Overlord IV – 09 – Baking a Softer Biscuit

After chastising a courtier for interrupting her, Albedo cuts to the chase: The Sorcerer Kingdom is declaring war on the Re-Estize Kingdom, but they won’t deploy their forces for a whole month, and Ainz promises not to use any “large spells” like the one that killed 200,000 on the Katze Plains. Brain knows Ainz is planning something (duh).

A month later, and Ainz has already taken steps to ensure a swift invasion of Re-Estize, focusing on destroying the villages near the borders in order to prevent outside forces from interfering. But he’s loath to reveal to his always-gung-ho generals the fact that he’s holding back on purpose, resulting in some humans surviving and escaping.

While not wholly his idea, since Ainz is, deep down, just a regular human gamer, he’s both more empathetic and respectful of the opinions of fellow “lowly” humans, or in this case, slightly-less powerful underlings, like Albedo’s older sister Nigredo (who is missing her face skin…if she ever had it) and the dog maid-themed Pestonya. They urge their overlord not to snuff out a race as innovative as humanity too rashly.

The Sorcerer Kingdom’s latest target is the seaside town of E-Naeul, who have contracted the mithril adventurer group Four Armaments, led by a cool beauty and including a slightly perverted mage. Like many new Overlord introductions, this four-person party brings an immediate lived-in quality with their easy banter and subtle swagger. At the end of the day, they’re professionals, and if their job is to hold E-Naeul as long as they can, they will hold.

The zombie rabble that constitutes the main Sorcerer Kingdom force isn’t particularly intimidating; the onna kishi who leads the Four Armaments is far more concerned about the two giant Death Knights, wondering if only two were sent because that’s all it was assumed would be needed to cause the town to fall.

After provoking the Death Knight to charge the front gates, The onna kishi has her partymates buff her up with attribute enhancements, and she conjures a doppelganger of her hand axe so every strike counts twice. More than anything, she doesn’t flinch even a little bit in the face of a massive undead warrior getting all up in her space.

While she’s not taking any damage thanks to her superior speed and agility, she’s not really causing any to the Death Knight, and when the dual-wielding Death Warrior catches up with its companion, it starts to look like even one of the more renowned adventurer groups in the kingdom is going to start experiencing what the “stick” in Ainzs’ carrot-and-stick plan entails.

But then, suddenly, the Death Knight’s head is blasted off, and the knight crumbles into a pile of ash. The shots came from high in the sky, where a figure in a high-tech red metal mech suit is brandishing an equally anachronistic machine gun. The Death Warrior does its best to deflect the red one’s shots, but eventually falls as well, and the red one simply gives a friendly gesture and flies off into the wild blue yonder.

With the biggest enemy threats removed, it’s highly likely the Armaments and town forces will be able to repel the remaining zombies and prevent E-Naeul from falling. But when reports come back of the Death Knights’ defeat, Ainz shocks his Guardians by remarking that he expected this. So who is the one in red, who is identified by the Armaments as an adamantite adventurer…and will Ainz eventually have to fight them?

Rating: 4/5 Stars

Overlord IV – 08 – The Dumbest Noble

The Dwarven arc is…done, I guess? Moving on, we return to the Re-Estize Kingdom, where royal siblings Zanac and Renner discuss what to do about the Sorcerer Kingdom. Renner wants Zanac to be installed as king ASAP, but also suggests that declaring themselves a vassal state like the Empire might not be the worst idea.

Meanwhile, much further down the line, Baron Phillip Montserrat is already half in the bag at a maid bar while chatting with a couple of his baron bros. Despite being cordial with Albedo, when he learns how the Sorcerer Kingdom is making bank with its agricultural exports, he proposes that something be done about it.

That something happens, a report is filed that finds itself on Albedo’s desk, and before you know it, Ainz and his Floor Guardians are all back in Nazarick. I guess with teleportation it’s not that crazy; it’s just been a while. Hilma Cygnaeus is brought before Ainz, and she does a pretty good Albedo impression.

