The God of High School – 03 – Life Is a Battle…Do What You Want

After a quick check-in on a cult consisting of members with black pointy hoods (the third such anime to feature this after Misfit/Demon Academy and Food Wars 5—not sure what’s up with that) Mira faces off against Ma Miseon, an American pro-wrestler built like a brick house who assures Mira her wooden sword will be useless.

Miseon indeed exhibits incredible speed, agility and power and Mira looks not only overmatched but like she has no business fighting in the ring…until she loses her wooden sword and Miseon thinks she’s got this in the bag. That’s when Mira demonstrates that she doesn’t actually need a physical blade; her entire body is a sword, and she uses it to quickly eviserate Miseon and claim victory.

Daewi and Mori are happy their new friend has advanced, with the latter itching to fight her himself, but he must face punishment for interference in Gambo/Manseok match (both of whom are out of the tournament). Park Mujin sees that Mori is the grandson of Jin Taejin, and decides to test him by pitting him against a Commissioner. Mujin also gives Mori some suspicious produce, which causes Mori to cough up blood and pass out when after eating it.

We know Daewi wants to win the tournament for money, but now we know what that money is for: his ill friend/brother Seungtae, cut down at the height of his powers by cancer (or something like it). Thugs Daewi used to tangle with think Daewi is vulnerable without Seungtae to back him up, but they might not be thinking that if they saw Daewi dismantle the cerebral Baek Seungchul in the GoHS ring, which he does after taking one hell of a metal bat beating.

With Mira and Daewi both advancing, Mori recovers and arrives for his match with the commissioner, albiet a bit late. It’s a handicap match, and all Mori has to do is knock the guy down. He does that so quickly and both “Green Four-Eyes” and the crowd are insulted, and the former loses his temper and unleashes a summoned jester-like demon-beast.

Park has the other commissioners tackle their colleague and ends the match, naming Mori the winner since he knocked his opponent down. Now he knows he’s dealing with Jin Taejin’s “Tiger Cub” and apparently has big plans for someone of his power and potential.

The God of High School – 02 – Gotta Have a Code

Interestingly, the second GoHS doesn’t pick up where the first ended, but after the battle royale. Mori, Mira and Daewi all advanced, but Mori’s fight with the “slipper jerk” was interrupted by Mira. Turns out all three share the same route home, much to Mira’s consternation. During their walk we learn the basics of their being in the tournament. For Mori, it’s to become stronger. For Daewi, it’s for money.

Mira is fighting for honor and family; namely to save her late father’s dojo. When Mori snatches her sword again and she moves to snatch it back, it ends up in the drink. Mira slaps Mori and tell the other two to scram, but it’s not long before the lads are helping her search the water. They actually find the blade off-screen, but the point is the three bonded over the activity.

The next day the preliminary brackets are set, and the last person standing will move on to the national tournament. When Slipper Jerk (AKA Gang Manseok) attacks his opponent Go Gamdo in the locker room, Mori steps up to defend him, earning Gamdo’s gratitude and respect.

Mori, Mira and Daewi end up winning their respective matches easily, while other faces like Ma Miseon and Baek Seungchul get brief moments in the ring; I’m sure we’ll see more of them as the brackets narrow. But the main fight of the episode is between Manseok and Gamdo.

While Gamdo practices a very pure and conservative tai chi style focused on balance, Manseok reveals a rare northern-style Taekwondo developed for survival in war, filled with all kinds of low blows. As such, this is a match between the “cleanest” and “dirtiest” fighters. We also learn through brief flashbacks that Manseok was once a groveling wretch and transformed himself thanks to a powerful teacher.

Gamdo’s best efforts to win the battle of wills results in his getting beaten to a pulp. Manseok unbinds both his hands and starts breaking Gamdo’s limbs one by one, but Gamdo still won’t yield. In the end, Mori enters the ring (breaking the rules and risking a DSQ) to protect his new friend, and shows that he’s a far more formidable opponent to Manseok—which is probably what he ultimately wants!

