Thursday, April 24, 2008

Spring 2008 Anime Rundown, Part I

It's kind of a slow spring, anime wise. There are 46 new shows premiering, which is, admittedly, too many for any normal human to follow. But, that's down by a third from spring seasons a few years ago. There are a couple of big deal, big budget projects, such as Macross Frontier and Code Geass R2, but as spinoffs from popular franchises, these smell like safe choices for production companies shell shocked by broad economic woes as well as the corrosive effects of illegal downloading. While I'd say there are no truly outstanding new anime this season, a fair number of solid shows are coming out, and most viewers should be able to find at least a few items of interest.

Rankings are based on the first episode or two and range from S down to F (with B- or C+ being about average). I give an attempt at an objective rating, then provide a wildly subjective Moetic Justice rank.

Bus Gamer
Genre: Action, Fighting, Shoujo
Overall Rank: B-
MJ Rank: C

Three mismatched hip urban pretty boys respond to a seriously suspicious piece of junk mail, and wind up entering an underground tournament called Biz Game, where teams representing corporations fight it out for trade secrets, using whatever means they think are necessary. Once you get past the improbable premise, Bus Gamer doesn't look half bad, and promises some interesting tactical machinations, as well as the possibility of good red-in-tooth-and-claw fight sequences.

Druaga no To - The Aegis of Uruk (The Tower of Druaga)
Genre: Sword and Sorcery
Overall Rank: B+
MJ Rank: B+

Tower of Druaga is based on an RPG, and follows newbie adventurer Jil, whose seemingly impossible quest is to reach the top of the eponymous tower, and defeat the eponymous evil god. Normally, a description like that is my cue to find something else to watch, but Druaga has a couple of factors working in its favor: studio Gonzo has apparently decided that this is a show where they are going to spend the money needed to make it look good, for one thing. Druaga also has a much needed sense of humor about itself. The opening sequence alone, which features the cast of characters mysteriously transposed to Tokyo, is worth the price of admission, and handily wins the Op of the season award. Druaga is notable for being available for legitimate download, subtitled, at Crunchyroll.

Itazura na Kiss (Mischievous Kiss)
Genre: Romance, Comedy, Shoujo
Overall Rank: C
MJ Rank: C-

Kotoko Aihara is a plain girl who has a crush on the cool, wealthy and smart Naoki Irie. Kotoko asks Naoki out, and is shot down. To add insult to injury, her family's new home collapses in a minor earthquake, and the Aiharas are forced to impose on an old friend, who turns out to be--you guessed it--Naoki's father. There's nothing new here, if you've seen the superior Marmalade Boy, or any of a dozen similar shoujo romps, and the Itazura na Kiss take on the genre looks to be thoroughly mediocre.

Kamen no Maid Guy (Masked Maid Guy)
Genre: Comedy, Fanservice
Overall Rank: C+
MJ Rank: A-

Naeka Fujiwara and her brother, whose parents are missing, are doing their best to survive on their own, but wind up living in squalor. Their grandfather, worried about the family reputation and the fact that someone seems to be killing off his heirs, decides to provide a pair of maids to clean up Naeka's act and protect her. One of the new hires, Fubuki, is pretty much what you'd expect from a maid show heroine, though handier with a nail-studded baseball bat than most. The other is the Maid Guy of the title, Kogarashi, who closely resembles a Hokuto no Ken villain in drag. Senseless violence and abundant fanservice (surprisingly explicit for a modern TV anime) ensue. Kamen no Maid Guy is morally reprehensible, but immensely entertaining.

Kanokon
Genre: bishoujo, kitsune
Overall Rank: B
MJ Rank: B+

It isn't clear yet if it's a trend or random chance, but fox maidens and cat girls seem to be all over the place this season. In Kanokon, the kitsune (fox spirit) turned busty human is Chizuru Minamoto. For reasons that are unclear as of this writing, Chizuru is constantly draping herself over inadequate-looking high school freshman Kouta Oyamada. Well, Kouta may be a late bloomer, but as the screencap demonstrates, he does have a nigh heroic capacity for maintaining eye contact. The character designs in Kanokon, based on illustrations by Koin for the original light novel, are clearly the main draw. The visuals in the anime are on the simple side, but consistent and relatively fluid.

Kyouran Kazoku Nikki (Diary of the Frenzied Family)
Genre: temporal lobe epilepsy simulation
Overall Rank: ??
MJ Rank: B+

Within five minutes of the Op sequence in Kyouran Kazoku Nikki, we meet the perpetually smirking Kyouka, who claims to be age 20, and is apparently the daughter of the legendary monster Enka. Befuddled government paranormal investigator Ouka Midarezaki brings Kyouka to his HQ, where the two are summarily married, and instructed to adopt the remaining children of Enka, with the hope that family life will mellow them. Or at least give Midarezaki the opportunity to keep an eye on the Hell spawn, and kill any that show inclinations towards destroying the world. For the remainder of the episode, the newlyweds track down the other children, who turn out to be a little girl, a jellyfish, a lion, an armored biological weapon, and a metrosexual guy who may have the hots for Midarezaki. This could easily degenerate into tedious weirdness for the sake of weirdness, but I'm watching closely for now.

Macross Frontier
Genre: robots, idol music
Overall Rank: A-
MJ Rank: B

Back in the day, the rule of thumb was that every other Macross sequel was worth watching, starting with Macross: Ai Oboeteimasu ka?, which is the most perfect possible earthly expression of the Platonic ideal of the franchise. By my reckoning, we're due for something good this time around, though it depends on how you count all the fiddly little Macross 7 offshoots.

Alto Saotome is an impetuous rebel without a cause who dreams of being a military pilot. In the chaos of an alien attack on the Macross Frontier space colony fleet, he crosses paths with galactic idol Sheryl Nome, and stumbles onto a Valkyrie transforming robot whose pilot has been killed. Parts of this may sound familiar: Macross F incorporates bits and pieces of characters, visuals, and plots from previous Macross series, with an emphasis on Macross 7 and Macross Plus. It's looking really solid so far, though, with my only technical complaint being the detailed but rather poorly integrated 3D CG sequences.

Mnemosyne no Musume-tachi (Daughters of Mnemosyne)
Genre: science fiction, action
Overall Rank: B
MJ Rank: D

Rin Asougi and her assistant Mimi are freelance troubleshooters--a la Gunsmith Cats--in an alternate 1990's world. Rin seems to be immortal, which comes in handy, because she's always running afoul of people who want to do terrible, terrible things to her. Mnemosyne is a not exactly congenial mix of female buddy anime and survival horror elements, but what really drags it down into the "actively avoiding" category is the show's pervasive recreational sadism. It's disconcerting to see fairly mainstream anime creators sipping the same torture porn Kool Aid that's all the rage in Hollywood lately, and I hope it's not a sign of things to come.

