Saturday 17 August 2024

#279: Giant Robo - The Day the Earth Stood Still (1992-8)

 




Studio: Mu Animation Studio (Episode 1–6)/ Phoenix Entertainment (Episode 7)

Director: Yasuhiro Imagawa

Screenplay: Yasuhiro Imagawa and Eiichi Matsuyama

Based on the work of Mitsuteru Yokoyama

Voice Cast: Kappei Yamaguchi as Daisaku Kusama, Sumi Shimamoto as Ginrei, Akio Ōtsuka as Kaei, Iemasa Kayumi as Chief Shizuo Chūjō, Kazue Komiya as Yōshi, Kazuo Harada as Dr. Shizuma de Montalban III, Kōichi Chiba as Dr. Franken Von Vogler, Masashi Ebara as Professor Go Gakujin (Wu Yong), Norio Wakamoto as Taisō, Rokurō Naya as Kōshin Chin Sanzan, Shinji Ogawa as Genya, Shōzō Iizuka as Tetsugyū, Tadashi Nakamura as Shokatsuryō Kōmei, Takeshi Aono as Issei (Gongsun Sheng), Tarō Ishida as Hanzui the Evil Messiah, Tomokazu Seki as Kaihō, Yasuyoshi Hara as Ivan, Yousuke Akimoto as Shockwave Alberto, Yūji Mikimoto as Inspector Kenji Murasame, Akio Ōtsuka as Professor Shimure, Chikao Ohtsuka as Jūjōji the Bell of Life, Fuyumi Shiraishi as Sanny the Magican, Hiroyuki Satō as Gen Shōgo, Hōchū Ohtsuka as Gen Shōji (Ruan Xiao'er)

Viewed in Japanese with English Subtitles

 

Giant Robo is not the best mecha anime ever made, but it is one of the best. That may seem a paradox, but I went into The Day the Earth Stood Still, an ambitious straight-to-video series with arguably too much build up as the best anime mecha work in existence. To those who know of this, it is a high bar for the genre, and thankfully by the final episode, it had earned that reputation, all in mind that with a protracted production length and a tragic inability to reach its intended original intentions, this could have easily become a flawed gem which we would have looked back on with a bittersweet "what if". It is more that to call something "the best" is a dangerous choice of wording, forcing a straightjacket which robs the power of the production, something that can be attested to when, to use another example from another medium, people may be put off from watching Orson Welles' Citizen Kane (1941) because when people called it the best film ever made, that forced it into a form of permanent stasis rather than the fact people love that film for a naturally developed admiration. Also it is impossible to say what the best mecha anime is as, being able to dig into the sub-genre, something as simple as a story involving a giant combat robot or two has been able to have so many idiosyncratic and inspired entries even in terms of flawed gems, let alone the canonical ones, that it seems pointless to compare them to find a superior one. The Visions of Escaflowne, a 1996 television series which finished its twenty six episodes when the final seventh episode was still being waited for from Giant Robo, is a completely different type of story set in an alternative fantasy world, making it ridiculous to compare it to Giant Robo's atompunk morality tale, or other works in their own molds, because they are drastically different to each other despite their genre tag.

Giant Robo could be called a throwback to an older school of mecha stories, but even that is not quite right, and not the same as mecha anime which were openly throwbacks, such as Masami Ōbari's Gravion (2002/4), with their own distinct touches. What I can call Giant Robo is a serious minded action tale at its heart, one that fully and totally succeeds in its conclusion, with a full narrative arch, in spite of the tragic knowledge this was always meant to continue on with more entries we will never get. This was originally meant to the second to last of a giant, ambitious tribute to the work of manga artist Mitsuteru Yokoyama. It adapts as its centre Yokoyama's 1967 manga Giant Robo, but one of the immediate things to point out is some of the idiosyncratic characters here. Set in the future, we have on Earth moved away from fossil or nuclear power to Shizuma Drive, a sustainable power source, whilst there is a war between the heroic International Police Organization and antagonists the BF Group (Big Fire) which involves a machine that can destroy this power source and send the world back into darkness. Part of the work’s idiosyncrasies is that for a modern day tale with giant robots, there are quite a few figures who have seemingly wandered out of an adaption of Chinese period epic. This is because, when the project was being put together, copyright meant side characters were not allowed to be used. Giant Robo had been adapted before, as a live action series screened in 1967 to 1968, and the confounding red tape which prevent most of the cast from the source being available lead to an inspired creative improvisation. This was that, with this a tribute to Yokoyama's work, they got carte blanche to use characters from his entire career, including so from an adaptation of The Water Margin, based on a legendary Chinese novel.

