Linkle, the Female Gaze, and the Sailor Moon Paradox

Or, is Linkle’s character design sexist garbage?

My answer: NOT NECESSARILY.

Linkle is a female version of Link, the green-clad hero of The Legend of Zelda video game franchise. The character Linkle was formulated for possible inclusion in the 2014 Wii U title Hyrule Warriors, an action game in the Dynasty Warriors vein developed by Koei Tecmo in collaboration with Nintendo. In the Nintendo Direct video message broadcast on November 12, it was announced that Linkle would be a playable character in Hyrule Warriors Legends, a port of the game for the Nintendo 3DS.

The internet exploded, with some fans going wild with glee and other fans becoming consumed with righteous feminist anger.

Before anything, let’s look at the design itself.

HW Legends Linkle in Famitsu

The design element that stands out the most is the exposed flesh between Linkle’s boots and her black shorts. In anime-speak, this design element is known as zettai ryōiki, or “absolute territory.” I don’t want to get into the history and context of this expression here, but basically, the bit of naked skin between the top of a female character’s leggings and the bottom of her skirt is the area where all the moé feels are.

If you’re a queer lady or a straight dude, you’ll probably understand this already, but I want to make the sexualized appeal of this design element absolutely clear. The zettai ryōiki suggests the coveted thigh gap (the desire for which transcends culture) even if the character is wearing a skirt or tunic. The insides of a woman’s upper thighs are soft and smooth and heavenly; and, although this area of the body is generally hidden, the zettai ryōiki exposes it to the viewer, who can run their eyes (and imagined hands) up the curves of the character’s legs and into the promised land between them.

So, is Linkle’s design sexualized?

OH MY GOODNESS YES.

In addition, feminist critics have decried how Linkle seems subordinate to the male Link and merely tacked onto a spinoff of a spinoff game in order to reinforce the idea that the star of the really important games will always be male. These are the sort of comments that have been going around:

“Are we really this satisfied with crumbs, people? Is the bar that low?”
I Love Linkle. But Linkle Is Not Enough.
(by Maddy Meyers, via The Mary Sue)

“The message was clear: Shut the fuck up and be happy with what little you get.”
The Legend of F. Scott: A Response to the Response to the Response to Linkle
(by Carolyn Petit, via Tumblr)

Regardless, a number of female artists and Zelda fans have been celebrating Linkle’s inclusion as a playable character in Hyrule Warriors Legends with enthusiastic joy. What’s going on here?

I’m going to argue that this is the female gaze at work.

The dreaded “male gaze” as classically formulated casts men as subjects. This means male characters have agency and interiority, and female characters are just there to serve the needs of the male characters and male viewers. In contrast, the female gaze treats female characters as subjects, even in media intentionally (or unintentionally) designed to cater to a male audience.

Part of the female gaze lies in objectifying male characters, which is not unproblematic but perfectly natural – and one might even say that it’s borderline radical in its resistance against mainstream configurations of gender. Many female-identified gamers have crushes on Link, who embodies an attractive “soft” masculinity and respects and cares for the women in his many lives. In addition, many gamers of all genders have not-so-secret crushes on the villainous Ganondorf, whose design in Ocarina of Time features its own zettai ryōiki.

That being said, the main function of the female gaze is to perceive female characters as self-defined subjects and not merely as sexualized objects of male desire. This brings me to something I call “the Sailor Moon paradox.”

When Sailor Moon first aired in the 1990s, feminist media critics hated it, saying that its appeal revolved entirely around the oversexualized bodies of teenage girls. This is not wrong, as Sailor Moon had and still has legions of older straight male fans who create and consume porn based on the characters.

Nevertheless, girls from elementary school to college loved both the anime and manga versions of Sailor Moon, which became a foundational geek girl text all over the world, from Japan to Indonesia to Russia to France to Brazil to the United States. Why?

The 1980s and early 1990s were a period of transition out of the conservative cultural backlash against sexual liberalism. “Good girls” didn’t show skin, and influential feminists encouraged women to deny their sexuality in the name of fighting the patriarchy. If you were female and didn’t want to be a social miscreant, you had two choices: be pretty but hide yourself from the male gaze, or put on a suit and become a de facto man yourself.

Sailor Moon rode the cusp of third wave feminism, which held that young women didn’t have to choose between being feminine and being respected; this is where the slogan “girl power” comes from. What Sailor Moon exemplified was the idea that you could present as girly and still be treated seriously. In other words, young women (and plenty of young gay men) read Sailor Moon with a subjectifying female gaze, seeing the Sailor Scouts as powerful role models of female agency and homosocial friendship even despite the fact that they all wore tiny little skirts into battle.

I obviously can’t speak for everyone, but I still feel comfortable making the generalization that, when girls and young women saw those skirts, they weren’t thinking about phallocentric economies of desire in which the exposed flesh of youthful females is privileged in the fantasies of straight men. Instead, they saw the freedom and vivacious energy represented by unapologetic girliness that refused to acknowledge that the male gaze was even a thing they needed to be worried about.

This paradox, in which a character can seem to cater to the male gaze and still be an empowering icon to non-male people, applies to Linkle as well.

Although the international gaming industry is ever so slowly becoming more inclusive, lady gamers have been wandering in a desert largely devoid of positive female representation for a long time. In order to keep ourselves spiritually hydrated, we apply our female gaze to everything we encounter, thus allowing ourselves to find pleasure even in video game titles and franchises with overt elements of misogyny.

But let’s be honest – female-friendly undertones are no match for female-friendly overtones.

Even though Linkle’s design inarguably contains traces of male-gaze moé bait, the fact remains that she is a playable character who isn’t sidelined but is being given the attention she deserves. We asked for a female version of Link, and we got her!

