Wednesday, 20 May 2015

Anime Review: Chihayafuru (Karuta)

The Rules

Competitive karuta is a one-on-one game, facilitated by a reciter (card reader) and a judge. All official matches use cards made by Oishi Tengudo.
Each player randomly selects 25 of the 50 torifuda cards that are also randomly selected from a total of 100, and places them face-up in three layers in his or her territory. A player's territory is the space in front of the player, 87 cm wide and separated from their opponent's cards by 3 cm.[1] Players are then given 15 minutes to memorize all the cards in place, and for the final two minutes they are allowed to practice their strike at the cards.
The game starts by the reciter reading an introductory poem that is not part of the 100 poems. This introductory reading allows players to familiarize themselves with the reciter’s voice and the reading rhythm. Following the introductory poem, the reciter reads one of the 100 yomifuda. 50 out of this 100 yomifuda are on the game as torifuda, and remaining 50 cards are also read as karafuda (ghost cards).
The first player to touch the corresponding torifuda "takes" the card and removes it from play. When a player takes a card from the opponent's territory, that player may transfer one of their own cards to their opponent. If both players touch the target card at the same time, it is taken by the player whose territory it is in.
If it comes to luck-of-the-draw, the most efficient way is to defend the card on your side of the game.
The first player to get rid of all the cards in their territory wins.
Otetsuki (Faults, False touches)
  • ¥ Touching the wrong card in the same territory as the target card is not a penalty.[2] As a result, the players may toss away surrounding cards near the target card.
  • ¥ Touching the wrong card in the wrong territory results in a penalty. The opponent may then transfer a card from their territory to the faulting player's.
  • ¥ When a player touches any card when a ghost card is read, they incur a penalty.
Double faults
  • ¥ If a player touches the wrong card in the opponent's territory and the opponent touches the correct card in the faulting player's territory, it is a double fault with a penalty of two cards.
  • ¥ When a player touches any card in both territories when a ghost card is read, they incur a penalty of two cards.
The order of the cards in a players territory may be rearranged at any time during the game. However, excessive rearrangement is considered poor sportsmanship.


(source: Wikipedia: Competitive Karuta) 

–––––––––––––––––––––––––––––––––––––––

Karuta

The extent of the luminescent portrayal of this game in Chihayafuru can be understood when acknowledging the fact that it continues to enthrall a multitude of viewers, over the entirety of its two seasons, irrespective of whether or not they’ve ever been exposed to Karuta before- (indeed, most may not even understand a substantial number of the rules). How then, does it so successfully absorb all those who watch it, into the storyline? 
  Possibly, because we are given detailed insight into just how it affects the lives of the players, what they hope to gain from it, the various facets of the game that make it most alluring to each player, and how they develop their individual playing styles over the course of the show, along with their personalities.
from fairly early on its pretty evident that Karuta is a very versatile game. It has all the characteristics of a sport, requires physical and bodily command and is even played competitively. However, its grounding in classical poetry and the creativity it allows players in their playing style all hint at it being an art form. 

    The games themselves have an almost ritualistic nature with special emphasis on politeness. Opponents bow before on another and greet each other with formal requests to be looked upon favourably. After the game is over they bow once more and thank one another as well as the reader

         Rigid bonds of friendship are developed between players of karuta, as people sharing this mutual obsession fight together. It is battle between different regions, schools, and karuta societies. They play to defend the honour of whatever group it is that they represent, whether they’re competing alone, or beside their teammates. Every individual match is a team match,  and every team match is an individual match.
        Each character perceives the game in a unique way, and thus we begin to glimpse the intricate complexities that make up this world of karuta.


