Many times I have said that the chief reason I watch anime is not because of any Japanophilia, or a love of the medium, but because almost all of the good TV and film sf at the moment is anime. Ghost in the Shell Stand Alone Complex is a good example of this.
I found it very reminiscent of the original series of Star Trek. Star Trek was created at the dawn of the Space Age, when space brought us promise of “strange, new worlds” to discover. It used what was then the latest TV technology to show us the technology of the future: the spaceships, the phasers and communicators. Its one-story-per-episode serial format kept it moving, and its mix of writers ensured that there was a good balance between futuristic coolness, action, and genuine science-fiction storytelling.
Now, move forward forty years. The Internet Age is upon us, and the new frontier is between the computer and the mind. GitS SAC draws from the traditions of the cyberpunk genre, but combines them with the real-world experience of internet communities, e-business, the blogosphere, and hacker culture to create an immediately convincing environment, rich in detail. It stands up to the challenge of visually depicting man's new interaction with machine in this environment. But just as Star Trek was heavily influenced by the Western without feeling bound to its plot formulae, so does GitS SAC manage to be post-cyberpunk while drawing its structure more from an Asimovian mystery than a Gibsonian action-adventure.
Watching the films Ghost in the Shell and Ghost in the Shell: Innocence wasn't enough to make me rush out and watch this series. I thought the films were slow-moving and ponderous. The first provided an interesting introduction to the universe but its issues were issues that had been done to death before. The second was very slow, and its various topics of discussion — man making machines in his own image, the mutability of memory, and the end justifying the means — were squashed together onto an encompassing theoretical foundation without enough support to take their combined weight. Both films, if not visually dark, were at the least brooding.
So when FlipC eventually convinced me to watch GitS SAC, I was pleasantly surprised. It's visually much lighter than the films, though it isn't nearly as elegant or attractive. As an anime, it's well-done. The English-language dub is of good quality, with only one or two spotty translations. The CG is subtle, mostly used for backgrounds and robot animations, apart from a breathtaking full-CG opening. They even shied away from too much fan-service or excessive gore, having only a little of both of these. The music depends heavily on taste, being part of the current trend in anime to have quite experimental sonic ambience. I liked it: it's closer to the impact of Appleseed rather than the Philip-Glass-esque twinkles of Innocence.
But the most important contrast between SAC and the films is in pace. Unusually, the series makes an explicit distinction between “standalone episodes” which have one storyline per episode, and “complex episodes” which all contribute to a single story arc. The half-hour episode is the TV equivalent of the short story, and having to fit a whole storyline into that much screen time keeps it moving without stopping to swap proverbs or have deep, meaningful monologues. As well, each episode is suffixed with a short featuring the “tachikoma” robots of the main show performing some peripheral light entertainment.
As a side note, FlipC found the tachikoma really annoying, and I did from time to time, but it strikes me that that's what they're there for. Even Star Trek had Chekov's continual “the Russians inwented it” for comic relief, and I'm amused that the stylistic function of a Russian in the sixties could be performed by unanthropomorphic, unandroid robots today. Furthermore, the plot as it is couldn't really have been done without them, and they lend some philosophical weight to what follows.
The complex episodes are interleaved, in screen and narrative time, with the standalone episodes. Unlike Star Trek, the series is conceived as a single entity, and the main plot of each episode conceals a small collection of stealth sub-plots which progress over the course of the series.
The standalone episodes thus each get to discuss a different issue, and there are as many issues in this universe as there are alien races in Star Trek. They also manage to keep the pace going by resisting the tendency to become soap, leaving character details tantalisingly thin, as they should be. Even the complex episodes manage to have enough action to keep them moving, though they have a lot more philosophical ground to cover and even pretensions at literary references to maintain. Not all of the references were convincing, but I was impressed at the reasoning behind the presentation of each point.
Our old friend the mutability of memory is back, but this time accompanied by a realisation that this is not a phenomenon exclusively of the digital age. It doesn't link the high-tech falsification of records to the ancient technique of book-burning, but it does briefly note that the vulnerability of cyber-brains to having their memories hacked is just a new expression of the vulnerability of natural brains to artificial memories and memory loss.
Towards the end of the series, it makes an impressive leap to the idea that the reinforcement of the brain with external, electronic memory stores is simply another step in an age-old tradition of bolstering our feeble memories with physical mementoes and souvenirs to remind us of our experiences. One could go further (though staying in-universe, it doesn't) and say that today's obsession with hoarding (first paper, now digital) photos and videos of our experiences is an intermediate stage between the purely physical mementoes of the past (“been there, bought the T-shirt”) and the purely informational mnemonics of the future.
As the series draws to a neatly formulaic conclusion that unites the traditions it draws upon — spy thrillers, cyberpunk, and high-tech anime — it also unveils its main point.
In the universe of the show, direct memory transfer between humans is possible, and after seeding the idea with episodes in which Kusanagi and later Batou are driven to action by receiving someone else's memories, it returns to this point for the final episode. At the same time as it explains the mechanism, it cleverly notes that this is not a new concept. Indeed, it underpins the notion of authorship itself: if you consider art as the transmission of feeling, then you can say that any thesis-bearing work of art or literature, any piece of propaganda, persuasion, or satire, is an attempt to do the same, to impose upon the audience's minds your own impressions or experiences, real or imagined, to inspire, even compel them to a particular state of mind and maybe even to action.
Founded on this, it advocates a kind of “light the blue touchpaper and retire” activism, as a special case of action through inaction, citing the existing phenomenon of an author whose works persist and develop even though he makes no further contribution to them. Perhaps the most obvious concrete example is how a single poorly translated line from an obscure game called Zero Wing can induce highly stylised behaviours in people from all over the world without any further action on the part of its author. Reasoning further in this direction would reach the viewpoint presented by Stephenson in ‘Snow Crash’, but GitS SAC takes a different angle.
These autonomous ideas can even be connected to the idea of information as a life-form in its own right, reproducing via human hosts, prospering or becoming extinct according to evolutionary pressures. Under this model of authorship, every time you publish something, no matter how quietly, you are putting a new entity into the ecosystem of ideas, where it will live or die by its evolutionary fitness and the chance events it happens upon.
Through juxtaposition of dialogue (in particular, the line, “It'll remain that way as long as you and I want it to”), it also makes an implicit contrast between this hands-off development and hands-on control of one's creations. In fact, one could even view Aramaki's actions towards the end of the series as an example of using this contrast strategically. This interpretation is an interesting adjunct to the explicitly mentioned view that the hands-off mode, the “vanishing mediator”, is a regulatory mechanism, but I am unconvinced on this point.
Also, this thesis is particularly apt when considered in the context of the Ghost in the Shell universe, first conceived by Shirow but since developed and expanded by others, both with and without his further intervention. Many authors have reported that the promulgation of their work is something that tends to happen behind their backs, which is why the idea of ideas as life-forms has been so widely popular. What GitS SAC adds to the discussion is the idea that manifestos can be not only distributed but also enacted in the same way, and where it stops short is when it reaches the realisation that each author is a carrier, not a creator, of his ideas. To my mind, this, not curiosity, is the antidote to memory synchronisation where individuality is concerned: that in writing this article I am not only promulgating the plentiful, beautifully presented ideas of Ghost in the Shell Stand Alone Complex, but also combining them with other ideas I have previously been infected with.
Like all good sf — like Star Trek, even — it's not about the future, it's about the present.