As I suspected, Shuka doesn’t want to have Kaname’s baby. She’s only naked because she was too tired to change into PJs after carrying him home and dressing his wounds. Fair enough…
As for the “family” she seeks, after a long time playing (and winning) solo, she now wants to create a guild of sorts within the game. Kaname is eager for allies (not to mention the saying about keeping your enemies closer) so he’s all for joining forces, much to Shuka’s delight.
Shuka believes the first step to being good partners is to become good friends, so she suggests a date in Shibuya the next day, when she wears the same red dress (she either really likes the dress or the show lacks the budget to put her in too many other outfits for too long).
In between doing date-y things, Shuka feeds Kaname more exposition about Darwin’s Game, or “D-Game” as it’s called in public (spreading info to non-players is a heinous breach of the rules). The episode kinda drags throughout the date…it’s just so talky and bland.
Even as a countdown begins for a special D-Game Treasure Hunt Event, Kaname is challenged to a fight by Inukai, a high school student a grade below him who is interested in fighting the noob who defeated the Undefeated Queen.
Kaname uses a stun gun and Inukai’s own warning about taking care of one’s phone, not to mention intervention from Shuka, to force Inukai to surrender. Then the Treasure Hunt begins, and since there are more players (300) than treasures to find, not everyone is going to survive.
This episode comes a long way from its comedic beginning, in which Rista leads Eruru and Mash on a shopping trip, she ends up sniping with a clothier about topless and bottomless swimsuits, then gets the idea to arrange an evening that will end with scoring with Seiya.
Things take a distinct turn when, upon returning to the palace at sundown, Seiya is nowhere to be found. No matter what reasons the three can come up with for his absence, and no longer how long they wait, Seiya…just doesn’t show up.
On the verge of panic, Rista visits Ishtar for guidance, where a tearful Ariadoa leads her, Eruru and Mash to a realm where time stands still. There, Ishtar informs them that Seiya has already headed to the Demon Lord to defeat him himself.
The reason Seiya has been so cold and distant to the three of them is that he actually cares for their well-being to the point he doesn’t want to put them in harm’s way. Since the Demon Lord now has a weapon that can destroy Rista’s soul, Seiya felt it best to keep her away from the battle.
Rista also wasn’t aware due to his Fake Out skill, but Seiya has been totally maxed out since the fight with the Dragons, and has been adding skills like Valkyrie’s Gate of Valhalla to make up for his stagnation (it wasn’t sex after all).
There’s more: Aria is in tears because in a different world 100 years ago, Seiya was the Hero she summoned, and he was far less cautious, adopting the catchphrase “Gonna be okay. Something will work out.” The healer of their party was Tiana, a princess from that world…who happens to have the same eyes, face, and voice as Ristarte.
Things wouldn’t work out for Seiya back then, as his party members were eaten one by one by the Demon Lord, whom he’d insufficiently researched. Tiana meets a particularly grisly doom, as it’s revealed she was with child when the Demon Lord ate her.
Finally, Rista learns that she was Tiana, before she was reborn as a goddess. Neither she nor Seiya retained memories of knowing or fighting each other, but fate brought them back together, and Seiya, knowing he was summoned before and failed, became far more cautious, and hence unwilling to let anyone else die this time around.
It’s a lot for Rista to take in, and Toyosaki Aki does as good a job as she can reacting to it all, but this was an awful lot of exposition, rather inelegantly presented in one big plot-bomb. Regardless, the shift from goofy comedy to serious drama was surprisingly effective, and all the information we learned really does enrich what had initially seemed to be more of a skin deep relationship between Rista and Seiya.
Their history, even if there was no overt memory of it, explains not only why Rista and Seiya are a pair again, but why she’s so devoted, attracted, and at times obsessed with him. One could almost call them soul mates. The issue is, she now knows the truth of their past and he doesn’t, and his overarching mission to defeat the Demon Lord and save Gaeabrande overrides all other considerations.