THE GAME AND INDIVIDUALS


CHIHAYA:
Chihaya dived headfirst into the competitive aspect of the game. For her, it’s all about passion, speed, and instantaneous reactions- impulsiveness, and faith in instinct. She was blessed with exceptional hearing, and this is what gives her the edge over most of her opponents. She can tell what poem is going to be read, by the changes in the reader’s voice, almost before it’s even begun to be read. It was reliant on this advantage that she won her first card in a friendly game against Arata, and so has invariably continued to depend on this strategy.
      This effervescent playing style often leads to her neglecting the other factors of game-building- such as memorization of the cards, card placement, understanding the opponent’s own playing style, and strategy, all of which are important in developing an invulnerable game. She identifies the cards purely by sound, and so the true meaning behind each poem, and the rich atmosphere created by  each poet, is often unknown to her. Her aim is to be the best player in the world, and so her focus lies in strengthening her chances in competition. Everything else is supplementary to that.
        Chihaya isn’t just an overwhelming enthusiast when it comes to karuta, she is utterly devoted to it. In her childhood years it brought to her something irreplacable- it gave her an identity. She ceased being just her sister’s untiring support system, but began rooting for herself. Karuta gave her individual goals, and something to dedicate her passionate heart to. It also gave her an unforgettable friend and teammates, for which she stays eternally grateful. 

KANA:
Kanade’s distinctive love for karuta is of a brand widely differing from that of Chihaya. She has an emotional connection with the poems on the cards, and the poets who wrote them. Her understanding of human nature enables her to delve into the sentiments laid down by these hundred poets of old, and form an interminable attachment with them. She had memorised analysed each poem multiple times over before she even began playing the game, and it is the traditional aspect of the game that draws her. To her, karuta is an art – evoking emotions and deeply moving the players as well as the audience, as each poem is read.
      Since it is the stories behind the poems that intrigue her, Kana is easily able to draw associations between the poems of the same theme, and even between the poets. She thus arranges the cards according to the kind of poem on them, which is quite unusual. She identifies the cards by the atmosphere created by the words in the poems, often seeing them in different colours and moods. As audiences, this is fascinating to see. Her keen knowledge gave her team members an insight into this often neglected aspect of karuta, enriching their perception and game styles as well. She is one player who is truly well acquainted with the cards, and regards them as close personal friends.
       In her search for tradition and respect of Japanese culture and art, Karuta proved to be her slavation. It gave her an opportunity to compete in traditional wear that enhances her body’s endurance, and add perspective to her beloved study of classical literature. Her aim is to become a reader herself, so she focuses on building her understanding of the poems, paying close attention to the poetic impression, tone, timing, and articulation of each prominent reader that appears in a tournament

SHINOBU:
Shinobu is the best there is. She is the reigning authority in the field of karuta, the untouchable queen. This means that her game is flawless, and her defence impenetrable. She is always ahead of her opponents because her movements are swift, direct, and above all, accurate. She sits at the top … all by herself. It is evident that she has no one to share her drive, no team to win or lose for, and is making this journey solely in the company of her cards, and her game. 
       It’s no wonder she is so possessive of karuta. She lunges toward the right cards at the earliest instant, making authoritative grabs, averse to the idea of letting even one them be stolen from her. She makes it impossible for her opponent to reach the cards she has her eye on. She has one of the strongest connections with cards of anyone, and probably regards them as her best frineds. This is why her swings are determined and unfaltering- she believes she is fighting for something that belongs to her, and which she has an obligation to protect.
        Her backstory is atypical. She and her mother were allowed to live with her strict grandmother under the condition that Shinobu learn a skill, and Karuta was what she chose. The cards fascinated her, and she has held on to the bond she shares with them. Even though she is a league above most of her competitors, she is discouraged by the loss of every single card, and is on a quest to make her game perfect. She wishes never to lose a single card. Yet, she enjoys playing against sturdy opponents that refuse to give up, and, more importantly, share her passion. This shared connection motivates her to continue playing. She is on the lookout for people that may pose a threat to her winning streak, so she may once again experience the thrill of struggle and challenge and prove that she deserves to win, against even the strongest.

