Warlords of Sigrdrifa – 02 – Operation Sneaky Eel

After a doozy of a welcoming party for Claudia, most of the base sleeps in with raging hangovers, which doesn’t seem ideal for battle readiness? The culture of Takeyama Base is a far cry from the iron samurai and the elegant ladies who supported them described by her dad upon visiting Japan. Still, now that she’s not considered a Grim Reaper here, Clau is ready to learn and eager to fit into this base full of eccentric misfits who are really not that bad once you get to know them.

Between Sono’s gardening and Miko’s cooking and cheerleading, Takeyama is more than just a place of war, but of life—thriving in spite of the threat of the Pillars. Clau’s open-mindedness even inspires her to come up with a choreographic introduction, but she’s interrupted by the Gjallarhorn, or Pillar alert. The recon squadron heads out first, but not before Miko sees them off with her blessing, a promise to come home safe, and rewards like breakfast when they do.

As with last week, this is a Pillar that is more powerful than an over-water Pillar should be, suggesting the enemy continues to evolve as they defeat it. We also get the first look of the effect Pillars have on civilians, as an entire island of them are rendered unconscious. The Valkyries only have 3600 seconds (an hour) to eliminate the threat, or all those people are dead. Just one problem: the Pillar has surrounded itself with an impenetrable water barrier.

Thankfully, that barrier doesn’t extend below the water surface, which means the girls have a route into the barrier: through the underwater tunnel to the island. The sight of four planes screaming through a tunnel meant for cars is a pretty awesome and harrowing sight, especially when they start getting fired upon from both ends of the tunnel. And even once they’re inside, the Pillar puts up a water wall that blocks their attacks.

Luckily the water wall is open at the top, but the Pillar protects itself with a cushion of heat so intense it melts all ordinance. That’s where Sono with her payload of coolant bombs does the trick, freezing the Pillar so it can be shattered and Claud can destroy the core so a giant tree can be born—while also reciting the intro she prepared. Rescue teams were dispatched so there are no casualties…but how long can that good fortune last?

Once back at base, Clau and Miko bump fists over a job well done while Azu and Sono look on. The quartet demonstrated much more cohesive teamwork, a product not just having been in the air together before, but of Clau knowing her comrades better and trusting them, and they trusting her with taking the lead.

There’s something inherently charming about the inoffensively fine Sigrdrifa’s quirky battle system, even if the enemy itself is a dull-as-sand force of nature the rules for which are always changing. The main draw here is the team of bright and endearing Valkyries, and while the peril has been underplayed so far, Odin’s close observation of his “daughter” Claudia and ominous warnings suggests it won’t all be smooth flying from here on in.

Warlords of Sigrdrifa – 01 (First Impressions) – Meet the 909th Valkyrie Wing

For it’s opening sortie we get a double-helping of Senyoku no Sigrdrifa. Strange phenomena called Pillars threaten Earth, but an entity calling himself Odin bestows upon humanity a weapon with which to fight them: Valkyries, battle maidens who pilot vintage aircraft called Hero Wings.

Claudia Bruford, callsign Schwertliete, is the ace of the European Valkyrie wing, but she’s often the sole survivor of her missions, leading to her unofficial title Grim Reaper When Japan’s ace is KIA, she is transferred away from Europe, and believes it’s due to that title.

En route to her new assignment, her transport aircraft is attacked by a ocean-bound Pillar, but before she can sortie three other Valkyries enter the battlefield, identifying themselves as Anonym, Red, and Pink. They’re an extremely animated bunch, whom Claudia likens to a “circus”.

They also seem a bit uncoordinated, so Claudia launches and joins the battle. In addition to showing what an S-Class Valkyrie is made of, and it’s more than enough to keep up with the others, the quartet manage to stall the Pillar until it runs out of energy and breaks up.

Claudia returns to base, which she learns is Tateyama, a rearguard base which is also where her three fellow Valkyries are stationed. She is given a tour by Red, AKA Muguruma Miyako, and also meets Watarai Sonoka (PI=ink) and Komagome Azuzu (Anonym).

