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Reflections on the Human Condition - Api-fellowships.org

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152 SESSION II<br />

up<strong>on</strong> bishojo or nymphs came to be called moe, so<strong>on</strong><br />

supplanting Otaku visi<strong>on</strong>s of a cataclysmic kin mirai<br />

[near future]. The storefr<strong>on</strong>ts of Akihabara where appliances<br />

<strong>on</strong>ce gleamed, l<strong>on</strong>g since became Otaku shrines are now<br />

lined with moe nymph signs bewitching and eroding<br />

<strong>the</strong> modernist cityscape. Victory banners hailing <strong>the</strong><br />

Otaku c<strong>on</strong>quest of <strong>the</strong> area, <strong>the</strong>se nymph ic<strong>on</strong>s clearly<br />

signify that pers<strong>on</strong>a and tastes are replacing state and<br />

mega corporati<strong>on</strong>s as determinants pf <strong>the</strong> urban fabric.<br />

Net-based interest communities are restructuring real<br />

places. In a reversal <strong>on</strong> <strong>the</strong> received wisdom that<br />

cyberspace is replicating <strong>the</strong> city, here <strong>the</strong> city has begun<br />

to mimic cyberspace.<br />

Gal Games<br />

Video games started in Japan in 1978 with Taito’s Space<br />

Invaders. By <strong>the</strong> early 1980’s, amusement companies<br />

like Namco and Nintendo were filling arcades with<br />

made-in-Japan games like Pac-Man and D<strong>on</strong>key K<strong>on</strong>g.<br />

While coin-op culture was spreading across <strong>the</strong> world, a<br />

new kind of game was emerging in Japan. In 1982, Koei<br />

Company released Danchi Tsuma no Yuwaku [Seducti<strong>on</strong><br />

of <strong>the</strong> C<strong>on</strong>dominium Wife] for <strong>the</strong> PC8001 home<br />

computer. This game, a mixture of text-based erotic<br />

adventure and crude graphics owing to <strong>the</strong> computer’s<br />

eight-color palette, was an instant hit. Koei became a<br />

major software company, and <strong>the</strong> bold new era of Bishojo<br />

games, or Galge [Gal games] had begun. In 1994,<br />

K<strong>on</strong>ami Company was about to close down when fans<br />

set up a fund to produce a plat<strong>on</strong>ic romantic simulati<strong>on</strong><br />

for <strong>the</strong> PC engine called Tokimeki Memorial. With no<br />

sex at all, it became <strong>the</strong> next best-selling Bishojo game<br />

and put K<strong>on</strong>ami <strong>on</strong> <strong>the</strong> map. In 1999, an independent<br />

software development house Visual Art’s/Key published<br />

an adult game called Kan<strong>on</strong> for <strong>the</strong> Windows PC. In <strong>the</strong><br />

game, <strong>the</strong> player meets five girls in a snowy small town<br />

and experiences tragic love affairs with <strong>the</strong>m. Naturally,<br />

Kan<strong>on</strong> was a sex game, which initially attracted male<br />

c<strong>on</strong>sumers. But like <strong>the</strong> readers of girls’ comics, <strong>the</strong>se<br />

men found <strong>the</strong>mselves identifying with <strong>the</strong> protag<strong>on</strong>ists<br />

over <strong>the</strong> emoti<strong>on</strong>al trials and tribulati<strong>on</strong>s of pure<br />

love. Kan<strong>on</strong> was <strong>the</strong>n released for <strong>the</strong> PlayStati<strong>on</strong> minus<br />

<strong>the</strong> explicit sex. It sold even better than <strong>the</strong> dirty PC<br />

versi<strong>on</strong> did. Finally, Kan<strong>on</strong> Anime versi<strong>on</strong> was<br />

broadcasted <strong>on</strong> network televisi<strong>on</strong>. And as floppy discs<br />

gave way to CD-ROMs, and crude home computers<br />

gave way to a successi<strong>on</strong> of Windows OS, <strong>the</strong> Bishojo<br />

games evolved into a mix of g<strong>org</strong>eously detailed<br />

illustrati<strong>on</strong>s, full-blown animati<strong>on</strong> and dazzling<br />

computer graphics. Modern games often employ all<br />

free techniques.<br />

The visuals of Bishojo games streng<strong>the</strong>ned <strong>the</strong> links between<br />

