Three hours in uncanny valley
Who framed Ryoma Echizen?
The key to a solid high five is knowing where your buddy's hand is and when to stop swinging.

Celebrated manga artist Konomi Takeshi did not have this knowledge.
At least, he didn't appear to from where I was sitting. The move
probably looked fine from the middle of the ground floor of the Pacifico
Yokohama National Convention Hall, where the seats were nearly level
with the stage. Up on the third floor, seated slightly left of center
stage, I saw his hand bypass Tōyama Kintarō's entirely.
The fact that Kintarō was a virtual-reality character may have had something to do with that.
I've been a fan of the Prince of Tennis (for short, Tenipuri) franchise
since I was a clumsy high schooler whose friends coaxed her onto the
hard courts at our SoCal high school. We'd put in a few hours swatting
the ball back and forth, then go to someone's house and make
wheatgrass-and-ice-cream smoothies while we watched bootleg VCDs of the
latest episodes purchased from the uncle at the 99 Ranch Market, the
only Asian grocery store in town. The manga, by author and artist
Konomi, was first serialized in Shōnen Jump in 1999; the anime premiered
in 2001, though I didn't find it until the first run had nearly ended.
The story begins with Echizen Ryōma, a 12-year-old tennis prodigy
returning to Japan to enroll in the same middle school his former
sports-star father attended after years living abroad in America. Once
he joins the Seishun Gakuen tennis club, the standard narrative beats of
sports anime proceed like clockwork: dramatic showdowns, traumatic
injuries and the quest to take the team to the national championships.
The show's real hook is the characters. With eight-player teams coming
from all over Japan, there's a diverse enough cast that nearly anyone
can find a character to cheer for.
There have been OVA specials, full-length movies, musical adaptations,
Taiwanese and Chinese TV dramas, and a mobile rhythm game. With its
plethora of roles, Tenipuri also has an abundance of character songs --
more than 300 of them, in fact. And of course there are concerts, the
most spectacular of which are large-scale productions called "Festas."
Going to a Tenipuri Festa has been on my bucket list ever since I saw
rips of the 2011 Festa on YouTube. Every few years, a few dozen of
Tenipuri's voice actors dress up in their characters' team jerseys and
take turns singing and dancing for three hours in sport and concert
arenas like the Budokan or Ariake Coliseum. The fun of Festa is the gap
between fiction and reality. The voice actors are in character as they
interact with each other, but the lack of physical similarity to the
middle school boys they portray (the majority of the voice actors are
men between the ages of 30 and 50) allows them to dance or perform gags
that would be otherwise unsuited to the characters' personalities. Two
teenage boys who take themselves very seriously would never reenact the
choreography for WINK's 1980s hit "Lonely Tropical Fish." Two men in
their 40s could grin their way through it. The franchise inspires
remarkable devotion from its actors, some of whom write lyrics and
compose music for their own character's songs. Even the manga artist
joins in on the fun. Konomi -- playing himself -- composes and performs
his own music, interacting directly with his characters as they sing and
dance together. (The fourth wall is made of Kleenex in this franchise.)
This year's Festa was going to follow a slightly different pattern.
Konomi called it "Perfect LIVE ~One-Man All-Tenipuri Festa 2018,"
announcing via livestream on the instant messaging platform LINE that he
would perform with VR renderings of his characters, rather than live
voice actors.
While the term VR seems to imply immersive headset experiences in the
Vive or Oculus Rift, it's sometimes used as a marketing term in Japan to
refer to holographic performances where digital characters appear
on-screen. A Hatsune Miku concert might be called VR, as are some 3D
movies.
This sounded vaguely suspect, but it was the first time I'd managed to
be in Japan when Festa tickets went on sale. Of course I was going to
go. Having missed the initial pre-reserve lottery, I shuffled to a
7-Eleven ticket kiosk at midnight to make sure I got a seat. And when
the fateful day finally rolled around, I dug my old Seigaku team jersey
out of storage, gave it a good hit of Febreze, and hopped on the
Fukutoshin line to Pacifico Yokohama National Convention Hall.
Built up rather than out, the hall is both compact and cavernous at the
same time. It boasts 5,000 seats, the majority of which are on the
ground floor. I had not managed to secure one of those seats. Instead, I
was on the third-floor balcony, looking down on a two-tiered stage with
three screens: one along the back of the stage's upper level, with a
smaller one on each side zoomed in on the performers' facial
expressions.
The moment Konomi fired himself up from under the stage's upper tier
floor (a favorite move that he'd used during past Festa appearances), I
was pumped. He sang Hiro-x's "Future," the original opening theme for
the anime, and the whole crowd was happy to sing along to the chorus.
