Sunday, October 28, 2007
Michiru's pet detective

michiru said to once that she wanted to be sketched in form of a cute character, and then she finally drew it. so basically these picture resembles michiru and her friends. I think they are just like pet detective !
Posted by AW (Aswin Widya) at 8:55 AM 0 comments
Labels: Artwork Just a picture
Random creature


these picture are random sketch, michiru really likes random sketch, but when she is preoccupied on something, her sketch will be related to that thing !
Posted by AW (Aswin Widya) at 8:50 AM 0 comments
Labels: Artwork Just a picture
Persona Character gallery 2



Continued from before. enjoy. and i hope that after you look at these picture, you get curious with persona and shin megatensei series, believe me, We recommend that SAGA
Posted by AW (Aswin Widya) at 8:40 AM 0 comments
Labels: Artwork Just a picture
Persona Character gallery 1




Persona 3 is totally ROCKS !!!! this sentational and controversial game has just accepted in us and uk ! congratulation ATLUS
Posted by AW (Aswin Widya) at 8:34 AM 0 comments
Labels: Artwork Just a picture
Room decoration sketch !




These room sketch inspired by Sandy's house from Spongebob squarepants series. Who knows, I can create an adventure game with michiru's artworks...JUST WAIT ~!
Posted by AW (Aswin Widya) at 8:30 AM 0 comments
Labels: Artwork Just a picture
Funny Hybrid artworks



A lot of funny creature in funny Hybrid series, actually you can see our wallpaper section to check a funny hybrid cute colorful wallpaper. enjoy
Posted by AW (Aswin Widya) at 8:27 AM 0 comments
Labels: Artwork Just a picture
Fantastic swirdle new arts


fantastic swirdle is one of michiru's old artwork, just give her a lot of time to make this one into manga series ! hehe.. keep up the good work michiru ! support us ANIMEGAMECOMICAW
Posted by AW (Aswin Widya) at 8:23 AM 0 comments
Labels: Artwork Just a picture
Tuesday, October 23, 2007
Otaku Nation: Anime's Effect on American
The modern age of Anime arrive in Japan in the 1960s, and over the course of the next decade or so boomed into the giant robot, space battle genre bender that we would soon recognize as the anime of today.
Evolving over the next 30 years or so, it reached a peak where it could begin to overtake and become an integral part of other cultures, much like the Hollywood of the 1930s quickly grew to encompass the rest of the world and inform their pop culture. In the same manner, American pop culture becomes increasingly informed by the trends and cult response to anime.
Anime first appeared in the US market in the 60s with shows like Kimba the White Lion and Astroboy. However, the national consciousness as to where these shows came from as well as the poor marketing of the shows made them forgettable and rather than a jumping in point, they act as a nostalgic reminder.
When Speed Racer arrived, the beginnings of a true consciousness that Japan was creating something new and exciting began to set in. The popularity of Speed Racer was never that of its American contemporaries, but it created in a set fanbase the willingness to devour newer offerings later on in Starblazers and Robotech (a convoluted perversion of multiple animes, but still a relative success in the states). Still, the affect was mostly underground.
In the 1980s, the introduction of Beta and VHS made it possible to join together with friends and watch more varying forms of anime. Truly it was the technological revolutions of the coming years that would make it truly possible for anime to perforate the American entertainment bubble. When Akira arrived in 1989, the effect was palpable. Receiving only a limited American screen release, few saw it in initial release, but the copying of VHS tapes and word of mouth made it something of a cult sensation. Those that knew of Akira were fans for life, eagerly awaiting their chance to partake more and more of the growing trends out of Japan.
For Japan’s part, this era was a period of major expansion, a veritable boom in the business. The 1980s saw the success of shows like Gundam and Dragon Ball overgrow the national consciousness and become runaway sensations. The explosion of the manga industry before hand, with serializations of works by Akira Toriyama and Katsuhiro Otomo in the early 80s simmered in the youth of Japan and finally seeing the commercial possibilities of these works, creating in the process a major conglomerate of companies in the Akira Committee to bring the massive budget of Akira to fruition.