Sure, Linkle isn’t perfect, but I think it’s important to acknowledge that Nintendo is allowing the Zelda franchise to take baby steps, as in Tri Force Heroes, in which Link is allowed to dress and present his gender however he wants. Tsunderin of the feminist media blog Lady Geek Girl explains the progressive nature of this gameplay element as follows:

When crafting these outfits, Link changes into them immediately and one of the customers in the boutique comments on them. Every time, she has something nice to say about Link’s chosen outfit; she always mentions how cute he looks and that he’s very stylish. While this is a simple thing that can be taken as a throw-away, I do think it’s important. How often do people, especially kids, get to see in media someone being complimented for wearing something that may not be stereotypically for their gender? Without it being a joke?

In my own essay The Legends of Zelda, I argue that Zelda fans have been applying a female gaze to the franchise for years, and that the engagement of these fans is finally starting to be acknowledged by the gaming industry:

I could give endless examples of how media production companies in North America, Europe, and Japan have responded to fan demands for more female representation in video games, but I’d like to emphasize that the active and creative fans who thrive in social mediascapes do have voices that are heard not just by their peers but also by the senior producers whose positions they will one day inherit.

If you find Linkle’s character design to be kind of gross, I hear you, and I understand. I can get totally behind the frustration and anger surrounding Nintendo’s apparent refusal to be more overtly inclusive, but I still think it’s okay for feminist gamers to celebrate small victories.

I’d like to think Linkle is another step in the right direction. Her female subjectivity will hopefully inspire a female gaze in younger players who are just starting to acquire the tools that will help them undermine the dominant male gaze. More female representation is always welcome, especially in the world of video games.

Just as Sailor Moon once exploded into an important period of cultural transition, so too is Linkle, who is boldly carving out room for girliness in a high-profile gaming franchise on a ridiculously successful handheld console known for its popularity with girls and young women.

I have been waiting for a female Link my entire life, and now that she’s here I adore her.

Linkle by Aatmaja Pandya

The above illustration is by Aatmaja Pandya on Tumblr.

Manga-Inspired Comics at Toronto Comic Arts Festival 2015

Last month I posted an essay titled The Cultural Cross-Pollination of Shōjo Manga in which I argued that the work of young comics creators in North America has increasingly come to demonstrate narrative and visual allusions to shōjo manga.

Such influences are readily on display in the Artist Alleys at anime conventions, which I illustrated in an earlier post on fan comics at the Los Angeles Anime Expo. Transformative works based on anime and manga are obviously drawn to reflect the artistic conventions employed in these media, as are the majority of the original comics distributed at anime conventions.

What about comics conventions that aren’t directly connected to anime and manga?

This past May, I had the opportunity to travel to Canada to attend the Toronto Comic Arts Festival (TCAF), one of the largest and most prominent gatherings of small comics presses and independent comics creators in North America (others include the MoCCA Arts Festival in New York and the Small Press Expo just outside of Washington DC). On the day I attended, the venue was absolutely packed with fans and creators, and there were tons of references and homages to manga to be seen.

The most high-profile celebrations of manga culture at the TCAF came in the form of two special guests from Japan, the contemporary alternative manga posterchild Taiyo Matsumoto and the god of bara (male/male) manga Gengoroh Tagame, both of whom were enthusiastically welcomed. Established and well respected comics publishers such as Fantagraphics and Drawn & Quarterly also actively promoted their releases of translated manga.

In addition, the TCAF was bursting with self-published comics of all shapes and sizes, and I’d like to share my scans of the covers of some of the manga-influenced work I had the great fortune to get my hands on while I was there.

Destroy Rape Culture

Destroy Rape Culture, by Starchild Stela
In which the Sailor Senshi encourage you to smash the patriarchy.

Magical Beatdown

Magical Beatdown, by Jenn Woodall
In which a magical girl beats the everloving crap out of street harassment.
(This comic is brilliant and should win the next Nobel Prize for Literature. Sorry Murakami.)

How to Make a Magic Wand

How to Make a Magic Wand, written by Chris Eng and illustrated by Jenn Woodall
A field guide to utterly decimating the sexist assholes in your life like a badass mahō shōjo.

Lacrimancer

Lacrimancer, by Jade F. Lee
I’m digging that Revolutionary Girl Utena realness.

Louisa Roy Queen of Hearts

Queen of Hearts, by Louisa Roy
Such gorgeous art, such lovely writing, such interesting research, so Rose of Versailles.

This Tastes Funny

This Tastes Funny, an anthology by the Suddenly Sentai collective
Stories about food with shōnen manga stylings.

No Scope

No Scope, by Sara Goetter
And let us not forget that video games are part of the manga media mix too.
(Sara Goetter’s RPG-inspired original comics are amazeballs, by the way.)

The Enemies of Twenty Something Mega Man

The Enemies of Twenty-Something Mega Man, published by The Devastator (NSFW)
They also have a book about otaku, but it’s too close to home and it hurts.

This is the standard disclaimer that the work posted above is not universally representative and is subject to my own taste and resources. If I have misrepresented an artist, or if you are an artist who wants any links or images removed, please let me know.

The Cultural Cross-Pollination of Shōjo Manga

Natasha Allegri Madoka PuppyCat

On January 18 of 2015, Ed Chavez, the Marketing Director at manga publisher Vertical, replied to a Twitter user’s question on ask.fm regarding whether manga is becoming a niche entertainment industry outside of Japan. Chavez’s response was a definite “maybe.” After stating that shōnen manga is selling just as well – if not better – than it always has, Chavez added the caveat that, “Unlike the 00’s, where a shojo boom introduced a whole new demographic to manga, there hasn’t been a culture shifting movement recently.” Johanna Draper Carlson, one of the most well-respected and prolific manga critics writing in English, responded to Chavez’s assessment on her blog Comics Worth Reading. She agreed with him, adding, “I find myself working harder to find series I want to follow. Many new releases seem to fall into pre-existing categories that have already demonstrated success: vampire romance, harem fantasy, adventure quests, and so on. It’s harder to find the kind of female-oriented story that [has always appealed] to me.” Meanwhile, the manga that stood at the top of the New York Times’s “Best Sellers” list for manga that week was the seventh volume of a series called Finder, a boys’ love story targeted at an over-18 female audience.

