Kuma Miko – 03

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Kuma Miko is a remarkable safe, enjoyable comedy that relies on the goofiness of its setting and central relationship for most of its humor. Previous episodes have hung close to Machi’s urge to leave her small rural nest and her challenge she must overcome to do so.

This week took an unexpectedly interesting look at how heritage itself must face the modern world. The result was clever, even if it wasn’t any funnier or more dramatic than before.

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In the opening act, Machi notices she’s gained a weight and attempts to co-opt ritual dance into exercise – complete with gym-coach style one-two-one-two dance music.

Natsu finds this a little sacrilegious at first but eventually bumps it up a notch further with a bear-based DJ session…that results in angering the mountain gods and bringing the rain.

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In the second act, the towns people have made 4 summer-style costumes for Machi to wear at the shrine. Machi is initially very excited by the prospect of seeing a new take on Ainu tradition, but quickly learns the costumes are all embarrassing to wear and make minimal nods to tradition.

The second costume in particular includes bear ears and a tail…

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What stood out: the bear clubbing session was fun and it added nuance and supportive nature to Natsu’s character. Some of the animations of Machi moving around on the floor were also above average. The throw away gag about learning the history of electricity at the open was also entertaining.

Over all, Kuma Miko is a low 8 but still an 8. It isn’t remarkable in many ways, as it generally plays it safe, but the humor and core relationship has a good hook.

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Re:Zero kara Hajimeru Isekai Seikatsu – 03

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Subaru is surprised to find “Satella” at the loot house before dark, but not for long, as he realizes her nature never changes no matter which timeline he’s in. She always helps the lost girl, then ends up tracking Felt down. However, just when Subaru is making progress mediating between the parties (by being nice to both), Elsa comes out of the shadows.

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Again, Subie uses his knowledge of Satella to summon Puck to shield the blade, knowing he’s still corporeal this time of day. But Elsa still manages to severely wound Old Man Rom. Puck and Satella launch a pretty-yet-terrifying counterattack with their green ice-like crystalline magic, but to no avail—like a cockroach, Elsa just won’t go down.

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During Elsa’s fight with Rom, Felt, Satella, and Subaru, she’s full of quips, and so is everyone else. As the blades and crystal saggers fly, so to does the juicy dialogue, which is just as sharp and satisfying as the action.

Subaru makes mention of how cool he is when he realizes he needn’t fear dead (since he can always start over at the vendor) but at the same time, really doesn’t want to die and have to start over, especially now that he’s made progress with both Felt and Satella.

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Satella goes down for a moment, but gets back up and helps Subie when she can from long range, while Felt is able to escape outside to call for help, which they’re going to need because Elsa is as relentless about disemboweling everyone as she is hard to kill.

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That help comes in the form of Reinhard, who is a resplendent model of ultracool fantasy hero timing, appearances, and dialogue. He doesn’t even take out his own sword, choosing instead one that’s lying around, so confident is he that he doesn’t need to go all out against the likes of Elsa, the “Bowel Hunter.” It’s also cool how Elsa knows him too, and is excited to see what he can do before she kills him.

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In a great bit of world-building even within this one loot house interior, Satella admits Reiny can’t go all out while she’s healing Rom. But when Rom is out of danger, she gives the go-ahead, and Reiny goes ALL OUT, launching a terrifyingly powerful attack that rends half of the bottle episodes bottle clean away. Outstanding presentation of an “overdrive” attack.

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Everyone celebrates the victory, until Elsa pops out of the wreckage, STILL not dead; only wounded. Fortunately, she chooses the better part of valor by retreating, but the fact she’s still out there with her chilling desire to disembowel everyone else is certainly…disquieting, as is the fact even that huge attack didn’t kill her.

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Her last attack is foiled by Subaru, who uses Rom’s giant bat to parry her blow, saving Satella in the process. When the coast is clear once again, Subie goes into self-aware fantasy hero mode, asking for something from his rescuee in return for his heroics: her name. She replies, Emilia, with just about the sweetest gosh-darn smiles of the Spring. A great little transaction.

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Even with all the twist and turns we’d experienced so far, Re:Zero still isn’t done yet, as when Felt finally produces the insignia she stole from Emilia to return it to her, Reinhard suddenly hardens his previously lenient stance (he’s off duty, so he’ll overlook theft) and formally arrests Felt, hitting her with a sleep spell when she resists.

