Abstract
As we have seen, there are common themes and images that run throughout Mamoru Oshii’s films. However, until now I have not discussed the specific world-building that ties together many of Oshii’s films. Part of the reason for this is that some of these works do not fit neatly into the structure of this book, and quite a few are not easily available in English. A discussion of Assault Girls presents a perfect opportunity to illustrate the many connections that exist among some of Oshii’s works I have only glancingly touched upon.
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Notes
Mitsuyo Wada-Marciano, Japanese Cinema in the Digital Age (Honolulu: University of Hawai’i Press, 2012): 83.
Jasper Sharp, ‘Between Dimensions’ 3D Computer Generated Animation in Anime,’ in Ga-Netch_: The Manga Anime Syndrome (Frankfurt: Deutches Filmmuseum, 2008): 131.
Richard Nieva, ‘Video Gaming on the Pro Tour, for Glory but Little Gold,’ New York Times, November 28, 2012, http://www.nytimes.com/2012/11/29/technology/personaltech/video-gaming-on-the-pro-tour-for-glory-but-little -gold.html (accessed July 15, 2013).
Hye Jean Chung, ‘Media Heterotopia and Transnational Filmmaking: Mapping Real and Virtual Worlds,’ Cinema Journal 51, no. 4 (Summer 2012): 105.
Eiji Takemura, The Perception of Work in Tokugawa Japan: A Study of Ishida Baigan and Ninomiya Sontoku (Lanham, MD: University Press of America, 1997): 5.
Peter Frost, ‘’Examination Hell,’’ Windows on Japanese Education, ed. Edward R. Beauchamp (New York: Greenwood Press, 1991): 296.
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© 2013 Brian Ruh
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Ruh, B. (2013). Assault Girls (2009). In: Stray Dog of Anime. Palgrave Macmillan, New York. https://doi.org/10.1057/9781137437907_11
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DOI: https://doi.org/10.1057/9781137437907_11
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