Anime You Should Be Watching: Akira


“The future is not a straight line. It is filled with many crossroads. There must be a future that we can choose for ourselves.” — Kiyoko

Akira is a landmark anime film that has left an indelible mark on both the medium and popular culture, widely regarded as a masterpiece blending dystopian cyberpunk aesthetics with potent social and political themes. Directed by Katsuhiro Otomo and released in 1988, it is an adaptation of Otomo’s own manga of the same name, adding layers of depth from its source material. The film remains a touchstone for its groundbreaking animation, complex narrative, and deep thematic explorations that resonate decades after its release.

At its surface, Akira tells the story of a post-apocalyptic Neo-Tokyo, a city ravaged by past destruction and on the brink of chaos again due to psychic powers unleashed unexpectedly on its streets. The narrative centers around two childhood friends caught in this upheaval: Kaneda, a rebellious gang leader, and Tetsuo, whose sudden acquisition of devastating psychic abilities leads to uncontrollable transformation and societal breakdown. This conflict draws viewers into a gripping tale of friendship, power, and loss.

Beneath the action-packed plot lies a rich tapestry of themes. One of the most striking is the exploration of loss of humanity through power. Tetsuo’s descent into madness as his psychic abilities spiral beyond his control serves as a visceral metaphor for how absolute power corrupts and alienates. The transformation he undergoes, from a troubled youth into a monstrous entity, dramatizes the fear of losing oneself when faced with forces that cannot be tamed. Meanwhile, the other characters and factions, including the military and resistance groups, depict varying responses to such disruptive power, from authoritarian control to emergent heroism among society’s outcasts and delinquents, emphasizing resilience in adversity.

Akira’s setting is crucial to understanding its impact. Unlike other dystopian sci-fi that glamorizes technology, Neo-Tokyo is raw and unpolished—a place of grime, corruption, and social decay. This lack of fetishization makes the depicted world more relatable and unsettling, reflecting post-World War II anxieties in Japan. The narrative draws clear analogies between the trauma of nuclear devastation and the cyclic nature of destruction and rebirth. The film and manga respectively underline how societies can be dehumanized by catastrophe yet still harbor hope for renewal and change.

The adolescent characters also embody a universal coming-of-age struggle, where uncertainties of identity, power, and responsibility mirror Japan’s own postwar societal shifts. Tetsuo’s monstrous growth and Kaneda’s protective yet rebellious nature capture the complex emotions of fear, resentment, and desire for control, making the story as much about internal battles as external ones. This allegorical layer brings timeless relevance, inviting viewers to reflect on personal and collective growth in times of turmoil.

From a technical and artistic standpoint, Akira set new standards for animation. The film’s fluid motion, attention to detail, and atmospheric world-building were revolutionary for the time and still hold up remarkably well. Otomo’s insistence on lip-syncing dialogue and meticulous frames elevated the cinematic experience far beyond typical anime productions of the 1980s. Its high-budget production values and painstaking artistry make every scene visually immersive, from frenetic gang fights to apocalyptic psychic battles.

One of the film’s most iconic and influential moments is the “Akira slide”—the flawless and stylish maneuver where Kaneda slides his motorcycle to a perfect stop amidst a high-speed chase. This scene has become emblematic not only of Akira’s kinetic energy and visual prowess but also of the potential for animation to convey dynamic motion with a sense of weight, style, and personality. The technique has been endlessly referenced and homaged in both anime and live-action works worldwide, shaping how filmmakers portray fast-paced chase and action scenes. Its balance of fluid animation, camera angles, and character flair set a new benchmark for kinetic storytelling, inspiring generations of animators and directors to capture similar moments of cool, precise motion.

Moreover, Akira’s soundtrack and sound design contribute significantly to its gritty and intense atmosphere, reinforcing the emotional beats and tension throughout the film. The score blends pulsating electronic music with haunting melodies, capturing the film’s blend of futuristic dread and human vulnerability.

Critically, Akira is celebrated not just for its technical achievements but also for its complex storytelling and thematic depth. It does not offer neat resolutions or clear heroes; instead, it portrays a morally ambiguous world where power is both destructive and transformative. The lack of easy answers enhances its emotional and intellectual resonance, making it a powerful narrative of destruction, evolution, and hope.

Akira stands among the most influential works in animation and film, a piece that’s carved its place indelibly in cultural history. Its influence isn’t just in the stunning visuals or the groundbreaking animation techniques; it’s also in how it expanded the horizons of what anime could achieve on a global scale. Otomo’s dystopian vision challenged viewers to confront uncomfortable truths about power, chaos, and societal resilience. Years after its debut, the film continues to inspire and provoke new generations of creators—each eager to capture some fragment of its raw energy and layered storytelling. Akira’s legacy is not just that of a cinematic masterpiece but as a catalyst that reshaped the possibilities for animated storytelling, making it a timeless beacon for artists and audiences alike.

Neon Dream #13: 川井憲次 – Making of Cyborg


I can’t say that any entertainment franchise has given me more cause to think than Ghost in the Shell. It presents a mid-21st century post-apocalyptic earth in which society has more or less stabilized. Events revolve around Public Security Section 9, a counter-terrorism agency focused on investigating cyberterrorism, which is rather interesting because the original manga by Masamune Shirow launched in 1989, before cyberterrorism actually existed (or the modern internet, for that matter). Throughout their investigations, the team deals with the social and philosophical issues that arise in an age where society is fully integrated across a world-wide network and technology has been integrated directly into the body, rendering people intimately vulnerable to hacks and computer viruses.