MASHIMA TAICHI
 Mashima Taichi is an academic overachiever and apparently excels at sports. From this its easy to infer that his strength lies in his mind. He’s extremely logical and has tremendous mental capacity. These talents when applied to Karuta result in his ability to memorize card positions quickly and keep track of which cards of what syllables have been read throughout the game. In team competitions he’s the team’s rock. His incredible mental strength enables him to keep calm in an atmosphere of high energy and tension.  He is able to focus on his game while keeping track of his team mates and lending them some of his strength when they falter.  
        That being said, his weakness is his lack of focus on the physical aspect of Karuta. His swings are not as practiced or accurate as Shinobu’s, nor does he come close to Chihaya in terms of speed. He is, however, able to pinpoint his weaknesses and works on them over the course of the show. His improvement in Karuta also stimulates changes in his character, this is what shows you that Taichi is genuinely invested in the game (although he makes it seem like he only plays so he can beat Arata and keep an eye on Chihaya). He, like Chihaya, was inducted into the almost cult like society of competitive Karuta when he was very young, so it obviously played an important role at a very pivotal point in his growth. Unlike Chihaya however, Taichi’s love is not as pure and is grounded much more in challenge and victory. 

DESKTOMU
       Tsutomu or Desktomu, as we know him, only came to Karuta because it looked like something he couldn’t excel at. He expresses his desire to be “Number 1” and questions Chihaya about whether Karuta will help him get there. His attitude is almost disdainful, until he sees Chihaya and Taichi play.  His love for Karuta is grounded in his desire to challenge and to excel, to think and to reason.  His playing style is nothing special, he plays by the rules, but the fact that he doesn’t develop a distinctive style allows him to be more versatile. Desktomu’s talent lies in his ability to identify his opponents playing style, strengths and weaknesses almost instantly and alter his style to counter it. 
         He sees that Karuta is not only played on the field. The players are important and their behavior, build, and attitude as well as immediate state all factor in to how well they can play their next game, so he collects data for the rest of the team. He observes their opponents and takes notes so that he can make inferences and make suggestions based on this information. He also documents his own teammate’s games and advises them on what to focus on and areas they could improve. Desktomu, despite his often lackluster performances on the field, is an essential part of Mizusawa’s team. 

     
 NISHIDA
    Nishida is probably the most experienced player on the team. He’s been playing longer than Chihaya has and more consistently through the years than Mashima. His Karuta Society churns out players who play a defensive style of Karuta, and so Nishida tends to avoid attacking his opponent’s cards and focuses more on his own (evident in his match against Mashima  which ends up being a ‘Luck of the Draw’ ) His experience gives him a certain edge over the others and where they flounder against opponents with unusual playing styles, Nishida is used to adapting quickly, due to his having played numerous games against a vast variety of opponents. He also tends to always be in a state of comfort when he plays Karuta, again, a result of his years of experience. This keeps him calm and level headed and helps him concentrate on the game.  Furthermore, being in the circuit for so long, he’s familiar with a lot of the opponents and is aware of the extent of their abilities. 


    IMPORTANCE OF READERS 

Although not given too much screentime during the show readers too, play an integral part in the Karuta world. To become a reader one must first be a Class A player and take numerous exams and tests in order to be certified (as a result there are only 7 certified readers). This is why, readers,  perhaps, have the most insight into the world of Karuta. They understand the game itself well enough to secure places in the highest class, and naturally, they understand the importance of the poems themselves. 
    Kyoko Yamashiro for example, is one of the most revered readers in the Karuta world. It is said, when she reads a poem, players are consumed by sights and sounds being described almost instantly, they’re transported. For example, if she was to read the Swift Gods card, one would feel as if one was in an autumnal forest beside a river swimming with flaming red leaves. This almost makes it easier to identify what card is read and grab the second verse card (That is, if one is familiar with the poems and what they depict) 
    The timing of the reading is also a vital part of the reader’s job. In high-tension situations where players and audience members alike are thoroughly on edge, an extra second between verses or poems could cause a fault and neglecting to pause for the correct time could throw the players off. So needless to say, one must have impeccable timing (which is harder than it sounds, as demonstrated by Kana in season 1) 
For readers like Ayase Chihaya and the current Master, Hisashi Suo, who rely a great deal on their ability to pick up specific sounds, a good reader is important, a familiar reader, even better. They’re able to pick up on the slightest of lilts in the reader’s voice that lead into the next word and thus, are able to distinguish between more 2 and 3 syllable cards than most players (for Suo, 28 of the cards are 1 syllable cards. Ayase has 20) 


