What’s in a robot (genre)?

What makes a series Mecha in genre is something that seems to be contested within fan circles from time to time, with people who are discussing often ending in general agreement with differences here and there. To some, having powered armours in your work is enough to move it from general science fiction to Mecha. Other might see giant robots in show just fine, but call with other terms because the mechanics aren’t in the spotlight.

What I’ve seen to be the most agreed upon qualification is If it has giant robots, then its Mecha. Everything else down the stream is a matter of contest and personal opinion.

All this is natural though, as Mecha as a genre is not exactly the most defined one. The clearest examples are overt with their nature, pushing the mechanical characters of the work to the forefront of the story, while some use them as if they’re a side dish complementing the main point of the story.

Looking at definitions online it seems that the first defining element is to have a giant humanoid robot is the first step. Being a vehicle doesn’t qualify. Of course, the term is a loanword of a loanword, taking how Japanese media has described everything from guns and computers to cars and giant excavation machines. Thus, the use of the term is different and shouldn’t be directly equated between regions.

I was on the side that Wh40k and Kamen Rider were not /m/, but toku was welcomed anyway because of its media adjacency

This is why you more often saw the use of Robot animation, comics and games in Japan when referring to titles that would be referred as mecha in the Western world by the fans. The term has slipped into mainstream as well. There is also a mindset that Mecha refers only Japanese products, where the giant robots in .e.g. BattleTech aren’t mechas, but mechs. I don’t contest this, this is a meaningless flavor point, but I do understand the point of having the stereotypic image of Japanese robots being only kinds of Gurren Lagann or Gundam. This distinction is meaningless though, and is more often than not used to boost egos. They’re all giant robots in the end of the day.

I’ll drop my own coin in the game, and would argue that because of the undefined nature of the genre, we need to accept fuzziness in the genre’s boundaries. I would also ditch super robot and real robot distinction, as they’re largely bullshit terms for marketing outside Super Robot Wars.

Though first I’ll argue that Mecha genre is a descendant of Giant Robot. While we’ve always had some sort of constructs under human control in fiction, sometimes under human control, giant robot arguably, descents from the giant monster and giant hero boom that took over Japan prior to 1970s. (Giant) robot anime is a natural growth and exploration of both genres, but where rather than a monster or a transforming giant hero fighting for mankind, the hero is in a machine doing the fighting himself. Naturally, as children was the target audience, it’s easy to see a child putting himself into the position of the pilot. I’m making a distinction between just Robot Anime and Giant Robot Anime, thought the former is the classical term.

While Mazinger Z in 1972 is often cited as the grandpa of Mecha anime, Go Nagai himself has argued that he simply added to an existing genre. Tetsujin from 1956 is often mentioned as a major predecessor, but we should also remember Mazinger Z had a contemporary with Astronganger, which aired two months earlier.

The 1970s was the golden era of Japanese animation, when the medium saw rapid expansion and exploration of genres and themes. Most of the shows followed the usual template set by Mazinger Z and its predecessors, while changing the formula to build something unique on top. Everything modern Mecha is stems from this era. Anyone who advertises a robot anime or mecha by saying that show is unique due to concentrating on characters rather than the robots hasn’t exactly watched any of the shows from this decade. There is no Mecha that isn’t about the characters. Are these people somehow missing how the robots themselves are designed to be characters as well?

Giant Robot as a genre was formed with the popularity of Mazinger Z, I’d argue. This gives a nice popular start point, but we can extend this to its predecessors too. I don’t think there’s a need to make a difference whether or not the robot is piloted and remote controlled, but piloted robots is a major reason why the genre exploded with Mazinger Z. It’s a dream, a man’s romance.

What made Mazinger Z a Super Robot was that it wasn’t like all the other robots; it was super. It created the archetype, but at its time and in its own setting, it was different how it approached the waking genre

Mecha on the other hand came to be in the 1980s when a new generation entered the industry, and the toy market for giant robots having seen a major decline. Robots started going from very small to bionic, and with the OVA boom starting in 1985, we suddenly started to see animated robots that weren’t driven by toy companies.

Toys and robot animation will always go hand in hand. While some robots, likes the ones found in Muv-Luv or Neon Genesis Evangelion, weren’t designed for toys, vast majority of the genre is toy sales driven. That could be said about anime in general, where cross-media projects always have a merchandise component to them. The Transformers, Voltron, Goldrake and other shows have been claimed to be advertisement for toys, and that’s probably valid argument due to the sponsors’ connections. However, that often ignores the quality of the show itself. Some aimed to take concepts and characters further, with Toei’s Robot Romance Trilogy, consisting of Super Electromagnetic Robot Combattler V, Super Electromagnetic Machine Voltes V and Fighting General Daimos, being an example where the production team wanted to introduce more complex situations and interactions between characters. Voltes V would be influential on its own in the Philippines, where the show was banned by president Ferdinand Marcos alongside other shows for being too harmful for children, but considering Voltes V has strong themes of rebellion and revolution, it’s not too farfetched to say Marcos wanted to curb stomp any of these notions. He did go after pinball machines and arcades as well, known places where youth would gather and exchange ideas.

Giant Robot as a genre is what reads on the box; the robots are giant and more often than not fight either other giant robots or monsters. Humanoid shape is more or less required. I consider this the classical form of Mecha, from which modern depictions stem from. Giant Robot has become the archetypical form of Mecha when it comes to pop-culture and is probably the most mainstream depiction.

Giant Robot Anime as a genre might get confused with Giant Robo The Animation though. However, Giant Robo is a great example of a classical Giant Robot, where the control is external and the robot is an actual robot

Giant Robot itself doesn’t require the robot to me pilotable or even mechanical. The Transformers and the Brave series both have extensive use of fully sentient robots that don’t require a human pilot. Both shows are a variation on the traditional Giant Robot with their own unique twist. The Transformers is probably the most well-known, if not the most popular, Giant Robot series in the United States and colours how the mainstream audience sees Mecha in general. Hence a need to have it as the umbrella term and whatever you want as sub-genres.

I’d wager this is the reason why genre variations make people question if something is Mecha or story that has robots in it. Is Neon Genesis Evangelion Mecha? is a question that pops up frequently. It’s a valid question. The show itself intentionally obtuse with its world building and overall story, which leads viewers grasping unto things they know. Especially in the Western world, the show’s Christian and Jewish imagery is something people grasp unto even if they’re intended to sound cool and exotic to its native audience. The whole psychological aspect of the show also stemmed from popularity of the topic at the time, and the show was intended to have imperfect characters that were closer to the viewer. Instead of hero characters from numerous previous shows, Evangelion’s characterization would stem from Mobile Suit Gundam and other shows that had main characters hesitant to take up to the role of piloting a giant war machine. The robots, the Evanglion units, were described as robots with helmets and gloves in Proposal sent to sponsors and stations for consideration.

