Patlabor 2 is widely considered to be one of the best anime films ever made. For all those involved, it was an incredibly ambitious and important production, far more than the first movie which had come out 4 years prior. Director Mamoru Oshii himself stated, somewhat provocatively, that, “as far as I’m concerned, the only Patlabor I’ve made is Patlabor 2. It’s the only thing that I can proudly call my own work”. As controversial as that statement may be, it is true that Patlabor 2 is a step-up in nearly every aspect compared to its predecessor, from its budget to production pipeline to Oshii-isms. Beyond this, Patlabor 2 is generally held to be one of the most important and influential works in Japanese animation and one of the defining movies of the 1990s - not so much for its extremely coherent aesthetic and deeply thought-out writing, but rather for the unique elements it introduced in the Japanese animation pipeline: a renovated layout system, new ways of using CGI and a still-unmatched ability to challenge live-action cinema techniques. Starting from the movie’s staff and production methods, this article will try to retrace how all of these elements coalesced to produce such a cohesive whole.
Tag: 3DCG
Mobile Police Patlabor The Movie
The two Patlabor movies directed by Mamoru Oshii are landmarks in anime history. Even without considering their intrinsic artistic qualities, their importance for the development of the aesthetics and techniques of Japanese animation cannot be overstated. Major works in the post-Akira landscape, they played a key role in the maturation of realist animation and contributed to introduce capital players such as studio Production IG, director Satoshi Kon, or animators Kazuchika Kise and Hiroyuki Okiura. And that is not all, as they were also central for the development of 3DCG animation and the spread of the modern layout system, which thoroughly changed animation craft. In other words, they are essential works in order to understand Japanese animation of the last 30 years.
The Crossing, and why technique matters in animation
As people who follow me on Twitter might know, I had the opportunity to attend the 2021 Annecy festival - the most important festival dedicated to animation in the world. I had initially planned to release a few articles on the movies and works I’ve seen, but finally decided against it: the pieces I had started to make were simple (and, in my view, rather uninteresting) reviews, and their content didn’t really fit what I wanted for this blog. However, there is one movie that I feel the need to talk about, because watching it made me think a lot and realize many things on animation as a whole, my position towards it, why I like certain things and dislike others. That movie is The Crossing (La Traversée), a European film by Florence Miailhe which won the Jury Mention. What makes it stand out is not so much its beautiful and rather well-led plot, but its technique: it is entirely made by paint-on-glass.
Artist spotlight: Hiroyuki Imaishi
Hiroyuki Imaishi is no doubt the most important artist to rise out of the Kanada school in the last 25 years: the renewal he contributed to trigger with the Neo-Kanada style completely renovated what Kanada-inspired animation would look like in the 21st century. As one of the major figures of studio Gainax and then studio Trigger, he has also managed to create an environment with a peculiar and recognizable aesthetic, that could hopefully foster new generations of Kanada school artists. Finally, Imaishi is also a famous director, one of the major artistic figures of the last two decades. Having already partly covered Imaishi’s work as an animator, it is precisely this last aspect that I’d like to study here: what Imaishi directed.
Looking back, looking forward: Kanada’s late period
is generally held that Yoshinori Kanada went through two major shifts in the 1990’s, shifts that determined what the two last decades of his life and work would be like. In terms of style, there was the transition to an apparently radically limited kind of animation, with very irregular timings and a profusion of straight, geometrical shapes. In terms of career, he progressively retired from the anime industry proper to work in video games as an employee of Square (now Square Enix).