Neo-Tokyo Is About To Explode:
The Fine Art of Animé

David Allen Wade

December 2002


As the medium of animation grows, its worldwide recognition and independence as a Fine Art form is continually validated. Throughout areas of the world (Canada, England, Eastern Europe, etc.), animation is recognized as a unique part of each culture's heritage. Even in the United States, one can easily trace the lineage of animation masters back in time from Walt Disney to Winsor McKay. However, a discrepancy exists in this "worldly view."

The Perception of Animé

Japanese animation since the 1970's has, at least in the American Fine Arts forum, been met with the same ridicule as a Walt Disney Company animation. That is, Japanese animation, or animé (from the French word for animation), has attained an undue aura of mediocrity in the eyes of the American masses. While a counter-culture following of animé has persisted, its popularity has not expanded in previous decades beyond its sub- pop culture status. One could easily find public references to animé as adolescent-targeted, limited animation. One could even go so far as to discount animé from the Fine Art realm on the basis of its commerciality, citing that as a point of compromise. This perception could be largely attributed to the commercialization of many Japanese works, as well as the general shift of a Post-World War II Japanese culture towards consumerism.

The American perception of animé as generally "something less than artful" could also be a result of its first somewhat successful introduction to the U.S. public. "Robotech," a 1970's Japanese television series directed by Ishiguro Noboru, was introduced to the U.S. in the early 1980's. It was, however, severely compromised in its visual aesthetics and dialogue when adapted for American television. These compromises erupted when Carl Macek (working for the international distributor Harmony Gold) rescripted the collective episodes for English dialogue and re-edited them to accommodate Broadcast Standards and Practices regulations at NBC. As Maureen Furniss explains:

The reason violence seems to receive more emphasis in the dubbed episodes, despite the fact that extremely violent actions were removed, is perhaps that 'balancing' content also was largely cut from the adaptive work… The series were linked together as an action adventure, so relatively violent activities dominate the adapted storyline.1

With a re-edited storyline that emphasized violence and eliminated "extraneous" material, the introduction of "Robotech," and Japanese animation, to the U. S. could be seen as nothing less than skewed. While Robotech's introduction of Japanese television to America was not entirely successful (running for just over a year), Japanese animated television programming continues to be adapted for the American market, even in recent times.

The modern American animé consumer has a wide variety of media to choose from. Japanese animation is available on television, VHS and DVD, in the cinema, on console and arcade games, and even on the internet. While much of what is marketed to the American (and Japanese) public is toy-based, children's morning television programming (specifically Pokémon, Power Rangers, et al), there does exist a portion of animé that is evolved, developed, well constructed, and significant. Unfortunately, this significant, or "artful," animé is overwhelmed by an overexposed mountain of mediocre "cartoons" that only stand to promote the misconception that animation is only for children.

For the purposes of this analysis, a review of artful animé in the cinematic realm could provide an accurate reflection of the potential of animé as a whole. "Jin-Roh," "Princess Mononoke," "Ghost in the Shell," and "Akira" are a few cinematic works that combine a mastery of narrative and metaphor with a visual sophistication and beauty. Through an examination of some of these films and television series, one could conclude that Japanese animation has been misrepresented in the American culture, contains its own visual language and metaphorical symbolism, and parallels the Fine Art work of animation in other cultures as well as work in the cinematic realm.

The History of Animé

As previously mentioned, "Robotech" was the first notably successful animé series exposed to the American public. The series, created in the late 1970's, first ran in syndication in 1985 with its pilot airing in 1984. This, by no means, was the start of animé in Japan or America. Japanese animation, in large part, is based off of its printed counterpart, manga (or comic books). Manga follows a tradition of Japanese illustrative aesthetic that dates back to the Edo period of Japanese history (1576 to 1868), when illustrations and caricatures were more utilitarian and educational.

Japan's first animated series was Osamu Tezuka's "Astro Boy," which began airing on Japanese television in 1963 and made a brief appearance on American television in 1964. Adapted from a popular manga, "Astro Boy" was based as children's programming and introduced audiences to the notion of a humanistic android living within a "normal" world. Both "Astro Boy" and "Kimba the White Lion" were not marketed as Japanese animations to American audiences when initially introduced, as it was not considered a selling point.2

"Kimba the White Lion," also under the heading of children's programming, premiered in Japan in 1964 and later in America in 1966. This creation of Tezuka, who publicly admired Disney animations, is thought to be the conscious or subconscious basis for the 1994 Disney Co. animation "The Lion King."

Shifting to the 1970's, around the same time as "Robotech" there appeared a popular animé television series entitled "Space Battleship Yamato" or "Star Blazers" as it appeared in America in the 1980's. Created by Matsumoto Leiji, the series revolved around a post-apocalyptic spaceship that was built from a resurrected battleship, referring to the World War II battleship Yamato. In Japan, this series peaked with the highly anticipated cinematic adaptation in 1973.

