PAPRIKA

PAPRIKA
Dir. Satoshi Kon
2006

Satoshi Kon, whose life ended prematurely to pancreatic cancer at 46, attained a legendary stature directing four films and one television series. His most acclaimed film is Perfect Blue, his debut, a gnarly thriller about pop stardom and internet stalking, an outrageously prescient work, and it carries his trademark mastery of character motion and facial expression. When a character eerily moves too quickly, too lightly, it alerts the sense of wrongness quickly. He takes that skillset next to Millennium Actress, a dreamlike “biopic” of a fictional actress inspired by Setsuko Hara, using abstract fantasy to bring narrative propulsion and metatextual emotional depth. Recently reclaimed (after a much better translation to English) is his Christmas film Tokyo Godfathers, which celebrates found family with a flair of more cartoonish animation. And his television series, Paranoia Agent, was likely the introduction for many people my age who saw the show on Adult Swim, a mystery show about serial assaults by a young man with rollerblades and a bat. Its shockingly episodic structure and willingness to dramatically change tone from episode to episode create a memorable and challenging arc, and it represents Kon’s most dreamlike narrative thus far.

Kon’s career concluded with the film Paprika, in some ways a summation of every piece of Kon’s filmography thus far. Paprika is a dream therapist, using a science fiction technology called the DC Mini to participate in psychiatric clients’ dreams and record the encounter, working through repressed anxieties and symbols to identify traumas or needs. Paprika is also the alter ego of scientist Dr. Atsuko Chiba, one of the lead scientists of the DC Mini development team, who is using the device before it’s officially market tested and fully “safe” to use. When it appears that terrorists are using the DC Mini to invade people’s dreams and cause nightmares, delusions, and havoc, it becomes the DC Mini team’s responsibility to track down the people abusing the technology before the program is shut down permanently.

The film begins with an extended dream sequence with one of Paprika’s clients, Detective Toshimi Konakawa, who is experiencing debilitating panic attacks he believes may be related to the murder case he’s working. This dream contains elements recognizable to film fans – the film draws attention to Tarzan, but it also quotes The Greatest Show On Earth, and, most directly, From Russia With Love and Roman Holiday. When Paprika asks Konakawa about movies because of these references in his dream, he shuts down, even more than when discussing the murder – his trauma lies there, and he’ll need to be pulled through his own past to remember why he’s so stuck.

After Konakawa’s dream, the opening titles play. If you’ve never seen them, you can watch them now.

I have probably watched these opening titles a hundred times outside of the movie. For my money, this two minute sequence might be the single greatest work of cartooning in animation history. There are so many emotionally thoughtful ideas expressed with incredible economy. The way Paprika can transport and transform herself by way of images is a delightful power fantasy, the ecstasy of the digital pen giving her flight, teleportation, transmogrification. She is omnipotent but not entirely infallible – we see her caught off guard by rushing cars until she can stop them. I love the detail of Paprika putting the jacket back onto the sleeping office worker, whose desk has photos of the woman he loves at home – this all-powerful being is a healing spirit. But then she also doesn’t have time for boring, boorish men, and the image of her four reflected, increasingly disgusted reaction shots is only outmatched by her heading out to the street to coast away on the t-shirt of a rollerskater. I love the music by Susumu Hirasawa, music that is optimistic and futuristic, music that is a little off-putting but also catchy. And, lastly, I love that the transformation of Paprika back into Atsuko happens gradually across multiple cuts, communicating their different personalities before Atsuko speaks a single word. 

All of these emotions are brought forward into the film, a film whose plot is hard to follow on a first viewing but whose emotions and vibes are immaculate. Elements of the shared dreaming were later made more familiar to American viewers by Inception, but it is otherwise a very different film – where Inception views dreams as a magic trick that works best as convincing its targets that the dream is really happening, a heist performed by experts looking to fool their client into believing the pitch, Paprika instead embraces the artifice in search of something grander. Postmodernism is often applied to works about dreams because their inherently abstract plotting bring to mind questions of identity and The Cogito, but Paprika goes a step further to embrace the communal and political aspect of postmodernism. If modernism is defined by the death of institutions, Paprika’s vision of postmodernism proposes that as the foundation for building the impossible.

Maybe the most iconic dream image in Paprika is the “dream parade,” the dream of a delusional patient where a parade of toys marches toward some unknown goal. The parade has its own terrifying electronic theme song. It also has a trademark nonsense poetry, one which starts somewhat incomprehensible but becomes a rhythmic series of absurdist social commentaries over the course of the film. The collection of toys represents different eras of traditionalism, from daruma and hina dolls to retrofuturistic robots and anatomical dummies. Eventually, cartoon characters and yokai join the mix – the clash of the Golden Age of Hollywood references and the electronic music of the postmodern title sequence returns again in the parade dream, and the battle between progress and conservation ends up being essential to understanding the film’s mystery.

