#I need you all to know I had to cut the 'Zeon designs are Goufy' joke for length
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wordsandrobots · 2 months ago
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'Real' robot? No thanks
I shan't be wasting time hang-wringing over the idea of a Gundam show from the point of view of the setting's antagonists. This is a well-worn and perfectly legitimate approach, and in any case, Mobile Suit Gundam (1979) goes out of its way to emphasise the humanity of the Principality of Zeon's soldiers. There are scouts who bend their orders to aid to civilians, wannabe special-forces who take the time to gawk at the teen prodigy who thwarted their attempt to blow up the Gundam, pilots who jump ship rather than go down with their mobile suits, and injured grunts who cling to family pictures while bleeding out in the desert. Even the actual *villains* of Gundam 79 – the Zabi family and their hangers-on – are generally presented as functioning people with loves and motivations beyond conquest. Only Gihren is utterly without morals. You know, the guy who took being compared to Hitler as a compliment? Garma, Degwin, Dozle, and even Kycilia all have moments of humanity, in spite of their reprehensible actions.
So yes, of course there are people fighting for Zeon because it's their job, because they believe the promise of spacenoid independence, because they buy into newtype theory, or simply because circumstances force them to. That's the kind of story Gundam is: the tragedy of people enduring a war driven by forces above their heads and beyond their control, who are just trying to make it home alive. If you don't get that, or that the Federation is squarely in the position of 'lesser evil but still a callous nation state doing dubious things to secure victory' from episode one, I don't know what to tell you. You've missed the point. I'm sorry, you just have.
There is nothing wrong with the premise 'wouldn't fighting against the Gundam be like living in a horror movie?' Indeed, I will go further: that is a good premise for a story.
But Netflix's Mobile Suit Gundam: Requiem for Vengeance is not a good story. It is, at best, a serviceable one, trotting from A to B with enough narrative cohesion and character beats to string the set-pieces together. By and large it manages an inoffensive momentum, unfolding a predictable sequence of events with reasonable competency. If I was not hugely entertained, I was not especially put off, either. They even remembered to turn on the contrast for the nighttime battles.
The biggest innovation displayed here is that this production was rendered in Unreal Engine as full CGI, eschewing Gundam's conventional animation style. In my view, that's also the key to its biggest problems. Let's take a quick spoiler break and I'll try to unpack what I mean.
I guess go watch the show before proceeding?
OK, so, there was a point in the middle of Requiem for Vengeance when I found myself questioning the physics of beam sabers. I'd never thought before about why what is essentially a burning stream of energy can be blocked by a bit of metal with a super-heated edge, or indeed by another such stream, because within the animation style usually used to depict such things, they are clearly physical in their interaction with the world. As solid as lightsabers and therefore as capable of acting like real swords.
But Requiem makes the decision to depict the Gundam's saber as, essentially, the jet from a blowtorch. Because that's what this *is*, isn't it? A narrow fountain of plasma? So it looks like fire, you can see the Zaku's heat-hawk through the Gundam's blade, and suddenly I'm wondering – how does that work? Why does the axe stop it instead of passing through? How does this obviously non-physical blade react as if it were a physical object?
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There are any number of technobabble reasons you might give for how this works. Forcefields! It's probably forcefields. But what struck me was the beat of 'huh' I experienced, where I asked something I'd never previously *needed* to, even though it always existed as a legitimate question of the sci-fi mumbo-jumbo being deployed, and how that was a direct result of stylistic choices made when the Gundam was reinterpreted through the lens of CGI 'realism'.
Ah, yes. Realism. That elusive quality chased by film-makers and game-developers the world over. Or, specifically chased by a lot of big, mainstream studios who've decided it is vitally important the supernatural and the superscientific be placed within what is recognisably the real world.
In terms of such codifying modern works as 2008's Iron Man, this is primarily about papering over the stitching between what is filmed using actors and what is painted in later. In theory, something rendered entirely by computer does not have to worry about this. However, as many a 'triple-A' computer game has proven, the aspiration towards photographic quality remain. Characters and objects are honed so as to mimic the appearance and texture of real people and objects, with greater verisimilitude to life being a near-universally unquestioned goal.
