Now onto the great parts of this Attack on Titan, the animation. It takes guts animate something with such perverse cinematic movement and high action animation. luckily the amount of ambition that the production staff at I.G's subsidiary Wit Studio payed off big time as an enormous blockbuster success. led by head director Tetsuro Araki, whose responsible for other extremely successful productions acting as director for I.G & Madhouse with series such as Guilty Crown & Death Note. Masahi Koizuka also made his directing debut in Attack on Titan S2 given more on the ground responsibility than Tetsuro Araki, being that he oversaw general matters as chief director, in piecing together how to translate Attack on Titan's Manga to an animation format. Though definitely not the most experienced director we've seen, Attack on Titan is the creme of it's crop regarding fast paced, snappy, and fluid action scenes that preserve the high octane thrill along the way. From the fearless mid air acrobatic tracking shots and swish pans, Attack on Titan remains unprecedented in how daring character animations as well as camera movement can get within an anime.


Cinematography

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Tetsuro Araki |

Often showing a tendency to shoot on off level low angle or somewhat high angle shots. Tetsuro Araki, like many other directors who formerly worked for Madhouse commonly make use of panning motion for low action scenes & occasional freeze frames to kind of immortalize particular moments in time. Which are often intensively rendered pictorially to make for some of the more paramount moments within attack on Titan. Since Tetsuro Araki often condenses the story temporally to make it more compact, the use of dissolves and fade transitions often takes precedent, almost just as much as the given cut does. The Cinematography generally abides by the 180 degree rule (Exept in high action tracking shots), so often times the line of action is only broken/transitioned on the "look" or perhaps depth of field transitions for group dialogue scenarios and such - So you'll find plenty of text book shot/reverse shot compositions spliced with close up reactions, along with lateral or horizontal panning motion.

In these situations, more confrontational scenes are met with things such as oblique lighting & low angle shots, as well as non diegetic dialogue and sequenced segments within the OST (Original Sound Track). Attack on Titan's ally is the use of speed, in how to emphasize and portray such with perverse cinematic motion, & with the use of swish panning and the 3D maneuvering regarding crane tracking action scenes are always up close, intimate and intense - I mean without it, where would we be? Action scenes would be far less gripping and would demand less attention if the shot composition and tracking choreography wasn't as intimately combative as it stands to be, especially with use of slow motion photography as well. Distance transitions are also used quite well to emphasize more thought provoking segments and displaying atmosphere and scenic awareness. Also utilizing panoramic fish eye lenses for more atmospheric and oblique establishing shots.

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Masashi Koizuka |
"He started out as an animator, so he's very good at drawing. And since there are many excellent animators on Attack on Titan, he can relate to them as someone who knows how to live in their shoes. And that has led to a greater feeling of teamwork"



Masashi Koizuka on his Directing Debut in S2 - "Mr. Araki will also be on site as the general director. But I'll be the director role wise, and that means I've taken over Mr. Araki's position & section as director "
Though it goes without saying that Tetsuro Araki's work regarding high action scenes were definitely more exciting and action packed with the ridiculous amount of 3D maneuverer that took place, but I dislike the way he tended to frame characters in a simplistic manner, never really alluding to much else regarding the complexity of his characters, where I feel Masashi excels quite a bit more at - Being that his framings are more simplistically frontal and are almost always medium to close up shots, who has more tendency to play with a shots vertical level than his distance transitions, horizontal angles and the space within a 16:9 Frame. Whereas Masashi is quite a bit better in utilizing the space within the frame to better set up oppositions and confrontation. Also utilizing the angularity and distance selections for scenes to be more atmospherically aware of what's happening in the background, as opposed to what's only happening on the fore and middle ground.
I some what take issue though, with Tetsuro Araki's sense of framing in Attack on Titan on more played down scenes, as opposed to his truly riveting high action scenes. In that I believe that sometimes what matters most is what you leave out than what you put it or rather Mise en Scène. I feel that Attack on Titan general tone doesn't always need to be inclusionary, and up close regarding the circle of action. I feel more shot compositions emphasizing isolation of given characters and subjects would give more head room and creative opportunity for the visual department more with background elements and make attack on Titan a bit more picturesque and pictorially interesting - in other words less group shots, less rotation angular medium shots, less non diegetic expository dialogue and more long shot compositions.


