV series based upon Osamu Tezuka's futuristic manga Tetsuwan Atom (Astro Boy), which debuted on New Year 's Day, 1963. The show, sty listically inluenced by Western designs, was eagerly picked up by the Amer ican television industry, and Tezuka subsequently worked on p roductions explicitly executed with U. S . distribution priorities i n mind. Janguru Taitei ( 1965, released in the U. S. as Kimba the White Lion in 1966 ) was p roduced i n color speciically so that it would appeal to Western audiences, a domes tic release alone being unlikely to have covered the exorbitant p roduction costs. It was the infusion of dollars into the venture , i n other words, that enabled Kimba to become the irst Japanese color TV series. Followin g Astra Boy's phenomenal success, the 1960s witnessed a veritable explosion of TV
l-Background: Developments in Anime
15
science-iction or action -adventure an ime movies. By the 1970s, the range had expanded considerably and studios were busily churning out mystery dramas, soap operas and Western classics such as Heidi, Girl of the Alps and
The Diary of Anne Frank.1
2
Oshii's Creative Trajectory Born in Tokyo on 8 August 1951, Mamoru Oshii was already an avid movie consumer while attending primary school, an d hence p roceeded to garner an encyclopedic k nowledge of world cinema, marked by a deep fas c i nation with directors as diverse as Andrei Tarkovsky, Chris M arke r, Andrzej Waj da, Jeray Kawalerowicz, Andrej Munk and Ingmar Bergman . A t the same time, Oshii's ilms have been increasingly providing i n l u e n tial sources of i nsp iration for numerous Western directors, i ncluding Stan ley Kubrick, James Cameron and Andy and Larry Wachowsk i . ( It is highly unlikely, i ncidentally, that The Matrix would have come into existence at all had the Wachowskis not shown Ghost in the Shell to their potential spon sors so as to allay their skepticism in the face of the brothers' daring con cept . ) Following his i nvolvement i n revolutionary politics i n the l ate 1960s and early 1970s- an activity that resulted in parental o pprobrium an d in his eventual alienation from the student movement - Oshii graduated from the F i n e Arts Education School of the Tokyo Liberal Arts University ( G akugei Daigaku) i n 1976, and presently committed himself to sustained experimentation with photography and cinematography - even though limited inances forced him, for a while, to shoot without ilm. Oshii's irst leeting engagem ent with an imation took place in 1 9 7 7 w i t h h i s production of t h e storyboards for one episode o f the an i m ated series One-Hit Kan ta (Ippatsu Kan ta-kun). Oshii obtai ned h i s i rst actual j ob i n the an imation industry at Tatsunoko Production s i n 1977. His artis tic respon sibilities incl uded the creation of storyboards and contribution s to the direction of several anime series . In 1980, he moved to Studio Pier rot , where he worked with Hisayuki Toriu m i on the series Nils's Mysteri ous Journey (Nirusu no Fushigi-na Tabi) and met the artist Yoshitaka Amano ( wh o had al so previously worked for Tatsunoko as an an i m ator ) , with whom he would embark on challenging collaborations i n later years. Oshii soon became i nvolved i n the production of the hugely popular TV series 16
2-0shii's Creative Trajectory
17
Urusei Ya tsura, a romantic s c i - i comedy based on t h e m anga by Rumiko Takahash i , i n a directing role ( 198 1-82). H e further directed the Urusei Yat sura fe atures Only You (Urusei Ya tsu ra: Onri Yu u, 1 9 8 3) an d Bea u tifu l Dreamer ( Urusei Yatsura: Byu utifuru Dorimaa, 1984) , where he began to m ove away ( particularly in the second production) from the TV series' joc ular mood and slapstick dimen sion , i n the direction of a more serious explo rat ion of the relationship between appearance and reality. At this stage in his career, Oshii revolutionized the universe of ani m e b y i nventing t h e concept of OVA ( O riginal Video Animation , also k nown as OAV, O riginal Animated Video) . Dallos ( 1983-84), a space opera revolv ing around factions of Moon-based colonists and rebels, was the irst pro duction created by Oshii i n this format. In late 1984, wishing to develop an origi nal aesthetic vision that would transcend the boundaries of the Uru sei Yatsu ra world to which he had hitherto been comm itted, Oshii set h i m s e l f up a s a n independent director. I n t h i s capacity, he created t h e OVA A ngel's Egg (Tenshi no Tamago, 1985) a mesmerizingly surreal parable in collaboration with Amano. During the execution of Angel's Eg, Oshii met producer Toshio Suzuki, a founder o f Studio Ghibli alongside Hayao Miyazaki and Isao Takahata. Suzuki and Studio Ghibli would later abet Oshii in the p roduction of Ghost in the Shell 2: Innocence (Koukaku Kidou tai 2: Inosensu, 2004). Shortly after the launch of A ngel's Egg, Oshii encountered M iyazaki him self and the two artists began to work on a movie provisionally titled A n chor, which Oshii would direct and Miyazaki write . Stylistic and aesthetic divergences caused the p roj ect to be aborted j ust after the planning stages . ( Artistic disagree ments between t h e two directors survive to t h i s day despite their mutual adm iration and frequently p roclaimed respect : Oshii inds Miyazaki exces sively idealistic, whereas Miyazaki believes that Oshii prioritizes philoso phy over entertai n ment.) In 1 9 8 7, Oshii directed his irst live - action ilm, The Red Specta cles (Akai Megane). This was the irst i n stallment of a trilogy ( which would eventually also include Stray Dog and Talking Head) in which Oshii sup plies dark critiques of despotism and mendacity, i nterspersed with elements o f action adventure, rom ance and moving relections on the relationship between dogs and human s . I n the same year, Oshii also created the OVA episode Twiligh t Q2: Labyrinth Objects File 538 (Towaira to Q2: Meikyuu Bukken File 538), a simple yet subtle dramatization of the i n extricability of the illusory from the actual . As i nvestors and sponsors became less and less i nclined, throughout the 1980s, to work with i ndividual directors and increasingly i nterested i n studios, the anime team " Headgear" was formed, and Oshii was i nvited by the scree nwriter Kazunori Itoh to join it i n the positions o f director and -
18
Part One: Oshii's Cinema
writer. The result was the Patlabor franchise and attendant elaboration o f a complex technopolitical saga comprising several OVA and TV episodes as well as feature-length movies. Oshii contributed signiicantly to this proj ect with the direction of the irst Mobile Police Patlabor (Kidou Keisa tsu Pa toreibaa ) OVA series ( 1988) and of the two feature-length p roduction s Patlabor 1: The Mobile Police (Kidou Keisatsu Patoreibaa, 1989) and Pa tla bor 2: The Movie (Kidou Keisatsu Patoreibaa 2 The Movie, 1 9 93), as well as the script for a n umber of TV episodes ( 1989-90) and for parts of the sec ond OVA ( 1 9 90-92). I n the "Headgear" phase , Oshii also directed a pre quel to the aforementioned live-action movie The Red Spectacles, namely
Stray Dog: Kerberos Panzer Cops (Stray Dog Keruberosu Jigoku no Banken, 199 1), and a further l ive -action ilm entitled Talking Head ( 1992), centered on the mysterious disappearance of an animation director during the pro duction of a heav ily anticipated release . The turning-point in Oshii's career was Ghost in the Shell (Ko ukaku Kidou tai, 1995), an irrefutably unique interpretation of cyberpunk that con stitutes both a ground-breaking i ntervention in the developing art of CGI and a narratively and philosophically enterprising adaptation of Masamune Shirow's popular manga. The ilm was released simultaneously in Japan , the u.s. and Europe, and although its domestic reception was i nitially luke warm , it was immediately successful everywhere else , h itting the top o f the u.s. Billboard Video Chart in 1996. Having gained global recognition , Ghost in the Shell rapidly rose to the status of a cult m ovie and was i ndeed hailed as very possibly the most seminal sci-i production of the late twe ntieth century. ( The ethos and aesthetics of cyberpunk are examined i n some detail in Chapter 3.) Oshii's u n relentingly innovative and thought-provoking movies have conti n ued to attract both professionals and amateurs the world over, as demonstrated by the screening of a retrospective of the director 's work at the Rotterdam I nternational F ilm Festival ( 2 000), by the proj ection of the live-action and digital ani mation hybrid Avalon ( 2001) at the Cannes F il m Festival i n t h e year of its release and, as noted, by t h e selection of Ghost i n the Shell 2: Innocence (Koukaku Kidoutai 2: I n osensu , 2004) for the Palme D 'Or. Avalon ofers a chilling dramatization of the aberration s spawned by the unchartered v irtualization of the real with reference to a lethal VR game and its hapless players, deftly interweaving throughout the ludic and the uncanny. Innocence, a daunting relection on people's endless quest for the gen esis of their identities and memories, constitutes both a problematization and a compendium of Oshii's most inveterate technical and thematic con cern s . The cyberpunk component already pivotal to Ghost in the Shell i s here retained but Oshii's p reoccupation with the meani ng o f h umanity and with
19
2-0shii's Creative Trajectory
the plausib ility o f love i n an exhaustively technologized world reaches utterly novel levels o f complexity. Innocence's standing as one o f the only ive animations ever nominated at Cannes eloquently attests to its i n terna tional recogn ition , m aking it an indisputably momentous phenomenon i n the h istory of n o t merely Oshii's c i n e m a b u t a n i m e at large . ' Oshii h a s also supplied t h e screenplay for Hiroyuki Okiura's Jin-Roh: The Wolf Brigade ( 1998)- a superbly animated rendition of the " Kerberos" un iverse already b rought to the fore by the live -action features The Red Spectacles and Stray Dog- and the v isual concepts for Hiroyuki K itakubo's Blood: The Last Vampire ( 2000), a l usty horror story set against the back drop of the Vietnam War, as well as a pioneering experiment with digital cinematography. Just prior to the release of Innocence, O s h i i's p r i ncipal p rojects i ncluded the p roduction of the script for MiniPato ( 2 001), a series o f se lf-pa rodyi n g shorts set in the Pa tla bor u n iverse di rected b y Kenji Kam iyama ; the direction of a segment of the live-action thriller anthology Killers, namely Killers: .50 Woman ( 2002). I n the post In nocence phase , Oshii has engaged in the design of an interactive pavilion for the Japan Expo 2 005, combining state-of-the-art tech nology with a trenchant ecopolitical statement, and i n the direction of the ilm Tachigui - The Amazing L ives of the Fast Food Grifters ( Tachiguishi Retsuden, 2006), based on his own novel o f the same title . It is O sh ii's un ique directing style that renders his worlds acutely res onant , yet worthy of repeat viewings . Th is factor exhibits itself most strik i ngly when one assesses some o f Oshii's best-known p roductions to date - e . g . , Urusei Yatsura Movie 2: Beautiful Dreamer, the two Patlabor features and the Ghost in the Shell movies- against the anime and m anga texts upon which they are based. Thus, while the origi nal Urusei Yatsu ra p roductions tended to capitalize on fast-paced farce , Bea utiful Dreamer i s pervaded by a latently ominous- though n o t uniformly tenebrous - atmos phere . The Patlabor ilms are likewise permeated by baleful premonitions . The Ghost in the Shell movies, inally, marginalize the humorous banter and overall conviviality that characterize Shirow's manga ( despite the latter 's undeniable e ngagement with serious philosophical , political and economic issues) i n order to evoke a mood of concurrently i ntriguing and forbidding ambiguity reminiscent of Kubrick at his most challengi ng. -
3
Themes, Imagery and Sy mbolism I n her essay " Myths for the Millennium : Japanese Animation," Antonia Levi mai ntain s that Japan . . . never abandoned its my thology . . . . This was not necessarily a good thing. The Meiji government which came to power in 1868 justiied the over throw of the Shogun through the use of ancient Shinto my thology, and twisted its creation my ths to justify an imperialistic, ultra-nationalist autocracy that ter rorized Asia and nearly led to Japan's destruction in World War Two. . . . The mis use of Japan's creation my ths did have one positive aspect, however. It kept alive not only the my ths themselves, but also an understanding of what my thology was. Even at the height of Japanese ultranationalism in the 1930s and 1940s, Japan never confused mythological truth with rational truth. Shinto creation my ths were taught as fact in the public schools, but Darwinism was also taught. . . . [MJ a nga and a n irne . . resurrect ancient my thologies and use them to create new my ths, my ths better suited to the needs and realities of postmodern Japan and, it would seem, most of the world [ Levi, pp. 33-4 J . .
Oshii's i l m s fully corroborate Levi's hypotheses i nsofar as they abound with images and symbols drawn from diverse mythological tradition s including Shinto, Buddhism , Christianity, ancie n t Japan ese lore a n d Arthurian legend s - a s well a s with reconi gurations o f such materials i n the light of contemporary exigencies a n d experience s . Numerous variations on the inseparability of illusion and reality, virtuality and actuality, facts and dreams are arguably the most i n sistently recurrent com p on e n t of O sh ii's signature . Mythological references contribute c r ucially t o the dramatization of this domi nant idea, as do symbolic i ncarnation s o f the director's existential, psychological and afective concerns. These include images of feathers, birds, angelic beings and gigantic ish wh ich are persist ently employed as metaphors for spiritual elevation, and images of trees and plants which, conversely, are meant to convey the sense of a creature's griev ous anchoring to an earth-bound and deterministic un ivers e . I n evaluating Oshii's u s e o f t h e dream topos i n his i l m s , it ought t o be borne i n mind that Japanese cinema dramatizes t h e oneiric dimension 20
3 - Themes,
Imagery and Symbolism
21
with almost obsessive regularity, and with doze n s o f variations o n the themes o f escape and haunting. Dreams, accordingly, are used to symbol ize alternately an allegorical transcendence of existential or societal malaise , and an occasional im mers ion in portentous situation s . I n both cases, the experience is posited as tempora ry ( and, ideally, cathartic ) . In Oshii's o e u vre , t h e oneiric acquires novel resonance si nce it is presented as a perma nent ( and by no means unequivocally enl ightening) condition . Nobody can ever be certai n , withi n the para meters of Oshii's u n iverses (be they ludic as i n Urusei Ya tsura, surreal as in A ngel's Egg, politically engaged as in the Patlabor franchise or metaphysically disposed as in the Ghost in the Shell p roduction s ) , that what one perceives as the real world actually obtain s in an empirical sense . A n umber of mediaeval Japanese legends, such as the collection of tales k nown as Uji Shui Monogatari, utilize dreams consistently i n ways that are more or less overtly echoed by Oshii's ilm plots . Hayao Kawai p roposes that the treatment o f oneiric experience i n Japanese folk literature and mythology features three pri ncipal recursive elements: "the fre e i nterpe n etration of t h i s world a n d t h e dream world" ( Kawai, H., p . 15); t h e under taking of a journey to "the land of death" (p. 1 7); and the notion of "multiple realities" (p. 19), which conceives of the world as many-layered and there fore highly variable , depending on the nature of the layer i n habited at any one point i n time . Oshii's suspen sion of the boundary betwee n the empir ical and the hypothetical gai n s considerable momentum from the portrayal of mutually permeating dimensions, whereby his characters' grasp o f their spatial and temporal coordi nates becomes pai n fully t e n u o u s . Accorded absolute promi nence i n Beautiful Dreamer, this approach is also employed, in varying degrees, i n the "Kerberos," Patlabor and Ghost in the Shell movies . Kawai also posits the coalescence of self and others as a key feature of dream -centered Japanese narratives . This element inds expression i n the Japanese language itself due to its disti nctive - and at times baling - des ignation of indiv idual a n d collective identities : " [ t l h e r e a r e m any t e r m s for the irst person singular, such as watakushi, boku, ore, and uch i. The choice depends entirely on the circum stance and the person being addressed. In this respect it can be said that the Japanese inds 'I' solely through the exis tence o f others" ( pp . 2 3-4) . However, what we are presented with is not a scenario that utterly negates the possibility of i ndividual autonomy, since relationality is actually believed to require an active understanding o f one's inner self. Hence, it only operates adequately when the i ndividual subj ect forsakes passivity and e ndeavors to internalize the p r i nciples o f respect , honor and memory th rough actions. The relation ship between the i ndividual and the group is an axial com ponent of Oshii's opus . O shii's characters typically operate within a group
22
Part One: Oshii's Cinema
regulated by particular rules- e . g . , the Special Vehicle Division 2 , Section 2 , i n the Pa tlabor ilms, the VR game i n Avalon, Section 9 i n Ghost in the Shell. This aspect of the director's work could be seen as a relection o f a deining component of Japanese tradition and cult ure , namely their empha sis on the importance of group ailiation from childhood onwards, and on the related imperative of loyalty. At the same time, however, Oshii's take on the notion o f the group carries global, rather than merely regional, rel evance i n sofar as it also constitutes an implicit critique o f postcapitalist dispensations wherein grouping people together by recourse to homoge nizing strategies s uch as the fashion system and commodity fetishism belies people's actual atomization and disconnection . I n deed, O shii's protagonists are invariably isolated and solitary individuals even as they appear to occupy technological networks characterized by rampant com municational satu ration . I n order to convey a palpable impression of the indiv idual's isola tion i n contemporary society by cinematographical means, O sh i i has developed a characteristic approach to the issue of eye con tact. I n an inter view with Fluctua t. Net, the director has elaborated this idea with speciic reference to his irst epoch- making feature : In Patlabor . . . the characters converse but never look at one another. They are never facing one another but always face the viewer. The characters only com municate to a screen. I have found this device to express my idea of people's lone liness. I believe that throughout history, intersubjective communication has been far too often privileged. We have never explored the relationship . . . that may obtain between a human and a dog, or a human and a machine. If humans do not y et know themselves, it may be because they have always approached the human person in relation to other human beings. I am concerned with other ty pes of relationships [ Oshii 2002 ] .
The tension between the concept of loyalty to a group, on the one han d , and the notion of subj ectivity as coterm inous with a state of exis tential discon n ectedness, on the other, tends to remain unresolved . More over, the groupings portrayed by Oshii are themselves marked by a sense of isolation in virtue of their adoption of team- speciic rules that o ften come into conlict with t h e demands a n d s e n s e o f decoru m treasured by the wider social web. For example, Patlabor's Section 2 are frowned upon by the general public and the Metropolitan Police alike due to both their personal idiosyncrasies and to the rather unpalatable nature of their law enforcing m issions . An analogous fate befalls the Kerberos Panzer Cops i n t h e live - action ilms The Red Spectacles and Stray Dog: Kerberos Pa nzer Cops and i n the ani mation Jin-Roh: The Wolf Brigade. The game players in Avalon, for their part, are unequivocally ostrac ized as criminals. At the same time as dramatizi n g t h e ordeals of i ndividuals doomed t o a desti ny of loneliness even though
3 - Themes,
Imagery and Symbolism
23
they belong to a group, Oshii also portrays the p redicament of c haracters who are repeatedly forced back into communal structures even as they actu ally yearn for sol itude . Major Kusanagi and Batou of Section 9 i n the Ghost in the Shell features, Ash in Avalon, Captains Nagumo and Gotoh in the Patlabor m ovies, Fuse i n Jin-Roh, Ash in Avalon and Saya i n Blood: The Last Vampire appear to i ncarnate this modality in varyi ng degrees. We are thus presented with the double paradox o f isolation - i n - c o m m onality and commonality- i n - isolation . I n order to grasp the cultural import of these thematic p reoccupations, it is vital to remember that in Japan ese society, togetherness plays a key rol e . The reason for this is, to a certain extent, straightforwardly demo graphic, Japan being a country where approximately the equivalent of half the population of the entire U. S . A is concentrated i n the territorial breadth of California, Washi ngton and Oregon alon e . Hence, the very notion of p rivacy has traditionally carried connotations that are profo undly diferent from those it habitually carries in the West, and the feeling that one is n ever quite alone has accordi ngly p reserved psychological and emotional dom i nance for the Japanese . Traditional architecture corroborates this proposi tion through its extensive use of partitions ( e . g . , sliding doors betwee n rooms or closets -fu s u ma a n d wood o r paper screens) that represent more of a connecting tissue within the household than actual divide rs. The afore mentioned p redilection for the concept of i nterpenetrating worlds i n Japa nese lore and even contemporary iction and cinema could be said to m irror this very mentality. Where the theme of relationships is concerned, Oshii's representation o f l ove is no doubt one of the most remarkable (albeit almost u ndiscernibly so) traits o f his entire register. So unobtrusive is his approach to this theme that m any v iewers have tended to assume that Oshii simply steers clear of romantic plots altogether. I n fact, the director's works do deal with love assiduously and, once the spectator has grown accustomed to his very per sonal cinematic language , i n a very touching fashion . This is clearly ev i nced by the awkward and unresolved relationships i nvolv ing Captai n s Nagumo and Gotoh i n the Patlabor i lms, Kei and Fuse i n Jin-Roh and, most enig m atically, Maj or Kusanagi and Batou i n the Ghost in the Shell feature s . A n a u r a o f melancholy a n d a pervasive sense of m issed or lost o pportunities ( "all the years we have wasted," as the theme song of Innocence, " Follow Me ," puts it) surround the love element at all times, yet do not render it any less warm or poignan t . O shii's sentimental plots come across as elusive because they do not pander to the dictates of either romantic or courtly adoratio n , to either erotic titillation or brazen carnality, b u t celebrate in stead t h e prin ciples of respect and friendship, as corollaries of both devotion and self awareness . -
24
Part
One: Oshii's Cinema
According to Kawai, Japanese lore also repeatedly suggests that there i s "no distinct demarcation" between "m an and Nature " : Throughout European history, Nature has been a concept which stands i n oppo sition to culture and civilization, and continues to be objectiied by human beings. The word "Nature" was translated into Japanese as shizen . Prior to this we did not have a concept of Nature. When we Japanese wish to talk about "Nature," we use such expressions as sansensomoku, which literally means "the mountains, rivers, grasses, and trees" . . . before the encounter with the West . [shizen ] is not even a noun . . . [but rather ] an adverb or adjective . . . that expresses a state in which every thing lows spontaneously. There is something like an ever changing low in which every thing - sky, earth, and man - is contained. Because it is like a continual process, it can never be grasped spatio-temporally, and strictly speaking, cannot be named [ pp. 25-7 ] . . .
The culturally speciic approach to the human ity- Nature dyad posited by Kawai should be borne in mind when assessing both Oshii's treatment of ecological issues and his take on the ceaseless cycles through which ide n tities materialize a n d dissolve i n society a n d Nature alike . Already evident in a few Urusei Ya tsura episodes, Oshii's concern with technology's impact on the environ ment acquires i ncontrovertible central ity i n the irst Patlabor ilm, whose plot unfolds agai n st the backdrop o f the rampant urbanization of Tokyo Bay. Throughout the Patlabor saga, O shii m akes sustained references to environmentalist protests, and Section 2 i ncludes two characters who harbor passionate ecological agendas : Noa, who repeatedly i ghts for animal rights, and Hirom i , who tends a small greenhouse and breeds chickens. These themes are compl emented by recur ring images of n umerous non - human spec ies : dogs, cats, birds, ish and, in a couple of OVA episodes, even an albino alligator who l ives i n the sewage system underneath the Section's bas e . Oshii's p reoccupation with the role played b y technology i n t h e shap ing of both personal and collective deinitions of human ity, sentience and responsibility is located within a nexus of primarily philosophical and ide ological conside ration s . Like many science- iction authors, the director exhibits an ambivalent attitude towards technology, critically ack nowledg ing its implementations as simultaneously beneicial and detrimental . He captures this uncertainty in images that at times point un equivocally to the evils of technology, and at others allude poetically to its mixed blessings . The image of the tank is particularly p rom inent as a lagrant icon of belli cosity - for instance , i n Bea utiful Drea mer, A ngel 's Egg, Patlabor 2, Ghost in the Shell and Avalon . The image of the screen is no less conspicuous . This manifestation o f technology frequently epitomizes the strategies of manip ulatio n , distortion and sem iotic violence relentlessly perpetrated by the media i n their dissemination of adulterated images (this theme is axial to Patlabor 2). Nonetheless, the screen concurrently carries positive con nota-
3 - Themes,
Imagery and Symbolism
2S
tions, i nsofar as it may function as a rem i nder of the ubiquitously halluci natory nature of the world we i nhab it at all times, and hence as a poten tially i nvigorating awakener of otherwise dormant psyche s . T h e i m ages deployed by Oshii i nclude both literal screens ( e .g . , tele v ision m o n itors and computer terminals) an d metaphorical ones ( e . g . , relective o r semi-relective surfaces such a s m irrors, win dows, i s h tanks and glass cages ) . The latter serve to p resent the characters themselves with quasi -cinematic renditions of their actions and settings, thereby making them not only the actors but also the spectators i n the l usterless spectacle of their daily experiences . At the same time, these symbolic screens repeat edly double, split and i ndeed dismember, in a psychological sense, the char acters' identities, eroding any consolatory sense of wholeness to which they m ay strive to hold on . It should also be noted, however, that Oshii's reser vations about technological advancement does not p reve nt him from indulging with a refreshingly childlike gusto in the meticulous representa tion of m i l itary hardware, surveillance mechan isms and intricate cyber netic equipment. To the theme of technological abuse Oshii often allies that o f terror ism . Hoba i n the irst Patlabor feature, Tsuge i n the secon d , the Puppet Master in Ghost in the Shell and Kim in Innocence are all, i n varying degrees, portrayed as terrorists i n t e n t on undoing the sociopolitical fab r i c by recourse to cybertechnology and to the raw urban chaos to which its reck less deployment is capable of leading. Blood: The Last Vampire also alludes to terrorism , despite its generic ailiation with the classic vampire tal e , since the squad o f u.s. special agents sent t o Japan t o vanquish t h e blood suckers tend to rega rd their enemies as political traitors hell-bent on pre venting troops from being conveyed to Vietnam . While anarchic tendencies are un doubtedly one of the deining traits of Oshii's terrorists, it i s note worthy that analogous proclivities may also be detected i n characters puta tively committed to the maintenance of law and order. Captain Gotoh from the Patlabor ilms, in particular, repeatedly urges his colleagues not to worry excessively about rules, and Section 2 itself is something of a world-with i n a-world governed b y its own rather idiosyncratic code . Animals are p ivotal to Oshi i's symbolic repertoire . Dogs are repeat edly brought i nto play as unprej udiced witnesses, capabl e o f observ ing human behavior with impartiality and candor. This topos reaches a crown ing achievement in Innocence, where the dog is a genuinely pivotal charac t e r and the world is perceived largely through his eyes. I n t h e i n terview with Fluctuat.Net referred to earlier, the director has com m ented thus on his fascination with dogs: " [ the dog] is the greatest mystery i n my view. I f I could fathom this mystery, I might direct a n actual movie about dogs . But since the answers I have are only partial , I am satisied with i n serting dogs
26
Part One :
Oshii's Cinema
in my ilms in supporting roles . Thus far, ilms that deal with dogs have merely h umanized them, which is not a proper way o f doing them j ustice" ( Oshii 2002) . At a broader level, Oshii's tendency to allot key roles to ani mals ( and indeed to other non -human or only partially human species such as dolls and cyborgs ) attests to his deep aversion to anthropocentrism as an arrogant, conceited, and ultimately quite fallacious creed that barely assuages human bei ngs' deep-seated uncertainties and doubts. Other recurrent images and styles that have come to be regarded as Oshii's trademarks include characters' relections on watery surfaces - gen erally employed to al lude to moments of introspection; desaturated ( i . e . , n early black and white) palettes in the depiction of spaces o f strife and peril; and crushed perspectives as means of evoking a stifl i ng atmosphere . An important aspect of Oshii's architectural im agery resides with his empha sis on ruins. Pondering the metaphorical implications of cinematic images o f crumbled buildi ngs and even whole conurbation s, it could be argued that such images evoke a Gothic fascination with decay which substanti ates William H. Fox Talbot's comments concerning "the camera's special aptitude for recordi ng 'the i njuries of time' " - and speciically, as Susan Sontag has observed, the ineluctable destiny of "buildings and monuments" ( Sontag, p. 69 ) . Oshii's take on the themes of devastation and degeneration also cor roborates Jonathan Jones's account of major historical sh ifts i n the percep tion o f wreckage : " [ i ] n the eighteenth century, r u i n s were obj ects of contemplation, reverie and sober enjoyment . They were an opportu n ity to reflect on the passing of empires and the van ity of human efort . Yet i n an age abandoning its religion , they were also reassuring images o f what sur vives, what remains of us . . . . [ A ] rtists took delight i n ruins. They drugged on decay" and were acutely drawn by "the broken sen suality o f the pa st . " I n t h e twentieth a n d twenty-irst centuries, b y contrast , r u i n s carry sub stantially diferent con notations due to the very means by which they tend to come about : "there's a diference between a ruin that i s the p roduct of slow centuries, the richly rotting fruit of time, and a building whose ruin takes place in a moment : the diference between dyi ng o f old age and mur der" ( Jones, pp . 12-13) . What Oshii's movies emphasize is not merely the illuminating potential of people's confrontation with dilapidated structures but also the icon ic signiicance of ruins as tenacious mementos of the human propensity for both ideologically triggered and utterly gratuitous destruc tiveness. No less noteworthy is the director's assiduous deployment o f themes and imagery associated with cyberpunk, a cultural movement that fo u n d inception i n the m id- 1980s ( p rimarily through the writi ngs of William Gib son and Bruce Sterling) and still signals a drastic shift from older science
3 - Themes,
Imagery and Symbolism
27
ictional modal ities . In cyberpunk, the shiny hardness of metal, of sturdy and imposing m achinery and of industrial technology at large (hardware ) favored by traditional sci - i cinema and literature gives way to the murky softness of junk-infested urban settings and of often u n dependable post i n dustrial technology ( software ) . Furthermore , if in the 1960s and 1970s fan tastic texts mainly tended t o depict squeaky-clean a n d decontami nated worlds i n which human minds were controlled by machines, i n the 1980s and 1990s the emphasis falls on the eternal n ight of the apocalyptic mega lopolis wherei n abj ection and monstrosity are written on the body. I n deed, cyberpunk ofers in sistent intimations of the greater and greater conluence of machines and bodies ( largely due to the i ncreasingly min iaturized dimen sions of cybernetic apparatuses ) , whereby the human organism is both phys iologically and psychologically reconigured by i nvasive for m s of biotechnology. In this respect, Oshii's cinema subtly documents the transition from pre- cyberpunk science iction to full -ledged cyberpunk : i n the Patlabor movies, technology complements and augments the human body i n an essentially prosthetic manner, remaining palpably separate from the lesh itself i n the guise of an exoskeleton; in the Ghost in the Shell i l m s, con versely, technology i ncreasi ngly iniltrates the characters' living tissues to the point that ascertaining their human ity becomes well- n igh impossible . A variation on the latter modality is supplied i n Avalon, where a l udic coni guration o f cybertechnology penetrates the sensorium i n its entirety, and the travelers i n hyperreality may become so utterly engulfed i n the technological simulation as to be unable to return to the so-called real world. Technologies i nitially intended to guarantee i ncremental degrees of both afective and material retuns actually end up transforming their users into non-returners. Oshii's cinema further embraces a world view typical of Gibsonian cyberpun k by underscoring the p rovisional status o f many conventional dei n ition s o f val u e , rationality and truth in a radical rej e ction o f the Enlightenment etho s . Moreover, it amalgamates i n frequently cryptic ways the rational and the irrational , the new and the old, the m i n d and the body, by i n tegrating the hyper-eicient structures of high technology with the anarchy o f street subculture s . I t is i mportant to remember, i n this regard, that i f the cyber- component in the term cyberpunk alludes to the fact that the point of reference o f this branch of science iction is cybernetics rather than spaceships and robots, the -p unk element, for its part, hints at a deiant attitude based in urban street culture . Cyberpunk's characters are people on the fringe o f society : outsiders, misits and psychopaths, struggling for survival on a garbage- (gomi- ) strewn planet which is always on the verge of dissolving into a quagm ire of muddy dream s .
28
Part One: Oshii's Cinema
O n one level, ash ii's cinema could be seen to consist primarily o f sit uations and environments pervaded by dense lyricism and cryptic intro spectiveness through which the director seeks to capture the floating substance of reality and chillingly toylike nature of the h uman . O n another level, and i n a fashion rem iniscent of David Lynch's cinema, the medita tive and intensely symbolic dimension of Oshii's universe i s counterbal anced by rapid-ire action sequences, and the elusively oneiric component by a l ucidly dispassionate dissection of ideological , metaphysical and eth ical preoccupations . Averse to the contemplation , let alone p romotion , of totalizing visions, Oshii's ilms consistently return to the representation of worlds permeated by not merely pluralism but also, at times, skeptical rel ativism .
4
Cinematography and Animation Techniques Oshii's cinematographical style evinces a marked preference for long takes. The long take designates a shot produced by one uninterrupted run of the camera that conti n ues for an unusually lengthy time . Rare i n silent cinema, the long take became more signiicant i n the 1930s and 1940s, notably as used by Jean Renoir and Orson Welles . It soon asserted itself as a common technique i n ilms throughout the world. (This technique is ger mane to the so-called plan-sequence [ sequence shot ] , a French term for a scene handled in a si ngle shot, usually a long take . ) Oshii m akes most mem orable use of this techn ique i n sequences- such as the ones punctuating the Patlabor and the Ghost in the Shell movies- that evoke an inten sely allusive sense of space by methodically training the camera across alter nately bustling and s ubdued cityscapes replete with legion atmospheric details . O s h i i i s also an assiduous p ractition er o f t h e cut-back- namely, a return i n time to an earlier event i n the story - and of the cut-in - that is, the intermi ngl i ng with c utting motions ( intercutting) of disparate portions of a story occurring i n diferent locati ons. Both Jin-Roh: The Wolf Brigade and Ghost in the Shell 2: Innocence exploit these techniques to maximum efect i n order to dramatize their protagonists' changing perceptions, as their so-called realities are incrementally i n fringed upon by halluci nations and mirages induced by self-persecutional guilt, i n one case , and by cyber n etic brai n - hacking, i n the other. Most importantly, both the animated and the live - action ilms employ a n umber of imagi natively varied shots to muster up momentum and impart a particular sequence with a characteristic v isual an d afective atmosphere . Especially noteworthy, i n this regard, are the devices deployed i n the more dynamic sequences, such as those depicting battles, chases and in stances of physical conlict i n general . Although Oshii introduces such sequences spar i ngly and somewhat p rudently, their cinematographical disti nctiveness is unm istakable and i n stantly recognizable, regardless of whether they dram29
30
Part
One : Oshii's Cinema
atize com ical confrontation s in the characteristic Urusei Yatsu ra vein or whether they depict gri sly on slaughts as they tend to do i n Innocence. I n all cases, the director typically resorts to the swish pan ( a . k . a . lash or zip pan, namely a very rapid horizontal move of the camera p roducing a blurring efect ) ; rack focusing ( a.k.a. selective focusing, namely a d i m m i ng of focal planes i n sequence that compels the spectator 's eyes to travel with the images which remain in sharp focus ) ; and sometimes reverse motion ( the photo graphing of images with the ilm reversed) for recapitulative purposes. I n such scenes, tension is built th rough subtly choreographed soft focus shots which serve to suspensefully eclipse everything except o n e desired plane of a shot - normally the plane where some climactic or dis turbing action will occur. Suspense is also conveyed through images wh ich suggest that something is going on in a portion of space which the audi ence cannot see at that point or, conversely, show the a udience a source of danger or cause of impending surprise of which the p ivotal character in the scene is not aware , thus emphasizing his or her vulnerability. Close-ups are used discriminately in order to draw the v iewer into the action and extreme close-ups, in particular, are extremely useful - mainly i n the handling of facial expressions- to convey through a succi nct and i n stantly recognizable pictorial code feelings of urgency, apprehension or solace . ( A close-up of Noa's face at a climactic j uncture in the irst Patla bor feature , for example, is capable of commun icating the situation's over all pathos more eloquen tly than an enti re action sequence conce ivably could. ) Concurrently, establishing shots help the viewer form an overall pic ture o f who is where ( and perhaps also why) i n a given scene , while cut aways are employed to isolate shots of small details, such as ornamental obj ects deining the style of a setting, or of movement focusing on an indi vidual part o f the body. These shots often succeed i n conveying m ore visual i n formation and emotional momentum than protracted stretches o f dia logue ever do. Oshii's cinematographical style also emphasizes Po V ( point-of-v iew) shots which show the audience what characters perceive from particular angles (both spatial and afective) and consisten tly motivates such shots by supplying some premonition of what it is- or m ight be - that is holding the characters' attention , drawing them into the action or repelling them from it. Often , several of the elements outlined above operate in mutually sus taining ways . For instance, the artist may present us with something which a character cannot immediately see and then use a Po V shot which shows how the character is reacting to what we have already been fam iliarized with . In such a case, the audience's and the character's perceptions are encour aged to follow parallel traj ectories - which may or m ay not , eventually, coa lesce - i nstead of being forced together by a dominant authorial hand .
4- Cinematography and Animation Techniques
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Oshii's approach to space ga ins much from the use o f i n trepid camera angles that depart from the customary tendency to make the camera's point of view level with the human eye and show an even horizon , and experi ments instead with disorienting and mystifyi ng perspectives . These are cre ated by recourse to extreme high-angle and low-a ngle shots that capture characters and settings from above or below respectively, i n p reference to visually and psychologically stabilizing eye- level shots; deep-focus shots that allow all the distance planes of a setting to remain in equally sharp focus, and accordi ngly unsettle the spectator by investing disparate l evels of real ity at once with perplexing cogency; oblique-angle (or tilt) shots, whereby the capture of a subj ect by a tilted camera will make the subj ect itself appear slanted across a diagonal plane when the ilm is p roj ected; wide-angle lenses that enable the camera to photograph a wider area than a normal lens would aford and hence convey the impression of an exaggerated perspective ; and zoom lenses that permit the transition from wide-angle shots to telephoto shots i n which the lens literally operates like a telescope, magnifyi ng the size of obj ects situated at a great distance from the foreground. Already evident i n embryonic form i n the vertiginous architectures p rofered by Dallos and A ngel's Egg and in the constellation of the oneiric ambience wherein Bea u tifu l Drea mer unfolds, the techniques described above gain i ncreasing p rom i n e nce i n the Pa tla bor m ovies, and come to literally domi nate the screen i n the Ghost in the Shell production s . The lat ter, moreover, m axim ize the overall sense of spatial dislocation by consis tently resorting to depth-of-ield efects, namely shifts o f focus between the foreground and background that serve to emphasize the features of diferent and often contrasti ng portions of a scene - e .g . , idyllic peacefulness and intim idating magniicence, allusions to the picturesque at its dreamiest and tamest and to the sublime at its most harrowingly awesome, baleful embod iments of a callous and exploitative technology and glimpses of a nurtur ing and regenerative Nature . Feelings of hesitation , apprehen sion , fear or grief are frequently commun icated by means of freeze-frame shots ( shots composed of a single frame repeated several times on the ilm strip to con vey the illusion of stillness ) , while disorientation is often marked by jump cuts, namely ab rupt transitions between shots . Throughout Oshi i's opus, changes i n the weather and other atmos pheric variations are efectively conveyed by animating the natural e nviron ment by recourse to techniques that vibrantly emphasize its vitality and dynam i s m , such as the wave and whip efects . These are based on two sets of drawings executed separately and then interleaved i n order to evoke wob bly, quivering or shaking patte rns of motion . Such p ictures may consist, for in stance, of a set of curves oriented from right to left interleaved with another set of c urves oriented from left to right . Alternatively, they m ay
32
Part One: Oshii's Cinema
consist of a set of drawi ngs simulating the lines traced by a whip as it i s raised a n d another simulating t h e l i n e s traced b y a w h i p as it descen d s . One of t h e m o s t in stantly recogn izable aspects of Oshi i's cinemato graphical style resides with his inclination to linger on appeal i ng images i n montages ( sequences of rapidly edited images) where no overtly signiicant event takes place . These images, which i nclude recurring shots of locks of birds and of basset hounds aki n to Oshii's own ( Gabriel) , are not intended to contribute dynam ically to a ilm's narrative but rather constitute under scoring pauses which allow the audience moments of relection i n stead of rushing them relentlessly from one action sequence to the next . Their visual function is to efect a deliberate suspension of the text's momentu m . Such sequences fully validate Roger Ebert's contention that one of the most spe cial formal features of anime consists of its employment of the graphic equivalent of the pillow words used i n Japanese poetry. As the critic explains, a pillow word "represents almost a musical beat between what went before and what comes after. " Its cinematic correlative is the "pillow shot" so typ ical of Japanese cinema - as borne out, for exam ple, by the i l m s o f Yasu j iro O z u . In Ebert's terms, this is a transitional, often quite unexceptional, image situated at the end of a "phase" before the n ext segment o f the action commences . I t thus functions as a kind of "punctuation ," as well as "a form of silence," which is fundamentally a way of sayi ng "let's not rush head long from each scene to the next scen e . " When implemented in the speciic context of animation , pillow shots invest this form with a sense of "thought fulness." Furthermore, insofar as the images on which they p ivot are fre quently " inconsequential" in plot terms, t h e fact that Japanese an i m ators should be "willing to go to the trouble" of drawi ng and an i m ating such moments with no less care than main sequences fully attests to their total dedication to their art ( Ebert) . No less conspicuous, where cinematography is conce rned, is O sh ii's use of action sequences i n the opening segments of his movies, o ften situ ated ahead of the opening credits . By and large, such sequences dramatize a past occurrence that will later be revealed to be axial to the ilm's narra tive present ( e . g . , Only You, Ghost in the Shell) , or else serve to introduce the v iewer to an imagi nary domain entirely o f the director's conception ( e . g . , A ngel's Egg, Stray Dog) . Oshii also handles with remarkable sensitivity the dialogical sequences of a fun damentally philosophical natu re , of which one encounters a veri tably cornucopian profusion throughout the director's career. Aware that their content and allusions are complex, multi-accentual and sometimes quite unpalatable, the director constellates the i l m ic narrative so as to e nsure that those speculative dialogues are followed by slow- paced and visually lyrical sequences that aford the spectator time to take i n their
4-Cinematography and Animation Techniques
33
import and ponder their implications . Kenj i Kawai's soundtracks contribute vitally to the overall efectiveness of these poetic passages through their con currently haunting and soothing melodie s . Moreover, the soundtracks are i ngeniously harmonized with other sound efects, with the result that the c u mulative aural e nsemble plays a p ivotal part i n i nvesting Oshii's movies with unmistakable cinematographical qualities . Simultaneously, acoustic efects are industriously correlated and j uxtaposed with dynamic and chro matic elements, both the music and cognate sounds b e i n g repeatedly deployed i n order to amplify the i nscrutable lure of natural and urban set tings alike . The animation is also characterized by a keen sensitivity to the impor tance of com b i n ing speciic types of action and movement with appropri ate chromatic palettes. Thus, a peaceful and reflective mood tends to be matched by a s uitably restrained, cool range of hues. By contrast, violent action sequences are customarily accompan ied by aggressively hot, b right colors . Interestingly, however, the contrast between the two types of action and corresponding moods is not abrupt but emerges gradually by means of gentle color gradations, light modulation s and subtle moments of transi tion . A n imals play a crucial part i n several of O s h i i's most m e morable sequences, and exhaustively attest to the director's devotion to the achieve ment of a seamless fusion of realism and fantasy. Moreover, Oshii's approach to the representation of animal motion fully conirms Richard Williams's p roposition that even though "cartoon animals" are essentially "designs, mental constructs," their efectiveness depends on the animator's com mit ment to the study of the "an imal i gure to understand its structure and movement" for the purpose not of "realism" as such but of "believability" ( Williams, p. 34). Oshii's animals work conv i ncingly precisely because o f his painstaking grasp o f kin esiology - t h e discipli n e devoted to the study of movement according to a body's i n dividuating structure - and deep awareness that ultimately no amount of CGI can replace the animator's hands . Thus, even as the mouse and m on itor come to play i ncreasingly piv otal roles, enabling the p roduction of photorealistic renders that are prac tically i n d i stinguishabl e from reality, paper and pencils rem a i n vitally i m porta n t . A nimal motion i n Oshii's i l m s bears witness to a rigorous un derstand ing of each body's structural pivots and resulting twists, turns, kinks and quirk s . Furthermore, meticulous attention i s paid to e ach a n i m al's speciicity - to the very factors that make it a dog, seagull or wolf, say, and cause its movements to be j ust as they are . F i nally, Oshii's a nimals potently remind u s that the term animation is etymologically rooted i n the Latin anima- "soul," "spirit" - and that the power to animate resides exactly with
34
Part One: Oshii's Cinema
the ability to instill a sense of aliveness into even the most obdurately i n a n imate entity. Another p ivotal aspect of Oshii's style of animation consists of his han dling of facial lexibility. The ilms earnestly demon strate how important it is, in the fram e-by-frame orchestration of a change of expression , to stag ger the modiications in stead of going from A to Z, as it were , in one sin gle transition . Facial an imation in Oshii's productions exempliies this tenet by concentrating on facial section s - eyes, nose , mouth, ears, hair - and creating frames with overlapping elements, securing that no stage o f the change is hurried or out of synch with the overall pattern of motion. Accord i ng to Williams, the overlap "gives us action within an action . . . movement within a movement" ( p . 2 22), relecting the natural mechan isms whereby " everyth ing does not happen at the same time" but some parts actually " 'drag' " in the wake of the "main action" (p. 226). I n this regard , it is most important to focus on the follow through, i . e . , the staggering of the termi nating portion of an action . Diferent parts of the face or body complete their parts of an action at diferent times and at diferent rate s : for exam ple, i n a walk, the hip tends to lead, followed by the leg and then by the foot. As the part of the action performed by the hip is completed, other parts lag behind and move further. To have all components come to a halt simul taneously would inevitably produce an implausible pattern of motion . Applying the pri nciple of segmented fragmentation , it is possible for the animator to have an action work its way down or up the face , as well as capitalize on ironic contrasts by having the two halves of the face appear to convey conlicting emotions . The efects achievable by this method are aes thetically more satisfying, as well as more convincing, than any obtainable by having a character switch i n the space of j u st two frames from a calm to an agitated state, say. For instance, to shift elegantly from a j oyful smile to a cheerless exp ression , the an imator may opt, in the transitional stages, for anything from surprise to false conidence , disappoi ntment to revulsion , or resignation to ire . At the same time, by accommodating the possibility of capturing antagonistic moods simultaneously, segmented fragmentation allows for the commun ication of a graphically wider and psychologically more complex range of emotion s . Preeminently useful, a s a means of evoking compelling emotions while also avoiding formulaic shifts from one expression to another, is the elon gated in-between- an in termediate drawing between two keyframes that deliberately distorts the character's face by lengthen i ng it unnaturally i n the traveling position , s o a s t o impart a smoother and more realistic pace to the motion . One of the forms of elongation which Oshii's a n i m ation employs most p roiciently is the zip turn, where the transitional draw i n g between t h e image of a head facing right an d that of t h e same head faci n g
4- Cinematography and Animation Techniques
35
left is a grotesquely distorted visage incorporating elements of both of those images as well as a frontal view of the face . Equally efective is the movies' use o f over-extension i n the anim ation of various parts of the body. This refers to a techn ique whe reby the drawing connecting two images o f a normal- sized hand or foot, for in stance, lengthens said hand or foot to an intentionally anomalous extent so as to make the movement appear more luid and, if appropriate to the sit uation , even solem n . T h e technique j ust mentioned u n derscores t h e i m portance o f the transitional fra me ( also k nown as passing position, middle position, in ter mediate position or breakdo wn drawing) between any two extremes and, speciically, its profo u n d impact on characters and actions alike . Eve n though, strictly speaking, this position rem ains unseen, a n y understand i ng o f the art of animation and ability to genuinely appreciate the v isible results of both facial and bodily motion will depend p recisely on the abil ity to recogn ize its value . Generally, the i nterest generated by a sequence increases i n p roportion to the intensity of the sense o f change efected by the transitional fram e . Segmen tation is also dexterously employed in t h e dramatization o f changes that e ngage n o t j ust t h e face b u t t h e entire body i n order to l imber up and add verve to a character's performance without, however, sacriicing the i gure's overall solidity and stability. Once agai n , Oshii's i l m s show how crucial it is, i n this respect, to decide carefully where to place the pass ing positions between keyframes, for it is in these l i m i nal places that a char acter's m ovement comes to life as individualized and unique, and it i s here that suppleness is i ntroduced without the character's gestural and physical consistency being comprom ised. To achieve this aim, the anim ation uses i n tantalizing ways what p ractitioners refer to as the breaking of joints n a mely, the deliberately exaggerated articulation o f elbows, shoulders, wrists, hips, knees and ankles in order to suggest a heightened impression of lexibility. This technique enables an imators to create supple and plas tic bodies by efecting curvilinear motion on the basis of i ncremental clock wise and anticlockwise rotation s of straight lines around a fulcrum ( e .g . , a character's elbow) , rather than through the use of arc s - which would i n ev itably end up conveying the impression that the character is not actu ally l issome but rubberized. Walks, m oreover, are used most efectively as a means of i nvesting the characters with unique personalities and to evoke particular emotions, states of mind and proclivities . A vital role, concurrently, is played by accen ts and takes. The term accent gen erally refers to the moment in a shot at which a character con veys an extreme emotion . This is not , ideally, a sudden and totally unex pected occurrence but is actually prepared for, and m ade part of a gradual - however brief- process. "A 'take , ' " as Williams explai ns, " is an antici-
36
Part One: Oshii's Cinema
pation of an accent which then settles" ( p . 285). For i n stance , it is possible to display the transition of a character's whole body from a feeling o f m ild surprise, through an anticipation suggesting bewildered disbelief, to an accent showing utter shock or alarm , which may then settle once the char acter has had a chance to take the scene in. The settling position is often a stationary and relatively relaxed version of the attitude displayed i n the anticipation, and i ndeed conveys in a composed fashion what the anticipa tion conveyed i n dynamic form . Takes are a truly i nvaluable way o f building up momentum , creating suspense and varying the rhythm of an action . The extent to which the man ipulation of takes, anticipations and accents yields efective outcomes will depend largely on the an imator's skill at delaying action s and intensi fying their "vitality" by i ncorporating an apposite number of passing posi tions between extremes without, however, "overan i m ati ng" for the sake of it (p. 2 92). Moreover, as borne out by the zip turn technique discussed ear lier, animators "shouldn't be afraid of distortion i n the interior o f an action. Our drawings or images may look strange , but we only really see the start and end position s . We feel the distortion within and that's what counts" ( p . 290). The evocation of credible movement requires great dexterity in the handling of a character's or obj ect's mass within an action . All m an n e r o f b o t h living and inanimate entities a r e likely to m isshape as they move e . g . by lattening if squashed or stretching if extended - and i n conveying these deformations it is vital to conserve the en tity's i n itial vol ume and resist the instinctive temptation to make it look smaller when squashed, say, or longer when stretched. The rendition of coherent and plausible motion i s further abetted by the deinition of arcs that clearly delineate the visual paths traced by an action over a number of frames, and by a lucid grasp o f tension, namely t h e cumulative momentum that controls the pace o f an action through principles of continuity or discon tin uity depending on the desired efect ( for example, smoothness as opposed to abruptness, a grace ful l o w a s opposed to a staccato cadence ) . The tec h n iques described above, which O s h i i's i l m s ubiquitously deploy i n order to evoke both facial and bodily flexibility by means of seg mentation , distortion , elongation , fragmentation and a daring handling o f mass, a r e instrumental to t h e infusion of a distinct personality i nto each o f his characters. T h i s is equally t r u e of relatively caricatural types s u c h as the monk Cherry i n the Urusei Yatsura fi lms and the parental igure i n Twi light Q2: Labyrinth Objects File 538, of the naturalistically rendered adults featuring in the Patlabor movies and in Jin-Roh, and of the palpably artiicial yet engrossingly sentient cyborgs of the Ghost in the Shell p roduction s . A t the same time, Oshii's works potently conirm the hypothesis - ce n -
4-Cinematography and Animation Techniques
37
tral to n umerous practitioners' take on their art - that the manipulation of time constitutes the truly p ivotal factor among the dein i ng traits of an i m ation . I n deed, it is at t h i s level of t h e creative process that one m ay fully capitalize on animat ion's irreverent disengagement from the laws o f not only gravity and inertia but also, ultimately, logic . Animators are under no obligation whatsoever to mimic normal time . For example, they m ay delib e rately accelerate the motion in order to evoke a frantic sense of activity or slow it down to convey feelings of dignity and ponderousness . I n the tim ing of action sequences, speciically, Oshii consisten tly evinces a tendency to avoid ordinary beats and experiment in stead with i ntentionally acce n tuated impressions of either celerity o r sluggishness. Additionally, the i l m s i n dustriously j uxtapose superdynamic scenes - breakneck r u n s , adrenaline pumping chases and explosive climaxes- and meditative moments, i nclud ing loft y panoramas o f drifting cloud banks and m aj estic water expanses. Some of the most memorable sequences, moreover, are quite dialogu e - free, thus faithfully embodying anime's emphatically un-Western tendency to accord silence a vital role and hence i ncorporate n u merous scenes that con tain no human voices whatsoever. O n the technical plane, an i ncreasingly important component of Oshii's c i n e m atic u n iverse resides in the deployment o f n umerous computer centered tools and methodologies, including digital composition and lay ering, 3D rendering, morphing, particles systems, texture mapping, digital painting, ray tracing and computer-generated atmospheric efects . How ever, they are unlinchingly com m itted to the j udicious integration o f tra ditional animation and CGI, demonstrating that Japanese animation still regards pens and pai ntbrushes as pivotal tools of the trade . The technowiz ards beh i n d the digital m arvels of Oshii's ilms are Production LG, the stu dio founded in 1 9 8 7 by Mitsuhisa Ish ikawa and Takayuki G o t o h and situated i n the Kokubunj i district of Tokyo that achieved international recogn ition i n the wake of Oshii's Ghost in the Shell. Over the past ifteen years, the company has created a number of acclaimed feature ilms, TV series, OVAs and videogames, i ncluding - beside several o f the i l m s here examined - the movies Neon Genesis Evangelion: Death and Rebirth and The End of Evangelion ( dir. Hideaki Anno, 1997 ) , as well as Sakura Wars: The Movie (dir. Mitsuru Hongo, 200 1 ) and the animated segments of Kill B ill, Vol. 1 (dir. Quentin Tarantino, 2003) . Ultimately, Oshii's works eloquently p roclaim that although the an i m ation p rocess i nvolves highly demanding a n d labor- intensive schedules (as evinced by several documentaries covering the making o f O s h i i 's movies ) , the rewards it yields are considerable . As Jenny Roche points out , "the visual challenges of animation are immense," yet the freedoms it afords are potentially lim itless for "there is no set which is too expensive or exotic;
38
Part One : Oshii's Ci nema
there is no stunt which is too diicult . . . the scientiic l aws o f physics, biol ogy and chemistry are no restriction either" ( Roche, pp . 13 7-8 ) . The j oy of animation lies precisely in its louting of the conventions and expectations of m i metic art . Ani mation is famously d ivorced from the aesthetic and ideological demands of m i metic realism . Indeed, it has a unique adeptness at creating its own worlds i n stead of passively recording existing ones . Moreover, it often accomplishes this tantalizing task by recourse to strategies that enable characters to emote much more expansively than is commonly the case with live - action cinema. In O shii's domain, this is most true of an imals, inso far as these creatures are i nvested with a much greater - and ultimately even more convincing - acting potential than real ones ever could b e . Ani mation , therefore, could be said to shun the restraints of realism as a rep resentational agenda not in order to escape reality but rather to supply a metadiscourse, a series of critical relections upon realism and reality alike . As Paul Wells points out, i n this respect, " [ a l n i m ation . . . prioritizes its capacity to resist ' realism' as a mode of representation and uses its various techniques to create n umerous styles which are fundamentally about ' real ism' " (Wells, p. 25; emphasis added ) . This salient feature o f the medium o f animation deserves special atten tion i n the present context since both an ime generally a n d Oshii's cinema speciically tend to take the suspension of realism - at least i n the sense accorded to this term within Western culture s - to arguably unparalleled and undeniably compelling extremes. Oshii's ilms emphatically remind us that neither images nor propositions nor thoughts represent reality i n t r i n sically: as Ludwig Wittgenstein once remarked, a picture of a man walking uphill could also be a picture of a man sliding backwards down h i l l ( Wittgen stein ) . Nothing inherent i n t h e picture p e r s e makes either read ing more valid than the other. Hence, a representation is only capable of representing to the extent that it is available for i nterpretation , and can ulti mately be said to depict absolutely anything which it has the power to evoke or even merely i ntimate - that is to say, it carries an i n dein ite repertoire o f potential represen tational message s . The concept o f repre s e n tation , moreover, is i n extricably i ntertwi ned with that of repetition insofar as both verbal and non -verbal signs are representations which only m anage to gar ner certain mean ings insofar as they m ay be recursively deployed, literally re- presented. These ideas have been i ncreasingly advocated , i n rece n t years, by n umerous v isual artists and iction writers, historians and geographers, l i n guists a n d anthropologists, sociologists and psychologists, ilmm akers a n d designers, eager to emphasize the ubiquitous feelings of uncertai nty a n d unease that promiscuously consort with our perception o f things and, con-
4-Cinematography and Animation Techniques
39
comitantly, with our orchestration of what we perceive i n the guise of v isual or verbal texts. With i n this world view, so-called reality cannot be repre sented accurately and n eutrally for the reason that it is not a fact but rather an efect of how it is experienced from disparate perspective s . The real as s uch i s arguably unattai nable beyond the mediating agency of texts, images and stories and these, i n turn , never mirror reality tran sparently and obj ec tively but actually represent it according to the codes and conventions of particular culture s . By and large, these principles are so deeply embedded in a society's fabric that their con structed and fundamentally arbitrary sta tus is no longer recognized, and they are therefore adopted as though they were natural tools rather than the products of context-bound ideological deliberations . The representations conceived through the deployment o f those codes and conventions are accordingly naturalized as their statu s as constructs is squarely efaced. I n the vast majority of Western cultures, the process of naturalization has been assiduously sustained by the logic of real i s m as the dominant philosophy of representation . Indeed, realist techn iques ensconce the p rocess of construction of an image or text so as to lure us i nto u n p rob lematically accepting that representation s simply relect the world, that they p rovide a keyhole view on a solid and consistent reality shared and recog n ized by each si ngle member of the same culture . Represen tations thus serve to bolster the distinctive ideologies concocted by that culture i n order to assert its legitimacy and regiment its subj ects in the name of ideological stability. The cardinal message conveyed by the realist ethos is that reality is immutable , for negating the notion that something has been m ade i n the irst place amounts to denying that it could ever be unmade . Norman Bryson terms this stance the "natural attitude": a suppression of " history," of the possibility of change , and of the speciic cultural milieus with i n which rep resentations are created and consumed which can only be challenged once "the real" i s "understood not as a tran scendent and im mutable give n , but as a p roduction brought about by human activity working with i n speciic cultural constraints" ( B ryson , p . 5). Simultaneously, it i s necessary to ques tion the assumption that "visual experience" is "universal and transhistor ical" ( p . 10) , for the ways i n which we receive and perceive representations are no less historically contingent than the representation s them selve s . A recognition of the im manently cultural and social character of all represen tations, therefore, also implies a n acknowledgment o f the viewing subject's own cultural situation . The positions outlined above hopefully demonstrate the validity of the postulate that realism is not an innocent representational mode but an ide ologically determ i ned and culture-bound phenomenon . When applied
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Part One: Oshii's Cinema
speciically to the sphere of animation , this contention is conirmed by the fact that this art form is not intrinsically espoused to the realist eth o s . In fact , realism came to be regarded as animation's primary aim i n a very speciic time and place, and for particular cultural reasons - namely, as a consequence of Disney's endeavor, from the 1930s onwards, to attract large audiences to animated movies by competing directly with live- action cin ema. To achieve this aim, Disney Stud ios sought to emulate as faithfully as possible the three-dimensional solidity i nstinctively associated b y specta tors with live-action productions, striving to choreograph deep - focus efects i n the rendition o f space, to pai nt backgrounds that would resemble ilm mattes ( i n contrast with the panel-like look of comic strips) and to exhibit the characters' exposure to the impact of gravity with often spectacular results . ( This approach was i n sharp contrast with the New York Style dom i nant in the 1920s, epitomized by Otto Messmer's Felix the Ca t. ) Holly wood's idolization o f realism does not , however, m ake it a u n iversally treasured goal : as observed earlier, it is by no means as p ivotal to Japanese aesthetics as it is to the West , and Oshii's cinema fully exempliies this cul turally i n dividuating factor. F i nally, all the technical and stylistic components discussed in the pre ceding paragraphs are in strumental to the overarching imperative of the mise-en-scene, namely, the means by which the director communicates his vision through performance , lighting, setting, costume and camera place m e n t ; the m ise-en-cadre, namely, the organization o f various elements within any one frame; and, more generally, what David Bordwell terms the staging: that is to say, "a perspectival proj ection of space" through which the director "can guide our attention across a complex visual ield, play hide-and- seek with our expectations, summon up expressive qualities like delicacy or dynamism , and participate i n a broader narrative patterning" ( Bordwell, p . 16 ) . Throughout Oshii's output , the director's staging strate gies evince a marked predilection for temporal disten sion, structural rep etition , long takes, the subtle alternation of harmony and disson ance , and sustained tracking shots and cut-ins that enable him to orchestrate unique poetic patterns of visuality by means of spatial , compositional and chro matic rhymes and rhythms of arresti ng vigor.
Part Two
OSHII AND THE CARNIVALESQUE W hat is suspended [ in carnival ) irst of all is hierarchical struc ture and all the forms of terror, reverence, piety, and etiquette connected with it . . . . During that moment the normal constraints and conventions of the every day world are thrown of . . . com moner and aristocrat rub shoulders in the marketplace and all social distinctions are erased . . . . The fool reigns . . . . Essentially, the canivalesque . . . aims at social change by uncovering the truth about the emperor's new clothes: the diference between king and peasant is arbitrary, relative, and merely an accepted convention. But, of course, in reality, such conventions of diference are enforced with a variety of powerful means, from public opinion to actual weapons, which often make the egali tarian urge at the core of the carnival nothing more than an idle day dream. Nevertheless every representation produced by the carnival spirit shows traces of the utopian ideal of a democratic society that lies at the heart of the urge to ridicule authority, even when literally no chance of unseating such authority exists. - Torn Sobshack . . . false beliefs and superstitions are rejected by the critical side of the SF [ science iction ] intellect, but on the other side SF writ ers and fans are attracted to magic because it presupposes as y et unknown and unpredictable changes in our reality system. - Casey Fredericks, p. 153
5
Concepts of the Carnival The term carnival gen erally designates a topsy-turvy world where i n everyday rules and norms are more o r l e s s flamboyantly transgressed, yet the notion of order is not entirely obliterated i n sofar as the tran sgression is itself calendarized an d hence societally sanctioned. The world of Urusei Yatsura may be described as carn ivalesque on two counts: as a literal drama tization of varyingly extravagant festivals, parties and revelries, and as a metaphorical relection upon the elusiveness of the boundaries separating the real from the dream , respon sibility from escap ism, duty from i n dul gence in the Pleasure Pri ncipl e . Oshii's constellation of the carnivalesque echoes Mikhail Bakhtin's the ories o n t h e subject as advocated in Rabelais and His World a n d Problems of Dostoevsky's Poetics. For Bakht i n , the carnival is not j ust an event withi n the domain of fol klore b u t actually a n elaborate textual formation whose language and rhetoric are informed by the interrelated discourses of cor poreality, the burl esque and collective sentiment. Thus, the carn i valesque does not merely m an ifest itself at the level of ritual spectacles such as pag eants, masquerades, fairground curiosities and street theatre but also at the level of disparate li nguistic constructs - for i nstance, humorous verbal com positions such as satires, parodies and pastiches, popular oaths, curses, proverbs and blazon s - and, by extension , the witty repertoires and word games to be habitually found in both stage-based and screen-based comedic forms . Concurrently, the carnivalesque erodes conventional hierarchies and attendants notion s of propriety by encouraging in teraction s among people who would normally operate i n quite distinct sectors of society. This break down of etiquette is paralleled by flamboyant m isalliances that aford scope for the coalescence of the sublime and the ridiculous, the sacred and the profane, the lofty and the humble, the wise and the droll . These suspensions of honored behavioral codes no doubt constitute something of a debasement of a culture's dom i nant values, yet it must be stressed that they occur at agreed times and i n agreed locations and do not , therefore , belong i n the league of anarchically random perversions of the norm . I n other words, they represent ritualized forms of participation i n 43
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Part Two : O s h i i and the Canivalesque
disruptive acts which may ultimately contribute to the legitimation a n d consolidation of t h e status quo. It is by allowi ng tem porary suspension s o f order that the system most efectively asserts its stability, permanence and i nvul nerability to tran sgressive forces. Moreover, whenever the value of an exalted object or concept is debunked within the logic o f a plan ned event, one is concomitantly rem i n ded of its privileged status by its ab ility not merely to tolerate profanation but also to survive it unscathed . At the same time, the carn ival serves to bolster an overarchi ng sense of con t i n uity, eve n as it appears to foster discontinuity, by evoking the e n duri ng rhy t h m s o f existence: primarily, the recurrence of life-and-death cycles, t h e alterna tion of the seasons and even the human body's recurrent functions, down to their most b latantly scatological . Ambivalence is p ivotal to the carnival: what is permitted i nside its boundaries is licensed only i n sofar as it is couched in ludic term s . Never theless, there is something i ndubitably refreshing about the carn i val , and this resides, ultimately, with its status as a discursive challenge to ideolo gies that thrive on the valorization of sealed systems of belief and conclu sive outcomes. By contrast , the carnival celebrates becom i n g , renewal and ongo i n g metamorphosis, thereby shun n i ng any crystallized notion of in itude or i m mutability. Grotesque im agery consistently re i n forces this d i sruptive thrust by mocking the authority of balanc e d , polished a n d rational form s of expression a n d performance through t h e foregrounding of visual signiiers of both p hysical and psychological dislocation . I n assessing Oshii's articulation of these ideas i n the Urusei Yatsura univers e , it is noteworthy that emphasis is persistently placed on the notion of the carn ivalesque as a complex textual con struct - not simply a m atter of festivities and parties, even though these play an u n doubtedly axial and highly entertai n i ng dramatic role . Especially memorabl e , i n this context , are the sumptuous (and repeatedly aborted) nuptials depicted i n Only You; the ann ual school festival, the ireworks parties a n d ritual s u m m e rtime eve n ts p i votal to Beautiful Dreamer's plot; a n d the m aje stically staged hanami (blossom - viewing party), costumed pageant, and ceremonial jour n ey to the underworld presented in Lum the Forever. This i s fully born e out , as argued i n depth in a subsequent sectio n , by the structural sophis tication and gamesome ha ndling of multiple twists and turn s evinced by Beautiful Dreamer's prismatic plot. The post-Oshii feature Lum the For ever will embrace this stylistic approach and deliver a no less u nsettli n g storyl i n e . B y contrast , and i n consonance with i t s generally l e s s seasoned outlook, Only You gives precedence to the content leve l of carn ivalesque occurrences over the form al subversion of diegetic logic . This i s fully evinced by its keenn ess on comedically exaggerated ceremon ial spectacle s . I n all three ilm s , signiicantly, conventional hi erarc h i e s are lagrantly
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louted as unorthodox collusions of the grand and the b izarre come i nto play. The concept of order is not totally suspended, insofar as both the visual and the discursive forays into the carnivalesque ofered by the Urusei Yat sura i l m s are somewhat sanctioned by the particular societal context i n w h i c h they take plac e , a n d t h e characters, accordingly, are ongo i n gly restrained by speciic codes of conduct . Thus, eve n when logic appears to have forsaken their worlds altogether - most portentously i n Beautifu l Dreamer- they react t o their predicaments b y assuming subject positions that are ultimately congruous with their basic roles withi n the Urusei Yat sura realm . Furthermore , the disruptions they experience are eve ntually contained by their location with i n an i n telligible , though possibly per verted, structure of meani ng: a lie in Only You, a nightmare i n Beautiful Dreamer, a myth in Lum the Forever. However, the carnival's invigorating displacement of rigid ideologies is ultimately kept alive by the i l m s' vary ingly radical erosions of traditional reality markers, and related i naugura tion of scenarios of potentially unlim ited change which no recuperative gesture may reliably contro l . As a result, audiences are i nvited to ponder the afective implications of any tem porary suspen sion of the real - both within and outside the auditorium - and the potentially energizing im port of their own exposure to imaginary obfuscations of the empirically veriiable of precisely the kind to be consistently encountered i n O shii's cinema in its entirety.