I won't argue this doesn't have merit as a technical exercise. The results can be impressive. What I will say is: realism is worthless if it removes interest, and useless if it sacrifices coherence. The beam saber example is an instance of what I mean by the latter. Within Gundam 79, we apprehend immediately that the saber and the heat-hawk are of a kind, possessing an energised glow that is nevertheless opaque and physical. Within Requiem's portrayal, however, they no longer adhere to a visual language in which their interaction make sense. You cannot block an axe with a blowtorch flame. A minor illustration, yes, but it captures the tension created by transposing such elements into a more 'realistic' style.
Another may be found in the treatment of Zeon's various military vehicles. These are a bizarre selection of sci-fi objet d'art, from the aerodynamically questionable Dopp fighter jets to Magella tanks that can launch their turrets into open flight. They are strikingly weird designs that make little sense yet function perfectly inside their context. Where another, earlier anime would have had them belong to an alien species, Gundam is the show that pioneered 'what if the bad guys were human too' for the mecha genre, so they merely represent a design logic alien to the Earth Federation, which favours bold, blocky shapes more closely based on extant military hardware.
In Requiem, the Zeonic weirdness is deliberately muted. The Dopps are streamlined, literally flattened into a more traditional jet fighter profile. One Magella does attempt to launch its turret only to be blown apart before it can rise more than a couple of feet. Otherwise, they're just treated as ordinary tanks. And it's easy to see what the artists were doing here: "let's take these weird 70s designs and make them look like real tanks/jets." The result, unfortunately, is a dilution of the clear distinction between Zeon and Federation tech.
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If you've watching the original Gundam and its sequels, you'll know how easy it is to tell at a glance which side something belongs to. Looking at them in stills, it is still reasonably clear these are meant to be Zeon vehicles. But in motion, it often took me a good few seconds to be sure I wasn't seeing their Federation equivalents. Visual interest doesn't exist purely for its own sake, after all; it serves to clarify the action. Plus, it seems to me that trying to downplay the wilder aspects of these designs actually draws attention towards those aspects. The Zeonic alienness has its own explanatory power; reducing it raises more questions, not fewer.
Lest you think me some terrible killjoy who doesn't like fun, I'm actually incredibly sympathetic to 'realistic' overhauls of classic designs. Have you seen what I spent years doing for the Daleks? Aesthetic overhauls aren't something I object to, nor do I think 'realism' as practised by the MCU and triple-A game developers is intrinsically a waste of time. What I am trying to demonstrate is Requiem's relation to its source material. It posits a story taking place exactly contemporaneously with episode 25 of Gundam 79, portraying the Battle of Odessa, the great Federation push-back that ejects Zeon forces from Earth. This is what was happening 'just off screen', depicted in a style actively at odds with that of the original
But not entirely at odds with it. Which brings us to another problem: an unwillingness to commit fully to the new style.
The big twist in Requiem episode 4 is that after being chased down by the Gundam and just barely managing to drive it off, Captain Iria Solari of the Red Wolf mobile suit squadron is recruited to go capture an example of the Federation's new mass-produced GM 'suit, so Zeon can identify its weaknesses. The hunted get to become the hunter, infiltrating a Federation base and attempting to hijack a couple of GMs, only for the Gundam to scupper things. All well and good. Not a bad swerve. Enables some useful developments.
Except this plan is delivered into the plot by a Zeon major general who appears to have stepped in from a different production entirely. Specifically, from Mobile Suit Gundam: The 08th MS Team, because this is none other than Major General Yuri Kellerne, he of the Wolverine haircut and unfortunate disagreements with certain scientific officers (that is, it is unfortunate he should have disagreed with a man possessing so few qualms about massacring his own side).