Neon Genesis Evangelion is a sort of ultimate otaku anime. If you’ve only been exposed to Giant Robot in the Mecha genre, Evangelion comes across as weird, as if it were breaking genre the genre. However, just as much Evangelion is based on popular and exotic things of the era, so it is based on Hideaki Anno’s love for animation, comics and live action shows like Devilman, Mobile Suit Gundam, the Ultraman series and Gerry Anderson’s UFO.

While some bits can be debated, tokusatsu around the world has been a long influencer on Anno, and on Japanese animation in general

However, it still possible to see how all that history amalgamates in Evangelion. Rather than taking at the series at face value, the intention of the series is to depict the Evangelion units as the last line of defense against an alien menace; giant biomechanical pilotable robots. The show can only be called deconstruction if the viewer isn’t aware of the author’s intentions, or worse yet, haven’t much else in the genre.

Unlike with Giant Robot, I can’t argue that Mecha as a genre has a defining starting point. It started with Mobile Suit Gundam, where fans would often argue that the robots in the show weren’t robots, but Mobile Suits as per series’ in-universe terminology. With the compilation movies, anime in general would step into larger mainstream and some would begin to treat the medium seriously on par with literature and films. Super Dimensional Fortress Macross follows the path laid out by Gundam, which lead the animation and toy industry exploring grass-level war stories with giant robots, sometimes with an emphasize on realism. The boiling point ended up producing shows and comics that don’t fit the traditional heroic Giant Robot genre, or in ways with each other, thus the birth of umbrella genre Mecha.

However, as said, there are no real hard rules what makes Mecha. If Neon Genesis Evangelion is a contested issue, series like Medarot seem to follow close behind. Medarot, at its core, is about collecting child-sized robots and battling them. It’s very much Pokémon with robots. This does not fit the whole giant robot image. However, it is innate to what I’d argue is essential to Mecha; exploring robots in wide forms and settings and their relationship with the rest of the cast. These robots are not necessarily humanoid or the main thing, but an essential element without which the story would either dramatically change or not work.

Pokémon didn’t mecha a Mecha show despite Team Rocket had mechanical things all the time. Robots and mecha weren’t the point.

However, not all stories with robots are inherently Mecha in genre. Some genres have robots and other mechanical things as innate elements to their genre, like cyberpunk and other sub-genres of science fiction. Ghost in the Shell has robots, but they’re largely an extension when it comes to discussing larger themes of cyberpunk. Power Armours is contested as well, some claiming if their inclusion alone defines work Mecha. However, that’s shortsighted. It is necessary to look at the work as a whole. The two grand works of power armours, Starship Trooper and The Forever War have power armours at the forefront, but the works aren’t about the power armours. They are, first and foremost, military science fiction. In the broadest sense of Mecha we could include them simply because they exist in the stories.

This is an issue with the fuzziness of the term. Mecha in general had implied that the robotics is external or piloted. With time, he fuzzy region acceptance now covers a lot what the Japanese original mechanics holds, which ranges everything from guns to computer, cars to space stations. Accepting, or in some cases demanding it is used widely for anything that has mechanics, dilutes the definition from spicy special to bland beige. Series like Captain Harlock and Space Battleship Yamato are sometimes included in discussion what is Mecha, which are prime examples of shows that dilute the meaning of the term. I don’t consider their inclusion into Super Robot Wars as a valid argument, but do consider that argument as an example how diluted the term has ultimately become. One of definitions for both Giant Robot and Mecha was the necessity of humanoid robots that are separate from vehicles, and at least one of these shows is very much about a space ship vehicle.

The Plustech walking forrester from the 1990s is not a giant, but technically counts as a “mecha” by the wider definition

By that extension we should put Space Knight Tekkaman Blade and Detonator Orgun on the podium and put the issue about power armours under the spotlight again. Similar to Starship Troopers and The Forever War, the series’ main gimmicks are stylish power armours. However, I’d argue that instead of Mecha, these two shows are examples of Transforming hero, the boys’ equivalent of magical girl shows. Instead of pretty clothes and magical tools to transform, both Tekkaman Blade and Orgun use technological equivalent, and instead of cute mascot characters you have mascot robots in case of Pegas in Tekkaman Blade. Both of these shows are in Super Robot Wars, though as with Battleship slot in XVT trilogy, this doesn’t define the shows’ genre itself. Similarly we could argue whether or not Fight!! Iczer-1 counts as Mecha, but I’d argue that it does as its one of the example of expanding exploration of the Giant Robot genre.

Admittedly, this post isn’t full of pin-point explanation on the nuances and differences within Giant Robot and Mecha genres, and that’s just because of the fuzzy nature of the latter. If you think about the genres otherwise, or disagree with my supposition about Giant Robot as a genre, that just shows the discussion is ongoing.

However, we can’t accept a narrow definition of Robot anime itself, because the nature of the genre has been expanded beyond its initial scope. This is also the reason why I dismiss Super Robot and Real Robot distinction, as there are clear examples of series that fit neither. Some have coined the term Hybrid, but that never caught any wind. Thus using existing terms, like Military Mecha, would describe numerous works more accurately. Most Gundam entries would fall into the aforementioned category, whereas Mazinger Z is the best example of classic Giant robot.

At the same time, we shouldn’t allow its variances, especially Mecha, to become like a widespread net that catches anything with mechanics. Robocop should not be considered Mecha despite having a cyborg main character and robots, as its main emphasis is on the cyberpunk elements within cop drama.

Le Deus is another example of a show that has very little mecha per se, but the mecha is the point, despite being fully a fantasy setting

I should probably note that all Mecha is based on entertainment aimed at boys. This colours the expectations and how things are delivered. This is partially because Giant Robot Anime itself comes from media primarily aimed at boys. This is why the genre was deemed to have met a dead-end by the late 1970s, as you can replicate something only so long. Mobile Suit Gundam appealed to the female audience as well due to its “home drama” in the White Base. While not exactly the first show to have drama between characters, Gundam had exceptional presentation and focus for its time on drama for a Giant Robot Anime. Similarly, 1981’s Six God Combination God Mars had a strong female following, though for a bit more superficial reasons.

Giant Robot Anime is masculine and serves to cater to the men’s romance about machines. Arguably the genre also is a sort of knight’s tale, where men go to war. At least on its base. That’s how Mecha is largely seen as well by the general audience, as those are more or less the most common type of story Mecha has, at least on the surface. It’s easy to start wondering if something is Mecha when its story has a different base in the world building, like a character that doesn’t want to become pilot due to personal issues, or the shining armour turns out to be life-eating monstrosity. Nothing prevents Robot Anime or Mecha in general from being about sweet romance or mind-boggling horror. Psychological drama has become a stepping stone in the genres, but how many people will spend that extra time watching, or even reading up on the past shows?

