[0:00] It's no secret that human beings crave [0:02] escapism. Anything that separates us [0:04] from our boring, miserable lives allows [0:06] us to keep going on with our boring, [0:07] miserable lives. So, we seek out [0:09] immersive worlds in other media. And [0:11] while such immersive media can be really [0:13] intriguing because of the technical [0:15] progress that goes into making it so [0:17] hyperrealistic, it can also be boring. [0:21] I play games to escape reality, not to [0:24] be annoyed by it. So, what about the [0:26] other end of the spectrum? Surrealism. [0:27] it is. Then this is not possible in real [0:30] life whatsoever. I can only do this in a [0:32] video game and that's boring. If you [0:33] remove any semblance of realism [0:35] whatsoever, that piece of art is no [0:37] longer relatable. If it's not relatable [0:39] whatsoever, it's not possible to get [0:41] invested in it. I don't want to drive a [0:43] hypercar with zero sense of speed [0:45] worried about fuel consumption and tire [0:47] wear. Neither do I want to do barrier [0:48] rolls on a hypercar cuz that is [0:50] absolutely impossible. But so is driving [0:52] a hypercar through a thunderstorm. [0:54] However, something's different here. The [0:55] presentation of the impossible here is [0:57] realistic. Raindroplets are not that [0:59] big. However, the physics with which [1:01] they sway left and right look absolutely [1:03] stunning. This is realism with a splash [1:05] of expressionism thrown in there. [1:07] Magical realism. The idea of coming up [1:09] with impossible scenarios, but then [1:11] executing it in a way that feels real. [1:14] And the appeal that this magical realism [1:16] has, it can translate to animation as [1:18] well. It's one of the things that makes [1:19] Utapon's animation so appealing. He [1:21] constantly drops you into settings that [1:23] make no sense. But he animates [1:25] everything in it realistically as if it [1:28] could exist in our world. Look at this [1:30] space. It physically makes no sense. Why [1:33] is there no floor? Why is the background [1:36] this color? But what if you draw a [1:37] character running realistically through [1:40] the space? If a goo monster slowly [1:42] reformed its body, what would that look [1:44] like in real life? A boy hanging off the [1:46] face of a dragon. It's impossible. But [1:48] even then looking at this animation some [1:50] part of your brain goes holy [ __ ] that [1:52] is so realistic. That contrast of [1:54] realism is incredibly appealing. Now [1:56] this magical realism as I call it it [1:58] does fall in a spectrum. Examples I [2:00] could use to explain this is Thunderclap [2:02] part one and Thunderclap part two. The [2:03] spaces that Nakaya onen and Miso [2:05] constructed for Thunderclap part one. [2:07] All of them physically make sense. Yes, [2:09] a bunch of buildings melting together. [2:11] It's unrealistic, but if it did exist, [2:14] this is probably what it would look [2:15] like. Our brains understand that. For [2:17] Thunderclap part two, on the other hand, [2:18] Hakugo immediately drops you into a [2:21] space that makes no sense. Why does the [2:23] background slowly shift from floor level [2:25] to the side of a building in between the [2:27] fight? It makes no sense, yet it is [2:29] grounded in absolute realism because [2:31] look at these movements. The body [2:33] dynamics of the characters still have [2:35] weight. Chainsaw Man season 1 is [2:37] incredibly technically impressive [2:38] because it emulates realism to such a [2:41] perfect degree. Chainsaw Man's movie [2:43] dials up the expressionism to a degree [2:45] where you still feel like it's [2:47] technically impressive because of how [2:48] realistic it is, but the action scenes [2:50] are just more fun to watch. Shono has [2:52] put Jiu-jitsu Kaisen season 3 at the [2:55] extreme end of the spectrum. He's [2:56] dropping us to a world that he's [2:58] constructed. There are unique and [2:59] unrealistic colors that exist in this [3:01] world and yet all these elements are [3:03] grounded using realistic rules that make [3:06] sense to us. Due to Kaisen season 3's [3:08] core staff mostly remains the same. It [3:09] is still led by the most visionary, [3:12] ambitious director of our generation, [3:14] Shiro Jizono. It would be on the same [3:15] level as if Atsushi Kabayashi or [3:17] Toshiuru directed the entirety of Naruto [3:20] instead of individual episodes or if [3:21] Hakugo or Miso directed a whole series. [3:24] I guess it is also happening with Fate [3:26] Strange Fake, but you can't really call [3:27] that show a proper series now, can you? [3:30] But yes, what can you expect when a [3:31] highlight director is the series [3:33] director? You'll get a show that is [3:35] trying to be ambitious and fascinating [3:37] 100% of the time. Series directors [3:40] supervise the entire project and [3:41] supervise every single element of the [3:43] entire project whether that's art [3:45] direction, the compositic, the music [3:47] direction and sound direction and with [3:49] action animators turned directors like [3:51] Shushono of course he supervised the [3:53] action animation and the animation [3:54] direction as well. Gosso's supervision [3:56] as a series director can