It is truly surreal to have a character who looks like he actually belongs in a Gundam show enter the scene. I was quite impressed prior to this with the depiction of another character, Major Ronet, who captures the essence of a villain-of-the-week Zeon officer using Requiem's style. He looks entirely of a piece with the rest, while still being recognisably a certain type of character.
Kellerne though? For fuck's sake, he's got a full-blown anime bouffant. Juxtaposed with Solari's achingly realistic design, it's just – bad. This is bad. It's a stylistic clash that makes it impossible to take these scenes seriously. Not because either style is problematic on its own, but because they cannot work together.
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It's worth pausing to consider Kellerne's native entry in the franchise, because 08th MS represents an older trend of revisiting the original setting. Starting with Mobile Suit Gundam 0080: War in the Pocket, this saw the release of OVAs with a superior quality of animation and a more ground-level take on events of the Zeon/Federation war. In many respects, Requiem is positioned as the successor to these series, as Kellerne's cameo makes overt.
The thing is, War in the Pocket, Mobile Suit Gundam 0083: Stardust Memory and 08th MS are all animes. Yes, they render the action with greater fidelity than Gundam 79. But they don't restyle it the way Requiem attempts to. The Dopp fighter is a great example of this. Compare the 08th MS version to the original and you will see that it merely adds extra layers of detail. It doesn't make it make more sense. Likewise for the character models. They look better than Gundam 79, by certain metrics. They still follow conventional anime aesthetics. You can't drop a design from this line of shows straight into a 'realistic' depiction and expect that to work.
Why does any of this matter? None of these issues exceed the threshold of nit-picking. OK, they're mildly distracting, but is there really a huge problem here?
Well, first, there is a philosophical underpinning to the drive for 'realism' we ought to grapple with, namely the idea only live-action and live-action-alike 'count'. I confess to having little time for this line of thought: the stylistic 'realism' discussed up to now matters far less than emotional or experiential realism. That is to say, whether something presents itself using stick-figures or a hyper-photographic style is not as important as whether it can convey the stakes, pathos, and other meat of a story. Art presents a plethora of options for communicating a message. Deciding one is intrinsically more valuable than the rest is a woefully narrow view of creativity. Traditional, non-realistic animation can be as emotionally arresting as any live performance. Why, therefore, should it be necessary to adapt it into a life-like style?
Second, there is the incomplete commitment to 'realism' that plagues Requiem and, I would argue, the entire concept of approaching works such as Gundam in this manner. Sure, stylistic 'realism' isn't about being strictly 'realistic'. It's about achieving a specific texture to the unreality that is functionally indistinguishable from that of the real elements. Yet doesn't the inclusion of a 17.5m-tall humanoid robot suits automatically grant you a get-out-of-realism-free card? If you have something that wild in play, why go to the effort of making it look like a real-world object? And if you're going to arbitrarily throw out the pretence for the sake of gratuitous continuity, what's the point of trying to begin with?
This circles close to what Requiem is, materially. If I use the phrase 'official fan-fiction', I hope you'll understand that's not necessarily derogatory. What I mean is something primarily homaging and reflecting a pre-existing work, rather than more straightforwardly building off it. 'Fan-fic' because it is bounded by what is already there; 'official' because it has the backing of corporate ownership and thus is positioned as more than merely people playing with the toys they enjoy. It's a category of derivative works into which I'd put previous projects such as Gundam Unicorn's animated adaptation – ring-fenced by an established canon, whatever their individual merits.
General Kellerne's stylistically disruptive presence is one example of the short-comings of such an approach. His design looks that way out of deference to 08th MS Team, whether or not it fits next to the other visuals (a side-effect of trying to cram him into Requiem's style is that he appears off-model anyway!).
Another is the plot. We might grant that doing Gundam-by-the-numbers is a self-contained introduction to the series' themes for a novice, but there isn't anything here those of us who've watched the anime(s) haven't seen a dozen times over. Even Solari's pocket-watch feels borrowed from 08th MS.
