Showing posts with label Macross. Show all posts
Showing posts with label Macross. Show all posts

Thursday, August 1, 2013

Retrospective: 超時空要塞マクロス (Super Dimension Fortress MACROSS). Part One.

Introduction.
Part Two.
The Macross

Let's begin an analysis of Super Dimension Fortress Macross in earnest, beginning with a broad overview of the plot.

Fair warning.  In this analysis THERE WILL BE SPOILERS.  If you haven't yet seen the series, you have been warned and this analysis is written with the assumption that the reader will proceed upon his or her own discretion.  If you have seen the series, by all means, please continue reading.



PLOT OVERVIEW
The series opens with the crash-landing of an alien warship on South Ataria Island in a remote part of the western Pacific Ocean.  Earth is in the midst of a world war but the appearance f this alien vessel quickly unites mankind under the auspices of a powerful United Nations, which forms the U.N. Spacy.  Over ten years, the ship is rebuilt and remodeled, its technologies reverse-engineered, and is christened the Macross.  To support the massive undertaking of repairing and examining the ship and its technologies (including a spacefolding FTL drive), an enormous city springs into existence surrounding the vessel and occupying most of the island.

The story begins in earnest with the celebrations to launch the vessel.  It is here that we are introduced to most of the characters that will dominate the narrative.  Captain Bruno J. Global, an Italian submarine captain who had fought for the United Nations during the unification wars and whose appearance exemplifies the "Mustache Pete" stereotype.  His first officer is First Lieutenant Hayase Misa, a Japanese woman whose father, Admiral Hayase Takashi, was Global's superior during the wars.  Her coworker, companion and close confidante is Claudia LaSalle, an African American bridge officer.  The leader of the Skull Squadron, Roy Focker, is a heavily drinking, smoking, womanizing, American cowboy who started out as a stunt pilot before joining the United Nations forces during the U.N. Wars.  He is in a romantic relationship with LaSalle and hosts his young friend Ichijyo Hikaru, the son of the air circus owner for whom Roy flew before the wars.  Ichijyo Hikaru is introduced as an energetic, brash Japanese pilot of age 16 with a record of seven championship awards for stunt piloting.  Finally, Lynn Minmay is a 15-year-old, half-Chinese, half-Japanese girl from Yokohama who moved to South Ataria Island with dreams of becoming a star.

Britai's flagship
The celebrations and launch preparations are interrupted by the arrival of the Zentraedi, an alien race of giants who are searching for the crashed vessel since it is identified as belonging to the Supervision Army, an enemy force with whom the Zentraedi are at war.  Their commander, Britai Kridanik, orders an assault to capture the vessel, brushing aside all orbital defense platforms encircling the earth and bombarding the island before launching ground and air attacks.  Hikaru and Minmay are immediately swept up into the events and find themselves, along with many of the survivors, as refugees aboard the Macross when a space-fold operation goes wrong.  The Macross, with its precious cargo of civilian refugees, then battles its way across the solar system back to Earth.  Once it arrives, the crew and refugees alike must navigate the complexities of government policy and military command that wants to mitigate the impact of the alien attacks on Earth and use the vessel to distract the Zentraedi away from the home planet.

Left-to-right: Lynn Minmay, Ichijyo Hikaru, and Hayase Misa.
Throughout the story, interpersonal drama unfolds in the form of a love triangle between Hikaru, Minmay, and Misa.  Hikaru is initially attracted to Minmay who, although she finds herself drawn to Hikaru, is ultimately career driven and extremely capricious due to her youth.  However, the 19-year-old Misa and 16-year-old Hikaru, despite the intense dislike the two have for one-another, gradually find solace in companionship.  As the series progresses, years pass and they grow older and more experienced and mature.  As they age, Hikaru gradually detaches himself from Minmay and finds in Misa a more sophisticated and meaningful relationship.

THEMATIC DEPTH
What sets Macross apart from other "real robot" anime?  Mobile Suit Gundam arguably has a sophisticated plot full of intrigue and illustrative of the horror of war (especially involving advanced robotic technology and futuristic weaponry).  There are a great deal of similarities between the two, as well.  Hikaru appears to be much like Amro--both are excellent pilots who become leaders.  Both the Macross and the White Base are iconic vessels that serve as major targets for the enemy to capture or destroy.

