I pretty much have to, because I’ve been trying to
redesign (and have redesigned) a bunch of my characters. Plenty of them are in a good spot, but
there’s one I’ve struggled with for a while -- to the point where she’s both
the one who’s been iterated the most and the
one who’s in the direst need of it. So
for a while now, I’ve been scouring the internet for images, art, and resources
to give me some ideas. Inspiration -- a
sort of loose guideline to help me nail something down before I go insane. I think I’ve come up with something,
actually…buuuuuuuuuuuuuuuuuuuuut
there’s an issue I’m more aware of than ever.
Which brings us -- however randomly -- to Kantai Collection.
I’ve known about the property for a while thanks
to stuff like TV Tropes and a smattering of anime sites. If you haven’t heard, then here’s a
super-basic rundown: Kantai Collection (or
KanColle) is a popular browser game
in Japan that has you take the role of admiral so you can command girls with
the spirits and armaments of WWII naval warships and do battle with enemies
from the ocean’s depths. I don’t know
much about the game’s actual quality, but regardless it’s done well enough to
earn an anime adaptation.
And actually, I was interested in seeing what came
of it. There are a handful of things I
know conclusively about KanColle,
even if they are the only things I
know. One: there isn’t really that strong
of a plot. Two: it’s packed to capacity
with “cute girls” for every persuasion.
Three: the premise, as I choose to interpret it, is CYBORGS BATTLING ENVOYS OF THE ABYSSAL ELDER
GODS ON THE HIGH SEAS. That’s unbelievably metal…figuratively and
literally, considering the comparisons drawn to a certain magical franchise. As you can guess, I kept watch for the
inevitable episode one reviews, waiting with bated breath for good news.
As you can guess, I was disappointed. Turns out the show is less about being metal
and being more about “cute girls doing cute things.”
I’ve watched the first episode (and read up on the
second and third), and I can say this with some confidence: when it’s about
naval warfare, it’s actually kind of interesting. Not perfect, mind -- it’s fairly
well-animated, but it kind of goes to waste against enemies who just
absorb/shrug off long-distance shots, and there aren’t any perceivable stakes
besides “if the girls get hit, their clothes get torn”* -- but it’s
serviceable. When it isn’t about naval warfare, the show is
borderline intolerable. It’s probably
unfair to judge it by the first episode, but when I think about shows that have
done far more in their first episodes (any number of shows from the Shonen Jump
cadre), I get the feeling that the focus is misplaced.
The show could have been more than just
squeaky-voiced girls walking around, eating food, overreacting, and having
bouts of heavily-implied lesbianism blushing. To be fair, it could still be more later on,
but the first episode was a chance to establish that from the get-go. Instead, I found myself groaning and
massaging my forehead as three squeaky-voiced little girls engaged in
platitudes and pleasantries. And they
did that for the majority of the episode (which I tuned out of when able);
Fubuki is ostensibly the show’s main character, but she’s unbelievably
grating. She’s nice and earnest and
hardworking, but easily-flustered and clumsy!
But she’ll always do her best!
And she’s adorable because of it, because…we say so?
I just love how Fubuki gets sent off to her first
mission -- despite being established on-land as a complete klutz, not just by virtue of running into a tree branch -- without
anything even remotely close to formal training on the grounds that “she’ll be
fine”. Maybe she should have gotten some
practice in instead of sitting around eating parfait. Nah, who am I kidding? It’s not like she’s specifically come to this
place to fight against an abyssal army from the deep. Just watch those two girls feed each other,
even though it’s said almost flat-out that there’s no reason for us to dwell on
their presence or character! It’s all
about lip service for the fans who care about Girl A and Girl B, as opposed to
Girl P and Girl µ!
Again, I’m dwelling on the first episode, so
there’s always a chance that things will get better. But here’s the thing: of the three girls that
are ostensibly our leading trio, I’ve already forgotten the name of one of them
and what separates her from the others (besides the fact that her voice is the
shrillest of the lot). And I don’t even
remember what separates the other girl from the others besides adding “poi” to
some of her lines. And it hasn’t even
been a month since I saw the first episode.
