Akiba Maid War – 07 – RocknPorkRolla

A week has passed since Nerula was gunned down in an alley, and Nagomi has run away from the Oinky Doink. The others, particularly Ranko, are worried about her, especially since Manami and the Maidalien war hawks aren’t finished. While Ranko is out distributing flyers, she spots a pink ninja who claims not to be Nagomi, but clearly is.

Since Nagomi insist’s she’s not Nagomi, Ranko tells this “mystery ninja” the situation: she and the Oinky Doink maids are worried about her. But if Nagomi fled out of fear to the oddly safer ninja café business, it wasn’t fear of being hurt or killed. It was fear of standing by and doing nothing while another friends of her dies.

This is a typical action movie protagonist pattern: after a great defeat, the hero withdraws, suffering a crisis of purpose. But outside forces, like Nerula’s grieving fans, conspire to bring her back to where she needs to be: at Oinky Doink, as the new kind of Akiba maid Nerula knew she could be.

But how? The ramen guy gives Nagomi the other piece of the picture to bring her around. It’s something he’s learned being in the ramen business with the reputation as someone whose ramen never changes: staying the same actually requires change. So Nagomi returns to the dojo and considers what that means.

That night, Manami and over two dozen of her henchmaids advance on Oinky Doink, outnumbering them over two-to-one. I knew Ranko and Zoya were worth ten of the average maid in fighting ability, but that’s still a lot of maids and a lot of bullets. The pig maids make use of homefield advantage and the element of surprise as much as they can, diverting and splitting up Manami’s maids.

This is the first time we see Shiipon and Yumechi in sustained action (their attack on the Sheep happening off-camera) but they handle themselves well. Even so, eventually the Maidaliens surround the Pigs, and Manami’s machine gun looks like a decisive advantage.

Ranko prepares to make a desperate charge to take Manami out or die trying (as far as she’s concerned protecting the café is worth it) but suddenly the elevator opens and a cloud of smoke gets off. Dozens of smoke bombs explode and disorient both sides. And through the smoke, Nagomin appears, prepared for battle.

With her almost preposterously hastily-acquired ninja skills, within seconds she’s disarmed Manami and claimed the machine gun for their side. Manami switches to her trademark bat, but once she’s in the pigsty, the maids of Oinky Doink and their ninja maid savoir are ready for her.

True to who she is, through the ensuing chaos, many bullets fly, but none of them from a gun held by Nagomi. Instead she uses the tools of the ninja trade, like kunai and nets, which buy her co-workers time to go on the offensive.

When the dust clears it’s just a wounded Manami and her lieutenant Miyabi, surrounded by the bodies of their fallen comrades. Miyabi gets Manami to retreat before they too are killed, but after Miyabi dresses Manami’s leg, Manami dismisses her and she departs in shame.

Nagomi shows up with Ranko as backup, and despite her sorry state Manami is still ready to throw down. But Nagomi isn’t there to fight. Nor is she there as a ninja. She’s a maid, and she reminds Manami what maids are truly all about: not dying in glorious battle, but serving their masters with moe moe kyun.

When Manami rises to shut the young whippersnapper up, Nagomi again uses her new ninja skills to lay the smackdown on Manami. Again, Nagomi demands that Manami feel the moe moe kyun, and she finally relents, deciding that pig hunting time is over.

Ranko lets Manami withdraw, and welcomes Nagomi back into the pigsty. But Manami gets a rude awakening back at Maidalien HQ. Not only did the boss Ugaki refuse to commit any more forces to this silly war, but she got all the Maidalien brass to agree to a merger with Creatureland.

Manami could not change like Nagomi did, and ends up gunned down by her former allies who are sick of her bloodlust. They want to make money, and they’ll make more if she’s dead than running around shooting people. So she meets her end in a swirling puddle of her own blood. Unfortunately for Oinky Doink, their next foe looks to be their own Creatureland masters.

