Megalo Box – 7 [The Road to Death]

Hello everyone, and welcome to the most surprising episode of Megalo Box yet. This week we have family drama, Joe’s declining health and a shocker of an ending. Lets jump in!

So starting from the top, lets talk about this ending. I never thought Megalo Box would pull something like this, with its limited number of episodes. I assumed there would be a basic, linear progression of fights. With this however we now have 2 strong antagonists, or perhaps 2 protagonists. Its difficult to decide where Yuri fits into this, though Mikio’s place is clear. Regardless I am very impressed through brought Joe’s legal citizenship back into question. Mikio was already an interesting opponent, the rich boy with something to prove, but this blackmail really sells his “Anything to win” attitude. I am slightly disappointed that we didn’t get a fight, and might not get one next week, but based on the quality of previous fights, its not that big a loss. Fewer, higher quality fights with intense narrative weight like the inevitable Mikio fight will beat out Samejima any day.

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Megalo Box – 6 [Until the Last Dog Dies]

Alright, Megalo Box was a series of highs and lows this week and I don’t want to waste time with a preamble. So this week, lets speed things up and just jump in!

To start off, the big showpiece of this week is the Aragaki vs Joe fight. We will get to its place in the story, its result and all that later. For now the elephant in the room is the quality of the fight and booooy, is that a mixed bag. To start off, the good. The music was, as always, good. It gave each round its own distinct feel. The final 30 seconds was also phenomenal. The rotating camera shot as Aragaki and Joe just hammer each other… Ive rewatched it more times than I can count. The weight, the rhythm, everything from the first two episodes is there in spades. This single shot managed to keep me excited for Megalo Box’s finale. Sadly, this shot was, animation wise, the only thing it had going for it.

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Megalo Box – 5 [The Man From Death]

Hello everyone and welcome to Megalo Box, now with added 100% more feels. This week we have a story of disabled boxers, war and mutual mistakes, and I loved every second of it. Lets jump in!

So lets get this out of the way right now, I was not expecting anything that happened this episode. I was prepared for some backstory on Aragaki and some sort of grudge with Nanbu. What I was not prepared for was a more effective story of war and lost limbs than anything I got from Violet Evergarden. That might seem an exaggeration but over the next few paragraphs I will explain. Specifics of the war story aside, I am glad Megalo Box is taking the time to build up its boxers. We need more than the end boss Yuri to carry this story, so compelling or interesting opponents are a must. Not only do they let Megalo Box tell interesting stories, but we get to explore Nanbu and Joe through their opponents as well. It gives Megalo Box real breathing room for its character moments.

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Megalo Box – 4 [Let’s Dance With Death]

Welcome one and all, to the real start of Joe’s boxing journey. This week Megalo Box’s starts to show its first cracks and gives us more fights than we can shake a stick at. Lets jump in!

Overall, this was a good episode in every respect but one. The music, story and pacing all do wonders. The one sticking point for me this week though was the main fight and its animation. For the most part it works, having Joe struggle with fear as his main opponent was brilliant. With both Joe and Nanbu caught up in it, Sachio had to be the one to save the day. The kid needed to be more than the plucky sidekick. However the fight animation itself worried me. It feels slow, delayed in places. Not smooth and snappy, nor working with the music like previous fights. In addition, ending the whole thing with one punch after all that buildup felt like an anti-climax. It wasn’t a bad fight by any means, let me make that clear, but I was hoping for more in our first big match.

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Megalo Box – 3 [Gear Is Dead]

Another week, another good episode of Megalo Box. Its like dose of old school action. This week we get a subversion of the “upgrade” and some evidence of how bad life in the slums really is. Lets jump in!

So my first thought after finishing this episode was, wow there are some awesome camera shots in here. Cutting from a cross hanging in a car to Yuri resting on the ropes? Joe examining his cut in the rearview mirror? And how about Joe standing, with no gear, before Potemkin? Each of them convey so much beyond the basic information they needed to get across. They sell Yuri’s already massive power or the David vs Goliath feeling against Potemkin. The shot with the rearview mirror puts us in Joe’s shoes as we see him how he sees himself, not to mention it’s just interesting to look at. Its angles and direction like this that can make even the stillest or low-res anime interesting to watch. For more proof of that just go watch Monster. Another example of the effect of great direction. That’s not all Megalo Box gets right though.

