With most of the characters introduced, the plot gets a chance to thicken this week, as a mystery surrounds Aoba and Ren’s impromptu trip to Rhyme, and none of his elaborately-dressed buds can shed any light on it. There’s a ton of questions asked, but its slim pickings, answer-wise, which combined with the leisurely pace of this episode, made it more of a drag than the first.
The entire first half consists of a rehash of the Rhyme battle with that annoying bunny thing, which I really didn’t need to see again. Turns out the outdated Ren’s initial attacks are no match for the foe, but Aoba instinctively busts out some kind of orders that win the day. He wakes up where he passed out, is excused from work, and goes home to rest and repair his Allmate. Things are very slice-of-lifey.
That’s not a lot an awful of ground covered, by the standards of some of the better-paced shows out there, but it’s also arguably admirable the show is still keeping its cards close, preferring to show Aoba interacting with his friends and grams more and let subtle clues trickle out one by one. It’s obvious, for instance, that Aoba has played Rhyme before; he even has a handle: “Sly Blue.” The popularity of Rhyme is also sapping the ranks of real-world gangs.
But due to an unspecified “accident” a while back, Aoba’s memories must have been messed with, the same way the data in Ren was damaged. He also must have been a player of no small accomplishment, since he not only seems to have some antagonist on his trail, but also has an apparent fan who reverently calls him “master”—that’s Clear, the gas-masked fellow we thought was behind that first battle but turned out not to be. In any case, Aoba’s a popular guy right now, and there’s a lot more to him than even he knows.