By the 90s anime was the mainstream in Japan, and the result was the ramping up of production and increased output of shows. In part because of the simple, streamlined art style, multiple artist were able to work on a single project and create on episode a week for years at a time, resulting in monumental runs such as the case of Dragonball (156 episodes) and Dragonball Z (276 episodes). The ability to serialize and turn a story into something that millions of youths would tune into each and every week made companies billions (of yen) and secured the kinds of commercial sponsorships and funding necessary to undertake incredible projects that would require vast sums of money to complete.
Back in America, a few executives were beginning to see the effect these shows were having in Japan. Slowly and very carefully they began taking the most popular, Dragonball Z and Sailormoon for example and finding timeslots very early in the day, before the daily retinue of American cartoons, testing the waters of marketability. In 1995, the trickle of anime into the states was just that, a relative trickle. Sailormoon aired every morning in syndication, but chopped up and missing key seasons to relate the endings of important storylines. Dragonball Z ran an equally mild run early on Saturdays in syndication that was abruptly cut when the rights to the show were lost by the initial company and purchased by Funimation.
All the while, works from Japanese masters like Hayao Miyazaki were being overlooked, passing unnoticed through limited release in the states, while making him a God of his craft in Japan. All the while companies like Manga, Funimation, and Viz were buying up licenses and releasing little known, untraceable shows that no one knew the origin of. The shows were treated poorly, often dubbed and cut up to match American audiences. Viz even launched the first Anime magazine in 1993 with Animerica, primarily reviewing their own products but still giving a view of the culture that no one knew anything about.
But, in 1995, the release of the shows in America along with the premiere and rave reviews of Neon Genesis Evangelion in Japan, Otaku interest abroad began to spike. Otaku is a bid of a misnomer as it’s a bit of an insult in Japan, a mean spirited way to call someone a nerd. Here though, it generally means a purveyor of Japanese pop-culture and with the Otaku so in style right now it’s less of an insult than a clique. The import and fan subbing of shows began in earnest via VHS editing software that few if anyone had access to. The early 90s was a time of massive growth of interest in the little known import of Anime though, and the American marketplace wasn’t slow to react.
In 1997, television networks made broad sweeping moves to bring shows to the mainstream. The Sci-Fi channel had always had a small niche in its latenight line up for cult classics like Vampire Hunter D, but Warner Bros finally brought the genre to primetime. Funimation finally got their licensing figured out and Dragonball Z saw its triumphant return to the Cartoon Network, with new episodes to follow a year and a half later. And in 1998, a little known video game for the Gameboy exploded in the American market, bringing along with it its entire arsenal of marketing ploys, including the overwhelmingly childish, but enormously popular Pokemon anime. Finally, children across the nation were gluing themselves to the television set as earnestly as their Japanese counterparts had for nearly a decade before hand.
Miyazaki’s new film played to better reception, receiving a proper release via Miramax. Princess Mononoke was a success in the terms of the time, even receiving the coveted two thumbs up (let alone a review at all) from Siskel and Ebert. Films began to arrive in America more liberally, still finding limited release, but release at least. And the shows began to pour in. At the time, the fansub scene was more or less the only way to get access to some of the more obscure titles being released in Japan. But as the market boomed, so did the licensing by major companies, and it actually started to become illegal to fansub certain shows because they might be released by a company eventually.
Thus began the final and full assimilation of Japanese pop culture into American. The DVD format sped up the process, as more episodes of a show could be packed into a disc than a VHS and production costs plummeted, removing a lot of the financial risk of an untested foreign product in the American marketplace. Cartoon Network debuted its Toonami afternoon cartoon slot, in which they featured anime that had been around for a little while, but managed to appeal to a much larger demographic and spread the word about these great story driven cartoons from across the ocean. An entire generation grew into the growing popularity and became entranced by the epic storylines, amazing storytelling and ability to show in a cartoon what many considered adult themes and much more mature perspectives on things like competition and personal success. The Japanese ability to cross genre and the extremely high production values that started to go into shows made in the late 90s and beyond meant amazing shows that appealed not just to children but to adults and beyond.
