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Go, Speed Racer! A Really Fast Intro to Manga and Animé by Mike Hertenstein
By now most people are aware something is going on: though, perhaps with high
profile examples like Pokemon, they're hoping that if they ignore it,
it will all go away. Good luck. animé, or Japanamation, is
flowing down the Western airwaves, not exactly yet a Tsunami, but steadily
enough that ignoring it is no longer an option; indeed, while ignoring it
might seem a good defense against Pokemon and worse, that strategy
will leave you unprepared to divide the bad from the good; while such an
approach might help keeping out the bad (and there is much) it would be a
shame to miss the good: for the best animé can be wonderful.
Getting up to speed means first learning about manga: long comic
strips serialized in Japanese magazines, often later compiled into paperback
books, which then might be animated for film or tv animé
or turned into novels, maybe even an opera. In Japan, comics have reached a
level of acceptance and popularity seen nowhere else in the world. The
artists who create manga are treated like rock stars, surrounded by
microphones and tv cameras wherever they go. Not only are theirs household
names, but they are also names and faces on billboards, endorsing products.
Fredrick L. Schodt points out that a sign in the window of one of the largest
Japanese publishers depicts, from that nation's perspective, the most famouse
people of the 20th century: Einstein, Princess Di, JFK, the Beatles
and Tezuka, the kami-sama ("god") of manga.
All the major publishers in Japan are subsized by manga. Though invented in
US, the comic book is a neglected form in the states, accounting for under 5%
of the total books and magazines sold in this country. Manga, either book or
magazine, account for 40% books and magazines sold in Japan. And they are
sold everywhere: at subway station newspaper stands, huge piles of manga are
snapped up to be read on the train, tossed in the trash at destinations.
Manga is sold in vending machines, especially manga of racier content. There
is a huge industry of amateur manga, which is sold in huge conventions.
There's a black market of heavily discounted manga sold by shady characters
who obtain their stock through means unknown. Manga is lying around
everywhere: in beauty shops you'll find those manga which target ladies or
young girls, though the ladies read men's manga, too. There has been an
explosion of manga coffee shops in Japan, where customers can sip coffee and
read manga from late morning until early morning. Many Westerners have also
acquired this addiction. It's like discovering a new ethnic soup: once you
get the hang of eating with chopsticks, you can't get enough.
Here's a friendly warning, however: you may not want to eat everything in
that bowl. That is to say, it's a bad idea, on the basis of a wonderful
encounter with manga or animé, to let the kids consume it freely. You have
to reorient your mental image of the animé universe it's bigger than
you think. Manga and animé are not just cartoons, they're an entire culture:
one that runs the gamut from sensitive character studies, as intricate and
interminable as a Russian novel, to porno comics with the violence level of a
snuff film. In between, there are often bizzarre subdivisions tailored to
very specific tastes, including genders, age-group, hobbies and sexual
preference. There is manga for Mah Jong players. For young mothers. For
girls. For people you don't want to know. Like mushrooms, certain manga and
animé you will find are to be avoided, while others are too tasty too miss.
You'll have to learn the difference.
First, though, let's dig a little deeper and get acquainted with the roots.
When Japan was opened to the West, Japanese artists began to look to what
their American and European counterparts were doing. In New York, American
cartoonists were experimenting with newspaper comic strips. This medium was
adopted quickly by the Japanese, and American comics had great influence on
the already proto-comic tradition of Japanese art. Japanese artists then led
the way in turning strip comics into comic books. In the 1930s, longer and
longer comics appeared in Japanese newspapers and magazines, and these became
extremely popular. Production of this art form paused during the war, but
afterwards, pent-up demand led to an explosion of comics. People in post-War
Japan were very poor, and very much in need of cheap entertainment. All
these circumstances resulted in the rapid development and popularity of
contemporary manga.
The most important figure in development of manga culture was an artist named
Tezuka Osamu (1928-1989). Tezuka utilized cinematic techniques in creation
of comic stories, borrowing compositions and narrative elements from films.
