Heidi, Girl of the Alps needs no introduction. One of the most important and influential works in the history of Japanese animation, Isao Takahata’s first series for Zuiyo Video would set a gold standard for all subsequent World Masterpiece Theater entries. Much has already been said about Heidi, especially on its status as a so-called “pre-Ghibli” work or on how representative it is of Takahata’s style and philosophy. Considering the theme of this series, this article will instead put Heidi back in its historical context: that of the extended World Masterpiece canon, and of 1974 anime.
Animétudes celebrates its first anniversary! It has been a relatively short time, but the blog has grown a lot and I’m very thankful for that. So, first of all, I thank all my readers and those who have followed me during this adventure. I have done a bit of reflection over the past and future of the blog here. This time, to celebrate, I’d like to come back over my own relationship with animation and sakuga by highlighting some of my favorite animated sequences.
The concept of realism in animation is a tricky one. Indeed, animation is thought to be the perfect medium to transcend reality and give shape to one’s wildest dreams - it has become a cliché to say that the animator’s imagination is the only limit. However, paradoxically, some of the most important artists and works in the medium have seemingly relinquished this aspect, believed to be essential.
In 1973, anime celebrated its first decade of existence. But the anime industry in 1973 was almost a world apart from what it was 10 years earlier : the production system had become almost set to what it mostly still is today, the manpower had immensely grown and the studio organization had evolved. Moreover, new people had started producing their own original works, people whose names would be among the most famous in anime history.
While today we speak of “the anime industry” like it’s something obvious, that wasn’t always the case. When animation started in Japan around the 1910’s, it was still very much a rudimentary process ; and even after WWII, with the creation of the first major Japanese studio, Toei Animation, things were still very different from now. In this first essay, I will show how anime became the “industry” we know today : an entire sector sharing common business practices and production processes. As I’ll do during the entire series, I’ll mostly focus on TV animation : the starting point will therefore be 1963, the generally accepted date of anime’s birth.