Friday, March 06, 2026

Music News

Music

Eir Aoi Returns With “MONSTER” as Opening Theme for Classroom of the Elite Season 4

Japanese singer-songwriter Eir Aoi is kicking off a new chapter with her latest single “MONSTER,” released under Lantis. The track has been chosen as the opening theme for the TV...

Theodore Mak - 25-02-2026

Music

King Gnu Debuts Animated Music Video for “SO BAD”

Japanese rock band King Gnu, best known for their collaboration with the anime Jujutsu Kaisen, has released the official music video for their latest single “SO BAD,” written as the...

Theodore Mak - 23-10-2025

Music

Lovebites US Tour 2025 - Eternal Phenomenon

Lovebites returns to California. I saw them last year at the Cafe du Nord in San Francisco but this time they have two shows in southern California.

Brian Lee - 13-10-2025

Music

Architects North American Tour 2025 Starts in July

Architects officially kicks off their 2025 North American Tour on July 21 in Charlotte, NC, but prior to this they'll have a few festival appearances at Rock Fest, Upheaval, and...

Brian Lee - 16-07-2025

Anime News

Anime News

aespa and RIIZE Perform Theme Songs for KILL BLUE Anime

Global K-pop groups aespa and RIIZE have been revealed as the opening and ending theme artists for the upcoming anime adaptation of KILL BLUE, based on the manga by Tadatoshi...

Administrator - 05-03-2026

Anime News

New Ghost in the Shell Scheduled for July 2026; New Trailer and Music Team Revealed

In a surprise announcement coinciding with the opening of the "Ghost and the Shell" exhibition at NODE Tokyo, the brand-new Ghost in the Shell TV anime series has been announced...

Theodore Mak - 07-02-2026

Anime News

Patlabor Returns with New Theatrical Anime “Patlabor EZY,” Trailer Revealed

The Patlabor franchise is officially returning with a brand-new anime project titled Patlabor EZY, and a new trailer has been released ahead of its 2026 debut.

Theodore Mak - 20-01-2026

Anime News

Ghost in the Shell New Animation Series x Science SARU at Anime Expo 2025

One of the things I've been looking forward to after seeing it at the Masamune Shirow exhibition in Setagaya has been the newest installment of Ghost in the Shell anime...

Brian Lee - 06-07-2025

Anime News

BEYBLADE X at San Diego Padres Games

BEYBLADE X is going to San Diego, offering fans an opportunity to battle at Petco Park during two San Diego Padres home games. The event will take place on August...

Theodore Mak - 18-08-2024

Gaming News

Gaming News

Summer Game Fest 2026 Hits the Dolby Theatre This June

Summer Game Fest is set to take over Los Angeles from June 5–8, 2026, headlined by a massive two-hour live showcase at the iconic Dolby Theatre on Friday, June 5...

Ken Dubois - 23-02-2026

Gaming News

Resident Evil Requiem Gets New Trailer with Some New Reveals - PlayStation State of Play

Todays PlayStation State of play shared a deeper look at the horrors awaiting players in Resident Evil Requiem. Releasing on February 27, 2026, the title marks a bold step for...

Ken Dubois - 12-02-2026

Gaming News

NIS America and Happinet Announce Brigandine: Abyss

NIS America has partnered with Happinet to bring Brigandine: Abyss to Nintendo Switch 2, PlayStation 5, Xbox Series X/S, and Steam. This new entry in the storied strategy RPG franchise...

Ken Dubois - 12-02-2026

Gaming News

Capcom Launches PRAGMATA Sketchbook Demo On Consoles

Big news from today’s Nintendo Direct: Capcom just dropped the PRAGMATA Sketchbook demo! You can grab it right now for free on Nintendo Switch™ 2, PS5, Xbox Series X|S, and...

Ken Dubois - 05-02-2026

Q01: What were some of the factors that led you to create Studio Bones?

Kawamoto: In 1998 after Cowboy Bebop ended, Masahiko Minami, the producer, let it be known that he wanted to go independent and wanted me to come along. That was the trigger for the creation of Bones. I think he wanted to create something new instead of iterations of existing works and that is why he left Sunrise and became independent.

Q02: When it comes to character designs, in your opinion what are some of the most important factors in creating successful character designs?

Kawamoto: It is difficult to give advice on that point. It would be nice if people could all make designs with the fans in mind that we knew would be popular. That isn’t the case most of the time or even possible when creating a character, but my advice is to raise your antennas to new information and new experiences, and point your antennas in different directions and take in what is around you; process that information. I am always trying to be open to new information in terms of genres especially with regards to the future as technology evolves. Going a mile wide and an inch deep so to speak, to have an idea of how things are changing.

Q03: When you established Bones twelve years ago were you confident that it would be successful?