+++ From a sociological point of view, the carnival could be seen as a pred ecessor of the modern holiday culture , even though the unbridled explo sions i n which folk h umor was capable of indulging from Roman times through the Middle Ages to the Renaissance were doubtlessly well i n excess of today's average manifestations of calendarized fun . I n deed, nowadays t he carn ivalesque spirit appears to have been watered down and rendered vir tually anodyn e by its chem ical dispersion through the entire cocktail that constitutes, c umulatively, the so-called experiential or adventure society. Following the sociologist Gerhard Schulze , Regina D ahmen - I ngenhoven has described this t ype of societal organization as a structure "subj ect to a kind of experiential imperative . To be deemed contemporary, you must experience something. Those who do not experience anything have only themselves to blame . " The willingness and ability t o experience are hence considered absolutely vital attributes in contemporary postindustrial c ultures, and the failure to
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Part Two : Oshii and the Canivalesque
do so is automatically stigmatized as a severely disabling defect . It is there fore important, in the logic of Dahmen-Ingenhoven's argument, to i nvest buildi ngs with an e m i nently i nteractive character. While this feature of today's architecture is especially salient i n the context of ediices designed for the purposes of leisure ( e .g . , theme parks, amusement parks, sports cen ters, restaurants) , it is becoming increasingly evident i n quite diferent types of buildings, too: for exam ple, museums, banks, shopping m alls and air port lounges. The common obj ective of all these various architectural for mations is to stimulate their users and visitors, create a stirring atmosphere , a n d thus elicit a s e n s e of adventure - in other words, to animate the m . The formal language and expressive registers of com ics and animation is accord i ngly applied to the articulation of contemporary architectural registers . Ani m ation , i n this context , refers to an extra dimension , an element of excess over normal discourse, and is hence considered an ideal tool i n the capture and fuelling of he ightened emotive re sponses: "[a]n i mation has i n iltrated everyday life and has left its mark on architecture in a manner that is no longer marginal . . . . Today, everythi ng and everyone i s exposed to animation and there is no escape: a bank is no longer a bank but an expe riential inance department store . The same is true of train stations and air ports, which have long since ceased to be m e re sites o f travel" ( Dahmen - I ngenhoven , p . 12). The prototype of the kind of animated space theorized by Dahmen I ngen hoven is, without a shadow of doubt , Disneyland . Walt Disney u nder stood from the early plan ning stages of his sem inal p roj ect that to s u m m on up an authentically adventure-driven atmosphere , he must rely on people that were fully conversant with the theoretical pri nciples and pictorial dis course of an imation: "[Y]ou know," he once said, "the only way I 've fou n d to m ake these places i s with an imators - you can't s e e m to do it with accountants and bookkeepers" ( quoted in Dahm e n - I ngenhoven , p . 90) . Dahme n - I ngenhoven's hypotheses are particularly relevant to the con text of this discussion as a felicitous marriage of the logic of the carn ival and the art of animation . Speciically, O shii's representations of festivities, ritual ceremonies and the spaces where i n these u n fold could b e said to incarnate those propositions by simultaneously dramatizing the carniva lesque spirit on the thematic level, and experimenting with the language of anime on the techn ical level . ' In constellating his carn ivalesque locations, Oshi i congenially turns the technical ingredients of animation into reality, deploying most forcibly those animational techn iques ( here described i n the i ntroductory chapter) that thrive o n exaggeration , d istortion , disorien tation, over- exten sion and even grotesque deformation . In both Only You and Beautiful Dreamer, these traits are most evident in scenes that depict disconcerting transitions from fam i liar pockets of quotidian life to the
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futuristic cityscapes of distant galaxies, and from a relatively well-groomed sub urban architectu re to dystopian scenarios of chaos and decay. T hus, t he Urusei Yatsura production s encapsulate the procl ivity to i nvest buildings with carnivalesque energy but not exactly in the v e i n the orized by Dahmen - Inge n hove n . While the spaces described by the critic domesticate the notion of entertainment by contain i ng it withi n seemi ngly carefree but also thoroughly regimented structures, the Urusei Yatsura sto ries take quite a diferent course of action . Locations such as the playground in Only You, the everyday streets and ediices in Beautiful Dreamer, or the shopp i ng mall in Lum the Forever are carn ivalesque by v i rtue not of the ir p roclivity to package "adventure" for uncritical consumption by t heir users but rather of their lair for transmuting fam iliar urban settings into deeply un settl ing social m ilieus . Moreover, the seemi ngly most solid and stable architectural structure s - such as the Tomobiki H igh School in Beautiful Dreamer and Mendou's fam ily mansion in Lum the Forever- are prey to profoun dly displacing metamorphoses whereby both depth and height tend to disintegrate into a vertigi nous proliferation of i n tricate mazes, fathom less shafts and optical tricks . After a panoramic survey of Urusei Yatsura's origi n s i n the c ulture of m anga and its in itial life as a TV series, the sections that follow examine O shii's Only You and Beautiful Dreamer with refere nce to the articulation of the carn i valesque in concurrently spatia-temporal and p sychological term s .
6
Urusei Yatsura:
The TV Series Urusei Yatsura' began life as a manga by Rumiko Takahashi.2 Urusei Yat sura was Takahashi's irst series and in many ways set in place graphic and narrative elements destined to become central to her stylistic cachet - prin cipally, the collusion of romance , comedy and detailed characterization meth ods. Maki ng its debut i n 1978, the manga i n stantly asserted itself as a sensational success, earning its creator the prestigious publisher Shogakukan's Best New Artist Award. While Takahashi, as yet somewhat i nexperienced at the mere age of twenty-one, could only manage sporadic production in her salad days, by 1980, Urusei Yatsura had become a serialized weekly comic in Shounen Sunday- a weekly comic anthology of phonebook p roportions issued by Shogakukan that is unequivocally considered one of the giants in manga publishing. It there reigned unchallenged until 1987, when Takahash i decided to draw the series to an end. Shounen Sunday featured ifteen-page Urusei Yatsura episodes drawn almost exclusively in black and white, as is customarily the case with manga, but occasionally contained a few i ntroduc tory pages in color designed to lure the reader i nto the low of the narrative . Like other very successful se ries, the Urusei Yatsura comic was also released i n the form of tankoban ( graphic novels) including clusters o f sequential chapters from t h e weekly serialization . A novel-size paperback, the tankoban would compile eleven weekly i n stallments into a si ngle vol ume . By the end of the series, Urusei Yatsura had been collected i nto thirty four volumes, amounting to about si x thousand pages of strips. In the early 1990s, to mark the m anga's tenth anniversary, the tankoban was superseded by the wideban ( wide edition ) format , consisting of volumes that contained twen ty- ive i n stallments each, eventually leading to a total of ifteen vol umes. About ten years later, the enduring popularity of the series led to the publication of Takahashi's stories i n the bunkoban ( pocket edition ) format . To satisfy the requirements of the more casual ranks of m anga readers, the episodes were also made available as cheap My First Big editions for sal e in general bookstores. 48
6- Urusei Yatsura
49
Urusei Yatsura was published i n North America by Viz - a subsidiary of Shogakukan - from 1989 i n the guise of monthly releases in translation , with each issue incorporating two stories. After a hiatus of a few years, Uru sei Yatsura was later serialized i n Viz's Animerica magazine under the title of The Return of Lum up until 1998. Urusei Yatsura has also been translated into Italian , Spanish and Cantonese . Its fan base has been persistently strong worldwide and the range of ancillary merchandise wh ich it has spawned con stitutes a paradigmatic example of contemporary media synergy across the globe . ( This point will be returned to in the assessment of Urusei Yatsura's e volution beyond Osh ii's i nvolvement in the franchise in the context of Chapter 9. ) This b rief survey of the manga's publishing h istory explicitly demon strates Urusei Yatsura's enduring popularity, and it would i n deed be fair to state that the series is one of the most passionately cherished anime cre ations of all times, and not exclusively on home turf. This is p rimarily a result of Takahashi's unique style as an inspired fusion of the mellow and the vigorous and, relatedly, of her ability to capitalize on graphic m i n imal ism yet also to deliver h ighly detailed and m i metically acc u rate designs ranging from cartoon ish exaggeration to pictorial realism . Animationally, Urusei Yatsura came into being as a TV series devel oped by Kitty A n im ation , based on Takahashi 's exceptionally popular m anga. The se ries debuted on 14 October 1981 and instantly became a record-breaking success held by many to have altered the very face of anime. I ndeed, i n acknowledging Urusei Yatsura's popularity, it is also i m portant to pay homage to its originality. As Makosuke ( Marc Marshall) has pointed out, [mlany of its plot devices (gender bending, multiple girls after the same worth less guy, weirdoes from outer space ... ) have become anime staples, but you might remind yourself as you're watching it that in many cases they're classic because of Urusei Yatsura. It's the originator of so many anime cliches that I have to won der what anime today would've looked like without it for inspiration. That alone makes it a seminal work the likes of which few things outside of Tezuka's little robot can boast of [Makosuke}.
Urusei Yatsura is certainly one of the most irreveren tly carn ivalesque and exuberantly b izarre animated realms ever ideated either with i n or outside Japan . While e mployi ng an adventurously barmy and even ribald tone, gen erous doses of slapstick, whimsically edgy comedy and overtly l udicrous situations, it is also capable of yielding lovable and psychologically credi ble characters- in spite of their physiognomic preposterousness and warped identities- and a pervasive sense of dramatic empathy, rendered by recourse to a subtle oscillation between unblem ished radiance and dusky chagri n i n the depiction o f the p rotagonists' facial expressions and body language alike .
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Furthermore, the series derives considerable verve and wit from its auda cious proclivity to parody all manner of established gen res and cinemato graphical conventions, as well as countless aspects of ancient mythology and contemporary pop culture alike . The contributions to the show made speciically by Osh i i and by the talented Studio Pierrot team played a vital part i n helping Urusei Yatsura transcend the farcical style adopted by the parent manga and become a u n ique world i n its own righ t . To begin with, each show comp rised two 12- m i n ute episodes aired back to back, which imparted a somewhat fran tic rhythm to the viewing experience as a whole . The format was soon modiied to one si ngle half- hour episode , which e nabled the creators to concentrate to a greater degree on plot development and imbue the action with a more varied and dramatic mood . Greater p rominence was concom i tan tly accorded to originally peripheral characters. The e a r l y episodes evi nced a deliberately childlike style , marked by bright colors, cute char acters, bouncy tunes and altogether simple animation . Yet, they contained sophisticated humor and elaborate scripts, and were therefore able to appeal extensively to both kids and grown - ups. O sh i i aimed at e nhancing this se rious- or at l east se m i - serious dimension of the show and hence at developing a more m ature anim ation styl e . In the process, graphic and thematic elements destined to become key parts of the director's unique signature over the following two decades began to emerge . While Oshii may have overstepped the lim its of what could be considered them atically and conceptually acceptabl e as an adap tation of a fun damentally comedic universe , the endeavor to polish up Uru sei Yatsura continued beyond the director's involvement with the venture, and his legacy can i n deed be detected i n subsequent p roductions, m o st notably the feature ilm Lum the Forever (dir. Kazuo Yam azaki , 1986) . In the TV series, the story arc as a whole deals with the adventures of a group of teenagers based i n Tomobiki-cho (Tomobiki Town ) , a ictional district i n the Nerima ward of Tokyo, alternately depicted as a sem i realis tic urbanscape and a p reposterously surreal habitat . The town is named after Tomobiki, a day i n the complex l unar calendar used i n Japan until the n i n eteenth century the literal meaning of which m ay be translated as "tak ing along friends. " People are discouraged from holding fun e ral services on this particular day i n the belief that the concept of "taki ng along friends" will cause another such ceremony to be necessary in the very near future . This superstition is relevant to the world of Urusei Yatsura i n sofar as no peculiar or menacing event that takes place i n Tomobiki-cho is e ver an iso lated incident, a n d whenever a character is caught up i n some m ishap, m an y m ore m e mbers of t h e cast are inexorably swept along i n i t s wake . In artic ulating this idea, the series also harks back to the principle of i ntercon nect-
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edness, pivotal to both Buddhism and Shinto, according t o which n o nat ural ( or i n deed supernatural ) occurrence can ultimately be extricated from a far-reaching web of seemi ngly discrete phenomena. The story's prem ise is laid out i n the irst episode , where a young m an, named Ataru Moroboshi - who is famed for his unquenchable lecherous n ess and preposterously bad luck3 - is charged with the task of saving the Earth by competing i n a game of tag with the alien beauty Lum , a princess of the Oni endowed with supernatural powers, tiger-skin underwear, horns and a capricious temper that frequently results i n the emission of m ighty electrical waves. Ataru may only beat Lu m by touc h i n g her horns- an ostensibly unattainable goal which he eventually achieves by causing the p ri ncess's bikini top to drop through a dirty trick , and t h us leaving her momentarily exposed and vulnerable . Although Ataru's accomplishment removes the danger loom i ng over the Earth, it does not put an end to the hapless character's personal ordeals. Indeed, he has gained the motivation to take the game seriously after a se ries of spectacular defeats only because h i s longsufe r i ng girlfr i e n d Shinobu has p rom ised she will marry him if he wins. But whe n , hav i ng vanquished Lum , Ataru p roudly declares, " Now I can get m a r r i e d , " a momentous interplanetary m isunderstanding ensues: the Oni princess takes his words as a p roposal addressed to her very self. Despite his eagerness, at irst , to cop a feel of an extraterrestrial bimbo, the ickle Ataru has by now lost all i n terest i n Lum , even though she is madly, inexplicably and irrev ocably besotted with her human " Darli ng . " Ataru's recalcitrance springs simply from the fact that accepti ng Lum as his future bride would unde sirably curtail his amorous exploits. However, as an interim arrangement, Lum goes to live with Ataru and his parents, attends his high - school l es sons, e n dlessly plans their wedding, and punishes him by means of electric shocks whenever h i s lascivious nature comes to her attention . Such hap penings by no means exhaust the spectrum of the ill-fated boy's m isadven tures, for h e i s also a t the receiving e n d o f h i s human sweetheart's ire due to his i nordinate h ormonal drives, resented by schoo l - m ates who fancy Lum for themselves, and is shunned by his parents. Thus, am id the farce , o n e can c learly sense a potentially serious undercurrent c ursing through Takahashi's story right from the start of the series. After the TV series had ended, 11 O rigi nal Video A n i m ations were m ade . The irst of these was arguably the only noteworthy contribution to the Urusei Yatsura un iverse . Titled "Inaba the Dream Maker," the irst OVA delivers a delectably moving tale in which Lum , Shinobu and Ataru catch glimpses of their plausible destin ies, and the i n triguing character o f Inaba is introduced as a potential rom antic interest for Shinobu . The remai n i ng productions are essentially the equivalent of additional TV episodes and
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Part Two : O s h i i and the Canivalesque
though they are unden iably entertai ning, they do not quite live up to the standards set by irst one . B eside Lum , Ataru and Shi nobu, Urusei Yatsura contains a vast and varied gallery of supporting characters, the dizzying diversity of wh ich is hardly atte n uated by the one crucial factor they all share - n a m e ly, a flamboyantly carnivalesque weirdness. At the same time, however, the char acters are rendered markedly convi ncing by their multi - facetedness and resolute avoidance of any clear-cut segregation of heroes and villai n s. All cast members ultimately harbor contrasting dispositions- and therefore behave with realistic i nconsistency - as they forge on amid spiraling con licts, grudges, animosities and misunderstandings. One of the most refresh ing aspects of Urusei Yatsura's main players is their i ngrained childlikeness, a trait that makes them unrelenti ngly i nquisitive , passionate and, by and large , guileless. Takahashi treasures the concept of i nnocence throughout her oeuvre and i n deed uses the image of a baby chick as a visual refrain to symbolize that state . Interestingly, her own given name encapsulates the idea of an everlasting childhood si nce it consists of the kanji Ru ( to stay) , Mi ( beautiful) and Ko (child) . The series steadfastly celebrates the undimming hopeful ness of a more lively and less callous world, yet often hints at the perils in herent i n its characte rs' reluctance to grow up, portrayi ng this as potentially synony mous with i m m aturity and irresponsibility. In so doing, it captures the duplicity inherent i n the carn ival itself: indeed, like the latter, it rejo ices in the suspension of the Reality Pri nciple but si multaneously rem i n ds us that the assumption of codiied adult mentalities and related subj ect positions is inally an i nescapable fat e . Makosuke's comments o n the series' characters a r e especially useful i n highlighting o n e further facet o f the Urusei Yatsura world to which t he sto ries owe much of their uniqueness: After 30 or 40 episodes ... the series gets into its groove, taking on an everyday air that other anime rarely has the length and depth to make work as efectively. The small group of high school friends are involved in suiciently wacky escapades, but they really do feel like a group of friends despite their bizarre backgrounds .... Of particular visual note is the everydayness of Lum; although she can and almost always does fly or hover around, it's portrayed in a natural seeming way that makes it feel sort of normal. Lum also makes for a bit of an ongoing fashion show, with all manner of interesting outits appropriate to the setting. When you put the two together, you pretty much get what makes the whole series so much fun: a green-haired girl with horns, dressed in hiking gear or a school uniform, hovering around her boyfriend ... and it just seems entirely natural [Makosukel.
The sense of naturalness exuded by the character of Lu m sp rings largely from the fact that in spite of her preternatural powers and possession of
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advanced technological wonders such as time-traveling m achines, sh r i n k ing beams, cloning guns and contraptions capable of prov iding portals to alternat ive dimensions, she is paradoxically humanized, rather than dehu manized, b y her otherness. Indeed, her not-at-homeness on Earth i s recur rently alluded to, even as she appears to it in smoothly with Tomobiki-cho's quotidian merry-go - round, by her naive responses to the host planet's c us toms, mores and, above all , language . Not only do Lum's speech patter n s abide b y t h e grammatical a n d syntactical rules of an outlandish dialect , she is also frequently perplexed by her friends' use of words, with frequently momentous repercussions (as in the case of the aforem e n t i o n e d i rst episode ) . This aspect of Urusei Yatsura's un iverse would see m to corrobo rate the p roposition that subj ectivity is molded primarily by language and by the structures of thought and behavior to which verbal signs arbitrarily assign mean i n g . Ironically, and i n full consonance with Takahash i 's subtle humor, Lum's diction also evinces the traits of an actual and contem porary discursive trend : namely, the employment of a sacchari n e mode of deliv ery norm ally associated with real Japanese girls struggling to sou n d cute . It should also be noted that the identities of several of the Urusei Yat sura characters are consistently deined with reference to aspects of Japa n ese tradition , mythology, religion and lore . Th us, though sen si t ively normalized and hence rende red appealing to today's audiences, they nonetheless strike their roots in time-honored legends. This strategy bears witness to what could be regarded as a cardinal feature of Japan's prismatic culture, whereby the incorporation of global trends and the country's atten dant modernization have n ever quite erased the ancestral vestiges of nar rativity's imbrication with the past - with an inveterate and even nostalgic fasci nation with the " Once- Upon-a-Time" (Mukashi Mukashi) attitude to storytelling. Parodic refe rences to religion abound, mainly by virtue of the creepy Buddhist monk Sakuranbo ( obsessed with being addressed as " Cherry" ) and his penchant for portentous p redictions and dark omens. A m ore pos itive character also associated with religion is the highly talented Shi nto priestess Sakura, Cherry's niece but by no means his ally. Stun n i ngly beau tiful i n an imposing yet never haughty way, Sakura also serves, in a twist oflogic typi cal ofthe Urusei Yatsura world, as the high school's patient and resourceful n u rse . Ancient Chinese mythology and popular culture meet and merge i n a curiously harmonious fashion i n the supporting character of Bente n , an e xtra-terrestrial motorbike punk babe who i s also loosely based on the Chinese Goddess of Luck. Another dramatis persona closely connected with ancient lore is Kurama, the pri ncess of the Karasutengu ( Crow Gobli n ) , powerful mountain sp irits featuring in n umerous tales of old. Oyuki, the graceful Queen of Neptune, is likewise associated with a
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vi ntage piece of mythology that harks back to the Legend of the Yuki-Onna ( Snow Woman ) , an ostensibly ethereal and placid beauty endowed with the power to breathe mortally frosty air onto unsuspecting humans. Most importan t , with in Urusei Yatsura's mythical i n frastruct ure, is the presence of the Oni, Lum's rac e . Although there are i n stances of non aggressive, gen ial and even protective Oni in Japanese tradition , it is com mon to regard these creatures as malevolent igures.4 Some old texts i ndicate that the term Oni refers to all sorts of demons and specters, while others propose that people who speciically died as a result of fam i n e s and epi dem ics, as well as wronged women driven by jealous rage, were the most likely to turn i nto O n i . The majority of Japanese legends and folktales, however, tend to posit the O n i as exceptionally strong, fe rocious and hideous monsters en dowed with horns and fangs and only clad i n tiger h ides, capable of undoing at will the very fabric of h uman ity. Takahashi's manga adopts the central i ngredients of this popular version of the O n i , considered b y most scholars t o b e a relatively recent development with i n Japanese lore . However, she felicitously morphs the vestigial demon im age into something veritably rich and strange , through the infusion into the mythological frame of reference of nu merous elements associated with sci i extra-terrestrials and other cherished stereotypes of action-adventure cinema.
7
Urusei Yatsura Movie 1: Only You The h uge success enjoyed by the TV series led to the p roduction of six feature -length movies, of which Oshii directed the irst two : Only You and Beautiful Dreamer. I n the irst ilm , Ataru is required to marry the alien Elle due to his stepp ing on her shadow in the course of yet another fateful game of tag played in early ch ildhood (in Elle's culture, such an act is regarded as a marriage p roposal ) , and the rest of the plot concerns Lum's e ndeavor to p reven t the un ion . Some of the i l m's most m e m orab l e sequences are t h e transportation of Ataru a n d his high-school mates to a n exotic planet against a full-blown space-opera setting; t h e b r i e f idyll which Ataru e nj oys with Elle in her palace before discovering her true predatory nature; and Lum's initiatives to abort the nuptials, including b reakneck chases and mock-heroic battles conducted with genuinely carnivalesque fervor. Clownish overacting and consistent forays into the p hantasmagoric realms of both literal and metaphorical masquerades itti ngly garnish the carnival-lavored fare . No less striki ng, however, is the prologue (to be returned to later i n this section ) in which the children playing tag are por trayed in simple silhouette and by recourse to an efectively m i n i m alistic chromatic palette . As the plot takes the characters back and forth i n t i m e , from their provincial suburb into the galaxy's far reaches and back again , the anima t ion is consistently character ized by remarkable luidity, detailed design and energizing vitality. Fl uid transitions are especially remarkable, most notably in the articulation of Lum's frequent shifts from regular h uman motion to light and vice versa - for instance, i n the ilm's irst sequence, where she and Ataru walk to school amid droning gossip about the myste rious Elle . The animation concurrently evinces a typically O sh i ian fascina tion with meticulously executed mechanical designs for the ilm's myriad veh icles and gadgets, as well as a nascent tendency to use reflections as a means of conveyi ng a variety of psychological and emotional states. For example , the specular play between Lum's face and its relection i n the win55
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dow of the cafe where she sits, lonely and dejected, after Ataru's desertion serves to commun icate both succi nctly and efectively the character 's i n n e r sen se of displacement . ( It is noteworthy, i nciden tally, that the ven u e is named Pierrot, presumably i n homage to O shii's an imation studio at the time . ) Later i n the ilm , Ataru's and Elle's relections i n the pond adorni ng Elle's sumptuous garden allude to the conventional mean ing o f the m irror image as an icon of deception as a means of elliptically com m e n ting on the two characters' duplicitous natures and hidden agendas. By the tim e Only You was released, Urusei Yatsura's a l i e n h e roin e already enj oyed a strong following in Japan as a result of the tremendous popularity surrounding both the parent m anga and the TV series. Thus, Oshii had to confront the problem - analogous to the one faced by direc tors i nvolved i n feature-length adaptations of comics and graphic novels such as the X-Men, Sin City and, of course , Superman, Spidennan and Bat man, to mention but a few - of having to i ncorporate the conventions put i n place by his source materials, which establ ished fan s would expect to ind and warmly respond to, and yet develop an i n dependently compelling narrative for everyone to savor. Only You succeeds i n accomplishing p re cisely such a balancing act by integrating supporting characters that fans would love to behold on the big screen without these igures becom ing so central, however, as to make their roles impenetrable for the u n i nitiated, and mainta i n i ng the focus primarily on Lum and Atar u . Only You's aforementioned opening seq uence is one o f the m o st intriguing animational experiments i n Osh ii's entire oeuvre : the setting's details, i ncluding the paths and steps traced by the child versions of Ataru and Elle in the game of shadow tag, do not preexist the characters but act u ally materialize and dissolve i n accordance with t h e patterns of t h e i r m ove ments through space. Such a space , importantly, is i ntensely abstract and yet characteristically Eastern and speciically Japanese due to its chromatic composition . White and red ( the colors of the Japanese lag) p redom i nate , while yellow ( a hue deemed symbolic of life and energy, or ki) is used for several of the pri ncipal architectural elements, and a touch of blosso m - p i n k ( agai n a color readily associated with Japan ) is i ntroduced for the i m age o f t h e rose petal ( a metonym for the female child's romantic p rospects) loat ing again st a charmingly simple black-and-white landscape redolent of the graphic style immortalized by the indigenous ukiyio-e. The scene display ing the receding spaceship taking Elle back to her native planet evinces the traits of a gigantic, sculpturally detailed loral motif that also echoes tradi tional Eastern iconography. As the ilm proper begi ns, the pivotal theme is i n stantly i ntroduced: Ataru is to marry Elle - a igure nobody, Ataru i ncluded, k nows anything abou t . Mistrusted by his mates, Ataru is subj ected to torture i n the guise
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of i ntolerable tickling, and further exposed to both the rage of his human sweetheart Shinobu and massive electric treatment at the hands of Lum the latter b e i n g conducive to the near disi n t egration o f the c1ocktower wherein Ataru's ordeal is taking place and to the attendant metaphorical suspension of time . ( This motif will gain novel, and more sin i ster, relevance in Beautiful Dreamer by recourse to the very same architectural ixture . ) The fracas i s brought t o a n e n d b y a portentous m agnetic storm and con comitant appearance of an alien ship from Planet Elle meant to convey Ataru to his betrothed. This sequence is undoubtedly one of the most strik ing i n the whole movie : varied palettes and chromatic contrasts m atched by an appositely inspired soundtrack evoke an atmosphere o f awe as a del uge of rose petals descends upon Tomobiki-cho, the clouds split o pe n , and the gigantic ship itself inally materializes. Whereas Ataru is only too happy to i ndulge i n this precious opportu nity for i nterplanetary dalliance with an unearthly beauty, and is hence looking for ward to his i m m inent departure, Lum is utterly disheartened and rendered somewhat pathetic by the realization that no amount of high voltage current may work to her advantage once her "Darling" has been e nveloped i n a p rotective "shield" unique to Planet Elle . As the mammoth veh i c l e withdraws, its captain havi ng pledged to return to collect the intended on the morrow, the stylized image of the ship presented i n the pro logue is reproposed with the addition of more realistic details and a visu ally ambival e n t character whe reby it comes to rese m b l e a rose ( Elle's recurring symbol) or a toy windmill, depending upon the angle from which it is viewed. Sakura's lines following the departure of the ship from Elle are a memorable illustration of Urusei Yatsura's humorous ve i n at its most i ron ic : "[tJhe u n iverse is truly vast . To think that someone could compete with Lum's bad taste in men . " Lum is shaken out of h e r m audlin torpor a n d coaxed i n to action by her extra-terrestrial friend Benten, as a result of which Atar u , his parents and the weird monk Cherry are abducted by Lum with the aid of a "suc tion device" (suitably decorated with tiger-skin patterns) , and with the objective of taking the group to Lum's parents so that the Oni princess and Ataru may inally be wedded with all due pomp. Benten , for her part , h i res a " Space Taxi" to kidnap Atar u's school friends and convey them to the wedding as so many - signally uncooperative - guests. The action swiftly moves to Lum's parents' massive ship, where we witness the reunion of var ious parties. An engagingly hectic sequence ensues as Lum knocks out Ataru with a mallet, and Elle's envoy, Rose , knocks Lum out with her own "super sonic hammer" after emerging from the statue of a notoriously metamor phic species, the tanuki ( raccoon ) , takes on Lum's identity and kidnaps Atar u . Having bombastically embarked on an "all-out" war at the n ews of
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the future bridegroom's abducti on , the O n i bathetically give up when it becomes clear that Ataru is perfectly happy with the outcome of his adven ture . The story rapidly advances towards its climax as the action shifts to Ataru's and his mates' arrival on Planet Elle . Ataru would very much like to turn the place into his "ultimate harem," unaware that Elle has al ready achieved a sim ilar goal for herself by constructing an " i n ner sanctum" that houses her private "refrigerator of love " : namely, a crypt-like contai n e r wherein a l l t h e handsome m e n who have ever loved h e r are eerily suspended i n cryogenic sleep. (An u ncanny anticipation of Steven Spielberg's 2002 sci i thriller Minority Report m ight be detected in this portion of the ilm . ) It soon becomes obvious that Elle has something other than marriage i n mind and, i ntrigued by Mendou's good looks, aims at m aking him the 100,000th addition to her collection . Elle's nefarious schemes are inally disrupted, as is the sealing of her and Ataru's wedlock than ks to Lum's timely rapping on the church's stai ned- glass window (in an delightful spoof of The Graduate) j ust as the exchange of vows is about to be sealed by one fateful kiss. Only You 's denouement discloses that Ataru's apparent m arriage pro posal was never actually valid i n sofar as he had m e rely pretended to step onto Elle's shadow i n the course of the ir childhood game . This revelation gives rise to a quintessentially surreal sequence, which styl istically antic ipates Beautiful Dreamer, i n which Ataru's teenage self berates and rather b rutally beats up his i n fantile i ncarnation for having caused so m uch trou ble i n the irst place . The absurdist humor of the episode derives consid erable m o m e n t u m from its graph i c l iteralization of the t h e m e of p sychological conlict , by transposi ng the warring i n te rnal parties onto the outer and emphatically v isible plane . Though unden iably hilarious, the scene nonetheless carries latently harrowi ng con notations i n v irtue of its exposure of the dodging of pe rsonal responsibility and of the u n scrupu lous p reparedness to abuse the younger and weaker i n the service of cal lous ego ism as nefarious encroachments on com m u n al harmony and well-being. Only You is a relatively juvenile exploit with in the broad context of Oshii's opus, yet it already evinces the signs of a highly i ndividual and enter prising take on storytelling and cinematography. This is borne out by the sophisticated amalgamation of an approach that favors styl ization and pic torial m i nimalism , on the one hand , and a graphic discourse i n formed by realism and tangible three-dimensionality, on the other. At the same t i m e , the i lm's m ood ben eits consistently from the carefu l j uxtaposi t i o n o f conflicting images- e .g . , in t h e graphic contrast between t h e deluge o f rose petals suggestive of a mellow fairy tale atm osphere and the coldly metallic alien ship evocative of technology at its least genial , as well as i n the oscil-
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lation between represe ntations of the alien ven ues as resolutely outlandish locations and as familiarly suburban . Concurrently, Only You's occasional incursions into wacky melodrama do not ultimately eface its deeper concern with the issues of m il itarism , heroism , nationalism and related cultural values. This p reoccupation is vividly foregrounded i n the sequence where the Oni rulers claim to want to vanquish the armies from Planet Elle for the sake of " honour" and "glory" yet their lofty i ntent is farcically dwarfed by the carnivalesque p reposter ousness of their entire culture , mores and somatic attributes. A discreet critique of the notion of war-as-spectacle is also p rovided, as Ataru and his m ates are shown watching the m ilitary operations through a spaceship win dow as though it were a television screen and, rebuked by the stern Shi nobu, vapidly state, "of course we're happy - now we're 'children who k now war, '" in a rather disturbing reference to the Japanese p rotest song "Chil d r e n Who Don't Know War. " Further opportunities for poking fun at the m il itary are supplied by the clumsy "army" protecting the colossal estate inhabited by Mendou - supposedly the wealthiest boy on Earth - and his family, while Mendou himself comes to constitute the fulcrum of a dispas sionate critique of p rosperity and power as he is port rayed theatrically pos ing as a latter-day samurai . Simultaneously, while the romantic entanglements, misunderstand ings and betrayals are often used as pretexts for unbridled slapstick, O shii also p rovides n u merous hints at the depth and authenticity of the charac ters' emotions as the twists and turns of the plot steer them back and forth between elation and dej ection , self-satisfaction and moroseness. The dis passionately unsentimental realism of the psychological states captured by Only You is ep itomized by the sequence in which Ataru, drive n exclusively by his proverbial lecherousness, hypocritically states that "romance is not all there is to life" and that he is ready to "sac riice" him self and surrender to the gorgeous Elle only to preven t the war. Also remarkable, i n this respect , is the dungeon scene in which Ataru claims to feel p rofound remorse at his ill-treatment of Lum in the past while stuing hi mself all the while with gargantuan fervor. He later appears gen uinely relieved by the discovery that Lum has not, as in itially suspected, been killed by the activation of after burners on a malfunction ing ighter ship but has m anaged to ej ect safely, even though m i n utes earlier he had i ncontrovertibly equated life with Lum to " hell" and Elle's emissary, Rose , to an "angel" and a "saviour." Ultimately, Only You works, diegetically and cinematically, thanks to Oshii's determ ination to take the Urusei Yatsura universe seriously, and accordingly j uggle both plot convolutions and character interactions with unprecedented sensitivity and warmth even amid zany banter and tacky romance . Concurrently, the comedic complications favored by the series
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are dexterously streamli ned into punchy st rings of jokes, c a m e o s a n d vignettes that cumulatively amount t o a n uplifting visual ride . O shii's direc tion plays a key role in enabling the story's ubiquitous sense of whimsy to cohere in an aesthetically satisfying whole wh ile also p reservi ng an element of inconcl usive ness- a stylistic tactic destined to become p i votal to the director 's signature . Hence, although the movie may seem a rather periph eral accomplishment compared to subsequent Oshii productions, it holds the u ndeniable virtue of demonstrating that animation is an utterly u n ique medium i n its ability to surprise , and that i n competent and adven turous hands, its tools enable even the most fatuous of concepts to be molded i nto engaging entertai nment.
8
Urusei Yatsura Movie 2 : B eautiful Dreamer O sh i i was not satisied with Only You, and i n the n ext p roduction , he strove to invest the Urusei Yatsura universe with an original tone and a style of his personal formulation . If Only You had aforded some leeway for the treatment of troubl e d emotional states, its overarching mood had nonethe less tended to capture the carn ival's pleasure-seeking proclivities. In Beau tiful Dreamer, Oshii's take on the carn ivalesque is markedly more somber, insofar as the ilm emphasizes the untenability of any long-term suspen sion of soci etally ratiied responsib ilities, and the tran scendence of pre scribed forms of conduct is accordingly posited as an ephemeral - and by no means unequivocally pleasu rable - state of afairs. This p roposition will be elaborated further later i n this chapter. As a result of Oshii's darken i ng of the manga's original tone , Takahashi came close to rejecting the script for the movie as too distant from her own story. With the second movie, there is no doubt that Osh i i 's aesthetic and cinematographical vision has begun to acquire an i ncontrovertibly distinc tive shape . The utilization of slow-paced, meditative scenes compounded with lengthy verbal disquisitions, bound to become a cen tral trait of later productions, is already evident i n Beautiful Dreamer. At the same time, the ilm abounds with refe rences to folklore and legend, as will also be the case with the director's most sem i nal works ( i .e . , Ghost in the Shell, Avalon and Ghost in the Shell 2: Innocence). In the second Urusei Yatsura feature, the complexity of O sh ii's burgeon i ng world picture is encapsulated by h i s han dling of t h e image of t h e labyrinth, which fully attests to t h e director's keenness on conceptual dichotomies at the levels of both c i nematic repre sentation and philosophical specu lation . I n deed, the image allows O sh i i to allude simultaneously to notions of bewilderment, disorder and i m p r ison ment, and t o p rospects of self- regeneration , labyrinthine locations being traditionally used as settings for religious p ractice and spiri tual e n hance ment . In Beautiful Dreamer, the characters are caught i n a temporal and spa61
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tial warp whereby their school environment appears stuck in a perpetual yesterday, while the external world has moved on unaccountably and turned into a dark, postapocalyptic environ ment replete with maze-like structures and halls of m irrors. In the face of this disorienting aporia, they have to j uggle two conlicting options: namely, either accept that a cataclysm has i n deed occurred and that its efects are irreve rsible, or hold on to the past and its pleasures in a stubborn rej ection of their p redicament . Moreover, they have to contend with the ultimate challenge of hav i ng to ascertain the extent to which their experiences are real and the extent to which t hey j ust amount to an especially tenacious dream . The narrative pattern deli neated by Beautiful Dreamer actually rese m bles that of a dream by constellating various characte rs' transi tions from a fam iliar location to an alternate , phantasmatic dimension , symbolizing the shift from one mode of consc iousness to another, profoundly and dis concertingly diferent one . In keeping with the codes and conventions of exhausti vely recorded oneiric narratives both within and outside Japane se tradition , the alternate realm disclosed by the dream's metaphorical tran scendence of the quotidian sphere presents the dreamer with c hallenging facets of the self, generally distorted and rendered incrementally daunt ing by their precipitation in puzzli ng or eve n ove rtly inim ical e nviron m e n t s . In Beautiful Dreamer, the oneiric expe r i e nc e is expon e n t ially i n t e n siied by the fact that - with the exception of the actual dreamer the c haracters are by and large not aware that they are living out a sub conscious vision , t hat they are indeed fulilling t heir roles a s designated dramatis pe rsonae within a narrative beyond their ken and control . To t his exte n t , the ilm resembles a ca rnivalesque occasion in which the revelers are caught i n advertently, without any chance of anticipatin g its occur rence : a carnival , as i t were , beyond the recognized calendar, law and ulti m ately reason . The entire narrative traj ectory traced by Beautiful Dreamer eve ntually turns out to be a dream belonging to Lum and granted by Muj aki, t he Dream Eater,! in order to help her «live happily ever after" in a perpetual Neverland . The problem with Muj aki is that he is ultimately driven not by gene rosity but by spiteful anger, his reason for wishing to create an eternal dreamworld being that he seeks revenge upon Baku, the Nightmare Eater who i nvariably ends up swallowing Muj aki's devious fabrications. Henc e , even when t h e dream s he dispenses are initially good, they inexorably dete riorate i nto exasperating nightmares. However, even this inal realization felicitously accompanied by the reassu ring discovery that the characters can return to reality with the aid of Baku - does not dissipate totally t he i l m's pervasive atmosphere of un resolved ambiguity. This is because what gov erns the cast of Beautiful Dreamer- and arguably the human species itself-
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is ultimately neither the commonsense logic of reality nor the carn ivalesque logic of fantasy but rather desire , and desire knows no end. O n the purely v isual level , the movie reinforces its ubiquitous sense of ambiguity through the j uxtaposition of typical postapocalyptic images s uc h as blasted landscapes and pleasant sum mertime activitie s . At the same time, it m ixes elements characteristic of noir science iction that would be i n stantly recognizable for most Western spectators ( labyrinthian streets, abandoned lots, forsaken vehicles and om nipresent shadows ) with speci ically Eastern motifs, such as the aforementioned references to l egendary creatures, and its allusion to the ancient anecdote i n which the Chinese philosopher Chuang Tzu dreams he is a butterly and wakes up wondering whether he might i ndeed be a butterly dream ing it were a m a n . T h e ope n i ng of Beautiful Dreamer encapsulates t h e entire i lm's unre solved ambiguity by means of a characteristically Oshiian montage that dexterously j u xtaposes conlicting images: a lock of seagulls typical of a summery atmosphere , yet hovering over a mound of barren soil that evokes a sense of environ mental depletion , and a partially submerged tank devoid of any obv ious function i n its context . An old clocktower - the same build ing which one of Lum's electric onslaughts had caused to nearly collapse i n Only You- also features prom inently, symbolically anticipating the axial role to be played by concepts of time and history, as well as images o f both development and stagnation , throughout the ilmic narrative to follow. The e n su i ng i m ages focus on the preparations for t he Tomobiki annual High School Festival . Beautiful Dreamer here indulges in its most overtly play ful lirtation with the spirit of the carnival . Though emphatically instructed not to wear costumes by the educational authorities, the pupils blatantly dis regard the rules and several of them adopt a science-iction cosplay motif with veritably carnivalesque zeal . Pupils dressed up as Godzilla ( Japan's p rototypical giant monster from cinema and hence an e specially itting cameo i n this context ) , Darth Vader and Ultraman can be quite easily spot ted. Ataru's m ates are busy setting up a tea-house based - i n rather dubi ous taste - on the theme of the fall of the Third Reich, complete with a real tank the weight of which occasions the ediice's partial demolition . An atmosphere of poten tially subversive random ness and disorder is evidently begi n n i ng to i n s i n uate itself i n to the diegetic fabric . This is intensiied to p reposterous extremes as, the next morning, the pupils begin to prepare the festival due to commence the following day . . . and realize that they are liv ing the same day through and through . A rampant sense of confusion and disorientation escalates as the principal characters attempt to return to their homes only to discover that these are nowhere to be found, and that the town's whole space appears to have morphed into a disconsolately gloomy
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and perversely liminal wasteland , eerily punctuated by the sporadic appear ance of a little girl and a chiming tindon-ya ( special- sale b an d ) . One of the teachers, Onsen-Mark, does manage to reach his lat . When Sakura visits him there, she inds it infested with mush room s and covered i n a thick layer of dust - which indicates that a substantial period of time has uncann ily elapsed si nce their last visits to the apartmen t . However, when they return to the school after discussi ng at some length the possibl e causes for t h e phenomenon they a r e witnessing, O n sen- Mark and Sakura ind that the preparations for the festival are still under way. The "tr uth" becomes evident : whereas several years have passed in the world of the town and its buildings, the school is anchored to a perpetual yesterday. As the movie overtly i n dicates, this idea is i n sp i red by the anc i e n t l e g e n d of Urashima Tarou, a isherman who rides a giant tortoise to the Palace of the Dragon and inds his own village unaccountably altered upon his ret ur n . T h e sam e tale is echoed b y a later seque nce in which t h e characters attempt to lee the town aboard a private aeroplane owned by Mendou and see that Tomobiki-cho has been severed from the Earth and is drifti ng i n space atop a giant tortoise . This turns out to be supported by m ighty pillars, fou r of which assume the appearance of characters from the Urusei Yatsura world that have van ished i n the course of the story: namely, O nsen- Mark, Cherry, Shinobu and Ryuunosuke . The time loop now seems to have come to an end as the entire popu lation of Tomobiki -cho has disappeared and most ediices have crumbled, leaving i nexplicably functional a convenience store that goes on supplying ostensibly i n exhaustible amounts of food, while the daily paper - li kewise u n fathomably - cont i n u es being del ivered at the Morobosh i residence , wherein gas, electricity and water supplies also persevere unabated. Eve ry one deals with the new world i n their own fashion : Sakura opens a beef bowl j o i nt; Mendou drives the tank around all day long; the would-be speculative scholar Megane writes lengthy perorations about the rebirth of h u m an ity; and the others just enjoy themselves rollerskati n g , watch i n g movies, organ izing picnics a n d ireworks displays and taking t r i p s to the e n igmatic lake that has surfaced from nowhere and i n to which the school gradually sinks. Cinematographically speaking, Beautiful Dreamer employs a number of camera techniques destined to domi nate later O sh i i productions. One of these is the use of the camera to orchestrate the action according to the igure of the circl e . Most notably, this technique comes into play i n the the matically pivotal dialogue i nvolving Sakura and Onse n - Mark regarding the issue of temporal displacemen t . Here the camera surveys by turns the i n ter locutors' faces, tracing a circular visual path around the table at which they are sitting. The same scene also i ncludes a further dist i nctively O sh i i a n
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operation : that is to say, the use of close-ups focusing on a character's face especially the eyes- a s this looks directly a t the camera, a s a means of addressing the audience and physically drawi ng them i n to the debate with out , apparently, the regulatory interference of the director's eye and hand . T h e i gure of the labyrinth, mentioned earlier, complements that o f t h e circl e , since both i mages point t o patterns of motion - a n d , by meta phorical extension, thought - that preclude either a point of origin or a inal dest i nation . The Tomob iki High School and ultimately the town in its e n tirety are conigured precisely as maze-like spaces whose u n settling import is persisten tly exacerbated by their i n fusion with a plethora o f spec ular images, spectral shadows, doublings and prismatic relections in pools, i n puddles, i n shop windows and - most balingly - i n the mysterious lake . Beautiful Dreamer constitutes, amid the comedy and the antics, a though tful commentary on the tension between escapism and responsibil ity, desire and reality, an atmosphere of freedom fueled by the excitement of carnivalesque anarchy and a sense of sorrow intimating that any freedom is ultimately illusory. Th us, while the characters m ay indulge i n a fantasy of self-emancipation from the nightmare of history, treasuring the proposition that time is redeemable and that its injuries may be disavowed, their latent anxieties and feelings of frustration underscore the i nevitability of loss and the eventual necessity of comi ng to terms with its legacy. I n psychoanalyti cal parlance, the polarities thus posited by Beautiful Dreamer correspon d to the afective modalities of melancholia ( i . e . , the repudiation of loss) and mourning ( i . e . , the acceptance of loss and of its i neluctability) . The action i n dulges i n melancholia by somewhat refusi ng to ack nowledge the no longeness of an old, fam iliar and cherished world, yet alludes to the ultimate i nexorability of mourning as an acceptance of change and disillusionment . Jul ia Kristeva's vie ws on this subj ect are especially relevant i n sofar as she explicitly associates melancholia with a person's inability to sever h i m self o r herself from t h e preadult domai n . I f pushed to pathological extremes, melancholia becomes an acute recognition of disinheritance unrelieved by any faith in restoration or compensation . Growing up is always, to som e degree , u n welcome for it is predicated upon loss: t h e loss of i n nocenc e , of the freedom to imagi natively i n habit the most fan tastical realms, and also of the p rerogative to savor the experience of being scared as a delight rather than an ordeal . Nevertheless, there is a crucial diference between the sub ject that accepts loss and the one that disavows it . The subj ect that accom plishes a successful entry into the grown - u p realm is enabled by a shared language and by accepted rules and norms to identify what she or he has lost and hence to mourn the lost object . I n melancholia, by contrast , one pines over a lack that cannot be either expressed or symbolized.
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In other words, the subj ect that comes to terms with the traumatic reality of loss may at least name ( symbolically) the obj ect of which she or he feels deprived and ind it again in signs (transformed, translated, edited) . Such a person is well aware that the obj ect of desire has been irretrievably lost but precisely i n sofar as she or he is capable of sufering the loss, may b r i ng the obj ect back in im ages, representations and words. The melan cholic subject, conversely, feels bereft without quite knowing what of. Thus, while mourn i ng could be seen as an attempt to resuscitate the lost obj ect in sym bolic form , melancholia ultimately deines the predicame n t engen dered by a sen se of deiciency that cannot be named : the subj ect labors under the sign of a lack with no adequate comprehension of what has bee n lost or h o w to grieve it ( Kristeva ) . T h e characters depicted i n Beautiful Dreamer have n o t actually descended i n to an undilutedly somber state of melancholia but actually manage to hold on to a relatively ludic and vestigially carn ivalesque mood . Yet , their anxieties, uncertainties and fears repeatedly come across as not merely real but grievously so. This is largely attributable to Oshii's incli na tion to consistently foreground a ubiqu itous sense of isolation and impend ing dark ness- a psychological climate rendered all the more poignant by the d ramatization of loneliness, discon nection and emotional atom ization in the very m idst of an ostensibly closely knit community. Through this ploy, the ilm ironically exposes its cast's ultimate solitude as a bleak upshot of friendship and gregariousness, not its adversarial counterpar t . Beautiful Dreamer is most dein itely t h e irst ilm th rough which O sh i i started asserting his unique approach t o animation , dramatizing the logic of the carnival through an emphasis on its psychologically dislocating ele ments rather than on its playfulness. Accordingly, i n Beautiful Dreamer Oshii appropriates the characters originally brought to life by Takahash i's pencil and deploys them as cinematic puppets capable of articulating his most inveterate p reoccupation : the unerasable nebulousness of the bou nd ary separating the emp irical from the imagined. Though reasonably well received at the time of its theatrical release , Beautiful Dreamer was not ade quately noticed by critics until the following year, upon the appearance of Angel's Egg- an Original Video Ani mation that could i ndeed be regarded as the New Age version of the second Urusei Yatsura feature . This consti tutes i n itself telling corroboration for Beautiful Dreamer's standing as an eminently surrealist experiment and, relatedly, a bali ng visual experience for m any viewers accustomed to regarding animation as the dispense r of relatively unproblematic messages. Cumulatively, the movie met with con trove rsial - and often quite acrimon ious- responses, and i n their wake , the director decided to abandon the world of Urusei Yatsura and to develop fresh territories.
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As noted earlier, Beautiful Dreamer's legacy can be palpably felt i n Lum the Forever, the fourth Urusei Yatsura feature , and it is for this reason that even though O shii did not direct this i l m , the work is here examined in some detail i n the next segment of this study.
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Urusei Yatsura Movie 4 : Lum the Forever When Oshii left the show, Kazuo Yamazaki took over and endeavored to restore Urusei Yatsura's fundamentally comedic nature, thus rectifying Osh i i 's tendency to problematize the narrative by delving deep i n to the areas of existential speculation and social com mentary. The last TV episode was aired on 19 March 1986. To mark the end of the show, Yamazaki co wrote ( with Tosh iki Inoue ) and directed the fourth Urusei Yatsura movi e , namely L um the Forever, an artistically ambitious p roduction dom i n ated throughout by an atmosphere of intensely melancholy lyricism that plays e n igmatically with the tangled language of dreams. I n dramatizing the oneiric dimension , Yamazaki's movie articulates all of the key i ngredi ents which Steve Johnson evocatively item izes as characteristic facets of the cin ematic representation of oneiric displacement . According to the critic , it is quite customary for such depictions to orchestrate the surfacing of "buried psychological issues" and to have these eruptions heralded by a war, party, pageant ... or in the form of subterranean or ambigu ous creatures - "things that won't stay dead"; half-human "missing links"; muta tions; or masculine-women/feminine men - to demonstrate their " borderline, " unresolved nature, often revealed in lashbacks. As in dreams, where other peo ple tend to stand in for people we already know ... characters frequently become doubled, not-themselves ... and must be eliminated, or reconciled with - reincorporated into the self.... When this begins happening to an absurd degree, the mind has totally regressed into itself and begun cannibalizing its own contents [ Johnson ] .
The carnivalesque disruption o f the familiar Urusei Yatsura world pro posed by L um the Forever is indeed ushered in by a lavish hanami (blossom viewing party), held on Mendou's estate to honor the about-to-be-felled gigantic tree Tarouzakura, and, shortly after, by the visionary evocation of an ancient pageant replete with mythical allusions. The ilm's climax and denouement, on the other hand, feature prom inently a cataclysmic conlict , paradoxically intended to restore a semblance of order by forcing the town's 68
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i nhabitants to take on clear roles and responsibilities- though at the cost of further and no less tumultuous devastation - rather than torpidly acqui esce to the i ncreasingly n umbing sen se of anomie that closes i n upon them from all sides, threatening to engulf them altogether. Whe n , i n the wake of her incremental m arginalization from Tomobiki-cho's daily reality, Lum lees h u m an company and takes refuge i n the town's forgotten depths, she encounters an underground, foetus-like entity (symbolic of the town's con sciousness) . This creature is visually crucial to her confrontation of sub m e rged psyc hological d i l e m m as- p r i marily (and e c h o i n g Beautiful Dreamer), the mystery of how to negotiate the unsavory imperative to grow up - and hence to her emotional reawakening. Ambiguous, metamorphic and limi nal beings also play an i m portant rol e , notably i n the guise of infantile versions of Lum herself and of her friends, which serve as doppelgangers for the present-day characters while again throwing i n to relief the theme of development as a physical, no less than afective , phenomenon of potentially crush i ng magnitude . By agree ing to play with those uncanny doubles, Lum metaphorically incorporates the ineluctability of change which their appearance pathetically evokes. The alternative , it see m s, would amount to Lum's eventual an d irrevocable i nability to re-enter the web of intersubj ective relations and obligations for which Tomobiki-cho stands and from which she has already been symbol ically o stracized. At the same t i m e , all the central characters' roles are irreve r e ntly i nve rted and their powers redistributed, as the usually strong Lum is e m p hatically weakened and the generally helpless Ataru e ndowed with unexpected resourcefulness. Lum's disempowerment arguably constitutes the i lm's most vital and yet most puzzling dimension. As the plot irst dreamily and then n ightmarishly unfolds, i mages of Lum i ncrementally vanish from the reality of Tomobiki-cho. Instances of the alien p rincess's gradual evaporation i nclude Atar u's i nterference with Megane's attempt to ilm a shot of the O n i beauty amid drifti ng cherry blossom and playfu l birds (as part of t h e i n dependent movie ilmed by the high- school pupils); Ataru's sabotaging of the sequence meant to feature Lum in the part of a myth ological igure, as he i n advertently dismantles the set; and Lum's disappearance from Mendou's photo album . Furthermore, Lum's preternat ural powers and attributes- speciically, the knack o f generating h i g h voltage electricity, the a b i l i t y to ly and the possession o f horns- also dwindle and eventually vanish one by one . The O n i pri ncess herself is aware that her very consciousness appears to be declining, and whenever she comes anywhere near to establishing why this could conceivably be the case , the town h i n ders her by recourse to p rodigious occurrences: for instance , the appearance of an un seasonal swarm of i nsects, a m a ssive upheaval i n
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Tomobiki-cho's foundations, and the emergence of halluc i n atory v isio n s of an alternate town . A t ti mes, Lum seems t o have actually become i nvisi b l e t o h e r very friends, as seething crowds of u n recognizing faces threaten to swallow her being. Thus, the action increasi ngly assumes the shape of a conlict between the town and Lum that may well result i n the latter's ultimate defeat . On the allegorical level , the conflict in question could be interpreted as a con frontation between the human and the demon i c , self and other, or subur ban com mon sense and the irrational . It is i n triguin g , i n this respect , that the social body supposedly standing for the ordinary, the normal and the everyday should resort to ofensive phenomena that are no less p repost er ous than any of a n i's most outlandish faculties. Equally tantalizing is the fact that Lum retains a modicum of power i n the face of the town's pro gressively vicious on slaughts, insofar as her i m age spectrally returns at sev eral j u nctures i n the narrative to disrupt the scenes of a life without her. For example, i n the sequence dramatizing Men dou's and Shinobu's dat e , Mendou is suddenly distracted b y an unsettling memory of Lum . The a l i e n princess also features i n t h e dream whe rein Men dou's honeymoon plans i nvolving a vast horde of gorgeous wives- are undermi ned by a nagging vision of Lum . Faithful to the tone of un resolved ambiguity set two years earlier by Oshii's Beautiful Dreamer, Lum the Forever simply refuses to com mit itself conclusively to any dein itive interpretations. In fact, harking back to Oshii's earlier interventions i n the Urusei Yatsura u n iverse , Yam azaki gives us a palimpsest of cryptic visuals and plot twists, deliberately j u m bled concepts a n d characters that appear t o have no more control over their world than any audience ever migh t . The metaphors themselves are i n ten tionally wielded i n enigmatic terms and at an unpredictable pace, and there fore i nvite i m aginative decoding at each turn . Lum the Forever concurrently revisits the elusive p sychological terri tories explored by Oshii in Beautiful Dreamer through its treatm e n t of the themes of time and memory. The character of Shinobu voices the i l m's piv otal p reoccupations, i n this respect, during the hanami, as she sadly won ders whether life may ultimately amount t o just a trail of memories. I f this is indeed the case , she goes on to relect , it is arduous to ascertain what con stitutes human beings while their actions relentlessly morph into the stuf of reminiscences. Moreover, the ilm p roposes that should memories be given free rein , they would i nexorably deteriorate i n to awful dreams a n d cease t o fulill their unction as recorders of t h e passage of t i m e , t h u s becom i ng an unbearable, stultifying burde n . The Shinto priestess Sakura's last words- "dreams that the town has" - allude to the possibility that all the disruptions witnessed in the course of the ilm may have ste m med from a corruption or blockage in the proper flow of memories which constitute
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the fabric o f the Tomobiki-cho com mun ity - and thus, by implication , the town itself- whereby what people remember no longer refers to lived expe riences but rather to visionary proj ections of their anxieties and fears. Where the pri ncipal characters are concerned, those p roblematic emotions would see m to emanate primarily - as h i nted at earlier - from the imper ative to transcend the relatively carefree realm of childhood i n the name of adult responsibilities and duties. Like carnival participants, they may indulge for a while i n uninhibited living, but the transition to a societally disciplined existence is a destiny they can not dodge or eclipse . A possible reason for couching this drama i n the particular terms of a conflict between the town and Lum, rather than the teenage population at large , lies with her standing - a reputation emplaced by Beautiful Dreamer as the very champ ion of the quest for an eternally p readult, full-time car n ival ized prese n t . At one poi n t , Lum joylessly remarks that she and her m ates are "seventeen already" and that she is no longer able to u n derstand the birds as clearly as she could when she was littl e . Megane and Mendou are sim ilarly anxious about the passi ng of time, and their app rehension speciically manifests itself as an obsession with the capturing and p reser vation of images of Lum - although, as noted, they are repeatedly frus trated i n the attem p t . References to the ineluctability of change abound throughout the ilm , poignantly echoed by grim comments on the erosion of tradition, and strike their most aecting chords in Mendou's recogn i tion that the giant cherry tree is rotting and "won't survive the next w i n ter." A further ainity between Beautiful Dreamer and Lum the Forever lies with their shared emphasis on the inextricability of productive and destruc tive energies. In the earlier ilm, this is attested to by the proposition that e ve n the m o st pleasant of the dreams granted by the demon Muj ak i ineluctably degenerates i n t o a disagreeable n ightmare . I n Yamazaki 's pro duction , the same idea is commun icated by intimations that even acts meant to elevate a creature m ay unleash utter chaos. For example, the giant cherry tree must be felled due to an incurable illness, yet it is agreed that its roots should be saved, for they symbolize not only Mendou's dynasty but also the town as a whole . Indeed, it is suggested that Tarouzakura's roots m irror Tomobiki-cho's memories. Saving the roots to graft a new tree constitutes the creative intent, yet this is brutally shattered by the ancient tree's cata strophic disintegration i n to foam after Ataru has attacked it with a salted axe i n keepi ng with the requirements of an old ritual . What should have been a cleansi ng and regenerative act turns out to be an outburst of sheer destructiveness. Pursuing the afore mentioned symbolism , moreover, the action pro poses that the destruction of the tree entails a debase ment of the town itself:
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as the roots are sunken in a lake "l ike plankton drifting to the bottom of the ocean ," so are the town's memories. However, what we are prese n t e d w i t h is no stark binary opposition between p roductivity and destructive ness, since the collapse of the little that is left of the tree's roots to the bot tom of the eerie basi n is not an unequivocal death in sofar as it is i n this secluded location that the conlict between Lum and Tomobiki-cho is even tually negotiated and a return to some kind of normality m ade possibl e . T h e narrative curve here proposed mirrors t h e carnival's function as a t e m porary subversion of order from which a group may resurface i n posses sion of novel strength . Disruption , in this perspective , is deemed to hold eminently regen erative powers. Impregnated through and through with a keen sense of the absurd and the grotesque , with delirious visions and apocalyptic upsets, both Beauti ful Dreamer and Lum the Forever potently attest to the quintessentially car n i valesque mood of the Urusei Yatsura universe as a possibly u n m atched blend of the ludic and the macabre , bufoonery and relectiven ess. O shii's own opus at its most distinctive bears the tantal izing marks of this u n holy, yet immensely fruitfu l , conceptual union. The two ilms' diegetic traj ecto ries are, accordingly, elusively si n uous- whenever a fantastic occurrence unfolds, hints at a rational explanation thereof are supplied but only to be superseded, i n just a matter of m inutes if not seconds, by a further deluge of arcane complications. Hence, conclusive interpretations are u nattainable : the movies ultimately rem ain as i ntractably un resolved as the equivocal liaison between Lum and her "Darling" Ataru . Plunging the characters- and, by extension , the audience - into bewil dering spatial and temporal coordinates, Oshii's contributions to the g e n eration of t h e Urusei Yatsura world (both explicit a n d tangential) force u s t o ponder t h e concurrently liberating a n d binding nature of t h e carnival a s a temporary release which, ironically, requires a critical assu m ption of responsibility even as it appears to exonerate the reveler from any conve n tional notions of duty o r commitmen t . In deed, even at their most lamboy ant, the situations portrayed in both Beautiful Dreamer and Lum the Forever never allow their characters to shelve totally a whole range of interpersonal obligations among which the inj unction to enter a dour adult world reigns supreme.
+ + + Beside Lum the Forever, the post-Oshii features include Urusei Yatsura 3 : Remember My Love (dir. Kazuo Yamazaki, 198 5 ) , where Ataru is metamorphosed into a pink hippopotamus and Lum pursues the m agician
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responsible for the transformation with catastrophic consequences; Urusei Yatsura Movie 5: The Final Chapter (dir. Satoshi D ezak i , 1988 ) , where Ataru and Lum must play once more the game of tag to prevent the Earth's a n n i h ilation; and Urusei Yatsura Movie 6 : Always My Darling (dir. Katsu h i sa Yam ad a , 199 1 ) , i n which Ataru is kid napped by t h e a l i e n p r i n ce ss Lupika and Lum must come to the rescue. Urusei Yatsura constitutes one of the earliest and most sen sationally proitable forays into the relentlessly expanding territory of ancillary mer chandise . The plethora of tie-ins and spi n -ofs which both the TV series and feature-length p roductions proved capable of spawning i n deed repre sent an important chapter i n the history of anime at large i n exhaustively documenting the medium's openness to the cultural p henomenon which Jay D avid Bolter and Richard Grusi n have designated as "remediation" (Bolter and Grusi n ) . The veritable explosion in the design , m an ufacture and m arketing of peripheral goods inaugurated by Urusei Yatsura p ivots on the adventurous translation of an existi ng medium - namely anime - into an ever-proliferating cluster of satellites. These may consist of toys, garme nts, or stationery sets- alongside legion other options. What is paramount is the fact that by payi ng homage to and refashion ing an established medium , such p roducts ach ieve a disti nct cultural sign iicance and hence attai n the status of new visual media i n their own righ t . While t h e value of a T-shirt, doll o r calendar i n spired by a cherished visual precedent m ay initially result exclusively from its association with a worthy antecede n t , their increasi ng circulation as widely ven d i b l e a n d exchangeable icons by and by invests t h e m w i t h autonomous sign i fying powers. Thus, they participate i n a p rocess of "remediation , " i n much the sam e way as photography once "remediated" pai nting, ilm "remediated" stage p roduction , and television "remediated" radio and vaudeville . ' Ultimately, the world of Urusei Yatsura- and especially O shii's con tributions to its building - yields a tantalizing fusion of science iction and elements of Japanese mythology and lore that bears witness to the distinc tive character of traditional Japanese fantasy as a realm already imbued with that taste for the aberrant that is characteristic of much contemporary sci e n c e iction . T h e animations contain farce, melodrama and fai rly barmy e rotic explo its, yet also evince serious preoccupations. O n e such concern perta i n s to cultural and racial Otherness. This is dramatized through the use of characters that varyi ngly come across as irrecuperably alie n , as soci etally integrated ixtures of a semi- realistic and seemi ngly stable Japanese e nvironm e n t , and as ironical commentaries on the actual precariousn e ss and partial disreality thereof. Furthermore , while both the series and the features employ characters that may, at irst sight, appear stereotypical due to their derivation from
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convent ional narrative morphologies ( i ncluding the categories of the hero, the antihero, the villain , the helper, the questor, the obj ect of the quest ) , these dramatis personae also constitute a means o f engaging i n mature relections upon real attitudes toward s concepts of authority, hierarchy an d legitimacy, as well as towards gender roles and relations, that ofer valuable i nsights both i n to traditional Japanese beliefs and i nto the country's expe rience of Westernization and globalization.