Much like with many other things like this, I don’t find it necessary to overthink if something is X. However, at the same time slapping Mecha on everything that even has a passing bit of mechanics or robots in the show is diluting the term.

Super Robot Wars is not the best gateway to mecha

The misunderstanding of what kind of genre mecha belongs to is slowly starting to ebb away. While North America still sustains people who consider it as nothing more as a toy commercial for children, that’s just one section of the overall genre. Transformers has very much seeped into the American culture as a defining example of what mecha is, even when it kind of bastardises the rest of the genre. The same can’t be said for Italian, French or Spain where shows like UFO Robot Grendizer and Space Warrior Baldios got localised and were relatively popular. Grendizer still gets seen as Goldorak is a pop-culture icon there, similarly how the Middle-East will gush over it. Then again, both of these shows are about space invaders coming to Earth with a special hero fighting a new monster on a weekly basis. By the 1990s, mecha was somewhat infamous of using stock footage over and over. If you’ve seen, say, New Mobile Report Gundam W, you’ve seen a certain Gundam Heavyarms shooting scene over and over to the point of it becoming somewhat ridiculous. In shows where you had relatively less budget and episodes’ animation quality might’ve wondered every which way, stock footage would stick out with its overall better animation quality. You might as well drop more money into the clip that gets used almost every episode.

I’d argue that the change in overall attitudes overall in the Western fandom that wasn’t into mecha in the mid-2000s. While Mobile Suit Gundam Seed was the first of many for a new generation of consumers due to the starting anime boom, to many its emphasis on interpersonal relationships juxtaposed with giant robots was something new. Within the genre itself, this has been done since the 1970s, with the original Mobile Suit Gundam itself garnering a significant female fanbase due to the aforementioned relationships. People love Char’s story, which sort of has undermined the rest of the Universal Century timeline. People can’t seem to give up Char and his character while ignoring other major characters and leaving their significance largely underdeveloped at best, almost completely ignored at worst. Code Geass‘ popularity could be argued to be a kind of breaking point, where I had multiple discussions in person, and read multiple arguments over whether or not the show counts as mecha, or whether or not it was drama. It has all hallmarks to be counted as mecha, from being future military drama to all the aforementioned bits, and foremost, it had giant humanoid war machines. While mecha doesn’t need to have war or conflict to be counted as one, them being sort of modern stories about knights or samurai is fitting due to their role as an external armour of the characters.

However, as a genre, it is hard to penetrate. Unless you already have a preference for the style of storytelling the genre often employs, visuals or interest in mechanical stuff overall, you might find mecha somewhat boring, jarring, stupid and all the stuff you don’t want from a show. All you end up with are a bunch of stupid robots fighting and not caring about anything else. You need some kind of line thrown to you that would fish out your interest and to separate that from the big robot battles. Code Geass did this to many through the characters. Though nothing special on the large scale, Code Geass managed to tap certain aesthetics with studio Clamp’s character designs and a very specifically made story surrounding royalty, loyalty and betrayal. This, accompanied with larger than life characters with special powers who are given a chance to change their rotten fate. It pulled in people who were fans of Gundam and Clamp together, and while these two did have overlap, Code Geass managed to intertwine them even more. The fact that it was a new IP made it much easier to access as well. There was no need to watch hundreds of hours of shows to get into something or try to withstand older animation that some people have a hard time to deal with.

Now we finally get to the actual subject matter of this post. Super Robot Wars is a game series that embodies this impenetrable wall all the while throwing as many lines out there to hook someone in.

Super Robot Wars, henceforth SRW, is a long-running game series clocking at thirty-plus years now and hasn’t exactly changed in big meaningful ways during that time. Outside of spin-off titles, the mainline games have not meddled with the formula. Only tweaks, additions and modifications to the core strategy playing element have been made, or how the whole story progression could be done. Sometimes you’re locked to one route with multiple characters, sometimes multiple characters have their own route that crosses over, sometimes you have only one route and character. While the modern games in the series are largely easy games to play through on their Normal difficulty, earlier titles in the series are still notoriously difficult to the point of needing to use certain specific units because of how strong they were in stats and attacks. Often you’d find junk units that would always sit on the bench. It didn’t help that at its core SRW titles have very lax pacing, with older titles forcing the player to spend more time with the game simply because you couldn’t skip Battle Animations. That didn’t become a thing until SRW Alpha, and speeding up those animations of you wanted to watch them didn’t hit the curb until SRW Z. We’re talking games almost ten years apart from each other (well, closer to seven, but still). Sometimes the improvements come from necessity, with The 2nd SRW Alpha (or SRW Alpha 2 as it’s more commonly known) introducing a squad-based system due to the larger cast of characters. The third Alpha game would one of the biggest cast in the series’ history and is lovingly called a massive clusterfuck of tedium in terms of unit management, especially after an Event stage when the game resets all the squads and the player has to reassemble them from the scratch. Just before the GameBoy Advance SRW Original Generation games cold localised into English by Atlus, many people who couldn’t afford to import the games (or had ways to play imported games) spent lots of time watching other people’s captured footage of the attack animations. The attack animations are one of the things that pull people in, as they’re one of the last big 2D assets still done today, but also that the fans of the shows can easily recognise from where in the shows they’re taken from, with some attacks being behind special conditions.

Most modern uploads of older SRW titles is forced into widescreen, something that breaks the quality as the aspect ratio is now wrong

That fan bit is another key though. What aspects would SRW have to engage people who aren’t into mecha as a genre, or want to spend several hours in a strategy game that is either stupidly hard or nearly a walk in the park? The concoction of different robot shows crossing over in an official fanfic, often compensating for each other weaknesses while reinforcing the strong bits even more and having all these different characters and motifs meeting in a unified manner isn’t something that would interest most people outside the already established fandom, but modern times has proven how SRW can have something for anyone in these terms, if given a chance. While the series has been considered somewhat a significant staple in Japan to the point of influencing the animation media and series themselves, like how Mazinkaiser’s introduction in SRW F ultimately led into the creation of the retro robot OVA boom, the inclusion of Koutetsu Jeeg in SRW Alpha 2 raised newfound interest it to gain a retroactive sequel in Koutetsushin Jeeg and numerous similar shows directed at the adult market bloomed up now and then. This coincided with the drop in children’s robot shows, as the new generation of Japanese children and young people considered giant robots and mecha overall to be a thing of their parents. While shows like Tengen Toppa Gurren Lagann were massive successes across the board, it’s one of the few examples from the modern time when a mecha show shot through every genre fandoms and pulled people in, and that was 2007, thirteen years ago. Kill la Kill would replicate similar success, though it wasn’t mecha. SSSS.Gridman didn’t manage to gather the same audience, but that might’ve been because it was special effects live-action show, or tokusatsu, turned into a cartoon. Nevertheless, successful enough to get a sequel in SSSS.Dynazenon.