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That's all for now; reviews for Nabari no Ou through Wagaya no Oinari-sama will be coming shortly!

Tuesday, January 29, 2008

Moe Explained

Abstract

Moe, in the strict sense, is recently coined Japanese slang describing certain types of cute, mostly young and female anime (Japanese animation) characters. The word also functions as a label for the emotional response of anime fans to such characters. Moe characters are neotenous, relative to actual humans, exhibiting juvenile traits at maturity. Moe imagery is a supernormal stimulus that evokes a potent mixture of emotional responses in susceptible viewers: nurturing or protective feelings as well as romantic or erotic love. Moe imagery may be thought of as a sort of recreational memetic drug, which produces pleasurable mental states in the absence of the proper stimuli for such states. The conventions of moe art have been evolving since at least the 1970s, in a largely unconscious process driven by selection pressures favoring styles capable of eliciting these positive emotional responses in viewers.

Introduction

Moe (萌え; two syllables: “moh-eh”) is an easily grasped, intuitive concept for fans of Japanese animation and related art forms, but devilishly tricky to define in a concise, complete and unambiguous manner. Moe, sensu stricto, describes a certain type of stylized illustration of a young, cute, innocent, most often female human (Fig. 1). The word also can be used for the emotional response that such illustrations trigger in viewers who enjoy moe imagery. Moe frequently functions as an adjective, but can be used as a noun, verb or interjection.

Fig. 1. Suzumiya Haruhi no Yuuutsu (The Melancholy of Harhuhi Suzumiya) © 2006 Nagaru Tanigawa/Noizi Ito/Member of SOS.

Originally a Japanese verb meaning to germinate or sprout, moe was hijacked for the slang usage described here by anime, manga (Japanese comics) and game fans in Japan sometime in the late 1980s or early 1990s (Japanese Wikipedia), and has only come into widespread use since 2000 (and ca. 2004 or later in the English speaking world). The range of situations where otaku (fans) might employ the word has since expanded almost to the point where it has become meaningless—anyone or anything that might provoke some kind of positive emotion can be called “moe”—but for the purposes of this essay I will employ the narrow definition given above. Real, three-dimensional persons and things may be described as moe, and the meaning is more or less clear, but this strikes me as an abuse of the term: there are perfectly good existing words, in Japanese and English, for the feelings we have for actual friends, relatives and significant others, or non-anthropomorphic objects like trains. I won’t consider the possibility further here, but calling celebrities, or other people who are not personal acquaintances, “moe,” strikes me as being closer to the core meaning of the word: a famous actress is hardly more of a real, three-dimensional presence for her fans, than an anime character is for an otaku.

English-language analysis of the moe phenomenon is sparse, but there have been some illuminating writings in the young field of moetic studies. Wikipedia provides basic information, and John Oppliger (“Ask John” of AnimeNation) has written about the subject several times (providing a definition, discussion of moe in America, and some thoughts on male moe). Shingo of Heisei Democracy presents an eloquent overview of the subject, including a taxonomy of moe. He also discusses narrative aspects of moe that I will disregard here, not because they are unimportant, but because I wish to focus on visual aspects of moe that I consider to form the underlying basis of the concept.

Manga artist Ken Akamatsu has written about his theory of moe characters (translation courtesy of Matthew Whitehead), as has Japanese moe fan Tenkaise. Both are concerned with moe as an expression of idealized, maidenly femininity: they believe that moe characters are first, and perhaps exclusively, targets for paternal or maternal instincts. The American sources cited above (Oppliger and Shingo) are more inclined towards a concept of moe that includes a sexual component.

Here, I attempt to analyze the moe phenomenon from a biological perspective. I will confine my discussion to moe sensu stricto: two-dimensional art with characteristics that would be recognized as moe by enthusiasts. I will further restrict my consideration to the visual components of moe works, although I think that a parallel case for the biological basis of moe story elements or anime voice acting could be constructed, with few modifications. I focus on illustrations of female characters, intended for a predominantly male audience, because this is the most prevalent form of moe. Again, a broadly similar explanation might be crafted for male moe characters, which are a small but perhaps increasingly important part of the moe art scene.

I should express some caveats before proceeding. What follows is nothing more than armchair speculation, based on my own experiences with moe art, and conversations with others interested in the subject. My knowledge of neuroanthropology, ethology, sociobiology or other relevant subjects is strictly that of a layman, and I have not conducted any actual research into the application of these fields to moetic studies. That being said, I have taken pains to frame my ideas in terms that are potentially testable; that could be clearly, objectively supported—or refuted—by observation and experiment.

Furthermore, while I have tried to keep my discussion evenhanded and emotionally neutral, I realize that moe is a subject that is likely to provoke visceral reactions, either positive or negative, in readers. I would hope that anyone who has read to this point would be willing to consider the material in a purely academic spirit: I am attempting to explain the appeal of moe, not to pass judgment on the art style, or its partisans or detractors.

I. Moe Characters are Neotenous.

Moe characters are highly simplified, stylized representations of human beings. Some of the features typical of the art form are common to nearly all representations of humans in animation, comics and videogames, and have straightforward practical explanations: it is easier to draw faces without wrinkles, moles, etc., than it is to draw faces with these added complications.

Other differences between moe illustrations and more realistic portrayals of humans cannot be ascribed to mere labor saving measures, and indeed may add effort to the illustration process. Taken together, these special differences between a typical human and a moe character of comparable age define the moe style. Most obviously, the characters have large, rounded eyes with exaggerated pupils and irises, small mouths with de-emphasized teeth, thin lips, and noses that are reduced to the point where they are more suggested than drawn. Facial features are soft and rounded, and the head is large in proportion to the body (Fig. 2). Bodily proportions are often, in contrast, more or less natural, with secondary sexual characteristics developed as appropriate to the age of the character (mid to late teens, in the typical moe title). Other stylistic modifications are less frequently mentioned, but important: the face is foreshortened, with less distance between mouth and eyes than would be present in a human. The hair of moe characters is drawn using techniques to suggest extreme fineness (often appearing transparent if it overlaps the eyes, for example).

Fig. 2. Shuffle! © 2004 Navel.