The chaos is then broken up by tournament administrators and the arrival of Korean Assembly member Park Mujin, fresh off a visit to the Pentagon where he waltzed right in without fear of getting harmed. He has Mori taken away for TBD punishment, then announces the tournament will resume.

Honestly despite the big central fight this GoHS was a bit of a step down from the premiere in pure manic craziness, mostly because any indoor fight is going to seem restrained compared to the dynamism of a motorcycle -bicycle race. It also wasn’t nearly as funny. It made up for it with a key bonding moment between the likable main trio—though I hope they get more fleshed out soon.

The ep also added more intrigue surrounding users of the superpower cheryeok, which we saw employed like the hand of god smashing out an island last week. I’m confident Mori’s road won’t end with his rule infraction, because the whole point of GoHS tournament seems to be to find exceptionally strong fighters like him.

The God of High School – 01 (First Impressions) – Stand Tall, Smile Big, Strike Hard

Fresh off the heels of Tower of God—which Hannah enjoyed, though admitted frustration that it was essentially just an extended prologue—comes The God of High School, another Korean webtoon-based anime with “God” in the title and an appealing blend of action, comedy and drama.

After a ominous, cryptic cold open that doesn’t even pretend to explain what’s going on (suffice it to say some guy on an island with designs on blackmailing the prime minister is literally wiped off the map), we dive straight into one of three main would-be Gods of High School, Jin Mori, resident of Seoul.

Waking up from a dream in which he was encouraged by his gramps, Mori realizes he smashed his alarm in his sleep, and must race to the GoHS preliminaries at KORG Arena. He takes a shortcut by riding his bike off a cliff, and immediately it’s apparent that these are no normal humans.

There’s a lot of influence from Durarara!! in the ensuing action, and not just because there’s a purse thief on a motorcycle whom Mori feels compelled to chase (he makes up a sob story about the elderly woman who needs the cash for her grandson’s surgery or some such). The mere fact Mori can keep up with a motorcycle on his bike, and the reasons for doing so, are great shorthand for the kind of character he is: as relentless as he is just.

His first encounter with fellow GoHS contestant Yu Mira is kinetic, to say the least: while she’s admiring the ample muscles of some martial artists who failed to make the cut, she’s absolutely obliterated by Mori (accidentally, of course). Mori attempts a quick apology, but Mira uses her trusty wooden sword to stop him in his tracks.

When she hears he’s chasing a thief, Mira tags along, and provides more offense against the biker as Mori keeps up. She’s about to deliver a decisive blow to the baddie when a road sign jumps out at her and her face is driven so deeply into the metal it creates a ghoulish mask.

The cartoonish amount of punishment these characters can take is matched by the utter hilarity of the way the violence and various acrobatics are rendered. I suddenly realized the episode was almost half-over, but things were so non-stop from the moment Mori jumps on his bike, events fly by effortlessly and breathlessly, evoking shades of Mad Max: Fury Road.

While Mira and Mori fall behind, the motorcyclist’s face ends up meeting the fist of a third GoHS contestant in part-time convenience store employee Han Daewi, and the impact of his punch is akin to the superhuman strikes of Durarara!!’s Shizuo. Daewi knows who to punch and why thanks to a roving rapper live-streaming the chase online.

With the chase finally complete, the three contestants head to the locker rooms of the arena and formally introduce each other, having already demonstrated from their actions in the streets that they’ll be tough competition in the prelims—and perhaps useful allies as well.

The preliminary is wonderfully simple: a battle royale of all the assembled fighters, and the last people standing move on to the tournament proper. There isn’t really any doubt that Mori, Mira, and Daewi will advance, but when a convict with the title “King” enters the battle late, the three seem to meet their match, with Mira giving her best shot and Mori answering the challenge.

This is a show that is deliciously simple in premise, wonderfully energetic with its trademark Studio Mappa action, and as moves along at a rapid clip without causing whiplash. The three main characters look poised to complement one another, while the way the episode ends in mid-fight guarantees I’ll be back for more rock-em, sock-em madness.

All that said, I do find it odd how red everyone’s noses and ears are in closeups…it’s like they’re all suffering from colds!

