The Rising of the Shield Hero – 20 – Strong Bonds

Well, look at that…Queen Mirelia understands that you need to have a camp and supplies if you’re mobilizing a large force. She also understands the need to make a regal impression in front of that force, as she suits up in her armor against the wishes of her Shadows. Finally, it seems she’s ready to take a more active role, promising to bring the Pope and his flock to justice for their treason.

Meanwhile, in the magic Cathedral, the Pope manages to block, parry, or nullify pretty much every attack thrown his way, and unlike his opponents, he doesn’t particularly care if his acolytes push themselves so far they end up dying; he considers that martyrdom (though I bet if you asked him to lay his life down he’d have a different view).

When the other heroes urge Naofumi to break out his “overpowered” Rage Shield, the cursed dragon within takes hold of him. Like Emperor Palpatine, the dragon wants Naofumi to let the hate flow through him—not just the dragon’s hate, but his own, amassed during all the various injustices that have befallen him since arriving in this world.

Thankfully, Raph, Filo, and Melty pull him out of his rage spiral by reminding him that they love and support him, and aren’t about to lose him to the darkness.

Naofumi promises not to let the shield get the better of him, and coordinates with his allies and the other heroes to press the attack against the Pope.

But no matter what feints and combos they throw at him, he calmly deflects it all, and serves up more innane religious babbling as if anyone wanted to hear any more. All the while, his followers outside fall and expire one by one. He can’t keep this up forever.

Ultimately, the Pope decides to concentrate his remaining Mana into a large-scale illusion spell that creates a kaleidoscope of Pope clones along the inner surface of the Cathedral, enabling him to attack his foes from above and every angle.

It’s almost game over for our heroes, but Queen Mirelia casts an Icicle Prison spell that freezes him in place for them to finish off. Naofumi delivers the coup-de-grace by casting Blood Sacrifice, which, you guessed it, requires him to expend the majority of his own blood.

At first it looks ineffective, but the blood creates a mechanical serpent that bursts out of the ground, snatches up the Pope, snaps his staff, and basically dissolves him into a pool of blood. With that, the Cathedral falls, the Heroes are free, the lame boss I never cared about is gone (hopefully for good), and Queen Mirelia introduces herself to the nearly-bloodless Naofumi, apologizing for not showing up sooner and promising not to let him die.

Obviously, he’s not dying—we have at least five episodes left—but hopefully this victory marks the beginning of détente and future cooperation between Naofumi and his fellow Heroes. I’m just glad this Pope-Coup mini-arc is behind us, and that it was resolved in reasonably satisfying fashion.

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The Rising of the Shield Hero – 16 – The Feathery Fifth Heroine

It happens sometimes in RPGs: You come upon a boss you just can’t beat, either because you’re underleveled (as Naofumi and his party certainly are), or because you’re meant to be rescued so that a potential ally even more powerful than that boss can be introduced.

That’s what happens in this thrilling episode of Shield Hero. The “dragon emperor” (read: souped-up dinosaur) wreaks havoc in the town after smushing Idol, but Filo’s able to use her fragment to lure it out of town to a lake where they can fight without collateral damage.

Only the best Raphtalia, Filo, and Melty have isn’t enough to scratch the dragon. Naofumi prepares to bring out the Rage Shield, but a mysterious voice warns against it. Then a massive retinue of slim, disciplined Filolials march out of the forest and circle the boss.

Then something comes out of the lake—something huge: the Filolial Queen. That’s right: for sixteen episodes we’ve waited in vain for Melty and Malty’s mom to take the stage and use her authority to bring an end to Naofumi’s persecution. But a very different queen beats her to it.

After a magnificent entrance that really drives home the difference in scale between the Filolial Queen and the party, she confronts the dragon face to face and gives it a chance to surrender its fragment. When it refuses, she delivers a kick for the ages that throws it back hundreds of feet.

Not interested in a quick fight, the Queen finishes the dragon off quickly and decisively, with an attack so lightning-fast we can’t see it. The Queen then transforms into human form and introduces herself as Fitoria, voiced by Cardcaptor Sakura, Cardinal, and Saber Nero herself, Tange Sakura.