I think Attack on Titan excels at being a combative and action oriented series, though due to Tetsuo Araki's work I feel a bit is missing regarding the more intimate and played down part of soldiers life as well. I feel with the inclusion of segments that are slowed down, and more grounded in reality would allow us to soak in some of the atmosphere and mood a little before we move on the next thing ever so quickly. The theoretical mobility of the pacing and cinematography of the series doesn't really allow you to stop and think for your self, being that your constantly fed a stream of visual and auditory information. I think the tendency to escalate and mobilize the series plot takes away from creative opportunities to make more subliminal moments, where both the viewer and the given character can soak up some of the more resonant tones this series has to offer. The sensory input that's taken away and omitted can emphasize the sensory input of what's actually given - sometimes silence & simplicity is all you need and sometimes less is more. What's happening diegetically in the Moment can emphasize the atmosphere as well as the visual competent - Because if a picture can paint a thousand words, if film is 24 frames per second, how many more words can be told in comparison? Show Don't Tell - More transference in a more cinematic fashion.
Tetsuro Araki on S2 - " I didn't have to decide to do everything. It had become an environment where I could trust a lot of it to the staff."
In then end Tetsuro Araki's work is exciting and confrontational, though somewhat overly simplistic as Masashi's work is far more clever and out of the box when framing characters, whilst his high action animation scenes are definitely not as combatively exciting as is Tetsuro Araki's work in S1, as I feel Masahi's work is perhaps a bit too textbook at times and occasionally to gloomy. I feel both of the respective directors can learn from one another, being that Masashi's work can use some of the fun and vibrant scenes Tetsuro work has, and he need's to be a bit more creative and competent in how to frame his characters, and how much to include a scene and how much to leave out. Though please keep in mind general director Araki was still involved contributing to S2, as it was more of a collaborative effort with director Koizuka, though he didn't have to make all the decisions anymore, being that could defer his workload - Most of my observations are more circumstantial evidence, as I don't have the privilege of being on the ground level and seeing how things take place.
Animation & Art direction

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Shuhei Yabuta |


[Check out my Tangent on - "What I Feel about 3D CG in Animation" Below]
Along with the high octane action animation and perverse camera movement, the Attack on Titan production is also supported by vast visuals, archaic germanic architecture and subliminal scenic backgrounds. At the helm of the visual department is art director Shunichiro Yoshihara - Responsible as art director for series such as Jojo's Bizarre Adventures & Black Lagoon, and also reprising roles as a background artist for many series such as Ghost in the Shell S.A.C & the Neon Genesis Evangelion Films. Along with that Attack on Titan's Visuals are grounded by Ken Hashimoto on colour design. Who generally favours warm mid tones and is often analogous in his colour schemes, with a broad sense of lighting - Being responsible for series such as Madhouse's Chihayafuru and Death Note, along with many other recent projects such as One Punch Man, ACCA & Kabaneri of The Iron Fortrress.




Another immensely important figure within the fold in Attack on Titan's production team is Chief Animation Director as well as character designer Kyoji Asano. It's somewhat a standard practice to have the character designer be the Chief AD as well (Animation Director) like Akio Watanabe is for the Monogatari series being that, it's a character designers job to be aware of the limitations of their designs and how well they transition from high action animation scenes, to simpler low action cuts. You always want your designs to be attractive, but at the same time they have to be appropriate enough so they can be drawn consistently and efficiently enough for deadlines to be met in a timely manner. Kyoji Asano, despite there being other chief animation directors such as Satoshi Kadowaki, Kyoji Asano plays probably the most important role in making sure the animation didn't simply fall apart, being that he was the character designer working off of Hajime Isayaam's originals, in a addition to being Chief AD.