Assassins Pride – 02 – The Right Time to Shine

In a welcome scene of student and teacher bonding, Melida learns that despite his stoic look and manner he’s both embarrassed to have to examine her body (her being a girl and all) but has been trained to hide his true emotions. While that was implied last week, it’s good to hear him actually voice it, as well as voice his sincere hope for her success.

While Melida’s mana has awakened, she’s not a Paladin, but a Samurai class, like Kufa. Kufa warns her to keep her awakening secret and forbids her from using mana against anyone but him. Since he estimates she’s currently only able to summon half of her mana, she’ll rely on the element of surprise to win in the school tournament.

Keeping cards close to one’s vest, and waiting for the opportune time to reveal them, are all part in parcel of what Kufa is all about. But he learns something about her too when she defends him against the mocking words of her “friend” Nerva: she’ll more readily summon what strength she has for others before herself.

When the tournament begins, even Melida’s allies aren’t aware she can use mana, and she doesn’t use it until Nerva is at the very height of her arrogance. Thankfully it’s not a one-sided affair, as there’s a lot of back-and-forth as Nerva ups her game. But in the end, there’s a card in Melida’s hand she kept even from her tutor, taking a page from his book.

That card is a phantom-blade technique he only demonstrated to her once, meaning she either learned it from that one time, or trained a bunch on her own. She thought mutliple moves ahead in her fight with Nerva, making it seem like she was totally out of mana, only to summon the rest of it when Nerva opened herself up to finish her.

In the end, Melida surprised Nerva to the point that after their match she returns the book she took from her and apologizes, apparently continue to value the “friendship” she said they’d have no matter what happens. I appreciated that extra dimension to Nerva, who isn’t just a sneering, bullying bitch after all.

Melida also addresses her father and master of the house, and as Kufa remarks, just the fact her father responded to her (by basically telling her not to get too cocky until she’s accomplished more) is another victory. If she continues to improve, it’s looking less and less likely Kufa will have to kill her, or worry about getting killed himself for failing.

But even with a chastened Nerva and an semi-acknowledging father, Melida faces a lot more adversity, both from her overachieving Paladin cousin Elsie to some unsavory lancanthropes lurking in the shadows.

Overlord III – 08 – Never Root for Humans and You’ll Never Be Disappointed

In Demiurge We Trust remains the name of the game, but our gallant band of good-hearted workers end up pawns in his grand scheme to advance Nazarick’s stature in the world, and that leaves a rather nasty taste in my mouth, because they’re very likable pawns with a noble goal.

I know there’s a human in Ains Ooal Gown who probably shares some of that taste…but isn’t letting it get in the way of following the plan. In a way, he’s letting himself be a pawn in that plan; playing the role he’s been assigned.

The workers know they’re doomed as soon as they walk in the arena. Ains removing a ring so Arche can see how powerful his magic is (it’s powerful enough to make her vomit) only confirms what they already knew: they’re hosed.

When begging for their collective lives doesn’t work, the team does their best, but of course everything they can throw at Ains bounces off him harmlessly. The difference in power is simply too overwhelmingly great. So they work to get one of them away: Arche.

Unfortunately, while Arche can fly, she has nowhere to fly to; they’re not really outside but on the sixth floor of the tomb. Ains dispatches Shalltear to retrieve Arche and fill her with fear and despair before delivering a painless death.

It seems Arche is resolute to the end, and Shalltear failed in the first objective. but as Entoma ends up with her voice in a later scene, using it to describe all the ways her various parts were distributed among Lord Ains’ many underlings, her second objective of killing her did.

Not long after, the next stage of Demi’s plan is set in motion, as Aura and Mare arrive at the imperial capital on the back of a giant golden dragon to deliver a message—Lord Ains is pissed, and demands a personal apology or he’ll destroy the entire country.

To prove he means business, Mare rends a great crack in the ground, and all of the dozens of amassed soldiers surrounding the dragon fall to their deaths, leaving even the proud, fearless young emperor looking dumbstruck. He’ll no doubt have to rely on his grizzled head wizard Paladine at least a little longer.

