One thing about the "Year of Unfinished Business" is that I finally plan on getting back to series & franchises that I covered years ago, but never really followed up on. Of course, after all these years, I don't feel 100% comfortable about just jumping into a second season or later productions with only potentially vague recollections about what came before. Not just that, but my first couple years of doing this blog saw me write entire reviews based on nothing more than what I remember an anime being like; not every review was like that, but a fair number of them were, especially in those first few months. Therefore, I feel like enough time has passed that I can go back & re-assess anime that I reviewed way back when, & see if I still feel the same about them now; also, I want to this give them the proper write-ups I should have given them back then. So, in place of this season's Demo Disc (don't worry, it'll be back this Summer), I would like to introduce a new concept to The Land of Obscusion.
Welcome to Retrospect in Retrograde, and for my first revisit, I can't think of anything better: Monkey Turn.
On Februaru 25, 2011, I looked back fondly on my memories of the 2004 TV anime adaptation of Katsutoshi Kawai's 1996-2005 Shonen Sunday manga about kyotei/mini-hydroplane racing, and called it "the best sports anime that you've never seen." Since then, I've learned a bit more about this 25-episode anime, specifically two interesting things. First, this anime (& it's successive season) ran in a late-night slot, which honestly surprises me, both because that means that Monkey Turn ran for a solid year in late-night, which just doesn't happen nowadays, and also because of the pedigree the manga had. Kawai's manga tied with Hikaru no Go for the Shogakukan Manga Award for "Best Shonen Manga" in 1999, so I simply figured for the longest time that the anime had a prime time slot, just like its fellow award winner's anime adaptation had; both even aired on TV Tokyo. Second, back in 2011 I had no idea how much of the 30-volume manga the anime adapts, & I really still don't today, but I now do know that the anime kind of pulls a Ring ni Kakero 1 by skipping over an early portion of the manga, so that it can focus on the primary focus, i.e. the actual professional kyotei racing; some of the early parts are done via flashback at points, though. So enough re-introduction, it's time to see if Monkey Turn still comes out as one of "the best" out there, personally, when it comes to sports anime.
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Tuesday, April 17, 2018
Friday, April 6, 2018
Obscusion B-List: Video Game Localizations We Almost Got... But Didn't
Nothing major can happen without a plan being made, first & foremost. At the same time, though, even the best laid plans of mice and men often go awry, sometimes to the point of never coming to fruition in the first place. When it comes to video games, I'd say that any region of the world will receive more or less an equal amount of localized games from another region as it would get those made domestically. Like anything, though, there are a lot of steps to making a localization happen, & those steps have to be laid out in a grand plan. Unfortunately, while most localization plans do indeed come to fruition, there are some that were planned for release, and maybe even officially announced, but wound up being exclusive to the region they were originally released in.
So let's take a look at these transposed translations, these retracted reveals, & these candid cancellations that all had hopes for English localization, only to be stopped for a variety of reasons, with at least one even threatening legal action! But... Yes, I'm totally aping Guru Larry, so I'll stop right here & go straight to the first entry.
Sony Computer Entertainment of America has always been a bit of an infamous division of Sony, especially in regards to the lives of the first two PlayStation consoles. For example, there have been complaints that SCEA was "anti-2D", i.e. being downright dismissive to certain video games & publishers that wanted to release games based around 2D sprite work, simply because SCEA wanted to focus on 3D polygons. Working Designs' Vic Ireland admitted that such a policy existed during the PS1 era back in 2012 during an interview with ANNCast, & even Mega Man 8 was initially rejected for release, until SCEA found out that the Sega Saturn was also getting it, so the decision was reversed with the request for some sort of exclusive content (which wound up being a mini-booklet with artwork). Obviously, there were some games & even companies that were exceptions to this, & the policy did relax over time, but SCEA still maintained some variation of it into the PS2 era, but now this even applied to polygonal graphics. In other words, if SCEA simply felt that a video game that a publisher wanted to release in North America didn't look good enough, 2D or 3D, then that would be enough reason to deny release. While proof of this is scarce, Agetec did submit evidence of this back in 2004 with the game Shadow Tower Abyss.
So let's take a look at these transposed translations, these retracted reveals, & these candid cancellations that all had hopes for English localization, only to be stopped for a variety of reasons, with at least one even threatening legal action! But... Yes, I'm totally aping Guru Larry, so I'll stop right here & go straight to the first entry.
