AICO – 04

I’ll give AICO this: it knows how to move things along. The Diver team run into far nastier resistance than they thought so early in the mission. It’s great to watch people on the job whom we’ve already met off duty. It not only affords us a look at their procedures and teamwork, and ability to keep up with their constantly evolving foe.

As for that foe, we get a decent helping of its various forms and behaviors. As a rule, any non-sentient “force of nature” villain has to evoke a certain degree of primal fear (in lieu of a personality), and I think that’s achieved here. There was a lot of jargon/technobabble being thrown around, but the brisk pace kept me from getting bogged down.

I also enjoyed the juxtaposition of the foreboding alien landscape that is the MatterZone with the so-far-untouched parts of Japan the other characters enjoy.

Sure, in each case they’re basically scenes of more exposition—establishing that Nanbara, Isazu, and Kurose were all college buds, and that Nanbara and now Isazu aren’t in a hurry to destroy a valuable resource.

But it’s just neat to cut from scenes where characters are fighting for survival while pushing through a hostile environment, to ones where they can hold a meeting, enjoy a tasty desert, or dote upon their comatose daughter without having to worry about being, er, mattered.

The show doesn’t forget that the individual sub-teams within the Diver team are competing for an achievement bonus. Kaede is probably guilty of the most unnecessary chatter of the whole crew, but probably gets away with it due to the fact she’s still quite young and also extremely talented.

Yet no matter how highly talented, trained, experienced, and armed the Divers are, it never feels like they can truly relax there in The Shit, and constantly have to have each other’s backs lest some tentacle of Matter end them in an eye-blink.

The first leg of their journey is marked by one of the giant dams, which also happens to serve as a massive three-bladed, electrical-shocking guillotine, which is one of the more original ideas AICO has served up. If this setup is an exact copy of something from a far better anime I haven’t seen before, well…ignorance is bliss, because giant dam guillotines are cool.

They’re also damned effective, if only temporarily so, as after the “slice” is made everything downriver dies, while everything in the immediate vicinity is paralyzed. But between the living Matter looking like miscellaneous viscera and the fact it’s apparently “learning” how to take a crude human form, there’s clearly no permanent fix for this scourge as yet.

Of course, ending all this is, supposedly, Aiko’s role…or it will be, much further up the river. If there’s one blemish on this episode, it’s that the protagonist is utterly sidelined this week; even more so than previous episodes. She mostly just reacts, once to the point of passing out. Simply being in such an inhospitable place clearly has a deleterious effect on her cyborg physiology.

Part of that is inevitable: she’s certainly not trained to fight the Matter, and I daresay I’d probably be much more freaked out in her situation. But let’s call an artificial-bodied MacGuffin a MacGuffin. The show could have avoided this by giving Aiko some training (and development) prior to the mission, but that would have killed the narrative momentum. For now, like Aiko, we’re along for the ride, so I suppose I’ll just enjoy it…and watch my six.

P.S. I’ve intended to skip the ED the last three episodes…yet I always end up watching it to the end. The end theme is very pretty, as are the sights the top half of Aiko walks through.


AICO – 03

Aiko and Yuya have been captured by CAAC (Control Agency of Artificial Creatures), led by Director Nanbara, your obligatory Badass Director Lady giving orders in the back of a fancy car. She’s in frequent contact with Dr. Isazu, director of the Kiryu Hospital and once the doctor in charge of Aiko’s care. Clearly lots of people are interested in Aiko.

Thanks to a clever tracking strip in his paper airplane (activated when he goads a guy into crushing it), the Divers get a fix on Yuya’s location before the government takes harsher steps to interrogate him and fill Aiko’s head with lies (they insist her family is dead).

The Divers ambush the captors when they try to move their prisoners, in a decent action scene that demonstrates the Divers’ coordination and toughness, even in non-diving situations. That they were able to so easily infiltrate CAAC and retrieve their assets speaks both to their exceptional skills and CAAC not expecting an ambush.

With Aiko and Yuya back, the mission proceeds as planned—even as there’s a sudden flare-up of the Malignant Matter behind the Gate, spurring an increased military presence, which launches tranquilizer missiles over the gate that manage to calm the Matter down.

While preparing for zero hour, Aiko nods off and her dreams include the POV memories the other Aiko—her real body with an artificial brain. She and her double are connected. Not only that, the Matter is attracted to her artificial body; but Yuya hopes a certain drug will diminish that particular effect.

