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anime
THOMAS LAMARRE
[Hume] created the rst great logic of relations, showing in it that all relations
(not only ‘matters of fact’ but also relations among ideas) are external to their
terms. As a result, he constituted a multifarious world of experience.
(Deleuze 1991)
There has, in recent years, been a lot of discussion about how digital animation
or computer graphics imaging (CGI) is transforming the relation between cinema
and animation. Especially in the past year, a spate of lms has spurred more mass-
media interest in questions about the impact of new technologies on cinema: one
has only to think of the digitally generated characters in Shrek and Final Fantasy,
the high-tech rotoscoping that turned digital footage into animation in Waking
Life, the digitally retouched backgrounds in Amélie Poulin and the interaction of
computer-generated 3-D backgrounds with 2-D cel-animation characters in
Metropolis and Atlantis. Such lms have contributed to the general sense of a
major mutation in lm, which involves a profound transformation in the relations
between animation and cinema.
On the one hand, one often reads that cel animation has become old hat, that
the future of animation lies in digital animation. This is the argument propounded
by Jensen and Daly in Entertainment Weekly (2001). Their remarks come largely
in response to the astonishing box-of ce success of digital features (Shrek, Toy
Story 2, etc.) in comparison to the relative failure of high-budget, cel-animation
lms (Atlantis, Tarzan, etc.). Yet, in addition to simple box-of ce criteria, Jensen
and Daly draw some attention to the materiality of digital animation. They write
about how traditional cel animation slowly began to use 3-D digital to increase
the reality effect of its otherwise 2-D world – and how this, in turn, opened the
way for digital animation to supplant cel animation. Their remarks follow from
the ways in which Shrek thematizes the superiority of digital animation over cel
animation. Against the shallow prettiness of Disney’s fairy stories, Shrek shows
the ugly, gooey, oozy, dirty and apparently more realistic, deeper side of the same
fairy tales – foregrounding qualities dif cult to achieve in digital animation, such
as viscosity and irregularities in texture. More importantly, Shrek places great
emphasis on movement in depth (versus the 2-D super ciality of cel animation).
And it equates spatial depth with psychological depth – as if 3-D were just all-
around deeper, more real. It is not surprising then that this lm in particular has
inspired speculation about the death of cel animation.
On the other hand, there are commentators who fret about the demise of
cinema. Here the hype centers on photo-real characters. In the New York Times,
for instance, in an article about digitally generated characters, lm critic Dave
Kehr expresses concern about the loss of cinematic integrity and a relation to the
real world. For him, cel animation presents no threat, for it has always known that
it is not real: ‘Animation, as practiced by Disney or McCay, never pretended to
reproduce the real’ (2001: 26). The problem with CGI is that it ‘aspires to some-
thing different: a reality that is realer than real’ (ibid.: 26). This ‘realer than real’
constitutes ‘a clear and present danger’ to our relation to the real world – a relation
that cinema affords in those privileged moments when the real actor or actress,
their very life, shows through the cinematic arti ce. In other words, if Kehr feels
that it is ‘safer to begin with organic matter than a cloud of numbers’, it is because
he is interested in a sort of psychological reality that somehow demands real
people on the screen to assure dramatic and spatial integrity – that is, integration
or identi cation of the spectator with the actor (ibid.: 26).
As these two examples suggest, the emergence of digital animation into the
mainstream is accompanied by a heightened sense of the materiality of lmic
forms. Many lms, like Shrek, foreground and even thematize the new materi-
ality. Critics, too, often draw attention to the actual media used in lmmaking,
and speculate about its effects and the differences between them. It is dif cult to
avoid a growing sense of the importance of looking at the relations between
media. There is a kind of common sense about how new media are constructing
new relations to reality and integrity, to weight and depth, and so forth – even if
many of the responses are predictable. For Kehr it is a matter of psychological
loss, for Jensen and Daly, a box of ce boon.
Now any attempt to theorize anime will face its relations to cinema, cel
animation and digital animation. Especially important is the current bias that,
with digital animation, something new is emerging – something not limited to
digital animation but constituting a global, epochal, epistemic transformation.