Of course, Rista isn’t going to let Seiya have his way. She insists on joining up with him, and damn the consequences. Ishtar opens a portal for her, and Eruru and Mash announce they’re coming with her out of solidarity—Seiya saved them, after all. Hopefully, things are gonna be okay, and something will work out.
When Vecta sends his remaining troops across the chasm Asuna created a few at a time, it goes predictably badly, gaining the ire of the leader of the Pugilists. Asuna, Bercouli, and the other knights mop up the relatively defenseless forces, but Vecta isn’t surprised; the Human Empire has superior AI for its grunts and generals. But he has another ace up his sleeve, where his tech Critter is hard at work back on Rath.
The first thing Critter does is synch the Underworld’s clock to the real worlds, so an hour here is an hour there. Then he sends out a massive invite blast to an Underworld “beta test” in America. The resulting montage of people speaking horrific English made me wonder why they bothered, as it almost pulled me right out of the episode, but the end result is that Vecta is able to amass a reserve army of seasoned American MMO gamers, thus potentially turning the tables.
From the realm where she’s on standby, observing the digital world, Yui notices the implementation of the fake beta test, and notifies both Suguha and Shino. Following Yui’s instructions, the girls head to the Roppongi branch of Rath, ask to speak to Kikuoka, and are given access to STL beds. Looks like Asuna will soon be getting reinforcements.
Finally, Yui rouses the rest of the SAO/AFO crew: Lisbeth, Silica, Klein, and Agil, and brings them up to speed. Needless to say, all of them are fully on board with helping Kirito and Asuna any way they can, but the four of them plus Suguha and Shino won’t be enough.
They need numbers to counter the American invasion. A similar beta test blast in Japan won’t give them those numbers, as it’s the middle of the night when perhaps a tenth of the active users. Definitely a clever use of time zones as an obstacle to gaining parity with Vecta’s forces by the same methods.
It falls to Lisbeth & Co. to gather what members of the various tribes of AFO are awake and deliver to them a heartfelt speech that will convince them to undertake all of the risks that come with diving into the Underworld. Those risks include the lack of admin control, UI interfaces, and pain absorbers, and the potential for character degradation or even total loss.
It’s a tough sell, and many of the assembled players believe SAO survivors look down on them, but Lisbeth digs deep and gives an impassioned call for everyone who loves MMOs to come to the aid and defense of a world all of them helped create, and an AI in Alice who is the culmination of their shared experiences and emotions.
As we all know, War of Underworld is being split into two cours, the first of which will end with the next episode. And while it will be hard to wait for the ultimate conclusion to this arc, this first half looks primed to end on a very satisfying note as the titular Underword War enters its next phase.
After a quick look at Asuna utilizing the STL to enter the Underworld, she makes her appearance and saved Bercouli, Ronie and Tiese. The latter two are the first she meets, and she corrects their assumption that she’s the actual Goddess of Creation Stacia. When they thank her for saving everyone, including Kirito, Asuna asks to see him at once.
Their reunion is powerful but muted on the surface, like Kirito himself, but he still manages to shed a good number of tears upon hearing his girlfriend’s voice, seeing her face, and feeling her embrace him. It’s also clear to the pages that these two definitely know each other. But when Asuna leaves the tent, she is attacked by Alice, and the two spar magnificently until Bercouli breaks it up.
A good deal of exposition follows, as Asuna explains who she is, where she and Kirito come from (in terms they’ll understand), and the forces at work beyond the Underworld. Her mission as a representative of Rath is to bring Alice to the real world before the enemy, or the entirety of the Underworld will be erased. Bercouli figures out for himself that the enemy Asuna seeks is Emperor Vecta.
Despite all the sitting/standing around and talking, this is still an episode I enjoyed immensely. Not only did Asuna finally reunite with Kirito, but she and Kirito’s Underworld allies finally get on the same page. Alice is reluctant to “run away” to the real world with her, but the alternative is much worse, she agrees to do so, but only after the Dark Territory is defeated, or a peace negotiated.