I am as guilty as most of having never read the original manga. I became acquainted with Shirow’s world through Ghost in the Shell (1995) and Ghost in the Shell 2: Innocence (2004), both directed by Mamoru Oshii, and the 2002 anime series Ghost in the Shell: Stand Alone Complex, by Kenji Kamiyama. While the two directors take rather different aesthetic approaches–the movies present Section 9 as a harsh, disenchanted unit in a somewhat dystopian world, whereas the television series is lively and a bit cartoonish–both remain dedicated to questioning the impact of highly integrated technology.

Stand Alone Complex lies much closer to the root of my music series, because some of the key issues it tackles have since arisen online in the real world. Everyone is well familiar with the use of V for Vendetta-styled Guy Fawkes masks in protests originating from the internet, but there is a decent chance you have also caught a glimpse of an odd blue smiley face among the rabble. The Laughing Man image originates from Stand Alone Complex, where it functions as a mask employed anonymously by individuals taking public action independently of each other. At first, an advocate for social justice uses it to disguise himself while committing a ‘terrorist’ act, but the image quickly overreaches his motives. Others commit unrelated political sabotage under the guise. Corporations employ it to discredit their competitors. Pranksters use it as a sort of meme, forming the shape with chairs on a rooftop and cutting it into a field as a crop circle, for instance. The image has no concrete meaning, and everyone who uses it essentially ‘stands alone’, but the public perceive the Laughing Man as a single individual.

The actual anime gives a fairly shallow interpretation of this. The creator of the image, Aoi, explains that he never intended the mask to become a social phenomenon, and that its arbitrary usage dislodged the image from its original meaning. He sums this up by asking “Who knew that copies could still be produced despite the absence of an originator?” The ‘profoundness’ of this ties back to a long history of bad philosophy which assumes that signs have universal objective meaning in some sort of fundamental way which mystically transcends subjectivity of the mind. Basically, certain Greek ideas saw a resurgence of popularity in the late 19th and early 20th centuries, probably as a consequence of high society’s fascination with antiquities at the time. The plethora of ready-at-hand counterexamples to these archaic notions provided easy meat for countless grad students to earn their PhDs, so long as they did not throw the baby out with the bath water and ruin the game for everybody else.

But I digress. While the intended idea behind “Stand Alone Complex” is a bit naive, the Laughing Man does represent a unique sort of game that can only be played in the information age. To the public, the Laughing Man was a single individual, or at most a closely coordinated group, but the participants knew better. They knew that there was no real ‘Laughing Man’, but their independent actions were performed under the expectation that they would be written into ‘his’ public profile. The game was exclusive; you had to be aware of the mask in order to dawn it. The game also had rules; an action totally out of line with the Laughing Man’s pattern of behavior would be perceived as a fraud. (You could not, for instance, reveal the truth behind the Laughing Man.) By playing, you added a little piece of yourself to the puzzle, and it might slowly assimilate you in turn.

Ghost in the Shell has remained a uniquely relevant franchise in science fiction because it got so many ideas right. In 1989, at a time when internet was still a novelty of college libraries, the manga offered a world of total connectivity, where every human and device belonged to a global network. In 2002, Stand Alone Complex introduced the Laughing Man, and shortly afterwards the real world knew an equivalent. Whether this bodes well for the franchise’s dabblings into cyborg technology, only time can tell, but history has certainly made an inherently fascinating fictional world all the more compelling. In the Ghost in the Shell universe, science has fully bridged the gap between computers and neural systems, allowing electronic implants to directly convert wireless digital information into stimuli compatible with the senses. The average citizen possesses visual augmentations which allow them to directly browse the internet via voice command. More complex technology delves deeper, creating a sort of sixth sense whereby users can engage a network through thought command. Some individuals, especially accident victims with the means to afford it, might have their entire bodies replaced by neurally triggered machine components.

The 1995 Ghost in the Shell film gets especially creative in tackling this–enough that it became the chief inspiration for The Matrix four years later. It revolves around brain-mapping technology and its implications regarding sentience and identity. From the start of the film, the ability to copy and read brain data appears to be common. Presumably, these digital copies would remain stagnant until encoded back into a neural network, but as the government develops better software for interpreting and editing the massive content at its disposal, funny things start to happen. The software gains a sort of temporary sentience while performing its complex tasks, and eventually it uploads itself to a cyborg body in an act of self-preservation. This new entity possesses the capacity to read other augmented brains and incorporate them into its internal network. At least, that is how I’ve interpreted it. The movie does leave a lot to the imagination. Perhaps it is recycled from earlier science fiction, and far-fetched besides–I wouldn’t really know–but Ghost in the Shell presents it all as if it were right around the corner, not lost in a distant galaxy of Star Trek.

Ghost in the Shell is so steeped in ideas that it’s a wonder I don’t forget it is a collection of animations, not a book series. Stand Alone Complex is presented as rather typical–and relatively forgettable–anime, but the 1995 movie definitely denies dismissal. It is a real work of art. The city is dirty and a bit washed-out without feeling downright destitute; the masses still lead normal lives. Emptiness expands upward; the characters are perpetually surrounded by massive, sort of dusty-looking structures that feel vacant despite signs of life. The music is simultaneously vast and minimalistic. Generally, the artistic direction projects a feeling that the protagonists are isolated–cut off from the massive world surrounding them–perhaps by the knowledge they possess.