be best seen in [3:58] the hidden inventory arc. He was very [4:00] hands-on with the first five episodes of [4:01] season 2. So even though every episode [4:03] of H inventory arc was directed by [4:05] different artists, you could absolutely [4:07] still make out Shotokuno's sensibilities [4:09] within these same episodes. The [4:10] atrocious schedule of season 2 didn't [4:12] allow him to maintain that level of [4:13] supervision throughout the show. For the [4:15] Shibuya, he basically went back to his [4:17] role of episode director while also [4:18] doing a lot of emergency key animation, [4:20] emergency direction, and also some [4:22] highlight animation thrown in there as [4:24] he's still a [ __ ] insane artist. For [4:25] the Culling Games teaser, it just looks [4:27] like every single shot was supervised by [4:29] Gosso, which kind of checks out because [4:31] from my understanding, most of these [4:32] shots are from episode 1, which is [4:34] almost always storyboarded and directed [4:36] by the series director. So, in this case [4:38] being Gosso, but expect the base level [4:41] of quality for season 3, to be the same [4:43] as that for the first five episodes of [4:44] season 2, which is incredible cuz that [4:46] arc was a masterpiece, quite possibly [4:49] the best produced arc in modern shownen. [4:50] Now, Gossu's hands-on supervision does [4:52] not mean that you're not going to see as [4:54] much experimentation as season 2. What [4:56] Gossu is going to provide as a series [4:57] director is an incredibly ambitious base [4:59] for experimentation and also super [5:02] highquality supervision that comes with [5:03] all of his experience. There are [5:05] definitely going to be episodes where [5:06] he's going to be mostly handsoff because [5:08] there are going to be other equally [5:10] ambitious episode directors in this [5:11] project. God, I'm so excited for it. His [5:13] skill with direction does not end with [5:15] the visual elements. The director is [5:16] supposed to supervise everything and you [5:18] can tell that in the trailer. This is [5:19] the best art direction and compositing [5:21] that Juditsu Kaisen has ever had. Even [5:22] though the staff in that regard remains [5:24] unchanged from season 2. It's just that [5:26] the team couldn't focus on these two [5:27] elements while producing season 2 [5:29] because 17 out of season 2's 23 episodes [5:31] were being worked on days before they [5:34] went on air. I am not even exaggerating. [5:36] But here the compositing, the art [5:38] direction and the animation can be [5:40] unified under a proper directorial [5:42] vision. The other things that have [5:43] changed is the art style itself. The [5:46] character designs have changed. Season [5:47] 2's character designs were great. Hakoso [5:49] provided a really good base for the [5:51] artist to work with, but it wasn't [5:53] really the most impressive from an [5:54] aesthetic sense. This is not me [5:55] disparaging Asia Koso. Absolutely. Now, [5:58] she's an incredible artist, but it was [5:59] in the same vein as the art direction [6:01] and compositing in the sense that the [6:02] goal was just to provide something for [6:05] the animators to start working. Kosiso [6:07] was picked because she was a character [6:08] designer alongside Hiamatu in season 1. [6:10] So, she's most familiar with the designs [6:12] and can provide a solid easy to work [6:13] with base. And they were just really [6:15] good on model designs. They were not [6:17] trying to be ambitious, unique, or [6:19] idiosyncratic, which of course didn't [6:21] matter because everyone did whatever [6:22] they wanted with her designs anyway, [6:24] including Saiaka Koso herself. As the [6:26] season progressed, we could see Koiso's [6:27] art style evolving, especially with the [6:29] Blu-ray covers that she drew. These look [6:31] absolutely nothing like her own [6:32] character designs. Season 3, the common [6:34] recurring theme is to treat every single [6:36] element as a work of art that can be [6:38] pushed to its limit. There were six main [6:40] chief animation directors for season 2 [6:42] or at least it started off as such. [6:44] Takusho Shimizu left after the fifth [6:46] episode to most likely work on Chinsaw [6:47] Man. Technically, she did contribute in [6:49] Shibuya arc. She made this wonderful [6:51] Megumi drawing, but for the actual [6:52] anime, she didn't actually do anything. [6:54] The rest of the names were significantly [6:55] important to the production, especially [6:58] Yoshi Yajima and Soazaki who did [7:00] absolutely unfathomable levels of work. [7:02] Yamasu displayed his talent as a [7:04] character designer almost instantly. He [7:06] almost always did his own thing or what [7:08] the episode director expected out of [7:10] him. Whereas Yuzuki Aajima was focused [7:12] on elevating the base character designs. [7:14] He was never really displaying his own [7:16] artistic idiosyncrasies, but his [7:18] impressive artistic sense could [7:19] immediately be spotted. This looks like [7:22] it's faithful to the character design, [7:23] but it has its own yosima appeal. [7:26] Whereas this is just a complete [7:28] transformation of the design by Nakaya [7:29] onen. And that's just what these artists [7:32] usually