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Not only that, but the people the heroes trust may turn on them. This happens in the beginning of Spirited Away, when the young heroine passes through a strange portal, somewhat like Alice falling down the rabbit hole- except she is led through it unwillingly by her parents, who, once on the other side, gradually forget and abandon her.
So characters are never really "good" or "bad," and in fact, we can't even assume whether the circumstances the characters find themselves in are good or bad, either. I often think of Ponyo, when the world is flooded and the two children are setting out on a merry adventure in a toy boat. Wait- isn't everybody dead, swept away by the water? Well, the kids don't know that for sure, so why shouldn't they make the most of the situation?
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The themes of these films have been on my mind for years, but until recently, I never gave much thought to their technical side. I've begun to realize that the character animation is serviceable but typically minimal. A car bumping along a road might be animated on threes or fours (8 drawings per second or even 6); a character in conversation might not move a muscle, other than to move his mouth stroboscopically, for several seconds. I never feel short-changed by this. It's done carefully so that we won't be taken out of the story. No corner is ever cut, yet neither is any energy wasted. It is just what it needs to be and nothing more, and so it rarely calls attention to itself at all.
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What is outstanding here is not the action but the design. It seems to me that his films are inspired heavily by graphic novels (he was once a Manga artist, after all), not only in theme and character but in the way the design can tell the story. Totoro is a character that any cartoonist or animator would be proud of; his bulging eyes and toothy grin are easy to draw, and once they spread across his face we understand his whole character immediately. The backgrounds of his films feel lived-in, and are packed with details for sharp eyes. And everything always looks lovely and consistently composed. It's such a delightful style that it's taken me quite some time to notice how economical it is.
The style of character animation born at the Disney studios is a different beast. Miyazaki of course uses the same essential principles that the original Disney animators codified for the first time- anticipatory actions, squash and stretch, exaggeration, and so on- but his acting is not the bombardment of technical flourishes that any great Disney scene is, and is not as obsessive about wringing every bit of feeling out of character action in every scene. Look at the number of things that Bill Tytla's Stromboli does in the blink of an eye, and the fluid, constant redrafting of Milt Kahl's Mr. Snoops (the essence of what separates traditional animation from 3D), and the ballet of secondary actions that Lady and the Tramp perform in Frank Thomas' great spaghetti scene. Every muscle in the characters' faces is articulated. There is more to look at than you can process in one viewing.
The acting in these films is so powerful and expressive that as a kid I was often embarrassed to behold it- ashamed that I could be so easily overcome with feeling by watching a fiction, and I would even shield my face from the strangers I passed on the way out of the theater, in case they might detect that I had been made to blush, or tear up, or even smile.
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As animation grew up, that same style was applied to other powerful visions, and in some cases more innovation was required to serve one film or another. At some point, however, the style seemed to be more the point than the content. Think of The Sword In the Stone, and films from that same era, in which the animators weren't reined in and played out all the funny ideas they wanted to try. Critics considered these sequences- Merlin and young Arthur scrambling around the forest as squirrels, for instance- to be overly long and self-indulgent. I could never complain that these sequences exist- any artist can drool over them- but they do seem to exist for their own sake. Here, the style is the point.
As I get older, I find myself less concerned with technical achievement, no matter what art form we're talking about, and more about cohesiveness and having form and technique follow function in a purposeful way. As dazzlingly emotive as these old Disney scenes are, they would be of little use without the greater purpose they serve. A Disney movie with scene after scene of beautiful animation but no coherent story would be unwatchable. By the way, that's not a hypothetical- rent The Three Caballeros. You'll see.
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When so-called "traditional" or "2D" animation is mentioned in the news, it is usually to grimly report that the final nail in its coffin may or may not have been driven home. This is as ridiculous as holding a funeral for, say, oil painting. Drawn animation is simply a medium, defined by its own set of possibilities and limitations, and not replaceable by any other medium, certainly not by computer technology. We should not be scratching our heads over the fact that the Studio Ghibli films are the highest grossing films in Japan's history, and yet are "traditionally" animated. The conversation should not swirl so much around these different techniques: which is better, which is more popular. These questions are irrelevant. The very word "medium" is a hot clue that we're talking about something that is supposed to be in between two other things- the audience, and the ideas. If the ideas are good enough, and the artist is intent enough on rendering them in a sensitive and evocative way, then whatever means are employed to do this are the artist's business. Miyazaki is a colossally talented visionary who happens to dream in ink and paint.