Sony Computer Entertainment of America has always been a bit of an infamous division of Sony, especially in regards to the lives of the first two PlayStation consoles. For example, there have been complaints that SCEA was "anti-2D", i.e. being downright dismissive to certain video games & publishers that wanted to release games based around 2D sprite work, simply because SCEA wanted to focus on 3D polygons. Working Designs' Vic Ireland admitted that such a policy existed during the PS1 era back in 2012 during an interview with ANNCast, & even Mega Man 8 was initially rejected for release, until SCEA found out that the Sega Saturn was also getting it, so the decision was reversed with the request for some sort of exclusive content (which wound up being a mini-booklet with artwork). Obviously, there were some games & even companies that were exceptions to this, & the policy did relax over time, but SCEA still maintained some variation of it into the PS2 era, but now this even applied to polygonal graphics. In other words, if SCEA simply felt that a video game that a publisher wanted to release in North America didn't look good enough, 2D or 3D, then that would be enough reason to deny release. While proof of this is scarce, Agetec did submit evidence of this back in 2004 with the game Shadow Tower Abyss.
Sunday, April 1, 2018
The Truth Behind "The Disaster Anime": Game Lab's Musashi Gundoh Interview Translated!
Happy Easter, All You April Fools!
Way back on December 1, 2011, to celebrate the blog's first anniversary, I wrote a review of the infamous 2006 TV "kuso/crap anime" Gundoh Musashi, or Musashi Gundoh (seriously, either order seems to be official), making it the first milestone review (#50). Even back then, though, I had heard of an interview that had been done after the anime had aired in Japan. As the years went on, I managed to actually find where said interview came from: Volume 140 of Sansai Books' Game Labo Tokubestsu Henshu Gendai Shikaku Bunka Kenkyu/Game Lab Special Edition: Modern Visual Culture Research, released December 2006.
While the main feature in this mook was a 36-page article titled "Kono Anime ga Yabai!/This Anime is Dangerous!", likely a parody of Takarajimasha's "Kono ___ wa Sugoi/This ___ is Great!" series of guide books, it actually had nothing to do with what I was looking for. Instead, in the middle of this Volume was a six-page pair of interviews with Nobuyuki Sugaya & Yuki Kinoshita, the respective producer & director of Gundoh Musashi. In fact, these two interviews were conducted literally days after the anime finished airing on satellite network BS-i on October 29; technically, the final episode aired on October 8, but after that came three "summary" episodes. For years, I was curious about what was said in this mook, and since this is a year about "Unfinished Business", I finally found an Amazon Japan seller that was willing to ship a copy overseas (& for cheap, too), & put my money down. So now, with a translation from Anne Lee of Chic Pixel, I give you the raw & (then) fresh feelings about what exactly went down with what I once called "The Anime Equivalent to The Room", & now nickname "The Disaster Anime", starting with the interview done with ACC Production producer Nobuyuki Sugaya. Specific notes by either myself or Anne will be included via italics for clarification, when needed.
Way back on December 1, 2011, to celebrate the blog's first anniversary, I wrote a review of the infamous 2006 TV "kuso/crap anime" Gundoh Musashi, or Musashi Gundoh (seriously, either order seems to be official), making it the first milestone review (#50). Even back then, though, I had heard of an interview that had been done after the anime had aired in Japan. As the years went on, I managed to actually find where said interview came from: Volume 140 of Sansai Books' Game Labo Tokubestsu Henshu Gendai Shikaku Bunka Kenkyu/Game Lab Special Edition: Modern Visual Culture Research, released December 2006.
While the main feature in this mook was a 36-page article titled "Kono Anime ga Yabai!/This Anime is Dangerous!", likely a parody of Takarajimasha's "Kono ___ wa Sugoi/This ___ is Great!" series of guide books, it actually had nothing to do with what I was looking for. Instead, in the middle of this Volume was a six-page pair of interviews with Nobuyuki Sugaya & Yuki Kinoshita, the respective producer & director of Gundoh Musashi. In fact, these two interviews were conducted literally days after the anime finished airing on satellite network BS-i on October 29; technically, the final episode aired on October 8, but after that came three "summary" episodes. For years, I was curious about what was said in this mook, and since this is a year about "Unfinished Business", I finally found an Amazon Japan seller that was willing to ship a copy overseas (& for cheap, too), & put my money down. So now, with a translation from Anne Lee of Chic Pixel, I give you the raw & (then) fresh feelings about what exactly went down with what I once called "The Anime Equivalent to The Room", & now nickname "The Disaster Anime", starting with the interview done with ACC Production producer Nobuyuki Sugaya. Specific notes by either myself or Anne will be included via italics for clarification, when needed.
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