The decision had a drastic effect on the story, when the female lead Ginrei is from two manga, Wolf Constellation and The Name is 1011, which makes this an even more compelling tale if you knew of this, as this is legitimately a tribute to Mitsuteru Yokoyama‘s career. It is however not interested in pure service, but a serious story where characters do die and the stakes are legitimate in terms of dramatic tension. Even Big Fire is the same, with characters from a Romance of the Three Kingdom manga, and Yokoyama's magical girl Sally the Witch, one of the earliest examples, as the daughter of one of the villains1. With a story where even their morality becomes more complicated when facing the threat, a character from one of Yokoyama‘s period dramas, Genya1, is turned into the son of a scientist deemed responsible for destroying an entire country when experimenting with the Shizuma Drive, desiring to blackout the entire world in revenge for the distorted truth of that tragedy. Even characters from Tetsujin 28, Mitsuteru Yokoyama‘s other mecha creation, which is a huge influential entity in its own right, rock in for the story in probably the coolest nod to the show’s ambitious crossovers1.


The only characters from Giant Robo directly lifted include the main lead Daisaku Kusama, a young teen boy who has inherited the power of the titular Robo, who he can command from a wrist watch communicator. Whilst he has great power in his hands, alongside the fact it is later revealed Giant Robo is nuclear powered, causing concerns on his side of the potential threat if the machine malfunctions, he is a mere boy burdened with the chaos that will transpire. The villain has a justification for his rage, made worse as he is Ginrei’s brother, and the war to initially stop a series of experimental Shizuma Drive canisters getting into BF Group’s hands becomes one of dealing with an ultra powerful floating sphere which robs all energy sources of power in radius. Even among his side, there is the fact that, whilst she can teleport, Ginrei’s power sacrifices her life little by little using it, and that despite having a member who cannot die and is immortal, the International Police Organization throughout are fighting as the underdogs. The ironic tragedy of Genya's goal, what his father actually intended him to do with the power he weaponized, and all the sacrifices that lead up to this reveal makes this more potent. This is a case where, rather than the contrived sense that tragedy happens for upping the stakes, everything here is felt as dramatically powerful and this is where the legacy of this series is felt. It earns its drama, all through telling what a simple action story with giant robots lumbering around, all because it is taking itself seriously with the deftest of touches.

It is with knowledge the production was tumultuous. It started in 1992, and it took three years alone from episode six to get the final seventh one in 1998, enough time for director/co-writer Yasuhiro Imagawa to pen scripts for other work, including the 1997 Berserk adaptation, and direct the unconventional Gundam continuation Mobile Fighter G Gundam (1994-5), a big fifty plus episode production, whilst still helming the sixth episode from 1994. The solace is that these production issues are not seen in the slightest on the work itself. It has a strong aesthetic, arguably a “throwback” to older character designs from the decades before, but without any bias to this for me. By itself, this style is one of its own, based on its influence’s work, which provides its own distinct appearance. There is no sense that the time and budget that would have gone into this production, whilst likely torturous as was visibly a lot of resources, was compromised in the quality of the production. The closest thing to throwback it moving away from the kind of robots Gundam itself has, and whilst some in the story are more over-the-top in form, our titular Giant Robo whilst exaggerated feels like a construction built from pistons where each movement causes the earth beneath it to tremor, which adds to its own personality.

Considering what is on paper, a version of Giant Robo could have been a mess. It is a sci-fi giant mecha series with figures who have legitimate supernatural powers, from the ability to project fireballs to teleport, with the likes of a blue skinned Amazonian warrior from the Water Margins adaptation with a Monkey approved extending staff weapon among the roster, and a large amount of the cast not hidden in having ancient Chinese dress or military combat maneuvers in a story which has guns and air blimps.  Yet, it all gels together in a consistent logic of its own with spectacular set pieces and deep character telling, which is a huge accomplishment. There is of course the musical score, composed by Masamichi Amano with collaboration with the Warsaw Philharmonic Orchestra and Choir. A sweeping, appropriately operatic score to a production, it fits the tone alongside bucking trends, as it neither has any traditional pop songs for the opening and ending credits either that could have been sold off the back of the series. The gravitas of the story and how the production values is used to tell it, even in terms of how the likes of this score was chosen and put together, is why Giant Robo succeeds.

Sadly it was a work that struggled in its time, and only got the recognition it deserved as time went. My initial hesitance about the show, from all its weight of expectation, meant that it was a slow burn having to watch all seven episodes until the ending, where when the landing was fully executed perfectly in the last one. By its bitter sweet post-credits, it was a success entirely. Its pulpy veneer hides a pretty simple moral quandary – the idea of whether sacrifice is actually necessary to accomplish any event – and lets the characters and story run from this. Even if there is a nod to a future story that never came to be, it does not detract from the fact this does have a fully accomplished and told narrative by itself, and that in itself is a huge triumph.

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1) Behind the Night's Illusions - the characters of Giant Robo: the Animation, originally published by Anime Jump in 1999. Archived from the original on 13th July 2003, and retrieved on the 1st January 2001.

