This review contains spoilers for the reviewed material. This is your only warning.
What to make of Otherside Picnic? Named after a famous Russian novel to which it bears little resemblance, and drawing on a twenty year tradition of Japanese “net lore” for its inspiration, one might initially peg Otherside Picnic as a fairly heady, intellectual kind of horror story. But while it’s certainly creepy enough in its most unsettling moments to earn the genre tag, it’d be a mistake to box this one in as being solely for those with an SCP Foundation addiction.
A more proper indicator of where Otherside Picnic is coming from might actually be its opening theme. A rollicking, adventurous pop-rock tune with a romantic slant from accomplished anisongsters CHiCO with Honeyworks. Otherside isn’t not a horror series, but it’s important to consider what else it is; an adventure anime, and also a show with some pretty prolific lesbian subtext. It’s not at all dour, is what I’m getting at.
Instead, Otherside is a surprisingly breezy watch. It’s the story of Sorawo, a depressed college student who, through her vast knowledge of online urban legends, wanders through a gateway to another world; the titular otherside. When we meet her, she’s lying flat on her back in a puddle, pursued by a mind-invading monster known as a kunekune¹, and about to accept her imminent death. What, or rather who, saves her is a gun-toting Canadian-Japanese woman named Toriko, who she quite quickly develops a very obvious crush on.
Like, very obvious.
Otherside Picnic follows the two, as they grow closer, make trips to and from the Otherside, and contend with the many strange creatures that live there. Sorawo often gives a brief rundown of what these things are, which is helpful if you, like me, only have a pretty limited knowledge of Japanese creepypastas. The “net legend” angle is a big part of the setting’s appeal, so if the idea of even something as out there as the bizarre and disturbingly violent “monkey train dream” getting a nod appeals to you, the series is a must-watch.
Really, I was surprised at how much I liked Otherside Picnic in general. Horror isn’t really my genre, but Sorawo is just the right kind of relatable reserved nerd. (Although I will admit, the one thing the series is missing from the light novels is her delightfully gay inner monologues about how attractive she finds Toriko.) Her character arc over the course of the series is fairly simple, as she starts out as said reserved nerd and by the final episode, having along the way developed what are essentially magic powers, and having been through so much with Toriko is, well, decidedly no longer that.
On a less literal level, the series also hums a simple theme of the importance of finding people who you just vibe with. In the finale, this is all but stated outright, as Sorawo and Toriko both recount how the other saved them. It gives Otherside Picnic a point, adding some substance to its afternoon anime binge-friendly nature.
Much of the rest of the fun of the series comes from setting details or technical aspects. The monster design is quite strong, and combined with the often surprisingly good animation², this carries the series’ weaker episodes. There’s also quite a few running sub-plots tucked in to the show’s single cour. These range from fairly serious (a lost group of US Marines who the pair eventually rescue), to clear set-up for seasons yet to come (Sorawo’s apparent and only briefly touched-on ability to not-quite mind control people, the late-game introduction of minor character Akari), to the just plain odd (there’s an episode about cats who are ninjas) or funny (the pair accidentally buy a multi-purpose miniature harvester on a drunken spending binge at one point).
It’s hard to imagine that Otherside Picnic will exactly change anyone’s life, but like last year’s Dorohedoro, it’s strong genre fare in a genre that is under-represented in mainstream TV anime. That it is perhaps only the second-best anime of the Spring 2021 season to revolve around a heterochromiac who travels to an otherworld that also has a lot of queer subtext speaks more to the strength of the competition than it does any problems with Otherside. This is a series I could see getting sequel seasons for years, frankly, as there is a lot of unadapted material and a lot of mysteries left unexplored. Perhaps if we’re lucky, that will be the anime’s eventual fate. Either way, there’s a lot to love about a brief trip to the Otherside.
1: The subtitles somewhat astoundingly refer to these things as “wiggle-waggles”, which is pretty damn funny.
2: Surprising because this is a LIDENFILMS production. I’m not an expert on the company by any means, but what I’ve seen from them has traditionally had outright bad animation. While the CGI used for some distance shots won’t impress anyone anytime soon, I was pleasantly surprised by how good it looked at other times.
If you like my work, consider following me here on WordPress or on Twitter, supporting me on Ko-Fi, or checking out my other anime-related work for The Geek Girl Authority.
All views expressed on Magic Planet Anime are solely my own opinions and conclusions and should not be taken to reflect the opinions of any other persons, groups, or organizations. All text is owned by Magic Planet Anime. Do not duplicate without permission. All images are owned by their original copyright holders.
This review was commissioned. That means I was paid to watch and review the series in question. You can learn about my commission policies and how to buy commissions of your own here. This review was commissioned by S.F. Sorrow. Many thanks, as always.
This review contains spoilers for the reviewed material. This is your only warning.
The gender binary works for almost no person on Earth. The national war machines of the world, even fewer. In the abstract sense; Simoun is about this simple pair of facts, and how they relate to the broader systems that define our lives. Moreover, it is about how those systems can be dealt with; through adaption, rejection, self-sacrifice, self-love, and self-knowledge.
It’s possible I’m betraying a small reference pool here, but I find Simoun a true original. I’m guilty of overusing terms like “unusual” and I call enough anime “a bit of a weird one” that you could conceivably make a drinking game out of it while reading my blog. But qualifiers like “a bit” are unnecessary here. I don’t think I’ve seen much else even remotely like Simoun. Frankly, I struggle for reference points. “A shoujo-inflected political war drama with gender identity issues” doesn’t exactly roll off the tongue. And indeed, Simoun is defined by some very unusual stylistic tentpoles.
We have here a deliberately slow and ponderous pace, sketchbook fantasy architecture, a decidedly odd setting with flying vehicles rendered in airbrushed mid-aughts CGI (the titular simouns themselves), and a surprisingly complex….well, complex of fantastic gender roles and associated dynamics. All this is soundtracked, naturally, with a combination of very of-its-time canned breaks and four-on-the-floor rhythms, and a shocking amount of violins. It’s a lot to take in.
At its heart, Simoun is both the story of its cast, all of whom are young girls in a military unit called the Chor Tempest, and how they are affected both by the social systems that they live in and each other. If that sounds a bit heady, that’s because Simoun itself often leans that way. This is a show with a lot on its mind, and it spends all twenty-six of its episodes pouring it out.
Getting into the nitty-gritty of what Simoun is about requires first explaining a facet of its worldbuilding. Though I called the show’s protagonists “young girls” in the previous paragraph, that’s not actually entirely correct. Simoun‘s cast consists mostly of young people belonging to a social caste of their country, The Theocracy of Simulacrum, called sibyllae (singular: sibylla) who are perhaps best thought of as being a kind of nonbinary, although even this is, admittedly, a simplification. Sibyllae pilot the titular simouns, both as ritual instruments in their role as priestesses and as weapons of war in an ongoing conflict with first one and then two other powers; the Archipelago of Argentum and The Plumbum Highlands. Two pilots occupy each simoun, in a bond called a “pair” that is both tactical and emotional. Sometimes merely friendly, other times romantic. On a few occasions it’s even adversarial.
Once they reach maturity, sibyllae (and indeed, all of Simulacrum’s citizens) are expected to retire from their role and visit a magic fountain, where they will choose to either become male or “remain” (the terminology is somewhat odd, but can probably be chalked up to the age of the series) female. Alternately, if they are uncommitted, they can have the fountain itself (via its representative, a priestess figure named Onashia) choose for them. Much ceremony surrounds this, and the reasons individual sibyllae give for their choice varies wildly; some want to remain with their simoun pair or some other romantic interest and thus choose to become male, others seek specific jobs more associated with one gender than another, and so on.
In the series’ second episode, a sibylla named Elly has the fountain choose her gender for her. We don’t see much, but we learn as she does that she is to become male. Almost immediately, she cries out in anguish and breaks down crying. A lack of commitment on the part of someone who is still essentially a child is punished by being forced into a role that does not fit her and that she is not happy with. To say it’s “hard to watch” is an understatement. It’s horrifying. And it’s one Simoun calls back to more than once over the course of its run. It is the first major indication that all of these invented systemics are buildup to a real core, not just aesthetics or aimless experimentation.