Ainz dominates her mind and determines she wasn’t directly responsible for the attack on his merchant convoy, but learns that Montserrat was. This is when Ainz sits back and lets Albedo, Demiurge, and the others explain the situation to him (under the guise of explaining it to the other Guardians). The byproduct of his passivity is all the Guardians agree that the Kingdom should face severe punishment.

This results in Prime Minister Albedo arriving in the Kingdom to have an audience with the King, Zanac, and Renner. The King asks what she’s there for, but he already knows. Rather than give the Sorcerer Kingdom Montserrat’s head, however, he offers his own, surprising kids, court, and Albedo alike.

There’s been a lively pace to geopolitical developments throughout Overlord IV, and this episode is no different, checking in on players we hadn’t seen in a bit while giving us an always-welcome Guardian reunion at Nazarick. Through it all, Ainz is going with the flow, trusting his people to offer him sage council and continuing to let them think he’s five steps ahead when he’s actually catching up.

Rating: 4/5 Stars

Overlord IV – 05 – Field Trip

I love it when Ainz isn’t around and the Floor Guardians just shoot the breeze. When Demiurge arrives to find Ainz is away, Albedo asks him why it’s so important he meet with Ainz-sama in person. Demiurge earnestly replies that he wants to be praised, and Albedo gives him a wry, approving look. She gets it.

Different they may be, they’re alike in their undying love and loyalty to their Overlord…as well as their completely overblown opinion of his greatness. Demiurge had his own plans for the Empire stewing, but is in awe when Albedo presents him with its offer to become a vassal state…all after a three-day visit.

That may not have been Ainz’s plan at all, but how others in the world interpret it is what matters. As for where Ainz is, intrigued by his introduction to the Runes of this world he prepares a light procession to bear him to the Dwarven Kingdom to open diplomatic relations.

He enlists the help of the Lizardman Zenberu, and has Aura and Shalltear as bodyguards and lieutenants. Cocytus offers himself as a chair, enraging Shalltear, but Ainz can’t help but be oddly comfortable.

Let me just say how great it is to be in the presence of Shalltear once more after she took the first four episodes off. While she alone could obliterate any country, Ainz’s reason for her coming along on the trip is to expand her horizons and gain some experience in the field. Even the magical equivalent of a strategic nuclear weapon needs to stretch her legs.

There’s a grandeur to the ensuing journey, with the show skimping neither on vast landscapes the party traverses nor the bombastic orchestral score. When Ainz finds a good spot to “make camp”, he basically summons an Isengard in which to spend the night.

As he contemplates whether another player of Yggdrasil taught the Dwarves rune tech, and expresses his confidence in Albedo and Demiurge handling the empire’s request, Aura notices that Shalltear is taking notes … of everything. She tries to get Shalltear to realize that her role isn’t simply to observe and report. After they part ways, Aura fears she’s gained a “dumb little sister”.

The next day, the procession stops at the entrance to the cave that leads to the Dwarven Kingdom, according to Zenberu. Ainz deploys his ninja-like Hanzo to investigate why there are no guards to be found, and they determine that the entire city has been abandoned.

Aura goes in and takes a look around, and meets the latest in a long line of Overlord characters who almost immediately feel fully-realized and dimensional: Gondo Firebeard. With some efficient yet natural exposition, he explains how he is one of a dying breed of Dwarves who still appreciate and treasure Rune carving, the older (and cheaper) way of infusing things with magic.

Despite being descended from a great Runesmith, Gondo considers his smithing abilities to be lacking at best. That modesty is a big part of his instant appeal, as is the fact he’s basically a big old rune nerd, which is right up Ainz’s alley.

He vows to give Gondo all the assistance he needs to revive the old ways…provided of course he pledges his undying loyalty to Ainz Ooal Gown. Gondo is fine with that if it means his father’s legacy will endure, and he’ll be able to pass what he learned to his children.