10
' Angel s Egg A ngel's Egg is characterized by an oneirically sin ister atmosphere, strongly redolent of Surrealist pai nting and particularly of the works of Giorgio de Chirico and Salvador Dali. The OVA's eerie qualities are per sistently enhanced by the presence of liquid efects, using relection and refraction as potently distorting tool s . As Richard Suchenski observes i n his survey of Oshii's career published in Senses of Cinema, Angel's Egg con sti tutes a "steadfastly uncom mercial personal proj ect that could only have been made at the height of the Bubble economy" and "remains obscure even in Japan" although "there are many critics and fans of Oshii who would call it his masterpiece . " Furthermore, "Patlabor 2 is more sophisticated, Ghost in the Shell is more i m portant , and Avalon is m ore mythically com plex, but the low-tech, hand-drawn Angel's Egg remains O shii's most per sonal i lm" ( Suchenski ) . A 7 1 - m i n ute piece contain i ng m i n i mal dialogue and hence relyi ng almost exclusively on visual images to develop its cryptic narrative , Angel's Egg eludes deinitive explanation s : Oshii himself has professed not to know what the ilm is inally about . The viewer is therefore encouraged to draw his or her own conclusions and, having done so, to be p repared to revisit, recon sider and very possibly subvert their import . Focusing on allusive understatements rather than revelatory epiphanies, and on symbolic pres entation rather than action , the OVA persistently invites speculation by simultaneous recourse to an elliptical concatenation of jarring impressions and to a maj e stically moody integration of graphi c , chromatic and aural efects . The plot itself may on ly be tentatively inferred on the basis of the responses elicited by the depiction s . O n the surface , the sole ascertainable factor would seem to be that the action centers on a young girl ( the titular "Angel" ) i n possession of a gigan tic egg and a wandering warrior, roaming through a postapocalyptic city of hallucinatory illusions, tran scen dental magic and ach ingly depressing beauty. Indeed, the animation's bleak mood is m agniied rather than relieved by its interpenetration with an element of ethereal grac e , insofar as the latter serves to throw the former into sharper relief by ironic contras t . 75
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Part Two : Oshii a n d the Carnivalesque
I n the opening sequence , a young soldier is seen standing in a para digmatically dreamlike environ ment, as a giant orb illed with myriad stone statues descends from the sky and then lands, triggering of sire n s . Awak ened by the noise, a little girl climbs to the top of a massive staircase, leav i ng b e h i n d a large egg . She looks at the city in the distance, returns downstairs, picks up the egg and sets out on a journey. After traversing a desolate land and a gloomy forest , she eventually com es to a pond , where she ills a lask, observes the world through the luid, and then drinks from it. A feathe r loats on the surface of the pond , and the girl has a v ision of herself and her egg sinking to its bottom . She next reaches a derelict city of approximately European style, and contemplates pensively its decaying bal conies and staircase s . Countless tanks suddenly m aterialize ostensibly out of nowhere and the young soldier seen at the beginn ing climbs out of one of the m . The two characters ind them selves facing each other for the irst time, at which point the girl runs away and takes refuge i n a narrow alley way. She then visits a forsaken room , picks up another lask, empties it of its red contents and reills it at a monumental fountain - having once more left the egg behind. As she perceives ominous igures sitting by the fountain and hears a clock chiming fourteen times, the child fearfully drops the lask and runs away once more . Having sheltered i n the sunken remains of a formerly grand ediice, she sees the soldier agai n . Referring to the egg, he tells her that she should look after precious thi ngs more carefully but also states that in order to k now what the obj ect truly mean s, it should be opened. Unsur prisingly, the girl i nstantly lees the man's company. However, he tenaciously goes on following her. As the two characters move through the city, isher men equipped with spears spill out onto the melancholy streets and the girl com ments that the men still pursue their inte nded p rey even though there are no ish left . Shadowy images of colossal ish take form on the sides of the city's abandoned buildi ngs while the hunters foolishly sling their har poons at the m . The girl then takes the warrior into a m ansion that houses the fossilized remnants of ancient creatures. A picture of a tree on a wall reminds the young man of another tree he once saw, containing a dreaming bird in possession of a giant egg . Rows of lasks sim ilar to the ones previously shown can be seen lined along a wall . The soldier asks the girl how long she has been living i n the building but she has no idea what the an swer might be . He adm its that he does not know who he is or where he comes from either and then p roceeds to recount the Biblical tale of Noah and the Ark with an altered ending, i n which the survivors of the Flood go on drifting purposelessly for eternity, and grad ually forget their previous existence altogether. H e reckon s - a n axial moment i n the story - that perhaps everybody belongs to somebody else's
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dream, that nothing genuin ely exists as a tangibly i n dependent entity and that even the dreaming bird he so vividly recalls may never have actually obtained. The little girl, howeve r, adamantly declares that the bird in ques tion does exist, and l eads the warrior to another part of the building, where the fossilized skeleton of a mam moth b ird is i ndeed located. Coming closer than anwhere else i n the ilm to disclosing her personal reasons for treas uring the mysterious egg, she then states that she intends to hatch a new b ird - presumably akin to the ancient one - from her precious possession . The two characters proceed to sit by a ire on the loor of the child's chamber. The warrior asks if any noise can be heard inside the egg and the girl smiles warmly, saying that she can hear b reathing sounds. The young man somewhat cynically opines that what she hears i s p robably her own b reath i n g . She staunchly defends her theory regardi ng the presence of l ife i nside the egg by clai m i ng that she can also hear the noise of luttering w ings, yet the soldier dism isses her perceptions once more, arguing that what she is hearing is merely the wind blowing outside . Heavy rain beats relentlessly the desolate city as the girl falls asleep and her companion lays her on the bed. She suddenly wakes up and asks him who he is: he replies by merely returni ng the same question to her. The girl falls asleep again clutching the egg and the soldier sits i n silence, gazing at the smoldering ire . H e then takes the egg from the slumbering child and uses h i s cross shaped weapon to smash it. Reverbe rating with memories of the aforementioned Noah tale, the sequence that follows shows rising waters threatening to lood the city, as the crazed ishermen wait for their shadow p rey to reappear. When the girl wakes up, she discovers that both the egg and the warrior have gon e . She inds a fragment of the cracked shell and is hence forced to consider - i n what could b e regarded a s the ilm's most i nconsolably sad, and yet most revealing, moment - that there is no clear p roof that her cherished posses sion ever contained a nything. F i nally, the child leaves her refuge, sees the soldier in the distance and starts chasing h i m . I n a sequence that vividly echoes the oneiric vision p resented earlier in the narrative, we next see her precipitate i nto a water-illed crevice and sluggishly sink to its dusky depths. In the closing scene, the soldier stands on the beach i n a deluge of feathers as the orb i n t roduced in the opening segment of the OVA rises from the sea. One of its statues now exhibits the countenance of the little girl, clasp ing her egg : the you n g man im passively watches i t asc e n d . The inal sequence of the OVA consists of a protracted reverse zoom that vividly recalls the closing frames of Andrei Tarkovsky's Solaris (1972) i n its grad ual revelation that the island upon which the action turns out to have taken place is a puny and lonely dot in the midst of an over whel m ingly empty ocean .
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The animation style used by Oshii i n A ngel's Egg is very disti nctive and, though marginally dated, capable nonetheless of yielding exquisite elegance. This impression, bolstered by the haunting tonal tapestry of Yoshi hiro Kanno's soundtrack, e manates to a sign iicant degree from the use of harmon ic oscillation i n the man ipulation of frames, ach i eved through a studious rendition of rippling and wav ing patterns of motion . O n the whole, the combination of visual and acoustic efects, simultaneously rem i n iscent of p roduction s as diverse as Ingmar Bergman's The Seven th Seal ( 19 5 7 ) , Terry Gilliam's Brazil ( 1 985 ) and Stanley Kubrick's 2001: A Spa ce Odyssey ( 1968 ), aptly magn iies the an imation's deeply e nigmatic character. The visual identity of Angel's Egg is deined th roughout by Yoshitaka Amano's disti nctive aesthetics, and particularly his unmistakable fusion of the lyrically mellow and the dramatically uncan ny, gentleness and menac e . Among the most salient traits of Amano's work to be also fou n d i n A ngel's Egg are the juxtaposition of min imalistic forms whereby p riority is accorded to simpliied and even stark lines- in the rendition of settings and in the evocation of movement - and intricately detailed frames in which the eye is sucked into a kaleidoscopic proliferation of architectural and ornam e n t a l m i n utiae worthy of t h e m o s t exuberantly adorned G o t h i c cathedral. Amano's pa ssion for detail also extends to character design, the female pro tagonist's pictorial distinctiveness emanating from the unobtrusive inclu sion of a solitary braid among a mane of un ruly locks, tiny j ewelry, and meticulously executed fabrics and patterns, no less than from her overall mien as a blend of the waif and the fairy tale pri ncess, the u n fathomable imp and the i n nocent angel . The depiction of the setting also features Escheresquely disorienting perspectives wherei n seemingly endless stair cases, shadowy archways, steep walls and cobbled alleys mock the eye i nto the vain pursuit of an unreachable sensory destination . This technique reaches its crowni ng achievement i n the representation of the goliath eye seen i n the opening and closing sequences, as an appar ently m i n imalistic icon of powe r when apprehended from a di stance, and a dizzyi ngly i n tricate assortment of stone sculptures as the camera gradu ally p icks up the m i n utiae of its textural coniguration . I n the representa tion of the story's environ ment, the storyboards also capitalize on graphic contrasts betwe e n shapes that tend to utilize severely straight l i n e s : a chessboard- like expanse of wasteland, the town's regularly hewn lagston es, the tanks, the spears, and soft forms: the flasks, the p rotagon ist's lowing garments, the conch-like stairwells, recurring bubbles, droplets and r ipples, candyloss clouds and - of course - the eponymous egg. The characters of the l ittle girl and of the warrior are perfectly at home in Amano's populous gallery of imaginary soldiers, elves, maide n s, awesome deities, aliens and vampires. I n A ngel 's Egg- as in m any other p roj ects
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through which the artist has asserted his un ique signature - Amano is able to engi neer mesmerizing encounters of Celtic and Eastern mythologies, and concurrently bring to life a un iquely atmospheric environment . The OVA prioritizes noctunal setti ngs, ch iaroscuro efects, stagnant water, light rays iltering through stained-glass panes, indistinct and amorphous igures, hazy outlines, alternately Baroque and Gothic ornamentation, and the taste of antiquity mi ngled with anticipations of a latently cyberpunk-ish future . The Christian i m agery utilized throughout A ngel's Egg has i nvited much speculation , and the symbolic motifs of the gigantic shadow ish,l the Tree of Life, the dove , the cathedral's stai ned-glass windows, the cross shaped weapon carried by the character of the wa rrior and the references to Noah's Ark and to the Flood , in particular, have been read by diverse critics and commentators as laden with multi-accentual connotations. Thus, the OVA has been interpreted as a parable about the corruption of i n no cence ( personiied by the "Angel") by organ ized rel igion an d overzealous dogmatism ; as a deconstruction of both Old Testament and New Testament narratives according to which the Flood results not i n redemption and a fresh begi n n i ng but i n a dispiriting scenario of utter hopelessness ( epito m ized by the people waiting i n vain for the dove's return ), and the Christ igure is l ikewise associated not with salvation but with eternal dam nation ; a stylized account of Oshii's own loss of faith . The relevant extract from the OVA's m i n i malist script - namely, the only protracted monologue i n t h e e ntire p i e c e - i s worth quoting extensively, i n t h i s context, as a n e mblematic illustration of Oshii's take o n Biblical mythology as a whole: WARRIOR: too have forgotten where I 'm from . . . . Maybe 1 didn't know from the beginning where 1 am going . . . [starts quoting) "I will blot out man whom 1 have created from the face of the ground , man and beast and creeping things and birds of the air, for 1 am sorry that 1 have made them. 1 will send rain upon the earth forty days and forty nights, and every living thing that 1 have made 1 will blot out from the face of the ground. And after seven days the waters of the lood came upon the earth. On that day all the fountains of the great deep burst forth, and the windows of the heavens were opened. And rain fell upon the earth forty days and forty nights. The ark loated on the face of the waters, and all lesh died that moved upon the earth. Birds, cattle, beasts, all swarming creatures that swarm upon the earth, and every man. Only Noah was left, and those that were with him in the Ark. Then he sent forth a dove from him, to see if the waters had subsided from the face of the ground. Then he waited another seven days . . . and she did not return to him any more. " Where did the bird land? Or maybe it weakened and was swallowed by the waters, no one could know. So the people waited for her return, and waited and grew tired of waiting. They forgot they had released the bird , even forgot there was a bird and a world sunken under water. They forgot where they had come from , how long they had been there, and where they were going so long ago that the animals have turned to stone. The bird I saw, I can't even remember where or when, it was so long ago. Perhaps it was a dream. Maybe you and I and the
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ish exist only in the memory of a person who is gone. Maybe no one really exists and it is only raining outside. Maybe the bird never existed at all [Angel's Egg Script].
The religious symbolism is con sistently communicated by means not only of obj ects but also of postures and gesture s . This is evide nt i n the stat uesque poses, redolent of traditional Christian sculpture, adopted by the protagon ists at several j unctures i n the story, in the seemingly ritualistic breaking of the egg, and i n the girl's quasi-baptismal, cathartic i m mersion into water at two p ivotal points in the ilm . I n assessing the religious symbolism that courses through A ngel's Egg, it should be noted that i n the Christian tradition, the image o f the egg is regarded as a symbol of renewal - hence, its r itual role at Easter. I n this tradition, breaking the egg is a symbolically crucial act insofar as it is the very fracture of the protective shell that enables the release of the purify ing and regenerati ng energies the symbol supposedly holds . Th us, while the destruction of the egg i n Oshi i's OVA may constitute a denial of i n no cence and hope on one level, the act could also be interpreted as a positive choice . This hypothesis may be sub stantiated with refe rence to the B uddhist notion of emptiness, according to which the ann i hilation of comforting prosthetic adj uncts does not unequivocally represent a descent i nto tene brous n i h il i s m but m ay also stand for an assertion of self- reliance and autonomy, and a m ature recognition of the necessity of dismantl i n g all manner of deceptive idols i n the quest for knowledge . I n this light, the war rior's smashing of the egg could be said to symbolize a deliberate embrac ing of emptiness as a salutary removal of pse udo - con solatory delusions rather than a callous denial of meaning and prom ise . The image o f the egg, moreover, is central to the creation legend contained i n the Nihongi, a largely mythological record of Japan's anci ent history, according to which the world was i n itially an egg- shaped mass evincing no distinction betwee n heaven a n d earth a n d hosting the germs capable of bri nging forth n e w life . While constituting Oshii's most elusive dramatization o f the i n extri cability of actuality from dreams and the alternation between reality and its shadow, A ngel's Egg could also be approached as an environmentally con scious warn ing about the evils of overishing, an extremely serious eco nom ic and ideological issue i n modern and contem porary Japan . The ecomessage gai n s poignancy by its coupling with another concern close to Oshii's heart, namely the ultimate perversity of all forms of blind fanati cism and, by implication, of all institutionalized creeds . I n deed, the isher men's zealous pursuit of a non-existent prey could be said to symbo lize the un reflectively fatuous worship of unscrutin ized icons and beliefs . N o less implausible are appraisals o f A ngel's Egg a s a com ing-of- a ge
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tale or as an existentialist meditation . The sheer recurrence o f the question "Who are you?" i n the script succinctly encapsulates these philosophical dimension s . I n its vi rtually plotless, stream -of-con sciousness approach to narration, A ngel's Egg both echoes Beautiful Dreamer's surrealism and looks for ward to Ghost in the Shell. Where the latter is concerned, the OVA could be speciically said to anticipate the feature ilm's penchant for a seamless amalgamation of d isparate narrative strands, open to diverse read ings and a correspondingly prismatic range of speculations about the ontological and epistemological statu s of identity. Cinematographically, A ngel's Egg features several of Oshii's favorite stylistic trademarks, and especially the methodical i nclusion of n umerous uninterrupted long takes, as well as the tendency to concentrate on languidly slow patterns of motion across dusky townscapes furnished with decaying architectural tableaux, spectral p resences and skeletally attenuated shapes. The ilm m akes abundant use of ixed frames and horizontally scrolling pans i n which full frame-to-frame animation is relegated to j ust a handfu l of relatively brief, albeit highly elegant, scenes . Hence, m ood a n d atmos phere are i n sistently p rioritized over movement . The ilm i n deed reaches towards the audacious extremes of non-animation, of an aesthetic realm wherein the classic animated cartoon gives way to the concept o f animated painting. Moreover, as emphasized by Suchenski, the OVA also incorporates "sustained lateral tracks, the slowing down of human motion, a rhythmic alternation between long takes and montage-style cross-cutting, and a ten dency to frame objects so as to maximise their contrast with the light sources on the edges of the screen" ( Suchenski ) . The ilm's most representative sequence - where both camera opera tions and symbolic images are concerned - is arguably the one which shows the little girl walking through a murkily lit forest, falling into a pit and lashing i n and out of the gloom i n the process, and then cuts b ack to a long shot of the same character as she sits by the lake and ills a bottle with water. This consists of a series of cut - i n s, followed by a close-up of the bottom of the bottle capturing a distorted relection of the forest . A lateral pan over the lake then ensues, tailed by a montage that i ncludes a downward float ing feather, a tree's m i rror-image on the water's surface, a wave of weeds seething beneath it, and inally a succession of amorphous dark masses seemi ngly moving over i t . Their shadow eventually travels over the girl's face and we n ext see her underwater, sinking and pathetically clutching the egg one last time . A ngel's Egg was used as the skeleton for the live- action ilm In the After math ( dir. Carl Colpaert, 1987), a postapocalyptic tale in which a pair of brother and sister angels ( Colpaert's rei ncarnations of the little girl and the warrior) are meant to ind a group of human survivors and rescue them
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with the help of an egg . The movie's action occasionally i n tercuts with footage from Oshii's OVA , heavily dubbed over with d ialogue that does not appear i n Angel's Egg and integrated into the action mai nly by means o f superimpositions of images of the child from t h e a n i m e onto images of the live - action child (who is strongly and somewhat incongruously reminis cent, i ncidentally, of Disney's Alice from A lice in Wonderland) . In the After math is hardly a memorable production and, perhaps even more disturbingly for Oshii's most loyal fans, a strange attempt at synergetic remediation that arbitrarily suppresses the original's studiously formalist reinement. I n the overall traj ectory of Oshi i's engagement with the carn ivalesq u e , A ngel's Egg demon strates h o w - having already moved from t h e fundame n tally comedic tone of Only You t o the hauntingly surreal , yet still lim i nally ludic , spirit of Beautiful Dreamer- the director strove to shift gears in the direction of a decidedly somber tone, stripped of even the scantiest vestige of levity. Thus, the 1985 OVA is dein itely not carn ivalesque in the sense that it p rovides jocular distortions of the everyday but i n the sense that it alchem ically rareies the com ic formula to the point that i t depicts an upside-down world consonant with the logic of the carn ival and yet pre cludes any consolatory outcomes. This makes A ngel's Egg an expression o f t h e carn ivalesque a t i t s most baleful, supplying several i ncursions i nto the carn ival's favorite playgro unds- the grotesque, the b izarre , the uncanny yet removing all traces of the jolly din one m ight customarily expect to be exuded by a playground. The heart-warming echoes of young voices are , i n fact, un sentimentally displaced by daunting choral m elodies, the shouts of blood-thirsty predators and the cheerless moan of an ancestral wind that k nows no peace .
11
Twilight Q2: Labyrinth Objects File 538 The second and inal episode of the Twiligh t Q2 OVA series, Twiligh t Q2: Labyrinth Objects File 538, revisits the equivocal ambience conveyed with equal intensity, albeit in vastly diferent ways, by the Urusei Yatsura i l m s and A ngel's Egg by once more blurring the boundary between the real and the imaginary. I n itially designed to p rovide an arena wherein budding directors could exhibit their skills through a collection of u n related narra tives, the project did not develop beyond its second i n stallmen t . The title echoes two popular black-and-white television programs of the 1960s, The Twilight Zonel and Ultra Q,2 with which it shares a penchant for the noir and for grotesque distortion . The irst episode was directed by Tom omi Mochizuki (Kimagure Orange Road, 1988, and Ocea n Waves, 1993 ) and revolves around the char acter of a girl who inds a camera on the beach wh ich turns out to contain images of herself i n the company of a stranger, and then starts journeyi ng back and forth in tim e . The episode written and directed by Oshii elabo rates Mochizuki's conception of time as a markedly elastic dimension, con currently bri nging into play generic and graphic motifs characteristic of classic science- iction cinema and l iterature, as well as autobiographical elements. The portrayal of the ilm's detective, in particular, is based largely on Oshii's memories of his father as a frequently unemployed private i nves tigator. It is also worth stressing, i n this regard, that the investiga tion topos is rarely absent from Oshii's work, and indeed features almost as persistently as the dream dimension . The i nvestiga tion motif will become pivotal in the Patlabor features i n the late 1980s and early 1990s- to be revisited in the post-Oshii sequel Patlabor WXIII: Movie 3- and will be dealt with again through the lenses of cybertechnology and cyberterrorism i n the Ghost in the Shell i l m s . Blood: The Last Va mpire is also a detective story of sorts, though iltered th rough the codes and convention s of the gothic tale, on the one hand, and political allegory, on the other. Avalon, too, is ultimately 83
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an i nvestigation, seeking to penetrate the Chinese-box domain of a multi zone v i rtual-reality environment to establish whether or not any empiri cal reality obtain s beyond the synthetic surfaces supplied by technology. The plot of Twiligh t Q2: Labyrinth Objects File 538 pivots on a young girl who shares a dilapidated flat i n the Tokyo suburbs with a man who appears to be her caretaker ( and possibly father ) . Intrigued with ish and aeroplanes- which she often mixes up as though they were i n terchange able or even indistinguishable entities - she dons throughout the story an oversized T- shirt bearing the caption "ish" and an army helmet . In the opening segment, the Japan Air Lines passenger light 5 3 8 begi n s to disi n tegrate i n m id-flight, the plunging scraps of metal gradually take o n the sem blance of giant scales and the plane itself increme ntally morp h s i n to a colossal koi.3 In a small and cluttered apartment, a large and sweaty man (the girl's guardian ) listens to the news concerning the disappearance of flight 5 3 8 a n d the analogous vanishing of a n Air Zimbabwe light the previous day. Meanwhile, the child stands staring at a tank housing a bulky koi and m i m icking i t s mouth movements . The two characters proceed t o e a t a frugal meal of plain noodles, which the girl interrupts when she hears a plane lying overhead and hurries to the window shrieking " F ish! F ish!" I n the next scene, a man garbed i n a trenchcoat and dark glasses i s seen gazing at the city from across the bay, as the radio reports the disappearance of yet another JAL aircraft and announces that seventeen j ets are deemed to have van ished over the past month . The man walks to the lat i n habited by the girl and her guardian and inds the child asleep on the loor with the koi tank by her side . His attention then turns to a computer, which he i n structs to "execute . " As a result, the machine types out the content of its m e mory : a message from the large man i ntended for his "successor." The man i n dark glasses t u r n s o u t t o b e a detective supposed to be i nvestigating t h e pri vate lives of the large man and the girl and contractually bound not to enter their property - a rule he has now patently violated. The i nvestigator inally resolves to peruse the message, thus narrating his p redecessor's story. We thus learn that the large man was also a detective once, and that after countless days spent waiting in vain for a client he had eventually been given a case identical to the one received by the present-day PI - namely, to i nvestigate the lives of a man and a little girl sharing an apartmen t . I n the course of the case, the former detective had been unable t o garner any helpful clues about the obj ects of his probing, neither the post oice nor the fam i ly register, nor the providers of gas, electricity, water and TV con nection holding any record of the two characters' existence . This quest had taken place i n an atmosphere not unlike the one pertai ning to the present day narrative : a stili ngly hot summer in the course of wh ich the passing
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of time appeared to have become indiscernible and several aircrafts had likewi se mysteriously evaporated. Having observed the pair through a hole i n the wall and found that they did precious little other than eat or sleep, the fat man had eventually taken advantage of their leaving the residence to v isit a public bath and discovered that the place bore no sign of recent occupation and indeed looked quite diferent from the way it had looked when i n spected from the outside . Twilight Q2: Labyrinth Objects File 538 echoes Beautiful Dreamer, i n this respect, a n d speciically the scene i n which Sakura v isits Onsen-Mark's lat and inds it in a state of utter decrepitude and neglect . Parallels with the second Urusei Yatsura movie continue to reveal themselves as the large man discovers that the land on which the dwelling is supposed to be situ ated is a non- existent area, according to the city m ap, having once been m arked as due for reclamation but still - i n terms of the oicial record s part of t h e s e a . It should also be noted that t h e area as seen by t h e detec tive is infested with goldenrod (seitaka ) , a plant that traditionally symbolizes desolation, i n fertility and Nature at its least benign . Moreover, the character inds that the aeronautical m ishaps have all occurred i n the light zone above the phantom domicile . By and by, the fat man loses all sense of his original identity, becoming totally engrossed i n the fate of the enigmatic pair a n d unable t o ascertain the ultimate reality of either the apartment or the world beyond it. The puzzle at the heart of Beautiful Dreamer is here agai n invoked, as the empirical validity of the fac tual and the hypothetical alike is drastically brought to trial and fou n d irre mediably wan t i n g . Hav i n g eventually entered the abode wh ile i t was occupied, the large man had become further engulfed i n the conundrum and powerless to transcend it. It is the present- day i nvestigator's destiny to follow i n his tracks: hav ing also entered the couple's residence, he is now bound to it - and to act as the girl's guardian, as well as write a similar m issive for his own succes sor. The bottom line i s that the large man was appointed as a detective by the very man he was supposed to i nvestigate and then had become that man. The n ext detective, in turn, has been appointed by the large m an to p robe into his own and his charge's live s . Just as the large man had turned i nto his client, so the present- day P I must turn i nto his own client - namely, the large man . This is dramatically conirmed by the fact that after he has read the letter, the detective removes his dark glasses and is openly revealed to be the same large man we saw i n the i n itial sequenc e . However, the episode's real climax does not occur until the v e r y e n d, where the circularly self- relexive character of the entire experience is fully disclosed . I t here tran spires that the events presented in Twiligh t Q2: Labyrinth Objects File 538 are actually part of a yarn constructed by an aspir-
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i ng artist, that his idea is met with puzzled skepticism by his editor, and that it is i n the wake of the rej ection that a porte ntous i ncident occurs . This ending makes it feasible to interpret the story as something of a disgruntled author parable taken to ludicrously absurdist extremes . In deed, the large man could even symbolize Oshii himself, as a director nagged by the aware ness that his ilms are often befuddling and hence hard to accept into the m a i n stream . This element of self-parody adds a further carn ivalesque dimension to the Oshiian repertoire . O n the graphic level, Twiligh t Q2: Labyrinth Objects File 538 p roposes an efectively disconcerting contrast between the h umorous and even, occa sionally, clownish appearance of the little girl and the fat man, whose depic tion p rioritizes soft, round shapes and bright colors, and the architectural setting's forb iddi ngly realistic gloom . The oversized ish provides a visual link between these two conflicting pictorial registers, coming across as con currently caricatural and strangely uncomely. Thus, the particular stylistic approach to the carn ivalesque exhibited by Twilight Q2: Labyrinth Objects File 538 could be said to constitute a meeting point between the ludic modal ity p roposed by the Urusei Yatsu ra productions at their most lamboyantly comedic and the uncomprom isingly disorientating surreal ism o f A ngel 's Egg. As far as an imation techniques are speciically concerned, the episode's studiously detailed ope n i ng sequence with its bizarrely morphing plane p robably ofers the most enduring memor i e s . Also noteworthy i s the pseudo-documentary style ev inced by the bulk of the p roduction, with its extensive use of still photographs and accompanying voiceover. The ultimate i nvestigators depicted by Twiligh t Q2: Labyrinth Objects File 538 are the author seeking to engage with a narrative about the l i m i tation s of empirical veriication, a n d t h e camera endeavoring to fathom even the most p rosaic nooks of ilmed - and i lmable - territory in order to assess their own latent lure and distinctiveness .
Part Three
OSHII'S TECHNOPOLITICS The future is unwritten. There are best-case scenarios. There are worst-case scenarios. Both of them are great fun to write about if you're a science iction novelist, but neither of them ever hap pens in the real world. What happens in the real world is always a sideways-case scenario. World-changing marvels to us, are only wallpaper to our children. - Bruce Sterling, 1993
I think it's diicult for us to know what we lose. We are con stantly losing things, and often, as we lose them, we can't remem ber what they were. They go, they really do ; we lose them totally as we move forward in this increasingly mediated existence. I think that's probably one of the tasks of the contemporary poet : to try to capture that sense of constant loss. - William Gibson, 1995b, p. 21
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Visions of Power in Live-Action and Anime The ilms covered i n this section of the book constitute the opening chapter, within the prismatic history of Oshii's creative t raj ectory, of the director's rise to h i s current status as one of the most exceptional person alities i n modern Japanese ilmmaking. They demonstrate Oshii's k nack o f amalgamating broad political preoccupations regarding econom ic exploita t ion and the abuse o f power with speculations about the future of technol ogy and i ntrospective philosophical reflection . Fans of anime across the globe are keen on stressing that i n Japan, ani m ated ilms are not j ust for kids, and this assertion is undoubtedly valid to a considerable degre e . However, the volume of animated i l m s that explic itly target crit ically thinking adults and actually use animation as a vehicle for sociopolitical and philosophical analysis is rather sli m . Approached from this perspective, the atmospherically sophisticated movies here examined are of singular importance i n their prov ision of a unique, profoundly per sonal and topically cogent meditation on mutating coniguration s o f indi vidual, national and global identities i n the late twentieth century and i n t h e early twenty-irst century. As a piece of science iction imbued with serious political p reoccupa tions, Dallos constitutes a thematic prelude to the Patlabor universe, though many anime v iewers and critics will feasibly remember it more as an epoch m aking techn ical i nnovation i naugurating single-handedly the fertile ield of O r iginal Video Animation than as a particularly i nspiring visual narra tive . Both the Patlabor productions and the movies centered on the " Ker beros" m otif - namely, the live - action features The Red Spectacles and Stray Dog and the animation in-Roh: The Wolf Brigade focus on issues of law and order, pai n stakingly examining the precariousness of the dividing l i n e between a fair com mitment to j u stice a n d a fanatical excess of zeal . Both sets of i l m s, moreover, interweave these issues with reflections on the i mpact of technology on ethical values, while also sharing a concern with the unresolved tension between individual ambitions and collective -
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agendas, isolation and belonging, personal principles and socially sanc tioned norms and regulations, emphasizing the p roclivity of v i rtually any rule-bound form of stability to degenerate into peremptory dogmatism . Oshii's engagement with the exploration of political issues via the medium of anime persists i n the live-action productions Talking Head ( a feature length movie) and Killers: .50 Woman ( a short ilm i ncluded in a ive - part omnibus ven ture ), with a shift of emphasis on the economic and aesthetic priorities of the ilm and fashion industries and related attention to the crimes that pervade them . Oshii's technopolitical productions bring to life a vast array of human machine hybrids: automata that are humanized by their anthropomorphic traits and investment with quasi - h u m an afects, on the one han d ; and human beings that are mechanized by their encasement i n or e n hancement by automated armors and gear, on the other. These two typologies, taken i n tandem, could be seen as embodiments of the concept of "robotic fan tasy" a s theorized by J . . Telotte . This phrase designates t h e c i n e matic implementation of techniques that foster the representation o f a "seductive v i ew of the self as fantasy, able to be shaped and reshaped, deined and redeined at our will" ( Telotte, p . 5 1 ) . Oshii's ilms v iv idly capture this v ision, concurrently proposing a challenging perspective on the self as a mutable p roduct of culture, language and ideology rather than the puta tively stable and sealed entity gloriied by Western anthropocentrism . I n stylistic and techn ical terms, the an imated p roduction s examined i n the present section encompass p ractically all of the deining facets of Oshii's cinematograph ical signature assessed in the i ntroductory segment of this book. I n deed, it could be safely maintained that the Patlabor fea tures and Jin-Roh mark Oshii's attainment of arguably unprecedented lev els o f sophistication i n the capacities of director and script writer respectively. The evaluation of Oshii's live-action cinema i n wh ich this sec tion also e ngages, for its part, requires some consideration of the ways i n which Oshii's non -anim e productions relate, technically and stylistically, to the animations for which the director is better known on both domes tic grounds and abroad . F irst of all, it should be noted that Oshii's career has not been i n formed by some kind of tectonic shift from animation to live- action cinema or vice versa, entailing the relinquishing of one medium to the advantage of the other. I n fact, Oshii has recurrently and luidly traversed the boundary con ventionally presumed to separate the two representational modes, seemingly applying the lessons learnt from his i nvolvement i n anime to live- action ilmmaking and simultaneously experimenting with the codes and conven tion s of live-action cinema within the animated realm, a s though t o assess how far and how adventurously these could be stretched .
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While, as noted, the animations and the live-action works discussed in this section i n order to document Oshii's technopolitical vision share the matic p reoccupations, more i ntriguing still are their dramatic and rhetor ical ai nities. I n looking at the live-action "Kerberos" features, one detects a studious in tegration of the pri ncipal formulae of the animated medium with those of live-action ilm that gives rise to an utterly novel and visu ally tantalizing cinematic synthesis. The movies in question imagi n atively app ropriate several of the traits commonly associated with an ime, includ ing the alternation of hyperactive slapstick comedy with brooding moments of inaction, of ludic explosions of wit and passion with suavely lyrical pil low sequences, as well as a p roclivity for stylized visuals, graphic i ntensity and exaggerated patterns of motion . This also applies to a considerable degree to the short live-action ilm Killers: . 50 Woman despite the relatively m i n imalist breadth of the piece . O f the various element of a nime mentioned above, exaggeration is plausibly the most disti nctive . Indeed Japanese animation p roverbially ( or notoriously, as some would argue) relishes exaggeration, and diverse sub genres of an ime have capitalized i n speciic ways on the performative value of this notion . At times, the penchant for graphic overstatement takes the guise of hyperbolically gory i ght sequences of the kind that punctuate Yoshiaki K awaj iri's period piece Ninja Scroll ( 1 993 ) and, though far less p rom i n e ntly, m ake a cameo appearance i n Hayao M iyazaki's Princess Mononoke ( 1997 ) . At other times, it manifests itself in awe - i n spiring sets of postapocalyptic drama such as those repeatedly encountered in the Neon Genesis Evangelion TV series and features (dir. Hideaki Anno, 1 995, 1997 ) . A t others still, i t emerges i n substantially more prosaic forms b y means o f a plot 's deliberate ( an d even tongue-in-cheek) concessions t o the absurdly over i nlated crises of the soap opera genre - as evinced, for instance, by the TV feature Ocea n Waves ( di r. Tomom i Mochizuki, 1993 ) . A nime i s obviously not alone i n treasuring the aesthetic o f exaggera tion, since th i s is also undoubtedly a marker of Western an i m at ion . Instances abound throughout the history of the medium, from the i rrev erent capers of Otto Messmer's Felix the Cat, through the aquatic exertions o f Disney's Magician's Apprentice and the balletic exploits of the ( also Dis n eya n ) Beast's dynamic tableware, to the deployme n t o f Wal lace and Gromit's contraptions i n Nick Park's animations, and the danse-macabre set pieces of Tim B urton's Goth puppets . No less representative are West ern a n i mations in wh ich the character design s are in the m s e lves so gloriously overextended as to be capable of conveying a sense of dispror tionateness by merely being what they are and, most crucially, looking the way they do. The l in eage of characters so versed is long and honorable : a selective gallery likely to spring to m ind, were animation lovers invited to
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take part i n a brainstorming exercise, would almost certainly include per sonas as exuberantly varied - both temporally and p ictorially - as B etty Boop, B ugs Bunny, Tom and Jerry, Cinderella's Fairy Godmother, Simba the Lion, Shrek, the Grinch, and Woody. Oshii's anim ation does not seem inclined to follow this stylistic trend uniformly - or indeed predominantly - and this is fully attested to by the anime titles discussed i n this section of the book . With the exception of the three parodic shorts included in Mil1ipato, which adopt overtly caricatural graphics and deliberately overinflated rhetoric, the animated i l m s here examined eschew theatricality and glamor, opting i n stead for a m arkedly subdued acti ng style corroborated by suitably discreet palettes and sound tracks. The live- action ilms de livered by Oshii's camera, conversely, embrace to the fullest the exaggeration -based ethos. This point will be elaborated later i n this segment . It should irst be noted that while exaggeration unde niably constitutes a key i ngredient of both Eastern and Western types of animation, there is nonetheless one aspect of an ime's own imbrication with the twin discourses of action -oriented and character-centered hyperbole that is distinctive to this form i nstead of being common to anim ation at large . This has to do with a speciically Eastern - and not exclusively Japa nese - legacy tied up with traditional theatre an d modern live-action c i n ema. Especially worthy of notice, i n t h i s regard, a r e t h e Japanese theatrical traditions of Kabuki and Noh, the samurai movie, and the ma rtial-arts ilm of quintessentially Chinese provenance . Kabuki, a popular form that burgeoned in the seventeenth century, thrives on exaggeration, as evinced by a markedly stylized approach to act ing wherein an overly spectacular repertoire of postures and gesture s complemented by rhythm ic dialogue, music a n d dance - i s rout i n e ly em ployed to indiv iduate the superhuman heroes and the villa i n s on which the stories hinge . M agniicent flowing costumes - at times so heavy as to require the onstage p resence of black-clad assistants (kurogo ) to manipu late the robes while the actual performers play their part s - are possibly Kabuki's most memorable component for many ( especially Western ) spec tators . Comparably elaborate makeup serves to heighten the overall mood of dram atic excess- a mood, importantly, that eludes the danger of degen erati ng i nto the undilutedly ludicrous thanks t o a punctilious dedication to the perpetuation of time- honored formulae, and to correspondi ngly exacting performance patterns. Kabuki, therefore, is dominated by the prin ciple of hyperbolic stylization in ways barely k nown to Western drama since Aeschylus . Noh theatre, in contradisti nction to Kabuki, is a classical ( rather than popular) form developed in the fourteenth century that pursues the aes-
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thetic of exaggeration in the opposite direction - that is to say, not gaudy excess but stark m i n imalism . Stylization plays no less crucial a role, how ever, withi n Noh dram a's criteria, impacting crucially on its use o f dance, eerie flute- and-drum music, poetry, mime and, perhaps most famously, l aboriously designed masks. The expression s evinced by several of Oshii's personas in both the animated and the live-action works here studied often recall, i n their penchant for stylization, the traditional masks of Noh the atre . As John Twelve Hawks has observed, these illustrious cultural arti facts are above all characterized by an aura of impassiv ity : Ghosts, demons, and crazy people had garish masks that showed one strong emo tion, but most actors wore a mask with a deliberately neutral expression. Even the middle-aged men acting without masks tried not to move their faces. Each gesture on the stage, each statement and reaction was a conscious choice [Twelve Hawks, p. 98].
I n Oshii's cinema, this impassivity is most p ronounced at times of uncer tainty and doubt, where it does not denote a self- conident transcendence of one's troubled afects but actually operates as a powerful correlative for a character's epistemological unanchoring and for the cognate suspension o f any dependable referents. As shown i n some detail i n the relevant portions of this section, Oshii's live -action p roductions partake of both excess and m i n imalism, alternat ing betwe e n hyperbolically e n hanced body language and form alized restrai nt, lav ishly polychromatic and somberly monochromatic palettes, intentionally lamboyant overacting and meditative languor. Music, m im e a n d dance a r e also i ncorporated i nto t h e action i n fashions redolent of Japa nese theatre, whi l e costumes and makeup varyingly serve to intensify the action's commitment to baroque intricacy and rareied simplicity by turns. Several of the dramatic conventions commonly associated with the far more recent genres of the samurai movie and the martial-arts movie also come into play. In their handling of body language and visual efects, the ilms frequently allude to the tradition of the chanbara ( or sword-ight i l m ) , t h e action -oriented subgenre within t h e tradition of Japanese samurai c i n e m a that is normally regarded as t h e action- movie counterpart t o t h e period drama jidai-geki ) . Techn ically, the ilms also partake of this legacy i n the use of the chanbara movie's most salient techn ical attributes . As Nicholas Rucka has noted, these encompass "hyperreal sound efects, dynamic ( an d funky) musical scores, inter-titles, l e n s lares, slow/fast motion, whip pans and snap zoom s, special optical efects . " Moreover, the live-action p roduc tions included i n the trilogy echo "the more pessimistic chanbara i l m" i n their dramatization o f violence not merely a s a p retext for action- packed sequences but rather as a stylized correlative for "the existential state of the world" ( Rucka ) .
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The martial-arts movie, generally deemed to have originated in Shang hai i n the 1920s and therefore to be almost as old as the Chinese c i n e m a i ndustry itself, is an especially noteworthy in stance of t h e preference for exaggeration evinced by various aspects of Easten performance arts which Oshii's live-action ilms appropriate to their own ends. While m artial- arts ilms have time and again celebrated the p rowess of supernatural heroes and indulged i n a profusion of magical feats, established plots have i ncre mentally ga ined charisma from the fusion of the explicitly imaginary with allusions to contemporary facts. Furthermore, as Robert Garcia has observed, "[klung fu ilms were successfully revitalized - after Bruce Lee's death - by the introduction of humor that seemed more approp riate to contemporary comedy than period epics . . . . In martial - arts ilms, audiences like to identify with chivalrous k n ights, swordsmen, or heroic ighters of the past - but only if their val ues and wisecracks are tuned to the modern world" ( G arcia ) . This p ropo sition is substantiated by an assessment of the martial-arts ilm supplied i n the context of a n extensive fan site dedicated t o Zhang Ziyi : the "wuxia pian, or ilm of martial chivalry, is rooted in a mythical Chi na, but it has always reinvented itself for each age . Like the American Western, the genre has been reworked to keep in touch with audiences' changing tastes and to take advantage of new ilmmaking technology. Yet at the center it retains common themes and visceral appeals" ( "Hong Kong Martial Arts Cinema" ) . A s noted, Oshii's live-action movies partake o f the hearty appetite for dramatic excess characte ristically ev inced by Kabuki theatre while also cul tivating a graphic m i n imalism redolent of Noh . I n so doing, they concur rently appropr iate some of the most sal i e n t c i n e m atograp hical, performative and diegetic traits of va rious forms of action -oriented mod ern Eastern cinema. Above all, i n their elliptical references both to tradi tional Japanese drama and to the samurai and the kung-fu cinematic genres, Oshii's live-action ilms bear witness to precisely the kind of stylistic and thematic adaptability highlighted i n the evaluation of the wuxia pian ofered above . The director's apparent concessions to established generic codes ulti mately explode a n umber of esteemed cultural tenets, boldly refusing to pay homage to lofty myths of superhuman valor and choosing i nstead to focus on all-too - h uman - and, occasionally, even subhuman - appetites and foibles.
13
Dallos Oshii's irst foray i nto the rea lm of overtly serious science iction , Dal los also holds an i m portant position as a pioneering intervention i n the anime industry, i n sofar as it constitutes the irst made- for-video animated p roduction i n Japan . The series con sisted of four hal f-hour ep isodes, later compiled into a si ngle feature . As Patrick Drazen has observed, the i nven tion of the OVA format authentically revolutionized the realm of Japanese animation : [Tlhe videocassette ... revived some old favorites, and relieved some studios from the burden of having to think in terms of shaping their animation for broad cast.. .. The ability to create direct-to-viewer animation [via OVAsl not only stretched the content envelope, but stretched the fan base literally around the world. As soon as unedited, unadulterated Japanese animation became just another ofering on the American videostore shelf, word began to spread [Drazen, pp.1O-111.
The OVA format unden iably allows for degrees of stylistic and thematic freedom u navailable to anime divulged i n more conventional packages . According t o Christopher Panzner, moreover, its emergence was a direct corollary of a crucial shift i n the domestic entertai nment i n dustry and, by extension, Japanese lifestyle i n the early 1980s: OVA originally appeared i n Japan i n the 1980s ... a s the VCR became a ubiqui tous appliance in Japanese households. Such was the demand for anime that peo ple short-circuited conventional television and the boom was on. Freed from the constraints of time limits, commercials, sponsor obligations, episode formats, identical openings and closings and, well, just about all the rules , OVA took on a life of its own. Creators could make shows as long or as short as they pleased, a series (Bubblegum Cris is ), a one-shot (Black Magic M-66, Riding Bean), a ilm (The Heroic Legend of Arislan) or anything in between, although most OVA series episodes are normally between a half hour or an hour long -and about half the amount of the original TV series episodes (Record ofLodoss Wa r) -and an hour at the shortest for movies (Welcom e to Lodoss Is land, the ilm version) [Panzner1.
It should also be noted, as shown i n the next section with reference to the Patlabor franchise, that OVAs are by no means ixed cultural products, si nce OVAs can become television series and television series, i n turn, can 95
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become OVAs; likewise, OVAs may beget feature ilms and feature ilms m ay give rise to OVAs . Nor is it uncommon for an OVA to result from a popu lar TV run during or after its broadcasti ng.
+ + + The narrative ofered by Da llas revolves a ro u n d a com m u n i t y o f colonists who have moved from a severely resource-depleted and dramat ically overpopulated Earth to a Moon replete with bountiful assets and as yet untapped ores. However, as the generations go by, the Moon -based m i n e r s begin t o grow resentful towards the Earth-based adm inistration that beneits from the n ewly found prosperity - and from their sweat and toil and e ngage in acts of terrorism to wh ich the exploitative governors respond with ruthless countermeasures . Furthermore, the colonists face a generational rift with i n their own ranks, for those born on Earth remember the days whe n the Moon was a far more perilous and inhospitable place and even a seemi ngly m i nor error could annihilate entire com munities- and are therefore more accepting of the current state of afairs- whereas the n ewer, Moon-born generations feel more secure i n their environ ment and accordingly less well-disposed towards the autocratic Earth-bound com manders who claim control of the satellite on behalf of their planet. Neither the movement nor the repressive leaders appears conclusively able to vanquish the opponent, and it gradually transpires that the insur gents' only hope rests with the "Dallos" of the titl e : a colossal and m yste rious artifact discovered on the Moon by the irst landers, the origi n s and function of which are unclear even though it has been adopted among the older beleaguered coloni sts as the hub of a religious sect . To the modern lunar citizens, however, Dallos is more of a weird relic than a god . There are intimation s that Dallos m ight be a sentient entity, and when, i n a cli mactic sequence, it goes haywire and ires of laser beams at the combat ants trapped i n its interior, it actually seems to be p rotecting the Moon colonists. However, as is custom arily the case with Oshii, the issue i s left intentionally open-ended. Vital to the plot is the segment wherein the police unleash their cyber hounds i n order to capture the rebel leader Doug McCoy. When the pro tagonist, a young man named Shun, is assaulted by such a beast and kills it i n self- defence with an old piece of m i n i ng gear, and is hence jailed, he comes to be roped into the rebellion by McCoy and his associates . The sherif of Monopolis, Alex Riger, is simply eager to clean u p the place and restore a modicum of order, but his icily calculating mask of authority
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cracks when his girlfriend, an angelic woman from Earth named Melinda, is kidnapped by McCoy's force s . To complicate matters further, Melinda turns out to be not totally u n sympathetic to the dissidents' cause . Shun, who is now a member of McCoy's band, feels rather divided about the entire Moon -versus-Earth issue, havi ng been swept up somewhat unexpectedly in the revolutionary movement, and his ideological dilemma i s exacerbated by personal feelings . I n deed, there is evidence for mutual romantic attrac tion between the ethereal Earthling and the strapping Shun - much to the chagrin of the latter's longsufering sweetheart Rachel . The ending of the OVA arguably p rovides its most memorable sequence, as Shun takes h i s dyi ng gran dfather to t h e Moon's n e a r s i d e where t h e young man gazes, awestruck, at the planet that spawned his species in the irst place but now betrays it so callously and vows he will do his best to oppose the colon ists' exploitation by the arrogant Earth . The sequences that dramatize terrorist acts and the siege of a h ideout by the police are remi niscent of Gillo Pontecorvo's The Ba ttle of A lgiers ( 1965 ) . However, the major i n fluence behind Oshii's Dallas is undoubtedly Robert Heinlein's novel The Moon Is a Harsh Mistress ( 1966 ) , a story set in 2 0 74 in Luna City, a prosperous community based on the Moon that also happens to be a penal colony operated by the United Nations L unar Author ity. For the u n fortunate convicts, the journey to Luna City i s ineluctably a one-way trip since, sooner or later, they will become unable to handle the unconge n ial gravitational conditions of Earth . Furthermore, the colony's resources are limited and the Authority knows full well - though it strives to conceal this k nowledge from the prisoners - that the settlement's sur vival prospects are therefore inauspicious. Although many feel that the time for a revolution has come, the novel's hero, computer engi neer Manuel Gar cia O ' Kelly, does not believe that there is the slightest chance of a success ful rebellion against the Earth's intransigent power structures, and would rather ill his days in conversation with his thinking computer and i n the pleasurable company of his wives and co-husbands . However, the passion ate activ ists Wyom i ng Knott and Bernardo De La Paz manage to enlist h i s support a n d techn ical brilliance to their side and M a n u e l eventually agrees to chan nel his entire being into the conspiracy and the resulting no-holds barred war against the Earth's i n iquitous authorities . Oshii's simultaneous concerns with econom ic exploitation, the dan gers i n herent i n religious fanaticism, and the complexity of both commu nal and personal relationships anticipate some of his later p roductions . So do the lengthy dialogical sequences devoted to the evaluation of thorny ide ological issues, the deliberate avoidance of a neat resolution, and an eager graphic sensitivity to the m i n utest facets of densely atmospheric and chro matically graduated combat scenes. Thus, it could be argued that beside
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vaunting epoch- making credentials as the irst OVA ever m ade, Dallas is also interesting, from a historical point of v iew, as an anticipation of later Oshii productions. While it looks forward to the mechanical apparatuses and chromatic palette ( domi nated by blue and brown hues) of the Pa tla bar features, it also foreshadows the Ghost in the Shell ilms in its depiction of futuristic urban setti ngs and rep resentation of advanced computer tech nology. The latter arguably constitutes one of the OVA's most original v isual aspects, and pivots on the recurrent use of putatively digital scan n ings that render their subj ects i n the guise of quasi- I mpression ist assortme n ts of specks, b lots and smudges of mellow pastel hues. Dallas concurrently heralds Oshii's dedication to the accurate rendi tion of animal movement - a trait destined to develop steadily throughout h is subsequent output and to reach its crowning achievements in Avalon, withi n the domain of live-action cinema, and i n Ghost in the Shell 2: lImo cence, within that of anime. An especially remarkable illustration of the ani mation's handling of animal body language can be found i n the representation of the stately hound belonging to the character o f Alex Riger. At one point, for example, the action focuses on the animal 's amusing tran sition from a ferocious urge to attack his opponents to a yawn fol lowed by a peaceful nap the moment he is i nstructed by his m aster simply to "stay. " Any viewer with some experience of ( or indeed sympathy towards) the quo tidian "drama" of human-dog interaction across the twin coordi nates of Pavlov ian determinism and instinct-based random n ess will b e quick to warm to this scene's appeal . An exemplary i nstance of the OVA's lair for realism i n the depiction of animal motion, the scene j ust described con trasts starkly with the deliberately non- naturalistic and preposterously rapid patterns of move m e n t adopted i n the animation of the cybernetically e n hanced police dogs- who, inciden tally, don red goggles and cab l e equipped rein forcement suits analogous t o those worn by the " Kerberos" agents in later p roductions. The character design pivots on a fusion of typically Japanese elements traditionally associated with the visual discourse of the kawaii ( "cute" ) and a sense of elegantly urbane restraint, especially in the rendition of the prin cipal female characters. The robot designs, for their part, are varied and dra matically efective in the portrayal of both humanoid and overtly mechanical automata. Even though the design and the overall animation style are not, on the whole, as meticulously detailed as they would be in subsequent Oshi i ilms, t h e architectural design i s unrem itti ngly remarkable a n d often down right spectacular. The sprawling con urbation of Monopolis, the laborers' cramped quarters, the tunn els, mines, subways and Dallos's own m e c han ical i n frastructure ( exhibiting patterns redolent of gigantic computer chips) recall at once science iction classics as varied as Metropolis ( dir. Fritz Lang,
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1 9 2 7 ) , Forbidden Pla net ( dir. Fred M . Wilcox, 1956), 2001: A Space Odyssey ( dir. Stanley Kubrick, 1968), Castle in the Sky ( dir. Hayao M iyazaki, 1 9 8 6 ) a n d t h e Matrix trilogy ( d i r s . Andy a n d Larry Wachowski, 1999-2003 ) . Most notable, where setting is concerned, is the OVA's handling o f o pposition s . For example, t h e sublime grandeur of star- studded cosmic i n i n ity is consistently contrasted with the Moon's utter desolation outside the oxygenated dome that encloses the capital . At the same time, Dallos p lays with the v i s ual discordance between the opulence of the wealthy areas - with their swan ponds, waterfalls, imposing b r idges and arches, polished lagstones and pervasive atmosphere of luminosity - and the hive l ike workers' quarters, consisti ng of seemi ngly endless rows of c ubicle shaped dwellings organ ized into descending concentric c ircles, where a sense of entrapment, conversely, tends to dom inate . It is from this aesthetic v ision of architectural i ncongruities, and from the dispassionate contem plation of the ideological and psychological conlicts to which they are ger mane, that the deeply div ided technopolitical realms explored in the Patlabor and " Kerberos" movies perti nently emanate .
14
Mobile Police Patlabor O VA l Mobile Police Patlabor started out as a manga written and drawn by Masami Yuuki i n 1988. Its narrative premise was that by the year 1999 heavy construction p roj ects- of which there would be an ever- mushrooming n u mber - would be undertaken by automata tagged " Labors," and that the Tokyo Police Force would use robots k nown as "Patlabors" ( i . e ., " Patrol Labors" ) to deal with crimes and accidents invo l v i n g the construction Labors and abusive deployment thereof by unscrupulous i ndividuals and organ ization s . The manga's story arcs tended to pivot on the Tokyo Met ropolitan Police Special Vehicle Division 2 ( SV2 ), Section 2, frequently with the tim id but h ighly dedicated female pilot Noa Izumi as the protagon ist . The franchise created by Oshii with the a n i m e team " H eadgear" encompasses the irst OVA series (7 episodes), di rected by Oshii i n 1988-89; the two feature ilms Patlabor 1 : The Mobile Police and Patlabor 2: The Movie, also directed by Oshii and released i n 1989 and 1993 respectively ; a TV series aired in 1 9 8 9 - 1 990 ( 4 7 episodes ) ; and a second OVA s e r i e s ( 16 episodes), released between 1990 and 1992. Oshii p rovided the script for a number of episodes included in the TV series and for parts of the second OVA. The irst and second segments of this section of the book assess the OVA and TV series . Case studies of the two feature-length p roductions directed by Oshii are next suppl ied. Further developments i n the Patla bor u niverse, namely the feature ilm Pa tlabor WXIII: Movie 3 ( dir. Fumi hiko Takayama, 2002) and the short animations included i n the Minipato col lection ( dir. Kenj i Kam iyama, 2001) are examined next . Yuuki had i nvolved his friends- most of whom would go on to become part of the " Headgear" team - i n informal discussions about possible ideas for a robot-based television animation i n the early 1980s. At the time, the most popular show of the kind was Mobile Suit Gundam ( 1 9 79 ) , created by Yoshiyuki Tom ino. The original Gundam TV series, now quite unanimously regarded as a cornerstone of sci-i anime, pivoted on a scenario of inter planetary conlict akin to the type of cosmic drama p roposed by O s h i i in 1 00
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( 1989 ) . Alphonse i s one o f the I n grams deployed b y t h e
Special Vehicles D i v i s i o n 2 ( S V 2 ) of the Tokyo Police. Sh ielded by these towering h u manoid automata, t h e SV2 endeavor t o protect the city against ofenses perpe t rated b y rogue Labors - giant robots ( bo t h manned and s e l f- p i l o t i n g ) i n i t i a l l y designed for construction p rojects but increasingly h ij acked by proit-driven c r i m e r i ngs a n d , i n the enigmatic c a s e on w h i c h Pat/a bor 1 h i n ges, by one mad scient i s t . © H EA D G EAR/EMOTIO N/TFC.
the OVA Da llas. Gunda m sees the Earth and its space colonies divided betwee n the democratic " Federation" and the "Principality of Zeon," with humanoid p iloted "suits" as key weapons i n the struggl e . The irst concept e laborated by Yuuki and his associates, never fully developed , was the story of an i ntergalactic war and was provisionally titled Jeilazard ( c . 198 1 ) . This was followed, about a year later, by Lightning Garrakres: a narrative which, though still set in space, partially anticipates the Patlabor un iverse through its i ncorporation of various giant m achines occasionally e ndowed with h umanoid attributes . Ligh tning Ga rrakres was n eve r b rought to fruition e ither. The prelim i nary concepts ideated by Yuuki and his collaborators began to approximate the actual world and atmosphere destined to disti nguish the Patlabor p roductions with Vidor (1982-83 ) , something of a Patlabor set in space - speciically, on a colonized planet where large h u m anoid robots
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named Labors are employed for heavy work but soon degenerate i n to weapons for fraudulent entrepreneurs and their crimi nal ve ntures. H ence, a special police division i s established to deal with Labor-conn ected ofences. The character designs for the young policewoman Aldy Rime, piv otal to the entire story arc, exhibit strik ing sim ilarities to those later pro duced for Patlabor's Noa.' O n e of the most evocatively succinct, yet comprehen sive, assessments of the Patlabor universe available to date is provided by a h ighly i n forma tive Web site devoted to the franchise, named Schaft Enterprises after the imaginary Labor- manufacturing company cited i n the ilms: Patlabor is an amazing series with excellent characters, plots which range from absurd comedies to political drama, wonderfully designed m echa, and a sense o f realism which you don't ind in most robot anime. I t is often described a s the Hill Street Blues of anime. The stories usually focus on the characters and char acter development rather than the robots as most robot anime does. In fact some of the stories don't feature any robots at all . Unlike most robot anime, Patlabor is set in a near future world ... where robots are just everyday vehicles ... All of the main cast are adults who have adult problems. There are no teenagers full o f angst or heroes piloting large robots against a n alien enemy. It's just a refresh ing slice of life, a comedy/drama set in a Tokyo police division -they just hap pen to use robots in their line of work [Whitley].
Bearing this background information i n m i nd, it could realistically be maintained that the world of Patlabor represents Oshi i's irst incursion i nto the realm of mecha - the subgenre of anime that p ivots on giant robots and mechanical suits- and, relatedly, his irst opportunity to i n still his utterly personal and refreshing v ision into an i ncreasi ngly formulaic and occasion ally rather stilted narrative mode . The mecha tradition can be traced back to Tetsujin 28-go ( Iron Man No. 28) , a popular m anga created by the artist Mitsuteru Yokoyama i n 1958 and adapted for Japanese television as a 96episode series, aired from 1963 to 1965, imported to the u. s . i n 1 966 as Giga n tor. This show could be said to mirror, albeit tangentially, some of Oshii's own political concerns and their articulation in the Pa tla bor i l m s, i nsofar as it alludes to real historical forces, i f not actual events, by utiliz ing as its narrative premise the destruction by u. s . bombers of a laboratory where i n Japanese scientists are seeking to develop the ulti m ate robot weapon to be deployed agai nst the Allies. The main story arc, unfolding a decade after the end of World War Two, encompasses the search for the tremendously powerful giant- robot prototype No. 28 and on plans for its peaceful employmen t . Gigantor was t h e irst in a long a n d proliic l i n e of mecha p roduct ion s . Among them, the most illustrious i nclude the T V series Mazinger Z ( 1 972-74 ), which arguably marked the inception of the an ime cult i n Amer ica; the aforementioned TV series Mobile Suit Gundam ( 19 7 9 ) and the fra n -
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chise spawned by this series well i nto the 1980s and 1990s; the OVA Bub blegum Crisis ( 19 8 7 ) and its adaptation for television i n 1999 with the title of Bubblegum Crisis: Tokyo 2040; the 1992 OVA series Gian t Robo ( also based, l ike Gigantor, on a m anga designed by Yokoyama ) ; the 26-week TV series Neon Genesis Evangelion ( 1 9 9 5 ) , com monly regarded as the most suc cessful, most cherished and yet most controversial anime of all times; and the feature ilms Appleseed ( 19 8 8 ) , Gunhed ( 19 8 9 ) and Roujin Z ( 1 99 1 ) . I m portan tly, some of the most m e morab l e p roductions fe aturing mecha -based elements also draw i n spiration from other sources and tradi tions- Chinese epic sagas i n the case of Gia n t Robo, for i nstance, and a heady mix of Shinto mythology and B iblical allusion s i n the case of Neon Genesis Evangelion. I n this respect, these works p rovide itting parallels to Oshii's own assiduous commitment to the integration of science ictional motifs and diverse mythological and religious frames of reference, as famously evinced not solely by the Patlabor movies themselves but also by later productions such as Avalon, Ghost in the Shell and Ghost in the Shell 2: Innocence. While ack nowledging these sim ilarities, however, it m ust also be stressed that Oshii's ilms redeine the customary mecha style and mood quite drastically by utilizing the igure of the giant robot as a means of relecting, allegorically, on the lim itations of human vision and of the tech nological tools resulting from it . Indeed, while denoting technology's seem i ngly impregnable powers by virtue of their sheer volume and multifarious e n hancements, Oshii's Labors are concurrently depicted as somewhat exposed and vulnerable to external forces- most notably, the scientists and technicians responsible for programming their computerized brai n s . I n a n i nterview given at the Big Apple A n i m e Fest - Mecha in A n ime2003, the p roducer of the Mobile Police Patlabor series, Taro Maki, has stated that while he is interested in making "cool mecha" that are capable of attract ing both lay spectators and toy companies, he is not solely concerned with the efectiveness of the robotic element : " [ i J n Patlabor a robot i s dealt with as a m achine, but I wanted the m achine to be i nteresting . . . . The show also shows the com ic everyday life of the polic e . While I wanted the m achines to look cool, I wanted them to relect the com ic overall level of the story. " Patlabor's robots are endowed with i ndividual personalities that replicate both their speciic functions and purposes and the p roclivities of their own ers. "It is possible to design a robot with no personality," Maki states, "but I think when people see that portrayal the robot is going to come of as stu pid . . . . It's not about the robot, it's the way that people react to it. Tetsu jin 28 is a m achine and people p ilot it, but there are scenes where it rains and water pool s i n the eyes of the robot - no matter what you do, it looks like the robot is crying" (Big Apple A nime Fest - Mecha in Anime- 2003) . The m anga itself had sought to represent p ictorially i ntriguing robots
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that could, nonetheless, be believed to feature in the everyday life of a world set in the i m m i n e n t future . Yu uki was u n doubtedly successfu l in h i s endeavor, the sale of over 19 million copies of the m anga i n t h e course o f i t s six-year run i ndicating that the work was admired not j ust as y e t another i n stance of tantalizing action adventure but also, more i mportantly, for its unsentimental sensitivity to human psychology and dram as . Moreover, Oshii pushes the mecha subgenre wel l beyond its custom ary remit by engaging with complex h istorical and political issues, and aspects of Japan ese history and politics i n the post-WW2 era. Especially important, i n the context of the Pa tlabor universe, are the controversies surrounding Japan's m ilitary status. The 9th article of the Japanese Consti tution, drafted i n 1947, prohibits the country from hav i ng an army. Yet, the Self Defence Forces ( SD F ) were created i n 1950 ( under the name of National Safety Forces) at the behest of Douglas MacArthur, the commander of the U. S . Occupation Forces, to replace Allied troops to be sent to Korea. Many believed - and still believe - that the very existence of the SD F is unconstitutiona l . The Patlabor productions engage explicitly with this awk ward issu e . At the same time, they hark back to another m ilitary question close to Oshi i's heart at the time of his involvement i n the student protest movement - namely, the ideological and ethical propriety of Japan's par ticipation i n a security pact with the U. S . on the basis of which Japan would be required to host American troops to be deployed in Korea and in Viet nam . I f Japan is forbidden from subscribing to warfare of any sort, it is hard to see why it should abet m ilitary exploits conducted by other nations any where else in the world. Blood: The Last Vampire, a ilm directed by Hiroyuki Kitakubo for which Oshii and his team supplied the original concept, would revisit this thorny issue about a decade later in the deeply defam iliarizing context of the horror genre .
