Orange – 11

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After the sports festival ended with a kiss, the next hurdle in the battle to save Kakeru is Christmas Eve and New Year’s. Specifically, Naho wants to avoid a fight she believes may have led to Kakeru closing his heart and taking his own life not long afterwards. Suwa later comforted her that night, and also confessed to her, leading to the future where they married and had a kid.

It makes sense for Naho to want to avoid getting in a fight with Kakeru on New Year’s, but this time her letter was a lot more vague about what exactly she could do.

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After a relay race win that was a team effort for her and her friends, she’s on her own again, and Suwa is more concerned with keeping himself out of the equation all together: no shrine visit, no comforting, no confession.

Hagita wonders if changing the future to such an extent is really okay and right…but Suwa sees it another, more quantum way: the minute they got their letters from the future, they were no longer in the world that led to that future. They’ve on off on a tangeant that will result in a new future, while that old future will continue on unaffected.

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Temporal technobabble aside, nothing Suwa does or doesn’t do matters in the end. In the end, Kakeru wants to go home to his grandma, and Naho asks if he’d stay a little longer, assuring him his grandma will be just fine. That confident assertion sets Kakeru off. He rejects Naho’s notion one can simply decide things will be okay, because he thought that way about his mom before she took her life.

He still blames himself for her death, which means Naho is only able to do so much; she’s no therapist, and it’s possible no words she could have come up with, up to and including a prompt apology for angering him, would have done any good. Suwa comforts her again, but skips the confession, instead urging her to go after Kakeru.

But when she calls Kakeru, he smashes his phone, clearly fed up with talking. Naho, Suwa & Co.’s best just wasn’t enough to avoid history from repeating itself. Here’s hoping there’s still a way to salvage this mess.

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Re:Zero kara Hajimeru Isekai Seikatsu – 24

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So, the first attempt to save the village and take out the Witch’s Cult was met by some mishaps, such as the time-consuming misunderstanding that led to a confrontation with Ram, the killing of villagers before evacuation was complete, Emilia taking the field of battle, putting herself at risk, and oh yeah, Subie getting possessed by Betelgeuse.

But when Julius and Felis killed him, he died and came back just like he always did, without any twists due to his possession. And fortune not only smiles, but beams on him, as he wakes up right in the middle of the planning phase, allowing him to casually introduce the new information he gleaned about body-snatching, the traitor in their midst, and Ram.

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His new plan revolves around convincing Emilia to go along with “Crusch’s plan” to evacuate the mansion and village, including Emi-tan herself. She agrees, because she believes the plan put before her, while not entirely or even partially of her own making, is the best plan as far as she can tell.

So she’s put on a wagon with some enthusiastic village kids, and sent off to safety, while Subie and the knights capture the traitor and take the metia he was using to pass information to the cult. It’s important to note Subaru himself wore the recognition-blocking robe Emilia threw at him, so she had no idea he planned all this.

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Suffice it to say, thanks to learning the lessons of last week’s ‘dry run’, everything goes off without a hitch, as Subaru once again confronts a Betelgeuse now weakened by a lack of fingers nearby. Subie also allows Juli to uses a spell, Nect, that lets him see with his eyes, alowing him to see the unseen hands and cut through them.

This achieved one of Subie’s secondary objectives: to properly make up with Julius. He is, after all, a crucial part of the plan and why, when the episode ends, it looks like the end is near for the Sin Archbishop, and very good for Subaru, who has once more learned from his past mistakes, put pride aside, planned carefully, and relied on and trusted in others.

This is how he has truly become Emilia’s knight.

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Amaama to Inazuma – 10

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The Gist: Tsumugi goes to the beech but has a string of outbursts and devolves into a kitty-girl. This lets her process a freshly caught fish being gutted and prepared for food as well as some other social anxiety.

And that fresh fish to meal is the central point that brings the entire cast together at the restaurant. Shinobu’s enthusiasm and flexibility with children keeps Tsumugi engaged and comfortable, Yagi’s grounded nature moves the meal along and gives Kouhei an actual adult to interact with, and Kotori mistresses the recipes and acts as host.

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“It’s scary and fun and amazing!” Tsumugi after the fish is cleaned in front of her.

What really makes this episode shine is how simple and approachable its central conflict is, and how specific and precious its young protagonist reacts to it. Fish are among the few creatures she could experience as alive, then dead, then food and anxiety from that is very understandable. Extra understandable for a child who’s lost a parent at a very young age.