This was a great step forward for Nagomi, but it wasn’t perfect. I kinda wish Manami had stuck around a bit, as small a chance as redemption for someone her would have been. Also, the animation of the raid, aside from some fun moments, was also surprisingly underwhelming, considering what I know the show is capable of from the premiere and the MMA episode.

Rating: 4/5 Stars

Birdie Wing: Golf Girls’ Story – 02 – Blue Bullet vs. Blue Blood

Amawashi Aoi is the daughter of two pro golfers and has been raised since she was tiny to be one of the world’s finest. But she’s not the slightest bit conceited or unpleasant as a result of this specialized and very exclusive upbringing. She’s pure, sweet, and very excited to meet someone like Eve.

Aoi wants to play a whole round with Eve, but Amane says there’s only time for one hole, so Aoi picks the toughest: a 400+ yard L-shaped Par-4 with the sea on one side and a thick forest on the other. Eve naturally smashes her ball through the woods but doesn’t quite get all the way through.

Aoi keeps her ball out of the forest by unleashing a majestic slice that turns the corner and leaves her with less than 140 yards on her second shot. Eve gets her ball out of the woods, but misses the green and a clear shot at the hole. Aoi hits a perfect strike that places the ball mere inches from the hole and a sure Eagle.

Amane’s narration of this exciting hole of golf lays it on a little thick that Aoi is the “Innocent Tyrant” whose gleaming smile will effortless crush anyone in her way. And even Eve admits that there’s something about Aoi that threw her ever so slightly off her game. That, and Aoi genuinely can’t take her eyes off Eve’s golf.

As for Eve, well, after years of simply using her talent to put food on the table, this one hole with Aoi is the most fun she’s had playing golf. Not that surprising considering how amazing Aoi is. Despite herself, Eve finds herself both charmed and inspired by Aoi, and absolutely hell-bent on beating her when next they play. And they will play again quite soon.

After easily beating a street scammer’s magnet-ridden putting green, Eve gains an audience with a mid-level figure in the mob, who wields a club like a yakuza would wield a katana. This is where I first realized that Eve is still a kid—closer to Aoi’s age than I thought. This is one reason how she’s able to convince the mobster to get her into the U-15 tournament. Another is that Eve’s heart is aching to face off against Aoi again, and while the mobster will make sure Eve owes her big for the privilege, she’s as eager as I am to see a rematch. 

But Aoi’s heart is aching too. Before meeting Eve, she seemed pretty bored by golf—and considering it’s been her whole life, who can blame her? But when you’re at the top of your game, you seek out others at the top of theirs, especially when they take such a fascinatingly different path to that top. Now that these two have found each other, they both have new fires burning in their chests…and they want nothing more than to stoke them.

Rating: 4/5 Stars

SAKUGAN – 08 – EASIER TO RUN THAN REGRET

Rufus was going to be Gagumber’s last partner. When things went sour with Memenpu last week, Gagumber remembered why he didn’t want, didn’t need, and shouldn’t have a partner, even if it’s his daughter. While Memenpu wanders off to sulk in his old hometown, Gagumber drinks with a recovered Yuri and reconnects with the old man who ran the marker shop.

Zackletu, who had been by Yuri’s bedside, tracks down Memenpu and treats her to the local specialty of tea-in-a-plastic bag. She gets Memenpu to open up about what’s troubling her: about the dream that felt like more than a dream where Gagumber died, and how she can never really hate Gagumber. But once we get a good look at Rufus’ little “brother” Zack, I felt like things were going to take a turn.

And turn they do. Turns out the tea Zackletu gave Memenpu was drugged, and she kidnaps her and uses her as bait for Gagumber. Zack was actually Rufus’ kid sister, not brother, and when she became convinced Gagumber was responsible for Rufus’ death, she spent a huge sum of money for Yuri to track him down so she could get her revenge.

What finally pushed Zackletu into carrying out her plan was seeing how blithe and callous Gagumber was being to his new partner and daughter Memenpu, after what she saw as him abandoning her after Rufus’ death. It was definitely shitty for Gagumber not to follow up with Zack. Does he deserve to die over it? Even Zackletu isn’t sure, as she fires a lot of bullets and detonates a lot of bombs in his general direction, but never seems able to deliver the killing blow.