Each character here was their actual height, with careful attention
paid to proportions and the physical proximity of characters who had
interpersonal histories.
When the VR characters started filling in the big screen behind him, I
was less pumped. In previous Festas, the voice actors had run across the
stage to greet different seating sections, jumped down to high five the
audience members and danced along the staircases between the upper and
lower levels. This time, confined to their digital prison, the boys
could not utilize the full stage -- I was probably just imagining the
jealousy in their eyes as Konomi sat down on a staircase to watch them
sing.
Unlike Hatsune Miku concerts, where the virtual model is projected in
larger-than-life size, each character here was their actual height, with
careful attention paid to proportions and the physical proximity of
characters who had interpersonal histories. Although the characters'
shadows had been rendered, the digital models lacked a certain depth.
They could jump up or move side to side but they could not step closer
to or away from the audience, giving them a disconcerting flatness.
At least part of the problem was the hall design itself. It predated VR
technology, so obviously it couldn't be optimized for its use. Things
that might have looked fine straight-on failed when viewed at an angle.
Konomi's attempts to interact physically with the onscreen characters
appeared clumsy from my perspective. His pantomimed high fives reached
too far, landing on the characters' wrists instead of their palms. Pats
on the shoulder looked like pats on the air two inches above it. While
VR technology can theoretically bring 2D media to live shows or allow
artists to collaborate despite packed schedules, it's still a novelty.
VR has to work viewed from every angle, not just the most expensive
seats in the house.
The VR Festa was supposed to collapse the gap between fiction and
reality by bringing our beloved characters to life. However, I found
that the virtual renderings actually called uncomfortable attention to
that gap.
Konomi had previously bantered with the human voice actors, but his tone
shifted considerably when he interacted with the VR characters. Rather
than treating them as friends closer to his own age, he took a more
paternal attitude to his ragtag troop of 14-year-olds, reassuring them
that they would grow up to be stronger than they are now.
Most of the character interactions were pre-recorded, with a hidden
sound engineer triggering the dialogue behind the scenes. The downside
of this approach is that the VR Festa is much more tightly scripted than
an entirely human show. Without immediate access to the voice actors,
there's no room for improvisation. This presented a slight issue during
the performance.
"You seem livelier than you used to be," VR Fuji said to his former team captain Tezuka.
"Is that so," VR Tezuka replied very politely. "Thank you very much."
A whisper ran through the crowd. Why had Tezuka suddenly switched from
plain language to formal? Given that Tezuka/Fuji is a fan favorite
pairing, this abrupt tone shift sounded like a distancing move or a
brewing quarrel.
"How about you sing a duet with Fuji?" Konomi broke in.
"Is that so," Tezuka repeated. "Thank you very much."
Somehow, the scripted lines had gotten out of order; whatever VR Tezuka
had been programmed to say had been lost, and the prerecorded Fuji
couldn't brush past the mistake with a joke like a live actor would.
When I checked the concert hashtag after the show, it was full of
speculation about what the missing line could have been.
Somehow, the scripted lines had gotten out of order.
The audience was shocked when the crew took microphones down on the
floor so that the virtual Yukimura Seiichi could talk to us. At first I
suspected the girls were plants, intended to add a stronger sense of
reality to the experience. One girl, when confronted with the
microphone, seemed to worry that she was dealing with pre-recorded
lines. "Is it really okay for me to say my name?" she asked the mic
operator. "It's an uncommon one." But Yukimura repeated her name back to
her, told her she had a good look in her eyes, and asked if she'd like
to join his tennis club. Overcome with joy, she teared up. Her favorite
character had stepped into the real world for just a moment, and he'd
been kind to her. During the encore it was revealed that Nagai Sachiko,
Yukimura's voice actor, had been backstage the entire time, and that the
audience interactions had been a live broadcast.
However, some scripted moments didn't quite land for me. When the VR
characters thanked their author for taking care of them for the last 19
years, I almost felt as if I was intruding on a private moment. Coming
from human voice actors, these moments seem sincere, because the author
truly has been influential in their work. From the mouths of models
these words seemed hollow. I couldn't ignore the fact that Konomi
himself had put those words in their mouths.
VR characters, unconstrained by things like bad backs and tricky hips
and that pesky gravity thing, are able to do some things that voice
actors can't. Sugimoto Yū, the voice actor behind Tōyama Kintarō, is
incredibly talented, but she's 43 years old and probably not capable of
the backflips and cartwheels that Kintarō indulges in. However, while
the choreography was great on a technical level, it also led to some
jarringly out-of-character moments. Tezuka Kunimitsu, the former captain
of the Seigaku team, lives and breathes tennis. I don't know when he
could possibly have had time to take several months of hip-hop dance
classes on the side. Meanwhile, although we know from previous concerts
that voice actor Hosoya Yoshimasa can dance very well, his character
Shiraishi hardly danced at all.
