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The Moé Manifesto

Page 8

by Patrick W. Galbraith


  CHIFUKA HY

  boys they like, but it is most often as-

  EST

  sociated with male fans of anime,

  UROC

  manga, and games that hang out in

  Akihabara. One might infer from this

  that moé is a phenomenon of shy men

  talking about the girl characters that

  they like.

  T: Right. There was a time not too

  long ago when men couldn’t say

  that they liked cute girl characters.

  It would be weird to say that

  you are in love with an anime

  NISHIMURAO

  character, right? That long-

  EIK K

  ing that cannot be expressed

  Y B

  PH

  is moé. Now things are more

  RAGO

  open. It’s all right to talk

  TO

  PH

  about being in love with spe-

  cifi c characters. It’s not like

  Toro Benten

  you’ll be labeled an otaku and

  shunned the way people were

  in the 1990s. So, for me, the word moé, which fi rst appeared in the 1990s, really refl ects the time in which men were awakening to feelings of affection for girl characters, but couldn’t express those feelings directly or openly. I am not so sure about the defi -

  nition of moé now.

  PG: On the subject of the expanding appeal of moé, I’d like to ask you about your work with Ryohoji Temple.

  T: Temples in Japan have notice boards outside that advertise the temple and promote its events. This temple wanted to make their notice board more eye-catching. A mutual friend introduced me to the Buddhist priest, and he asked me to do manga-style illustrations of the gods. I wasn’t sure if we ought to THE VOICE OF MII-CHAN

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  be caricaturing the gods, but the priest assured me that this was not at all indiscreet. He told me that Buddhism is about helping people live happy lives. I wanted to bring people to the temple and assist in its mission.

  PG: I notice you changed the names of some of the gods. How did that come about?

  T: I was working on an illustration of the goddess Benzaiten, and saved the fi le as Toromi Benzaiten, or, for short, Toro Benten.

  Someone thought that this was a character name and printed it.

  The name stuck, so I guess it must have been the gods’ will!

  PG: Your van is decorated with images of Toro Benten, right?

  She’s very popular! There is a fi gurine of her, and videos of her dancing and singing. Her voice is your voice, and you cosplay as her at events held at the temple. Have people said that this is too much?

  T: If you’re not doing too much, then you’re not doing enough.

  You may as well do nothing. If you’re not stimulating people, they won’t pay attention. It is funny that now, when people are saying that the temple is doing too much, is precisely the period when people are fi nally coming to the temple and enjoying it.

  PG: Even prefectural governments

  have used manga-style or moé

  characters to encourage tourism

  in Japan. Do you worry that mis-

  understandings might occur?

  T: Misunderstanding is part of

  being interested. It’s nothing to

  be worried about. It’s the begin-

  ning of a discussion, which may

  lead to understanding. I am happy if my char-

  acters bring people to Japan and open up a discussion.

  TOROMI

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  U

  CHIFUKA HY

  EST

  URO CSOTO

  PH

  Ryohoji Temple in the

  Tokyo suburbs is now

  known by some as the

  “moé temple” ( moedera) THE VOICE OF MII-CHAN

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  Interview with

  Shimada Humikane

  Sh

  Shimada Humikane (age

  unknown) is an illustrator

  who helped spread the love of

  “mechanical girls” ( mecha mu-

  sume) in the 2000s. Where many

  characters in manga, anime, and

  games wear battle gear, Shima-

  da takes this further by empha-

  sizing both the cuteness of girl

  characters and the coolness of

  machines. Typically, a girl char-

  acter will slip her legs into me-

  chanical devices to fl y and fi ght.

  T

  His character designs inspired

  INMEN

  the anime series Sky Girls (2007)

  TA

  TER

  and Strike Witches (2008) and

  L EN

  ITA

  were used for fi gurines in the ac-

  IG

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  tion-fi gure lines Mecha Musume

  A

  N

  O

  K

  and Buso Shinki produced by toy

  ©

  and game maker Konami. In

  this interview, Shimada

  im plies that the secret of

  his success lies in simply

  Zelnogrard fi gurine from

  going with the fl ow.

  the Buso Shinki series

  SHIMADA HUMIKANE

  MOE_10_90-97.indd 90

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  Bridging the Gap

  between Mecha and Moé

  Cute Girls and Cool Machines

  Patrick W. Galbraith (PG): What are your

  hobbies?