What we’re seeing here, from Chavez’s reference to a former boom in shōjo manga sales to evidence that even a title from a niche category for women can sell just as well as the latest volume of the shōnen juggernaut One Piece, is that girls and women in North America do care about manga, and that they are active participants in manga fandom cultures. What I’d like to do today is to provide a bit of background on how female readers were courted by manga publishers – specifically Tokyopop – and then to demonstrate how manga has influenced the women who grew up with it to reshape North American comics and animation with a shōjo flair.

I’d like to argue that, despite periods of relatively low sales in the United States, shōjo manga (and the animated adaptations of these manga) have had a strong cultural impact on recent generations of fans. During the past fifteen years, fan discussions and fannish artistic production have nourished diverse interests in Japanese cultural products, which are in turn beginning to exert a stronger influence on mainstream geek media. Using M. Alice LeGrow‘s graphic novel series Bizenghast and Natasha Allegri‘s animated webseries Bee and PuppyCat as case studies, I want to demonstrate how it is not only the visual styles and narrative tropes of shōjo manga that have increasingly begun to influence North American media, but the creative consumption patterns of shōjo fandom communities as well.

Tokyopop Smile Magazine July 2001

Before I talk about American interpretations of shōjo cultures, however, I’d like to skim through a bit of publishing history. In the mid-1990s, there was a Barnes-and-Noble-style big suburban box store called Media Play, which had an entire section devoted to manga and Japanese culture magazines. One of the most prominent of these magazines was fledgling publisher Tokyopop’s manga anthology MixxZine, which began serialization in 1997 and ran the manga version of Sailor Moon as well as the similarly themed fantasy shōjo series Magic Knight Rayearth and Card Captor Sakura. In 1999, the magazine changed its name to “Tokyopop” and began to target an older male audience by dropping its shōjo manga and focusing on shōnen and seinen titles. Tokyopop the magazine folded in 2000 but was survived by a publication called Smile, which was a bulky, 160-page monthly magazine that serialized only shōjo manga. In 2001, Media Play’s parent company was bought out by Best Buy. When Media Play stores were closed, Tokyopop lost a major venue for its magazines, and Smile folded in 2002.

Now that a large fanbase had been created, however, Tokyopop was able to launch a program it called “Global Manga,” which was kicked off by the 2002 “Rising Stars of Manga” talent competition. The winning entries were published in a volume of the same size and length of the publisher’s Japanese manga titles. There were eventually eight volumes of The Rising Stars of Manga, with the last appearing in the summer of 2008. During this time, certain winners were encouraged to submit proposals to Tokyopop, which published their work as OEL, or “original English language,” manga. By my count, about half of Tokyopop’s OEL manga were shōjo series. Examples include Peach Fuzz, Shutter Box, Fool’s Gold, and Sorcerers & Secretaries. Tokyopop promoted these titles with free “sampler” publications distributed by mail and at anime conventions, which were exploding in number and attendance in the United States and Canada during the 2000s. Although users of anime-related message boards and fannish social media sites debated the company’s use of the term “manga” to describe these graphic novels, Tokyopop was able to attract well-known American entertainment franchises to the medium, such as Star Trek, Battlestar Galactica, World of Warcraft, and for the girls, Jim Henson’s Labyrinth, featuring David Bowie’s Goblin King in all his spandex-clad glory.

Return to Labyrinth OEL Manga

One of the Tokyopop’s most popular OEL manga titles was M. Alice LeGrow’s eight-volume series Bizenghast, which, like Sailor Moon and Cardcaptor Sakura, is a shōjo story with shōnen elements. LeGrow’s story takes the adorable mascot creatures, monsters-of-the-week, cute costumes, adoring and beautiful young men, and powerful female villains of Japanese manga for girls and transplants them to the small Massachusetts community of Bizenghast, which becomes an Edgar Allan Poe-ified Gothic wonderland after dark. The art style combines the huge eyes and wide panels of fan-favorite shōjo manga like Fruits Basket and Fushigi Yûgi with steampunk Art Deco motifs and Edward Gorey-style line etchings. The artistic and narrative conventions of manga and the stylizations of Western fantasy are so delicately blended and intermixed that it’s impossible to tell whether Bizenghast is a manga with American influences or a graphic novel with Japanese influences.

Bizenghast Volume 1 Page 075

What I want to highlight is the way that the Tokyopop publications of each volume in the Bizenghast series included a section at the end for fan art and cosplay photos, thus encouraging and legitimizing reader participation in the way that shōjo magazines have done since the early twentieth century in Japan.

Bizenghast Fan Art Spread

Instead of eschewing or actively opposing fandom involvement, and specifically female fandom involvement, Tokyopop pursued it, allowing LeGrow to maintain her presence on the fannish artistic networking site deviantART, where she was able to interact with her fans. Due to the non-localized nature of the internet, LeGrow was able to build a fanbase that stretched around the globe, with Bizenghast being published in translation in Germany, Finland, Russia, and Hungary, as well as in several countries of the British Commonwealth, including Australia and New Zealand. In addition to assigning Bizenghast its own dedicated website, Tokyopop released a light novel adaptation, an art book, and even a coloring book based on the world of the manga. Although Tokyopop shut down its publishing operations in May 2011, it continued to offer certain titles through a print-on-demand service managed by the online anime retailer The Right Stuf. The initial line-up of these titles included the massively popular manga Hetalia Axis Powers and the eighth and concluding volume of Bizenghast. What I’d like to emphasize here is that, in its publication and promotion of Bizenghast as an OEL shōjo manga product, Tokyopop actively promoted the sort of interactive fan consumption utilized by Japanese shōjo manga publishers – and this encouragement paid off, quite literally.