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Kyoji Asaano |

S1 had the most solid animation, with Kyoji Asano being the main Chief AD, animation was usually always pristine and bold, in this regard I think S2 falls somewhat short of the precedent S1 had established, being that AD responsibilities were deferred to perhaps less experienced AD's such as introducing Ayumi Yamada who previously was responsible as a sub character designer in S1, reprising a role as an AD. Though with both Kyoji Asano & Satoshi Kadowaki equally responsible for relatively the same amount of episodes, S2 still has spectacular high octane action, though perhaps not as consistent S1 initially was.

What I Feel about 3D CG in Animation - Tangent
Costs build up, from licensing and dubbing, from PR to animation, 3D CG gives studio's the freedom to be able to have far more daring camera work and Atack on Titan is no exception. You see, the trick here is to implement 3D CG well enough so that it's hard to distinguish between regular 2D backgrounds and models, in that this has always been a long standing problem that many both within the industry and without industry - Conflicts over the politics of replacing people's jobs and skill traits with CGI experts & whether or not 3D CG looks bad pictorially speaking. Being an avid gamer and film junkie, I'll say here and now that it's utter BS that 3D CG can't look as good if not better than their regular static 2D counterparts. Here's the thing, bad 3DCG looks really bad , but just like any other creative medium the quality is only limited to the skill and creativity to the person crafting them and how such models are actually utilized.

Japan's animation culture is deeply rooted in Japan's manga culture, it's clear as day the lineage that anime is derived from, being that most animations now a day's are adaptations of a given manga series. I'm a huge fan of that culture, and people generally like traditional frame by frame animation, most of my favourite animations speak to that love. Though I recognize that, their is also a time and place for when 3DCG can be vital for an animation company success for projects to stay afloat. 3DCG isn't the problem here, it's our reluctance to change an age long format and industrialized process, because that's exactly how Japan forged it's unbreakable identity within the animation world of film and television - That shouldn't change. However most notably in the west, US animation giants such as Disney, DreamWorks and Pixar have handily proven how viable the alternative can be. 3DCG animation can still be beautiful and is it's own thing. Not to mention how paramount 3DCG has been for gaming studio's for the last 2 or three decades. Video games now a days such as Dragon Age: Inquisition, World of Warcraft and perhaps Far Cry 4 look and feel absolutely immense, as the gaming world inches closer and closer to graphics indistinguishable from reality. Pick any modern triple A title from today's gaming studio's and you'll see that 3D CG is only limited to one's own imagination. 3D CG also gives the visual department far more flexibility to play around with shot selection and composition, being that if preproduction on storyboards doesn't pan out in production, they can always salvage and reuse models and backgrounds, whereas with 2D animation methods, often times, large mistakes will lead to scrapping entire cuts or segments since unlike 3DCG, traditional animation is often times not entirely digital but analogue.


What am I saying here though? I'm not saying that all Japanese animation companies should just abandon their analog methods for shiny computers and CGI. Though I'm saying that for high action stories for things such as battle and shonen manga and perhaps other experimental entities that seek perverse tracking shots and cinematic movement 3D CG is paramount - in Efficiency & Costs . I'm really thankful that a studio such as Polygon has begun producing anime series entirely consisting of 3D CG animation, Knights of Sidonia a fantastic mecha anime (Ajin is also a good example) that would not have been possible for a newly found start up studio for them to animate the series traditionally with a project with such a large scope and ambitious camera movement and tracking - They would either have to get major producers on board or water down the entire scope and premise of the series to do so. I hope people within and without Japan's animation industry begun to realize that including 3D CG doesn't necessarily mean throwing away Japan's identity within the animation world - in fact Knights of Sidonia and Ajin look indistinguishably Japanese.

3D CG with motion capture technology is now capable of rendering far more life like movement, body language, facial expressions and frame by frame resolution more efficiently and with more consistency. Here's the reality, Japan doesn't need to change immediately, as there's little reason to change what people view and enjoy as a good thing.