Aiko has decided to side with those who cultivate and embrace her belief her family is still in there, alive (the other Aiko seems to have encountered them, after all). We’ll see if she’s put her trust in the right people. The Divers are pros who will carry out their mission to the best of their abilities, but they also seem to have taken to Aiko and want to help her out, in addition to, well, trying to save Japan and the world.

Once she and the other Divers are suited up in their “Live Suits” (a process that reveals a lot of her and the Divers’ skin), they head to the Gate. Just minutes after they’re allowed through, however, the Gate is locked down by the government. There’s no turning back; if they’re going to do this, it’s now or never.

AICO – 02

Aiko’s new “friends” dump a lot of info on her in an episode that gets us up to speed, introduces some other players, and sets the stakes, which are far-ranging. To sum it up, Aiko’s natural body was all but destroyed in a car accident, so researchers decided to put her brain in an artificial body they made when she was born.

However, the surgery that allows her to be standing there today caused the Burst: an overpowered proliferation of “malignant matter” that threatens Japan and the world. She’s also apparently the key to stopping it. Oh, and her mom and brother are still in ground zero.

It’s obviously a lot to absorb for poor Aiko, whose world has just been flipped upside down. She’s a lot like Neo during his sprawling introduction to the Real World, though she doesn’t throw up, she RUNS…nowhere in particular, just away from all this scary shit.

While running, she ends up falling through a roof, right into the lunch a redheaded Diver named Misawa Kaede is about to tuck into. Kaede’s colleague Kazuki assists Aiko when he learns she just wants to get away, but Kaede and the others corner her and bring her back to Kanzaki, Dr. Korose & Co.

Kurose decides to hire the 4-person Diver team to infiltrate Ground Zero in order to retrieve Aiko’s real body. Kanzaki will be their guide, they’ll be paid handsomely even if survival can’t be guaranteed, and whatever 2-person team from the quartet fares better by a certain leg in the mission, will get a bonus and be the ones to accompany Kanzaki to the final leg.

Now that the situation and the plan for dealing with it have been established, it looks like it’s time to impliment it, but the team hits a snag: a SWAT team busts into the hideout and snatches up Aiko and Yuya.

In two episodes, Aiko has been plucked from school by one party, given an infodump, freaked out and run away, picked up again, and then kidnapped by another party. I’m not seeing a whole lot of agency for the titular character, nor are there any indications she’ll be gaining any of it anytime soon.

That could be problematic going forward, as we’re dealing with a Netflix “Original”-style series that has been intricately formulated to check a lot of boxes and satisfy multiple audiences, but in doing so lacks any kind of basic originality.

AICO is (and will probably remain) watchable because’s it’s well-made competently executed, and isn’t gratingly gratuitous (likeDevilman Crybaby). But I like to think I’ve watched enough anime to make the determination that there’s no potential for AICO to be anything other than popcorn entertainment.

Cardcaptor Sakura: Clear Card – 02

Sakura has a new key, a new staff, and new clear cards, but neither she nor Li can detect any magic emanating from them. Sakura wonders why these kinds of things are happening in Tomoeda again, while Tomoyo is simply disappointed she wasn’t present for Sakura’s first card capture in a while with a fitting outfit or her camcorder.

As much as Sakura wants answers, for the time being there’s not much for it than to continue on with her middle school life, slices of which are wonderfully presented this week without any shoes dropping. Sakura intends to join the cheerleading squad, the girls have art class, and Syaoran is stubbornly non-specific in the “things” he has to “take care of” which preclude him joining any clubs.

Still, just two eps in and I’m a fan of Sakura and Syaoran, because neither try to be in each other’s lives every second of every day. They each have their own stuff going on, and each respects one another’s need and right to be individuals. Pretty enlightened relationship strategy for middle schoolers!


CCS:CC is also full of little life lessons about not worrying too much about things outside your control. Sakura resolves to do what she has to do and put one foot in front of the other every day, and she’ll cross bridges when she comes to them.

One problem that often arises is the need to conceal magical things—like Kero-chan—from her older brother Touya. Kero must be completely still when he’s around—kinda like Hobbes—but Touya can’t help but wonder what’s going on when he sees fruit sauce on Kero’s mouth, and later spots beads of sweat. Amusingly, Sakura employs literal hand-waiving to distract her bro.

After dinner, Tomoyo presents Sakura with a new outfit (the first she’s worn in years, a meta statement referencing how long it’s been since the last CCS series), but no sooner does Sakura don the garb of a magical girl than she, Tomoyo, and Kero suddenly find themselves in a giant white cubic room with no doors or windows, an eerie situation well-sold by both visuals and the soundtrack.