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Megalo Box – 2 [The Man Only Dies Once]

Welcome to the Spring 2018 anime season! I am proud to present to you the Ashita no Joe 50th Anniversary project, Megalo Box. Easily the most stylish anime of the season. Lets jump in!

With just 2 episodes, Megalo Box has become my favorite for the season. Everything about it feels like it comes from a different age of anime, the time of Hajime no Ippo’s first series, Cowboy Bebop or Trigun. Even the story, so far, is Ashita no Joe with robot arms, with certain shots coming straight out of original 1970’s anime. In today’s anime landscape, Megalo Box is a breath of fresh air. Its thick, rough line work contrasting the all to clean and thin art we normally see. The vibrant color pallet that gives us bright greens, blues and oranges instead of muted browns and greys of regular highschool life. The only negative I can think of with Megalo Box is that, at least the Crunchyroll version, seems to have some resolution issues. Like it was upscaled to 1080p. Luckily with its style, Megalo Box doesn’t suffer for it much.

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2011 Anime Retrospective: Chihayafuru & Heaven’s Memo Pad

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If you want a comparison to psgels’ reviews:

Chihayafuru

Heaven’s Memo Pad

Chihayafuru (Madhouse)

Chihayafuru is a sports show that done right. Moreover, it combines many good aspects of both josei and sports, making it thrilling to follow, while provide enough growth and conflicts for the main characters to achieve. Let’s me first point out how niche this sport Karuta is (and all the more reason to applause the show for bringing this niche sport to mainstream audience). Karuta is the sport that embrace the old to the modern Japan, it has a mixture between sport and poetry, it can be play competitively by people of all genders (can you think of other modern sports that allow this?), and lastly, unlike shogi players where they are full-time professional, all karuta players – even the Master and the Queen – aren’t. Most of them have office job or currently in college/ high-school. The latter, in particular, is one of the reason that make Chihayafuru interesting. For you see, people come to this sport purely by their passion. Chihayafuru’s core theme is the exploration of discovering and following your own passion. Each character has their own reason to play karuta, but they share the same love for the sport and it’s inspirational to see the team keeps trying their hardest and keeps improving themselves for the thing they love.

Chihayafuru also benefits from the fact that it understands sports, in general. I have some sports background so trust me when I say this: unless you’re incredibly talented, losing is always your best mate. You tend to lose way more than you win. And losing freaking hurts. EVERYTIME. In addition, your number one opponent is always yourself. Through the course of this season, Chihaya loses lots of times, some of them she was expected to win but failed due to her own lack of confidence. The show understands that losing is a natural part of the game, and never shy away from that. Secondly, I’m really digging how Chihayafuru underlines the fact that each player has their own karuta game; as in you can see their own personality reflected through the styles they play. Chihaya is quick-tempered; she’s born with fast style and quick reflex. Taichi relies more on his memory, while Desktomu uses statistic and analysis and Kana through her knowledge of the one hundred poems (if I were to approach karuta I’d be like Kana, as the “competitive” part is my least concern). These styles fit the personality of each player and as a whole, it’s a firm reminder that there is multifaceted approach to the game and more than once Chihaya learns how to improve her game by observing the good quality of other players.

It helps that the josei part of the show, the undertone relationship of the three mains, remains as a backbone and never overwhelm the whole show. At least for now the romance is kept at the right balance, while allow our characters growing, both in the game skills and in their maturity. I still don’t buy much about the affection of Chihaya towards Arata but I can live with that. If I have one main complain, however, it is that because the sports drama is so well done, when Chihayafuru tries to create its own conflict, it usually falls flat. At the top of my head I could name 2 instances like that (the bully act when they were primary schoolers – actually this show has a very insensitive depiction of bullying; the little drama of Desktomu trying to quit in the middle of the tournament). Other mild complain I would have is how the show can be damn overbearing at times with so much tears. I’m starting to wonder whether it caused by the source materials or by Madhouse volume up the emotional response.