Overlord III – 07 – Ain’t No Party Like a Nazarick Party

Just as the loose alliance of worker teams begins their infiltration of the mysterious ancient tomb, Momon leaves the rest to Narbarel and teleports back home to Nazarick…which is the tomb all the workers are infiltrating. Ains has orchestrated a kind of “open house” to test the mettle of the unsanctioned adventurers, and no doubt this is also part of Demiurge’s larger plan to create a name for Nazarick that will echo throughout the land.

Lord Ains watches from his throne room monitors with Albedo as the teams move in—all but one, led by a grizzled elder who decides to cede the exploration of the tomb to the other teams in exchange for ten percent of what each of them find. In this way, he’s making his party a tidy profit without risking any of his comrades’ safety.

Making the other teams their “canaries” would be a great plan…if five of the Pleiades Six Stars weren’t waiting for them outside. The five-man party would be no match for even one of the maids, but they’re not there to fight, only observe as the undead “Nazarick Old Guards” rise from the ground and take care of business. I must say, it is pretty cool to see so many powerful maids assembled, even if they don’t even lift a finger in the battle.

The parties within the tomb don’t fare much better. Some are teleported to some god-forsaken sub-dungeon of the tomb where a Cockroach King (possibly voiced by Hiroshi Kamiya?) greets them enthusiastically before feeding them to his vast “family” (who tire of cannibalism).

Another unfortunate worker ends up the singular captive of Nazarick’s “special intelligence collector” Neuronist, who fancies herself far more suitable a mate for Lord Ains than either Shalltear or Albedio. And then there’s the samurai-esque shitbag whose name I intentionally did not remember, because I didn’t like the fact he had three elf slaves (whose ears he apparently clipped).

Mr. Charming ends up facing off against Hamasuke, who’s been training hard with the Lizardman and has something to prove, which makes him far more dangerous than if is head wasn’t in the game. It’s great to see Hammy in action after so long, and hear his old-fashioned manner of speaking.

Hamasuke’s opponent proves no match for his speed, claws, and the Slashing Strike martial art taught to him by Zaryusu. As for the slave elves, after healing and buffing him once, he rushes back in and gets both hands sliced off, and from then on they wash their hands of him, grinning with glee as their master and tormentor is polished off by a giant magic hamster.

Thus ends a very small and minor mini-story within the story of a skilled but arrogant warrior who was also a monster. We were shown rather than told what the dynamic was, and were as pleased as the three elves when he got what he deserved.

Finally, the team we spend a lot of time learning about last week, led by the pauper noble Arche, end up teleported to an arena, where Aura serves as MC announcing the impending battle between them and the leader of the Tomb of Nazarick, Lord Ains Ooal Gown…whom I’m assuming will be holding back quite a bit.

Kino no Tabi – 02

Kino may be small, soft-spoken, and polite, but she’s also a powerful badass. As such, she knows that she must occasionally push herself as far as she can go, not only to explore her limits, but to keep her skills from getting rusty.

It’s with this in mind that Kino eagerly arrives at the “Coliseum county”, where newcomers must fight others, often to the death, in order to win their citizenship.

The eternal tournament could be called the ultimate diversion for a corrupt king trying to maintain his grasp on his little kingdom, which is rotting and falling apart at every turn. They don’t even keep the coliseum properly maintained.

All of this disrepair must be particularly distasteful to someone as obsessed with being on top her game as Kino, who is underestimated by each of her opponents but defeats them all with ease, without killing a single person.

The night before the final match, Kino tells Hermes to be near the arena so they can leave as soon as she’s done. Victory is never in doubt here, it’s only a matter of how Kino achieves it. Her finals opponent is a capable-looking fellow named Shizu, armed with a katana.

Kino lets Shizu get close enough to slash at her, but blocks his strike with guards hidden in her sleeves, and on his upswing, she trains a hidden pistol at Shizu, forcing him to concede defeat.

The crowd shouts “KILL! KILL! KILL!”, and Kino does kill…their king. Her question about spectators getting killed by stray bullets being of no consequence comes into play here, as does her homemade explosive round that explodes the king’s head, leaving no doubt that he’s gone.