When Sakura and Kero try to touch the walls, they bend out of the way, and before long, the entire cube starts to wobble like Jell-O. Kero deduces the material is similar to rubber, and that they’re inside the equivalent of a giant cubical balloon.

The seamstress Tomoyo, armed with her trusty pincushion, proceeds to pop the cube once Sakura summons her Staff of Dreams to capture another new card: “Siege.” Just like that, the trio are back in Sakura’s room, and have to play things cool when Touya checks in.

Let’s face it, neither of the two challenges Sakura has faced so far have been all that difficult to crack, nor the cards difficult to capture. However, there are still numerous unanswered questions, and while a new dream only adds to them, Sakura’s friend Eriol in England is holding off on contacting her until “the time is right”; presumably not until she captures more clear cards.

Kino no Tabi – 11

This episode was both illuminating—due to the light it shed on Kino’s origin—and dark, because of the particulars of that origin. Our Kino, it turns out, isn’t the first Kino, nor is Hermes the first Hermes.

The original Kino was a traveler too, and when he visits the Country of Adults, he approaches the future Kino II, a girl of twelve whose original name we never learn, and the daughter of innkeepers.

The girl helps name the derelict motorrad Kino is fixing behind the inn, giving it Hermes, the name of one of Kino’s friends.

In the girl’s country, all children get “surgery” at the age of twelve to make them “proper adults” overnight, (evoking dark shades of FGM) whereupon they inherit the jobs of their parents, as is their one and only job in life. What about what she wants to do, like singing, which she’s really good at? Not allowed.

Her country has a very strict idea of what an adult is and when a child becomes one, and this girl is trapped. Kino is sympathetic, but his transitory nature means that whatever happens, it has nothing to do with him; he’ll be on his way to the next country after his three days are up.

Only Kino never leaves the Country of Adults, because the girl can’t stop pondering his words about adults being able to do things they enjoy, like traveling and being free. When she tells her parents, in the company of the preist and other townsfolk, that she doesn’t want the surgery, they explode at her with manic rage.

The girl’s father confronts Kino, but the priest pleads for peace. They ask that Kino take his leave, but when the father produces a knife with which ti kill his “defective” child, Kino leaps in the way and is stabbed to death before the girl’s eyes. Shocking. A voice familiar to us as Hermes urges the girl to get on and tells her how to ride him if she wants to live…which she does.

And so off she goes, like a bat out of hell. The Kino we know and love was born that day, named the new Kino by Hermes. In the present, Kino and Hermes find themselves in the same field of crimson flowers where she stopped to rest when old Kino’s blood still fresh on her cheek.

In a lovely transition from past to present, Yuuki Aoi treats us to her pipes with a stirring a capella performance. Free of her nightmarish home country of control and stifling of individuality, Kino is now free to be the adult she wants to be. Like Tifana and Photo, she came from a dark place, but now she glows with joie de vivre.

Houseki no Kuni – 05

When Phos can’t be found, Kongou musters the entire group to go perform a search. Diamond encourages Cinnabar to assist, but Cinnabar demurs. Meanwhile, Phos, weak and with smashed legs, is fished out of the sea by the Lunarians, who circle Phos like a bunch of ravenous customers at the local buffet.

Ventricosus would like to be on her way with her brother Aculeatus, but the Lunarians alter the deal, and basically tell Ventri to pray they don’t alter it any further. They want more Gems before handing over her brother. These guys are straight-up jerks, but it’s only fair that a betrayer get betrayed. When Ventri protests, they attack her, and Acule awakens and smashes them to bits, showing his admirabilis form (which Phos finds adorable) before taking humanoid form and assisting Ventri.

Acule is ready to continue using Phos as a bargaining chip to free their family members still imprisoned on the moon. But Ventri seeing a literally broken Phos who won’t even offer words of resistance (Phos is exhausted and immobile; why bother?) causes Ventri to have a change of heart.

Phos has forgiven Ventri after the betrayal, and Ventri sees it as an opportunity to not be like the Lunarians. She and her brother escape, and set Phos free. Just as Kongou prepares to send everyone under the sea to search for Phos, Phose washes ashore…right beside Cinnabar.

Phos apologizes for going another day without keeping the promise made to Cinnabar, and promises to try harder tomorrow. For some reason, rather than call out to Kongou and the others, Cinnabar sneaks into HQ and leaves Phos in the infirmary, to be found later by Rutile.

Kongou’s rage is something to behold, as every step he takes creates cracks in the building; all of the Gems scatter for shelter from his wrath. But while he calls Phos an insolent fool with a force that almost causes Phos to shatter, he then catches Phos before that actually happens—a nice moment of compassion from the master.