It’s this episode where I understand why Hanazawa Kana was cast as Zackletu: in addition to being able to credibly voice a young boy, who was actually a young girl hiding her true gender to protect herself from her rough environment, Hanazawa really brings out her pathos and rage. Through all the violence she’s exacting upon Gagumber as Memenpu is forced to watch, you never get the feeling Zackletu is enjoying this.

Rather, she just doesn’t know what else to do, so she’s lashing out. It’s only when all the explosions and Memenpu’s struggling causes her rope to break, and Gagumber overrides the stopper on his “Gale” device to save her and then apologize to her, that Zackletu stops her attack. She couldn’t easily kill Gagumber knowing his daughter still loved him in spite of all his flaws; once he admitted those flaws to Memenpu, she definitely couldn’t kill him.

Instead, Gagumber is admitted and then discharged from the hospital, while Zackletu prepares to depart…only Memenpu won’t let her. She forgives her for trying to kill Gagumber, and insists she stay with the group as they head to her dream place. Memenpu just warns Zackletu, in the same way Rufus did, that next time it happens, she’ll really let her have it.

Do I buy that someone as hell-bent on getting revenge as Zackletu would not only stand down, but remain with the man she believed killed her brother for years? I do, it all comes down to buying that she tried to be a heartless avenging baddie, but couldn’t go through with it because she still had a heart, and wasn’t all bad.

Rating: 4/5 Stars

Fire Force – 05 – Captured Princess

Both Iris and Princess Hibana were present for the events of the end credits sequence when someone presumably combusted and burned all of the nuns and the church—except for the two of them. But while Iris’ faith in the Church of Sol seems to have strengthened since that tragedy, Hibana has all but abandoned hers, and has pursued a life of inhumane, heretical research.

The gulf between them is weighing on Iris, who wants answers but won’t tell anyone in her company, including a curious Shinra. That means Iris leaves the safety of Company 8’s station to pay a visit to Hibana at the 5th. The mere sight of Iris’ holy raiment enrages Hibana, and she burns most of it away, mocking all FFS nuns as mere “window dressing.” Shinra, Hinawa, Maki, and Arthur are quick to mount a rescue; hey’d been planning to raid the 5th anyway; Iris simply accelerates their timeline.

Hibana’s eclectic collection of pyro-weirdos don’t really cause that much trouble for the outnumbered 8th; one 5th soldier who blows explosive gum bubbles is outdone by Hinawa’s ability to control the speed and course of bullets from his guns, the “Three 5th’s Angels” are no match for Maki, and Arthur is able to deal with the souped-up captive Infernal when he realizes he was using his wrong hand. He’s an idiot, but a strong one.

All of this allows Shinra to slip behind Hibana’s defenses and reach the front door of her central mansion. Perhaps, when she’s rescued, Iris would be so kind as to fill in those who saved her on why exactly she did something so reckless as entering enemy territory alone, as well as why her smiles look so forced. The 8th is a family, after all; there shouldn’t be secrets.

Sword Art Online Alternative: Gun Gale Online – 07 – A Formidable Foe; an Erratic Ally

Miyu enters GGO as “Fukaziroh”, and immediately takes to the game, exhibiting a jaunty joie de vivre in testing how many guys chat her up and jumping at the chance to avail herself of their “sugar daddy” Goushi’s ten million credits.

Fukaziroh ends up blowing over half of that on twin MGL-140 grenade revolvers, which are actually a real thing, as well as being bonkers. She doesn’t hesitate to use them against LLENN, since SJ2 will be far scarier than any training for it they undertake.

The diminutive members of team SHINC are excited by the prospect of LLENN changing her mind and entering SJ2, which will be different from SJ1 because the team names will be on display for all to see, making it easier for LLENN and Fukaziroh to locate their primary target, Team PM4, containing both Pito and M.