Ref lecti<strong>on</strong>s <strong>on</strong> <strong>the</strong> <strong>Human</strong> C<strong>on</strong>diti<strong>on</strong>: Change, C<strong>on</strong>flict and Modernity<br />

The Work of <strong>the</strong> 2004/2005 API Fellows<br />

Anime, Manga and <strong>the</strong> electr<strong>on</strong>ics culture of Akihabara<br />

ward. A new Otaku industry was created where a small<br />

crew c<strong>on</strong>sisting of an illustrator, a scriptwriter, and a<br />

programmer could churn out a product that could sell<br />

as many as 30,000 copies. With some 500 new Bishojo<br />

titles debuting annually, this genre is estimated to account<br />

for 25% of all software sales in Japan.<br />

Pachinko Parlors<br />

Even if an Otaku may not be interested in gambling, he<br />

probably still w<strong>on</strong>’t be able to resist dropping in <strong>on</strong> a<br />

pachinko parlor. Pictures of girls drawn in Anime style<br />

seduces from countless banners and posters. Many of<br />

<strong>the</strong> pachinko machines lined up in rows exhibit design<br />

schemes which are based <strong>on</strong> Anime like Gatchaman<br />

[Battle of <strong>the</strong> Planets], Lupin III, Mobile Suit Gundam<br />

and Space Battleship Yamato. Animati<strong>on</strong> plays in a small<br />

video m<strong>on</strong>itor installed in <strong>the</strong> center of each machine.<br />

The sounds of <strong>the</strong> machines in acti<strong>on</strong> include memorable<br />

lines of dialogue spoken by <strong>the</strong> original Anime voice<br />

actors. Thus, Otaku can gamble while watching a favorite<br />

Anime at <strong>the</strong> same time.<br />

Cosplay<br />

In <strong>the</strong> 1990’s, Cosplay was about wearing China dresses,<br />

nurse outfits and o<strong>the</strong>r uniforms, which are sexually<br />

appealing to men. Nowadays, Cosplay, an abridgment<br />

of two words: costume and player, is a fun activity for<br />

popular culture fans to disguise <strong>the</strong>mselves with a look-alike<br />

costumes of and role-play as <strong>the</strong>ir favorite Anime<br />

characters. Fans, boys and girls alike, dress up as<br />

characters from a two-dimensi<strong>on</strong>al world. Their costumes<br />

are creative and outrageous: from enamels, lea<strong>the</strong>rs to<br />

velvet dresses. Girls may dress up in boys’ costumes;<br />

guys in girls’. Blue wigs are worn for Rei Ayanami from<br />

Evangeli<strong>on</strong>, yellow hair for Sailor Mo<strong>on</strong>. These fans make<br />

<strong>the</strong>ir own costumes, or buy <strong>the</strong>m through internet. Most<br />

cosplayers have never even sewn before in <strong>the</strong>ir lives, but<br />

somehow developed <strong>the</strong> skills out of love and desire.<br />

Cosplayers express <strong>the</strong>ir devoti<strong>on</strong> to <strong>the</strong> Anime character<br />

that <strong>the</strong>y love or desire by imitating <strong>the</strong> character’s<br />

physical appearance.<br />

Cosplay started as a sideshow at <strong>the</strong> largest and most<br />

famous c<strong>on</strong>venti<strong>on</strong> for all Anime and Manga lovers, <strong>the</strong><br />

Comiket [Comic Market] which is held twice a year, in<br />

August and December. The first few cosplayers appeared<br />

<strong>the</strong>re around mid-1980’s as it was <strong>the</strong> <strong>on</strong>ly place that<br />

fans dressed up in public. Now, Comiket is <strong>the</strong> cosplayer’s<br />

own Paris Collecti<strong>on</strong> fashi<strong>on</strong> show. Cosplay started<br />

to grow rapidly in <strong>the</strong> 1990’s to <strong>the</strong> point where cosplayers<br />

began to attend smaller dojinshi events. Visual J-rock

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