Multiple market watchers have located the peak of United States manga sales in the mid-to-late 2000s. Even though Tokyopop ceased its manga magazines earlier in the decade, Viz Media stepped in with an English-language version of Shonen Jump, which was paired with a monthly sister magazine, Shojo Beat. Shojo Beat, which ran from June 2005 until July 2009, also styled itself as a lifestyle magazine, running articles about clothing, makeup, and real-life romantic concerns. Although Shojo Beat did not include OEL manga, manga publisher Yen Press’s publication Yen Plus did. From its launch in July 2008, the editors of Yen Plus solicited reader contributions, which resulted in both one-shot and continuing OEL manga appearing within the pages of the magazine.

In addition, Yen Press’s parent company Hachette began releasing manga adaptations of some of its biggest young adult properties, including Gossip Girl, Gail Carriger’s The Parasol Protectorate series, and, of course, Twilight. For our purposes, it’s interesting to note that these manga adaptations all had a strong shōjo feel, as did other franchise manga revisionings created by longstanding American comics publishers such as Marvel and Vertigo. What these publishers seemed to be jumping on was the idea that manga could reach an audience of young women (and young-at-heart women) who may have felt excluded from traditionally male-centered genres like action comics and science fiction. These female readers increasingly came equipped with access to online and in-person fandom networks, which could help ensure the longevity and profitability of any given franchise, as was famously the case with Star Trek and Harry Potter.

Twilight Manga

What we’re seeing, then, is the creation and growth of an audience for shōjo manga that began in the 1990s and has extended throughout the past two decades. So – has this changed anything? I’d like to argue that it has, and that we’re starting to see a definite shōjo influence on mainstream entertainment media in North America.

One of the most interesting incarnations of this trend is Cartoon Network’s animated television series Adventure Time, whose producers have actively scouted young talent from places like comic conventions and fannish art sharing websites such as Tumblr. A number of these artists are women from the generation that grew up reading and watching shōjo series such as Sailor Moon and Revolutionary Girl Utena, and easily identifiable references to these titles occasionally pop up in the show. Rebecca Sugar, a storyboard artist for Adventure Time, ended up being given a green light by Cartoon Network to create a magical boy show, Steven Universe, that features all manner of references to anime, manga, and video game culture. Natasha Allegri, another storyboard writer and character designer for Adventure Time, launched a Kickstarter project backed by Adventure Time‘s Studio Frederator for a magical girl animated series called Bee and PuppyCat, which received an overwhelming amount of support from both Adventure Time fans and the enormous shōjo manga fanbase on Tumblr.

Lady and Peebles

What’s really cool about these three properties is that they all have separate monthly comic book incarnations published by Boom! Studios. There’s a lot to be said about these comic books, but what I want to emphasize here is that each monthly issue features shorts and variant covers by young and upcoming artists. The comic book version of Bee and PuppyCat is especially notable in that most of its contributing artists are female, and many of them include obvious stylistic and topical references to elements of Japanese popular culture such as Studio Ghibli character stylizations, magical girl henshin transformation sequences, and role-playing video games. Although Natasha Allegri has stated in multiple interviews (here’s one) that she’s a fan of manga such as Sailor Moon and Takahashi Rumiko’s supernatural romance InuYasha, and even though the influence of these titles is quite clear in her work, Bee and PuppyCat has not been promoted as a type of OEL anime but rather as just another cool new addition to the Studio Frederator lineup. In other words, the strong shōjo elements of the show and its comic book are presented as completely natural and naturalized to a North American audience.

I’m going to wrap things up by summarizing my main points. First, I think we can say that the iconography of shōjo manga and anime are entering American popular culture full force. Second, I believe that seeing better representation of diverse female characters in shōjo manga has encouraged more young women outside of Japan to seek careers in comics and animation. Third, although it’s difficult to make strong statements in the current market, I think it’s safe to say that the “reader participation” model employed by Japanese shōjo publishers has been fairly financially successful in the United States. Fourth and finally, I’m going to conclude that we will therefore see an even stronger embrace of shōjo-related narrative influences, art styles, and fandom cultures as the members of the Adventure Time and Bee and PuppyCat generation, who are currently in college, start coming out with their own work. It’s an exciting time to be a fan of shōjo manga, and I’m happy that young women and men are still as excited about shōjo-flavored comics and animation as I was when I first discovered Sailor Moon almost twenty years ago.

Bee and PuppyCat Comic Issue 06 Meredith McClaren

The above image is a scan of a page from Meredith McClaren‘s short comic in the sixth issue of the Bee and PuppyCat comic book series.

Purity and Power in Magic Knight Rayearth

This essay contains spoilers for the completed series.

Takeuchi Naoko’s shōjo manga Pretty Guardian Sailor Moon, which began serialization in 1991 in Kōdansha’s shōjo magazine Nakayoshi, was a truly transformative work. Not only was it an incredible inspiration for other manga artists, but manga editors and anime studio executives also started aggressively mixing and matching the elements of Sailor Moon to create derivative works such as Wedding Peach and Kamikaze Kaitō Jeanne. Meanwhile, popular anime franchises like Tenchi Muyō! quickly developed magical girl spin-off series. Unfortunately, many of these new magical girl series merely regurgitated different aspects of Sailor Moon in an endlessly looping cycle of character tropes and plot devices. Thankfully, Magic Knight Rayearth, one of the very few magical girl series from the nineties to survive without ever going out of print in Japan, effectively broke the cycle of narrative consumption and reproduction, both for its creators and for its audience.

In order to capitalize on the success of Sailor Moon, the editorial staff of Nakayoshi hired the fledgling creative team CLAMP, whose debut series RG Veda was enjoying a successful run in a monthly Shinshokan publication called Wings, which also targeted a shōjo audience. Like Sailor Moon, Magic Knight Rayearth is a shōjo manga featuring many conventions of the mahō shōjo, or magical girl, genre. For example, its three heroines are equipped with fantastic weapons and garbed in middle school uniforms that undergo a series of transformations as the girls become more powerful. Also, like Sailor Moon and her friends, the heroines of Magic Knight Rayearth are able to attack their enemies and heal their injuries with flashy, elementally based magic spells.