Karen, while initially worried about what should happen should she fail, is encouraged by Miyu not to worry to much about it and focus on the mission. By the time the day of the start of SJ2 comes, she’s fully determined to kill, and thus save, Pitohui. And when they do, Miyu wants prime tickets to an Elsa show.

Two of the stronger teams in SHINC and Memento Mori come face to face and exchange cordial salutations and hope for a good fight. But when Pito and M arrive with a team of masked comrades, Memento Mori’s leader tells one of his current teammates about his past experience being Pito’s teammate.

Suffice it to say, it wasn’t great. Pitohui, named for a poison Polynesian bird that kills anyone who touches it, apparently treats her allies like shields and pawns, and will abandon or kill them at the drop of a hat if it means she’ll survive and win…and smile about it in the process. Similarly, she has no qualms about dying (and smiling while doing that too).

Whoa, watch where you’re pointing that thing, LLENN

He saw Pitohui as having a “death wish”; wanting to forget life while he wanted to remember (and respect) death. This is just one guy’s analysis of her, but it certainly sounds like the Pito LLENN has met, and considering the conditions of Goushi’s appeal to her, she hasn’t changed much.

But as SJ2 begins, LLENN gets no answers from Pito, who claims not to know what she’s talking about when she voices her commitment to doing her best. But this isn’t just about killing/saving Pito; it’s about a repeat victory, this time with a rough-hewn new partner in Fuka.

She doesn’t get off to the best start when she gets the runs after consuming nine pints of ice cream, almost making them late. She can either only improve from that, or reach an even lower nadir; say by accidentally grenading LLENN. We shall see.

Sword Art Online Alternative: Gun Gale Online – 06 – Karen Meets a Crazy Person

We’re back to the time when Saki and her teammates visit Karen, watch her win the SJ on her enormous TV and introduce themselves. As a rhythmic gymnastics team, they had a hard time operating as a cohesive unit due to personal differences. Playing GGO changed all that; now they’re a well-oiled machine, and care more about progressing in the game than with their real-life team!

The girls voice their hope Karen will face off against them in the next Squad Jam, and when Karen says she has no firm plans to do so, they’re both happy that they won’t have to face one more strong opponent, and sad they won’t get to have a rematch and the opportunity to beat her next time. Karen heads home to Hokkaido and hangs out with her friend Miyu; on the plane back to Tokyo she learns Squad Jam 2 is officially on.

Karen is then confronted by M’s player, the extremely odd Goushi Asougi, who tells her that Pitohui is planning to commit suicide IRL if she loses SJ2, which means Goushi will kill himself soon thereafter, since he is utterly devoted to her and always defers to Pito’s will, no matter how crazy. That, in turn, pretty much makes him crazy as well.

They say love makes you crazy, but there’s a strange superficiality to Goushi’s behavior; like he’s trying too hard to be extra-kooky. Then there’s the whole idea of recruiting Karen to beat them, and in exchange he can guarantee Pito won’t kill herself, which means he won’t die either.

Considering the suddenness of all this information, it simply doesn’t carry that much weight for me, even though it’s clear Karen’s favorite musician is the one with these psychological problems. It seems like a very random and not-at-all emotionally earned excuse to raise the stakes to live-and-death, like SAO.

Karen agrees to participate in SJ2, even if that means validating and facilitating the questionable behavior of two mentally unstable strangers. Both Goushi and Pito’s player seem like they need actual help, help that’s beyond Karen’s abilities. And Goushi doesn’t bother explaining why Pito losing to anyone else means suicide, but losing to Karen doesn’t. I dunno about this…

Sword Art Online Alternative: Gun Gale Online – 05 – Run, Close In, then Win

After running from a somewhat pathetic display from a suddenly sobbing and Raving M (who actually believes Pitohui will murder him IRL if he loses), LLENN decides she’ll have to win the SJ all by herself, despite her opponents being very smart, crafty, and downright scary in their relentlessness.