  Shimada Humikane (SH): I don’t have

  anything that you could call a hobby. If

  I’m forced to say, then I guess it would be

  e

  watching B-level action and horror mov--

  ies—genres that you can laugh at and

  forgive even if they’re just awful. Rather

  r

  than thinking about what you are see--

  ing, you can just enjoy it.

  PG: Would you consider yourself

  an otaku?

  SH: To me, the word otaku

  Strike Witches

  carries this image of a deep,

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  intense person who has mastered one

  K

  2008/

  O

  A

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  specifi c genre. By that defi nition, I can’t

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  really say that I’m an otaku of anything.

  GO

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  SHIA O

  When I’m drawing, I study things that are

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  necessary for my work, but I would never

  A

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  call myself a specialist or researcher. If you

  SHIM

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  get too caught up in the material then you’ll

  TD. © 200

  never get the job fi nished. As a professional il-

  , HUMIKA

  O., L

  U

  N CE

  lustrator, I try to exercise a degree of moderation.

  NBO

  T

  A

  OH

  NA A SW

  EHIS

  AK

  PG: Why did you decide to pursue drawing as a career?

  O

  HID

  AD

  ©

  K

  SH: At fi rst I was just drawing for fun and never thought to mak
e BRIDGING THE GAP BETWEEN MECHA AND MOE

  ´

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  Sky Girls

  it my career. Like many oth-

  ers, I was creating my own

  fanzines and sometimes that

  led to requests to do work

  I

  ’INKA

  for companies. While doing

  IUKA

  this type of work, drawing

  SEISS

  somehow became the center

  IRL

  G

  of my life. I started publish-

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  SK /

  ing commercially in my mid

  T

  twenties. I think that if I

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  MIANO K

  had set my sights

  ©

  on being an illustrator in my teens, I

  probably wouldn’t have been

  able to handle all the

  pressure and might

  have burned out.

  PG: Where does the inspira-

  T

  tion for your illustrations

  INMEN

  TA

  come from?

  ERT

  EN

  SH: I feel that the character

  L

  ITA

  IG

  designs I do are an assem-

  D

  MIA

  blage of the things that I

  NO K

  like, things that have accu-

  ©

  mulated over the course

  of my life. There was

  a time when I had a

  streak of contrarian-

  ism and wanted to

  Murmeltier fi gurine from

  the Buso Shinki series

  SHIMADA HUMIKANE

  MOE_10_90-97.indd 92

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  Asuka fi gurine from

  the Buso Shinki series

  T

  INMEN

  TA

  ERT

  ENL

  ITA

  IG

  D

  MIANO K©

  Zelnogrard fi gurine from

  the Buso Shinki series

  BRIDGING THE GAP BETWEEN MECHA AND MOE

  ´

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  T

  INMEN

  TA

  ERT

  ENL

  ITA

  IG

  D

  MIANO K©

  Murmeltier fi gurine from

  the Buso Shinki series

  SHIMADA HUMIKANE

  MOE_10_90-97.indd 94

  13/2/14 10:21 AM

  95

  make things that were different from other people’s work, but these days I’m not so ambitious. I don’t think that what I do is particularly unique.

  PG: Really? So the mechanical girl is for you nothing new?

  SH: As a genre, it has existed for a long time. Girls and technology are common in manga and anime, and these are things that I like, so it seemed natural for me to mix them together. There wasn’t any logic behind it. I just

  thought the drawings looked cool.

  PG: Was it a conscious choice to make your characters youthful?

  SH: It’s fun to draw cute, young girls. Besides, speaking from a market standpoint, those are the draw-

  ings most in demand. I think that’s all there is to it.

  PG: What do you focus on when drawing?

  SH: As I’ve said, I try to design characters that I think ANDUK

  2008/ O

  A

  TO K

  UED

  NE

  GO

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  SHIM

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  , HUMIKA O., L

  U

  N CE

  NBO

  T

  A

  O

  N

  H

  A

  A SW

  EHIS

  AKO

  HID

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  Strike Witches: armed and cute

  ©

  K

  BRIDGING THE GAP BETWEEN MECHA AND MOE

  ´

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  are cute or cool. Also, I pay close attention to colors and hues I use for characters and their costumes, so that they portray a calm image.