Magic Knight Rayearth draws clear influences from other genres besides mahō shōjo, such as mecha action series for boys and video game style fantasy adventure. Over the course of their adventures in the fantasy world of Cephiro, the three protagonists of Magic Knight Rayearth must revive three giant robots called mashin, which will aid them in their final battle against the mashin of their enemies. The sword-and-sorcery elements of the title seem to be borrowed directly from adventure series such as Saint Seiya and Slayers, and the manner in which the weapons, armor, and magic of the three heroines “level up” through the accumulation of battle experience is a feature drawn from role-playing video games like Final Fantasy and Dragon Quest. Although Magic Knight Rayearth seems to have been shaped from a high concentration of elements drawn from genres targeted at boys, its ornate artistic style, narrative focus on the friendship between three adolescent girls, and guiding theme of romantic love place the work firmly in the realm of shōjo manga.

The character tropes represented by the three heroines of the series are also common to shōjo manga. Hikaru, the leader of the team of fourteen-year-old warriors, is extraordinarily innocent. She never hesitates to help her friends despite the danger to herself, and she trusts others implicitly. No matter what perilous circumstances the girls find themselves in, Hikaru’s hope, trust, and naivety are unflinchingly portrayed in a positive light. Umi, a long-haired beauty, is an ojōsan, or young lady, from a rich family. As such, she is used to getting her way and a bit more willing to question her circumstances and the motivations of others. Instead of being portrayed as experienced and savvy, however, Umi’s skepticism comes off as foolish and bratty; she endangers her two friends and must be gently put back into line by Hikaru’s emotional generosity. Fū is the meganekko, or “girl with glasses,” of the group. As such, she is demure in her interactions with other characters and speaks in an unusually formal and polite manner. Fū is enrolled in one of the most prestigious middle schools in Tokyo, and the other characters occasionally comment on how intelligent she is. Although Fū does indeed manage to solve a few of the riddles the three girls encounter in Cephiro, her common sense and deductive skills are no match for the pure heart and magical intuition of Hikaru. Like Sailor Moon, Magic Knight Rayearth valorizes girlish innocence, trust, and emotional openness. All obstacles may be overcome by the power of the friendship between a small group of teenage warriors, whose battle prowess derives not from training or innate skill but rather from the purity of their hearts.

Hikari, Umi, and Fū are summoned from Tokyo to the fantasy world of Cephiro by a fellow shōjo, Princess Emeraude. The opening page of the manga presents the reader with a single glowing flower suspended in space. At the heart of this flower is a young girl with long, flowing robes and hair. The following page reveals that she is crying. “Save us” (tasukete) are her first words; and, as she summons the Magic Knights, a beam of light emerges from a glowing jewel that ornaments the circlet she wears. In a two-page spread, this girl looks directly at the reader, still entreating someone to “save us.” This girl is Princess Emeraude, the “Pillar” (hashira) who supports the world of Cephiro. In Cephiro, one is able to magically transform the world according to the power of one’s will. Emeraude, who possesses the strongest will in Cephiro, maintains the peace and stability of the world through her prayers. Unfortunately, since she has become the captive of her high priest, an imposing man in black armor named Zagato, Emeraude is no longer able act as the pillar of Cephiro, and the world is crumbling. She thus summons the three Magic Knights to save her and, by extension, Cephiro.

Princess Emeraude is the quintessential shōjo. She is delicate, fragile, and beautiful, just like the flower in which she is imprisoned. She is gentle and kind, yet possesses a great strength of will. Her undulating robes and hair associate her with water, and it is suggested that she is imprisoned beneath the sea. Like water (which is often associated with femininity in anime and manga), Emeraude is outwardly weak and attempts to exert her will through nonviolent methods. Her wide eyes, which are often brimming with tears, reflect the open and unguarded state of her interior world, and she innocently trusts the Magic Knights while still attempting to see the goodness within the man who has supposedly imprisoned her. Princess Emeraude is similar in both appearance and disposition to Sailor Moon‘s Princess Serenity, who also embodies the shōjo ideal of gentle compassion.

In Beautiful Fighting Girl, Saitō Tamaki explains that “subcultural forms […] seduce and bewitch us with their uncompromising superficiality. They may not be able to portray ‘complex personalities,’ but they certainly do produce ‘fascinating types.’ The beautiful fighting girl, of course, is none other than one of those types.” Hiraku, Umi, and Fū are beautiful fighting girls (bishōjo), and Princess Emeraude is a classic damsel in distress. Yet another of the “fascinating types” common to anime and manga is the demonic older woman, the shadow cast by the unrelenting purity of the shōjo. As a psychoanalyst, Saitō identifies this character type as the phallic mother, an expression “used to describe a woman who behaves authoritatively. The phallic mother symbolizes a kind of omnipotence and perfection.” Words like “omnipotence” and “perfection” just as easily describe characters such as Hikaru (or Sailor Moon); but, in the realm of shōjo manga in particular, these qualities become extremely dangerous when applied to adult women. The concept of “phallic” is of course threatening (heavens forbid that a woman have the same sort of power and agency as a man), but so too is the concept of “mother.” In her discussion of shōjo horror manga, Hiromi Tsuchiya Dollase notes a clear trend concerning the abjection of the mother, especially through the narrative eyes of daughters, who “have seen the struggle of their mothers and the tragedy that they endured in patriarchal domesticity.” For a teenage female audience, then, an adult woman is both a frightening and pathetic creature. Her mature adult body has already passed its prime, her anger and frustration can change nothing, and any power she wields is capricious and often misdirected. For such a woman, who has lost both her innocence and her emotional clarity, power is a dangerous thing that dooms her to the almost certain status of villainhood.