Her foes look tough and grizzled, and aren’t afraid to rain bullets down upon LLENN in order to spring her from her hiding spots. The only thing is, she’s so small and quick actually getting a killshot proves most difficult. Despite her wavering confidence and the near-arrogant attitude of her opponent, both parties are on the same level here.

Perhaps due to her critical HP level, LLENN starts to hear her P90 “P-chan” glow, talk to her and even sprout eyes to make a face, which is definitely the most demented and terrifying thing GGO has shown us thus far.

Regardless, P-chan manages to fire LLENN up, and she remembers how and why she’s succeeded so far: not by running, hiding, and keeping her distance, but by blazing in so close to her opponents they cannot get a clean lock on her, and overwhelming them with her quickness, and peppering them with P90 bullets.

She executes her preferred strategy by taking on Eva, the “Boss” of the enemy squad, whose enormous size and brute force end up momentarily overwhelming LLENN, who needs a last-second assist from M, who manage to gathered up what was left of his decency and rejoin the fray (and who does thrive from great distance).

Eventually, LLENN and Eva run out of bullets, but Eva’s lieutenant tosses her a new clip, and LLENN has no choice but to sacrifice P-chan to shield her from the bullets, then whip out her knife and carve the Boss up like a turkey to take the SJ win, demonstrating the literally cutthroat tenacity required to prevail over such a tough opponent.

Back IRL, the short cute girls Karen passes by so often finally approach her, led by Nitobe Saki. They’re second-years at the high school affiliated with Karen’s college, and just wanted to tell her how stylish and cool she always looks, especially with her new ‘do.

Then Saki draws Karen in close with a handshake and quietly congratulates her on her victory. Saki is Eva, the hulking Boss she defeated as LLENN, and her friends and fellow rhythmic gymnastic teammates are ready for a rematch any time.

Sword Art Online Alternative: Gun Gale Online – 04 – The Game is the Game

Back to the “present” of Squad Jam (though not far enough into the present where Karen is entertaining her diminutive friends IRL). I tell ya, this show can give one temporal whiplash like nobody’s business.

Having defeated the pros and after another scan, LLENN and M determine they’re one of only three squads remaining. One of them ambushes them from hovercraft in the lake, forcing the huge M to set up his “space battleship armor” shielding, while the tiny LLENN remains just plain hard to hit.

Safe behind his shield, M is able to pick off the hovercraft gunners one by one and takes out the last one with a well-placed grenade that detonates underwater, sending the craft and its occupant flying and vulnerable to LLENN’s killshot.

M was able to kill all of those enemies without creating bullet lines, because he learned to aim without his finger on the trigger or using Bullet Circle assist. But when the next scan comes, the last team is not only right on top of them, but in position to take a shot at LLENN, not missing a fatal spot by much.

M grabs LLENN and races out of there with one of the hovercraft, getting shot in the process, but LLENN heals the two and they prepare for a counterattack. But first, LLENN lets M read a letter he was going to read before they were ambushed.

Immediately after reading the letter, he pulls a gun…on LLENN, saying he’s “sorry” before pulling the trigger. His shot misses; LLENN’s agility wins out again, and moments later his safety is on and she has her gun trained on him, demanding to know why he betrayed her.

M merely responds with streams of tears, begging the Pink Devil not to kill him, because he doesn’t want to die. It’s a 180 in M’s character, though he did mention he prefers fighting from a distance and from the safest possible position.

In this instance, with LLENN’s P90 at his throat, he’s suddenly way out of his comfort zone, so it’s understandable we’d see a new side of him. But it doesn’t explain why he suddenly pulled his gun on her. I suspect there’s a real-world reason for it. All I know is, LLENN’s reaction to his sudden change in character was priceless.

Sword Art Online Alternative: Gun Gale Online – 03 – Pressing Rewind with Middling Results

GGO’s first episode thrust us right into the middle of the Squad Jam, while the second took us back to Karen first got into the game. This third episode continues the flashback, bringing us up to the start of the SJ.