This list of moe traits can be neatly summed up by a single word: neoteny. In evolutionary biology, neoteny is the expression of the juvenile characteristics of an ancestral population, in sexually mature individuals of a descendent population, as a result of certain types of alterations to development (D.J. Futuyma. 1986. Evolutionary Biology, Second Edition). Humans are, in a well-known real world example, neotenous relative to our ancestors, who, based on evidence from the fossil record and comparative morphology, shared many similarities with the extant nonhuman great apes. The relatively large head and foreshortened facial features of an adult human are neotenous, and are strictly juvenile characteristics in apes. In a poetic sense at least, one might say that moe is an artificial extension of long-term trends in hominid evolution. Toy dog breeds are another biological manifestation of neoteny. Adult toy dogs retain certain puppy-like aspects—such as relatively short muzzles and large eyes—as a result of the action of centuries of selective pressures favoring cuter animals for use as pets. (Fig. 3).

Fig. 3. Cavalier King Charles Spaniels and many other toy dog breeds show morphological modifications analogous to those seen in moe illustrations. Photo © 2007 M. Opel

Moe characters are neotenous relative to their “ancestral state,” which can be taken to be actual humans or naturalistic illustrations thereof. All of the moe characteristics I list—eye size, facial proportions, hair texture—are features of immature humans, which are conserved even in otherwise mature moe characters. The end result—an adult human, realistically rendered in certain respects but with other aspects indicating incongruous youth—is arresting, and for some viewers deeply appealing. Of course, neoteny in moe illustrations is only an analogy: actual neoteny involves alterations to the developmental trajectory of individual organisms, as a result of many generations of cumulative genetic change in a population, whereas anime characters are not subject to the laws of population genetics, and lack developmental trajectories.

A useful first step towards developing a rigorous, experimentally based understanding of moe might be to develop an experimental library of new moe imagery, with various characteristics of the images systematically varied, and have a large sample of enthusiasts rate the results for their moe qualities. I would expect that characteristics like the size of the eyes, the angularity of facial features, and the distance between eyes and mouth would be critical and very sensitive determinants of an image’s perceived “moe-ness.” Hair length, eye color or clothing style should be, on average, almost irrelevant.

The important characteristics of moe illustrations could be plotted against fan response to obtain a graphical overview of what qualifies as moe. The result would be a probabilistic map of the position of moe in the “Design Space” (D.C. Dennett. 1995. Darwin’s Dangerous Idea) of all possible illustrations of human figures, based on observable quantitative or qualitative characteristics (Fig. 4). I would expect that dozens of different characteristics (corresponding to different axes on a graph of Design Space) would need to be measured to distinguish moe art from other styles with any degree of certainty. Thus, in practice, moe would constitute a hypervolume within the multidimensional Design Space of human illustration. Knowledge of the position and shape of the moe hypervolume would be required for further investigations into the appeal and development of the style, as I will discuss below.

Fig. 4. Hypothetical two dimensional section through the higher-dimensional Design Space of illustrations of human figures. Darker colors indicate higher probabilities that an illustration will be perceived as moe.

II. Moe Imagery is a Supernormal Stimulus.

In the middle of the last century, Niko Tinbergen and Jack Hailman conducted experiments on the food-begging behaviors of herring gull chicks. They constructed models of the heads of parent gulls of various degrees of realism, and some with odd modifications, and recorded how enthusiastically the chicks responded (Fig. 5). These experiments are memorable for various reasons: there is an element of slapstick to the setup, for one thing. But, the results tell us important, and perhaps vaguely unsettling, things about how the vertebrate central nervous system integrates and responds to stimuli. As one might expect, many of the unrealistic models provoked little interest from the chicks. But one, just a yellow stick with horizontal red lines, actually elicited a greater response than a real parent gull. An artificial stimulus that evokes more of a response than the natural stimulus has been termed a “supernormal stimulus.”

Fig. 5. Models employed by Tinbergen and Hailman, with response intensity indicated by red bars. The simple stick with three lines is a supernormal stimulus. © 1986 W.T. Keaton & J.L. Gould. Biology, 4th Edition.

An intriguing interpretation of the behavior of herring gull chicks in response to the stick-with-lines, is that the chicks are on some level aware that the stick isn’t part of a real parent bird, and that they won’t be fed no matter how much they peck at it. Responding to the supernormal stimulus might be irresistible simply because it feels good to do so. In this interpretation, the supernormal stimulus is analogous to a recreational drug, which the chicks seek out because it alters activity in their brains in a pleasurable way, quite apart from any expectations of material rewards. I can’t say if the central nervous system in herring gulls is really capable of that sort of subtlety, but the central nervous system in humans certainly is.

The paintings of Pablo Picasso are sometimes cited as examples of supernormal stimuli in Homo sapiens, though the sort of response they might be triggering seems awfully ill defined. In a sense, many aspects of the portion of human culture we classify as art or entertainment could be regarded as supernormal stimuli, intended to provoke outsized mental or physical responses that parallel our responses to people, animals, landscapes and other real objects in the natural world. Moe art is arguably a particularly clear and compelling example of a human supernormal stimulus, which triggers specific primal mental activities in a straightforward way.

There is some variation in the way that the mental responses of enthusiasts to moe images is reported. It does, however, seem to be agreed that it is positive and emotionally charged, and that it is a social response, akin to feelings normally provoked by contact with other human beings, and not at all similar to the sort of appreciation that one might have for a flower or a colorful sunset. Given the reports I have heard and my own experience, and taking into account the concept of moe above (moe imagery intended for a male audience involves abstract neotenous portrayals of human females), I contend that moe is a supernormal stimulus for both nurturing emotions and sexual feelings: moe characters appear youthful, in need of nurturing and protection, and at the same time attractive as potential romantic partners. The illustrations achieve this result through a combination of physical cues for nurturing and sexual responses that are not expressed together in any actual human phenotype.

In mainstream forms of moe the sexual aspect is often secondary or nearly subliminal—popular moe anime and manga franchises are often astoundingly chaste compared to, e.g., teen romantic comedies produced in America—but it is always present at some level. Over the range of styles that are classified as moe, nurture and eroticism exist in varying proportions, and there seems to be an inverse relationship between them: actually pornographic moe works (mostly computer games, or fan productions) deemphasize nurture, while in titles with young, nurture-inspiring characters, eroticism tends to be rarified and innocent to the point of invisibility, existing as a vague future potential (Fig. 6).

Fig. 6. Azumanga Daioh © 2002 Kiyohiko Azuma/Mediaworks/Azumangadaioh Committee.