All in all, Chihayafuru is a clear winner. The pacing and the production are top notch, the matches are exciting and thrilling and the characters are relatable with both their quirks, their chemistry and their deep. This is one of those rare show that has universal appeal, given I can pretty much recommend Chihayafuru to any other viewers, anime fan or not, without much hesitation. Can’t wait to watch its second season.

Rating: 83/100

Heaven’s Memo Pad (J.C.Staff)

Well, I’m thoroughly bored.

And I already put aside many of its obvious issues (like NEET detective agency – yeah it doesn’t make sense to me. Or after finishing the show I still don’t get the title at all. I know KamiMemo explained it somewhere but I failed to grasp it).

But let’s be positive. I will address many of the show’s strengths first before touch upon its problematic parts. The production values of this show are surprisingly above par for a low-tier title. The art settings remain its best assets. Each of the setting has a personality of their own and I certainly remember the ramen store, Alice’s room and even the garden rooftop fondly. I also like the way each case takes up usually about 2 or 3 episodes, which for me is a right length to introduce, develop and resolve each case (Un-Go suffered from this). The actual cases are a bit mixed though, as I only enjoyed the first and the last cases. Each arc revolves around a character in Narumi and Alice’s circle, so it’s a good opportunity to flesh out the said characters too.

Or so I thought.

Here’s the biggest issue with KamiMemo: All the characters feel pretty empty. You often see how I complain about characters betraying their own personality, right? Now, this is the exact opposite problem. All the characters of KamiMemo have significant traits that made them stand out at first glance, but they keep that same lines of thought for an entire season and thus they become a bunch of cardboards who say “cheese”. It feels to me that I was reading some typical Visual Novel about stereotyped stock characters. Take Doki Doki Literature Club, using those empty lines with a purpose. In this show they serve no purpose other than making the characters look cool. And cool dish gets cold really fast without any substantial support. As a result, it’s hard to care for any of the character, and it’s a big bummer because those cases based around those said characters. The main duo Alice and Narumi, likewise, still feel very plain and her tsundere act is not something that I need to see again. Alice sounds pretentious all the time and Narumi always shines when the plot calls for it; which again are just plain weak and terrible.

The actual cases themselves, are nothing worth bragging about. It’s neither realistic, nor well-made enough. Many contrived details in the service of moving the plot forward, many big words that trying too hard to impress and Alice has overpowered ability so that when she’s on board, everything is pretty much solved without much sweat. I figure the reason I like the first case is because the cast still feels fresh and I believe the last case redeems the show a fair bit (look, KamiMemo, at least Ayaka has some deeper level). KamiMemo still works as a mild mystery detective case, and the presentation is competent enough to keep viewers engaged, but the serious lack of well-developed characters makes it hard to invest to the show on deeper level.

Rating: 71/100

And done. Tell me your own thoughts on Chihayafuru and Heaven’s Memo Pad if you have seen either of these. Next post, to celebrate one of the most anticipated sequel of next season (no, not Legend of the Galactic Heroes), we will head back to the future for Steins;Gate and its diary in the future Mirai Nikki. Should be a fun ride, Doc. Till then.

Ballroom e Youkoso Review – 65/100

In the weeks leading up to the summer 2017 season, Ballroom e Youkoso was one of the most buzzed-about new series. Produced by the Production I.G. team responsible for the smash hit Haikyuu!!, and set to air on Amazon’s brand new Anime Strike service, the series had no shortage of promotion or hype behind it. All that remained was for the creative staff to carefully transfer Takeuchi Tomo’s manga to the small screen, and they mostly succeeded – at least, in conveying its individual images and moments. But sports anime have evolved beyond an upper limit of simple panel-by-panel adaptations, and in the end, Ballroom didn’t manage to keep pace with its contemporaries. While its characters deserve some praise, both for their designs and their personalities, the series is limited by shounen clichés, haphazard progression, and an inadequate sense of movement during dance competitions.

