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GARDNER
TH E CYB E R S U B LI M E AN D TH E VI RTUAL M I R RO R:
I N F O R MATI O N AN D M E D IA I N TH E WO R KS O F
OS H I I MAM O R U AN D KO N SATOS H I
Résumé: L’influence des médias et de l’informatique sur les sociétés humaines cons-
titue un des principaux thèmes façonnant les stratégies visuelles et les orientations
philosophiques des animes de Oshii Mamoru et Kon Satoshi. L’analyse des Ghost in
the Shell et Innocence d’Oshii révèle ainsi que le développement d’une esthétique du
sublime cybernétique se trouve simultanément fondé sur un univers hiérarchique et
animé par un rêve de transcendance. L’étude des films de Kon, tels Perfect Blue,
Millennium Actress et Paprika, dévoile quant à elle une approche très différente des
questions de représentation : celle du « miroir virtuel ». Dans ces œuvres, la réalité
quotidienne est saturée de portails ressemblant à des miroirs, et menant à des lieux
identitaires alternatifs où l’on se prête à des jeux intersubjectifs ; des espaces non-
hiérarchiques qui, contrairement à la vision d’Oshii, suggèrent une vue immanente
de l’univers.
ability to reproduce and die. Significantly, the merging with Kusanagi will not
result in the Puppet Master obtaining material form, but rather entails Kusanagi
giving up anything but provisional material embodiment, and, like the Puppet
Master, existing as a life form in the fluid realm of pure information.
In Ghost, I would argue, there is a fundamental rift between the world of
humans (and cyborgs), which can be depicted on the screen, and the realm of pure
information, sometimes referred to as the Net, which is beyond depiction. Any
attempt to bridge this fundamental gap entails a certain awkwardness or even
violence in the film’s visual representation. For one example, we can recall the
cyborg data assistants that are used for Section 9, whose hands burst open to
reveal more fingers that are capable of typing on a computer keyboard more rapidly
(fig. 1). On the one hand, it stretches credulity to imagine that a society as tech-
nologically advanced as that of Ghost would reinvent the hand to better integrate
with the interface of the typewriter or computer keyboard, rather than develop a
new interface altogether (in fact, other characters in the film jack straight in to
the Net through wires in their neck). However, in its very awkwardness, the
vision of the hands popping open to reveal more fingers effectively illustrates the
extremity of the gap between human and informational—and the imperative to
stretch or break the limits of human anatomy to try to bridge this gap. Indeed,
the flesh of humans and cyborgs is often breached or subjected to violence in
attempts to interface with the informational—whether the splitting apart of the
data assistants’ hands, Kusanagi’s jacking into the Net by plugging wires into
sockets at the nape of her neck, or the more severe tortures of her flesh as her
cyborg body is torn apart in the prolonged effort of reaching and diving into the
cyborg housing the Puppet Master during the climactic scene.
The world of the Net itself, in which the Puppet Master has been born, is
essentially beyond the reach of visual representation in the film. We are only
46 WILLIAM O. GARDNER
offered occasional samples in the form of visual displays from interfaces access-
ing the Net, such as the relatively simple navigational displays that aid the pro-
tagonists in their search for the Puppet Master and his agents in the streets of
New Port City. The film’s title sequence also offers what may be taken as a non-
diegetic visualization of the Net in its rapid shuffle of numeric characters across
the screen that resolve into the titles—a precursor to the signature “digital rain”
of the Wachowski Brothers’ Matrix series. Or, in some cases, two-dimensional
computer screens are depicted with minute, indecipherable data or code scrolling
across them. Nevertheless, such elements as characters, code, or navigational
displays can only have a synecdochal relationship to the Net in its entirety, or
even to a portion of the Net as functioning sub-system.
As a creature of the Net, the Puppet Master must borrow the body of a
cyborg to enter the realm of the physical (or, in terms of the film’s aesthetics, to
enter the realm of the representable). However, this attempt at bridging the gap
between the Net and the physical human realm is prone to the same awkward-
ness and violence described above. The female cyborg body borrowed by the
Puppet Master is mismatched with the Puppet Master’s male voice, while the
cyborg body itself is immediately exposed to violence: wandering naked onto a
city street, it is struck by a car, recovered by Section 9, and subjected to various
painful-looking tests and procedures by the Section 9 technicians, before being
snatched away by a rival agency. Despite these travails, even in its provisional
material form in the upper body of a cyborg, it should be noted that the Puppet
Master is given a certain dignity in its on-screen representation. In the scene
where the Puppet Master first proclaims his identity as a new life-form, the ivory
torso of its host body resembles a classical sculpture, which, together with the
torso’s elevated on-screen position and lighting suggesting a halo around its
head, and combined moreover with an authoritative male voice, goes beyond the
merely awkward or even the uncanny and aspires to produce a mixture of fear
and exhilaration—or something like awe—in its viewers. Still, the makeshift pro-
visionality of its physical host as well as the painful rigors to which this physi-
cal body is subjected remain important aspects of the Puppet Master’s on-screen
presence, coexisting with its would-be dignity and authority.