What started as a crossover, slowly began to actually change the way in which American’s marketed their television to children. Shows with more adult content appeared, and in some cases emulated the Japanese format. The writers at Pixar crafted brilliant, more maturely themed cartoons without the silly musicals of Disney past, and Disney even dissolved their tried format in favor of more mature, complete stories. The devolution of American quality in cartoons though as they attempted to match the output meant even more Japanese entries in the market. Now, if you turn on Fox kids in the morning you’ll find over half of the shows on are animes. And Cartoon Network still presents multiple entries themselves, with more mature offerings in their Adult Swim block late at night. Spirited Away won the Oscar for best animation in 2003 and South Park, the quintessential American barometer of cultural trends at first knocked the trend with their Chinpokemon episode, later to embrace it (while still mocking it) via changing their own art style in the Weapons episode just a couple years ago.
Nowadays, you’ll find anime oriented t-shirts everywhere, an entire aisle devoted to DVD releases in Best Buy (compared to the one row only seven years ago) and the success of the Anime Network, a channel solely devoted to Anime programming. Magazines like Newtype, a Japanese trade magazine for the Anime industry is now translated and released in America every month with previews of new shows, and American directors like James Cameron are looking to direct live action versions of manga like Battle Angel Alita.
Now, we see new releases from Japan within six months, and the fansub community has to scramble to keep up with what’s legal and what’s not legal to offer via their online services. The internet itself has made it a huge community, where a show can be recorded on Japanese television, ripped and subbed, then uploaded within a couple hours for the world to view. There’s no lay over, and new shows are immediately available. And it’s evident in the universities too. Japanese is one of the most sought after languages, filling up immediately with a yard long waiting list every year, and more sections being added every year.
Japanese pop culture managed to tap a certain perspective that American counterparts were unable to do themselves and in so doing, cornered and grew in a market that few thought existed in America.
I'm a self avowed unemployed writer, working on semi-constant basis to try and overcome the need to go and work a real job. I've written more than 200 articles and reviews and am constantly scouring the internet for any and all excuses and methods to make myself less dependent on corporate pay days. Visit my website at TheChatfield.com Article Source: http://EzineArticles.com/?expert=Anthony_Chatfield |
Posted by AW (Aswin Widya) at 8:32 PM 0 comments
Sunday, October 7, 2007
Crytek still not ruling out its FPS on Xbox 360 and PS3, explains how it would shape the game for console

Crysis dev Crytek has revealed that a success for the super-hyped shooter on PC would urge it to seriously consider delivering console versions of the title.
"...first we want to see how the game is received, publicly and critically... We believe it will be received at least as strong as Far Cry. I hope personally a 5% average increase... That would give us an argument to [say], 'OK, let's see how we can bring Crysis to consoles,'" Crytek boss Cevat Yerli has told Game Informer in an interview.
Yerli explained that Crytek's CryEngine 2 is running on consoles right now, so there's no reason why Crysis couldn't be brought over, although he said currently "there is no development on consoles."
Big Screen, Main Screen
However, that didn't stop him talking about how the developer would go about porting the FPS and shaping it for console platforms.
"In order to make Crysis's gameplay [on console] you would have to make a derivative Crysis and optimize it for the Xbox 360 and PS3. In fact, if we do it, we'll optimize it for each platform," he said.
He continued, "If we would bring it to console we would keep the sophistication. We would just make it so people could play it with the joypad and that it would be a great time. We would not dumb down the experience. We would make sure people stay completely immersed. The AI and our gameplay dynamic is our heart. We can't change that. If you change that, you lose Crysis."
"So you have to work it on the UI level, on the level design, but do not change the heart. If the game is too difficult, make sure the UI can compensate for it. Or if the AI is too difficult make sure the level design offers more leeway and covers for the player.
"But the core gameplay is intensive, smart and still challenging."
[Source: Game Informer]
Courtesy of CVG.