The sibyllae occupy a role that has no direct, obvious real-world counterpart, which has the benefit of halting any preconceived notions on the part of the viewer. Any notions that do form will be quickly picked apart by the characters themselves. Almost to a one, every character in the show has a distinct opinion of the syballae, none moreso than the pilots themselves. Some see the sibyllae primarily as priestesses and lament the combat role they’ve had to take up in wartime. For others, such as Mamina, it’s the entire point; a chance to prove oneself and rise above one’s station. Others still, such as Aeru, who is probably the closest thing Simoun has to a proper protagonist, primarily serve in order to avoid the inevitability of the fountain.
Some are just as lost as the audience; Neviril, around whom much of the series revolves, is engaged with a desperate search for purpose after the loss of her partner in the first episode. This is all without even mentioning the complex and thorny dynamic of having a bunch of children who are essentially miko pilot the simoun themselves. Given that the vehicles are, when deployed at their full strength, functionally magical nuclear bombers. These are just some of the many issues that Simoun picks at numerous times over the course of its run.
It’s unsurprising then that tonally, Simoun is iron and rain. The foggy atmosphere tints the deep regret, unrequited love, and crises of faith that permeate the series. As it progresses, conflicting ideals of religious and noble duty clash with those of militaristic nationalism, the individuals that espouse these ideas caught in between. Simoun is heavy as lead. This is not a show you watch for fun.
This means that the show does have a few, not weaknesses exactly, but quirks. The way it handles big emotional moments is almost more reminiscent of dramatic theater than anything else. But make no mistake, that stately sense of gravitas is absolutely capable of sending chills up the spines of the unprepared. It’s a trait the series shares with some other big-picture war dramas, your Gundams and such, making it the thing that most easily places Simoun within the obvious broader context of its medium.
As for actual weaknesses, it wouldn’t be inaccurate to call Simoun something of a slog. It’s not pointless, which is what that term usually implies, but it is definitely not anyone’s idea of a breezy watch. There are very few moments of emotional catharsis or even many pleasant interludes during the entire run of the show, these only really coming to fruition in Simoun‘s final half dozen episodes. It works well with the series’ thematic core, but it doesn’t make it any easier to stomach on a moment to moment basis and I must confess my millennial ADHD brain found itself struggling to keep my attention focused on the screen at times. It’s almost impressive, given that Simoun is only a fairly short 26 episodes. Simoun also looks very much of its time. I grew to appreciate its mid-2000s charm over the course of watching it, but I would be unsurprised if others were less charitable.
So those are the ups and downs. It is fair then to ask where all of this goes, and the truth is that Simoun‘s greatest strength is that by spending all of that time on worldbuilding and similar details, it earns an incredible amount of leeway to take the entire thing wherever it pleases. Simoun‘s true core thesis then, is wonderful. The series broadly rejects all notion of heroic narrative; the ostensible main military conflict fizzles out with four episodes left to go. Its’ finale is not about any grand confrontation, but about how the sibyllae who remain deal with the end of the war, and consequently the end of their special relevance to the Theocracy.
All of this is broadly a metaphor for coming of age. A thematic line that many anime explore, but Simoun‘s closest compatriot, at least from my own pool of knowledge, is none other than Revolutionary Girl Utena. The two share something that looks like fatalism from a distance but is both more practical and more resonant up close. Unlike many other anime, Simoun offers no dramatic moment of breaking the system. The system, in a way, wins, in that it continues to exist even after the war. The sibyllae’s own choices are where the revolution lies; for many, to go to the fountain, for one, to replace Onashia as its keeper, and for two, something far stranger, and not unlike Utena and Anthy’s great escape at the end of their own series’ film. It is a revolution not of the world, but the self.
One could argue that this thesis is incomplete, maybe even irresponsible. I would counter that no single work of art is obligated to depict all aspects of the human condition on its own. We need lovers as much as fighters, and Simoun is decidedly for the former. This school of thematic material lives on in anime to this very day for that exact reason.
For the flaws it admittedly does have, Simoun‘s final catharsis is wonderfully well-earned. The hours of our lives tick on, and somewhere far beyond them spin two eternal maidens, in a land of hope and dance.
If you like my work, consider following me here on WordPress or on Twitter, supporting me on Ko-Fi, or checking out my other anime-related work on Anilistor for The Geek Girl Authority.
All views expressed on Magic Planet Anime are solely my own opinions and conclusions and should not be taken to reflect the opinions of any other persons, groups, or organizations. All text is owned by Magic Planet Anime. Do not duplicate without permission. All images are owned by their original copyright holders.
This past week, the mass of loosely Japanese animation-related Twitter accounts broadly known as “AniTwitter” worked itself into a tizzy over an admittedly somewhat surface-level but harmless article on gaming website Polygon. That article’s author, Kambole Campbell, came under fire from anglosphere magical girl genre fans after the column (admittedly incorrectly) implied that Wonder Egg Priority was innovating in the genre space by dealing with the traumas of growing up.
To briefly satisfy the bloodhounds, yes, this is wrong. One need only to have seen the fairly recent-in-the-grand-scheme-of-things HeartCatch Precure to know that’s not true, and beyond that specific show or even the Pretty Cure franchise in general, the genre has been tackling this subject matter basically since its inception. I would argue that if Wonder Egg Priority makes a real innovation it’s merging that thematic core with an approach centered around surrealistic psychological imagery. Even there, it has forefathers. (That article also mentions Puella MagiMadoka Magica. It’s an obvious comparison, but not an incorrect one. And Madoka too has its own stylistic ancestors, of course, but this should go without saying, nothing exists in a vacuum.) Innovation is often only truly noticeable in hindsight anyway.
But Campbell’s minor error, mostly one of tone, doesn’t really matter here. And beyond the previous paragraph I don’t intend to much discuss the article itself at all, because I don’t think its content is terribly important to this issue. What’s been laid bare by this entire incident, which culminated in Campbell locking his twitter account and thus cutting off a vital source of networking for himself, is the truly dire state of anime fandom on social media.
This isn’t really surprising, if we stop to think about it. Broadly, the more niche a geeky interest is, the more intense its fans are. To abandon anime completely for a moment, look at the MCU. The cinematic universe’s most intense fans are not casual moviegoers, they’re the diehard core of Marvel comic fans for whom the films mark a public acceptance of what was for some time a rather obscure set of narratives. You go back fifteen years and much of the public at large doesn’t know who Marvel’s Thor is, much less the Guardians of The Galaxy.
So with this principal in mind, let’s apply it here. Anime as an entire medium is already a niche interest in the anglosphere, despite a resurgence in popular awareness over the last decade. Outside of mainstream TV shonen; the likes of say, My Hero Academia and a few other such properties whose merch you can find at your local Target, it is even moreso. It is not a surprise then that one of the most intense corners of online anime fan space is what might loosely be termed “magical girl twitter”. People whose passion for the genre runs wide and deep, not just Pretty Cure mega-fans (although those certainly exist), but folks whose knowledge extends back to the birth of the genre. Farther than mine, certainly.
In of itself, passion is a wonderful thing. I started this blog in part out of a desire to share my own. The issue arises when fans who share a niche interest go from appreciative to exclusionary and, in this case, to actively antagonistic. A freelance journalist’s Twitter account being locked is not a minor inconvenience, it is an active, tangible negative impact on their life. “Magical girl twitter”, as I’m calling it here, has harmed a person’s livelihood. Here in retaliation–deliberate or not–for a perceived lack of respect toward the genre and its traditions.
We have to be careful here, because wanting a journalist to be qualified is not inherently a bad thing. In an ideal world, anyone who wanted to pen an article about some anime they liked would have infinite time and resource to do so, and would always produce the absolute best material possible. We, of course, do not live in an ideal world. The pool of writers a website can draw on is limited. The combined frames of reference of those writers is limited. The amount of money a website is willing to pay those writers is limited. And so on, and so forth.
The reality thus is this. Most likely, Campbell’s article came into being because he saw the show, thought it ruled (which itdoes), and wanted to use the platform that Polygon gave him to hopefully spread the word. I have seen a lot of malice ascribed to his motives, and I find the conclusions many were willing to jump to somewhere between upsetting and just plain confusing. (I cannot count how many times I’ve seen the word “clickbait” over the last two days. Sidebar here: all journalism written on the internet is clickbait. Clicks are how we pay for, y’know, groceries and such.)
In some ways though, this is the logical endpoint of the mindset that any commentator on the medium must be This Qualified to write their work. As the traditional western otaku gatekeeping structures have broken down, anime has become more accessible to anglophone audiences than ever before. Thus, pure, experiential knowledge–How Much Anime You’ve Watched–has become the last refuge of those who think that the broadening scope of who is watching and enjoying anime is a bad thing.