+ + + The irst Patlabor OVA (April-December 1 9 8 8 with one additional episode i n June 1 9 8 9 ) focuses on the Tokyo Metropolitan Police Special Vehicle Division 2 i n their confrontations with villains as diverse as rogue m ilitary oicers, ecoterrorists and disaected construction workers . While Labors are being most proitably employed to cope with a phase of mas sive urban development and land reclamation - while also being used for military purposes, u ndersea exploration and even recreation - their abuse by all manner of m ighty felons, corrupt politicians and petty crooks comes to constitute an escalating threat for the Tokyo Metropolitan Police, and it is up to Special Vehicles Section 2 to use their own Patrol Labors, giant
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mechanical suits k nown as "Ingrams," to restore order. Section 2 comprises two branche s : Unit 1, com m anded by Captai n Nagumo, and Unit 2, led by Captain Gotoh. Throughout the series, and again i n the features, it is not hard to sense that the latter is regarded as somewhat second- rate in com parison with the former, not least due to its members' alternately h ilarious and pathetic idiosyncrasies. However, there are i ndications that the Section i n its entirety lacks both trust and support. This i s vividly conveyed by its physical relegation to a hanger situated on a rather desolate plot of reclaimed land, and p ro vision with mechanical equipment that is frequently less than up to scratch . It is from the Section's underprivileged status, from the graphic ( an d often humorous) depiction of its members' quotidian exertions, and from the p rudently optimistic celebration of their knack of making the best of a poor deal that the Patlabor universe ultimately derives its narrative vitality and dramatic intensity. F i rstly, it should be noted that the various characters appear to have ended up i n the SV2 for somewhat spurious reasons and, in some cases, even agai nst their personal predilection s . This very factor endows the situation with a poignant sense of verisimilitude . Secondly, as Chris Beveridge has pointed out in his review of the series, their everyday interactions come across as eminently authentic for the simple reason that they have to work with each other, but there isn't the usual egging on of opposites you get in m echa series over who has to work with who. They're realistic in the sense that they're there to do a job and sometimes the job can suck. They love getting some down time and they occasionally disagree with their boss . ... Cap tain Gotoh .. . is the classic deadpan commander that simply rattles of what must be done and often looks bored by what he's been given to do ... . Through their attempts to learn ... we see the interactions of the characters come to life as well as the bonding with the Labors [ Beveridge J.
The plots included i n the irst OVA series run the ful l gamut from thriller to farce, police procedural to science iction, social satire to mon ster movie parody, political dram a to ghost story. Yet, an element of real ism courses consistently through its ilmic vei n s . This is attested to by the characters' tenacio u s - though not uneq uivocally successful - eforts to work together as a proper team, on the one hand, and by a h ighly credible portrayal of the urban setting, on the other. Alongside glimpses of a futur istic megalopolis, we are supplied with realistic pictures of the actual Tokyo of today, with its i n t i m idat i ng high - rises abutting dilap idated ediices, shrines and playgrounds . One of the m ost memorable segments in the Patlabor franchise as a whole is the opening episode of the irst OVA series, " Second Unit, Move Out!" ( released on 25 April 1 9 8 8 ) , where the team are i ntroduced on the
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very day of the Division's formation, with their quirks, foibles and e n dear ing traits in stantly emergi ng. Thus, we get to meet Noa, a girl who has been i n spired to join the section by the fact that she quite simply loves Labors; the seemingly laid-back but extremely shrewd captain Goto h ; the weapon obsessed Ota; the gentle-giant type Hirom i ; Shinshi the hen -pecked hus band; and Asuma the reluctant cadet . Episode 1 sets the tone for what is to come i n more ways than one . It ofers comedy as the team are delayed in the collection of their Labors as a result, rather p rosaically, of appalling traic congestion, as well as serious references to the general state o f Tokyo and to related environmental issues. It concurrently emphasizes the poor reputation e nj oyed by the Tokyo Metropolitan Police Special Vehicle Divi sion 2 among both the general public and the rest of the police, while also hinting at the complexity of group dynam ics. The series engages with the topic of terrorism in the second episode, " Longshot" ( released on 25 June 1988), where the m ayor of New York v i s its the Babylon Proj ect, a colossal of-shore landill i n the m iddle of Tokyo Bay created for reclamation pu rposes, and has to be p rotected by the SV2 against dire threats . I n its handling of the theme of terrorist menace, this episode foreshadows the second Pa tlabor feature . The giant monster genre, destined to play a p ivotal role in the third Patlabor movie, is i ntroduced i n the third OVA ep isode, "The 4 5 0 M illion -Year-Old Trap" ( released on 25 July 198 8 ) , as the SV2 i nvestigate a series of accidents i n Tokyo Bay that are overtly echoed , more than a decade later, by Kam iyama's feature . Another favorite genre i n Japanese pop culture, the ghost story, is i nvoked i n Episode 4, "The Tragedy of L" ( released on 25 September 1 9 8 8 ) , where the police academy appears to be haunted by the specter of a young woman reputedly killed by a pain t bullet from a Labor gun as she was watching a m ock bat tle . Episodes 5 and 6, "The SV2 's Longest Day, Part I and Part I I " ( released on 10 November 1988 and 10 December 1998 respectively) are arguably among the most noteworthy insofar as they constitute the prototype behind Patlabor 2: The Movie. The threats of a military coup and a civil war, com bined with precarious diplomatic relations i nvolv ing Japan and the U. S., are b rought to the fore in ways that incontrovertibly foreshadow Oshii's sec ond Patlabor feature . The irst OVA was originally intended to be a six-part series, but a seventh episode - "Go North, SV2 ! " - was added ( and released on 2 5 June 1 9 8 9 ) in order to promote Patlabor 1: The Mobile Police. Its focus is once more on the theme of terrorism, and speciically on the nefarious activities of a group known as " Beach House . " While endeavoring t o infuse the cumulatively convincing tone o f the episodes with an energizing element of humor, Oshii nonetheless a i m s to draw attention to the doubts and diiculties experienced by its p rotago-
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n ists and supporting cast . In so doing, he profers an ell iptical com men tary on the particular chapter of Japan's history with which the p roduction of the Patla bor u n iverse as a whole is chronologically associated. I n deed, the destabilization o f the characters' empirical certainties points to a dis sol ution of cogn itive and ethical tenets which pith ily h ints at the ephemer ality of the " Bubble" era and to the bursting of its economic p rom ises. 2 Cinematographically, this sense of social and existential i n security is com mun icated by camera moves that often cut away from the characters them selves to highlight the imprison ing nature of their world as a stiling bell-jar. At the same time, Oshii frequen tly resorts to shots that th row into relief a character's relection on a win dow pane, as though to allude to the replace ment o f reality as such by a framed simulacrum thereof. Wh ile the OVA series is the harbinger of these techniques, which can indeed be detected across its episodes i n embryonic form, Oshii's disti nctive directorial signa ture - of which such camera operations are emblematic - will become more m arkedly obvious i n the feature ilms to come .
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Mobile Police Patlabor
TV Series and O VA 2 The Mobile Police Patlabor TV series, directed by Naoyuk i Yoshinori, e ncompassed 4 7 episodes and was aired from 11 October 1989 to 26 Sep tember 1 990. At the begi n n i ng of the series, the SV2 are rec ruiting new pilots and expecting a new Labor. As this is suddenly hij acked, Noa I zu m i takes o f after it a n d h e r eforts gai n h e r a permanent position within the Division . As elsewhere i n the Patlabor franchise, in the TV series there are frequent allusions to the dubious reputation enj oyed by Capta i n Gotoh's unit as a result of its presumed i ncompetence and eccentricity, as well as an excess of zeal bordering, in the least felicitous circumstances, on plain brutality. These themes are also axial, as argued later i n this study, to the Kerberos production s . T h e T V series i s as varied, generically speaking, as t h e irst OVA series was seen to be . Its episodes include forays into the realms of suspenseful drama, the sci-i spoof, the monster show, and Hill-Street-Blues- like tales revolv i ng around the quotidian chores of the o ften exhausted and grumpy - yet remarkably resilient - members of the SV2 . It should also be noted, however, that despite these generic ainities with the irst OVA, the TV series works with a diferent timeline and cast of characters, frequently bringing into play personas from the original manga not used i n either the OVA series or the features. Oshii contributed the screenplays for ive of the episode s : Episode 3, "We're Special Vehicles Section 2"; Episode 9, " Red Labor Landing" ; Episode 14, " You Win ! " ; Episode 29, "The Destruction of the SV2 " ; and Episode 3 8, "The Underground Mystery Tour. " Episode 3 ( origi nally broadcast on 1 November 1 9 8 9 ) follows Noa's in itiation i nto the lifestyle of the SV2. We learn that the u n i t 's location on a vacant lot v irtually i n the m iddle of nowhere compels its members to improvise when it comes to food, and hence spend virtually all of their scarce of-duty hours ishing, raising chick ens and growing tom atoes . The episode focuses on a ishing expedition i n which the crew somehow manage to r u n the police speed-boat aground, 1 08
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and Ota's atte mpt to rescue it results in the sinking of his Labor. Noa saves the day, adm irably con irming the timely appositeness of her recent addi tion to the team . I n Episode 9 ( originally broadcast on 13 December 1 9 8 9 ) , Oshii returns once more to the topic of terrorism, this time with a focus on the charac ter of Itchoku I n ubashiri, an ex- military Labor pilot now associated with the m i l itant anti-Babylon Proj ect organ ization " Home o f the Sea. " At the same time, the episode intimates that terrorists are not Japan's sole - or i ndeed pri ncipal - cause for concern, since government oicials s uch as the Public Safety Agents i nvolved i n the plot are themselves motivated by hid den agendas with rather questionable credential s . l Episode 1 4 (originally broadcast o n 24 January 1990 ) i s undoubtedly one of the most overtly comical pieces in the entire series, j oyously i ndulging i n a rapid sequence of gags that revolve around D ivision 2 's abysmal per form ance i n a Police Judo Tournament, and a ierce disagreement betwee n t h e characters of N o a and Kan uka resulting i n t h e further deterioration of their already tense relation ship. The plot culmi nates i n a drinking compe tition of truly herculean p roportions . I n Episode 2 9 (original ly broadcast o n 23 May 1990), O s h i i revisits the type o f surreal territory p reviously explored i n the context of Bea u tiful Dreamer and Twiligh t Q2: Labyrinth Objects File 538 by recourse to a sim ple but playfully troubling tale i n which what should have been the unprob lematic delivery of a take -away food order absurdly mutates into a case of multiple d isappearance s . When the food fails to reach the SV2 hangar, it transpires that the delivery boy has disappeared with the order. O ta's trip to the restaurant to solve the conundrum results i n his own vanishing and when, a few hours later, other members of the crew take of to ind him, they too seemingly dissolve i nto thin air. Oshii's taste for the surreal manifests itself again i n Episode 38 ( orig inally broadcast on 2 5 July 1990 ), where the mysterious disappearance of victuals from the SV2 hangar eventually leads to the discovery of a labyrinth of tunnels situated j ust beneath the landill upon which the u n it's quarters have been e rected . ( Like the labyrin th, the tunnel constitutes a favorite visual trope i n Oshii's cinema, as eloquently borne out by productions as generically diverse and chronologically distant as Dallos, A ngel 's Egg and Ghost in the Shell 2: Innocence. ) As members of the SV2 team resolve to explore the m aze i n search of an answer to their initial dilemma, they ind that cats, rats and utter disorientation are not their only woe s . Lurking i n the depths of the sewage system i s also a most unexpected guest : none other than an albino alligator. Mike Crandol's review of the Mobile Police Patlabor TV series ( DVD Vol . 1) for Anime News Network has tersely described it as "one of the crown-
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Part Th ree : O s h ii's Technopolitics
ing achievements of the giant robot genre . . . presented i n a plausible, real istic manner, with an emphasis on character-driven h umor as opposed to superheroic mecha battles . " The series, as a result, i s capable of reaching beyond the scope of adolescent viewers, who constitute the bulk of the audi ence for conventional mecha animations: "everyone's personality and moti vations are clearly delineated. Even the smaller players have been imbued with deining character traits . " No less remarkable, however, is the narrative use of the robots themselves in a realistic fashion, whereby the Labors' for m idable assets are endearingly dwarfed by their deployment i n the handling of what often turn out to be jocularly trivial incidents and paltry ofences: The Patlabor team is more likely to encounter a drunken Labor pilot acciden tally stepping on buildings than an evil warlord with an army of robotic follow ers. And while Patlabor's Ingrams may not be the most realistic way to deal with a rogue Labor, the manner in which they are used is entirely logical: instead of launching out of a hidden underground base the Ingrams are loaded on a truck and driven to the scene of the crime, where the Ingram pilot is then guided by another oicer in a patrol car [Crandol 2002 ) .
I n his later review of the fourth volume of the series on DVD, Crandol has further deined Pa tlabor: The Mobile Police, i n afectionately apposite terms as "the l ittle anime series that could. From humble begi n n i ngs it launched the careers of many of the industry's top talents and has gon e on to become one of the most respected titles i n the medium's history" ( Crandol 2003 ) . Tasha Robi nson's review of the TV series for Science Fiction Weekly has commented along similar lines on its disti nctive tone - and, relatedly, on its stylistic, thematic and aesthetic distance from much habitual fare in the anime u n iverse : " The Patlabor franchise has gotten high marks from fan s simply because the series wastes little time o n its eponymous, ubiquitous mecha. The Labors do have a sharply detailed, high-tech design . . . . But the m achines spend relatively little time i n combat . . . as Division 2 farms, ishes, chatters about baling cases and often only rolls into battle at the end of an ep isode, if at all . As a result, Pa tlabor comes of more as a good natured cop comedy than an action series. It moves at a placid, even pace compared to . . . any of anim e's other similarly hyperkinetic personality intensive police shows . . . most of Patlabor's characters seem as subdued as the flat blue-and-brown color palette that constrains much of the anima tion" ( Robin son 1998 ) .
+ + + The second Patla bor OVA comprised 16 episodes and was released betwee n 2 2 November 1990 and 2 3 April 1992. The second OVA follows
I S - Mobile Police Patlabor
TV Series and OVA 2
III
directly from the TV series, its irst fo ur episodes serv i ng to resolve the "Griin" saga developed in the TV series. In these episodes, the SV2 has to deal with a powerful but m ischievous Labor created by the Schaft Corpo ration - the " Griin" in question - and repeated confrontations between Captai n Gotoh's forces and the Griin allow for more mecha action than aicionados of Osh ii's Patlabor features may be accustomed to or even pre pared for. The core of the Griin episodes con sists of the conlict betwee n N o a Izumi and t h e p i l o t of the rogue Labor, B ud, a highly competitive videogame prodigy who appears to have lost ( or possibly deliberately sup pressed) any sense of the boundary separating reality from v irtuality and, as a result, treats his contests with Noa as inherently l udic events. ( O shii will revisit this topos i n the live -action and CGI hybrid Avalon i n 2 0 0 1 i n a drastically more omi nous a n d metaphysically resonant vei n . ) While t h e red - t ressed heroin e's courage, skills and enthusiasm are often foregrou nded, the Griin episodes remain faithful to the franchise's seminal conception of the SV2 as an ensemble of complementary - though frequently discordant - personal itie s . The collaborative spirit is accord ingly stressed as both a key theme i n the Pa tlabor u n iverse in its entirety and, self- reflexively, as a metaphor for the emi nently team -based modus operandi underlyi ng the very notion of an ime as an art for m . Simultane ously, the series com modiously allows for a j ubilant exposure of the SV2's blunders and quirks, portrayi ng its members sympathetically and unsenti mentally at once as a bunch of oddballs, misits and loose cannon s . Oshii's contribution s to the second OVA consist o f the scripts for Episode 7, " Black Trinary"; Episode 8, " The Seven Days of F ire" ; Episode 10, "It's Called Amnesia" ; and Episode 1 3, " The Dungeon - Agai n . " Episode 7 ( released on 23 May 1 9 9 1 ; dir. Yasunao Aok i ) evinces overt l i n ks with both Patlabor 1: The Mobile Police and Patlabor 2: The Movie in its treat ment of the topic of terrorism , which here pivots on a series of bombi ngs targeted at business organizations that vaunt connections with the Baby lon Proj ect . Episode 8 ( released on 25 July 1991; dir. Yasunori Urata) engages with the issue of i n ters ubj ective dynamics, foc using on u n reso lved ten sions between the i ndividual and the group. The discovery of large amounts of pornographic materials am ong the SV2 mechanics leads to the enforcement of strict rules that leaves these characters with al most no p r ivate l i fe . I ncensed by their bosses' adoption of such dracon ian measures, the mechan ics revolt, spl i n t e r groups rapidly form, and beatings and kidn app i ngs ensue . The episode's overall tone is comedic, yet its narrative concomitantly ofers a potentially serious com mentary on the ephemerality of harmony and consensus even with in the most closely knit of com munities. In Episode 10 ( released on 26 September 1991; dir. Nana Harada ), the
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Part Three : Oshii's Technopolitics
theme closest to Oshii's heart comes to full - and consum mately s urreal life as Ota is placed at the center of disturbing oneiric experiences that once more echo Beau tiful Dreamer. Ota dreams that he is respon sible for killing his colleagues, who have turned out to be crimi nals after all . He wakes up and inds him self i n Shinshi's house with Hiromi, Asuma, Shige and Shi n shi himself- all o f them dead as a result of g u n wou nds - holding a gun i n his hand. Unable to remember who he is, he checks his wallet but this now seems to actually belong to Shinshi . The SV2 must ind Ota - whom Gotoh deems the victim of an especially severe case of amnesia - before any real harm may come to pass. Episode 13 ( released on 23 January 1992; dir. Nana Harada ) is the least explicitly related to the rest of Oshii's oeuvre i n them atic terms i n sofar as neither the political nor the dream dimensions so central to his signature make any obv ious appearanc e . It is, however, distinctively Oshiian at the philosophical level i n that it places considerable emphasis on the topos of the quest: a motif that traverses Oshii's creative career from the OVA A nge/ 's Egg through to the Ghost in the Shell features. In this case, the obj ect of the quest is an extremely valuable pearl excreted by the albino alligator that was found in the labyrinth underneath the SV2 hangar i n Epi sode 38 of the TV series and now turns out to have been accom modated i n the Tokyo Zoo. Some SV2 mechanics rev isit the tunnels i n greedy search of more alligators who m i ght, ideally, also prove to be treasure trunks. When they fail to return, other members of the team are forced to embark - albeit rather reluctantly - on a rescue m ission . Although Oshii's contributions to the Pat/abor TV series and to the sec ond OVA could hardly be described as the most outstanding moments in his creative parable as a director, graphic artist, author and script writer, they undeniably bear witness in their own unobtrusive and u npretentious fashion to his un ique ilmmaking style and tantalizing knack of interm i n gling the most ethereal perceptions with the wildest rides into t h e bizarre .
16
Patlabor 1 : The Mobile Police The narrative of Patlabor 1 is triggered by the collusion of two at irst seemingly u nrelated events : a m an's spectacular plunge to his death from the heights of a manufacturing facility located on Tokyo Bay ( and capable of servicing all kinds of Labors) known as the "Ark," and the hunting down by the Japanese Self Defence Forces of a rogue Labor which, after its eve n t u a l vanquishing, t u r n s o u t t o be p i lotless . It is up to Captain G o t o h and to his SV2 associates Noa Izumi and Asuma Shi nohara to igure out whether the two occurrences are somehow related and, if so, what the con n ection amounts to. It gradually tran spires that the suicide presented in the o p e n i ng sequence was the designer of the Hyper Operating System ( H a S ) i nstalled i n the most recent type of Labor, the software genius Eiichi Hoba working for Shi nohara Heavy I n dustries, and that his self-annih ilation had been motivated by guilt resulting from his deliberate in sertion into the p rogram of a flaw bound to render the Labors tumultuously destructive. The muti nous robot presented i n the early sequence is an i n stance of precisely a Labor thus i n fected . As several more automata upgraded with the new Hyper Operating System i nexplicably run amok, it is feared that the lngrams deployed by the Tokyo Me tropolitan Police Special Vehicle Division 2 also, supposedly, upgraded - will likewise go on the rampage . Captai n Gotoh turns out to have been aware all along of the suspicious nature of the new H a S and to have deliberately kept his knowledge from the SV2 agents . This behavior on the boss's part m ay well be seen as a detestable form of behi nd-the-scenes puppeteering, and Asuma is under standably angry when he inds out that Gotoh had secretly put a stop to the upgrading p rocedure by speciically i nstructing the team's technowizard, Shige, not to i n stall the novel software into the I ngram s . Having devoted a lot of time and energy to the i nvestigation that eventually led h i m to the discovery of the i n fected HaS masterdisk, the young man feels, quite sim ply, used. 1 13
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Part Three : Oshii's Technopo l i t i c s
Pa tlabor 1 : The Mobile Police
( 1989 ) .
Young a n d sensitive yet dau ntless, N o a I z u m i
o f S V 2 b ravely embarks u p o n t h e herculean t a s k o f deactivat ing a n i n fected com puter with the potential for t riggering a cataclys mic Labor rampage. The character's facial features epitomize some of the most disti nct ive graphic conventions that h ave come t o be associated with anime across the globe. © H EA D G EA R/EMOT I O N/TFC.
It should also be noted , in this respect, that Asuma is an especially problematic character withi n the overall milieu of the SV2. As we have see n , the Section i n i t s entirety has t o cope with the often unpalatabl e repercus sions of its isolated status - a state of afairs resulting from the fact that i n spite of i t s k e y r o l e i n add ressing Labor-induced crimes u n d e r t h e direc tion o f its captiva ti ngly shrewd com mander, neither the government nor the general public are automatically willing to lend it their support . How ever, i n Asuma's case matters are further complicated by his divided social standing as both a member of the SV2 and the disafected son of the pres ident of Shinohara Heavy I ndustries . This split is exacerbated, i n the speciic context of Pa tlabor 1, by the suspicion that Asuma's unlinching com mit ment to the un raveling of Hoba's grand plot may be - at least partly - moti vated by personal acri mony towards his father. Oshii's i nveterate p reoccupation with the diiculty, and perhaps even the impossibility, o f reconciling p rivate a n d coll ective aspirations i n d s resonant a n d afecting formulation in this particular dimension of the irst Patlabor feature . Tan gential allusions to the topics of class- related conlict and cross-genera tional tension are simultaneously evident . While Gotoh's strategy undeniably is, on one level, manipulative , it
16- Patlabor I
1 15
could also be argued that it en sues from a well-i ntentioned com m itment to his subordinates' self-development and that the captain's p riority, i n this regard, is to e nable them to learn by their own eforts rather than merely expect them to follow someone else's order s . Hence, Gotoh's c ircuitous route may ultimately constitute an at least partially benevolent white l i e . It i s worth observing that t h e character's incli nation to withhold i n forma t ion as a mean s of p rompting his corps to engage i n personal investigative undertakings is not a totally new development in the Patlabor world, for it was actually already evident i n the seventh episode of the irst OVA series, where Gotoh was eve ntually found to have staged the " ha u n t i ng" case around which the plot revolves solely for the purpose of sharpening the SV2 members' wits . Asuma comes gradually to realize that the goal of the virus e mbedded i n the new p rogram is to make the Labors sensitive to certain high-pitched sounds and go berserk as a result . Helped by Shige, he also inds out that sounds of such a kind m ay be p roduced by architectural structures situ ated i n particular location s, especially if these were caused to resonate together by a major atmospheric com motion such as a typhoon - one of which, alas, i s due to strike Tokyo i n no more than a couple of days . There is little doubt that the outcome would be nothing short of cataclysmic . I nso far as the pri ncipal trigger would be the noise p roduced by the A rk, its destruction would certainly mean that no suiciently high - pitched reso nances could be em itted to stimulate the Labors and give free rein to their frenzy. The SV2 are hence charged with the form idable task of demolish ing the m ighty ediice - a mission they accomplish with i n dubitably spec tacular efects . I n the ilm's climax, the reflective police p rocedural concedes way to the countdown -thriller m odality. This, however, i s unconventionally han dled - arguably, well i n accordance with Oshii's iconoclastic lair: the heroes and heroines are j ust about able to stem the impending catastrophe but are powerless to attenuate its impact and repercussion s . Gotoh recognizes that, i n the circum stances, the end j ustiies the means and, embodying the anar chic spirit of which he has already shown himself capable at its boldest, does not hesitate to bend the rules. Nevertheless, he has no faith i n politicians and is well aware that once the SV2 's m i ssion is ove r, should he be unable to warrant his decision, the entire team would go down in history as a bunch not of champions of law and order but as archcriminals . Further more, a foreboding aura of dire ineluctability appears to surround the whole operation : as the captain at one poi n t observes, the very moment Hoba j umped to his death, the game was i n a sense already over, and it has there fore all along been a case of opting for the lesser of two evils, not of seek ing salvation or redem ption .
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Part Three : Oshii's Technopolitics
Whe n , i n the action's crowning moments, the typhoon from China hits Tokyo and Noa triggers the self-destruction of the Ark, thus preven t i ng t h e spread of lethal resonances across t h e city, w e a r e given a partly con solatory inale . Yet , the damage done is irreparable, and the deep sense o f social and political disruption un leashed b y t h e concatenation of events which the computer genius unleashed can hardly be eradicated by the clos ing shots of smiling and cheering SV2 agents. Patlabor 1 ofers a dexterously orchest rated and discreetly c erebral detective yarn. One of its most enticing aspects con sists precisely of its grad ual u nraveling of the riddle set i n motion by Hoba, a process which we are encouraged to participate in by identifying with the character of Asuma as he resolutely pursues his i nitially limsy leads, while Captain Gotoh and h i s lifelong a n d loyal friend Detective Matsui retrace t h e scientist's steps along twenty-six diferent residences i n the most derelict nooks of Tokyo. This particular component of the SV2 's collaborative unearthing of Hoba's nefar ious scheme contributes some of the most somberly memorable scenes to the movie as a whole . While playing an instrumental role in the advancement of the i l m i c plot , these scenes concomitantly constitute tastefully restrai ned p i e c e s o f social commentary i n exhibiting the two older characters' peregrination s through Tokyo as this is quotidianly transformed by seemi ngly e ndless con struction proj ects, and yet uncan nily manages to preserve el usive pockets of traditional architecture and related lifestyles. Furthermore, O shii's recur rent use of slow tracking shots that m i n utely capture Tokyo's ever- mutat ing architecture aford him scope for documenting the hybrid character of the contemporary Japanese megalopolis- and, by extension , for contem plating metaphorically that of contemporary Japanese c ulture at large - as an adm i xture of the old and the new, the indigenous and the global, the shiny spectacle of glass and chrome and the murky u n derbelly of trash infested slu m s . T h e shift from t h e serial format to a feature-length production i n a u gurated by Patlabor 1 : The Mobile Police enabled O s h i i n o t o n l y to articu late a more complex narrative than had previously been feasible b u t also t o slow down the overall pace o f the action a n d i ncorporate elaborate long takes and brooding moments of introspection most consonant with his aes thetic preferences. Rapid action is actually conined to four sequences: the intensely moody opening battle in the forest, i nvolv ing a platoon of m ili tary Labors and human soldiers, in which a malfunctioning automaton i s irst apprehended; t h e SV2 's relatively comical i g h t agai nst a deranged con struction Labor that has alarmingly managed to restart by its own i n itia tive i n the aftermath of an accident; the SV2 's assault upon the Ark ; and the inal duel engaging Noa Izumi's Labor "Alphonse" and an enraged H O S -
1 6- Patlabor I
I I7
equipped spec i m e n . O n the whole, however, O s h i i typically favors a markedly deliberate , meticulously timed and methodically paced rhyth m . A classic example of t h i s stylistic predilection i s supplied b y t h e early sequence i n which a helicopter surveys Tokyo Bay while a reporte r com ments on the Babylon Project and on Labor-related developments . So j udi ciously u nhasty is its capture that the image of the helicopter appears to be glued to the background picture of the sky for quite some time, and the spectator does not actually become aware of its motion until a small por tion of a building which was not originally i ncorporated i n the scene becomes evident at the edge of the frame , signaling dynamic change . A s ubtly varied and generally subdued soundtrack , characterized by the alternation of simple singl e - instrument pieces with faster themes for the action sequence s - articulated i n conj unction with an analogous chro m atic oscillation between dusky and vivacious palettes - ittingly comple ments the ilm's disti nctive rhythm. The character designs created by Ake m i Takada yield attractively well - rounded persona s - largely by recourse t o fastidiously detailed a n d suggestively shadowed graphics- without pan dering to the ethos of cuteness fostered by the same artist i n an imations such as Maison lkkoku, the h ugely popular 1 986 TV series directed by Kazuo Yam azaki (et alia ) . Patlabor 1 was the irst anime i n the franchise t o b e released t o the Anglophone world. The English dub is arguably m arred by some rather bizarre changes which at times alter the mood of a scen e . O n the whole, the language is more graphic and the dialogue is more explicitly intended to bolster the action than in the original, where - as also i n dicated by the relatively literal and unadorned English subtitles i n contrast with the dub a more relective tone tends to be adopted. A particularly amusing i n stance of utterly unnecessary adj ustment is provided by the scene where in the original the a i rport oicial asks the SV2 associate Kanuka Clancy - i n English - " Sightseeing? " and she replies- also i n English - " No, combat . " This brief exchange has a cri sply humorous impact that i s very much i n keeping with the terse and generally laconic disposition evinced b y Kan uka, and it is hard to imagine what could possibly have i n spired the p roducers o f the Anglophone version to amend the exchange so that the airport oicial's line becomes "Occupation? " and Kanuka's reply " Labor pilot " thereby yielding a purely and uninspiri ngly factual piece of language . Among the rec u r r i n g traits of Oshi i's signature that feature m o s t prom inently i n t h e movie a r e bird- related symbolic i mages evocative of both fre edom and entrapment - most memorably, in the profusion of empty and decrepit cages associated with the numerous apartments i n hab ited by Hoba prior to his suicide - and religious allusion s . As observed in Part One, Oshii tends to utilize bird- related tropes in order to conj u re up
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Part Th ree : Oshii's Technopolitics
metaphorically notions of freedom and transcendenc e . The association o f the deranged computer scientist in Patlabor 1 with orn ithological imagery i n general is underscored from the start, the last living creature with which Hoba interacts being either a raven or a crow ( depending on the individ ual critic's choice ) . 1 When, at the end, Noa reaches the top l evel o f the Ark wherein its disactivation may be efected, she encounters myriad b irds . One of these is especially noticeable insofar as it flaunts Hoba's own I D tag, bearing the n u mber 666 upon it - namely, a traditional sym bol for the "Antichrist" or the " Beast . " O n one level, Hoba could indeed be regarded as a free spirit capable of pursuing to the bitter end a wholly personal dream, u nshackled by societally validated mores . On another level, however, the dream i n question proves utterly poisonous, and its pursuit i n exorably becomes a path to self- hatred and, inally, self-erasure . The recurrent use o f empty cages alludes precisely to the vacuously delusory character of the genius's v ision, exposing a trap that may ultimately only open out onto a disconsolate void. Where religious references are concerned, Biblical imagery i s espe cially prom i nent, and consistently translated into technological correla tive s . Thus, the Ark becomes a gigantic factory, while the Tower o f Babel comes to be equated with Tokyo's skyscrapers and, more speciically, with their diabolical connotations as perceived by Hoba (whose very name, inci dentally, could be read as a deliberate distortion of the Hebrew word for God, " Heova," or "Jeova" ) . Oshii's ilm makes subtle use of the Babel myth as a quintessential indictment of human arrogance, causing God's wrath and eliciting punishment. I n the Bible, this takes the form of a prolifera tion of languages conducive to a total breakdown i n human communica tion and hence chaos. I n Patlabor 1, Hoba plays God by recourse to the virus implanted into the new HOS - and i ndeed tagged " Babel" - as a means o f engineering an apocalyptic collapse of a n y option s of con structive interac tion among humans and Labors. The name assigned to the Babylon Pro j ect is itself worthy of notice, "Babylon" being the designation given to Babel after God's unleash i ng of linguistic diversity and usually taken to mean "confusion," even though - strictly speaking - it is actually the Greek adap tation of the Semitic word " Bab - I llu," which literally mean s " The Gate o f God. " Given the scientist's destructive aspirations, Hoba's conduct clearly does not contribute to the i nvestment of the notion of div i n ity with an especially impeccable reputation . Furthermore, he comes across as a divided and p sychologically vulnerable personality, as evinced by the fact that he concomitantly seeks to delete all traces of his existence and provenance by moving repeatedly from one dilapidated apartment to the n ext, an d yet appears to yearn to have his path retraced after his death by fastidiously
1 6 - Patlabor 1
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caring to commun icate his multiple changes of address to the relevant authorities. Eve n the word s found by Gotoh and by Detective M atsui on the wall of the last Hoba residence could be interpreted as a cryptic attempt on the scientist's part to make contact with a future which he clearly could not envisage but to wh ich he nonetheless felt mysteriously d rawn . These read : " He bowed the heavens also, and came down : and darkness was under his feet . " Gotoh opines that the citation comes from the Old Testament but cannot remember its exact sourc e . As it happens, its origin resides with Psalm 1 8 : 9 and its context is that of a song intended to praise God for releas i ng David's soul from his enemies. Taken in conj unction, the textual an d visual references discussed above are used to suggest that technology holds lethal potentialities in some of its both actual and hypothetical coni gurations . Hence, the ilm could be read as a dispassionate commentary on the perennial human fear of technolog ical advancement, conducted through the articulation of the b irth-gone wrong topos traceable back to the Frankenste i n story ( and very possibly beyond) . Nevertheless, Pa tlabor 1 also emphasizes that organ ized religion is ultimately no less delete rious an instrument for oppression and m i s i n formation than technological development . T h e evils of ideological dog matism, as argued i n the next section of this study, cont i n u e playi ng a p ivotal part i n the second Pa tlabor feature .
17
Patlabor 2: The Movie The second Patlabor feature is set in early 2002, three years after the adventure depicted i n Patlabor 1 took plac e . Since the events presented i n Oshii's i rst feature, most o f the SV2 members have either retired o r moved to subordinate duty. Only Captains Gotoh and Nagumo have retai ned per manent oicial positions i n their origi nal capacities . The irst ilm was indubitably a politically engaged work tackling the i niquitous prioritization of inancial interests over the safety of the peopl e , t h e nefarious efects of rampant a n d endless construction p roj ects and con comitant sleaze, the evolution of technology well beyond the boundaries of common sense, and the physical and psychological exhaustion of the very forces p resumed to bolster law and order. Pa tlabor 2, however, reaches new heights and a greater level of both thematic and technical reinement. Cen tral to its narrative is the theme of war as a concurrently collective and per sonal aberration , i nvolving governmental and i n ternational issues at the macrolevel, and personal disappointments and grudges at the microlevel . This point is brought home right from the start by the sequence i n which t h e character of Yuki h it o Tsuge , t h e commander of a Japanese m echa force who asks headquarters for perm ission to ire while under severe attack by enemy troops in a Cambodian forest , is denied consent, and ends up losing all his subordinates i n the operation . B eset by resentment towards his superiors, by the sheer horror of his recollections of warfare and by a latent sense of guilt brought about by his being the sole survivor, Tsuge decides to take revenge by staging his own personal war and throwing Tokyo into utter chao s . He hence engineers a series of terrorist attacks on the city, the graphic rendition of which eerily anticipates a set of i m ages now imprinted i n global consciousness i n connection with 9/11- especially in the sequence dramatizing the disintegration of a bridge i n metropolitan Tokyo mean t to stand out as one of the city's most p rom inent landmarks . Tsuge thus aims at forcing ordinary citizens to experience a taste of the atrocities he himself has witnessed on the battleield. I n the wake of the explosion , an amateur video of the event i s shown on the n ews reports. This launts the image of a Japanese Self Defence Force 1 20
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ighter jet lying overhead moments after the explosion, intimating that this plane was responsible for iring a live m issile into the car parked on Yoko hama Bay Bridge that contained the fatal bomb. However, when the e nigmatic character of Arakawa Shigeki - who claims to work for an organ ization named Ground Defence Force - visits Captains Gotoh and Nagumo and shows them another video of the bridge taken from a diferent cam era, quite a diferent plane comes into view that is patently not of the type owned by the JSDF. According to Arakawa, the j et displayed by the puta tively undoctored footage of which he is i n possession was an American plane coming rom a Japanese base . He also maintain s that behind the attack lie the machinations of the National Defence Fam ily, a group of m i l itary contractors eager to stimulate Japan's interest i n arms to expand their busi ness network . This organization's aim would be to foster a pervasive p sy chology of anxiety and fear but not to actually trigger a catastrop h i c accident . T h e twi n facts that t h e m issile ired by t h e plane was, however, seriously armed and that the iring ighter j et did not return to base leads to the assumption that some other force driven by quite a separate agenda must also be i nvolved. It is this speculative trail that throws Tsuge into relief as the p r i mary suspect . As Arakawa explains to the somewhat bewildered SV2 chiefs, the l ikely ofender is a founding member of the National Defence Fam ily who has gone on to elaborate a personal plan beyond the original aims and obj ec tives of that organization . Tsuge is said to have coordinated a UN peace keeping m issionl in Southeast Asia i nvolving m i l itary Labors that resulted i n calam itous failure i n 1999. The i ncident i n question is clearly the one dramatized i n the early sequence mentioned above . Tsuge then vanished and no record of his moves beyond that fatal event seem s available . We later discover that the suspect had also been the founder of one of the pio neering Labor schools - the very i n stitution at which Shinobu Nagumo had trained and gai ned a sterling reputation as a top student . Unfortunately for her career, Captai n Nagumo had also had an afair with Tsuge, which was considered rather unpropitious in light of his status at the time as a mar ried m an . The National Defence Family i s quick t o strike again while the Bay B ridge attack is still the obj ect of anxious speculation among politician s and the general public alike . I n their second assault, the Japan e s e Self Defence Force radar syste m is hacked into, making it possible for the trans gressor to stage a fake attack on Tokyo. Oshii's acerbic critique of the spe cious alliances quotidianly forged, dismantled and renovated afresh among econom ic, political and m ilitary forces strikes its disti nctive chord s : the Air Force computers, we are told, had been supposed to constitute a perfectly sealed and therefore impregnable network, but the security system had been
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Part Th ree : Oshi i's Tech nopoli t ics
crippled by political priorities and even indirectly sabotaged by them as a result of inadequate i nancing. As a result, the JSDF had ended up l i n k i ng their mainframes to u. s . bases, which inevitably i ncreased the possibility of the system being iniltrated and of phony attacks being thereby staged. It should also be noted that this portion of the movie echoes actual occurrences . In 1978, a Russian M I G- 2 5 p ilot defected and lew i n t o Japa nese airspace, thus panicking the whole nation . Moreover, there i s the noto rious case of a botched- up computerized simulation i n tended for trai n i ng purposes which accidentally sent the u. s . to Defcon 3, posing the threat o f n uclear confrontation with what was then the Soviet Union . The action rapidly accelerates towards irreversible crisis as the Tokyo Metropolitan Police e ndeavors to gai n dom inance over the JSDF, planting the seeds for a deleterious conlict of interests between the police an d the military. The government, i n turn, appears keen on emplacing the police forces themselves i n the role of a convenient scapegoat. The entire coun try is thus recklessly forced onto a dismal path, the logical desti nation s of which can only be anarchy and, potentially, a civil war. Arakawa at one point proposes that this is a "drama" in which nobody is willing or pre pared to "play the lead . " T o exemplify the state o f pernicious disun ity resulting from human bei ngs' sectarian defensiveness, Pat/abor 2 makes use of Biblical references and imagery i n much the same way as the irst feature did. The ilm cap tures this theme in markedly forebodi ng terms by recourse to the follow ing passage from the New Testament : Suppose ye that I am come to give peace on earth? I tell you, Nay; but rather division: For from henceforth there shall be ive in one house divided, three against two, and two against three. The father shall be divided against the son, and the son against the father ; the mother against the daughter, and the daughter against the mother ; the mother in law against her daughter in law, and the daughter in law against her mother in law [Luke 12 : 5 1 - 53].
The situation precipitates as the m ilitary occupy Tokyo, while myste rious blimps disable the city's commun ication networks throwing its pop ulation into total mayhem even as gently cascading snowlakes i ncongruously mantle the blighted metropolis i n fairy tale charm . The SV2 agents, eventually reunited by Captain Gotoh to stop Tsuge, once again save the day, though they cannot be certain until the very end whether Shi nobu is unequivocally dependable or whether there is still a danger that her personal feelings towards the terrorist will hamper the m ission . Pat/abor 2 is arguably the most overtly pol itical anime ever p roduced, striking as it does right at the heart of Japan's myths of peace and stab i l ity
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The M ovi e
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laboriously constructed and furbished since the Second World War and the ensuing Occ upation . In elliptically com menting on Japan's post- WW2 his tory, the movie alludes to the hypothesis that Japanese democracy is actu ally, as cultural critic Masao Murayama has suggested, a "sham of democracy" ( Murayam a) . It could even be maintained, i n this regard, that Patlabor 2 constitutes a politically deconstructive ilm, insofar as it is eager to contemplate conlicting attit udes to the concepts of peace and war, social stability and tran sgression, justice and i n iquity, and ultimately points to an insoluble con u n d r u m whereby no one part icular attitude m ay be unproblematically upheld as more defensible or demon strably more legit imate . The pivotal enigma at the core of the movie is the question of whether an "unj ust peace" i s inally to be preferred to a "just war. " The thesis exam ined by Oshii i s the notion that wars can never be j ust i n sofar as they are ineluctably motivated by dogmatism, self- i n terest and m i n dless pugnac ity - as attested to by Japan's cooperation with the Nazis in WW2 . How ever, peace itself can only be preserved by unj ust means, namely at the expense of other countries havi ng to sufer for the beneit of the p rivileged . As Arakawa observes i n the course of a philosophical exchange with Cap tain Gotoh, " Japan's p rosperity is built on the corpses of racial violence and civil wars . O u r peace comes from ignoring the misery o f the world . " He later add s : " Pe rhap s some day we'll realize that peace i s more than the absence of war." Nevertheless, the i l m relects, it would hardly be equitable, in recogn ition of this state of afairs, to allow terrorism to gain the upper hand. It i s on this front that Pa tlabor 2's central characters ind themselves contending with a concurrently ethical and ideological aporia. Whereas Hoba's malevolent intent in the irst Patlabor movie was quite overt and relatively easy to grasp, Tsuge's evil is more complex, potentially deserving of a certain degree of sympathy and, accordingly, more i n tricately constellated. Furthermore, the narrative's ethical ambiguity is heightened by the psychological and afective conlicts experienced by the upholders of j ustice them selve s - particularly, by Captai n Nagumo who, while endeav oring to app rehend those responsible for the acts of terrorism, also has to n egotiate the legacy of her romantic past with Tsuge . Cinematographically, both Pa tlabor features evince Oshii's distinct ive penchant for slow and deliberate pacing. Patlabor 1 m ay disappo i n t fan s of wal l - t o -wall action, whereas Pa tla bor 2 conta i n s plenty of extremely dynamic activity. Yet, this diference is almost negligible if one approaches the two i l m s as compan ion pieces, subtly bound by complementary pre occupation s . The second Pa tlabor feature marks Oshii's irst foray i nto a sustained i ntegration of traditional cel animation and compute r-generated graphics - a techn ique destined to reach its apotheosis in the Ghost in the
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Shell movies. As CGI expert Seiichi Tanaka has e mphasized, digital tech n iques were b rought into play very discriminately, on the basis of O shii's gen uine conviction that they would beneit a sequence i n ways which tra ditional animation could not aspire to equal, and never for their own sake . An especially telling example of this j udicious app roach to CGI is supplied by the early sequence in which Tsuge's troops are ambushed and annihi lated . The execution of this sequence gained considerably from the imple mentation of digital technology but this was the result of considered and incremental experimentation and not a foregone concl usion . A s Tanaka explains, at the time the Southeast Asia scenes were being composed, the soldiers were only represented as flat silhouettes. To express the nervous feeling before a battle, the director . . . came up with the idea of using shadows .... To cut the time needed for the calculations to render the images, the outlines of the soldiers were high lighted and traced, then rendered in 2 D images [ Tanaka ] .
However, t h e i lm's technical disti nctiveness is d u e n o t solely to its adventurous manipulation of disparate animational styles and correspon ding methodologies but also, no less crucially, to Oshii's steadfast com m i t m e n t to camera-based ope ration s . I n the i l m i n g o f Pa t/a bor 2, O s h i i mai ntai n s, particular attention was devoted to t h e choreography of con versation scenes. The "basic approach" here employed "was to make the characters face the same way. I didn't want to give the i mpression of humans confronting h umans, but more of humans faci ng a mon itor. I wanted the idea of ' interface' to permeate the overall composition o f the ilm . The ilm is about people who look at mon itors and the information on them" ( Oshii 2003 ) . This criterion was sustained throughout the execution of Pa tlabor 2: not merely i n sequences where characters are literally gazing at televi sion or computer screens but also i n those where the object of attention is an alternative form of visual display i n which the characters seem far more i nterested than i n holding eye contact with one another. A paradigmatic i n stance is p rovided by the scene i n the aquarium where Captain Gotoh and Arakawa voice their respective v iews ( with Arakawa, as els ewhere, engaging i n a fair amount of lecturing) regarding the impending crisis. The two characters face a tank unremittingly as they converse, n ever exchang i ng even the merest glance, the hypnotizing beauty of the tropical ish therei n providing an un settling contrast with the gruesome political real ity ravaging the outside world. I n Patlabor 2, Oshii concurrently capitalizes on what may well be con sidered the most elementary cinematographical concept, namely that of the frame, to memorable efect . As the director has observed, a "frame i s used to see an obj ect more clearly. Your point of view changes, depending on what kind of fram ing you use . You need a particular fram i n g mode to
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express an object accurately. " Comparing the second Patlabor feature with its predecessor i n the franchise, Oshii has also noted : "This time, I used people sitting i n a row, scenes composed with opposite frames, and m ov ing viewpoints. Last time, I focused on confrontational eye contact. This time, I focused heavily on vehicles . I wanted to put across the situation from the cockpit of a vehicle, seeing the town from a moving point of view. And what the people a re thinking about from that viewpoint" - hence, the sustained deployment of long shooti ng as a means of allowing the audience to garner and assim i late the often profuse details of a scene slowly and gradually ( O sh i i 2003; emphasis added ) . A s h i nted at i n the above citation, the cinematograph ical disti nctive ness of Patlabor 2 largely stems from its potent dramatization of both the actual space and the speculative notion of the city as a living organ ism, whereby Tokyo ultimately asserts itself as its true protagonist . Patlabor 1, as we have seen, already pointed i n this direction by consistently e ngaging i n studiously orchestrated surveys of urban architecture by means of some of the most u n forgettable pillow sequences ever ofered by an animated i l m . The sequel develops the trend i naugurated by the irst movie, gain i n g con siderably from the director's hands-on i nvolvement i n t h e explo ration of the actual urban spaces from which the s e m i - ictional Tokyo portrayed in the ilm would emanate . To this efect, Oshii undertook carefully planned ieldwork and i n stead of simply relyi ng on the photographs obtained by location scouts ( t hough h undreds of these were indeed take n ) , he took part i n helicopter rides over Tokyo which maintained an altitude comparable to that at which a bird would ly and hence enabled the director to conceive of realistic b i rd's- eye views of the city. Refreshingly, Oshii is perfectly capable of acknowledging the jocular dimen sion of this enterprise and has indeed stated that explor ing places one would not normally visit and riding unfamiliar vehicles are part of the "fun" ( Oshii 2003 ) of making a ilm and that it is vital to devise ways of com mun icating this sense of fun to the audience and to enable them to participate i n it - even i n the context of harrowing visual narra tives such as Patlabor 2. Oshii has also commented eloquently on his personal perception of metropolitan experience and urban expansion, thereby shedding light on the social and p sycho logical concerns underlying the rep resentation of Tokyo i n the Patlabor i l m s : I've been living i n Tokyo for forty-some years . It's easy t o think that this is an uninteresting city, or that you want to destroy it. The most frustrating thing I feel when I watch movies such as Akia [dir. Katsuhiro Otomo, 1 988 ] is that they destroy Tokyo so easily. If you depict it as a city which you won't miss even if it were destroyed, as a fake thing made from only steel and concrete from the begin-
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Part Th ree : Oshii's Technopolitics
ning, destroying it won't accomplish anything. It's far from being a real cathar sis. Even in Tokyo, if you look carefully, if you dig up your memories, you can ind some scenery which you are very much attracted to. It can be the evening at the train crossing, or it can be scenery of some vacant land ... in Tokyo Bay area. We have scenery we love inside of us l Oshii 1 993].
Most vitally, in this respect, the Pa tlabor movies suggest tha t space is never a u n i form reality. In fact, disparate realities meet and merge within its u nc e r ta i n boundaries to create a hybrid and composite world . T h i s i s typiied b y t h e contemporary city: rationalized by electronic tech nology a s a neat computational grid, urban reality is nevertheless often m e s s y a n d sprawling . T h e postmodern metropolis stands o u t as a mixture of san itized virtual spaces and loci of physical decay and anarchy: the immaterial geog raphy of computer networks is at all times i n terwove n with a corporeal geography of pollution and decay. At the same time, the city as ideated by Oshii serves to u n derscore the sign iicance of the speciically bodily dimension of space, entailing the plau sibility of a mutual transformation of architectu ral and organ ic bodies . O n the o n e hand, human bei ngs can b e conceived of as artiicial structures: here humanity is architecturalized. On the other hand, it is possible to t h i n k about buildi ngs as bodies: here architecture becomes humanized. Above all, it could be argued that cities themselves both a re and have bodies: the city is born, grows, conceives, reproduces and dies; i t has sex, as suggested by the idea of the city reaching a climax; it follows certain diets ; it develops diseases, neuroses and disabiliti es, such a s congestion, tu morous ove r growth, hyperactivity and the fear of alien i n fraction s ; i t exhibits anabolic and catabolic p rocesses, corresponding to its creative and destructive moments; i t has both naked and clothed facets, both sealed and leaky ele ments, and adorn s itself, either uniformly or eclectically ; it conta i n s ideal ized and m o n u mental body parts to be proudly launted, and secret, intimate parts to be cautious or ashamed of; inally, it bears the signs of the passi n g of time as so many indentations, folds, lines and wri n kles i n the tissue of its architectural make-up. Oshii's urban setti ngs also constitute markedly textual bodies since they are persisten tly posited as n etworks of narratives that people weave as they move through them, constantly remap ping space by creating ever new ( evan escent, ghostly) route s . Oshii unden iably foregrounds t h e n egative repe rcussions of u n r e strained metropolization by subtly implying a tran sition from a model of the city based on the principle of implosion, namely the mobilization of disparate activities i n the service of the human community, to a cultural scenario dom i nated by rhythms of explosion, whereby the city bursts open and disperses its v ital organ s over a broad landscape . However, one should also ack nowledge the positive potentialities of explosion : namely, those ele-
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ments of plurality and diference - central to postmodern versions of the deterritorialized city - that serve to unsettle rigidly hierarchical conigura tions of order and, by extension, to call into question the ultimate value of thoroughly routinized urban lives. Ultimately, whichever way one looks at it, Oshii's cinema does not for a moment allow us to ignore that the contemporary megalopolis has prob lematized conventional notions of both space and time by positing a difuse geography wherein space engulfs time and motion, and by underscoring the vital part played by memory in the apprehension of space. Memory repre sents not so much a personal attribute or possession as the receptacle for a collective imagination in which even the most intimate thoughts are end lessly translatable into public signs. Furthermore, the pervasiveness of elec tronic systems of signiication and communication has fostered a progressive lattening of both spatial and temporal depth by making an astonishing amount of data simultaneously available across the immaterial realm of cyberspace - the sum total of the data produced and disseminated by electronic means. Oshii's engagement with diverse technopolitical pre occupations by means of the Patlabor movies and of their rendition of urban hybridity will evolve so as to elect cyberspace itself as the primary arena in Avalon and in the Ghost in the Shell features.
18
Patlabor WXIII: Movie 3 Pa tlabor 3 is loosely based on volumes 7 to 10 of the original manga from which the Pa tlabor franchise draws inspiration, known as Waste Prod uct 13 or just Wasted 13, even though it should be noted that in the parent text, the new detectives portrayed in Fumihiko Takayama's ilm did not feature at all. Work on the movie began in 199 4, at which stage it was meant to be an OVA rather than a feature-length production and was not intended to contain the word "Patlabor" in its title in consideration of its status as a side story to the main narrative arc, set between Pa tlabor 1 and Patlabor 2. Indeed, the ilm only belongs to the Pa tla bor universe in a tangential sense, given that it patently does not focus on the SV 2 and their Ingrams: mere cameo appearances, amounting to no more than ifteen minutes of screen time, are reserved for Captain Gotoh, for Noa Izumi and for Asuma Shi nohara, and Labor action, limited to the inale, likewise covers about a quarter of an hour of the ilm's overall 107-minute duration. The project was eventually promoted to the feature format in 1997 but the production process dragged into 200 2 due to protracted inancial diiculties. As R.J. Havis has observed, the third Pa tla bor feature "puts character development before action.... The appeal of the Patlabor series largely comes down to the action antics of the Special Vehicle Division Section 2 and their terriic machinery. But WXIII takes a diferent stance, relegating the giant robots to a showcase inale in an abandoned stadium. Instead, the story plays out as a delicate sci-i." Thus, even though Takayama's ilm is"not as philosophically complex as its predecessors," it is undeniably"sophisticated enough to attract a select crowd" and therefore represents an undeniably worthy complement to the franchise as a whole (Havis). Patlabor 3 integrates the usually separate anime subgenres of the giant robot movie and the monster movie. The former, as shown earlier in this section, is part and parcel of the mecha tradition, on which the Patlabor ani mations constitute a refreshingly novel variation. The latter represents a dis tinctively Japanese artifact normally designated by the label "kaiju u," a term that could be literally translated as "strange beast" or "mysterious beast." A more accurate denomination, incidentally, would be "daikaiju u," the 128
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preix dai- speciically indicating the creature's imposing dimensions. The prototype for this indigenous form is quite unanimously associated with Godzilla .1 In Patlabor 3's opening sequence - eerily reminiscent of Oshii's Twi light Q2: Labyrinth Objects File 538 in its emphasis on the surreal conjunc tion of lying vehicles and marine creatures- a ishing boat on Tokyo Bay spots a malfunctioning plane overhead, as large ish and other sea species fall out of the sky, violently rocking the boat. The plane ends up crashing into the ocean. Two months later, Detectives Takashi Kusumi and Shinichiro Hata are called to investigate Labor-related accidents in the har bor: several automata manufactured by "Schaft" have apparently been attacked and their pilots ruthlessly exterminated. The assaults, of which four have thus far been recorded, appear to have started ten days after the plane crash - and attendant ish deluge - seen in the opening scene, and it seems feasible to suspect there may be a link between the two sets of mishaps. Henceforth, the two agents' investigative eforts are subtly inter twined with a parallel plot pivoting on a discreetly understated romantic liaison between Hata and the enigmatic female scientist Saeko Misaki, as the latter struggles to come to terms with the tragedy of a deeply traumatic double bereavement, having lost both her husband and her only child in quick succession. The culprit behind the Tokyo Bay incidents turns out to be a colossal and eminently adaptive biological mutation worthy of H.R. Giger at his most gruesomely inspired. When a fragment of the ishy beast's living tis sue is obtained and subjected to DNA tests, these reveal that its makeup consists of a combination of cancer cells and special"Nishiwaki" cells that have the ability to reproduce at a staggering rate. Hata's investigation leads him to a suspicious medical company where the dejected Saeko is employed in the capacity of researcher. The plot's intensity suddenly escalates, fol lowing protracted stretches of methodically paced investigative sequences, when it transpires that Saeko herself has engendered the calamitous mutant with the use of cancerous cells from the body of her dead daughter Hitomi in order to enable the child to live on.2 Central to the ilm's philosophy is the idea that the two detectives ind themselves in a position to shift gears from a slowly plodding investigation to the potentially scandalous exposure of a major political drama, and hence to the murky core of the case, quite coincidentally. The plot thus hints at the pervasive incidence of random chance and of unplanned contingencies in human life, tersely reprising Oshii's own persistent emphasis on the unpredictability of existence, on the mythical character of the laws of both logic and physics and on the intractably ephemeral nature of the dreamed and the empirical alike.
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Furthermore, even though Oshii was not personally involved in the production of Patlabor 3, the movie frequently echoes the thematic con cerns, cinematographical approach and cumulative tone characteristic o f the irst two Patlabor features. Like Patlabor 1 , the third ilm features faulty Labors as the clue to a broader drama, concurrently incorporating a roman tic element redolent of Patlabor 2. The ilm also revisits the quintessentially Frankensteinian birth-gone-wrong topos in quite a literal sense. In Patla bar 1 and in Pat/abor 2, the monstrous progeny was featured in the guise of perverse ideological agendas- Hoba's and Tsuge's, respectively - whereas in Takayama's movie, the unruly prodigy is an intensely material and full fledged genetic aberration. At the same time, however, Pat/abor 3 shares with its predecessors a foreboding message concerning the ultimate inseparabil ity of driven idealism and insanity whereby even initially benevolent and loving intentions may yield nefarious results. Moreover, all three perpetra tors of varying deviant acts are eventually doomed to suicidal moves, con sisting of graphic jumps to unseemly deaths in the cases of Hoba and Saeko, and a more metaphorical but no less poignantly compulsive journey towards self-annihilation in the case of Tsuge. From a cinematographical point of view, Patlabor 3 evinces a marked preference for the same kind of measured and deliberate pace, regularly punctuated by meditative pan shots, to be characteristically found in Oshii's own features. This is especially evident in the pillow sequences dramatiz ing Detectives Kusumi and Hata's frustrating investigation, following their steps across minutely detailed urban scenery which once again emplaces the city as the true protagonist. Indeed, the director wished to incorporate several"ordinary life" sequences to enable spectators to experience a "feel ing of the era, as well as an urban atmosphere." According to Takayama, [flilm should not pursue the "why" aspects of the story. Rather, its pursuit should be "how to present it." I placed a particularly heavy emphasis on the mood in the air.... While we were working on the story concept of WX1I1, there were some horriic events in Japan including the catastrophic earthquake in Kobe and Aum Shinrikyo Sarin attack in Tokyo. Everyone ... felt the prosperous era of Japan was coming to an end. You could actually feel it in the air. I wanted to recreate this mood in Patlabor 3 [Takayama].3
This aesthetic mission inexorably translated into extremely time consuming production processes, insofar as authentic backgrounds for all the scenes (and especially those involving cityscapes) had to be executed in the tiniest details. The director remained adamantly faithful throughout the movie's laborious gestation to the importance of investing Patlabor 3 with a distinctive visual identity by presenting ordinary situations so that they would look authentically commonplace and not merely come across as artiicial approximations to the everyday. To achieve this efect, the ani-
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mators had to devote close attention to those prosaic elements of a setting that most animations- and indeed many live-action productions, too tend to gloss over. The result is a stunning plethora of painstakingly ren dered minutiae that enable even the most obdurately inanimate objects -fences, rails, lagstones and brick walls included- to come exuberantly to life. As supervisor Yutaka Izubuchi has emphasized, the sense of the ordi nary treasured by the director and his animating team was consistently bol stered by the use of particular camera angles: "Takayama's camera angles show each scene from within, as if from the eyes of a person" (Izubuchi), thus conveying a sense of intimacy whereby the spectator is absorbed into the action and encouraged to savor its quotidian lavor. At the same time, Takayama is capable of evoking a paradoxically haunting sense of tranquility, juxtaposing his visual poetry of glowing sun sets and tenebrous nights, of melancholy rain and dappled shade, with an intricate acoustic design underscored by pregnant pauses and grim silences. Takayama's style also echoes Oshii's in the recursive employment of relections, refractions, prismatic efects, and the play of light and shadow on transparent and semi-transparent surfaces. In spite of its forays into sensational confrontations by more or less vulnerable humans of the awe some mutant, the overall atmosphere conveyed by the ilm is lyrically sub dued. One can perceive throughout the unfolding of the action a nostalgically palpable sense of the inexorable passing of time, of missed opportunities and of irretrievable losses. R.K. Elder's review of the movie for The Ch icago Tribune captures most faithfully this distinctive mood, drawing attention to the ubiquitous apprehension of lack under which its varyingly forlorn characters ponderously labor: "while sci-i conceits still permeate the plot (alien DNA, rogue scientists), attention to personal detail loats world-weary, superbly drawn protagonists in a rare movie - a character-driven animated ilm" (Elder). Kenji Kawai's soundtrack complements ideally the cumulative mood conveyed by Patlabor 3's visuals. As the composer has stated, his objective was to generate "a sound which is not melodious, but rather a noise-like sound representing [aJ worry waiting deep within the mind" (Kawai, K.). Interestingly, Kawai would use the same approach for Hideo Nakata's The R ing (1998 ) and for Oshii's live-action feature Avalon (200 1 ),4 capitalizing on a relatively discordant synthesis of string and percussion instruments, classical themes and folk tunes to evoke a ubiquitous sense of dislocation and anxiety. The ilm's distinctiveness undeniably owes much to script writer Miki Tori's determination to transcend established formulae."My generation is haunted by monster movies in a way," Tori has stated, "since we grew up
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Part Th ree : Osh ii's Tech nopolit i cs
surrounded by them.... One of Pa tlabor's major premises are robots called Labors, which are completely ictitious characters.... If we added another large ictitious monster ... we might end up creating another ridiculous looking ' Robot Versus Monster' kind of movie, of which I was most afraid. Thus, I thought the key was how to make a monster feel like a true crea ture." The script writer has also usefully contextualized the appearance and role of the creature portrayed in Pa tlabor 3 with reference to the principal representational modalities deployed by the conventional ka ij u u ilm: "There are four main ways to create monster movies. The irst is to follow the stereotypes of traditional Japanese monster ilms, even if the result lacks a sense of reality .... Second: create a parody of the traditional monster movie. Third: depict the monster as a symbol.... Fourth: depict the mon ster as an actual living organism. This requires a lot of research in such areas as biotechnology and theoretical cosmic mechanisms" (Tori). Tori has undeniably succeeded, in this regard, managing to make the mutant appear not only convincingly alive as an organic entity but also capable of eliciting deeply human emotions, including compassion. In the pathos of the inale, in particular, much as we may want to see the beast conclusively defeated, it is hard not to sense Hitomi's vestigial presence behind its hideous countenance, and hence to empathize with its and Saeko's joint predicaments. However, the ilm's characteristically restrained dispo sition remains solidly in place through to the end, and any danger of its deteriorating into facile sentimentalism is resolutely avoided by the pres entation of the dire inevitability of Saeko's self-annihilation as the only ten able resolution to the story. It is at this level that the otherwise preposterous brute attains to the status of a widely adaptable symbol for the ineradica ble and incurable alienation under which the inhabitants of Pa tlabor 3 griev ously toil- not solely the literal monster but also the constellation of varyingly disillusioned, embittered or downright deranged humans revolv ing around its balefully charismatic aura. Like the preceding Pa tlabor features, Takayama's movie tackles its fan tastic subject matter in a dramatically somber and judicious fashion, devel oping Oshii's own inclination to endow the understated and the matter-of-fact with no less value than the overtly spectacular. Nevertheless, as pointed out by "Erick" in his review of the ilm for Beyond Holly wood. com, Patlabor 3 "presents death and violence in a very visceral man ner that's a marked change from previous entries in the franchise. For the irst time in a Patlabor movie, we see characters die and bleed, though this is still not enough to warrant the R-rating the movie got for its brief the atrical run. Being that the basis of the threat is biological rather than tech nological, it makes sense for the movie to get down and dirty with the blood and bodies" (Erick). The movie undoubtedly exudes, despite its generally
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subdued and pensively sullen tone, a strong sense of tactile physicality that makes its take on science iction close to the ethos promulgated by cyber punk. Threats to both the individual and the collectivity, this ethos inti mates, do not emanate from the squeaky-clean glass-and-chrome apparatuses of a crystallinely reined technology but rather from the emi nently - and often also repulsively - corporeal reality of lesh and blood, of sweat and tears.