To Naofumi’s shock, Fitoria has been around for centuries, ever since she was raised by a previous Hero and tasked with protecting humanity in their stead. Her prodigious age and experience means her warnings about Naofumi’s overuse of the Rage Shield carry weight.

She also has many questions for the Shield Hero, so she bid he and his party get in a carriage, which she uses a portal to teleport them to some ruins that serve as a filolial sanctuary. There, she samples Naofumi’s cooking, and her lesser filolial subjects’ puppy eyes force him to make enough for everyone.

With the rest of the party sleeping off a long, hard day, Fitoria and Naofumi talk, speficially about her and the Cardinal Heroes’ symbiotic relationship. She is currently more powerful than any of them, so they’ll need her for the tougher Waves to come; seeing Glass in action proved that.

But while she’s very powerful and has lived a long life, she isn’t immortal. When her power starts to wane and flicker out, she’ll need the Heroes as much as they need her now to protect the world—not just Melromarc—from the Waves. This is all news to Naofumi.

Which brings us to her main complaint: the Heroes cannot under any circumstances be at odds; even the classically shunned Shield Hero. He must find a way to reconcile with them. When he outright refuses (and not without good reason…we know what he’s had to contend with) and assures her he won’t be convinced to make nice with the other heroes, Fitoria’s demeanor grows very grave.

She informs him that in the event the Heroes can’t get along, it’s her duty to kill them, for “the sake of the world”, as four dead Heroes are apparently preferable to four warring ones. For his sake, I hope Naofumi changes his tune and entertains diplomacy. Otherwise, this show will be without its titular character for the balance of the series…which seems unlikely.

Sword Art Online: Alicization – 24 (Fin) – Bigger Fish to Fry

It’s all down to Kirito vs. Administrator now, and their climactic swordfight doesn’t disappoint. Despite having really long hair and only one arm, Administrator is no slouch in the swordsmanship department. She knows all the Aincrad-style moves Kirito showed Eugeo, plus a few that even Kirito doesn’t know about, and seems to revel in the opportunity to teach an insolent cur from the outside world an abject lesson in submitting to his betters.

Kirito looks like he’s just barely hanging on while Administrator is content to draw out his suffering, but Eugeo, barely hanging onto life, reaches out to Kirito, and they have a little tête-à-tête in which Kirito finally recalls the memories he lost of growing up in Rulid Village with Eugeo and Alice. Eugeo tanks Kirito for his friendship, brotherhood, and love these past few years, then bestows upon him the Blue Rose Sword, which becomes the Red Rose Sword in Kirito’s hand.

Now dual-wielding against a one-armed opponent, Kirito would seem to have the upper hand, but it ends up yet another draw, as in exchange for the increasingly crazed Administrator’s last remaining arm, Kirito loses his right one, while Admin reveals her hair is prehensile and can be used to restrain and strangle Kirito, which she does.

Administrator can’t get over how much insolence she has to contend with in this fight, but as Eugeo says, Kirito is going to keep standing up and dusting himself up as many times as it takes. He manages to cut through Admin’s hair, then delivers a strike to her core that does irreparable damage, forcing her to access a console and beam herself out of there.

Before she gets away, promising she’ll be seeing Kirito again in the real world, a naked, burning Chudelkin jumps onto her, seeking her loving embrace, resulting in a huge fiery explosion. Quite the ignominious end for the ruler of the Underworld…though it’s probably not a true end.

With Admin out of Kirito’s hair, he tries to tend to Eugeo, but it’s way too late for anything other than a tearful goodbye, with Eugeo relaying what he now understands about love being something you give, not something you seek. Both a younger Eugeo and a younger Alice appear in Kirito’s head to announce that while their paths may soon separate, their memories of one another will remain forever.

Just after Eugeo passes away, Kirito gets an “external observer call” from Rath: it’s Colonel Kikuoka and Higa. The control room is under assault, either from the military or some other power that wants their hands on the STL tech. They give Kirito instructions to deliver Alice to some place called the “World’s End Altar”, presumably to complete the process of bringing Kirito back to the real world with his brain in one piece. Asuna is also mentioned. But Kikuoka’s foes have other plans.