Part of this is just a failure to understand a basic truth of art. No two people experience the same works in the same order or in the same way. One’s “experience of art” is wholly unique. Seeing, just as a vaguely-relevant example, Madoka Magica before Sailor Moon is different from seeing them in the reverse order. Seeing any entry in the storied Cutie Honey franchise before you saw either would influence your perception of both, and the same is true in whatever order you care to put these three examples in. This is part of why people simply disagree on interpretation and even just the quality of a given work in the first place.
Artistic canons, then, eventually arise from broadly agreed-upon interpretations or at least points from which interpretations may emerge. It’s important to acknowledge that they are not objective truths, but rather groups of shared experiences. Niche knowledge becomes codified by those who have the most of it, and a consequence of this is that some opinions become an easy way to identify someone as not being “in the know”. In the case of magical girl anime, almost anything that positions Madoka Magica and its imitators as diametrical opposites to older works in the genre is one of these. Sadly, it is then all too easy to think of the “not in the know” person as an outsider here to besmirch the good name of magical girl anime. (Or whatever else you care to name.)
I don’t think those making these assumptions have bad motives, to be clear. I have been on the receiving end of enough nightmarishly dull conversations about how Madoka Magica was the first thing to “deconstruct” magical girl anime that I can absolutely understand finding such talk infuriating. I too understand the impulse to correct someone when they seem to be buying into (or worse, spreading!) a badly-informed talking point. What I do think is bad is the actions that this attitude leads to if taken to an extreme. One Twitter account being locked is one thing, but the exclusionary attitude underlying much of the discourse here is the same mentality that, combined with a noxious cocktail of reactionary politics that is also very much present in some parts of the anime fandom, fueled the GamerGate fiasco a decade ago. No one should want more of that.
The people behind this specific incident likely had only the best of intentions; defending the reputation of the magical girl genre which is often unfairly maligned. But we must be mindful of how this interacts with the internet at large. It would not be difficult at all for a reactionary group to co-opt this sort of outrage flareup for their own ends. I think I speak for every rational anime fan when I say that that is firmly not what we want the future of our medium’s fan spaces to look like.
I look again to what the likely origins of Campbell’s article were; a simple attempt to put more people on to a series he thought was worth watching. Even if we take it as a given that he made mistakes in the process, did he actually do anything wrong? I would say not. Intent matters here. It is obvious from any even remotely considerate reading of the article that there was no active attempt to deceive, discredit, or defame anyone or anything. At its absolute worst, the article is maybe slightly shallow. Certainly, it’s nothing that warrants the hugely disproportionate negative response Campbell got on social media. Which, as we’ve gone over, is both personally damaging to the journalist and just unproductive in general.
So what is the best way to counteract potential bad information in a piece like this without causing its author harm? Speaking generally, I advocate response articles (something of a lost art, honestly) for this kind of thing. They are better for the productive purpose of educating and expanding the horizons of anime neophytes. Twitter threads if carefully maintained can also be a solid tool, but especially for owners of larger accounts, this risks accidentally painting a target on the author’s back. Care must be taken in general, as the goal of artistic commentary, and indeed, commentary on that commentary, should always be to foster greater understanding between people. Social media outrage, by contrast, has the exact opposite effect. It turns both fans and the journalists themselves away from the medium and from each other, something nobody should want.
I’ve confessed before that I loathe writing articles like this. They’re not any fun, I always feel like I’m scolding people, and they’re not even remotely indicative of my broader work. Yet, I sometimes feel obligated to. If I can leave even one person just slightly more considerate and constructive at the end of this article than they were at the beginning, it’s well worth it. And to head off at the pass any accusations of self-righteousness; it’s not like I’m immune to this either. I’m definitely as guilty of occasionally jumping down folks’ throats as anyone else. I think it’s important to recognize that it’s at best a bad habit and at worst an active detriment to the medium I love.
So please, let’s all try to be just a little nicer, more charitable, more compassionate to each other? The artists, fans, and writers of generations to come will thank us for it.
If you like my work, consider following me here on WordPress or on Twitter, supporting me on Ko-Fi, or checking out my other anime-related work on Anilistor for The Geek Girl Authority.
All views expressed on Magic Planet Anime are solely my own opinions and conclusions and should not be taken to reflect the opinions of any other persons, groups, or organizations. All text is owned by Magic Planet Anime. Do not duplicate without permission. All images are owned by their original copyright holders.
According to the Twitter users, the title was only the beginning of the problems with Campbell’s overly enthusiastic analysis of the show. Most people took offense to this portion in particular:
“From the beginning are intricate layers of visual language that recall the work of A Silent Voice director Naoko Yamada (particularly her use of flower language) and the subjective, magical realist portrayal of reality that made Satoshi Kon a name. There’s even some Persona 5 in the way the show’s teenagers deal with the moral failings of adults.”
Today we wander fairly far afield of this blog’s mission statement. For the second time in Magic Planet Anime’s history we’re taking a look at a cartoon that is not an anime or, indeed, anything that particularly resembles one. Nonetheless, the Ena series, a trio (with more quite probably on the way at some point) of web shorts by indie animator Joel G, plus a bevy of voice, 3D graphics, and music talent along for the ride, is what we’ll be looking at today. This can’t properly be called a review, as the series is most likely not finished yet. This isn’t really a do watch / don’t watch piece either–if you’re wondering about whether you should watch Ena or not, the 45 minutes or so it’ll take you to go through the three shorts are absolutely worth it.
What I am going to attempt to do here is try to explain why they are popular, because they very much are. As I write this, even the least-viewed of the shorts has a million and a half hits on Youtube. That’s no small feat for a random indie cartoon that doesn’t even have consistent episode lengths. But something about Ena has clearly grabbed part of the popular consciousness. So I think this little detour out of my usual subject matter is well warranted. (And if you really insist that I tie it into Japanese animation somehow, the first short has a fan-made Japanese dub.)
Generally I like to start my writeups by describing something’s premise. That’s not really possible with Ena, which takes place in a world so far removed from our own that things like basic narrative cause and effect aren’t really a given. But to make an honest attempt anyway, Ena is essentially the adventures of the title character, a blue and yellow….human? Probably? Who looks like she stepped out of a Picasso painting and suffers from wild mood swings. Accompanying Ena for parts of what might perhaps in a loose sense be called a journey is her friend Moony, who is a moon. Along the way, Ena meets a number of strange and colorful characters, and is generally subjected to random antagonistic surrealism.
Moony (left), Ena (right), and antagonistic surrealism (remainder of image).
I like to talk about imagery in cartoons, but with Ena, that’s most of what there is. The series has a wholly unique look that is quite unlike anything else I’ve ever seen. The inspirations can certainly be gleaned; 90s adventure games here, [adult swim] originals there, and so on, but the synthesis produces something that just on a basic level looks like almost nothing else out there. In addition to Joel G’s animations, the backgrounds play a huge role here. They’re mostly 3D modeled, and I am certainly not the first person to draw a comparison between Ena’s backdrops and those of infamous PS1 game The LSD Dream Emulator.
The series’ weird CGI backgrounds provide the perfect backdrop for its existential confusion.
The audio is hugely important too, with quite a lot of inventive, moody music and sampled sound effects. As far as voice acting, Ena herself has two sides, a relentlessly upbeat half with a chipper male voice and a deeply depressed female half. Most of the characters other than Ena and Moony speak in languages other than English. That Ena can understand them anyway only deepens the strange vibe of the series. (Although, if I can levy one complaint here, the “Japanese person speaking English” performance of one of said characters in the third short is pretty unnecessary. I’d probably call it the only bad part of the entire series.)
A vibe that does seem to be much of the point. It is really quite hard to say what, if anything, Ena is “about”, in the traditional way that art is usually “about something”. It’s a disjointed, bizarre, and at times unsettling experience. This isn’t to say that it’s meaningless, but it’s probably a mistake to treat Ena as some sort of puzzle to which the answer will eventually be revealed. The jumble of highly expressive body animations, weird allusions, deliberately-choppy dialogue, and so on, are all quite evocative on their own.
Rather than tell a single specific story, I think it’s more helpful to consider Ena as an exploration of states of mind and of emotion. Every human psyche is made up of countlessly many fragments, the seams between them are just more visible in Ena’s than they are for most of us. Much of the second short especially feels like a nebulous, cloudy metaphor for trying to figure yourself out.
We could easily consider the many “NPCs” Ena encounters to be as much fragments of her own mind as she herself is too, an approach that would rarely occur in more traditional media, but makes a ton of sense here. Especially with the recent revelation that there is more than one “Ena”, and with how in the second episode, the characters’ subtitles do not actually match with what they are saying.
