Archive for category Animation

Aquabats and the Dismantling of Television Repetition

The season finale of The Aquabats SuperShow! completely shattered television conventions, and you didn’t see it. Here’s how The Hub’s strangest show made the Sopranos’ season finale look like a joke.

The Aquabats

To adequately explain how The Aquabats SuperShow! brilliantly yet subtly subverted television convention, it’s important to understand what The Aquabats SuperShow! is: a bizarre combination that parodies both various ’70s “children” shows – with their terrible costumes, D-list actors, and cheap sets, all surrounding around even cheaper animated shorts – and the assortment of ’70s Japanese action shows that built themselves around the same concepts, except replacing the animated shorts with poorly choreographed fight sequences. It’s in effect The Banana Splits mixed in with cheesy tokusatsu action, updated in its sensibilities, so that all the cheesiness and cheapness are now part of the joke instead of being anachronistic embarrassments.

The set up of every episode is similar: the Aquabats get involved in a weird situation and ultimately prevail in a goofy, rick-rollicking manner. All of this is mixed in with various music cues (they are a band, after all), fake commercials from “Gloopy,” and most importantly, animated shorts that star the Aquabats themselves in scenes straight out of a random Hanna-Barbara action cartoon. This is all part of the joke of the show. So what’s the big deal?

During the season finale, specifically the cartoon segment, the Aquabats meet a space-god type figure who forces them into what he calls an infinite time loop. The team is whisked away, appearing in a somewhat familiar scene: performing a song at a party by a pool. Eaglebones (oh, the names!) mentions they may have done this already, and indeed, it seems rather familiar to the audience of the show in a vague sense. Cut back to the live-action part. The team is up against a large maniac with a powerful headdress that shoots lasers. The battle lasts for a while, with the team really working together to defeat who is dubbed Space Monster ‘M’ (and oddly enough, this is a particularly dark battle, with people actually dying and what one might call real stakes). Eventually, Space Monster ‘M’ is stopped, but not without hurling the Aquabats into space. They are stuck floating inside their Battletram as they drift off into the void. And, suddenly, this looks very familiar too… because, in the case of the cartoon and the live segment, this is where viewers entered the series during the premiere. In the very first episode, the live-action portion began with them performing by the pool, and the cartoon began with them floating helplessly into space. The series didn’t just metaphorically come full circle – it LITERALLY did.

I doubt any TV show has even come close to this kind of mind-fuckery so unabashedly clever and surreal, so in-tuned to its internal trappings and mechanisms to pull something like this off so successfully. It helps that The Aquabats itself is already surreal, but it’s nothing that far removed for a number of parodies out there (Wonder Shozen, Black Dynamite, everything Adult Swim) so as to be particularly unique. And there’s nothing particularly unique about a show utilizing meta-comedy to comment on the structures and tropes of television. Animaniacs made a name for itself doing just that. Frank Grimes on The Simpsons lived it. Invader Zim’s pilot episode had a great moment upon returning from its commercial break with a “5000 Years Later” title card. Ren & Stimpy goofed a bit on it in “Space Madness.” And Louie works on those meta-levels in ways that no comedy before has done.

But The Aquabats didn’t just comment on the structures and tropes of TV; they didn’t simply satirize and parody Hanna-Barbara, the Krofft brothers, and the Super Sentai franchise. It was a direct commentary on the nature of repeats and syndication, the “infinite time loop” that has characters essentially redoing they same thing over and over again at another time or on another channel. In this case, The Aquabats internalized the gag in an almost self-defined Moebius strip, of live-action and cartoon being one and the same. The live-action Aquabats, upon finding their cartoon in various, auspicious places, are indeed watching themselves, and not just a goofy version of themselves.

Such a reveal completely changes how to view the first season, which at first comes off as a surface-level goof-fest of fun, camp, and comical excitement. Now, looking back, it all makes sense beyond comic sensibilities. The “Previously On” sequences (which mix together actual events from the previous episode with random and completely absurd shots that has nothing to do with anything) are purposely nonsensical from a practical standpoint, as these previous events rarely have anything to do with the situation the Aquabats find themselves in at the beginning of the episode. And yet, strangely enough, the Aquabats cartoon is continuous; each animated short directly connects the to next one in the next episode. It’s visual gibberish, which seems to reflect the random order of TV scheduling, whether its new episodes, repeats, syndicated shows, or marathons. Think you’ll be lost watching a random Aquabats? You will be… and yet, you won’t be. Like time-travel, thinking about it too much will probably make you go cross-eyed.

Bravo to The Aquabats SuperShow, rewarding its cult-following to arguably the biggest mind-fuck in TV history, bigger than Lost, St. Elsewhere, and The Prisoner. They somehow pulled off the idea behind La Jetee/12 Monkeys in a satirical kids cartoon on a brand new network, and almost got away with it. It will be interesting to see how things are pulled off in season two, but The Aquabats have enough freedom to pull off whatever bullshit it needs to do to escape its original trappings… and it will be awesome.

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Total Depression Island: Review of the Something

Total Drama Island is indeed a show on Cartoon Network. Why? A review.

Total Drama Island

As exciting as the logo design suggests.

I’m not sure what a viewer, kid or adult, is supposed to get out of Total Drama Island: Revenge of the Island. Are we supposed to like or relate to the characters? Are we supposed to laugh at their comic situations? Are we supposed to find hilarity in the (non)subversion of reality TV tropes? Are we supposed to watch it because we’re bored?

