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Anime Review: New Game!


Common Name: New Game!

Score: 8/10, 5/5

Length: 2 Seasons of 12 Episodes, 1 OVA

Genre: Comedy, Video Game, Slice of Life, Shoujo, Ecchi, Yuri

Summary: Rather than attempting to hone her artistic skills in the collegiate world, Suzukaze Aoba instead decides to follow in the footsteps of her artistic idol, Yagami Kou, and applies for a professional game designer position. While she still has a great deal to learn when it comes to actual game design, she is taken on due to her extensive portfolio, general skill, and admirable work ethic. Little did she expect, however, to be trained and critiqued by none other than Yagami. Having such an accomplished tutor doesn't mean things will be easy for Aoba going forward though. Tasked with helping develop the sequel to one of her favorite games, her superiors likely won't go easy on her, not that she'd expect them to. Still, with the support of her friends, both old and new, the threat of rivals, office politics, and her own insecurity won't be enough to keep her down.

Review: Using "cute" or "moe" imagery to sell a show, while personally appreciated, is something of a double-edged sword in my eyes. On one hand, cute shows are generally just a great way to sit back, relax, and ease the stress of the day away with some saccharine nonsense that'll likely never require more than a quarter of one's standard metal capacity. On the other, if the show ever wants to be more than just "saccharine nonsense," then the cutesy visuals will likely distract from the show's claim to fame. The strange thing, however, is that while I did notice the double-edged nature of the "moe" genre chipping away at New Game throughout the show's two seasons, I feel like it solidly benefited from the effects of the critically dismissed, sugary-sweet moe genre. Rather than letting these aspects of the show hack away as they pleased, New Game used it's cutesy, silly moments to buff out the edges on a rather serious topic--finding a place for millennials in the often harsh, unforgiving working world--making it softer and more appealing product that still speaks to the show's more serious nature.

Think of it like this: Teddy bears are just cuter, less dangerous representations of bears, those ferocious,

forest-dwelling killers. While they might look like bears, the soft and cuddly aspects of the

teddy bear make them a perfect gift for young children, proving just how

terrifying human consumerism can really be.

Following the growth and development of the young Suzukaze Aoba, a recent high school grad setting out into the working world rather than higher education, New Game takes a serious look at the kinds of stress, anxiety, and doubt that is typical for most young workers today. At the same time, however, this show presents itself as a fluffy, Sapphic comedy that would likely appeal to men and women alike due to the cute and likable female cast and the vaguely romantic/ecchi situations they usually find themselves in. While this comedic and fanservice-ridden aspect definitely take away from the idea of this show being "realistic," and thus limiting the power of the show's overall message, it still remains representative and relatable for those who have been in situations similar to Aoba's--which is a label I'd dole out to most young workers today. Anyone who has felt inadequate or out of their depth in a position or frustrated by their superiors not trusting them to do actual, meaningful work will understand in an instant what this show is trying to express.

I'm pretty sure we've all been there.

While the saccharine tone of the show might undermine these aspects, they do ultimately soften the impact of the show's harsher, more realistic moments. This means that even when the show punches you in the gut, often during those moments when we see how unfair the world would really be to someone like Aoba, it doesn't necessarily feel out of place when Aoba just picks herself back up and starts joking around again. Soft and oversimplified though this representation may be, it does showcase Aoba's unbelievable, yet somehow realistic, brand of determination that sets her up to be the show's focal point and protagonist. Through her eyes and woes, we see the truth in Nietzsche's saying that might as well be the motto of today's working world: “That which does not kill us, makes us stronger.” In other words, while the world might be harsh and we'll likely trip up somewhere along the way, all of our failures and successes alike should ultimately be stepping stones that bring us closer to our goals. More importantly, though, we see that reaching a life-long goal doesn't necessarily need to be the end of one's journey.

There really isn't a way for me to express this show's darker yet also hopeful message

without sounding cheesy as hell. Ah well, I'm pretty sure that was the point.

It is worth noting, though, that Aoba isn't the show's only meaningful character, let alone the only character that sees some growth. For example, Aoba's mentor, Yagami Kou, eventually offers a different kind of perspective on the working world that is no less valid or important. Namely, her growth offers a message on what it means to be a good manager. While prone to "just doing it herself" because of her expertise and undeniable artistic talents, Yagami's past failures and current attempts at coaching Aoba showcase the fact that employers must consider what would help an employee grow. While most employees would probably like to be coddled and cared for, that kind of treatment might not necessarily help them grow in the long term. In other words, being a good manager is about being fair and consider just as much as it is about being harsh and critical, so long as they will help their co-workers grow into and out of their current positions.