Much of Ena’s own most zonked-out dialogue, appropriately, speaks to existential confusion. A feeling that even the most well-adjusted of us can surely relate to in these still-COVID-lockdown’d days, which I think may explain some measure of the series’ popularity. (Indeed, Ena may stand as one of the most singular artistic achievements of the pandemic period.)
There is too the relationship between minds; the friendship between Ena and Moony is the only consistent character relationship in the series, and is surprisingly complex. Moony seems to like Ena but not really understand her. This is most obvious in her failure to grok Ena’s mood swings, or how to deal with them. When Ena has an apparent panic attack in “Temptation Stairway” (the third short), a temporarily incapacitated Moony simply groans that she’s “giving her an advantage” on the impromptu bet they made, and seems to genuinely wonder why she’s acting the way she is instead of getting a move on. In the second short, one of Ena’s confused rants is mistaken by Moony for drunkenness. These things point to a friendship that is not an altogether healthy one, and it’s intriguing that this is the sole consistent relationship across all three shorts. Whether or not it will be repaired, or if Ena will grow out of it, or whatever else, remains to be seen.
In “Temptation Stairway”, among the many characters Ena meets is the curious Phindoll, a pink dolphin who emerges from what appears to be anophanim. Phindoll is the only character in any of the three shorts who directly speaks to Ena and accommodates her emotional state. It’s difficult to know what to make of this, other than that we could all stand to be a bit more like Phindoll, but in the deeply abstract world of Ena it counts as character development. As does the mild disapproval Ena gives Moony at the end of that episode. She’s learning, as we all are.
Sometimes learning makes you make this face.
But that still leaves us with the question of why this is so popular. Frankly, the only reasonable theory I’ve come up with is the aforementioned pandemic connection. But it is also just possible that abstract internet culture is “mainstream” (relatively speaking) enough now that this kind of thing just can happen and can be accepted for what it is without any need for a middle-man or a formal distributor. I think that’s a wonderful thing if it’s the case.
If you like my work, consider following me here on WordPress or on Twitter, supporting me on Ko-Fi, or checking out my other anime-related work on Anilistor for The Geek Girl Authority.
All views expressed on Magic Planet Anime are solely my own opinions and conclusions and should not be taken to reflect the opinions of any other persons, groups, or organizations. All text is owned by Magic Planet Anime. Do not duplicate without permission. All images are owned by their original copyright holders.
Note: This article contains discussion of suicide and other potentially upsetting subject matter. Reader discretion is advised.
They really just don’t make many like this.
When I first wrote about Wonder Egg Priority some six weeks ago, I said that the only real potentially bad thing about its first episode was how high it had set expectations. Five episodes later, the very notion seems quaint. Among a great majority of the people watching it, Wonder Egg Priority is a frontrunner for the coveted “anime of the season” badge. For a smaller, but still significant portion, it may well be much more than that.
But just gushing about the show’s quality would largely be relating things people already know. Likewise, critics smarter than myself have pointed out that despite definitely being unique in this season, Wonder Egg Priority does have several obvious ancestors. Most notably Kuniko Ikuhara‘s work and much of what it’s subsequently influenced (your Flip Flappers-es and your Revue Starlight-ses) on one hand, and on the other, the Kyoto Animation school of stylized life dramas. These two schools of creative work together inform both Wonder Egg‘s look and feel as well as its general ethos, which I think is where much of the interesting work remains to be done on our part as viewers.
With most anime–and indeed most serial fiction–you can generally “figure it out” fairly quickly. This isn’t a bad thing, a lot of fiction gets its very power from conveying resonant messages through combinations of classic tropes. (Which are, after all, classic for a reason.) What makes Wonder Egg Priority feel distinct is that it falls into a slightly different category that I am increasingly fond of; anime that can be treated like something of a thematic puzzle box. This has vexed some of the series’ own fans. When an in-series bit of gender essentialism by the shadowy Acca went immediately unchallenged, the viewer concern was enough that the show’s staff felt the need to address it on Twitter.
That kind of commitment to “getting things right” is commendable–and very rare–but I have to admit that a small part of me was a bit disappointed that they felt the need to do so. At the risk of coming across as something of an elitist; Wonder Egg Priority demands that you engage with it critically and intelligently. While it would be unfair to say that most anime don’t assume you’ll do that, Wonder Egg seems to be inclined to much less signposting than is the norm. Things as basic as character motivation are implied instead of outright stated, and much of the series operates on symbolic logic. This can make it hard to get your head around what exactly it’s trying to do, and lest I come across as thinking I’m smarter than everyone here, I will completely cop to the very real possibility that I also don’t understand the show. But, fittingly for its halfway point, I think Wonder Egg‘s sixth episode gives us some indication of where it will go next, and what it wants to accomplish by getting there. Some indication, but not a crystal clear one.
I’m sure, for instance, that someone out there has figured This out. Not me, though.
Wonder Egg Priority‘s subject matter has consistently been heavy. Suicide is baked into the series’ very premise, and its only through its absolutely wonderful visuals and sound that it avoids being a drag to watch. Along the way, abuse, familial conflict, sexual harassment, and a million other things have been dragged along for the ride. At the heart of this lies Ai Ohto, our protagonist. Her guilt over the suicide of her close friend Koito Nagase has driven much of her action throughout Wonder Egg Priority. So too has the repeated housecall visits of school teacher Shuichiro Sawaki. Sawaki is a figure it is very easy to read uncharitably.
He’s older than Ai but seems to have some kind of fixation on her, and several shots throughout the show frame him in a way that gives off a decidedly sinister air. In this very episode, he and Ai’s mother broach the subject of entering a relationship, and co-protagonist Rika openly speculates that he might be a sexual predator using that relationship to get closer to Ai. Neiru (another of the main four) meanwhile speculates that Ai’s frustrated feelings instead stem from the fact that she herself has feelings for Sawaki.
I don’t know what the “easy way out” of this particular knot of character relationships would be. What Wonder Egg puts forward is that Neiru is, if not right exactly, at least in the general ballpark. The episode, despite its sinister title, ends on a happy note, with literal clouds parting and sun shining down.
In any other series it would be quite easy to take this at face value, and that might well be what Wonder Egg is going for as well. Yet there remain lingering doubts simply due to the show’s nature, and I would not be surprised if they remain right up until the finale. For some (and I’m kind of including myself here), there will remain a suspicion, perhaps a fear, that the other shoe is about to drop, even if it never does. I’m sure, too, that others will forecast a worst-case scenario: “Oh god, they’re not going to have Ai hook up with her teacher, are they?”
I would love to refute “well no, of course they’re not. Have you seen this show? It’s too smart to do that.” And indeed, I think it’s extraordinarily unlikely. But, Wonder Egg Priority‘s very nature encourages these widely divergent readings, and I honestly think that’s part of what makes it so special.
In the opening minutes of the episode, there’s a title drop. It feels just a little tongue-in-cheek, but not so much so that it feels in any way insincere. What has me so enraptured with Wonder Egg Priority is that very sincerity. Despite its heavy themes and despite how it plays with audience expectations, nothing about it feels in any way false. Nothing feels contrived, overthought, or half-baked. It is what it wants to be. No more and no less.
What I will say, is that I tend to broadly divide all narrative art into two sweeping categories; the diagnostic and the idealistic. The former showcases and draws attention to the ills of the world. The latter presents a vision of the world as it should be. (Neither, it must be stressed, is any better than the other. Though I suspect the categories resonate more strongly with different people.) It’s usually not hard to drop an anime firmly in one bucket or the other despite many anime obviously doing at least a bit of both. With Wonder Egg Priority, I’ve been unable to place it firmly on either side. Certainly, it is keen to the problems of the world we live in, but the sheer sincerity of it all, and the weighty metaphors of eggshells and paint, seem to gesture at a brighter future.
Is this when the rain lets up, or merely a lull in the storm? Who, really, can say?
“Please let those kids find happiness.”
If you like my work, consider following me here on WordPress or on Twitter, supporting me on Ko-Fi, or checking out my other anime-related work on Anilistor for The Geek Girl Authority.
All views expressed on Magic Planet Anime are solely my own opinions and conclusions and should not be taken to reflect the opinions of any other persons, groups, or organizations. All text is owned by Magic Planet Anime. Do not duplicate without permission. All images are owned by their original copyright holders.