do. Yuki never did that. Even [7:34] when he drew with a ridiculous level of [7:36] detail, he kept the aesthetic of the [7:37] base designs in mind. So, I was really [7:39] excited to see what his interpretation [7:41] of the designs would look like. And [7:42] guess who the character designer is for [7:44] season 3? Yajima's designs look [7:46] absolutely stunning. Yajima's [7:48] corrections were exclusively composed of [7:50] full even lines with very sharp [7:52] features, which definitely makes the [7:53] lives of Dogemen much easier cuz all you [7:56] have to do is trace those simple lines. [7:57] Whereas if I was a dog man and I saw [7:59] this drawing, I would be [ __ ] crying [8:01] which wouldn't matter at the end of the [8:02] day cuz Soaut Mazaki would do the dog [8:04] himself. Here the designs that Yajima [8:05] has created itself has uneven lines and [8:08] it it's rendered so beautifully. The [8:10] appeal in this animation is the fact [8:11] that it's handdrawn animation and the [8:13] raw unprocessed nature of this line art [8:15] just boosts that appeal. The most [8:17] impressive thing about this is just that [8:18] these are the base designs. This is what [8:21] the drawings made by the character [8:23] designer looks like. The base level is [8:25] this astronomically high which just [8:27] means that every drawing will look good. [8:30] Yajima is not the only designer [8:31] involved. There are two character [8:32] designers. You might be expecting [8:33] another name from this list. But no, [8:36] this artist was not credited as one of [8:37] the main chief animation directors for [8:39] the project. It rarely happens where you [8:41] have to change the credit after the show [8:43] airs. But honestly in this is one of [8:44] those rare cases where it should have [8:46] been done. And I'm talking about Hiomi. [8:47] Na was not credited as a chief animation [8:50] director because she was not a chief [8:52] animation director when the project [8:53] charted up. She was a recurring [8:54] animation director even for season 1 of [8:56] Jutsu Kaisen. For season 2, she [8:58] continued with the same working as an [8:59] animation director. Halfway through the [9:00] production, however, she made her chief [9:02] animation director deb alongside the [9:03] affforementioned Yosi and Raina. Then [9:06] she appeared once again as a chief [9:07] animation director for the last four [9:08] episodes back to back chief animation [9:10] director for four episodes in a row [9:12] because the last four episodes were the [9:14] absolute extreme of brute forcing, the [9:16] tail end of the worst TV anime [9:18] production of all time. But the point is [9:20] all the other people who worked as chief [9:22] animation directors for all the episodes [9:24] were usually a combination of these [9:26] names. In rare cases, we did have guest [9:28] chief animation directors like episode [9:30] 14 with Totos and Shun. They probably [9:32] just moved their chairs from the [9:33] Chainsaw Man side to the Jiujitsu Kaisen [9:35] side to work on this episode. But yeah, [9:36] they did not consistently keep appearing [9:38] in the last four episodes as well. Well, [9:40] there was one exception in Yuruko Ishi. [9:42] All the other names credited as were a [9:44] combination of the main chief animation [9:46] director's name with the sole exception [9:48] of Hiominiba. So yeah, she was basically [9:50] one of the main chief animation [9:51] directors for season 2. She was just not [9:53] credited as such. She was just so [9:54] skilled and familiar with Jiutsu Kaisen [9:56] that she was allowed to take up that [9:58] role halfway into the project. And now [10:00] she's a casual designer alongside Yosuki [10:02] Hajima. From the sequences in the [10:03] trailer, it looks like most of the UT [10:04] sequences were corrected by Neva and the [10:06] Eugis were corrected by Yajima to [10:08] further create a dichotomy while they [10:10] fight. It's a poetic production. Of [10:12] course, it's going to be with Gosso as [10:13] the head. Neva has drawn Yugji as well. [10:15] I mean, this KV is just a testament to [10:18] her skill. Another change with the core [10:19] staff list is the assistant director [10:20] Toyota Ike being replaced by Yosukada. [10:23] I'm assuming it's because Ike was just [10:24] busy acting as a chief director for [10:26] Mono, which by the way, incredible [10:28] production. Just have to point that out. [10:29] And the best possible person to replace [10:31] him is Yosukakada. The first proper [10:33] Gosso high-profile episode was episode [10:35] 17 of Jiu Kaisen season 1, which was [10:37] followed up by episode 18 by Yosuket [10:40] Takada. Go then directed season 2, [10:42] episode 1, which was followed up by [10:43] Yosuk Takata's episode 2. Gosso then [10:45] directed episode 9 of season 2 which was [10:48] followed up by can you guess episode 10. [10:51] He's also directly worked alongside [10:53] Gosso with episode 18 where he processed [10:55] the storyboards alongside him. [10:56] Regrettably a very broken episode [10:58] because of the schedule. The rest of the [10:59] core staff remain unchanged. I'm [11:00] particularly happy about Yoshi Master [11:02] Tui staying as a composer. In episode 8 [11:04] of Chainsaw Man, we