So my question is this: why are the girls that appear in this episode
integral to the story? Why did they show
up out of the hundreds of others? My
answer is that the guys behind the anime drew names out of a hat -- because the
way things are looking, outside of their looks and quirks, nearly all of these
girls are interchangeable.
I’m not asking for any high-concept pieces of art
here. But when you can’t beat
competition like this, it may be time to re-evaluate.
I guess I shouldn’t really be mad. The KanColle
anime in its current state plays out exactly as what I should have expected: a
bunch of cute girls -- ones well-noted for their fan-earning traits -- doing
what they’re famous for in a full, official 2D production. (Though to be fair, it transitions to 3D when
it’s time for high-seas battles.) In a
sense, neither the anime nor the game was made for me; they were made for
people who’ve already been won over by the franchise in its myriad forms. They were made for people who have had their
hearts swayed by Fubuki, or Atago, or Kongou, or…or…a little girl wearing a tiny
skirt and a highly-visible thong?
*sigh* Let’s not dwell on that any longer than we
have to.
I’m willing to make my peace with the anime…is
what I would like to say, but I can’t.
Why couldn’t this anime be
made for me? Cyborgs versus eldritch
horrors? Sign me up for that shit. And I doubt I’m the only one who feels that
way. Just think about it: the KanColle anime represents a chance to do
something with the property that hasn’t been done before, at least not on an
official, big-budget level. It’s a
chance to bring in new fans with the promise of something exciting. And that excitement can come from any number
of sources. From an impactful
story. From a slew of interesting,
well-made heroines (which are more important now than ever). From moments, action-based or otherwise,
that’ll stay fresh in any viewer’s memory for a while yet.
This anime doesn’t have that. It’s just got cute girls -- and they’re not
even all that cute. Unless you like
girls who act as if they have the collective brainpower of a single toddler.
Such enthusiasts do exist, I’m sure.
Oh yeah, sure.
Taken individually, these girls are all aesthetically pleasing. And given just how many “fleet girls” there
are in the franchise, it’s safe to say that there’s something for
everyone. Here’s the thing, though: in
an effort to be cute -- to have nearly everyone be cute, via a piled-on array
of attributes -- no one ends up being cute.
No matter what they look like, what they do, or what their quirks are,
the girls aren’t sufficient enough to endear themselves the way they were
intended to. The way they were designed
to.
This isn’t a problem unique to KanColle, so long as “moe” is still a
phrase with some traction. But it’s a
problem highlighted by KanColle. Cuteness has become routine; it should be a
property that accents the specialness of a character, but instead the
mix-and-match attributes of the whole thing have made for an aesthetic -- if
not mindset -- that hurts everybody on every level. The creators, the audience, and especially the story all take a licking
because instead of being characters, the fleet girls are just blobs of attributes. Of things. And instead of enjoying a character because
of what she has to offer -- according to the creator’s smart design -- it’s all
a matter of latching onto whoever ticks all the right boxes from person to
person. Finding something like this
doesn’t help matters.
I don’t know for sure if all of the characters in
that gif are the same or different, but the problem is that I can’t tell that
at a glance. Whereas a show like The Simpsons is damn near built on all
of its characters having instantly-recognizable silhouettes, everyone in that gif has almost the exact
same face. In the best-case
scenario, that’s just an unfortunate side effect of the artist (hopefully not
the official one) only knowing how to draw one face with slight variations. In the worst-case, the fleet girls are best
differentiated by their clothes, hairstyles, and color schemes. And bust sizes, I guess. Because as you know, there’s no other
determinant of a body type.