He’ll have Rutile do whatever can be done to repair Phos, then hear a report tomorrow. He also summarily cancels Phos’ encyclopedia-writing assignment, leaving Phos once more without a job.

Phos washed ashore with two spikes from Acule’s shell, and Rutile notes they contain agate, which is more than twice as hard as Phos’ structure. Rutile manages to craft new legs for Phos, which have a distinctive iridescent black-and-white striped pattern (pretty cool-looking), but upon standing up, Phos finds the legs useless. Phos has also lost a good deal of memories—including those of Jade—as a result of the loss of the original pair of legs.

As the others leave one by one to attend to their other duties (which will be harder to attend to after that exhausting search), Phos laments being worse off than before all of this started and sulks in the grass, but after thinking of Cinnabar (who is in a worse situation than Phos anyway you look at it), Phos suddenly jumps up and finds that not only do the legs work, but Phos is now unbelievably fast.

Perhaps Phos’ latest brush with destruction has now produced a better situation, and those new legs will give Phos new hope of being useful to Cinnabar, Kongou, and the others.

Kujira no Kora wa Sajou ni Utau – 03

The docile, frightened, and mostly defenseless denizens of Falaina are absolutely no match for the surprise attack by the efficient, emotionless raiding parties of Skylos, who use their thymia to kill with rifles, spears, swords and maces. Chakuro tries to run away carrying Sami, but he trips, and the way her body falls indicates that she’s already dead.

Ouni manages to get released from his cell, and proves more than capable of killing a good number of the enemy…but one man simply won’t be enough. Back in the fields, soldiers advance on Chakuro, but in his combined grief and rage he manages to hold them off with his Thymia until Lykos arrives.

Lykos, or rather Lykos “#32” as she’s called by an oddly giddy and sadistic pink-haired associate who holds a high rank among the enemy, was originally sent to exterminate Falaina. It would appear she failed, and regained emotions.

Now her brother, Commander Orka, is content to leave her on Falaina as a human experiment, to see how long she lasts among the “sinners.” The enemy withdraws, but after torturing two of their soldiers, Ouni learns they’ll be back in just a week’s time. Lykos, it would seem, has picked Chakuro and Falaina over her brother and home country.

It doesn’t look like pacifism and negotiation are in the cards, nor does there seem to be a “misunderstanding.” The people of Falaina are in a war with their very existence in the balance, period. While it isn’t great to see Ouni shed so much blood on his own, I see few alternatives.

As for Chakuro, after a gorgeous but immensely sad funeral service for the dozens lost, including Sami, he simply wishes he could die right then and there. He doesn’t want to be in this world anymore.

Who can blame him? I’m not even sure I want to be here. While the heroic arc obviously requires some initial hardship to be overcome, it was not fun watching men, women, and children callously mowed down. There also seemed to be a lot of the enemy soldiers simply…standing around for long pauses while their victims try to process what’s happening.

Other than Ouni, Lykos, and maaaybe Chakuro (if he can learn to control his power) this entire community looks utterly unequipped for the conflict ahead. Hopefully a few steadfast defenders will be able to curb further slaughter.

Kujira no Kora wa Sajou ni Utau – 02

What I thought was the start of some kind of grand adventure involving Chakuro, Ouni, and Lykos turned out to be more of a quick stop. Lykos (which isn’t her real name) shows them the creatures called “Nous” that suck all emotion out of humans, leaving them “heartless.” Chakuro and Ouni only get a brief taste of the experience, but I imagine neither of them wanted to get a longer one, as intriguing an experience as it might’ve been.

They’re brought back to Falaina, where Ouni is thrown in jail, Lykos returns to the custody of the elders, and Chakuro is freed after “cooling his head”—just in time for the extraordinary periodic phenomenon involving swarms of glowing star locusts. Chakuro breaks Lykos out of confinement so she can see the event with him, and jealous vibes immediately emanate from Sami.

Having been away from…whatever it was she was doing on that other island, Lykos is definitely starting to show more emotion, and when she remembers the time her father gave her a piggyback ride (out of practicality, not love or any other emotion) she can’t help but cry. Chakuro thinks it’s normal, and it proves she has a heart. And anyone’s heart would be stirred by the light show they get.

But that night, Lykos almost told Chakuro something very important, and the next day, really really wants to tell that something to the council of Elders. She best she gets is Suou…but by then, any warning she might’ve given is too late: another island sidles up to Falaina and an attack is launched by its highly-prepared and more technologically advanced occupants.