Once again, the strong reaction from another world insider creates great gravity and significance for one innocuous-looking little piece of jewelry, like the name “Satella.” But this time, Subie didn’t call her by that name, got on her good side, and when the wounds Elsa made finally open, she heals him and prevents another reset.

I was really glad about that, because my heart nearly plummeted all the way down into the Central Dogma when it seemed like he was going to die. That said, I do hope Felt is okay—she seems to be a pawn in all this—and Subie and Emilia can secure her freedom without making Reinhard mad or getting the law on their backs.

Overall though, this week was simply a tremendous piece of entertainment. Succulent kick-ass combat, quick-witted, tasty dialogue that never felt in the way, and countless twists and turns that only added to the richness of the whole—this was the complete package.

And it was a brilliantly compact package at that, with 99% taking place in the confines of the loot house, without the setting ever seeming stale for a second. Eschewing the OP and ED were also a gutsy choice for what is just the third episode. Re:Zero is a must-watch Spring experience, and this was its best episode to date. Hopefully it keeps this up.

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Sansha Sanyou – 02

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Nicknames, olive branches, and sisters who are opposites – San-San’s second episode covers a lot, but at a gentle yet lively pace. We meet Serina, Hayama’s self-appointed rival, whom Hayama always makes a fool of with the sweetest demeanor possible.

Their verbal sparring is quite good, but so is the truce they reach when Hayama, who beneath the blackness within has a kind heart, offers a kitten to replace Serina’s last cat who died.

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After Yamagi insists Hayama and Futaba refer to his master as “Yoko-sama”, the nickname sticks, and it’s time for Hayama. When Futaba and Yoko learn her first name is Teru, I like how Futaba has a little fun with it before agreeing with Yoko it’s actually a nice name (and it is!).

The one who yells “Teru” in the hall is Teru’s own big sister Kou, who is part-angel, part-airhead, who likes putting strange combinations of health food ingredients into candy.

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The girls end up running into each other in the shopping district, where Yoko shows how serious she is about squeezing every penny (to their embarrassment) and Teru figures out that her (healthy, lucky) sister got on the health food kick in order to ensure her little sister—always sickly and unlucky as a small child—gets proper nourishment.

That doesn’t make her strange onigiri any easier to choke down, but Teru and Yoko choke it down nonetheless. For Yoko, wasting food is an insult and a sin; for Teru, she wants her sister to know she appreciates her care. San-San, like Shounen Maid, is pleasant low-stakes slice-of-life, but edges it out in cast chemistry and comedic pacing.

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Tonkatsu DJ Agetarou – 02

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The gist: Agetarou continues to draw connections between Tonkatsu and DJing, like how swirling pickles is like RPM on a tun table, or how he can deep-dive for rare groove records like pulling pickles from a the barrel.

Excited by all he’s discovered, Agetarou invites his classmates to his house for a DJ session. However, he has no equipment yet…

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Through a string of unlikely events, and through his friends’ family businesses, he ends up with all he needs and pulls off a great DJ session. Everyone is taken by his groove but it’s zoo loud 100 complaints are lodged and Agetarou s grounded for a week. Roll Credits…

TDJA remains completely ridiculous and profoundly ugly to look at and I’m in love. It isn’t even a funny. It’s funny that someone thought the jokes were funny.

However, It is unique and bravely absurd like the rare art-school style pieces to come before it.

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Flying Witch – 02

 

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Part travel guide to the magical world of the countryside, part cooking show, this week’s Flying Witch is leisurely and incredibly comfortable. I’ve never been so transfixed by a show with so little drama or humor and has no stakes at all.

What happened? Makoto finally makes it home from school on her own and spends a pleasant afternoon with Chinatsu-chan. Then the Harbinger of Spring arrives and poor Chinatsu is terrified by his mask and great size.

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Later, after learning about the Harbinger’s job (to bring spring) and receiving a gift of spring flowers from him, Chinatsu’s heart warms and she asks if he will return soon.

The second act is presented in 3 small parts. First, Makoto dreams that Nao is marked with a sign of great luck only to wake up, having no idea what the class is being quizzed on. Second, as they walk home talking about witch dreams, Kei stops and shows them Bakke growing beside the road, which they pick for dinner. Finally, Kei deep fries the bakke for Makoto to try while Chinatsu alludes to this being a sign of being an adult.