The visual richness of the New Port City streets depicted in Ghost strikes an
interesting counterpoint to the difficulty of representing the Net and the awk-
wardness or violence depicted when humans or cyborgs attempt to interface with
it. Especially impressive is an extended scene accompanied only by music rather
than dialogue, in which Kusanagi travels through the city’s canals on a boat and
encounters various entities that, we suppose, make her ponder her own meta-
physical condition as a cyborg: a dog, mannequins in a display window, and a
woman in a café whose facial features appear identical to Kusanagi’s. In a tour de
force of the animator’s art, Oshii richly captures the slow motion of the boat, the
teeming streets, the garbage-strewn canals, and the effect of rain falling on the
city. Nearly every frame of the sequence is packed with detail—countless layers
of the city extend from the canals to the heavens, and mysterious birdlike aircraft
float across the sky (foreshadowing the angelic visitation in the film’s climax, dis-
cussed below). Shop signs, advertisements, and posters cover many of the walls,
the Chinese characters extending vertically as well as horizontally in a complex
mesh (fig. 2). It is as if, in the richness of analog information presented in this
vision of the city streets, Oshii is hinting at the even richer and vaster realm of
digital information on the Net, transcending the watery human world.
In a different and more direct way, the city is employed as a visual figure
for the Net in the final scene of the film, in which Kusanagi, now having merged with
the Puppet Master and evolved into a higher being, leaves her Section 9 partner
Batou behind to embark on her new life. Departing from Batou’s hilltop safe-
house overlooking the city, Kusanagi walks out into the night, the vast bayside
city spread out beneath her, its streets and canals like capillaries through a dense
matrix of distant towering buildings backing into the ocean and clouds. Pausing
before this exhilarating vista to ask herself “where shall I go now?” Kusanagi
replies to her own question with her final lines of the film: “the Net is vast” (netto
wa kodai da wa). In both the language and iconography of this scene, with its
solitary figure contemplating a vast landscape, Oshii invokes the aesthetic cate-
gory of the Sublime.4
• • •
From the late seventeenth century, philosophers and critics began to analyze the
Sublime not only as a rhetorical effect (as with Longinus, the first major theorist
of the Sublime) but as a category of aesthetic or emotional experience deriving
from the observation of natural phenomena as well as works of art and poetry.
48 WILLIAM O. GARDNER
The earliest of these formulations stress the greatness and power of God as the
foundation of the Sublime. English critic John Dennis places “God, Angels, and
other Creatures of the immaterial World,” as his first category of sources for the
Sublime experience; in the second category he includes the “great Phaenomena
of the Material World” such as “the Heavens and Heavenly Bodies, the Sun, the
Moon the Stars, and the Immensity of the Universe, and the Motions of Heaven
and Earth”; while the third category consists of “Ideas of Sublunary Things”
including “Seas, Rivers, [and] Mountains.” As Marjorie Hope Nicolson summa-
rizes, “Man cannot think of God without ‘Enthusiastick Terrour,’ [Dennis’ phrase]
compounded of awe and rapture. The manifestation of God’s majesty and power
in Nature must evoke in sensitive minds some degree of the awe they feel for
God Himself, which is the essence of the Sublime experience.”5
While various subsequent thinkers differed on such questions as whether
the Sublime and the Beautiful were opposing terms or if one was subordinate to
the other, most agreed that the “Enthusiastick Terror” of the Sublime was an
experience combining both fear and pleasure. “The Sublime dilates and elevates
the Soul,” John Baillie wrote in 1747, “Fear sinks and contracts it; yet both are
felt upon viewing what is great and awful.”6 As Edmund Burke suggests in his
influential treatise on the Sublime and Beautiful, in contemplating the vast, ter-
rible, or awe-inspiring aspects of nature from a position of relative safely, we can
experience this commingled fear and pleasure without the danger of immediate
annihilation.7
The problematic of the unrepresentability of the Net in Ghost, as well as
Oshii’s strategies in representing it indirectly (through synecdoche or metaphor),
relate particularly strongly to Immanuel Kant’s description of the “mathematical
sublime” in his Critique of Judgment (Kritik der Urteilskraf, 1790). In Kant’s for-
mulation, the quality of the Sublime is not to be found in the object of appre-
hension itself, but rather describes the state of mind of the subject when viewing
phenomena “whose intuition brings with it the Idea of their infinity”—an Idea
that derives from the very “inadequacy of the greatest effort of our Imagination
to estimate the magnitude of an object” (emphasis mine).8 In contemplating
immense phenomena such as the ocean, a range of mountains, or the vast reaches
of outer space revealed by the telescope, we are faced with the limits of our per-
ceptive faculties, and must instead strive to produce an “aesthetical estimation
of magnitude” (116). This imaginative effort produces the combination of fear
and pleasure (or, in Kant’s terms, pain and pleasure) that have been identified
with the Sublime since the pioneering works of Baille and Burke.