Detective Konakawa, caught in a dream parade.

This might make the film sound really intellectual and, well, boring – again, like the title, these ideas and emotions are generally presented simply as part of the action rather than in the endless dialogue of other philosophical films. These dreams are seen in thriller scenes of investigation and action, Atsuko exploring potential sites of danger, Paprika trying to identify potential dream invaders and fighting them off in fantastical chase sequences. The more impactful dialogue in the film is emotional – one wonderful scene between Konakawa and Paprika’s boss is them reminiscing over being in college, “when we used to talk about our futures.”

I’m going to wrap up this section because I’ve got a spoiler wall coming. Paprika is, since Tokyo Godfathers’ recent translation, often the bottom ranked of Kon’s films. I’d say this owes to two primary criticisms I’ve seen – the first is related to its portrayal of Dr. Kosaku Tokita, the primary inventor of the DC Mini and a very obese and childish character. While I have come to peace with Tokita’s character, there are undeniably jokes about his body that are fatphobic and meanspirited – Kon’s biggest flaw, across all his work, is how he handles unconventional bodies, generally marrying psychology and body in ways that can feel cruel. The second is general criticisms of the film’s plot and final act, which are confusing and can feel loose. In the spoiler section, I’ve identified a reading of the film that helps me understand both of these aspects, and I hope they help those of you who’ve seen the movie and are scratching your heads. But outside of the film’s relatively divisive final act, the very final scene of the film, which closes on Detective Konakawa, is one of the kindest and most wonderful endings to a film I’ve ever seen. I love Paprika. Rest in peace, Maestro.

SPOILERS FOR PAPRIKA

Let’s talk about the very climax of Paprika – we see the dream parade arrive in Tokyo. Paprika has been swallowed by the toy robot Tokita, and Detective Kanakawa has allied with the Radio Club bartenders, who have come to the real world through the spread of the dream. Kanakawa and the bartenders come across the great pit of despair.

Just before the Chairman emerges in his dark hole, Atsuko appears to Tokita to dream. She dreams of finally confessing her love for him, that the fact that he “swallows everything” is what makes him so much fun. Her coldness and cruelty at his childishness and obesity is what she thinks she’s “supposed” to feel about this genius savant. But in her mind, there is no one else. The dream then continues on, once the chairman appears, and Atsuko becomes the child who swallows everything. Through this dream, she vicariously experiences the thrill of eating it all up, the muck and the dreams, until she grows back to her adult, complete self. Finally completing this fantasy, when they wake up, Atsuko can finally be warm and loving toward Tokita, and they announce their marriage just before the credits roll.

It’s through this dream that Atsuko is able to finally make peace with herself and love Tokita. There is a subliminal thread of crosswired jealousy and romantic feeling throughout the DC Mini team. Tokita is at the center of the team, and his childishness allows him to focus on his creations, but he is also approval-seeking when it comes to Atsuko. Himuro is not envied by anyone, and we never hear his character’s true voice, but Osanai claims Himuro is jealous of Tokita as the head inventor – Himuro is also covetous of Osanai’s romantic affection, with Atsuko calling out Osanai “selling his body for the DC Mini” to him. Osanai himself is sexually fixated on Atsuko, but also is jealous career-wise of both Atsuko and Tokita, stating as much openly, even in his colleague persona. Chief Torotaro is in love with Paprika, and finds himself torn between his allegiance to Atsuko and her alter ego. But Atsuko herself only really thinks of Tokita, and her frustration, affection, admiration, and envy can only be sorted out by her experiencing a dream of his euphoric gluttony, much the same way Detective Kadokawa can only process his guilt by defeating the trauma in the dream.

This lingering thread also finally helps me close the loop on Tokita’s obesity. The romance between these characters never quite clicked for me, and the resolution of this nightmare image that goes unremarked upon really left me grasping for meaning and coming up short. Now, the understanding of this physical rejection as a barrier for Atsuko’s unspoken feelings about Tokita’s contradiction helped anchor his obesity as more than just a joke. Atsuko can’t see for herself the sort of therapeutic observation that Paprika can offer her clients – that she’s diverting a vulnerable, kinder feeling by affecting a societal cruelty against Tokita and herself. We’ve seen Konakawa resolve his arc just before the dream crashes into reality – I now understand the way the remainder of that dream concludes Atsuko’s.

But what about the rest of it?”

