Goblin Slayer – 02 – Not a Man’s Man, but Maybe a Goblin to Goblins

This week begins from the perspective of a rose-haired farm girl who is going off to the city. She gets into a fight with her childhood friend, a boy who can’t go with her. Jump forward to the present, and the farm girl is a very buxom farm woman who prefers to sleep in the nude.

She’s friends with the Goblin Slayer, who rents a place to stay at the farm. He has a routine of inspecting the entire area for signs of goblins, keeping her and her dad uncle safe for no charge. He never removes his mask—not even for breakfast—but it’s clear the farm girl knows who’s behind it.

When they go into town, she can see that while she admires the Goblin Slayer a great deal, neither he nor his singular task of goblin slaying are particularly well-regarded. His fellow Silver-rank adventurers look down on his shoddy arms and armor and his weak chosen opponent, while the Porcelains wonder if he’s really worthy of Silver.

And yet, while they’re all jockeying for position to get the highest-paying or most dangerous quests, he waits until the end, when all the goblin-slaying requests remain unclaimed. The priestess is there too, and will stay by his side even though he refuses to go to the aid of another party of rookies.

Turns out those rookies come back alive, well, and victorious; it’s often just the roll of the dice out there. As for Goblin Slayer and his new companion, together they bring down an entire mountain goblin fortress. The priestess uses a new miracle, “Protection”, but to trap the goblins to choke and burn in the flames.

The Priestess doesn’t much like using the Earth Mother’s miracles for such heartless slaughter, but as the guild admin opines, the Goblin Slayer is doing something that needs to be done. There has to be someone out there culling the herds of the weakest rung of foes, or else they won’t be so weak for long. That makes him, and anyone who aids him, a net good for society, methods be damned.

The farmer’s daughter niece knows this, and also is simply glad her childhood friend is still by her side, even if he never takes off his mask. Her father uncle warns her not to get too involved with the guy, whom he believes “lost it” ever since their village was raided by goblins, introducing the GS’s motivation.

While certainly unglamorous, the GS’s adventures are known by at least one bard in a city, who tells the tale of how even after he saved the fair maiden from the goblin king, he left her to keep wandering the wilds the rest of his days, slaying and slaying and slaying some more goblins.

A tough-looking she-elf approaches the bard after a performance to ask if it’s all true, and he answers in the affirmative, letting her and her party (an old dude and some kind of lizard-man, also tough-looking) know where they can find him. Do they seek a fight with our tortured, single-minded slayer…or a team-up?

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Goblin Slayer – 01 (First Impressions) – Shoulda Leveled Up More…

A young priestess and healer is eager to start adventuring, and registers with the guild. She’s quickly recruited by a party of three: a swordsman, a hand-to-hand warrior, and a wizard of the mage’s college. All are Porcelain-ranked, the lowest.

They’re all very gung-ho about going into a cave and hunting some goblins who recently raided a village, but they don’t have any plan, and it’s clear from the worried look of the guild registrar that they’re in over their heads with such a mission.

At no point do the members of the party take the threat of the goblins seriously, or not overestimate their skills. The swordsman even boasts he could slay a dragon if he wanted, even as his long sword hits the roof of the cave, showing just how out of his element he is.

Predictably, the low-level rookies get their asses handed to them, and it’s not pretty. This show promptly shows the folly of underestimating goblins, who are all too willing to exploit the many weaknesses of their human opponents.

The party manages to kill a couple of goblins, but the wizard is stabbed with a poison blade and the priestess’ healing spell is useless. The swordsman nicks the cave roof at the wrong time and gets overrun and gutted; and the hand-to-hand specialist is over-matched by a larger hobgoblin, who tosses her to the other goblins.

That’s when we learn one more little detail that takes the threat of the goblins to a new and darker depths: they’re quite fond of raping the women they manage to overpower.

They don’t even have a problem about raping the half-dead wizard. The depiction of bestial rape was apparently (and understandably) controversial in both the LN and this adaptation. The helpless, fear-petrified Priestess is shot in the shoulder with an arrow and looks to be their next victim…until the titular Goblin Slayer shows up.

