Movies & Entertainment News
Thursday June 14
Animation industry hopes for more grown-up 'toons
LOS ANGELES (Reuters) - From cartoon Avatars in the online
world "Second Life" to the characters in video games, U.S.
adults are embracing animation, say filmmakers, who see the
form growing up and away from Hollywood's family-friendly
cartoon staples.
Anime, the popular Japanese animation film format that is
often used to tell complex dark stories, has also been
inspiring filmmakers who think it could catch on with older
audiences.
"We used to hear that animation for adults wouldn't work,
but now all our competitors are doing the same," said Mike
Lazzo, senior vice president of Cartoon Network's Adult Swim,
the evening lineup of animated shows aimed at
18-to-34-year-olds, like "Robot Chicken" and "Aqua Teen Hunger
Force."
The latter has spawned the film, "Aqua Teen Hunger Force
Colon Movie Film for Theaters." Made for $1 million, it has
already grossed nearly $6 million at theaters since its April
opening and is being hailed as a cult hit.
"We think the same thing will happen with movies," Lazzo
said. "Hollywood loves success and can't wait to pile on
success. When Pixar started with 'Toy Story,' everyone began to
put an animated feature in production, if not three." Cartoon
Network is part of Time Warner Inc. TWX.N.
Cable network Sci Fi Channel has launched late-night anime
blocks, and some filmmakers are basing live action films on
anime and manga, the Japanese-style graphic novels upon which
anime is based.
Hollywood has already blended animation with live action in
films for older audiences like the gore-filled "300" and the
upcoming "Beowulf." The niche film "A Scanner Darkly" employed
animation, basing drawings on live-action characters.
In Asia and other regions, adults view all genres, from
action to romance to porn, in animated form. Various experts
see this as a big opportunity in Western markets.
"The spectrum of animated films is going to widen
enormously," said director George Miller, who scored an Oscar
with his animated film "Happy Feet," and is now writing and
producing an anime film.
UNLIKELY TO STRAY
"The influence of Asian cinema is creeping across (the
field) in a way that Hollywood mainstream has subsumed a lot of
film cultures over time," he said.
Making an animated film can cost anywhere from $1 million
to $100 million, but experts like animation historian Jerry
Beck believe big Hollywood studios are unlikely to stray far
from their family-themed fuzzy animal-filled successes.
"Hollywood likes to play it safe," said Beck. "It figured
out a formula years ago with 'The Lion King' and 'Little
Mermaid' and has only varied slightly from that. Our society
has for 50 years relegated comic books and animation to be kid
stuff."
Even an Oscar win for the Japanese anime film "Spirited
Away" did not elicit a huge response from Hollywood, indicating
that early attempts to make cartoons for mature audiences are
more likely to be done on a smaller scale and by independent
filmmakers.
"If we keep our costs down as we have, we can make riskier
choices, whereas the big studios (cannot because they) are used
to spending $100 million to make an animated film and another
$100 million to market it," said Lazzo.
Walt Disney Co.'s Pixar declined to comment on the subject
of animation for adults.
Ann Daly, chief operating officer for DreamWorks Animation
SKG Inc., said, "When we were a private company, we got
involved with anime by distributing 'Millennium Actress,' which
did a small amount of business. As a public company, that's not
our charter."
SMALLER SCALE
The company was spun off from DreamWorks SKG in late 2004
prior to Viacom Inc.'s purchase of the DreamWorks SKG live
action studio in late 2005.
Daly said while the animation audience has indeed expanded,
this fan base has not yet revealed itself to be a mainstream,
commercial audience. She said films aimed at older audiences
may work on a smaller scale.
"These kind of films could be financially successful if
based on a more modest budget," Daly said.
Executives at Japan-based Sony Corp. have firsthand
experience with both anime and video games, which they believe
are changing the viewing habits of adults.
"People in the film industry are trying to find the perfect
fusion of adult anime and the game world. I'm sure someone's
going to crack that code and when they do, it will be a big
business," said Andy Kaplan, president of International
Networks for Sony Pictures Television International, home to
Animax, a 24-hour anime channel in Japan, Latin America and
Europe.
"People are recognizing that animation as a medium is not
just a family product," said Yair Landau, president of Sony
Pictures Digital Entertainment. "I think there will be mass
market stories geared towards adults using this medium that
will succeed in the next few years."