The score Kenji Kawai (川井憲次) crafted for Ghost in the Shell ranks among the best soundtracks I’ve ever encountered. Without it, the film might easily unravel. The plot really does take a lot of creative liberties. What amount of entertainment value could convince people to open up their brains to potential hacking? Or, if they are doing it to maintain memory backups, why is a brain hack so devastating? Can’t you just resume from your last save? Why would a hacker go to the trouble of replacing an entire memory system in the first place, if they could just encode an impulse into an existing one? To these questions, I say “shhhh!”, because Kawai has so utterly convinced me that my cyborg brain will be shipping in from Japan any day now. The music shrouds the film in imminent mystery. It is a moment of quiet awe, before the very foundations of human experience become uprooted and replaced by a higher state of computer-enhanced perception.

‘Interesting’ nerd note on Kawai: while the majority of his discography appears in anime and film, he is credited with arranging the TurboGrafx-16 port of Sorcerian, one of Yuzo Koshiro and Takahito Abe’s better 1980s NEC PC-8801 projects. I am pretty excited to dig that one up. Aren’t you? …Bueller?

Neon Dream #12: 芸能山城組 – Kaneda


https://www.youtube.com/watch?v=at37zb6Oixc

If you are looking for a careful plot showcasing the new challenges of a technologically advanced, post-apocalyptic earth, then Katsuhiro Otomo’s 1988 classic Akira is not a great option. The film does not try to raise any questions, the story is vague, and it revolves around characters who are empowered supernaturally, not enhanced through technology. Akira‘s legacy lies in its music, art, and shock value.

Set in a dystopian Neo-Tokyo in 2019, 31 years after the ubiquitous cataclysm uproots every tenet of modern society, Akira displays a violent, futuristic world where law and order amounts to little more than brute force. The military police force is ruthless. Suspects are executed in public spaces with no concern for who might get caught in the cross-fire. When protests turn to riots, machine guns and tanks bulldoze down all opposition to the state. In one memorable scene, a group of protesters is bombarded with tear gas, and a choking helpless civilian staggers into an unclouded space that happens to be occupied by a policeman. After a moment’s pause, he blasts him in the stomach with a smoke grenade at point blank range. The incessant violence permeates everything. Within the first ten minutes, the hero, Kaneda, has murdered a half dozen members of a rival gang for entering his turf. The antagonist, Tetsuo, while certainly not evil, does not think twice about slaughtering the millenarian following attracted to his psychic powers.

Akira keeps you attentive with an endless escalation of weirdness and destruction. At every turn, events outpace your expectations, culminating in a transformation sequence that is not even worth trying to explain. I suppose it does raise one question, and only one: “What the fuck did I just watch?” It only works, though, because the art is so distinct that it leaves little to the imagination. Akira is a visual tour through everything that the most dystopian, vulgar cyberpunk city is supposed to be.

The soundtrack, composed by Tsutomu Ōhashi of Geinoh Yamashirogumi (芸能山城組), is inescapable throughout the film. It’s a bit of a counterbalance to the grim, futuristic visuals, relying heavily on Japanese and Indonesian traditional instrumentation and avant-garde vocals. It focuses more on capturing Akira‘s supernatural side, both in style and in strangeness. The opening track, “Kaneda”, does this while racing full speed into the heart of a towering metropolis.

Neon Dream #11: Kinski – Semaphore


I will never summon ethereal fire spirits to rend my foes, and unless the unknown reaches of physics politely comply with Hollywood, I will never receive a post card from the dark side of the Milky Way. I will also never applaud a director’s effective use of taste and smell, or upload a backup of my memory to external storage in between breakfast and a morning shower, but there is a difference here…

Nearly every cyberpunk story I have encountered begins with an apocalypse shortly after its publication. I guarantee you someone is writing one right now in which, in 2020, either Putin or radical Islamists nuke the shit out of everybody. Now it is 2060, and all of a sudden everyone is rocking cybernetic implants, babies grow in artificial wombs, and Lunar Colony Beta just declared independence. It’s not an absurdity. It’s not as if people just go “it’s the future; of course it will be futuristic!” and ignore the context. The assumption is that a cataclysmic act of destruction will somehow propel technology towards radical progress.

This makes sense, if you think about the forces that drive technology forward. In capitalism, there is always an incentive to stagnate. The longer you can milk a product, pumping out new models with superficial “upgrades”, the less you have to invest into research and development. Especially in oligopolies like America, once you establish a monopoly you can dig in your heels for years, even decades, before competition on other fronts undermines your turf. Technology is also hardballed by the western world’s incoherent, slapped-together code of ethics. Since the 1980s, our society has been pretty thoroughly convinced that free will is an endangered species preservable only in captivity. Half of the potential at our fingertips is illegal to research let alone implement, on the grounds that it somehow violates our sanctity.

The post-apocalyptic setting washes us clean of our old ethics and oligarchs. The society that emerges might be a terrible place to live, but it may well be a technocracy. When capitalism undermined the old aristocracy, revolution created bourgeois democracy. The First World War birthed all sorts of hyper-industrial dictatorships, even at the far fringes of the Industrial Revolution’s sphere. A catastrophic event in the information age should, if the trend holds, generate Google empires. How long can conventionally mechanized warlords withstand against soldiers modified to receive live satellite imagery of their terrain and fully regenerate major wounds in a matter of months? Is 45 years too soon for all this? Mother Russia went from de facto feudalism to Sputnik in fewer. And we have to make some allowances for fiction…

There is nothing fundamental preventing massive progress towards biological enhancement–at least nothing we are commonly aware of. The Cyborg Age won’t emerge in our lifetimes, realistically, but only because of entrenched social, political, and economic conditions. The fictional cataclysm is compelling for a lot of bigger reasons, but plausibility still hangs in the air. Our cozy modern lives won’t take us anywhere, but maybe a little pandemonium will usher in the paradigm shift to a society which praises integration of digital technology into our biological systems.