His stories became longer, and his approach was more serious in both content
and in depth. When he began drawing newspaper comics, Tezuka revolutionized
Japanese popular culture with an extraordinarily popular comic book, New
Treasure Island, which spawned imitators who adapted both his style and
his conventions: these included the big, Westernized eyes now so
characteristic of manga and animé. The Japanese media industry, recovering
from the war, found that inclusion of manga increased sales and so
began to include more and more. Kids raised on manga didn't want to give it
up as they got older, so as the market aged, the producers created stories
that were appealing to ever-older readers. Suddenly, comics were no longer
just for kids. Many of these consisted of science fiction and adventure of
the Tezuka style, but the bounds were pushed beyond traditional comic book
content: manga stories included realistic action (often violent), drama, and
competition for a faithful buying public created a diversity of genres.
Manga is so big in Japan, it's gone beyond the manga-ization of novels to
include the novelization of manga stories. If you have a message to get
across in Japan, use manga: for good or for ill. The notorious Aum cult
combined science fiction and religion, making news when they set off poison
gas in the Tokyo subway. Aum recruited members and spread its message by
turning it into manga.
The easiest entrance to the world of animé for Western audiences were the
major studio releases of dubbed films distributed in the US. Akira
(1988), was widely released in this country, a bloody action story featuring
motorcycle gangs and mad scientists and more violence than Westerners were
accustomed to in cartoons. Ghost in the Shell (1999) was an R-rated
cyberpunk feature which found huge audiences in the West. The highest
profile animé thus far released in the US was 1999's Princess
Mononoke, a better introduction both because of a PG rating but also for
its spectacular presentation the elements that animé does best, in terms of
atmosphere and unexpected detail. Mononoke was the first animé film
released as a part of a worldwide distribution deal made between the Walt
Disney company and the company which some have called "the Disney of Japan,"
Studio Ghibli. The presentation of these films, including Mononoke
and 2002's Spirited Away is of a far higher quality than most other
available releases available in either dubbed or fan-subtitled releases.
Animé, like manga, does not represent a single genre, but an entire media:
there are mysteries, adventures, literary efforts and pure visual
entertainment. Much of the appeal of animé in either East or West, no doubt,
comes from the violence and sex, and there have been pressures to tone down,
especially the depiction of violence against women. There are other cultural
elements that will both mystify, delight, or disgust Western viewers:
differences from the attitude toward women and oddities like shared family
bathing, to the intricacies of courtship and other social relationships.
Plenty of the films are unconventionally conventional science fiction
shoot-em-ups, but others offer facinating slices of Japanese life: froms
chool, to family, the way people live and relate to one another, with
elements of their religious beliefs and cultural expectations woven in.
Most parents will want to take an active role here. They'll have to go
online and educate themselves about specific films to figure out which ones
to see at all costs, which ones to likewise avoid. It's a good excuse to
talk about cultural differences and strange, or new pagan mythologies (which
ultimately may not be any bigger an issue than "Grandmother Willow" was in
Pocahantus). An excellent resource for learning about animé in general
and individual films in particular is the Parents Guide to Animé
at the website, The Animé Cafe.
Get ready for a certain amount of culture shock no matter which films you
decide to see, and get ready to have your mind blown. And if you can, try to
see them on the big screen: the visual details of the best animé, especially
the Studio Ghibli films is breathtaking: the way the artists depict
reflections in the water, smoke, clouds, fire and the sunlight dappling
leaves will change forever your understanding of what an animated cartoon can
do, and do to you.
Be sure to check out our
survey of films from Studio Ghibli and
the
review of the 2002 Ghibli release, Spirited Away
Much of the information in this article came from a lecture by Fredrick L.
Schodt and from browsing a few of the innumerable animé websites.
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..........................more: Review: Spirited Away Studio Ghibli Survey
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