In a manner which seems designed to evoke the sort of cognitive process
described in Kant’s Critique, Oshii’s Ghost holds the Net—which is the immense
accumulation of information produced by a fictional advanced society’s tech-
nologies of information manipulation and storage—as an object of contempla-
tion, from which the viewer is to derive both fear and pleasure. For the purposes
50 WILLIAM O. GARDNER
Fig. 3. An angelic shape hovering overhead at the climax of Ghost in Shell (Oshii Mamoru, 1995).
• • •
These basic iconographic features are also present in Innocence (Inosensu, 2004),
Oshii’s sequel to Ghost in the Shell. This film delves further into philosophical
questions surrounding cyborgs, pondering the meaning of human beings’
propensity to create copies of themselves, and comparing the relative ontologi-
cal status of cyborgs, dolls, and dogs (elaborating on the meditative scene in
Ghost described above, in which Kusanagi encounters her various doubles dur-
ing her passage down a New Port City canal). The film also presents breathtak-
ing cityscapes rich in detail and movement along the vertical as well as
horizontal axis, especially the giant, cathedral-like manufacturing outpost of
Locus Solus.
In the original Ghost in the Shell, there is a clear visual distinction between
the occasional digital displays representing computer technology and the subtly
modulated, watercolor-like, “analog” background drawings. However, in
Innocence the landscapes, interiors, and other backgrounds are all recognizably
rendered through digital technology—only the human, cyborg, and animal char-
acters appear to be hand drawn. This decision to use 3D computer animation
represents more than a technical evolution in anime production between the
dates of the two films, and has significant aesthetic and thematic implications.
In contrast to Ghost, it seems as if the informational has pervaded and rendered
virtual the very fabric of life in the world of Innocence, and as the action moves
from New Port City to the Northern Frontier home of Locus Solus, this impres-
sion becomes even stronger. In particular, as the film’s protagonist Batou and his
partner Togusa venture into the baroque mansion of a corrupt hacker named
52 WILLIAM O. GARDNER
Kim, the characters begin to question their ability to distinguish between physi-
cal reality and computer-generated virtual reality. Contributing to this uncanny
effect, the walls and other surfaces of Kim’s mansion seem unnaturally “hard”
with digitally rendered edges and surfaces that appear constructed of CG “wall-
paper,” while the “camera” or viewing-frame movements suggest those of a com-
puter game. Moreover, the progression of time, at least within the subjective
experience of Batou and Togusa, becomes distorted, catching the pair of detec-
tives in loops of time, as if the time-space continuum itself has been hacked by
Kim and imbued with computer algorithms.
It seems, then, that physical reality in the world of Innocence has been
“upgraded” from that of Ghost and imbued with the informational. Nevertheless,
the hierarchical structure that separates the world of humans from the world of
pure information persists. In this sequel, Kusanagi (or rather the post-Kusanagi
life form resulting from the merging of Kusanagi and the Puppet Master) has
moved outside of the realm of representability and inhabits the Net as a being of
pure information. In the climactic melee of the film, in order to aid her former
partner Batou, she descends from the Net into the body of a “gynoid” cyborg
being manufactured by Locus Solus, confirming the Neo-Platonic structure of the
Ghost in the Shell world as explicated by Nelson. In other words, there are two
realms in the Ghost world: the human world and the Logos or World of Forms
(the Net); and Kusanagi, who has now become a purely Spiritual being of the
Logos, takes possession of the body of a human-made idol (a cyborg, which can
also conceptualized as a puppet, doll, or golem) in order to mediate or intercede
between the two worlds.