BUILDING SPECIFIC STRENGTHS


There are a number of different ways of tackling competitive karuta, that are explored throughout the show when each competitor is scrutinized during matches. The ultimately constructed individual playing methods are linked closely with each personality, to create an approach best suited to them. 
         One of the well-respected high school teams from an elite academically inclined school uses an eccentric tactic to throw off their opponents. They rearrange their cards multiple times throughout each match and use their superior memorization skills to commit each new pattern to memory. There’s no particular strategy in their card arrangement. They simply seek to play to their skills and leave their opponents utterly disoriented with the desultory card movements.
           The previous Queen, Yumin Yamamoto, intimidates her opponents by confidently contesting each ambiguously played card. The struggle often leaves her opponents in a mentally famished state and causes them to avoid even the slightest risks.
           The Hokuo team, with their years of experience and successive victories, have a highly developed team- playing style. They are able to strategize their individual games relative to the progression of the games of the other players, to ensure the required number of overall victories. This coordination between closely-knit team members makes them foremost in high school tournaments. 
            Master suou, the undefeated, plays a karuta similar to that of Chihaya. He uses his exemplified sense of hearing. This functions at its best when a highly regarded reader known as Kyoko Yamashiro reads the cards, as she seems to understand the depth and meaning behind each poem, and her voice seems to create an atmosphere unique to each card. Suou recognizes this, and reagards her as his favourite. It is only when Yammashiro reads that Suou is able to defeat Shinobu, whose ears aren’t as sensitive. It is thus evident that readers play a critical role in the outcome of a match, if players like Suou and Kana are competing.
      


There is obviously much more to karuta than meets the eye, which is why many players spend their entire lives enraptured by it, constantly learning, discovering new strengths, new talent and new reasons for why they hold on to it so tight. Many spectators might be fatigued by its apparent monotony in the duration of one match. But for those invested in it, that have been playing even for decades, karuta still never fails to surprise.

Saturday, 9 May 2015

Anime Review : Chihayafuru ( In depth character analyses)




 CHIHAYA AYASE


Episode one begins with Chihaya putting up posters for the Karuta Club she plans to start in school on the school bulletin board, dressed in her school uniform and a pair of trackpants (worn underneath her school skirt) and a utilitarian tool-belt-esque device around her waist (containing posters for the Karuta club of course) as her classmates gape at her and Ms Miyauchi balks at her to remove the ridiculous trackpants (which she wore after being told she couldn’t stand on a chair and put up posters in her short school skirt). Chihaya then proceeds to cock her head in true Chihaya fashion and begins to remove the trackpants right there and then, surrounded by her flabbergasted classmates. You’re pretty much guaranteed to fall in love with her after that introduction. 
      Chihaya is the passion of the group. Before Karuta, the only role she played was that of ta doting younger sister to Chitose, the budding model. When Arata introduced her to Karuta, he not only gave her a hobby and a passion, but an identity. She lives and breathes Karuta. Every decision she makes, everything she does is done to help her improve at this strange and obscure game (eg: joining the track team so she could stay in shape, to keep her speed and so that she could meet people whom she could recruit to a Karuta club).  Her love for Karuta, unlike that of so many of her peers, is independent of her determination to win. She loves to play Karuta and that’s all there is to it. She doesn’t view her teammates or opponents as enemies, but as fellow lovers of the game and is eager to teach and help newcomers improve. She practically exudes passion and her love for Karuta is contagious 
          Further emphasizing her borderline obsessive attitude towards Karuta is her airheaded, naïve attitude. Her attention was, and is, focused completely on the game. It consumes her mind and inhabits her every thought. As a result, she doesn’t have much energy (mental or physical) to spare on anything else. So she’s oblivious to the snide comments aimed at her by baffled classmates (eg: beauty in vain) and clueless of the intricacies of human nature (which, for her is but another aspect represented in the Hundred Poets). She insists in seeing the best in everyone and has a keen eye for potential (As in the case of Desktomu, an unlikely member of the club at first.)
      Perhaps the most interesting and admirable thing about Chihaya’s character is her ability to learn and improve her Karuta significantly everytime she plays an unfamiliar opponent. She takes something away from each and every match. She’s incredibly perceptive when it comes to Karuta (not so much otherwise) and picks up on the slightest quirks in her opponents playing style and works hard to see what she can glean from her findings to incorporate into her own style. 

