Sorry for the incredibly late updates. I’ve had a busy time lately that I’d like to claim is all work’s fault, but it really has as much to do with Valkyria Chronicles 2 and the general greatness of Gatchaman Crowds. Which I’ve rewatched episodes of for hours episode 10 specifically, and is definitely the turning point pushing Kenji Nakamura past the ranks of very, very good situational directors into the tier of “watch me nail this magic trick I’ve never done before,” greats.*
Anyway, I’ll be getting back to writing over this weekend, skipping pics and just dishing my thoughts on the shows I was supposed to be covering** until I’m caught up. Also, look forward to some more crunched numbers; I’ve been running some data on anime adaptations of award-winning manga and the frequency of mecha anime pre- and post-3D mech animation techniques that should be ready relatively soon.
Welcome to part 2 of this series on how different changes in production and distribution methods affected anime over the years. Last time, I talked about how late-night TV anime came to be the norm for the industry, bringing with it free advertising and the ability to pursue more adult storylines in longer-form media than OVAs (the previously preferred form of adult-oriented anime). The impact of that still plays into today’s topic, though it’s not the subject. This time, the focus is on a pair of subsequent changes that led to still-further increases in production (the second big jump on the graph below).
The first half of the 2000s saw 2 meaningful changes affecting the anime industry. First, studios switched over from old-school cel painting to a digital paint process, reducing production costs and causing a subtle shift in both artstyle and visual presentation. Second, people started buying DVDs over VHS tapes, further reducing production costs (Incidentally DVDs being cheaper to produce than VHS tapes was a key cause of the 2007-2008 WGA strike in America).