Not only Oshii’s films but numerous other anime, such as .hack//Sign (Mashimo
Koichi, 2002), Revolutionary Girl Utena: The Movie (Ikuhara Kunihiko,1997), and
Neon Genesis Evangelion (Anno Hideaki, 1995), exhibit similar Neo-Platonic
schema, the latter betraying an overt fascination with gnosticism and cabbalism.
In particular, the series Serial Experiments: Lain (Nakamura Ryutaro, 1998) can in
some respects be seen as an elaborate response to the Neo-Platonic vision of Ghost
in the Shell. Lain also imagines a two-fold universe, in which the two realms are
referred to as the Real World and the Wired. In pointed contrast to Kusanagi,
however, the protagonist of this series, Iwakura Lain, ultimately rejects the temp-
tation of disembodiment and transcendence of the Real World proposed by a Sky
God figure (“Deus,” formerly the software designer Eiri Masami), choosing
instead to remain embodied in the Real World.13
Concurrent with this tendency to associate the accumulation of data by
information technology with the World of Forms is the aesthetic tendency to nar-
rativize and visualize information technology so as to appeal to the Sublime aes-
thetic of fear and pleasure. Given this pervasive tradition of the Cyber Sublime,
exemplified most strongly in Ghost in the Shell, it is significant that we can find
a refusal of the aesthetic and metaphysical schema of the Cyber Sublime—and
54 WILLIAM O. GARDNER
Fig. 4. Mima riding the train early in Perfect Blue (Kon Satoshi, 1998).
web diary’s existence, so both are naturally concerned about the intrusion of the
stranger’s gaze into the private realm of Mima’s real-world apartment.
Immediately after this scene, Mima is shown returning to her apartment, and she
pauses on the balcony to give a worried glance at the cityscape outside.
Threats to her private home space continue throughout the next scene, as
Mima receives a prank call and a mysterious fax covered with the word “traitor”
(uragirimono). Mima again peers anxiously out her window, and we are treated
to a reverse “camera” shot from outside her balcony, which rapidly zooms back-
ward into the city and away from the window and balcony, perhaps to reveal the
position of an unseen stalker who is observing her from afar. This shot is linked
to the next scene—the set of the television drama where Mima will appear as an
actress—by overdubbing the line of dialogue she is given to recite: “Who are
you?” (anata wa dare). This line can be taken to question both the identity of
her presumed stalker, and, as Susan Napier notes, her own identity as well.15
Some of this tension regarding the invasion of Mima’s private space is momen-
tarily relieved later in the film when Mima discovers that “Mima’s Room” refers
to a seemingly harmless web diary that someone has established to chronicle
Mima’s life and singing career (fig. 5). As Mima reads the diary further, however,
she quickly discovers that private information—such as the items she bought
earlier at the supermarket—as well as her “private” thoughts and feelings, are
also being uploaded mysteriously onto the site. This uncanny doubling of Mima’s
personal thoughts on a publicly accessibly website—outside of her own con-
scious agency—provides one of the film’s most disturbing moments.
In such ways, the membrane between private and public, inside and out-
side, or self and non-self, grows increasing endangered and ambiguous as the
film progresses. In particular, the new public self that Mima, with the support of her
56 WILLIAM O. GARDNER
Fig. 6. Near the middle of Perfect Blue (Kon Satoshi, 1998), “Pop Idol Mima” appears in a train
window reflection.
• • •
I will use the term Virtual Mirror to refer to the opening of heterogeneous space
in the fabric of base-line narrative reality—a space both personal and medial.
That is, to some extent this space is inhabited by the self-image or imaginative
world of a single individual, but to a significant extent it is also determined by
narratives, expectations, desires, and other psychological forces that are beyond
the control of the individual concerned. Furthermore, this heterogeneous space
provides a meeting point and site for interaction between the multiple subjective
actors. The space is often opened by a mirror or other portal such as a door or
computer screen, but in Kon’s later works, the space of the Virtual Mirror is
woven into the film’s diegetic space, even without the presence of such physical
portals.
The space created by the operation of the Virtual Mirror in Kon’s work is
primarily a horizontal space. Mirrors, as well as other portals or interfaces such
as windows, doors, computer screens, etc., are generally placed in or against a
wall and open up a new space along the horizontal axis. On the two-dimensional
film screen, this newly opened space may extend to the right or left of the screen
center, or it might create the appearance of additional depth within the viewing
frame, as with a mirror placed against a wall to the rear of the figures on screen.