As victor of the tournament, Kino gets to make a new rule for the games, and it’s this: everyone, not just newcomers, must fight each other to the death; the last person standing will be the new king. As she leaves on Hermes, the town starts tearing each other apart.

Shizu catches up with her by a lake and thanks her for killing his father; he was the prince who was cast out of the country and sought revenge, but Kino denied that revenge, taking care of the king herself. She also meets Shizu’s loyal talking dog Riku, whom I’d like to think whispered to Shizu that Kino’s a girl (her earlier “don’t call me boy” to the guards was another hint).

As for why Kino set the people of the town against one another and blew the whole thing up…I suppose a part of her didn’t like how they were exploiting misinformed newcomers looking for a verdant paradise, like the couple she and Hermes met on the road one day, and met just the woman another day (the man was killed in the tournament).

Now it’s a more fair, internalized system. Whether it makes the country a better or worse place is of little consequence; Kino is off to the next country.

Rokka no Yuusha – 06

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Our boy Adlet is in a heap of trouble, with a most of the other Braves either suspecting him (Maura), ready to kill him (Hans and Chamo), or abstaining and letting the others do what they want (Fremy). Only Tania still believes in his innocence, and is both confused and outraged by the positions of the others.

When it’s Goldolf’s turn to offer his thoughts, he offers them in the form of a strike against Adlet, ignoring his princess’ doubts about his guilt. Hans joins in, and Adlet has no choice but to improvise, knocking Fremy out cold and running out of the temple. And thank God he does, too, because I was dead tired of that stuffy glowy room.

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Adlet doesn’t get far, as Hans throws a dagger in his back and he passes out. While out, he helpfully dreams about his backstory, back when he wasn’t even the strongest boy in his village, to when he presented himself before his future master, a pitiful bag of bones, begging to be trained.

We don’t see the in between, when his friend, mother, and village are presumably wiped out by fiends. The longbeard begins the lesson at once by beating young Adlet up, telling him he must smile when things go bad and laugh at despair if he wants to become strong.

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Adlet isn’t smiling much when he wakes up to find Fremy has saved him, but not only to prepare for what she calculates is just a 1% chance he isn’t the seventh brave and her enemy. Still, there’s something to the fact she didn’t make a lot of noise so the other braves could capture them. Perhaps she’s giving Adlet that 1% chance to convince her he’s not lying.

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Adlet doesn’t do so well at first, but then starts to smile again, remembering the words of his master. No matter how dark the night gets, he’ll pierce it with his defiant grin. He doesn’t know how to convince Fremy that his theory about an eighth brave helping the seventh (who then framed him), but he won’t concede defeat.

Even though Fremy flatly refuses to help him, his boundless optimism moves her to ask him why he wanted to become a brave, a question that suggests, for the first time, that she has the slightest interest in anything about Adlet (other than her suspicions he’s the enemy). It’s not much, but Adlet—and I—will take it, and similarly look forward to the morning when he must figure out a way to prove his innocence and foil the real enemy.

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Rokka no Yuusha – 05

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RnY really slammed on the brakes this week, finishing the job it started last week of bringing the story’s momentum to a screeching halt. What had been a thrilling, sprawling fantasy adventure tale is now stuck in a square room with a lame mystery, pacing around, tapping its foot; scratching its head, and yawning.

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I know; seven Braves when there should be six isn’t that bad a mystery. It’s more that the way the mystery is being investigated saps all of my interest. First we get another set of introductions, along with their stories of where they were when the barrier came up. We hear Adlet’s monologue as he sizes people and their stories up, but aside from learning Fremy is half-fiend (which is actually pretty interesting), we don’t learn much of note.

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From there, everyone starts chiming in with their ideas about what happened and who they suspect the seventh Brave to be. Now, I’m a big fan of 12 Angry Men, but they were a jury deliberating a verdict; these guys are supposed to be legendary heroes kicking ass and saving the world. The fact that they’re holed up in this room pointing fingers at each other for an entire episodes diminishes their splendor along with our patience. When Chamo yawned, I said to myself “You and me both, kid!”