I know for a fact that not all the fleet girls are carbon copies. But even those examples are ostensibly masses
of attributes in their own right. Okay,
sure, fleshing out every character in the context of a video game isn’t the
easiest thing, nor is adding in a cohesive story. (It’d probably help if in the game there
weren’t nearly seventy girls just in a
single class, but that’s neither here nor there.) It’s just that I have two problems here. Again, the anime represents a chance for the
franchise to do the fleshing-out that the game can’t; even if it has to narrow
the focus to a core cast of characters, doing something fresh and satisfying
with the canon is better than doing the same old, same old. But more importantly, this approach of
“characters that are only attributes” isn’t helping anyone.
I find it utterly hilarious that cute high school
girls in anime/manga are (or are becoming…or
have been) to Japan what grizzled, burly white dudes/soldiers/killers in
video games are to the States. Wait, did
I say hilarious? Sorry, I meant utterly
depressing. I mean, how is it that a lot
of modern-day anime has a four-to-one ratio of girls to boys, at least, yet it’s a struggle to get even one of them that’s
actually good?
I understand the basic mindset. I mean, back in the day people didn’t choose Street Fighter characters based on
gripping backstories or fleshed-out personalities; people went to Guile because
he was American or Zangief because he was big and beefy. Hardware and software limitations alike kept
explorations of the characters to a minimum -- the stuff tucked away in manuals
and/or rewards doled out after beating cheap bosses. But times have changed. The standards are different now. Street
Fighter 4 put up an
effort to try and get more out of its world warriors, so -- even if it’s by
baby steps -- the characters once differentiated by their looks are becoming
something much bigger than their nineties iterations. Capcom wants to capture the hearts and minds
of fans by virtue of its characters.
That’s the way it should be.
Conversely, stuff like KanColle wants to capture the hearts and minds of fans by virtue of
attributes. With pretty pictures. That’s a well-known and casually-accepted
fact by this point, but that doesn’t make it right. I’ll admit that attribute-based works are a
gold mine for fans, in the sense that they get the tools to make
interpretations of characters and canon that surpasses the official works. But why should fans have to do the work? Why would the creators -- of anime, of manga,
of games, of whatever -- be content with just slapping a bunch of clichés on a
character and be done with it? What
about artistic integrity? What about
pride? What about that simple, earnest
desire to tell a good story?
I’d assume -- or at least hope -- the drive is still
there. But much like the big-budget
games industry, it could be a matter of meddlers making sure that the products
they put out make money. “More
twintails! More tsunderes! More striped panties! More cute girls! More school!
More blushing! ESPECIALLY more
blushing! Their faces must ALWAYS have
blush! You want to eat, don’t you? THEN DO NOT QUESTION MY BRILLIANCE!”
And I guess that ultimately, that ideology --
however unsavory -- does work in the end.
KanColle wouldn’t be a thing
if not for its blobs of attributes earning favor. People found girls they liked, became fans,
and gave their support. And with the
sheer number of girls offering a sheer number of attributes, the effect
multiplied by a factor of who-knows-how-much.
Here’s the thing, though. Stuff like KanColle may earn money. But it may not earn respect.
Say what you will about Naruto (I sure have), but it lasted for nearly two decades for a
reason. It told a story about a boy who
wanted to become the king of the ninjas, and the struggles therein. It showed us a world where ninja magic is
practically a part of everyday life, and where people of myriad styles -- and
countries, before long -- did battle for the sake of pride, glory, nationalism,
or even ideals. And let’s not forget
that even if we didn’t see everything in episode one of season one of the
anime, we saw enough. We learned who
Naruto was -- his desires, hardships, and personality -- in the span of some
twenty-two minutes. It was simple and
straightforward, but effective. It’s
part of a franchise that, in its own right, has earned fame and fortune
alike. So how it is in the face of
something like Naruto, something like
KanColle would refuse to even TRY to
do the same?
How is it that the canon that once produced this:
Has in recent times given birth to THIS?
I mean…come on, man. Fuck.
I’ll be fair, though. Making something like Naruto requires both a huge investment of time and energy, and of
course it takes plenty of skill (or failing that, common sense…or failing that, an obsession bordering on madness). You’re not going to be able to wring a
massive story out of every property, mediums aside; realities and resources
won’t always allow it. So in a way, I
can’t say I feel any envy for the guys out to adapt KanColle into an anime.