      
TAICHI MASHIMA


If Chihaya is the passion, then Taichi is the mental strength- of the Mizusawa Karuta Club, and of the anime as a whole. Where she is expressive, accepting, and often boisterous, he is reserved, mature, and calculating. She launches the members of her team toward perplexing and demanding situations, so he makes sure to pack a few parachutes. In the beginning, it can be quite difficult to actually like Taichi. He’s judgemental, arrogant, and seems to be motivated by nothing but self-interest. He comes across as one of those characters just begging to be antagonised. This is where Chihayafuru first begins to surprise. Taichi is probably one of the most well-developed characters ever written, relentlessly growing, and persistent in his struggle to shed his past weaknesses, so that it eventually becomes impossible not to rank him as one of the favourites. Who he is as a person never really changes, which is why this progression can be so well appreciated. He isn’t innocent or open like his best friend, but values those qualitites in her. He never looks down on people but strives to improve himself, and this can be seen through the way he builds up his playing style. Posessing an unwavering fighting spirit that even he may not recognize, Taichi is who the team looks to for assurance and stability. He seems to be in a battle with his own vices, and impressively appears to be winning. There is a search for passion, identitiy, and bravery. It may be tempting to question the motives behind his actions (many do so) but it is soon evident that they are pure. A complexity of thoughts, laced with shades of grey, he is difficult to figure out, but in the end, someone who is there to stay.   

KANADE OE


Kana is the romantic of the group - the emotion. Her family owns a traditional clothing store, so it can be said that she’s been brought up fairly steeped in tradition. To top that off she’s obsessed with classical poetry. Not only does she know all Hundred Poems by heart, she is also aware of the common interpretations and has some of her own as well. Her ability to glean the poets’ deepest meanings from simple descriptions of nature is telling of her deep understanding of human nature. Where Taichi’s intelligence is that of logic, memory and reasoning, her’s is that of emotion and sensation. She can identify the dynamic and tension between two people far before anyone else. 
   Unlike the others in the group, her affinity for the poems on which Karuta is based causes her to view Karuta as more of an art-form than a sport, which results in unusual card placement techniques and strange methods of identifying the cards. She also derives strength from the element of tradition that still lingers in Karuta (eg: she plays better when dressed in traditional clothing. It helps her balance and posture) 
    She also plays the more traditional/old fashioned role of a woman, and takes it upon herself to take care of everyone in the club. Her mother accompanies them on trips (presumably at her request), she provides the clothing and transport to and from tournaments and the first thing she does after joining the club is insist that they clean up the Club room and make it more fit for habitation. 
        She is not to be underestimated. Though she seems innocent and naïve, she is extremely shrewd and has a fantastic business sense. When she is asked to join the club she does so under the condition that Chihaya agrees to model for her family’s catalogue (they couldn’t afford an actual model) and, recognizing potential patrons in the Karuta world, around half-way through the first season her mother announces that they’re now offering a special line of cotton traditional clothing for competitive Karuta! 

