Isekai Quartet – 04 – Common Ground

Little by little the various newly-mixed characters are starting to learn more about each other. Ainz Ooal Gown and Tanya end up exchanging Evil Death Stares until they loosen up and both realize that despite their appearances they’re both men from modern Japan, which is vastly comforting considering how crazy anyone else in their respective other worlds would think they were by bringing it up.

Two women who find kinship in feeling the same way about their man (specifically, that there’s no better one)? Rem and Albedo! When Cocytus protests compulsory participation in the talent show, Ram simply tells him the teacher’s word is law.

When both Subaru and Kazuma are running late, their much more athletic female friends (Rem and Darkness, respectively) literally carry them as they run fast. Neither man feels right about this, but put an end to the carrying only when they see each other.

While serving punishment for being late as a result, the two learn that they have a lot in common, except that one of them was summoned and the other reincarnated. And one’s a shut-in and the other isn’t. But they both love tracksuits!

When Kazuma starts describing the awful situation he’s in (which honestly doesn’t sound so bad), Subaru tells him he “knows how he feels” despite the fact he lives in a mansion with the girl he’s trying to win, along with two twin maids, one of whom is in love with him. Kazuma takes particular umbrage to Subaru calling that a bad deal, and with good reason…it’s not!

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Isekai Quartet – 03 – Status Report

IQ continues to explore various combinations between characters through casual interactions. Demiurge ends up doing what he usually does—explain to all what Lord Ains has already realized: they’re trapped in another world and forced to become students. Only as usual, he’s several steps ahead of his lord and Ains has to pretend otherwise.

A flyer for an upcoming student talent show is distributed, which should also provide a vehicle for the characters to get to know each other better. Ram is typically ruthless in her criticism of Subaru, declaring his talent to be “failing at life.”

Beatrice is called a “little girl” by two of Tanya’s underlings, but when she visits the lounge to talk to Roswaal, it’s one of Tanya’s superiors, who uses his hypnotic voice to convince her to return to class. In “Betty” he sees another potential “demon in a little girl’s skin”, causing Tanya to sneeze (and Aqua to bless her).

Aqua’s mention of gods/goddesses, words Tanya hates, reminds her of “Being X”, and back in class she decides to confront Lord Ains in the off-chance he may knows something. But when she asks Ains to meet her, Albedo becomes defensive, eventually befriending Rem, as they both agree that love has no set conditions nor a duration to take root.

Note…there’s not much to say here, as this is an inherently uneventful show—Avengers: Endgame it is not! It’s more just enjoying all these characters bounce off each other with zero stakes.

Isekai Quartet – 02 – Roll Call

In its first two mini-episodes,  Isekai Quartet is content to let its audience bask in the sheer absurdity and awesomeness of watching characters from four of their favorite Isekai anime bounce off one another in a school setting. Their homeroom teacher, Roswall L. Mathers from Re:Zero, begins with introductions.

Ram notes that Kazuma, who is staring at “Barusu,” is wearing the same bizarre threads we know to be an IRL track suit. Little do both Kazuma and Subaru know that Ains Ooal Gown is also one of them, as is Tanya, but in different forms. I did enjoy Kazuma and Subaru’s reaction to Tanya’s very militaristic group’s introduction.

Since both OverLord and KonoSuba feature very similar fantasy races and spells, Aqua takes it upon herself to launch a preemptive attack on the Nazarick crew, since they consist of an undead, a vampire, a demon, and a monster. Momonga even recognizes the name of her spell, which he expects to be low-level, but actually hurts like a bitch.

Even more disconcerting to the guardians and their ruler is that Kazuma is able to simply bop someone as powerful as Aqua on the head and drag her off, scolding her for attacking her classmates. The next day, she has to stand in the hall with three water buckets, an ironic punishment for the water goddess.

Isekai Quartet – 01 (First Impressions) – More Is More

Re:Creators was a story in which characters from several different popular contemporary anime series were somehow transported into the real world and began to interact and form factions. It was essentially a giant crossover event, only all of the anime involved were original and created just for the show.

Isekai Quartet, on the other hand, crosses over four immensely popular Isekai shows from recent years, all of which have been covered here at RABUJOI: KonoSuba, Overlord, Re:Zero, and Tanya the Evil. Needless to say, the more knowledge you have on these four shows (and more to the point, the more you enjoyed them) the more enjoyment you’re derive out of this.