Kinski are a post-rock band from Seattle that formed in 1998. “Semaphore” appears on their 2003 Sub Pop release, Airs Above Your Station. I am pretty sure that the opening two minutes contains a formula to reconcile quantum mechanics with general relativity, but I am too old to do acid. At any rate, I hear it as some sort of major shift in perspective inaugurating an era of progression.

Neon Dream #7: 古川もとあき – One Night in Neo Kobe City


https://www.youtube.com/watch?v=Ofr8qqdZ_f0

There is a common quip you’re likely to find if you read comments on Konami’s Snatcher: of all the games that I have never played, this one is my favorite. The game was ported and rehashed for much of the late 80s and 90s, appearing on the PC-8801, MSX2, PC-Engine, Sega Mega-CD, Sony Playstation, and Sega Saturn. The highly censored Sega CD port was the only English translation, and given how horribly that system flopped, you have almost certainly never played this game. That’s no fault of Konami’s. America and Europe are not exactly hot markets for menu-based graphic adventure games.

But Snatcher has a cult following of western fans regardless. Magazines reviewing the Sega CD port praised it across the board. It’s one of the earliest highly successful (in Japan at least) cyberpunk video games, and it merges this with a detective story, grasping the genre’s affinity with film noir. Its original 1988 score captured the essence of cyberpunk aesthetics, filled with jazzy melodies driven by futuristic beats where it could have easily gotten away with generic action music instead. And the game is deliciously dated: its post-apocalyptic earth–set in the oh-so-distant future of 2042–comes about as a consequence of the Soviet Union unleashing a devastating biological weapon. All of these factors make its obscurity a bit enticing. It’s not like you’ve never heard of the game because no one liked it. It’s more of a lost treasure.

The game’s western obscurity plays directly into the appeal of its genre. Learning about it, I felt like I was excavating a modern ruin from a digital trash heap, diving into long forgotten file-sharing archives and posting anonymous requests in dark corners of the internet for sources beyond Wikipedia. One of the most enjoyable stretches of my long-winded videogame music series in 2012 was the process of piecing together fragments of information to arrive at a fairly accurate break-down of the original score. It was a Konami Kukeiha Club project, which can often be a lost cause to dissect, but I dug until I found that the original PC-8801 version’s credits listed each track by individual composer. This was already complicated by the fact that it incorporated changes in the simultaneously released MSX2 port, awkwardly intermixing the staff who converted the sound. You can read my two-part entry on Snatcher below, if you’re curious:

VGM Entry 56: Snatcher (part 1)
VGM Entry 57: Snatcher (part 2)

“One Night in Neo Kobe City”, not to be confused with “Twilight of Neo Kobe City”–I had a lot of fun dealing with those sorts of naming conventions through a bad Japanese to English translator–is not original to the 1988 version of Snatcher. Motoaki Furukawa (古川もとあき) first composed it for the 1992 PC-Engine port, when greatly improved audio technology made a track like this possible. (Honestly, think about the sound quality in games you were playing in ’92. This was pretty advanced.) The song really sets the stage for the cyberpunk tech noir experience that follows. I suppose it’s not dark or foreboding, really, but when you connect this sort of sax-driven jazz to a futuristic city, the relation feels natural. When you connect it to Snatcher, it becomes cyberpunk to the core.

Hats off to Konami for letting Snatcher thrive on Youtube when so many other game producers routinely scour the net of their antiquities. (I personally had my account banned by Taito for posting some music to an obscure 80s arcade game.) I don’t know why cease and desist orders are particularly popular in the world of videogame music, but at least in my experience Konami seem to avoid that nonsense. It’s pretty cool, since the Konami Kukeiha Club doesn’t rate far behind Square-Enix’s illustrious list of composers.

Neon Dream #2: Boris – Intro


https://www.youtube.com/watch?v=PQ9AtzxgLsA

Japan’s three-piece prodigy Boris have played every style of music in the books over the years, and they do it all well. “Intro” appears fairly early in their discography, on the 2005 reissue of Akuma No Uta. (The original 2003 release features a much shorter intro track.) If you had any question about the sort of diversity Boris brought to the table even this early on, you could look at Akuma No Uta‘s multiple album covers. One was a play on the cover art of Bryter Layter by Nick Drake. Another, Welcome to Hell by Venom.

This track also made my mix after I used it in a game. The task I set for myself when I purchased a copy of RPGMaker was to take an incongruous cyberpunk story written by a bunch of kids in the 90s and make it work. It was in pretty bad shape. Apparently being chaotic evil made you a great candidate for leadership; the CEO calling the shots was supposedly some genius who had carefully crafted his rise to power, but then he’d turn and do crafty things like scream “bwahahaha” and murder his advisers. It was the sort of nonsense only a bunch of children or Joseph McCarthy could dream up. I wanted to retain the basic progression of events–I was doing this for fun and nostalgia, after all–but the opening sequence, where the leader shoots a passenger airline out of the sky in order to sense the euphoric death rattle of hundreds of innocents burning in unison, was uh…. yeeeeah….