Now, credit where it's due: Requiem does not downplay the newtype angle. The psychic powers built up to over the course of Gundam 79 and made central to its sequels are usually the first thing ejected when the franchise tries to be more 'serious' and 'gritty'. It was a pleasant surprise to see them embraced. Solari is explicitly a newtype, with all the corresponding traits (supernaturally good pilot, able to sense threats, experiences predictive flashes etc). This is neatly used to establish some of the philosophy behind Zeon's cause, since most of our characters are already aware of newtype theory (humans moving to space tap into skills not previously needed) by dint of being on the side that uses this as justification for invading the Earth.
As in the source material, newtypes serve as a metaphor for the potential of each new generation. Solari was a talented violinist before the war, able to play near-impossible melodies, and this ability has been conscripted in much the same way OG protagonist Amuro Ray's mechanical genius was turned to murder. Equally, the central tragedy in Requiem resolves into newtype-on-newtype violence, as the pilot of the Gundam relentlessly hunting the Zeon soldiers is revealed to be a frightened teenager, paralleling both Solari's son, to whom she is fighting to return, and Solari herself, as someone struggling for their life in a war-zone.
I watching this straight after binging the original Gundam series (I'd previously seen the more refined compilation movies) and was struck there by how brief Amuro's interaction with fellow newtype Lalah Sune is prior to inadvertently killing her in battle. Then I remembered that's the point. These are two people sharing an identical potential for transforming the world, made opponents by circumstance, who understand one another immediately and intimately in the exact instant it is too late to matter. Amuro's cry that he has done something awful he cannot take back is not overlooking the other deaths he's responsible for; rather it is admitting the unique horror of lost possibility.
Following an encounter on the Federation base, Solari recognises the boy pursuing her is equally scared and out of his depth and thus attempts to talk him down. She even succeeds, reaching substitute!Amuro (hey look another traumatised child soldier who executes wild violence in a berserker-like fashion using a hyper-advanced military prototype; what are the odds?) and evoking his sympathy with her status as a mother (characterisation I'd be more annoyed by if Solari wasn't presented functionally identical to the trope of a father desiring to return to his family).
Then, immediately after saving Solari from being crushed by falling spaceship debris, substitute!Amuro is fatally stabbed in the back by another Zeon soldier.
Here we reach the crux of my dislike for Requiem. It has already muddied the clean Federation/Zeon divide and Gundam's internal physics in service of its chosen style, then compromised that style anyway in the name of slavishness to canonicity. Now, during what is position as the emotional climax, it openly rejects the visual language of newtypes.
Solari's powers are portrayed using vocally-stated unease and emotional connection to other individuals (as is standard), and a pair of dream sequences – one prophetic with respect to the Gundam pilot, another tying into newtypes' ability to draw in the souls of those who die around them. Performing at a darkened opera house, Solari's red dress slowly washes outwards, becoming a bloody wave as the audience is revealed to consist of the dead Zeon soldiers she failed to save. It's an arresting visual, as is the fiery descent into her own pocket watch (a souvenir from her dead husband, who was also conscripted into the war) that marks the earlier dream. We also see a brief shot of the Gundam staring straight back at her as she senses its presence on a distant battlefield. These are all effectively done and I genuinely enjoyed them.
Crucially, however, Requiem does not deploy the kind of over-layering that Gundam 79, Zeta Gundam, ZZ Gundam and the other follow-ups use to show the deep connections developed by newtypes. In the animes, in addition to visions and flashes of awareness, we have full-on mind-to-mind communication where people converse across voids of colour and light. Newtypes appear in ghostly form, too, interacting with the living during and after their deaths. There are also the obligatory glowing auras, cuing the viewer into supernatural happenings.
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Requiem's 'realistic' style seemingly does not permit such things to occur in the waking world. That is to say, there is no reason you couldn't depict the standard newtype visuals in CGI, but this show opts not to. If I were to hazard a guess, given the restriction of overt psychedelia to dream sequences and what they did to the Zenoic designs, I would say the aritsts thought it would look silly.