One could complain that the “chibi” character designs detract from what could have been a pretty awesome crossover of the four shows’ native art styles. As for me, I only got a couple minutes into it until I all but forgot they were chibi designs; such was the familiarity and fidelity of the characters’ wardrobes, voices, and mannerisms.

All four shows have their own tones and rhythms, and they even occupy different genres (with KonoSuba and OverLord leaning more towards comedy and Re:Zero and Tanya more to drama), so it’s simply exhilarating to watch them suddenly occupying the same space…even if that space is a high school for some reason (like Attack on Titan: Junior High), and the means of the four groups ending up there (mysterious red buttons) can only be called laughably, almost admirably lazy.

Ultimately, it doesn’t matter where they are or how they got there, just that they’re now all together. Subaru & Co. only just show up at the end with the other three groups already at their desks, but I’m definitely looking forward to all of the new dynamics that arise from such a sudden grouping. I can’t promise this is going anywhere significant. All I know is watching it brought me a great deal of joy.

Overlord III – 09 – Paving the Way

Faced with the overwhelming, terrible power of Aura and Mare, Emperor El Nix can hardly ignore a demand to travel to the Tomb of Nazarick to apologize personally. Though El Nix is such a busy man, the ensuing trip ends up being a rare opportunity for an afternoon nap, as well as a quick assessment of his potential queens, from Princess Renner (“praiseworthy but somewhat sickening”) to an “old hag that stays young with magic.” Ah, to be an emperor…

But once he and his retinue arrive, they are immediately reminded how much more powerful Ains Ooal Gown is than them, from the Maids who can control the weather (and whip up some top-notch Tang) to a healthy supply of Death Knights (who are relegated to serving said Tang). Nix’s Head Wizard Flugel is both terrified and amazed, almost to the point of rejuvination. His laugher is both out of sheer awe and wonder, but also kind of an “Oh shit, we’re so screwed.”

Once Nix & Co. are finally given an audience, things are actually quite cordial until Demiurge (in an animalistic disguise) talks out of turn, taking offense to Nix thinking he can use honorifics as if he was on equal terms with Lord Ains. Ains uses Demiurge’s little diplomatic snafu as an excuse to forgive the emperor for allowing his lord to send Workers into Nazarick.

This comes as great surprise to the young but cunning emperor, and uses that to suggest an alliance, in which Ains would start up and rule a country, and the empire would assist in any way they can. Ains agrees to this almost too easily for Nix to believe, but decides he’ll take every concession he can get, especially from a would-be foe he has absolutely no change against.

Once the two parties part ways, El Nix is confused by the ease with which his head wizard decides to jump into a coach and accompany him back to the capital. Nix knows Flugel well enough to know he wouldn’t be able to resist sticking around to try to acquire some of the immensely powerful magic he witnessed during their parlay.

And El Nix is exactly right: behind his back, Flugel has already met with “Momon” and agreed to give him “everything he has” in exchange for becoming the student of a tenth-tier “god.” Not sure he can truly rely on Flugel, El Nix plans to bring all of the human powers together in an alliance against Nazarick, all while pretending to be a friend to Nazarick.

Everything’s all going according to plan…only it’s Demiurge’s plan being carried out, not Ains. Ains actually doesn’t really know quite where Demiurge is going, and since he’s the boss, he can get away with ordering Demiurge to explain everything…for now. If I didn’t know better, I’d say Demi knew how ignorant Ains was to his plan, and was moving against him.

Of course, I know better…Demi would never move against his lord…or should I say, Sorcerer King—the winner in the throne room brainstorming session for a new title for Ains once he has his own country to rule.

Overlord III – 02 – Chili con Carne (Village)

Unsure of what to do next due to his relative inexperience as an overlord, Momonga opens the floor to his subordinates, and gets a rude—well, polite awakening when Demiurge immediately suggests they’re working towards a path to world domination.

That didn’t exactly occur to Momonga until now, but he pretends to know exactly what Demiurge is talking about, making for a hilarious exchange between the flustered Momonga’s inner thoughts and Lord Ains Ooal Gown’s unswerving resolve.