What most stood out to me was the lack of physical contact between
characters, which set a mood entirely different from the live
performances. Even though most of the voice actors don't look remotely
like the characters they play, they're believable because of how they
treat each other. The horseplay, the hugs, the punches on the shoulder:
All their casual physicality embodied the deep bonds between their
characters and spoke to a real-life camaraderie forged in the recording
booth. The sense of affection between them was palpable even on video.
In contrast, the VR characters felt like the dolls they were. They were
saying all the right things, in the right voices, but the banter didn't
land for me without the body language backing it up. The characters
walked past each other on the screen, but rarely touched. The only
notable instance of physical contact was when Kintarō, during a banter
segment, shoved his team captain Shiraishi -- standard teen jock
horseplay. His simple push revealed why the characters couldn't touch
each other. Generally, when you press on a butt, it indents. Shiraishi's
body had no "give" to it; he stumbled, but his body itself seemed to
have no real resistance against the pressure of touch. While the
characters had idling animations to keep them fidgeting during
conversation, their pops and locks were uncanny. When they held a pose
mid-dance their chests were perfectly still. They weren't breathing.
They didn't need to.
This was not "the Festa I'd waited for every day." This was a Who Framed Roger Rabbit? live stage show.
There was another significant advantage to bringing the real, mostly
middle-aged voice actors out on stage: It let us ignore the age gap
between ourselves and the characters.
Time moves a lot slower in fiction than in real life. I started reading
the Prince of Tennis when I was 16. Now I am 29, while most of the
characters have not aged more than a year.
This would be easier to deal with if the official merchandise didn't
encourage us to view the characters as crush-worthy. There are two
dating sims on Nintendo DS. There's character-specific rings and
lockets. There are pillows depicting the boys in their pajamas. There
are sexy disheveled boy blankets. There's even a wall sticker you can
put up next to your bed so that you can wake up next to your favorite
boy.
Your favorite 14-year-old boy.
Seeing the characters digitally rendered drives home their eternal
youth. These Lost Boys are never going to grow up, but when we see the
voice actors onstage, we can split the difference. Plenty of fans still
have a 10-year age gap with the voice actors, but at least they're all
adults.
The fourth wall incurred further shelling when the cast of the current
run of Tenipuri musicals took the stage. Now, the characters were
displaying a more human physicality with each other and with Konomi,
moving across both tiers of the stage, knocking into each other
playfully and pulling faces. However, the sudden, significant difference
in the characters' voices lent the moment a sense of surreality. A
Ryōma was singing, but not the same Ryōma who had been on stage a few
minutes before, and definitely not the one I was used to. Katō Kazuki,
who previously portrayed Atobe Keigo in the musicals, took the stage to
sing a duet with the virtual Atobe.
Although we all clapped and cheered for the VR models, the crowd seemed
less enthusiastic than they had in previously released Festa footage. I
attribute this mainly to our collective uncertainty about how tight the
timing was on the recorded dialogue -- if we cheered for too long, we
might miss something. The encore made considerably less use of VR than
the main show, bringing back the earlier live guests plus Nagai Sachiko,
and seemed to garner much more audience engagement as a result.
The "VR Live" had been sold to us as a way to bring our favorite
characters to life, but all the holograms had instead made me feel
alienated.
After the show ended and I'd shuffled back out into the rain, I found
myself drifting towards the train station with a strange sense of
disorientation. When you spend a long time invested in some piece of
media, you begin to think you know it. I'd seen enough footage of
previous Festas that Nagai Sachiko and Konomi Takeshi had been what I'd
expected. But every other character I'd seen had been slightly off in
some way or another -- the wrong moves, the wrong reactions. I felt like
all the characters I knew had been replaced with changelings.
The "VR Live" had been sold to us as a way to bring our favorite
characters to life, but all the holograms had instead made me feel
alienated. They lacked the warmth that the actors had brought to the
low-tech stage show. In Japan, it's considered socially acceptable for
teenagers to be fairly handsy with their friends, especially within
school clubs; the voice actors had brought this body language from the
screen to the stage. I hadn't realized how much of my emotional
investment in the characters was in how they related to each other until
I saw their 3D dolls breezing past each other like strangers.
Don't get me wrong, I'm probably going to do this again. But I'll wait until they work out a convincing high five first.
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