Showing posts with label Studio 4º Celsius: Mind Game. Show all posts
Showing posts with label Studio 4º Celsius: Mind Game. Show all posts

Thursday, January 22, 2009

Studio 4ºC UPDATE: Genius Party Box Set & Mind Game in Los Angeles

Hi Blog,

I'm happy to report to two tasty bite-sized bits of Studio 4ºC news: the mind-blowingly awesome and totally worth your time in every way possible anime MIND GAME will play in Los Angeles this FRIDAY night at midnight. Although it's a digital projection (can't be helped, I suppose) it is Studio 4ºC sanctioned and as such, it should be supported.

Now why should you go and see this? Two reasons really: it is one of the most inspiring films I've seen in a long time -- seriously, you will leave the theater reassessing and reprioritizing your life. Also, you will come to an perspective shifting realization that animation in the west is trapped in some 20th century stasis like a mosquito in amber while Studio 4ºC's animation has been created and broadcast to us like Ranman aliens with higher evolved aesthetics and execution. (Or something.)

Anyhoo, do see the film. It's playing at the Silent Movie Theater in Los Angeles. Friday. Midnight. Details here.

Also, I just received an email from a producer at Studio 4ºC and she is happy to announce that the uber-excellent GENIUS PARTY and GENIUS PARTY BEYOND will be released this March in a 3-disc box set in Japan. Although, Midnight Eye has been slow to post our critical picks for 2008, those two films easily made my best of list and if I ever get off of my ass and write it, I have a lot of thoughts to share about those films that I'd like to put in a review.

But, come on Rucka, is GENIUS PARTY really that good? Well, to be frank, since it's an 'omnibus' collection there's the good stuff and the not so good stuff. But what's always so cool about watching a Studio 4ºC release is that when the good stuff works, MAN does it work! As the west trends towards photo-realism and CGI, Studio 4ºC is working on challenging the very form of anime: from experimenting with the use of voice talent all the way to choosing new ways of photographing and animating their cell animation. (Some of it bordering on experimentalism.)

Maybe, eventually, we'll see this kind of fresh thinking out here in the west. But in the meantime, I'm sure it'll show up on the internubs on March 21st with sub par fansubs (although, it could be like the MIND GAME DVD and have excellent subs already on it?) and that'll be the way that the fans will be able to watch it until a proper export edition comes out...

You can buy it through Amazon Japan.

Lots and LOTS of previous posts about MIND GAME and Studio 4ºC here!

Interview that I did with the head of Studio 4ºC, Ms. Eiko Tanaka, here!

Saturday, January 12, 2008

From Twitch: Masaaki Yuasa has a new anime coming out!

Hi Blog,

Don't usually like to repost stuff that I've read on Twitchfilm.net (cuz most of my traffic is from people who visit their site too, duh!), but this is both good news and related to a bunch of Studio 4ºC stuff that I've written about here before.

From Twitch:

"Fantastic news here for animation fans. Word has come down that Masaaki Yuasa will be returning to the Japanese airwaves in April with a new series titled Kaiba. Very little is known about the series yet beyond that it is a science fiction oriented love story but the sheer fact that Yuasa at the helm makes this absolutely compulsory viewing. His feature debut, Mind Game, was one of the most startlingly original and utterly compelling pieces of work I’d come across in some time and his television directorial debut Kemonozume has displaced Neon Genesis Evangelion, Cowboy Bebop and Ghost In The Shell: Stand Alone Complex to become my favorite anime series ever. Yes, he is really that good. Now somebody out there make Todd a happy boy and license this one along with Kemonozume so I can get decent English friendly versions of them on DVD." (link.)
Señor Todd Brown neglects to mention Yuasa Masaaki's contribution to 4ºC's Genius Party Volume One (HAPPY MACHINE), but I do agree that Yuasa is one of the best 'anime minds' currently working in Japan. Bar none.

This link to Japanese cable channel WOWOW's KAIBA splash page doesn't have any links to any trailer or nuthin' but you can go and see it just to look at some Japanese language characters if you want.

Previous postings: on Mindgame and Studio 4ºC Here and Here.