They seek to sever the main power line, which will cause a surge that could fry Kirito’s fluctlight, killing him before he can be safely extracted from the Underworld. The line is severed, the surge occurs, and Kirito experiences something akin to a lightning strike, inside of which a blurry image of Asuna from above, fitted out in her SAO regalia. Whether it’s Kirito’s memory or Asuna entering the “game” for the first time, I’ll have to wait until October to find out, when the Alicization saga continues with War of Underworld.

To Aru Majutsu no Index III – 14 – Glowing Fists For All!

Carissa’s Coup Arc is brought to a suitably ostentatious and splendid end, as Index III truly BRINGS IT this week. As Itsuwa safely delivers Touma and Vilian to the gates of Buckingham Palace, Touma gives Vilian his typical spiel of helping out for “no special reason” except that he won’t abandon all of the people “running around for their lives”, trying not to lose what’s important to them.

Carissa awaits with Curtana Original, which she uses to summon a fleet of unmanned aerial fortresses. Touma has a bear of a time keeping up with her sword’s pandimensional fragmentation, but while he was thrust into the final boss battle far quicker than he’d hoped, he’s obviously far from alone. Kanzaki, Index, Amakusa, and Sherry all arrive in turn, though Carissa isn’t cowed by any of them.

Even a Saint like Kanzaki has trouble against Carissa and Curtana, while Touma has to time his right arm just right since the weapon has a brief lag between slash and effect. He manages to strike true before Carissa can kill Vilian, who uses her crossbow to rediredct the flash bombardment from Coven Compass to land a direct hit on Carissa’s position.

Unfortunately, it only gives her a couple light scratches; more will have to be done to defeat her, which means more allies must take the stage. As Carissa picks up the idea of bombardment by having bunker-buster cruise missiles launched on the palace grounds, elder Princess Rimea broadcasts a message bringing the forces of Knights back to their feet…including Knight Leader.

Carissa soon finds she can’t launch any more missiles, since Acqua has destroyed all military antennae. This is why you have a magical backup to a vital scientific device, or vice versa, but of course Carissa hasn’t thought anything through beyond “I have Curtana Original, I am invincible.” Now she has three Saint-levels fighting her in Kanzaki, Acqua, and Leader.

And then Mom shows up. Queen Elizard casts aside her own Curtana Second, knowing it’s powerless against the original, but whips out another magical treasure of the royal family: the Union Jack, which she uses to redistribute all of the power imbued within Curtana to each and every one of the millions of British people.

This essentially turns every British citizen into a hero in their own right, with the mandate to “do what they will.” It’s essentially a re-imagining of that iconic signal from Admiral Nelson’s ship during the decisive Battle of Trafalgar: England expects that every man will do his duty.” Only this time it isn’t just England, nor is it just men.

With over 90 million now aligned against her, Carissa can’t help but hesitate for a moment, which is the one thing she can’t do. In that moment, Index (yeah, her!) delivers a simple incantation to cause Curtana to swing upward and hold in place just long enough for Acqua to launch Touma at it with his right arm. He shatters the sword and delivers a devastating punch to Carissa, and suddenly the coup d’etat is all over.

Unfortunately, Touma’s troubles are not. The beaten Carissa is confronted by Fiamma of the Right, who is there only to check on those items which he desires to possess: Touma’s own right hand, yes, but more importantly, Index. A magical item he steals before heading off to Russia was a kind of safety device that allowed Index to live a normal daily life despite having memorized 103,000 grimoires.

In the Tower of London, Stiyl, Elizard, and Touma look over a bedridden, unconscious Index. If Touma is to save her, he must get that device back, which means he’s headed to Russialand. No rest for the weary.