Mobile Suit Gundam
The similarities are mostly surface.  Macross actually subverts many of the elements that are prominent in Mobile Suit Gundam.  In addition, Macross isn't as unambiguous about war.  Where Mobile Suit Gundam simply depicts war as bad, Macross demonstrates how war can often be unavoidable.  Nevertheless, Macross still tries to provide a positive message by exploring how misunderstanding and lack of communication can create military conflict and give methods by which negotiation can lead to peace.  Mobile Suit Gundam is far more pessimistic in its outlook.

The characters in Macross are multifaceted.  It is difficult not to care about them and find oneself deeply engaged by the narrative.  Actions have consequences.  People live, love and die.  They are beautifully, wonderfully flawed in the most human and believable ways.  Characters have real motivations that go beyond simply winning the war.  Unlike Mobile Suit Gundam, the characters of Macross have lives outside of the conflict.

The war against the Zentraedi is a catalyst for much of the drama but it is by no means a mere situational MacGuffin.  It forces characters to analyze themselves and become more introspective.  It provides a vehicle for experience.  They change, grow, and develop as people.  Kawamori Shoji invested a great deal of time and effort into creating these characters, their needs, desires, hopes, and motivations.

The narrative of the series is also challenging to the viewer.  There is no clear-cut good-guy/bad-guy dynamic.  Kawamori refuses to spoon-feed the viewer with a morality.  Instead, he uses the themes to make the viewer think.  One may not agree with the choices certain characters make.  They mess up, fail, fall down and occasionally some don't climb back up.  There is heroism and sacrifice, tragedy, foolishness and tunnel vision, blind ignorance, love, appreciation for beauty, loss, and triumph.

THE HERO
Ichijyo Hikaru is the hero of the tale.  He starts out as a kid.  Although he is an experienced air-show pilot he is unready to deal with the realities of air-combat and warfare.  Nor is he prepared to pilot a transforming mech.  He stands out as a protagonist because he, like us, is thrown into this conflict.  The viewer can identify with him very quickly.  He's not "the One," a Newtype, or the Kwizatz Haderach.  He's just a kid who gets swept up by events far beyond his control.  Hikaru is forced to adapt and grow in order to survive.  His journey becomes our journey through the series and we experience the story, the love, the loss, and the lessons vicariously through him.

He stands in direct contrast to Amro in Mobile Suit Gundam.  Amro is a Newtype, a sort of psychic whiz-kid at piloting robots.  Amro's alter-ego is Char Aznable and the two engaged in one of the most legendary feuds in all of anime.  Enraged at the destruction the Zeon forces are wreaking, he jumps into the cockpit of a Gundam, barely glances at the instructions and immediately starts piloting in a combat situation.  He is entirely untrained and untested, yet he successfully defeats the enemy Zacks.

View the scene here.

Hikaru's first experience is quite the opposite.  In fact, it's terrifying.  Hikaru is absolutely overwhelmed.  He ended up piloting a Valkyrie fighter entirely by accident and ends up escorted to safety by his mentor, Roy Focker.  Even this escort barely rescues him and he is instructed to transform in order to avoid colliding with the Macross.  He may have the skills and training to fly a plane but he is entirely incapable of piloting a bipedal robot, crashing into buildings and causing a lot of damage.

Amro is special by having an innate talent.  Hikaru isn't special.  He's entirely mundane.  He's a human.  The fact that he becomes an ace fighter pilot is not through virtue of being a Newtype like Amro but a result of hard work, training, courage, and willpower.

Next time, we'll take a look at the circumstances of war and its impact on Macross as a major theme.

Thursday, July 25, 2013

Retrospective: 超時空要塞マクロス (Super Dimension Fortress MACROSS). Introduction.

Part One
Part Two.

Several years ago, I wrote this post, discussion the value of 超時空要塞マクロス(Choujikuu Yousai MakurosuSuper Dimension Fortress Macross) as a science-fiction drama.  If you've already read that post, please bear with me because I'm going to cover some similar ground.



My discussion of Macross inevitably begins with Robotech.  For many Generation X'ers who were children during the 1980s, including myself, our introduction to Japanese アニメ (anime = "animation") was through the various work of Carl Macek (who passed away in 2010).  Macek is either a hero or a villain depending on to whom you speak.  While Macek did a lot to bring アニメ to North America and other Anglophonic countries, this often required mash-ups, heavy editing, and sometimes even complete and total rewrites of entire series.  The most notorious (and, indeed, his first big) project was Robotech for Harmony Gold, which took three unrelated anime, 超時空要塞マクロス (Super Dimension Fortress Macross), 超時空騎団サザンクロス (Super Dimension Cavalry Southern Cross), and 機甲創世記モスピーダ (Genesis Climber Mospeada), combined them into three consecutive generations and changed names, dialogue, and even edited out certain scenes in order to make the show more palatable to an audience primarily composed of American and Canadian children (and possibly their parents).


