The Canonical Canon

UlasanAnime.com – The anime adaptation of Kanon, specifically the 2006 version by Studio Kyoto Animation, has been a subject of discussion, with some feeling that “the dream is finally over.” However, for many, the reanimation of this beloved franchise has opened doors that were previously thought to be permanently shut. The studio’s admirable work has been recognized, and credit is due to those who made this revival possible.

The Canonical Canon

Wake up girl, time to face the music

Beyond the technical achievements, Kanon 2006 has succeeded in delivering the core elements that made the original game so great. It has managed to cover all the essential bases, particularly its sentimental aspects, which many viewers, including myself, found deeply enjoyable. While some might dismiss this as “sappy,” it’s perhaps a reflection of an inability to fully appreciate such emotional depth. The “service” bits, moments featuring characters like Nayuki or Akiko, or even the distinct sound of Akiko’s alarm, are all part of what makes the experience so engaging.

Reflecting on past analyses, I recall writing about Canvas 2 a year prior. This title, another multi-path visual novel and bishoujo game adapted into anime, shared similarities with Kanon. Its inclusion in my blog was partly because it was one of the first anime adaptations I covered, but also due to its thematic resonance with Kanon, serving as a useful backdrop for this discussion.

The central theme I wish to explore is “focus.”

The term “focus” carries two distinct meanings in this context. Firstly, it refers to what the audience directly perceives while watching the show. In this regard, Kanon exhibits a different focus, one that arguably undermined its anime adaptation: moe-pandering. The Kanon franchise, having accumulated seven years of “fanboy gunk,” inevitably had to cater to popular trends. As a candidate for late-night otaku programming, it needed to incorporate popular homages and showcase the now vibrantly animated in-game CGs.

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However, this pandering wasn’t the sole reason for Kanon’s perceived shortcomings. The more significant issue lies in its attempt to cater to the intangible, emotional narrative of Kanon. While the 2002 rendition of Kanon recognized this and strived to maintain dramatic tension, releasing it effectively at the end, the 2006 version broke open its emotional arcs three times before episode 18. This raises the question: what does this leave the viewer and fans of characters like Nayuki and Ayu? A satisfying epilogue?

In my opinion, these are not grounds for complaint. What was sacrificed was the show’s pacing consistency. The latter third of the series suffered from poor pacing. While the message and meaning of the final six episodes are particularly touching, one wonders how many viewers truly grasped them. Many were likely too preoccupied with the peculiar dramatic developments that masqueraded as tension-building.

The second meaning of “focus” relates to the story itself – what the narrative intends for the audience to concentrate on. While fanboy pandering can be subjective, Kyoani’s Kanon directs our focus, perhaps excessively at times, towards character drama. In a series like Canvas 2, this was appropriate as character drama constituted 80% of its content. In Kanon, however, while perhaps 80% of Shiori’s story revolved around character drama, this was largely an exception. Kanon is a narrative that emphasizes character motivation far more significantly, a common trait in many Japanese stories. Understanding the feelings, thoughts, and backgrounds of Shiori, Mai, Makoto, Nayuki, and ultimately Ayu should be the climax of each of their respective arcs. In Shiori’s case, her enigmatic nature allowed her feelings to be understood through her drama and interactions with Shiori and Yuuichi, which was fitting. But how are we meant to comprehend Mai without her poignant flashback? Or Nayuki (at all?) and Ayu?

To this end, I believe pacing and length are the biggest culprits. Kanon would have benefited from spending more time on character development after Shiori’s story and less on the lead-up to Makoto’s arc (despite the delightful nature of those episodes). Yuuichi serves as the key to unlocking all the stories, and the focus should have been more on him than the girls. Perhaps this was an insurmountable challenge, as the anime was ultimately too mechanically bound to the multi-pathing structure of the original game.

The irony of the situation is that Kanon was a revolutionary bishoujo game precisely because it broke convention, not only in its handling of pornographic content but also in its delivery of a touching story through a parallel, non-linear visual novel format. This format allowed players to engage with and resolve each girl’s problems without needing to befriend them all by the end. Conversely, the 2006 Kanon anime was enslaved to this very concept of “freedom,” and as a result, it suffered from being the very thing its original version strived to avoid.

Interestingly, this seems to be a consistent strength and flaw that Kyoani has displayed across their works.

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Muhammad Suyou

Muhammad Suyou adalah penulis dan pengulas anime yang telah mengikuti perkembangan industri anime selama lebih dari 8 tahun. Telah menonton ratusan judul dari berbagai genre, dengan fokus pada analisis cerita, karakter, dan pesan yang disampaikan dalam setiap anime. Melalui UlasanAnime.com, ia membagikan review, analisis mendalam, serta rekomendasi anime berdasarkan pengalaman menonton secara langsung, dengan tujuan membantu pembaca menemukan tontonan terbaik sesuai preferensi mereka.

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