saw the best [11:05] utilization of Kenuk Ushio's score. [11:09] And watching the trailer for season 3, [11:10] it's pretty much guaranteed that Gosso [11:12] is going to be doing the same with [11:12] Tedui's music. [11:16] We still don't know what the full extent [11:17] of the core staff is like, you know, [11:19] more chief animation directors maybe. We [11:21] don't know who the main animators are [11:22] going to be. I'm assuming Kosuk Kato [11:24] might not be back because he was busy [11:25] with the IBA and the other three main [11:27] animators definitely has some level of [11:28] contribution in the Chainsaw Man movie [11:30] as well. But the production pipelines in [11:31] Mapa is still completely broken. Uh it's [11:35] not really accurate to say that. It's [11:37] more like they've never existed in the [11:38] first place. And while that is still [11:40] technically a bad thing, it is no longer [11:42] as awful as it was before. What I mean [11:44] by the production pipelines not existing [11:46] is that MAPA operates in a way such that [11:48] they put whatever stuff is available on [11:50] whatever project at whatever time they [11:52] need them to be there. That is not [11:54] necessarily a bad thing. It is howable [11:56] operates for example and they're doing [11:58] great. It's just that they simply have [11:59] more time for each project. And for the [12:01] first time in forever, MAPA has that [12:04] too. Splitting production lines can also [12:06] have their demerits like Mob Psycho [12:08] season 3 for example. We got one Utapon [12:10] scene for the show. I wanted more Utapon [12:12] scenes. Utakan Nakamura himself wanted [12:14] more Utapon scenes. He loves the project [12:16] so much and wanted to work on it so [12:17] desperately that he ended up [12:18] contributing with second key animation [12:20] just to have his name attached to the [12:21] project once again cuz the production [12:22] lines between Mobs 100 and My Hero [12:25] Academia are split and he has to focus [12:26] more on My Hero Academia. But in Studio [12:28] Mappa's case, even though Mazaki is a [12:30] chief animation director for a bulk of [12:32] the Chainsaw Man movie, I wouldn't be [12:34] surprised if he appears on Jiujitsu [12:36] Kaisen season 3. Conversely, I also [12:38] wouldn't be surprised if Yajima did [12:39] something for Chainsaw Man, though his [12:41] presence is not really needed there. The [12:43] staff list is [ __ ] insane after all. [12:44] Basically, what I'm getting to is that [12:46] the Sichimo team has such an insane [12:49] range of staff. They can definitely be [12:52] split for the most part into two [12:54] different project. And as long as these [12:55] two projects have enough time available [12:57] for production, all the animators and [12:59] animation directors can just work on [13:01] both of them as there are going to be [13:02] buffer periods during the production. [13:04] keywords as long as both of them have [13:06] enough time. Jujutsu Kaisen season 2 was [13:08] produced in a particularly unlucky time [13:10] because what it was following up was a [13:12] TV anime production of Chainsaw Man. [13:14] Also, they did not have a core staff. [13:15] So, it was the classic mappa technique [13:17] of building a new production line out of [13:19] an existing production line and making [13:21] an anime out of it. This time, you have [13:22] a base because the jiu-jitsu kaizen [13:24] season 2 staff are still here. The [13:25] Chainsaw Man season one staff are still [13:27] here for the most part and you're [13:29] following after a movie production, not [13:30] a TV anime production, which is also [13:32] greatly beneficial. It's going to [13:33] release in January. Is that a healthy [13:35] production? No, there's no way that's a [13:36] healthy production. But it's more in the [13:38] line of classic anime industry bad like [13:40] how Frein is a struggling production. [13:43] Like how My Hero Academia is a [13:44] struggling production. It's no longer [13:46] mapper levels of bad. And that is fine. [13:48] And considering the staff that's on [13:50] board, this is definitely more than [13:51] enough time for them to create a [13:53] masterpiece. It might not be perfect, [13:54] but that's basically every project in [13:56] the anime industry. But I do feel like [13:57] this production line is going in a [13:59] better path, especially because it might [14:00] not even just be a single production [14:02] line anymore. Neither Chainsaw Man Movie [14:04] nor Juju Kaisen season 3 have revealed [14:06] who the animation producer is going to [14:07] be. And Quesog Sashima was promoted to [14:09] an executive officer at MAPA. So any of [14:11] the production assistants who worked [14:12] under him might have been promoted to [14:14] animation producers now. So all we know [14:15] JJK and CSM might have two different [14:17] animation producers with Sichimo just [14:19] acting as the head. And regardless of [14:20] whether you're working with the same [14:21] talent pool or not, having different [14:23] animation producers is always going to [14:25] be beneficial for two different [14:26] projects. And January sounds good for a [14:28] single core, unless they throw some [14:30] release gimmicks in there. [14:36] Why