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Thankfully, the seven do eventually get somewhere, though I’m not yet satisfied with where that is: Hans (whose cat-speak and constant cackling is really annoying, BTW) says once the temple doors open they cannot be closed, calling into question Adlet’s story about having to blow the door open, which immediately preceded the activation of the barrier. Even though Fremy is in chains, Hans seems on the cusp of turning everyone against Adlet.

Yet we witnessed what Adlet did, from start to finish, and at worst, he activated the barrier accidentally. He doesn’t work as the culprit, since we’ve been following him the whole time, before even Nashetania showed up. So unless the show itself was lying to us, he can’t possibly be the enemy.

Because the deliberation is far from over, it’s guaranteed that the Braves won’t be leaving this room for at least part of the next episode. Smoke if you got ’em…

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Rokka no Yuusha – 04

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Introductions between Fremy and Tania/Goldof are tense because Goldof has it on good authority that Fremy is in fact the Brave-Killer…an accusation she doesn’t even bother refuting. Yet Adlet still shields her from Tania’s blades. Why? Because whatever she did in the past, she’s one of the Six Braves now, by the will of the Goddess, and The Strongest Man in the World isn’t going to let them fight among themselves.

Tania stands down, because she trusts Adlet, not Fremy. Fremy tells her she’s a naive girl and doesn’t so much as thank Adlet for saving her, but the group of four is off to meet the remaining two.

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As soon as they’re in the dense forest, a fleet of aerial fiends begins bombing it, while land-based fiends swarm and surround them. Here, for the first time, we see what kind of badassery four Braves are capable of, especially since one of those four, Adlet, is able to continue on to the temple, since three Braves are enough to hold off the horde: Tania and Fremy from long-range; Goldof the close-range brawler.

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Adlet finds the beautiful yet foreboding temple (looking like the entrance to many an FF dungeon) and meets an injured priestess only to watch her transform into a fiend (which promptly, confusingly runs away). Rather than pursue, Adlet enters the temple, shocked to find the phantasmal barrier already active, and even when the others arrive unharmed, they’re unable to shut it down. Adlet tries using his blood, while Tania flails about in a panic, to the point I though for a moment she was hallucinating.

Then, it all becomes clear: the barrier is active because it was activated by the remaining Braves. First, they meet Chamo Rosso, a small, child-like girl in green whom Adlet acknowledges as the “claimed” strongest person in the world; a claim he obviously disputes.

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Chamo immediately wishes to kill Fremy, who must’ve gotten the same memo as Goldof, and we learn for certain why when not one but two more Braves grace their presence—Mora Chester and Hans Humpty (dumb name)—for a total of seven. Since there was never any instance in all of history of their being any less or more than six Braves, everyone concludes that there’s an impostor in their midst.

Assuming they’re right, who could it be? Have we already been privy to previously unnoticed clues? At this point Fremy seems too obvious. Hans, who seems a bit more sinister than the others, also seems too obvious. I wouldn’t have cast any suspicion whatsoever on Nashetania, were it not for a heavily Tania-centric ending sequence (complete with an awesome ending theme). As for Adlet, well, we witnessed him become a Brave. Hell, maybe there are just supposed to be seven this time around…

While the action and adventure were definitely here, there was something mechanical and underwhelming about the reveal of the other three Braves. They just kinda…show up, all at once, with little fanfare or showmanship. I suppose I’ve been hanging around the showboating Adlet and stylish Tania too long. I’m also loath to watch the group continue bickering when there’s a Demon God to defeat. Finally, the character animation looked rougher and sloppier than usual at points, possibly in order to accommodate the CGI fiends.

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Rokka no Yuusha – 03

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In the early stages of many an RPG when the party is still being assembled, one often comes across a character who doesn’t want to join, and will only reluctantly/provisionally join if convinced or coerced to do so, and even then, could turn on you or turn tail at any time.

That’s who we have in the stylishly-attired, world-weary lone she-wolf Fremy Speeddraw, and it’s what makes the kind and gregarious Adlet her perfect foil. First, Adlet shows her he’s someone to be reckoned with by chasing her down with a deftness that surprises her. The gets in close and steals her ammo, leaving her with one bullet.