When I listened to “Intro” by Boris, the scene rewrote itself. The plane was suddenly slowly drifting over a scene of urban anarchy, where police stations and hospitals barely hung on behind walls of garbage and broken glass. Casinos and brothels lit up the night sky. The pilot commits a minor breach in security protocol while requesting permission to land, and a culture of paranoia spirals the situation out of control. Ultimately, a general authorizes force with a hint of satisfaction, and the plane explodes. Wata’s high pitched, siren-like guitar seems to simulate ambulances rushing to the scene. Boris set the tone for how I would rewrite the entire script. The foreboding, dystopian vibe of this instrumental song was powerful enough alone to create a setting I couldn’t handle with graphics and dialogue at my disposal.

Neon Dream #1: Maserati – Inventions


On a bit of a lark, I posted an article last week about some of my odd experiences as a kid on the internet in the 90s. That got me listening to a bunch of music that has no obvious connection to the things I wrote about. My metal choices became more industrial. I fired up the Lost in Translation soundtrack for the first time in ages. I fell in love with vaporwave’s sardonic spin on muzak and smooth jazz… Hey, this sounds like an excuse to post a music series!

90s internet was obsessed with fantasy and science fiction. “Nerds” were more likely to be online. (My family got dial-up because my mother was a computer programmer.) Free online gaming was dominated by MUDs and forum RPGs, as they were well suited for text-based environments and stemmed from a long tradition. Most of all, it was the easiest place for that demographic to congregate. (Why do we have Sports Bars but not Dungeon Masters’ Taverns?) If you came to the internet enjoying console RPGs, you might well leave loving anime and Dungeons & Dragons, too, and sharing an odd obsession with that island off the east coast of Asia that gave us so much of it. Japan was an exotic world full of technologically advanced cities, as I imagined it, and its number one export for me was high-tech fiction.

That is how I came to engage futuristic universes like Akira and Ghost in the Shell. Japan brought cyberpunk into the mainstream for my generation. (It was years before I watched Blade Runner.) The internet was the new frontier of technology, so the genre sort of resonated with the medium through which I encountered it. Ghost in the Shell in particular asked a lot of relevant questions regarding how technology impacted identity. On the internet, anonymity was a sort of virtue, and that always fascinated me. I also saw, as time went by, a lot of commonalities between the internet and cyberpunk’s dystopian societies. Corporate monopolies replaced niche vendors. Advertising expanded wildly, still all in-your-face pop-up adds pushing pornography and all-you-can-eat, 0%-down, free trial chances to become an instant winner. Forums became overcrowded, scaling up from hundreds of active users to tens of thousands. Screen names ceased to provide even temporary identification as people no longer bothered looking at them. Copycat conformity and superficial cheap thrills dominated where people had once engaged each other with thought and imagination.

In both cyberpunk and the internet, you had an acknowledged gap between the corporate world and the masses. In Final Fantasy VII, for instance, Midgar’s dark, towering inner city emitted a filth of neon commercial sleaze and ill-earned luxury that opposed the sunshine and suffering warmth of its dilapidated ghettos. This disparity was clear, both to the player and to Midgar’s fictional inhabitants. The antagonists were balding, broad-wasted businessmen and corporate gangsters. The heroes toppled the system through sabotage, creating a ripple effect that rocked the masses and–not so much in FF7, but definitely elsewhere–turned them against their corporate overlords. The fact that capitalism felt evil or sleazy, both online and in the fiction, proved awareness of the gap. If the system was working properly, the masses would willingly accept their position and not eye commercialism warily or respond to tremors beneath. There would be no vulnerability–no means to revolution–and subsequently, in a lot of these stories, nothing to drive the plot forward.

The gap emerged in fiction because it made for an interesting story. It emerged in real life because the internet simply hadn’t been reigned in yet. Corporations were still scrambling to keep up with rapidly changing demands emanating from an unregulated hive mind. In both cases, the appeal was a sense of empowerment. Anonymity within an unstable system enabled anyone, theoretically, to mastermind changes in behavior of the masses and then slip back into the shadows. It was a utopian dystopia. It was too easy.

Today’s social media, integrated subliminal advertising, and tailor-made instant-gratification entertainment indicate a highly functional, invulnerable corporate society. The internet is a bleak, soulless place where people narrate their artificial lives to the wind, proudly displaying every ounce of their shallow identities. You might grasp the banality for a moment and try to spread the word, but open ears are hard to come by, and before you seek them you just have to watch this Youtube video about the 10 craziest moments in… something. C’est la vie.

But that is why internet and the 90s makes me reflect nostalgically on sweaty used car dealers in crooked toupees; Tokyo as an exotic, futuristic world; Groomed corporate elites snorting cocaine on their private jets; Sleazy, shameless advertising; Revolutions begun by untraceable, nameless figures in archaic chatrooms; The machine consuming itself and collapsing into anarchy; Most of all, the freedom to roam a vast, incomprehensible urban landscape without consequence.

Maserati are a post-rock band from the music capital of the southeast: Athens, Georgia. “Inventions” appears on their 2007 release, Inventions for the New Season (which I always thought was a really awkward title). Their line-up at the time included the late Jerry Fuchs, who was involved in a lot of significant acts before his tragic death: !!!, MSTRKRFT, LCD Soundsystem.

This song found its way into my mix as a result of my brief foray into RPGMaker. I got it in my head to make a cyberpunk RPG based loosely around a collaborative story that I took part in back on the Nintendo.com forums in ’98. Futuristic tile sets were pretty hard to come by, and I turned to music to set the tone of the game. I put “Inventions” to work when the player finished up the introduction sequence and became free to explore. The song captured for me the feeling of walking along the massive streets of a futuristic city in the dead of night.

