Posted on 29 April 2010 with categories: Anime Reviews



If you managed to watch the TV-series of Patlabor, I really urge you to also check out the Second OVa. It’s very much a direct sequel to the TV-series, and it’s got all of the charms that made it so memorable and timeless; all condensed in just 16 episodes, it’s in no way inferior to its already excellent predecessor.

It’s got the same formula: one really big arc, and a whole number of episodic stories. What stands out the most are these episodic stories, though. Especially because they’re everything that episodic stories should be. Instead of having dull and uninspired slice of life scenarios that have been done for ages, it always builds its episodes around a certain idea or concept that really tries to be fresh and original.

The result is a number of classic episodes that are up to par to the best episodes of the TV-series; my personal favourite being the episode about the serial-bomber, with the “driving-home”-episode on the second place. Every episode is well built up, and what makes them even better is how grounded in realism they are: some crazy and wacky stuff happens here, but the creators never forget to base it on its realistic characters and scenarios, rather than just being wacky and over the top all of the time. There are those rare series out there who should serve as an eample of how to do things right at their genre. Patlabor without a doubt belongs to them.

On top of that, it still has the classic element that makes any Patlabor installment worth watching: the cast. After finishing this OVA, I’ve now seen everything from the Patlabor franchise, which amounts to 70 episodes and 3 movies in total. After so much time, the cast has really grown into a lovable and memorable bunch of people.

Watching this OVA, I really have to say that it’s a shame that Mamoru Oshii doesn’t do TV-series and long OVAs anymore, because he really is brilliant at bringing these characters to life. It’s a bit of a shame that for the past years he’s gotten stuck at things like Musashi, because he really is a one-of-a-kind director.

Storytelling: 9/10 – Wonderfully built up, nice ideas, very varied.
Characters: 10/10 – Incredibly charming characterization that’s in no way inferior to the previous Patlabor installments.
Production-Values: 8/10 – Good and detailed, though not the best Patlabor has to offer.
Setting: 9/10 – One of the best mecha settings of the pre-Evangelion age: realistic, creative and believable, despite the strange scenarios that pop up once in a while.

Suggestions:
Patlabor – The Second Movie. The conclusion to the Patlabor-franchise. Do note that if I were to watch it today, that review would look completely different.
Ooedo Rocket
Rumiko Takahashi’s Rumic Theater

5 Responses

  1. Watcherzero says:

    Have the two patlabor series had a rerelease recently? I remember when I last tried to get hold of them 5 years ago all I could find was half the series, the films were rather easier to get hold of and I have them on VHS.

  2. mei says:

    i can’t remember if it’s the series or the ova, but the comedy was impeccable as well, especially the episode with them and the crocodile in the sewers :P

  3. Kalandra says:

    So Psgel, why don’t you watch Patlabor – The Second Movie and review it again?

  4. psgels says:

    Kalandra: time constraints. The time I could use to re-review the movie, I can also use to check out series that I haven’t watched yet.

  5. Watcherzero says:

    On that not psgels I highly suggest checking out the great last season comedy: Idiots, tests and summoned creatures. The premise was ludicrous and animation sometimes questionable but its the funniest thing ive seen in years combining elements of Fummoffu, Excel Saga and genre parodies (as well as old 16bit rpgs). Its great fun to try and spot the references from things like Evangelion, Berserk. and its getting a second season as well (so catch up before it starts) :)

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  • Vincent
    (Tuesday, Sep 2. 2014 02:22 AM)
    “The box is being moved.” Our mind does not count for the specific location of the box, so the machine would not be able to determine it’s location in the first place, as we don’t think about where we are at any given time. In otherwords, the surroundings is our ultimate doom, as SAO is a world where multiple cognitive memories unite in one giant server.
  • Vincent
    (Tuesday, Sep 2. 2014 02:18 AM)
    @Bam Example: moving a box IRL. When you move a box, yes, you could eventually retrieve the information from your nervous system. The problem therein, is in the box itself. When we push the box, the most we think about at the subconscious level might be something like this:
  • Bam
    (Tuesday, Sep 2. 2014 02:15 AM)
    *on
  • Bam
    (Tuesday, Sep 2. 2014 02:14 AM)
    @Vincent: I understand that such a detailed simulation would be difficult, but that doesn’t make it impossible. We currently have limited technology but an idea is still viable if it’s theoretically sound and practical. Care to elaborate and what makes a two-way connection impossible?
  • Vincent
    (Tuesday, Sep 2. 2014 02:08 AM)
    @Bam No, it’s impossible to move specific items in cyberspace, and have the machine pick out exactly what we picked up or purchased. Even simple motions like picking up your mail require full stimulation of your nervous system, which, as I explained, is impossible to turn into data which can travel both ways. From you to the machine, and from the machine to you, simultaneously.
  • Bam
    (Tuesday, Sep 2. 2014 02:07 AM)
    Furthermore what will actually need to happen is the device connecting to the brain stem, hence simulating the information that is sent through the sensory nerves.
  • Bam
    (Tuesday, Sep 2. 2014 02:04 AM)
    @Vincent: actually a brain-machine interface is far from impossible and we currently have the hypothetical structure necessary for such a system. What’s holding us back is our limited understanding of neurology and the obstacles in translating the signals, since a lot of the functions of the brain are handled physically through neurotransmitters, and each brain has unique individual key.
  • Vincent
    (Tuesday, Sep 2. 2014 02:03 AM)
    Also, the final blow to why it’s impossible: the human spinal cord. The spinal cord is connected to all of the body’s nervous system, so it is crucial to motor, reflex, and sensory functions. So we would not be able to move,feel,or be mentally sane in SAO. Obviously you’d be fine in the real world, but once Kirito plugs into SAO, he’d be a paralyzed lump.
  • Vincent
    (Tuesday, Sep 2. 2014 01:49 AM)
    There is no way some measly helmet would be able to process the neural impulses in our brain to electronic data. At best (and we’re still stretching the limits of logic) we’d need to stick nodes into our brain.
  • Vincent
    (Tuesday, Sep 2. 2014 01:47 AM)
    But K-Off, as for the chances of NerveGear coming out in the distant future; it’s near impossible. Much less 2024, in SAO.

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