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Then Adlet basically tells her to swallow her outrage and come along, turning his back on her and giving her the choice to shoot him and take back her ammo, or join him. It’s a key moment for Fremy after much argumentative banter between them, and she decides to lower her weapon, either because she doubts the dance will end when she fires her last shot, or, less likely, she just doesn’t feel like shooting a unarmed man in the back just for wanting her to tag along.

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An uneasy accord between those two thus reached, we cut to Nasheitania, who allows herself to get cornered by some tricky fiends, but fortunately has the fiercely loyal Goldof by her side. When they encounter Adlet’s horse and note, Goldof accuses Adlet of abandoning the princess, but Tania is far more understanding, and assures Goldof he’d get along famously with Adlet.

Goldof isn’t so sure about that, but he is extremely adept at combat and killing fiends. Tania and Goldof echo Adlet and Fremy in that each pair has an outgoing/happy-go-lucky and introverted/distrustful personality in it.

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No matter which pair it follows, the soaring sights and the stirring orchestral score maintains the grandeur and scale of the Braves’ journey established in the previous episodes. Though only drawn together by Adlet’s insistence, Fremy sticks by his side as they enter the fortress of a town close to their ultimate destination of the Demon God’s domain.

Though the fortress garrison has been decimated and a mere private commands, he dutifully and confidently informs the Braves of the intricate plan to cast a giant cloud of fog over the lands, blocking the fiends from taking further territory once the Braves press on. This too is a very RPG-like mission, with precise timing and contingency plans involved. Adlet, naturally, believes Plan A will go swimmingly.

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But once Adlet and Fremy strike out for the Braves’ rendezvous point, they are ambushed, not by fiends but by Tania and Goldof. The main reason Fremy gives for not wanting to join the others is her belief the other Braves will try to kill her if they see her (and the only reason Adlet didn’t is because he’s “weird”, i.e. a kind person). Fremy doesn’t believe in kindness, and doesn’t want it. She even tries to get him to agree to one day fight her, but go easy on her, while all he wants to do is fight by her side.

Now, exactly what she said would happen is happening, albeit due to Tania and Goldof’s belief Fremy is the Brave-killer. As blades and bullets fly, Adlet must play the peacemaker, and be the glue that holds the Braves together. And if he truly is the World’s Strongest Man, than surely he can get it done, right?

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Rokka no Yuusha – 02

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While their party is just two and the activities are limited to exploring and traversing the great expanse before them, Adlet and Nashetania’s journey is the perfect opportunity for both them and us to learn a little more about them. Take ‘Tania: she’s so excited and giddy at the prospect of this adventure, she challenges Adlet to a fight. In fact, she uses her powers for things like cutting vegetables. She’s restless, but Adlet and she both need to be focused with a Brave Killer at large.

At night Adlet warns Tania they’ll be sleeping on hard ground under the stars a lot, and we learn she’s no stranger to that. Despite having never seen so much, she has experienced more hardship than you’d think of a sheltered princess, mostly because of the tenuous hold her late father had on the kingdom, and the execution order put out for her before she became a saint. Adlet’s not the only one here who’s had to rough it.

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The bottom line is, outside of arena competition, Tania has zero experience fighting fiends, who Adlet knows they’ll encounter. The “game”, if you will, then shifts from “getting to know each other” to “battle 101.”  I like how Adlet gets a very nervous Tania to laugh, thus calming her. Then Adlet gets right in the (CGI) fiends’ faces and dodges and slashes, while keeping Tania back to support him with her blades.

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Their first battle goes well, and the villagers the fiends attacked are saved from obliteration, but there’s news that one village girl didn’t make it out. Adlet is ready to go after her, but Tania stops him, telling him their primary mission is to find the other Braves, and that no matter how strong they are, they can’t save everybody.

Adlet agrees with her until she lets go of his horse, and then charges off anyway, which is Classic Adlet: after all, how can he call himself the Strongest Man if he can’t defeat the Demon God and save the people? He wants to do it all, and in this case, Tania indulges him.