The Manga Shelf is a column where I go over whatever I’ve been reading recently in the world of manga. Ongoing or complete, good or bad.These articles contain spoilers.
Destroy all creatures. They can’t be regenerated. –Rules text of “Wrath of God“, and namesake of the manga.
What we have here today is, without beating around the bush, a simple boy-meets-girl romance. There are hundreds of manga like this, probably thousands, so it’s difficult for one to stand out without some kind of twist. Something that grabs the audience’s attention. That twist here is simple, but surprisingly important to the general flow of the story. As its lengthy title hints at, Destroy All of Humanity, It Can’t Be Regenerated is deeply entwined with, and is basically about, seminal trading card game Magic: The Gathering. It is, in fact, licensed, which is why the manga can get away with showing you all of its period-accurate power combos faithfully reproduced from the actual card art without having to censor them. It is frankly sensationally geeky, and it’s less a flaw and more just a fact that if you don’t have some level of MtG knowledge, the manga will be a touch hard to follow.
And yes, period-accurate. Because Destroy‘s other big deviation from the norm is that it is something of a period piece, though it’s closer to present day than the term normally implies.
The year is 1998. The global mood shifts from optimism to wariness about the impending year 2000. In Japan, Obuchi Keizō becomes Prime Minister and the Nozomi Mars probe launches. In the world of anime; Cardcaptor Sakura, Cowboy Bebop, Serial Experiments Lain and, perhaps most pertinently, Yu-Gi-Oh! all premiere. In other words; it’s not the worst time to be a nerd living in suburban Japan. Perhaps less specifically associated with Japan is the growing global popularity of Magic: The Gathering. At this point in time, Magic–and the entire medium of TCGs–was just five years old, younger than contemporary competitor Hearthstone is now in 2021. The game is about to enter one of the most infamous phases of its first decade. And it is in this environment that we meet our protagonists, and, indeed, they meet each other.
Left: Hajime. Right: Emi.
Hajime and Emi are ordinary middle schoolers*. They compete for the top spot in their grade but don’t otherwise really know each other, until one day Hajime discovers that Emi–shock of shocks–plays Magic: The Gathering, just like he does. What initially seems like it might be the setup for a very stupid “what? Girls have hobbies?!” kind of comedy eventually proves itself to be a surprisingly thorough look at both young love and the transience of youth in general. That’s a lot to put on a manga about a card game, but it’s not exactly unique in this regard, as we’ll get to.
Destroy All of Humanity‘s real ace in the hole here is an ability to transmute pop-culture ephemera into actual, meaningful pathos. Obviously, the connection to Magic: The Gathering is what runs deepest. There is an ongoing thread wherein the release of various sets–especially those in the Urza block–is directly and deliberately correlated with the basic inevitability of time moving forward. “Growing up” is a big theme here. Another occasional reference point, Revolutionary Girl Utena, is tied explicitly to the arc of a specific character, Yakumo.
It’s good to know the shadow girls are still getting work.
Elsewhere, everything from the Boogiepop series that spawned the Light Novel format to Final Fantasy VII, to Eurodance hit “What Is Love?” come up. Sometimes, as with the many anime referenced, these appear to just be namechecks, but they tie into the wider narrative often enough that the interpolations feel meaningful rather than simply clever.
So why this, why all of these allusions? Well, they’re merely the methodology. Destroy All of Humanity runs on the same internal logic as a sports movie. Personal growth is tied, directly or not, to persistence, determination, and skill at a game of choice. In that way it’s very classic, maybe even old-fashioned. What prevents it from feeling maudlin or corny is a shock of wistful melancholia that shoots through much of the series. There is a palpable sense that with the end of the 20th century comes a kind of end of innocence. Everyone, Hajime most of all, is keenly aware that teenage years don’t last forever.
Running alongside the many references to pop culture media is a lone nod to one of the phenomena of the day. A fixation on the idea that the year 2000 would bring about the end of the world–in recent memory this has largely been supplanted by the later 2012 debacle, but it was definitely a presence at the time. Here, it serves as the simplest of the manga’s many metaphors for the waning of youth. But in that would-be apocalypse, it sees a kind of romance, and it is for that reason that it’s so easy to root for Hajime and Emi. Even if the world were to burn, they’d have each other.
Tip for all the straight boys in the audience: if she asks you to “be with her when the world ends”, that means she dreams of kissing you under the moonlight.
Visually, Destroy All of Humanity‘s default mode is a sort of nostalgic charm. The character designs aren’t throwbacks exactly but they don’t quite feel contemporary either, aiming for a sort of timeless middleground that works more often than it doesn’t. The backgrounds similarly hit an ageless “suburban Japan nostalgia” feel that is so ingrained in the medium it’s practically invisible if you don’t take the time to notice it.
The main thing that departs from all this is the actual Magic duels themselves. There’s a certain type of person who will want to pick this manga up just for the wonderfully nerdy sight of things like a mill combo (specifically, the “Turbo Genius” deck, and yes, they do use that very name in-fiction here) getting the full Yu-Gi-Oh! treatment.
Destroy All of Humanity is also good at capturing how control players see themselves.
And about that whole “rival in love” thing. The main pairing remains pretty uncontested throughout, but Destroy does manage to shake things up a few times, and the duels also being the emotional centerpieces of the story is a big part of how. The aforementioned Turbo Genius duel is actually surprisingly intense. (Making a Blue artifact deck the one the “bad guy” of the match uses may be a little obvious, admittedly.) It’s not the only one of its ilk in Destroy All of Humanity, either, mangaka YOKO really seems to have a knack for this kind of thing.
In general, Destroy All of Humanity has few notable flaws. It is noticeable how often the skeevier side of 90s otakudom is simply brushed off. One minor character’s bouts of misogyny are even played as an obvious joke–no one takes him seriously–which frankly just kind of seems like wishful thinking. But this is a minor complaint and I find it hard to hold against the series.
It is also worth noting that Destroy All of Humanity isn’t finished. The series releases fairly slowly, though scanlators The Fallen Angels are diligent about translating it when new chapters do release. So there is of course, time for all of this to go south, but it seems unlikely that it will. Things aren’t this well-written by mistake.
The most recent chapter ends with the delightfully sitcom-y revelation that–oh my!–our lovebirds are in the same class after years of being assigned different classrooms within their grade.
It’s the kind of slightly-cheesy twist that suits this sort of thing well. Where is it going to take it? Who knows. But when Destroy All of Humanity finally ends, I think I do know where Hajime and Emi will be; right beside each other.
*I think. They’re called “middle-schoolers” in the scanlation but act more like high schoolers and I can’t tell if that’s artistic license or due to that thing where Japanese and American high school years don’t line up exactly right. I suppose it ultimately doesn’t matter.
All views expressed on Magic Planet Anime are solely my own opinions and conclusions and should not be taken to reflect the opinions of any other persons, groups, or organizations. All text is owned by Magic Planet Anime. Do not duplicate without permission. All images are owned by their original copyright holders.
Note: This article contains discussion of suicide. Reader discretion is advised.
When Wonder Egg Priority was first announced last year, most attention went to its title, which undeniably is odd in a specific way that really catches the ear. Early trailers were sparse on much plot information. The (wholly incorrect) impression I got from the initial promotional materials was that this would be a youth drama of some kind, something in the vein of A Place Further Than The Universe or O Maidens In Your Savage Season. What Wonder Egg Priorityactually is is still something of an open question, as we’ll get to. But its first episode “The Domain of Children” is perhaps the strongest original anime debut since Flip Flappers some five years ago. Wonder Egg is also similar to that series in some other ways, but we’ll get to that.
I normally like to kick off this sort of thing by explaining, broadly, what the series is about. That’s a bit hard for Wonder Egg Priority, so let’s instead tackle another aspect; the visuals. Wonder Egg Priority is the best-looking anime of the young year, and it has virtually no competition. CloverWorks make good-looking shows in general, but their collective talent pool has never done anything quite like this before.
The series’ backgrounds are rendered in hauntingly liminal laser-precision by what simply must be a crack CGI team. In the coming days you will probably see someone say that Wonder Egg Priority is denpa. There are a lot of reasons that this is true, but one is its recontextualization of a school building as a place of terror. Other anime have done this, but it’s been ages since I’ve seen it done so effectively. Every internal shot of the school looks like it’s had the air sucked out of it. Faceless figures stalk the hallways. When they attack, the windows are framed in paint-like blood.
