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Ghost in the Shell - Wikipedia, the free encyclopedia

Ghost in the Shell

From Wikipedia, the free encyclopedia

Ghost in the Shell (攻殻機動隊 Kōkaku Kidōtai?, translated as "Mobile Armored Riot Police") is a Japanese cyberpunk manga created by Masamune Shirow, and first published in 1989 in Young Magazine. A sequel, Ghost in the Shell 2: Man/Machine Interface, was released in 2002.

Over the years, the manga series has been adapted into the following: three anime films—Ghost in the Shell, Ghost in the Shell 2: Innocence, and Ghost in the Shell: Stand Alone Complex Solid State Society; and two anime television series—Ghost in the Shell: Stand Alone Complex and Ghost in the Shell: Stand Alone Complex 2nd Gig; all produced by Production I.G, along with one PlayStation game, one PlayStation 2 game, and one PlayStation Portable game.

Contents

[edit] Setting

Cyborg shell
Cyborg shell

Ghost in the Shell is a futuristic police thriller dealing with the exploits of Motoko Kusanagi, a member of the covert operations section of the Japanese National Public Safety Commission, Section 9, which specializes in fighting technology-related crime. She may be named after one of the three Imperial Regalia of Japan and Shirow makes reference to them at the end of the second manga. Although supposedly equal to all other members, Kusanagi fills the leadership role in the team, and is usually referred to as "the Major" due to her past rank in the armed forces. She is capable of superhuman feats, and bionically specialized for her job — her body is almost completely mechanized; only her brain and a segment of her spinal cord are organic.

The setting of Ghost in the Shell is cyberpunk or postcyberpunk, similar to that of William Gibson's Sprawl trilogy. More than other cyberpunk authors, however, Shirow focuses more on the ethical and philosophical ramifications of the widespread merging of humanity and technology, the development of artificial intelligence and an omnipresent computer network set the stage for a reevaluation of human identity and uniqueness. Kusanagi and her colleagues face external threats and also suffer internal conflict over their own natures.

[edit] Works in the series

Ghost in the Shell has different mediums, all of them having a separate and alternate plot. For example, the theatrical movies do not occur on the same timeline as the Stand Alone Complex movie, which is based on the TV series.

[edit] Manga

A continuation of the first manga can be found in the second manga series entitled Ghost in the Shell 2: Man/Machine Interface. Ghost in the Shell 1.5: Human-Error Processor includes a series of stories originally intended to be serialized in the initial print of Ghost in the Shell 2: Man/Machine Interface.

[edit] Films

Ghost in the Shell has been adapted into numerous anime adaptations, all of which were produced by Production I.G.

The series was first adapted into a theatrical anime film adaptation in 1995, entitled Ghost in the Shell, directed by Mamoru Oshii. The film was followed by another theatrical movie sequel, Ghost in the Shell 2: Innocence, produced in 2004, which was also directed by Oshii and places the character of Batou in the lead role. A third film, Ghost in the Shell: S.A.C. Solid State Society, was created after the TV series and directed by Kenji Kamiyama. This film, however, is based on the TV storyline and does not connect with either of Oshii's works.

As of 2008, DreamWorks acquired the rights to produce a live-action film adaptation of the original manga with Steven Spielberg tipping the scales in DreamWorks favor. So far, Avi Arad and Steven Paul are confirmed producers and Jamie Moss will be adapting the manga into a screenplay.[1]

[edit] Television series

The series has also been adapted into an anime television series, Ghost in the Shell: Stand Alone Complex, which was carried on into a second season, Ghost in the Shell: S.A.C. 2nd GIG, and was followed by a film, Ghost in the Shell: S.A.C. Solid State Society, which premiered on the SKY Perfect satellite television network on September 1, 2006. The Stand Alone Complex series is directed by Kenji Kamiyama, and follows an alternate and separate storyline from that of Oshii's theatrical film adaptations and Masamune's original manga. The TV series expands further on the careers of Motoko Kusanagi and Section 9, and also retains more elements from Masamune Shirow's original manga than Oshii's feature films.

[edit] Novels

[edit] Video games

A PlayStation game was released in 1997, developed by Exact and published by THQ. A second game bearing the anime TV series title Stand Alone Complex was released in November 2004 on PlayStation 2, developed by SCEJ and Cavia and published by Bandai. A game of the same name developed by G-Artists and published by Bandai was released in 2005 for PlayStation Portable, but this is a sequel to the PlayStation 2 game, with a completely different storyline, setting and gameplay.

[edit] Anime Timeline

The movies and TV series are set in alternate universes. Ghost in the Shell is set in 2029 AD and Ghost in the Shell 2: Innocence takes place 3 years after in 2032 AD. The television series starts off in the year 2030 AD. This also explains why the two movies are located in Hong Kong[citation needed] and the TV series in Japan. However, the third film Ghost in the Shell: S.A.C. Solid State Society follows up on many of the events that ended the second season Ghost in the Shell: S.A.C. 2nd GIG.

[edit] Impact and influence

Major Kusanagi using thermal-optical camouflage (from Ghost in the Shell: Stand Alone Complex)
Major Kusanagi using thermal-optical camouflage (from Ghost in the Shell: Stand Alone Complex)

The Wachowski brothers, makers of the Matrix trilogy, have commented on the influence of Ghost in the Shell in an interview.[2] Producer Joel Silver also stated in an interview on the Animatrix DVD that he was shown the Ghost in the Shell movie during a pitch from the Wachowski brothers to indicate the style and look of the film they wanted for The Matrix.

[edit] Academic influence

Ghost in the Shell was analyzed together with William Gibson's book Neuromancer in chapter 4 "Orienting the Future" of Wendy Hui Kyong Chun's book "Control and Freedom - Power and Paranoia in the Age of Fiber Optics" (2006, The MIT Press). She looks at the aspect of high-tech Orientalism put forth in both works.

[edit] References

[edit] External links



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