do they do this? Episode one of a [14:38] project is a special project is the [14:40] prime opportunity for the core staff to [14:43] show everything that they have. which is [14:44] why it's usually directed by the series [14:46] director, which is why usually it's [14:48] corrected by the character designers. [14:50] So, these dumb [ __ ] release gimmicks [14:52] do nothing but unnecessarily strain the [14:55] project. Episode one of Heavenly [14:56] Delusion, for example, had a production [14:58] schedule of two [ __ ] years. They're [15:00] not just producing one episode. They're [15:01] laying out the identity for all the [15:03] future episodes. Particularly, cutting [15:05] short the schedule for episode 1 for a [15:08] [ __ ] release gimmick only puts strain [15:10] on the production. I might have to make [15:12] a whole video on this cuz it it [15:13] completely [ __ ] sucks. When has this [15:15] ever worked out? Demon Slayer has first [15:17] episodes grouped with other episodes and [15:19] released in form of movies. Sure, [15:20] produced in a specialized studio like [15:22] you with strong in-house culture. Do the [15:24] same with Dandelan. What do you get? A [15:26] completely [ __ ] up production. While [15:28] Ever Garden can release the first four [15:29] episodes simultaneously in a specialized [15:31] TV slot, producing Kyoto Animation, the [15:33] studio that finishes production months [15:35] before the first episode airs. Breen [15:37] does the same thing and what happens? A [15:39] [ __ ] up production. No [ __ ] The [15:41] producers are looking at the release [15:42] gimmicks and only thinking about the [15:43] possible profits. Release gimmick can [15:45] only exist in gimmick studios. And yes, [15:48] your portable and cyto animation could [15:50] be called gimmick studios. I'm not [15:52] saying that in a negative way. I'm [15:53] saying that in a positive way. In the [15:55] vast hellscape of the anime industry, [15:57] having good working conditions is a [15:59] gimmick. The only thing it does is [16:01] negatively affect the show. Some shows [16:02] can't even figure out what their gimmick [16:04] is before releasing. Like [ __ ] fade, [16:06] strange, fake. At best, this November [16:08] release of the first two episodes didn't [16:10] negatively affect the production, but it [16:12] undoubtedly put some level of strain on [16:14] the project that did not need to exist. [16:16] People are blaming Demon Slayer and [16:18] Evotable for this. But are they really [16:20] at fault? If your studio is built in a [16:22] way such that it facilitates making more [16:24] profit, why the [ __ ] wouldn't you do it? [16:26] The problem with other studios is that [16:27] they only look at the latter half of [16:29] that sentence. I'm sorry. I'm just [16:31] really annoyed by this goddamn movie [16:33] release gimmick. It is what it is. What [16:36] are you going to do about it? Let's just [16:37] finally talk about the actual animation [16:39] in the trailer. All right, literal first [16:40] cut from the trailer. And look at that [16:42] art direction. The anime is supposed to [16:44] adapt and elevate. This is what doing [16:46] both looks like. If you put the manga [16:48] panel side by side, I mean, there really [16:50] isn't much competition here, is there? [16:52] The position of Yugji is changed with [16:54] respect to the manga as well. This was [16:55] definitely a deliberate decision to [16:57] parallel where Gojo was sitting in [16:58] episode 5. The art direction is [17:00] absolutely gorgeous. The glass painted [17:02] window and the red coming through it, [17:03] the reflection of that red on the tiles, [17:06] it's surreal in the sense that a red [17:08] space like this doesn't make any sense, [17:11] but it is also tangible. It's also [17:13] realistic. I've never seen the sky in [17:15] this shade of red. But for creating that [17:17] artistic mood, realism can be dropped. [17:19] So, while this space makes no sense, if [17:21] this space existed, this is exactly how [17:23] it would look. When you talk about the [17:24] sky in my hurricane looking bland, the [17:27] usual retort that the fans of the show [17:28] throw is, "Isn't the sky supposed to be [17:30] blue?" That is called missing the point. [17:32] The sky is supposed to be blue. Yes, but [17:34] the sky can also be red. The fact that [17:36] it's unrealistic does not matter if [17:38] there is a vision behind it. Hm, I [17:40] wonder why the sky suddenly turned red [17:42] in this shot. Why was realism suddenly [17:44] thrown out of the window? You see the [17:45] point? Speaking of being thrown out of [17:47] the windows, everything is reflected on [17:50] the windows as well, right? Every [17:51] element of the art direction is [17:52] reflected on top of the window. So, we [17:53] have a ray tracing on here. The screen [17:55] is engulfed in pink light. It's not [17:57] entirely engulfed in the light in a way [17:59] that literally every element looks pink. [18:01] No, but the overall color profile is [18:03] pink. Really cool effects animation [18:04] here. Lots of granularity in that [18:06] effects. And the shot composition is [18:08] also incredible. UT just casually walks [18:10] in front of the frame. Two different [18:12] layers of animation