TenSura – 08 – An Extended Goodbye

Every week when I watch the OP and ED I wonder “When is Rimuru going to gain a human form?” Well, TenSura answers that question. There wasn’t much doubt that Shizu—or rather, Izawa Shizue—wasn’t going to get out of that bed in the hut. The curse was lifted, but her body, which had endured for decades, was at the end of its rope.

After giving Rimuru the full story of her eventful life after summoning, and learning his Japanese name, she asks him to eat her so she can rest in peace within him. Rimuru uses Predator as she requested, and has plans to meet and slug Leon Cromwell, even though that Demon Lord was the only reason Shizu lives as long as she did.

When Shizu’s former adventurers enter the hut, they’re shocked to see a kind of 3/4 scale Shizu with blue hair and yellow eyes: it’s Rimuru! Or rather, a new form Rimuru gained by absorbing Shizu, which he explains was her explicit wish.

They’re not mad, just sad they couldn’t say goodbye to Shizu. But after being supplied with some top-shelf gear from Kaijin and his friends (who are famous to the adventurers as masters of their craft) they say goodbye to Shizu through Rimuru’s human form, and then head home.

Having met and absorbed his “destined one”, Rimuru builds a simple grave for Izawa Shizue under a tree perched on a cliff with a view of the village, then prepares to gain more information on his new world before confronting Leon Cromwell.

Meanwhile, a pig-man is on his last legs in the desert, but is saved by an oddly well-dressed man named Gelmud who hides his face behind a Venetian mask. He names the pig-man and offers him food in exchange for his fealty. Gelmud has plans for his new “project” that relate to the Jura Forest, so no doubt they’ll be crossing paths with Rimuru and his crew.

TenSura – 07 – Song of Slime and Fire

While sleeping in Rimuru’s goblin village, Shizu dreams of her wretched past, from when she was summoned from WWII-era Japan, was merged with Ifrit, and then essentially became a living weapon for the Demon Lord, who with one gaze can command her to destroy anyone from an interloping giant chicken to her poor friend and their unauthorized furry friend.

Waking up from a dream like that, it’s no surprise Shizu tries to make haste in leaving the village and her new friends behind, before the time comes when she can’t control the destructive power flowing within her. Unfortunately, her goodbyes run a bit too long, and Ifrit awakens in all his terrible fiery glory…right next to Rimuru’s newly rebuilt village.

To their credit, the experienced three-person party of adventurers don’t run, but try to fight to get their friend Shizu back, but Rimuru can tell they’re hopelessly under-leveled against a boss like Ifrit. However, Eren’s ice attack proves useful when Rimuru makes her use it agains thim and he analyzes and perfects it into a more powerful attack, which takes out all of Ifrit’s minions.

Ifrit counters by cloning himself dozens of times and surrounding Rimuru. When Rimuru takes the bait and blasts the clones with ice, Ifrit reveals a magic circle just beneath the slime, and casts Flare, enveloping Rimmy in a column of flame visible for miles around. The thing is…Rimuru is immune to fire, which means Ifrit is absolutely no threat, at least to the slime.

With that, Rimuru casts Predator and swallows Ifrit up where he joins Veldora in the void of the slime’s vast internal storage facility. Glad Veldora isn’t alone in there anymore! I have to admit I’ve missed the big guy ever since Rimuru ate him. In Ifrit’s place lies an unconscious but intact Shizu. Did Rimuru inadvertently free her from the curse she’s carried for decades?

Kuromukuro – 26 (FIN)

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With Ken planning to leave Earth to help Zell and Muetta fight another battle, Yukina is forlorn, but she regains the will to do something about it thanks to her supportive circle of friends, who have always served as a kind of Scooby Gang, performing impressive feats by utilizing and pooling their individual talents. Akagi in particular takes one for the team, as ultimately Yukina’s happiness is more important to him than being her husband.

 

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When it comes time for Ken, Zell, and Muetta to make their move, trying to open a wormhole to Zell’s world with the Pivot Stone, Yukina and her friends descend on Kurobe lab armed with their wits, the press (so there are eyes on the military’s actions), and Yukina’s unyielding determination to accompany Ken on his journey, lest he go and get himself killed.