  PG: What does moé mean to you?

  SH: Isn’t it something like looking at a puppy or kitten and feeling that it is cute, in an asexual way? But there isn’t wide support for the concept as I have described it, so maybe I don’t know what moé means.

  T

  INMEN

  TA

  ERT

  ENL

  ITA

  IG

  D

  MIANO K©

  Asuka fi gurine from the

  Buso Shinki series

  SHIMADA HUMIKANE

  MOE_10_90-97.indd 96

  13/2/14 10:21 AM

  97

  PG: Do you think that there has been a moé boom?

  SH: Moé has been around in bishojo manga and games from way back. Moé is a catchy word

  and may appear at fi rst glance to be a new

  genre or phenomenon, but

  that’s probably only be-

  cause of increased media

  usage of the word in the 2000s.

  Moé was around before then and

  it will remain long after the word falls out of use.

  PG: What’s next for you?

  SH: I don’t know what will happen in the future, and I would describe myself as a follower, not a

  leader. But as long as there continues to be an

  environment where I can do what I want to do,

  I will carry on, whether it’s for a commercial or

  amateur market .

  ANDUK2008/ OAO KT UEDNE

  GO

  SOG

  SHI

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  SHIM

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  TD. © 200

  T

  HUMIKA ,

  O., L

  U

  N C

  INMEN

  E

  NBO

  T

  TA

  A

  OH

  ER

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  T

  A

  A SW

  ENL

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  EHIS

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  IG

  HID

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  ©

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  MIA

  Above: Strike Witches; right: Murmeltier fi gurine NO K©

  BRIDGING THE GAP BETWEEN MECHA AND MOE

  ´

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  Interview with

  Maeda Jun

  Maeda Jun, born in

  1975, is a writer for

  the company Key,

  which produces computer

  games targeted at an adult

  male audience. Though he

  incorporates humor, Maeda’s

  stories about young love are

  highly melodramatic, and often

  bring players to tears. Games

  of this type have a category all

  of their own: “crying games”

  ( nakige). Thre
e of Key’s releases:

  ’S

  RT

  Kanon (1999), Air (2000), and

  AL A

  SU

  Clannad (2004), were adapted

  VIY S

  into TV anime and became

  ETRU

  pivotal to the discussion of the

  OU C

  PH

  moé phenomenon. In this in-

  AR

  OG

  terview, Maeda talks about the

  TO

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  background to Key’s games.

  KEY /’ST

  AL ARUIS

  This page: Clannad, Fujibayashi Kyo; 2004 V©

  far right: Kanon, Kawasumi Mai

  MAEDA JUN

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  The Crying Game

  Moving Players to Tears

  Patrick W. Galbraith (PG): Can you tell me a l

  bout

  l me about

  your hobbies?

  Maeda Jun (MJ): Basically I like to play r

  y ole-

  role-

  playing games, specifi cally those featuring cute

  turing cute

  female heroines. I can’t get into a game unless I

  me unless I

  feel moé for the character. If you love the char the cha -

  r-

  acter, then you invest in the world wher

  h e she

  ere she

  exists. As a player you think, “I can contin

  onti ue

  nue

  this quest for her sake!” I enjoy feeling

  ng

  that way.

  PG

  PG: W

  : ould

  W

  you

  call y

  call ourself an

  n

  otaku

  otak ?

  MJ:

  MJ: Y

  es, I am an

  an

  n

  otaku

  otak . I’m actuall

  ual y an e

  ly

  x-

  an ex-

  tremel

  trem y stereotypical

  otypical otaku.

  otaku.

  Of course I am the w

  Of

  m

  a

  the w y I am

  ay I am

  with g

  wi

  ames, but I am r

  b

  eall

  ut I am r

  y

  eally

  a m

  a usic

  m

  otaku.

  u Some months

  . Some months

  I buy as man

  I b

  y as a hundr

  ny as a hund ed

  red

  YE

  CDs.

  C

  I listen to a variety of

  to a variety of

  T’S / K

  genres—J-pop,

  op anime songs,

  , anime song

  s,

  AL ARU

  Western m

  W

  usic,

  usi post-r

  c, p

  oc

  ost-r

  k,

  oc

 

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