YUSEI NISHIDA 


Commonly known by his unflattering nickname ‘Porky’ that caught on as a result of his deep-rooted love for pork buns, Nishida may be an easy character to disregard. But lacklustre characters in Chahayfuru are a novelty- and they aren’t so easy to find. It is not until he falls short, that anyone is able to realize just how dependable Porky is. One of the most experienced karuta players, well established in this niche society, he is the one indisputably relied on to secure atleast one win for Mizusawa in team tournaments. The first win often sets the tone for the matches of the remaining players, and is a coveted spot Nishida effortlessly secures on numerous occasions, throughout the show.  He was salvation for Taichi and Chihaya in their efforts to start a successful karuta club in school, and his presence began to lend an air of relief and security. He brought hope and strength, a steady, definitive weapon in the Mizusawa arsenal. Though not ouwardly emotional, he possesses a strong sense of loyalty (as is seen when he supports Yumin Yamamoto- a fellow member of the local karuta society he belongs to). He takes his losses seriously, as karuta is something he plays to win, and is often greatly discouraged if he fails to rise to the occasion. In this way, karuta is as much part of him, as it is of Chihaya.  It never pays to brush aside characters that can, if only considered, possess the same unexpected amount of depth and relevance as Porky. Having said that, there is room for more insight into his character, that could perhaps have been made a bit more discernable.

KOMANO TSUTOMU 


When we’re first introduced to Tsutomu he’s Chihaya’s snide, arrogant classmate who’s perpetually trapped behind his desk with his nose in a book. He has no interest in playing Karuta or having teammates (or even friends for that matter). He just wants to be number one. He’s drawn to Karuta because it’s a challenge for him. He immediately grasps that it’s not just a game of coordination and reaction. It’s a game of memory and analysis as well - two things he prides himself on.  
    He’s also probably the only one out of the entire Mizusawa team who is truly a team player, and this is a development which, again, demonstrates the way character identities in this show are developed through the game. With the addition of the two new teammates in Season 2, there isn’t always room for him among the 5 members that play a match, since each new opponent requires them to emply a different set of strengths. Tsutomu recognizes this almost immediately. He understands from his very first highschool tournament that his role as a Karuta player is not much compared to that of Chihaya or Nishida. His strengths lie elsewhere. He collects and analyses data on opponents and even his own team’s playing styles and history, and uses it to help them come up with a strategy. He identifies chinks in their opponents’ armour and hands the arrow to someone on the team who’s more able, so that they may shoot to take each competitor down. 




ARATA WATAYA


Arata’s character is vaguely reminiscent of a minor tsunami, that modestly hurls itself upon an unsuspecting coastline, demolishes a few odd villages, and then casually recedes into the ocean, calmly oblivious to the carnage it caused. An unthreatening, recluse in spectacles, he has the uncanny ability to thoroughly jostle the life of anyone in the karuta world, making sure they never forget him. Even though he’s rarely the centre of the story, past the first few episodes,  he continues to maintain an unshakeable presence throughout most (if not all) of the episodes. The ubiquitous memory, the knowledge universally possesed, Wataya Arata is a name that is recognised by most, revered by many, and resented by none less. So how did he obtain this reputaion? He’s just that good. Karuta has been a part of him since the very beginning. The grandson of the ultimate Master (best male karuta player in Japan, i.e in the world), he was descended from a legend, and seemingly destined to become a legend himself. Greatness was expected of him, but no one could have foreseen the extent to which he mastered the game. Arata met the soaring expectations laid down for him, and hugely exceeded them. Many believe he is the only one capable of one day posing a threat to the reigning master (Master Suou), possibly overthrowing him. Infamous though he is, few are aware of the insecurity that lurks in the back of his mind- he is lonely.  Rising to the top certainly had its price, and it left him envious of those possessing a bond that only exists between members of a team, fighting for each other, gaining strength from each other, and succeeding for each other. It is this experience that he most cherishes, but one that seems to be eluding him, hovering just 
out of reach.