Tsumugi’s focus on the fish’s eye and her use of ‘I’m a Kitty so I can’t be scared’ to be brave enough to witness preparation were excellent touches. And let’s not forget that AtI is also a cooking show at heart, with a lengthy process you could probably follow at home to experience the meal too.

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The Verdict: the only thing holding AtI back from a perfect ten is a lack of long term plot. I get the sense that, as excellent as this all is, as much as the characters have grown and fleshed out on screen, the story doesn’t have a goal in mind. No central drama beyond life being lived.

This is certainly not a fault or wrong per-see. However, it does force the show into an episodic structure, which makes the formula more obvious and limits each episode’s ability to shine on its own.

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DAYS – 11

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The Gist: Tsukamoto finally takes the field and his buffoonery immediately lightens the mood. Refreshed and reinforced, Seiseki puts on serious pressure and the Kazama/Tsuka duo proves too much for Saku High to beat.

However the episode ends tied 2 to 2 with under five minutes to spare. Presumably Seiseki will win it, based on next week’s preview but a cliff hanger is a cliff hanger.

The Verdict: Oy! With the opening being dedicated to recaps and the cliff hanger, this single game will have taken essentially 4 of the season’s episodes. That’s an awful lot for a relatively average looking sports show — and even with all the time given to building up this single rivalry, I still don’t know half of the cast by name, nor have a strong connection with anyone other than Tsuka and Kazama.

And really that’s a shame because a more competent hand could probably do s lot with what’s here to work with. The under dog protagonist has a dead dad and a crippled mother and his best friend is an abandoned child who’s only self value was his talent for soccer — that still didn’t stop his family from abandoning him. It’s got honest drama at stake… but not so much going on screen.

oy!

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Tales of Zestiria the X – 10

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I was a lot more into this episode than last week’s, perhaps because it felt like so much more got done. Marlind was a murky mess last week, but here Sorey and Mikleo, now reunited, make quick work of purifying the town’s water.

Of course, those are only the first steps, and the full healing of the town will take the better part of a year, but it’s in far better shape, and Princess Alisha wants to make sure it stays that way, and that her people choose hope over despair.

Rose is also back in the picture, and her presence as friendly merchant early on meant she’d likely show up as a deadly merchant later.

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Like Sorey the Shepherd, Alisha really needs to be everywhere at once in order to be the most effective, but she can’t be, and when the cat’s away the mice will play. The most troublesome rodent is Lord Bartlow, who is sending troops to the buffer zone between Highland and Rolance for war and plunder. She has loyal soldiers to follow her, but little time: she has to leave Marlind at first light to have a chance to stop Bartlow.

Meanwhile, after kicking some baby dragon ass and receiving quite a bit of praise from the town for his hard work, the other shoe finally drops on Sorey’s role when he must purify a hellion who was once a human. He must bear all the malevolence he pulls out of the hellion, something the Seraphim can’t help him with. It’s a lonely, painful duty, and it’s sure to alter Sorey’s demeanor over time.

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Just as Sorey must bear the malevolence born of the despair of ordinary folk, Alisha also understands that choosing not to fight has a cost she’s prepared to bear. When the assassins surround and attack her once more, they are there to prevent the “senseless deaths” from Alisha’s ideals. But even I think they have it all wrong. If Alisha were to give in to Bartlow and allow a free-for-all, it will only worsen global malevolence and hasten calamity.

Alisha tells the leader of the assassins that she doesn’t believe she’ll stop Bartlow; she will, and if they want to stop her, they’ll have to kill her. The masked leader is moved by those words and by Alisha putting her foe’s knife to her throat without the slightest hesitation. The assassin stands down, and Alisha cuts their mask off, revealing Rose. Alisha asks her to accompany her to Glaivend to bear witness to her actions; Rose agrees.

This solid outing of Zestiria aptly illustrated just how awesomely badass Alisha is, how heavy are the burdens she and Sorey (and only they) must bear moving forward, elaborated on the nature of malevolence (hint: it starts with despair over loss), and finally brought Rose into the party.

Even the next ep preview shined, as Rose playfully attempts to swindle Alisha on some beauty sundries, only for Alisha to turn the tables using Rose’s guilt. I’m looking forward to these two interacting not as acquaintances, or opponents, but as comrades.

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