Total Drama Island is a hit series on Cartoon Network by creators Tom McGillis and Jennifer Pertsch, mostly known for preschool TV and various Canadian animated productions. Jacob Two-Two? Stoked? 6Teen? I vaguely remembered them, in the age of weak Flash and weaker stereotypes masquerading as kids and teenagers, lacking the rich heart and depth of Paul Germain and Joe Ansolabehere, awash with the kind of mild angst and humor that would fit perfectly on Disney in the 90s or maybe ABC Family. There were USA shows for kids, uncomfortable with their animated format and satisfied with their lack of stakes or character. No one’s putting them on their nostalgia lists.

Total Drama Island is no different. It’s a show about going through the motions. Of creating stock characters with the very real reason of their eventual removal via vote, as typical any reality show. It ambles through the tropes – talking head interviews, ridiculous challenges, a charming but crazy host – without saying much about anyone or anything. It’s not even funny, or fun, save for a couple of mild chuckles. It’s wholly forgettable, in writing and animation. The slicked, aggressively angled character models are boringly grotesque, a design that requires visual pizzazz or wit to overcome (Batman: TAS, Dexter’s Laboratory, PowerPuff Girls, Foster’s Home for Imaginary Friends); Total Drama Island has none of that.

But it doesn’t bother to try, which is the real issue. It’s content with cliches of its fat nerd character creepily hitting on the high-class, attention-minded blonde; the military guy with the silly, embarrassing secret; the football jock calling everyone else a loser. The challenges are silly but uninteresting to watch, a piss-poor back-and-forth attempt for visual gags that’s mostly storyboarded from straight on in medium shots. There’s no new or interesting (or even old and cliche!) view of reality TV, something that even Drawn Together had (along with some pretty astutely hilarious observations of the cartoon trope they utilized). I don’t know anyone’s name. I don’t care to find out.

Johnny Test, for all its faults, at least had energy and gumption (at times too much); here, we’re literally watching CN fulfill a contract to release a whole bunch of Canadian toss-offs, allowing them to essentially pay for marketing and reap advertising revenue. Hell, you can’t even sell toys of this show. There’s nothing here, which is where the depression part of the title comes from: it’s sad to witness so much nothing going on. Someone needs to throw a pie or something, preferably with an anvil in it.

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Moving Away from Momentum

What happened to the promises of motion gaming?

Motion Gaming Peripherals

The fact they look phallic is not the problem.

I once was over at a friend’s house and watched him play Red Steel 2. Switching between swinging his sword and shooting his gun, after about an hour or so, he began to breath slightly heavier and sweat a little, the exaggerated movements for attacking making him grow weary. Understandable, as the Wii’s emphasis on motion is geared towards physical activity, as evidenced by WiiFit and WiiSports. And yet, after playing Legends of Zelda: Twilight Princess and Okami for hours at a time, I haven’t even begun to experience any type of exertion. Our setups are similar – we’re both seated 6-10 feet from the screen. I wondered then if he purposely developed more aggressive movements because he wanted to (subconsciously) exercise, while I’m content with low-key, flick-of-the-wrist movements, both of which are registered by the motion sensor exactly the same. In other words, I treat my Wiimote like a controller with an extra “motion button,” while my friend sees it as the physical manifestation of striking as Miyamoto probably hoped.

Either way, it’s difficult to think that motion gaming is actually moving in an interesting or innovating direction. We all considered motion gaming a gimmick when the Wii was first announced – but what we have now is worse, or more accurately, disappointing. The burden of proof was on Nintendo (and then with Microsoft’s Kinect and Sony’s Move) to show us something; if the recent E3 was anything, it showed that everyone dropped the ball.

Police 911 was the best thing that motion gaming came up with – a lavishly expensive arcade game pretty much only available at Dave and Busters. Motion gaming seemed to be a way to interact with the environment in ways that kept us up and on our toes in the heat of the moment; but it ended up being used for mini-games, light exercise, and quiet moments of stationary, semi-pinpoint aiming. We’ll never get that sword fighting/lightsaber game we dreamed of, and driving games without the tension of a real wheel is endearingly hopeless. Motion controls are inherently limiting, more so than I think any of us, even the programmers, really expected it to be. Gaming is about timing, accuracy, and precision, all things that motion controls inherently lack. The games themselves are designed to compensate for that (larger reticules, wider hit detection), and isn’t that exactly what motion controls were trying to avoid?

The larger problem was inferred from E3 and the wildly divergent (yet more of the same) games and features announced. Microsoft went heavy and hard with simultaneous multimedia venues, Sony essentially copied Nintendo’s ideas from seven years ago, and Nintendo rapped our knuckles like a college professor, teaching us how to play video games and giving us homework assignments on their website. The biggest draws were South Park’s The Stick of Truth (which had nothing to do with motion) and Ubisoft’s ZombiU, an intriguingly potential use of the new WiiU controller which still left me somewhat skeptical (and, hey, look, we’re back to zombies again). But what about those motion controls? The great pioneers of the technology even seemed to brush them off, like they ain’t no thing.

Motion controls can be simple (bowling a Wii ball) or complex (the bizarre way to help someone fish in Okami), but there’s no draw between the two, which prevents casual gamers becoming core gamers. Nothing is wrong with either group, but it’s no surprise that the WiiU so dropped early, since the casual market had no interest in exploring games beyond those simple, crowd pleasing ones; they simply are not going to go from Just Dance to No More Heroes; the furthest they’ll get is Mario Party (insert number here). So Nintendo decided to move on to the next “era” of consoles for casuals can easily play instead of pushing the capability of motion with the current gen. This not only leaves core gamers with more of the same, but does nothing to advance motion gaming as a real, potential method of entertainment. Somewhere, Milo is crying himself to digital sleep.

So, where are we at in the realm over motion gaming? If the WiiU is any indication, we’re looking a 360-degree digital landscape, a world that seems extremely vast to look at,  but empty on the outskirts with no fertile soil to grow. Oh, well. There’s always zombies.

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