Asuna agrees to join them in that fight. Now, at least, Alice is aware of the stakes of having a target on her back; merely sacrificing herself will be pointless, as it will spell the end of Underworld’s usefulness to the enemy. Once everything is laid out, the various parties head to bed…but it isn’t long before Asuna goes to Kirito’s tent, which Alice previously had forbade her to enter without her permission.
The two women reach a compromise: in exchange for access to Kirito, Alice wants to learn more about Kirito from Asuna, who is happy to agree (though she warns it’s “a very long story”; a nice meta quip). The two start by listing all the weeks, months, and years they’ve known Kirito, and in what capacity. His page Ronie joins in the “information sharing”, as does his former master Sortiliena Serlut.
Even in his present vegetative state, Kirito was able to bring together four strong, talented, kind people together to share stories about their time with him. The “competition” never strays into the realm of the absurd (watching the four tug at his arms and legs, for instance just wouldn’t do). I also appreciated the show didn’t throw in a cliffhanger introducing the latest threat, but ended on an earned, calm, and optimistic note.
Just as the loose alliance of worker teams begins their infiltration of the mysterious ancient tomb, Momon leaves the rest to Narbarel and teleports back home to Nazarick…which is the tomb all the workers are infiltrating. Ains has orchestrated a kind of “open house” to test the mettle of the unsanctioned adventurers, and no doubt this is also part of Demiurge’s larger plan to create a name for Nazarick that will echo throughout the land.
Lord Ains watches from his throne room monitors with Albedo as the teams move in—all but one, led by a grizzled elder who decides to cede the exploration of the tomb to the other teams in exchange for ten percent of what each of them find. In this way, he’s making his party a tidy profit without risking any of his comrades’ safety.
Making the other teams their “canaries” would be a great plan…if five of the Pleiades Six Stars weren’t waiting for them outside. The five-man party would be no match for even one of the maids, but they’re not there to fight, only observe as the undead “Nazarick Old Guards” rise from the ground and take care of business. I must say, it is pretty cool to see so many powerful maids assembled, even if they don’t even lift a finger in the battle.
The parties within the tomb don’t fare much better. Some are teleported to some god-forsaken sub-dungeon of the tomb where a Cockroach King (possibly voiced by Hiroshi Kamiya?) greets them enthusiastically before feeding them to his vast “family” (who tire of cannibalism).
Another unfortunate worker ends up the singular captive of Nazarick’s “special intelligence collector” Neuronist, who fancies herself far more suitable a mate for Lord Ains than either Shalltear or Albedio. And then there’s the samurai-esque shitbag whose name I intentionally did not remember, because I didn’t like the fact he had three elf slaves (whose ears he apparently clipped).
Mr. Charming ends up facing off against Hamasuke, who’s been training hard with the Lizardman and has something to prove, which makes him far more dangerous than if is head wasn’t in the game. It’s great to see Hammy in action after so long, and hear his old-fashioned manner of speaking.
Hamasuke’s opponent proves no match for his speed, claws, and the Slashing Strike martial art taught to him by Zaryusu. As for the slave elves, after healing and buffing him once, he rushes back in and gets both hands sliced off, and from then on they wash their hands of him, grinning with glee as their master and tormentor is polished off by a giant magic hamster.
Thus ends a very small and minor mini-story within the story of a skilled but arrogant warrior who was also a monster. We were shown rather than told what the dynamic was, and were as pleased as the three elves when he got what he deserved.
Finally, the team we spend a lot of time learning about last week, led by the pauper noble Arche, end up teleported to an arena, where Aura serves as MC announcing the impending battle between them and the leader of the Tomb of Nazarick, Lord Ains Ooal Gown…whom I’m assuming will be holding back quite a bit.
Far from Nazarick and Carne lies the vast, mighty, and vibrant Baharuth Empire, led by the dashing young “Bloody Emperor” El Nix, and backed up by his Court Wizard Lord Fluder and his Four Imperial Knights, whose titles represent the four elements.