Carl Macek
Interestingly enough, Robotech was not the only program to receive this treatment.  Captain Harlock and the Queen of a Thousand Years was a mash-up of two separate anime, 宇宙海賊キャプテンハーロック (Space Pirate Captain Harlock) and 新竹取物語 1000年女王 (Queen Millennia).  Both were taken from manga series written by 松本 零士 (Matsumoto Leiji), the genius behind 宇宙戦艦ヤマト (Space Battleship Yamato) and 銀河鉄道999 (Galaxy Express 999).  The reason for these mash-ups revolved around syndication regulations in the United States--in order to air a weekday television series, there needed to be at least 65 episodes (essentially a minimum-length run of five episodes per week over the course of thirteen weeks). マクロス (Macross) had 36 episodes, サザンクロス (Southern Cross) had 24, and モスピーダ (Mospeada) had 25.  Individually, they didn't have enough--combined they had 85 episodes, well above the minimum requirement for U.S. syndication.

The purpose behind the heavy editing was two-fold.  First, Macek had to rewrite names and dialogue enough to explain the progressive generations and put them into a narrative framework that would make sense.  Thus, for example, the Zor in サザンクロス (Southern Cross) were rewritten as the Robotech Masters, the overlords of the Zentraedi from マクロス (Macross).  In addition, dialogue and visual content had to be edited to make the show fit for children, since in the 1980s it was assumed that cartoons were strictly for kids.  Thus, dialogue that related to mature themes (such as sex or suicide) had to be sanitized for American child audiences.  The brief and occasional nudity also had to be excised.


What was shocking, however, to me as a kid, were the abundance of mature themes and ideas that persisted.  Characters died and the price of war was high.  There was a continuous narrative that flowed from episode-to-episode.  This was during a time when G.I. Joe and The Transformers were self-contained, independent stories and it mattered little if you missed a few episodes.  Robotech was the first show that I made certain I watched daily as a child.  If I missed episode 13 of G.I. Joe, I could still pick up and watch episode 14 the next day because Cobra Commander would be hatching a completely new and unrelated plan.  Missing an episode of Robotech meant that I missed out on character and plot development.

In addition, when a plane was shot down in Robotech, there wasn't always a parachute to let the censors know the pilot escaped.  People died, good and bad.  Robotech was about war and the cost of war.  Robotech challenged me far more than the other television cartoons that I viewed and it inspired me to a wider and more complex world of stories and storytelling.

I'm not writing this series of blog entries, however, to discuss Robotech.  I'm writing a retrospective that will analyze and review 超時空要塞マクロス (Super Dimension Fortress Macross).  To that end, I want to discuss first how Macross came about and then, in subsequent posts, explore the narrative elements and themes of the series.


Kawamori Shoji
The Genesis of Macross
Macross was the brainchild of 河森 正治 (Kawamori Shoji), an animator, designer, and conceptual artist who began working in the Japanese animation industry during the late 1970s.  His influence as a designer is extremely heavy--he's done designs for Matsumoto Leiji's Space Battleship Yamato and even had a hand in creating a number of Generation 1 Transformers.  If you've seen Eureka 7, the Patlabor movies, the Ghost in the Shell film, Mobile Suit Gundam 0083: Stardust Memory, Outlaw Star, or Vision of Escaflowne, you've seen mechanical designs by Kawamori.  Kawamori got his big start working as an intern and assistant artist at スタジオぬえ (Studio Nue), which produced Matsumoto's Space Battleship Yamato in 1974.  Kawamori would eventually come to helm 1996's 天空のエスカフローネ (Vision of Escaflowne) at Studio Nue before branching off to create many science-fiction and fantasy anime that would come out during the new century, particularly 2001's 地球少女アルジュナ (Earth Maiden Arjuna), 2005's 創聖のアクエリオン (Genesis of Aquarion), and 2012's AKB∞48.  However, he always seems to return to the universe of Macross from time-to-time, revisiting it with Macross Plus, Macross 7, Macross Zero, and most recently, Macross Frontier.