For the Western world, outside those GBA titles, SRW has been a series some people played because they were cool without understanding the context, as SRW games are stupid easy to learn with zero knowledge of Japanese. Because the systems, mechanics and hell even the menus haven’t changed much since the second game, you can skip from one game to another without prior knowledge what does what. It takes about a quarter of an hour to learn what does what. Some people enjoyed the text, sure. the GBA Original Generation titles had no licensed shows, just so-called Banpresto Original characters that are used as a glue to tie all the other shows together SRW, so in that manner, they provide a bastardization of SRW overall all the while showcasing how these games themselves kicked up a whole new level of fandom, equal to its humble cross-over origin. While you got the best gist what the games were like, that cross-over really is the salt of SRW.

These games later got a full-blown remake on the PS2 as Original Generations, retconning many things the GBA games set-up in the story, but never got localised in English. Later OGS titles would get an Asian English release, but this itself poses problems when you have non-canon versions in English and missing a few titles between those and the translated ones, not to mention the whole Lord of Elemental side games lacking any translations (outside the original Super Famicom game, but that’s canon to the Classic SRW timeline, not the modern OGS one)

With SRW being part of Bandai-Namco’s growing pains Southern Asia Ocean English releases, with the initial titles having terrifyingly bad English and translations that made little sense nor had any character to them, the three last Super Robot Wars titles, VX and T, have been very successful games in terms of imports. I’ve heard rumours of those imports making more profits to BaNco than the Japanese releases, which tells you a lot about the import market. Because of the stupid amount of licenses and trademarks involved in each game (sans OG) it’s no wonder no company even attempted to properly localise the series before. Outside Japan, the licenses and trademarks are spread wide and trying to get some kind deal where everyone would get some profit just won’t happen. With importing being a completely viable and easy way to obtain games nowadays, Japan’s awakening to the import market like this has done only good for their sales. Dropping Steam versions of some of the newer titles has also allowed Steam users to enjoy the series if they got into it.

That’s the last point that has held SRW back. If you’re sitting down and playing it, you’re getting mechas from shows you probably don’t give a damn as a general consumer, characters and concepts that are unfamiliar and make no sense with the games themselves not even trying to open them up in-game, bombing you with more and more ludicrous stuff that only hard-core fans would understand and play that’s arguably two decades out of date. While Muv-Luv was called the ultimate otaku game by some contemporary reviewer, that title belongs to Super Robot Wars without any doubt. It’s not just mecha that SRW contains, but the whole Japanese otaku culture at large in a form that is presentable to the general consumers. There are numerous little things that reference or throw shade at in the Japanese popular culture, with one of the more known example being a thing between Neon Genesis Evangelion’s Misato Katsuragi and Mobile Suit Gundam‘s Amuro Ray. The two characters share voice actors in Pretty Soldier Sailor Moon, Sailor Moon and Tuxedo Mask respectively. In SRW Alpha, the two have certain specific scenes showcasing a slight romantic interest with each other which is played out as a direct reference to the voice actors’ roles. That one Tactics Ogre reference in Muv-Luv Alternative is baby tier fanaticism compared what SRW does due to the sheer amount of franchises and games being involved in this whole shebang.

And yet, the title of this post is that it’s not the best gateway, not that it isn’t one. The same reason people might stay with SRW is the same thing they found Code Geass interesting and captivating. SRW has to base itself on all these franchises, and the writing tries its hardest to be on the same level, sometimes failing, sometimes succeeding. The series is filled with characters to the point of overflowing and their interactions and relationships are one of the pillars. You might find a character who is batshit insane and charismatic guy, who yells every attack in his rounded robot and want to see where his story goes. Maybe you’ll find a cute girl flying a transforming bike who fights dragons. Hell, maybe you’ll even grow to like this Shinn guy and his Destiny Gundam, the other characters seem to give him some good support and growth. All these little things lead into considering visiting the actual work itself now that you’ve familiarised with the work in an environment that might be more to your liking. The games are all about the robots fighting on the surface and neat as hell sprite work, but if the characters and the plot manage to grab you even a little bit, that’s when the gateway to Robotland opens. It just takes tons to get there, and if none of these elements really nab you, well that’s something that can’t be helped.

Super Robot Wars could be considered an institution in itself in Japanese gaming. Whilst it is not for everyone, it has made itself more and more approachable throughout the years with its play tuning and series selections. With the occasional surprise in there, like Tekkeman Blade in SRW J and the recent Battleship-slot entries, namely The Secret of Blue Water, Space Pirate Captain Harlock and most importantly, Space Battleship Yamato 2199, with the side mention of Linebarrels of Iron original comic version having an entry in SRW UX, many fan-perceived limitations and bans seem to have gone the way of the dodo and all doors are open what could enter next into the mainline games and have that full SRW treatment.

One day…

Hardy Science Fiction

For the last decade or so I have seen a change how some consumers view science fiction and fundamentally misunderstanding it. The core argument is that something isn’t science fiction after all, despite being labelled so for numerous years, if not decades prior, because it’s not realistic, or the science that it supposes simply couldn’t happen. Sidelining Clarke’s law about Any sufficiently advanced technology is indistinguishable from magic, for now, this is a patently false view on science fiction. It does, however, fit hard science fiction, a sub-genre of science fiction that is all about diamond-hard fiction without breaking the current understanding of science. By their very nature, their view on science will be obsoleted in a few years as science advances, they’ll turn what some people call soft science fiction.

Haldeman’s Forever War is a personal choice of work if I need to recommend a book with power armours and time dilation

The audience knows that the science presented in a science fiction work is largely fictitious. It’s part of the silent agreement with the author, where the viewer has been presented more or less a world where some elements are more believable than others regarding science. Some stories, like The Andromeda strain, stick extremely close to the guns and doesn’t veer away from possible reality. The suspension of disbelief happens with the whole point about a virus coming from outer space and being able to evolve like it does in the book, the rest what science fiction is at its core; it asks the question What if… SF handles concepts more than straight fantasy does, though SF in itself is a branching genre from fantasy. While fantasy is about grand themes and builds upon those themes, SF explores concepts. For example, in Asimov’s short story Jokester a question was passed to Multivac, a Superintelligent computer, where do jokes come from as they seem to be something that everyone tells, but nobody truly invents. To spoil over this sixty-year-old short story, the end result Multivac ends up coming with is that all jokes humanity tells are by some other extraterrestrial power that is implementing jokes into humanity as a control device. It also came to the conclusion that when the first human figures this out, jokes and humour would cease to be implemented as the testing has now been sullied and a new factor would replace it. Multivac in itself isn’t the science fiction element in this short story, nor are the god-like extraterrestrials, but the concept of humanity being used as lab rats. Asimov took a look at the concept and wrote a small story around it with a humorous, even if dark, angle. Similarly, Haldeman’s sequel novel Forever Free to his masterpiece Forever War was ultimately about the same concept with completely different kind of approach and realisation.