The show’s lead character is one Fujita Tatara, whose general listlessness is gradually transformed into passion after he accidentally discovers ballroom dance. Tatara’s timid nature stands in stark contrast to the more dominant personalities he encounters throughout the series, and the show makes good use of that difference to portray Tatara’s personal growth in tandem with his improvement as a dancer. Though he is initially intimidated by rival characters both aloof and hotheaded, he learns from and ultimately befriends them as the series goes along. His relationships with three girls, all of whom serve as his dancing partner for some length of time, are even more central to Ballroom’s formula. Tatara struggles with the traditional notion of male-dominated performances, and aims to cooperate with his partners as best he can. There might have been some interesting social commentary to be had here, but the show smothered that potential during its second half by pushing the idea that its protagonist ought to become a perfect leader, but never satisfactorily explaining what that meant or how to do it.

Despite some muddled goal-setting, Ballroom’s characters are fun to spend time with, and worth learning about in detail. The show frequently explores performance anxiety, feelings of inferiority and stagnation, and even digs into the dark personal lives of its cast once or twice. But more common than these positive tendencies are competition-interrupting flashbacks and clunky comments from nameless observers, which become more common and more frustrating the longer the show goes on. Even Tatara’s biggest rival, an unflappable genius by the name of Hyodo Kiyoharu, begins seeing into the heads of other dancers by the show’s end, describing exactly what they’re feeling and perfectly evaluating their performances as a stand-in for the writers. This may have been necessary, however, in light of the show’s most glaring issue – for a show about ballroom dance, there isn’t nearly enough dancing to be found.

Many of the show’s problems intensify in its second half, but its poor dance animation is more noticeable in the early episodes. Even with an eventual uptick in the number of prolonged choreographed sequences, however, the damage is done at the start, with plenty of panning stills, reaction shots, CG dancers, and speed lines instead of honest-to-goodness dancing. Audience members aren’t given a proper introduction to the sport in motion, so we have to fall back on snippets of verbal speculation about whose stamina is giving out, or whether Tatara has finally learned how to execute a proper hold. This robs several key scenes of the impact they deserve, though others are bolstered by Ballroom’s frequent use of visual metaphor during competitions. If you cut your teeth on sports anime from the 90’s or early 2000’s, these techniques may not be too bothersome, but fans of newer titles in the genre may find the lack of dynamic movement disappointing.

This aspect of the show does improve as the series draws to a close, but there’s a trade-off to be made. Several characters are marginalized to make room for a brash newcomer, and her transition from manga to anime is less than seamless. The series also succumbs to a shounen tradition with which most anime fans will be quite familiar, though for the sake of potential viewers I won’t get too specific. Still, Ballroom ends well, and my original affection for the show did return for the final episode, so there’s reason to hang in there if you’re already halfway done. There’s little hope for a season 2, based on the lack of remaining source material, but if you’re reading this in the future and a sequel has emerged, you may be wondering whether the original is worth your time. My advice: if you’re a fan of sports anime, sample three episodes and see how you like it. Otherwise, give this one a pass.

Ballroom e Youkoso – 21-24

This is going to be a loose, informal series of takes on the last four episodes of Ballroom e Youkoso. We’re saving the professionalism for the series review post. If you think this show is the best thing since sliced bread, or just a competent anime series that you happen to enjoy, you’ll want to avert your eyes.

21: I recently had a conversation with my brother about whether art can be objectively labeled “good” or “bad.” Take anime, for example. Show the same episode to 100 different people, and you’ll get 100 varying ideas about how “good” it was. There’s no perfect metric that can be used to determine the quality of an artistic work – or so I thought, until I watched this episode. It is now my belief that you can fairly and impartially measure how bad an anime is by the length of its flashbacks and digressions. This episode was full of them, and it all started with a two-and-a-half minute free association exercise by our resident rival character, Hyodo Kiyoharu. We got scenes of him grilling his mom about her coaching technique, his opinions on the strengths of different dance partners, and a breakdown of stretches that can increase mobility, all in the middle of Tatara’s performance. This was just the beginning, as the show proceeded to bring Shizuku, Mako, Gaju, and a couple of sideline reporters in on the fun. No amount of metaphorical door kicks could save this episode from distracting itself to death.