19
Mini pato Originally conceived and penned by Oshii, and directed by Kenji Kamiyama, Mil1ipato consists of a set of three lO-minute shorts that adopt an utterly unique animational style. Its characters are hand-made card board cutouts attached to chopsticks, and manipulated by their creators in much the same way as puppeteers would handle their charges in traditional Bunraku theatre, whose movements are digitally captured, scanned into the computer and then applied to computer-generated images of the mate rial characters. The process essentially allows the animators and techni cians to transfer a set of mathematical formulae extrapolated from real actions, performed by the puppets by means of their manipulators, onto dig ital drawings. Intriguingly, the collection derives much of its distinctive lavor and verve not so much rom its standing as a technically ground breaking intervention in the history of anime (since this aspect is unob trusively handled throughout) but from its intentional retention of elements of childlike energy and artlessness in both the rendition of the characters' appearances and in the deployment of innovative camera angles in order to produce overtly bubbly and bouncy patterns of motion. The overall pro duction process encompasses ive key stages: •
•
•
•
•
preliminary character designs are executed by recourse to brush-pens, in the handling of which the artist Nishio Tetsuya singled out by Oshii for this project is reputed to be the unchallenged champion; storyboards delineating the frame-by-frame unfolding of the visual nar rative are produced, and the action is provisionally timed by recording the relevant lines of dialogue against each frame;' cutouts of the various characters in diferent postures, and of individual body parts in diferent situations are made, stuck to chopsticks and employed to stage a live-action puppet show against a black background; the performance is recorded by means of digital cameras and the data thus obtained are fed to the computer where the subsequent editing moves referred to above will then be efected; the computer-generated characters are composited, and clay animation 134
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is also brought into play where appropriate (e.g., to simulate the pattern traced by a bullet as this cuts through a semi-malleable substance): ani mation clay is here chiseled and ilmed frame by frame to convey the impression of its being incrementally penetrated and traversed. Each short constitutes a mock instructional documentary that shreds apart the Patlabor universe with irreverent glee. Captain Gotoh is the pro tagonist of the irst short animation (" Roar Revolver Cannon!"), where the weaponry is discussed in mind-boggling detail. The second short ("Ah, Vic torious 98 Model AV") is dominated by the igure of Shige and is devoted to the dissection of robot design. This episode also pokes fun at the uni verse of ancillary merchandise, proposing that the production of spin-ofs may well be the ultimate priority for the anime industry at large, and that the Pa tlabor franchise ought to focus on the creation of endlessly trans formable Ingrams in order to spawn a virtually interminable progeny of robot-based toys. In the third (" The Secret of Special Vehicle Unit 2"), Cap tain Nagumo takes the collection's parodic thrust to absurdist extremes in addressing an essentially luy, trivial and inconsequential topic (namely, the SV2 team's addiction to dried goby) by recourse to an utterly recondite discourse and a hilariously mock-epic tone. Oshii's script here reveals an amusing lair for self-satire, insofar as the captain's overinlated rhetoric could be seen as a deliberately exaggerated version of the type of philosoph ical expose to be often found in the director's own ilms from Bea utifu l Drea mer onwards. The key characters are reproposed in all three shorts in the guise of super-deformed puppets. Super-deformity- a form of caricatural parody that can undoubtedly be traced back to ancient times- constitutes a very speciic convention within the evolution of anime and its inception can be quite exactly dated. As Patrick Drazen has pointed out, the spring of 1988 saw two production houses working on "super-deformed" (SD) comedy projects. Sunrise, creators of the Gundam series, were working on the movie Char's Counterattack when they came up with SD Gundam, a series of short episodic OAVs by Gundam director and designer Gen Sato. Both the peo ple and the mecha have huge heads, short bodies, childlike appearances, and anar chistic attitudes ... meanwhile, over at Artmic Studios, the creators of the all-woman Gall Force crew were working up their own SD project. Ten Little Gall Force brings us child-body versions of the crew.... From then on, everything was open to super-deformity [Drazen, p. 24).
Well-known instances of SD anime popular in the West include the Princess Nine bumpers, the Sailor Moon digressions, and the Record of Lodoss War bonus materials. It is also worth noting, in this respect, that the car toon drawing used as the logo for the oicial Oshii Web site Oshii Ma moru.
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com2 and entitled"Gabriel's Counterattack" features a super-deformed car icature of the director as he is playfully set upon by his pet basset hound. (Elsewhere, Oshii uses an analogous image with inverted roles, supposedly to comment satirically on his relationship with dogs.) Masamune Shirow's manga version of Ghost in the Shell, upon which Oshii's epoch-making 1995 feature ilm is based, also employs SD versions of its characters at particular junctures. SD child-body versions of Major Kusanagi, speciically, are provided in situations where she is incensed, and distortion becomes a way of humanizing her personality by parodic means so as to throw into relief the fundamentally human nature of her emotions in spite of her cyberorganic constitution. This is patently the case with images presented in the context of Episode 9, "Bye Bye Clay," where the major is evidently angry as a result of Batou not taking her reflections regarding the Puppet Master seriously enough (Shirow, p. 28 4). The use of child-body images of the heroine gains an extra dimension, retrospectively, insofar as in the inale of Oshii's movie, the major is indeed rehoused within the "shell" of a school-girl- an aspect brought to bear upon the original manga by Oshii himself. On other occasions, SD igures serve the purpose of softening the rather hermetic philosophical tone into which the dialogue frequently heads- this is evident, for example, in Episode 11,"Ghost Coast" (p. 339 ). On the whole, Minipato constitutes a itting conclusion to Oshii's per sonal involvement in the Pa tla bor franchise, bringing together his passion for abstract reflection and theoretical speculation, his commitment to painstakingly conceived characters and settings, and his eagerness to exper iment with intrepid camera angles. At the same time, it playfully celebrates Oshii's refreshing ability to approach his cinematographical agenda with a keen eye on the sheer fun it may yield for both his audience and himself despite the overhanging darkness of his recurrent themes and motifs.
20
The Red Spe ctacle s, Stray Do g and Talking Head Oshii has also engaged in the dramatization of political issues related to those brought to the fore by Dallas and by the Patlabar productions in a range of live-action movies. These ilms (in the cases of both feature length and short productions) tend to relect a political pessimism that emerged during Oshii's days as a student protester - speciically against the renewal of the U.S.-Japan security treaty, which allowed America to main tain troops on Japanese soil, and against Japan's subsequent collusion in the Vietnam war. The somber mood engendered by the director's ideological disillusion ment with the causes he had passionately embraced in his youth inds a potent visual correlative in the particular cinematographical style elabo rated by Oshii for these productions. Incorporating many of the conven tions and strategies usually associated with manga and anime into the province of live-action cinema - such as farcical humor and moments of disjunctively exaggerated violence juxtaposed with the mellow poetry of long takes and meditative sequences- the ilms deliver a tantalizingly jar ring alternation of cartoonish expressionism and photographic natural ism without indulging in any placid concessions to either fantasy or realism. The Red Spectacles - unquestioningly the most manic and surreal of the productions included in the trilogy - makes explicit reference to Oshii's political background and involvement in the student protest movement of the late 1960s and early 19 70s. As the prologue informs us, the movie is set in the late twentieth century at a time of relentlessly escalating crime of an "increasingly vicious nature," with which the conventional Metropolitan Police are unable to cope, and related establishment of the "Anti Vicious Crime Heavily Armored Mobile Special Investigation Unit" in order to deal with the situation. The unit consists of" [p lolice men and women of supe rior intellect and physical strength" who harbor an almost fanatical sense of justice and are tagged Kerberos (a Japanese adaptation of the name Cer137
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berus, the Watchdog of Hell). The agents are equipped with special "rein forcement gear" inclusive of body suits and lethal weaponry. A potentially brave and even noble endeavor to stem the onslaught of crime, the Kerberos operation rapidly spirals out of control, as its immod erately zealous members start employing increasingly energetic, unethical and eventually brutal investigational tactics: "in their fervent hatred of evil, their actions were quite severe. Their almost cruel investigation activities became the target of strong public criticism." When, in the course of a rou tine mission, a Kerberos agent beats an ofender to death, the unit is dis solved. Oshii presents this preliminary information as a putative"excerpt" from " The Glory and Downfa ll of the Kerberos" by one "Hyohe Shiozawa." The adoption of this strategy is worthy of notice, since it implicitly invites relection upon the generic standing of the ilm as a whole in relation to so-called historical cinema. The Red Spectacles is patently not a historical movie in the sense that it ofers a dramatization of oicially recorded events. In fact, the history it depicts is essentially a product of Oshii's personal speculations. However, this does not automatically entail that it has noth ing to say about lived history. After all, numerous works claiming to rep resent historical occurrences in a descriptively transparent fashion actually provide varyingly ictional versions of history, not history per se. This becomes instantly obvious if one considers, for example, that the plethora of war movies produced practically across the globe to comment on legion disparate conflicts hardly supply objective accounts of ascertainable facts insofar as they are inevitably colored by local ideological assumptions and prejudices. The Red Spectacles is no less historical a ilm, in this respect, than those productions may be deemed to be: although it does not register empirically veriiable occurrences, it does propose a version of history in its own pecu liar way - namely, that of history as a series of snapshot-like pieces of evi dence for the ubiquitous incidence of repressive, exploitative and ultimately downright inhumane drives within diverse political formations. The con tingent society which necessitates both the establishment and the dissolu tion of the Kerberos Unit may never have obtained as such, yet its cinematic articulation operates as a convincing template for virtually any dispensa tion governed by such drives. In this perspective, the ilm could be said to embrace the ethos of historicity rather that historiography. Whereas his toriography refers to the discipline that purports to record history through texts, historicity constitutes the process that makes history through texts that is to say, brings history into being not by claiming to represent given facts but by encoding diverse in terpreta tions of lived experience as dis courses. This term, it must be emphasized, is here employed in accordance with the signiicance imparted upon it by Michel Foucault (Foucault, 1973;
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1979 ).1 (A cognate argument to the one outlined above is also eminently applicable, as shown in a later chapter, to Jin-Roh: The Wolf Brigade.) In the ilm's opening segment, three of the Kerberos Unit's erstwhile members refuse to disarm and rebel sanguinely against the system, but only one of them, Koichi Todome, manages to elude capture and flee after prom ising to his injured companions, Ao and Midori, that he will return. By the time Koichi does go back, three years later, his city has altered beyond recognition and faded into an abstruse blur, and the more the ex-agent struggles to unearth vestiges of his past, the more his environment creep ily deies his eforts. As the character of the old man Ginji tells the protag onist, during his absence many things have changed: the"traic light" itself is said to have"changed to muddy blue. It may never turn back to clear red again. Nobody stops for you." These lines paradigmatically capture the character of the dismal society depicted in the ilm as a whole: namely, an uncaring and befuddled world ruled by an obdurately atomizing ideology whereby even sitting down to eat in groups at restaurants is considered a heinous crime.2 The sense of hopelessness that malignantly extends throughout this ragged social fabric is tersely encapsulated by Ao's descrip tion of how, in jail, the ex-"Kerberos" agents went gradually from hope to despair, and of how the government defeated him and his unrepentant com rades by destroying their vision to the point that they were rendered utterly spiritless and hence unworthy of incarceration. As he struggles to locate his old allies, Koichi is relentlessly pursued by government-appointed assassins and torturers and haunted by enig matic feline igures and by the image of a young woman with cat-like eyes featuring on posters, monitors and the screen of a large and utterly deserted auditorium. The feline symbolism could be read as an indicator of Koichi's alienation: professionally and historically associated with dogs, he evidently does not belong in a society pervaded by cats. As for the image of the girl, Musashi has persuasively described it as denoting " [tlhe idea ... of a Big Sister ... a pair of watchful eyes that follow you everywhere" (Musashi). When the protagonist does manage to get hold of his former co conspirators, it is by no means clear whether they are on his side or are working in the service of the government-employed persecutors, since their allegiances repeatedly vacillate in keeping with the ilm's frequent tonal shifts across an extensive generic gamut. Indeed, The Red Spectacles draws on visual and performative sources as diverse as kung-fu action cinema, stage drama, vaudeville and ilm nair, consistently bathing its black-and white or sepia-tinted images in stark lighting reminiscent of Fritz Lang's oeuvre at its most portentous. The overall atmosphere is not merely murky but tenebrized and quite literally night-soaked. Moreover, as we follow Koichi along countless stairways, corridors and tunnels, we can palpably
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sense the character's paranoia intensifying at each step. The recurrent inclu sion of scenes in which the character experiences bouts of volcanically gut wrenching diarrhea barely alleviates the overarching mood, insofar as the scatological topos never quite delivers a lamboyantly carnivalesque sense of comic relief but only serves, in fact, to exacerbate the sense of Koichi's possession by malignant forces. No less unsettling are the sequences in which the camera suspensefully pans across perfectly anonymous rooms that are nonetheless rendered ominous by the nightmarish vividness of materials and textures: nothing can be taken at face value, as even the bland est door, carpet or basin threaten suddenly to spring to malevolent life. Despite the nightmarish connotations of its subject matter and its elab oration of a veritably Lynchian cinematic vision of decay, the ilm's mood often strikes jocularly bizarre notes by virtue of Oshii's ironical use of slap stick and pantomime elements, theatrical facial expressions, tongue-in cheek non-sequiturs, hilarious musical touches and, on the whole, an irreverent disregard for mimetic verisimilitude. While these traits would not be in the least surprising in the context of an animated ilm, their delib erate and deft insertion into a piece of live-action cinema makes The Red Spectacles quite a unique experience. Its experimental employment of chro matic palettes and textural efects, moreover, contributes crucially to the cumulative experience of this identiiable and yet utterly unfamiliar world. The spaces depicted in The Red Spectacles are especially memorable insofar as they obsessively rely on a chillingly boxy architectural style redo lent of Chris Marker's La JeUe (1962), one of Oshii's favorite productions.3 Moreover, these spaces are predicated on the dispersion of the center of vision through the proliferation of errant lines of orientation and on the unbalancing of perspective through unpredictable oscillations and rota tions in the distribution of matter, to the point that depth appears to dis solve into a loose, unpunctuated becoming. As walls vanish, collapse or suddenly materialize amid the treacherous play of light and shadow, any conventional sense of natural form is recklessly forsaken. At the heart of the ilm there lies a spatio-temporal paradox whereby the more things appear to change, the more they stay exactly the same: the protagonist is trapped in an inescapable, intensely claustrophobic nightmare that repeats itself ad ininitum as h e moves from one scene t o the next. A n arbitrarily assembled bundle of purely marginal variations seems to have been thrown into the mix just to mock him with the illusion of change. Koichi increasingly appears to be living within the synthetic space of a ilm as everything around him takes on the semblance of a set. Often inconsequential lines spoken by disparate personae, moreover, come to sound like portions of a Theatre-of-the-Absurd script intent on parodying hackneyed plots in the traditions of the gangster movie, the psycho-thriller
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or hard-boiled detective iction. The eerie attraction of The Red Spectacles may ultimately reside with this particular facet of its prismatic cinemato graphical coniguration, to the extent that self-relexivity enables Oshii to deliver a deliberately barmy pastiche not merely of established genres and styles- which could barely be deemed original- but, more speciically, of expressions of popular ilmic and narrative forms at their most torpidly formulaic. Hence, the movie ofers (among other things) a darkly comedic critique of the degeneration of all manner of codes and conventions as a result of indiscriminate overuse. Oshii's camera work corroborates this indictment of the emptiness of words by exhibiting characters that scarcely look at one another while they spew out their stilted lines, as though they were subliminally aware that their utterances could never really communi cate anything. Eye contact is accordingly deemed redundant, since inter action is quite simply of no consequence. For all they know or care, they could just as well be addressing a hypothetical black hole on the outermost edges of the farthest galaxy.
+++ In Stray Dog: Kerberos Pa nzer Cops, a prequel to The Red Spectacles explaining how Koichi spent his exiled years, a younger member of the Ker heros Unit named Inui is released after a protracted period of detention and sets of to ind Koichi in order to establish why the latter abandoned his troops and fled. Unsure as to whether what he seeks is merely answers or - more grimly - revenge, Inui embarks upon a journey that leads him to Mei, a young girl formerly attached to the now missing Koichi, and the two decide to trail the elusive man together. At the same time, other mys terious forces also appear to be looking for Koichi in the conviction that, as a fugitive from government and as a latent political foe, he represents an ongoing menace to the system. As the centerpiece in the live-action triptych also comprising The Red Spectacles and Talking Head, Stray Dog acts as something of a bridge between the sinister and bitingly cold desperation of the preceding ilm and the tech nical eccentricity of the next. Stray Dog has unequivocally aforded Oshii an unsurpassed means of launting his impeccable directorial style, and evinces throughout an organic luidity in the handling of cuts, long takes, camera positionings and transitions that far surpasses in caliber the ilm's engaging but somewhat unembroidered storyline. As Inui and Mei travel together in search of Koichi, the action often resembles a documentary, especially in the use of pillow sequences exhibiting elaborate urban scenes replete with shops, adverts, temples, pagodas, fairgrounds, congested
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avenues, elegant ediices, desolate hovels and vacant lots. In these sequences, the camera subtly emphasizes the two characters' roles as spectators in their own right, thus encouraging us to identify with them and share their point of view. Oshii's touchingly unpretentious visual poetry, frequently underscored by a poignant lack of dialogue, consistently communicates a disarming sense of mellow, indeed almost whimsical, pleasure. This potentially grat ifying, serene mood derives much of its cinematographical intensity from its ironic juxtaposition with the violence that besieges the protagonists' lives and its ominous potential to erupt without warning. On the whole, there fore, even though Stray Dog is far sunnier than either its live-action pred ecessor or its successor, its pivotal concerns are no less somber. This is evinced by the emphasis which Oshii places on the harrowing themes of political strife and existential discontent. Likewise afecting is the ilm's allegorical reference to the relinquishment of parental responsibility through the cardinal symbol of the abandoned dog. The opening sequence (situated before the credits), where members of the Kerberos platoon stand still and silent against the aural background of Kenji Kawai's daunting guitar melody, having just heard that their unit has been disbanded, could be described as vintage Oshii. The same is true of the climactic scenes, in which Inui dons for the last time the Kerberos armored suit and nimbly vanquishes a horde of mimes. The opening por tion of the movie encapsulates Oshii's preference for methodically paced and meditative sequences which, in this particular case, seems a highly appropriate means of communicating the composite mood of disbelief, anguish and humiliation in which the defeated agents are locked. The closing section, by contrast, relects the director's ability to han dle no less proiciently rapid-ire action sequences replete with state-of the-art visual and special efects. Moreover, the ilm's hyperdynamic climax serves to momentarily revive the darkly humorous tone adopted in The Red Spectacles by means of deliberately exaggerated - and hence latently farci cal- depictions of legion gory deaths redolent of Quentin Tarantino's cin ema, and of elliptical references to the visual formulae of a variety of popular genres ranging from the yakuza movie to the spaghetti western. An even more outrageous expression of caricatural humor is supplied by Koichi and Inui's eventual reunion on the beach, a fairly protracted sequence featur ing much leaping, grappling, knocking and splashing about - as well as stylized postures reminiscent of Kabuki theatre - which contrast sharply with the lyrical sublimity of the landscape against which the mock battle is enacted. In spite of such occasional revampings of the earlier live-action ilm's ubiquitous penchant for the absurd, Stray Dog essentially ofers a subdued
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experience even as it engages with the harrowing ethical and ideological issues alluded to earlier. As Tasha Robinson has noted, [r]ather than tipping his hand, Oshii simply follows the character on his voyage of self-discovery, which includes much silent exploration of local scenery, includ ing one languid ten-minute wordless sequence backed by swelling piano. The ilm marks Oshii's meditative impulses at their most extreme: it draws its central metaphor clearly enough in a monologue that likens [Inui] to a feral dog, but apart from some tone-breaking slapstick between [Inui and Koichi], Stray Do g seems more like an extended Yanni music video than a narrative ilm [Robinson 2003].
The monologue to which Robinson's review refers is delivered by Hayashi, a shifty character who claims to belong to the "Fugitive Support Group" and has supplied Inui with information about Mei in the irst place to help him trace his old comrade. As the ilm unfolds, it becomes increas ingly obvious that Hayashi has his own ulterior motives at heart, and quite distinct reasons for wanting Koichi's location pinpointed. The monologue tangentially harks back to the black-and-white, profoundly afecting stills of abandoned dogs presented under the opening credits, while also sym bolically alluding to Koichi's and Inui's ailiation with canine igures (inu, incidentally, means "dog" in Japanese). Since this portion of Stray Dog doubtlessly represents the ilm's graphic and thematic core and simultane ously speaks volumes about Oshii's ethical and ideological convictions, it appears worthy of extensive citation in the present context: They are stray dogs. Someone might have dumped them, or they got lost. There are so many of them around here. They co-exist with humans, but from a care ful distance ... they'll never open themselves to humans. They hold a strong grudge against the humans who dumped them but they also miss the smell of their masters so much. They are eternally ambivalent. But they're animals no mat ter what. They will never know the reason why their master had to dump them.
After a digression citing the "impressive" but "tragic" story of a "dog" who would never succeed in inding the "master" and the "future" he yearned for in spite of his "running continuously on his bloody feet" (an elliptical reference to Koichi's ordeal), Hayashi declares that the dumping of dogs is a "historical necessity": No matter how unreasonable it may sound the dog has to pay for any misfor tune on his own even if he can't understand the reason why. That's the only les son and the saddest lesson . [a sudden change of tone from the almost unctuously suave to the harshly menacing occurs at this juncture] ... that humans and dogs have to learn. .
.
Hayashi is obviously taunting Inui at this point, brutally reminding him that he, too, is something of a "dumped" dog, forsaken by his former employers and colleagues alike and forced to live with a loss for which
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nobody will assume or even share any degree of responsibility. The scene as a whole is rendered all the more disturbing by the fact that it is unclear where or when it is supposed to take place. Intriguingly, we have been led to the derelict yard strewn with remnants of Kerberos suits that ostensibly constitutes its setting from a lashback of the aforementioned pre-credits sequence, and this, in turn, was seamlessly introduced as we were follow ing Mei in her exploration of Tainan's back alleys. This suspension of the action's reality status both echoes Oshii's inveterate preoccupation with the interpenetration of the actual and the imaginary (as found in Bea u tiful Dreamer and A ngel's Egg, for instance) and anticipates the drastically of kilter assault on the empirical world staged by Oshii's subsequent live action production, Talking Head.
+++ Talking Head departs from the story arc proposed in the two earlier live-action ilms- thus constituting a sequel in merely the vaguest sense of the term - by engaging in the politics and crimes coursing the ilm indus try. The movie constitutes a parodic intertextual commentary on the world of Japanese animation at large, replete with cameos, inside jokes and behind-the-scenes glances at the secrets of the business, and hence some thing of a documentary. However, Talking Head could also be described as a murder mystery, a confessional narrative, a ghost story and very possibly a zombie-driven horror thriller. While the entire ilm is lit as though it were a stage play, some of its images are bathed in lights so sensationally stark as to seem indistinguish able from anime drawings. Talking Head employs a single set with sparse decor, minimal backdrops and barely any walls. The characters repeatedly adopt an acting style redolent of vaudeville pantomime, indulging in the most overtly theatrical displays of both verbal rhetoric and body language and frequently addressing the audience with authentically Brechtian alacrity. As Adam Arseneau has pointed out, the ilm seems to exist outside any rational notion of reality; it can safely be said that Talking Head does not exist inside the reality of The Red Spectacles and Stray Dog, because the ilm exists inside no reality but its own. If you are quick, you can catch a single fleeting reference to the " Kerberos," delivered through the guise of a cofee commercial. Finally, the entire ilm takes place within a movie theatre (AKA the animation studio) that appears to be identical to the movie the atre in The Red Spectacles, with the same washroom, and identical movie play ing on constant loop (a young woman's face, on a tight close up, focusing on the eyes) ... Talking Head completely smash [es 1 any notion of a "fourth wall" . .. in a very unnerving, meaningful, and aggressive way. Characters will be talking, .
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then stop talking, gaze directly at the camera, as their monologues continue from some unnamed, outside source [ Arsenau].
In this respect, Ta lking Head exhibits intriguing ainities with Dogville (dir. Lars von Trier, 2003), a ilm overtly inspired by Bertolt Brecht's Epic Theatre. Echoing the playwright's stylistic agenda, both Talking Head and Dogville consistently foreground the constructedness and enactedness of their stories, employing nearly bare stages wherein locations are demar cated by purely conventional lines, a handful of props and the performers' miming skills- as well as intrusive narrators- in order to distance the audi ence from the action. This bold stylistic approach could easily have yielded nothing more than ilmed theatre had it not been for Oshii's imaginative use of the camera, and speciically his departure from Hollywood's tradi tional devotion to the shot-and-reverse-shot formal igure and tendency to sweep instead across scenes with both subtle and perplexing shifts of focus. This approach delivers a cinematographical style that is ostensibly the atrical, yet achieves visual efects that can only be accomplished cinemati cally. Not even from the front row of a theatre's stalls would the spectator be in a position to enter quite so intimately, so indiscreetly, the lives of Oshii's exploitative and rapacious personas. Following the camera as it rest lessly moves from face to face, posture to posture, gesture to gesture, the audience are incrementally exposed to the reality of a dissolute industry, persistently exposing its iniquity from within. The surreal plot proposed by Talking Head proceeds from the prem ise that the production of a much anticipated anime has come to a halt even before the script and storyboards have been inalized as a result of the sud den disappearance of its intended director, Rei Maruwa, amid a number of puzzling deaths. In the original director's absence, the production company hires a maverick with a reputation for thriving under pressure and for res cuing doomed projects from certain damnation. A"migrant technical direc tor," the novel appointee is required to mimic the work of his predecessor in completing the ilm by the stipulated deadline, and thereby bolster a spe cious illusion of entrepreneurial prosperity on the studio's part. Oscillating unpredictably between aloof imperturbability and furious agitation, the director hired to salvage the aborted production visits each department and interviews the studio's motley crew, and is thereby graced with a plethora of evasively conjectural lectures- delivered at a staggering pace - about the history, aesthetic signiicance, ethical import and techni cal function of a variety of cinematographical concepts and tools. All the various characters, despite their theoretical diferences, seem to share the same unfortunate attribute: an inclination to inlate obvious and even fairly pedestrian notions so as to make them sound akin to epiphanic disclosures,
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and ultimately precipitate into sheer grotesquerie. For example, the script writer grandiosely mourns the "old days" in which people thought of the screen as a form of"magic" and commends the importance of elaborating novel ways of stimulating contemporary audiences but ends up supporting this high-principled argument, alas, by recourse to the most hackneyed circensian tricks: his belly pops open, spilling out a long chain of plump sausages, and his severed head goes on yattering gleefully after being relo cated to his lap. The diferent characters harbor intricate belief about the most dis parate aspects of ilmmaking and related distribution practices-from the part played by editing to the production and deployment of trailers, from the politics surrounding the hiring of subcontractors to the artistic impli cation of the transition from black-and-white to color cinema. The distinc tiveness of the art of animation is also addressed in the context of one of the ilm's most interesting portions- especially for an animation lover. This consists of a series of animated line drawings endowed with both graphic economy and dynamic efervescence, and displaying exquisitely morphing shapes depicted in a phantasmagoric variety of styles- including an explicit homage to Picasso's Guernica . This segment of the ilm concurrently comments with a lucidity and verve that is signally missing from the other theoretical inferences on some of animation's most salient traits-for example: "there are no characters that cannot exist in animation.... However, because of this unlimited pos sibility animation characters are forced to shoulder the ideological demands placed upon them. In other words, the preferences and personal feelings of the people involved." These relections succinctly convey Oshii's own ambivalent feelings about the ethics of animation. As an animation direc tor, his take on the medium's unfettered freedom is indubitably enthusias tic. However, the passion is partially tempered by the intimation that the animated characters that have no choice but to embody the individual predilections and emotions of their creators are not just lifeless puppets but also allegorical incarnations of real people, insofar as breathing humans are also, ultimately, cultural constructs determined by the ideological struc tures within which they operate and are operated upon. As he goes about the studio consulting its various employees, the mav erick cinematographer rapidly discovers that the crew's pompous ravings and the tight deadline he is expected to meet are the least of his problems: a spectral entity haunts the venue, while the entire production team is being murdered. No less chilling a cause for alarm is the growing realization that the boundary between the director's reality and the movie under produc tion has practically dissolved, which lays the foundations for a metaictional quandary of mind-boggling proportions. Ultimately, therefore, Ta lking
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Head is principally a self-referential relection upon the cinematic art itself, and an experimental investigation of the distinctive structures, registers and rhetoric of ilmmaking. This is conducted by means of a radically dis concerting metamovie, a movie about making movies- or, to be more pre cise, a movie within a movie which, in turn, is feasibly placed within one further movie. Talking Head appears to end with a shot of the director approaching the foreground as he pushes along a dolly-held camera. The inal credits then start scrolling against a black background. However, the actual end ing is yet to come. What we see next is an audience exiting a movies the atre, among them a girl carrying a cardboard cut-out of a basset hound to be seen again in Killers: . 50 Woman. The character of the producer is sub sequently seen in the act of congratulating a rather gloomy young woman for completing Rei's work so brilliantly and thereby fully conirming her reputation as the best of his apprentices. It then transpires, through the producer's confession, that Rei had become schizophrenic and had accord ingly been hospitalized - hence his disappearance. Pivotal to his patholog ical behavior had been the creation of an alternative personality intended to compensate for the disintegrating one. This had by and by acquired the guise of an animation ghost director, which indicates that the patient had somewhat uncannily remained anchored to his initial reality despite the mounting pressure exerted upon it by his psychotic brain. Pursuing exclusively inancial interests, the producer had decided to indulge Rei's fantasy - hoping he would eventually recover and resume his role - by appointing a ghost director and inducing the crew to collude in the game. The original director had never recovered but the production had eventually been completed, according to this version of events, by the bril liant apprentice. Although the producer had been satisied with this out come, the situation had unexpectedly turned out to be rather more convoluted than initially suspected. Indeed, Rei had developed rather com plex feelings towards his crew akin to the urge to kill, and the ghost direc tor had somehow had to fulill this fantasy as well. This revelation mirrors the ghost director's proposition, put forward in one of the early scenes, that executing a ilm resembles perpetrating a heinous ofence: "Making a movie is the same as committing a crime. No matter how cleverly you hide it, your methodology and process will reveal your motive. Or the production scheme, that is." Asked by the studio's gofer whether, in this scenario, he is expected to take on the role of the"detective," he adamantly asserts that his task is not to expose a"culprit" but to"complete the crime." 'Tm a crim inal with no personal motive," he adds. "Simply put, sort of a hit man." The key to Ta lking Head- assuming there is really any such thing would seem to be that Rei's plan was not just to make a movie. In further-
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ing Rei's plan, the ghost director is supposed to be assisting both a com mercial venture and a personal scheme. However, two complicating factors should also be taken into consideration. Firstly, the fact that the character credited with the completion of the ilmic product is Rei's assistant and not the ghost director would appear to intimate that the latter is also a pawn in a larger web of nefarious machinations- or even, to pursue the absur dist thread to its most preposterous extremes, a igment of Rei's scrambled psyche. Secondly, the assistant divests herself of any conclusive asset by speculating: "maybe I myself was the third personality conjured up by him [ Rei) ." Within this coniguration, the original director constitutes, paradox ically, an absent presence (the Japanese word "Rei," incidentally, means "zero"): a man who is constantly spoken of by others but never shows himself. The exis tence who rules the situation from outside the frame . . . . The man who cast a shadow behind every single incident. Everything was done to materialize his intentions and it progressed according to his plan.
Both the ghost director and Rei's apprentice have been brought into play purely in order to "materialize his inte ntions," to engineer situations wherein they could lend their own performance as actors to the fulillment of their absentee landlord's vision. Talking Head may therefore consist of three concentric circles. The largest circle, encompassing the other two, is Oshii's ilm itself. Within this lies a second circle: the ilm made by Rei's assistant. Within the latter, lies a third circle: the ilm consisting of the activities undertaken by the ghost director and his adopted crew and viewed by the assistant. Thus, the ghost director is a character within the assistant's work, just as the assistant is a character in Oshii's work. Where exactly this leaves the spectator of Oshii's ilm is something of a moot point. The lingering suspicion with which one tends to leave this unsettling visual and diegetic experience is that just as characters in a movie may also be spectators, the spectators of Talking Head- we - may also be ictional personae in our own world.
21
Killers: . 5 0 Woman Killers, an episode within an omnibus production, provides a quasi absurdist take on a contract killer's mission that pokes fun at the ilm indus try's dubious ethics with impudent gusto while also retaining the surreal components previously foregrounded in Talking Head. In his review of Killers for The Japan Times, Mark Schilling has provided an informatively amusing evaluation of the compilation as a whole and of Oshii's own speciic contribution to the project: "Oshii has combined his obsessions with guns, babes and junk food into the strongest and simplest ilm of the lot, which plays like an erotic daydream-cum-food commercial. It's also an object les son on how to hold the screen with minimal means. All you really need, Oshii shows us, is a hot babe, a big gun and plenty of fresh omusubi [ rice balls" (Schilling). The direction is typically Oshiian in its emphasis on fastidiously methodical pacing, as the camera follows the protagonist (played by Yui Nino) and the bulky wooden crate she hauls along - treating it with the same nonchalance with which an ordinary businessperson would handle a briefcase or laptop computer - to the place of her assignment. This is a room in a high-rise from where the hit woman is supposed to assassinate a corrupt ilm producer (played by Studio Ghibli's actual president, Toshio Suzuki) who is said to have embezzled 20 million dollars. The camera's moves are paralleled by Nino's deliberate acting style, whereby meticulous attention is paid to each minute gesture. This is especially notable in the sequence where the character removes her sunglasses and artiicial nails (the camera focuses closely on their decorative pattern, which is subtly con sonant with the discreetly post-Goth lared-trouser suit), takes of the smart outit, replaces it with casual clothing and ties back her luxuriant locks as one would upon returning home after a day at the workplace. Ironically, in this instance, the job is yet to begin. Before embarking on her next task, the woman also weighs herself - an act which might appear somewhat irrel evant to the mission in hand but actually proves pivotal to the short piece's ideological message. The same punctiliously measured rhythm character izes the following sequence, detailing the calculatingly clinical assemblage 149
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of the assassin's precision weapon - a monstrous SO-caliber gun capable of blowing massive holes through all kinds of materials with the aid of incon gruously elegant-looking shells. Waiting for her target to emerge, the contract killer whiles the hours away by satisfying the demands of an appetite the size of Mount Fuji through the diligent ingestion of preposterous amounts of pasties, rice balls, sand wiches, buns, wraps, hot dogs and various other snacks of multi gastronomic derivation, which she no less systematically lushes down with bottled water. As Nino chomps diligently along with a dedication and sense of duty suggesting that the gargantuan consumption of convenience-store junk is her authentic assignment, and that the assassination is something of an ancillary task casually coinciding with it, we are supplied with the name of each of the products being eaten and with details regarding brands, prices and caloric value. These are accompanied by the recurring ping sound characteristic of old-fashioned tills, which comes to serve as something of a refrain or acoustic punctuation. This protracted and wordless sequence comes across, cumulatively, as a darkly humorous one. Yet, it is also furtively titillating insofar as the pro tagonist's diligent staging of her interaction with food simultaneously car ries the visual connotations of an exhibitionist ploy, translating what would otherwise be an eminently private ritual into a public spectacle for voyeuris tic consumption by the audience. Moreover, the mise-en-scene allows us to penetrate Nino's space by means of a key-hole perspective analogous to the hit woman's take on her prospective victim via her lethal gear, thus mak ing us marginally complicitous with her nefarious intent. The element of scopophilia inherent in Nino's food consumption could thus be read as a metaphorical form of foreplay aptly prefacing the short ilm's climactic blast. Killers: . 50 Woman resembles an anime production in its use of pre dominantly silent action. Indeed, the only available sounds ( beside the aforementioned ping) are those emanating from the monitor through which the protagonist keeps an eye on the hospital building whence the intended victim is supposed to materialize. One of the background characters seen on the screen wears a T-shirt emblazoned with one of the most assiduously recurrent images in Oshii's cinema, namely the picture of a basset hound. (A further canine reference, incidentally, is ofered by the logo on the crate wherein the killing machinery is stored: a pawprint crowned by the simple caption "dog.") The character in question is promoting some new slimming equip ment in a program that is being broadcast while news reporters await the fraudulent producer's exit from the hospital. This apparently peripheral aspect of the ilm turns out to be quite axial to its diegetic logic, insofar as
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Killers: . 50 Woman ultimately constitutes a deconstructive exposure of the fashion system: w hen the assassin weighs herself at the very end, it appears that she has not gained a single pound despite the amount of food and water she has been voraciously swallowing since the start of the action.' Oshii thus intimates that the hit woman's ultimate mission consists of assassinating two equally infamous sectors of the entertainment industry: the ilm world's pockets of depravity, in a literal sense, and the health-and-beauty circus, in a metaphorical one. At the end, the killer is just about to shoot the Suzuki character as he stands outside the hospital with a nurse, smoking a cigarette, when a young girl carrying a large cardboard cut-out of a basset hound (redolent of the one seen in Talking Head) walks past just behind him. The protagonist therefore shoots the bodyguards' vehicle instead, creating panic and caus ing the nurse to lee - despite the producer 's slapstick struggle to use her as a shield. Finally, the hit woman manages to shoot her target: as the pro ducer 's head explodes in a fashion reminiscent of manga gore, realism is patently suspended in favor of cartoonish exuberance. For inancial reasons, the production of cinematic anthologies has increased signiicantly in Japan over recent years, allowing budding ilmmakers to beneit from the coexistence within the same collaborative work of their own ilms with those of established directors. Killers, speciically, was prompted by the"Gun Action Short Movie Competition," a biannual contest sponsored by Gun magazine. Schilling has explained the genesis and evolution of the project in the review cited earlier: "Three con test judges- Oshii, manga artist and director Kazuhiro Kiuchi and script writer and director Shundo Okawa - proposed a cinematic battle royal between them and recent contest winners. In other words, amateurs vs. pros, with the results to be screened on satellite television and released on video. For various reasons, the project has since morphed into a ive-part omnibus ilm, with the contest aspect eliminated." As this same review later suggests, the "other four directors are equally in love of irepower, but are more conventional [than Oshii J in their approach to both action and com edy" (Schilling). The irst segment, Kazuhiro Kiuchi's"Pay-Of," pivots on the charac ter of a swaggering contract assassin pretending to be an arms dealer and his semi-farcical eforts to withstand the lethal onslaught of a bunch of clas sic babes well versed in all manner of martial skills. The second, Shundo Okawa's"Candy," introduces us to the charismatic igure of Megumi, a for mer oice secretary who, seeking employment at a cabaret, realizes rather late in the day that she has been hired as a contract killer and not a cabaret performer as originally hoped. The action sequences in which Megumi is consequently involved are among the most exciting portions of the anthol-
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ogy from a strictly cinematographical viewpoint, especially in virtue of their deft intermingling of several of the classic formulae associated with both kung-fu movies and the Western, and felicitous anticipations of the Kill Bill and the Ma trix productions. The third segment, Takanori Tsujimoto's " Perfect Partner," is closer in tone to Pulp Fiction, as it follows two hit men who miraculously man age to retain an enthusiastic partiality for vaporous rhetoric and foolish gags even as they are hounded down by increasingly blood-thirsty gang sters. The fourth segment, Shuji Kawata's"Killer Idol," is possibly the clos est, in thematic terms, to Oshii's own contribution to the project, dealing as it does with the crimes of the entertainment industry. The short ilm indeed supplies a dispassionately acerbic critique of the idoru (idol singer or star) system and of so-called reality television through a comedically macabre exposure of media sensationalism centered on a cowboy-hatted idol contract killer. Throughout the collection, one detects the inluence of Quentin Taran tino and John Woo, and of classics such as Nikita (dir. Luc Besson, 199 1 ) and the G u n Crazy series. The amalgamation of dark humor, a taste for the absurd and a deliberately melodramatic exaggeration in the acting style is arguably the most memorable attribute of the production in its entirety. Killers: . 50 Woman, speciically, is indubitably an unusual production, yet it will not come as a total surprise to viewers acquainted with Oshii's animated cinema, insofar as it derives visual personality and verve from the very elements that have made the director's anime instantly recogniz able. Indeed, the short movie's overall mood paradigmatically captures Oshii's distinctive preference for a paradoxical fusion of the ominous and the farcical, the somber and the bizarre, restraint and excess, in an ebul liently satiric treatment of violence.
22
Jin - Roh: The Wolf Brigade The ilms personally directed by Oshii in which the Kerberos world, with its distinctive iconography and mores, features prominently are, as we have seen, live-action productions. Nonetheless, it is arguably in the ani mated feature Jin-Roh, which Hiroyuki Okiura' directed and for which Oshii wrote the script, that such a universe comes most elaborately and portentously to life. For this reason, the ilm deserves detailed attention in the context of the present study. At the levels of narrative complexity and aesthetic speciicity, moreover, Jin-Roh is especially central to Oshii's oeu vre due to its dispassionate elaboration of a rhetoric and a style that had found inception in the Patlabor features and in the irst Ghost in the Shell movie and would reach something of an aesthetic apotheosis in Ghost in the Shell 2: Innocence in the following millennium.2 Jin-Roh's inception can be traced back to the production company Bandai Visual's plan to make an OVA based on Oshii's comic book Ken rou Densetsu that would comprise six episodes, one for each of the origi nal manga installments. However, Ghost in the Shell was their priority at the time. In the wake of that ilm's sensational success, Manga Entertain ment - who were familiar with the Kenrou Densetsu story as a result of its publication in English by Dark Horse Comics in 199 4 as Hellhou nds: Panzer Cops- asked Oshii to create an animated version of the story but would not settle for anything other than a feature-length production. All the var ious parties involved believed irmly in Okiura's suitability as a director, and Oshii himself was fully supportive of that choice even though his path to accepting involvement in the sole capacity of script writer was not exactly smooth: "I begged [ them J to let me do the script at least and everybody at Bandai made a wry face," he has stated in an interview conducted by Kenji Kamiyama for the Production I.G Web site."Yeah, they'd already appointed Itoh to do the script. Itoh didn't want to do it so he refused. I knew he was going to refuse it because he once told me that he didn't want to write a story that had dogs in it, especially after he wrote A kai Megane [ The Red Spectacles J. Well, so they asked me to do the script after !toh refused it. . .. Since I was the original author, nobody needed to argue with anybody else. 153
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/in-Roh : The WolfBrigade (1998) . A valiant but t ormented member of the Kerberos the elite u n i t formed to combat escalating crime rates - Fuse has to choose between his allegiance to the force and his attraction to ex-terrorist Kei . I n the ilm's alternate h istory postwar Japan - a country defeated a n d occupied not by the U.S. b u t by Nazi Germany - political concerns are i nterwoven with ominous a l l egorical references t o the tale o f "Little R e d Riding-Hood," here a l luded t o b y Kei's attire .
©1999 Mamoru
Oshi i/BANDAI V I S UA L · Production I.G.
The script always turns out the best if it's written by the original author." Asked speciically if he would also have wished to direct the movie himself, Oshii passionately replied: Very much so, especially when I wrote the script. Honestly speaking, I still thin k that I should've done i t myself. I didn't want t o give i t away to anyone else .. .. The moment you write, you want to direct.... I will have no control over the inal product that is deinitely going to be diferent, so I only hope that they will try to do their best. I'm talking about the pictures here. After all, the i nal product only comes out as the director wants it. No one knows what's inside until you open the lid. Directing is nothing but to ind your ideas and identities in the already-existing script, and you just use them in what you create [Oshii 1997 ] .
I n what is plausibly the most concisely apposite assessment of Jin-Roh published to date, Fred Patten has described the ilm as"a taut and sus penseful political thriller" (Patten 2000 ) . The movie undeniably exhibits an exceptionally adult sensibility in its approach to anime but not in the usual"X-rated" sense of the term. Indeed, instead of gratuitously indulging in lurid depictions of violence, sex and gore, it assiduously engages in the deeply ethical ramiications of a society riven by civil unrest, sectarian
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antagonism, intricate personal con nections and the sinister i n trigues that unrelentingly brew in the murky depths of the governmental m aze . The prem ise upon which the Kerberos world as presented i n /in-Roh is erected is that at the end of t h e Second World Wa r, Japan w a s defeated and occupied not by the U. S. but by Nazi Germany, and that the country's struggle to recover from the economic crisis and p sychol ogical disarray caused by the conlict was severely hampered by ever- escalating crime rates and by the disruptive activities of anti- Fascist revolutionaries known as the " Sect . " As already proposed i n the l ive-action features The Red Spectacles and Stray Dog: Kerberos Panzer Cops, the government is supposed to have reacted to this menacing situation by establishing the Capital Police . An armored, helmeted and red- goggled elite force dubbed Kerberos are speciically respon s ible for curbing the Sect's operation s . Laudable in terms of the ir u n l i nching com m itment to their m i ssion , the shock-troops are n evertheless n otor i ou s for trespassing the boundary of legitimate law enforcement, and for thus allowing strength of purpose to degen e rate into corporal bestiality. As a consequence, they are adm i red and loathed i n equal p roportion s . Matters are rendered murkier still by ru mors regard i ng the existence of a rogue element within the Special Unit, which trouble deeply the government's upper echelons, and even tually provide them with a pre text for disbanding the Kerberos altogether - thus atten uati ng the hum il iating l egacy of military defeat and occupation . As we shall see, Jin-Roh's p r i ncipal characters are victims of precisely such a scheme, and especially of the political determination to move away rom armed activity in favor of diplomatic p hilandering. The diegetic premise outlined above makes Jin-Roh a provocative vari ation on the classic sci-i trope of temporal displacement , capital izing on the notion of an alternate history. Hence, it could be realistically described as a historical movie i n much the same way as The Red Spectacles, as argued i n Chapter 20, could also be accorded this generic designation . Even though it does not presume to provide either documentary i n formation about an identiiable era or a reportorial reconstruction of lived events (and nor does it pander to the conventions of costume drama ) , Jin-Roh does ofer a sear i ngly resonant eval uation of the very concepts of history and historiogra p hy. In this respect , the ilm would seem to fully validate Robert A. Rosenstone's p roposition s regarding cinematic options for refashi on i ng the past . While acknowledging i l m's imbr ication with h i story by mean s of visual narratives that purport to document actual facts, Rosenstone notes: "another kind of contribution to our understanding of the past . . . depe nds less upon data than upon what we m ight call vision , upon h ow we look at and think about and remember and make mean i ngful what remai n s of peo ple and even ts" ( Rose nstone, p . 6). I n speciically assessing the sign iicance
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of alternate perspectives on the past of precisely the type one encounters i n in-Roh, the critic ushers i n the concept of the " New History i l m" as a cinematic con struct that tests the boundaries of what we can say about the past and how we can say i t , points to t h e limitations of conventional historical form , suggests new ways t o envision t h e past , a n d alters o u r sense of what it is . . . . [T]his past . . . is somehow diferent from both iction and academic history, this past . . . does not depen d entirely on data for t h e way it asserts truths o r engages t h e ongoing discourse of history [ pp . 12-13].
Jin-Roh embraces a revisionary disposition towards history that closely echoes the stance p roposed by Rosenstone, i n positing the passage of time as a p rocess of luid becoming rather than a frozen obj ect for classical his toriographers to contemplate - and dam n or idealize by turns i n keeping with the whi m s and requirements of their age . I n so doing, the i l m for bears the passive absorption of data and accordingly e ncourages the exer cise of the fac ulties of reflection and speculation at t h e i r keenest . Concom itantly, it throws i nto relief the virtual i n separability of fact and iction by interweavi ng the grim realities of despotism, oppression and cor ruption with fantastic elements derived from traditional lore , and editing both sets of materials by recourse to a parallel history that is disturbingly real even as it verges on the utterly hypothetical . Stylistically, the i nterpen etration of actual and imagined h istories is crisply commun icated by the sequence preceding the opening credits, where the concatenation of events leading to the state of afairs portrayed i n Jin-Roh i s v isualized by recourse to drawings that simulate the quality of black-and-white newspape r pho tographs (with the occasional addition of unobtrusive touches of blue and brown for extra pathos ) . As the account reaches its climax , the i n itially slow transition from one picture to the next gives way to the jump-cut m odal ity, and i ncrementally un settling evidence of bloody u n rest accord i ngly accumulates . Jin-Roh's open i ng sequence im mediately i ntroduces the i l m's central themes by dramatizing a ierce confrontation between protesters and the police on the streets of an emi ne ntly European ized Tokyo at n ight. In the course of the battle, a young girl named Nanami , who is responsible for con veying mun itions from one set o f guerrilla ighters t o another, hides i n the sewers to elude the pursuing Kerberos agents and u nexpectedly inds her self face to face with a lone cop . I n an act of self-sacriice, Nanam i deto nates the bomb i n her satchel . The Kerberos member who witnesses this desperate act , Kazuki Fuse, is deeply afected by the expe rience and, i n reflecting upon its implications, i s thrown into a vortex of guilt , remorse and self-doubt . So alarmed are h i s superiors by the impact of the acciden t o n Fuse's
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psychological balance that they require h i m to retrain . H owever, the agent is unable to relinquish his v ivid recollection s of the young suicide and, hav i ng obtained i n form ation about Nanami from Atsushi Henmi (an old friend employed i n the government's Public Security Section ) , he decides to v i sit the m ausoleum wherein her ashes are stored. Here he meets Nanami's elder sister and lookalike , Kei, who gives him a copy of Rotkappchen - one of the German-language versions of the popular Little Red R iding Hood tale - and urges him to accept the young i nsurgent's death as an i nevitable corollary of both her and Fuse's respective duties. Non etheless, Fuse remains unrelentingly haunted by images of Nan ami - which gradually appear to coalesce with m ore recent memories of Kei and his concentration is hence impaired to the point that i n the course of a train i n g session simulating a battle, he m anages to get h i m self "killed." Fuse and Kei begin to meet regularly, their perambulation s through the city disclosing a scenario that recalls the Patlabor features: namely, an u rban scape i n the grips of ceaseless demolition and rebuilding fueled by the imperatives of a ruthless con struction state . During a visit to an amuse ment park , the Kerberos policeman experiences a v i s i on that could be regarded as the entire i lm's symbolic core . He sees Nanam i fleeing through the sewers, and as he runs after her, a pack of wolves materializes behind him. When Fuse reaches Nanam i , she balingly m orphs i nto Kei and i s mercilessly ravaged b y t h e beasts, whom Fuse is powerless to keep at bay despite his eforts . Abiding by the peculiar logic of dream discourse, the scene seamlessly gives way to two quite diferent, though symbol ically related, images : one displays Fuse emptying a m achine-gun into Kei, and the other focuses on the protagon ist surrounded by a pack of wolves in the context of a forbid ding snow-swept setti n g . The sequence bri ngs together in a poetically poignant form some of the m ovie's pivotal preoccupations, its graphic v igor deriving much of its inten sity from the suspension of mean i ng and aver sion to concl usive decodings of the cryptic language on which it thrives. The symbolic analogy introduced i n the sequence mentioned above is recur sively sustained by the key scenes set i n the Natural H istory Museum where Fuse's igure i s tantalizi ngly proj ected aga i n st the display cases housing stufed specimens of numerous mammals and, most importantly, of the protagon ist's lupine avatar. The events that are meanwhile unfolding behi n d the scenes - and i n Fuse's total ignorance of his part therein - tun out t o b e even m ore sinis ter than the Kerberos agent's darkest hallucination s . I ndeed, various strata of the police hierarchy have resolved to suspend all form s of armed con frontation and rely i n stead on counterintell igence strategies, and a central component of the plan consists of the dismantling of the Kerberos Special
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Unit - as a b ranch of the Capital Police felt to damage the latter's overall credentials due to its notoriety i n the deployment of ove rly p hysical meas u res . Fuse, i n the interim, is being exploited as an unwitting puppet i n the game . His so-called friend Hen m i , it transpires, has cunningly engineered Fuse's meeting with Kei - a former terrorist wh o now works for the police and was never actually related to Nanami - in order to get the cop i nvolved in a disreputable attachment bound to lead to a scandal and hence to tar n ish irrevocably the Special Unit's nam e . However, t h e Kerberos Unit know about H e n m i 's betrayal a n d are even i n possession of photographic evidence for his rendezvous with Kei, which they disclose to Fuse . Thus, when the you ng woman con tacts the agent and asks him to meet her at the Natural History Muse u m , he antic ipates an ambush and goes there armed with a pistol which, evocatively, he has been concealing i n a hollowed- out copy of Tristan und Isolde. Having eluded his pursuers, Fuse revisits the i n famous sewers with Kei, who has resolved to stand by him out of genuine afection . Here they are met by Fuse's former training instructor, Tobe, and his men, and it is at last revealed that Fuse belongs to an underground splinter group - a sort of i n ne r cabal withi n the police ranks - known indeed as the Wolf B rigade . When H e n m i and his forces track their prey down to the subterranean labyrinth thanks to a detector planted on Kei, they are spectacularly exter m inated i n a series of i ncrementally graphic ski rmishes . Once the battle is over, Tobe tersely i n form s Fuse that he is now left with no alternative but to kill Kei and h ide her body so as to induce the Public Security Section to think that she is truly i n the Brigade's hands and alive . Kei desperately h olds onto Fuse while reciting the closing segment of Little R ed R iding Hood, until a gunshot is heard and the young woman slides out of the ill-fated embrace . The inal image is that of Fuse's copy of the tale abandoned i n a desolate junkyard . Although there is evidence that the lethal bullet eman ated from the gun of one of Tobe's associates, the scene's graphic composition and sheer drama allegor ically allude to Fuse's own i n herent culpability. A crea ture like Fuse, it is implied, cannot allow him self to harbor tender e m o tions for eve n the lim siest of moments. Fuse epitomizes the dramatic igure of a man engulfed i n a whirlpool of u ncon trollable events, desperate to fathom the mystery of his personal identity and to ascertain the legitimacy of his mission as a law-enforcer. The ilm's central predator on one level, Fuse is simultan eously its m ost intractably pathetic p rey on another. Not only is he tormented by guilt fol lowing the young terrorist's suicide , he is a t t h e same t i m e powerless to protect the one person about whom he is tentatively disposed to care , and hideously h u m iliated by the obligation to watch her die i n his very arms like a sacriicial lamb of old . This ethical perspective is pith ily i nten siied
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by Oshii's retelling of the Little Red Riding Hood tale from the wolf 's poi n t o f view. T h i s serves to underscore t h e proposition that the rapaci ous pur suer is not a free agent but rather a pawn in a power game engaging supe rior - and far more om inously acquisitive - powers.3 This dismal inale dispassionately proclaims that Fuse was com mitted from the start to the enactment of a pre-established script and was never, therefore , at liberty to steer the course of events in accordance with indi v idual predilection s or desire s . The ilm is thus dom i nated th roughout by the ghastly specter of a sealed destiny that allows no leeway whatever for consolatory escape routes . This m ood is succi nctly conveyed by the tem poral framing of the climax . I n the course of just on e n ight , a tangled ske i n o f deceptions, betrayals a n d conspiracies harrowi ngly unravels, to culmi nate i n a cold dawn utterly devoid of hope . I n dramatizing Fuse's personal ordeal, Jin-Roh concurrently intimates that the very concept of friendship amounts to little m ore than a specious myth: Fuse is betrayed by h i s puta tive best friend, pretends to play the game as though he had not penetrated the deception and eventually kills him without profering a single word of either accusation or regret, let alone forgiveness. Each of the personae woven into Jin-Roh's narrative tapestry is, ulti m ately, portrayed as lupin ely p redatory : the special agents due to their unscrupulous brutality; the members of the Wolf Brigade i n their adoption of the incon trovertibly Hobbesian dictum "homo homini lupus" ( "each man is a wolf to the other man" ) ; the government i n its callously con sp irator ial, circuitous and even overtly mendacious tactics; and even the ostensi bly i n n ocent c ha racters of Kei - for playing a dupl icitou s role - and of Nanami - for abetting the insurgents' own ferocity. The i lm's title overtly capitalizes on the i n extricability of the human dimension from the wolish one . Literally translated, "Jin-Roh" i ndeed means "man -wolf," which should by no means be confused with "werewolf," the Japanese term for which is okami-otoko. Hence, the emphasis falls on the natural urge to prey upon other creatures, i ncluding members of their own species, that courses i nex orably through the human race rather than on superna tural phenomena which, albeit harrowing, could be easily relegated to the prov i nce of harm less fantasy. It is i n order to convey the grim i mage of a u n iverse where i n no-on e is un equivocally untainted, and i n which destructiveness i s t h e ineluctable consequence o f even t h e most benevolent act , t h a t Oshii chose to adopt the German version of the traditional fairy tale, where the little girl herself consumes her mother 's lesh . I n a society that con sists entirely of raptors and preys, the two roles are easily m ixed up and, in the last analy sis, just as easily i nverted . The ilm's cardinal v irtue, in articulating these undeniably unsavory themes, resides with its clear- eyed avoidance of facile m oralistic glosses. At
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/in-Roh: The Wolf Brigade (1998).
Fuse and Kei tentatively tread the irst steps of a
doomed romance through a semi ictional Tokyo in the process of constant demoli tion and reconstruction. A dreary compound of old backwaters on which time scarcely appears to have had any efect, ever-changing skylines and derelict limbos, the ilm's urban setting symbolically replicates the pervasive feelings of displacement and anomie under which its protagonists painfully
labor.
©1999
Mamoru
OshiilBANDAI VISUAL· Production I.G.
the same time, Jin-Roh no less adamantly eschews any concessions to sen timentalism : it is noteworthy, i n this respect, that the only kiss which the main characters allow them selves to savor belongs m ore in the sphere of comfort than in that of romance . Given its deliberately restrained tone, the movie m ay at irst disafect the viewer, and it is for this very reason that it beneits from repeat viewi ngs ( i n much the same way as Oshii's l ive-action Kerberos features do ) . Moreover, Jin-Roh gai ns con siderably from gradual assim ilation due to an extraordinarily sophisticated techn ical execution that kept Production LG busy for well over three years. Character designer Nishio Tetsuya's drawings (based on Okiura's own sketches) deliver one of the most acc urate and solid renditions of human physiognomy to be found i n the entire history of animation . As George Wu has noted, Jin-Roh's animational realism appears to be " i n l uenced by I sao Takahata . . . speciically Takahata's Grave of the Fireflies and Only Yesterday," and this is vividly borne out by the presentation of apparently i n substantial gestures that actually contribute volumes to the overall characterization . Wu cites as a paradigmatic i nstance the scene i n which " Kei is walki ng" and "the hair above her ear falls down past h e r c h i n almost a s if the animators themselves did not notice, b u t then a few beats later, her hand pushes her hair back i n plac e . " It is the artful casualness of
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the act that m akes it memorable despite its utterly peripheral status at the level of the action . It should also be noted, however, that even as it aimed for heightened photorealism , the animation team simultaneously sought to capture the afective essence of time- honored modalities of performance . The charac ters' expressiveness, i n particular, is overtly consonant w i t h t h e tradition of Noh theatre , where body language and obj ects are i nvested with central communicational powers over and above words. It is noteworthy, i n this perspective, that Fuse and Kei are the characters endowed with the fewest lines of dialogue in the whole i l m . I n a n i n terview for Production I . G with Tetsuya, conducted by Kenj i Kam iyam a ( a n i m ation d i rector ) and also i nvolv i ng the participation of Kenj i Horikawa ( production manager) and Masanori Yoshihara ( an ima tor ) , Tetsuya has com mented exhaustively on his i nvolvement i n Okiura's u n precedentedly daunting proj ect, stressi ng that he "had never don e a long feature in full vista," encompassing "over 10 thousand cel s . " I m portantly, Jin-Roh is one of the very few ilms produced i n recent years to have been animated almost entirely by recourse to hand-drawn cels. Tetsuya was to some extent sustained by an existing attraction to the ideological issues articulated i n the i l m : "I had also been i nterested in the ' 7 0 s stude n t activists a n d security threat like the theme Oshii- san uses i n h i s p iece . . . . I 'd act ually done a storyboard on the topic of the student activists i n the ' 70s for my graduation proj ect . . . . A love story among the student activists . " This topos, a s noted earlier, has clearly been pursued b y Oshii h i m self i n the drafting o f the script for Jin-Roh t o maximum efect . However, Tetsuya could not merely translate his j uvenile eforts into an apposite set of designs for Jin-Roh due to fundamental diferences i n his and the director's per ceptions of the na rrative : "Okiura- san's ideas are very diferent from those of m i n e so I can't i nclude any of my ideas i nto the work I 'm currently doing . . . . O n ly the details of their looks, thi ngs they carry, etc . were some thing that I had i n my 'drawer ' so I was able to utilize the m , but the char acters themselves were something that Okiura- san had to show me . . . . It was l ike a big culture shock for me . . . eve rything seemed new to m e . Every day was full of surprises . " Two major elements must b e here taken i nto consideration , both of which are i n extricably connected with Tetsuya's i nvolvement in the execu tion of Jin-Roh as his irst feature-length production . O n e of them , refe rred to above, is the sheer n umber of drawi ngs required - a tantalizing task in and for itself but all the more so, i n this speciic context , as a result of Okiura's comm itment to real ism and to a decidedly non - digital approach to animation . 4 The other is the fact that Tetsuya, com ing from a fundamen tally TV series-centered professional background, had to learn a radically
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new working style that would enable him to cope with the relatively u n sys tematic and unpredictable character of cin ematic animat ion . In the execu tion of a TV series, the character designer has stated , "[ t 1 here is no time to think, debate or worry . . . . Everyone has their own task and k nows exactly what to do. There is already a solid track and one needs only to fol low the track" ( Tetsuya ) . This was patently not the case with Okiura's feature , where the incremental testi ng, validation and indeed discarding of ever variable hypotheses consistently took precedence over any strict bluep r i n t s . /in-Roh h a s b e e n hailed b y numerous critics a n d commentators as one of the most uncompromising, thought-provoking and dexterously c rafted animations ever made . Its richness, it could be surmised, owes m uch to the lawless synthesis of a realistically rendered mood of un relieved moral dark ness and a graphic sumptuousness that causes the gloom - paradoxical as this may soun d - to become eerily resplenden t . In accordance with Oshii's own aesthetics, the refore , it is from its stunn ingly detailed, melancholy beauty that the i lm's intrinsically ugly messages derive p sychological and ideological potency.
Part Four
HUMANITYIVIRTUALITY: OSHII'S POST-RoBOTIC VISION Cyberspace. A consensual hallucination experienced daily by bil lions of legitimate operators, in every nation, by children being taught mathematical concepts .. . A graphic representation of data abstracted from the bank of every computer in the h uman system. Unthinkable complexity. Lines of light ranged in the nonspace of the mind, clusters and constellations of data. Like city lights receding. - William Gibson 1995a, p. 67 Cyberspace is created by transform ing a data matrix into a land scape i n which narratives can happen. - NK. Hayles, p. 269
23
Approaches to Cybersociety Stylistically, the animated ilms discussed in this section are charac terized by a thoughtful harmon ization of traditional cel an im ation and state-of-the- art computer graphics that bears full witness to the Japanese anim ation industry's enduring commitment to the art of drawing even as i t adventurously embraces innovative digital tools. Avalon, essentially a live action feature , also ofers a blend of tradition and experiment by i n tegrat ing conventional footage with wholly computer-generated special efects and visual efects . Furthermore, the ilms' daring amalgamation of the old and the new on the technical level is echoed by their treatment of narrative themes that consistently hark back to ancient lore and mythology, as well as traditional tales of both Eastern and Western derivation, while simultaneously e mbark ing on fut u r i stic speculations about mutating notion s o f identity and humanity in increasi ngly technocratic societies . Blood: The Last Vampire deploys a range of ground-breaking digital tools in arguably unprecedented ways and it is fundamen tally for this reason that the ilm i s deemed deserv ing of i nclusion i n this speciic part of the book . Avalon and the Ghost in the Shell productions, for their part, marry the implementation of daring animational methodologies to a sustained and unsentimental philosophi cal assessment of the impact of tech nology on the body, on the mind and hypothetically, at least - on the soul , too. Avalon, on the one hand, engages with this elaborate topos with ref erence to the discourse of v irtual reality - namely, a three-dimen sional , highly photorealistic artiicial environ ment simulated by means of com puter hardware and software, which can be entered by recourse to special gear including gloves, earphones, goggles or full-body wiring. While feed i ng sensory i n put to the user, those devices concurrently measure the body's movements and display them onto a screen, hence meticulously monitor ing the user's actions and reaction s . The Ghost in the Shell ilms, on the other hand, articulate thei r preoccupations regarding the interpenetration 165
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of human ity and virtuality with reference to the igure of the cyborg, a port manteau of cybenetic organism. Th is designates vi rtually anyth i n g that crosses the boundary between the organ ic and the mechan ical . In recent and contemporary cinema and iction, the term has tended to describe pri m arily a human being whose body has been taken over wholly or partially and usually for the purpose of enhancing the organism's natural abilities - by electromechanical devices.l Both Avalon and the Ghost in the Shell p roduction s partake o f many of the graphic, conceptual and broadly stylistic features that have come to be associated with the science ictional genre commonly dubbed " cyber p unk." As noted i n the I ntroduction , the cyber- in cyberpunk refers to sci ence and, i n particular, to the revolutionary redein ition of the relation ship between humans and mach ines brought about by the science of cybernet ics .2 Crucially, for the purposes of the present study, central to research i n t h e i e l d of cybernetics is the notion of t h e body as an electronic system : a commun ications network capable of absorbing i n formation th rough the senses and of subsequently acting upon the i n formation received. Concur rently, wh ile the human body is conceived of as a machi n e , i t is also con sidered v iable to design machines which simulate the human organ i s m . A machine so designed is precisely a cybernetic organ ism of the k i n d men tioned earlier - that is to say, a technological construct that replicates the human body on the basis of an understanding of the structu ral similarities between machines and living organisms. The virtual i nterchangeability of human bodies and m achines i s a recurri n g theme in cybe rpunk and is speciically intrinsic to its representations of cyborgs . If the cyber- component in the term cyberpunk alludes to the fact that the point of reference of this branch of science iction is digital technology rather than i ntergalactic travel, the -punk element refers to a rebellious atti tude rooted in urban subcultures. Cyberpunk's characters are people on the fri nge of society: outsiders, misits and psychopaths, struggling for survival on a garbage-strewn planet . William Gibson , the novelist generally regarded as cyberpunk's founding father, uses consistently the Japanese word gomi "waste" - to designate the rubbish-infested environments inhabited by his varyingly dysfunctional characters.3 What must be stressed is that the term punk is not employed literally by cyberpunk writers as a context-bound and context-speciic subculture . Were this the case, cyberpunk would now be out dated. I n fact, punk is used as a metaphor for rootlessness, alienation and cul tural dislocation - experiences with which Oshii's Ash (Avalon) , Kusanagi and Batou ( Ghost in the Shell features) are only too intimately familiar. In Oshii's cyberpunk, no less than in Gibson's, the punk element could therefore be said to refer metonymically to virtually any form of subcultural disruption of the cultural fabric, played out among the debris of sprawling conglomerates .