Macross is a foray into what is known as the リアルロボット ("real robot") genre in Japan.  The basic idea of this genre centers on somewhat explainable scientific and technological advances that make possible the construction and piloting of giant robots.  The first true real robot series is usually considered to be Mobile Suit Gundam, and Kawamori’s Choujikuu Yousai Makurosu helped to better define the tropes and characteristics of the genre.  This genre is noteworthy for its departure from other giant robot shows like Voltron because the core concepts are more realistic, don’t rely upon gimmicks like “blazing swords” and “monsters of the week,” focus on weapons that are known to be technologically possible, don’t have special attacks that are activated by voice-command, and so on.

What first inspired Kawamori to create his own "real robot" series was the immense success of 機動戦士ガンダム (Mobile Suit Gundam) during the late 1970s.  Combined with his experience working on Space Battleship Yamato and the immense success such space-opera programs had, Kawamori drew up plans for a space-opera of his own.  This time, he would incorporate a great number of themes absent from those series.  He would use the backdrop of interstellar war to galvanize the action but the real drama would always be interpersonal.  Thus, Kawamori teamed up with Studio Nue colleague Kazutaka Miyatake for mech design and Artland’s Haruhiko Mikimoto for character design.  By 1982 the result was an epic story of the power of music and love amidst the tragedy of futuristic space-war.

In Part One, I will give a brief overview of the plot for 超時空要塞マクロス (Super Dimension Fortress Macross) and initiate discussion of its more salient themes as well as occasionally compare it to other popular "real robot" anime, especially Mobile Suit Gundam.

Friday, June 18, 2010

Transforming Robots, Space-War, and Love: The Importance of 超時空要塞マクロス as a Science-Fiction Epic

When I was eight years old, I watched Robotech a syndicated animated series that ran somewhere before Transformers and G.I. Joe in the after-school time slots. It was never incredibly popular with the other kids at school, who were far in favor of the other two programs. However, as a first- and second-grader, I was enthralled by the lack of formulaic plot lines, the focus on character development, and the advancing story-arcs. Except for a few double-episodes of the to-be-continued variety, Transformers and G.I. Joe generally refrained from story-arcs and plot developments that spanned more than a single episode during the early-to-mid 1980s.

I had never known Robotech was actually a Japanese animated program until perhaps late middle-school or early high school. I had watched shows like Tranzor Z, Star Blazers, and Voltron with my Dad (who had been in his very early 20s) before I was of school-age, and had developed an affinity for the animation style (probably because I associated it with quality time spent with my father). Thus, when I finally encountered Robotech, the combination of animation style with dynamic, sympathetic characters and an evolving story forever endeared me to Japanese animation long before I even knew what it was. I would go on to discover novelizations and comic prints of the franchise, but I never truly recaptured that feeling of love for a story that I had felt as a kid. That changed once I had reached college and started collecting アニメ (anime) as a young adult.

It was in late high school that I discovered that the Robotech series was actually three distinct Japanese anime, licensed to Harmony Gold and produced by Carl Macek as a single storyline. The dialogue had been edited in order to tie the three stories together and to soften some of the more mature themes for an audience that would undoubtedly be primarily comprised of young children (as I had been at the time). The need for the three separate (but similar) shows was simply due to syndication regulations in the United States requiring a minimum number of episodes for a series. While some refer to Macek's adaptation as a massacre of the original (hence the term "Macekre" to refer to a butchered anime dub), the work done wasn't all that bad. The voice acting was actually of a higher standard than what was common in cartoons of the era, but later anime fans would pillory him for his plot deviations/inventions and "dumbing-down" of the storyline and dialogue.

This is all peripheral, however, to what I actually wish to discuss, which is, essentially the first "season" of Robotech, or rather, the original Japanese science-fiction anime series, 超時空要塞マクロス (Chōjikū Yōsai Makurosu), English title: Super Dimension Fortress Macross.



Macross is one of the finest science-fiction television programs ever broadcast, and I say this with absolute, utter confidence. It combines all of the best elements of science-fiction--advanced technology, space travel, interplanetary conflict, and the human response. It is futuristic fable, a parable for a beleaguered world on the brink of nuclear holocaust (it was originally aired 1982-3 in Japan, during the height of the Cold War) written by people with a memory of atomic disaster brought about by warmongering, bearing a message of love and understanding.