The response of moe enthusiasts to the images undoubtedly has many forms, and people clearly get more out of moe works than gut feelings of nurturing and erotic love. Depending on the viewer and the specific work, moe characters might act as vessels into which the viewer’s own insecurities can be projected (see SDS’s essay at Heisei Democracy), or the focus of nostalgia for social and sexual mores that they imagine to have held sway in the past. The characters might be incorruptible symbols of a longing for eternal youth and beauty, or poignant reminders of the transitory nature of life and happiness, or any number of other things. But, I would argue that the nurturing/erotic aspect of moe appeal is foundational—both necessary and sufficient—and that other aspects of the relationship between moe character and viewer are optional elaborations built on this foundation.

In principle it should be possible to test the idea that moe images elicit feelings of nurturing and erotic love in viewers. As a first step, a sample of moe enthusiasts and non-enthusiasts could simply be asked about their emotional responses to a range of test images of varying degrees of moe-ness. Care would need to be taken in selecting images and crafting a questionnaire, to minimize ambiguity and confounding factors. The mere fact that enthusiasm for moe is far from universal, even among otaku, could provide a way of testing ideas about the underlying nature of the style’s appeal. If there are consistent psychological differences between moe fans and non-fans, an examination of the personality traits of the two groups might provide clues to the mental mode of action of moe imagery.

Brain scanning technology, such as functional magnetic resonance imaging (fMRI), might provide a more direct way of assessing mental responses to moe images, if emotional states such as nurturing love or romantic love can reliably be interpreted from such scans. Current brain imaging techniques might not be up to the challenge of distinguishing these sorts of emotional responses, which are, after all, frequently intertwined in the real world, but the technologies are advancing rapidly.

Looking back to the herring gull experiments, it is interesting to note that the supernormal stimulus bears almost no resemblance to its corresponding normal stimulus, as far as we humans are concerned: if you were shown the stick-with-lines in Fig. 5 without explanation, there would be little chance that you would guess that it was a stylized representation of a herring gull beak. But it looks very much like a beak, and in some sense more like a beak than a real beak, if your brain is wired like a herring gull’s. Similarly, modern moe imagery is so stylized that I wonder if the proverbial anthropologist from Mars would even realize that it was meant to represent human figures. Our brains are predisposed, even eager, to recognize human forms in visual information. To a brain not specifically evolved to respond to the sight of human faces, moe characters might not even be recognized as human, unless some helpful earthling pointed out that, yes, that is supposed to be a nose, that represents hair and those are the eyes. It is (perhaps barely) possible to explore the issue of how moe supernormal stimuli would be perceived by nonhuman minds through experiments with animals, trained to respond in different ways to pictures of humans vs. pictures of other animals or objects. How would an appropriately trained chimpanzee, for example, classify a moe illustration: as human, as chimpanzee, or as something else; as living or non-living? Under the supernormal stimulus hypothesis, it is expected that nonhuman animals would have more serious difficulties in interpreting moe images, compared to naturalistically proportioned but still stylized illustrations of humans.

III. The Moe Style is a Product of Rapid and Recent Memetic Evolution.

The word moe may have only come into common usage since the new millennium, but the characteristics of moe illustration have a relatively long history in Japanese pop-cultural visual arts. Indeed, most of the elements were in place, if not often combined or developed with any degree of sophistication, by the 1970s. Exaggerated facial features typical of moe, like big eyes and small mouths, defined the look of certain characters in what older American fans called Japanimation, decades before anyone had a convenient label for the style. If I may indulge in a little gratuitous jargon coinage, earlier works with some moe characteristics might be termed promoetic (“before moe”)(Figs. 7-10), while modern (mostly post-2000) works with highly developed moe characteristics are eumoetic (“true moe”)(e.g. Figs. 1-2).

Fig. 7. Neon Genesis Evangelion © 1995 GAINAX/Project Eva.

The story of how promoetic physiognomies came to prominence in Japanese animation and comics is a subject for another essay. One argument, just for example, is that unnaturally large eyes were adopted as a simple means of making character emotions easier to portray. It is sufficient for my purposes to note that there arose a community of dedicated, adult or young adult connoisseurs of promoetic character designs, and that some of these fans, inevitably, developed pseudo-romantic feelings for their favorite characters. In the mid or late 1970s—which saw the rise of a fanatical following for Uchuu Senkan Yamato (Space Cruiser Yamato/Star Blazers, 1974)(Fig. 8), and the publication of the first dedicated anime magazine, Animage (1978)—the fan community reached a critical mass. Selection pressure in favor of characters with which the audience could feel certain kinds of deep emotional attachments came into play in the anime and manga industry, and an evolutionary path leading to the eumoetic style was opened.

Fig. 8. Uchuu Senkan Yamato © 1974 West Cape Corporation.

The study of the evolution of ideas and cultural information, as a process analogous to biological evolution, has been termed memetics. A meme is some piece of information, such as a method for drawing eyes in animation, that according to the memetic hypothesis acts as a unit of heredity similar to a gene in biology (R. Dawkins. 1976. The Selfish Gene). A meme is replicated if it is imitated, and thus copied to another human mind. Replication may be imperfect, giving rise to memes that are variations on the original. If there are differences in the tendency of variations of a meme to be copied to new minds, a process similar to evolution by natural selection can occur, and variant ideas that are especially good at getting replicated can come to dominate the cultural landscape. Memetics is a science in its infancy, and the extent to which memes are similar to genes, and indeed the extent to which memetics can be made into a useful model of changes in human culture, is hotly debated. However, I would argue that memetic theory provides an informative perspective from which to think about the development of moe art, and that the history of moe is a potentially tractable subject for a formal study in memetic evolution.

In the promoetic “entangled bank” (Darwin's memorable description of the arena of biological natural selection) of 1970s Japanese two-dimensional visual culture, a very large number of memes about how to draw animation characters competed with each other for habitat: space in the minds of artists who would implement them with pen, paper, paint and cels. Those memes that succeeded—that were incorporated into works that attracted a large following—were replicated, sometimes with modification, by the minds of new artists. Something similar to natural selection could occur if certain techniques produced results that were in some manner more likely to be imitated: some illustrations were more appealing, more memorable, or simply easier to copy than others (Fig. 9). Moe evolved because significant numbers of television viewers, buyers of books and videos, and artists themselves found an appeal in characters whose appearance elicited the pleasurable emotional responses of nurture and erotic love.

Fig. 9. Urusei Yatsura (Those Obnoxious Aliens) © 1983 Kitty Films.