The next notable Japanese animation culminated in 1988. Otomo Katsuhiro's "Akira," appearing outside of Japan in 1990, quickly became the "poster-child" for excellence in animé, growing in popularity in Japan and globally.3 A technical achievement in its time, "Akira" was also based off of a long-running manga series. The film could best be encapsulated as:

… [It] became both a critical and cult hit and in many ways can be seen as the film that started the animé boom in the West. The films adult themes of dystopia and apocalypse and its superbly detailed, viscerally exciting animated style amazed Western audiences.4

In 1995, the breakthrough film directed by Mamaru Oshii, "Ghost in the Shell," was released in Japanese cinema. While not as popular in Japan as "Akira," "Princess Mononoke," and other contemporary Japanese animations, it combines a philosophically sophisticated storyline with technically sophisticated computer animation that makes it a cult classic in the U.S. Oshii, a relatively young director at the time, based the film off of a manga of a similar title.

In 1997, "Princess Mononoke," directed by animé veteran Hayao Miyazaki, was a conglomerate of style and concept. Incorporating the traditional cel animation and mixed media backgrounds with computer graphics animation effects, this zenith of Miyazki's career is a narrative of "industry versus nature" set in feudal Japan. The film confronts spiritual loss, cultural dissonance, and environmental apocalypse that calls into question a traditional, historical Japanese identity.5

Now that a brief history of animé work has been established, it should be noted exactly how important Japanese animation is to its culture. This consideration is paramount to understanding the works themselves and is an important element in establishing associations between the culture and the works. In the late 1980's around forty percent of the feature length films produced in Japan were animated. In the 1990's that number rose to over fifty percent. One year after the release of "Akira," the movie surpassed "Return of the Jedi" to become the highest grossing film in Japan. Later, following the release of "Princess Mononoke," that film broke previous records to become the highest grossing, only to eventually be overtaken by "Titanic." As the statistics suggest, animé films are as culturally significant (if not more significant) than their live-action counterparts in Japan. This phenomenon could be explained through a breakdown of the established visual language of contemporary Japanese animation.

The Symbolism of Animé

The levels of symbolism and metaphor within animé are vast. As with work in the general cinematic realm, animé often references archetypical situations or emotions, and displays them in simplified and iconic terms. For example, in the popular children television program "Sailor Moon," one could find the main character, Serena, in a compromising situation in which one would typically feel embarrassed or nervous. Rather than explicitly conveying these feelings to the viewer through dialogue, or deviating from a limited animation format with complex, fluid facial expressions, the emotions are conveyed through an icon; the drop of sweat. By simply showing the universal symbol of a bead of sweat on the character's forehead (often in the shape of a blue water droplet), the viewer can quickly identify an individual's reaction to a situation, even on a childlike level. Another symbol in television animé is the bulging vein. Simplified to a series of three or four symmetrically placed curves on the forehead, the bulging vein is a common denominator for frustration or aggression. The sweat drop, bulging vein, and other simple icons create a visual language in animé that references archetyped biological reactions and their associated emotive states; icons whose universality resonate down to the level of a child.

These universal symbols are only the surface level of referencing in animé. On the next level, one could find the popular referencing of elements from a more global culture. In the series "Excel Saga," recently airing on TV Tokyo, there are constant references to other popular works in the animé culture as well as U.S. pop culture films (Star Wars, Rambo: First Blood Part II, and Fight Club to name a few).6 "Excel Saga" incorporates references to these seemingly unrelated works by presenting a humorously disjointed and often surreal and frenetic situational comedy; going so far as to alternate illustrative techniques from scene to scene.7 This referencing on a global cultural scale suggests a universal quality within the particular work itself, although this commonality is limited only to the multiple cultures it references. Susan Napier, a professor of Japanese culture at the University of Texas, surmises:

For most Japanese consumers of animé, their culture is no longer a purely Japanese one (and indeed it probably hasn't been for over a century and a half). At least in terms of entertainment, they are as equally interested in and influenced by Western cultural influences as they are by specifically Japanese ones.8

In addition to this level of symbolism that involves cross-cultural referencing, there is still another, deeper level of symbolism in Japanese animation. This is a level of metaphor and innuendo, a defining characteristic of animé.

"Ranma ½" is an animated television series that aired in Japan in the late 1980's and early 1990's, and was based off of a popular manga, or comic book, by artist Rumiko Takahashi. The main character, Ranma, is an adolescent boy who humorously struggles with uncontrollable gender metamorphosis in an attempt to regain normality. In "Ranma ½," the adolescent issue of sexual identity is comically paralleled visually by an unmanageable transformation from male to female and back again. By switching the gender of the main character within a "normal" world, the supporting characters become unsettlingly aware of a destabilized heterosexual social hierarchy.

"Ranma ½" operates on two levels: the issue of constructing gender identity on the individual level and the public level of society's expectations for gender norms, both of which are played out in the series through a range of imaginative visual tropes and action sequences that consistently work to destabilize the "normal."9

In this way, "Ranma ½" provides an excellent example of a visual metaphor within Japanese animation. In this instance, the adolescent struggle with sexual identity is analogous to the visual interchangeability between genders of the main characters. This metaphorical element could be found on a more significant level within the cinematic realm.

