All art forms are, in a way, a "game" naturally endowed with a certain number of rules and expressive possibilities in which the tendencies of denotation and connotation are opposed, that is, merely implicit suggestion, on the one hand, and explicit and largely unequivocal affirmation on the other. It is, therefore, only in a very unfortunate way that one can assert, as has often been asserted, that as a general principle of art one should not "tell" but only "show" ("show, don't tell"). This stubborn, blind and insensitive maxim presupposes ignorance of one of the most basic foundations of all expressive capacity, namely, the fact that there are different levels of clarity and exactness in communication, that each of these levels is merely a tool at the disposal of the artist and their aesthetic aims (and it is not advantageous to dispense with tools, since each has its own utility and specific excellence), and that each of them – that is, each of the levels – presupposes the other and needs the other because its own communicative virtue depends on the dialectical opposition that is made effective by alternating different ways of saying different things. Thus, a novel, for example, in which nothing was explicitly stated and a myriad of plausible notions and ideas were insinuated would lose all its effect, that is, the power of suggestion would be wasted since these notions and ideas could not be contrasted with the precise facts from which they would derive their expressive power. Alternatively, a novel consisting exclusively of data that is indubitable from the point of view of the narrative would be tedious and hardly a work of exceptional artistic value.
But this principle, which applies to suggestion and explicit statement alike, also applies to "telling" and "showing". A narrative in which everything is "shown" and nothing is "told" gets lost in insignificant phantasmagoria, deprived as it is of a communicative center of gravity, of a solid factual foundation upon which to build the different floors of the communicative edifice, which become more diaphanous and sparse the higher one goes, just as a narrative in which everything is "told" and nothing is "shown" may constitute solid foundations for a good building, but will never reach the lofty heights of the artistic skyscrapers that are humanity's great literary works.
This is how, accordingly, one should analyze the contraposition of reality and appearance in anime-style media, a theme that encompasses this problem although it easily transcends it, and it transcends it because, among other things, it incorporates aspects that do not merely concern aesthetic theory and artistic creation. It is in this way that we encounter, for example, the exuberant, sensual, eye-catching and visually seductive quality of anime-style media which, in promotional art, wallpapers and the many drawings we can find on the web, seems to suggest a desire for escape, a wish for exile from the "real world" and a search for refuge in the boundless flight of imagination as manifested in the distinctive characteristics of the otaku subculture and, more recently, internet culture in general. When we see this art form we are often tempted by impossible architectures, fantastical worlds, supernaturally blue or excessively starry skies, beautiful characters and picturesque scenes, but the apparently all-encompassing dimension of the artistic flight, with its purported profundity, quickly reveals itself to be illusory, especially when we examine the work in detail and more closely, insofar as we notice, for example, that the technique tends to be, in general, "impressionistic", i. e., that it constitutes a good portrait when viewed from afar, but that, when evaluated closely, it is perceived to lack detail, to present many bombastic but statically arranged colors, suffering very few variations and dominating the composition in a simplistic way, that the very stroke, the form and the general manner of portraying objects are simplifications, the result of custom, of previously standardized practice aimed at accelerating the production process and cutting costs.
Liberation in the virtual world is therefore revealed to be a false liberation, and its consciousness a false consciousness. The promised freedom is vain, transparent and insubstantial precisely because the anime style "shows", "shows", "shows" and hardly "tells" anything. It is a two-dimensional illusionism that, through its simplistic yet explosive and attractive colors, provides only an appearance of depth and liberation, merely enough to hook a certain segment of the public and keep them tied to the same clichés and tropes that are repeated tediously with almost no variation whatsoever.
But, as always, mass art spawns, albeit in a very limited way, a remedy for its own defects and deficiencies. Aware of the limitations inherent in this type of animated and drawn picture, the artists behind anime-style media invented what is their most powerful and captivating creation, the supreme product of the sensuality of illusions and illusion-making – which is visual art in its most fallen, subservient and brute form –, that is, the famous eyes. The anime-style eyes attract us and make us momentarily forget the simplicity and bidimensionality of the surrounding pictorial world, such is the effect of their form and their chromatic abyss, and their constant presence in all kinds of anime-style media redeems the sins of the formally and colorically unfaithful reproduction of three-dimensional reality, stabilizes contrasts, mitigates the contradictions of the invented fictional world and always draws our attention to the fact that, beyond the superficial world of animated illustration, there exists another, supposedly deeper world, the reality of the characters' plot, which is as if it resided precisely in those eyes, in that chromatic abyss that is incommunicable, that can only be suggested, never even "shown".
The deepness of the eyes is the most genuine thing anime possesses. It's the anchor and the key element of the entire style. It's thanks to them that the often absurd plots, events and dialogue of anime-style media pass for plausible and descriptively acceptable narratives, occurrences and speeches, but their effect is only enough to mask the illusion, not to completely resolve it. A simple visual element doesn't save a narrative that is inverisimilar, convoluted and emotionally inflated, nor does it intend to. Rather, anime-style media seeks to transform its illusion into reality and its appearance into verisimilitude as much as possible because, the more it manages to convince the audience that its illusion is reality, the more it will persuade it that its pretended liberation is real, that its supposed consciousness is true. Anime-style media thus becomes an instrument of alienation and false consciousness.
The greatest proof of this is the pseudo-intellectualism present especially in visual novels, something that aims precisely to achieve the transformation described above, distancing the consumer, at least momentarily, from true knowledge and the true pursuit of wisdom. Add to this the immense catalog of seemingly profound words and phrases in languages such as Latin, German, Greek, French and Italian that adorn the titles of countless visual novels and that have no deep connection to the plot unfolding and the superficiality of the genre will be perfectly understood – a superficiality that is always sought to be masked. Indeed, philosophy and thinking itself have rarely been so outraged and vilified as in the grotesque representations of intellectual activity, such as they appear in certain visual novels, which in the end are nothing more than another way in which anime-style media producers try to mask the kitsch aspect and the commodity nature of their own products for the sake of commercialization, but the visual novel still emerges as a mere object and, for that very reason, as an inferior form of art.