Claudia or “Clau-chan” as “Miko” nicknames her, is taken aback by how laid back the base is, even under alert. But she meets the very abled mechanic crew and enjoys curry with Miko and Sono while the unathletic Azu tries to play soccer with the kids. We also learn Azu likes Miko.

Their fun on the ground is cut short by reports of more Pillars in the vicinity, and the four Valkyries sortie with Claudia in charge. A handful of Pillars soon turn into dozens, and upon “fishing” out the Pillar’s core, a giant whale-like leviathan takes flight.

Prior to launching, Azu clears the air about Claudia’s reputation as a omen of death for all who fly with her, but both her fellow valkyries, support pilots, and mechanics consider her good luck, no matter what happened in the past. A huge aerial battle between colorful vintage airplanes and Art Nouveau-style CGI enemies ensues, with the brilliant azure sky providing a glorious backdrop.

When the Pillar’s core is finally exposed, everyone is out of ordinance, so Miko jumps out of her cockpit and slashes the core with a katana, thus destroying the Pillar, something that always triggers the creation of a giant floating tree. Claudia fears she’s the sole survivor once again, but when the fog clears it reveals Azu, Sono and Miko all soft-landed in the tree’s foliage.

The girls return home triumphant, and Claudia is officially welcomed to Tateyama air base by her comrades. While she initially thought she was being swept under a rug, now she finds herself somewhere she feels she truly belongs, and with something like a loving family supporting her.

The 48 minutes of Sigrdrifa is a lot to digest, but goes down easy thanks to a simple linear narrative that’s well-paced. There’s a generous use of Norse mythological names and terms likely in order to add a sense of prestige, though I’m not quite sold on whether they’re necessary; any made-up names would have worked.

What truly drew me in for the near-hour was competent production values, a soaring sense of scale to the battles, the quirkiness of cute girls in old-fashioned planes being the salvation of mankind, and the bright and colorful characters we meet, who each have distinct qualities and possess  solid chemistry and lived-in relationships. Let’s see where this goes.

Shuumatsu no Izetta – 02

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Thanks to Papika Izetta, Princess Fine is free from the Germanians, but they’re not out of the woods. An enemy patrol spots the smoke plume from their transport and before long the two girls are locked in an alpine dogfight that’s a feast for the eyes.

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Izetta sees no other choice but to break taboo and her promise to her granny and use her magic openly. The results are an astounding demonstration of her potential as a weapon against the Germanians, taking out three planes, but she runs out of mana before the lead plane is downed.

Enter a still-bleeding Fine, who reminds Izetta she’s not riding a broom, but a giant rifle, which they use to take out the last plane. After the sustained battle, Fine is out cold, Izetta’s tank is empty, and she has to ditch the gun and make for the Eylstadt fortress on foot.

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By good fortune Izetta encounters a force of retreating Elystadt survivors led by Major Obermeyer, and their suregon fixes Fine up while also tending to Izetta’s wounds. Izetta is loath to accept any help, favor, or comfort, and it all has to do with the old scar the doc notices on Fine’s side, for which Izetta blames herself.

As the first episode hinted, Izetta and Fine had met before, and it wasn’t a dream. Izetta isn’t some scientific specimen or non-corporeal supreme being…she’s just a girl. A girl who happened to be the last in a line of witches. Her grandmother noted she was the most powerful in generations, despite being the last, and so had to take extra care not to get tangled up in trouble.

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Things just didn’t work out that way, but it wasn’t all for naught: Izetta and Fine meeting was the best thing to happen to either of them, because they were the only ones who saw each other for what they were: not a witch to be feared or a princess to be fawned over, but two girls in need of best friends.

Fine received her side wound defending Izetta from an angry mob, doing as she’s always done: value the lives of others as much if not more than her own. She wants to save Izetta again by sending her away rather than using her, but Izetta won’t hear of it. She wants to be used, and she wants Fine to be the hope that drives her, just as it drives the desperate armies and subjects of Eylstadt.

Beginning with a thrilling aerial battle, leading to some vital backstory, and concluding with Izetta’s vow not to leave Fine’s side in the coming battles, this episode had a little of everything, and was as efficient in its storytelling as it was entertaining and moving.

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