After Atsuko saves the world, Konakawa receives Atsuko and Tokita’s wedding notice with a laugh. He’s already resolved. He leaves work and sets off for something to do. Posters for Perfect Blue, Millennium Actress, Tokyo Godfathers, and Satoshi Kon’s unmade The Dreaming Machine decorate his walk. This scene, to me, is an impossible dream of imagining how we can reclaim our lives, the real power fantasy being the belief that we can, in fact, be anything, do anything, and find community. It imagines, after all the fantasy we’ve seen, that an equally powerful fantasy to saving the world is saving ourselves. Just before the film cuts to credits, Konakawa walks up to the box office and requests: “One adult, please.”

MIND GAME

MIND GAME
Dir. Masaaki Yuasa
2004

This piece contains spoilers for the film Mind Game.

GKids released a wonderful Masaaki Yuasa boxset last year which meant I finally got to see Mind Game in proper high definition. It was almost like seeing it again for the first time, the vibrant colors of the film’s musical sequences shining bright a clean, the tiny details of the climactic sprint fully visible to me for the first time. I’ve mostly been rewatching my favorite film on a 480p file I got from Prof. Ridgely’s course on anime I took in 2012. At the time, there had been no official Western release of the film.

Mind Game portrays a young broke mangaka named Nishi who nurses a jealous crush on his childhood sweetheart Myon. They nearly went on a date once in high school, but got too shy to ever pursue it. When they reunite at the start of the film, she’s engaged to a nice, successful young man – and is being pursued by two yakuza seeking revenge on her womanizing father. When Nishi comes between Myon and the temperamental Atsu, he’s shot dead. Seeking to humiliate him, God shows him this death on a giant screen, on a hundred giant screens, looped, represented in 3D models, in slow motion, even in text. Then God tells him to surrender to oblivion – the afterlife is nothingness.

One vision of God in Mind Game’s afterlife.

When I’m faced with anxiety about a hypothetical risky situation, I maybe too quickly default to “the worst thing that happens is we die, and then we don’t have to worry about it anymore.” It’s a coping mechanism I’ve learned after a lot of unwelcome surprises in my young adult life. It keeps me from getting bogged down in the “but what happens ifs” and leading me toward the “so what do we do about its.” It maybe makes me complacent sometimes. Those pain points can be dealt with later, because pain isn’t fatal.

When I was still dating, this made it easy to ask people out, as getting a “no” back doesn’t leave me dead or in jail. Just asking to spend time together and then being pleasant to be around is, it turns out, also the secret to adult friendships – who knew? When it came time to uproot from Buffalo Grove and move to Nashville, this mentality kept me from considering cold feet. When it came time to leave Nashville and come back to Madison, it kept losing our apartment from creating total despair. When I think about somehow turning writing and media analysis into a career, this mentality turns waiting another few years until I’m in a “better place to write” into a pain point rather than an existential crisis. When jobs previous to the one I’m in now burdened me with overwork and too much responsibility with no increase in pay, I would say, “this too shall pass.” When I think about addressing my nonbinary identity, I have said “I don’t really want to get into all that right now” – that, at least, is starting to change.

This philosophy creates a tapestry of decisions and indecisions. Some are healthy and fun.  Others are stupid and painful. There are decisions that have no especially value-based consequence. Some people I’ve known react to it as optimism – that I refuse to give into despair. Others sense that it might be a form of nihilistic despair itself, that there’s a feeling that there’s no way to improve things beyond “at least we’re not dead.” I feel it both ways. I’m not convinced it’s healthy. I’m not convinced it isn’t, either.

After sharing this mentality with my therapist a few times, I was thinking about how this mentality relates to the compartmentalization of gaming. In video games, if you fail, you can always just start the game over. And you haven’t lost until you actually hit “game over,” in Tetris or in a Halo lobby. Losing the battle doesn’t mean losing the war. Any pain is only temporary (and, in a game, only “real” in the emotional sense.) Learning to accept the risk of defeat will make you a way better gamer – it makes it easier to learn from your mistakes in the moment, not give in to the anxiety of losing, and allows you to take greater risks without being so protective. Once you’ve learned enough mastery, you can recognize what’s actually worth protecting.

“The worst thing that happens is we die.”

Nishiki sobs at first, but then he realizes that God is headed back toward life itself. He decides he’s not going to give in, that he’s not going to let it end this way. He sprints back to life and takes the second chance he’s been given in a manic stride, killing Atsu, stealing the other older officer’s car, and kidnapping Myon (and her sister, Yan.) They end up in a violent car chase, driving off a bridge, and being saved only by the grace of a blue whale swallowing the car whole. So begins the true movie of Mind Game – a modern riff on Jonah and the Whale.