This shift is often broached by considering transformations in the relations
between cinema and animation. One important writer on new media, Lev
Manovich, suggests that ‘digital cinema is a particular case of animation that uses
live-action footage as one of its many elements. . . . Born from animation, cinema
pushed animation to its periphery, only in the end to become one particular case
of animation’ (2001: 302). For Manovich, it is the digital that has transformed
the relation between animation and cinema, creating a sort of metamedia
animation that subsumes or incorporates a number of prior media. In other
Thomas Lamarre 185
social shifts in Japan. In other words, it is the relation between image production
and the historical imagination of urban space that commands her attention. In
which case, to de ne anime as an object distinct from cinema is not so much
impossible as undesirable. In fact, she suggests, ‘the metropolitan space of anime
is only one more variation of the way that the city of Tokyo has gured in the
discourse of Japanese modernity’.
Third, if it is impossible to isolate and de ne cinema, animation and anime as
objects, this is because there is always animation in cinema, cinema in animation,
cinema in anime, anime in animation and so forth. And there always has been.
What are of empirical and theoretical interest are the relations between them –
or, to be more precise, the constellation of relations.
Looking at Ghost in the Shell in relation to Blade Runner and other cyberpunk
precursors like Neuromancer , Livia Monnet calls attention to what might be
called ‘genre effects’ – the repetition of scenes, character types, narrative conceits
and so forth. Yet, because these genre effects traverse different media (literature,
lm, animation), Monnet opens questions about media, or rather intermedia. In
her analysis of Ghost in the Shell, she draws attention to the ways in which
animation becomes the medium that remediates all others – a kind of hyper-
metamedium. Provocatively, she suggests that, to sustain its hyper-meta-opera-
tions, Ghost in the Shell relies on fantasies of the feminine sublime. Animation,
as a medium, turns out to be the site of profound transformations in vision and
gender.
Fourth, only by thinking relations can one produce a theory of anime with some
degree of speci city. In much of the current commentary on them, anime lms
are usually retold, recapped or summarized, with some global comparisons. As a
result, anime appears to be nothing more than another narrative genre with
different types of characters. It is not clear whether anime has any speci city as a
form, style or medium (or combination of media) or any speci city in its social
or historical construction. In sum, emphasizing the object tends to generate
descriptions and comparisons, mostly at the extremely general level concerned
with story and character. The articles in this issue thus move towards a (relational)
theory of anime.
Discussing Imamura Taihei’s emphasis on modes of production and reception
in his theorization of the lmed and animated, Mark Driscoll raises questions
about the material conditions for making and viewing anime. In his theory of
documentary lm, Imamura sees the camera itself as opening a new relation to
reality – one with a great emancipatory potential that was as yet unrealized due to
the persistence of certain modes of production and reception (theatre seating, for
instance). If documentary cinema failed to achieve its historical mission, however,
Imamura later nds in animation a different form of dialectical overcoming – in
the synthesis of drawing and photographing. Yet this is an ominous outcome, one
that spells the triumph of commodity fetishism. While Driscoll shares some of
Imamura’s concerns about the commodity and the current ascendancy of the
188 Introduction
References
Asada Akira (2000) ‘J-kaiki no yukue’ (Whither the J-return), Voices 267: 58–9.
Azuma Hiroki (2001) Dōbutsuka suru posuto-modan (The animalization of the postmodern), Tokyo:
Kōdansha.
Thomas Lamarre 189
Deleuze, Gilles (1991) Empiricism and Subjectivity: An Essay on Hume’s Theory of Human Nature,
New York: Columbia University Press.
Funamoto Susumu (ed.) (1998) Anime no mirai o shiru: posuto-japanimeshyon kiiwaado wa ‘sekaikan
+ dejitaru’ (Knowing the future of anime: the keyword for post-Japanimation is ‘worldview +
digital), Tokyo: Ten Books.
Jensen, Jeff and Daly, Steve (2001) ‘High toon’, Entertainment Weekly 22 June: 50–4.
Kehr, Dave (2001) ‘When a cyberstar is born’, New York Times 18 November: 1, 26.
Kotani Mari (1997) Seibō Evangelion: A Millennialist Perspective on the Daughters of Eve (Immaculate
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Manovich, Lev (2001) The Language of New Media, Cambridge, MA: MIT Press.
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