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Ballroom e Youkoso – 19/20 [Rival/Friend]

It seems that the closer Ballroom e Youkoso gets to the end of its run, the further it moves from my strike zone. The series’ wide-ranging cast is its greatest asset, so you’d think that an extended flashback exploring Akira and Chinatsu’s shared past would be a slam dunk, but these episodes left me cold. There are too many hurdles for the show to overcome, between a lack of expressive motion, inconsistent portrayals of skill and compatibility, superfluous dialogue, and poor scene transitions. Assuming I continue doing double-episode posts, I’ve only got two more to go, but I’m dreading the final review that lies beyond them. Takeuchi Tomo, the original creator, has given us the heads-up that the Ballroom anime may receive an original ending due to delays in the manga’s release schedule, which only adds to my apprehension. Then again, the show has been pretty faithful to its source and still ended up in this rut, so maybe some fresh material is just what it needs.

There was a minor controversy surrounding Ballroom’s 41st chapter (from which “Rival” draws) a while back. When it was first published in Monthly Shounen Magazine, it contained a page where Akira thought to herself, “What I love is something else.” She expresses a similar thought in this episode (though Amazon’s subs use “like” instead of “love”), a reference to her affection for Chinatsu, rather than the sport that binds them. However, when chapter 41 was included in a compiled volume of the Ballroom manga, that text was removed, probably because it suggests a same-sex attraction on Akira’s part. Coming into this episode, I was curious which way the show would lean, and to my pleasant surprise, they included the line. In fact, this episode was heavy with lesbian subtext, from Akira’s descriptions of heart-pounding excitement at being around Chinatsu, to her “embarrassment” at studying the nape of her neck, to her jealousy at the thought of anyone else teaming up with Chinatsu.

Now we know that Akira is gay (or at least bisexual), and that her attraction to her former partner has shaped their relationship coming into adolescence. We even delve into her psyche a bit, as she manipulates Chinatsu into dancing the boy’s part because she prefers her in a “male” role, and labels her feelings as “wretched.” Despite its success in telling their story, however, Ballroom fails to connect it to the larger picture of the current arc. Akira dances to be close to Chinatsu, not because of a particular love for competition; Tatara’s current goal is to become a better competitor by understanding what it means to lead. Those ideas don’t have much to do with one another, although you could argue that the show has lost sight of Tatara’s arc, as well. The show is constantly giving us mixed messages about both him and Chinatsu. Take Mine-san’s evaluation of the pair, for example: “They have childish faces, but their childishness has disappeared.” Hello?! How does this explain Chinatsu’s relentless mocking of Akira in this episode (which kind of undercut the emotional aspect of their backstory), or Tatara’s exasperating timidity?

That brings me to my next point, about the lack of consistency surrounding the show’s treatment of the Tatara/Chinatsu partnership. Just a couple weeks ago they were in the zone, flying through the early rounds of the competition, and using their clashing personalities to push each other to new heights. We even got that scene where Chinatsu was viscerally influenced by Tatara’s movement, so much so that it threatened to overtake her. Then we get to these episodes, and the entire peanut gallery is shit-talking them, Chinatsu is acting totally aloof, and they’re literally stepping on each other’s feet. Then we move to the slapstick second half of “Friend,” which features a scene where Hyodo sits on Tatara’s back and “separates his muscles” over his anguished cries, while Chinatsu and Akira nonchalantly eat bananas in the foreground… I’m cool with anime moving rapidly between different styles and tones, but only if they establish that versatility as a part of their DNA, and Ballroom has never been as wacky or felt as conflicted as it was here. The majority of this doubleheader’s appeal was lost on me, but hey, there’s only four episodes to go.