and two different [18:13] layers of art direction. You have the [18:15] background art all the way behind the [18:16] building, which is just the sky. You [18:18] have the building itself, which is also [18:19] part of the art direction, but on top of [18:21] the building, you also have a layer of [18:23] hand-drawn effects animation. Then in [18:25] front of it is another layer of art [18:27] direction. The background painting that [18:29] has all these boxes, this cloth, and [18:31] then another layer of 2D animation that [18:32] walks in front of it. It's a very [18:34] ambitious board and wouldn't really be [18:35] possible if the compositing and art [18:37] direction wasn't completely in tune with [18:39] the director. And the thing is, this is [18:41] not even that complex with its short [18:43] composition. It's difficult to get your [18:44] point across if you don't exaggerate [18:46] things. Depth, for example, doesn't [18:48] exist. It's a 2D medium. There's no [18:50] depth. Gosso uses all kinds of fisheye [18:52] and complex perspectives to get that [18:54] sense of depth across here. It's simply [18:56] just art direction and compositing [18:58] brilliance here. Even through the [19:00] incredibly pathetic YouTube compression, [19:03] the shape of the shading within the [19:04] smoke definitely looks like something [19:06] Hayer Kurasaki would do. All but [19:07] confirmed to be working on Chainsaw Man [19:09] as well. Just another further proof that [19:11] there's going to be a lot of intermixing [19:12] between the staff. Starting with great [19:13] shots of hands over here. I'm assuming [19:15] that's Yuji's hand washing away the [19:17] blood. This I don't really understand [19:18] the sense of scale. That's either a very [19:20] big hand or a very tiny chair. A very [19:22] cool shot. It almost looks like 4x3. [19:24] It's It's cinemascope, right? Yes, it's [19:26] cinemascope, but it looks like it's 4x3 [19:29] just because of this box framing. You're [19:31] looking into a room past these glass [19:34] ornaments. There's only one director [19:35] who's thinking of shots like these. And [19:37] this is just exceptionally beautiful [19:38] animation over here. It looks like [19:40] something Soaki would do. Here you can [19:42] really look at the design language. Very [19:44] similar to something like look back. [19:45] This is the kind of beautiful line art [19:46] that would usually be lost in second key [19:48] animation or Doga, but here it looks [19:50] beautiful. Of course, it's going to be, [19:51] I'm assuming, the first scene in season [19:53] 1, so it makes sense that it looks good. [19:55] And these effects look very much like [19:57] Masahiro Tko's effects. The curses are [19:59] handdrawn, but they look 3D because of [20:01] the incredibly fluid movements, which [20:03] again, if it's Tokomo animating, that [20:05] kind of checks out. This is not CGI. [20:07] That is handdrawn animation. Took is [20:09] just that guy. We see another incredibly [20:11] beautiful correction. Look at the [20:12] strokes of black lines on his hair. [20:14] particularly some of it has dyed [20:16] outlines but on other cases there's some [20:18] strong black outlines thrown on top the [20:20] facial shading why is there an [20:22] unevenness over here cuz that's how [20:24] light usually bounces off someone's face [20:26] when you look at my face you can tell [20:27] that there's levels of depth to it is a [20:29] 2D character look at his nose it's two [20:32] lines throw this droplet shaped light in [20:34] there however and boom you have a nose [20:36] it also moves it and moves quite a bit [20:38] I'm assuming it was probably just two [20:40] key frames for the entire thing and the [20:42] rest was completed by doga it doesn't [20:44] look like auto in betweening as well [20:45] like you portable uses. Same with Megumi [20:47] again individual frames that's done [20:49] beautifully. I'm assuming just two key [20:50] frames again and the rest of it is [20:52] filled in by the in between animators. [20:54] Lots of subtle acting as well. Like just [20:56] look at Yuki moving her face a little [20:58] bit. Those are individual frames that's [21:00] going to add to the frame count of the [21:02] episode. About the background, however, [21:04] don't know what the [ __ ] is going on [21:05] here. I don't know if that's intentional [21:06] or not. It's such an obvious error if [21:08] it's unintentional. So, I'm not sure. [21:10] They do seem to be in a different [21:12] dimension here. They do have red [21:13] outlines. Choso is officially a good guy [21:15] as well, I'm guessing. Again, just small [21:17] subtle movements that you would usually [21:19] only see in a movie production. The [21:21] crumpling of his shirt as well, the [21:22] force of his hands. The illustration of [21:23] the hand itself, the shading is so [21:25] gorgeous. This is more in line with the [21:26] complex layouts that we used to seeing [21:28] from Gosso. There's a giant monster in [21:30] the background, but that's not the only [21:31] thing he wants you to look at. Of [21:32] course, there are curses flying in the [21:33] foreground as well. This white mirror, [21:35] I'm assuming that is Utah landing in [21:38] there. And then it's just beautifully [21:40] flows into cubic debris. it it's not [21:42] utapon cubes but the shapes of the cubes [21:44] are very utaponesque. It's definitely [21:46] Shinsaku Kosuma's animation. I don't [21:48] know who this character is in the [21:49] forward. I think it's the same guy who [21:51] we see fights Choso later. And yes, this [21:53] cut is also once again absolutely done [21:54] by Kosuma. He uses a lot of geometrical [21:57] squarel-like shapes with his FX [21:58] animation and he uses like no depth [22:01] outline within those drawings. Like this [22:04] smoke has no layer of depth. Like it's [22:06] just one layer of smoke. It's like the [22:07] exact opposite of Hayatkuraki style. And [22:10] I'm assuming that's a metaphorical [22:11] representation of UT's hand. Another [22:13] case of just adding frames for the sake [22:15] of animation. The way his sword vibrates [22:17] there looks so cool. That's three or [22:18] four frames of animation, right? It's [22:20] not really necessary, but it adds [22:22] something to the scene. This is funny. I [22:24] think they're still using the same CGI [22:26] finger model from season 1. It's iconic [22:28] at this point, so I'm glad that they're [22:30] using it. Another really ambitious shot [22:31] composition. There's no pseudo fish eye [22:33] effect here, but still, it's a really [22:34] good perspective drawing. Multiple [22:36] elements to the animation. Again, Eugi's [22:38] character model drawn with extreme [22:39] realism to the character acting. In the [22:41] background, there's lots of effects [22:42] animation, but to add to that depth [22:44] perception, this background element is [22:46] also animated. That is really cool. It [22:47] could definitely be a rough 3D model [22:49] that is made to look 2D via Go Magic. [22:52] Another excellent utilization of 3D [22:53] background here with flawless [22:55] perspective on Yuji. I love the smears [22:57] on the electric lines going upwards as [22:59] well. Looking at the debris animation [23:00] here, I'm assuming that's still animated [23:01] by Kosuma. Yeah, the effect is very [23:03] similar to Utapon Cubes, but but there's [23:05] really any anticipation with the timing. [23:06] The knife just breaks apart in a gradual [23:08] manner. These do look like Hiro Miniva's [23:10] collections and these look like Yoski [23:12] Aima's collections. So, I'm assuming [23:13] that's how they're just going to stick [23:15] with episode one. Particularly enjoy the [23:17] look of Uta's hands here. So [23:18] three-dimensional and so rounded. Hiro [23:20] Mininoa does use a lot of rounded [23:22] shapes. I guess that's how you can [23:23] differentiate between their and Yugi [23:25] Hajima style, which is a lot more sharp [23:27] with the features. This is once again [23:29] some other dimensional stuff. And yeah, [23:31] it's our main cast again. Um, these [23:33] cuts, they do look a little bit awkward, [23:35] which I'm just assuming is because of [23:37] the editing because it's just one [23:38] zoomed-in cut going to another zoomed-in [23:40] cut. It reminds me a lot of um, episode [23:42] 9, another storyboard by Gosso, but in [23:44] that case, I'm sure it happened only [23:45] because it's unfinished. If you saw the [23:47] full cuts and we saw the clips in order, [23:49] I'm sure it would look much better. [23:50] Sometimes the opposite is also true. I [23:52] had seen Chainsaw Man's trailer so many [23:54] times that once we got the full [23:56] Tatsuyoshi power cut, that ended up [23:58] looking awkward because I was so used to [24:00] how it was edited in the trailer. And [24:01] Utah looks [ __ ] menacing, man. [24:03] Another incredibly beautiful collection [24:05] right there. Here we go. I think that's [24:06] the same character. The drawing style is [24:08] very shiny inspired. I'm assuming this [24:09] is done by Rui. Go's Ohira style timing [24:12] is a little bit different to this. This [24:13] feels more in line with Rui's timing. [24:15] Rui is just such an incredible up and [24:17] upcoming animator. He's so awesome. The [24:19] space they're fighting in again is feels [24:21] so surreal, right? The background here [24:23] works as such an appealing negative [24:25] space. If this is the same guy as we saw [24:27] previously, I'm quite sure that this is [24:29] a Zenin character because escaping [24:31] Jiujitsu Kaisen spoilers is next to [24:33] impossible if he is a Zenin because of [24:35] the way he's basically teleporting here. [24:37] I'm assuming he has the same technique [24:39] as the old guy Zenin. His technique is [24:41] animation. Basically, he's skipping [24:42] frames quite literally. Oh yeah, these [24:44] drawings are absolutely unreal. I mean, [24:45] Ruy did this. So yeah, as for the [24:48] drawings, I'm still assuming that these [24:49] are corrected by Yosuk Yajima, [24:51] especially Choso cuz you know Yajima and [24:53] Choso is a match made in heaven. [24:55] Incredible use of negative space. And [24:56] look at the line art. Dyed outlines for [24:58] his hair. First of all, it's white [25:00] outlines over here cuz the background is [25:02] black. Even his blood is almost black. A [25:05] very slight shade of purple in there. As [25:07] for here, I do not understand this [25:08] background. Oh, yeah. I can see