A perhaps counterintuitive feature of the memetic theory of moe evolution is that it does not involve any awareness of the fundamental reasons why moe art is appealing, on the part of the artistic community within which the style originated. For example, artists would have recognized, consciously or not, that decreasing the distance between mouth and eyes relative to the height of the head made a character look younger, cuter, more lovable, or for the pragmatists, more marketable to a certain audience. The artistic utilization of this effect almost certainly did not involve any sort of academic contemplation of mental states engendered by the viewing of characters with foreshortened faces. The origin of this sort of meme may have even been accidental, the result of a novice cartoonist who didn’t understand how to properly draw a face stumbling onto an alteration of normal human proportions that produced a positive response in viewers.

Another feature of a memetic theory of moe would be that the evolution of the style did not proceed towards a set, preconceived goal in the minds of those in the artistic community: it was unplanned, its trends and direction identifiable only in hindsight. In other words, the types of derived moe character designs that are dominant today would have been literally inconceivable 30 years ago. There were thousands of talented men and women working in anime and manga in 1980, but none of them could have sat down and drawn something approaching a modern eumoetic illustration. Such illustrations are the product of decades of memetic replication, variation and selection in response to pressures that were understood dimly, if at all, at any given time in the moe evolutionary trajectory. This is not to minimize the individual creative achievements of the artists who have contributed to that evolution; the overall development of the style, however, proceeded without foresight or conscious planning.

Empirical testing of a memetic theory of the origin of moe would need to build upon the sort of research proposed in earlier sections of this essay. One would need, at minimum, an understanding of how the measurable morphological features of a two dimensional character contribute to its average perceived moe-ness: a map of moe in Design Space (Fig. 4). Armed with this knowledge, a researcher could begin gathering data on the evolution of the morphological features critical to moe-ness in the wild: in the vast quantity of anime, manga, games and books that have been released over the past 30-40 years (Fig. 10).

Fig. 10. Top o Nerae! Gunbuster (Aim for the Top! Gunbuster) © 1988 GAINAX/Bandai Visual/Victor.

Rates and trends in moe evolution could be quantified, as could the contributions of individual artists. If moe is truly a memetic phenomenon, it is expected that no individual or short list of individuals has driven changes in the style; sources of innovation should instead be distributed more or less throughout the entire artistic community. When the evolution of anime art styles over time is followed in Design Space, the path to moe should be seen to proceed smoothly, incrementally, and not via a series of abrupt leaps into new and unexplored territory.

Since moe is such a recent innovation, many of the artists who have contributed to it are still living, and could be interviewed about their influences, and their motivations for adopting moe. Under the memetic hypothesis, the artists should show little understanding of why they were attracted to the conventions of moe, and no evidence of having planned the development of the style.

A serious—but potentially non-fatal—difficulty in studying memetic evolution in moe is the problem of identifying lineages of artistic style, analogous to evolving populations of organisms in biology. The potential for rampant horizontal transfer of memes between stylistic lineages would complicate analyses, for instance. Furthermore, even within a single title created by one artist, there quite possibly exist both moe and non-moe characters. One way of defining the main moe lineage might be to consider only those characters (from any title or artist from a given time period) whose measured morphology indicates proximity to the modern moe hypervolume in Design Space. The threshold position in Design Space would be relative to all other works at a given time, and the absolute value of the cutoff would be predicted to gradually approach closer and closer to the position of eumoetic illustrations. Another approach would be to analyze the genres and types of characters (which may be surprisingly consistent and identifiable over time and across creators) that are known to be the most moe: for example, high school age girls in romance/comedy anime marketed to boys.

IV. Conclusions: Whither Moe?

In the event that researchers completed the sorts of studies that I have outlined here, further avenues for investigation would open. For example, anyone who has been following the anime world closely for the past few years probably has the sense that he or she has at least a general idea of what moe is about and what sorts of drawing styles are possible in the genre. The number of possible distinct moe designs is nearly infinite, but all the remaining potential designs might be minor variations on themes that have already been visited. However, it isn’t at all clear that the space within the present moe hypervolume has been thoroughly explored; there may be large gaps, distinct types of designs within moe-space that produce the appropriate psychological effects, which have never been realized by artists. These gaps, if they exist, might even be revealed by a sufficiently detailed map of the moe landscape.

Fig. 11. Lucky Star © 2007 Kagami Yoshimizu/Lucky Paradise.

Moreover, we cannot say that the evolution of moe through Design Space is finished. It is tempting to think that moe has more or less reached its local peak of memetic fitness, and that any further modification of the illustrations would leave them less able to function as supernormal stimuli for nurturing urges and feelings of romantic love. Indeed, the more extreme current examples of stylization in the art form (Fig. 11) impress me as probably being near the edge of the theoretical moe hypervolume; if they were moved much further away from the space of naturalistic human representations, they would be too strange to provoke emotional responses in most viewers. However, the future path of evolution in complex systems is contingent on many unknown factors, and difficult to predict: my instinct that moe has settled onto an optimal configuration of stylistic modifications might easily be proved wrong, as the next generation of artists explores the present limits of moe illustration, and perhaps opens a path into uncharted regions of Design Space.

Matt Opel
Storrs, Connecticut, February 12, 2008

Monday, December 10, 2007

Game Review: Earth Defense Force 2


Title: THE Chikyuu Boueigun 2 (The Earth Defense Force 2)
Publisher: Sandlot/D3 Publisher, 2005
System: Japanese Playstation 2
Type: third person sci-fi shooter, ages 12+, 1 Player/2 P split screen
Availability: NCS
Links: Official Site, Wikipedia, Youtube, Game FAQs

The year is 2019, and the Invaders have returned. Earth is overrun by millions of giant ants, alien walkers, Adamski UFOs, fire-breathing radioactive lizards, and hordes of other creatures straight out of a 1950s monster movie. Once again, the only thing standing between these terrors from Beyond and the good citizens of our world is the Earth Defense Force. So, strap on your motorcycle helmet, don your UN-issued gray coveralls or purple miniskirt/leather thigh-highs combo, grab a plasma rifle and join the fight.



Given that basic description and a few screen shots, some portion of my readership is already fumbling for their credit cards. My advice is: go with your instincts and buy EDF 2. Here is all you really need to know: the game is even more fun than it sounds, and it's a budget-priced Simple 2000 Series game, to boot. Visually, it's quite nice for last-gen, and gameplay is solid and stable. The number of different enemies and battlefields is adequate, and the arsenal of weapons potentially at your disposal is huge, as well as being entertainingly destructive.