Kawamoto: So I joined Minami-san in creating Bones because we shared similar thoughts about becoming independent animators. I was not thinking about success so much as what I wanted to do. I was very happy that many members of the Cowboy Bebop team and some of them joined me at Bones. RahXephon had much of the same team as Cowboy Bebop and thus the feeling of what we were creating did not change that much.

Q04: Was he surprised by the success of Cowboy Bebop and the reaction of western audiences?

Kawamoto: Yes, I was. When we made it we had trouble getting a broadcast slot so we weren’t even sure if it was even going to be a hit or not. Considering we were faced with all these difficulties in converting a 26 episode series into a 13 episode series (the original TV Tokyo Broadcast, 26 episodes, would eventually air on satellite in their entirety, but the first broadcast was aborted) the success of the series, even ten years later in and outside of Japan, seems strange, almost surreal. With regards to the sequel -- well, you saw the last scene. There are no plans for a sequel, but I have heard, I am not on the production staff mind you, that there is the possibility of a live action version.

Q05: Could you elaborate on the broadcast slot problem?

Kawamoto: So part of the problem with finding a broadcast slot in Japan was the violence and the drug use, notably in the "Bloody Eye" episode in season one. At the same time, we had the Pokemon shock where a youth was wielding a knife so we had to digitally remove the knife from a particular scene. So the "Bloody Eye" episode was actually episode one but we had to broadcast episode 2 first because of some of the issues. However episodes 1-5 were released in their original format, so in the end that issue was resolved.

Q06: Could you tell us about some of the people that inspired you when you were younger?

Kawamoto: There are many, but it’s not so much the people but the animation they created that inspired me. For example, what Yoshiyuki Tomino and Yoshikazu Yasuhiko did with Mobile Suit Gundam, Hayao Miyazaki’s films, Shoji Kawamori of Macross, and Urusei Yatsura with Mamoru Oshii. It was through their work that I decided to join this industry.

Q07: Gundam 0083 features many people of different ethnicities -- how important is having a diverse cast for you and the way you deal with character development?

Kawamoto: Personally I think that it's just natural, but there are times when we need to create characters that will appeal to a Japanese audience when creating something for Japan. Stardust Memory had a more Hollywood feel to it, so the director actually requested that we include people of many different races. I think we became more aware of that over time, even as Gundam 0083 was made in the style of the first Gundam. I am sorry that I am not familiar with the more recent Gundams so I don’t know what direction they are heading in now.

When doing Gundam 0083, we thought about the kinds of actors characters were representing and based our designs on that. We did the same with Cowboy Bebop.

Q08: How do you approach productions that are originals and those based off of pre-existing works?

Kawamoto: So for Full Metal Alchemist it was actually Yoshiyuki Ito that had the idea. He took the idea to the producers and Bones who then went to Square-Enix who owned the IP. Ito was later made the character designer and animator. Of course there are times when sponsors or creators of a work will approach us about creating a production.

Q09: What are some of the biggest animation changes that you have seen take place in the industry?

Kawamoto: One of the biggest changes was the switch to digital from cells. Digital requires that the widths be the same, thus some of the artistic license of the animators were lost.

Q10: Which style do you prefer?

Kawamoto: I prefer the old cell-style and I believe that the challenge is to bring back what was lost back into digital animation. One of the advantages with digital is that a single animator can check to see how his or her work flows.

Q11: What was your favorite series?

Kawamoto: The Cockpit, an old series of short animations about Axis fighters, is my favorite. It was one of the things that influenced Ghost in the Shell and Cowboy Bebop.

Q12: You mentioned before that you based Ed on Yoko Kanno. How do you base a character on a person and have the design reflect their personality?

Kawamoto: The script for Cowboy Bebop originally called for a boy hacker and a girl who always sleeps. The director quipped that he needed the character to sleep like a cat, like Yoko Kanno. I had heard that she slept in the middle of meetings but that she was also genuine and honest. I did not meet her until after Cowboy Bebop production was over. I found it difficult to reconcile the character Ed with the composer of Macross Plus and Escaflowne, but after seeing her fall asleep on a couch I made the connection.

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Fatal Frame II Remake Set for March Launch with Silent Hill f Crossover

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Patlabor Returns with New Theatrical Anime “Patlabor EZY,” Trailer Revealed

The Patlabor franchise is officially returning with a brand-new anime project titled Patlabor EZY, and a new trailer has been released ahead of its 2026 debut.

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Resident Evil Requiem Showcase Unveils New Gameplay Details and Announcements

Capcom just dropped a ton of news for Resident Evil Requiem, which officially arrives on February 27, 2026. The game splits the spotlight between series legend Leon Kennedy and a...

Jan.13

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Resident Evil Requiem Showcase Set For Thursday with New Gameplay

With the release of Resident Evil Requiem right around the corner, fans are still clamoring for even more info since the reveal of the beloved character Leon Kennedy from the...