


Not only do Madhouse productions of today such as Death Parade or No Game No Life seem more vivid & dynamic than ever before, character designs and animations are cleaner, acute and more distinct. While I'll forever miss the more real to life portrayals of more regular and distinctly normal character designs found in series such as Paradise Kiss from character designer Noberteru Yuuki (Though I understand his work still lives on through Studio MAPPA in series such as Sakamichi no Apollon - When animators actually drew noses!!), pretty much everything Satoshi Kon including paranoia agent from Character designer Masashi Andou, or even as recently as Tatami Galaxy's character designer Nobutake Itou. Madhouse however hasn't entirely revamped itself, as even from an artistic standpoint quite a handful of long time Madhouse staff and free lancers closely associated with Madhouse still remain, and are happy to still work with the studio. Some are afraid that Madhouse has abandoned it's identity as innovator within the artistic realm, just to make more populist smash hits and what not.

Series such as No Game No Life, One Punch & Death Parade are Testament to that fact.
Cinematography



It's not all bad!! thankfully though he's able to pull through in the most pivotal & climatic moments. In addition to that you're usually kept on your toes, because even despite being a relatively drama oriented series, Death parade is actually quite action oriented as well & with the faster paced series of cuts & transitions to reaction shots & what not, Yuzura Tachikawa & his team of storyboarders are always able to keep it interesting with their nice sense of momentum & pacing, in addition to great pictorial aspects through the animation, great character designs & animations. Death Parade also has it's fair share of more unnerving moments, through intense action and confrontation, Tachikawa often sports a relatively angular sense of framing, often pattering group dialogue & discussions with shot reverse shot patterns, while splicing in some traditional close up distance transitions, as well as establishing medium long shots and playing with the vertical angle of shots with more oblique scenes with high angles. Also including low angles for confrontational, eccentric or perhaps inquisitive moments within the text/script, even including dutch angles in addition to zooms, and keen camera movements and subtle shaky cams for this purpose as well.

To that note framing is more traditional obviously, staying true to the golden ratio & the rule of thirds when framing subjects, the points of interest or perhaps when framing action. In addition to this Tachikawa also uses the space within wisely to voice opposition, often making use of profile shots, within the process. In addition to this, Tachikawa often makes use of lateral/horizontal panning and zooms in either direction to prevent shots from staggering moments, and to keep things interesting. Though I take issue with this because while I do like how cutting is done on movement to keep us guessing and how it's seemingly a more natural way to to cut or transition the point of interest, it often seems unmotivated and done with little significance or variation just the sake of attempting to spice up the shot.

Bold camera movements don't have an effect because often times we're unable to contrast that with the stillness of the moment or be surprised when it happens, I feel very similar in this respect to a series such as Attack on Titan, though in Tetsuro Araki's case, Attack on Titan was far more of an action oriented animation that benefited great from such perverse camera maneuvering, since displaying speed & the velocity of each situation was pivotal for it's high action formula of entertainment. However Death Parade is a drama series, and camera movement at times seems uninspired at that. Though I will say that the zooms used within scenes will always remain useful, and despite perhaps including too much camera movement to the point where it's predictable, also actually has it's own benefits to including them as well. I also find the that focussing techniques & bokeh showed a relatively limited use, as I found other directors are far more creative with it when switching the point of whatnot within a frame or whatnot. Though in the last episode directed specifically by Yuzura Tachikawa, this doesn't stand to be the case.



Being that I often times find the inclusion of expository non diegetic dialogue to be distractingly corny a times, being that for a show that strives to be more intense & daring, Tachikawa persists in doing far more telling than actually showing. Being that some of the included internal character monologue & reactions I find to be entirely unnecessary - As it immediately takes us out of the moment, and sucks out any sense of mystery or urgency a scene can potentially have, particularly when Quinn Decim visitors are staking their lives. I think while Tachikawa was writing the script he failed to realize that his viewers have eyes, & there's such a thing of what's called visual story telling. In that there's just such an abundance of dialogue that could've been omitted, that would demand more of the said viewers attention or observational skills.
Though I will say that no, it's not necessary to completely remove non diegetic dialogue, as it has a keen role in personalizing the experience, though I feel they could do away with more of the unnecessary exposition, & run that in conjunction with the said practice of more observational visual storytelling, so in that respect it'd be more of an ambiguously unnerving & intense experience as we witness events in real time - Rather than disrupting the flow and the sense of urgency by unnecessarily pausing too spoon feed us unnecessary exposition on a character's feelings. When you say something in your head, it has no impact whatsoever on the here & now within the environment of the situation - If there's no action, there's no reaction either, meaning less character involvement to those hearing the words of the given subject. In that, Tachikawa & team should distinguish these personal moments with appropriately sequenced body language & general cinematography, as what a character says out in public, is just as important to their character as what they don't or can't bring themselves to say.