The basic workings of EDF 2 are straightforward: select a mission, and kill everything with more than two legs. There are no epic cutscenes or wrenching moral choices, which is fine, because stuff like that would just get in the way of rocketing the hell out giant pillbugs and collecting cool loot. It is a PS2 game, so it is not going to have much in the way of dynamic particle lighting effects or realistic ragdoll physics, but the graphics are often surprisingly good looking: there is real menace in the mothership looming in the clouds, and things blow up in truly satisfying jets of smoke, flame, broken glass and green ichor. I'm pleased with the laser effects, too. They're graphically simple, but they just feel right in a way that's lacking in many a more sophisticated FPS. The pencil-thin beam, and the retina-searing halo of wavering diffraction patterns where it hits, seem to me to be exactly what you'd expect from a laser pointer hooked up to a dedicated nuclear power plant.

The American and Japanese monster movie ambiance of EDF 2 is pitch perfect, right down to the musical score, which includes pieces in the vein of the Godzilla March, and unless my ears deceive me, actual theremin music. The enemies and settings are drawn a range of TV and theatrical productions, from Them to ID4, as well as Fate Magazine alien mythology. For those who know a bit of Japanese, the radio chatter that goes on in the background during missions is a source of amusement unto itself: operators issue updates in clipped military jargon, veteran EDF soldiers make snarky comments, and green recruits run screaming at the sight of a few black ants. EDF 2 is well aware of the absurdities of its sources of inspiration, but it never degenerates into mere camp: the creators clearly love the material they're working with.

On a technical level, EDF 2 holds up well. Load times are fast, and I can't recall ever having the game crash. Slowdown does occur--the spider web effect, for example, makes the PS2 bleed, especially on higher difficulty levels where the webs get really thick--but it's not usually distracting. Clipping problems crop up here and there, so that you sometimes get attacked through a thin wall in underground stages, but overall the game seems reasonably polished.
Hope you remembered your sunscreen, invader scum. Tee hee. [weapon: ARC LAZR]

Before you get too deeply into EDF 2, I'd recommend messing around with the options, and switching from normal controls ("ノーマル,"which use an annoying auto-aiming system) to technical controls ("テクニカル,"which are standard console shooter controls). You can also turn off the cinematic camera angle that kicks in when you do something impressive, such as wasting a carrier UFO. The camera effect looks kind of neat, but the fixed angle makes aiming really difficult, just at the point where you're probably getting swarmed by whatever was escorting the carrier.

As with the original EDF, you choose two weapons from your arsenal before joining the fray, and aquire additional weapons and armor from items dropped by defeated aliens. One of the features new in EDF 2 is that you can also choose between two character classes. The Ground Soldier (male) has heavy armor, can drive vehicles (tank, helicopter or hoverbike), and uses projectile weapons like rifles and grenades. Primitive, but effective. The Pale Wing Soldier (female) is equipped with a portable power plant, jet pack and energy weapons based on reverse-engineered alien technology, so you can go all Saikano on some Invader ass (as my pal BZ remarked). The balance between the two character classes is interesting. The Ground Soldier is slow, but gets most of the good long range and explosive weapons, and can absorb a lot of damage (he starts with more armor, and his armor increases by about 1.5 points per armor icon picked up, compared to less than 1.0 point for the Pale Wing). The Pale Wing Soldier gets the best short range weapons, and can jet into and out of combat quickly, but is more vulnerable to attack, and runs the risk of depleting her batteries and losing the ability to fly, as well as fire and reload weapons, until they recharge.
When you think about it, the subprime mortgage crisis is what really doomed those homes. [weapon: G Launcher UM-XA]

Solid third person shooter action and rampant allusions to science fiction movie classics will draw the gamer into EDF 2, but what keeps her attention through 71 missions at five difficulty levels is the addictive RPG thrill of collecting new weapons, and figuring out the strategies needed to make it through "Inferno" difficulty in one piece. My review is basically done at this point (buy it); the rest of this post will be me waxing nerdy about the EDF arsenal and its usage.

The Ground Soldier
Assault Rifles (column 1)
Assault rifles--or more properly, "fast acting second amendment home defense freedom rifles," as our friends in the NRA helpfully remind us--are your basic meat-and-potatoes weapons in the early and middle phases of EDF 2. The Ground Soldier can pretty much get through anything with a decent assault rifle, plus something long range like a rocket launcher, at least until Hardest and Inferno difficulties. Later in the game, assault rifles don't keep up so well, and have difficulty dealing out enough damage per second to justify continued usage. Still, the really high-end ones like the AS-22RR and the AS-99 are good options on stages with a lot of small fry, and quite usable against robotic walkers, even. Remember: short, controlled bursts.

Sniper Rifles (column 2)
In general, EDF 2 is not the sort of shooter where it pays to set up a pup tent and hump your sniper rifle: the enemies are too fast, aggressive, and numerous, and the instant you plug one of them, everything within half a mile comes running straight for you. Still, sniper rifles are good against bigger, slower enemies like the robotic walkers, excellent for taking down carrier UFOs, and indispensable for the climactic mothership battles. Among the different models, there are trade offs between firepower, accuracy, and the time it takes to chamber a new round. For most purposes, I favor the Lysander series (ライサンダー), which emphasizes destructive power over rate of fire.

Shotguns (column 3)
If years of playing survival horror games have taught us anything, it's that when weird creatures attack, you want to keep a shotgun handy... for close encounters. I was disappointed to find that the shotguns that crop up early in EDF 2 are kind of useless: too slow and random to make up for their paltry increase in firepower over a decent assault rifle. But, shotguns come into their own in the end game, where the extra seconds a Ground Soldier might spend plugging away at a giant spider with a rifle are likely to get him surrounded. The SG-99 is my favorite so far, with decent range and a tight shot spread, reasonable reload time, and abundant stopping power. It puts down most of the bugs in one hit, even in the last missions on Inferno, and tears robots apart from a fairly safe distance.

Rocket Launchers (column 4)
A good rocket launcher, paired with an assault rifle, will get you through the first three difficulty levels of EDF 2, though maybe not get you through in style. I mostly use the Goliath series (ゴリアス), which tend to do more damage, with a larger explosive radius, than other launcher types with more ammo per clip or faster firing. These weapons don't fare very well with the increasing hitpoints of enemies on the higher difficulty levels, though. When you fire your favorite rocket launcher into a swarm of black ants, and they just get thrown into the air with their little legs waving around, you'll know it's time to learn how to use grenade launchers.