Its characters are brought to vibrant life through gel-pen-esque digi-paint. Every single one shines. Main character Ai Ohto is the greatest triumph so far here; her oilslick hair, distinctive heterochromia (actually a plot point!), and yolk-yellow hoodie evoke the image of a cracked-open egg or a newborn chick depending on how she wears the hood. A cutesy nod to the show’s title and a nice bit of symbolism all in one.
May I offer you an egg in these trying times?
All this is a flowery way of saying Wonder Egg Priority looks amazing. I found myself absentmindedly tapping my “save frame as screenshot” key every few seconds. It is very rare that almost any given still from an episode could make a compelling screengrab, but it’s true here.
Four paragraphs about the looks and nary a hint of what the show’s actual subject matter is. As mentioned, explaining what happens in the first episode of Wonder Egg Priority is a bit difficult. The episode makes fairly heavy use of non-chronological order, and it becomes clear about a third of the way through that we’re dealing with a “real world / mental world” sort of divide. (Or at least something similar.)
The gist though is this; Ai is a hikkikimori. Why? It’s not directly spelled out for us, but we’re shown here that her only friend, a girl named Koito Nagase, threw herself from the rooftop of Ai’s high school. Which, yes, means you can add Wonder Egg Priority to the long list of anime that have a suicide in the first episode. A sad reflection of a despiriting reality.
Note also how the real world tends to be drawn in sepia and shadow. It’s not a happier place than the “Egg World”, but it is certainly more physical.
This heavy subject matter is contrasted by the series’ fantasy elements. Ai begins the show by coming into possession of a mysterious, titular “wonder egg”. The short version is that these allow her to enter….mental worlds? Afterlives? Other universes? It’s not totally clear, and rescue, or at least attempt to rescue, people from being pursued by mysterious, malevolent figures known as See-No-Evils. Ai’s only guidance here is offered by the apparent ghost of a beetle, a truly weird take on the “magical girl animal companion” trope if ever there was one. Towards the end of the episode, he implies but does not outright say that helping enough of these pursued people may somehow bring Nagase back.
He’s very trustworthy, I’m sure.
The details matter less than the emotional force. Ai is able to break through her own apathy (“pretending not to see”, as she, and others, phrase it) to help the person she needs to help, even before doing so to bring back her late companion enters the equation. The episode’s climactic emotional moment is hard to put into words. Basically; she goes full Pretty Cure on the See-No-Evils. It’s just, you know, much more violent and surreal. The lingering trauma of Ai losing her only friend, her own frustration with herself for failing to prevent it, her determination to never let it happen again, it all builds up to a single, powerful thwack. It’s the single most viscerally satisfying moment I’ve seen in an anime in ages.
And thus does the first episode of this denpa-action-mystery-fantasy-magical-girl??-thing come to a close.
Where does Wonder Egg Priority go from here? First episodes need to make a strong impression, and without a doubt this is the best I’ve seen so far this year. (With apologies to BACK ARROW, which must now settle for second place.) The simultaneous benefit and curse of having such a strong one is that now the expectations are sky-high.
Yet–and I of course could be wrong here–I just have a feeling about this one. While watching this episode I couldn’t help but tap on my desk excitedly, at the climactic scene above I whistled aloud, and my mind didn’t wander for even a second. Whether it will do all it strives to do is an open question, but we are unquestionably in for an absolutely wild twelve weeks. In the realm of anime, I can ask for nothing more.
If you like my work, consider following me here on WordPress or on Twitter, supporting me on Ko-Fi, or checking out my other anime-related work on Anilistor for The Geek Girl Authority.
All views expressed on Magic Planet Anime are solely my own opinions and conclusions and should not be taken to reflect the opinions of any other persons, groups, or organizations. All text is owned by Magic Planet Anime. Do not duplicate without permission. All images are owned by their original copyright holders.
This review contains spoilers for the reviewed material. This is your only warning.
“Waiting for something to happen?”
By my count, it’s been about five years since a game last made me feel bad. Not frustrated at some mechanical thing, not disappointed with it in some way, bad. As though I’d done something wrong. Today, long-in-development indie RPG Omori made me sad because some sunflowers withered and died. Surely, that alone must count for something. Undertale had to make me kill a kindly goat-man king to do that.
Which is not to say that the two are entirely dissimilar. They will definitely be brought up in the same conversations, at least. Both have some shared DNA via EarthBound, the grandfather of almost all weird arty RPGs and consequently, the one to whom all are eventually compared. But Omori comes from a different branch of that family tree. It is significantly darker, more psychological, and is in some respects more surreal. It’s also a lot less meta, which works well for this sort of thing.
If Omori reminds me strongly of any game in this particular field, it’s actually Yume Nikki. Sixteen years after it was first released, still very little is like Yume Nikki aside from its legion of mostly-unsung* fan sequels (and the criminally underrated Anodyne series), so I must emphasize that I mean this point of reference in only the best and most flattering way possible. To wit; both games star a shut-in with a knife obsession who spends their days dreaming away. Omori‘s main modification to the formula–aside from a serious expansion of scope–is that it defogs Yume Nikki‘s ambiguous nature. The boundary between the real world and the dream world is used to build a thematically complex narrative about loss, guilt and how we deal with, or fail to deal with, these feelings. Oh yeah, and mechanically, it’s an actual RPG. With, you know, enemies, status effects, treasure, secret boss fights, and things like that. Whether this is an improvement, a downgrade, or a lateral move will depend on how much tolerance you have for more-or-less traditional turn-based JRPG-style combat. (Personally, I’m fond of it.)
Narratively; Omori is the story of the titular protagonist and three of his friends. (Headstrong and stubborn Aubrey, brash and goofy Kel, and responsible and levelheaded Hero. Plus Omori’s sister, Mari, who minds the picnic baskets that make up the game’s checkpoint system.) After a relatively short prologue, their gardening photographer friend Basil goes missing, and the remainder of the game ostensibly revolves around a quest to find him. As things progress however, it quickly becomes apparent that not all is as it seems. As the quartet travel, Omori himself is stalked by a black, one-eyed Something from the shadows. It seems to wordlessly taunt the cliff-faced boy, knowing something he doesn’t.
At times, the game will cut away from the whimsical dreamworld of Headspace. Here, Omori is not Omori. He is Sunny, a shut-in who will move from the hometown he’s lived in his entire life just three days after the game begins. The relationship between Headspace and the real world is not immediately apparent. Personally, I take it as a logical extension of Yume Nikki‘s dream worlds, with “real life” being the equivalent of Madotsuki’s apartment. Fittingly, the real world’s art style is more grounded (visually, “looks like EarthBound” will once again be the common descriptor here. Look, not many RPGs are set in contemporary middle-American towns), and the brief “combat” sequences that take place here replace JRPG convention with blunt realism. Kids wale on each other ineffectually and the one time Sunny whips a knife out, things get serious very fast.
All of the characters–including the main four–have real-world counterparts as well, drawing a fascinating contrast between their simplified Headspace selves and the more complex people they are outside of Sunny’s own imagination.
None of this is to imply that Omori on the whole is “realistic.” The emotional and thematic ideas it deals with are definitely grounded in real things, but the character writing tends toward the dramatic. Those familiar with this blog will of course know that I consider “dramatic” a neutral descriptor at worst, and I think it benefits the game much more than it could be said to hurt it. Omori is capable of hitting surprisingly hard, often in ways and at times that one might not initially expect.
Even more than the main story itself (which contains more than one dark twist but ends in such a way that it all completely works), I found myself connecting with the aforementioned Aubrey. I’ve never dyed my hair bright pink and started carrying around a nail-ridden bat, but I was drawn to her attempt to escape trauma through radical self-reinvention. Similarly engrossing character writing details exist for the whole main cast. Omori may well be one of those works in which what character you identify the most with can tell you a bit about yourself.
This does lead to a bit of an odd paradox though. This praise mostly applies to the real world areas of Omori. But by and large, we spend most of our time in the game in Headspace. The writing in the Headspace sections is also good, but decidedly more fanciful. What prevents this from being a downside is that the Headspace portion of the game is also streaked with dark, unsettling shocks of horror. Omori follows a classic RPGMaker-school design rule; follow silly and lighthearted areas with deadly serious and ominous ones. For the most part, it works very well. What Headspace lacks in the emotional immediacy of the real world segments it makes up for in pastel dreams of flexing planetoids, heartbroken space pirates, ladders that reach into the sky, deserts of brown sugar, and nightmares of ghost trains, haunted forests, fog-drenched docks, and crumbling secret libraries. There is the very occasional moment where the game will try slightly too hard to be edgy, but it is truly occasional. I counted perhaps two or three such instances across my entire 20-odd hour playthrough.