Asimov’s Foundation follows this the same kind of path. To describe the works shortly, it is about how to shorten the Galactic Dark Age that follows after mankind’s Galactic Empire falls. How the Galactic Empire, or how it has formed, how people interact across the planets and so isn’t the science fiction part, neither is the fall itself. The fall, in actuality, is merely background material and is based on the fall of the Roman Empire. That parts historic, not SF. The part that makes the Foundation series pinnacle of science fiction literature, something that makes it practically unadaptable, is psychohistory; a fictional field of science that combines statistics and psychology. Through psychohistory, one can make accurate predictions on how large groups of people will act based on those people and surrounding events, as long as they remain unaware of the analysation. The modern field of Big Data largely follows the same ideas, but in practice, the two are very different entities. Psychohistory is the fictional science element that in itself is a concept worth exploring. It opened more doors for Asimov to explore from how one group of people could control others through representing technology as a kind of religion to how it all can be taken down by one element that isn’t in the calculations. Asimov is famous for setting rules and regulations to his works with Laws of Robotics being his most famous. What most people don’t realise is that Asimov extensively explores these concepts and their failings to the point that his works alone are the best arguments why the Laws of Robotics are flawed. Similarly in the Foundation series, he explored how one inhuman element, a mutant, can throw a monkey wrench to otherwise perfectly working system. He then proceeded to explore how such things could be prevented or perhaps even corrected. Space travel and all that is merely flavour and the background to which the main dish is served.

While many news has stated teleportation to be science fact, its practical uses are still extremely limited, if not completely impractical

Similarly, Star Trek is often seen as a science fiction show because there are people in space going swish in a space ship. A hard science fiction writer wouldn’t be placing any space vessels outside our own solar system, as the science we have now doesn’t give any realistic methods to achieve even proper portions of the speed of light. We’d run out of time if we’d begin to travel interstellar space, the distances are just too large to get across. Star Trek could be said to be the archetypical positive work of science fiction, asking what if humanity had socially evolved to be a benevolent entity. Much like Asimov, many episodes question the Federation of Planets’ standards and ways of living to creator Roddenberry’s chagrin. Star Trek as the wagon show set in space itself could be regarded as science fiction, though much like with other popular SF works of the time, it gathers science facts of the time and makes assumptions in order to build that veneer again. The science in itself may be spotty, yet the function of science was aimed to be valid. The writing team employed some NASA members to ask what was possible and what wasn’t, but as with anything, the story comes first. Captain Kirk fighting a giant green lizard may seem hacky and laughable, yet at the core, the episode is about two completely alien cultures being forced to face each other to the end. The episode takes the initial What if… about humanity being able to become a force of good and reach the stars, challenging it in face of death and destruction, then given the possibility to destroy this malevolent force. Little things in Star Trek have become reality in a way or another, like the whole thing about portable phones and communicators. In the same manner, Orwell’s 1984 is effectively the opposite of Star Trek‘s positive view and explores the possibility of the world becoming a totalitarian hellhole akin to the Soviet Union. The telescreen technology is a possibility, but that is simply a tool to be able to tell the story through, much like how thought policing is.

While Mobile Suits may be unrealistic, FLAG’s HAVWCs are probably the mos realistic depiction mechas to date with their own specific applications on the field

Mecha, giant robots, is often taken as a method to tell an SF story. However, just like Star Trek, mecha is the framing device for the main dish. It’s the flavour something is painted in. One of the best examples can be found in Mobile Suit Gundam, in which most people would coin mechas and space set to be the whole SF thing. However, the main SF element in Gundam is exploring the next step in human evolution; the Newtypes, humans with an extra sense of space and time that they are able to share among each other. The space setting is necessary, as the show asks What if humanity would need to evolve in space, and how it would proceed. Then it explores what political and social implications it would yield to mankind in the guise of a war story. You could change the mechas Gundam to something else, powered armour or space tanks, and it’d work just as well. However, remove Newtypes and the core structure that holds both the setting and show’s concept together falls apart wholesale. Much like how Asimov explored the faults of his concepts, Gundam has seen numerous entries questioning the validity of humanity being able to share their thoughts across space and time. Yes, everybody knows mechas like Mobile Suits are impossible, impractical at best. That doesn’t take away the fun and interest in building on the idea and enjoying the flavour, basking in the intricate designs and history built on the already set up fiction.

As mentioned earlier, science fiction will always grow old. If SF work emphasize is mainly in the science or how it works based on then-current understanding, it’ll always be out of date. Giving a fictitious explanation based on the scientific method will always age better. Simply leaving something important unanswered often leads to weak world-building. Jurassic Park is an example of a work with extremely detailed and well-maintained world-building and explanations for its science. It is also an example of a work that, despite being heavily rooted in science that was possible, it is now an example of a work where we know about dinosaurs and cloning so much that the book is out of date. Nevertheless, this doesn’t take anything away from the story itself, or from the question What if humans were able to bring dinosaurs back. It brings more than just that on the table and explores more than one concept, like certain applications of the Chaos Theory. SF Debris did an excellent series on Jurassic Park this summer, which I wholeheartedly recommend watching.

The Lens itself could be considered a true and tested SF trope in itself, it being a sort of shared supercomputer

Even older works of science fiction seem rather weird to our modern eyes. For example, the classic Lensman series of books by Doc Smith has no computers in them despite an extremely advanced form of space travel that can cross galaxies and even dimensions. Everything is done by a slide rule, which is an analogue calculator. Or if you want to use the term used for people who used to compute numbers, an analogue computer. Some of Asimov’s earlier works lack computers as we understand them as well. Some of Asimov’s works began to include the aforementioned Multivac supercomputer but described some of them taking the size of whole planets. This was as according to science as understood at a specific time when it was assumed that only a few computers would be built due to their sheer size. Nowadays we have computers in our pockets every day that would have been considered impossible half a century ago. If science doesn’t have answers at the time to a problem a writer has, fiction has to take its place. The writer has to come up with a fictional explanation to the issue that hasn’t been solved or doesn’t have an answer. We can imagine many things based on popular culture and relevant science, but if neither presents any relevant information, we can’t imagine such things existing. There are things we can’t imagine existing because they haven’t been invented yet, nor has the science they’re based on. To use Lensman as an example again, it plays with the concept of negative matter. Not anti-matter, but negative matter, which would react the opposite it as it was interacted with. For example, if you pushed it, it would move back towards you. Anti-matter would be detected only later and its properties were found to be wildly different, but Doc Smith had some foresight into a concept of opposing matter. Lack of any kind of knowledge on the papers, however, forced him to use his artistic license. Even things like warp drive have been suggested to be a possibility, namely with the Alcubierre drive, but even in this, some elements are missing. The drive would necessitate negative energy and anti-gravity, neither of which Einstein’s theory of relativity considers impossible. In practice, it may be, but there hasn’t been any conclusive evidence to either direction.

