Pokemon, or, rather, Pocket Money
First things first. To state what should be obvious to
anyone over, say, the age of twelve, Pokemon The Movie 2000 is simply awful. The story is
simplistically moralistic, the animation lacks the
finesse of much recent computer animation, and those
adorable little "pocket monsters" are maddening
throughout. Being largely unfamiliar with the entire
Pokemon craze, I was dismayed at the limitation of the
monsters' linguistic abilities (they repeat their own
names with various "emotional" inflections), finding
them most annoying. If I hear little Pikachu say
"pikachu!" one more time, I am definitely going
postal.
However, that the film doesn't hold that much appeal
to me is hardly surprising, and in the end immaterial.
Neither those hordes of kids whose world is wrapped up
in Pokemon, nor Pokemon the commercial enterprise
really care whether I like it at all. As long as those
kids spend their weekly allowances or
wheedle the money out of their parents' pockets
to fill the coffers of the
Poke-corporation, the international obsession
will continue. And if the sneak preview screening I
attended, which was filled with adoring children, is
any indication (as I am sure it is), Pokemon The Movie 2000 (or, P2K) will assuredly fulfill its
capitalist duty.
Just as my own interest is of no consequence to
Pokemon, so too is this film's story irrelevant to its
success. In it, Jirarudan, an evil Pokemon collector,
aspires to capture Moltres, Zapdos, and Articuno, the
Pokemon avatars of, respectively, fire, lightning, and
ice. Such an action will upset the elemental balance
the three monsters maintain, thus releasing Lugia, the
sea beast, whom Jirarudan will then also capture, and
so become the most powerful Pokemon owner in the
world. His plan, of course, threatens the peace and
security of the world. And so it is up to Ash, Misty,
and their gang of friends and pocket monsters to stop
Jirarudan and save earth. Well, there you have it.
Really, the film uses this thin storyline to introduce
new monsters and thus kick the Pokemon economy up a
notch: most specifically, it introduces Pokemon #249,
Lugia, the telepathic, flying sea-serpenty
creature.
If the relative merits of the film as cinematic
achievement are meaningless, it may still be important
to ask of this massively popular phenomenon, what is
it teaching/telling kids? In the case of Pokemon The Movie 2000, the lessons taught (be good, help your
friends, respect elders and tradition, etc.) are
undermined by two things: first, the system of gender
inequality the film supports, and second, the film
contradicts its own ethics and fails to make clear
what constitutes moral behavior. The movie suggests
that ethical action is merely narcissistic, that one
really only need "be good" in order to gain the
approval of others. And it confuses (or, rather,
refuses to give) distinct moral valuations, so that it
is impossible to assert with any confidence who is
being "good" or "bad."
One of the more refreshing aspects of the Pokemon
cards, cartoons, and movies is that they feature girl
characters who appear very independent as they gad
about the world in search of adventure with their boy
counterparts. Unfortunately, this is true only on the
most superficial level in P2K, where the girls are
soon shuttled off to the sidelines. For instance,
Marin, the orange-jump-suited girl who
captains the boat that takes Ash, Misty, and company
from place to place, is quickly disappeared once they
no longer need the boat. Even when she is playing
captain and even though she seems resourceful, Marin
lets the much younger Ash do whatever he wants and
unquestioningly follows his will. When it does focus
on its girl characters, P2K essentially tells them
that they should shut up and stay in "their" place,
just as it tells the boys it is their duty to go out
into the world and in the process, sever ties with
their families. More succinctly, the film follows
traditional patriarchal logic and confines girls/women
to the domestic sphere while boys/men inhabit the
public.
While cruising around the South Pacific, Ash and his
friends are blown off course by a freak storm that
lands them at some island whose name I could never
catch. It seems they have arrived just in time for
the "Legend Festival," a ritual in which all the local
children perform. The chief's youngest daughter,
Melody, assigned to play this year's lead, is at first
profoundly uninterested. She tells her fellow
islanders that the tradition is musty and boring, and
they should really get with the times. When we first
meet Melody, she is plucky, assertive, and modern,
wearing wide-leg trousers, a cropped top, and
headphones. However, things quickly change; once she
dons the ceremonial girly garb, she's is transformed
into an obedient daughter and embraces her culture's
gendered traditions. Of course, Melody's capitulation
is due to her burgeoning crush on Ash. Similarly,
Misty, Ash's sidekick and clear proto-romantic
interest, learns the necessity of heterosexual
identification and that her own identity is validated
through her association with one boy/man. For most of
the film, Misty is quite self-reliant and
resistant to any sort of romantic link between her and
Ash, strenuously repeating that Ash is not her
boyfriend. But as her relationship with Ash is
threatened by Melody, Misty becomes jealous. In the
end, she risks her life to save Ash and claims her
identity as his girlfriend.