The three heroines of Magic Knight Rayearth must fight two such women in order to save Cephiro. The first of these women, Alcyone, is a twisted perversion of Princess Emeraude. Like Emeraude, Alcyone is associated with water. We first see her emerging from under a waterfall, and her long hair and cape cascade around her body as Emeraude’s do. Alcyone has a large, circular jewel ornamenting her forehead as Emeraude does; and, like Emeraude, she possesses and strong will and is skilled in the use of magic. Unlike Emeraude, however, Alcyone is evil and must be defeated by the Magic Knights. The primary difference between Alcyone and Emeraude is that, while Emeraude is portrayed as an innocent child, Alcyone radiates an adult sexuality, which is apparent in her revealing costume and condescendingly flirtatious dialog. Alcyone attacks the Magic Knights on the orders of Zagato; and, after she is finally vanquished, it is revealed that Alcyone is in love with him. This sexually and emotionally mature woman is characterized as evil, then, simply because she is in love with a man she cannot have. The long, jewel-tipped staff that Alcyone carries and the ornamentation on her armor mark the character as a phallic mother, or a powerful woman who is ultimately rendered pathetic because of her inability to successfully wield her power to attract the attention of the man she loves.

In the final pages of Magic Knight Rayearth, Hikau, Umi, and Fū must fight Emeraude herself, for Emeraude is also in love with Zagato. Because she has fallen in love, Emeraude’s purity of heart and strength of will are compromised, and she can no longer act as the Pillar of Cephiro. Since no one in Cephiro can kill her, and since she cannot kill herself, she has imprisoned herself and summoned the Magic Knights so that they may save Cephiro by destroying her and thereby releasing her from her responsibilities, for it is only with her death that a new Pillar can support Cephiro. By falling in love with a man, Emeraude has renounced her pure shōjo status. When the Magic Knights finally find her, the princess no longer appears as a child but has instead taken on the body of an adult woman. Emeraude’s adult body represents both her selfishness – her wish to devote herself just as much to her personal desires as to the welfare of the wider world – and her willingness to use her immense power in order to achieve her “selfish” goals. The two-page spread in which the reader first encounters Emeraude as an adult mirrors the pages in which Emeraude first appears as a child. Emeraude still floats in a watery space, and she completes her first phrase, “Please save us” with the target of her plea, “Magic Knights.” Instead of appearing metaphorically as a flower, however, Emeraude’s full body is displayed, and her white robes are accented with black armor. Emeraude has thus been transformed into a phallic mother like Alcyone, and the tears in her eyes represent her anger, an impure emotion that is entirely ineffectual against the combined powers of the Magic Knights, who are doomed to succeed in carrying out their mission.

The demonic older woman is thus defeated by the pure-hearted shōjo, an outcome that was never in doubt. Based on the gendered character tropes and story patterns of shōjo manga and the various genres for boys that CLAMP’s manga emulates, this is simply how things work. In Magic Knight Rayearth, however, a happy ending is not forthcoming. Hikaru, Umi, and Fū are shocked by what they have done, and the manga ends abruptly with their realization. On the third-to-last page, Princess Emeraude dissolves into light, and, in the final two pages, the three Magic Knight are suddenly back in Tokyo, crying in each other’s’ arms. The manga closes with Hikaru screaming, “It can’t end like this!” – and yet it does end like this. Youth and innocence has defeated maturity and adult understanding, as per the conventions of shōjo romance and mahō shōjo fantasy, but no one is happy. In fact, this outcome is traumatic not just for the Magic Knights but also for the reader. By upsetting the reader, CLAMP also upsets the narrative cycle in which character tropes and story patterns are endlessly recycled. In its antagonistic and confrontational dynamic between virginal shōjo and sexually mature women, Magic Knight Rayearth mimics the shōjo romance and mahō shōjo fantasy that has come before it. However, by representing this character dynamic as tragic, CLAMP critiques the misogynistic tendency in anime and manga to villainize older women who possess both sexual maturity and political power.

Just as female fans of Sailor Moon are able to find messages of feminist empowerment in the series instead of polymorphously perverse possibilities for sexual titillation, female creators like CLAMP are able to stage feminist critiques of real-world sexual economies of desire within their application of gendered narrative tropes. Therefore, when cultural theorists such as Saitō Tamaki discuss otaku immersing themselves in fantasies that have nothing to do with the real world, they acknowledge shōjo series like Sailor Moon and Magic Knight Rayearth but completely fail to take into account the female viewers, readers, and creators for whom fictional female characters are not entirely removed from reality. Within the communities of women who consume and produce popular narratives, however, the female gaze is alive and well. This female gaze not only allows female readers to see celebrations of empowered female homosociality in works that would otherwise be dismissed as misogynistic (such as Sailor Moon) but also serves as a critical tool for female creators like CLAMP, who seek to overturn clichéd tropes and narrative patterns both as a means of telling stories that will appeal to an audience of women and as a means of feminist critique.

For more about CLAMP, please check out the CLAMP Manga Moveable Feast hosted by Manga Bookshelf.

Sailor Moon and Femininity

It would be many years before I would understand that femininity, the practice of femininity, and the fetishization of femininity degrades all women. That femininity is not a “choice” when the alternative is derision, ridicule, workplace sanctions, or ostracization. That femininity is a set of degrading behaviors that communicates one’s level of commitment to male authority and women’s oppression. That femininity is coerced appeasement, regardless of how successfully it is now marketed to young women as feminism.

So says Jill Twisty at her blog I Blame the Patriarchy.

I agree with her. So much has been written on this topic that I don’t need to be convinced that such a statement is true.

But… What if there were no men?

Or what if men existed, but simply weren’t that important? What if we didn’t live in a patriarchy? What if we didn’t live in a world where men are assumed to be the standard normative subjects and the ultimate bearers of political, legal, social, economic, religious, and sexual power? What if “femininity” didn’t need to be defined according to its deviations from “masculinity” (which connotes maturity, power, authority, and rationality), and what if “femininity” weren’t something to be performed for a presumed audience of men (and women who wield a male gaze)? Would femininity still be perceived as a submission to oppressive phallocentric interests?