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The mediating factor between the potentially abs tract coniguration of l i fe postulated b y the digital framework ( the cyber-) and the m arkedly phys ical outlook captured by postmodern subcultures ( the -punk) resides in the ield of b iotechnology : the multifarious iniltration of the b ody by means of implanted circuitry, prostheses and genetic modiication . Biotechnol ogy - as dramatized by Oshii through the virtual- reality interface i n Avalon and the genesis of cyborgs in the Ghost in the Shell features - partakes at once of the putatively disembodying computational dimension and of the i ntractably incarnated urban -posturban dimension . As the body is exten sively i nvaded b y technologies that seem t o annihilate i t s materiality, the purgi ng, honing and sculpting of the physiological apparatus concomitantly point to an ongoing fasci nation with the most indom itably m aterial aspects of embodiment . In this respect, cyberpunk does not signal the dem ise of the body but rather stands out as an irreverent rein scription of the lesh at its most unnegotiably stubborn . I n Oshii's cyberpu nk cinema, as i n Gib son's narratives, the body is undoubtedly altered by technology but never transcended. The material component, accordingly, goes on playing an axial rol e . As B ruce Sterling has observed, the corporeal traits of cyberculture are of vital i mportance to cyberpu nk's rep resentation of "the future from the belly up, as it is lived, not merely as dry speculation . . . . In G ibson's work we i n d ourselves in the streets and all eys, in a realm of sweaty, white k nuckled survival" ( Sterling 1995, p . 11). The cyberpunk motifs elaborated i n Avalon and i n the Ghost in the Shell ilms enable Oshii to maxim ize his i nveterate p roclivity to meditate upon the qui ntessentially unstable nature of human subj ectivity, i n sofar as the elusive atmosphere of transience and unrelenting lux characteristic of that genre enables the director to create ideal backdrop s for the depiction of his personae's i n n e r struggles. At the same time, cyberpunk's persistent emphasis on the personal and collective destabilization of selfhood i n the postmodern world afords scope for a systematic p roblematization o f the relationship between the concept of identity and the art of an i m e itself. I ndeed, the latter ultimately depends on sustai ned dislocations and tran s formations of the real that could be seen as analogous to those perpetrated by cyberpunk at its most efective . Susan Napier has evocatively captured this issue in the following statement : "[IJdentity i n anime . . . cannot be taken for granted. The metamorphic process lying at the heart of the ani mated medium ensures that both characters and viewers can explore the reward i n g , though sometimes oppressive , po ssibilities o f creat i n g and e ncapsulating worlds" ( Napier, p . 116). The features exam i ned i n this part bravely endorse anim e's comm itment to the confrontation of s uch alterna tive dimensions, paradoxically portraying them as most graphically gor geous precisely when they are also least amicable .
24
Blood: The Last Vampire Winner of the Best Theatrical Feature Film Award at the World A n i mation Celebration held i n 2001, Blood: The Last Vampire ( dir. H i royuki Kitakubo) was the irst theatrically released Japanese animation produced enti rely by digital means . Oshii ideated the ilm's concept and original story and also took part in its making in the capacity of executive p roducer. The storyline itself is quite simple : a series of mysterious suicides are reported and a team o f undercove r agents is sent to i nvestigate these suspicious events. Meanwhile, Saya - a nocturnally charismatic lon er ostracized from both h uman and preternatural circles- is dispatched by a secret organ iza tion to vanquish the blood-sucking "chiropteran s" ( a race of hollow-boned shape-shifters) that have iniltrated human society and are actually respon sible for the aforementioned deaths. Garbed in a typical Japanese school u niform quaintly i ncongruous with her ierce nature, and equipped with an ancient Samurai sword, Saya must penetrate the American school withi n the Yokota m ilitary compound, unearth the root of the scourge a n d quash it. Saya is described as an "origi nal," which - i n the logic of the i l m entails that the creatures she hunts and elim i nates are actually her relatives ( although Blood: The Last Vampire leaves the exact nature of the relation ship tantalizi ngly unexplained ) . Throughout the bulk of the action, the heroine shows no compunction about destroying her k i n . At the very end, however, Saya's decision to ofer a few drops of her own blood to a chi ropteran (which she has j ust slashed out of the sky with one single stroke of her form idable weapon ) i n order to alleviate its agony i n t i m ates some vestigial loyalty to the beleaguered species. This touch adds a realistic qual ity to a character that might otherwise have been perceived as a cardboard version of the "tough girl" stereotype . Saya's somewhat divided nature i s corroborated by the vestimentary attributes alluded to earlier, the school u niform she dons for the main part of the ilm representing a concession to many fan s' attraction to the fetish of ingenuous eroticism associated with schoolgirls i n much an ime, yet contrasting starkly with her portrayal as utterly emotionless, merciless and, quite frankly, inhuman. 168
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Although Blood: The Last Vampire is not an overtly political m ovie, Oshii's ideological concerns can be detected, especially i n the staging of the action agai nst the backdrop of the Vietnam war and, implicitly, of issues surrounding the legality of Japan's i ndirect support of military operations . This aspect o f the i l m is underscored , where setting is concerned, b y the centrality of the Yokota Air Force Base whence the U. S . m i litary m ach i n ery to be deployed i n Vietnam is supplied. An i ntense mood of forebodi ng and violence dominates the compound as F4 combat planes take of in quick succession . The ending also carries a political message , as the characte r of the school n urse ( who functions as an intradiegetic representative of the audienc e ) draws an implicit comparison between the hero i n e's massacre of the monsters and human beings' ongoing slaughter of one another. Her relections are made all the more ominous by the concomitant sight of a plane leav i ng the compound and by a radio report announcing revamped i ghting i n Vietnam . The closing credits unfold over digitally distorted l ive action p ictures drawn from news coverage of the conlict . B e i ng set i n 1966, on the iconograph ic and representational planes Blood: The Last Vampire does not - and clearly could not without becom ing utterly anachronistic - evi nce the degree of stu n n i ng reinement to be found i n p roduction s set i n the more or less distant future . This, however, has not in any way prevented its makers from experimenting audaciously with the speciically techn ical element, i n order to deliver a world picture that i s i n deed i n s p i r ingly v i sionary. There is even a sense in which the implicit contrast between the relative prim itiveness of the tech nologies available to the ilm's characters i n 1966 and the sophistication of those available to its makers i n the twenty- irst century serves to underscore the magn itude of Oshii's and his team's accomplishment. Blood: The Last Va mpire is characterized by extraordi nary p ictorial richness: an aspect of the p roduction that is intriguingly counteracted by a no less remarkable n arrative conciseness, as a corollary of which the audi ence i s not supplied with p rotracted introductions to either the dramatis personae or their circum stances, and is i nv ited i n stead to extrapolate the storyline from the action itself as this p rogresse s . Abetted by efective char acter desi g n , proicient voice acting and tension-building orchestral melodies that match ideally the action's mood, the i l m opts for an eco nom ically suggestive - rather than expository - approach that ofers elo quent evidence for a n i m ation's ability to evoke memorable characters without recourse to narrative spoonfeeding. Furthermore , plenty o f back ground i n formation is disclosed by means of dialogue and lash shots, in a compelling alternation of rapidly paced and suspenseful sequence s . However, Blood: The Last Vampire's ostensible reluctance t o dwell o n background i n formation c a n be ascribed t o pragmatically commercial n o
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less than stylistic reasons . I ndeed, the ilm constitutes just one portion o f a multimedia p roject conceived b y Production l . G that also comprises three novels ( the irst of which, Night of the Beasts, was penned by Oshii h i m self ) , a m anga a n d a v ideogame for PlayStation 2 . T h e en deavor t o develop a n arrative across a multimedia platform harks back to Osh i i's - and the H eadgear team's - c reation of the exten sive Patlabor saga. Spectators (pri marily Western ones) who are not acquainted with the books and game related to Blood: The Last Vampire may experience a margi nal sense of dis satisfaction i n the face of the mov ie's narrative sparseness. This i s a prob lem which the Patlabor franchise would not, by contrast , have posed due to the relatively free- standing character of each of its block s . However, m any audiences will have plausibly derived com p e n satory solac e fro m Blood: The Last Vampire's pioneering techniques and pai nterly opulence and, relatedly, from the real ization that anime may have more to ofe r than a word-laden tal e . Furthermore , even though it is likely that some v iewers would have wished to learn more about the protagon ist of this m acabre story, if not nec essarily about the supporting personae, there is a surrealistically captivat ing aura surrounding Saya which could have easily been dissipated by a more exha ustive portrayal of her character, origin s and destiny. As she races to hunt down the mon sters before the school's Halloween party turns i nto a carnage far more horriic than even the most gore- relishing reveler would ever fancy, Saya remains cloaked i n mystery. The sheer fact that she mate rializes out of an obscure and unmappable past and that , once her m i ssion has been accomplished, van ishes again without trace and as expeditiously as she came contributes v itally to the sense of bewilderment which the anime seeks to evoke , and indeed mai ntai n , to the end of the movie and beyond. The sustained utilization of digital technology delivers highly detailed and s mooth anim ation without , however, the viewer's awareness of CGI impairing the movie's overall realism . I n fact , it is at times tempting to for get that what one is watching is an animated rather than a live- action ilm . This applies most typically to the action sequences involving transporta
tion , where both warplanes and ground vehicles appear to have been shot in real life and in real time . Thus, Blood: The Last Vampire accomplishes a luid synthesis of self-conscious artiice and mimetic c redib ility that cap tures the core aim of all a n imation - whether traditional or compute r assisted - as a wizardly evocation of convincing scenarios by t h e m o s t patently manufactured mean s . O n the speciically techn ical plane, the movie derives i t s disti nctive look from the melding of multiple tools, abetted by the persuasive deploy ment of diferent camera angles and by a solid direction unwilling to i ndulge
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in superluous footage . Most importantly, it must be emphasized that all the character animation was i n itially hand-drawn and only s ubsequently scanned and manipulated by recourse to digital ink and paint, as well as the superimposition of lighting and textural efects . Japanese animation's steadfast commitment to tradit ional tec h n iques as its fou n dations thus r e m ai n s u n scathed - i ndeed, even the textures used to render 3D C G obj ects w e r e drawn i n a conventional fashion prior t o their i ncorporation i nto computers . The balance of man ual and digital art is so i m m ac ulate that it is virtually impossible to diferen tiate between the graphic status of a computer-generated aeroplane, for i n stance, and that of the hand- drawn winged iend on its trai l : the traditional cel components, therefore, n ever stand out as l ifeless cutouts i n a digitally rendered 3 D context, as i s j ar ri ngly the case i n other tech nologically eclectic production s o f Blood: The Last Va mpire's own generation . Also notable is the p roclivity, revamped i n the Oshii- directed feature Ghost in the Shell 2: Innocence, to draw the human igures with consider able graphic economy, wh ich serves to make the lavishly detailed back grounds and meticulo usly rende red props stand out as even more disquietingly and inspiringly poetic . As animation supervisor Kazuchika Kise has emphasized, a major diiculty i n the han dling of the speciically d rawn e l e m e n t stemmed from the necessity of balanci n g each i m age's graphic i ntensity so that it would come across as satisfyingly slick and raw at once, and hence pithily convey the paradox ical synthesis of elegance and brutality on which Saya's own character is centered. "At irst," Kise has noted, "the character came out too cartoon - l ike, no matter how hard we tried. So all the works i n evitably became very clean and neat . Then I would say, ' No, it has to be more rough!' It was hard" (Kise ) . As i n - between ani m ation checker C hieko Ichiman da has explained, the problem was tackled by recourse to diferent "script sizes," which were introduced at the story board stage of the product ion process, each endowed with varyi ng degrees of line-den sity and visual reinement. Thus, script A would feature "more detail and b roader l ines," script B wo uld use "thin ner" graphics but still contai n "a moderate amount of detail," and script C would consist of per fectly "normal thin l in es" of the kind one may expect to ind in a basic sketch, which various animators could easily "trace . " Subtle man ipulation s of even the simplest of lin es, moreover, made it possible to evoke particu lar moods in an unobtrusively tasteful styl e . For example, a scene's entire atmosphere could be made "scarier" by simply adding a few lines on Saya's forehead to convey her ire, aggravation and estrangement : "somethi n g that most animators don't do to a heroine!" ( Ichimanda ) . Given its doubtlessly ground-breaking app roach t o the art of anima tion, Blood: The Last Va mpire may well come to be regarded, as James
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Cameron has contended, as "the standard of top quality i n digital anima t ion" ( en dorsement of Blood: The Last Vampire presented on the front cover of the Manga Entertainment DVD , Region 2, 2001) . While the i lm clearly looks forward to the future of computer-generated imaging, however, it concurrently perpetuates a time- honored legacy steeped i n Japan's artistic history and its i nveterate commitment to visual stylization and graphic l i n earity. It would therefore b e unjust t o celebrate th is accomplishment solely i n terms of its i nnovativeness without acknowledging the glorious extent to which it has concom itantly enabled its creators to remain loyal to the art of drawing even as they endeavored to cultivate digital photorealism .
+++ In the wake of Blood: The Last Va mpire's enthusiastic reception the world over, Production l.G decided to create a sequel of sorts that would develop Saya's story within a more decidedly modern setti ng, namely the TV series Blood+ (directed by Jun ichi Fuj isaku and aired in Japan from 8 October 2005 ) . O sh i i has contributed to the series i n the capacity of co planner, his i nvolvement i n the original production i n an analogous role contributing substantially to the evocation of a cogent sense of them atic and narrative cont i n uity across the two story arc s . What i nstantly strikes the v iewer as a marked departure from the earlier ilm, conversely, is the overall approach to character design . The artist responsible for c reating the original Saya and her hideous antagonist, Katsuya Terada, exhibited a dis t inctive preference for stern facial expressions an d forceful body language, persistently i m bued with an impalpable yet compelling sense o f p reternat u ral charisma. The character designer behind Blood+, Chizu Hashi i , has endeavored i nstead to make Saya appear as normal as any attractive young woman situated i n an anime context may be expected to be . B eside relecti ng a particular aesthetic predilection , the style favored by Hashii is quite in keeping with the new story's i nitially prosaic p re m ises a n d atmosphere . I ndeed, the T V series opens with a portrayal of Saya Otonashi as an ordinary teenager with a passion for athletics and a hearty appetite , who appears to lead a perfectly regular life with a lov i ng family even though she s ufers from a medical condition that requires her t o u n de rgo routin e blood transfusion s . T h e o n l y somewhat un usual t h i n g about h e r existence is h e r absolute inability to recollect anyth ing s h e m ay have experienced prior to the past year, combi ned with inexpl icable lash backs of bloodshed and helicopters . After one of her periodic transfusions, Saya meets the handsome cellist Hagi , a highly proicient ighter with a mutated claw who, by merely kissing her i n what could be read as a dark
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parody of the Sleeping Beauty topos, resuscitates the memory of her forgot ten self: a warrior endowed with unearthly skills and a particular lair for exter m inating vampiric shape-sh ifting monsters (once again designated as "chiropterans" ) . I t gradually transpires that i n the aftermath o f the events depicted i n Blood: The Last Va mpire, Saya had ended u p entombed i n a n Okinawa mau soleum belonging to the Miyagusuku family. The character of G eorge (a supporting role i n the feature ilm ) had here worked as her keeper until the moment when she had eventually woken up, whereupon he had resolved to raise her as his own daughter. As Leslie Smith has pointed out, " Saya has no memories of her p revious i ncarnation , and the irst few episodes show her shock at trying to reconcile her teenaged self with the slaye r that she once was, and the trained killer that she becomes at the taste of blood" ( Smith ) . The heroine's d iscovery - and pai n ful adjustment to- the unsa vory truth regarding her origi ns and past action s i n deed constitute the dra m atic hubs from which the narrative p roposed by the TV series derives both its momentum and its pathos.
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Avalon As argued i n t h e next segment with reference t o Ghost in the Shell and Innocence, Oshii is deeply concened with the fate of humanity i n the fac e of rampant i nvasion s of t h e h u m a n body b y tech nological exte n s i o n s .
Ava lon, for its part, examines a diferent m a n i fe station o f technology's ini ltration of the sensorium in the form of virtual reality. By dint of its status as a hybrid of l ive-action and anim ated CG I , moreove r, the i l m draws attention to the tech nological sign i icance of amalgamating d isparate styles and media as a cinem atographical correlative for the types of human nonhuman fusions tackled by means of themes and imagery. It can also be argued that Avalon's composite nature as a seamless blend of conventional cinematography and CGI does not merely impact on its own distinctive look and feel but also on a broader understanding of the rela tionship between live-action cinema and animation , i n sofar as the CGI are no less animation , ultimately, than they are live-action . Hence, what the ilm contributes to hybridize, i n the inal analysis, is the very barrier between an imated and non -animated spectacle . Comparable accomplishments can be found i n the Matrix and Lord of the Rings trilogies, particularly in the use of the bullet-time technique ( to be returned to later i n this chapt e r ) , and i n t h e generation of n umerous synthespians ( d igital equ ivalents o f actors ) b y recourse t o motion capture a n d un iversal capture . ' While The Matrix i s ove rtly i ndebted t o Ghost in the Shell, Avalon i s Oshii's way - among other things- of gett ing his o w n back , as it were , b y fashion ing an alternative version to t h e o n e p roposed b y the Wach owsk i s of t h e notion of a simulated universe . I n Oshii's v ision , t h e u n iverse i n question is a n ultraviolent game structured around a rchetypal personas . A s t h e ilm's prologue i n forms u s , in the "near future" i n which Avalon i s set, "some young people deal with their disillusionment by seeking out illu sions of their own - i n an illegal virtual- reality war game . Its simulated thrills and deaths are compulsive and addictive . . . . The game is named after the legendary island where the souls of departed heroes come to rest Avalon . " The island i n question is told about i n Arthurian legends a n d is said 174
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to be guarded by the Nine Sisters of Morgan Le Fay. Oshii's adoption of motifs drawn from classic Arthurian lore , and i nvigoration thereof through the i n fusion of vibrantly top ical relevance i nto the old tales, are especially noteworthy. Also remarkab le is the amalgamation of those mythological allusions with elements of his own personal philosophy, and ongoing pre occupation with the concepts of illusion, si mulation , escapism , displace ment and desire . Through an elegant reconceptualization o f the ancestral themes of birth, death and rebirth, Oshii concurrently proposes a cutting critique of imperialism , m ilitarism and oppressively ubiquitous surveil lance strategie s . T h e game on which Avalon pivots is a compound of concepts drawn from not o n l y the discourse of VR but also role playi ng games and videogames. As in most role playing packages, the ilm's players don head sets that serve to im merse their sensorium in the ludic realm and take part in the action as characters from certain ranks or classes ( e . g . , Warrior, B ishop, T h ie f ) , p rogressively augmenting their skills and acc u m ulating experience poi nts that enable them to progress upwards with i n the game's i nternal hierarchy. At the same time, Oshii's game abides by rules and p r i n ciples fam iliar to players of videogames, especially t h e idea that i n order to complete diferent levels, the participants have to defeat end-of-Ievel lead ers. Ava lon reveals the i n l uence of the role playi ng game Dungeons and Dragons, h ugely popular i n the 1980s, replicating the die used i n that game through the pri smatic shape seen on the protagonist's screen saver. The game Wiza rdry ( designed i n the 1980s by Robert Woodhead and A n dy Greenberg) has also clearly inspired Oshii's narrative through its own han dling of symbolic locations, level-based missions, and character categories and team s . Although t h e g a m e Avalon i nvolves the lethal danger of its players becoming braindead while engaging with it, it also enables h ighly expert virtual warriors to make a p roit out of the ludic vent ure . Among the most skilled subjects is Ash, a young woman who appears pathetically vulnera ble in the context of the supposedly real world and its humdrum occupa tions but is capable of ighting with tremendous pluck within the simulation and o f eking out a living by her eforts . The dichotomy between Ash's experiences i n the real world and her exploits i n the v i rtual realm is re i n forced by the i l m's e m p hasis on the timeless repetitiven es s o f her quotidian existence, i n contrast with the adrenaline-charged action of the game-centered events. Nevertheless, while it is doubtlessly the case that in comparison with the bleak and rundown world putatively i n habited by Ash outside the game , the v i rtual world of Avalon is electrifyi ng, the alte rnative existence it afords hardly seems more palatable . In essence, Avalon is i ndeed a colossal battleield over which the
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spectral prospect of violent death hovers relentlessly, i n s i n uating itself i nto the t i n iest nooks and most secluded crevices of the hostile landscape . Around Ash's own adventures revolve the destinies of other members of the now defunct team of Avalon players k nown as "the Wizard," namely Stun ner, a player associated with the archetype of the Thief who inds it hard to perform s ingle-handedly, and Murphy, a player rendered braindead by his quest for a secret level of the game dubbed " Special A , " apparen tly only accessible with the aid of an elusive female k nown as "the Ghost . " Having pursued numerous leads in the hope o f solving the mystery surrounding Special A and thus retrieving Murphy's absconded b ra i n , and having encountered cryptic references to Arthurian legend in the course of her research, Ash discovers that her best chance of getting anwhere near the secret level is becoming a Bishop : that is, an exceptionally talented char acter type that can only be attained to by accumulating a vast amount of experience points. A meeting with an existing Bishop and the decision to form a new team with h i m lead to a tense action sequence from which Ash awakens to ind that she has now entered "Class Real" - a h ighly advanced level of VR technology whose appearance contrasts starkly with the Avalon she is used to and recalls, i n fact , a modern and lively European city. Ash's task within Class Real is to destroy the "Unreturned" Murphy, which she does with aplomb only to discover, however, that her fulillment of the assignment does not deliver her back to the real world after all : the customary "Mission Complete" signal is not , this time round, granted, and the message she receives i n stead is the befuddling caption " Welcome to Avalon . " A deliberately ope n - ended inale , the message succinctly conveys the nebulousness of the boundary supposedly separating the v irtual and the real , the evanescently dreamed and the empirically enacted. The i l m's ambiguous ending also implies the possibility of the entire action having taken place withi n a ludic domain - and of none of the levels v isited by Ash, accordingly, being real- wh ich potentially places the spectators them selves in the position of virtual players. This theory would seem to be corroborated by the ostensibly deliber ate omission of certain details: for example, the appearance of blank key boards and of books illed entirely with empty pages could be j u stiied by the fact that in a VR game, the actual existence of such m i n utiae does not matter - what matters is the players' ability and willingness to act as though the details were there . Further evidence for the comprehen s ively virtual character of the movie's reality is conceivably supplied by the sudden d i s appearance of Ash's dog . I f Avalon's world i n i t s entirety consisted of a ludic space, this enigm atic occurrence could be explained on the basis that i nso far as Ash is no longer i n total control of her fate at this j u ncture i n the narrative insofar as her actions are beings steered by the Bishop, the pet
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might have been removed by the more powerful player as a m i nor and hence dispensable adj unct to the game's world. Avalon bears interesting ain ities with David Cron enberg's eXistenZ ( 1999 ) . This m ovie, so titled after the eponymous game on which the plot h i nges, opens with the attempted assassination of game designer Allegra Geller by religious fanatics at a focus group . Allegra lees the blood-th irsty rage of the " Realists," who want "the demoness" destroyed for her unholy experiments i n vi rtual reality, and soon comes to the conclusion that i n order to ascertain whether o r not the gam ing equipment conta i n i n g the original version of "eXistenZ" has been "infected" by the attempt on her life , she herself has to play the game . At this poi n t , a series of u nexpected l udic options is u nleashed whereby it becomes i ncreasingly diicult to tell who is who , and where "eXistenZ" begins or ends . Paradoxically, although we m ight expect Allegra not to be surprised by elements of a game she herself has designed, she is by no means in con trol of the situation and of its random ram iications, and her adven tures i n the virtual space o f "eXistenZ" suggest that even a p rogram meticulously designed according to strict rules may run amok . At the same time, the movie intimates that simulations should not be dismissed as purely v i rtual toys devoid of material consequences through its emphasis on the entan glement of digital games with both lethal i n dustrial rivalries and b igoted ideological agendas. The complication s i nherent i n this tangled situation fade i nto near i n s igniicance, however, as the movie reaches its denouement and we real ize that each characte r is actually a participant i n a game of " TransCen denZ" - the conception of the illustrious computer game designer Yevgeny Nourish - being played by another focus group that eventually culminates with the real Allegra Gellar and her partner p rofessing to be " Realists" and assassinating the "demon Yevgeny Nourish . " Cronenberg's obfu scation of the boundary betwee n reality and virtuality, and his coupling of that topos with a daunting commentary on the lethal outcomes of blind fanaticism , are the traits that draw Avalon and eXistenZ most i ntimately together. More over, the two directors exhibit a shared proclivity for subtle and thought provoking shifts of gears i n the cinematographical orchestration of their thematic p reoccupation s . Cinematograph ically, o n e of Avalon's prime attractions l i e s with its employment of digital manipulation as a means of exploring Ash's various reality levels: the computer makes it possible for colors to be sel ectively stripped away from the image as the action shifts from one level to the n ext . The palettes used for the majority of the scenes set i n the real world oscil late between stark monochrome and sepia, with more color iltering through to the image the further Ash moves from the frigidly i n h u m an technology
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of the game's spurious n irvana. Furthermore , in order to draw attention to the di ssonance between the protagonist's putative reality and the v i rtual dom a i n , the movie uses chromatic contrasts based on food imagery with remarkable graphic economy. For example, the colorless mush served in the Avalon canteen contrasts sharply with the luscious green and lurid red of the cabbage and meat prepared by Ash i n her apartment, i n orde r to pro vide her dog with an appropriately nutritious meal even though her own diet apparently consists excl usively of dry cereal , vodka and ciga rettes. The song used i n the course of the ilm and i n the concl usion rei n forces this aesthetic o f contrasts and indeed carries intensely ironical con notations, since its mention of the legendary Avalon's "apple grove s , " " heroes" a n d "faery" a n d i t s status a s a " holy isle" is the very antithesis o f Ash's world. T h e only l i n k between the two dimensions, pathetically, is the ubiquity of "mist . " I n assessing t h e speci ically cinematographical dimension , it should also be noted, as Vince Leo has stressed, that " [ f ] or all o f its high-concept theories about what is real and what is simulation , Avalon actually scores more points as a unique visual experience . . . than as a richly detailed story, " though it is also that i n m a n y commen tators' eye s . " Oshii's b r a n d of sto rytelling is i n herently visual, utilizing symbols, icons and atmosphere to allow the viewer to piece together what 's really going on" ( L eo ) . Purs uing a cognate argumen t , Teri Tom maintai ns that Avalon is everything mainstream American cinema is not. Quiet. Deliberate . And dis turbing. Not in an overtly violent or heavy-handed way - but one that is achingly truthful . . . it has stunning imagery . . . Matrix-like freeze -frame CGI . . . even a little action i n the game sequences. But unlike those sci-i p rojects that give the genre a bad name , Avalon employs these devices in the service of asking the big questions . Loneliness. Isolation . . . . This is a slow ilm. And that is part of what m akes it so compelling. We hear a lot these days about how we're constantly bombarded by stimuli . How we're unable to sit alone i n silence because we m ight not like the company. Watching Avalon is a bit like that, as Oshii forces us to confront those issues that are usually buried under the s upericial noise i n fect ing most Hollywood ilms. Avalon is beautifully unsettling [ Tom ) .
Oshii himself has conirmed the crucial i mportance o f the themes of loneliness and i solation , and commen ted on thei r challenging techn ical repercussion s for the representation of the afected characters a t their least vivacious and dynam ic : For the scenes in Ash's apartment . . . . I have sought to stress the suspension of time . My style draws insp iration from the European ilms J like best for their orig inal way of "freezing" time, the sense of waiting. I l ike to dramatize time as lived by a person i n a place where she inds herself alone . Gestures, attitudes, and facial expressions alter within that solitude . That's what concerns m e . I take as m uch pleasure from shooting such scenes and expressions as I do from shooting the
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characters i n ight scenes. People are at their most sincere when they are on their own [ Oshii 2002 ] .
The open ing sequence o f Avalon's h ighly sophisticated gameworld with its rolling tanks, heavy-duty artillery ire , helicopter raids and amber h u e d dilapidated ediice s - i s nothing short o f awesome and fully encapsulates the i lm's cinem atographical d istincti on . When bodies are hit, they latten i nto 2D proj ection s before disin tegrating i nto myriad triangu lar fragments. Furthermore, Oshii felicitously deploys bullet-time technol ogy i n the explosion s p resented i n this sequenc e . This techn ique relies on the use of slow motion to convey a comic -book quality to action scenes while, however, allowing the director to move the camera at regular speed. I n p ractical terms, two motion cameras are placed at the begin n ing and at the end of the shot, and several still cameras are evenly spaced between the m . Both motion p icture cameras are rolled and each still camera is ired i n rapid sequence, one after the other, to produce a series of i mages i n which the poi n t o f view moves around the actors . The still p ictures are then fed i nto the computer i n order, and i nterpolation is implemented i n order to create extra frames between the existi ng p ictures and hence generate a smooth blend. The use of Pol i sh location s, ilmed by i ndigenous c i n e m atographer Grzegorz Kedzierski , contributes substantially to the evocation of an oppres sively n ightmarish atmosphere . The ilm, i ncidentally, was inanced by Japa nese i nvestors but shot in Poland with an enti rely Polish cast and crew, which makes it a distinctive hybrid on a further level beyond that of its tech n ical execution . Furthermore , as Igor Sandman has emphasized, the "East ern Europe acti ng style is so compatible with Mamoru Oshii's rhythms and atmospheres. The intensity of Ash's i ntrospection is tangible thanks to Mal gorzata Forem niak's attention to details. Bartek Swiderski gave so much personality to Stunner he is i n stantly considered as a friend while at the same time he i n spires distrust i n a pathetic way. The same goes for Dariusz B iskupski, from whom emanates such a wisdom" ( Sandman ) . " Forem n iak's terriically understated performance," argues Tom , is the key factor that "holds Avalon together . . . she conveys the sadness j ust beneath her detached exterior with a refreshing subtlety and ease" ( Tom ) . I n evaluating the quality o f the acting, human performers should not be the sole focus of interest, however. Critics have frequently commented on the cardinal role played by the igure of the basset hound in Ava lon ( and, i n fact , t h roughout Oshii's output i n its entirety) . Where Ava lon i s speciically conce rned, t h e centrality of the can i n e p e t is touchi ngly under scored by the p rotagonist's habit of feeding him much better than she feeds herself, as borne out by the metic ulously detailed and chromatically entic-
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ing sequences ( alluded to earlier) in which she p repares his meals with exquisite tenderness and her body language i nvests the i ngred ients with sensuous palpability. However, what should be stressed more emphatically than has arguably been don e thus far with i n the critical domain is Oshii's keen grasp o f animal movement i n this i l m , as i n deed i n animated pro duction s wherein dogs also feature prominently. The body language exhibited by Ash's dog is unquestionably one of the i lm's most memorable aspects, especially i n the scene in which we irst encounter the pet . As he hears Ash approaching the front door, his antici pation and excitement build up exponen tially, crowned by an enthusiastic reception of the homecom ing owner. As he proceeds to con sume h i s d i n n e r , t h e hound's floppy ears inexorably send bits of food lying o u t o f the bowl and all over the loor. Later, the dog appears to be asleep as Ash sits at her computer, but subtle details i n his posture i n dicate that he is actu ally awake and " keeping an eye" on the young woman, as it were . The dog's afectionate concern for his own er is even more vividly conveyed, in sym bolic terms, i n the later sce n e i n which he appears uncharacterist i cally alarmed at the precise poi n t at which Ash makes contact with the " N i n e Sisters" - t h e promising b u t potentially hazardous l i n k to t h e mysterious level of Avalon she seeks to penetrate . A comparison between Avalon's basset hound and his animated coun terpart i n Ghost in the Shell 2 : Innocence will feasibly suggest that the car toon creature's motion cumulatively displays greater luidity and liveliness, which could be read as an indirect paean on Oshii's part to the unparalleled freedom of the animated medium . It should also be observed, however, that i n directing the l ive-action and the drawn pets, Oshii has not merely explored the technical potentialities of two distinct art forms but has also e ndeavored to create two substantially diferent personalities . The heightened v ivacious ness of Batou's pet i n Innocence compared with the endearing ponderous ness of Ash's dog corresponds to a generally more playful disposition . As a result, while i n the later movie the igure of the basset hound serves largely to i nuse an element of cheerfulness i n an otherwise bleak reality, in Ava lon, it metonymically encapsulates the entire ilm's unrelieved gloom . Oshii's use of the image of the dog as a recursive trope also calls atten tion to the symbolic sign iicance of this animal i n Japanese culture . As J.e. Cooper notes, "Ai n u 2 mythology has dogs stationed on the road to the oth erworld at va rious points so that they can direct souls on their way and see that they go to the rightly deserved plac e . The dog is also considered psy chic and can detect the presence of any ghost " ( Cooper, p . 78 ) . I n Avalon, this symbolic function is ell iptically underscored by the appearance of dogs watching Ash as she walks along the streets of both her own city and the metropolis in Class Real .3
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The mood of ubiquitous perplexity i n stantly summoned up by Avalon right from its ope n ing moments escalates precipitously in the sequence where we are gradually acquai nted with one of the whole movie's most befuddling inciden t s : namely, the aforementioned vanishing of the protag on ist's dog. As Ash approaches the front door of her humble abode , enters the space and goes about preparing a meal for the pet, we can hear h i m s n u l i n g a ro u n d . However, when s h e s e t s down t h e food bowl , he i s nowhere i n sight . Since h e is hardly l ikely t o have r u n away - let alone died of neglect - the most feasible explanation would seem to be that we are moving across diverse levels of virtual reality rather than deali ng with clear cut transition s betwee n the i nside and the outside of Avalon . From this poi n t onwards, the pace of Ash's quest accelerates. Hav i ng embarked upon thorough research into Arthurian lore i n order to ascer tain its relevance to the game from which she makes a meager living, she obtai n s additional, i n triguing details from Stunner about the Special A dimension of Avalon (while the shifty Thief gorges himself on a luridly col ored breakfast ) . It here transpires that a Bishop is present whenever the Ghost appears - not j ust any Bishop, to be precise, but one who is " Class A Complete . An Archbishop, above Level 12 . " Stunner speculates that Ash m ight like to switch from Warrior to B ishop but needs double experience points to do so. Moreover, he argues, a player needs a party to back her or h i m up i n order to succeed i n such an expensive task . F inally, he taunts Ash by i n s i nuating that she probably would not be able to pull it of anyway, though thi ngs m ight have been diferent if Murphy were still aroun d . ( This could be read as a hint at a past romantic liaison betwee n the hero i n e and the braindead player. ) These allusions to Ash's future role i n the VR game are dramatically developed i n the ensuing segment of the ilm, as the character of the Bishop visits the heroine at her flat and she takes his i ntrusion fully on board by boldly declaring : "I want to form a party with you . The usual six mem bers . " The B ishop cryptically states that " [ f l or the best players the game becomes its own reward," concomitantly making reference to the rumor according to which the Wizard team dispersed because "a certain Warrior ignored her orders and called ' reset . ' " A lashback show i ng the Wizard's last m ission appears to con irm the suspicion that it was i n deed Ash's sudden pan ic that caused the assignment to fai l . It i s noteworthy, h owever, that Stunner will later assume responsibility for the party's dissolution ( "It wasn't your fault that we got wiped out. The one who ran . . . was m e . I wanted to tell Murphy that . " ) , and that Murphy him self will ultim ately turn out to be true cause of the p roble m . F i n ally, the Bishop i n structs Ash to meet h i m a t "Flak Tower 2 2 " at m idn ight t h e following day. Ash's visit to the Avalon facilities, where she usually j acks into the game
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assisted by the Game Master, problematizes fu rther the status of Special A as the Termi nal Manager i n charge at irst denies that this level exists, and then qualiies her statement by saying that a level that you cannot reset from is no longer a game, implyi ng that it does exist after all : " There's no such thing . . . . Not i nside Avalon . No matter how real it seems, Avalon is just a game . But a p rogramme you can't clear isn't a game anymore . That's why it's h idden away . . . a forbidden ield . " Hence, it could be opined that Spe cial A is not a game proper because it cannot be cleared by resetting - hence it cannot be considered, strictly speaking, to be a part of Avalon as such . These already thorny matters are by no means simpliied by the disclosure that the Bishop has his own terminal and cannot, therefore, be tracked : he merely turns up i n the game i n his own terms as and when it suits his own schemes. Once Ash has accessed virtual reality and located the Bishop, the e n ig matic character explai n s that he works for the game, maintaining the bal ance of its disparate m ission s . The best game, he alleges, is "one you think you ca n clear b u t can't, one that looks impossible but isn't," and han dling this state of afairs requires a knack of "inding out the subtle balance . " Having completed a n especially arduous mission i nvolving the annihilation o f a " Citadel" - a mighty battle tank - Ash discovers that she is still with i n t h e ludic realm without t h e option to " l o g of" as would customarily be the case . The Ghost next materializes by the wall that gives proper access to Special A : to enter that level, one must shoot the apparition j ust as she attempts to leave the wall . Ash manages to accomplish this feat and to pass through the gate , at which point the phantasmatic girl disassembles i nto a series of rectangular surfaces which then reel into a spiral o f silvery blue light and eve ntually fade out altogether. Concom itantly, the VR surround i ngs fade to black and are replaced by swirling patterns of data. The pro tagon ist's own body subsequently segments to be replaced by myriad orange digits, tangentially h i nting at her utter assim ilation to the i n tangible space of Avalon . Ash is next seen i n her own apartment - the dog's food bowl is there and so, rather myster iously, is a virtual-reality chair. As the heroine removes
her helmet, the computer monitor in the room displays the baling mes sage "Welcome to Class Rea\ . " The Bishop then materializes on the screen and an nounces that she has penetrated the wall guarded by the Ghost and entered Special A. This level of Avalon , according to the hooded player, is an extremely complex network of data and is almost lawless : to truly com plete it , one last task must be undertaken and Ash is the appointed agen t namely, " in ish of the Unreturned." The rules are relatively straightforward : Ash has "one p istol" and "one clip of ammunition" at her disposal ; there are neutrals operating under free will who must not be harmed; there i s no
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time limit . The only exit point for this mi ssion is "completion" and no "reset," accordi ngly, is allowed. The Bishop inally states : "If you get back, you can be one of us," us referring to the creators of the alternative world encoded in the programm e . A tremendous amount of detail h a s undoubtedly b e e n channeled i n to the con struction of Special A. I n approaching her mission , which will take her to the concert hall hosting the F ilharmonia Narodowa's performance of a piece entitled Avalon, and publicized by means of a poster that exhibits a basset hound strongly rem i n iscen t of her own former pet, Ash is even sup plied with an apposite evening gown , high heels, a ring and earrings. The program creators' h ighly diligent take on the rendition of VR thus itti ngly echoes Oshii's own meticulous approach to ilmmaking, i n fusing the ilm with a r iveting element of self- relexivity. I n sharp contrast with Ash's putatively real city, the advert- packed metropolis into which the heroi ne e m e rges on her way to the ultimate assignment is u nexpectedly smart, elegan t , vibrant and - above all - col orfu l . Once Ash has reached her desti nation and met Murphy, the movie rapidly builds towards a climax that suitably encapsulates the concurrently perplexi ng and beguiling Chinese-box characte r of Avalon the game and Avalon the ilm in their enti rety. I nteresti ngly, from a cinematographical point of vi ew, the melodic pace of the concert taking place in the back ground quickens at the same rate as the rhythm o f the exchange between Ash and Murphy gai n s momentu m . It is also worth noting, i ncidentally, that the exchange takes place in the concert hall garden, where the most con spicuous piece of ornamentation is a rather i ncongruously situated old can non : this detail operates as an efectively concise reminder of the story's military dimen sion . Ash asks Murphy if he came here j ust to be a vegetable i n a hospital bed but Murphy advocates the genuine realness of Class Real , stating that he caused the Wizard party to disband because he wanted to "go all the way" in his own terms. He claims to have always believed that " [ r l eality is noth ing but an obsession that takes hold of us." "Why," he then adds, "shouldn't I make this my real ity?" As they keep on arguing over the reality iss ue, Mur phy maintains that when one of them shoots the other to death and the dead body does not disappear, the survivor will gain incontrovertible proof that the level they currently occupy authentically obta i n s . Nevertheless, Mur phy's allegation is bluntly refuted by the fate met by his body once Ash has shot h i m . Seeing the character's supposedly corporeal s ubstance dissolve in an explicitly computer-generated spiral efect, we cannot avoid question ing the veracity of his assertion s . The scene that follows irrevocably conirms the empirically unveriiable nature of Class Real : wh ile Ash app roaches the concert hall, an enthusiastic round of applause is still audible i n the back-
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ground but upon entering the space she inds that i t is almost e n tirely deserted - the sole exception being the now smiling Ghost standing on the stage . As alluded to earlier, the movie does not ofer any conclusive reso lution , the inale con sisting, quite simply, of the starkly sibylli n e message "Welcome to Avalon . "
26
Gho st in the Shell Oshii's epoch- making cyberpunk feature Ghost in the Shell ofers a n inspired treatment of t h e arguably most elusive metaphysical, scientiic a n d ideological question - namely, what makes us h u m a n ? I n both Ghost in the Shell and in its sequel Ghost in the Shell 2: Innocence, the d irector addresses this issue with reference to the i ncremental i n iltration of both h u m an organisms and mentalities by technological, artiicial and synthetic com ponents that cannot be unproblematically categorized as auxiliary prosthe ses b ut actually constitute i ntegral parts of a person's being. Ghost in the Shell is based on an im mensely popular m anga written and drawn by Masamune Shirow. 1 Several themes elaborated by Shirow's m anga which Oshii's ilm p roblematizes deserve special notice in this context . Shi row's story arcs place considerable emphasis on the ever-growing sophis tication of advanced cybertechnology, positi ng the i gure of the "cyborg" as a " human whose b ody has been partially or almost completely altered by the use of substitute artiicial organs and parts," e ndowed not merely with a "normal appearance" but also with lifelike physiological afects, includ ing "oral sensation" ( Shirow, p . 103 and "Author 's Notes" ) . The m anga also speculates that a synthetic sensorium is a handy tool i n the peddling of "virtual- experience software" which "allows several members of the same sex to share i n the enjoyment of a sexual experience , on several lines simul taneously. " The more reined the "prosthetic body" i n question , the more sensations are possible and the greater the entertainment provided accord i ngly is ( "Author 's Notes" ) . Shirow's e m p hasis on the pe rvasive n e s s of artiicial bodies is j ocularly reinforced, at one point, by the i m age of a wait ress sport i ng a logo and a " Made i n Japan" caption on her scantily clad backside ( p . 123 ) . The i l m leaves out the cybersexual dimension altogether. Moreover, even though the p rotagon ist herself, Major Motoko Kusanagi, is u ndoubt edly attractive , she is imparted a far less cute and substantially more somber mien by the i lm's character designer Hiroyuki Okiura than is ever the case in the parent text . Relatedly, where the manga humorously i n dulges in overt representations of n ude female bodies that verge on soft porn and may even 185
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Gh ost in the Shell (1995).
One of Oshii's most memorable pieces of visual poetry,
Maj or Motoko Kusanagi's biotechnological "birth" vividly dramatizes the hybrid nature of the cybernetic organism as a seamless synthesis of machinery - epitomized by the cables j acked into the biopo rts that punctuate the character's body - and lesh - foregrounded by the palpable carnality of Motoko's feminine curves and by her fetuslike suspension in the digital equivalent of amn iotic luid.
©1995
Shirow
Masamune/ KODANSH A · BAN DAI VISUAL· MANGA ENTERTAIN MENT.
be i n terpreted as concessions to fetishistic scopophilia, in the i l m , n udity is e mployed as a means of succi nctly conveying the main characte r 's ulti mate vul nerability as a concurrently physical and psychological dimension of her div ided being, and hence an allusion to her i nherent human ity. No less central to Shirow's manga than the cyborg igure is the con cept of "hacki ng" - namely, the technological operation that m akes it pos sible to "bra i n - dive" i nto anothe r person's sensorium and experience her or his situation as though one were actually i n habiting her or his body. A brai n -diver can become an unlawful "ghost controller," penetrating other m inds so as to brainwash them ( pp. 1 7-20 ) . A hacker, i n Shirow's deinition , i s "a computer criminal who iniltrates other cyberbrai ns, steals i n forma tion , man ipulates data and programmes, plants viruses, and otherwise cor rupts them" ( "Author's Notes" ) . As shown later i n this section , this notion plays a p ivotal role i n Oshii's plot . Despite Oshii's deliberate engagement with the genius of the b izarre and the absurd in the elaboration of occasional aspects of Ghost in the Shell's storyl i n e and graphic register, the ilm's harrowi ngly topical cogency on the
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sociopolitical and economic planes can hardly be underestimated. I ndeed, the movie constitutes prim arily a trenchant critique of hierarchical and corporational mentalities, the abuse of authority and power, and human ity's haphazard romance with technology. Moreover, as Pa trick Drazen has noted, even though Ghost in the Shell "will i nevitably confuse irst-time v iewers, dealing as it does with the Byzantine roun d o f b ackstabbings and powerplays that characterize Japanese politics i n the future," the m ov i e actually encapsulates harsh cultural realities : With the bursting of the economic bubble, Japanese politicians and the ruling Liberal Democratic Party had trouble inding anyone left to r u n the ship of state - especially after reports began surfaci ng o f inancial sweetheart deals between assorted politicians and business i nterests. Nobody seemed to be clean of the sta i n , and the tendency of those already in power to contin ue to rely on the old boy network to get things done only assured that nothing would get done . Skepticism turned to cynicism [ D razen , pp . 3 3 8 -9 ] .
The manga itself makes i n s istent reference to embezzle m e n t , mon ey laundering, smuggl i ng (of people no less than of good s ) , illegitimate trans actions, the appropriation of public funds by unscrupulous i n dividuals, diplomatic i n fractions, and the utterly unethical exploitation of spurious electoral manifestos. Furthermore, Oshii's version of Ghost in the Shell compl icates a num ber of ideological p reoccupations adumbrated by the Patlabor features in that it com ments d ispassionately on the collusion of actual historical phe nomena and technological advancement i n a largely - though not undilut edly - dystopian vei n . I n this respect , the ilm could be said to substantiate Susan Pointon's arguments concerning Japan's attitude towards technology as a dubious gai n rather than an unproblematic blessing : "It is obviously no accident," Poi nton maintains, "that , i n the years following the bomb ing of Hiroshima and Nagasaki and the subsequent evolution of the Japa nese 'economic m i r ac l e , ' Japan ese cultural p roducts . . . have become progressively focused on narratives of technological oppression and pre monitions of disaster" ( Pointon ) . The i lm foregrounds from the start the collusion o f i n ternational pol itics and technological ventures i n a scene dramatizing the covert meeting between a foreign dign itary and a computer p rogrammer in which " Pro ject 2 5 0 1 " is somewhat cryptically alluded to. Police forces make a theatri cal entrance i nto the building and the dignitary i n stantly claim s diplomatic immunity. M ajor Motoko Kusanagi presently descends from the top of the building to the level o f the room where the fracas is occurring with the aid of a special cord, assassi nates the foreign politician and escapes by don ning "thermoptic camoulage" t hat e nables her to merge with her surroundi ngs . Kusanagi is a member of Section 9, a branch of the M i n istry of Foreign
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Afairs ighting technological terrorism and polarizing a wide range of polit ica forces from various parts of the world, with their varyingly dubious eco nomic and diplomat ic priorities. Like the Tokyo Metropolitan Police Special Vehicle Division 2 from the Patlabor p roductions and the Kerberos Panzer Cops from the Kerberos ilms, Section 9 is regarded ambivalently by both the government and the rest of the police h ierarchy as a crucial component of the law- e n forcing m achi n e , on the one hand, and an embarrassi ngly uncompro m i s i ng body of agents trained to kill without hesitation , on the other. Although no other organization or department would ever wish to get their own hands dirty through direct participation i n the missions allocated to Section 9, M aj o r Kusanagi's squad is more often grudgingly tolerated than positively recog nized. As frequently, the scandalous information which its i nvestigations repeatedly tend to disclose is conveniently pushed u n der the diplomatic carpet by the upper echelons of government and accordi ngly sanitized to suit the maintenance of existing alliances and i nterests . The sequence j ust described is a paradigmatic example of Oshi i's use of rapid- ire action sequences i n the very ope n i ng of a ilm i n order to set its tone and econom ically introduce themes destined to acquire card i nal importance at a later stage . A diferent take on technology is ofered by the stunning montage presented under the ope n i ng credits i n which Kusanagi's cybernetic birth is v iv idly depicted : the pace slows down dram atically, and roari ng spectacle gives way to a daunting chapter of sheer visual poetry. An analogous sequence is proposed in the early segments of Innocence with comparable graphic and afective i nten sity. A careful recon struction of the story's somewhat baroque i nvolutions and convolutions - which may necessitate repeat viewings- can help us sit uate the sign iicance of the i ncident presented i n the opening segment o f t h e action withi n a broader context , a n d hence appreciate fully its ideolog ical and philosophical implication s . Such a reconstruction i ndicates that i n the mid- t o late 2020s, the Min istry o f Foreign Afairs o f the u n named Asian country i n which Ghost in the Shell is set decides to embark on a collabo rative p roj ect with u. s . researchers i n the ield of artiicial i n telligence so as to develop a computer program capable of hacking into ord inary peo ple, and hence controlling them to make them comm i t all manner of ille gal deals on their behalf. The program thus created , an unthinkably complex piece of software origi nally designated " Proj ect 2501," becomes successfu lly operational and n umerous crimes are perpetrated at its behest i n various pa rts of the worl d . T h e most crucial tool used b y the program t o penetrate a n d m an ipulate other beings consists of prosthetic memories which the implanted subj ects unquestioningly accept as gen uine recollections. This theme echoes Ridley
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Scott 's Blade Runner ( 1 98 2 ) . Indeed, both Oshii's and Scott's ilms empha size people's dependence on material vestiges of the past i n the guise of photographs which, by supplyi ng them with memories, are concurrently supposed to i nvest them with a sense of identity. Iron ically, the p hoto graphic fragments of reality with which the felonious p rogram p rovides its h u m a n m arionettes are themselves a fabrication . In proposing that the human brain can be hacked i nto analogously to a computer, Ghost in the Shell is also redol ent o f Paul Verhoeven's Total Recall ( 1 990) and Kathryn B igelow's Strange Days ( 1996 ) . It is p recisely Proj ect 250 1 's k n ack of gov erning its victims' m i n d s and bodies that by and by gain s it the n ickname of " Puppet Master" or " Puppeteer" ( ningyo uzukai) . The program is deployed for the irst time i n the country of Ghost in the Shell i n 2029, exactly at the time Oshii's story u n folds, as a means of resolv ing a thorny diplomatic conundrum . The M i n istry of Foreign Afairs are eager to ind a politically acceptable excuse to deport the former leader of an overthrown m i litary dictatorship, Colonel Malez of the Republic of Gabel, who seeks asylum i n their country. They therefore use the Puppet Master to hack into the brain of a petty crim inal and implant a simulated identity there i n , i n order to i n duce him to believe he is a big-time violator of international law employed by the Embassy of Gabel to hack, in turn, into the brains of key d iplomatic igures expected to participate in the nego tiations, i ncluding the Prime M i n ister's personal i n terpreter. When the brain -hacked ofender is arrested by Section 9 and it becomes clear that he has no connection whatsoever with his putative em ployers and is actually a mere pawn in the Puppet Master's massive operation , the situation takes an unpleasantly complicated turn . It becomes increasingly evident that while the Puppet Master is pre sented as a dangerous criminal to be brought to j ustice, it is not actually the government's enemy but one of its most precious tools. Regrettably, just as the program promises to enable the Min istry of Foreign Afairs to smoothly solve a potentially embarrassing situation over the Malez issue, it unexpect edly m anages to develop an independent identity and autonomous sentience, an d break free . The reputation of the M i n istry o f Foreign Afairs is now sorely at risk and it is i ncumbent upon them to use any available weapon and measure to regain control over the rogue progra m . To achieve this aim, they lure the Puppet Master i nto a "designated body," that of a blonde female cyborg p roduced by the Megatech giants. However, the program and its host flee the factory, are run over by a truck and suspiciously turn up at the Sec tion 9 headquarters . It is here that the Puppet Master makes itself sensation ally heard by speaking through the cyborg torso rescued from the accident, and solemnly states: "I am not an AI . . .. I am a living, thinking entity that was created i n the sea of information . "
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It now becomes clear that the transgressor, hav i ng attained consciou s n e s s , is aware of being a runaway from t h e government a n d hence seeks political asylum. Moreover, it transpires that the p rogram is aim i ng to com mun icate speciically with Major Kusanagi . ( The Puppet Master's desire to m ake contact with the heroine had emerged less conspicuously earl ier on i n the form of a spectral voice quoti ng from the Book of Cori nthians 13, 11: "What we see now is only a dim image i n a m i rror. Then we shall see face to face . " ) A s the i l m races towards its elaborate climax, the cyborg torso is mys teriously abducted from Section 9, and the Major endeavors to retrieve it with the i ntention of "divi ng" into it so as to inally communicate with the Puppet Master and d iscover its true goal . The main motivation beh i n d Kusanagi's actions, however, is her conviction that t h e entity is i n a posi tion to help her shed light on her own most intimate perplexities. Ripped apart by a multi-legged tank sent to stop her, the p rotagonist i s saved by her loyal colleague Batou's antitank rile and decides to i n terface directly with the Puppet Master by having her own remnants hooked u p to the cyborg torso . The Puppet Master reveals that the reason it has persistently attempted to commun icate with Kusanagi is that it aims to "merge" with her i n order to gain the biological component it needs to ensure species sur v ival . Through this unorthodox marriage , the Puppet Master avers, their "children" will be born i nto the " i ninity of the Net . " The entity is eventu ally destroyed but Batou manages to salvage Kusanagi's functioning remains and to rehouse her "ghost" i n a new body - that of a schoolgirl, as it hap pens, due to the scarcity of v iable "shells" on the black m arket . Kusanagi's dive into the Puppet Master is both cinematically and dieget ically crucial in establishing Ghost in the Shell's iconic uniqueness. When the heroine enters the Puppet Master, the latter starts speaking through her mouth in a male vo ice . At the same time, the perspective sh ifts fro m Kusanagi's eyes t o t h e Puppet Master's hosting body, so that w e ourselves are encouraged to perceive the situation through the e nigmatic entity rather than through the protagon ist. The overall efect is a baiing sense of dislo cation . From the viewpoint of Western liberal human ism, th is strategy may be seen to allude to an irretrievably lamentable loss of selfhood and self containedness, yet from an Eastern perspective , the dissolution of Kusanagi's identity and personal boundaries carries positive connotations . Indeed , it is consonant with the Japanese concept of seishinsh ugi: namely, spiritual cathar sis and growth through sufering and self-deprivation . This idea is echoe d by the Puppet Master's own words i n the i lm's climactic sequence : Life perpetuates itself through diversity and this includes the ability to sacriice itself when necessary. Cells repeat the process of degeneration and regeneration until one day they die, obliterating an entire set of memories and i n formation ,
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only genes remain. Why contin ually repeat this cycle? Simply to survive by avoid ing the weaknesses of an unchanging system .
Relatedly, it could be argued - followi ng Susan Nap ier - that Ghost in the Shell "raises the possibility of technology's positive potential . . . in terms of the possibility of spiritual develop ment . " The p roblem, in this respect , i s that this possibility is granted to a cyborg , not to a human, and i n deed the i l m "does not ofer . . . much hope for the organ ic human body, which is seen essentially as a puppet or a doll . . . to be manipulated or t ransformed by outside sources" ( Napier, p . 105 ) . I t i s also noteworthy, however, that the central cyborg character i s her self not presented as unambiguously strong but rather as "both powerful and vulnerabl e . " This is borne out by the ope n i ng sequence, where the Major's dauntlessness is counterpoi nted by hints at her potential weakness: Because t h e viewer is at i r s t n o t p r i v y to t h e fact t h a t t h i s is a carefully arranged assassination, his or her irst reaction to Kusanagi's fall is one of unease . She is . . . prey to the currents of the air . . . her body encapsulates both presence and absence , signiied irst by her disembodied voice outside the window, and then by the next scene i n which . . . we see her become i nv isible . . . allowi ng the viewer to suddenly see, through the disappearing outlines of her body, the vast electronic high-tech city toward which she falls [ p o 109 ] .
Kusanagi's ambiguity i s rei nforced by the i lm's depiction o f her phys ical appearance i n terms of a fairly stereotypical notion of fem i n i n e sexi ness replete with alluring curvaceousness, and its concurrent emphasis on the fact that even when she appears to be nude, she is actually don ning tech nologically e n hanced lesh-colored body suits intended to abet her per formance - and thus again i n s i n uating her latent vulnerability. Endowed with a 95 percent artiicial body throughout the bulk of the action, Kusanagi is understandably plagued by doubts concerning the actual extent of her humanity. As Jonathan Clements and Helen McCarthy aptly rem ark, this aspect of her personality makes the Major "an angst - r idden platoon leader . . . who can't leave the service because, l ike the original Bionic Woman, parts of her are government property" ( Clements and McCarthy, p . 14 1 ) . " Cyborgs l ike myself have a tendency to be paranoi d about our ori gins," Kusanagi reflects at one po i n t . " Maybe there wasn't a real me i n the irst place and I 'm completely synthetic . " Propelled by these torturing quan daries, she forces herself i n deiance of both safety and logic to engage in scub a - d i v i n g expeditions, even though the weight o f her cybernetic enhancements could easily drag her i nto the ocean's depths for good , in order to test her emotions and, speciically, her very ability to experience fear, elation or pleasure . I n the climactic sequence wherein the Major wit nesses the Puppet Master's transiguration, her humanity is vividly demon strated by the welling up of tears i n her eyes. This scene corroborates the
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ilm's p roposition , voiced through Batou, that "even a doll can seem to have a soul" - a topos destined to be i nvested with fresh resonance in Innocence. Oshii's most i n sistently ( an d almost obsessionally) revisited theme throughout h i s corpus to date - namely, the i nterpenetration of reality and fantasy - strikes once more sonorous chords i n Ghost in the Shell. I n rep resenting simulated- experience technologies, the movie radically challenges conve ntional h u m an i s t models of memory and hence u n settles related notions of reality. I f an i ndiv idual's brain is hacked i nto a n d she or h e undergoes a simulated experience while in a conscious state, t h e experi ence could be said to partake i n equal measures of fantasy and reality. On one level , the event is un real insofar as it did not actually take place i n the real world. Yet , on another level , it cannot be dism issed as a mere delusion on the person's part i n sofar as it emanated from a real program running i nside his or her violated nervous system . I n assessing the aliveness o f cyborgs i n Ghost in the Shell- a n d i n deed i n its sequel - it is important to acknowledge the i nluence of Shinto upon Oshii's v ision . According to the world view promulgated by Japan's oicial religion , all sorts of obj ects and substances ( i ncluding rocks) host spiritual and dynamic energy. Relatedly, manga-ka Shirow has stated : "I think all things i n Nature have 'ghosts . ' This is a form of pantheism, and similar to ideas found in Shinto . . . . There are, after all, humans who act more like robots than robots" ( Shirow, "Author's Notes" ) . As Drazen has noted, "Japan has . . . spent centuries com ing to terms with machines that seem h u m a n . Karakuri ningyou - clockwork wooden dolls that resembled people - were irst built i n the Tokugawa per iod [ 1603- 1867 J . Such dolls would 'bow' their heads while carrying cups of tea on a tray. Lifting a cup from the t ray would stop the doll until the cup was replaced" ( D raze n , p. 340 ) . O n e such automaton features at a crucial point i n Innocence. It is also useful, in evaluating Ghost in the Shell's dramatization of close encounters betwee n humans and machines, to appreciate the frequently equivocal and sometimes overtly paradox ical nature o f the association between technology and animation itself. As James Clarke argues, a p roduct of the mechanized, modern age , anim ation often tells stories that play u p the usually hapless relationship between h umans and their i nventions . . . . Somewhat ironically, it was by mocking and parodying the modern world of machines that animation really broke into mainstream culture, itself becom ing a mass-produced form involving huge n umbers of animators, painters, design ers and technicians [ Clarke, pp . 2-3 ] .
Moreover, the "tradition of the animated ilm i s also . . . the starti n g poi n t for people's appreciation , understanding and sheer enjoyment of t h e magic of what we now think of as special efects" (p. 2 ) . Relatedly, " [ t J oday's live action ilms are becom i ng increasingly live-action -animation fusions, most
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notably Star Wars: Episode J, The Ma trix and The Lord of the R ings trilogy" (p. 10 ) . Ghost in the Shell fully conirms the central i ncidence of technol ogy in the ani m ated medium as a set of both themes and tools. At the same time, by r ivaling live-action cinema at the level of image quality, the i l m i nv i t e s u s to reflect on t h e contemporary phenome non h ighlighted b y Clarke , whereby animation can n o longer be regarded as a second- rate for m seeking - and generally failing - t o emulate i t s live-action counterpart b u t should actually b e approached as somethi ng of a prerequisite for the cine m atic process i n its entirety. A major corollary of digitization i s that special efects, once relegated to cinema's margins, have become the staple of computer-assisted i l m m ak ing, for the reason that they capitalize on the generation of images i n de pendently o f e xternal referents . However, a n i m ation has always d o n e t h i s- w e l l before t h e adven t of CGI - a n d it could therefore be argued that animation is the form that lies at the very foundations of contemporary c i n ematography. In the dom ain of digital cinem atography, ani m ation does not merely pertain to techniques used to bring cartoon -like characters to life . In fact , it permeates the entire i l m - making apparatus, playing a crucial role i n the rendition of both architectural and organ ic structures. The importance of animation i n digital cinematography points to an i ntriguing shift in the his tory of ilm, which Lev Manovich has described as a partial return to the medium's i n fancy. Manovich maintains that the early techn iques from which cinema evolved "all relied on hand-painted or hand-drawn i m ages" and that " l i l t was not until the last decade of the n i n eteenth century that the automatic generation of images and their autom atic proj ection were inally combined." It was at this po int that the art of animation came to be bani shed to the very periphery of the history of moving i m ages: " [ 0 1 nce the cinema was stabilized as a technology, it cut all references to its origin s i n artiice" a n d animation became a "bastard relative . " What live-action cin ema seemed to disapprove of most sanguin ely was ani m at ion's most dis tinctive feature : namely, the fact that it "foregrounds its artiicial character, openly adm itting that its i m ages are mere representations," where l ive action cinema, by contrast, "works hard to erase any traces of its own pro duction process . . . . It denies that the reality it shows often does not exist outside o f the ilm i m age . " Over t h e past two decades, however, the rapid expan sion o f digital tools and their i ncreasing deployment by the ilm i n dustry have meant that the tech niques marginalized by cinema in order to eface its artiiciality ( e .g . , front and rear proj ection , matte pai ntings, green- screen and blue screen photography) have been regain ing pivotal status: the " [ m ] an ual con struction and animation of images gave birth to cinema and slipped i n to
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the margins . . . only to reappear as the fou ndation of digital cinema. The history of the moving im age thus makes a full circl e . Born from animation , cinema pushed animation to its boundary, only to become one particular case of animat ion i n the end" ( Manov ich ) . Ghost i n the Shell i n novatively partakes o f recent developments i n the ield of computer graphics, and has played an importan t h istorical role i n rescuing animation from its Cinderella-like position b y implicitly drawing attention , thanks to the stunning photorealism of many of its scenes, to live action cinema's own dependence on animational strategies . To this ext ent , it eloquently conirms Manovich's argument . I n t he p roduction of t he i l m , Oshii's team resorted consistently to Digitally Generated Animation ( D GA ) , the en semble o f processes through which hand-drawn cels, CGI , live - action footage and audio are amalgamated and translated into d igital data that can be further manipulated in the computer. Computer-ge nerated graphics encompass three interrelated category: digital cel work ; visual d isplays; and images as they are perceived by the cybernetically enhanced brain s of the key characters. D igital cel work refers both to the use of computers for compositi n g purposes a n d t o computer-assisted camera work . O n e o f t h e m o s t distinc tive aspects of the latter i n Ghost in the Shell is the use of distortion to con vey particular moods and emotions : a classic case is supplied by the shot of Kusanagi's face in the foreground during the key sequence i n which she rides a boat down a Newport canal with Batou, relecting on the mean i n g of humanity. H e r e the protagon ist's features and p roportions a r e subtly distorted i n order to evoke her gnawing doubts on the subj ect and her mounting app rehension as she catches a glimpse of what looks j ust l ike her doub l e . ( T h i s sequence will be returned to later i n this chapter. ) Also notable is the employment of ilters intended to create perspectival efects: for i nstance, the scene where the major is shown facing the viewer with the towering Newport ediices behind her, seeming to get gradually smaller and to disappear i nto the background as the background, i n turn, appears to advance towards the foreground and engulf her, deploys those tools to evoke an overwhelming sense of cla ustrophobia. Digital cel work also i ncludes the adoption of ground-breaking TIMA software , speciically i n the sequences where thermoptic camo ulage i s donned. This enables the C G I team t o isolate i n dividual frames o f a back ground and to man ipulate or deform them independen tly so that the i n i t i a l background rem a i n s und isturbed. T h e warped frames a r e then superimposed on the origi nal scenario to convey the impression o f the cloaked character's motion against it without afecting its actual images and texture s . Visual displays a r e grids whose purpose is t o ofer graphic v isualiza-
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Ghost ill the Shell (1995).
