Steins;Gate 0 – 18 – What is this New Devilry

What happens this week? God, what doesn’t happen this week?! (Oh wait; sorry, “there is no God…”) But first, a couple of misconceptions I’d gathered at the end of the last outing. Mayuri is not dead; a bullet only grazed her head.

Also, Kagari/K2605 didn’t shoot her; it really was a stray from the soldiers. Far from being her attempted murderer, Kagari completely loses it on the troops in her mother’s name, lopping off their heads and shooting them with their own rifles.

When Mayuri gets a (pained) look at her future adoptive daughter, K2605 snaps out of it and becomes regular Kagari again. But nobody’s out of danger yet. Maho and Daru are still being held captive by soldiers, and the mastermind finally reveals himself, first to Rintarou, then to everyone else on that rooftop.

It’s Professor Leskinen. He, or rather numerous “hes” throughout history, are behind everything: the “voice of God” in Kagari’s head to manipulating events so Kurisu would die but her memories of the time machine would be preserved through Amadeus.

Leskinen/s have been preparing for this very day, the perfect time when competing global powers (Stratfor and DURPA) converge on the Time Machine, allowing him to swoop in and snatch it for himself.

I’m pretty sure I never suspected Leskinen was the Big Bad; only when they showed part of the face of the guy who brainwashed Kagari did I comment that he didn’t look like Leskinen. Now Judy Reyes I suspected (who drinks red wine on a plane? A little turbulence and you’re wearing it), but not the mostly harmless-seeming bad Japanese-speaking professor.

Of course, Lesky relied on the “soft-heartedness” of everyone from Maho to Rintarou to facilitate his plan, and was all too willing to appear harmless until it was too late to stop him. His reveal is a double-edged sword: there’s more clarity now to who Rintarou & Co. are up against, but “villain spends inordinate amount of time explaining his evil scheme” cliche really has been done to death.

It’s a bit disappointing to see Lesky reduced to a chortling mad scientist, but at least there’s a kind of dark symmetry with Rintarou’s long-dormant Hououin Kyouma. Oh, and thanks to wasting so much time explaining his plan, he ends up never getting to even implement it. Instead, Kagari uses her remaining strength to grab him.

He puts a couple more bullets into her but she doesn’t let go, giving Suzu time to take care of the rest. Only her dad can stop her from beating Leskinen to death. Then things get really crazy when a Black Hawk helicopter opens fire on the roof before another team of soldiers drops in.

Then an Apache helicopter shoots the Black Hawk, causing enough chaos for Mayuri to grab Suzuha and do what they originally set out to do: use the time machine. After bidding Rintarou farewell, the machine is activated and begins to glow green, but one of the helicopters fires a missile at it. There’s an explosion, and the among the resulting debris is a part of the machine.

Did Mayuri and Suzuha fail to get out in time? We don’t know for sure (just like I wasn’t sure Mayuri was killed or Kagari didn’t kill her last week). If they made it, perhaps we’ll pick up on their experience, and Mayuri will be able to undertake her first big mission as Lab Member #002.

Furthering the confusion is a lengthy text Rintarou gets from Mayuri. Is it just a text she sent in the present that simply took a while to get to him, or is it a D-mail? The timing suggests the latter.

If they didn’t make it, there’s still the Phone Microwave and Daru and Maho’s know-how (not to mention a captive Leskinen), and they’ll be making more green bananas. In either case, Rintarou & Co. are down, but far from out.

Overlord III – 06 – Incapable Nobles and Dirty Jobs

Far from Nazarick and Carne lies the vast, mighty, and vibrant Baharuth Empire, led by the dashing young “Bloody Emperor” El Nix, and backed up by his Court Wizard Lord Fluder and his Four Imperial Knights, whose titles represent the four elements.

El Nix orders both parties to investigate Jaldabaoth, whose recent attack on the Re-Estize has led the empire to delay their annual war with the clearly militarily inferior kingdom, as well as Momon, who defeated him. Of course, we know “Jaldabaoth” was merely Demiurge, and Momon is Ains.

Demi’s plan to make Nazarick a great country and make Ains’ name known throughout the known world is grand and intricate, and involves Ains going to the imperial capital Arwintar as Momon of Darkness, with Gamma AKA Nabe in tow, the Adamantite adventurers on the prowl once more.

Meanwhile in the kingdom, the eldest son Prince Barbro attempts to insert himself in a position of power above his younger brother and his sister Princess Renner, neither of whom seem too concerned. Barbro takes offense to a commoner like Gazef having his father’s noble ear.

Gazef endures Barbro’s barbs and later spars with Brain Unglaus as a delighted Climb observes. Gazef is by the king’s side, while Brain and Climb are by the princess’. Big or small, they’ll doubtless all have roles to play in this new arc.

The episode than shifts to yet more new faces: the four members of Fortnight, one of the many teams of “Workers”—mercenary adventurers unsanctioned by the guild. Workers do the jobs official guild adventurers either can’t or won’t do. In this case, the “dirty” job is to investigate a certain tomb. I wouldn’t be surprised if the name of this tomb rhymes with “Jazamick”; then again, maybe not. We shall see.

Fortnight (note the different spelling from the popular video game) is composed of the fighters Hekkeran and Imina, the crusader Rober, and the mage Arche, daughter of one of the “incapable” (i.e. incompetent) noble families that Emperor El Nix has stripped of their nobility. Arche is a third-tier magic user who can also detect the levels of other users.

She uses these talents to make money to pay off her family’s debt, but when she returns home to find her father still spending money he doesn’t have on trinkets, she decides to officially freeze her folks out (her mom doesn’t get to speak), and vows to take her little sisters and make her own way—which would mean no more dangerous adventuring.

The other members of Fortnight declare other reasons, but you can tell they care about Arche and want to help her and her sisters stay above water, though if she leaves them they’ll definitely miss her magical prowess.

The next day, Fortnight joins a bunch of other Worker teams of various dispositions on the grounds of their client, Count Femel. They are also introduced to Momon and Nabe, who’ll be joining them on their quest.

Their presence makes me less sure that the tomb they’ll explore is Nazarick, but whatever tomb it is and whatever’s waiting for them, with Momon and Nabe around, the Workers are going to get a good show.