El Nix orders both parties to investigate Jaldabaoth, whose recent attack on the Re-Estize has led the empire to delay their annual war with the clearly militarily inferior kingdom, as well as Momon, who defeated him. Of course, we know “Jaldabaoth” was merely Demiurge, and Momon is Ains.
Demi’s plan to make Nazarick a great country and make Ains’ name known throughout the known world is grand and intricate, and involves Ains going to the imperial capital Arwintar as Momon of Darkness, with Gamma AKA Nabe in tow, the Adamantite adventurers on the prowl once more.
Meanwhile in the kingdom, the eldest son Prince Barbro attempts to insert himself in a position of power above his younger brother and his sister Princess Renner, neither of whom seem too concerned. Barbro takes offense to a commoner like Gazef having his father’s noble ear.
Gazef endures Barbro’s barbs and later spars with Brain Unglaus as a delighted Climb observes. Gazef is by the king’s side, while Brain and Climb are by the princess’. Big or small, they’ll doubtless all have roles to play in this new arc.
The episode than shifts to yet more new faces: the four members of Fortnight, one of the many teams of “Workers”—mercenary adventurers unsanctioned by the guild. Workers do the jobs official guild adventurers either can’t or won’t do. In this case, the “dirty” job is to investigate a certain tomb. I wouldn’t be surprised if the name of this tomb rhymes with “Jazamick”; then again, maybe not. We shall see.
Fortnight (note the different spelling from the popular video game) is composed of the fighters Hekkeran and Imina, the crusader Rober, and the mage Arche, daughter of one of the “incapable” (i.e. incompetent) noble families that Emperor El Nix has stripped of their nobility. Arche is a third-tier magic user who can also detect the levels of other users.
She uses these talents to make money to pay off her family’s debt, but when she returns home to find her father still spending money he doesn’t have on trinkets, she decides to officially freeze her folks out (her mom doesn’t get to speak), and vows to take her little sisters and make her own way—which would mean no more dangerous adventuring.
The other members of Fortnight declare other reasons, but you can tell they care about Arche and want to help her and her sisters stay above water, though if she leaves them they’ll definitely miss her magical prowess.
The next day, Fortnight joins a bunch of other Worker teams of various dispositions on the grounds of their client, Count Femel. They are also introduced to Momon and Nabe, who’ll be joining them on their quest.
Their presence makes me less sure that the tomb they’ll explore is Nazarick, but whatever tomb it is and whatever’s waiting for them, with Momon and Nabe around, the Workers are going to get a good show.
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.
While still not quite exciting enough to fully recommend, the second episode of Fate/Apoc is nevertheless an improvement, as things move from the explanation of the mechanics of this new Grail War to all of its various players. There are many little scenes in which a master and servant introduce themselves.
That interaction ranges from Gordes yelling at his Black Saber, Siegfried, to Celenike licking her new “toy”, Black Rider AKA Astolfo, 12th Paladin of Charlemagne. The servants are represented not just from historical heroes, but a fictional monster like Frankenstein’s, or Jack the Ripper.
Kairi meets and gets to know Red Saber AKA Mordred, “son” of Arthur. Kairi gets off to the wrong start when he calls her a woman, but as long as she’s able to pull an Excalibur-like sword out of the stone and become King, she’s willing to work with the guy. Aside from Caules testing Black Berserker (Frankenstein)’s power, Red Saber and Kairi’s raid of the Yggdmillennia stronghold of Trifas is the only sustained action we get.
It’s a quick fight, only meant to test both sides of the conflict, and Red Saber and Kairi find a nice rhythm. I also liked Saber’s ability to add and shed armor according to the situation (she seems prefer wearing as little as possible)
We’ve got two Sabers, two Archers, two Assassins, two Berserkers…you get the idea. But there’s also a “watchdog” in Kotomine Shirou, who is planning to kill the fifteenth servant to make an appearance in this war: Ruler, who bookends this episode and is established as being Jeanne d’Arc (the second one I’m watching after Baha Soul) and being on her way to Trifas.