I can [25:10] make it out right here. What is that [25:11] supposed to be though? And then Yuji [25:13] punches a curse here. Yep, that's a [25:15] curse that's exploding into effects [25:17] animation. Again, looks like Tokomoto's [25:19] effects. Assuming that's still animated [25:20] by him. The corrections there, however, [25:22] it's just straight up Yajima. This is [25:24] just straight up season 2. Yosuki Ajima. [25:26] So, I haven't read the manga, but I'm [25:27] assuming this is Ra's blood. Ra or Rico. [25:30] Okay, so Ra is Uta's curse. Rico is the [25:33] one who got shot by Toji, which would [25:35] kind of make sense because it might mean [25:36] that this gang is going to meet up [25:38] Tangen, which is that alternate reality [25:40] that we saw. Yuki does say that this is [25:42] where everything started. It was Toji [25:44] who unknowingly set off all the events [25:46] that we see in Shibuya arc, because he [25:47] decided to kill teenagers. It's kind of [25:49] borderline creepy that we getting to see [25:51] this. This is definitely Kale reference [25:53] and that's Maki who's looking [ __ ] [25:55] insane here. There's also Mai over here. [25:58] I also remember reading in some [25:59] interviews somewhere that there's a Maki [26:02] episode coming up and Gosso really [26:03] wanted to do that. I'm assuming this is [26:05] what he was talking about. Extreme [26:06] attention to detail where it matters. [26:08] Look at the way her boobs are moving [26:10] with the inertia. God, that's [26:12] incredible, isn't it? Yeah. Here she [26:13] she's twisting her body. It's going this [26:15] way. So, her boobs are basically [26:17] squished over here. here because of the [26:18] inertia, they're still tilted towards [26:20] her left and then they catch up over [26:22] here. Beautiful animation and yeah, [26:24] incredible perspectives over here. I do [26:26] not appreciate the motion blur. Hope [26:28] that won't exist in the final version, [26:29] but again, it's uh mainly the editing [26:31] that kind of makes this look awkward. As [26:33] for guessing who animated this scene, [26:35] the way the jawline is drawn is a dead [26:37] giveaway that this is not corrected by [26:39] the base chief animation directors. I [26:41] have a couple of guesses here. It could [26:42] be Nakaya onen. The line art here feels [26:45] a little bit too clean to be by Onen. It [26:47] could also be a Taku Ninuma correction [26:49] or his key animation, which would be [26:50] very interesting. Ninuma rarely draws [26:52] action. And the shading and the volume [26:53] that's presented through these drawings [26:55] look very Ninum like. Regardless, I'm [26:57] very excited to see who really animated [26:59] this. That is 3D debris. I can make out [27:01] from the debris that's flying into the [27:03] air. It's go trickery. Again, go 3D [27:06] looks very much like 2D cuz he's, you [27:07] know, making them himself in Blender. [27:09] He's not depending on the 3D team and [27:11] doing that. Another cool cut. The red [27:12] just fading away from the background and [27:14] going back to grayscale. I wonder what [27:16] that's about. Maybe this scene is before [27:18] the Rui cut. It's a space that's [27:20] supposed to be red. Engulfed in red. [27:22] Maybe Choso's red. Another really cool, [27:24] impressive cut. Again, self-made 3D [27:26] backgrounds. Again, classic Yajima [27:28] corrections over there. Look at this [27:29] drawing. So [ __ ] cool. Finally, we [27:30] left with another drawing that doesn't [27:32] really look like it's Yajima. I'm [27:33] assuming it's Nea again. So maybe the [27:35] theory is correct. All the Uta [27:36] corrections by Nea, whereas everything [27:38] else is being done by Yajima because I'm [27:39] sure Choso is also Yajima. And even the [27:41] Rui cut over here with all the obvious [27:43] line art insanity, it still feels like [27:45] there's a base correction by Yajima over [27:47] here. So yeah, that's an excellent [27:48] trailer. I mean, what were you [ __ ] [27:50] expecting? Some of the best stuff that [27:51] the industry has ever seen. No longer [27:53] completely nerfed by the schedule. You [27:55] were always going to get something of [27:56] this caliber. I'm not sure if I'll get [27:57] to watch the movie cuz I'm going to be [27:58] really busy with personal stuff in [28:00] November, but I am really excited for [28:01] Chainsaw Man later this month. I'm [28:03] definitely going to be watching that. [28:04] Outside of that, this was just supposed [28:05] to be a quick and easy to make video, [28:06] but all of my focus currently is going [28:08] towards making videos on Takupi. [28:10] regardless of whether those videos don't [28:11] get views or if they get age restricted. [28:13] So, I hope you're looking forward to [28:14] that. It's a lot of work, but I'm trying [28:16] my best. If you like this video, leave a [28:18] like. If you did not like it, leave a [28:19] dislike. Tell me what you liked or [28:20] disliked about it in the comment [28:21] section. I read most, if not all, [28:24] comments. If you'd like to give me an [28:25] extra little bit of support, you can [28:26] join these fellow art connoisseurs as [28:28] one of my members. But yeah, that's [28:30] about it. Thanks for the views.