The remaking of tokusatsu monsters

A. Longo
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Abstract

Since the arrival of Godzilla (1954), the science-fiction genre of tokusatsu started booming its monsters by adapting different DIY techniques. The post-war period defined a collaborative effort between artists who worked within limited creative conditions due to economic restraints. They experimented with unusual materials for making monsters and image techniques to create visual effects on the filmed screen. Sculptors, art students, freelance workers and animators started collaborating to discover ways to produce suitmation and strategies to make the monster seem alive. Specifically, in Toho Studios, the Special Effects Department, directed by Tsuburaya Eiji, helped create a generation of monster-making specialists that spread to other studios. Along with Iizuka Sadao, they produced special effects using the animation stand and animation-related techniques, such as optical composition, to create the monster zigzag gleaming rays that became the staple of tokusatsu monsters. The analogue era of monster-making only starts to change from the Heisei Gamera series (1995–2006), where analogue and digital intertwine and culminate in Shin Godzilla (2016). This article investigates the possibilities of monster creation and adaptation and how this challenge created a space for hybrid images in the contemporary Japanese media landscape.
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重制德摄怪兽
自1954年《哥斯拉》问世以来,德摄科幻流派开始采用不同的DIY技术来打造怪物。战后时期,由于经济限制,艺术家们在有限的创作条件下进行合作。他们尝试用不寻常的材料制作怪物,并用图像技术在电影屏幕上创造视觉效果。雕塑家、艺术学生、自由职业者和动画师开始合作,寻找制作服装和策略的方法,让怪物看起来像活的。具体来说,在东宝工作室,由圆谷英二(Tsuburaya Eiji)领导的特效部帮助培养了一代怪物制作专家,这些专家又传播到了其他工作室。他们与饭冢佐道一起,利用动画台和与动画相关的技术(如光学构图)制作了特效,创造了怪物之字形的闪闪发光的光线,这成为了德摄怪物的主要特征。怪物制作的模拟时代从平成游戏系列(1995-2006)开始改变,模拟和数字交织在一起,并在《新哥斯拉》(2016)中达到高潮。本文探讨了怪物创作和改编的可能性,以及这种挑战如何在当代日本媒体景观中为混合图像创造空间。
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