I rate the first
GitS feature film on a par with
Blade Runner. The cyberpunk fetish is hilariously fusty now (plugging a plug in your head, as if wireless communication was unheard of in the eighties etc.), but it's a fair piece of sorytelling that moves me, wrapped in dreamy artistic qualities and soundtrack (again - the last Kenji Kawai's OST this good was that of
Fuujin Monogatari if you ask me).
Skykid wrote:I mean blatant CG renderings, as in, blatant 3D models existing amongst a bunch of 2D anime people that are quite obvious no matter how fine the line or improved the technology (ref: see Last Exile.)
Last Exile looked best as the aforementioned DTV-rip (not sure about the original TV output). Don't know what they did to it for the sake of DVD release, cranked up saturation or contrast or what, but it looked overlollied and too glossy after that. The hardsubbed version I watched back in 2004 looked way better and I'd like to see that artistic direction developed even further.
The point is, you won't escape CG in modern anime, just like Cave won't make anything looking like DonPachi, Batsugun or Mahou Daisakusen for shit because they can't afford it anymore. It's the budget thing. An OAV drawn entirely like, say,
Golden Boy (to name not just drawn by hand, but actually well drawn one) wouldn't be easy to fund in today's climate.
Sure,
Gundam SEED watched right after
Zeta looks like a bad joke, but that's a particulary poor vs particulary rich endeavour situation (thankfully I don't care much for Gundams). That, however, doesn't prove there's no use for new technologies in anime.
Vanillaware games are a good example of ditching the old ways (orthodox pixel art) in favour of aesthetically just as potent (and presumably more cost-efficient) technique.
Of course good art, no matter the technique, will be always expensive, but CG trickery in films is still in its infancy and deserves some credit for it.
Another example - I still don't like CG colour in comic books as much as I like the old ways (for my money
A New Beginning's colour was no match for
The Forever War's palette by Bruno Marchand), but it keeps getting better (
The Red Star didn't have all that great drawings, but the colour was ace).
Last but not least, I wish game engines mixing polygonal environments with sprites and pre-rendered backdrops with polygonal models developed further as well. Alas, even Falcom and Capcom ditched them.