Hello everyone, and welcome back to Wrong Every Time! Today I’m thrilled to return to Big O, a turn-of-the-millennium classic that combines noir storytelling tropes, art deco and gothic architecture, and lumbering super robots to arrive at something totally unique, yet roughly reducible to “giant robot Batman.” Using his titular robot companion, negotiator Roger Smith managed to save the android Dorothy from a gang that wanted to make use of her much larger sister, thus ending the show’s two-part introduction on the formation of Roger’s full negotiation team.
Though the narrative parallels and stylistic similarities between The Big O and the much-loved Batman: The Animated Series make comparisons inevitable, The Big O’s first two episodes emphatically demonstrated this is a show with its own wide array of formative influences. The Big O’s action setpieces embrace a style of slow, impactful movements that feels heavily reminiscent of classic kaiju battles, with shots cast through windows or upwards from the city streets, vividly emphasizing the unimaginable scale of giant robot battles. Its music calls back to the early 20th century film styles it’s emulating, while its robot designs combine playful super robot anthropomorphism with imposing gothic arches and buttresses. And even though they weren’t actually spearheaded by the same Sunrise substudios, it’s hard to shake the sense of Cowboy Bebop’s ghost in Paradigm’s dirty streets and huddled passerby (particularly when combined with Steve Blum’s iconic leading voice). But influences aside, The Big O’s first two episodes were plain and simply excellent television, and I’ve wasted more than enough breath getting us all caught back up. Let’s explore The Big O’s third episode!
