![]() Production IG had hit the same problem Lucas had hit with the Star Wars prequels – when you’re making heavy SFX based science fiction, your work is always going to look dated. ![]() Some of the cityscapes looked uninspiring – perhaps – in comparison to the epic computer rendered vistas of GiTS 2. The computer displays in GiTS started to look outmoded by today’s standards, let alone compared to the future they were meant to predict. At times they looked like different worlds. Suddenly, you could run the two movies and – arguably – something didn’t look quite right. And while these displays had been the only thing to be rendered by computer in the first movie, the sequel employed CGI in nearly every scene. And with these new technological changes came aesthetic ones Oshii switched palettes from green and blue tones to more deep, orange ones, and the computer interfaces and displays that are such an important part of the GiTS environment became more sophisticated and refined as the software used to create them got cheaper, quicker and maturer. In this time the tech teams at Production IG focused on becoming the masters at seamlessly merging CGI imagery with conventional hand drawn animation, with GiTS 2 being heralded as the pinnacle of this across the industry. In the nine years between GiTS and GiTS 2: Innocence technology changed. The ‘problem’ – if it is really one at all – is the issue of progress. So it was that I found myself, on the first morning of 2009, sitting down to watch one of my favourite movies of all time again, but instead of being filled with the usual satisfying feeling of anticipation, I was gripped with something nearer to dread. ![]() Well, the Blu-ray of GiTS 2.0 (not to be confused with GiTS 2: Innocence, which will also be referred to a lot in this piece) hit Japanese stores a few weeks ago, and via sources that I’m not at liberty to identify I have managed to get my hands on a preview copy – months before the (still yet to be confirmed) UK release. Some of you might remember my concern back in June when I first reported on Production IG’s planned visual update to Oshii’s 1995 classic Ghost in the Shell. ![]()
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