Posted by AW (Aswin Widya) at 2:27 PM 1 comments
Labels: Article Game
Thursday, October 4, 2007
comic - Hair exchange
Michiru has just created a strip manga guys, here is 2 pages comic strip called "Hair Exchange", this one is inspired by the infamous manga Full Metal Alchemist. Have a take look.
Posted by AW (Aswin Widya) at 1:39 AM 0 comments
Labels: Article Comic/Manga
comic - How to defeat star shaman
ok all of you, this is one page comic called "How to defeat star shaman ", it's inspired from anime/manga shaman king. enjoy
Posted by AW (Aswin Widya) at 1:34 AM 0 comments
Own self sketch Just a picture
ok , this one is michiru own self sketch charater art, she really wants to created a manga based on her own self and her friends in form of cutes char, well let's hope that she creates it.
Posted by AW (Aswin Widya) at 1:30 AM 0 comments
Labels: Artwork Just a picture
Pet edge Distant Pet sketch(cover)
guys, here is a sketch art made for distant pet, well maybe you might call it a manga cover, call it whatever you wish, there are lila, zere, ichizen and akao, distant pet chapter 3 still in progress, i hope that i can release it a couple next day just wait guys.
Posted by AW (Aswin Widya) at 1:23 AM 0 comments
Labels: Artwork Just a picture
Sunday, September 30, 2007
Princess Nine DVD review
Coming in 2008, Realbuzz Studios (a division of religious publisher Thomas Nelson) is slated to print a sports rarity amongst AmeriManga titles. A female softball team title w/faith based content called “Hits & Misses”. No, it’s not the faith based content that is rare (they’re doing it this September to surfing with Goofyfoot Gurl after all), it’s the whole Bball (or in this case Sball) slant of the title that is rare.
I don’t know about you but I can’t name even a half a dozen female driven Bball slash Sball (Baseball slash Softball) titles with a full female lead cast out there besides Princess Nine and 2008’s Hits & Misses. It’s just not coming to me, not at all.
This title in particular is a pre-”hiccup” (pre ADV’s reorganization some years ago) ADVFilms title, put out in the start of the 21st Century (2001 to be precise). 9 girls, 9 dreams, and a whole lot of barriers between them and their final dream to compete against male dominated teams in one particular “house” of the game. One special home of regional baseball that is the target “hit” of this slowly rising girl’s team.
But I’m getting ahead of myself.
Ryo is the daughter of a legendary baseball player, who is set to drop out after Junior High (Middle School + 9th Grade) to help her mom run the family restaurant. Faith, however, seems to have other plans for her as her skills with baseball are about to be scouted by a woman with a dream.
She runs an elite girl’s school, and heard about Ryo playing for her hometown’s small time baseball team (male) and giving the older gents a hand with their game. After watching her come in at the end of a game (on request by the coach) to help stave off a particularly powerful opponent, this powerful woman’s dream becomes set in her mind as she plans to go full steam ahead with establishing a female baseball team in her school with this girl as the pitching centerpiece of her dream.
This, of course, isn’t going to go well as the mindset stubborn board of male/female members seem hellbent on stopping her, which becomes a problem later in the series as her team forms up and the real battle for acceptance truly begins. But first, before she can send the invite (or approach the board with her dream) she has to put her future pitcher through a few tests (without her knowledge) to make sure she’s the one (which ends up with a screwball thrown into the mix because despite having rigged the event with fake “enemies“ and a fake “umpire“ (who becomes the girl‘s coach) she doesn‘t anticipate the arrival of a certain male who is the batting counterpart to Ryo, one who can hit as well as she can pitch).
Once she is certain of Ryo‘s qualifications (which happens by Episode 2) she’s ready to go to the carpet with her own board members (of which she is the leader of) and put forth her ambitions for a girls‘ bball team (setting herself up to be rivals with her school’s own Principal and lacky Vice Principal).
But having a girl’s baseball team in this girl’s school she will, and out goes the special invitations to school at her school to her prime prospects in exchange for each girl to join the baseball team in turn. Ryo, after much soul searching, talking to her mother, and a Field of Dreams moment with her dad’s spirit, jumps in and decides to take the school up on it’s offer by going over to the interview to join the school (and thus the school’s baseball team). This doesn’t go well as she ends up accosted by same male from the challenge who… well… you’ll see.