Saturday, July 21, 2007

TEKKON KINKREET and More on Studio 4ºC


I had a friend in town visiting over last weekend who is pretty much the original anime fan -- having been so since he was a wee lad -- and since his timing was perfectly matched up with Sony's US release of TEKKON KINKREET (previous post) we went off to see it while simultaneously experiencing the bizarre pleasure of the flagship LANDMARK CINEMA in West Los Angeles.**

As regular readers know, this was my second time catching TEKKON KINKREET but my first time seeing it with English subs. While I'm not entirely sure that the film really makes any more sense with English subtitles for all of the pseudo philosophical blah-blah-blah that comes out of these character's mouths, it was still interesting to see the choices that were made in translation (example: translating the main character's names as 'Black' and 'White' for 'Kuro' and 'Shiro' seems too literal for my tastes-- it was in katakana to begin with right? Which would imply quotations, but what the hell do I know?).

At any rate, my initial observations haven't changed, the film has a lot of interesting stuff in it, but suffers from poor scripting and some directorial floundering. (Perhaps unjustly) I attribute both factors to the non-Japanese involvement of several key crew positions and the possible collateral that comes from trying to work in a language that is not one's own.

Still, the real star of the film-- and what I want to write about-- is the incredible animation that Studio 4ºC pulls off. My suspicion is that showing off their amazing animation prowess was the true motivation behind Studio 4ºC doing this film and collaborating with a foreign director (who is based in Japan), screenwriter, sound designer and musicians (English techno artists Plaid); in short, 4ºC wanted to greatly increase their global recognition.

Back on Christmas day, 1995, when I watched MEMORIES in a Shinjuku theater I was floored by how much of it looked like 'cinema'. Director Morimoto Koji's installment, MAGNETIC ROSE, was the first time I had seen a true consideration of cinematography (vis a vis light and shadows), camera movements, and mis en scene in an animated movie. Sure, Otomo Katsuhiro's AKIRA had raised the bar for animation with it's precise lip-synching and fluid animation but there was still a 2 dimensional 'confinement' that I was aware of the entire time I watched it: it still felt flat to me.

(Otomo's own entry to the film, CANNON FODDER, with its Stalinist Russia design aesthetic and use of basically one long tracking shot is the stuff of legend and, at the time, promised so much from Otomo that his output since then has been nothing less than disappointing.)

Perhaps then, it comes as no surprise that MEMORIES is considered by the head of Studio 4ºC Tanaka Eiko to be their first movie as a stuido. The icon of the little Boy from CANNON FODDER emblazons the private business cards of Ms. Tanaka and MAGNETIC ROSE's director Morimoto Koji is not only an active animation supervisor and director at Studio 4ºC, he can also be regarded as an unofficial head of the company. (When I was visiting their office, Mr. Morimoto was wearing large SONY headphones and blissfully drawing away at his desk, set without ego amongst the other artists'.)

In the ensuing years after MEMORIES release, with the evolution of computer integration into animation technique, the obvious choice of using computers for full animation proved too tempting for many animators and animation companies-- sometimes with tragic results. But for Studio 4ºC the thinking clearly has always been outside of the box; for them computers are regarded as any other artistic tool that should be used, when appropriate, to tell the best story.

If you were to look at BEYOND C productions (a Studio 4ºC arm) that can be found on many of the GRASSHOPPA! releases, you would find some of the best examples of young directors trying out new animation techniques, including out of the box employment of computers and CGI in animation. But one of the techniques that always struck me as fascinating was Studio 4ºC using CGI to expand the world of traditional cell drawn animation or hand painted backgrounds, occasionally using it to help texture map objects with hand realized images. This allows for more traditional real filmmaking techniques like dolly moves, tilts, and pans to occur in a more convincing manner. Perhaps the biggest compliment to the use of this technique is the fact that as an audience we don't even know it's happening, it's just part of the film.

With both MIND GAME and TEKKON KINKREET we see a different employment of computers in the filmmaking milieu. You're going to find the occasional animated object done in CGI, because it is, perhaps, a more efficient and precise means of achieving a result (example: the exploding crates of rubber duckies in MIND GAME) but the point is, you're more likely to see computer and animation being used to achieve more traditional filmmaking effects: lens flares, hand held shake, film grain, than for animation excess.

In a sense, what was started unofficially in MEMORIES and was harnessed and explored to delirious success in MIND GAME and mastered in TEKKON KINKREET, is the total employment of computers to create a new form of cinematic storytelling in animation. Sure the Studio Ghibli stuff is amazing for it's storytelling and total genius of imagination, but it's still a regular employer of traditional animation techniques for better or for worse. (Just to be clear, I am a huge Ghibli fan.) What makes watching a Studio 4º Celsius work so exciting is that you have no idea what you are going to get -- except for a horizon bending, envelope pushing, totally fresh view of the world.