Missiles (column 5)
Missiles in EDF 2 are all fire-and-forget; they automatically home in on the single enemy that is closest to the player when the trigger is pulled. I don't have much use for most of them; by and large they're either too weak or too slow to be practical. The Soaring series (ソルリング) multiple-missile launchers are not bad against quick, flying enemies like the gunships: the player can concentrate on rolling and dodging, so long as he remembers to pull the trigger whenever the launcher reloads. The Lucifer S (ルシフェルS), which is awarded for beating all missions on Hardest difficulty, is big fun: a single missile flies up into the stratosphere, then rains down 32 powerful guided bomblets. It takes forever to load, but is worthwhile when fighting large, single enemies (especially the giant centipedes, which it tends to keep at a distance by stunning and knocking them into the air). It's also amusing to set off a Lucifer S when you've mopped up a mission, and all that's left is one poor ant.

Nuke 'em from orbit. It's the only way to be sure. [weapons: Lucifer S, SG-99]

Grenades (column 6)
Grenades are not for the faint of heart, requiring skill to aim and avoid friendly-fire injuries, but they become critical in the endgame of EDF 2. The Sucker Grenade D (サッカーグレネードD) is one of the Ground Soldier's best weapons against hordes of ants, and really his only decent method of dealing with red ant swarms: just shoot one on the ground right in front of you, and back away before the five-second fuse burns down. The G Launcher UM-4A (GランチャーUM-4A), and its upgrade the UM-XA, are some of the best weapons in the game, against pretty much anything. Both do tons of damage, with a wide splash, and have good reload times. The grenades are spat out at high velocity, so their arc is pretty minimal, and detonate on impact, so that they can be used almost like rockets. The UM-XA is devastating against anything from underground spider infestations, to carriers on the opposite side of the city, once you get good at compensating for the projectile's arc, and a develop a sense for the space needed to avoid getting caught within the blast radius. Oh man, I love me some UM-XA.

Special Weapons (column 7)
This category includes a lot of miscellaneous oddball devices, none of them very practical, but with a few that are worth messing around with on easier missions. The Firecracker (かんしゃく玉) series weapons are tiny impact grenades that the Ground Soldier tosses out by the handfull. They're entertaining, but not very powerful. Bound Guns (バウンドガン ) are assault rifles with bullets that ricochet all over the place. They're usable in tunnel missions, but there are probably better options. And then there are the Repair Sprays (リペア ースプ レ ー), which fix small amounts of damage to vehicles, take forever to reload, and are completely pointless.

The Pale Wing Soldier
Short Range Weapons (column 1)
This category includes the most ridiculously overpowered weapons in EDF 2, with the catch that you have to be standing toe-to-toe with the Invader menace to use them. Most short range weapons have the added bonus of loading multiple shots at once, so that you can fire for quite a while without draining your batteries (power is only consumed when a round is loaded, but most other Pale Wing weapons load only one round at a time, and so eat into your energy reserves whenever fired). The Rapier (レイピア ) series includes some of the best weapons in the game; a good Rapier will kill bugs almost instantly, and robots with a few seconds of exposure. Try farming for weapons on red-ant-only stages on Inferno with duel Rapiers (Pale Wing weapons reload passively, so you can be using one while the other is recharging), hopping backward when the ants get close; you can succeed surprisingly early in the game, and pick up crazy loot you shouldn't have access to until much later. Bring along a Ground Soldier friend in 2P mode, and he can share in the advanced weapon bounty, even if he doesn't survive (weapons are distributed evenly between players, regardless of who picks them up). Which he almost certainly won't. Some of the high-end Lances (ランス), such as the Demonic Lance (デモニック・ランス), are also quite good, dealing out huge amounts of damage in single shots.

Fun in the sun, with the Plasma Broom (a Rapier series weapon).

Mid-Range Weapons: Laser (column 2)
As with the short range weapons, these load a supply of shots all at once, and can be used without draining energy until the supply is exhausted. They're good as back up weapons, for use in self-defense in case a more power-hungry primary weapon gets the Pale Wing's batteries low or into recharge mode. However, their range and destructive potential are somewhat disappointing. The LAZR series includes most of the weapons in this category that I have found worthwhile.

Mid-Range Weapons: Electrical (column 3)
The weapons in this category acquired early in EDF 2 are uninspiring: energy hogs that don't do much damage, and are prone to reflecting off of surfaces and zapping the player. A couple of the more advanced lightning weapons are truly excellent, however. The Eclaire-LIM (エ クレ ール-LIM) is still an energy hog that will reflect and instantly kill a player who fires on a target point-blank, but it metes out so much punishment that it's absolutely essential equipment for many Inferno stages. It's better than any other weapon in the game for dispatching fleets of gunships, small UFOs and flying ants, for example, and it's absurdly effective in tunnels, where the shots bounce along the walls frying everything in their path. The Thunderbow 30 (サンダ ーボウ30) is quite similar to the Eclaire-LIM; weaker, but with a capacity to load multiple shots that makes energy budget management easier.

Mid-Range Weapons: Particle Cannons (column 4)
Particle cannons are the Pale Wing equivalent of shotguns and assault rifles; they rapidly dispense discreet shots with so-so accuracy and range. There's a lot of garbage filling out this column, with a couple of minor gems in the mix. The Ixion Mark 4 (イ クシオン・マー ク4) holds its own pretty well, for example, with rapid firing, very powerful shots, and energy consumption so low that it's equal to the battery recharge rate (so, you can hold the fire button down indefinitely without running out of juice). The Ixion and other particle weapons have the property of becoming wildly inaccurate in flight mode, so jet-pack use has to be kept to a minimum when these are equipped.

Long Range Weapons (column 5)
Long range combat options for the Pale Wing are relatively weak and energy-intensive. In situations where it's essential to attack from a distance (for example, shooting down high flying carrier UFOs), the LRSL series of long-range lasers is often the best choice, particularly the LRSL-S and LRSL-AC, if you have them available. The MONSTER-S is tricky, but quite effective in certain special conditions. It's a laser that completely exhausts the batteries in a fraction of a second of firing, but it does such huge amounts of damage that it can be worthwhile to carry for use against distant carriers and queen insects, if the player has got a safe spot to hide out in while she recharges.

Plasma Weapons (column 6)
These are the energy equivalents of the Ground Soldier's grenades and rocket launchers; they're Pale Wing weapons with splash damage. The Plasma Launchers (プラズマ・ランチャー) and related weapons are nice in concept, but there is really nothing in this category that I use, except for messing around on easy missions. They've got good range, but chew up huge chunks of your battery reserves while doing mediocre damage.