However, with the exception of Paprika, the Virtual Mirror is unlikely to open
new spaces above or below the main plane of action. On a metaphoric or meta-
physical level as well, this schema is in contrast to the emphasis on up/down
vertical space in Oshii’s works, which suggests heterogeneous planes of exis-
tence (i.e., a quotidian earthly realm and an otherworldly realm of information,
associated iconographically with the ocean or sky). The horizontal openings
depicted in Kon’s films through the operation of the Virtual Mirror suggest the
existence of a virtual dimension that is densely, vertiginously interwoven with
the existence of humans in the quotidian world, rather than removed from it on
a fundamentally different metaphysical plane.
Moreover, I would argue that the emphasis on left-right or right-left move-
ment within Kon’s works further emphasizes the importance of the horizontal
dimension, which is interwoven with the virtual space that I am referring to as
58 WILLIAM O. GARDNER
the Virtual Mirror. Indeed, this stress on horizontal movement in Kon’s works
underscores the ease with which the characters can move through the Virtual
Mirror. This ease of horizontal movement is reinforced throughout the films not
only by simulated pans and tracking shots, but also by frequent sliding motions
of the drawn images in the frame. That is, there are a number of shots in Kon’s
film that do not seem to simulate the tracking motion of a camera so much as
convey a sense of the scenery or figures on the screen being pulled or scrolled
horizontally across the screen. While planar visual elements moving against each
other in sliding motion could be viewed as one common element or potentiality
in animation more generally, I would argue that in Kon’s case such sliding motion
relates specifically to his exploration of the interpenetration of real and virtual
spaces.16 As I will elaborate below, the visual motif of “sliding” parallels a psy-
chological theme of being pulled across different states of fantasy and reality.
Sliding motion is especially prominent in two of Kon’s works following
Perfect Blue, namely, the feature film Millennium Actress (Sennen joyu, 2001) and
the television series Paranoia Agent (Moso dairinin, 2004). Furthermore, in
exploring the horizontal space opened through the Virtual Mirror, both of these
works supplement the use of sliding motion with the unexpected revelation of
new adjacent horizontal spaces. A playful use of sound cues and invocation of
off-camera space, together with editing “tricks” such as shot-reverse-shot and
eyeline match sequences, tend to substitute new spaces for those expected under
the conventions of continuity editing. In all of these films, the revelation of new
and unexpected horizontal spaces through sliding effects or editing “tricks” is a
way of weaving intersubjective imaginative spaces—the spaces behind the
Virtual Mirror—into the fabric of expected, ordinary reality.
• • •
60 WILLIAM O. GARDNER
fun-house of trapdoors and magic mirrors. Furthermore, the interpolation of
these spaces into the film’s narrative—and the free movement of the characters
between these spaces—steadily erodes the distinction between the framing nar-
rative of Tachibana’s interview, the scenes from Chiyoko’s past life, and the
scenes from her films.
• • •
Similar formal devices are pursued in Kon’s television series Paranoia Agent,
which first aired on the Japanese cable channel Wowwow in 2004. This series
presents a series of interlinked stories about characters who are attacked by a
mysterious assailant named Shonen Bat (a teenager wearing in-line skates who
wields a golden baseball bat). Distinguished by its use of black humor, multifar-
ious narrative techniques, and a compelling cast of characters, Paranoia Agent is
perhaps the most revelatory work in Kon’s oeuvre in shedding light on his views
on contemporary society and media. Episode five of the series, “The Holy
Warrior,” offers an especially close parallel to the expository style of Millennium
Actress. In this episode, detectives Ikari Keiichi and Maniwa Mitsuhiro interro-
gate a middle school student, Kozuka Makoto, who is suspected of being respon-
sible for the Shonen Bat attacks. In the interrogation room, the student launches
into an apparently delusional narrative about how he is actually a Holy Warrior
(seisenshi) on a mission to save the world from an evil presence named Gohma
(goma). According to this narrative, the various victims of the Shonen Bat attacks
were all manifestations of Gohma. As Kozuka begins his narrative, through a
series of fades and matching shots, we are shown both flashbacks of the “real”
incidents and visualizations of the suspect’s “Holy Warrior” narrative, which is
represented with multiple allusions to the visual and narrative conventions of
anime and fantasy role-playing computer games.
Just as the documentary filmmakers Tachibana and Ida in Millennium Actress
are literally “drawn into” (represented within the diegetic space of) Chiyoko’s
personal narrative, which becomes indistinguishably intertwined with her films,
so are Ikari and Maniwa drawn into Kozuka’s narrative, in which the “true” events
of the Shonen Bat assaults are intertwined with Kozuka’s fantasy of the “Holy
Warrior” role playing game. In both cases, one of the interrogators (Tachibana
or Maniwa) throws himself enthusiastically into this immersion in their inter-
locutor’s narrative, while another (Ida or Ikari) is more skeptical and resistant.