Of course since this isn’t Looney Tunes and Ryo can’t be the whole team (thus be the “Bugs”) it’ll look like our female leader needs to get more members of the team. This, if anything, is the major flaw with Princess Nine (and might keep you away from it). It’s a nice story, filled with the purity of the sport we really haven’t seen in such a long time, but it is also painfully slow. Gathering the nine isn’t quick, and it won’t be done this DVD. In fact by the time the 9 are gathered, and all obstacles are overcome enough so the girls can hit the field? Guess what! The series is well on it’s way to being over by the time all that is accomplished (and this series has a full season’s worth of episodes to be counted!)
It’s this slow but steady pace that might not appeal to you, especially if you’d like to get to the baseball action and see the team swinging and throwing hard against their male rivals.
Also, there’s a romance involved here, and a love triangle that suddenly happens when Ryo is accosted a lot by her male counterpart (a male youth with superior hitting skills to rival her pitching skills which I talked about above)… where was I… oh, right, he accosts her in front of his “girlfriend”, the daughter of the female with the dream to create her own baseball team, a tennis star who somehow ends up becoming the 2nd Princess of the nine before the end of the DVD (but not before totally throwing a fit and challenging Ryo to a baseball duel during her interview day at the school).
As the DVD rounds towards the end we have a coach, 2 players… maybe more before the end of the DVD (but you’ll have to watch) and the start of a dream. Just a start. Next DVD let’s see how much closer the dream comes as the search continues for more Princesses to join the ranks.
Otherwise the series is near flawless.
All around (animation, Japanese voice acting, musical scoring, storyline and plot) are all great.
The characters are lovable and I like how it all is put together.
However the story is slow, and once we get to the point that the 9 are all together and ready to roll the series seems to be practically over. That can’t be good.
If you don’t mind the slow pace of the story, and want to see a purity to baseball the MLB can’t deliver (no matter how hard they try) then Princess Nine may be the shot in the baseball arm you’ve been looking for.
However if you’re hot on girl vs. guy baseball and don’t want to wait the long time for the circumstances to finally align in just such a way for it to happen, and then be short as the series is on it’s way to being over once it’s done? Well then… Princess Nine might not be for you after all.
Either way if it’s still available you should be able to nab some DVDs from Right Stuf for a really really cheap price from their bargain bin… if they’re, you know, not completely sold out by now.
Otherwise Princess Nine DVD Volume 1 gets 4 fastball specials out of 5.
-- David Rasmussen 14th Sep 07
source : animeboredom
clip :
Posted by AW (Aswin Widya) at 8:26 AM 0 comments
Labels: Article Anime
THE SUMMER OF SUPERMAN!
June, 2008, marks the 80th anniversary of the debut of Superman, created by two guys in the Glenville section of Cleveland. Isn’t it time Cleveland embraced its most famous son?
In all the world, only one city can brag that it is the home of Superman, yet Cleveland is strangely silent. Jerry Siegel and Joe Shuster created the character in Glenville where they lived, but there are precious few reminders left today. Even more rare are the city's recognition of the feat.
What would it take to get some kind of celebration going in Cleveland? We have had celebrations with statues of pigs, dogs and guitars all over the place, how about a summer where area artists are invited to create an homage to the Man of Steel in whatever media they like?
Imagine paintings, statues, pictures, films, flags, songs and things my feeble imagination can’t come up with, on display around the city? There could be special exhibits of Superman-related items, an IMAX movie at the Great Lakes Science Center, maybe even a comic book convention like they have in many big cities.
We could have lectures on the importance of Superman to literature and the arts. There could be a Superman tour of Cleveland that would include a drive past Siegel’s old home on Kimberly Avenue. Fans would come from all over to take a moment and look at the house where two young boys created a story about a baby boy who came from far, far away. And consider how that idea has turned into a multi-billion dollar industry.
source : newsarama.com
clip :
Posted by AW (Aswin Widya) at 8:20 AM 0 comments
Labels: Article Comic/Manga