But since the result of the SJ is a foregone conclusion, the extended set-up felt superfluous, while calling attention to the fact it would have been a more effective episode had we not known how the SJ would unfold—that is, if the order of episodes had run 2-3-1 instead of 1-2-3.

Pitohui hooks Karen up with M, who seems way too into tactics and ways of killing, leading Karen to wonder who he really is IRL, and what form his relationship with Pitohui takes.

But rather than explore any of that, the M we meet here is bascially the same gruff, no-nonsense, yet still patient and affable lug we met in episode one. There’s nothing new gleaned here; he’s still a big mystery.

However, perhaps the most important goal of this episode wasn’t to establish the stakes of the SJ, but to pivot Karen from an IRL activity that wouldn’t have furthered her social skills (going to an Elsa concert with her old friend) to an activity that would (pairing up, training, and going into a battle royale with someone she just met).

Whatever GGO is to M, Pitohui and Karen are alike in that it’s an escape, and an opportunity to do things they simply cannot do IRL. Karen takes that further, intending to use her newfound freedom as a pink-clad chibi in GGO to change herself IRL, and to find a way to connect with people despite her great height and the anxiety towering over people causes.

Sword Art Online Alternative: Gun Gale Online – 02 – Standing Short

GGO backtracks a few months to when Kohiruimaki Karen, an uncommonly tall college student from Hokkaido now living in Tokyo, learns about the post-SAO VRMMORPG craze in which players no longer have to worry about getting trapped in the game and dying. Karen seeks escape from her height.

Personally, I find Karen statuesque and gorgeous, but as I’m of average height IRL, I can’t really judge someone far taller or shorter than the norm for having a complex about it. In Karen’s case, she has difficulty making friends, and is constantly being gawked at.

One of the friends she does have recommends ALfheim Online, but no matter how many times she converts her avatar, she ends up with someone big, tall, or both.

She eventually ends up in Gun Gale Online, not knowing much about it, and after some rough training sessions, eventually finds out she’s proficient with a submachine gun. More importantly, she’s tiny and cute.

Karen, or rather LLENN, leans hard into the cute angle, covering herself in pink from head to toe along with her gun, and finds a sweet spot in the pink desert where she can use her small size and agility to start earning a rep as a vicious PK’er.

She also attracts the attention of one Pitohui, a seasoned GGO veteran who’s been around since the game was launched. But rather than kill her, “Pito” suggests they become friends and team up; apparently the GGO gender balance is quite lopsided in favor of men.

LLENN and Pito become fast friends and form a two-person team, and even set some conditions for meeting one another in real life. Something tells me LLENN’s mentioning of her favorite singer Kanzaki Elsa to Pito, and Pito’s lack of a response, suggests she might actually be the singer IRL, which would make their live meet-up that much more special for Karen.

And that pretty much does it for this episode. It sets up who Karen is, why she became LLENN, and how she met her first friend in GGO, leading right up to the start of the Squad Jam. We also briefly see the group of girls we saw in Karen’s living room watching her play, suggesting she eventually befriends them all, and that getting into VR MMOs was a good way to meet people without the stigma of her stature.

Sword Art Online Alternative: Gun Gale Online – 01 – The Girl with the Pink P90 (First Impressions)

SAOA:GGO (rolls right off the tongue) gets right down to it, dropping us into a Gun Gale Online battle royale called Squad Jam beside teammates LLENN and M. Thanks to the patient tactical mind of M, much their time in the Jam is spent not getting shot at, and when they are, it’s to draw dumb enemies into getting shot by smarter ones, all while LM stays clean.

LLENN resents having to play the decoy, but can’t argue that it works, and you have to go with what works in a battle where the team that’s dominating are professional fighters IRL, likely in the game for the training. They show off their skills so blithely, M is convinced that winning isn’t their main objective.

LLENN and M’s is, however, so once the field has been thinned from 23 starting teams to 8, they head somewhere isolated where the pro team will come for them (uninterested as they are in ambushing their opponents).