And it's not cheesy about it. In fact, despite how dated the music sounds and how poorly certain episodes were animated (more on that later), Macross still holds up, over a quarter-century later. Indeed, it holds up so well that it has spawned numerous spin-offs, sequels, and prequels; while each is good, all are inferior in some manner to the original series in that all fail to combine the threads of science-fiction parable that the original had done so well.

In the grim darkness of the far future, there is only war.
--tagline for Warhammer 40,000

The series opens with the crashing of an alien spaceship on a remote west Pacific island. Over the course of the next decade, the united Earth government reconstructs the ship into the SDF-1 (Super Dimension Fortress-1), or Macross. On the day it is scheduled to be launched, a race of aliens called Zentraedi discover the ship and identify it as belonging to an enemy force, known only as the Supervision Army. They launch an attack, localized on the fortress, forcing it to launch in order to draw the enemy away from the Earth.

This is all handled surprisingly well over the course of several episodes. The pacing is not frenetic, but measured. The Zentraedi are admirable villains because they do not blindly attack. Instead they engage calculatingly. The vast distances in space are taken into account as the Zentraedi first bombard the orbital defense platforms of the Earth, then target South Ataria Island and the Macross. This serves to establish them as both a cunning, intelligent foe, and a foe that possesses technology and space-combat experience far superior to that of the Earth.

The opening is a complete reversal of most standard post-Gundam mech-anime tropes. The main character, 一条 輝 (Ichijyo Hikaru), is an experienced air-show pilot, but is unready to deal with the realities of air-combat. Nor is he prepared to pilot a transforming mech. This all occurs minutes after his fateful first encounter with 鈴明美 (Lynn Minmei/Minmay), a young Chinese teenager who wants to become a singing star.

Hikaru provides a sympathetic character with whom the audience can relate. Compare this to Amro from Mobile Suit Gundam, who simply "knows" how to pilot his mech instinctively, or indeed, even Anakin Skywalker in The Phantom Menace, who destroys a massive Trade Federation battleship single-handedly. Hikaru is not blessed with some psychic "sixth sense" or spiritual power. The ability to become a hero is simply a matter of his willpower. Your average American viewer can easily bridge the gap between his and Japanese cultures to understand and connect with Hikaru far more easily than he could with Anakin Skywalker or Amro.

The long sequence of events reflects a more realistic pacing. The Zentraedi think strategically about their attacks against the Earth defenses. For example, they begin their attack on the island by bombarding the city surrounding the Macross. Then, they launch an aerial assault that is actually a diversion--the actual assault on the island is carried out by a series of amphibious landing-craft tasked to capture the vessel on the ground. The writers of the series establish the variable mechs as capable of street warfare as well as aerial combat, and introduce the viewer to the variety of weapons both forces have at their disposal. The characters are defined prior to the opening of hostilities--each with his own personal conflicts and issues.

For example, we find that Hikaru feels tension with his former role-model Roy Fokker for the latter's role as a combat pilot during the U.N. unification wars. Captain Gloval (I prefer the Robotech spelling to the "official" spelling, "Global") is introduced as frustrated with politicians and eager to get his ship into space. 早瀬 未沙 (Hayase Misa) and Claudia LaSalle are depicted as having a tight friendship despite different attitudes toward romantic involvements. These characters' lives are literally derailed by the sudden Zentraedi attack on Earth. The military characters perform their duties, shunting aside their personal feelings. Hikaru and Minmei have much more difficulty, seeing as they are civilians.

As the show develops, it closely follows the difficulties Hikaru experiences with his relationship to Minmei. Eventually, he joins the military, which gives him much more direction and purpose. However, as Minmei's career as a pop star begins to take off, Hikaru's path and hers begin to diverge, and he gradually finds himself drawn to Misa, despite their original dislike of one another.

It is the character interaction that keeps the show moving and infuses every single combat sequence with meaning. Unlike Transformers or G.I. Joe, whose characters are static from episode-to-episode, the characters of Super Dimension Fortress Macross change over time. They are not constant, they grow. They have (and had) lives outside of the war against the Zentraedi. This endears them to the viewer, and also heightens the tension during combat sequences. We care whether they die or survive. Indeed, as the series progresses, we even begin to understand the Zentraedi mindset and start to sympathize with them as well. A number of brilliant combat-sequences have definitive character impact, such as Hikaru's rescue of Misa on Mars, or the climactic battle against Boddole Zer's fleet above the Earth.