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Flying Witch reminds me of taking a casual walk with a friend in spring. It’s crisp, un-strenuous, and surrounds you with subtle details to admire and talk about. When picking bakke, Kei reminds us not to pick near utility poles because dogs pee there. While cooking bakke, Kei reminds us that the bubbles on our chopsticks mean the oil is hot enough to cook.

Slow bites, warm smiles, loving conversation.

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It’s worth watching: because each character feels ernest and specific. Its characters are cute, but not KAWAIIIIII over the top and when they are nice, they are nice, not absurdly selfless.

Its all so welcoming, there’s no reason to criticize it for a lack of overall plot, lack of conflict, or clear purpose. Flying Witch is just Makoto’s happy life, observed closely, as if we were sharing the space with her.

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Pan de Peace! – 03

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Fuyumi-chan’s family owns a bakery and the girls meet on the second floor each day to eat bread. Today they are eating red bean bunds and green tea melon bread.

Then the girls make a loaf of bread and agree to meet tomorrow.

…Roll credits.

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PdP is vapid and very little happens in each episode. This wasn’t a problem when it was introducing characters quickly. The brevity is a problem now that its trying to tell a story.

Either there’s not enough time for the slow burn story it wants to tell or PdP has no story at all and can’t even muster fluff to fill 3 minutes. Yes, it is produced well enough to sit through but there’s only cute here. No humor, no bread-otaku instruction, no drama.

No real reason to watch it unless you absolutely must see all cute girls being cute shows. (dropped)

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My Hero Academia – 03

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What is All Might’s quirk? It has been debated exhaustively on- and offline, and remains one of the world’s greatest mysteries. While the vast majority of those with quirks get them from birth, All Might’s is different: he inherited his powers of super speed and strength from his predecessor. And now that he knows the kind of heart and heroic drive Midoriya possesses, he’s ready to transfer his power to him. His quirk, then, is power transfer…One For All.

But it’s not that simple: Midoriya’s heartmay be ready to be a superhero, but his body is sorely lacking. All Might knows all about fitness regimes, and so sets up a comprehensive “American Dream Plan” to transform Midoriya’s body into something his to-be-inherited powers can work with. AM admits it’s a hard plan, but Midoriya does not waver in agreeing to it…then going above and beyond.

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His first mission as a hero is to clear a beach of washed-up and illegally-dumped trash—most of it quite heavy—as an act of selfless service, of the kind heroes used to do before so many villains showed up to keep them busy. So begins Midoriya’s ten months of hell, presented in Rocky-style montage form.

At first, Midoriya can’t do much of anything, but he keeps going…pushing more, pulling more, running more, eating more, and enduring the physical toll. At the same time, he has to keep his grades up to keep his hopes of enrolling at UA alive.

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Seven months in, All Might notices Midoriya has simply hit a wall, but not because the plan is too tough: Midoriya has been going far beyond the proscribed plan, and falling victim to overwork. AM adjusts the plan accordingly to allow for a little overachievement without burning out.

On the dawn of the day he’s to report to UA for his entrance exam, Midoriya stands on the tiny pile of wreckage that is all that’s left on an otherwise gorgeous, spotless, beach, and roars at the sunrise. Moved by this sight, AM suddenly transforms into this public visage to exclaim “Oh My Goodness!” (much like Franklin often does at the RABUJOI main office).

He also makes sure that on the eve of achieving hero-hood, Midoriya understands there’s a difference between being lucky to receive something (i.e. AM’s powers) and being given those powers as recognition of his hard work. And he has worked hard.

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Now all he has to do is eat one of AM’s hairs (gross) and the real hard part begins: getting into UA. While on his way in, he crosses paths with Kacchan, who he’s noticed has not bullyed him once since the incident with the sludge monster. He also encounters a cute retro girl who saves him from tripping on his feet with her anti-grav quirk.

After an uneventful orientation, the examinees are split up into groups and sent to various walled-off model urban battle centers, in which they will engage in a mock battle to see who can amass the most points from destroying simulated villains.

It’s pretty much a video game, only using their real abilities. And interacting with or harming fellow examinees is prohibited, though I’m reasonably sure there will be interactions in there. Midoriya has come a long way in a short ten months; I look forward to seeing how he fares—and what bonds he’ll forge—in that battle center.

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