These questions form the core of why the manga Sailor Moon is so fascinating to me. A story about women, created by a woman, edited by a woman, written for a popular female audience, and enthusiastically embraced by an adult female fandom, Sailor Moon is an example of a homosocial female space in which women can talk about women and femininity without having to worry about what men are thinking.

Because the early volumes of the series are about young girls – and beautiful young girls (bishōjo) at that – their reception has not always been feminist-positive, however. For example, in his monograph Beautiful Fighting Girl, psychologist and cultural theorist Saitō Tamaki discusses the anime version of Sailor Moon as a prime example of why the “beautiful girl” trope appeals so much to men. In America, cinema scholar Susan Napier and anthropologist Anne Allison both take issue with the series, finding it a stale mash-up of tropes characteristic of the mahō shōjo (magical girl) genre as it has existed since the mid-seventies. Both scholars also view the anime series in particular as catering to a male audience eager for sexual titillation. Napier, for instance, finds the Sailor Scouts “lacking in psychological depth,” while Allison finds it troubling that the “girl heroes tend to strip down in the course of empowerment, becoming more, rather than less, identified by their flesh,” a trademark visual feature of Sailor Moon that “feeds and is fed by a general trend in Japan toward the infantilization of sex objects.”

Unfortunately, these evaluations do not take into account the female fans of the series, who seem to be less interested in the sexual aspects of the short-skirted female warriors and more eager to identify with the empowered femininity they represent. These fans are also willing to tolerate the weak characterization in the opening volumes of the series in order to enjoy the opportunities presented later in the story for the female heroes to develop their individual talents, personalities, and bonds with each other. In Sailor Moon, the female heroes begin as girls, but they gradually mature into capable and competent young women who must shoulder great responsibility and make difficult choices, usually without the support or interference of men.

To celebrate the recent North American release of a new translation of the Sailor Moon manga, an eighteen-year-old blogger on LiveJournal wrote of the series that:

[Sailor Moon] is a world where femininity is not something to be ashamed of, it’s the source of POWER. The girls don’t use their pretty clothes and jewels and compacts as playthings to impress men – these things are all weapons against evil, and powerful ones. They declare themSELVES pretty, needing approval from no one. Our hero possesses all the typical “chick” attributes – emotional, tearful, forgiving, loving, nurturing – and she uses these attributes to triumph and kick ass. She burns monsters alive with the purity of her love, sends out supersonic waves that shake the villains down when she bursts into tears, and her friendship and forgiveness is the most effective superpower one could ask for. The “girly” emotions and affectations are not something to be ashamed of or suppressed, but the source of the power these girls wield. They don’t have to imitate guy heroes at all or act “masculine” to be taken seriously – girliness is just as powerful.

Although someone like Saitō might see Sailor Moon as nothing more than a smorgasbord of tropes that can be endlessly combined and recombined to suit any male fetish, and although prominent critics such as Napier and Allison echo his reading, female readers find something entirely different in the series: they see a group of young women who fight not for the approval of a father or a boyfriend (or a male reader), but rather to achieve their own goals and ambitions. Moreover, they learn that being female isn’t something to be ashamed of; and, according to later developments in the series, neither is homosexuality or a transgendered identity.

Far from regurgitating the tropes of the magical girl genre, Sailor Moon creator Takeuchi Naoko overturned the conventions of both shōjo romance for girls and bishōjo fantasy for boys. Furthermore, the female fans of Sailor Moon aren’t invested in the series merely in order to lose themselves in fantasy (and spin-off merchandise), but rather because they find that the series empowers them to combat real-world problems directly related to the assumption that young women and the femininity associated with them exist only to please men. The fantasy created by Sailor Moon is not an escape from the gendered conventions and restrictions of reality, but rather a safe space in which these aspects of reality can be tested and challenged. Perhaps this is why Sailor Moon has appealed to so many women outside of its target demographic, and perhaps this is why it has appealed to so many boys and men as well.

If you haven’t read Sailor Moon, the Kodansha Comics re-release is beautifully published and contains a wealth of translation and cultural notes that help make sense of the story and characters. The first two or three volumes of the series can come off as a bit childish; but, as the characters grow and mature, the story does as well. If you’re a girl or a guy, or if you’re a serious manga reader or don’t read many manga at all, Sailor Moon is worth reading simply for the experience of entering a world in which femininity is indeed ” is not something to be ashamed of” but instead “the source of POWER.” The manga is also an excellent introduction to an alternative realm of discourse (common in Japanese manga and spreading to Western comics – partially due to the influence of Sailor Moon) in which female writers and artists can tell their own stories without really worrying about how men are reading and looking at them.

If you’re intrigued, check out the Sailor Moon Manga Moveable Feast hosted by Sean Gaffney’s at A Case Suitable for Treatment over on Manga Bookshelf.

Japanese Schoolgirl Confidential

Title: Japanese Schoolgirl Confidential:
How teenage girls made a nation cool

Authors: Brian Ashcraft with Shoko Ueda
Publication Year: 2010
Publisher: Kodansha International
Pages: 191

When I first looked at the cover of this book, I thought, Wow, so this is the new Orientalism. The coyly smiling teenage schoolgirl with her bling-covered cell phone has replaced the coyly smiling teenage geisha with her understated yet elegant folding fan. A white guy with a Japanese wife tells us about the strange, mysterious, exotic land that is Japan. What is this world coming to, etc. But looks can be deceiving.

While recognizing the international icon status of the Japanese schoolgirl, the authors do their best to treat the girls not as fetishized cultural signifiers but as actual human beings. Even as they attempt to explain the collective power of the demographic as a symbol, Ashcraft and Ueda devote as much space as possible to giving a voice to the actual girls themselves. They accomplish this by interviewing female creators and performers whenever possible. This book is mainly a cultural history of the “Japanese schoolgirl” trope and is thus told primarily from the perspective of popular media, but I applaud the efforts of the authors to incorporate the actual people involved into this history as much as possible.