WAKAMIYA SHINOBU


Shinobu is probably the most intriguing and most endearing character on this show. The first thing you notice is her skill at Karuta and how very blaze she is about the fact that she’s queen (the best female karuta player in Japan). She almost seems arrogant and obnoxious when she asks opponents to go easy on her, or says she’s nervous about playing them. Truth be told though, she’s just as innocent as Chihaya. She’s obsessed with a ridiculous cartoon character called “Snowmaru” and buys expensive merchandise to feed her obsession. She has the fashion sense of a rock, and just wants to play a good, exciting game of Karuta for once.  Where Chihaya does nothing to mask her naivety, Shinobu tries to cover her’s up with an air of indifference, as a result of which she always looks bored. During games as well, all she wants is an opponent who can challenge her so she can play the kind of Karuta she likes, so she can lose herself in the intensity and energy of a match without holding anything back. Her love for Karuta, like Chihaya’s, is independent of her almost habitual victories. She doesn’t play to win. She plays to improve.  Her attachment to the cards is also something you can’t help but admire. She’s possessive of them. Karuta is something that she treasures. It’s her salvation and she wants to keep it that way. That’s why she’s Queen.



HONORABLE MENTIONS



  It’s easy to get attached to this anime, not only because of how invested one becomes in the stories concerning the main characters, but also because of how devoted one finds oneself to even some of the side characters. Competitive karuta is composed of a small group of enthusiasts, and slowly their strengths, weknesses, and quirks become as identifiable as those of the main characters. 
Harada sensei, who runs the ‘Shiranami Karuta Society’ is a robust old man who has devoted his entire life to the game. In him, the younger players find a respectable mentor- an idle to emulate and depend on. There are a number of such figures in the show.
       Sakurazawa is the superviser of the ‘Fujisaki School Karuta Club’ and may come across as dubious character at first, but turns out to be a highly regarded veteran, who recognised the talent of Chihaya and Taichi when most others overlooked them. It is thus apparent that she isn’t working for the benefit of  only her team, but that of the world of karuta as a whole.  
           Ms. Miyauchi, also known as ‘The Empress’ at Mizusawa High School, is the inexperienced faculty supervisor if their karuta club. Skeptical at first, she soon develops a deep respect for the game and strives to be of aid to her team in any way she can, never having played karuta herself. In her the students find a reliable caretaker, and she does her best to provide whatever resources the school can, to her club. 
            The Mizusawa club forms a special bond with the ‘Hokuo Karuta Club’, one of the strongest clubs in Tokyo. They comprise some of the most eccentric characters- Retro, for one, who Taichi soon sees as a comforting face at tournaments, and who aids the Mizusawa club once they stop being rivals to his own team.  Sudo, the ace of their team before he graduates somewhere down the storyline, was known as ‘Sadist’, for his crafty mind games and refined playing style. Even when no longer a member of the team, he comes back as a mentor to support, pressurize and generally terrify the Hokuo team into playing their best. 
Both teams, when not competing against each other, learn from the other’s strengths and develop a mutual respect. Despite their idiosyncracies, competitive attitude, looming self-satisfaction, and loud personalities, Hokuo’s familiar faces at national tournaments bring relief and motivation. It’s possible to fill pages and pages describing each character’s quirks and skills, personality and influence, that are inticately woven into the plot-line, and assume consequential significance in making the show as enjoyable as it is.

Thursday, 7 May 2015

Anime Review: Chihayafuru (Overview)

Chihayafuru

Synopsis

Chihaya Ayase is a frank and ebullient girl who becomes fascinated by the obscure world of competitive karuta, a card game based on Japanese poetry. Introduced to the aggressive style of the game by a quiet and thoughtful elementary school classmate named Arata Wataya, the two quickly become close friends. They start playing as a group with Taichi Mashima, Chihaya's smart and athletic childhood friend, until they have to part ways during their middle school years due to several circumstances. As their high school life begins, they meet once again.