The pros work like a well-oiled, by-the-book machine, precise and practiced in movement and speech. But because they’re so damn orthodox and true-to-life in their tactics, and since winning isn’t their goal, M thinks he knows how to beat them, and prepares a tiny surprise.

That surprise is the unbelievably diminutive LLENN popping out of a suitcase, previously just another unremarkable piece of the garbage strewn across the street that the pro team leader realizes is a hiding place a beat too late.

A beat is all LLENN needs to go off with her pinkP90, using her super-human speed and agility to take the pros down one by one until only two remain. M wasn’t under-utilizing LLENN before, he was saving her for when it was the right time for her to shine; when it mattered most.

The remaining two pros could probably have made a fight of it, but LLENN’s superhuman abilities render their training program contaminated, as M suspected…so they both resign. We pull back from LLENN on a TV as six school friends watch, then turn to their host, the very tall Karen, for whom LLENN is her avatar.

And there you have it. If you’re a hopeless SAO consumer as I apparently am, you were likely satisfied with this start, which had a nice pared-down feel to it despite the scope of the Squad Jam, easing us back into its world without piling on new faces or places.

Until the reveal of LLENN’s player, we were in-game the whole time. We followed just two gunners in a relatively compact location as they talked strategy, let things unfold and waited for pieces to get into optimal position before striking with all available force. And we learn Karen plays as a chibi in a kind of negative size-compensation.

Kakegurui – 07

When I first saw Midari with her eyepatch, I assumed combined with the piercings and arm bandages that she was simply fusing Chuunibyou and delinquent aesthetics into her personal style. But the eyepatch is functional, covering up the fact she has no left eye.

In the past, Midari was a gifted gambler, but never found any happiness from her victories or the doors it opened. So when she ran herself into nearly $3 million in debt, President Tsubomi offered to buy her eye for just the amount she owed.

Before a surgery can be arranged, Midari gouged out her own eye right there, intriguing Tsubomi enough to call them square and offer a place on the council, which Midari eventually took.

From that self-eye-gouging moment, Midari learned what it was could fill the hole in her heart: the pain and fear of dying she gets from her particular brand of gambling. In her three-round cards-and-pistols game with Yumeko, she wins the first round, but loses the second when Ryouta realizes he should arrange the cards exactly the way Yumeko did, because that’s what he believes she’d want him to do.

When it’s Yumeko’s turn to fire, she doesn’t have the slightest amount of fear of either dying or kiling Midari. For one thing, she can tell from the slight difference in weight that she’s holding her own gun, which has no bullets. That leaves them tied, one game each.

In the final round, Ryouta notices that the image of the two players is reversed on his monitor, and accuses Midari of cheating, but Yumeko saw through it all along, as Ryouta’s image was also reversed, and she played accordingly. Furthermore, Yumeko is not amused by this dull trickery, which seems intended to assure that Midari loses the game.

Midari is trying to get that feeling of gouging her own eye out, spurred on by the President who will never have her. In Yumeko she sought a “schemer” like Tsubomi who she could count on to “dominate” evry part of her her in every way.

She ultimately wants Yumeko to kill her, unsatisfied with Tsubomi’s promise to eventually do so. Suffice it to say, Yumeko won’t play this game, not because it’s morally repugnant, but because Midari is being selfish by trying to hoard all of the pain for herself.

In Yumeko’s ideal, both sides feel death’s cruel skeletal fingers scratching at their door. In this rather rote S&M scenario, it isn’t even that Midari expects Yumeko to get off on dominating her…she simply doesn’t care if or how Yumeko at all; only whether she, Midari, gets her pain, release, and death. Yumeko gets nothing, and that pisses her off, flashing her scariest face yet.

With the third round complete, ending in a draw (Yumeko chose all her cards wrong to thwart any chance of winning), she gets up and walks out, their business completed. And while Midari got off one more time from Yumeko’s utter rejection, it looks like that will be the last time ever, if Yumeko has anything to say about it.