The film follows a similar logic in its representation
of boys and masculinity. Ash is the perfect "little
emperor," headstrong and fiercely autonomous, always
taking charge of the situation and leading the girls
and monsters wherever he chooses. It's not necessarily
that Ash is a bossy bully-in-training,
but rather that the film assumes his desire and right
to lead, to be the
hero. Hey, he's the boy. Ash's authority is further
illustrated in his relationship with his mother. We
first see her at home, worried sick about him as
global trouble starts to brew. When she realizes that
Ash will be at the center of the apocalyptic storm,
she rushes to be with him, but only reaches him after
he has saved the world. Still, she chastises Ash for
ignoring her feelings, then relents, conceding that
she can't control him or his destiny. All she asks is
that he remember that "Everyday, you're my hero." A
friend of mine wondered whether this
mother-son relationship might be influenced by
the hyper-patriarchal Japanese culture that
spawned the film and phenomenon. This certainly may
be so; however, the fact that the film will be popular
globally suggests that these sorts of representations
go almost entirely unchallenged. Indeed, most people
probably won't even think anything is amiss.
The second major problem with P2K is its principal
moral lesson, facilitated by "Team Rocket." As bad
guys, siblings Jessie and James (Get it? They're
outlaws!) Rocket demonstrate the propriety of the
film's gender norms through negative example. The
self-assured Jessie is a "bad" girl, just as
the
dissipated, ultra-sensitive, and passive James
is a "bad" boy. As if this weren't dismal enough, the
Rockets also impart the film's confused notion of
ethical action through their "transformation" into
do-gooders by film's end: "We're not bad," they
say, apparently surprised at themselves. "We're good."
Still, they fret that no one has witnessed their
Ash-saving deed until, in a moment of
self-awareness, a Pokemon informs them that
someone has seen them, and all three characters look
out at the audience. We are the witnesses to their
transformation. Apparently, being good only counts
when someone sees it. Is this the ethics of good
behavior we want kids to be learning?
Defenders of Pokemon assert that the game teaches kids
moral judgment. While this might be true for the
trading card game, it is far from true for Pokemon The Movie 2000. Perhaps a distinction should be made
between Pokemon the trading card game and this film.
As I understand it, the Pokemon trading card game can
be quite complex, requiring participants to synthesize
a host of information about the various monsters,
their powers, affiliations, etc. Indeed, this was
driven home for me at the screening I attended, as a
boy in front of me gave his clueless father the name
and general character sketch for each monster as it
came on screen. In addition, then, to teaching kids
moral values, Pokemon also encourages imagination,
creativity, and memorization, as well as logical and
analytical thinking (in the relations of monsters,
their relative strengths, etc.). This can only be a
good thing.
Pokemon The Movie 2000, however, shares no similar
instruction; instead, it promotes gender inequality
and contradictory ethical lessons. In the end, P2K
spurs children to consume more product, in order to
perpetuate the Pokemon global dominion. The film
itself is shameless in its self-promotion. The
evil collector Jirarudan, after he is finally
defeated, rises from the wreck of his ship with only
his first Pokemon card intact. As he
looks wistfully at this card, he says, "And where it
all started, so will it all begin again." Indeed.
Just as Jirarudan's interest begins with a Pokemon
card and leads to his obsession to possess all things
Pokemon, so too does the film move its young viewers
to desire all Pokemon peripherals. No doubt this
final scene with Jirarudan will be connected to the
"all new mysterious, double-sided, holographic
Ancient Mew" trading card that will be handed out for
free at participating theaters the first week of
Pokemon The Movie 2000's run. Here's your first
card for a whole new trading card game, kids! Consume!
Consume!! In the end, and this should be nothing
surprising, Pokemon stands not for "pocket monsters"
but "pocket money," as in, if you are a parent, kiss
yours goodbye.