No I don't believe Death parade would be better if it was a completely ambiguous and oblique anime like Texnolyze is, however in conjunction with Tachikawa's amicable characters & touching story, I feel directors such as Takayuki Hirao or Hamasaki Hiroshi could create a really finite balance between the two and would be far better options for framing more ominous and ambiguous moments, along with the more uneasy confrontational one's as well. I can't help but imagine what they've could have contributed, as I'd imagine a far more interesting and idiosyncratic take on Oculus's conspiring & perhaps their ominous take on the rest of the arbiters who believe in the arbitration system & how cruel and unfair the process really is. Though for a series that's just 12 episodes, I suppose Death Parade as it stands today is perfect for it's short & sweet format, but man what the combination between Tachikawa's touching character story in addition to Takayuki Hirao's more ambiguous sense of framing & atmospherically layered compositions could do with a 24 episode series - It could be pretty great, granted I've seen quite a lot of people complain about how vague & lacking in devlopement Death Parade seems in terms of both it's overarching narrative & characters. With Takayuki or Hiroshi I feel as if they could perhaps add the right amount of complexity that some feel Death Parade lacks.

Animation & Art direction

Anyways getting back on track here, you see Death Parade also houses quite bit of action, thanks to the Quinn Decim's use of games to probe his visitors. In more back and forth situations, it's common to see more high action animation, in addition to players simply just loosing it & going berserk - Yeah lets just say that those cringe worthy (But in a good way) faces you see in a show like Kakegurui aren't entirely unique to it either, in my opinion I think it's great, being that often times even within the Japanese animation industry, character designers usually have very idealized character designs, often times not appreciating the beauty of regular ugly looking people (such as myself). It's also funny how nobody either criticizing or applauding Death Parade notices just how god damned consistent the animation is. You guys by now already know that I always go frame by frame when taking screenshots for an anime, and throughout the entirety of that process, I could only find a astonishing few frames that were off, I mean seriously, the character animation and principle drawing is on point! Thanks to Character designer & Chief animation director Shinichi Kurita, who's been a long time key animation director for quite a while, ranging from A-1 pictures productions such as Gate, Space Dandy & even Michiko & Hatchin. The times that these frames did show up were in far more high action scenes, so you wouldn't be able to actually catch them due to the density of frames per second, most other small inconsistencies you will find are when characters are drawn at a distance - The rest are beautiful & on model.


Shinichi Kurita's designs have distinct enough iconography to actually be able to pick out a character with just there silhouette, however are simple enough to clearly be efficient drawn, frame by frame. His character designs often opt to have somewhat slimmer characters, with balanced use of negative space/linework ratio. Asides from Decim's Assistant & other visitors, the arbiters of course often sport butler uniforms with black slacks & vest, with a white dress shirt & red tie underneath bow underneath, and of course black dress shoes. Though being that Nona & Oculus are authority figures, Nona usually sports black baggy pants, with thin shoulder straps in addition to brown sandals as well & Occulus wears Hawian shirts with khaki shorts & sandals. In addition to this arbiter's also sport cross shaped irises in a various selection of colours, the same goes for their hair as well. Not the absolute best I'v seen, though I'm a fan of the character designs, a nice amount of emotions from down the range were able to be worked into their animations, along with being proportionate & acute, not to mention fantastically consistent, even in transition. Though if I were to compare, Kurita's designs while decent, don't nearly have the sense of depth & dimensionality that'd you'd find in designs by Akio Watanabe (See the Monogatari Series) or Kyoji Asano responsible for Attack on Titan's Character designs, as in comparison they some off as somewhat flat, though just a tad.