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From the vertiginous heights of futuristic Newport City,
M aj or Motoko Kusanagi prepares to descend upon her unsuspecting victim in the opening sequence of Oshii's epoch-making cyberpunk thriller. The exaggerated per spective, extremely low camera angle, somber atmosphere, and play with vertical and diagonal lines to suggest dynamism even in static frames are among the director's best-known trademarks. ©1995 Shirow Masamune/KODANSHA BAN DAI VISUAL •
•
MANGA ENTERTAI N M EN T.
tion s of various aspects of future technology, such as maps of wired brains and analogously advanced cybernetic and biotechnological apparatuses, as well as electronic maps that are accessed by the characters in the course of their missions by recourse to i nterfaces plugged directly i n to thei r senso rium . I mages as perceived by the brai n , for their part, reveal how the ilmic characters themselves perceive their surroundi ngs when they are hooked up to vast data networks by mean s of cables . Both the visual displays and the images perceived by the brain are rendered i n the typical green hue that has been conve ntionally associated with ilmic representations o f digital technology since Ridley Scott's Alien ( 19 7 7 ) and has more recently been immortalized by the Matrix trilogy and its non -cinematic tie- i n s and spi n ofs . Ghost in the Shell's cityscapes, so rich i n detail and chromatic n uances as to frequently appear to have been ilmed from life , were executed with the assistance o f the Rotoscope . This device, patented by Max Fleische r i n 1917, proj ects l ive-action footage frame b y frame onto a small screen , upon which drawing paper i s placed. Animators can trace the live- action igures in each frame, thus achieving stu n n i ngly realistic results . ( A form idable
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i n stance of the i m plementation of th is techn ique can be seen in the repre sentation and animation of the Fairy Godmother i n Disney's Cinderella [ 1950 ] . ) 2 Although the movie's i nspiring adoption of state-of-the-art technol ogy deserves careful consideration , its simultaneous devotion to traditional animation should not be underestimated . This is borne out by the collab orative eforts of various members of Oshii's team . Art director Hiromasa Ogura was respon sible for ideating animation backgrounds based on a h ighly and refreshingly unconventional use of the relationship between light and shadow, whereby in scenes with stark contrasts between lit and dark portions ( of which there are several ) , the dark ones were m ade incre m e n tally darker u n t i l none o f their details could be identiied, a n d illumi nated ones remained bright throughout and illed with intensely visible details. The ani mation director Toshihiko Nish ikubu was especially concerned with accom plishing realistic v isual and special efects in the rendition of the action p i eces, and worked especially hard on the sequence depic t i n g Kusanagi's confrontation with t h e tank with t h e obj ective of com mun icat ing convincingly the impression of bullets h itting diferent surfaces- addi n g sparks i n t h e case of metal b u t n o t i n that of stone - to tran scend t h e ani mational stereotype whereby sparks are unthinkingly thrown i n whenever a bullet makes i mpact with any material whatever. Ghost in the Shell exerted a vital i nfluence at both the thematic and the visual levels on the Wachowski brothers' seminal ilm The Ma trix (and its sequel s ) , as well as on the series of animated shorts collected under the title of The Animatrix (dirs. Andy and Larry Wachowsk i , et al. ) . Salient similarities between Oshii's production and the Wachowskis' work are also thrown i nto relief by The Art of the Ma trix, a documentary vol ume that explicitly substantiates the allegiance to Japanese cinema of those recent i n stances of Western cinema by clearly demonstrating that the storyboards underlying the Matrix ilms and animations are aki n not j ust to comic books in general (as storyboards often are ) but speciically to manga, due to their i ncorporation of that medium's disti nctive use of formal features redolent of camera action s . As far as Oshii's cinematographical approach is concerned, Ghost i n the Shell i s m ade especially memorable b y the dynamic capture of light a s a means o f enhancing a setting's credibility ( e . g . , i n the rendition of vehi cles and adverts ) or, alternatively, of suspending realism so as to conj ure up a feeling of prismatic magic ( e .g . , i n the scenes where a rai nfall refract s t h e light in quasi- kaleidoscopic chromatism ) . T h e reflection s a n d refrac tions of light i n and through water - from vast expanses to si ngle droplets are also imaginatively handled. At the same time, i n order to mirror visually the ethically shadowy character of the world he portrays, Oshii resorts to a
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studious use of chiaroscuro efects - most notably, i n the shots where shad ows inundate people's faces and sink them i n to unfathomable darkness. A signiicant p roportion of the setting's forbidding feel emanates from Oshii's handling of the disorientingly shifti ng perspectives of skyscrapers in rela tion to the vehicles driving past them . Cinematograp hically, one of the most unforgettable sequences ofered b y Ghost in the Shell i s i n dub itably the aforementioned depiction of Kusanagi's cybernetic genesis . This dramatizes the cyborg's concurrently organic and technological assemblage, seamlessly harmonizing the two dimensions i n order to evoke their i n extricable i n te rconnection . The m ajor is irst portrayed as an abstract set of di gital data. She next takes the shape of a m i ni malistic anatom ical frame, as various implants are i n serted i n to the skull area so as to p rogramme the cyborg's functions . The character then p roceeds to assume incrementally more realistic - and hence more overtly human - physiological attributes: her lesh - e ncased body loats in a fetal position within a vat illed with a substance rem i n iscent of amniotic luid and i s eventually ej ected i nto the world as a full - ledged adult. No less memorable is the pillow sequence located midway through the movie, lasting two m i n utes and thirty-four shots and paradigmatically typ ifying the director's approach to montage . This is the sequence, referred to earlier, i n which the major and Batou are seen riding a boat down a New port City canal . The audience is i nv ited to look through the protagonist's eyes at a motley gallery of lonely and somber i ndividuals uncaringly l icked by urban neon as they plod along the rai n - i lled streets . Backed up by an appropriately haunting musical score, the sequence communicates a poten t sense o f t h e human condition at large as a situation of atom ized discon nection , and thereby prompts us to reflect upon Kusanagi's pe rsonal dilem m a regarding the extent of her own humanity as a corollary not so much of her cyborg status as of her existing at all . It i s precisely the tor menting intimation of loneliness that ultimately makes the m ajor h u m an , and accordingly enables her t o hear whispers i n her "ghost," over and above any physiological markers. This is therefore the sequence in which one can sense most palpably the hero ine's vulnerable humanity. I t i s at this j unc ture, as Drazen observes, that one fully app reciates that " [ s l he is, i n spite of heightened strength and abilities, an ord inary mortal ! asking the same old questions mortals have asked since the dawn of time : Who am I? Is there a reason why I 'm here? What happens after I die?" ( Drazen , p. 340 ) . A t o n e point, a s the boat gently drifts past a glass-fronted cafe, Kusanagi suddenly sees a woman equipped with precisely the same m odel of cyber netic body as her own on the other side . A further Kusanagi lookalike fea tures later i n the sequence i n the guise of a mannequin in a departmental store display.3
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Although relections play a prominent role in v i rtually all of Oshii's p roductions, their use i n this ilm is especially pervasive and signiicant i nsofar as they serve as cinematic parallels for the story's thematic focus on the tropes of identity and selfhood, and for its p reoccupation with the pre cariousness of an i ndividual's boundaries. A moving com mentary on the issues of humanity and identity that concisely summarizes the entire movie, the canal sequence fully testiies to Oshii's penchant for ideati ng scenes and sequences imbued with wordless pathos. On the speciically cinematograph ical plane, Oshii estab lishes a tantalizi ng tension a t t h e begi n ni ng of the sequence between the shots that are perceived from the p rotagonist 's poi n t of view a n d the supposedly more obj ective shots o f streets a n d ediices taken from h igh angle s . Within the montage , Oshii deftly accom modates all the most distinctive traits of his characteristic signature : water, relective sur faces, narrow passages, metropolitan crowds, artiicial beings and, of course, a waggy- tailed basset hound . T h e orchestration of sound efects contributes vitally to t h e overall atmosphere , conveying a realistic sense of motion as sounds become louder or softer i n accordance with the characters' movements towards or away from the action's focal point. As a result, the spectators are i m mersed i n the spectacle b y virtue of not only what they see b u t also what they expe rience acoustically. Silence itself, at acutely suspenseful poi n ts i n the ilmic narrative, can be afectingly heard . Cumulatively, on the cinematograph ical plane, Ghost in the Shell comes across as a ilm of contrasts . It unden iably ofers the violent gun - i ghts, high-speed chases and voluptuous feminine curves that many manga fans customarily cherish . Yet , most viewers will ultimately remember it as a pensive contemplation of fundamentally existential issues . Thes e , as i n di cated, are articulated principally with reference t o Kusanagi's perception of her hazy subj ectivity, and to germane relections on the nature of her ori gins and destiny. The wistful tone that these troubling speculations evoke inds a perfect iconic correlative in Osh ii's depiction of rai n - drenched cityscapes wherein visions of architectural decay, sem iotic overload (info mania) and overall sense of alienation symbolically fuel the central char acter's personal apprehension of un relieved solitude . Ghost in the Shell is therefore simultaneously melancholy and cerebral , lyrical and savage , concisely terse and luidly meandering, j ust a s its pro tagonist is at once a ruthless titanium-reinforced shell and a lonely, emo tionally fragile ghost. Innocence will elaborate these v isual and thematic elements to engender a multi-faceted u n iverse, endowed with a mesmer izingly dreamlike, yet p iercingly provocative , aura.
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Gho st i n the Shell 2 : Innocence Oshii's keen ability t o pose questions about science iction's essential cornerstones and to lay bare multiple con nections between that gen re and our quotidian lives, all the time cultivating an approach to v isuals that pushes the boundaries of the animation format, has reached something of an apotheosis with Ghost in the Shell 2: Innocence. All of the axial preoccu pations evinced by Oshii's cinema since the mid- 1980s have m ade a spec tacular return i n Innocence. At the same time, this ilm is his irst product ion to concen trate explicitly on Japan since Pa tlabor 2 . More than in any of Oshii's earlier movies, i n Innocence the science ictional substratum is indeed irmly anchored i n i n digenous tradition , and particularly i n the beliefs and rituals associated with the ningyou (doll) igure . Though eager to chart the mutating sign iicance of the organism i n contempora ry and approaching technoscapes, Innocence is ultimately more concerned with the human ele ments that manage to subsist in the face of i nvasive technologies than i n h o w such technologies alter humanity. I f Ghost in the Shell's i ntelligent meditation on the h u m an soul was deservedly hailed as a ground-breaking ach i evement in 1995, when the Japanese animation i n dustry was still busy establishing its tradem ark by means of h uge- eyed m agical schoolgi rls and giant robots, Innocence has tran scended even more radically the genre ghetto by launching its prede cessor's existential p reoccupations i n to the stratosphere, and ushering u s fu rther i n to t h e future of cybertechnology than a n y i l m maker has ever done before . The i lm is set i n 2032, three years from where Ghost in the Shell left of, and revolves around the Special Anti-Terrorist Agen t Batou ( a support ing characte r i n Ghost in the Shell), employed by Public Safety Division Sec tion 9. The prequel's heroine, Major Kusanagi , has putatively dissolved i n to the ether merely leaving behind a disembodied, spectral voice which Batou loves unconditionally and i n deed describes as his "guardian ange l . " Kusanagi is listed as "missi ng" while government agents are still looking 1 99
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for her i n the k nowledge that she is likely to possess top- secret i n forma tion regarding the notorious " Proj ect 2 5 0 1 . " T h e plot's convolutions are predicated upon t h e p remise that by 2 0 3 2 , t h e dividing line between humans a n d technological apparatuses w i l l have faded virtually beyond recognition . This theme is i n troduced right from the start in a mesmerizi ngly beautiful sequence that dramatizes in a stylized fashion the genesis of cybernetic organism s . While redolent of the sequence unfolding under the opening credits of Ghost in the Shell in wh ich M ajor Kusanagi's "birth" is articulated, the sequence ofered by Innocence is tech n ically more sophisticated, thus attesting to the exponential reinement of computer-assisted animation since 1995. However, the two sequences some what complement each other i nsofar as they could be regarded as compa n i o n pieces with i n t h e broad context of Oshii's self- relexive employment of digital technology as a means not merely of flaunting his team's techn ical lair but also - and more importantly - of com menting on the generation of technohuman syntheses at the thematic and diegetic levels of i l m m ak mg. A solitary, expressionless and hulking cyborg, Batou nonetheless pre serves his human ity i n his unfaltering pursuit of justice and i n h i s deeply loyal attachment to his pet basset hound, an unbiased witness to human folly i n both its crassest and its most pathetic man i festation s . 1 The unob trusively realistic shots i n which Batou afectionately tugs the dog's soft ears out of his feeding dish, having prepared the m icrowavable din ners that con stitute the only luxury i n his modest dwelli ng, are among the most heart breaki ngly memorable i n the entire mov i e . Beside the h o u n d , other unforgettable im ages p roposed by Innocence are l ikewise associated with organic life , including a ish i n its bowl and the meticulously detailed plumage of a seagull . A paradigmatic instance of Oshii's central preoccupation with the vicis situdes of the human element as it struggles to endure in the face of i ncreas i ngly i n t rusive technologies is supplied by the scene in which the m a i n character, whose wounded biotechnological a r m h a s b e e n replaced w i t h a limb cloned from his own DNA on the basis that this p rocedure is more time- and cost- efective than healing the original, wonders: "where's my real arm ? " As he flexes his new - utterly synthetic and yet utterly real is tic - ingers, the doctor replies phlegmatically, " We threw it out," evincing no sign of acknowledgement of, let alone sympathy towards, the existen tial dilemma coursing th rough the tortured protagonist's cyberbrai n . Th roughout the ilm , the character is portrayed as a calculati ngly clever mental gym nast , as well as a physically imposing killing m ach i n e . How ever, as Julian Boyance has aptly remarked, he is also "startli ngly conlicted for a cyborg . . . . Going to such outlandish lengths as to have an expensive
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' real' dog, a tense moment of danger is created when [ he ) goes to buy liq uid rather than dry dog food. Unknowingly hacked into, Batou goes on a berserk shooting spree in a crowded grocery store . . . . Our hero's conflicted nature gives [ him ) an appealing sardonic edge that belies a soft interior" ( Boyance ) . Batou and h i s mostly h uman partn e r Togusa (whose h u m a n i t y i s u n derscored by a tormenting fear o f deserti ng his family) are respon sible for i nvestigating a case i nvolving a malfunction ing gynoid - namely, a life l ike female doll w i t h e e r i l y suppl e limbs designed for sexual e n t e rtai n ment - that went berserk and murdered h e r own er. I n t h e wake o f the murder, numerous other dolls go awry, dismally tearing their h umanoid ski n apart as their eyes and i n te rnal gears pop out of their comely faces i n a veritable glut o f technological grotesquerie . As Batou and Togusa endeavor to delve into the seemingly i nscrutable manufacturing defect across the city's retrofuturistic u nderbelly, having to ight of thugs, sufer brain hacks and negotiate with corrupt corporate exec utives and devious bureaucrats, they i n spect a CSI lab, a yakuza haunt and a cyborg factory, on the trail of an elusive software p rogrammer called Kim who may be responsible for the crime and its gorily b izarre aft e r m ath . I n deed, all the malfu nctioning gynoids turn out to come from the same place, the corporation Locus Sol us, an industrial giant revolving around Kim that vaunts an eccentric crew of highly skilled techno-artisans residing i n a disused battleship o f the coast o f China. The sequences set i n the villain's palatial residence, replete with some of the most hypnotizi ngly beautiful architectural and ornamental details ever seen i n the animated medium to date, holographic simulations of humans, birds, plants and roaring lames, and a colossal music box splendidly rendered down to its m i n utest cog and wheel, evince total dedication to the punctilious representation of all sorts of materials and textures, lighting efects and chromatic pyrotechn ics . D iegetically, the sequences constitute alternate facets o f the m assive cybermaze created by Kim to avert Batou and Togusa from the case . Batou manages to break free, to release Togusa and to capture the criminal, and proceeds to search for further incrim i nating evidence i ntended to ascer tain i ncontrovertibly Kim's part i n the murders by i n i ltrating the v i llai n's doll factory. Although the crimi nal's brai n - hacking stranglehold has been neutralized, there has also been suicient disruption i n the system to awaken the dolls hosted withi n the factory. The frantic gynoids mercilessly attack the p rotagon ist , who is rescued just i n the nick of time by a rei ncarnation of Major Kusanagi's ghost i n a doll's body. It t ranspires that Kim's com pany had kidnapped children and used a ghost-dubber to create degraded replicas of their souls for implantation into the dolls, and thus e n dow the artifacts with a higher degree of h u m an i t y that one would expect to
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encounter i n the domain of artiicial intelligenc e . A p rogrammer had then tried to help the children by weakening some of the con strai nts placed o n t h e copied ghosts, which had enabled t h e children them selves to i n duce the dolls to cause problems that would attract the atte ntion of the rel evan t authorities and eventually lead to thei r rescue . Batou's "guardian angel" shuts down the system, thereby losing an arm in a scene vividly rem in is cent of the sequence i n which she dives into the Puppet Master i n the irst Ghost in the Shell ilm . She then prom ises Batou that she will always be on his side within the vast digital matrix before di sappearing once m ore and leaving merely the doll's empty "shell" behind. The case at the heart of Innocence is not merely a m atter of law and order, however. I n fact , while presiding over a criminal i nvestigation , Batou concurre ntly ponders intractable existe n t ial questions conc e r n i n g the essence of humanity and humans' inveterate tendency to im mortalize thei r image i n synthetic counterparts, alluded t o by recourse t o tangential quo tations and aphorisms drawn from Con fucius, Rene D escartes, John Mil ton , Jakob Grim m , Isaac Asimov, Jean -Luc Godard, L udwig Wittgenstein and the Bible . I n tertextuality is u ndoubtedly one of Innocence's dei n i n g cachets. O s h i i took great care i n selecting relevant quotations and i n te r leav i ng t h e m seamlessly with t h e dialogue, a n d h a s acknowledged Godard as the p ivotal i n luence beh ind his adoption of this particular approac h . Innocence, incidentally, echoes Godard's Alphaville i n both i t s c umulative visual rhyth m and, more speciically, in the representation of Locu s Sol u s . T h e i ntegration of textual elements from other authors a n d stories i s a means, according to Oshii, of foregrounding cinema's lair for ongoing self renewal i nsofar as the i n sertion of a preexisting piece of language i nto a novel p roduction does not only enrich the latter but also revitalizes the for mer's emotional and intellectual import . Innocence thus both develops and problematizes Ghost in the Shell's thematic concerns, while concurrently taki ng ful l advan tage of the treme n dous advancement of digital tech nology since t h e creation of t h e earlier mov i e , to deliver some of the most stu n n i ng v isuals ever yielded by an an ime p roduction . Nevertheless, the man ually drawn compon e n t retai n s cardinal importance i n Oshii's aesthetic vision . The result is a blend of pol ished and elegantly edited traditional 2D anim ation ( used m a i n ly i n the drawing of the characters) and eye- meltingly gorgeous 3 D CGI (employed for the machi nery and the backgrounds ) . The ilm was fou r years in the making and the festival segment alone took up over a year, ultimately pro viding a "perfect match of sound and im age . . . something H itchcock a n d Bresson spent their lives searching for . . . 'pure c i n e m a , ' something t h a t is u nable to be reproduced i n comic books, TV shows, or novels" ( "Destroy All Monsters Review of Innocence" ) .
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The chromatic palettes are subtly orchestrated, rang i ng from golden , washed- out sepia and amber hues ( in contrast with its p redecessor's pref e rence for cool green and blue tones) to darkly sumptuous n u ances for the more explicitly fut uristic nocturnal scenes. At the same time, the anima t ion's overall style faithfully relects Oshii's customary devotion to the ren dition of the m i n utest facets of his imagi nary u n iverses: I enj oy making t h e world [ o f t h e ilm ] as detailed as possibl e . I g e t absorbed in the iner points- like what the back of a bottle label looks like when you see it through the glass. That's very Japanese, I suppose . I wailt people to go back to the ilm again and again to p ick up things they missed the irst time [Oshii 2004a j .
Above all, as stated i n a press release coinciding with the screen i ng o f Inno cence at Can nes, Oshii adamantly believes that the "strength o f Japanese animation is based i n the designer's pencil . Even if it mixes 2D, 3 D and com puter grap h ics, the foundation is still 2D. Just doing 3 D does not i n terest me" ( O sh i i 2004b ) . A s i n much anime, s o i n Oshii's ilms generally and i n the Ghost in the Shell productions speciically, eyes play a crucial role as telling i n di cators of a character 's personality, disposition and intent . At times, the action depends almost exclusively on the n uances of ocular motion , as Oshii is fre quently more inclined to commun icate the pathos of a speciic shot or scene by capital izing on the merest glance than by animating the entire body. Paradoxically, the display of a character's response to a situation by recourse to such expressive m i n utiae often succeeds in evoking the shot or scene's dramatic inten sity more eloquently and more entici ngly than the overtly sensational adoption of full-bodied action . Moreover, the characters' eyes rarely appear to be still i n sofar as the vagaries of light and shadow upon their receptively moist surfaces contin ually endows them with chromati cally dynamic radiance . This technique plays a p ivotal role in the i n fusion of v itality i nto even the most osten sibly stereotypical or cardboard persona ( e .g . , the gangsters confronted by Batou and Togusa i n their i nvestigation ) . The pupil holds p ride o f place i n eye animation withi n the dom a i n o f a n i m e generally (and Oshii's works a r e no exception ) , feelings being often conveyed precisely by the play of light on the pupil, rendered i n the guise o f white circles of varying diameters, and through its total dilation at times o f heightened emotion . An illustrative example of situation s i n which eyes are accorded an especially prominent role, drawn from the irst Ghost in the Shell feature, is the scene showing Kusanagi's reaction s to the sight of her surroundings upon emerging from her cybernetic b i rth : her expression comes across as simultaneously apprehe n s ive and i n quisit ive and gai n s pathos from the u nspoken suggestion that a t this stage i n t h e narrative, the character combines the i n nocence of the newborn and the experience o f an adult . Most intriguing, where the handling of ocular animation in both of
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the Ghost in the Shell ilms is the concern ed, is O s h i i' s ability to i nvest Batou's countenance with a tremendous variety of feelings - rangi ng from outrage to afection , from anger to dej ection - through the skilful repre sentation , paradoxical as this may sound, of the l ickers of light lashing across the cyborg's utterly blank, expressionless eye s . Given the centrality of the character of Batou i n the second Ghost in the Shell feature, it could be argued that Oshii's handling of this particular animational strategy con stitutes one of the ilm's cinematographically most m e morable traits . Where cinematography is concerned, n o less striking is Oshii's deploy ment of the camera as a means of orchestrating poetically rein ed v i sual tableaux, penetrating all possible angles and ofering alternative perspec tives on a given scen e . A perfect example is supplied by the sequences i n which Batou and Togusa confront the villain Kim i n h i s mansion . The three concatenated sequences tease the audience's memory with n ightmarishly Proustian gusto by reiterating the same nexus of events with subtle shifts of pace and pattern , as well as variations i n emphasis and rhythm . This play with our m n emonic faculties parallels the ilm's ubiquitous p reoccu pation w i t h the r o l e played by recollections i n dei n i n g the e s s e n c e o f human ity. All three section s of the movie open in the same quintessentially sur real location : a carpeted octagonal deck bearing an enormous sculpture with a no less titanic foot as its pedestal and leading to Kim's mansion by means of an equally carpeted and seemingly endless footbridge stretching across a vapory abyss. Varyi ngly subtle variations on this open ing set enable Oshii to characteristically suspend the boundary between real ity and illu sion , prompti ng the audience to won der to what extent the images on ofe r reflect Batou's a n d Togusa's actual perceptions of tangible entities, and to what they visualize the impalpable igments concocted by Kim to sustain his exquisitely diabolical domain. In all three variations on the same basic sequence, Batou and Togusa traverse the improbable b ridge and enter a magniicent hall wherein a huge music box of kaleidoscopic complexity and a m agn iicent staircase tower above a gleaming loor. The irst version of the sequence i ntroduces us to artiicial renditions of Major Kusanagi as seen at the end of the irst Ghost in the Shell feature, absorbed i n the act of touching the polished loor as though it were a dig ital i nterface in order to summon up cryptic codes, and of Gabriel the bas set hound. The synthetic character of these two entities is conirmed by the fact that when Batou's cybernetic brain scan s their bodies, the message he receives unequivocally states: " Biological Reaction Negative . " The p rotag onist i s n ext seen hurrying along corridors i nto which multi- colored light ilters through majestically executed stained-glass windows . The mansion's i n tr icate architecture and decor are m i n utely depicted, ofering a mesmer-
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izing plethora of chromatic palettes, decorative patterns and stylistic motifs, as well as illusory chambers illed with eerily photorealistic hologra m s. Its multifarious materials and text ures, moreover, appear throughou t their i n ebriating profusion to have been patinated with the translucent pages of a dark yet alluring h istory of secrecy and subterfuge. Prompted by Togusa, Batou then enters Kim's luxurious study, where the cybercrimi nal inally makes an appearance i n the shape o f a m echani cal corpse attached to cables that i ntriguingly recall a puppeteer's strings. The sequence reaches its climax as Togusa, having accepted a cup of tea from a ningyo u waitress i n Kim's service, opens a hidden closet wherei n an extremely complex architectural model is stored, and is see m i ngly sucked into a kind of black hole. At this point, we are led back to the octagonal platform. In this sequence, the character of Kim comments on the relationship between humans and dolls i n ways which shed light on the movie's whole philosophy: "The h u m an ," he maintains, "is no match for a doll, i n its form, its elegance in motion, its very bei ng. The i nadequacies of h u m an awareness become the inadequacies of life's reality. Perfection is possible only for those without consciousness, or perhaps en dowed with i n inite con sciousness. I n other words, for dolls and for gods." He then adds "ani m als" to t h e l i st, stating, a s conclusive evidence for h i s hypothe sis, that " Shelley's skylarks are s ufused with a profound, i n sti nctive joy. Joy we h u m an s, driven by self-consciousness, can never know." The second variation - in which Kim features again as an automaton but is also e ndowed with Togusa's somatic attributes- c u l m inates with Batou's face bursting and revealing a disturbing mechanical constitution beneath the illusion of lesh. I n this sequence, Kim's speculations tackle another pivotal theme that resonates not only th roughout Innocence but also Oshii's overall cinematic exploration of the relation ship between the natural and the synthetic, the an imate and the inanimate: "The doubt is whether a creature that certain ly appears to be alive, really is. Alternatively, the doubt that a lifeless object m ight actually be alive. That's why dolls haunt us. They are modeled on h umans. They are, i n fact, nothing but h u m an. They m ake us face the terror of being reduced to simple mecha nis m s and m atter ... science, seeking to un lock the secret of life, brought about this terror. The notion that nature is calculable inevitably leads to the conclusion that humans too, are reducible to basic, mechanical parts." The third variation, where Kim assumes Batou's m ien, ofers a more markedly spectacular climax than the previous ones, as massive explosions devastate the futuristic city, Togusa is ostensibly shot i n the chest, and his torso splits asunder to reveal i n turn an artiicial skeleton. The metamor phoses undergone by Togusa i n this scene and by Batou i n the climactic
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shot of the preceding variation graphically encapsulate the "terror" ensu ing from the realization that the human organ ism may amount to a m ere m achine expounded upon by Kim earlier in the ilm. The action then shifts to a close- up of Togusa - very much alive but evidently troubled - hold ing the same cup he had earlier obtained from the ningyou as Batou, hav i ng realized that his partner's "e-brain" has been fed "a tangl e of v irtual experience," intervenes and puts an end to the cybernightmare. On all three occasions, the Kusanagi replica's man ipulation o f i nv isi ble codes, apparently embedded in the phantasmagoric floor o f the man sion's hall, conj ures up words that eventually turn out to be secret messages speciically addressed to Batou. In the irst version of the sequence, the word in question is aemaeth, which means "truth" in Hebrew (alternative spelling: emeth). This refers to the Sigillu m Dei Aema eth or Seal of God's Truth namely, "a pictorial seal given to Dee and Kelley by the Angel M ichael in an early seance held on the 14th of March 1582 .... Thi s seal was then to be used i n all seances i n the form of wax replicas placed under each o f the legs of the table" " Sigillum Dei Aemaeth [Emeth n. The link between "ae m aeth" and the esoteric trad ition of divi nation is discreetly perpetuated by Oshii's ilm i n the deployment of the character of the synthetic Kusanagi as a sort of medium providing Batou with a symbolic con nection to another world not the world of the departed, in this case, but the no less perplexing uni verse of mystery and i ntrigue underpinning Kim's nefarious operation. The latter could i ndeed be regarded as a technological adaptation of the mytho logical Hades at its least agreeable. Moreover, the angelic legacy associated with the Sigillu m is echoed by Batou's aforementioned reference to the m ajor as his "guardian angel." An equally interesting symbolic use of the term aemaeth- arguably even more directly relevant to the world portrayed i n Innocence- consists o f its traditional employment as a means of i n stilling life i nto artiicial beings that could be regarded as legendary forerunners of ashii's own dolls, mannequins and cybernetic organisms: that is to say, the go lems. These are clay statues modeled according to the relection o f a fac e in a m i rror, i n to which animating energy is infused by registering on their face that very word. Should the go lem become harmful by acquiring excessive i ndepend ence, it would be possible to neutralize it by erasing the syllable "ae-" and leaving only "maeth," which means "death." Th is is i ndeed the term evoked by the artiicial Kusanagi i n the second variation - plausibly to allude to the rapidly i ntensifying threats to which Batou and his partner are expo sed as a corollary of Kim's brai n-hacking ploys. The metamorphosis of "a ema eth" into "maeth" is i n st r u m e ntal to Batou's realization that Kim's palace is a lethal trap, since it i s by recalling the version of the golem legend as recounted by Jacob Grim m that he arrives
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at the conclusion that "no truth would be found withi n these walls." The sinister implications associated with "maeth" are dissipated by the even tual appearance, on the hall's loor, of the d igits "2501" - the Puppet Mas ter's oicial designation in Ghost in the Shell which Batou and K usanagi agree, at the end o f that ilm, to adopt as a private password should they ever meet aga i n . Symbolic o f the Maj or's undying loyalty to her cyborg partner and hence of positive energy, "2501" also becomes, by extension, a reassuring signiier o f life i n contrast with the grisly perversity o f Kim's world. Moreover, as h i n ted at earlier, it turns out that Kusanagi's "ghost" is the very agent responsible for breaking through the irewalls which enable Kim to further his brain-hack ing plan and that, having penetrated the sim ulation, she has e mployed the coded variables "a ema eth," " m aeth" and " 2 5 0 1 " precisely to alert Batou to the villai n's deceptive schemes. The movie's v isual multidimen sionality is matched by the prismatic quality of its soundtrack, which ranges from the choral melodies and tra ditional drum music already used i n Ghost in the Shell, th rough the epic cadences used for the most overtly spectacular sequences, to the m ellow ness of the closing tune "Follow Me," executed by the j azz s i nger Kim iko Itoh and set to the second movement of Joaqui n Rodrigo's Concierto de A ranjuez- arguably the most sooth ingly melancholy anime them e song ever conceived. Moreover, the collusion o f lights, colors and aural efects i n the ilm's most overtly surreal portions comes across as disturb i n gly itting - uncann ily hyperperfect, as it were. These moments are m ade all the m ore i m pressive by the studious juxtaposition of incurably squalid, damp and shadowy underworld scenes, on the one hand, and the awe inspiring yet demented opulence of the explicitly retrofuturistic u rban scapes, on the other. A number of diferent doll types are encountered along the way, i nclud ing a damaged and mute android, a fe male automaton virtually i ndistin guishable from a h u m an , a bunch of robots burned in eigy by a revenge-thirsty human crowd, and a man who has adopted the semblance of a corpse in the conviction that this will enable him to tran scend h u m an frailty. Batou himself becomes more and more aki n to an artiicial doll as the ilm progresses, his i n itial cyberorganic makeup requiring additional mechanization as a result of a near-fatal wound. Through the eyes of these various non-h uman - or only barely human - characters, Oshii delivers a variety of alternative perceptions of the human species, recursively e mpha sizing the i n solence and dishonesty that the dolls i n evitably detect in their organic c o u n t e rparts. W hat the doll-based sequences dram atize most potently is the corruption of in nocence. The problem with the anthropomorphic constructs ideated by human s to perpetuate to i n inity their self-image a n d hence keep temporarily a t the
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bay their awareness of ineluctable initude and puniness in the face of the crushing vastness of the cosmos at large is that they are designed to be per fect. To this extent, they are bound to disappoint, in their presumed role as satisfying copies of living people, simply i n sofar as they fail to capture the ultimately most distinctive attribute of not only humanity but also alive ness in general. The review of Innocence published in A in't It Coo l News elo quently validates this point as follows: We can try all we want to create a reasonable facsimile of life, but we'll never succeed, because the best we can do is perfection. One character quips that per fection is for "dolls and deities," for those either devoid of consciousness or hyperconscious. We can create a perfect doll, but we can never reproduce life because life is all about imperfection. This movie is about our glorious failures, and it is those failures that ultimately give us our innocence Review of Innocence" 1.
["Ain't It Cool News
I n line with this argument, it could be maintained that the trait that ren ders the character of the basset hound Gabriel so gen u i n ely and vibrantly alive is the very fact that he is not perfect - the emphasis elliptically placed on his naughty behavior in his owner's absence in the irst scene devoted to Batou's return home efectively underscores this notion. Togusa, too, is rendered authentic by his imperfection - speciically, h i s haunting sense of vulnerability. As for Batou, his imperfection is touchingly conveyed by the doubts he begi n s to harbor concerning the status o f his own "ghost" once it has transpired that the gynoids, too, host souls of sorts: to what extent does a cyborg ultimately difer from a doll? Aramaki, the Section 9 chief, intimates that h u m anity and imperfection are inextricably intertwi n e d by positing the human condition as one of perpetual erring, the term simul taneously alluding to the state of wandering and to that of com m itting more or less irreparable m istakes. In the aforementioned press release published at the time of In nocence's screening at Can nes, Oshii commented as fol lows on h i s use of non-h u m an and semi-human personas: [elconomic recession ... corporate downsizing ... violent crime ... it is this cul ture of fear and anxiety2 that J want to depict cinematically ... For some reason, people have always created robots in their own image. I wonder why? I don't sup pose that the human igure is the most practical shape for industrial robots. What is it about people that makes them do such illogical things? I thought that explor ing this question from the doll's point of view would help me better understand human nature .... The movie does not hold the view that the world revolves around the human race. Instead, it concludes that all forms of life - humans, ani mals, and robots- are equal. In this day and age when everything is uncertain, we should all think about what to value in life and how to coexist with others ... what we need today is not some kind of anthropocentric humanism. Human ity has reached its limits [Oshii 2004b].
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This message is corroborated by Oshii's observations i n the course of an i nterview for Midnigh t Eye conducted by Nicholas Rucka later that year (2 3 September 2004 ) , where he comments on the gradual erosion o f cor poreal i ntegrity i n contemporary societies, wh ile also frankly admitting to Innocence's autobiographical dimension: Since people are all starting to lose part of or all of their "bodies," they need to associate themselves with something else to identify themselves. It could be dogs like myself, or it could be cats or other animals. It does not need to be living things. It could be machines, cars, computers, cities, just about anything but yourself. That's how you ind your lost "bodies" ... people are deinitely losing their human forms. Animals have always stayed the same, and continue to do so in the years to come, but humans are always changing, and they need to change, with the development of technology. However, they should not fear the change or evolution, but rather accept it and learn to live with it.... This movie is about me and my dog [Oshii 2004c).
Asked by Mark Schilling (on behalf of The Japan Times) to comment on the proposition that "[dJolls are an important motif i n Innocence, but the attitude toward them is quite diferent from that of a ilm like Toy Story," Oshii riposted: In Toy Story the dolls are just objects that humans bring to life, for their own amusement. The Japanese have a diferent view: they think that dolls have a spirit. That's why when they no longer have any use for a doll they just don't throw it away in the trash. They would be afraid to do that; the doll might put a curse on them. So they take the doll to a priest, who performs a ceremony [kuyo) to appease its spirit. I believe that myself, that dolls have a spirit. They're not just objects to have fun with ... but that has nothing to do with a speciic religion. Children have similar feelings about dolls- if they love a doll enough, they feel that it's alive. That feeling is universal. It's not something they're taught - they just feel it somehow [Oshii 2004a).
Furthermore, Oshi i has stressed his intention to steer clear of anthro pocentrism and hence to i nvest his artiicial creatures with disti nctively non-h u m an attributes - even tho ugh h i s dolls are deliberately executed with a n t h ropom o r p h i c precision i n order to convey w i t h u n n e r v i n g i m partiality t h e i d e a that h u m an s a r e "obsessed w i t h recreat i n g t h e m s elves" ( a s stated i n t h e i l m itsel f ) . I n deed, i n t h e Japan T i m es i n terview quoted above, the director has also rem arked: "I n Toy Sto ry, the d o l l s m ove a n d t a l k like h u m a n b e i n g s . I t 's hard to tell them from the h u m an characters. But when you animate dolls that way, you lose what m akes them special, their i n dividual spirit. I t 's a lot harder to an i m at e dolls so they still look doll-like. That was the toughest part o f the ilm for m e . " S o as to e m p hasize the extent to which o t h e r - h u m an or robotic - char acters also participate i n the mood of rampant artiiciality that d e in e s Innocence from begin n i n g to end, Osh i i h a s m a d e their o w n "movem e n t s
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. . . somewhat doll-like. Eve n their expressions are more doll-like than h u man." All the dolls are lov ingly represented, and their rendition is i n deed grounded i n punctilious background research on the di rector 's part i nvolv ing visits to several doll museums throughout both Japan and the West. A life-size , ball-jo inted doll executed by the Japanese sc ulptor Sim o n Yot suya, displayed in a Sapporo museu m , provided in spiration for the design of the villai n Kim , while the latter's mansion was based on a doll's house and giant music box seen i n the spa town of Atami. Especially i n luential was the work of the Surrealist artist Hans Bellmer (1902-1975) , whose dolls Osh i i irst saw as a student - and, on his own admission , fell in love with, i ntrigued by the way each body part was so beautifully crafted that one n ever tired o f looki ng at it. Osh ii in spected Bellmer's dolls agai n at the I nternational Center of Photography i n New York i n the course of ield work speciically associated with Innocen ce. In v isiting New York to be reunited with Bellmer's work after a thirty-year gap, Oshi i also found the city's architecture enormou sly i nspiring by virtue of its ingrained posses sion of an atmosphere of Gothic omi nousness and o f vertigi nous perspec tives aki n to those he had been aiming to convey i n Innocence. In Berlin , Oshii had opportunity to study the dolls rumored to have shaped Bellmer's own i m agi nation and at La Specola museum in Florence,3 he saw wax anatomical models molded ( c reepily but very appositely in the logic of Innocence) from actual corpses. La Specola indeed constitutes a ver itable cornucopia of simultaneou sly chilli ng and e n rapturing bodies, ren dered all the more uncanny by their value as scientiic documents even as they appear more at home i n the most consummately m acabre cabinet of curiosities than i n a natural h istory collection. A speciic texture known as bisque was deliberately adopted in the rendition of the ilm's dolls, its porce lai n smoothness but relatively warm feel - compared with glass- m atch ing Oshii's intention to portray those characters as overtly artiicial, yet elliptically sentient, vulnerable and, above all, i nnocent. I n iconographic and broadly cultural terms, the dolls depicted i n Inno cen ce could be regarded as latter-day equivalents of the courtesan s of old. The igure of the courtesan is irmly embedded in Japan's v is ual tradition , having for long constituted a favorite subject among u k iyo-e arti sts. Th is i s eloquently attested to by the woodblock prints of the eighteenth and n ineteenth centuries executed by renowned m a sters such as Kiku m aro ( active i n the 1800s ) , Harunobu ( c . 172 5- 1 770 ) , Utamaro ( 1 753- 1 8 06 ) , Koryusai ( active between around 1765 and 178 4) and Anchi ( active aro u n d 1700-1720). A s "pictures of t h e transient show," a possible tran slation for the term "ukiyio-e," those works sought to capture the mockin g ephemer ality o f pleasure and beauty. It is ha rdly surprising, therefore, that they
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should oft e n have elected the im age of the courtesan - with its well established connotations- as a ittingly recurrent emblem. Oshii's representation of the gynoids also harks back, albeit elliptically, to the u k iyo-e tradition i n sofar as i n both cases, the pleasure-prov iding obj ect is situated i n an econom ically speciic context. Innocence's dolls are manufactured so as to satisfy the carnal desires of wealthy industrialists and entrepreneurs, gangsters and politicians belonging to particular strata of society withi n the ilm's hypothetical time-scale . In the case of the u k iyo e, "the tran s i e n t show" which courtesans were i n tended t o epitom i ze referred speciically to the ever-shifting world of urban delights and fash ions of the Edo period, and particularly to the red-light district of Yoshi wara towards which the increasi ngly aluent m i ddle classes tended to gravitate. Alongside dolls, the other innocent categories of being presented i n the ilm are children a n d dogs : speciically, children such a s Togusa's daugh ter and dogs such as Batou's basset hound, namely, the cyborg's only s ur v iving link to his own ancestral in nocence and indeed the principal ev idence for the enduring merit of the concepts of joy and happ i ness i n the entire movie. The twin victim ization of dolls and children is brought home pre cisely by the fact that copies of children's ghosts are m ade to be implanted into the artiic ial beings as a means of investi ng them with a modicum of humanity. As the children are thus v iolated (in a fashion redolent o f Philip Pullman's Northern Lights), the dolls are concurrently turned into virtual thieves branded by an i ndelible stain of culpability - and thus robbed of their original innocence - even though they are not truly accountable for any obvious t re spass or infamy. It is barely surprising that they should strive to regain that state through self-destruction. The antithetical modality, where ethics are concerned, inds its stark est i ncarnation in the character of Kim, who seems to live exclusively for h i mself and h i s own unrem itting betterment. The villain's disconnection and unwillingness to interact with any other form of life is encapsulated by the very name of his company, "Locus So I us" i ndeed consisting o f a literal tran slation into Latin of the phrase "isolated place." Moreover, Oshi i has posited the image of the mirror as a symbol of self-absorption and, by exten s ion , egoism and accordingly furnished Kim's m ansion with a plethora of relective surfaces, including opulent marble and polished gold. The for b idding atmosphere of glacial and rigid selishness surrounding K im's exis tence - which those s ubstances succinctly capture - also extends to the vestimentary preferences exh ibited by his city's i nhabitant s: an u n m asked monk is at one poi n t v isible i n the crowd witnessing the splendid festival parade but by and large all the locals, including childre n , hide behind m asks in order to conceal their actual- and almost certainly corrupt - selves from
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the i n quisitive looks of others. One even gets the impression , at times, that so shallow and uncaring these people have become that what they are really hiding, ultimately, is not their true individualities but the fact that they no longer possess any such thing as a personal identity. Intrigu i ngly, when the gynoids commit suicide , their faces literally blow up like crumbling m asks an im age wh ich could be read as their agonizi ng recuperation o f an atav is tic state of i nnocence. Innocence contai n s an explicitly somber dimension , paradigmatically captured in the li nes, delivered by the protagonist, "life and death come and go like m arionettes dancing on a table; once their strings are cut , they eas ily crumble." Yet , the ilm is also, in its own peculiar ( and very possibly idiosyncratic) vein , a hym n to life in its fostering of an ethos of sym phon ically coordinated harmony for disparate species of both organ ic and syn thetic creatures. Th us, although In noce n ce is dark, sad , languidly i n trospective and even downright painful at times, it nonetheless strikes positive notes. It does so, primarily, i n its exploration o f the various tac t i c s - o ften vapidly i nane yet arresting in their t e n aci t y - deployed by human s i n their quest for happiness, ofering hints and hypotheses but no patronizing conclusions. The words voiced by the supporting characte r o f Aramaki may well turn o u t t o b e the best p iece of advice for o n e to follow : "walk alone, w i t h few wishes, comm itting no s i n , like an elephant i n the forest." I n keeping with Oshii's reluctance to dish out deinitive resolution s for either his characters or his viewers, Innocence ends on a note of destabiliz ing ambiguity, tentatively poised between incredulit y and acquiescence. I ndisposed to either sanitize or sentimentalize the import of the ilm's philo sophical dimension , Oshii deliberately celebrates ambiguity and irony over dogmatism , and diversity over uniform ity, in the recognition that h u m an virtues and flaws are always inextricably intertwined. The subtext consistently coursing through both of the Gh ost i n the Shell features ultimately amounts to a sustai ned contemplation o f the sta tus o f contemporary and futuristic technologies as novel versions of myth and m agic. Technological advancement, it is suggested, does not represent a clear-cut departure from the proverbially irrational rhyt h m s o f animistic spirituali sm i n the direction of rationalist certai n t i e s. In fact , the n ew "machines" portrayed by Oshii's cinema draw life and v ibrancy from their imbrication with traditions that blatantly predate not only cybernetics but i n dustrial technology, as well. The religious and mythological allus i o n s mentioned i n t h e evaluations of t h e Gh ost in the Shell movies ofered i n t h e preceding pages persuasively testify to t h i s hypothesis. Accordingly, Oshii's cyberpunk modality m arks the shadowy territory where the go lem and the cyborg, esoteric systems and state- o f-the- art dig-
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ital technology, alchemy and bionics meet and merge i n mutual sufusion , and where such encounters, i n turn , usher in a c i n e m atic u n iverse o f unquestionably unique resonance . I n David Ch ute's evocative words ( used to describe the irst ilm but arguably also applicable to the sequel ) , the Ghost i n the Shell u niverse con stitutes "an artfully fabricated mechani s m w i t h discernible life - signs, a factory product w i t h a human soul. Its t radi tional cel-animation techn iques are augmented with swatches o f glittery computer graphics, but what matters most is that its com plicated story and sophisticated themes are consistently interesting . . . it's an entertain ment m achine with functioning grey m atter" ( Chute ).
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Ghost in the Shell: Stand Alone Complex Ghost in the Sh ell: Stand Alone Complex, produced by Production I .G, headed by director Kenj i Kamiyama and origi nally sketched by Masamune Shirow, comprises two telev ision series, broadcast i n 2003 and 2004. These were i n sp ired by the world portrayed in Osh ii's Ghost i n the Shell features, yet develop i n dependent story arcs. Thus, although it may tempting to con ceive of Stand A lone Complex as something of a prequel to the Ghost in th e Shell movies, it would be fairer to its creators to approach it as an alternate version of the Ghost in the Shell universe than as its ancillary appendage. It should also be noted that it is much closer to the m anga series at the l evel o f character design than either of the features is, and is principally concerned with complex character interaction s . I n an interv iew conducted by the anime expert Fred Patte n , Oshii has comm ented on Sta nd A lone Complex and on the degree of his involvement i n its execution as follows: "[Innocence and Stand Alone Complex) were both plan ned at the same time . I was not involved with the TV creation at all , although in t h e second season of Sta nd A lone Complex, t h e 2nd Gig, I was i nvolved in writing some plots ." In respon se to Patten's question regarding the cereb ral density of both the second Ghost in the Shell feature and the television episodes, Oshii stated: "I think that Sta nd Alone Co mplex . did not really have a philosophical plo t . It has more o f a realistic plo t . All of the problems that the modern world is having or is facing right now are being explained or talked about . . . these kinds o f stories can be more eas ily accepted by the TV audience than a com plete fantasy or science-ictional story, which has no association to the real world" ( Patten 2004). The episodes are divided into two categories: complex episodes and stand-alone episodes. The complex episodes are those that deal explicitly with the show's p r i ncipal story arc - namely, the " Laughing Man Inci dent" - whereas the stand-alone episodes consist of isolated occurrences i n dependent of the central plotli n e . However, several of the stand -alone episodes are thematically - if not overtly - con nected with the Laugh i n g .
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Man topos . The Laughing Man is a top-class hacker, able to in iltrate at will not merely computers but human minds as well . His tradem ark logo, his skills, and his agenda have made him a legend, but the qu estions o f how much is myth and how much is fact quickly become the obj ect of heated debate as new cases revolving around this enigmatic igure start prolifer ating. The phrase "Stand Alone Complex" refers to the phenomenon whereby indepe ndent entities are o ste n sibly capable of engaging in coordinated action due to the rapid and nearly perfect low of information i n the series' cybern etic universe . "Tachikomas," artiicially intelligent min itanks, are skillfully deployed as a counterpoint to this phenomenon . They synchro nize perfectly with each other, sharing their experiences t o such a n extent that they cannot even tell which unit actually underwent the experience in question . Yet, they are ostensibly able to develop a sense o f i ndividuality even though this was not i nitially a component of their programming . By adopting the broader tapestry of a multi- episodic structure , the series is more about Section 9 in its entirety than Major Kusanagi as an individual agent. However, Kusanagi is still very much at the forefront in most o f the episodes and we are even allowed to capture some vague allusions to her otherwise u n fathomable background - most notably in Episode 8 of the irst seri e s , "Missing Heart s . " In its engage m e n t with a broader debate regarding the ethics of organ replacement, organ harvesting, life extension and cybernetics as a whole , the episode elliptically ofers a rare look into Kusanagi's past that hints at the possibility of her rebirth as a cybern etic organism not having been entirely a matter of free will or choice on her part . At the same time , other characters deemed relatively marginal to the gist of Oshii's own plots are also given opportunity to develop throughout the run . As i n Oshii's features, however, what ultimately drives Sta nd Alone Complex is neither an individual character nor sets of person ae as such but rather the exploration o f the increasingly hazy b o u n darie s s eparating h umanity and machines as the two become almost inextricably intertwined. Each episode ofers a twisting and relatively self-contained story, while con currently relating in various ways to the complete arc , e nabling the over a l l s erie s to deliver a military-political technodrama with a dark, cyberpunk-oriented metaphysical twist. Among the series' most profound preocc upatio n s are the issue of both personal and collective responsibility in a thoroughly networked world, and cognate concerns emanating from the tension between nationalism and globalization . Stand A lone Complex dramatizes the familiar cyberpunk themes of cor porate manipulation and larceny, brain-hacking , organ theft and cloning (among several other re lated issue s ) , occasionally supplying gruesome
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depictions of the body's i ntractable materiality and graphic remi nders o f i t s vulnerability regardless of cybernetic e n hancement. E c h o i n g Osh i i 's ilms, the television episodes make frequent references to i n tricate p h ilo sophical conundrums. An i ntriguing i n stance i s ofered by " Meme" ( Ep isode 6, irst series ) , the narrative underp inning o f which is the con cept , promulgated by Richard Dawkins i n The Selish Gene (1976), that an analogy obta i n s between the way in which genes propaga te themselves across the gene pool and the way in which units of cultural i n formation ( ideas, values, patterns of behavior) are transferred from one i ndividual to another by non-genetic means and principally by imitation. A rather disturbing motif- also pivotal, as we have seen, to Ghost in the Shell 2: Innocence- is articulated by Ep isode 7 in the irst run , "Idol ater," where we are faced with the idea that syn thetic replicas of the h uman body may be realistically an imated through the i nstallation there i n of soul like eigies. Indeed, as Kusanagi i nvestigates the case revolving around the seemingly immortal and ubiquitous revolutionary leader Marcelo Jarti, the major discovers that there are multiple Jartis. It eventually transpires that these en tities have been created with the assistance o f a "ghost-dubbing" machine - redolent of the apparatus deployed in In nocen ce-capable o f copying a person's "ghost" a t will, and b y implanting numerous copies thus obtained into a veritable swarm of cloned bodies. Like Oshi i's Ghost in the Shell mov ies, Stand Alone Complex portrays' several futuristic technologies. Among these , an axial role is played by the cyberbrain, a product of revolutionary advancement in the ield o f n eural augme ntation technology. The cyberbrain results from the implantation of exceptionally sophisticated electronic mechanisms directly into a person's c erebrum, as a result of wh ich i n formation-processing and mnemon i c capacities are exponentially enhanced. The implanted subj ect, moreover, becomes capable of ubiquitous access to digital networks, of wireless com mun ication - which can simply be th ough t into existence - and of a for midable knack of retrieving, digitizing and encrypting the most disparate data and sources. Sta nd Alone Complex also depicts both exhaustively and convincingly possible user interfaces for this technology. Concurrently, the potential disadvantages of neural augmentation are addressed with refer ence to a ictional disease , indigenous to the universe of the series, k nown as "Cyberbrain Closed Shel l Syndrome." The p hrase designates a type of autism occasioned by cyberbrain implants. Nanoscience and nanotechnology - branches of science and engineer ing dedicated to the design and production of electronic devices a n d c ir cuits on the ultra- small scale of individual atoms- also feature prominen tly in the show's futurescape though they are not deemed to have developed, by the year 2030, much beyond the experimental stage. As in Oshii's fea-
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tures, a key technology represented in the series is thermoptic camouflage . This enables both h uman members of Section 9 and their Tach ikoma tanks to activate a stealth system whereby they can blend in almost seamlessly with their surroundings . However, though virtually invisible to the naked eye and u ndetectable by radars and infrared sen sors, the system is yet to be p erfected for it cannot compen sate for abrupt changes in lighting and atmospheric conditions and for especially calamitous impacts .! Notions of identity, individuality and interaction are central to the series, and are typically articulated with con sistent reference to the rol e played b y memory i n the genesis a n d shaping of subj ectivity. Frequent allu sions are made to the possibility of a person's- or machine's- mnem onic faculties being either erased or transferred from one entity to another, and to the feasible efects of such practices on the deinition of selfh ood and per sonality. For example, in Episode 18 of the irst series, "Lo st H eritage," a boy is implanted with the memories of his father. The implant radically alters his mental functions, leading him to attempt to assassinate a foreign dignitary: an act that neither the father nor the son in themselves would have ever contemplated. The series repeatedly intimates that identity is inseparable from the omnipresent low of information in the digital age and, by implication , from the media and apparatuses through which this low is generated, divulged and ( o ften nefariously) edited . The animation i s crisp a n d polished: the backgrounds are meticulously exec uted , and the character designs efective - although the panty- clad maj or may come across as rather too gratuitous a concession to a potential spectatorship of horny teenagers . Yoko Kanno's soundtrack complements ideally the series' overall tenor, and the opening theme "Inner Universe," in partic ular, con stitutes a felicitous match for the trippy mood o f the entirely computer- gen erated visual prelude that introduces each episode. The background music is where Kan no's soundtrack shines forth in its full colors, contributing a sense of pathos and even gravitas to the action with out ever degenerating into noisy pretentiousness . Sta nd A lone Complex bears eloquent witness to the accumulated skills and proiciency of the Production I .G team, incorporating all the lessons l earnt in the execution of the Ghost in the Shell features, as well as other ilms produced in the years separating the two. The television episodes are arguably less moody than Oshii's ilms where the animation style is con cern e d , pres umably in keeping with the requiremen ts of the medium through which they have been disseminated and especially with a TV a udi ence's general preference for action- oriented shows over s ustained verbal cogitation . However, the attention to detail is rarely short o f spectacular in the rendition of the tiniest architectural, ornamental an d vestimentary ele ments . Furthermore , the consistent employment of depth - o f- ield shots, of
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digitally generated chromatic grading and environmental efects, an d o f cel-shaded computer models contributes vitally t o the visual impact o f the entire televisual package. As Rob Li neberger has poi n ted out, "[iJ f the devil is in the details, consider Sta nd Alone Complex angelic. The blacks are deep and the colours are rich, but the series mai ntain s a realistic palette. The an imation is glossy, smooth, and bright. If you took Blood: Th e Last Va m pire's lush visuals and wrapped them around four solid stories, you'd get Sta nd A lone Complex. .. When Sta nd A lone Complex is quiet, you pick up on many subtle details that sell the environ ment. When it is loud, you're rocked out of your seat" ( Li neberger). Ultimately, the series' cumulatively elegant rhythms result precisely from the dexterously balanced alternation of those two contrastive modalities. The ruminations that generously garn ish Oshii's cinematic fare tend to be replaced, in the show, by sequences that encapsulate Shirow's v ision i n dynamic action rather than dialogue. Oshii's predilection for stationary moments of relection can nonetheless be detected in Episode 9 of the irst series, "Chat Chat Chat," which revolves around a group of characters sit ting in a v irtual room conversing with one other, and hence consists e ntirely of rapid-ire dialogue. Moreover, the existential concerns articulated in the Ghost in th e Shell features remain poignantly pervasive throughout Stand A lone Complex: the shift is in emphasis, not substance. To this extent, the series does full j ustice to Oshii's legacy on the conceptual plane even where it stylistically departs from his distinctive tone. .
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Post- Innocence Developments Oshii's most recent projects have enlisted all the various facets of his multifarious expertise , involving him in script writing , direction and mul timedia design . I n the irst capacity, he has been e ngaged in pen n ing the screenplay for Kenta Fukusaku's Eru no Ran ( Production I .G ) , a ilm based on the 1990 riots that took place in the Kamagasaki district of Osaka, involv ing brutal confrontations between workers and the police . ' In the second , Oshii has returned once more to the directorial chair to execute the live action feature Ta chigu i - The A m azing Lives of the Fas t Fo od Grifters ( Tachigu ish i Retsuden). Executed by Production LG and due for release in Japan in spring 2006, the ilm is based on the original novel written by Oshii himself and published in serial format between 2000 and 2003. The presi dent of Studio Ghibli Toshio Suzuki, once before employed in a live-action Oshii production - namely Killers: .50 Woman- also appears in this ilm.2 It was at one stage rumored, incidentally, that Oshii would be animating Tachiguishi Retsuden by recourse to stick-an d-paper puppets, the technique deployed in the production of Min ipato towards which Oshii professedly harbors a marked attraction .3 As noted in the overview of the ilm ofered by the oicial Production I .G Web site , "This project attracted n umerous prominent igures from diferent genres, visual, SF, animation , who have all come together to share a vision and take part in the ilm, including Japan's top producer, Toshio Suzuki of Studio Ghibli" ("Tachigui: Overview" ) . Tachigu i, a term that lit erally designates the concept of "standing and eating" and may be roughly tran slated into English as "fast food," has been a long-standing source of fascination for Oshii. I n the live- action ilm The Red Specta cles, for exam ple, he deployed this theme to unique dramatic efect by turning it into a political metaphor, and by speciically associating the country's e n slave ment to an increasingly totalitarian regime with the promulgation of laws intended to stile convivial ity - and hence the danger of seditiousness- by prohib iting the consumption of meals by seated groups o f people in pub219
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lic, and by strictly lim iting the range of popular fast-food dishes available, with crucial repercussions for a burgeon ing fast-food black m arket. The same theme also plays a prominent part i n the short live-action ilm Killers: .50 Woman, where a seemi ngly endless provision of snacks of pluri-culi nary provenance constitutes the most assiduous and compelling screen pres ence throughout. Oshii believes that tach igu i in Japan is not only a ubiquitous c o m mod ity, encompassing both Western imports and i n digenous products, b u t a l s o - m ore i mportan tly - a cultural marker who se evolution o v e r t i m e throws l ight on t h e country's socioeconom ic history. B y focusing on t h e Tachigu ish i, o r Fast Food Gri fters, t h e heroes of an as yet uncharted history of Japan stretching from the immediate aftermath of the Second World War through the protest movement of the 1960s to the eve of the Bubble econ omy, Oshii's ilm ofers a novel take on the discipline of h istoriography. The characters include the legendary Fast Food Grifter Tsukim i Ginji (who also features in The Red Spectacles as a character with highly dubious ethical credentials); the beautiful Fast Food Grifter lady Kitsune Croquette O-Gin; Cold Tan uki Masa, whose notorio us end draws the public's atten tion to the existence of Fast Food Grifters i n Japanese society; and Ham burger Tetsu, responsible for rocking t h e wh o l e American fas t food i n dustry.4 As the aforementioned Production I.G site states, the "Fast Food Grifters are the phantoms that rise and fall with the shifting diet-styles. They are the dissenting heroes that left their names on the dark side of dietary culture with their glare. Now their legend rev ives, strong as ever. " I n t h e third capacity mentioned above, Oshii h a s contributed to t h e Japan Expo 2 0 0 5 held in the Aichii Prefecture and devoted to "Nature's Wisdom." Oshii's i nstallation deserves notice, i n this particular context, both as an artwork in its own right and as testimony to Oshii's ecopolitics. Indeed, the Expo constitutes the irst post-Kyoto i n itiative to have m obi lized disparate i n dustrial sectors on an international scale in the promul gation of a positively green agenda, e ngagi ng with the repercussions o f globalization a n d of t h e evolution of information a n d commu n ication net works upon the natural environment, and documenting the pursuit o f a sus tai nable and choral coexistence of all natural form s.s Consideri ng that Oshii's focus has gradually progressed from political issues regarding militarism, technological misappropriation and econom ic i n iquity towards an unse ntimental study of the meaning and boundari e s of humanity itself, h i s recent concentration on the v iability o f t h e concept o f environ mental balance seems a perfectly logical development within the socioethical trajectory of his oe uvre. In the han dling of this project, n o less than i n the direction of both animated and live-action ilm s, Oshi i evinces once again a penchant for disarmingly lucid presentation and i mpeccable
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design. I n v iew of its felicitous combination of them atic, stylistic and tech n ical traits that could be deemed pivotal to Oshii's output i n its e ntirety, a brief evaluation of this particular project therefore seems an apposite exit point for this study. Oshii's task consisted of creating the concepts and superv ising all the designs for one of the zones of the pavilion named "Mounta i n of Dreams," wherein several compan ies sought to deploy their i nnovative, cutti ng-edge tools and methodologies to celebrate the interaction s o f Nature, science, craftsmanship and technology. The pavilion's overall m ission was phrased as follows by its organizers and spon sors: The 20th century mainly progressed as a human-centered quest for ever-greater eiciency of living. As a result, the Earth's natural environment has been severely damaged. The most important mission for humanity in the 21st century is to solve this problem and restore the Earth to its splendour. This issue must be addressed on a global scale.6
Oshii's particular zone, "Open Your Mi nd," featured the irst Experi ential Video Space to be displayed at an international exhibition. It used one of the world's largest floor video screens ( comprising n i nety-six 50i nch mon itors and measuring approximately 600 m2), enab l i ng visitors to walk through an experiential space and to modify at will their visual per spective. The video images them selves i ntegrated computer graphics and live-action footage of the natural world, and were projected simultaneously not only on the gigantic loor screen but also on huge monitors placed both on the walls and overhead . As i n Oshii's most famous cinematic produc tions, so i n "Open Your Min d," the overall atmosphere owed much of its uniqueness to Kenji Kawai's inspired audio accompaniment. As argued in the course of this book, Oshii's anime productions con sistently hark back to traditional motifs embedded in Japanese h istory and lore. Likewise, the design used i n the context of the Expo sought to capture the flavor of a time-honored legacy by evoking the image of Mt. Fuji as a symbol of Japan and, speciically, by echoing its representation in the wood block print "Red Fuji," executed by Katsushika Hokusai in the Edo period. This same historical era, moreover, is laden with symbolic con notations of direct relevance to the spirit of the Expo in virtue of its comm itmen t to the harmonious coexistence of human beings and all other form s of life .
+++ Oshii's anime- alongside live-action productions explicitly i n spired by anime's v isual rhetoric - serve to remind us as powerfully as that art form has hitherto been capable of doing that an imation is not only a means of
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bringing a fantasy world i nto existence but also a means of compelling us to look at our own world diferently. I n deed, its goal i s arguably not to recrea te rea lity but rather to com m u n icate a view of rea lity. The perspectives conveyed by the ilms here examined encompass diverse reality levels that i nv ite com parably manifold audie nce responses. The i ntri n s i c m ulti accentuality of Oshii's cinema is largely a corollary of his most disti nctive characters' psychological and emotional complexity. I n deed, Oshii's works deliver a varied gallery of artiicial replication s of human ity that ultimately serves as a speculative, even v isionary, commentary on the nature of tech nology's potential desti nations and of the paths which h u m an beings m ay tread in their pursu it. However, the director's re lections on synthetic h u m a n ity do not merely con stitute futuristic hypotheses of the kind one habitually encoun ters in science iction ilm and iction. I n fact, they also - and m ore intrigu i ngly - point to ontological and epistemological concerns o f an e m i n ently existentialist character, i nviting us to ponder what imagi nary depictions of artiicial humanity m ay tell us about actual h uman beings- about what we are , and how we m ight come to know what we are. Above all, Osh i i per sistently draws attention to the anthropocentric thrust i n herent in the urge obdurately evinced by human bei ngs to replicate them selves, i ntim ating that the desire to ill the world with humanoid entiti es- and i ndeed to i nvest non-human animals with anthropomorphic connotation s - does not stem from some god-given strength but from a fatal weakness and the con comitant need to compensate for such a failing. By disseminati ng eigies of humanity across the gl obe ( and, ideally, the cosmos' countless galaxies ) , humans desperately endeavor to plug the gaps which they them selves, i n their natural forms, are quite at a loss to tackle. Those gaps consist of lacunae in our grasp of human ity's place in a by and large unchartable universe. What renders them especially menacing i s the ever lingering fear that if it is the case - as various developments in mod ern science have sought to demonstrate - that the natural world is an ensem ble o f interacting and interreacti ng elements comparable to the cogs and wheels of a m achine, there is no incontrovertibly rel iable way of proving that human beings are not mechanical , too. As we incessantly populate the planet with replicas of human ity, we thus endeavor to keep at bay the twi n specters of what we do not know and what we do not want to k now. Where Hollywood cartoons tend to foster the doctrine of anthropocen tris m by insistently capitalizing on the charm of creatures such as c ute talk i ng animals, living toys and dancing tableware ( to mention but a handful of examples ) , Oshii's movies take their audiences i nto altenative realities that are patently dominated by neither humans nor humanism. At times, Oshii seemingly i nvests non-human igures with quasi-human faculties and
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proclivities . Th us, we encounter otherworldly demons ( Urusei Ya tsu ra), hyperskilled cyberdogs (Dallas), m echa based autom ata ( Patla bor), dolls (Ghost i n the Shell and its sequel ) , and deeply sen si t ive basset h o u n d s (Avalon and Ghost in the Sh ell 2 : Innocence). However, what directs t h e nar rative is not a yearning to tame the natural world by translating it i n to an array of approximations to humanity. I n fact, what Oshii's ilm s consistently com municate is a profound and not seldom pai ned sense o f empathy with Nature's countless manifestations and with their own disti nctive forms of consciousness and aliveness. I n resorting to the medium and language of an imation, which consti tutionally depends for its very existe nce on the construction of artiicial creat ures, and further e m phasizing the trope of synthetic h u m a n i t y by recourse to robots, cybernetic organisms, m echa suits, hybrids and aliens, Oshii's cinema encourages us to observe these igures' con structedness and to relect on how they have been brought into being by animators and tech nician s . In so doi ng, it im plicitly reminds us that we, too, are in some way constructed - by the culture we i n habit, by the language we speak an d are spoken by, and i ndeed by the codes and conventions of the entertain m e n t industry itself, a n i m e included. It is, arguably, in accordance with a subconscious apprehension of this essential kinship that audiences are able to identify with the artiicial beings portrayed by Oshii in varying degrees, and to empathize with their ideals, mis givings and fears . Regardless of whether one in itially approaches cyborgs such as Major Kusanagi or Batou, or human-machine composites such as the Ker beros agents of the Patlabor corps as heroic models or shrinks from them as eerie monsters, the identiication process is likely to occur, albeit subliminally. This is largely attributable to the fact that even at their most self-possessed and ostensibly impregnable, those characters are invariably tormen ted by doubts and anxieties concerning their identities and their duties, and thus echo, allegorically, the quintessentially human alictions discussed earlier. Oshii's assiduous revisiting of this nexus of ideas, alongside cognate concerns of a political and philosophical nature, eloquently attests to the director's determ ined refutation of the stereotypical notion that animated i l m s are kids' stuf. In addition , the conceptual range of Oshii's produc tions is complicated by their tenacious deiance of i n l exible b i nary oppo sitions at the level of characterization , as a resu lt of which the protagonists and their fo e s are n ever p r i m ly categorized with reference to doxastic deinitions o f good an d evil but are actually imbued with credible doses o f each . For Oshii, strict classiications a r e i ncongruously preemptive i n a per vasively networked universe which , as the character of Maj or Ku sanagi states i n the closing frames o f Ghost in the Shell is, quite uncomprom isingly, "vast and i n in ite . " -
Filmograp hy Please note the following designations of Osh i i 's contribution ( i n diverse capacities) t o each ilm: D D irector w Writer Producer P Concept Designer or Plot-Sketching Adv isor c D,W
A ngel's Egg ( 19 8 5 ) . Original Title: Tensh i no Ta m ago . Status: Original Video Animation . Director: Mamoru Oshi i . Original Story: Oshi i , Yoshi taka Am ano. Scre e n pl ay: Osh i i . Producers: Hiro s h i Hase gawa, M asao Kobayash i , Mitsunori M i ura, Yutaka Wada. Executive Producer: Yasuyoshi Tokum a . Production Compan ies: Tokuma Shoten , Studio D EEN . Music: Yo s h i hiro Kan n o . Length: 71 m i n ut e s . An i m ation D irector: Yasuhiro Nakura. Art Directors: Lee Hyun Se, Shichiro Kobayashi, Yoshitaka Amano. Character D esigner: Yoshitaka Amano. Sound Director: Shigeharu Shiba. D Avalon ( 2 00 1 ). Original Title: A ba ro n . Status: Live-Action Feature F il m . Director: Mamoru Oshi i . Screenplay: Kazunori Ito h . Producer: Atsushi Kubo . Co-Producer: Shi n Unozawa. Executive Producers: Naoyu k i Sak agami, Toru Shiobara, Shigeru Watanabe . Production Com panies: Bandai Media, Dentsu, Nippon Herald Films, Inc . Music: Kenji Kawai . Length: 106 m i n ut e s . Art D esigner: Tanake Watabe . Digital Art D irector: Hiroyuki Hayash i . Production D e signer: Barbara Nowak . Ci n e matography: Grze gorz Kedzierski . Visual Efects Superv i sor: Nob uaki Koga. Mechanical Designer: Atsushi Takeuchi . Sou n d Director: Kazuhiro Wakabayashi . Cast: Malgorzata Foremniak (Ash ) , Wladyslaw Kowalski (Game Master) , Jerzy Gudejko ( Murphy), Dariusz Biskupski ( Bishop ) , Bartek Swiderski ( St un ner) , Katarzyna Bargielowska (Receptionist) .