Those we see are wearing clown makeup (not a great first impression), and Chakuro and Sami stare up at their airship in Miyazakian awe…right until they open fire, Sami jumps in front of Chakuro, and gets riddled with bullets. I was not expecting that! Poor Sami!

It’s a bold, dark new turn for what had been an pleasant Utopian slice-of-life. That’s not quite right: the introduction of Lykos and her lethal magic last week marked the beginning of the end of the “good times”, while the locust swarm was the punctuation mark for the Mud Whale as a place of peace and contentment, and even that peace may have been artificially maintained, as the elders likely knew something like this was possible and/or coming, and have kept all of the Marked in the dark.

It would seem our protagonist and his society are viewed as “sinners” in the outside world, perhaps because they still possess the emotions the Nous feed on and make no effort to purge them. Thus ends Chakuro’s official archive of the Mud Whale, and the beginning of his personal diary.

Made in Abyss – 13 (Fin)

Always cold and hungry yet full of longing to see the wonders of the Abyss, the still-human Nanachi was lured, along with a good deal of other disadvantaged children, to their doom by the dastardly White Whistle Bondrewd the Novel.

On the way down to the unreassuringly-named Sea of Corpses, Nanachi meets the ebullient Mitty. Weary at first, they hit it off almost immediately, buoyed by the exciting, life-changing adventure they’re about to undertake.

Did I say exciting and life-changing? I meant nightmarish and life-ruining/ending. One by one Bondrewd comes for the children until Nanachi and Mitty are the only ones left.

Neither has any idea what’s happening to the others until Bondrewd comes for Mitty, but not Nanachi, in the night. But Nanachi, now all alone, follows them, and sees and hears things she shouldn’t.

Bondrewd takes Nanachi’s disobedience as an auspicious event, and places them in a tube right beside a frightened, already-trapped Mitty, and calmly explains how the “experiment” is going to go down. The two descend to the Sixth Layer, where a horde of formerly-human things gather around their tubes.

Then the ascent begins, and all of the Curse is transferred to Mitty in a graphic, gruesome, and thoroughly upsetting sequence. Nanachi can only watch in the other tube, absolutely powerless to help. Mitty was Nanachi’s one and only true “treasure”, more important than any relic they might have found in the Abyss.

But, as we know, Mitty isn’t gone. Well, not totally. To Bondrewd’s delight, the double-dose of Sixth-Layer Curse not only took Mitty’s human form, but made it impossible for her to die. She is constantly disintegrating, regenerating…and suffering.

Nanachi flees Bondrewd’s clutches with Mitty (though it’s highly likely he lets them go) and eventually finds a place to live. But there is nothing Nanachi can do for Mitty. It’s not that they can’t put Mitty out of her misery due to emotional considerations…it simply isn’t possible.

Not until Reg and Riko came around. With his Incinerator, which Nanachi calls “Sparagmos”, or the “light that returns to the cardinal point”, Nanachi believes she can finally free Mitty’s long-suffering soul from what’s left of her body.

Reg asks for time to think it over, and worries that if he kills Mitty, Nanachi will feel they have no more reason to live, and might take their own life. Nanachi promises they won’t, and convinces Reg of the only right and proper course of action when they tell him that when they one day do die, Mitty will be left alone, suffering for all eternity.

After preparing a tasteful site for “sending off” Mitty, Nanachi only halts Reg from firing Incinerator for one last goodbye to her treasure, then tells him to do it. The ensuing inferno consumes every bit of Mitty until there’s nothing left. Just like that, she’s gone.

It’s ruinously sad, but I’ll admit, a HUGE relief her suffering is at an end. After all, her last words as a human to Nanachi in that tube were “kill me.” Hers was the kind of pure lasting suffering that’s hard to imagine or even comprehend, but I can grasp the catharsis, even if the hurt remains in the hearts of those who sent her off.

Things thankfully take a lighter turn when Reg awakens to find Riko is also awake, and starting her rehabilitation. Riko takes an instant liking to the cute and fuzzy Nanachi, and both Nanachi and Reg appreciate Riko’s far superior culinary skills.

After going through that emotional, visceral ringer, It’s awfully nice to see Riko back to normal. Then she asks if there wasn’t someone else there besides the three of them, and recalls a dream that made her think that.

The creepy dream we saw part of last week is put into context thanks to Riko. She is consumed by a kind of skin (representing her deep illness) and can only cry and panic, but when she sees that terrified, crying eye—Mitty’s eye in the waking world—she calms down, stares back, and tries to comfort her.