Science fiction expects the science found in the work to be fictitious. Unless it is hard science fiction, the science itself does not have to be real, merely consistent with itself and the established scientific method. However, it is always taking back seat the moment the story needs it to. Star Trek, despite its science mostly bullshit, is largely consistent with itself. Nevertheless, what the scientific concept ultimately truly is often isn’t all that clear. Spaceships, lasers and all that we consider as old tropes in the genre used to be new and cutting-edge ideas. A raygun was a valid concept in the form fiction often describes it, before further exploration in the technology ultimately deemed it more or less impossible due to materials and physics involved. Material science, science overall, evolves at its own pace, always improved by necessity in burst-like motions. Many times we don’t even consider small things in our lives to be the end result of massive leaps and bounds in technology and science. The fact that we have a small diode, smaller than the size of your fingernail, now being able to be brighter than the sun and lit up a whole room. I’m looking at an old lightbulb on my desk I found today in my mother’s storage and wondering how this more than twenty-year-old bulb can last less time than my LED bulb, how it eats more energy and yet gives less light. The concept of itty bitty lights in a torch from fifty years ago is now a reality. The way science fiction, in general, represents its impossible science doesn’t matter, but what it does with its concepts and how it tells its stories, is.

The power of the Customer

The customer chooses whether or not you succeed or if you fail. This can’t be overstated, but what has been understated that not all customers are one group. Take a sample of any consumer group, be it fans of a franchise, soda drinkers, candy eaters or whisky juggers, you’ll always find that they have something in common and something very much uncommon with each other. Within your target audience, you can’t appease everyone. You can hit different parts of your target audience with multiple products that appease different varieties of tastes, even if those tastes might clash harshly against each other. There’s a reason one of my random banners at the top is quote from Sam Walton, the founder of Wal-Mart, stating the there’s only one boss, the customer. Money moves almost everything in our daily lives, from the power you’re getting from your wall outlet to the clothes you’re probably wearing. Simple change in spending habits, like going to another chain’s store than your usual one, can affect things rather strongly. While the Internet has made campaigning against and for something so much easier, compared to letter campaigning or phone calling, the best form of stance taking is still hitting where it hurts the most; the wallet. However, wallet voting has taken hit on how effectively it is. The Internet has allowed movements to become louder and more obtuse, especially with the advent of social media. This has obfuscated the real amount of consumers doing anything, as majority of consumers are still silent. That is to say, most companies hear the voice of the minority of their customers, which leads only small sects sometimes impacting production, sales and whatnot of products that would otherwise have normal sales. Reasons vary, from mother’s campaigning to pull out GTA V from Target’s store shelves in Australia or some animal awareness group pointing out how Pokémon is animal abuse, you can take your pick from whatever ideological and political spectrum and you’ll find a group that’s making noise.

The creative industries have a hard time dealing with consumer wants and demands from time to time. Individual entrepreneurs have probably the hardest time finding and keeping a customer base. Individuals have to do everything on their own, and very few realise early on that having sensible finances and being able to keep your own book is highly important. Nowadays it is easier to find your own niche, though competition is even fiercer. Despite the rosy image of an artist giving his heart and soul to the piece and sees the world celebrating it, the reality is that artists still work in a service industry and their work needs to reflect the consumers. While art is culture, it is also a consumable. Only a fraction of a fraction of works that get cited as art will enter the cultural lexicon, something that’s becoming ever increasingly difficult as out 24/7 cycle of everything sees everything getting old within a matter of days. Fifteen minutes of fame has been reduced to closer to five.

The net’s full of comparisons like this

This has lead some to question if fans, a.k.a. consumers, have too much power over the products they consume. Or to put it like BBC Culture did, are fans too entitled? To touch the opinion piece a little bit, it mostly covers history of fans able to change and influence creators, citing examples like Sir Conan Doyle resurrecting Sherlock Holmes ten years after killing him off due to an intense reaction from the readers. For 1893, maybe ten years was long enough time for the books to spread. That, or in reality the considerable large sums of money ultimately changed his mind. After all, that made him one of the most well paid writers of his time. Stephen Kelly, the aforementioned piece’s writer, considers the change of Sonic’s model change in Sonic the Hedgehog unprecedented in modern relationship between artist and fan, something that is false. Video game characters have seen redesigns from time to time for numerous reasons after fans backlash, or have the perceived atmosphere has directly impacted the designs. This most notably has affected female characters, while the male characters have been left mostly alone. From Final Fantasy VII Remake‘s Tifa being more toned down compared to her original design (despite still getting riled by some) to something minor like a win pose being changed in Overwatch. While changing how Sonic looks in his movie resulted in tons of good PR, and the staff have been saying the fan feedback was invaluable. Whether or not this is a positive example is really up to you. Whether or not you prefer the original movie Sonic design compared to the current one.

The point of the piece is whether or not fans have entitlement over the things they buy. One example she cites where a minority of fans hammered down a movie despite critics and other fans liking it is The Last Jedi, though now that we’re two years after the fact looking at the results of the film, and how it affected the franchise as a whole, it wasn’t exactly a minority that rejected the movie. Sure it has its core fans, but the culture and general consumers at large simply for numerous reasons, which all can ultimately be bogged down as They didn’t like it. The franchise is feeling and reeling from the after shakes still, and will be for the foreseeable future. Kelly tying identity politics with Star Wars and the 2016 Ghostbusters is false, as the 2016 Ghostbusters is simply a terrible movie that failed to launch a new franchise for Sony to bank on. Then again, #GG is used as a boogyman in the piece and represented highly inaccurately, and really has nothing to do with anything aforementioned. There is no true conclusion to Kelly’s writing outside Fans are the problem, but fans are also the solution, which really means jack shit.

Let’s take a recent case about fans being split about a character redesign. A Japanese illustrator and character designer named Ban was employed by Flame Toys to redesign a Transformers character named Windblade for their Furai Model line of model kits. Flame Toys is known to redesign characters while working under Hasbro’s license, and these redesigns can be drastically different from the original works. If you check Ban’s Pixiv, you will notice at least two things; clean and smooth style, and that a lot of his works are Adult Only. His works are hard to represent in plastic due to him employing some shading and linework that works only in 2D. After Flame Toys revealed Windblade’s physical prototype in New York Toys Fare, there was a backlash against the design, forcing them to take down their posts on social media. The designer, Ban, still retained the prototype images on his Twitter.