OverLord never disappoints when it comes to interpersonal humor, and this opening scene is no different. But it’s also a productive scene: the decision is made for the Tomb of Nazarick to declare itself its own country, separate from the complications of being merely an organization affiliated with another nation.

When Demiurge is asked what made him think they’re on the path to world domination, he holds up Carne Village (which we haven’t been to since the first season) as an example of Lord Ains experimenting on a smaller scale with ruling something, rather than pillaging and destroying.

That provides a nice segue for our return to Carne, where Enri is still stacked, Nphirea is still eccentric (and has yet to confess his love for Enri), and Nemu is still adorable. We get a nice slice-of-life act with the humans and friendly goblins working together to rebuild the village.

In a private moment, Enri angrily ruins a knife after thinking about all of the hardship she, her sister, and her fellow villagers were forced to endure. It’s a lot for her toned shoulders to bear. Meanwhile, Nphi’s goblin friend works out a plan where he’ll do various bodybuilding poses when it’s time for Nphi to say something cool to impress Enri.

When word comes from a goblin scout that there’s…something lurking deep in the forest, Enri decides to go in anyway. She has no choice: herbs that have to be harvested immediately grow within the forest; herbs she needs to create potions and medicines that will net capital for the village.

She and Nphi are escorted by a three-goblin team, and shortly after coming upon a prize crop of their treasured herb, something comes out of the forest: a young, wounded goblin being chased by a beast. Enri and Nphi overrule the cautious goblins and decide to fight the beast and save the kid.

Thanks to the brute force of the goblins and the handy potions and magic of Nphi, the beast is defeated and the child healed. He is a member of the head family of a tribe, and warns that the “Giant of the East” has allied with the “Demon Snake of the West.” Sounds like two worthy foes Nazarick need to sink their teeth into.

Overlord III – 01 (First Impressions) – Chillin’ Like Villains at the ‘Tomb

OverLord is back…again, after taking the Spring off. And rather than go off into an entirely different direction within the world of Yggdrasil, we spend all of this  first episode with the gang we know and love, most of it within the walls of Nazarick.

Ains Ooal Gown grants Sebas and Epsilon rewards of their choosing for their intel-gathering services in Re-Estize. Sebas asks for sundries for Tuare, and Ains grants him some gold to buy what he likes, as long as he goes on a nice date with her in E-Rantel. Epsilon gets non-innocent humans…to do who-knows-what with. Nothing good, most likely.

It’s a relaxing episode in which Ains finally reveals all—which amounts to a stylized skeleton—the human player within happy he’s found a satisfying and effective way to wash such a strange body. Meanwhile, Eclair ends up snatched up by Shizu Delta as if he were a plushie, when his ultimate goal is to rule the whole Tomb himself.

Ains splits up his Guardians by gender and has them participate in group leisure activities. Albedo, who is with Shalltear and Aura, summons a badass bicorn, but cannot ride it, and Shalltear discovers the reason: a “pure maiden” cannot ride it; much to the shock of all. But it makes sense: most of Albedo’s existence is spent in the throne room, presiding over the Guardians and their movements. No time for the succubusing she was ostensibly created for.

In another private moment, Ains’ player worries his lowly office worker background doesn’t lend him the charisma or bearing necessary to properly “operate” an overlord as impressive as Ains…though it’s clear by how his servants regard him that he has nothing to worry about as long as he keeps on keeping on.

His kind words to them, referring to them as his treasures, sends Albedo into an amorous frenzy, and not even her overlord can stop her from essentially dry-humping him. Later, when the sexes are in their respective baths, there’s a disturbance on the women’s side, and Ains recognizes the voice of a fellow “supreme being” i.e. player. That could be interesting.

Overlord II – 10

This week Sebas must deal with the fallout of his individual actions which drew undue attention to him and by extension Nazarick. However, as expected, Lord Ainz is understanding, and also convinced of Sebas’ absolute loyalty when he orders the Butler to kill Tuare and Cocytus has to step in to stop him.

When Ainz asks Sebas how it benefits him to have Tuare come to Nazarick with them, Sebas says she can cook. This leads to bickering between Sebas and Demiurge about what kind of cooking is “worthy” of Nazarick, which reminds Ainz of the bickering his fellow players once engage in; a pleasant memory.

Tuare, for her part, is ready to follow Sebas wherever he leads, and wouldn’t mind even if he had to kill her for real, giving him her first happy kiss; possibly his as well.