Blood+ ( 2005 ). Original Title: Blood+ . Status: An imated TV Seri e s . Direc tor: Junichi Fujisaku . Original Story: Production LG/Aniplex . Co-Plann er: Oshi i . Production Compan ies: Production I . G/MBS/An iplex. Music: M ark Mancina. An imation Director: Akiharu Ishii . Art Director: Junichi Higashi .
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Character Designer: Chizu Hashii. CGI Director: Makoto Endo. Mechan ical Design : Kenji Teraoka. Director of Photography: Koji Tanaka. Colour Designer: Yumiko Katayama. p.c
Blood: The Last Vampire ( 2000 ) . Original Title : Blood: The Last Va m
pire. Status: Animated Feature Film. Director: Hiroyuki Kitakubo. Origi
nal Story: Production I.G, Team Oshii (Visual Concept ). Screenplay : Kenji Kamiyam a. Producers : Ryuji Mitsumoto, Yukio Nagasaki. Executive Pro ducer: Mamoru Oshii. Production Companies : SPE Visual Works, Son y Com puter Ent ertain ment, Prod uction I.G, I PA. Music : Yo shihiro I ke. Length: 48 minutes. Anim ation Director: Shinji Takagi. Art D irector: Yusuke Takeda. Character Designer: Katsuya Terada. CGI Director: Toku mitsu Kifune. Sound Director: Keiichi Momose. Colour Designer: Katsue Inoue. D Dallos ( 1983-84). Original Title : Daross u . Status: Original Video Anima tion. Director: Mamoru Oshii. Screenplay : Hisayuki Torium i. Production Companies: Pierrot Project Co., Ltd., Bandai, Yomiuri. Music : Hiroyuki Nanba, Ichiro Nitta. Length : 30 minutes x 4 episodes. Animation Director : Toshiyasu Okada. Art Director: Mitsuyoshi Nakamura. Character Designer: Toshiyasu Okada. Mechanical design : Masaharu Satou. Sou n d director: Shigeharu Shiba. D
Ghost in the Shell ( 1995 ) . Original Title : Ko ukaku Kido u ta i . Status : Ani mated Feature Film. Director: Mamoru Oshii. Original Story : Masamune Shirow. Screenplay: Kazunori Ito. Producers : Yoshimasa Miz uo, Ken Mat s u moto, Ken Iyadomi, Mitsuhisa Ishikawa. Executive Producers : Teruo Miyahara, Shigeru Watanabe, Andy Frain. Production Company : Produc tion I.G. Music : Kenji Kawai. Length : 80 min utes. Anim ation Director: Toshihiko Nishikubo. Art Director: Hiromasa Ogura. Character D e signer: Hiroyuki Okiura. Mechanical Designers : Shoji Kawamori, Atsushi Takeuchi. Weaponry Designer: Mitsuo Iso. Sound Director: Kazuhiro Wak abayashi. Colour Designer: Kumiko Yusa. D. W
G host in the Shell 2: Innocence ( 2003 ) . Original Title : Ko ukaku Kid
o u ta i 2: Inosen s u . Status: Animated Feature Film. Director: Mamoru Oshii.
Original Story : Masamune Shirow. Screenplay : Oshii. Producer: Mitsuhisa Ishikawa. Executive Producer: Toshio Suzuki. Production Company : Pro duction I.G. Co-Production Company : Studio Ghibli. Music : Kenji Kawai. Length : 99 minutes. Animation Directors : Toshihiko Nishikubo, Naoko K u s u m i. Art Director : Sh uichi Hirata. Character D esign er: Hiroyuki Okiura. CGI Director: Hiroyuki Hayashi. Machine and Vehicle Designer: Atsushi Takeuchi. Sound Director: Randy Thon. Colour Designer: Kumiko Yusa.
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Ghost in the Shell: Stand A lone Complex ( 2002-200 4 ) . Origi nal Title:
Ko ukaku Kido u tai: Stand Alone Complex. Status: Animated TV Series. Direc tor: Kenji Kam iyama. Original Story: Shirow Masamune. Screenplays: Kenji Kam iyam a , Shotaro Suga, Yoshiki Sakurai, Dai Sato, Juni ch i Fujisaku, Nobuhisa Terada. Visual Concept: Mamoru O s h i i (2 n d "gig" ) . Plot Sketc h i n g Adv i sor: Oshii (2nd "gig" ). Executive Producers: M i ts u h i s a Ishikawa, Shigeru Watanabe. Production Company: Production I.G. Music: Yoko Kanno. Length: 3 0 m i n utes x 26 episodes. An i m ation D i rectors: Takayuki Goto, Masah iro Sato, Kyoji Asano, Akihisa Maeda, Ken'ichi Yam aguchi, Jyun U e mura. Art Director: Yusuke Takeda. Chi e f Character Designer: Makoto Shimomura. Mechanical Designers: Kenji Teraoka, Shi nobu Tsuneki. CGI Director: Makoto Endo. So und Efects: Daisuke Jinbo. Colour Designer: Yumiko Katayama. W
Jin-Roh: The Wolf Brigade (199 8 ) . Original Title: Jin-Ro h . Status: An i m ated Feature Film. D irector: H iroyuki Okiura. Original Story: Mamoru O sh i i. Screen play: Oshii. Producers: Minoru Takanas h i , H idekazu Ter akawa. Executive Producers: Mitsuhisa Ishikawa , Shigeru Watanabe. Pro duction Company: Production I.G. Music: Hajime Mizoguchi. Length: 98 m i n utes. An i m ation D irector: Kenji Kamiyama. Art Director: Hiromasa Ogura. Character Designer: Nishio Tetsuya. Weaponry Designer: Kazuchika K ise. Vehicle Designer: Sadafu m i H iram atsu. Sound D irector: Kazuhiro Wakabayashi. Colour Designer: Yum iko Katayama. Killers: .50 Wom a n (2002). Original Title: Killers: . 50 Wom a n . Status: Live-Action Short F i l m (in a 5 - ep isode anthology). D irector: M a m oru Oshii. An thology Co-Directors: Kazuhiro Kiuch i , Shu n do O h kawa , Takanori Tsujimoto, Shuji Kawata. Length: 1 1 5 m i n utes (overall). D
W
Min ip a to ( 200 1 ). Origi nal Title: Min ip a to . Status: An imated Shorts (3 episode s ) . Director: Ke nji Kam iya m a. Origi nal Story: M a m oru O s h i i . Screenplay: Oshii. Producers: Atsushi Sugita, Masahiro Fukushima, Ryuji Mimoto. Producti on Companies: Bandai Visual , Production I.G. Music: Kenji Kawai. Length: 12 m i n utes. An imation Director: Nishio Tetsuya. Art Director: H irosama Ogura. Character Designer: Nishio Tetsuya. Sou n d director: Kazuhiro Wakabayashi. Colour Designer: Nagisa Yasube.
D Mob ile Police Patla bor, OVA 1 ( 2 5 April 1988-25 June 1 9 8 9 ) . Origi nal Title: Kido u Keisa tsu Pa toreibaa. Status: Original Video An i mation. D irec tor: Mamoru Oshii. Original Story: Masami Yuuki. Screenplay: Kazunori Itoh. Production Com pany: Su nrise. Music: Kenji Kawai. Character Designer: Akem i Takada. Mechan ical Designer: Yutaka I zubuchi. W
Mobile Police Pa tla bor, OVA 2 (2 2 November 1990-23 April 1 9 9 2 ) . Orig inal Title: Kido u Keisa tsu Pa toreibaa . Status: Original Video An imation.
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D irector: Vario u s . Original Story: Masa m i Yuuk i . Scre e nplay: Va rious; Mamoru Oshii: Episodes 7, 8, 10, 1 3 . Production Company: Sunrise. Music: Kenji Kawai. Character Designer: Ake m i Takada. Mechanical D e signers: Yutaka I zubuchi, Yoshinori Sayama. W
Mob ile Police Patla bor TV Series (11 October 198 9-26 September 1990 ) .
Original Tit l e : Kido u Keisatsu Pa toreiba a . Status: An imated T V Seri e s . Director: Naoyuki Yoshinori. Original Story: Headgear. Screenplay: Vari ous; Mamoru Oshii: Episodes 3, 9, 14, 29, 3 8 . Production Com pany: Su n rise . Music: Kenji Kawai . Character Designer: Akem i Takada. Mechanical Designers: Yutaka Izubuchi, Yoshi nori Sayama. o
Patlabor 1 : The Mobile Police (1989 ) . Original Title: Kidou Keisa tsu Pa tor
eiba a . Status: An imated Feature Film. Director: Mamoru Oshii. Original
Story: Masami Yuuk i . Screenplay: Kazunori Itoh . Producers: Sh in Unozawa, Taro Maki, Makoto Kubo. Production Com pany: Production I . G Tat sunoko. Music: Kenji Kawai. Length: 98 m i n utes. An imation Directors: Koji Sawai, Kakuchika Kise . Art Directors: Hiromasa Ogura, Hiroaki Sato, Hiroyuk i Mitsumoto. Character Design er: Akem i Takad a . M e chan ical Designers: Yutaka I zubuc h i . Sound Director: Shigeharu Zanza. Colour Designers: Sayuri I ke, Masatsugu Arakawa . o ,w
Pa tlabor 2: The Movie (1993 ) . Original Title: Kido u Keisa tsu Pa toreibaa:
The Movie 2. Status: Animated Feature Film . Director: Mamoru Oshi i . Orig inal Story: Masami Yuuki . Screenplay: Kazunori Itoh, Osh i i . Producers: Shi n Unozawa, Tsuyoshi Ham awatari, M itsuhisa Ishikawa. Executive Pro ducers: Tetsu Uemura, Makoto Yamashina. Production Company: Produc tion I.G Tatsunoko. Music: Kenji Kawa i . Length: 1 1 3 m i n utes. An i m ation Directors: Toshihiko Nishikubo, Kakuchika Kise. Art Director: Hiromasa Ogura. Character Designers: Akemi Takada, Masa m i Yuuki. Mechanical Designer: Shouji Kawamori, Yutaka Izubuchi, Hajime Katoki . Sound Direc tor: Naoko Asari. Colour Designer: Kum iko Yusa. Pa tla bor WXIII: Movi e 3 ( 2002 ) . Original Title: WX3 : Kido u Keisa ts u
Pa toreibaa. Status: An imated Feature Film . Di rector: Fumihiko Takayam a .
Original Story: Masam i Yuuki. Screenplay: M i k i Tori. Producers: Ats ushi Sugita, Masahiro Fukushima. Executive Producers: Kazum i Kawashiro, Kei ichi Ko saka, Shigeru Watanabe . Production Compan ies: Bandai Visual, H EADGEAR, M adhouse Studios, Production I .G. Music: K e nj i Kawai . Length: 1 0 7 m i n ut e s . An imation Director: Takuj i Endo. Art Director: Takashi Watabe. Character Designer: Hiroki Takagi . Mechan ical Design ers: Shouji Kawamori, Yutaka Izubuchi, Hajime Katoki. Sou n d D irector: Toshiki Kameyama.
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D,W
The Red Spectacles (1987) . Original Title: Akai Mega ne. Status: Live Action Feature F il m . Director: Mamoru Osh i i . Or iginal Story: Oshi i . Screen play: Kazunori I t o h , Mamoru Oshii. Producers: Daisuke Hayashi, Shigeharu Shiba. Production Company: Bandai Visual. Music: Kenj i Kawai. Len gth: 1 16 m i nutes. Cinematography: Yousuke Mamiya. Sound Efects: Yasufu m i Yoda. Cast: Shigeru Chiba ( Koichi Todome ) , Machiko Washio (Midori Washio ) , Hideyuki Tanaka ( Soichiro Toribe ). D,W
Stray Dog: Kerberos Pa nzer Cops (199 1 ) . Or iginal Title : S tray Dog
Keru berosu Jigoku no Ba n ken. Status: Live-Action Feature Film. Director: Mamoru Oshii. Original Story: Oshii. Screenplay: Oshii. Producers: Sum i a k i V e n o , Daisuke Hayashi. Exec utive Producers: Sh igeru Watanabe, Noboru Yamada. Production Company: Bandai Visual. Music: Kenj i Kawai. Length: 9 5 m i nutes. Cinematography: Yousuke Mam iya. Model Production Art Director: Hisash i Yasui. Weapon Efects: Kikuo Notomi. "Protect-Gear" Designer: Yutaka I zubuchi. Sound Director: Naoko Asari. Cast: Shigeru Chiba (Koichi Todome ) , Yoshikazu Fujiki (lnui ) , Takashi Matsuya m a (Man in White ) , Eaching Sue ( Tang Mie). D W ,
Tach igu i - The A m azing L ives of the Fast Food Grifters (2006) . Orig
inal Title: Tachigu ish i retsuden . Status: Live-Action Feature Film. Director: Mamoru Oshii. Original Story: Oshii. Screenplay: Oshii. Executive Pro ducer: Mitsuhisa Ish ikawa. Production Company: Production l.G. Music: Kenj i Kawai. Length: 100 m i n utes. Cast: Mako Hyoudou (Kitsunecroquette no Ogi n ) , Mitsuhisa Ishikawa ( Nageki no I n um aru ) , Kenji Kawai ( Ham burger no Tet s u ) , Katsuya Terada (Frankfurt no Tatsu). D W ,
Talk ing Head (1992 ) . Original Title: Ta lking Head. Status: Live-Action Feature Film. Director: Mamoru Oshii. Origi nal Story: Oshii. Screenplay: Oshii. Producers: Hiroki Miyagawa, Shi n Vnozawa. Executive Producers: Katsuj i Muraka m i , Kyoichi Mori. Production Com pany: Bandai Visual. Music: Kenj i Kawai. Length: 105 m i nutes. Ci n e m atography: Yo suke Mamiya. An imation Director: Yoshinori Kanada. Art Director: Hidefu m i Hanaya. Sou n d Director: Masash i Iwahashi. Cast : Shigeru Ch iba ( I ) , Tomoko Ishimura ( Tam iko ) , Fumihiko Tachiki ( Handawara). D,W
Twiligh t Q2: L a byrin th Objects File 5 3 8 (1987) . Original T i t l e :
Towa ira to Q2: Meiky u u B u kken File 538. Status: Original Video Ani m ation
(I episode ) . Director: Mamoru Osh ii. Or iginal Story: Osh ii. Sce n ario: Kazunori Ito. Production Company: Studio DEEN. Le ngth: 2 5 m i n utes. Animation Director: Sh inji Otsuka. Character Design: Ake m i Takada. D,W
Urusei Ya tsu ra Movie 2: Beau tiul Dreamer (1984 ) . Original Title: Uru
sei Ya tsu ra: Byu u tifu ru Dorimaa. Status: An imated Feature Film. Director:
Mamoru Oshii. Original Story: Rumiko Takahashi. Screenplay: Mamoru
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Oshii . Producer: H iroshi Hasegawa. Executive Producer: Hidenori Taga. Production Compan ies: Kitty Films, TO H O . Music: Katsu Hosh i . Length: 90 m i n utes. Animation Directors: Yuuji Moriyama, Kazuo Yam azaki . Art Director: Shichiro Kobayash i . Character Designer: Kazuo Yamazaki . Sound Director: Sh igeharu Shiba. Urusei Ya tsu ra Movie 4: Lum the Forever ( 1986 ) . Original Title: Urusei
Ya tsu ra: R a m u za fo ueba a . Status: An imated Feature Film . Director: Kazuo Yam azaki . Original Story: Rum iko Takahashi . Screenplay: Tosh i k i Inoue, Kazuo Yam azaki . Producers: Hiroshi Hasegawa , Yoko Matsushita. Execu tive Producer: Hidenori Taga. Production Company: Kitty F i l m s . Music: Fumi Itakura. Length: 93 m i n utes . An imation Director: Tsukasa Dokit e . Art Director: Torao Arai . Character Designer: Akem i Takada. Sound Direc tor: Shigeharu Shiba. Colour Design ers: Sadako Yon e m ura , Yuko Nishikawa. D
Urusei Ya tsu ra Movie 1: Only You ( 1 983 ) . Original Title: Urusei Ya tsu ra :
O n r i Yu u . Status: An im ated Feature Film . Director: Mamoru Oshii . O rig
i nal Story: Rum iko Takahashi . Screenplay: Tomoko Komparu . Producer: Yuuj i Nunokawa. Executive Producer: Hidenori Taga. Production Compa n i e s: Fuji F i l m , Kitty Film s . Music: I zu m i Kobayash i , Fum itaka Anza i , K o h j i Ni shimura , Masam ichi Amano. Le ngth: 1 0 1 m i n ut e s . An i m ation Directors: Katsumi Aoshima, Endo Yuichi , Magoichi Takazawa. Art Direc tors: Arai Torao, Shichiro Kobayash i . Character Designers: Akem i Takada, Magoichi Takazawa . Mechanical Designer: Masahito Yam ashita. Sou n d Director: Shigeharu Sh iba. Colour Designer: Chieko Ishiguro. D, W
Urusei Ya tsura TV Series ( 14 October 1 9 8 1- 1 9 March 1986 ) . Original
Title: Urusei Ya tsu ra ("Those Obnoxious Aliens" ) . Status: Animated TV Seri e s . D irectors: Mamoru O s h i i , Kazuo Yamazaki ; O s h i i: Season 2 , Episodes 2 2-43 ( 198 2 ) , Season 3, Episodes 44-54 ( 19 8 2 ) , Season 4 , Episodes 55-77 ( 1983 ) , Season 5 , Episodes 78- 106 ( 1983 ) . Original Story: Rum iko Takahashi . Screenplays: Tadashi Fuku i , Ke iji H ayakawa , H iroyuk i Hoshiyama, Kazunori Itoh, Hiro Iwasaki, Ichiroh I zum i, Shusuke Kaneko, Hiro s hi Kon ish ikawa , Tomoko Konparu, Akira Nakahara, Yukiyo shi Ohashi , Oshii, Rum iko Takahashi, Masaki Tsuj i , Yu Yamamoto. Produc tion Compan ies: Fuj i Television Network Inc ., Kitty Films, Studio Gallop, Studio Pierrot Co., Ltd . Music: Various. Character Designers: Various .
Cha p ter Notes Preface 1 . Cavallaro, Dani . Cyberpunk and Cyber culture: Scien ce Fiction a nd the Work of William Gibson ( London : Athlone, 2000 ) . 2. Cavallaro, Dani. The Anil1e Art ofHayao Miyazaki ( Jeferson, N.C.: McFarland, 2006 ) .
Chap ter 1 1 . In exam i n i ng the transnational ex change between japan and the West under taken through the language of animation , it is also worth noting that the irst anime export to the West was Seitaro Kitayama's Momo taro 1917), a ilm shipped to France even be fore enjoying its domestic release . ( The char acter of Momotaro was revamped i n the 1940s at the government's behest and trans formed i nto a national hero for war propa ganda purposes . ) In the course of ! he Occu pation, japan was exposed to Disney and began to develop a particular approach to the art of cel animation that i ndubitably consti tutes contemporary anime's prototyp e . In 1958, the president of Toei Douga sent Sanae Yamamoto's Hakujaden ( The Legend of the Wh ite Serpen t, released in the US in 1961 as Th e Pa nda and the Wh ite Serpent) to the Venice Children's Film Festival where it was awarded the Grand Pri x . Shounell Sa ru tobi Sasuke ( 1959, released i n the U S in 1961 as Magic Boy) was also the recipient of this pres tigious award and accordingly recruite � by MGM. Toei Douga's reputation grew rapidly in the West and its features sold impressively across the global market .
Dumbo, dir. Ben Sharpsteen , 1 9 4 1 Peter Pa n , d i r s . Clyde Geronimi, Wilred jackson and Hamilton Luske, 1953 Fa n tastic Planet, dir. Rene Laloux, 1973 Sh rek, dirs. Andrew Adamson and Vicky jenson , 2001 Beside In nocence, the other animated feature exhibited at the Festival in 2004 was Sh rek 2 (dirs. Andrew Adamson , Kelly Asbury and Conrad Vernon , 2004 ) . •
Chapter 5 1 . Intrigui ngly, few imaginable l i festyles could be more at odds with the entire expe riential or adventure imperative than Oshii's own . For i nstance, i n a p ress release coincid ing with the screening o f In nocence at Cannes, Oshii has stated: "I e] conomic reces sion . . . corporate down sizing . . . violent crime . We live i n a cruel and frightening world. For some time now, I 've been working i n the animation i ndustry - a s i n fu l world unto itself- and frankly, I have gotten tired of deali n g with people in general . SO ? e times, I imagine eliminating a l l h u m a n 11teraction and spending the rest of my life at home i n At a m i , relaxi n g and soaking in a hot spring. I feel old - everyday, I have to force myself to go to work" ( Oshii 2004b ) . I n a n i nterview conducted b y Peter Oberth, he has likewise answered the question "What are your future plans I after In nocence]?" � ith the words: "To spend some valuable time back home with my dogs, cat and wife" ( Oberth ) . In spite of these deep reservations concerning the value of social relations, the director's ethical tenets and creative d r ive prompt him to remain i nvolved i n cinematic production.
Chapter 2 l . The other animations screened at Cannes prior to In nocence were :
23 1
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Chapter Notes
Chapter 6 1 . A paradigmatic i n stance of multi layered Japanese wordplay, the title Urusei Ya tsura has no direct English equivalent. The irst word, urusei, is a deliberately idiolectic mispron unciation of the Japanese word uru sai ( "obnoxious," "aggravat ing," "noisy" ) . The second word, ya tsu ra, i s the plural form of ya tsu ( "person" ) . Hence, the title could be translated as "obnoxious people." However, it should concurrently be taken into consid eration that Uru is also the name of the ictional planet whence the Oni (a pivotal set of dramatis personae in the series) originate. Moreover, the kanji ( Chinese character) used to write sei means "star" ( p ronounced hoshi when it occurs as a ree-standing word rather than as part of a compound ) , which entails that Uru sei Ya ts ura could plausibly mean "noisy-star people" or perhaps "aggravati ng people rom planet Uru . " The standard pro nunciation is oo-roo-say yat-soo-rah. 2. According to the most comprehensive fan Web site dedicated to the universe of Urusei Ya tsura, Tomobiki, Takahashi is without a doubt , the most commercially successful female comic book creator in the world, having sold well over 100 million copies of her works i n Japan alone. This landmark doesn't even include international sales, which are considerable. She remains one of the irst female m a nga-ka to write comics aimed at young males. However, her comics continue to be universally popular with both boys and girls . Both adult and child. With the combination of her highly i n -demand comics, the i n fluential animated series that spawned from her works and the endless mercha ndising, it isn't hard to see how she's become the richest woman in Japan ( Tomobiki on Rumiko Takahash i ) .
Takahashi's subsequent h its include the inspiring manga behind the hugely popular TV series Maison lkkoku ( 1986 ) , Ral1 ma 1/2 ( 19 8 9 ) and 1l1 uyasha ( 2 0 00 ) . The artist's knack of i nvesting even the most improba ble situations with a warm sense of psycho logical realism, fully demonstrated by Uru sei Yatsura in spite of its salad-day positioning in Takahashi's career, is unlinchingly conirmed by those later works. 3. Ataru's bad luck is putatively ascribable to his birth on a day that was at once Friday the 13th, the date of a catastrophic earth quake, and Busumetsu, "the day the Buddha died" in the traditional lunar calendar. His
very name signi ies cosmic ill fortune, A ta ru literally meaning "to get hit" and Morobosh i, "falling star." 4. On Setsubu n - the day i n the old calen dar supposed to mark the end of winter and coinciding with the 3rd or 4th of February in our calendar - people still practice the cus tom of scattering soy beans outside the house (a symbolic way of averting the evil eye ) whilst chanting Oni wa soto, fuk u wa uchi ("Oni out , good luck in" ) .
Chapter 8 1 . "The name 'Muj aki' is a multilayered pun. Literally translated, it means 'guileless' or ' i n nocent.' However, when written with the p roper kanji, it takes on an entirely diferent meaning : 'The Demon That I nter feres with Dreams . ' It is the second meaning that Sakura is referring to when she says 'as the name says, you are an evil demon who delights in manipulating dreams, and plant ing the seeds of evil i n people' " ( Bea u tifu l Drea mer: Unoicial Liner Note s ) .
Chapter 9 1 . The process of remediation is certainly not a stranger i n the context of the Western ilm industry as a whole, particularly where Hollywood is concened. I ndeed, it would be arduous to refute, i n evaluating that particu lar universe, Robert Shaye's proposition that " [ e l ntertainment is one of the purest mar ketplaces i n the world" ( Shaye, p . 75 ) . The industry's imbrication with the logic of prod uct placement and the concomitant produc tion of myriad ancillary goods that frequently turn out to be even more lucrative than the cinematic productions with which they are associated is conirmed by the evolution of marketing and i nvestment policies over the past couple of decades. Richard M altby has comprehensively documented this phenom enon : In the early 1980s, world-wide sales of Sta r Wa rs goods were estimated to be worth $ 1 . 5 billion a year, while Batman ( 19 8 9 ) made $ 1 billion from merchandizing, four times its box- oice earnings. Jurassic Park ( 19 9 3 ) went so far as to advertise its own merchan dizing withi n the movi e : at one point , the camera tracks past the Jurassic Park gift shop, showing a line of T-shirts, IUllch boxes, and other souvenirs identical to the
Chapter Notes ones available for purchase i n the lobby of the theatre . . In 1999, the total reta il val ue of the licensed product market was esti mated to be more than $70 billion a year, and the most successful movie series existed most prominently as brands or franchises [ Maltby, pp. 190- 1 ] . .
.
Chap ter 10 I. The Greek word for "ish," ich thus, was used by the early Christian worshippers sus ceptible to imperial persecution as a coded term for the name of Jesus, consisting of an acronym for the phrase Iesus Christos Theou Uios Soter: " Jesus Christ God's True Son ."
Chap ter 11 1. "One of television's most rightly revered series, The Twiligh t Zone ( C B S , 1959-64 ) stands as the role model for T V an thologies. Its trenchant sci-i/fantasy parables explore humanity's hopes, despairs, prides and prej udices i n metaphoric ways . . . . Cre ator Rod Serling wrote the majority of the scripts, and produced those of such now legendary writers as Richard Matheson and Charles Beaumon t . The series featured such soon-to-be-famous actors as Robert Redford, William Shatner, Burt Reynolds, Robert Du vall , Dennis Hopper, Carol Burnett , James Coburn , Charles Bronson , Lee Marvi n , Peter Falk and Bill Mumy, as well as such estab lished stars as silent-ilm giant Buster Keaton , Art Carney, M ickey Rooney, Ida Lupino and John Carradin e . An often worthy revival se ries ran on CBS from 1985 [ t o I 1987" ( Twi ligh t Zone: "SciFi. com Review" ) . 2 . "The mother o f all Japanese monster TV series. Master efects guru Eij i Tsuburaya launched his own production company in the mid- 1960s and created this 28-episode series that was a cross between The Twiligh t Zone and The Outer Limits. Highly respected as one of the most well produced series, Tsuburaya reportedly stopped after 28 episodes only be cause his crew was fatigued by all the efort they had put into each show" ( Ultra Q: "Re view, Godzilla and Other Monster Music" ) . 3. Memorable graphic associations o f ma rine creatures and aeroplanes have more re cently been proposed by Pa tla bor XIII: Movie 3 ( dir. Fumihiko Takayama, 2002) and "After the Rainy Day" ( dir. Shu i-Cheng Tsai, 2005 ) . The opening sequence presented in
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the former features the image of a malfunc tioning plane shedding a veritable deluge of large ish and other sea species. The latter, an animated short i n which a small boy's rever ies as he plays with his rocking-horse in the course of a tediously wet day gradually give way to a full-ledged vision , culminates pre cisely with the protagonist's toy plane's meta morphosis into an act ual plane, which the boy gleefully lies a m idst a lyrical swirl of tropical ish.
Chapter 14 I. The reader may beneit from the follow ing panoramic visualization of the evolution of the Pa tlabor universe from its embryonic conception by the ma nga-ka Masami Yuuki and by future members of the " Headgear" team to its coming to fruition as a multime dia franchise of arguably unprecedented scope : Jai/azard ( Preliminary Concept, c . 1 9 8 1 ) ; L ightn ing Ga rrakres ( Preliminary Concept ,
c. 1982 ) ; Vidor ( Preliminary Concept, 1982-8 3 ) ; Mobi/e Po/ice Pa t/abor OVA 1 ( OVA Series 1 [ 7 episodes ] , 1988-8 9 ) ; Pa t/a bar 1: The Mobile Police ( Feature Film, 1989 ) ; Mobile Police Pa tla bor TV Series ( TV Series [ 47 episodes ] , 1989-90); Mob ile Police Pa tlabor OVA 2 ( OVA Series 2 [ 16 episodes ] , 1990-9 2 ) ; Pa tla bor 2: The Movie ( Feature Film, 1993 ) ; Min ipato (Animated Shorts [ 3 episodes ] , 2 00 1 ) ; Pa tlabor Xl: Movie 3 ( Feature Film, 2 002 )
2. "The Bubble economy was the period ( running roughly from the mid-'70s to 1990) when the relative value of the Japanese yen increased at an overwhelming rate, especially following the Plaza Accord in 1985. Since the growth was p redicated on stock i nvestment rather than an actual i ncrease in capital or productivity, i nlation caused the ' Bubble' economy to burst i n the early '90s. This, i n turn , precipitated t h e East Asian stock mar ket collapse of the mid-'90s" ( Suchenski ) .
Chapter 15 I. Notably, the villain's family name - I n ubashiri - contains t h e root word "in u" ( lit erally meaning "dog" ) which also composes the bulk of the name of the Kerberos agent placed by Oshii i n a lead role i n the live-ac tion ilm Stray Dog: Kerberos Pa nzer Cops, Inui. Though arguably quite peripheral, this
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Chapter Notes
lexical detail is nonetheless worthy of obser vation as a concisely telling clue to Oshii's distinctive approach. More speciically, it could be argued that Oshii's cinema derives much of its unique lavour from the direc tor's punctilious attention to the minutest de tails and, relatedly, to their recursive utiliza tion across diverse media and genres as a way of weaving an internally coherent i ntertex tual tapestry out of seemingly discrete and u nrelated cinematographical enterprises. The recu rrence of the "inu" root , i n this respect , may be considered meani ngfu l on two counts. At one level, it underscores the director's almost obsessive tendency to im port into his productions the talismanic signiicance which he appears to attribute to the canine presence by whatever means may seem plausible in any one given context . At another level, the particular association of " i n u " with rogue cops, terrorists and fugi tives from the law points to Oshii's symbolic coupling of these dubious personas not just with the i mage of the dog i n general but speciically with that of the stray dog - the outsider, the outcast , the pariah. This ploy enables him to communicate a liminal feel ing of sympathy with the wrongdoer as a igure that cannot be unproblematically damned for failing society insofar as he, too, has in turn been failed by his fellow humans.
Chapter 16 J. This bird is i nvested with multifarious symbolic connotations by diferent facets of Japanese mythology and lore . Though often regarded as an evil omen and bearer of bad fortune ( especially when heard croaking in the evening, as opposed to the early morning or noon ) , the crow ( ka rasu ) is also thought to be a messenger of some deities and spirits ( ka m i ) . In numerous tales, the crow is em ployed as a symbol of ilial piety on the basis of the bird's presumed proclivity to care for its grizzled parents.
Chapter 17 1. Although japan has not been allowed to play a military part outside its borders in the aftermath of the Second World War, in 1992 the national Diet ( the government's legislative branch ) passed a UN Peacekeeping Cooper ation Law that would permit the jSDF to par ticipate in UN-coordinated operations under
certain conditions . In the same year, the jSDF took part i n UN missions i n Mozambique and Cambodi a . This development consti tuted an alarming scenario for Oshii since, as pointed out by the character of Arakawa , the basic fact that it was precisely an aggres sive military disposition that led Japan on the brink of disaster in the irst place cannot and should not be ignored .
Chapter 18 1 . "God zilla ( Gojira ) is a gian t , amphibi ous, dinosaur-like ictional creature irst seen in the Japanese-produced 1954 kaijuu . . . ilm Gojira produced by Toho F il m Company Ltd . . . . GodziBa has three primary abilities : regeneration, amphibious mobility, and an atomic ire beam. Godzilla is also extremely durable and can resist almost all physical as saults . The atomic ire beam i s Godzilla's trademark skill . Although much of God zilla's signiicance as an anti-war symbol has been lost in the transition to pop culture, the n u clear breath remains as a visual vestige of the creature's early Cold War politics . . . . Gojira was irst released in the United States in 1955 i n japanese-American communities only. In 1956, it was adapted by an American com pany into Godzilla, King of the Monsters, ed ited and with added, principal scenes featur i ng Raymond Burr, and this version became an international success. As a resul t , the mon ster came to be k nown as 'GodziIla' also in Japan . . . . GodziIla was originally an allegory for the efects of the hydrogen bomb, and the unintended consequences that such weapons might have on Earth . . . . Much of GodzilIa's popularity i n the United States can be cred ited with TV broadcasts of the Toho Studios monster movies during the 1960s and 1970s" ( Wikipedia.org, S.v. "GodziHa" ) . 2 . Given Pa tlabor 3's generic ailiation to the daikaijuu tradition, it i s worth noti ng that the ilm Godzilla Versus BioI/a n te ( 1989) anal ogously features a scientist who creates a top notch monster by crossing cells obtained from the body of his dead daughter with a rose . 3. a. "The 1995 Great Hanshin Earthquake ( M=6.9 ) , commonly referred to as the Kobe earthquake, was one ofthe most devastati ng earthquakes ever to hit Japa n ; more than 5,500 were killed and over 26,000 i nj u red. The economic loss has been estimated at about $US 200 billion . The proximity of the
Chapter Notes
epicentre, and the propagation of rupture di rectly beneath the highly populated region, help explain the great loss of life and the high level of destruction" ( " Kobe Earthquake [ 1995 ] , Japan" ) . b . "Aum Shinrikyo is a Japanese religious cult obsessed with the apocalypse. The previ ously obscure group became i n famous in 1995 when some of its members released deadly sarin nerve gas i nto the Tokyo sub way system , killi ng 12 people and sending more than 5,000 others to hospitals . . . . It was the most serious terrorist attack in Japan's modern history, causing massive disruption and widespread fear in a society that is virtu ally free of crime . . . . Aum Shinrikyo is a doomsday cult whose teachings are based on tenets borrowed from Hinduism and Bud dhism . . . at the centre of the group's belief is reverence for Shoko Asallara, Aum's founder, who teaches that the end of the world is near. The police have portrayed the nerve gas at tack as the cult's way of hastening the apoc alypse" ( Terrorism: Questions and Answers ) . 4. Although Pa tlabor 3 w a s released after Avalon, its soundtrack was composed earlier.
Chapter 19 1 . I nterestingly, the artists and animators i nvolved in the production of Minipa to took it upon themselves to supply viable voices for their puppets, thus temporarily assuming the role of actors . This decision lends full cre dence to Ed Hooks's contention that "a good animator must go through the . . . process of motivating his characters on a moment-to moment basis" ( Hooks, p . 5 ) . Furthermore, it could be argued that animators are always marginally akin to actors i nsofar as in ma n ipulating their characters i n terms of both physical actions and emotional reactions, they have to develop and sustain particular per forming styles. 2.
Chap ter 20 1. According to Foucault , a "discourse could be described as a set of recurri ng state ments that deine a particular cultural obj ect ( e . g., madness, criminality, sexuality) and provide the concepts and terms through which such an object can be studied and dis cussed. Discourses produce disti nctions be tween what can and what cannot be said
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about an obj ect and establish who has the right to say whatever can be said. The fact that statements occur with regularity in a cul ture does not mean that they constitute a log ical or coherent system. Indeed, Foucault re jects conventional notions of history as a linear chronology of facts and emphasizes in stead its i ncongruities and rupture s . Dis courses, accordingly, are characterized by dis continuity and do not evolve according to a predictable temporal trajectory. This is borne out by the Latin etymol ogy of the term dis course : dis 'in diferent directions' + cur rere 'to run . ' Each era produces diferent discourses through which the subject may be objectiied according to the ruling values, be liefs and interests of its society. Whatever we may call the truth is always embodied in his torically contingent discourses. Indeed, Fou cault denies the existence of any reality out side or beyond discourse" ( Cavallaro ) . 2 . Oshii will again draw allegorical con nections between laws intended to regulate the public consumption of food and the broader priorities of speciic political regimes in Tach igui - The Amazing Lives of the Fast Food Grifters (Tachiguish i Retsuden), a live action ilm based on his own novel ( here ad dressed in the Epilogu e ) . 3. Damian Cannon h a s commented thus on the stylistic uniqueness of Chris Marker's 1962 i lm: "La Jetee is almost totally com posed of individual rozen pictures, since it is a photo- montage with sparse narration . . . the essential story is projected i n surprising detail for such a short piece. In part tIlis efect is achieved through the choice of s uperlative black-and-white photographs; these are grainy enough and shot in such a way that the immediate impression is of wartime pho tojournalism whilst the events captured sug gest far more than they illustrate. By altering the time for which each shot is held (at times a quick succession of similar images approx imates to ilm) a tight grasp of pace and a cer tain level of suspense is achieved. I nterest ingly, perhaps the most signiicant result of La ]etee is that the basic structures utilised i n cinema a r e stripped bare and revealed u n adorned" ( Cannon ) . These remarks apply n o less ittingly to Oshii's distinctive utilization of frozen frames, montages and a carefully varied shooting pace . Cannon's words also constitute an apposite assessment of Oshii's own tendency to capitalize on the atmos pheric efects of stark chromatic contrasts, his concentration on the apparently least conse=
=
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Chapter Notes
quential details of a scene, and his determi nation to foreground the cinematographical artiice without kowtowing to the aesthetic and ideological requirements of mimetic re alism.
Chap ter 21 1. In this regard, the hit woman's charac ter is vividly redolent of the igure of the li brarian presented i n Haruki Murakami's Hard-Boiled Wonderla nd and the End of the World ( originally published in 1985 ) . (Mu rakami, incidentally, shares with Oshii a keen taste for the interpenetration of the factual and the oneiric, lucidity and preposterous ness . ) Murakami's librarian has a tendency to devour an extravagant amount of dishes of the most diverse culinary orientation with out her shape or weight being in the least afected, which she attributes to "gastric di lation," and u n derstandably describes as "frightening . . . . Most of my salary disappears into my stomach" ( Murakami, p. 9 1 ) .
Chapter 22 I . Okiura had already worked on Kat suhiro Otomo's Akira ( 1988) and on Oshii's Ghost in the Shell ( 1995 ) , and his development had been deeply i n luenced, in the process, by Otomo's work in his capacities as a manga artist and writer and speciically by his pref erence for a realistic approach to graphics and the overall sense of design . 2. /in -Roh was released in France earlier than on home turf, presumably to gauge the nature of its reception abroad before testing domestic audiences. The ilm's early release i n France regrettably precluded its nomina tion for the irst ever Academy Award for Best Animated Feature introduced in 2002. Its re ception at n umerous i nternational ilm fes tivals, i ncluding those hosted in Brussels, An necy, Berli n , Porto and S ingapore , was undilutedly enthusiastic . 3. It is worthy of consideration, in this re spect , that the tale of Little Red Riding Hood has spawned legion variations on the core narrative with which most Western readers will be fam iliar. The version of the tale cho sen by Oshii as the metaphorical skeleton for /in-Roh is by no means the only available per mutation of the story deemed to allude to weighty adult concerns. Indeed, as Jack Zipes has persuasively argued i n The Trials and
Tribulations of Li ttle Red Riding Hood, the majority of those related texts carry politi cal, psychological and ethical connotations of signiicant gravity. I n tracing the develop ment of Little Red R iding Hood over the cen turies and subj ecting to close analysis thirty ive of the most i nluential versions of the story -from its i nception as a folktale to its adaptation by the Brothers G ri m m , Walter De La Mare, James Thurber, Alphonse Daudet , Anne Sexton , Olga Broumas and others - Zipes demonstrates that the tale has plenty to say about issues of violation , manip ulation and abuse. This critical volume thus supplies an intriguing correlative for Oshii's own ilmic narrative . 4. Oshii has stated that he would have uti l ized computers more extensively than Ok iura has done, especially for camera work and water- related efects. Yet , Oshii has also em phasized that computers should not be re garded purely as transmutational tools i n the manipulation of rames. In fact , he believes that they can be used most imaginatively when their mechanisms are allowed to work in tandem with more traditional instruments and methodologies: "I've learned quite a bit while working on Ghost. A computer can do more than j ust a simple digital processing. You can use it for the analog world as well, especially for the vertical movements of the camera and lens efects" (Oshii 1997 ) .
Chapter 23 I. According to Antonia Levi, anime's irst cyborg was the eponymous hero of Osamu Tezuka's Tetsu wan A tomu (Astro Boy ) : Although designed as a children's show, Tet suwa/l A tomu al ready showed some of the
moral questioning and general sense of un ease that characterize anime's attitude to wards cyborgs. Tetsuwan A tol11u was essen tially a tragic cha racter. He was created by a scientist to replace a dead child. When his failure to grow revealed his essentially artiicial nature, he was rej ected by his "fa ther" and left to create his own place in an uncaring world . He succeeds and Tetsuwan A tol11u does not focus heavily on the tragic ramiications of his predicament , but it re mains there [ Levi , p . 441
The pitiul element inherent i n the igure of the cyborg, potently communicated by both of the Ghost in the Shell movies, resides with their mounting awareness that the enhance-
Chapter Notes
ment of natural abilities goes i neluctably hand in hand with an attenuation of their hu manness . 2. The word "cybernetics" was introduced in 1948 by the mathematician Norbert Wiener ( 1894-1964) in a book titled Cyber netics, or Con trol a nd Com munica tion in the An imal and the Machine. Cybernetics derives from the Greek word "k ibenetes," which means "steersman," to i mply that control should be a form of steersmanship, not of dictatorship . Wiener believed that biological bodies and mechanical bodies are self regulating systems connected by the basic fact that both work in terms of control and com munication. Moreover, Wiener divided the h istory of machines into fou r stages: the Golemic age (a pre-technological world) , the age of clocks ( seventeenth and eighteenth centuries ) , the age of steam ( late eighteenth and n i n eteenth centuries) and the age of communication and control ( the era of cy bernetics ) . To each of these stages corre sponds a diferent model of the physical or ganism : the body as a magical clay shape, as a clockwork mechanism, as a heat engine and, inaUy, as an electronic system . Ghost in the Shell 2: In nocence could be said to constitute, a mongst other things, a capsulated history of the evolutionary pattern theorized by Wiener i nsofar as it spins subtle threads of connection between the pre-industrial igure of the golem and the post-industrial igure of the cyborg by means of v isual and rhetorical allusions to diverse mechanical and i ndustrial appara tuses. 3 . It should also be noted, i n this regard, that cyberpunk and Japan are linked on var ious levels, as numerous Western writers in this genre have adopted Japanese words and locations, whilst Japan itself was quick to em brace cyberpunk and, relatedly, to use its in gredients i n the construction of somber sci i plots with a markedly i nternational dimension, which could eloquently comment on the country's experience of globalization .
Chap ter 25 1 . The phrase "motion capture" refers to the process whereby external devices can be used to capture movement data from various l ive sources and then transmit it to the com puter, where the data are applied to a virtual actor. The real performers on the motion capture stage wear black bodysuits equ ipped
237
with retroreAective markers, or sensors. Op tical cameras positioned on tripods with red lights at their bases are blind to the perform ers and only record the movements of the relections of their own red lights onto the markers. Reputedly ideated i n the execution of the Ma trix sequels, universal capture is a form of motion capture designed to focus on fa cial performance : ive high-deinition cam eras are arranged i n a semi-circle around the actor and photograph him or her from every possible angle, recording skin texture, pores, follicles and expression lines down to the mi nutest detail . These can then be stored in image libraries and applied to the faces of CG characters as appropriate . 2. The Ainu were the original i n habitants of Japan, based i n the Northern regions and especially Hokkaido, and were renowned for their highly imaginative animistic beliefs . 3. Given Oshii's consistent allusions to Arthurian lore, it seems worth mentioning that a very i nteresting canine igu re whose name brieAy appears i n the course of Ash's quest for the Nine Sisters, also features in that tradition i n the guise of the Crop-Eared Dog : a "creature," in Ronan Coghlan's words, "who despite his dogginess, was fuUy able to con verse i n human speech" ( Coghl a n , p. 8 2 ) . Likewise notable Arthurian beings with ca nine connotations are the " Dogheads," ierce ( albeit not always monstrous ) opponents of the legendary king who were putatively re lated to ancient populations of both Irish and Iberian descent, namely the Conchind and the Cunesioi respectively.
Chapter 26 1. Masamune Shirow, the m a nga ka ( "comic book writer" ) behind the hypnotic universe of Ghost in the Shell, self-published the irst volume of his m a nga series Black Magic in 1983 as a student at the Osaka Uni versity of Art, where he had initially sought to study oil painting. Black Magic caught the eye of the publishing company Seishinsha, who asked Shirow to become a professional in the ield of comic-book p roduction. The irst work he publjshed in that capacity was Ap pleseed, a story staged in a dystopian, post apocalyptic society and centred on two cops' battle against the terrorists who plague the city of Olympus . Although the story's gen eral mood anticipates Ghost in the Shell, a
238
Chapter Notes
crucial aspect of the later work - namely, bio engineering - is only peripherally alluded to. Appleseed was animated as an OVA in 1988 ( dir. Kazuyoshi Katayama) and as a feature length movie i n 2004 ( dir. Shinji Aramaki ) . 2. The rotoscope could b e regarded a s a forerunner of digital motion capture (mo cap ) , the extrapolation of motion data rom live performers by electron ic means and ap plication thereof to computer- generated characters . The Ma trix sequels ( notably in the depiction of the ubiquitous Agent Smith ) and the Lord of the Rings ilms ( particularly in the rendition ofthe persona of Gollum) make p rominent use of these "synthespians." 3. This does not actually imply that the Kusanagi lookalikes are of the same biotech nological quality as the m ajor. Shirow's com ments on Kusanagi's appearance are here worthy of consideration : "Major Kusanagi is deliberately designed to look like a mass production model so she won't be too con spicuous . In reality, her electrical and mechanical system i s made of ultra sophisticated materials unobtainable on the civilian market . I f she appeared too expen sive, she might be suddenly waylaid on a dark street some night , hacked up, and hauled of to be sold" ( Shirow, "Author's Notes" ) . Nev ertheless, such a technical consideration does not in any way diminish the pathos of the character's intense feeling of personal dislo cation i n the face of the anonymous replicas.
Chapter 27 I . The basset hound had previously fea tured in the first Ghost in the Shell produc tion i n three forms: adverts for the brand of dog food reintroduced i n Innocence; the pho tograph of the brain -hacked ofender's pet ; and the dog on the bridge in the famous canal sequence. A special item which few Oshii fans would want to miss, distributed around the time of In nocence's theatrical release, consists precisely of a Basset Box replicating in the mi nutest detail the boxes of Bash ido dog food purchased by Batou in the course of the ilm, containing a T-shirt displaying the adorable hound, a selection of "Gabriel" pins, and a sticker advert for the "Stray Dog" brand of beer consumed by the cyborg - an explicit reference t o Oshii's l ive- action ilm of the same name. 2 . Intriguingly, this is also how Michael Moore , the eventual winner of the Palme
D'Or in the year of Tn l1ocel1ce's shortlisting for the Cannes award , described the world depicted in his documentary Fa renheit 9111. 3. A further Italian i n luence can be ob served in the aerial sequence marking Batou's and Togusa's descent towards Kim's eerie city, its cathedral a clear echo of the Duomo i n Milan.
Chap ter 28 I. Research into the scientiic and techno logical viability of thermoptic camou f1age is currently being u ndertaken by Tachi Lab, a specialist laboratory in the ields of virtual reality and tel existence based i n the Graduate School of Information Science and Technol ogy at the University of Tokyo. Tachi Lab's assessment of their p rogress to date can be inspected at the following address: .
Chap ter 29 1 . a. Source : . b. " Kamagasaki, o n e of Japan's most infa mous slums, was the site of nine days of vio lence when angry day labourers protested after a police chief was arrested for taking bribes, and 2000 riot police were called i n . The protesters, mostly men i n their 5 0 s and 60s, fought with the riot police using ists and rocks against shields and nightsticks . The vi olence conti nued for nine days with h u n dreds of i nj uries . . . . Today, i n an efort to spruce up its image, Kamagasaki has been re named Airin , but it still has a bad reputation because there are more than 30,000 day labourers and as many as 90 yakuza oices there" ( The Kamagasaki Riots, .
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Index Bunraku 12, 134 Burton, Tim 9 1
Ainu 2 3 7 Akira 1 2 5 , 236 Alice in Wonderland 8 2 Aliell 195 Alphaville 202 Amano, Yoshitaka 16, 78-79 anarchy 25 A n chor 17 A ngel's Eg 17, 2 1 , 3 1, 3 2 , 66, 75-82, 83, 86, 109, 112, 144 animal imagery 24, 32, 33, 1 1 7-118, 1 5 7, 159, 200 The A/lima trix 196 anime 9-15 Anno, H ideaki 3 7, 91 Appleseed lO3, 2 3 7-238 Arthurian lore 20, 174-175, 178, 181, 182, 237-238 Asimov, Isaac 202 Astro Boy 14, 236 Avalon 18, 22, 2 3 , 2 7, 61, 75, 83-84, lO3, I I I , 1 2 7, 131, 165, 166, 167, 174-178, 235
carnival 43-47 Castle i n the Sky 99 CGI 33, 3 7, 124, 170- 1 71 , 174, 178, 193195, 202, 203 Char's Co u n tera ttack 135 Christianity 20, 79-80 Cinderella 196 cinematography 29-32 city 125-126, 160, 197-198 Colpaert , Carl 8 1-82 Confucius 202 Cronenberg, David 177 cyberpu nk 18-19, 26-27, 166, 2 3 7 cyborg 26, 166, 167, 1 8 5 , 186, 1 9 1- 192, 197, 200-2 0 1 , 2 1 2 , 236-2 3 7 Dahmen - l ngenhoven, Regina 45-47 da ikaijuu 128-129 Dallos lO' 17, 31, 89, 95-99, 101, lO9, 137 Dawkins, R ichard 2 1 5 Descartes, Rene 2 0 2 Dezaki, Satoshi 73 The Diary of A n n e Fra n k 15 digital technology 3 7, 134, 165, 170-171, 1 93-195, 200, 2 1 7-218 Disney animation 12, 40, 46, 82, 9 1 , 196 dog igure 25-26, 98, 136, 139, 142, 143144, 1 53, 176-177, 178, 179-180, 233-234 Dogville 145 doll im age 26, 192, 2 0 1-202, 205, 206, 20 7-208, 2 09-2 1 1 , 223 dreams 20-2 1, 62-63, 68, 157
Bakhti n , M ikhai l 43 basset hound 32, 136, 147, 15 0 , 179-181, 198, 200, 204, 208, 2 1 1 , 2 2 3 , 238 The Ba ttle of A lgiers 9 7 Bellmer, H a n s 2 lO Bergman, I ngmar 16, 78 Besson , Luc 152 Biblical imagery 79-80, 117-118, 1\9, 122, 202 Bigelow, Kathryn 189 biotechnology 167, 195 Black Magic 2 3 7 Blade Run ner 1 89 Blood: The Last Va mpire 19, 2 3 , 83, lO4, 165, 168-173, 2 1 8 Blood + 172-173 Brazil 78 Bubblegum Crisis lO3 B uddhism 20, 5 1 , 80 bullet-time technique 174, 179
eXistenZ 177 Fah renheit 9/11 238 Fleischer, M ax 195 forbidden Pla net 99 Foremniak, M algorzata 179 Foucault , M ichel 138-139, 2 3 5 245
246
Index
Fukusaku, Kenta 2 1 9 Furisaku, Jun ichi 1 72
Gall Force 135 Ghost in the Shell 9, 18, 19, 2 1 , 22, 23, 2 7, 29, 3 1 , 32, 61, 7 5 , 8 1 , 83, 98, 103, 112, 123-124, 127, 153, 165, 166, 167, 174, 185198, 199, 200, 204, 207, 236 Ghost in the Shell 2: Innocence 9, 17, 1 8-19, 2 1 , 2 3 , 2 7, 29, 3 1 , 61, 83, 98, 103, 109, 1 12 , 123-124, 127, 153, 165, 166, 167, 171, 180, 185, 188, 192, 199-2 1 3 , 214, 2 3 1 , 238 Ghost in the Shell: Sta nd Alone Complex 2 14-2 18 Gia n t Robo 103 Gibson , William 166, 167 Giga n tor 102, 103 Gillia m , Terry 78 Godard, Jean- Luc 202 Godzilla 129, 2 3 4 The Gradua te 5 8 Grave of t h e Firelies 1 60 Gri m m , Jakob 202, 206 Gun Crazy 152 Gunhed 103 Harada, Nana 1 1 1 , 112 Hash i i , Chizu 172 Headgear 17-18, 100, 170 Heidi, Girl of the A lps 1 5 Heinlei n , Robert 97 Hellho u nds: Pa nzer Cops 153 Hill Street Blues 102, 108 Hokusai, Katsushika 2 2 1 Hongo, Mitsusru 3 7 Ichimanda, Chieko 1 7 1 I n the Afterma th 8 1-82 Inoue, Toshiki 68 Iron Mml No. 28 102 Itoh, Kazunori 1 7, 153 lzubuchi , Yutaka 1 3 1
Jailaza rd 2 3 3 Japan Expo 2 0 0 5 220-221 La Jetee 140, 235 Jin-Roh: The Wolf Brigade 19, 22, 23, 29, 89, 90, 139, 153-162, 236 Kabuki 12, 13, 92, 94, 142 kaijuu 128, 132 Kamiyama, Kenji 19, 134, 153, 2 14 Kanno, Yoko 2 1 7 Kanno, Yoshihiro 7 8 Kawai, Hayao 2 1 , 2 4 Kawai, Kenj i 3 3 , 1 3 1 , 1 4 2 , 2 2 1 Kawajiri, Yoshiaki 9 1
Kawalerowicz, Jeray 16 Kawata, Shuj i 152 Kill Bill 37, 152 Killers: . 50 Woman 19, 90, 9 1 , 147, 1491 5 2 , 2 19, 220 Kimagu re Ora nge Road 8 3 Kimba the W11 i te L i o n 14 Kise, Kazuchika 1 7 l Kitakubo, Hiroyuki 1 9 , 104, 1 6 8 Kitayama, Seitaro 2 3 1 Kiuchi, Kazuhiro 1 5 1 Kristeva , J u l i a 65-66 Kubrick, Stanley 19, 78, 99 Lang, Fritz 98, 136 The Legend of the Wh ite Serpen t 2 3 1 Ligh ting Garrakres 101, 233 Little Red Riding Hood 157, 158, 159, 236 The Lord of the R ings 174, 19 3 , 2 3 8
Magic Boy 2 3 1 Maison Ikkoku 1 1 7 M a k i , Taro 1 0 3 Marker, Chris 1 6 , 1 4 0 , 2 3 5 martial -arts movie 92, 93-94 T11e Ma trix 99, 152, 174, 178, 193, 195, 2 3 7 Mazinger Z 102 mecha 102-104, 105, 110, 128, 2 2 3 Messmer, O t t o 40, 9 1 Metropolis 9 8 M ilton , John 202 Minipato 19, 92, 1 0 0 , 134-136, 2 19, 235 Minority Report 5 8 Miyazaki , Hayao 10, 17, 91, 99, 2 3 9 Mobile Police Pa tlabor OVA 1 18, 104-107, 115 Mobile Police Pa tlabor OVA 2 18, 100, 110m
Mobile Police Pa tlabor TV Series 108-110 Mobile Suit Gunda m 100-10 1 , 102-103 Mochizuki, Tomomi 83, 9 1 Momota ro 2 3 1 The Moon I s a Harsh Mistress 9 7 Moore, Michael 2 3 8 motion capture 134, 174, 2 3 7 Munk, Andrej 1 6 Murakami, Haruki 2 3 6 My Neigh bor To toro 10, 2 3 9 mythology 20, 5 3 - 5 4 , 80, 1 6 5 , 1 8 0 Nakata , Hideo 1 3 1 Neon Genesis Eva ngelion 3 7, 9 1 , 1 0 3 Nigh t of the Beasts 1 7 0 Nihongi 8 0 Nikita 1 5 2 Nils's Mysterio us Jo uney 16 Nishikubo, Toshihiko 196
Index
Noh 12, 13, 92, 93, 94 Northern L igh ts 2 1 1
Oceall Waves 83, 9 1 Ogura, H i romasa 196 Okada, Shundo 1 5 1 Okiura, H iroyuki 19, 153, 1 6 0 , 1 6 2 , 1 8 5 , 236 Olle-Hit Kall ta 16 Oll ly Yesterday 160 Otomo, Katsuhiro 125, 236 OVA format 10, 1 7, 95-96, 98 Ozu, Yasuji ro 32 Park, Nick 91 Pa tlabor franchise 18, 95-96, 136, 170, 233 Pa tlabor 1: The Mobile Police 19, 2 1 , 2 2 , 2 3 , 29, 30, 3 1 , 83, 89, 90, 98, 100, 106, 1 1 1, 1 1 3 - 1 1 9 , 1 2 3 , 125, 128, 130, 1 3 7, 153 Pa tlabor 2: The Movie 2 1 , 2 2 , 2 3 , 29, 3 1 , 7 5 , 8 3 , 89, 90, 98, 106, I l l , 120-12 7, 128, 130, 1 3 7, 153, 199 Pa tlabor WXIIl: Movie 3 83, 100, 128-133, 233 pillow sequence 3 2 , 1 2 5 , 197 Pontecorvo, Gillo 97 Prillcess MOllolloke 9 1 Prillcess Nille 135 Production I . G 3 7, 153, 160, 161, 170, 172, 2 14, 2 19, 220 Pullman , Philip 2 1 1 Pulp Fictioll 152 realism 12-14, 33, 39-40 Record of Lodoss Wa r 135 The Red Spectacles 1 7, 18, 19, 2 2 , 89, 1 3 7141, 142, 144, 1 53 , 1 5 5 , 2 19-220 remediation 73, 232-233 Renoir, Jean 29 The Rillg 1 3 1 Rodrigo, Joaqui n 2 0 7 Rotoscope 195 Roujill Z 103
Sailor Mool 135 Sakura Wars: The Movie 37 samurai movie 92, 93 Sato, Gen 135 Scott , Ridley 188-189, 195 SD GUlldam 135 The Selish Gelle 2 1 5 The Sevell th Seal 7 8 Shinto 20, 5 1 , 1 92 Shirow, Masamune 19, 136, 185, 192, 2 14, 2 3 7-238 Sola ris 77
247
spaghetti western 1 4 2 Spielberg, Steven 5 8 Sta r Wa rs: Episode I 193 Stra lge Days 189 Stray Dog:Kerberos Pa llzer Cops 1 7, 1 8 , 1 9 , 22, 3 2 , 89, 141-144, 1 5 5 Studio Pierrot 16, 50, 56 Super- deformity 135 Suzuki, Toshio 1 7, 149, 2 19
Tach igui 19, 2 19-220, 2 3 5 Takada, Akem i 1 1 7 Takahashi, Rumiko 48, 6 1 , 6 6 , 2 3 2 Takahata, I s a o 160 Takayama, Fumihiko 128, 130, 131, 132 Talkillg Head 17, 18, 90, 141, 144-148, 149, 151 Tanaka , Seiichi 124 Tarantino, Quentin 3 7, 142, 152 Tarkovsky, Andrei 16, 77 Tatsunoko Productions 16 technology 24-25 , 187, 188, 1 9 1 , 192-193, 209, 2 1 2 , 2 1 6-2 1 7 Tell Little Gall Force 135 Terada, Katsuya 172 terrorism 2 5 , 1 2 1-122 Tetsuya , Nishio 134, 160, 161-162 Tezuka , Osamu 14, 236 Tomino, Yoshiyuki 100 Tor i , Miki 1 3 1-132 Toriumi, Hisayu ki 16 Total Recall 189 Toy Story 209 Tristall ulld Isolde 158 Tsuj imoto, Takanori 1 5 2 Twiligh t Q2: Labyrill th Objects File 5 3 8 1 7, 83-86, 109, 129 The Twiligh t ZOlle 83, 2 3 3 2001: A Space Odyssey 78, 99 ukiyo-e 13, 56, 2 10-2 1 1 Ultra Q 8 3 , 2 3 3 Urata, Yasunori 1 1 1 Urusei Ya tsura Movie 1 : Oll ly Yo u 1 7, 3 2 , 44-45, 46-47, 55-60, 63, 82, 8 3 , 86 Urusei Ya tsu ra Movie 2: Bea u tiful Drea mer 1 7, 19, 2 1 , 31, 44-45, 46-47, 5 7, 58, 6166, 69, 70, 7 1 , 72, 8 1 , 82, 85, 109, 1 1 2 , 135, 1 4 4 , 2 3 2 Urusei Ya tsura Movie 3 : Remem ber My Love 72 Uruse; Ya tsu ra Movie 4 : Lum the Forever 44-45, 47, 50, 67, 68-72 Urusei Ya tsura Movie 5: The Fillal Chapter 73 Urusei Ya tsu ra Movie 6: Always My Da rlillg 73
248
Urusei Ya tsu ra OVA 5 1-52 Urusei Ya tsura TV Series 16- 17, 48-54 Verhoeven, Paul 189 videogames 175 Vidor LOl-l02 v irtual reality 165, 174, 175, 176, 1 8 1-182 Von Trier, Lars 145 Wachowski, Andy 16, 99, 174, 196 Wachowski, Larry 16, 99, 174, 196 Wajda, Andrzej 16 Welles, Orson 29
Index
Wiener, Norbert 2 3 7 Wilcox, Fred M . 9 9 Wittgenstein, Ludwig 38, 2 0 2 Woo, John 1 5 2 Yamada, Katsuhisa 73 Yamamoto, Sanae 231 Yamazaki, Kazuo 5 0 , 68, 7 2 , 1 1 7 Yokoyama , M itsuteru L02 Yoshinori, Naoyuki L08 Yotsuya, Simon 2 L O Yu uki, Masami L O a , L 0 4 , 2 3 3