But a more immediate problem than cultural erasure is upon them once they exit the cave: Shalltear reports a horde of violent Quagoa are all over the place. With fur hard as metal armor and animal ruthlessness, the Quagoa are the reason the Dwarves abandoned this city for a different one.

Ainz gives Shalltear a simple mission: capture the Quagoa and gain information on them. After all, if Ainz plays his cards right this could be a valuable gesture of goodwill to his future Dwarvish allies. With a nod of her head, Shalltear is off, and we get to see her in her impossibly cool grand red battle armor…only not brainwashed this time!

As you’d expect, she makes quick work of the Quagoa, capturing them while her support troops prevent anyone from escaping to expose Ainz’s presence. I particularly likes when Shalltear was surrounded but not one of the dozens of the Quagoas’ blows hit her; the difference in level precludes them from causing her any damage at all.

That said, once detained, the Quagoa leader is in no mood to spill any information … until Shalltear uses a charm spell, and then he’s her best bud. He happily tells them that they work for the Clan Lord Riyuro, tasked with killing any dwarves who escaped in their direction. He says the dwarf city is probably already being attacked and its inhabitants slaughtered.

Once Ainz gets a location, I have no doubt he’ll put a stop to that, making for a heroic introduction to the Dwarven Kingdom. After last week’s stripped down arena fight (which was nevertheless packed with world-building), this episode proves Overlord is just as deft at rendering grand adventures into new lands.

Isekai Quartet – 06 – The Committees

Next up in the Cavalcade of High School Cliches? Selecting a Class Rep and other class positions. Albedo immediately lobbies for her beloved Ainz-sama, but Aqua won’t accept an undead rep; Albedo challenges that position by calling Aqua ugly.

Things don’t descend into bloody magical chaos only because Roswaal has a steady hand at the wheel of the class, and because Emilia comes forward as a nominee everyone can live with (Tanya, for her part, doesn’t want the job).

Ainz and Albedo are co-vice reps, and while the various committee members are selected among rest of the class. This splits up the four “factions” quite evenly, which Demiurge thinks Ainz sees an opportunity for the Guardians to manipulate the other factions (in truth, Ainz sees…nothing of the sort). 

Kazuma perhaps gets the worst grouping, as he’s the odd man out in a trio that also contains Tanya and Demiurge, who go together like peanut butter and jelly—not to mention possess various means of physically controlling people.

Demiurge’s words make Kazuma lie on the ground; Tanya’s stare, makes him stand straight as a board. He writes to his parents in his head: he’s thinking about not coming to school…again!

Out in the schoolyard the gym committee convenes, led by Cocytus by default (since he appears to be the strongest). But because Darkness is also on their team, things get weird fast, as she gives her enthusiastic masochistic delusions a P.E. theme. Dysfunction and hilarity appears primed to persist!

Isekai Quartet – 04 – Common Ground

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

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

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

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

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

Isekai Quartet – 03 – Status Report

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

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

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

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

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

Overlord III – 10 – Prelude to War

Emphasis on prelude: this episode is all kinds of setup with no real payoff; a calm of political wrangling in the Kingdom before the storm of war with the Empire. Chief Warrior Gazef Stronoff knows what Lord, er, Sorcerer King Gown is capable of and makes it known to his king, but at the same time knows the king could never heed his advice to simply give up land without a fight.

A fight there must be, even if it won’t be like the other wars with the empire, all of them relatively quick, clean, and predictable. In a compromise to the noble and, er, ignoble factions, King Ramposa names Marquis Raeven as the leader of the forces who will defend the kingdom. The ep injects a bit of humanity in the guy by showing how much he loves his son. Unfortunately, Princess Renner has only a moment of screen time and no spoken lines.

While Raeven will lead the fight, the kingdom is counting on two months of stalling before the fighting actually begins, so they can prepare as much as they can. Of course, with another noble estimating Gown himself is as powerful as 5,000 men (five times Gazef’s strength), they face a very uphill battle.