Over at the palace, Princess Renner is getting ready to unleash Blue Rose on Eight Fingers, but knows she’ll need more men, so she invites Marquis Raeven to her chambers for a chat.

Her brother, the Second Prince, also tags along, and is a lot less antagonistic, especially when he learns just how much his sister knows about the complex political tapestry draped across the kingdom; not to mention when she shows her “real” side, which Raeven likes, but decidedly not if it means betrothing his five-year-old-son to her.

Renner intends to bear children with Climb, but her official, noble-born husband will make those children legitimate. Or something. It’s all…a little arcane? Bottom line, Renner has the troops she needs to bring Eight Fingers down, and she intends to add Gazef Stronoff to those numbers. It should be quite a raid.

Meanwhile, Lord Ainz ordered everyone from Nazarick back to Nazarick, but first orders Sebas and Solution to take care of a grain purchase for Demiurge’s sheep. Why neither Demiurge nor Sebas on his own could accomplish this errand, or why Tuare is left so exposed and vulnerable, is not explained. All we know is Tuare has been re-kidnapped by Eight Fingers, and Sebas intends to rescue her.

I’m certain such a rescue mission, for which Sebas orders Albedo to arrange assistance, will be entertaining, but it seems rather artificially created crisis borne out of abject stupidity on the part of all involved parties. It makes me wonder if the kidnapping truly was set up, perhaps so Ainz could further observe just how far Sebas’ attachment to one lowly human really goes.

Overlord II – 01 (First Impressions)

It’s been over two years—833 days—since I last watched or wrote about Overlord, so an immersive episode packed with exposition wasn’t the worst way to be introduced back into its world.

In a lengthy eight-minute cold open, we meet a good number of parties I either have fuzzy memories about or don’t know at all (I haven’t read the light novels).

But the bottom line is, many of these parties spread far and wide throughout the world know of Ainz Ooal Gown, which is precisely how Momonga wanted.

When we finally meet up with the big dude, he’s in Momon Mode, taking out a giant lizard with help from Hamasuke; Nabu by his side. It’s not a tough opponent at all, more of a warm-up, like this episode.

From there, he returns to the Tomb of Nazarick where Albedo is waiting for him, as eager as ever for praise and, well, more physical contact than Momonga’s player is able to consent to (seeing Alby and the other NPCs more as children). Still, Flustered Skullface is always welcome.

Momonga then has a seat, unfurls a big map, and methodically points at each destination, as Albedo gives a report on all the various projects his guardians are working on, from the building of a Fake Nazarick in the nearby great forest, to the status of the investigation to find the one who used a World Item on Shalltear, forcing her to fight her master.

Shalltear is drowning her overwhelming guilt in drink, so Albedo suggests Momonga issue some form of punishment in order to exorcise that guilt, which he considers. He also sends Cocytus off to fight Nazarick’s “first war”, though the details on whom it’s against and where are not shared. There’s also a talking penguin with a very stern look on its face, which…cool, cool.

The episode closes out with a visit to the land of Lizardmen; specifically, Zaryusu, a supposedly disgraced yet respected warrior, and the grizzled chief of his tribe, inspecting Z’s first-of-its-kind fish farm.

Then inky black clouds coalesce and swirl above the village and a super-creepy ball of purple skeletal faces with red eyes announce it is a herald of the “Great One”, declaring death unto the lizards.

So yeah, was this episode a bit all over the place? Sure. But it was still fun. And after so much time, it was great to see the gang back in action (or planning future action) while meeting a few new faces.

Lastly, after the credits, we have a nice little auspicious note from original creator Maruyama Kugane thanking the fans of Overlord for making a second season possible, and dedicating the season to us; a gesture I appreciated.

OverLord – 13 (Fin)

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In a battle so epic it needed two parts, Momonga—sorry, Ains Ooal Gown—turns the tables for good. Having told Shalltear that everything has gone according to plan, he transforms into “Perfect Warrior”, the armor of Lord Touch Me, a former playmate. He then proceeds to summon superweapon after superweapon, so fast and unpredictably is the onslaught that Shalltear must abandon defense altogether and focus on offense, losing an arm in the process.