That said, they sure didn’t set the bar high. And by “they”, you could arguably extend that
to the makers of the game; actually doing something with characters and
concepts may not be easy, but it’s not 100% impossible. I’m pretty sure there are indie devs out
there right now who are making or HAVE made games with stories as sprawling or
as minimalist as their minds and bodies will allow. So why bank on a bunch of cute girls to win
favor? Why pander when you can aim high?
Why resort to cheap tricks when you can earn true loyalty
-- true respect -- with a single good idea?
I don’t know.
I don’t have a really good answer; all I can do right now is shake my
fist angrily at those who’ve slighted me.
There’s no good call to action that’ll immediately inspire a change in
those who have, at a bare minimum, an ocean separating us. At most, all I can do is aspire to take my
words to heart. And I hope you do,
too. Characters are the life blood of a
story, and doing them justice means more than slapping attributes on them and calling
it a day. I understand that, because
I’ve seen those who have done justice put their works boldly on display. And I want to follow their example. The right
example.
So. You can
count me out of watching the KanColle anime;
I’ll keep up with what other bloggers are saying about it, but I don’t
anticipate jumping back in unless there’s a massive shake-up. That in mind, I don’t want to play the grumpy
old man card and say “ANIME WAS BETTER BACK IN MY DAY! EVERYTHING NEW NOWADAYS IS JUNK!” That’s simply not true. I’ve heard good things about Assassination Classroom, and I’ll try to
check it out someday soon. Last season’s
Ore, Twintail ni Narimasu had its
issues -- a paper-thin budget well among them -- but despite its absurdity
managed to do something fairly clever because
it explored those attributes.
And then there’s Gundam Build Fighters.
I…I think I love this show.
*For the record, I’ve read up on the fact that one
of the fleet girls ends up getting sunk in episode 3, but given the sheer
quantity of girls that could take her place (as established in the first
episode) and the fact that it’s less of an impactful moment and more of a cheap
way to show “it just got real”, I’m not about to sing praises anytime
soon. That’s especially true when the 2nd
episode more or less gave in-universe justification for 15-hour baths…and the
potential fanservice therein. Riveting.
I was never a big fan of Barbie, mostly because I had a variety of toys I played with. If anything, I was more into Disney since I had more interactive computer games and toys than Barbie stuff. My parents had no issues with me dressing up Barbie and Bratz dolls one moment then playing with Hot Wheels race tracks another moment. I played with whatever I thought was cool, girly or boyish.
ReplyDeleteLooking back on the girly things I had while growing up, none of the toys, games, or movies (or the companies that made such products) "indoctrinated" me into being what society expects a woman to be. Because of this, it's hard for me to comment about the negative or positive shifts in making toys for children due to my supposedly "liberal" standards. I don't care if a boy likes playing with dolls; he might actually have an eye for dressing up nicely and properly, which is far from a terrible skill! If a girl wants to play with race cars because she likes machines or action, she should go for it too.
What I have noticed in recent years is how extreme the toy sections are in stores. As a kid, I remember seeing one pink aisle, one blue aisle, and a variety in-between color-wise and toy-wise. Nowadays? I see nothing but extreme pink and extreme blue aisles with no middle ground. I don't know what's going on for sure with American culture, but the mixed signals are confusing me. My guess is that people want to think that girls can do whatever they want, but the so-called "boy" things need to be colored pink for a girl to be interested. Meanwhile, boys need to stay in their blue section with no hope of having anything "girly" (but still practical) to dare sneak a peak in their aisle. It's like we are trying to move forward with one gender while simultaneously missing the big picture: stop indoctrinating us into assigning colors to a gender or sex.
But I have nothing against the Barbie brand. I believe that the problems like the engineer book controversy are only small pieces of a bigger societal ideology and standard that needs to be scrutinized. Looking at the source of the disease is more potent than attacking the symptoms, but unfortunately that takes a very, very, very long time to accomplish.