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Sebastian also lends Yukina, Sophie and Kaya a hand, while we learn with shock that Dr. Hausen is Kaya’s dad (good for a chuckle). It’s understood that Ken, Zell, and Muetta, along with Yukina and her friends, are violating international law through their actions, but neither Graham nor Scully are quick enough to stop them.

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Even when Scully corners Ken, Zell and Muetta, Yukina manages to pilot Medusa, bursting through the wall and giving Ken an open path to the Kuromukuro. And when she grabs a hold of Kuromukuro and Ken demands she let go, Yukina…doesn’t. She’s in this for the long haul, whether he wants her in danger or not. Ken accepts that Yukina (whom he calls his “wife”) won’t take no for an answer.

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Unfortunately for Yukina and Ken, Tom and Shenmei have orders to stop them at all costs, and while Ken ultimately succeeds in going through the wormhole, it isn’t with Yukina, and they are in an instant separated by perhaps thousands of light-years.

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Cut to a few years later, and thanks to the technology lifted from the Efidolg mothership, mankind has developed interstellar flight, and have built a spaceport a slightly older Yukina, Sophie and Sebastian utilize to finally meet up with Ken (whom Yukina knows is still alive thanks to a bauble given to her by Dr. Hausen).

After a tragic separation, this epilogue paints an optimistic future for Yukina as she says a temporary goodbye to her family and strikes out in the vast expanse of space to join the man she fell in love with. Like him, like the samurai, she is always going forward.

And that finally does it for Kuromukuro. The ending episodes weren’t quite as good as when all shit hit the fan and everyone had to deal with the aftermath in episodes 6-8, but they were still solidly entertaining.

P.A. Works took an offbeat, novel approach to the sci-fi mecha genre, but with lovable characters above-average animation and taut action, and a good helping of the all-important “not taking itself too seriously”, the studio churned out another winner.

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Kuromukuro – 25

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After some “sorta back to normal” scenes with Yukina and Ken back at school, we start to enter the full aftermath of Earth’s victory over the Efidolg mothership. A lot happens behind the scenes, like Yukina’s mom’s firing (which she kinda had coming after that whole mutiny thing).

But front and center is the fate of Muetta, who not only learns from the brainwashed Lefill that she was manufactured using Yukihime’s genetic information, but would have been disposed of as soon as the mission on Earth had been completed. It means if she hadn’t betrayed her allies, they would have eventually killed her off.

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Everyone also has time to sit around and listen to Zell complete the story of how he and a team of colleagues rammed an Efidolg ship, crashing both on Earth, and how of the Washiba clan, he only manged to save Yukihime and Ken. It sounds like Ken’s surviving came down to luck, but Ken is still determined to consider what Zell did a life debt he intends to repay.

As for Muetta, she learns from Zell’s description of his homeworld’s sky that she possesses memories from that world; possibly even those of his daughter who was killed by the Efidolg along with his wife. She’s heartened by the fact such a place actually exists, and wants to go there to see it for real.

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The humans in charge aren’t going to make that easy; again, Hiromi has been fired, Scully is back at the lab, and Dr. Hausen is given carte blanche to experiment not only with Muetta, but the surviving Efidolg pilot as well. I’m worried his fatigue-inducing “medication” could disrupt the nanomachines making Muetta and Ken “conditionally immortal.” To be continued.

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The recipient of the gut punch that ends the episode, however, is Yukina, who has not forgotten Ken’s earlier proposal (and has taken it seriously) and wants to stay by his side no matter what; even if he goes to Zell’s planet with Zell and Muetta.

The only problem is, Ken doesn’t want her to go, and marrying her is no longer possible, because repaying his life debt must take precedence. Ever the samurai, Ken. We’ll see if Yukina lets things stay this way, or if she decides what future she wants and reaches out and grabs it.

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Kuromukuro – 24

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Muetta officially joins the good guys, fighting against her former allies, a contrite Graham reinstates Sophie, and Ken offers the crummiest marriage proposal Yukina could ask for—it’s a busy episode of Kuromukuro this week, in contrast to the previous episode’s leisureliness, and that’s before the giant battle to retake Kurobe Lab and deactivate the Pivot Stone.