The book opens with a chapter on Japanese high school uniforms, giving a history of the tradition from its origins in the new educational code of 1872 through the sailor suits of the early Heisei period through the sukeban biker girl style of the 70’s through the designer socks and blazer-style nanchatte seifuku (professionally-designed fake uniforms that are cuter than real uniforms) popular with the after-school crowd today. Numerous photos, interviews with people like the curator of the Tombow Uniform Museum (Tombow being a major Japanese manufacturer of school uniforms), and details about cultural miscellanea (like boys giving their crushes buttons from their uniform jackets and the glue used to hold up the super-baggy socks popular with girls a decade ago) flesh out this chapter and take it well beyond the realm of tired stereotypes.

The rest of the eight chapters follow this model of history mixed with interviews, trivia, and tons and tons of pictures. The second chapter covers teenage idols (and legitimate rock stars, like the uniform-wearing musicians in the punk group Scandal), and the third chapter handles the depiction of schoolgirls in live-action film, including pornography and slashers like Battle Royale, Machine Girl, and, of course, Kill Bill. Chapters four and five are all about fashion, whether it’s on the street or on the cover of a magazine like egg. The sixth chapter begins the transition from reality into pure fantasy with its overview of the female artists in Murakami Takashi’s art collaborative Kaikai Kiki, with a focus on the schoolgirl-infused pop art of teenage prodigy Koide Akane.

The last two chapters handle girl games and anime, respectively. The final chapter on anime and manga is nothing special, although it admittedly does an admirable job of covering the distance from Rose of Versailles to Sailor Moon to The Melancholy of Haruhi Suzumiya. The chapter on “girl game” dating sims (like Air and Clannad) is pure gold, however, with its extended interview of prolific female graphic designer Itō Noizi incorporated skillfully into the main body of the chapter’s narrative. The authors’ explanation of the moe aesthetic is especially worth reading (as is their aside on otome games).

Overall, the topics of discussion and the specific examples used seem to have been very carefully chosen, and all of the facts and information flow together nicely. The prose is intelligent, witty, and easy to read. I would say the photography and illustrations are worth the price of the book by themselves, but Kodansha, in its infinite wisdom, chose to publish every other two-page spread in black-and-white instead of the glorious full color that graces the other half of the pages. That aside, the page layout is flawless, and there are numerous small details that I will leave as pleasant discoveries for future readers. Japanese Schoolgirl Confidential is not only lots and lots of fun but also manages to transcend the schoolgirl icon by coalescing into a rich and informative cultural history. If I were teaching a class about contemporary Japan, you can bet that this book would be required reading.

Anime Explosion!

anime-explosion

Title: Anime Explosion! The What? Why? & Wow! of Japanese Animation
Author: Patrick Drazen
Publication Year: 2003
Publisher: Stone Bridge Press
Pages: 369

When I got Anime Explosion! in the mail from Amazon, I was so excited. I had seen it on a friend’s bookshelf, and, silly cover illustration aside, it seemed like a fairly serious reference source on anime. Instead of merely listing one anime series after another, its chapters are structured around broad themes (portrayals of nature, anti-war messages, etc.), with chapters devoted to single works or directors at the end of the book. The chapters are filled with well-selected and well-formatted illustrations accompanied by captions that do not merely repeat what is in the text, and there are numerous footnotes, which are also well-formatted and easy to read. The bibliography at the end of the book references such serious scholarly works as Professor William LaFleur’s Liquid Life: Abortion and Buddhism in Japan as well as numerous creator interviews from the pages of the long defunct but still fondly remembered anime magazine Animerica. The book hits all the big bases, like Japanese folklore in anime, nudity in anime, the Pokémon phenomenon, Studio Ghibli, and even one of my personal favorite series, Revolutionary Girl Utena. What’s not to like?

The fact that Anime Explosion! is one of the more boring books I’ve ever read is not to like, actually. And you’ll have to believe me when I say that, during my six years in higher education, I have read some pretty boring books. During my two years in higher higher education, I have also read some pretty terrible student papers, and so I think I can put my finger on what I dislike about Anime Explosion! – it’s the plot summary. Pages and pages of it. All written in singularly uncreative and unevocative prose. Judging from the level of the language, I would say that, despite the occasional frank discussions of sex and sexuality, the target audience for this book is currently enrolled in middle school. The book also assumes that the reader knows nothing about Japan, which I suppose is fair; but, to those of us who have studied the country, the cultural clichés referenced over and over again come off as a little stale. There also isn’t much interpretation involved, and the little that does exist is tepid and sophomoric.

I hesitate to say this, as Drazen acknowledges this problem in both his introduction and his conclusion, but Anime Explosion! is also a bit dated. The individual works covered in the book are, for the most part, classics, and no amount of time is going to change that. In that sense, Drazen has done an excellent job of creating a reference work that will transcend the whims of an extremely capricious field. On the other hand, for having been published in 2003, this book feels like a relic from the mid-nineties. The internet? What is this strange thing? The Japanese bubble economy collapsed? Oh my god! Also, to me, a presumably serious scholar, many of the seventies and eighties era texts Drazen references (like Kitteridge Cherry’s Womansword: What Japanese Words Say About Women) can no longer be taken seriously. Also, for those fans curious about such recent phenomena as moe and hikikomori, there is nothing to be found.

All that being said, this is a solid book and may prove interesting to younger or more hard-core anime fans. And, to be fair, Drazen’s chapter on “Gay and Pseudo-Gay Themes in Anime” (which Drazen aptly titles “A Very Pure Thing”) is bold, insightful, and well ahead of its time. For those of us interested in how anime stereotypes came to be, chapters like “Shojodo: The Way of the Teenage Girl” are also useful. For older readers looking for thrills and entertainment, however, I would recommend an anime magazine like Otaku USA, which tends to function at a much higher level than Drazen’s well-meaning but regrettably prosaic reference work.