(Source: ANN)

review
           
            It should be mandatory to watch the title track of every anime at least once, just to set a mood, and often it may be found that it can score early brownie points for the show in question. This was the case with Chihayafuru. So tip #1 is – Don’t skip the title track. In fact, this show seems eager to make an early impact when a hilarious introductory scene in the first minute acquaints us with the main character, Ayase Chihaya, as a quirky, zestful highschool girl with an unwitting tendency to leave all those who first meet her, slightly flabberghasted.  An almost notorious beauty, her candid flagrance and incomprehensible love for a seemingly obscure poetry card game instantly befuddle people. Why would the beautiful sister of a well-known model, play Karuta, an obscure card game based on dusty old collection of classical poetry (The Ogura Hyakunin Isshu)
              It is around this unassuming ”hobby” that the show revolves. Those who don’t play Karuta can’t fathom why it so consumes its patrons, and those who do play it are almost as stumped.  We, however, see how it shapes the lives of the characters as they explore the intricacies of playing it competitively, and through the development of their style of playing the game, we see a progression in their characters and personalities as well happening right before our eyes, more interesting is the fact that the writers use the game to facilitate this progress. It is through this unique medium that most of the story is told, and not just that of the main characters.
           Another interesting aspect is the insight we get into each opponent our protagonists face in their Karuta matches. Although we probably only see them in the role of ‘Karuta player’, the game is such that it their playing styles are most reminiscent of their personalities. There is a constant give-and-take, with every contender analysing, probing, and ultimately learning something from their opponent’s playing style, and so effectively getting to know the strangers sitting across from them, by the end of just a couple of matches. Its unusual, in a sports/game centric anime for the viewer to have such deep insight into every step of the characters improvement in the game. We see clearly how every game teaches our protagonists something new, they learn and improve right before our eyes.

              Even though it is the prime focus of the anime, the significance of this game is never blown out of proportion. On a number of occasions, it is seen in the context of the broader world, and we understand that it only forms a part of the lives of all those partaking in it. It’s relevance, however, is never belittled. Karuta is never protrayed as ‘all important’, but it is made clear that it doen’t need to be- it’s importance is determined by those who play it; as long as it’s important to them, it’s important enough. The game imparts something different to each of the characters- be it identity, strength, expression, a challenge, or a legacy. This is another tool that provides dimension to the characters. They are multifaceted individuals, difficult to fit into any specific ‘shoujo’ character tropes, and that is perhaps one of the most charming things about this show. The characters are almost eerily realistic and hence, we as viewers are far more invested in the different aspects of their lives than we would have been had we been served a set of one dimensional-but-charmingly-typical characters (a type that is seen far too often in Shoujo anime)
       
            Since this is a Madhouse production, it would be criminal not to address the art and animation. As is the way with this studio, simple lines and features are employed in conveying a wealth of information about the characers. Physical quirks share nuances of the characters’ personalities that we, as viewers, grasp without realizing how we procured such an understanding of them. How this is accomplished is still a largely baffling conundrum to us mere mortals, and a feat most can only hope to accomplish. The history of the hundred poems in karuta is explored as the story progresses, and the fundamentals of human nature are touched upon as the characters understand the sentiments expressed by different poets, centuries apart. The status of karuta oscillates between ‘sport’ and ‘art’, which provides yet more perspective to an already unusually layered show.
          Apart from being a masterpiece, both visually and in terms of writing and story, the show is immensely enjoyable. From the very beginning one finds oneself mesmerized by the energy of the game, the intensity of the players and the lyrical atmosphere created by the poems that serve as an accompaniment to the show itself. Be prepared to be fully invested in the Mizusawa Karuta Club, An unlikely set of heroes on a mission to conquer the sheltered little world of competitive Karuta.
       To conclude, we loved everything about Chihayafuru!