The Slayer is as effective, ruthless, and cunning as the noobie party was ineffective, overconfident, and foolish. He keeps a running tally of his goblin kills (like Gimli and his orc-count), puts the wizard out of her misery, and with the Priestess’ Holy Light assists, takes out the two biggest threats: the goblin shaman and the hulking hobgoblin.

He also finds the goblin children and slaughters them, saying they’ll learn from their elders’ mistakes and hold grudges for life. The Goblin Slayer may be more the manifestation of an concept (namely, goblin slaying) than he is an actual character, there’s no disputing his skills…nor his respect for his enemy, something that doomed the rookies.

The hand-to-hand warrior’s adventuring days are likely over, at least for the time being, as she’s carted off to recover from the trauma she endured. The swordsman and wizard both died in the cave.

That leaves the Priestess the sole survivor of her first ill-fated party, but to her credit she’s not discouraged from continuing her life as an adventure; it’s just who she is. Indeed, she takes her first fiasco of a quest as a valuable lesson: don’t go in to any quest half-cocked. As soon as she returns to town she procures some chain mail.

The hand-to-hand warrior’s adventuring days are likely over, at least for the time being, as she’s carted off to recover from the trauma she endured. The swordsman and wizard both died in the cave.

To survive the next quest, she must also gain strong allies—allies like Goblin Slayer. She may only be able to heal or cast holy light three times, but those three times will make his job of slaying goblins that much easier, so he’s happy to have her by his side for his next session. And so, a new party of two is born.

Like other White Fox works like Akame ga Kill!, Re:Zero and Steins;Gate, Goblin Slayer knows how to pile on the suspense and dread and doesn’t hold back when it comes to torturing its characters. It also features some pretty solid soundtrack, including a thoroughly badass battle theme during the end crawl.

It’s a desperately simple show—something I believe works in its favor—and while its protagonist is pretty much an Index clone looks a lot like Index, at least the episode ends with her in a good position to succeed…though she’ll have to get stronger for the day or moment when the Slayer won’t be there to bail her out.

Overlord III – 03 – No Mere Village Girl

This week dispenses with Nazarick entirely and stays focused on Carne and Enri in particular as she suddenly faces a multitude of challenges as its de facto leader.

The young goblin Agu reports that he and his fellow tribesfolk were running from the Giant of the East and the Great Snake of the West, who in the absence of the Great Beast of the South (AKA Hamusuke) are gathering armies to fight the King of Ruin.

Carne Village may well be unable to escape getting entangled in such a conflict, and when the battle comes to its boundaries, they need to be ready. In an odd bit of timing, Beta Lupusregina has paid Enri a visit, and offers to ask Lord Gown for help, but Enri wants to first see if the village is capable of handling its own affairs.

Later that night, the Goblins capture several Ogres who Enri is able to convince them to fight for her, thus bolstering the defense of the village.

When Nphirea informs Enri he won’t be able to accompany her to E-Rantel tomorrow, Enri laments that she may be the only one in the world in her current situation. When they cut to another person in such a situation, Lord Gown, I half-expected him to sneeze, since someone was talking about him.

When Enri reaches the gates of E-Rantel, she’s quickly arrested and brought in for questioning. The wizard on duty identifies some powerful magic both in Enri and in the trinket Lord Gown once gifted her, which she learns is worth thousands of gold.

Just then, Momon enters the room, has a quick side-chat with the wizard, and Enri is released, just like that. It’s nice to have friends in high places, and nothing is higher than Adamantite.

Enri visits the very bureaucratic Adventurer’s Guild having to plead poverty, or at least tell them her village can’t bear the cost of the protection it will need without a subsidy from the city, acknowledging it won’t cover the entire cost. Enri drifts off while waiting, but when she wakes up, everything seems to be arranged, almost as if the attendant had been threatened to assist Enri or else…

Upon exiting the city (where goblins dare not enter) Enri gifts her protectors with stout new weapons. Upon returning home, she discovers a kind of “reverse coup”: everyone has conspired to agree that she and she alone should lead the village. It’s an honor she never asked for, but one for which no one else is better qualified.