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But Shalltear wasted all her skills and most of her MP in the first half of the battle, when she thought the two participants were a lot more evenly matched. Turns out, Ains was simply lying to her, as well as failing to correct her incorrect assumptions about his weaknesses. The only weaknesses Ains had against Shalltear were dealt with in that first half, which is why he thanks her so profusely before Part Two begins.

Once a timer goes off, Ains dispenses altogether with the fiction that Shalltear had the slightest chance against him and casts “Fallen Down.” As she utterly disintegrates in the light of her overlord’s power, a smile marks Shalltear’s face. He was every bit as great as she thought, and then some. Of course she couldn’t win against him.

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The same reason Ains had all those cool weapons is the same reason he’s able to ultimately resurrect Shalltear, albeit, unexpectedly, without her ample bosom (something she laments once she notices). That reason is cold hard cash. I’ve played my fair share of RPGs long after the main quest is complete and amassed fortunes so large I could buy everything there was to buy, which is what Ains does. And while it costs a cool 500 million to resurrect Shalltear, it isn’t as if there was anything else for him to buy.

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It’s all too common for villains to simply disappear into oblivion, cursing the name of the hero who defeated them. OverLord is different. Not only is Ains not a hero but an antihero, but Shalltear isn’t a villain either; she was under mind control, which we learn was only partial, but it still did the trick in terms of having her rebel against Ains. And she comes right back, mostly the same as she was, and certainly just as in love with the adorable Ainsy-Winesy.

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With Shalltear returned to the fold and Nazarick back at full strength, Ains gets back to work, learning all there is to be learned about this new world he finds himself in. He’s awarded Orichalcum Plate, and plots to fortify Nazarick and discover the entities who tried to steal Shalltear’s Mind—we learn they’re from the Slane Theocracy, and they’re not done yet. We also learn that Brain Unglaus is still alive, as Stronoff finds him in an alley.

There’s no official indication at the end of this extended epilogue that there will be a second season OverLord, but I wouldn’t be surprised if there was, whether it’s in Winter or next Spring or Summer. There’s certainly plenty of material left to explore, lots of awesome one-sided battles to be fought (and perhaps some not so one-sided), and, of course, the central mystery of What Exactly Happened to the human MMORPG player inside Lord Ains. Though, at the same time, I’m kind of glad weren’t spoon-fed all the answers.

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OverLord – 12

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As it did so marvelously with the Clementine fight (which was nowhere near as technically challenging as this one), OverLord once again delivers with an extremely fun and satisfying payoff to all of the buildup surrounding Ains’ duel with Shalltear. The battle that took up most of this episode’s running time got my adrenaline pumping and didn’t let up, right up to the delicious ending.

And yet it still gave us some time to check in on Ains’ guardians back at Nazarick. Albedo admits she let Ains go based on emotion rather than logic—a decision she likely wouldn’t have made had Ains not altered her personality to love him deeply. Demiurge, who he didn’t alter, thinks they’re being derelict in their duty to protect the one remaining supreme being by fighting in his place, but Cocytus considers it blasphemy that Demiurge would question Lord Ains’ orders or question his ability to win.

The bottom line: No one is going to interfere in this fight. So, like us, they sit back and watch. And let me tell you: they’re treated to quite a show.

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When Ains confronts Shalltear once more, she’s still inert and unresponsive, allowing him to cast a variety of high-level buffs that will prove crucial in surviving her attacks as well as doling out his own. Here’s the full list of pre-battle spells:

  • Body of Effulgent Beryl
  • Fly
  • Bless of Magic Caster
  • Infinity Wall
  • Magic Ward, Holy
  • Life Essence
  • Greater Full Potential
  • Freedom
  • False Data, Life
  • See Through
  • Paranormal Intuition
  • Greater Resistance
  • Mantle of Chaos
  • Indomitability
  • Sensor Boost
  • Greater Luck
  • Magic Boost
  • Draconic Power
  • Greater Hardening
  • Heavenly Aura
  • Absorption
  • Penetrate Up
  • Greater Magic Shield
  • Mana Essence
  • Triplet Maximize Magic, Explode Mine
  • Triplet Magic, Greater Magic Seal
  • Triplet Maximize Boosted Magic, Magic Arrow

That’s a lot of buffs, but it’s exactly what one expects of such a high-level fight. And while there’s some fun to be had in having your way with lesser enemies, squaring off against an opponent that will actually put up a fight—an optional super-boss, for instance— is one of the unique joys of RPG play. Watching Ain buff himself took me back to my own preparation for Yiazmat, the strongest foe in FFXII who has 50,112,254 HP in fifty separate million-HP bars.