Inside this whale, our trio meets a nameless hermit – he’s survived at least thirty years inside the belly of the beast, himself escaping a criminal past. He’s collected an incredible wealth of treasures within his shelter and made friends with a Jurassic pal. Inside the whale, Nishi, Myon, and Yan find new life. It’s a place for play without commerce, without social expectation beyond the family, without the concept of competition. In a lot of ways, this becomes a sex comedy for a while. It’s a mess, and the way it handles one character’s sexual exploration is even messier.

I love Yan!!!

The way this sequence is filmed is unbelievable – it is so colorful, so fantastical, so lively. Masaaki Yuasa is largely known as a master of setting animation to vibrant color and danceable music. You can go back to his earliest credits on Crayon Shin Chan and Chibi Maruko-Chan, to his first animated sequences, and see the kind of blissed out work he does in that setting. To me, it’s ecstatic. Some people would describe it as “trippy,” others synesthetic. I see also Merrie Melodies and Looney Toons, the origins of character cartooning. This film enters development shortly after the Superflat exhibition opens in Japan and begins to tour internationally. Mind Game isn’t coherent with the philosophical cynicism of Superflat as a movement (that distinction goes to Tamala 2010: A Punk Cat In Space,) but I can see a line between their postmodern visions of color and iconography.

The end of the time in the whale comes and we head toward the film’s climax. Our heroes hatch their escape plan. After their race back to life, a montage plays of these characters’ entire 20th century ancestry. Every small decision in their lives is played in sequence, creating an apparent butterfly effect chain of every choice and non-choice made by our characters. Nishi’s high school heartbreak, the hermit leaving home for the last time, Atsu’s yakuza boss being raised as the patriarch. It is a tapestry of decisions followed by a final epitaph affirming life.

Just before their climactic attempt at escape, Nishi deflects the fear the hermit expresses about trying to escape the whale. Nishiki declares: 

“So what! I wanna get out! ‘Cos there’s so much out there! So many different people, living different lives! Incredibly good guys, bad guys… Folks completely different from us! It’s one huge melting pot! See, it’s not about success, dying in the streets, who’s better, who’s not! I just want to be a part of it! I realized that even if I’ve no connections, no talent, even if I’m one big loser, I want to use my hands and feet to think and move, to shape my own life! We can just die here or we can try, see what we’ve got!”

This movie is my heart. It’s my favorite.

KIKI’S DELIVERY SERVICE

KIKI’S DELIVERY SERVICE
Dir. Hayao Miyazaki
1989

Of all the Hayao Miyazaki classics, Kiki’s Delivery Service is the one where I hear criticism and find myself becoming defensive. My favorite, The Wind Rises, is a challenging film about a morally ambiguous, naive romantic – I have a hard time blaming people for bouncing off a film dwelling on World War II that finds the nature of war itself abominable. But with Kiki’s Delivery Service, I feel the frown start to set in as it slips down the rankings below Porco Rosso, Castle in the Sky, or Howl’s Moving Castle, which are all films I love.

I think it’s because Kiki feels central to Miyazaki’s protagonists. In his book Turning Point, Miyazaki describes Chihiro of Spirited Away as “a brat, frankly,” and the purpose of the film is watching her grow up. By the end of the film, Chihiro’s kindness, independence, and sense of empathy in her relationships comes close to where Kiki starts Kiki’s Delivery Service. In Kiki’s Delivery Service, we watch Kiki grow from a kind, independent, but naive and somewhat insecure girl into a self-motivated hero like the titular Nausicaa. These stories of maturation are intended to encourage those on the precipice between dependence and independence, and Miyazaki gives a bit of the game away that Kiki’s Delivery Service was partly made to encourage Studio Ghibli’s own younger staffers who were trying to find their place in adult society.

Kiki and Ursula, looking at Ursula’s art.

So we begin Kiki with her moving out from her parents’ home and moving to the city, getting a job, and finding fulfillment in that job. These are the rhythms Kiki has been taught how to do – to ply her trade, in a maybe unconventional way, and put down roots. She adores the old lady who makes artisan pies for her ungrateful granddaughter. She admires the artist who has achieved the self-motivation Kiki lacks. And the film’s primary drama arrives only when she experiences her first setbacks – she catches a mild pneumonia, and after she recovers, she becomes deeply depressed after an awkward social encounter with her friend Tombo.

The depressive episode, like the peril in My Neighbor Totoro, is unconventional for a children’s fantasy film. Both films explore the encroaching of real adult concerns in a direct and nonsymbolic way – I’d contrast with the extreme abstraction of The Boy and the Heron’s fantasy world or the slime Howl gag in Howl’s Moving Castle. Kiki’s depression means she can’t fly, that she can’t talk to her cat. The magic doesn’t create the drama – the magic disappearing creates the drama.

I think about Kiki a lot.