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Sunday, 29 October 2017

Anime and the Visual Novel: Narrative Structure, Design and Play at the Crossroads of Animation and Computer Games by Dani Cavallaro

Continuing with my non-fiction streak, I settled on Anime and the Visual Novel, if only for the novelty of finding an academic-style text focusing on anime, as well as the comparatively obscure genre of computer game that is the visual novel. Being fond of both of these media, I thought I could hardly go wrong with something that looked at them with a bit of critical thought.


Anime and the Visual Novel focuses on a set of visual novels that have had subsequent anime adaptations, analysing how the animated adaptations have dealt with the problem of condensing a game with the core feature of branching narratives into a singular cohesive narrative. Additionally, the text also discusses particular narrative tropes and themes that are common to the visual novel medium and how those themes affect both gameplay and adaptation into a singular narrative.
This is kind of an odd book to discuss. As it's more of an academic text in style and focuses on such a niche subject, it's one of those books where you can tell more or less instantly whether it will be to your taste or not. The arguments presented here are fairly solidly reasoned, with a nicely varied set of primary texts to draw upon. So if that tickles your fancy, then you should be fairly well served by Anime and the Visual Novel.
That's not to say that it's without flaw, and there are two main issues that I could potentially see putting readers off. Firstly, there is some of the vocabulary used. A problem that a lot of academic texts have is that they couch themselves in overly-complicated language and syntax in order to make themselves more highbrow, when simple words could have expressed their point in a clearer, more succinct way. Anime and the Visual Novel is unfortunately not an exception to this rule. It is the first time I've had to consult my dictionary in months, and most of the time there was a far simpler term that could have been used in its place that would have made the point more accurately. So that's one part of the language that could be off-putting. The other aspect of the iffy language is perhaps a more personal bugbear, but there is something intensely irritating about seeing texts repeatedly being called "yarns" throughout the book. First of all, it all but proves that this was written by someone fairly new to the whole academia bit, because there is no way that a seasoned academic would refer to anything that wasn't textile-based as a "yarn". Hell, I was taught that in my first year of university, Cavallaro should have no excuse. Second, a yarn in the slang definition is specifically a long, rambling and usually implausible story, which is an entirely unsuited moniker for visual novels. While a visual novel may have multiple endings to experience, thus lengthening the amount of time spent replaying, this only increases the need for the story to be tightly-written and plausible within its own world. For Cavallaro to refer to them as yarns only diminishes the medium that they are trying to celebrate.
The second issue I have is with, of all things, the proofreading. Whoever edited this needs to be sacked, because my copy was absolutely littered with punctuation errors. Comma-splicing, missing spaces between words and extra words that should have been deleted pre-publishing, it was all in there. I could possibly forgive one or two errors, but this was a handful within more or less every chapter, enough to make me annoyed at paying money to interpret someone's rough draft. If I couldn't get away with it in uni, I'm sure as shit not letting someone get away with it when money is being exchanged. It's just not professional.

A solid set of essays analysing a wide range of well-received visual novels and their anime adaptations. Somewhat marred by a reliance on a vocabulary that is far too complex for the subject being discussed, and a series of punctuation errors throughout the text that is honestly just sloppy. For a fan of either medium discussed, I would say that there's a fair chance you'll like it if you can keep the above flaws in mind. 3.5/5

Next review: The Mammoth Book of Angels and Demons edited by Paula Guran

Signing off,
Nisa.

Monday, 9 October 2017

Introducing Aesthetics: A Graphic Guide by Christopher Kul-Want & Piero

I return to a non-fiction title because I wanted something a bit different, and thought that with an introductory title I could find out whether the subject as a whole was something that I could see myself reading into more. Aesthetics sounded close enough to my prior studies that certain concepts would be less obtuse, but unfamiliar enough to still be interesting.


Introducing Aesthetics: A Graphic Guide provides a brief history of the development of aesthetics as a philosophy. It covers a period from the Roman Empire to the late 20th century, looking at philosophers ranging from Plato to Nietzsche to Baudrillard.
Introducing Aesthetics really needed to be longer. At 171 pages that are about half the size of the average paperback, and around half of each page dedicated to illustrations, there's only really enough room for the barest of explanations of each concept that is discussed. And considering that over 2000 years of thought is being covered, that's really not enough space to adequately cover the material that it wants to cover. While you do get a general idea of how and why art has moved from having a singular objective Subject to a fragmented sense of self that can never be in possession of the entirety of a scene's contexts, it's not an especially clear route at times.
In addition to that, I wasn't all that fond of the art style used for the illustrations. It's an odd style that is kind of half-caricature, and instead of quirky it just kind of came off as ugly. In addition, whenever there were reproductions of particular artworks, the quality of the print wasn't particularly great.