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That level of preparation amplifies the sense of occasion, and Ains’ internal monologue establishes that even he doesn’t know exactly how this is going to go down. Then the fight begins, and a red battle armor-donning Shalltear cuts loose, matching Ains blow for blow. He surprises her with a few traps and attacks (and bluffs about more, knowing he must preserve his MP), but she has a few skills he’s not aware of, which he’s never witnessed her using but which she assures him her creator Peroroncino built into her.

Most intriguing of all, there are moments when Shalltear realizes she has no idea why she’s even fighting her former master, but then whatever parameters were overwritten to make her rebel (or which activated after a timer went off) kick in, and she presses her attack.

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Reality, Lightning, Fire, Dark, Holy; elemental and non-elemental magic flies in both directions, with moves and counter-moves coming as quickly as the two combatants can call out the enchantments. Indeed, the one thing I think the battle could have benefitted from was more of an enchantment “shorthand”. Sure, it’s impressive that all Ains and Shally have to do to cast ridiculously powerful spells is say the name of that spell, but the lengthy English spell names are a double-edged sword, giving the spells weight but also slowing the casting pace.

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But who cares about long spell names, when we’re treated to Lord Ains conjures an effing Sharknado. (He calls it a “Shark Cyclone”, but still, pretty sweet). I also enjoyed the seemingly mono-directional stream of light-spears that suddenly change direction and hit Shalltear, surprising both her and us. The two just keep pulling out of their bags of tricks.

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But Ains is slowly draining his MP, and Shalltear knows it. Hoping to break the stalemate, she summons her trump card (but probably not her only one), an ethereal doppelganger, Einherjar, as well as her “household” of lesser beasts. Ein lunges at Ains while Shalltear kills her own beasts in order to heal herself. But Ains is ready, activating the skill “The Goal of All Life is Death”; a giant clock counts down, and when the hands reach twelve, both Einherjar and the household disappear, leaving Ains and Shalltear alone again in the midst of a sandy desert where the forest glade once stood.

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Their surroundings thus drastically transformed, the two combatants assess their present state. Both are nearly out of MP, and Shalltear is almost out of skills, but she has all of her HP, and she believes the battle is all but wrapped up. But it would seem Ains was coy even in his internal thoughts, as he expresses to Shally how grateful he is she went all out and fought him with everything she had to this point, believing draining his MP would be the key to defeating him.

But that’s not the case: by not fighting him cautiously, she allowed him to arrange an even larger plan beyond the battle plan executed thus far. And next week, it will be time to show her just how badly she miscalculated. I can’t wait.

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OverLord – 11

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Last week demonstrated just how dark and nasty Shalltear can be, but she was also neutralized by a mysterious force in a forest clearing, and the true nature of her condition was not elaborated on with great detail. In effect, we were as in the dark as Ains. This week, he works to shed some light on what exactly is going on.

He uses a God-level item to locate Shalltear, and then he’s summoned by the Adventurer’s Guild. He tells them the vampiress is someone he’s been hunting for years, and if he nabs her—and he’s pretty confident he will—he wants Orichalcum, none of this Mythril mess.

When other adventurers accompany Ains on the hunt, even though he warned them they’d definitely die if they did, he makes good on that warning by having Mare kill them. That’s some Ice Cold Ains.

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The expected confrontation with Shalltear comes surprisingly quick, and is surprisingly brief. The episode subverts expectations that Ains can undo what’s been done to Shalltear with an ultra-rare item which enables its wielder to make a wish, by having the ring reject his wish. Shalltear remains still and silent. It’s then, when Ain’s rare “super tier” magic item fails to work, that he decides to beat a hasty retreat to reassess his tactics. I like how the show doesn’t always make things laughably easy for the big lug.

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I also like how he was holding back, even with that wishing ring; he’s got loads more trump cards locked up in his fancy treasury, minded by a guard of his own creation: Pandora’s Actor. The shapeshifting sentinel initially appears as a supreme being like Ains: Albedo’s creator; which is a pretty great shock when it happens, for it momentarily confirms he’s not alone on this world, nor is he unchallengable in power.