We’ve yet to met her master, but as he and she are listed as the two main characters (and displayed as such in the promo art) this is still very much another piece-introducing and arranging episode. Other than the deliberate pace, the animation still sticks out as lacking compared to ufotable works, but at the same time the characters seem to have a lot more “punch” to them, particularly the more fiery Red Saber.
Full disclosure to new readers: I have never played any of the Fate games, and my only exposure to the franchise’s anime was Unlimited Blade Works seasons 1 and 2. UBW was quite entertaining, but didn’t really leave me chomping at the bit for a spinoff that doubles the number of participants in the Holy Grail War.
Apocrypha is the spinoff we got, whether I asked for one or not, and it offers a decent soundtrack but bland masters (at least so far) who spend much of the episode sitting around in rooms talking after four minutes of heated battle. And even those four minutes, while exciting, only serve to emphasize this is not a ufotable anime, as is much less smooth and sophisticated in both character design and animation.
That’s…somewhat problematic right off the bat, as I’m already getting more than my fair share of fun knights-and-magic battle from MAPPA’s Baha Soul (empty calories and all) as well as Re:Creators (when it deigns to include action in its episodes, that is). Unbacked by the ufotable pedigree, this looks more to someone like me (who has only seen ufotable Fate) like, well, a poor imitation.
Take out all the familiar terminology like Holy Grail War, Servants, Masters, etc., and we’re left with a simply okay-looking magical fantasy drama that hopes to capitalize on the cache of the Fate brand. That may prove to be enough for passionate (or at least completionist) followers of the franchise, but I’m just not that enamored with the alternate King Arthur milieu to overlook this spinoff’s technical shortcomings.
Bottom line: this premiere told me a lot, but didn’t show me enough to warrant an enthusiastic dive into its 25-episode span. However, I may still tune in to see if a second episode can capture my interest.
Like Genesis, Virgin Soul is about two opposing sides who aren’t willing to compromise in the slightest, thus requiring a third party, impartial or not, to negotiate and avoid disaster. Only this time, the cooler prevailing heads are super-outnumbered, or in Nina’s case, is too much of a wild card herself to enact any change. When Nina hears what the king is doing to innocent demons, she makes a beaten-down Azazel hug her so she can turn into a dragon and put a scare into Charioce.
Instead, all she does is make the king stand in awe of her power, meaning he probably wouldn’t mind using her as a tool in his fight against gods and demons. Nina is, as Azazel says, like a little Bahamut, which means as chaotic as she can be, she’s far more controllable than the titular beast. She causes plenty of property damage, but she’s in no danger of bringing down the world.
After Azazel’s ill-conceived standoff and Nina’s attack, things slow down considerably, as both are carted away by Rita in Bacchus’ wagon. It’s as good a time as any for Nina to let Azazel (and us) in on who and what exactly she is and how she got to be this way. Unlike other half-dragon children, she wasn’t able to transform easily.
Only when her heart raced from a cute guy does she transform, and then, exposively so. She treats it as a curse and a burden, which it most certainly is from her perspective, as she can’t even remember what she does while a dragon. That kind of loss of control probably isn’t that pleasant, to say the least.
After a half-hearted attempt to seduce Nina (by telling him if she can’t control herself, she should make love to him and let him try), he disappears, leaving Mugaro in Rita and Nina’s care.
Charioce, not totally believing Kaisar’s version of his relationship to Azazel, lets him live regardless since our favorite prettyboy saved the king’s life. Another familiar face is then introduced in the imprisoned Jeanne d’Arc, who won’t join Charioce’s crusade, and may just be the mother of Mugaro.
Then we learn where Azazel went off to: to find the headquarters of the organized demon army that’s itching to go to war with the humans. Azazel is only too happy to lead them in battle.
While there was more exposition and piece-moving than previous episodes, there was still the usual things to like about this Bahamut, not the least of which Nina turning into a dragon again, and her great reactions before and after she does (and her seiyu Morohoshi Sumire is knocking it out of the park). We’ll see if the cooler heads can make any progress with the extremists next week.