The problem is, how do you then portray newtype connections? In the scene where Solari convinces substitute!Amuro to stop, we get a couple of cutaways to the kid in his cockpit, superposing with his Gundam's movements. That is a great decision, since the point of the newtype visuals is the characters looking past the armour and understanding the person within (not always a good thing, since antagonism can exist despite the link, but the central conceit is always to grasp the essence of somebody else). In these brief moments, we see, as Solari does, the human being, not the mechanical monster.
But the boy's subsequent death is just… the Gundam gets stabbed and keels over, and Solari is grief-stricken. That's it. No manifested ghost, psychic trauma conveyed by voice lines alone, a total absence in this crucial, heart-rending instant of substitute!Amuro's humanity. Just the destruction of property. The death of the monster, not the scared child.
If there had been one additional cutaway to the boy in the cockpit, I think this could have worked. A single shot of him looking at Solari in the second before being stabbed in the back. Something, anything, to imply the connection crucial to this scene. I am honestly baffled as to why it's not there. I feel I'm looking at a picture where a couple of critical numbers weren't coloured in.
To be clear, I don't personally care for the newtype concept as executed in the 'Universal Century' Gundam shows. I'm not annoyed by this because I'm wedded to the idea or the visual conceits. I'm annoyed by the incompetence of failing to land an obvious, even required emotional beat. The finale of Requiem for Vengeance is built around Solari confronting substitute!Amuro. She risks her chance to join the Zeon retreat from Earth – and thus of reuniting with her son – to help take down Federation forces endangering the departing space capsules. She then compounds this by attempting to convince the Gundam pilot to let everyone go, and ultimately abandons any possibility of returning home out of grief over his death. This is a life-changing encounter for her, as is normal for newtypes pushed into fighting each other.
In my opinion, the show does not sell that anywhere near as well as it could have. Further, it betrays the very concept of the newtype connection by leaving substitute!Amuro to be represented by his Gundam rather than his actual self in his final moments. There are cases where other newtypes meet such abrupt ends. Quess' death in Char's Counterattack springs immediately to mind. But that is a moment of a profound lack of communication, which is not what's happening here.
Animes such as the original Gundam shows can move seamlessly between high technology and visual metaphors for empathy without underselling either one. That they are not attempting to look 'real' provides the advantage of absolute coherence. Beam sabers, flying tanks, psychic powers – there are no joins to airbrush away. Everything is unreal, so everything fits together. A switch in medium and style creates the challenge of reinterpreting those disparate elements so they remain coherent. Ultimately, while Requiem for Vengeance has a good try at pulling everything across, it fails, not just at creating 'realism', but at capturing the conceptual depth of what it is assaying.
Being official fan-fic of the Battle of Odessa – being, essentially, 'the Gundam story' in miniature – invites unfavourable comparison with the original work. Unshackled from that, I suspect it could have done more to establish its own visuals, remove incongruities and find better means of conveying its emotional core. As it stands, I have to wonder if there's any sound argument for live-action-alike Gundam. Even the dream sequences don't provide something unique to this style. You could do the same in traditional animation and trivially push it further. So what, precisely, is gained by telling this story this way?
That's the question Requiem for Vengeance has left me pondering. And hey, if you want to answer with 'but it looks cool', fair enough. I'm writing way too much about my personal gripes with a perfectly passable piece of gratuitous mecha porn, simply because I found a more interesting complaint to make than “why the fuck didn't they hire somebody who knew how do facial animations?”
As for Captain Solari, she closing-monologues herself to Africa to join a Zeon remnant group and fight to give children a future without war. Never quite been sure how mecha pilots in these things envision that working, if I'm honest. Oh, and, uh, I guess nobody tell her that if she survives the next seventeen years, there's a decent chance she's going on a suicide run against the Federation spearheaded by a traumatised teenager strapped into a murder machine.
That might put a slight damper on what Netflix's music captions assure me is a heroic ending.
[A note to check you read all the way to the end: obviously the screenshot from Cucuruz Doan's Island shows CGI mobile suit models. But that's CGI aping traditional anime, rather than an attempt at realism. This is why I've been careful to talk about style, not medium.]
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