VGM Entry 57: Snatcher (part 2)


VGM Entry 57: Snatcher (part 2)
(Thanks to Tish at FFShrine for the banner)

Needless to say, when a game is released in six formats over a span of eight years the list of credits gets pretty wild. If we take Wikipedia’s unsourced credit synopsis for every Snatcher release mingled into one, it would appear that Akira Yamaoka, Keizou Nakamura, Masanori Adachi, Kazuhito Imai, and Masanori Ouchi are responsible for the score. But let’s not do that.

Konami’s ost releases generally only credit the Kukeiha Club as a collective, so that’s of no real help. Thanks to Snatcher‘s devout fan base though, a video of the end credits is available on youtube for every version of this game. They struck me as a bit suspect in so far as every version except the PC-Engine was in English, when only the Sega CD version was officially translated. But I do get the feeling–I’m sure plenty of people could easily confirm or deny–that a lot of games in Japan for whatever reason have English credits.

In any case, the PC-8801 ending credits are perhaps the most thorough I’ve ever seen in a game, and whether their English (Engrish really) is a fan translation or the authentic original, I do think it would be nice to provide a transcript. This is the track by track credits as listed in the two-part youtube video posted by AFX6502, condensed to save some space. Most tracks were listed with two names: one in quotations and one in parenthesis.

Compositions by M. Ikariko:
“Prologue Demo” (Bio Hazard Snatcher)
“Title Telop” (Evil Ripple)
“Pursuer Part1” (Creeping Silence)
“Pursuer Part3” (Pleasure of Tension)
“Pursuer Part4” (Endless Pursue)
“Katrine Part1” (Innocent Girl)
“Katrine Part2” (Theme of Katrine)
“Bath Room” (Virulent Smile)
“Joy Division” (Decadance Beat)
“Blow Up Tricycle”
“Mortuary Part1” (Morg)
“Restoration”
“Search Light” (Spreading Diehard)
“Credits”
“Game Over” (Lement for The Death)

Compositions by M. Shirakawa:
“Team Logo” (Slave to Metal)
“Jaime” (Theme of Jaime)
“Outer Heaven2” (Theme of Izabel)
“Title Part1” (Theme of JUNKER)
“Title Part2” (Theme of Randam)
“Title Part3” (Faded Memories)
“Title Part5” (Peace of Mind)
“Action” (Danger Dance…and Justice for all)
“Epirogue” (Beyond Sorrows)

Compositions by S. Fukami:
“Theme of Opening” (Twilight of Neo Kobe City)
“Outer Heaven1” (The Entrance to Hell)
“Goodbye Randam” (Eternal Promise)
“Requiem” (For Harry)

Compositions by S. Masuda:
“Pursuer Part2” (Criminal Omen)
“Pursuer Part5” (Follow up the Scent)
“Wrong Answer” (Axia)
“Transform Risa” (Virtual Image)

Compositions by M. Izumi:
“Ending 1” (Master of Puppets Among The Disease)
“Theme of Ending” (We Have to Struggle for Our Future Against Our Doubt)

Compositions by M. Adachi:
“Theme of Metal Gear” (Theme of Tara)
-remix from “Metal Gear” RC_750 1987-

Joint composition by I. Mizutani and M. Ikariko:
“Snatcher Title” (Squeak!!)

Composition by Pear Point:
“Jingle Bell” (Jingle Bell 2042)

So there you have it. Originally, Masahiro Ikariko composed 16 of the tracks, the rather elusive M. Shirakawa composed 9, and the remaining 13 were composed by a combination of Masanori Adachi, Seiichi Fukami, Mutsuhiko Izumi, Iku Mizutani, and another virtually anonymous figure, S. Masuda. Ikariko, Shirakawa, Fukami, and Masuda are given clear precedence over Adachi, Izumi, and Mizutani in the credits, and must have comprised the main music team. (While the credits to the original MSX version of Metal Gear are likewise confusing and Adachi is not listed where I looked, I have to assume he wrote the original song, “Theme of Tara”, upon which the Snatcher tune is based and had no direct involvement here.) We don’t even know M. Shirakawa and S. Masuda’s full names. Isn’t that something?

The PC-8801 credits tell us quite a bit more about Snatcher‘s music than simply the track-by-track credits. For instance, chief editors Hideo Kojima and Naoki Matsui named the songs. Iku Mizutani did the sound effects, and Masahiro Ikariko and Kazuhiko Uehara “arranged” the music–a credit Konami clearly distinguishes from composition.

The MSX2 credits are included in the PC-8801 version, so there’s no ambiguity on this front. Masahiro Ikariko and Kazuhiko Uehara made the MSX2 arrangements (with the exceptions of “Theme of Metal Gear”, converted by Uehara and Mizutani, and “Jingle Bell”, converted by Ikariko, Uehara, and Shirakawa).

The PC-Engine credits are in Japanese, and in the mess of a hundred open Firefox tabs I’ve lost track of the url to the translation I found, but I did copy it down:

Sound Program:
Kazuki Muraoka
Music:
Motoaki Furukawa
Kazuki Muraoka
Masahiro Ikariko
Seiichi Fukami
Mutsuhiko Izumi
Sound:
Kazuki Muraoka

It’s kind of weird to me that Shirakawa, who wrote a quarter of the music in the game, is not included here, but perhaps he and Masuda had left Konami and were erased from memory. Or perhaps Ikariko, Fukami, and Izumi returned to write additional material, but based on the songs I’ve heard, I get the impression that the list of original compositions for the PC-Engine version is quite short. Based on how the PC-8801’s credits were worded, I am lead to believe the PC-Engine arrangement was Kazuki Muraoka’s baby, with Motoaki Furukawa filling in the few added original tracks, however Furukawa has referred to himself as being “in charge of the BGM” for the PC-Engine port. Whether he meant merely the new compositions or the arrangements of the originals is beyond me.