Then, after Reg sends Mitty off, Riko perceives it as Mitty (or rather, her soul) being restored to its human form before passing on. Then Riko realizes she needs to “get going”, and follows the light back to consciousness and out of her wounded stupor.

Upon hearing this “dream”, which was likely something more significant, Nanachi looks grateful that someone saw their treasure in the moment she finally achieved her freedom.

Nanachi takes Riko and Reg to a kind of healing hot spring, and enjoys watching Reg squirm as Riko proceeds to have no qualms whatsoever about bathing with him naked, all while quietly asking Mitty to wait “a little longer,” which could either be interpreted as Nanachi planning to take her life and join Mitty soon, or not until after she’s lived a life that now includes two new potential “treasures” in Reg and Riko.

After removing the mushrooms from her arm (another highly painful, unpleasant ordeal), Riko eventually regains the ability to lift her arm and even move her thumb. Reg blames his crappy amputation attempt for the state of her arm, but Riko doesn’t blame him; she asked him to do it, after all. She also heared from Nanachi how tearfully and desperately Reg tried to save her, and thanks him for that, regarding her nasty scar as “precious proof” he protected her.

Riko, like Reg before her, asks Nanachi if they’ll join them as they continue their journey further down the Abyss, and Nanachi agrees. The credits then roll over a lovely montage: Riko ties her backpack to a balloon and releases it, and they prepare for their journey as it makes its harrowing ascent past all the layers they’d passed, even requiring Marulk to free it from a branch and repair it.

It eventually reaches Nat, who looks shocked and elated to finally possess evidence of Riko and Reg’s progress. Having completed their preparations (and the construction of a big, sturdy new backpack), the new party of Riko, Reg, and Nanachi leave Nanachi’s cozy house behind, in search of trying to satisfy that most unstoppable longing for the unknown.

Meanwhile, in Bondrewd the Novel’s lab, he notices one of dozens of lights has gone out; a light signifying Mitty’s life. He is proud of and grateful to Nanachi for having finally gotten it done, as if letting them escape was yet another experiment. And he’s eager to meet her again. Ouzen was right; she’s kind and pleasant compared to this evil bastard.

And there we are; that’s a wrap! At least until a second season comes along. While I can assure you there are very few shows I’d want to jump into the second season of immediately, and this is one of them, I think a good long rest is in order, to recover from the emotional wounds it left in this final, epic, horrendously devastating yet still somehow hopeful, and achingly beautiful finale. I want to believe Riko’s mom is waiting for her. I have to.

Made in Abyss – 12

This week, while waiting for Riko to heal, Nanachi teaches Reg the “true nature” of the abyss, calling it, essentially, a physical, if invisible, trap of barbs that are easy to descend through but quite difficult to ascend. The Abyss itself is both something that doesn’t want anything going in, but also won’t let anything that does get in get out easily, or without exacting a toll.

That toll would seem to extend all the way tot he surface, where lil’ Kiyui (Kiwi) has come down with an awful fever; a growing trend that is claiming lives. When Girou (Gilo) takes him off the island onto one of the ships of the “Caravan Fleet” docked there, he recovers immediately, without any medical treatment.

It would seem that all that was needed was to get further away from the Abyss.

And yet Riko, like her mother Lyza, her mentor Ouzen, and Nanachi and Mitty, couldn’t help but get closer and closer. The longing to reach thebottom of the netherworld and discover its secrets is far more agonizing than any trap, predator, poison, or curse. It’s a curse in and of itself; an infinitely seductive world beneath the surface, simultaneously beckoning and warning.

Good News: Mitty isn’t trying to eat Riko, she’s merely being friendly, and as Nanachi says, uncharacteristically “emotional” toward a visitor (though it’s doubtful they have many other visitors). She also points out Mitty was once a girl like Riko, then demonstrates to Reg how terrible her cooking ability is, prompting Reg to commit to cooking for RIko once she wakes up.

Meanwhile, Nanachi uses a thin, transparent “fog weave” to very effectively demonstrate the physical qualities of the Curse of Abyss; how it morphs to take the shape of whatever it covers, and the consequences of recklessly bursting through it.

Back in the hut, we’re “treated” to one of the more disturbing sequences in the show: Riko, covered in a fleshy film of her own, sits in the pitch black darkness but for a hole, through which Mitty’s eye peers. Riko peers back, and hears not the cooing and moaning of the present Mitty, but the more lucid cries of the girl Mitty once was. Chilling.

Continuing her lessons, Nanachi places a device in Reg’s helmet so she can communicate with him in real time from afar as he responds to a call for help from a Black Whistle, who then bristles when he sees a mere child has answered and begs him to flee.