Alright: I’m officially frustrated with how slowly this arc is moving. It’s one thing to spend an episode or two in one place, but this is getting ridiculous. Yaozou holds another tedious meeting to bring everyone up to speed, and we keep seeing the same flashbacks of Rin flaring up and standing trial. The show seems to be spending so much time reminiscing while setting the table, I’m starting to lose my appetite.
Mamushi, still being portrayed with the possibility she could still be redeemed, if barely, is having difficulty bearing the evil of the Right Eye, but Todou claims he can’t bear them both alone. Mamushi honestly thinks she’s doing what’s best for her order, so a little suffering is par for the course.
The sitting around back at Myoda HQ is all the more frustrating because no one, save Tatsuma, seems to be in any hurry to follow Todou and Mamushi. Granted they vanished without a trace, but…you’re exorcists. Do something exorcisty to detect and find them! Instead we get more meetings, then are treated to Yukio reading a letter by Tatsuma that’s as big as a goddamn book.
Granted, at least the book-letter takes us to a different place, namely the Myoda Temple years ago, when Tatsuma was a young man with a dying pregnant wife and preparing to take over from the master, his ailing father. We also learn that Rin’s Koma Sword was once the main relic of the Myoda sect…until one day Rin and Yukio’s dad…stole it.
Now that sounds like an interesting story. But in the back of my mind, I know that back in the present Rin and Yukio and Shura are sitting around in a jail doing nothing. What little momentum had been built up isn’t likely to survive such a leisurely stroll down memory lane.
Bon is our eyes and ears for most of this episode’s first half as he follows Renzou’s bro Juuzou, suspicious of his movements (and of the trail of bodies in his wake), until it’s revealed those exorcists were knocked out by Mamushi, not Juuzou.
Having been told about the eye when she was a student of Todou’s, her general argument is that neither Saguro Tatsuma nor her own father can be trusted; that they are the real traitors, and she’s acting in the best interests of the Myoda Sect.
I for one am glad the obviously more sinister-(and awesome!)-looking suspect, while indeed the traitor, at least has halfway viable reasons besides “I’m just evil BWAHAHA!”, though it does take quite a bit of exposition to get her somewhat complex positions and accusations out.
Meanwhile, Rin is making progress with the candles on the roof when the whole earth shakes. He starts to run off but Shura catches him and forbids him from moving and acting on his own, lest he be “put down” as per the agreement that spared his life (for now).
It’s also good to see Todou back so soon, even if he claims Mamushi is acting on her own (clearly he’s been manipulating her for some time). There’s something appealing about his frumpy, unexceptional, harmless functionary look; especially contrasted with everyone else’s more traditional garb (Shura aside). Mamushi grabs the eye, and she and Todou skedaddle.
Tatsuma prepares to go after them, but Bon wants a goddamn explanation out of him, now. Tatsuma, for whatever reason, won’t or can’t give him one, only saying “it’s a secret” and other fatherly platitudes to stay out of trouble and be patient. It’s not enough, and Bon all but disowns him, warning if he runs away he better not come back.
Those sentiments set Rin, who had been pretty passively in the background, off. Understandably so, as he had a similar falling out with his dad Shiro that was never able to be resolved, since Shiro died. Rin may want to repair his friendship with Bon, but trying to stop him from making the same mistake, something he’ll regret forever, takes precedence.
Of course, Rin gets so worked up, his blue flames come out, scaring the crap out of everyone who didn’t know about them and forcing Shura to knock him out with the shock collar-like ring on his tail, but not before he calls her a hag and tells her to buzz off. I admire Rin’s passion regarding Bon, but he really does need to realize how short his leash has become.
Honestly, I wanted to rate this episode higher, but it had a bit too much standing around talking/explaining, the flashbacks to the trial seemed redundant, and I’m bummed Mamushi’s pretty much a bad guy right now and it’s not certain at all whether she’ll be redeemed.