The PC-Engine version and future releases included a revamped intro scene, for which I’ve provided the Sega CD take in spite of its awful voice acting, so that you can hear it in English. “One Night in Neo Kobe”, the song beginning at 2:55 in this video, was one of the new PC-Engine additions written by Motoaki Furukawa (he also confirmed composition of “Tears and Stains”, which must be “Tear-Stained Eyes“), and it remains one of the most famous songs of the game.

The Sega CD port was the first major departure from Ikariko and company’s original score. The credits here, which I’ve derived directly from the English version of the game, are pretty vague:

SegaCD Sound Design:
Keizou Nakamura
Masanori Adachi
Kazuhito Imai
Masanori Ouchi
Akira Yamaoka
Sound Programmer:
Osamu Kasai
Akira Souji

This list is kind of strange, because it was the Sega CD port’s arrangement that made it so drastically distinct from the first three versions. The songs were still based on the originals, but in a manner akin to Rob Hubbard and Tim Follin’s liberal port adaptations (consider the C64 ports of Commando and Bionic Commando respectively, for example). The credits clearly refer to the Sega CD arrangement, and Masanori Adachi must have been directly involved this time around. Even so, some of the tracks, “One Night in Neo Kobe”, aren’t even arrangements, but rather the exact same songs appearing on the PC-Engine. It’s pretty odd that Motoaki Furukawa and Kazuki Muraoka are restricted to a “Special Thanks” mention at the end of the credit roll.

Also, the distinction between “Sound Design” and “Sound Programmer” is completely obscure here. Konami don’t even bother with distinguishing between music and sound effects. Some of the ‘sound design team’ credits may have almost no real involvement in the music. Keizou Nakamura is credited specifically for SFX in a later version of the game, suggesting that that was his role here as well, and someone claiming to have spoken with Akira Yamaoka says he had little to no involvement in the project.

At this point in time technology may have advanced to the point where “programmer” did not as a rule imply “arranger”, and it’s possible that Osamu Kasai and Akira Souji’s contributions comprised a technical task which made the audio possible but did not affect what it actually sounded like. Never mind my uneducated speculation though; suffice to say the Sega CD port is a grey area dividing the old Snatcher compositions from the new.

Most PSX/Sega Saturn Snatcher songs were in fact new compositions entirely distinct from the originals. “The Morgue” is an example in which the changes are pretty rewarding. I think they definitely improve the whole ‘surrounded by rotting corpses’ atmosphere, whether that is actually the appropriate atmosphere for the scene in context or not. It does little to compensate for the outrageous censorship rules Sony inherited from Nintendo, but whatever. Here are the credits for both:

PSX:
Sound System Programmer:
Noritada ‘Nor’ Matukawa
Sound Mixer:
God Adachi
Music Composer/Arranger/Performer:
KIDA-Sun
SFX:
Hiroe Noguchi
Guest composers:
Hiroshi Tamawari
Akira Yamaoka
Kosuke Soeda
Guest Performer:
Tappy
Original Score Composers:
Kazuki Muraoka
Motoaki Furukawa

Saturn:
Sound Programmer:
Akiropito
Sound Mixer:
Masanori Adachi
Music Composer/Arranger/Performer:
KIDA Sun
Syouichirou Hirata
SFX:
Keizou Nakamura
Guest composers:
Akira Yamaoka
Hiroshi Tamawari
Guest Performer:
Tappy
Original score composers:
Kazuki Muraoka
Motoaki Furukawa
Akira Yamaoka
Hiroshi Tamawari
KIDA Sun

If you’re curious about the aliases here, “Akiropito” is Akira Souji, “God Adachi” is Masanori Adachi, “Tappy” is Tappi Iwase, and I couldn’t find the slightest clue for identifying “KIDA-Sun”. This makes for an odd discussion, as “KIDA-Sun” appears to be the most responsible party for the PSX and Saturn soundtracks. It’s also rather strange that Akira Yamaoka, Hiroshi Tamawari, and KIDA-Sun are listed as original score composers on the Saturn but not on the PSX, as to the best of my knowledge the Saturn used the exact same songs, making only minor (but always for the better) changes throughout. I don’t know that this change to the credits indicates a real change though: Akira Yamaoka and Hiroshi Tamawari are listed as ‘guest composers” in both versions, and a guest composer is still a composer, so it might all boil down to redundancy. In that case, we need only ask what became of Kosuke Soeda.

So basically, our credits look like this:

PC-8801 and MSX2
Composition: Masahiro Ikariko (16), M. Shirakawa (9), Seiichi Fukami (4), S. Masuda (4), Mutsuhiko Izumi (2), Iku Mizutani (1), Masanori Adachi (1)
Arrangement: Masahiro Ikariko, Kazuhiko Uehara

PC-Engine
Composition: Primarily the original 1988 staff, with additions (probably) limited to Kazuki Muraoka and Motoaki Furukawa
Arrangement: Kazuki Muraoka

Sega CD
Sound staff: Keizou Nakamura, Masanori Adachi, Kazuhito Imai, Masanori Ouchi, Akira Yamaoka
Sound Programmer: Osamu Kasai, Akira Souji

PSX and Saturn
Composition: Kazuki Muraoka, Motoaki Furukawa, KIDA-Sun, Akira Yamaoka, Hiroshi Tamawari, Kosuke Soeda (Saturn only)
Arrangement: KIDA-Sun, Syouichirou Hirata (Saturn only)

I’ll leave it at that. I hope you’ve enjoyed the sound samples in the meantime. I know I certainly have.