Even Beta believes that, but as Enri is being officially installed, Beta hovers high above, laughing, when Yuri Alpha arrives beside her. While we had witnessed Beta being all buddy-buddy and helpful with Enri, here we see a different side of her; a sadistic side.

Now that things are going so well for the village, she really wants to burn it all down to see everyone’s faces. I wonder if Lord Gown would approve, if Beta is just having a moment, or if she truly hopes to watch the village perish. I for one hope she’s disappointed, and Enri and her ragtag defense force can hold off whatever’s coming from the forest.

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.

Death March to the Parallel World Rhapsody – 02

The battlemage whom Satoo saves is one Zena Marientail, who calls off her suspicious comrades and gives Satoo a ride to their mutual destination, Salue City, a lovely walled and terraced town with friendly faces and reputable businesses.

After securing proper papers (denoting him as Lv.1 despite his much higher level), he is snagged by Martha, the daughter of the keeper of the Gate Inn, where Zena’s comrade Iona recommended. Throughout these interactions, Satoo utilizes trickery, persuasion, bartering, and other skills he’s amassed.

The innkeeper tells him about a Demon King that a chosen Hero must defeat, but Satoo settles for some cold quiche and cabbage to sate his hunger. I for one have always lamented the fact one cannot taste all the different foods one finds in an RPG; watching Satoo enjoy it is the next best thing.

While Martha shows him around, Satoo learns about the strict caste system; commoners cannot use the public baths, and there are a good number of slaves, many of them demi-humans whom the other humans fear, distrust, and in some cases outright hate. When Satoo is nice to a couple of young demis, Martha seems confused, but quickly changes gears to other things.

Upon returning to the inn, Satoo happens to spot Arisa—who bears the inauspicious titles “Exiled Witch” and “Crazy Princess”—being ridden on a cart, presumably with other slaves. I’m sure he’ll see her again, but first, he has a hearty supper of veggie soup, wild boar, black bread and mead, which proves so tasty he has seconds against his better judgment.

As he tosses in bed with an upset stomach, he ponders his situation, and concludes it might not actually be a dream, but…something else. After all, the “game” he’s seen so far doesn’t really match any games he knows of or has helped to develop; rather it’s something unique.

As he rushes out into the night to explore the city some more—it’s very pretty at night—he decides that whatever is going on, it behooves him to soak up as much as he can, that he might become a better game developer by what he sees, hears, and experiences in this fantasy world.

I don’t really blame him; he’s flush with cash and overpowered to boot. I wonder how he’d fare right now against that Demon King. Of course, he’s nowhere close to encountering such an overboss; instead, he gets a surprise visit from Zena, who has come on her day off to thank him for saving her life by spending the day with him.

Desumachi continues to be nothing groundbreaking, but I cannot deny it scratches an itch; that of a fantasy slice-of-life that takes its time unveiling its world and not skimping on the details, be it currency, society, cuisine, and relationships. Basically, it’s comfily low-stakes and entertaining enough to keep watching for now, though my socks remain firmly un-knocked-off.

Death March to the Parallel World Rhapsody – 01 (First Impressions)

Here we go: Another anime about another black-haired dude somehow ending up transported to another fantasy RPG where he’s soon surrounded by another group of ladies. It’s directed by Oonuma Shin, whose resume includes Kokoro Connect and Rakudai Kishi no Cavalry, which weren’t bad. And hey, neither is this! But it isn’t what I’d call great, at least not yet. It is merely good.

I won’t say it started bad per se—I actually liked how we spent a good amount of time in the real world to watch Suzuki Ichirou’s “death march” at the game company where he works. But the time there clocks in at nine minutes; personally I would have been fine with a much shorter montage to establish the guy.

That would have given us more time in the the virtual world of War World where Suzuki ends up. But once he’s there, things get much more interesting.