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There are no cliffhangers for this counterattack: it’s presented in its entirety this week, ending in a near-total victory for the good guys, which is surprising, almost to the point of implausibility. Kuromukuro, the surviving GAUS 1, Zell, Liddy, and his Glider, and Muetta’s Medusa seem an awfully raggity force to take down Mirasa, Yoruba, Imusa, and Refill, but they get it done in mostly convincing fashion thanks to two things the Efidolg don’t seem have: teamwork and a sense of their own mortality.

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It’s teamwork that splits the Efidolg forces, teamwork that keeps them off balance, and teamwork that brings their glonguls down one by one. It’s another exciting battle that really pops thanks to the now-wintry backdrop of the Lab’s environs, and the clashing personalities, like Muetta and Mirasa, pop even more.

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As for Sebastian surviving, well, I’ll just say I would have preferred if he’d stayed dead. I have nothing against the guy, but his heroic death put much-needed weight and a human face on the capture of Kurobe. Heck, he’s the only character of note among the good guys who actually died in the first place. Others were brainwashed, but they seem to be okay as well, provided the implants can be extracted.

 

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Once Yoruba and Mirasa are killed (at least I think they’re killed), Imusa’s glongur combines with his commander Refills to make One Huge Super Mecha that starts tearing everyone up with its four flexible blade-tentacle thingys. This battle had the progression of an RPG, with the good guys having to defeat foot soldier-level foes, moving up to the elites, and finally the big bad boss with multiple points of attack.

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At this stage of the battle, everyone is wondering how much longer they can hold out, until Yukina takes it upon herself to direct the action, calling for a simultaneous attack on each of the four blades while she and Ken blast through their swipes. Ken gets to yell a lot, but this time Yukina gets to as well, seeming to connect with the Kuromukuro in a new way in the process.

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Completing the team effort, and escaping Refill gets stabbed in the back by Zell, who unmasks him to reveal…one of this own kind; at least a brainwashed clone of one. While under Zell’s own brainwashing microbot, Refill warns that if the Pivot Stone remains inactive, another, larger Efidolg fleet will be sent to Earth, a journey that will take 224 years but will happen.

That may sound like a long time, perhaps even enough time for Earth to reverse engineer enough Efidolg tech to build a defense. But it’s also just over half the time that’s passed since the Washiba Clan were wiped out. So while this particular crew of bad guys has been knocked out and the immediate danger would seem to have passed, there’s still much to be done to protect Earth for the long run.

As for Yukina, she seems shaken by her most recent experience co-piloting Kuromukuro. Is she, as Zell warned Tom, starting to feel the effects of the the permanent change “giving oneself” to a glongur enacts? I’m intrigued by the fact so much has gotten done with two whole episodes remaining. Should be an interesting finish.

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Tales of Zestiria the X – 12 (Fin)

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This review has been updated to reflect news this anime will have a second season next year.

Things looked a little grim for the good guys last week, but everything ends up working out in the finale. A new, wind-element seraphim ally is introduced, as is a new Big Bad in the Lord of Calamity himself. Yet neither really makes much of an impact, being introduced so late in the game.

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I mention “game” because the reality of the game this show is based on has always loomed in the background. I did not realize (due to not doing any research) that there will indeed be a second cour of the anime. But this first cour still felt more like an extended introduction of the world—a setting of the table—rather than any kind of satisfying narrative.

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It’s taken the length of this series for me to admit that while many of the characters possess admirable traits, none of the elaborately-designed characters ever surpassed the generality of those traits. That wasn’t really much of a problem when I was simply enjoying the exploration of the vast world and the battles within it, but it does leave me feeling a little empty and under-invested when all’s said and done.

The Berseria detour, while a fun interlude, took up time that in hindsight would have been better spent developing the main Zestiria cast, or at least getting them together a little bit faster. Some shows pile on characters too fast; I’d argue Zestiria had the opposite problem, and the characters suffered as a result.