Still, whether enthusiastic or reluctant, both pairs of interrogators eventually
become pulled into the narrative. In this context, “drawing in,” “pulling in,” and
“sliding” can be seen as key effects in Kon’s works, not only with regard to visual
effects, but also with regard to the narrative, as characters are constantly pulled into
or slide into new realms by the seductive powers of narrative and imagination.
In using the television series format to present a series of linked narratives
62 WILLIAM O. GARDNER
that reality and fantasy become indistinguishable.
While Paranoia Agent does not at first appear to be “about” information
technology in the same way as an overtly cyberpunk anime such as Ghost in the
Shell, the information and communication technologies of contemporary
Japan—cell phones, television, computers, the Internet—are a ubiquitous pres-
ence in Paranoia Agent and play a suggestive role conceptually in the series.
While not explicitly stated, there is the distinct suggestion that through these
ever more advanced and pervasive information and communication technolo-
gies, individual desires, fears, and fantasies are becoming more and more dense-
ly linked with each other and with the social expectations, social anxieties, and
narrative tropes disseminated by the media and the entertainment industries. As
the series’ narrative progresses, the figure of Shonen Bat emerges as the ultimate
manifestation of these interwoven personal anxieties and fantasies, a mass
apparition that cannot be limited to the actions, imagination, or personal psy-
chosis of any single character.
• • •
zontal axis of screen space. In Paprika, Kon accelerates this playful interweaving
of unexpected space, and extends it in all six directions—left and right, above and
below, and in front and behind the screen space. As the protagonists vigorously
explore the new worlds created by the merging of waking reality with multiple
characters’ dreams, a myriad of trap doors, ladders, elevators, and freefalling leaps
whisk them to unexpected spaces above and below as well as to the left and right
of the screen’s frame. In some scenes, such as one that captures the vertiginous
swing of a circus trapeze, Kon’s film invokes the space in front of and behind the
screen (an effect that is especially pronounced when the film is viewed on the
“big screen” of a movie theater). Nevertheless, while the vertical dimension is
plaited into the kinetic brocade of Paprika, Kon’s film does not invest it with a
hierarchical value as in Oshii’s Ghost in the Shell, but simply extends the logic of
the Virtual Mirror into the vertical as well as the horizontal axis.
Within the lineage of Kon’s Virtual Mirror stories, the character of Chiba/
Paprika is an especially interesting one. Like other inhabitants of the Virtual
Mirror, Paprika has a dual nature as both personal and medial. On the one hand
she is the avatar or alter-ego of Chiba; unlike the rather stern and restrained psy-
chologist, who is often shown walking solidly on the ground, the playful Paprika
seems to embody movement—running or flying in all directions, in some cases
soaring on a cloud or fluttering with Tinkerbell-like wings—seemingly free to
explore Chiba’s every repressed impulse. On the other hand, as the image of Chiba
who appears in the dreams of the male characters who surround her, she appears
to be the very embodiment of their desires—constantly retailored according to the
fetishes of the male character controlling the dream sequence, and appearing in
a variety of guises evoking the “cute” and widely fetishized heroines of Disney
animation and Japanese anime (fig. 8). In this respect, Paprika is an entity much
64 WILLIAM O. GARDNER
Fig. 8. Paprika in Tinkerbelle-like form. Paprika (Kon Satoshi, 2006).
CONCLUSION
Unlike Perfect Blue’s Mima or the troubled characters of Paranoia Agent—or even
the blithe Chiyoko from Millennium Actress, who seems satisfied merely with the
“sliding” sensation of movement through the Virtual Mirror—Chiba is able to
tactically master the realm of the Virtual Mirror and successfully integrate that
experience into her personality in the “real world.” However, while this may sug-
gest a formula for growth or empowerment, it is not a narrative of transcendence
equivalent to that achieved by Ghost in the Shell’s Kusanagi. Indeed, as surely as
Oshii’s vertically oriented cosmology is invested in the dream of transcendence,
Kon’s horizontally oriented universe is committed to a visual and narrative elab-
oration of immanence.21 The experiences of the Virtual Mirror—those narrative
episodes which are dreams, delusions, expressions of alternate identities, role-
playing games and computer simulations—are not removed from the level of
physical reality. Physical reality cannot be separated from the mind (nor can one
be subordinated to the other); the individual self cannot be separated from inter-
subjective forces; the natural cannot be separated from the technological. Rather,
each of these elements is immanent in the other, and their interplay comprises
the complex weave of Kon’s fictional world.