By “interesting”, I mean “a little nerdy”, since the programming jargon of the real-world act is replaced by the clean, smooth heads-up menu interface of the game, which Suzuki, AKA “Satoo” is able to navigate with his mind.

He assumes he’s merely dreaming a very elaborate dream, and since he’s known nothing but RPG programming for 30 hours without sleep, it stands to reason that dream would be about the game. Oh, and he’s also been de-aged to around fifteen. Seiyu Horie Shun raises his voice when he’s talking out loud, while his thoughts remain in 29-year-old Suzuki’s voice.

Satoo starts out at Level 1, but when a horde of Lizardmen numbering 300, all with levels hovering around 50, and he unleashes a Meteor Rain that takes them all out, raising his Level to 310.

Suzuki doesn’t realize this until one last lizardman standing with critical HP tosses him a sword and challenges him to a final duel, and Satoo takes him out without any difficulty.

With the defeat of all those lizardmen, Satoo is suddenly maxed out in all attributes, HP, MP, and Stamina—the kind of levels it would normally take hundreds of hours to reach.

From there, he inspects all of his new skills and loot, tests his Meteor Rain ability again (then promptly turns it off because it’s too damn powerful), then kits himself out and starts to explore War World’s world.

It’s not long before he comes upon a city, which is then attacked by a Wyvern – one he could easily defeat. Instead, he sits back and watches things unfold with the city’s mostly medieval defense force, in which archers direct the beast and mages throw spells at it (nice use of distorted voices to portray the spells being chanted).

One of those mages is Zena, who fires off a particularly big spell at the wyvern, but gets tossed high into the sky. One of her comrades slows her fall, but it’s Satoo who leaps up to catch her in midair. Now that he’s rescued a fair maiden, Suzuki’s checked off another box in the stuck-in-an-RPG conventions.

Who Zena is or how she’ll react to being saved is a question for next week; again, blame the nine-minute prologue if you must. I must also report that this show did not impress with its visuals (the wyvern was particularly iffy compared to, say, Bahamut or  Zestiria), and aside from the piece that played while Satoo traversed the overworld, the music was also unremarkable. If you’d told me this was made five or even ten years ago, I’d believe you.

Despite its technical shortcomings I honestly enjoyed following Suzuki/Satoo around as he gathered his bearings, and will be back to see what he gets up to, and who he meets, next week.

 

Kekkai Sensen & Beyond – 12 (Fin)

Leo is stuck. Dr. Gamimozu has a constant chokehold on his future brother-in-law, a blade at the throad of Michella, and a constant eye on Leo himself, buzzing over his head. Leo is alone. Nobody knows Gamimozu even exists, nor can they perceive him. Leo does what Gamimozu orders, like dropping his phone into the hellmouth. He’s despairing in his helplessness.

Just then, out of nowhere, Sonic zips in, pokes Leo in the face, then scampers off at Sonic-speed…and Gamimozu’s drone didn’t even notice him. After playing a critical role in saving Mr. Riel, Sonic comes through again, showing Leo in one swift swoop that Gamimozu isn’t invincible, nor are his eyes as good as Leo’s.

Leo quietly, patiently tests the limits of Gamimozu’s perception, and takes advantage. Below the true name in text he sent to Klaus, he left a clue for Klaus—”10-33″—indicating Leo’s having a very specific kind of trouble: the kind the rest of Libra can’t perceive on their own.

Meanwhile, Leo has been led back to Michella’s hotel, but finds the gorgeous mountain vista where he always used to take Michella, even after he himself got tired of it. It’s another fork to Leo’s (all-seeing) eye that Gamimozu would defile such a nice memory, but Leo is no longer hopeless…he’s angry, and he thinks he can take Gami, or at least last long enough in hope his friends will arrive.

After being saved by Michella, using the momentum of her chair to launch herself at Gami, Leo takes hundreds of non-lethal strikes from Gami’s many sharp extremities, losing lots of blood. But being a tortoise knight, he’s just not able to go backwards.

