Hitsugi no Chaika – 02

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In addition to serving up a delectable buffet of thief/ninja/saboteur action, acerbic brother-sister banter, and giant steampunk tanks during the severed hand heist and the escape that followed, this episode provided us with more context about Chaika and the world, as well as trigger the commencement of the grand journey that lies ahead, to which I for one am very much looking forward.

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Contrasting viewpoints were as numerous as backflips herein: Abarth may be a hero to many, but the Acura siblings see him for what he is: selfish, arrogant, vindictive, and a would-be murderer of children. The un-murdered child in question, Chaika, is seen as a threat to peace in Verbist, for the simple reason that she’s the daughter of the “Taboo” Emperor Gaz.

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Gillette’s team of valiant badasses (who nonetheless get schooled by the saboteurs) seek to apprehend Chaika and the hand to preserve the peace they’ve won, but we learn the only reason Chaika is after her father’s remains is so she can give him a proper burial. But as simple as that task may seem, the nature of the man she seeks to make whole, and the sheer scale of outside opposition to her actions, means it won’t be an easy task to complete.

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In fact, it probably would have been impossible for Chaika alone. I like the equitability in the Acuras siding with her: she’s getting much-needed support in her quest, while they’re escaping the boredom of their postwar existence. They are what they are—sleek, intelligent, efficient weapons. Tooru is tired of hanging on the wall getting dull and rusty.

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With the arrival of Chaika in his and Akari’s lives, they’re suddenly useful again. These are all motivations I can get behind, and I’m on board with the burial goal, but as they collect(read: steal) more parts of Gaz, we’ll see if Abarth and Gilette turn out to be right. Even if Chaika has the best of intentions, it’s possible Gaz conditioned her to unwittingly aid his eventual resurrection…which I’m guessing wouldn’t be good.

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No Game No Life – 02

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Rock-Paper-Scissors is a very simple game, and a lot of psychology goes into its play. Stephanie Dora loses because she gets lost in analysis of her own strategy, and doesn’t consider the fact that Sora has a pretty good idea what it is. She fails to figure out that he had it all figured out, and loses. But the win isn’t particularly impressive (and Steph’s inner strategizing goes on a bit too long for my taste), because as Sora says: there was no way she was going to win; she’s just too emotional and easily riled.

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She was also coming off a fresh and devastating loss to Kurami and wearing nothing but a sheet over her panties, which couldn’t have helped her confidence. Sora may not have gotten a challenge, but he didn’t want one: he merely used a bet with Steph to test the power of the ten pledges. When he commands her to fall in love with him, she falls under his spell, but only intermittently. I liked the idea of the pledges being that ironclad, but it stumbled a bit in execution, Steph’s constant smashing of her head against things in an effort to shake off the spell got a little old after a while.

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That being said, I appreciated the manic energy both Hisaka Yoko and Matsuoka Yoshitsugu brough to Steph and Sora, respectively. Lest we forget, Sora’s not a normal human being, nor is Shiro; a point beautifully reinforced when they grow too far apart from one another. That intense co-dependence may make a future romantic pairing between Sora and Steph a bit tricky, but on the flipside, their absolute trust in one another makes them such a powerful gaming duo, Steph starts to believe they could be the key to saving the kingdom of humanity. More to the point, Sora’s thinking big, aiming squarely at the throne.

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