And indeed the lingering discourse about Omori will, I suspect, come down to whether or not the game “earns” the right to dive into the heavy themes it does. I’ve been cagey about directly mentioning concrete plot details over the course of this review because, well, it’s a recent release and I want to encourage people to play it. But without getting into specifics, I will say that I think Omori‘s central question is essentially “what does one do when they’ve done something horrible?” It offers no single answer–multiple endings are another RPGMaker design tradition Omori adheres to–but it does pretty clearly flag what is already being called its “good ending” as being the best, and I happen to agree. That it so deeply explores its main character’s internal psyche helps a lot. There’s even a surprisingly fleshed-out segment in the game’s final quarter that flips Omori from a surreal RPG into a straight up ambient exploration game, making its Yume Nikki heritage all the more apparent in a way that meaningfully expands upon that legacy.
To lay it plain, Omori is a resounding success at almost everything it sets out to do. Its few flaws are those of circumstance or ambition and mostly boil down to nitpicks or what-ifs. (I will confess that while I don’t think the game is worse for not being this way, something like this could always be improved by being a little queerer. Then again, I am biased.) The entire thing is an astounding artistic triumph for the OMOCAT team. It can’t rightly be called a comeback (they’ve never really gone away) but it’s certainly proof that their cross-Pacific visual style can carry some real substance. Not a bad showing for an aesthetic once meaninglessly caricatured as “Touhou but fucked up“.
So let it be known; in the final days of 2020, a long-delayed indie RPG slid under the wire to become perhaps the best game of the year. Of every video game that released in 2020 that I played, it was this one that I am almost certain will stick with me the longest. I also would not be surprised if, like Kikiyama and Toby Fox’s own masterpieces, it ends up gaining a sizable cult following. Stories about the dark depths of the human mind; what drives us there, and how we might finally get out, will never stop being resonant. Even now, a whole generation of oddball teens may be discovering Omori as their first exposure to this genre. And as someone for whom strange indie RPGs were a formative experience, I cannot help but find that wonderful.
*If you’ve never delved into the world of Yume Nikki fan-sequels I highly recommend it. Parts of Omori remind me of YN itself, of .flow, of the more sinister parts of Yume 2kki, and even of the sadly largely-forgotten Misirere and LCD DEM.
If you like my work, consider following me here on WordPress or on Twitter, supporting me on Ko-Fi, or checking out my other anime-related work on Anilistor for The Geek Girl Authority.
All views expressed on Magic Planet Anime are solely my own opinions and conclusions and should not be taken to reflect the opinions of any other persons, groups, or organizations. All text is owned by Magic Planet Anime. Do not duplicate without permission. All images are owned by their original copyright holders.
Before we get started, a brief reminder to check out the Introduction post and the previous 3 parts of the list before you read this one. Don’t wanna spoil yourself, y’know?
In any case; there were plenty of anime I liked in 2020, some of which I liked quite a lot. There were not nearly as many that I truly loved. But of those I did, they fall into one of two categories. Either they are sharp, questioning, and political. Or they are joyous reaffirmations of how art can affect us, and how it can carry us forward even through the darkest times of our lives. The two are dissimilar, but complimentary. The former is grounded in realism and the latter in escapism. They tend toward the pessimistic and optimistic, respectively. I think that reflects the character of the year–and I suppose, of myself–quite well. Hopefully you agree. On to the final five!
#5:DECA-DENCE
Not since Kill la Kill has a studio produced an original anime debut so immediately sharp and arresting. I have to admit, I turned that statement over in my head for literal days before committing to it, but it’s true. Nut Co. Ltd. have done TV anime before, but aside from an assist on the polarizing FLCL sequels, their most well-known work before Deca-Dence was The Saga of Tanya The Evil, which, whatever one may think about it, was a manga adaption that stuck fairly close to its origins.
Any flaws aside; Deca-Dence feels very much like a wholly-realized singular artistic vision, from start to finish. The sort that is fairly rare in commercial arts fields (which TV anime certainly is). What’s more, it is nakedly political, with a witheringly on-point cross-examination of the evils of capitalism and its dire endpoints as exemplified by its very setting; a post-apocalyptic world which is exploited as a “real life video game” by the ruling class. Which would maybe make it a slog if the show weren’t so damn fun. Visually, Deca-Dence pops with bright colors, steampunk-inspired machines, and a design sensibility for its robot characters that feels inherited from Kaiba, one of the all-time great anime of this sort. Narratively, there’s enough action and compelling character drama to keep things from getting stale or feeling preachy. Deca-Dence exists in solidarity, not on a pedestal.
The unified artistic vision that is largely a positive does, on the flipside, unfortunately mean that it has a few notable flaws. Its chief sin is a bait-and-switchy treatment of its two leads, which would be less of an issue if one were not a young girl and the other an older gruff man narratively empowered by her pain. It’s a mistake this kind of thing should be able to avoid, and that is primarily why it rounds out the bottom of the Top 5. So it goes.
Still, if Deca-Dence is any indication of what future Nut Co. productions, or those of director Yuzuru Tachikawa or writer Hiroshi Seko will be like, there’s a lot to look forward to.
#4: Kaguya-sama: Love is War?
For two years in a row; Kaguya-sama: Love is War! has been raising the bar for anime romcoms. What it may lack in innovation it more than makes up for in technique and heart, Love is War?, the confusingly-titled second season of the series, is top-to-bottom hilarious. Except of course, when it’s busy being surprisingly heavy instead.
It’s not entirely fair to put Love is War on a pedestal, but I really struggle to think of anything else in recent memory that works in this space so well. Original mangaka Aka Akasaka‘s technique of starting with a familiar archetype and then “filling them in” over the course of the story has kept Love is War‘s character writing consistently interesting. This holds true both when exploring the school-day trauma that Ishigami still suffers the aftershocks from and when breaking down the surprisingly complex character of the moralistic, blustery Miko.
But those are strengths equally attributable to the original manga. What puts Love is War the anime near the top of its bracket is the way the visuals elevate and enhance this storytelling. From a comedic perspective, the visuals breathe new life into jokes manga readers have heard before and really make them pop for newcomers. At times, new gags are even made up wholesale, often leaning on the visual element alone. Scenes like Kaguya randomly breaking into vogue, Hayasaka annoyedly bursting into Kaguya’s classroom, and even random visual asides referencing Dark Souls and Peanuts give the entire thing a wonderful, absurd edge.
On the more serious side, these techniques are instead turned toward invoking empathy. Faces have their visual features erased to signify disassociation, crowds coalesce into shadowy masses to project anxiety. Visual effect enthusiasts are given quite a bit to pour over in Love is War.
You might rightly ask why you should care about any of this, since at its core Love is War still is very much a “will they or won’t they” sort of love story. The sort that anime has seen many times before and will see many times again. To a point, that very question has kept it from an even higher spot on this list. But conversely, I would argue that resonant artistic depictions of the anxieties and absurdities of youth will never lose their place in the artistic canon. Not for anime, and not for anything.
#3:Love Live! Nijigasaki High School Idol Club
If this list were ranked solely by how much the anime on it made my heart sing, Love Live! Nijigasaki High School Idol Club would hold a comfortable #1 spot. Earlier this year I began an earnest dive into the girl group idol anime genre after only idly (haha) poking at it for most of my life. My opinion that 2011’s The Idolm@ster is the genre’s gold standard remains unchanged. But I did not expect it to receive an even close to worthy contender to the title this year. But here we are, and I do genuinely think that Nijigasaki High School Idol Club, the latest entry in the rival Love Live franchise, makes a damn good showing of it. Why? Because of the sheer effort the series go through to convey to you one simple fact; these girls are born entertainers, and they love it, through and through.
The ways in which they love it vary wildly, and if I had to pin a single weakness on Nijigasaki it would probably be that its gargantuan cast size (eleven main characters!) means that some of the girls do only get cursory development. The flipside though is that almost every single one who does get some focus is so magnetic that the passion they have for singing transfers almost directly to you. In its best moments, Nijigasaki feels like holding a live wire of artistic inspiration. Without a doubt; the anime is best experienced by checking any cynicism at the door and just throwing yourself in, arms wide open.