Alternatively, you can just display your superiority by constantly

surprising your underlings with bizarre behaviors.

NOTE: Pants usually aren't optional in most workplaces.

Similarly, the rest of Aoba's co-workers, while not nearly as complex, offer similar insights into the working world. The character of Takimoto Hifumi, Aoba's senior who suffers from crippling social anxiety, offers something of a tale for people who are skilled but incapable of working with others. Through a series of short stretches and big leaps out of her comfort zone, as well as the personal acknowledgment that she needs to improve, we see her slowly grow into someone capable of leading and assisting her less experienced friends, going so far as to take on an administrative role during the second season. Through the characters of Iijima Yun and Shinoda Hajime we learn a little about the necessity of being comfortable and confident in who you are in your place of work. Being someone your not or denying yourself the things that make you happy would only add more stress and dissatisfaction in an already stress-filled environment, after all. Yet the show also acknowledges how easy it is to forego one's happiness in the workplace, opting to just "grin and bear it" in a negative sense, since showing a sign of weakness might just make matters worse in some scenarios.

Granted, I think friendship in general is a pretty embarrassing endeavor. So, if you're going to

embarrass yourself anyway, why not get some friends out of it?

Lastly, the characters that are primarily showcased in the show's second season showcase the themes of healthy vs. unhealthy rivalries and the fact that all employees to a company each approach their positions from their own unique perspectives and various skill sets. For example, the character of Sakura Nene, Aoba's childhood friend, approaches her position at Eagle Jump as a passionate but flighty individual who chose to take the job on a whim, yet eventually finds that her passion is enough to warrant her place in the company. Conversely, Narumi Tsubame comes at it from the position of someone who has been training for the position for years, sacrificing everything for this chance. Between these two we see how passion for one's work can be a positive and negative force in the workplace--one that can establish one's desire to work hard as well as encourage petty grudges and assumptions toward those who don't share that same passion, which can result in hostile, unproductive rivalries. With the character of Mochizuki Momiji, however, we see a glimpse at the fine line between healthy and unhealthy rivalries. While she sets herself up to be and sees herself as Aoba's rival, working to outdo her whenever possible, it doesn't take much for her healthy ambition to turn into petty frustration. Incensed by Aoba's seniority and quiet determination, which she mistakes for arrogance, Momiji sways toward an unhealthy rivalry until the two of them are comfortable enough with one another to clear the air.

Of course, it takes a little push from the improved Yagami Kou to get the ball rolling though.

The point I'm trying to get at, I guess, is that this show certainly has a lot to offer in spite of its appearances. Particularly when compared to some of its workplace-centered contemporaries, it feels like New Game's strange brand of saccharine reality stands well above the competition. Where most workplace shows exist as overwrought drama or cynical parody, citing Girlish Number as a representative of both, New Game feels like a breath of fresh air and a welcome alternative. Rather than letting the drama rule the show's message or let it fall by the wayside through a cynical approach, New Game took its message and the various angles that can be used to address it quite seriously. Yet it never did so in a way that felt forced, ham-fisted, or particularly out of place. From professional rivalries and just being yourself to addressing the reality of the working world for newbies and seniors alike, this show knew what it wanted to talk about and did so in a manner that never took the audience out of the fun this show used to soften those messages. In other words, it turned a deadly-serious topic into a sweet, easily digestible alternative that anyone could enjoy on some level.

Oh, did I forget to mention the show's Sapphic romance element?

Yeah, that's just another reason to appreciate this show.

So, I guess it goes without saying that I highly recommend this title. In terms of the art, animation, and music, I'll admit it's not particularly memorable and looks like every other "cute girls do a thing" anime. While they're certainly solid in their own right, they are clearly just meant to reinforce the show's marshmallow-y texture. As far as the story and pacing go, both are also fairly middle of the road but do exactly what is necessary to get the show's message and tone across. That means, functionally, the show itself is also middle of the road. Where the show succeeds, however, is the breadth and quality of the show's comedy as well as the efficacy with which the show expressed its overall messages. In a genre that generally lacks any creativity or thought, I have to say this show exemplifies my idea of what a great moe comedy should look like. So, though it might not be a technical marvel or particularly stand-offish in the technical department, I will go so far as to call this title a "must-see" for young, working adults. For anyone else though, I'd still give it a solid thumbs up.

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