Of course, Reg isn’t an ordinary kid, and he has a score to settle with this particular piercer, so with Nanachi’s aid he reaches out and grabs the curse, (which the piercer uses to predict the future with its red “nose”) and fires Incinerator at point-blank range, forcing the beast to shed 80% of its quills and withdraw.

Reg calmly asks the stunned Black Whistle to relay a message to Girou up at the Belchero Orphanage: “They are continuing their adventure.”

Even being almost killed won’t sate Riko’s longing to continue, and Reg knows that, so whenever she wakes up and is well and strong enough to do so, they’ll resume their descent. Reg, grateful for all of Nanachi’s help, asks if she’ll accompany him and Riko on their journey.

It’s not that Nanachi outright refuses their offer, but has a request of her own that is more pressing: she asks if Reg will kill Mitty for her. We heard through Riko the misery Mitty lives in each and every moment; almost gone but not gone enough for it to not matter.

Barring some kind of miracle that could save her, killing Mitty would seem to be a mercy; it’s just that after what happened with them and Bondrewed, Nanachi hasn’t been able to herself do what she know needed to be done. She hopes there’s enough emotional separation for Reg to do it instead.

Shingeki no Bahamut: Virgin Soul – 20

The Demon assassin is eager to fight a dragon, as I assumed he’d killed one or two in his checkered past. However, his true beef is with the fact that Nina is a mongrel and a pathetic abomination for having a human parent. Nina transforms into the Red Dragon, but the assassin transforms into a bigger one. A much, much bigger one.

The resulting fight is one of the cooler, more impressive battle sequences—after all, two dragons are better than one—but Nina is completely outclassed and the assassin’s attacks quickly transform her back into human form.

Naked and beaten up, the Onyx Commander looms over her and tells her the order to kill her came from His Majesty himself, twisting the proverbial knife before killing her with a real one.

Favaro and Kaisar have heard enough, and spring into action, breaking free from their captors—but they’re pretty outmatched themselves, so it’s fortunate the cavalry arrives in a timely fashion, in the form of El, Sofiel, Azazel and Jeanne. The lads are…humbled by the sight of the surpassingly ethereal, angelic Sofiel, but she’s not here to dilly-dally.

Summoning a giant avatar to match the assassin dragon’s scale, she launches a devastating ice-based attack that turns the dragon into a solid chunk that shatters under its own weight. And to think: she is of those who have found themselves flummoxed and beaten back by Charioce.

With the dragon eliminated and the Onyx Soldiers tied up with magical binds, all that’s left is to finish saving Nina, who appears down for the count not due to any physical exertion, but because she’s suffering from a broken heart.

Kaisar leaves the Onyx Commander and his men alive, but the Commander makes sure he knows there’s nothing he or his friends can do to stop Charioce, so there’s no point in continuing to oppose him, aside, I supposed, from a death wish. Alessand also takes note of the fact that El is the “holy child.”

Back at base (which is surprisingly still intact and safe after all that) Sofiel insists that it’s time to go: Her, Jeanne…and El. But El is reluctant; he believes he was born for a greater purpose that can only be served on the surface world. Bacchus, for once given some dramatic meat, tells him he’s being foolish; that all he his at the moment is a child, a gift from his father to his mother. It’s enough to convince him to go with them.

Meanwhile, Nina whips herself into a rage and tosses aside the necklace Charioce gave her, trying and likely failing to get over the guy who not only rejected her, but tried to kill her. She neither needs nor wants these feelings, but unless Rita has a spell or potion for it, they’re not going anywhere. El stops by to say goodbye, and can tell Nina isn’t alright, even though she puts her usual cheerful face on in front of him.

The next morning, the Onyx Commander informs Charioce, who is headed to Eidos to finish opening the rift, that the dragon has been eliminated; Charioce, like Nina, may well be hiding his true feelings on the matter from the world. Ready to set off back to the Land of the Gods, Sofiel admits to Bacchus that she left without permission, and furthermore, can why he stayed on this world: there’s never a dull moment, after all.

After El says his final goodbyes to Azazel, he walks back through the caves alone, and is confronted by Alessand, who stabs him in the chest, making his holy blood pour onto the ground and surround his black ocarina. Alessand, who was humiliated and judged as worthless by the Onyx Commander, still wishes to prove the man wrong.

So Al chose to make himself worth something by eliminating a potential weapon of the Gods. Whether he’ll get any acknowledgment—or even get out of the caves with his life—remain to be seen.