VGM Entry 56: Snatcher (part 1)


VGM Entry 56: Snatcher (part 1)
(Thanks to Tish at FFShrine for the banner)

At this point I think it’s safe to talk about Snatcher. Snatcher has quite a long history. Konami first released it on the PC-8801 in November 1988, following this up with an MSX2 port the following month. In 1992 it found its way to the PC-Engine, and in 1994 it got its first English translation via the Sega Mega-CD. It would go on to appear on the Playstation in February 1996 and the Sega Saturn in March before all was said and done.

Snatcher was a cyberpunk visual novel, which isn’t the sort of thing North American and European gamers are particularly familiar with. It also featured some graphic violence, partial nudity, and cultural references, which didn’t jive well with North America’s outrageous censorship and copyright laws. All of these factors contributed to the long delay of an English port, and it’s quite remarkable that Konami ended up making one at all. The market was not in fact ready for it, and Jeremy Blaustein, who oversaw the localization, admitted that the game “only sold a couple thousand units”. He provided the legitimate argument that this resulted from Konami’s decision to release a game on the rapidly tanking Sega CD, not any shortcomings of the game itself. Snatcher remained popular in Japan however, and by the sixth and final release in March 1996 it also boasted six different variations on the main soundtrack.

What’s great for our purposes is that liquidpolicenaut on youtube already did all the legwork for comparing them. In some cases, such as “Decadence Beat (Joy Division)”, the original PC-8801 and MSX2 versions survive every port on into the Sega Saturn, but more often the songs get replaced for the Sega CD or Playstation and retain their new forms the rest of the way.

It’s by no means immediately obvious which take on this song is best. As songs by themselves, displaced from any game, the MSX2 version stands out the most to me, but the comments by actual fans of the game seem to denounce the MSX2 version as out of touch with the atmosphere of the scene. “Joy Division” (censored to “Plato’s Cavern” for the US Sega CD port) was Snatcher‘s general store chain. As a cyberpunk game, it naturally ought to be a little bit sleazy, but since I never played it personally I can’t say just how far that should go. The Sega CD version sounds like a porn shop, and the PSX version sounds like the score to what the Sega CD store is selling. The Sega Saturn take, despite being practically identical to the PSX take in construction, comes off quite tasteful due to better quality instrument samples. The potential complaint, of course, is that it’s too tasteful to be wholly appropriate.

If the PC-8801 take is a bit too funky and the PC-Engine a bit too weird, I’m left with the MSX2 take. It has a very technological feel to it. This is music for the sort of store I’d go to to buy my cybernetic crack injection kits for sure. The visual helps it out too; the store clerk looks a lot more seedy and a lot less evil on the MSX2 and PC-8801 than in the other takes, and the emphasis on grey (the PC-8801 has a brown floor) makes the whole place seem a little metalic–a little more futuristic. Oh the MSX2 take wins for me hands-down. But I’m listening to this with nothing but a song, a single image, and a general idea of cyberpunk to go on. I never played the game. Maybe the MSX2’s atmosphere, while consistent in audio and imagery, is totally out of place in it. One of the great benefits of Snatcher and liquidpolicenaut’s comparison videos is to bring these finer aesthetic considerations to mind.

I mentioned that “Joy Division” was renamed “Plato’s Cavern” on the Sega CD. It’s one of many censorship issues that forced minor changes in detail as new ports were made. The left-hand mask on the wall behind the store clerk on the MSX2 and PC-8801 was Predator, and it vanishes starting with the PC Engine. Amazing what petty things billionaires will file lawsuits over…

The censorship on “Pursuer Part 4 (Endless Pursue)” is a little more obvious. (Supposedly the dog was twitching, still alive on the original versions, and this was removed before they took out the image altogether.) Musically, this is another instance where the same song was maintained for all six versions of the game. Here the differences aren’t nearly as extreme, either. Again the Playstation take comes off the worst to my ears, and this time the Saturn’s improved sound does not sufficiently redeem it–at least if this is meant to be the fairly tense, down to the wire scene that the track title and early versions imply.

I can’t think of any context in which the PSX and Saturn versions might sound appropriate to be quite honest. The PSX take kicks off like some progy jazz piece that completely fails to acknowledge any sort of distress, or anything remotely unsettling (we’re still staring at a dog with its guts spilled out mind you, even if it’s censored). The bass drum beat is made no less obnoxious in the Saturn version by actually sounding like a bass drum, and its pace is totally out of touch with the melody. No, the PSX and Saturn versions are bad–no getting around that.

If you go back to the MSX2 take, you’ll find that it’s far more imaginative anyway. Variations in the intensity of the drum beats give it a dimension lacking in the last two versions. The higher-pitched notes behind the main melody in the PC-8801 introduction carry the song much more effectively than their MSX2 equivalent, emphasizing the pace of events, and the variations in percussion intensity are retained, but the main melody is just a bit too clean. The MSX2 take has a more hollow, raspy sound. I suppose I would characterize the MSX2 and PC Engine versions as prioritizing an element of danger, while urgency dominates the PC-8801 and Sega CD takes.

I could go on like this for every track, but I fancy it’s already gotten old. Tomorrow I’ll tackle who exactly wrote it all.