Gazef comes through as honorable and levelheaded as ever, and reunites with his pals Brain and Climb prior to the war. The three agree to meet at a place in the capital to eat, drink, and celebrate when the war is done, but Gazef also warns Brain that he’d better not face off against Gown, or it will be the end of him.

99% of the episode is from the perspective of the opponent Gown has chosen, as part of his (really Demiurge’s) larger plan to gain power and territory for Nazarick. The final 1%, in which Gown takes the field of battle, opens a gate, and unleashes and entire legion of death knights, only comes during the end credits.

Renner’s King Ramposa’s eldest son and heir to the throne Prince Barbro, meanwhile, is sent to Carne to gather information, an errand he feels is both beneath him and meant to prevent him from achieving greatness, despite everyone’s insistence he’s the future king. But he should thank his lucky stars if he stays far, far away from the core of the battle in which Gown himself will take part; staying away means he’ll actually be alive to succeed his father.

Overlord III – 09 – Paving the Way

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

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

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

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

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

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

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

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

Overlord III – 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 – 02 – Chili con Carne (Village)

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

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

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

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

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

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

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

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

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

OverLord – 13 (Fin)

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

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

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

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

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

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

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

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OverLord – 12

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

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

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

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

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

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

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

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

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

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

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

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

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

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OverLord – 02

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Without being too direct about it, this second outing confirms that OverLord means to ask the question, “If a game were about to end and you were the last one logged in, would the NPCs make you their god?” It also answers that question with a fairly unequivocal “yes”, although those two floor guardians not present and the army at the end of the episode may be cause for concern.

But not that much concern, as the people he does have on his side pledge to gladly “perish as his shield” if need be. Their skills are apparent and their loyalty appears unswerving. Momonga is someone different to each of them—beautiful, strong, kind, merciful—the recurring theme is that of ebullient praise in every possible aspect of ol’ Skullface, which seems to trigger his insecurities: what did he do to deserve all this?

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Well, it would seem he deserves it because he was the last human player left. If you’re an NPC of the game, the human players are supreme beings, and without them, you don’t exist. So it’s a big deal that he stayed, even if he didn’t even mean to be the last one there.

It would seem that in his careless state near the time he believed the Yggdrasil servers would shut down, Momonga’s seemingly innocuous decision to make Albedo fall in love with him caused an unintended imbalance in the dynamic of his “court” of guardians. To whit: a character he didn’t modify already has romantic feelings for him, making Albedo a threat.

The two smitten ladies bicker at length until deciding Momonga should have at least two wives—the two of them—making it just a matter of who’s the first wife. The other guardians seem to rally around Demiurge’s idea of Momonga producing an heir, so that the NPCs would have someone to follow should he leave or die.

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Meanwhile, after issuing general orders to conceal the suddenly exposed Tomb of Nazarick, Momonga continues to test the limits (or lack thereof) of his powers and survey what has apparently become his kingdom by default. Looking at the bright starry sky and glowing full moon, he is filled with a desire to possess everything his beady red eyes see, a goal his guardians can certainly set their watches to.

Keeping this ridiculous-looking character grounded is the fact that beneath his scary and imposing facade, there’s a guy inside with no friends or family in the real world, and his frequent little jumps of fear and surprise really humanize him. Hino Satoshi’s multifaceted performance really makes up for the lack of facial expressions. Plus Momonga tends to slump, decreasing his sinister aura somewhat.

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To that end, Momonga starts to make it easier for his guardians to move around, issuing Ainz Ooal Gown teleportation rings like the one he wears. He may have made a slight slip-up in awarding the first one to Mare (who is a boy btw), because for a moment Albedo seems slighted; but she seems appeased when she gets hers.

Meanwhile, as the work to hide Nazarick continues, a stern-looking general orders the destruction of another village. Are these more NPCs given sentience like Momonga’s guardians, only not loyal to him? It looks like the honeymoon may be over, but the true threat level of these guys, if any, remains to be seen. Maybe they’ll be pushovers, or swear fealty in the fact of Ainz Ooal Gown’s awesome power.

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