Arguments about this design were conflicted. While a portion disliked it, a larger portion seems to like it. Difference is, most of the detractors on social media were English speaking customers, while the customers with positive feedback shared both English and Japanese. Unsurprisingly, few different posts explaining the backlash to the Japanese fans popped up, to which some Japanese laughed at and some thought the situation was unfortunate. Criticism ranged from it not being aligned with the original design of the character, which should have been a given seeing this is a Flame Toys product and that The Transformers toyline is full of redesigns of all sorts, to all the way how Ban’s design gave the character bikini, despite Wingblade’s bust and crotch always had red accents, as seen on the right. The wings where a sticking point to some, as they seem to be clipped in Ban’s redesign. This is of course natural, as Ban emphasized their nature as the bow in obi, the sash Japanese use with kimonos. I didn’t hear anything about the head crest’s size, but some issues with the second proto photo’s pose, and some were asking why the other, masculine models weren’t put in the same position. This is an example of false equivalency though, as what attracts men and women, and what shows their best sides, is different between the two sexes. The two sexes also value each other in different ways, emphasizing regions of body in altogether different manner, which is very much apparent in most more designed Transformers toys, where masculine emphasizes can be seen on broad shoulders, well defined chest and flat, sixpack stomach regions. Let’s not forget strong chins.

If I’m honest, I never liked Windblade’s design. The head crest is silly, the wings looked dull and generic, turbines everywhere, they manage to make the face look terrible, not much unique body definition after seeing what sort of design Animated series had. Personally, I don’t think Transformers as a whole needed sex, the species is mechanical in nature and could’ve been treated as one-sex or sexless

The fans were split, and not evenly even. This is an example where smaller sections of the target consumer group was split on a character design. You had a section that disliked it, you had a section that was as vocal about liking it, and then you have those who don’t really care. This is a gross simplification, as the reality is that there are thousands of small fractured groups working under similar umbrellas. Some have echo chambers, some don’t even interact with the rest of the fandom, and some simply had no interest on the topic as it was about a model and not about a transforming toy. Considering Furai Model kits are targeted at adult collectors, the niche audience this model was targeting most likely already excluded a lot of voices on both sides. A French Youtuber put many peoples’ thoughts rather well; There is a store package version for children, and this model kit is clearly not for them, but one of the many adult collector’s figurines. It’s pretty funny to use the term “objective” about a machine… Last bit of course refers to the complaint that Ban’s design is sexist and makes women sex objects. It considering this is a robot toy, objectification of a fictional robot is expected, as that’s what making a toy is. The design is sexy without a doubt, with expected curves, but as a friend so elegantly put it, You’re telling me Ban draws something else than boys with dicks? the design is rather held back from what it could have been.

If we are to consider the creative industries, or just arts, as something untouchable by external forces, why shouldn’t Flame Toys celebrate Ban’s redesign of Windblade and sell it to the customers? Or should they listen to the part of their broader possible customers and cancel it, losing whatever money they’ve had thus far in the production? If we were to stick with the idea that art should be independent and ignore both positive and negative feedback, Sonic’s designs wouldn’t have changed and Flame Toys would still have their New York Toys Fare posts up just fine. Some might see this as false equivalency due to supposed ideologies and whatnot, but stripping all the excess fat off and getting to the point, it’s all about customers voicing their opinion on a revealed character design.

Every kind of design and form of media has its customers. One thing has more than other, I doubt anyone really contests that in a serious discussion. However, not all products require to sell high numbers. Prestige and deluxe products are intended to be produced in relatively low quantities but in high quality. Their price tag represents this, often tacking more than few zeros at the end. The main difference between the two main examples in this post, Sonic the Hedgehog is intended for all audiences at an open marketplace. Furai Model Windblade on the other hand is (maybe was at this point) targeted at a niche of a niche market, an adult collector who builds robot models. The two markets are at rather opposite ends in popular culture media landspace, but not quite.

There’s no real stance here regarding the blog. While one of the stances this blog has is pro-consumer, it also supports the idea of companies looking at the cold data over customer response. The reason for this is that the customer doesn’t know what they want. We as customer think what we want, but when we’re given options to choose from, we often find ourselves picking something completely new, something we didn’t expect we’d want further down the line. Despite customers voicing their disagreement at times, offering variety of products is as important to hit all the niches in your targeted customers. This of course leads into juggling with the PR, both positive and negative such move creates, but that’s business as usual, as this is a chance to use both positive and negative attention for net positive gain.

Iczer Robo: A Visual History

This is a part of series of posts relating to Fight! Iczer-1 franchise. Please see Robot related materials above for further content on the subject

The intention of this post is to cover main appearances of Iczer Robo and its main different versions and successors from the Fight! Iczer-1 franchise. This is not an exhaustive list of all appearances and images, but an overview on some notable ones. This post is heavy with images, so the click below for more.

Continue reading “Iczer Robo: A Visual History”

Purple’s Qualia; Travel like light

I wonder where I should start with this one. Perhaps from the start, though what is the starting point is hard to determine. Maybe it was the fact that Back to the Future sparked my liking for time travel stories at a younger age, or that SF books and such have so much about it. Even the first Final Fantasy is a time travel story at the end, looping the beginning and end together. Time travel story after time travel story after time story. With further understanding on how world works, the stories themselves adapted the ideas, installing multiple world theories and others as the standard rather than BttF‘s popular linear time traveling.

At some point, it became clear that time traveling requires spatial traveling as well. I don’t remember what made this point clear to me, but one story had it as its major focus. It might’ve been a short story in a collection. Both spatial and dimensional travels are popular topics within fiction. These sometimes incorporate time travel, but time travel inherently has to have either of the other, sometimes both.

These stories are everywhere. Very few of them are anything new. Games, books, movies, comics, each form of media has taken their numerous takes on time and dimensional travel. I grew tired of them. Few times I didn’t exactly realise that these were major parts of a story, like Muv-Luv. You could say I did, seeing my main argument to hate it was Don’t bring you aliens and mecha into my realistic romance story but after learning it was an alternative world, I opened up to it.

Perhaps the thing that broke the camel’s back with these stories was the fact that branching universes breaks the intended motif of Muv-Luv, where Takeru has been set in an ever-looping hell before he can find that one path to save the world from certain death. However, with the series now having retroactively installed the whole branching timelines, there are no loops as such. Each time Takeru returns to origin point, he is at a branching point. Rather than saving humanity in BETAverse, he manages to save one of the infinite branches his actions are part of in infinite amount of BETAverses. The original intention, the very mechanic of Muv-Luv, of repeating a loop until one true path was found, was made moot.

How would you sell a story with time travel to someone who categorically is sick of them? I’ve been sold many stories described as the most scientifically accurate or realistic depiction of time travel, but that’s an oxymoron. With the current understanding, time traveling only exists forwards. We do it just by being. Nobody has yet gone back to the past and explained how it all works, or come returned (if that’s even applicable term) from the future to tell us how it works. To put it bluntly, none of if is realistic, none of it works, and we can only travel forwards.

