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Art of
Reviewing Anime #4: Art, Animation and Cinematography
The very first aspect
of anime that draws fans in, well before they're acquainted
with characters, Japanese culture or the music, is the visuals.
After all, anime is animation, so it is crucial to
know how to dissect and analyze all those flashing, moving
pictures on our screens.
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Must...
keep... drawing...
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1) Art. Stylistically,
Japanese artwork in manga and anime is very unique to the
culture. Sure, Japanese manga artists were heavily influenced
by Walt Disney during the first half of the 20th century (the
Disney film Fantasia is often cited among older Japanese animators
as classic reference material), but manga and anime have taken
Disney and improved upon it. Today, contemporary Japanese
drawings are erasing the stereotype of "big eyes, small
mouth" and have seeped their way into Western entertainment
(i.e. American comics produced by Marvel and Dark Horse today
showcase many of the same styles and principles).
So how does one tell
if the art used in a particular anime is good or bad? The
normal determining factors in judging art help to separate
the wheat from the chaff: clean lines, aesthetic character
designs and detailed backdrops. But inevitably, the real determination
is more subjective and less tangible: does the artwork match
the anime? Would the comedy in His
and Her Circumstances, Dragon
Half and Azumanga
Daioh have been as humorous if super-deformed characters
(childlike body with enormous head and overly exaggerated
facial features) weren't used? Do the old-school Studio Ghibli
character designs (muted, brownish outlines and less distinguishable,
less angular facial features) work with their brand of films?
Are Ebichu the Housekeeping
Hamster and My
Neighbors the Yamadas better off without simplistic,
chicken-scratch drawings? Do the themes and atmosphere of
FLCL benefit
from spastic art styles that vary wildly from scene to scene?
These are the type of questions that a good anime critic must
ask, and the answer will likely be completely arbitrary and
speculative. But that is when personal preference and experience
play key roles.
2) Animation.
Let me make it clear right now that low frame rate does not
mean bad animation. Let me also make it clear that mouth movements
not synching with the words spoken is not bad animation, either;
laziness, perhaps, and even attributable to the style of animation
predominant of the culture. Most anime, aside from contemporary,
high-budget movies and OVAs, have low frame rates by most
animation standards. Much of this is due to budget constraints
that television series are forced to work with, and the rest
is because anime, in the end, is just manga's more dynamic
counterpart; to maintain the same feel of the manga, a more
slide-show approach is applied in anime. This technique is
indicative of Japanese film making in general.
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I
said consummate Vs!
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Smooth, seamless animation
from high frame rates can definitely add to visual appeal,
but that alone doesn't make good animation. Look carefully
at the minutiae: do the characters' limbs move seamlessly,
do blades of grass wave gently in the summer breeze and is
the hustle and bustle of big city life convincingly portrayed
with chaotic commotion? How do the realistic movements and
expressions of the characters in Grave
of the Fireflies compare to reusing cels to simulate
action in Dragonball
Z? It's those small details viewers normally overlook
that add tremendously to an anime's visual appeal.
3) Cinematography.
This category encompasses numerous subcategories, including
choreography and camera placement. These visual cues are more
difficult to spot than art or animation and require a keen
director's eye to master, but nevertheless they are critical
to making the art and animation flow on screen.
Great choreography is
mostly used during action scenes, like coordinating a dance
routine. An anime that uses outstanding choreography to add
fluidity to its fight sequences is Angelic
Layer, most notably the battle between Hikaru and
Blanche in episode 13. Just about every detail of this scene
is done to maximize tension, including a rhythmic cadence
of the attacks to the phenomenal use of segue to transition
from one scene to another without missing a beat. Another
example would be the battle between Guld and Isamu in Macross
Plus. Well-choreographed action scenes are like poetry
in motion.
Camera placement is
tantamount to facilitate the right mood in a scene. In many
forms of cinema, directors will place a camera from a worm's
eye perspective to give an important character the appearance
of great size; likewise, cityscapes and vast, cavernous abysses
are viewed from afar or from a bird's eye vantage point to
convey space and isolation. Very subtle tricks, sure, but
screwing them up can ruin the visual effect of any
scene.
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Shall
we dance?
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In Metropolis,
director Rintaro pays homage to the grand scale of a city
by panning the camera away from the characters; works great
individually, but done too often and scenes drag unnecessarily,
and that fragile pacing could easily be disrupted, as is the
case here. In Aquarian
Age: Sign for Evolution, a scene involves two characters
sitting in a restaurant with the camera positioned behind
one of them. However, where this scene fails is a lack of
proper perspective in relation to the characters and the camera;
the character closest to the camera is actually drawn smaller
than the one further away.
A classic camera device
taught in most film schools is the infamous shower murder
scene in Alfred Hitchcock's Psycho. Most amateur directors
would have used special effects to show the knife plunging
into the unsuspecting woman in the shower, but Hitchcock knew
well in advance that such an approach would not do this dramatic
moment justice. He never actually shows the woman being stabbed,
instead focusing violently from the woman to the knife to
the ripping of the shower curtain and then finally to the
drain, where water and blood wash away in a horrific menagerie
of colors (no small feat for a film shot in black and white!).
Hitchcock correctly assumed that quickly panning the camera
in a cacophony of images would impact the scene much more
than merely showing the murder itself. While such a technique
has yet to be successfully reproduced since (often imitated,
never duplicated), be it in live-action or anime, I mention
this as an example of what fantastic camera work can do.
While certainly not
a requirement for good anime reviewing, I would recommend
attending film and drama classes, offered at just about every
liberal arts university across the globe. Knowing the work
and creativity that goes into producing great eye candy will
go a long way to helping a reviewer relate to the techniques
used in many anime.
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