66 WILLIAM O. GARDNER
Thus, while both directors explore the implications of media and informa-
tion technology, their approaches are radically dissimilar. The differences begin
with the very meaning and uses of “information” in their works. As I have
described, there are many references in Ghost in the Shell to the vast network of
information known as the Net. Ironically, however, in proportion to the aura the
film cultivates around the idea of information, the content of the information
stored on the Net generally remains vague, and the actual uses of this informa-
tion, and their impact on daily life for most residents of New Port City, seem
rather limited. For the elite characters to whom we are introduced, the two main
uses for information seem to be prosthetics and logistics. Computer memory as
networked on the Net is basically presented as a prosthetic device for augment-
ing human memory and mental processing, much as other technological devices
provide prosthetic enhancements to bodily strength. These augmentations are
certainly useful to the cyborg police agents of Section 9 in such logistical tasks
as navigating the city or researching the background of criminals. Furthermore,
these prosthetics are extensive enough to cause an unusually sensitive cyborg
such as Kusanagi to question how much of an original human mind or soul (or
“ghost” in the language of the film) remains after all of the technological modi-
fications. Nevertheless, it is only in the accidental birth of a new life form (the
Puppet Master), signaling a new stage in human evolution and the possibility of
transcendence, that information technology is recognized as a fundamental
transformation, rather than augmentation of the basic fabric of daily life.
The role of information technology in the anime worlds of Kon Satoshi,
while central, is even more limited in scope. Kon shows little interest in infor-
mation as an abstract concept, nor its potential applications in prosthetics or
logistics, nor, as we have seen, in the narrative of transcendence. Rather, he only
seems truly interested in information technology insofar as it intersects with his
fundamental concerns with storytelling, imagination, and play (although this
“play” can be threatening and disturbing, as in Perfect Blue and Paranoia Agent).
The primary significance of information technology for Kon seems to be in pro-
viding a ground for intersubjective play. The ominous web diary Mima’s Room
in Perfect Blue, the DC Mini in Paprika, and the more subtle but omnipresent role
of technology in Paranoia Agent provide the ground for an interaction of various
individual agents, within the limitations of the “software” of some pre-created
narrative or environmental structure. Thus Kon traces the process through which,
as the permeation of technology into our daily communicative and imaginative
activities accelerates, the borders between the natural and the technological, the
lucid (“real”) and the dreamlike (“virtual”), are steadily eroded, and new realms
of intersubjective play, both liberating and threatening, emerge. The digital
realms enabled by information technology are not presented as fundamentally
different, or even distinguishable from, such non-digital phenomena as dreams,
hallucinations, or moviegoing.
NOTES
1. For the seminal model of digitally encoded information transmission, see Claude E.
Shannon, “A Mathematical Theory of Communication,” originally published in The Bell
System Technical Journal vol. 27 (July, October 1948): 379–423, 623–656. Archived at
http://cm.bell-labs.com/cm/ms/what/shannonday/shannon1948.pdf (accessed 15
November 2008). On the concept of meaningful difference, or “a difference that makes
a difference,” see Gregory Bateson, Steps to an Ecology of Mind (Chicago: University of
Chicago Press), 457-459. Regarding the vast amounts of information stored through con-
temporary digital technology, the pocket-sized Apple iPhone made available in June
2007 could store up to 8 gigabytes of information, or 64 billion bits, the smallest unit in
digital information theory representing a meaningful difference of 1 or 0 in the binary
numeral system. As a communications device, of course, the iPhone can readily access
even more vast networks of stored and transmitted information.
2. In this essay, I am using revised Hepburn romanization except in a few cases, such as
when an author has a preferred non-standard romanization for his name, as with Shirow
Masamune (Shiro Masamune), or when there is a commonly accepted romanization
within the English-Language critical and fan community, such as the character Batou
(Bato) from Ghost in the Shell.
3. While making it clear that this is only a matter of convenience, the computer scientists
and government officials who created the Puppet Master program, originally for the pur-
poses of cyber-espionage, refer to the Puppet Master with the male pronoun. Although
the Puppet Master borrows a female cyborg body to materialize in New Port City, its
male voice in the film, as well as its role in proposing reproductive marriage to Kusanagi,
also seem to mark its gender as male.