Cover of the novel, with Marii’s purple eyes, but none of the qualia yet

Maybe that’s not exactly the starting point. More like presenting the colours and paint that are going to be used on the canvas. When Jinki:Extend was airing around 2005, I was aware of it but never watched the show. I liked its visuals but at the time I had my hands and mind busy elsewhere. Tsunashima Shiro’s style is distinctive and eye-pleasing. It is rather ageless as well, and will stand the test of time better than some of his contemporaries. Fast forward some thirteen years. At this time I’ve begun checking modern shows that I missed, comics to read during my downtime despite going through some hard times. Finding his works, very few translated as such, ultimately lead me to 2009 novel Purple’s Qualia by Hisamatsu Ueo and its 2011 comic adaptation.

Purple’s Qualia, or lit. translated from 紫色のクオリア as Purple Colour’s Qualia (officially formed as Qualia the Purple because of course this would be the official translation Japanese went with) is a story about infinite possibilities, about deep and loving friendship, sacrifices through trial and error, and perhaps most importantly, about a girl with purple eyes who sees all living things as robots. It is also a story with time and dimensional travel without actually having either.

More after the jump, we’re going a bit image heavy here.

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Three approaches in designing a mecha

The three approaches to mecha design this blog uses is based on their role and function within fiction rather than in-fiction. The first archetype is the Protagonist, a mecha that functions or acts like any human character and is treated as such within the narrative.

The Protagonist mecha as a character serves an integral role within the narrative. Initially they may seem like simple machines, like the eponymous Mazinger Z, yet they exhibit clear-cut human characteristics in actions and behaviour. Mazinger Z sunbathing in the original series Mazinger Z-series is this exact human-like behaviour the mechas are written with.

Here, the symbolic action of shaking hands is not represent the pilots themselves per se, but the relationship and role of the mechas

These type of mecha can also be explicit characters unto themselves, as it is with the The Transformers and Brave-series. These mecha are only separated from their human co-characters is their nature as giant mechanical beings. In cases like Beast Wars, there is no distinction between characters as such, all of them simply are the characters, but share the main characteristics of being human equivalent in different form.

The Protagonist has a unique role within the story. Not necessarily the main protagonist in itself, often sharing that role with another human character or another mecha. The same categories of heroes and villains apply to these as much as they apply to human characters.

In visual design, Protagonists more often than not share a humanoid body with strikingly human face. Heroman, by all intentions, shared all the previously mentioned points; a human-shaped mecha with human face and sits in a prominent role within the fiction as one of the main characters next to the main human protagonist.

American made in Japan

However, there is extremely wide variety of Protagonist mechas which toy with the concepts and ways to realise the main role. GaoGaigar, for example, in itself has no characters outside as it is an extension of Guy Shishioh; it less piloted as it is a giant piece of armour for Guy.

It must be mentioned that most Protagonist mechas are found in media aimed at younger audiences with healthy amounts of toys, and tend to have connections to the Super Robot side of mecha. This is not to degrade from the fiction itself, only an observation.

Naturally, the opposite of human-like characters would be the lack of humanity, as it tends to be the with the second archetype, the Machines.

The utilitarian approach to mecha design has always been there, though it gained most of its popularity in the 1980’s. While Mobile Suit Gundam certainly paved the way for Real Robot as a sub-genre, shows like Armored Trooper Votoms and FLAG have taken the concept to its more natural direction due to lack of needing to sell toys as much.

FLAG‘s HAVWC, High Agility Versatile Weapon Carrier, is equipment.

Unlike with the Protagonists, a Machine has no nature to speak of. To make a blunt comparison, they are toasters. Their use is largely utilitarian. The form is made and designed for a purpose first and foremost, following the necessities over flavour.

The mechanical design is far more industrial as opposed to organic contours, than anything else among the Machines. Take Heroman above for an example. Most of its shapes are round to further accommodate its humanoid visual. While at a first glace HAVWC would fit this as well, its shapes are equivalent that of a car, lines made to increase aerodynamics. Heroman is not exactly an aerodynamic character, and its not supposed to. That is a tertiary concern at best. In order for it to be more aerodynamic in its forward position, it would require some sort of wind-breaking apparatus around its chest to lessen drag.

However, FLAG is an example of the more more adhered end, similar to Metal Skin Panic MADOX-01, which has been described as equivalent of mechanical pornography due to its attention detailed opening.

The Machine comes in many varieties, all of which share multiple characteristics. Mass production is one, where the mecha can be or is mass produced. Scopedogs are a dime in a dozen in Votoms and are easily replaceable. Round Vernian Vifam is another example of a show, where mechas are tools, and the cast goes through numerous units during the course of the show.

Valkyries from Macross, despite often gaining a prominent role as a single unit or a customised main character vehicle, are all from a production line of similar units. While later entries in the series have made an effort to give most characters their own unique snowflake Valkyrie, in the end all of them are more or less faceless machines that showcase no human characteristics, outside the genre-defining four limbed humanoid shape.

Specialist roles are not exactly uncommon among Machines. Full Metal Panic!’s Arm Slaves, while mostly consisting of non-unique units, the units used by the protagonist Sousuke Sagara deviate from this mould in form of Lambda Driver, which allows the pilot to turn their willpower into physical force. This specialist position, be it due to extra equipment, prototype role or simply because the mecha is a protagonist’s unit, is a common trope. This position does not change them into Protagonists per se, unless human characteristics are applied. It is not uncommon for people, fictional or not, humanise their devices to a large degree and treat them accordingly.

Vehicles technically fulfill this spot,

However, it’s not uncommon to see the the aforementioned archetypes mixed either.

The Hybrid approach takes characteristics from both sides of the fence in a happy mid-ground. Perhaps the most well-known examples of this would be the Evangelion units of Neon Genesis Evangelion. While treated as equipment and something that can be mass-produced, each EVA-unit exhibits overt human-like characteristics from in-universe and in their role. EVA-01 is effectively one of the main characters while still serving the role of a toaster. Its design goes for utilitarian, but only in terms how the EVA-unit itself allows this in-fiction. The base design idea was, after all, a monster barely controlled by humanity.

A some sort of purple mom bot

Another method to give mecha character is by keeping the core mechanics itself intact in terms of its role though the use of Artificial Intelligence. Jehuty from Konami’s Zone of the Enders series of games is exactly this.

Jehuty in itself has no conscience or awareness within fiction, no character to speak of. Its actions and behaviour are determined by its pilot and support AI, A.D.A. In principle, A.D.A. could be embed into whatever Orbital Frame would support the addition.

These three approaches are more or less starting points, more or less. While at first it may seem arbitrary to make a category of three, one of which is effectively just combining the first two, they serve their role in setting the proper mindset for design work. That is, the nature of the mecha rather than the end-visual the designer ends up making. That is up to the designer’s own style and research into the subject materials.

For further reading on expanded subjects, such as combiners, basic design tips, controls and similar, please visit the Robot Related Materials section.