However, it’s just Pandora’s Actor, whom Ains hasn’t seen in a while and, now that he’s older, realizes how goshdarn lame the fellow is, what with his saluting and German (though I agree his threads are pretty sweet). I appreciated this scene of relative levity despite the solemnity of the task before Ains; he’s been at this game so long, he’s literally no longer the young man he once was: a guy who made goofy characters like Pandora thinking they’re cool, or who saved up all summer for the Shooting Star ring.

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Things return to seriousness when Ains and Albedo travel deeper into the depths of the treasury, into a mausoleum where he raised statues for each of his former comrades before they retired from Yggdrasil. Albedo remarks on the fact he calls it a mausoleum, and wonders out loud if Ain’s Supreme bretheren are dead and gone. He says that’s not quite the case, but wonders to himself if it actually is. This isn’t a game anymore, after all.

Finally, after showing Albedo the sconce where he plans to raise a statue of himself, Albedo can’t take it anymore, and begs her great lord to stay in this world and rule over everyone—over her—forever. He then tells her, he’s come to collect enough world-level items to face off against Shalltear, knowing he’s probably the only one who can stand against her (a revision of my understanding that Albedo was the second-toughest of the Guardians, or maybe Ains is talking about Shalltear in her current state).

With her tears and determination, she eventually gets him to promise to come back from the fight, no matter what ends up happening. But the truth is, Ains is using this Shalltear dilemma as an opportunity to prove to himself he’s worthy of being the Overlord of Nazarick, or if he’s in over his bony little head.

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OverLord – 10

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News from Albedo that “Shalltear has revolted” was definitely a nice stab to end last week’s battle with Clementine and Khajit, and left me with a complex response. On the one hand, if it’s true that Shalltear revolted, it means this world is a lot more dangerous than had been apparent thus far.

But if Albedo was simply overreacting based on her latent dislike of and rivalry with the vampiress, it still speaks to a trend of internal court strife that started out playful and harmless but could spell big trouble, even for the Supreme Lord.

I’m pleased, then, that the actually answer to the question of what happened with Shalltear fell somewhere between those two possibilities, with qualities of both.

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I’m also pleased that OverLord’s quality of storytelling did not falter greatly just because Momonga was out of the picture for the vast majority of the episode. He’s a powerful, dominant presence both in the world and show, so his absence, while felt, was mitigated by giving us a closer look at Shalltear, including her downright frightening “attack” form.

Like Albedo and Narbarel, she looks about as far down as humans as one can, but goes further, looking upon them as food, or, at best, an entertaining “playmate.” But someone who considers humans even more as mere food and toys is the accompanying maid Solution, who is beautiful and seductive, but in reality is a shape-shifting slime monster whose boobs turn into a mouth that swallows a hapless dolt whole.

But interestingly, it’s not a total cakewalk for Shalltear & Co., at least not as much as it was for other Nazarickians thus far. Shalltear not only comes across the redhead to whom Momon gave a red potion (which she uses to save herself), but a well-coordinated force of NPCs manages to hold off a few of Shalltear’s attacks, and may or may not have taken temporary control of her mind.

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It’s that event, and its registry on the master screen, that causes Albedo to suspect a revolt. We can be reasonably clear she’s mistaken, however, and that the reality is more complicated; another mystery Momonga has to figure out with that big bony head of his. I appreciate the nuance of the situation, which is far more interesting than if Shalltear had suddenly decided to rebel against the lord she’s always loved (long before Momonga altered Albedo’s personality to love him), which would be way out of character.

And that’s also something the show keeps present in our own heads: the (anti-)heroes of Nazarick who serve Lord Ains Ooal Gown are the product and offspring of their creators, “supreme beings” like Ains who just happened to also be his friends (at least friends within the game, if not outside of it in the “real world”). As such, aside from his love hack of Albedo which was his doing, everyone who serves Momonga is acting in accordance with the parameters set by their creators, i.e. those friends of his.

So if it was Shalltear’s creator’s will that she revolt against Ains, so be it…but neither I nor Momonga are willing to concede that absent further information. For now, he simply has to find Shalltear…and hope whatever she has doesn’t spread to his other generals.

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