Digimon Tamers (2001–2002)
8/10
Expands the horizons of this franchise with a darker tone and knock-out final act
18 January 2015
Warning: Spoilers
Digimon Tamers is the first reboot in the Digimon franchise, which came with the obvious intention of taking things in an entirely new direction. Some liked it and others were resistant, a rather typical reaction for a project of this nature. However, time has proved favorable towards this series, currently hailed as at least one of the franchise's finest products. Admittedly, I too have experienced an increased appreciation for it. While I would not go so far as to call it the best that Digimon has to offer, there is much about it that is exemplary.

"Tamers" is not really an adventure story so much as it is a tale of technology on the loose. That it is not driven by its characters leaves it a little short of its predecessor, but it can definitely be seen as the boldest in its own line. In such things as government agencies and true artificial intelligence, a different perspective is evident. The final act is largely responsible for this, representing some of the finest work that has been seen in Digimon, with plenty of apocalyptic scenery and tense moments that befit the building resolution. Such elements as the origins of Calumon and the purposes of the Devas receive welcome exploration here, yielding the most complete exposition on the history of the Digital World. Not to mention, the most interesting subplots, such as those of Impmon and the Monster Makers, finally pay-off. The rest of the series, in contrast, has a discernably rough time finding its footing, since many details are choppy in their presentation, brushed to the side in favor of the drawn out antics of the kids. Even as a person familiar with the details, I found various developments somewhat difficult to follow or, for that matter, care about, which seriously hurts the momentum. Truth be told, "Tamers" feels quite stagnant for the majority of its first half, and even after the group travels to the Digital World with an actual objective, a sense of meandering perseveres.

I suppose I was initially somewhat harsh towards the characters, but I had my reasons. One can definitely see the realism that the writers were aiming for; the characters here watch the digimon series, play the card game and are treated like misfits for it…not unlike real fans. But despite this approach the Tamers themselves are strangely distant. They lack the charisma of the original cast and are plagued by unsubstantial minors. Consider Kazu, Kenta, Suzie and Ryo, all of which could have been erased from the series with no real consequence, whether it be for the narrative or for the other key players. One would think the central trio would fare better, but I cannot say I was terribly enthusiastic because, despite their considerable screen time, the development is quite deliberate or murky. With the exception of Rika, there is a scarcity of truly pivotal moments in the history of these guys, making their growth more mechanical than earned. For example, Takato's mostly goes through the routine process of becoming braver by taking part in more fights, not experiencing any crucial ramifications until about 34 episodes into the series. Rika is the most fascinating lead to watch because she is dynamic and proactive, a person of action, a sharp contrast to most of her acquaintances, particularly Jeri.

Interestingly, the supporting cast of adults and digimon actually outclasses the main one. The digimon partners themselves benefit from distinct, likable personalities. In fact, a good case can be made that much of the investment made in the tamers actually stems from their connection with their digimon. The same goes for the adult characters, which actually come across as mature, competent individuals, even if the parents' part of the story never receives enough focus to be fully capitalized on; repetition does not equate with progress. Janyu is more intriguing than Henry, and even Jeri's father makes a greater impact than her with only a small fraction of the screen time. The standouts, though, are Impmon and Yamaki. Theirs are stories of mistakes, consequences and resolution, stories with true poignancy and arguably what brings most of the humanity to this series.

The principle asset of Tamers lies in its visuals. To date, nothing else in its own line has found the correct synergy between a traditional style and the distinct style of this franchise. The grim atmosphere that pervades many of the episodes is exceedingly appropriate and bolstered well by the shades of color, while the reduction of recycled footage increases the excitement of the monster battles. By and large, this is the most well-animated of the seasons. The writing is more mixed. I don't refer to the dialogue and humor, which have become more refined; I refer to the major themes. Sure, there are many classic sci-fi themes present, such as the nature of A.I. and evolution, but these have been done much better in past works. There aren't any new insights concerning the ramifications of A.I., and any time questions of this affect the kids it feels tacked on and unnecessary. None of this reveals any convincing, unsettling aspects of humanity; even the D-Reaper's claims of humanity are too tethered to Jeri's history to be taken seriously. Does it bolster the mechanics of this world? Yes. Does it work as a set of applicable ideas? Not really.

Digimon Tamers, to me, heralded the twilight of the franchise as the last worthy outing before things simply lost direction. It was a bold move giving it this style, and all seasons since have not exhibited the guts to attempt anything comparable. All in all, Digimon Tamers is an entertaining and versatile series that demands a bit of patience, but ultimately delivers and has its place as the second best of the franchise.
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