The entire premise of the show is not simply the Misa-Hikaru-Minmei romance triangle set against the backdrop of an interplanetary war. The very theme of love being one of the most powerful forces that a human (or Zentraedi) can possibly experience is central to the story. Many may make the mistake that music is what bridges the gap between the species--music is simply the vehicle. What strikes the Zentraedi first, before music even begins to do its work on Breetai's fleet, is a simple kiss. This is important--it is the first thing that shocks them. Before this they are simply puzzled by their human adversaries. However, upon witnessing the kiss, they are irrevocably changed. They are made aware that there are things buried deep down inside of them of which they are unaware. Music is simply the agency by which these emotions are drawn out. The Zentraedi are obviously confused and upset by these unfamiliar longings that the chain of command and corps camaraderie cannot fulfill.

To understand what 河森 正治 (Shōji Kawamori), the series creator, is trying to say with this series, one must pay careful attention to the pivotal battle against Boddole Zer's fleet--a battle precipitated by a full-scale bombardment of the planet Earth.

Now, I love orbital bombardments. I have never seen one done on the scale I've always desired. But this came close. Millions of capital ships open up and blast the entire surface of the Earth in a glorious scene of devastation and holocaust.

This scene was written and designed by the Japanese with a distinct message in mind. It essentially shows over 90% of the Earth's inhabitants destroyed and the ecosystem severely damaged by the assault. You would be wrong to think lingering memories of the atomic attacks on Hiroshima and Nagasaki weren't in the minds of the writers when the series was being developed. And this orbital bombardment scene gets to the heart of what Kawamori is expressing through this series. But this is not an allegory to the Second World War. Kawamori draws upon the Japanese experience of the Second World War to inform and shape the tragedy and loss that the characters experience throughout Macross.

The Zentraedi who wantonly obliterate much of the Earth's surface are fighting from blind ignorance, but when they begin to understand their own emotions, they begin to understand their enemies, the humans, and gradually lose their desire to fight. The show is not blatantly pacifist, either. The characters who fight do so because surrender is not an option--they fight because they may be threatened with extinction. The stakes are too high to simply roll over. There is a deep distrust of military brass and politicians alike throughout the series. But all of this is eclipsed by the core message that Macross is struggling to convey to its audience.

From the technical standpoint, the show was plagued with inconsistent animation styles. This is because a number of different animation studios were contracted to work on the series, and at some points episodes had to be produced on a very tight schedule, resulting in low quality animation for some of the (tragically) best-scripted and pivotal episodes in the story (such as most of Episode 11, "First Contact", and the ridiculous "fencing" knife-fight of Episode 25, "Virgin Road"). This would clash with superbly animated combat sequences in other episodes (such as Episode 18, "Pineapple Salad", or Episode 27, "Love Drifts Away").

In some cases, this cheapens the overall realism of the series, whose story appeared to take great pains to present itself as believable and not simply a laser-blasting rampage with giant-robots riding rockets (I'm thinking of specific scenes from Mobile Suit Gundam that were just so ridiculous they were downright stupid). But these instances are few and far-between, and in some cases they aren't devastating to the storyline.

The message isn't so trite as "war is bad." No kidding, war is bad. But Macross juxtaposes love and war against one-another. They are part of the same continuum. What makes Macross so beautiful is that the flaws of the characters, their mistakes, shortsightedness, and misunderstandings do get in the way of love sometimes. And although Minmei can be said to get her just desserts in the end, we can't help but feel sorry for her regardless.

The viewer will not easily find many of the later common anime archetypes and character tropes--aside from Minmei, none of the characters are teenagers, and Minmei certainly does not pilot a giant mech. The show is largely bereft of angst--the characters suffer, certainly, and have inner turmoil, but it rarely descends to melodrama. Instead, the story is mature, sophisticated, and moves forward.

I've seen and read a great many science-fiction stories. Very few of them manage to capture the human dimension as well as Super Dimension Fortress Macross does. Science-fiction has always been an exploration of human interaction with technological advancement and the new and heretofore impossible situations such advancement makes possible. However, most are much stronger on the technology and impossible situations and much weaker on the human element. Like much of the very best science fiction (Babylon 5 and Firefly in particular spring to mind) Super Dimension Fortress Macross is strong on the human element. Thus, such themes as love and war are powerfully portrayed.