Anime You Should Be Watching (Horror Edition): Blood: The Last Vampire


 “I am a vampire, and that is the truth.” — Saya

In 2000, Blood: The Last Vampire made quite an impact as a visually stunning and atmospherically intense anime horror film. It expertly combines military tension with supernatural thrills in a compact, sharply executed story. Directed by Hiroyuki Kitakubo and produced by Production I.G, this film helped define the vampire-action subgenre by delivering a haunting tale that’s as much about loneliness and identity as it is about monster hunting.

The story unfolds in 1966 at the Yokota U.S. Air Base in Japan, a setting infused with Cold War anxiety and the looming shadow of the Vietnam War. You follow Saya, a seemingly ordinary schoolgirl with a dark secret: she’s been enlisted by a secretive agency to hunt down bloodthirsty chiropterans—demons disguised as humans. Saya isn’t your typical vampire; she’s the last of her kind, wielding a katana with deadly precision while carrying the heavy burden of her immortal existence. Her cold, detached demeanor makes her an intriguing character, caught between humanity and monsterhood.

One of the film’s standout features is its incredible art and animation. Production I.G used a mix of traditional hand-drawn animation and early CGI to create a look that’s both detailed and immersive. In fact, James Cameron was an early fan, admiring the film’s innovative blend of 2D and 3D animation techniques that pushed technological boundaries to craft a visually striking experience. The backgrounds—military bases, grim hallways, and moody night scenes—feel tangible, while the fluid movements of the characters add grit and weight to every action sequence. The colors are muted but striking, with shadows dominating the frame and bold splashes of red that echo classic horror imagery.

While watching Blood: The Last Vampire, one can also spot clear influences from Western vampire horror, especially the live-action film Blade, which came out a few years prior, and the TV series Buffy the Vampire Slayer. The character of Saya shares traits with Buffy— a young, powerful woman wrestling with her role as a vampire hunter—melding gothic sensibilities with modern action heroine tropes. Director Hiroyuki Kitakubo has acknowledged in interviews that such Western influences, along with classic vampire literature like Dracula, shaped the film’s tone and character design. This fusion creates a uniquely cross-cultural vampire narrative that appeals broadly.

When it comes to horror, Blood goes for a raw, physical kind of fear rather than romanticized gothic vibes. Its monsters are grotesque and disturbing, bristling with sharp teeth and distorted faces. The fight scenes are swift and brutal, with blood sprayed in a way that’s more artful than gratuitous. The film wastes no time with filler; each moment serves to ramp up tension or deepen the mystery.

Saya herself is surprisingly well developed for such a short film. Her isolation and internal conflict give her depth beyond standard vampire tropes. You can sense the loneliness beneath her impassive exterior, along with a kind of weariness about her role as predator. Though the film leaves plenty unsaid, it effectively uses these shadows in the story to hint at a broader tragedy driving Saya on.

However, the film does have its drawbacks. Clocking in under 50 minutes, its brevity feels like a hindrance. The story’s short runtime leaves many threads underexplored, especially the wider world-building and deeper character background that fans of such a rich universe might crave. Some may find the pace hurried, with the narrative skimming over potentially fascinating lore and emotional beats. Additionally, Blood: The Last Vampire was mostly voiced in English, a decision by Production I.G. aimed at making the film more accessible to Western audiences. However, the English voice acting can be hit or miss, which may become distracting for anime viewers who prefer mostly Japanese voice acting with English subtitles.

Despite these flaws, the film’s soundtrack remains atmospheric and effective, supporting tension without overwhelming the visuals. The mix of Japanese and English dialogue fits the multicultural military setting, even if some performances falter.

Importantly, Blood: The Last Vampire served as a critical gateway for Western audiences at a time when anime was predominantly known through late-night broadcasts of child-friendly series like Sailor Moon and Dragon Ball Z. As one of the few adult-themed, violent anime films to achieve mainstream success in the West, it opened the door for a wider acceptance of mature anime stories. This paved the way for major franchises such as Attack on Titan and Demon Slayer, which have become some of the biggest and most influential anime series worldwide over the last 25 years.

Over time, Blood: The Last Vampire has gained a devoted cult following and inspired sequels like Blood+ and Blood-C, as well as live-action adaptations. Yet few have matched the original’s moody atmosphere and stylistic innovation.

All in all, Blood: The Last Vampire is a memorable and gripping piece of horror anime. It skillfully blends postwar unease, body horror, and existential themes into a sleek, powerful package that leaves a lasting impression. Whether you’re a fan of vampire tales, Japanese gothic horror, or intense animated action, this film proves that you don’t need hours to make a horror classic. It’s short, sharp, and packs a serious punch. It may not have delivered on every narrative promise, but its innovative visuals and haunting tone secure it as a must-watch for genre enthusiasts.

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?