While a general idea can be gotten from reading Introducing Aesthetics: A Graphic Guide, there is just too much material that the author is trying to cover in too few pages. I wouldn't mind looking into the subject of aesthetics again, but with perhaps more room to explore and expand concepts. 2.5/5

Next review: Anime and the Visual Novel: Narrative Structure, Design and Play at the Crossroads of Animation and Computer Games by Dani Cavallaro

Signing off,
Nisa.

Thursday, 5 October 2017

Doctor Strange: Season One by Greg Pak & Emma Rios

Doctor Strange: Season One has been sat on my shelf for perhaps longer than it should have. First, I'm pretty sure this was a present, so it's a bit embarrassing that I've left it this long. Second, I have been meaning to look into Doctor Strange comics a bit more ever since watching the film with Benedict Cumberbatch, which even he couldn't ruin for me.


Doctor Strange: Season One recounts the origins of the eponymous Doctor Strange. When a talented but arrogant surgeon loses the use of his hands after a car accident, he travels to the Himalayas to seek the aid of a sorcerer known as the Ancient One. Whilst training there, he meets and butts heads with a fellow apprentice, a martial artist named Wong. Together they must fight Mordo, a former student turned to evil by the power of the demon Dormammu.
This version of the Doctor Strange origin is decently written, if not exactly hugely original. The story only really starts when Strange arrives at the Ancient One's mountain home. After the initial confrontation with Mordo, the bulk of the story focusing on Strange and Wong's rocky enemies-to-friends relationship. While the whole head vs heart thing has been done countless times before, it's always fun to see when it's done well. It coincides nicely with Strange's development into a decent human being too.
The best part of the book though has to be the artwork. Emma Rios has taken what is a decent enough but unremarkable retelling of Doctor Strange's origin and makes it a wonder to behold. You could really tell that Rios enjoyed the full-page panels full of magical energies and god-heads, because they're a sight to behold, with such care and detail. The character designs are also interestingly angular, which is kind of unusual considering that a lot of comics aim for clean lines.
The main story is followed by the first chapter of Matt Fraction's run of The Defenders. It wasn't bad, per se, but I couldn't help but feel that it was a bit out of place after the weirdness of Doctor Strange.

A decent enough story elevated by some absolutely top notch art. Certainly enough to make me seek out both more Doctor Strange comics and more works by Emma Rios. The issues of The Defenders tacked on to the end felt more than a little out-of-place though. 3/5

Next review: Introducing Aesthetics: A Graphic Guide by Christopher Kul-Want & Piero

Signing off,
Nisa.

Wednesday, 4 October 2017

Witches Abroad by Terry Pratchett

I hadn't realised just how much I had missed the witches until I picked up Witches Abroad to read. Adding to my enthusiasm was the little gleeful grin that my husband gave me when I told him what I was reading next.


When Desiderata Hollow, a fairy godmother, dies without training a successor, her wand finds its way into the hands of Magrat Garlick. With the wand comes a set of instructions to prevent a servant girl from marrying a prince. And under no circumstances is she to be accompanied by Granny Weatherwax or Nanny Ogg. Those instructions go down about as well as was to be expected, so the three witches make their way to the city of Genua, sowing chaos and poorly understood foreign words in their wake.
I'd forgotten just how much I love the witches together. I mentioned it as the prime strength of Wyrd Sisters but the chemistry between these characters is just so good that I feel I have to repeat myself. It's made all the better by taking them out of their normal environment, as they become pretty much the worst two old ladies you could take on holiday along with a long-suffering relative/babysitter. So a really good place to start from.
When you add to that a truly unnerving villain in the form of Lilith, the rival fairy godmother, it leaves me struggling to find fault at all. I love villains that are firmly of the belief that they are the good guys, no question, but they're so difficult to pull off. Most of the time it ends up being a villain who acknowledges that they do bad things but justifying that it's for a good reason. It takes a special kind of author to write a villain so self-absorbed that questions of morality are just ignored entirely, and Lilith is a prime example of what happens when it's done right.

With the great chemistry between the witches, a really well-written and creepy villain, and his regular hilarious writing, there's nothing that I can really fault with Witches Abroad. Eagerly awaiting their next installment now. 5/5

Next review: Doctor Strange: Season One by Greg Pak & Emma Rios

Signing off,
Nisa.