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And this time, it may just get him in serious trouble, as the “girl” in the smoldering ruins of the village seems to be doing just fine taking out all of the fiends. When she notices Adlet, she introduces herself as Fremy Speeddraw, so named because of her rifle and the ability to summon bullets at will. She doesn’t like other humans, suspects Adlet is there to kill him, and refuses to lower her rifle to his non-provocational stance.

Meanwhile, more fiends arrive at Tania’s location, and while she’s able to deal with them herself, she loses her horse in the process. Then the person she’s been searching for, Goldof, who once let her win in the arena, presents himself before her, a newly-made Brave, like her. Tania says this now makes them equals, but Goldof still insists on bowing before her and pledging his life to her protection.

Then Goldof tells her the name of the Brave Killer is Fremy. This should be interesting!

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Rokka no Yuusha – 01 (First Impressions)

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What is it: A sweeping fantasy epic about the rise and gathering of of the “Braves of the Six Flowers”, six warriors chosen by the Goddess of Fate to save the world from the reawakened Demon God and its fiends. The first we meet is self-(and oft)-proclaimed “strongest man in the world” Adlet Mayer, who crashes a sacred ceremony between two lesser warriors and embarrasses them and the entire institution.

For this, he is imprisoned, but he makes a friend of a pretty maid who visits him in his cell, and they chat about the Braves. Adlet spends many weeks in a cage, but when the signs of the Demon God awakening filling the sky, the mark of the Braves appears on his hand.

He is then sprung by jail by the maid, who is really the Nashetania, the princess of Piena, who has also been chosen as one of the Braves. She and Adlet mount horses at strike out into the world to rendezvous with the the other four.

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Why should you watch? If, like me, you’re a big fan of the whole concept of RPGs like FF, which follows a relatively set but time-tested formula from game to game, evoloving with technology of the time (I’ve played FF for NES all the way up to PS3, and looking forward to FFXV for PS4) and switching up its character types, settings, and battle systems. Up until recently there were no direct sequels, as if each FF was really the “final” of its kind.

But the first FF wasn’t the final one as it was believed to be by its creators, nor will FF ever really disappear, despite all the missteps the studio may have taken throughout the years, because fantasy is elemental and eternal. Going back to the carved stones of the Epic of Gilgamesh, they have always been both a tale of how we came to be and an escape from where and who we are.

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Rokka no Yuusha understands this simple fact intrinsically, and attaches new trappings to well-traveled roads in its execution, in the best tradition of FF. The Meso-American fusion motif, with the Tenochtitlan-style capital, makes an immediate escapist impact, and as we move on to our cocky but capable protagonist Adlet carve his way through two of the best warriors in the land, his constant protestations of being the “strongest in the world” sound less and less like idle boasting.

That’s particularly true when we see what becomes of Adlet for stepping out of line and shitting all over the city’s traditions: he’s thrown into a big pit to rot. But far from despairing, Adlet simply uses the time to train and allow his wounds to heal, knowing he could escape at any time. And as I immediately knew the “maid” was actually Princess Nashetania (great name, BTW) I’m not entirely certain a part of Adlet didn’t know it too, judging by how he tells the maid to relay the message, and his lack of surprise when she shows up to free him.

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Why should you watch? Perhaps for the same reason I will be watching: If you’re annoyed, rather than comforted and excited, about the umpteenth execution of the epic fantasy formula. Also, while the show got off to a quick start with Adlet’s battle, things bog down quite a bit in the cell scene. The dialogue is natural at first, and I liked Nashetania’s fidgeting as Adlet talked about himself, but then things descended into pretty transparent infodump territory, though that’s just another familiar mark of this genre.

The Verdict: This second effort by studio Passione (the first being Rail Wars!, which Hannah quite liked) that we’ve seen is a strong entry in the epic fantasy genre, and gets off to a convincing start, immersing us in its lush setting, familiar yet intriguing mythology, and the sense of a grand adventurous journey commencing.

Its attention to detail in matters of combat, production, and costumes impressed mightily. And while Adlet’s a cocky bastard, he has an honorable goal, and Nashetania should be good for him (and vice versa). We’ve yet to meet most of Braves of the Six Flowers to meet, but I’m already sold.

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