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Even if Zestiria’s characters leave a bit of a bland aftertaste, and that it was content to show us a series of minor skirmishes and only hint at larger conflicts this season, I won’t forget the fun I had watching the last thirteen episodes (0-12), or the excitement and wonder the gradual unfolding of the world evoked, or the satisfaction of watching a technically impeccably well-crafted show. It never failed to look or sound great.

The post-credit previews were always a playful showcase of the characters’ chemistry that was rarely replicated in the actual show. If and when the next season of adventures arrives, I’ll be looking for less introductions (or re-introductions) and more Getting Down To Business. I also hope there’s a bit more to the vaunted Lord of Calamity than “Bwahaha, What Insolence.”

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Tales of Zestiria the X – 11

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Off everyone goes to war…or hopefully (but not realistically), the prevention of war. We meet Ian, a bubby personality who somehow managed not to get killed this week, while Rose takes Alisha up on her offer to witness her actions. Then there is Sorey, who likes Alisha but won’t take a side if there’s war. Instead, he’ll do his job as a Shepherd: purity the malevolence, and try to stop war, not make it.

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Unfortunately the war is already in progress when they arrive, so Sorey has to split off from Alisha and use his three Seraphim to try to do damage control. It’s Alisha’s first taste of large-scale combat, but she’s protected by her honorable underlings.

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No-so-honorable are the Rolance troops who went behind their general’s back to launch a rear suprise attack, while Hyland’s general won’t listen to Alisha’s orders and instead orders his men to capture her, wounding her if necessary.

Bartlow is in full control here, even if he’s nowhere near the actual battle, and Alisha’s reluctance to use violence plays right into his hands. But when the soldiers start coming at her and Rose, they hold their own pretty well, without killing.

Meanwhile, Sorey exerts a good deal of energy to purify an entire battlefield of hellions and malevolence…only to discover there are other battlefields. His task has been made so much harder by the fact everything is already in motion.

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And such is the implacable cowardice and unreasonableness of the Hyland forces under Bartlow’s command, one soldier uses Alisha’s moment of compassion for her own troops, keeping Rose from killing him, to stab her in the back. Things look very bad up until all the troops in the room are swept away by some kind of telekinesis wielded by a mysterious figure floating above them.

So it’s a rough start for Team War Prevention, and with the “Lord of Calamity” superboss on the literal horizon, it’s not getting smoother anytime soon. Though I imagine, with a second season officially coming sometime in 2017, this season’s final episode will feature some kind of resolution.

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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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Tales of Zestiria the X – 09

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This week’s Zestiria still shined in the technical and aesthetic sense, but it felt a bit mechanical, perfunctory, and inevitable, like very practically moving pieces on the board closer together. In this case, it was uniting Sorey/Lailah/Edna with Alisha, and then with Mikleo and his new mascot-like friend Atakk, a Normin Seraphim specializing in powering up other Seraphim like Mikleo.

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We learn of the cause of the storm that blew out the bridges (an Ouroboros) but that boss is soon usurped by a drake (or baby dragon) who is the cause of the malevolence that is sickening and killing the people of Marlind.

Alisha isn’t particularly useful this week, as her attempts to heal the townsfolk with medicine have no effect, to her frustration. However, sometimes it’s about who you know, not what you can personally do…and Alisha knows Sorey, who is happy to help.

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Edna and Lailah aren’t enough to help Sorey rid the city of the drake’s reign of terror; it takes the sudden arrival of Mikleo, whom Sorey can sense and knows everything will work out. Forming a quick sub bond with Sorey and Lailah, Mikleo’s power turns Super-Sorey blue, and they take out the drake with a purifying water-based arrow.

The drake is toast, and the clouds around the city part. It’s good to see everyone back together, and the episode looked and sounded great as usual…but it also felt very neat and tidy, and after last week’s scrap with Eizen, the enemies seemed like pushovers.

There’s also the looming certainty that if this series wraps in three weeks, a satisfying solution worthy of all the buildup won’t be forthcoming. I’m hoping, as with F/s n, the story will continue after a season or two off.

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