Made in Abyss – 04

Remember Snape going on about ‘bottling fame’ or ‘brewing’ glory? I kept coming back to how Made in Abyss seems able to effortlessly bottle…AWE. It’s masterful in unveiling Riko and Reg’s new surroundings. 

First we get a tight shot of Riko waking up…in a mad web of protective Reg arm cable! Then we pull waaaay back to a superwide shot of the First Layer: The Edge of the Abyss. It’s like pure, uncut, Bottled Awe.

After Riko’s terrible-looking but delicious fish stew (good to see them not relying on packed food), they face their first foe: a giant silkfang from whose nest they narrowly escape from, thanks to Reg’s ridiculously handy arms, which are also making their climb much easier. Let’s call it a Level 1 fiend…and they didn’t defeat it, they just got away.

They’re also trying to keep from getting caught by Leader or any search parties who may be pursuing them. After receiving hand-drawn copies of Lyza’s Abyss notes, with a red note indicating he’s coming for them at dawn, Riko concludes escaping Leader is the “final lesson” they must overcome to prove they have what it takes.

The next massive swig of primo Bottled Awe comes in the form of a Castle in the Sky-style reveal of the abandoned ancient windmills and endless greenery of Layer Two: The Forest of Temptation. It’s like watching an awesome game where the deeper you descend, the crazier things start to look and feel.

But eventually one of their “pursuers” catches up, only to not be trying to catch them at all. The Black Whistle Habo came when Sigy and Nat told him to help Riko get to the Seeker Camp and Second Layer, and in exchange he could see Reg, a genuine treasure of the Netherworld, in the rubbery flesh.

When Riko politely declines his offer, citing Leader’s final lesson, he takes her and Reg into his arms, perhaps to embrace the girl he’s known her whole life, and watched, and known that the day would come when she’d run off after, and like, her mother. He also warns her about the White Whistle “Ozen the Immovable” at the Seeker Camp.

After some more descending, we can take one more swig of dramatically unveiling vistas as they arrive at the Abyss’ Second Layer – The Forest of Temptation (not to be confused with the Forest of Illusion, though the vibe is similar).

Gazing at the environs sprawling out before him, Reg can’t help but wonder if he and Riko actually “escaped” their pursuers, or if they’ve come to a place where other things will pursue them. For this is no longer the territory of man, it’s The Abyss proper, from which all things sprang, and where all things eventually return. I’m drunk on awe now.

Shingeki no Bahamut: Virgin Soul – 13

As it turns out, Charioce wasn’t being overconfident about his chances against the gods. Sure, it looks like a rout at first, but once the human king activates his secret weapon Dromos, the battle not only sways in man’s favor…Gabriel straight up runs with her tail between her legs, leaving her (very insubordinate) army to be wiped out. El tries to keep fighting, but he ends up being the overconfident one, and is rendered unconscious in a blast from Dromos.

It would appear the weapon worked almost too well, as Charioce doesn’t really seem to know what he should go do with himself after the gods retreat. That’s mostly because the winds literally blew Nina into his arms. When Nina sees that Jeanne, Kaisar and Rita are in danger (and who knows about Favaro; he’s blown elsewhere), she insists the king hug her.

Nina hopes she can appeal not to the cold, evil king, but the warm, kind young traveler who danced with her. He acquiesces to her demand, and before you know it boom, she’s a dragon again. This certainly seems to prove that only Charioce can transform her now.

The Black Knights try to capture her with a colossal golem, but Nina the dragon is far stronger than Nina the girl, and Nina the girl is redonkulously strong. As such, whenever it seems the golem has her number, she finds an extra store of strength with which to stay in the fight.

That fight ends when she finally dives through the golem, blasting a hole through it that deactivates it for good. Then the dragon approaches Charioce, who touches its head, casuing Nina to transform back into a (naked) girl.

Nina appears with the wagon to pick up Nina and Jeanne, while Kaisar distracts the guards, who quickly beat up and re-capture him. Favaro is still at large, which is why when the wagon is safely in the air, Rita jumps out to go “check on” the lads.

Left only with orders to look after one another, Jeanne decides her best next move is to head for the land of the gods, where she might be able to see El. She doesn’t know how to get there, but Nina remembers her granny talking about the place often, so they decide to head instead to Nina’s home village…which should be fun.

Meanwhile, Gabriel is a nervous wreck after having seen Dromos, which she didn’t think the humans would be able to build at all, let alone so quickly. That begs the question what the heck Charioce did to make that happen, and considering it’s the worst threat to the balance of the world since, well, Bahamut, it clearly falls under the category of “things safe in no ones’s hands.”