I recently watched PIXAR's (and Disney's) amazing RATATOUILLE. What made this an example of one of the best animated films I've seen in a while can be boiled down to two factors: 1) Great screenwriting and 2) Incredible employment of technology in animation which is, in turn, in service of the story. The (cgi) animation has never looked more beautiful and the craft has never been higher for PIXAR. (Thank you director Brad Bird!)

I believe that somehow RATATOUILLE is related to TEKKON KINKREET in that they both show off top cutting edge animation craft while showing life on screen in a manner that I've never seen before. However, without question, RATATOUILLE is a better film than TEKKON KINKREET for its commitment to good scripting and strong storytelling.

This, too, is why MIND GAME succeeds: for its brilliant use of animation in service of story. But let's give credit where it's due. Sure Yuasa Masaaki's (湯浅政明) direction is brilliant, but ultimately it's the strength of MIND GAME manga writer and artist Robin Nishi's (ロビン西) original that carries the day. Simply, MIND GAME is inspiring and revelatory in the truths it shares and it leaves us optimistic and somehow empowered-- I can't say the same thing about TEKKON KINKREET (but its goals are admittedly different). (By the way, the fact that MIND GAME still is not available abroad-- legally-- still bugs me.)

As a summation of sorts, it seems clear that with the releases of TEKKON KINKREET, GENIUS PARTY 1 and 2 and the heap of direct to video pieces, Studio 4º Celsius is truly defining themselves as a company of incredible talent with an ability towards radical thinking and invention. With several big come-outs planned in 2008, it could be a big year for them. That said, it seems unclear whether there will ever be anything more than a small fan community abroad that recognizes their genius. However, one way to guarantee an evolution abroad is by upping their storytelling and screenwriting game; their technical ability is there, but let's see some more MIND GAME quality.

Final note: as of this posting, TEKKON KINKREET is no longer playing in LA or NYC. Total length of run: ONE WEEK.

(**The LANDMARK cinema can be summed up as an amalgam of the royal excesses of the now (in)famous Hollywood ARCLIGHT CINEMAS-- where many a Hollywood premier happens, donchaknow-- and pretty much any other multiplex in the United States-- and now, presumably, the world. Of note, some theaters at the Landmark have 'couch seating' and no, it's not as comfortable as it sounds.)

Sunday, July 1, 2007

Studio 4º Celsius: Mind Game, Genius Party, Deep Imagination, Tekkon Kinkreet (Film and Soundtrack), and the Future of Anime - PART ONE

So it all started in early 2005 when I watched a mind-blowing anime by Studio 4º Celsius called MIND GAME. (Acutally, I could take it back to seeing 大友克洋 Ōtomo Katsuhiro's MEMORIES in Shinjuku back in December 1995, but I won't for the sake of this piece.)

Directed by Yuasa Masaaki (湯浅政明) MIND GAME is without a doubt one of the best animated movies that I have ever seen and certainly one of the best made in the last ten years. I was so floored by it that I recommended it very highly to my pals at the New York Asian Film Festival. They loved it too and were able to book it for their festival.



When they screened it at the 2005 NYAFF it was the NORTH AMERICA PREMIER** and it played to a sold out house and I was asked to interpret for the head of Studio 4ºC: Tanaka Eiko (田中 栄子)(whom I also interviewed for Midnighteye). (**Note: contrary to what MOMA NYC states; they did not have the North America Premier-- they found out about MIND GAME from the 2005 NYAFF and screened it several months later. They also screened it off of beta while the NYAFF had a rare 35mm with soft-subtitles projected on it.)

At any rate, at that time I struck up a friendship with Ms. Tanaka and another producer and was corresponding with them through out the following year. The next summer, several staff members from 4ºC were in NYC and I met up with them again, and we made a date to meet up at their office the next time I was in Japan.


But it was during this NYC visit I was first told about GENIUS PARTY. They gave me all sorts of shwag including an early chirashi (promo poster) and a keitai strap (cell phone strap). (They also gave me a full-size TEKKON KINKREET poser! Ii ne!) I was intrigued about GENIUS PARTY and what they told me was that (at that time) there was only a plan for ONE movie to be released in the spring of 2007. That was before the heads of 4ºC realized that there was so much more by many different directors that they wanted to share. Now there are two GENIUS PARTIES set to be released.



The first will be out this month (July) in Japan and the latter is now slated for early 2008 (it was supposed to be fall 2007 the last last time I'd heard) and while I have yet to see the films, I have seen enough clips to know that it will be amazing (certainly in parts).