We’ve never seen Yumeko as angry about something as she is at Midari, and it speaks to her fundamental humanity in spite of her seeming super-human senses and gambling skill. People like Midari piss her off most because they’re only in it for themselves, while Yumeko’s happiest moments occur in which someone else gets something out of it, whether it’s a stern lesson in not underestimating her, a shot at redemption, or simply a shared joy over a gamble well-played.

This is why despite getting all worked up in Midari’s dungeon, Yumeko is back to her pleasant self, and I don’t even think she’s putting on a mask. Instead, she seems to take solace in the fact that Ryouta was there with her, and the two were in sync enough to foil Midari’s underhanded, self-destructive plans. I don’t think Yumeko is stringing Ryouta along. I think she values his friendship, and treats him how he treats her: with kindness and respect.

Oh yeah, also, Mary utterly refuses to join the student council, and Tsubomi can believe whatever she wants is the reason, Mary won’t tell her. Of course, we know why: while one could argue that having an “inside man” on the council could be useful in an inside-out rebellion, it’s just as likely the council would change her than vice-versa.

Instead, Mary won’t legitimize a council that treats “livestock” like an inferior race and uses life plans to practice eugenics. She’ll seek a way to destroy it from the outside.

Kakegurui – 06

Following her stunning victory, Mary is approached by her former entourage, who offer a half-hearted apology…that she accepts, and things are back to the way they were before she became a Miké.

She doesn’t seem to hold a grudge for how they treated her; written or unwritten, they abided by the rules and traditions of the school with regard to treatment of livestock.

But they also revealed something about the school’s enrollment: one need not be in debt to be livestock. These three girls aren’t technically Mikés, but they are another kind of livestock: they never lead; they only follow, even unto the slaughterhouse.

Momobami and the council seem interested only in those who break out of that mold; in someone like Yumeko, who has yet to pay her debts and be relieved of Livestock status even though she has the funds…and like Mary, the “girl who became a human.”

No one truly knows why Yumeko maintains her Miké status, but it’s assumed its so she can challenge the council to another offical match, and it’s assumed the one she wants to gamble with the most is the president, Momobami Kirari. But she doesn’t get Momobami; not this time.

Instead, she’s intercepted and arrested by the council member she’ll have to play with first in order to get to Momobami; Beautification Committee chairman (and noted gun nut and lunatic) Ikishima Midari.

Midari has her stylish gal-goons take Yumeko (and Ryouta) to a dank interrogation chamber in the bowels of the school, where they’ll play an “ESP card game” in which they guess which cards will be drawn in the adjacent room. Each correct guess means a point, and the person with the most points gets to fire one of two .357 Magnum revolvers loaded with anywhere from zero to six bullets.

Knowing what we know about Midari, it’s a very Midari game (what with the large amount of pure chance involved), and if Yumeko is worried, she doesn’t let on, keeping her calm, cool face throughout. However, Midari also sees in Yumeko a slightly more buttoned-up version of herself: a pervert who gets off on gambling to fulfill her appetites.

Making Ryouta deal the cards that he believes will determine the fate of two women is a great exercise to toughen him up (or just make him a nervous wreck), while Midari agrees that if she loses, she’ll pay Yumeko a cool billion yen ($9 million).

Following a fairly routine pattern in this show, Yumeko loses the first of three rounds by one point, giving Midari the first shot. Since she fully loaded her pistol, Midari has at least a 50-50 chance of shooting her. If Yumeko loaded any bullets into hers, the odds are better. Of course, either of the guns could backfire, which could be why Yumeko warns Midari not to fire when the time comes.

Yumeko always seems to gamble like her life (and certainly her enjoyment) is on the line, so as theatrical and wild as Midari is, this is simply a more raw and concentrated version of the feeling Yumeko craves. I forsee both parties coming away from this not only alive, but…satisfied.

As for Mary, she’s the one intercepted by President Momobami, who doesn’t mince words over tea: she wants Mary to join the council. Clearly, she sees potential in her. Mary may not be as nuts as Yumeko, but she’s definitely going places.

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