4. The iconography of the scene, featuring an individual on a hilltop or promontory over-
looking a vast landscape, identifies it with such Romantic paintings as Casper David
Friedrich’s Wanderer Above the Sea of Fog (Der Wanderer über dem Nebelmee, 1818),
which are closely identified with the development and popularization of the sublime
aesthetic. Livia Monnet has also discussed the sublime aesthetic in Ghost in the Shell in
her article “Towards the feminine sublime, or the story of ‘a twinkling monad, shape-
shifting across dimension’: intermediality, fantasy, and special effects in cyberpunk film
and animation,’” Japan Forum 14.2 (2002): 225-268.
68 WILLIAM O. GARDNER
5. Quotations and summary in Marjorie Hope Nicolson, Mountain Gloom and Mountain
Glory: The Development of the Aesthetics of the Infinite (Ithaca: Cornell University Press,
1959), 282.
6. Quoted in Philip Shaw, The Sublime (London and New York: Routledge, 2006), 54.
7. Edmund Burke, A Philosophical Enquiry into the Origin of our Ideas of the Sublime and
Beautiful, ed. J.T. Boulton (New York: Columbia University Press, 1958), 40.
8. Immanuel Kant, Kant’s Critique of Judgement, translated with introduction and notes by
J. H. Bernard (London: Macmillan and Co., 1914), 106-132.
9. Concepts similar to the Cyber Sublime have been pursued in studies of American tech-
noculture such as David Nye’s American Technological Sublime (Cambridge, MA: MIT
Press, 1994) and Vincent Mosco’s The Digital Sublime: Myth, Power, and Cyberspace
(Cambridge, MA: MIT Press, 2004).
10. Susan Napier discusses the mythological elements of this scene in Anime from Akira to
Princess Mononoke: Experiencing Contemporary Japanese Animation (New York:
Palgrave, 2001), 113.
11. Victoria Nelson, The Secret Life of Puppets (Cambridge, MA: Harvard University Press,
2002), 268-271.
12. Livia Monnet argues that Oshii’s film posits a fantasy of the feminine sublime, whereby “the
abstract image in which the cyberminds and ‘ghosts’ of Motoko and the Puppet Master are
absorbed represents, as it were, a Deleuzian becoming-molecular woman, which is both
grounded in and transcends the historical materiality of molar (cyborg) women, or women
as subjects.” See Monnet, 253. While Monnet’s argument is fascinating and persuasive in
many respects, nevertheless the iconography of Oshii’s film, even as it gestures at the
Japanese female-centered Amaterasu mythology, seems to me to fundamentally replicate
masculinist Indo-European and Semitic Sky God myths in ways that undercut the poten-
tially liberating or subversive element of “animistic femininity” in the film.
13. Lawrence Eng describes Eiri as a male magus turned false God on his website “Thought
Experiments Lain,” which cogently explicates a number of elements of the series,
http://www.cjas.org/~leng/lain.htm (accessed 27 June 2007).
14. Although working in the cel animation medium, which employs drawings that are pho-
tographed with a camera, Kon simulates numerous camera effects associated with live-
action films, such as tracking shots, pans, and zooms. While I will sometimes refer to
these as “camera” effects, most of these effects are produced by the framing choices and
drawing techniques in the cels themselves, while others may be created when the cels
are photographed.
15. Susan Napier, “‘Excuse Me, Who Are You?’: Performance, the Gaze, and the Female in the
Works of Kon Satoshi,” in Cinema Anime: Critical Engagements with Japanese
Animation, ed. Steven T. Brown (New York: Palgrave, 2006), 14.
16. For a stimulating discussion of sliding motion in animation, see Thomas Lamarre, “From
animation to anime: drawing movements and moving drawings,” Japan Forum 14.2
(2002): 329-367.
17. It is intentionally ambiguous whether the scene on the train is an incident from
Chiyoko’s “real” life or one of her movies. “Mounted bandits” (bazoku) were a stock
image in Japanese fictional representations of Manchuria. Their real-life counterparts may
have been criminal gangs or resistance fighters against Japanese imperialists in this dis-
puted territory. The following scene of the medieval castle under attack alludes frequent-
ly to Kurosawa’s film Throne of Blood (Kumonosu jo, 1957).
18. Kon discusses the nostalgic iconography of this sequence in his website “‘Moso’ no bussan,”
http://www.asahi-net.or.jp/~xw7s-kn/paranoia/mousou011A.html (accessed 27 June 2007).
19. This nostalgia that can be readily observed outside of Kon’s work in the highly successful
NHK television documentary series Project X: The Challengers (Purojekuto X: Chosensha-
tachi, 2000-2005), and the hit movie Always Sunset on Third Street (Always sanchome
no yuhi, Yamazaki Takashi, 2005).
70 WILLIAM O. GARDNER