And part of the reason it succeeds is how easy it makes it to do that. Nijigasaki‘s great writing triumph is how quickly and snappily it establishes each character within each arc. Part of this is down to sharp visual design; things like Setsuna’s pyrotechnic stage setup, Rina’s iconic digital “faceboard”, Shizuku’s black and white dress, and so on. But the show’s laser focus when it comes to establishing why each girl wants to become an idol and how she goes about doing so is an incredibly convincing argument for this genre in this format, proving you don’t need two cours here. (Not to say an extra 13 episodes of this would’ve been in any way unwelcome.) The final arc, where group manager Yu and idol Ayumu have a near-falling out over the former’s desire to become a composer proves that the series can also work in more delicate emotional shades, which (as with many things this high on the list) makes me hope for a second season.
In a broader sense; from Setsuna’s matchstick strike of a guerrilla concert in episode three to the blazing monster of a festival that closes out the series, Nijigasaki High School Idol Club is a celebration of communal art and performance in a year where, to paraphrase music critic Todd Nathanson, the very idea may as well be science fiction. Being so fantastically escapist emphatically does not hurt Nijigasaki, it is the very core of its strength.What makes it wonderful is how it is borderline utopian; a vision of a place where everyone’s dreams come true.
#2:Tower of God
I try not to think about these kinds of things too much when I write, but I suspect if there’s a “controversial” pick this high up on the list, it’ll be this one. Tower of God stands as one of 2020’s most polarizing and, in my opinion, most misunderstood mainstream action anime. Tower of God is two primary things: for one, it is a kickass battle shonen set in a truly unique fantasy world inherited from its source material, a sprawling webcomic that effectively wrought the Webtoon movement from the ground with its bare hands. For another; it is an absolutely dialed critique of systems of arbitrary merit. If you’ve been waiting for me to bring up capitalism again, wait no longer. Frankly I don’t need to, Tower of God does it for me. It’s not like characters having to pay off their own medical expenses within the Tower is exactly a subtle analogy to real life.
Tower of God‘s attitude towards its source material–adapt the interesting or the relevant bits, skip everything else–can definitely leave it feeling a touch hard to follow at times. But Tower of God makes its intentions clear in its final few episodes, where deuteragonist Rachel does exactly as the Tower incentivizes her to, and betrays protagonist Twenty-fifth Bam. And why wouldn’t she? Every detail of the Tower’s worldbuilding portrays it as a ruthless meritocracy where only looking out for #1 at the expense of everyone else is rewarded. Bam never understands this because he never has to. His natural talents; his vast reservoirs of shinsu (mana, effectively) and propensity for making allies, are rewarded in a place he has been deposited into by what is more or less random chance. Essentially, he’s privileged. Rachel, who has no such talents, understands it intuitively, hence her betrayal.
But Tower of God‘s critique of these systems goes both wider and deeper. It’s foreshadowed much earlier by minor character Hoh betraying his team during the “Tag arc” that takes up the show’s middle third. Elsewhere, the series touches on misogyny (there is something truly–and intentionally!–offputting about how it’s spelled out to us that the King of Jahad ties the powers of his “princesses” to their virginity) and frame-ups (whatever happened with Khun and his sister). Through it all, its central point remains sharp; the Tower’s world is fantastical, but the principles it operates on are very much like our own.
It is true that the show’s setup basically begs for a second season, one that’s yet to be confirmed. But even if it were to end here, with Bam washed down to the bottom of the Tower, the show has made its point. All of us are climbing, and the Tower still waits.
So with how high my opinion of Tower of God clearly is, what could possibly be better than it? Well, if you know my tastes, or indeed if you’ve simply studied the banner closely, you can probably guess. Scroll down to find out, and raise a hand if you saw this one coming.
.
.
.
.
.
.
.
.
.
.
.
#1:Keep Your Hands Off Eizouken!
Fundamentally, my taste in anime hasn’t changed much since I first discovered the medium over ten years ago. I have a hazy, sun-blurred memory of watching the dub of foundational school life comedy Azumanga Daioh chopped up into pieces and uploaded on Youtube. Azumanga Daioh and Keep Your Hands Off Eizouken! are, very loosely, in the same genre, despite otherwise not being particularly similar. I bring the former up because I marvel at the many strange and wonderful shapes the school life comedy has taken over the past decade and a half. And Eizouken! certainly has the hallmarks of the genre. It is set primarily in a high school, centers around the activities of a small group of students, and uses the pitfalls of coming of age to set up relatable comedic skits. But it’s also more than that.
I place Eizouken! firmly in an emerging movement of anime that increasingly combine this genre with more serious and reflective elements, a logical step from its origins. (It’s not like AzuDaioh couldn’t be reflective when it wanted to be, after all.) I would happily shuttle it right up next to the post-apocalyptic melancholia of Girls’ Last Tour, or the contemporary but more adventure-oriented A Place Further Than The Universe, my own favorite anime of the 2010s, or the funny, wrenching dramedy of O’ Maidens In Your Savage Season! But its place within that movement is interesting, because while many of its genrefellows seek to perhaps evolve past the school life descriptor entirely, Eizouken! reestablishes why it matters in the first place. How it does this is pretty simple; it has perhaps the most well-considered thematic core of any TV anime to air this year.
History will probably peg Eizouken! as an “anime about anime”, but that’s looking at it narrowly. Eizouken! is an anime about the creative process in general, about what it means to be passionate about something, about turning that passion into reality, how that can be very hard, but how it is almost always worth it.
Our three leads correspond to an aspect of the inner world of art. Midori Asakusa, short, behatted, and kappa-like, is the pure ambition and the font of ideas. She spends the series half-adrift in a sea of drawings and daydreams, in love with flying machines and walking logos. Tsubame Mizusaki, of average height and with a sharp haircut, is the strive toward the perfection of technique, the desire to capture One Perfect Movement as cleanly as possible. (This is why it is she who expresses that she cares about animation, not anime. Contrast Midori who cares very much about anime-the-medium.) Finally, there is the tall, tombstone-toothed Sayaka Kanamori. The brains of the operation, someone for whom practical knowledge and the pursuit of money is a means to her and her friends’ collective happiness, a sort of person vanishingly rare in the real world. Alone, they’re incomplete. Together, they’re unstoppable. I’ve seen many anime whose casts compliment each other well, but Eizouken! might have one of the most well-oiled character dynamic machines in recent memory.
Eizouken!‘s beauty is in how it does not need to really explain itself at length. The series is an argument for itself. The skeptical may be inclined to ask the question back at Eizouken!; “what can sticking to your passions really accomplish?” And, well, the answer is Eizouken! Admittedly, as someone who writes for a living, I am predisposed to like themes in this general realm. But by the same token, pretending that Eizouken!‘s deep understanding of how the creative process functions, the diversity of motivation as to why people want to make art, and its celebration of the two didn’t move me would be disingenuous. I would simply not be doing my job as a commentator on the medium.
The show celebrates many kinds of people in general, really. Sometimes this is even surprisingly literal; Eizouken! stands as a still-rare anime that has a fairly racially diverse cast even though its leads are still Japanese. The series’ near-future setting seems to imply both a Japan and a larger world that is more heterogeneous (in every sense) than today, but this optimism shouldn’t be taken to be naivety. There is conflict in Eizouken!, the optimism comes from the resolution of that conflict. Short films are premiered, audiences are blown away. “We are all different, but truly great art can bring us together” seems to be the final message of the series. It’s a thesis that is so optimistic, almost utopian, that it can, to some, scan as corny. Whether Eizouken! “earns it” or not is where people are split on the series, but I think I’ve made damn well my case that it does.
Keep Your Hands Off Eizouken! premiered at the top of the year, in the Winter 2020 anime season that now feels a lifetime ago. Yet, throughout this long, dark, bizarre year, I found myself continually turning it over in my head. I think it’s likely that I will be for years to come. If I may make take back one thing from my original review that predates this blog, it’s this; Eizouken!, with the benefit of distance, feels like it’s not really from this, or any, specific year. It feels like it’s always been there. And from now on, it always will be.
And with that sign-off by way of what is in my estimation the first truly great anime of the ’20s, that concludes our little journey over these past few days. To both old friends and new readers, I wish you the best possible in the new year. Hold each other close, and in all things help one another. Magic Planet Anime will see you in 2021.
If you like my work, consider following me here on WordPress or on Twitter, supporting me on Ko-Fi, or checking out my other anime-related work on Anilistor for The Geek Girl Authority.
All views expressed on Magic Planet Anime are solely my own opinions and conclusions and should not be taken to reflect the opinions of any other persons, groups, or organizations. All text is owned by Magic Planet Anime. Do not duplicate without permission. All images are owned by their original copyright holders.