"Jin-Roh" (translated as "The Wolf Brigade") is an animé feature film written by Mamoru Oshii (director of "Ghost in the Shell," 1995) in which the main character, Kazuki Fuse, is contrasted with his "love interest," Kei Amemiya. In an interview with Oshii, he describes the interaction between the two characters as "the story of a human and a beast."10 The "beast" being Kazuki Fuse, the perennial soldier in the "wolf brigade" that is cold and unresponsive to his emotions. "Jin-Roh" is set in an "imagined" post-war alternate past that parallels post-World War II Japan. It is in this "alternate past" that Oshii creates his metaphors within the film. The main character, Fuse, is the last of a group of nationalistic soldiers known as the "wolf brigade" which reject non-Japanese influences; a parallel to the Japanese Anpo, a nationalistic group of the 1960's which carried a similarly cold and unemotive creed of "means justifying an end."11 The "wolf spirit" of Fuse is also a metaphorical reference to the history of the Japanese species of wolf. This was a species considered abundant in the 1960's, but is now extinct- much in the manner that the Anpo, or nationalism in general, is extinct in modern Japan.

While the symbolism in animé is evident on many levels, visual as well as metaphorical, this is seemingly not enough precedence to place the media within the Fine Art arena. However, there is a precedence created within the Fine Art realm itself that may allow future consideration of this time-based media.

The Fine Art of Animé

Whether or not one considers animé or any derivative of it to be within the realm of Fine Art, it has already made its way there. Most notably, it takes the form of painting and sculpture in the "super flat" movement. Super flat, a term coined by artist and curator Takashi Murakami, refers to a post-modern Japanese theory of ultra-flatness and evenness within an image. In Murakami's essay, "A Theory of Super Flat Japanese Art," super flat incorporates bold, spatially flat, and formal elements that emphasize lineal structure with a sensibility reminiscent of Pop Art.12 In Murkami's work, specifically the 1995 "And then and then and then and then and then," there is an attempt to incorporate the bold strokes of traditional Japanese painting (in particular, works from the Edo period) with a commercialized post-Pop Art infatuation with otaku, or the Japanese animé subculture. Murakami has even gone so far as to copyright and publicly market his created character "Mr. DOB," the subject of the majority of his work.

Murakami, in a similar tradition to his Pop Art predecessors, has taken the exploitation of the animé subculture to its most extreme ends, exploring the issues of hyper-sexuality and marketability, among many others. While Murakami and the many other artists in the super flat exhibition reference Japanese animation and its subculture, there has yet to be any significant worldwide movement in the gallery system to exhibit actual Japanese animation as a formal work of art. This may be due to the reluctance of the Fine Art world to accept time-based media as formal work, as well as its reluctance to accept work that references popular culture.

In fact, one could refute the notion of animé assuming any role in the Fine Art realm on the context of it being a time-based medium steeped in popular culture. That is, a conservative view of having only traditional media (sculpture, painting, etc.) in the gallery would reject animé on the basis of it being outside the realm of traditional media; a notion thoroughly outdated by post-modern artists. Indeed, a key element of post-modern theory is the referencing of popular culture and a language of visual symbols that are somewhat universal to a society.

As with the introduction of previous media to Fine Art (photography, film, and installation), it seems only a matter of time until the acceptance of animé, and animation in general, is evident within the galleries.


Notes
1. Maureen Furniss, "Institutional Regulators," Art in Motion, Animation Aesthetics, 207.
2. Antonia Levi, Samurai from Outer Space, 6.
3. "Akira" was viewed as a "poster-child" in the sense that the film defined the technical achievement of the genre at the time, only to be replaced by "Ghost in the Shell" and later by "Princess Mononoke." The title of this paper, "Neo-Tokyo Is About To Explode," refers to the "ultra-hip" tag line in Akira's U.S. marketing campaign.
4. Susan J. Napier, Anime: from Akira to Princess Mononoke, Experiencing Contemporary Japanese Animation, 41.
5.Napier, 176.
6. John Yung, "Excel Saga," EX: The Online World of Anime & Manga, <http://www.ex.org/5.1/14-anime_excelsaga.html> 3 December 2002.
7. Yung.
8. Napier, 22.
9. Napier, 50.
10. Luis Reyes, "The Death of the Wolf: Mamoru Oshii Speaks About 'Jin-Roh' as an Elegy to, And Perhaps a Re-birth of, the Wolf Spirit," Akadot Articles, <http://www.akadot.com/article/article-oshii1.html> 27 November 2002.
11. Rika Ishii, "Mamoru Oshii Interview," The Hayao Miyazaki Web, <http://www.nausicaa.net/miyazaki/interviews/oshii_on_mt.html> 27 November 2002.
12. Cheryl Brutvan, "Takashi Murakami: Made in Japan," Boston Museum of Fine Art- Exhibitions, <http://www.mfa.org/exhibitions/takashi.html> 2 December 2002.


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