Monday 12 August 2024

#278: Cybervenus FeiFei (2001)



Studio: Blue Moon Studio

Viewed in Japanese with English Subtitles

 

In my obsession with digging up obscurities, I finally close off the trilogy of three Virtual Idol releases which got DVD releases in the United Kingdom. They exist in an unconventional place in terms of anime, as CGI productions connected to Pony Canyon, a publisher huge in the Japanese music industry with involvement other pop culture industries like anime, but as DVD directed collections of segments which were released in the boom period of British DVD distribution when the format was new. This film in its trailers promised a fourth, which feels like it was falling back into the idea of the sexy virtual female idols of the other titles I have covered, but the three we got were Yuki Terai - Secrets (2000), Virtual Stars (2002), and Cybervenus FeiFei, which focuses on a Chinese woman who was created through motion capturing the movements of real actress. It feels like, from the three we got, this was the most ambitious in terms of ideas and artistic presentation, making the fact this was not the final one somewhat strange. Virtual Stars was really falling back into the idea of sex appeal of their virtual starlets, whilst this feels more like it should be the conclusion, where Blue Moon Studio wanted to figure out where they could go with this production concept they had, as FeiFei becomes significantly more existential in tone than appealing to a cute idol who can appear in music videos.

Like the others, this is a collection of shorts, beginning with Doll, where FeiFei initially is wandering through giant cogs. Ahead of time, I find the computer effects here compelling, beautifully obsolete, especially in mind that there is a clear care to make FeiFei as realistic as possible, as will be seen in the later shorts, even if prioritized over overtly detailed locations. As a result, she is a proto-virtual idol in the truest sense of pushing the realism to a quality you can admire, but aside from actual live action footage being used later on, the journey through mazes in this first short is very abstract in comparison to the person wandering them. Add the ambient techno the scores the segment as she finds feminine robots and a transparent monolith, and it is brain candy for Millennials. RGB takes this further by looking like the cool Dreamcast game we never got, FeiFei cybersurfing a spiral environment in pure white void which wandered out of the videogame Rez (2001). Even the spoken word fuzz rock that scores this segment feels like something Sega would commission whilst she is riding a metallic shark in a green sea of fish. Arguably the best thing about this entire project, as here, is how work like this can have a pretense of a plot but also be purely dreamlogic as FeiFei’s birth, as this short is meant to represent, includes all the following but also requires her gaining colour pigmentation for his body beyond grey.


These shorts all have poetic introductions to them, suggesting Blue Moon Studio were more earnest in their work with this one in terms of meaning. Voice, as FeiFei travels through a room in its own existence and learns to speak, also brings in the touch distinct to this collection of animations, blending live action with FeiFei interacting with the real world. The soundtracks are a smorgasbord of the era – whale sounds, nu jazz, ambient lounge and dub music, sometimes in the same short as with Real, focusing on more live action as FeiFei sees the world through the pieces of recorded footage, and is interacting with a real actress who can talk to her through a laptop. These shorts build a narrative over these segments, unlike the others in the series, where she is slowly growing into a real person fully immersed in our world, which also makes understanding the dialogue more a concern. “Dream and reality are the same” is spoken at one point, and whilst we are seeing the limits of the animation at times, we see something very ambitious in spite of this. By Messenger, we are definitely seeing a more New Age tone to the project too, Messenger emphasizing this as an experiment in a character as a radio host, or waiting in-between her recordings of messages from listeners.  We have moved from random zombies being fought off by a sexy dancer in Virtual Stars or music videos to more perfected movements for speaking dialogue or communicating her messages of love in turntablism.

Labyrinth is the most ambitious of them all for being seventeen minutes long. Splicing our lead into real footage of Rome, they do have to fudge around her presence around real people in the streets, like a ghost no one sees, but even in painstakingly animating her operating a phone booth, the short is trying for a more ambitious short film with emphasis on mood. It begins attempting a plot of FeiFei trying to find a man she cares for living in Italy, only for reality to start to bleed and distort in digital code, all with knowledge eventually he has disappeared. As she travels around Rome, witnessing masks with her face on them in store windows or with the walls closing in on her, it is cool to see Blue Moon Studio suddenly take the project series to this point, feeling like the last thematically in their ambition in spite of the true chronology of the releases. After FeiFei goes to a church the short becomes more abstract, a mood piece where she is transported to a tropical island, eventually to her painting herself on the moon on grassy field. It might be seen as a cop-out, but in mind that this entire product feels like the right mix of old CGI, dream logic and these moments of expanding the production with ambition, I would let Labyrinth have a pass if it was entirely just obsolete CGI being used in imaginative ways by this studio, only to also admire that they were wanting to push their interest in terms of artistry too. Sadly, this entire series of works are as obscure as you could get, and in mind that we even got DVD releases of these in the United Kingdom, I ponder whether any of this, from the films themselves to the making of documentary material also included, are even properly preserved. Finally closing the trilogy off they are a compelling dead end in the history of Japanese animation, though it is clear to see that we would have not gotten a Cybervenus FeiFei even if the project continued into the 2010s. When Virtual Stars was released, the production realized the sex appeal sold more, so even if they were able to prosper, this more esoteric tone would have likely been ditched soon after anyway.