This weeks Japan Time's film section includes Marc Schilling's review of GENIUS PARTY and a feature article on STUDIO 4ºC up on the Time's site. (Check Jason Gray's thoughts here.) They are both worth a read.

One of the amazing and frustrating things about Japan is their special editions and sales only DVD releases. This feeds directly into the fan/collector market which Japan seems to have a glut of. Studio 4ºC has been happily pimping their wares through this non-rental market for years and as a result there are plenty of releases that are hard to see if you're not willing to shell out MANY ducats. (My days of carefree spending are over, unfortunately...)

What proves to be a problem is that these small run, 'sales only' DVDs are often omnibus collections that showcase new up and coming animators and what hot new things they are doing at 4ºC. Ms. Tanaka and the other head's of 4ºC belief is that the only way to inculcate, stimulate, and support new creativity is to give the hard working artist a chance. When I commented to her about how cool I thought this was, Ms. Tanaka seemed taken aback by the obvious necessity of this endeavor: "How else are you going to find new talent?" And she's right.

It's worth noting that these compilations don't always work as a whole, but that's not a bad thing. When I was last in Okinawa I rented their 2007 compilation DEEP IMAGINATION. (Clip below) Fans of 4ºC will note that some of the shorts had been previously released on the GRASSHOPPA! compilations (those, too, are seriously hit or miss-- but definitely worth a look if you can track them down). Taken together, the compilation is supremely weird (which is par for the course) but the quality and the ideas are so incredibly fresh and intriguing that you can't write it off. Singing soy bean sisters? A night at a friend's pad after a punk concert leads to a battle in an alternate universe? Yes, it makes our soft Western brains push up against our skulls trying to compute the madness of it all. So is it worth watching? Yeah. But it's not worth buying at ¥6,000 a pop.



Around the same time that I was in Okinawa, I had a chance to catch TEKKON KINKREET in the theater. Previously, I'd had the privilege of meeting Michael Arias at Studio 4ºC office back in the fall of 2006 and I found him to be a quiet, nice guy from New York. He downplayed the work he did in directing TEKKON-- especially when I pointed out to him that as far as I knew (which is probably not much) he was the first non-Japanese (perhaps Western is better?) to direct an entire animated feature film in Japan. (Readers, is this correct? Let me know!) At any rate, since I was unable to catch as press screening at the Tokyo International Film Festival I was forced to wait for the film. So when I finally did get to see it, several months later, it was after a lot of anticipation.

The title, TEKKON KIKREET is a play on the Japanese word for reinforced concrete Tekken Konkretto and that kind of intertwining of metal and concrete basically sums up the theme of the movie: together they're stronger. The story is simple: it's Yin and Yang, Black and White, Good and Bad. It's about the friendship between two street urchins: SHIRO and KURO (See? Black and White) and how they tire of each other, get into trouble while striking out on their own and then discover that they are two parts of a whole and need each other to survive. That's it. Really.



I liked the film a lot, but I'll be frank: it's weak in the second act (read: sluggish) and since the story is so... hackneyed... it threatens to sink under its own weight at points. But what saves it is dynamic animation-- some of the most stunning I've ever see-- and a director's hand that seemed influenced by the new Hollywood Golden Era of the 1960s and 70s. I mean, I've NEVER seen an anime with hand-held camera, snap zooms, jump cuts, and film grain. Michael Arias clearly was raising the bar with this film and wanted to show that as an animator you could dip into the regular cinema tool box and use some of their tricks. If for no other reason than this, the movie is highly recommended.

But additionally, much bally-hoo has been made about the soundtrack by British techno duo PLAID. I quite like it and find that some of the tracks echo the strongest moments of their best album (in my humble opinion) DOUBLE FIGURE. There is a more rhythmic approach to the score in general, but it has a structure which is similar to the films: dreamy and airy, dark and nightmarish, the dream becomes reality. Think chimes, bells, and soft synths and then dark drumming and heavy baselines, finally ending in a more traditional pop structure. All in all, worth a spin, especially if you like techno. (Suggestion here: since this too is priced at brutally steep ¥3150, it's worth renting from your local Tsutaya the next time you're in Japan!)

So what does this all mean? Well, folks, I'm at a loss for time right now, so I will return to this in my next post to talk more about the future of anime and how 4ºC are leading the way-- torch in hand. (I predicted this way back in 1995.) More to come...