Homing Weapons (column 7)
Like missiles, shots fired from these weapons automatically seek out the nearest target, and do some (usually limited) splash damage. The Sai Blade (サイ・ブレード ) series, and especially Sai Blade α, are fun, traveling in a straight line for a kilometer or so, then curving around to blast the heck out of some aliens. You can fire a Sai Blade up in the air and let it find distant enemies, or use it like a rocket against foes in your line of sight. The Mirage (ミラージュ) series of multiple homing lasers (the Mirage 15S may be the best) is good against agile airborne targets, though a bit weak for Inferno difficulty purposes. The Mirage series is also good for executing the "cheese technique," in which the player knocks herself down by shooting at her own feet, in order to gain a period of invincibility. Sometimes, it pays to take a break from the action, if really nasty stuff is incoming or weapons and batteries need to be recharged, or even for distracting an overwhelming wave of enemies, while a buddy lobs grenades into the fray from a safe distance. I dislike making use of methods like the cheese technique, but some particularly intense Inferno missions virtually require it.

Special Weapons (column 8)
These are all devices that create a stationary ball of plasma that emits lightning or beams. They are not aimed, so you have to hope that an enemy stumbles into the wrong place. Pale Wing special weapons are generally pointless, though Heaven's Gate α (ヘ ブンズ・ゲートα) can be surprisingly good against the large swarms of gunships that appear in some missions: just set it off and hang out where the beams are coming down, using the cheese technique to avoid taking damage if necessary. And, how can you pass up using a weapon called Heaven's Gate, at least once in a while?

--
Overall, EDF 2 gets the strongest possible recommendation from the M.J. Console Gaming Staff: there's no reason not to own this game if you have a Japanese PS2, and it may even be a reason to buy the system if, like me, you have fond memories of Saturday afternoons spent watching Godzilla spinoffs and low budget cold war invasion flicks. There's a European version of EDF 2, but the game hasn't been licensed in the US. Those in the US with an XBox 360 can, however, easily obtain EDF 3, known here as Earth Defense Force 2017. Graphics are much improved in the 360 version, of course, and there are some cool additions, like CPU support troops and a series of autonomous turret weapons. Unfortunately the game is basically a remake of the original EDF, with fewer stages and enemy types than EDF 2, and no Pale Wing Soldier at all. It's still a blast, but the definitive Earth Defense Force game is really EDF 2.

The final battle against the Mothership. Fission mailed.

Tuesday, November 27, 2007

Fansub Wars: Send in the Clowns

The seedier side of the otaku community regularly voices a nasty little script, that starts off with something along the lines of: "I love anime, and I download it all the time, but I never buy it because..." What follows is inevitably disingenuous, myopic, and nauseatingly self-serving. These arguments stunk on ice when people spewed them onto Usenet in 1993, trying to justify their collections of fansub VHS tapes, and they haven't become any less grotesque in the interim.

There's been a lot more of this nonsense lately, thanks to a pair of commentaries on fansubbing and the anime industry, one from Arthur Smith of GDH International condemning the fans for, well, not really being fans in any meaningful sense of the word, and another from Justin Sevakis of Anime News Network that takes the industry to task for not adapting to the changing expectations of the fans. These commentaries were probably themselves inspired by the recent implosion of Geneon (or at least Geneon's US anime licensing and distribution arm), which served as a dramatic demonstration of the sinking fortunes of the anime industry. Smith and Sevakis both, I think, are guilty of some exaggeration, but their basic premises seem sadly accurate.

As if to prove Smith's point, an awful lot of the responses from the fans have been of the "I love anime, but..." type. The reasons these people give for not actually supporting the medium they say they love are various, but usually include some subset of: 1) nobody cares about downloading, 2) it's too much trouble to get DVDs, 3) anime dubs are crappy, 4) it takes too long for things to come out, 5) DVDs aren't HD, 6) downloads are like advertising, and 7) DVDs are too expensive. These are all pathetic, after-the-fact justifications for a policy of grabbing as much free anime as possible regardless of legal or ethical considerations. They're so transparently poor as excuses for bad behavior that it it hardly seems worthwhile to address them individually, but for what it's worth: 1) listen to what the creators say, 2) Amazon, Netflix, 3) "audio" button on the remote, 4) patience is a virtue, 5) upconvert player and decent TV, 6) nobody paid for entertainment before illegal downloading?

Pathetic excuse #7 has a special place in my heart, since I'm a veteran of the days when anime cost $100 for a 40 minute LD. I was a starving student back then, and I own shelves full of those LDs. American DVDs are cheap as hell; I've eaten crappy lunches that cost me more than the average anime DVD that I buy. If you're whining about $20 for five episodes of a show you supposedly like, you're a contemptible loser. I'm not talking about anyone out there who is truly poor, and watches Lucky Star on YouTube at the public library, as his or her sole mental escape from life in the ghetto. I can't speak for the anime companies, but as far as I'm concerned, he or she should go ahead and watch Lucky Star on YouTube. Everyone else, sitting in your suburban basements or patchouli-scented dorm rooms, in front of your $1200 laptops and $40 a month cable modems: just find another goddamned hobby. You're parasites, and the whole anime community--from the overworked, underpaid artists who create the stuff, to the kid saving his allowance to buy a Naruto video--would be better off without you.

Manabi wags her finger admonishingly at fans who don't support anime creators.

Whew. That's about enough of that. I usually try to keep the tone positive here at Moetic Justice, but a nice frothing rant once in a long while is cathartic. I'll close with a few of my own thoughts about the use of downloaded anime, with rant mode off.

I do watch fansubs and raws, as is pretty obvious if you glance at the M.J. archive (or the screencap in this post...). I guess that my rule of thumb for watching downloads has two components. First, I never watch anything via download, beyond a sample episode or two, that I don't wholeheartedly enjoy. Easy enough. Second, I buy or rent everything that I have found I enjoy, plus a healthy sampling of shows that are new to me, when they become legitimately available in the U.S. (and even pick up the occasional R2 disc). Overall, I probably wind up with more anime coming to my monitor from legit DVDs than from fansubs. I like to think that this scheme provides a sort of economic symmetry between what I love and what I pay for, that compensates the creators fairly for their efforts, supports the industry and encourages the production of more of the shows that I like. Who knows if it really does; half of it is still illegal, and the whole is probably terribly hypocritical. At best, it's the copyright infringement equivalent of borrowing without asking. Ah well, it doesn't sound so bad when I put it that way, and hypocrisy is the least of sins.

And, maybe there's a hopeful sign--amid all the recent portents of doom for the anime industry--in the fact that the fansub wars have been simmering for more than a decade. There have always been obnoxious scofflaws who point to their stacks of fansubs, and launch into elaborate explanations of how they love anime, but... However, these people were, and probably still are, in the minority, and anime has done pretty well in spite of them.