Using his eyes to avoid getting hit in a vital place, he walks forward, into further danger and pain, to keep Gami focused on him and not his sister. He smashes Gami’s eye. Then Klaus & Co. arrive, and that’s all she wrote for Gami. Leo was able to hold out, and Michella and Toby are safe.

Michella and Toby stay by Leo’s bed during his slow recovery, but leave before he fully regains consciousness, and Klaus takes their place. He tells Leo about the time they first met and how Leo called himself a coward. But it’s clear from his actions since arriving in Hellsalem’s Lot, and even before, that a “coward” is the last thing Leo is.

Further, Leo shouldn’t even worry about his past failures, weaknesses, and despair, because those things formed the foundation of the man he is today: a reliable and indispensable member of the force that maintains balance in the most volatile, dangerous, exciting city in the world.

Leo will continue to grow stronger and more confident as he fights beside his Libra friend protecting the good citizens of Helsalem’s Lot, where the unbelievable happens everyday.

Kekkai Sensen & Beyond – 11

After Skypeing with William Macbeth, Leo calls his sister for the first time in a blue moon, and three words from her turn his world upside-down: “I’m getting married.” It’s so sudden, and yet he contacts her so infrequently it’s only natural he’d miss out on the details of her relationship leading up to her engagement.

Michella is also on her way to Hellsalem’s Lot, and arranges for Leo meet her and her new fiancee at their hotel. Leo is there, but he’s nervous. Is this new man going to supplant him as Michella’s knight? Much of Libra shows up to guard Leo, though perhaps they just want to sneak a look at some Watch sibling love?

Leo and Michella’s reunion is simple but moving. Leo’s introduction to her fiancee, Toby McLachlan, is also very straightforward, as is the inevitable twist that he’s not human. Or rather, his body has been possessed by something not human.

Maybe those other Libra folks showed up out of pure instinct, since the only person who can see the monster attached to Toby is Leo, with his All-Seeing Eyes of the Gods. But here’s the kicker: the monster, one Doctor Gamimozu, has an All-Seeing Eye of his own.

He assures Leo that Toby isn’t being harmed, and that Michella won’t be either. But still, it’s hard to trust a guy hiding from everyone else, and who seems to admire Riga El Menuhyut, the “ophthalmological engineer to the eminent” who gave Leo his eyes and took Michella’s sight.

The not-so-good doctor is surveying all of the Prostheses of the Gods, and I guess he figured the best way to look at the one with eyes observing human history’s greatest event—Hellsalem’s Lot—was through Toby. Interestingly, Toby still has a degree of autonomy; he’s not a fake person, and his love for Michella seems genuine.

As amusingly demonstrated by Zapp telling Leo he needs to head off to his love shack, none of the Libra members sense any threat, so when an emergency call for a nasty mindless blood breed goes out, they mobilize to relieve the cops, and Leo’s services are needed as well.

Steven, Zapp, and Zed are able to incapacitate the breed, but they and Klaus need the creature’s true name in order to seal it. That’s where Leo comes in, though with Gamimozu watching his every move via mini-drone, Leo isn’t happy about revealing what he does to the doctor, nor does he appreciate the patronizing praise.

But Gamimozu isn’t just here to observe at a distance. He wants to possess Leo, the consequences of which I don’t even want to ponder. In a nicely-placed flashback to young Leo and Michella drawing in her room, Michella tells basically the same tale unfolding in the present. But when Leo asks her how the “warriors” will deal with the hidden “ghosts”, Michella replies “I don’t know. How should he?”

The odds are certainly against Leo, what with Gamimozu’s ability to see as much as Leo can, his being totally hidden from the other Libra members, possessing far superior strength to Leo, and oh yeah, the fact both Toby and Michella are one stray blade away from losing their heads. “How should he”, indeed.

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.

Kujira no Kora wa Sajou ni Utau – 01 (First Impressions)

Kujira no Kora wa Sajou ni Utau, or Children of the Whales, begins with a funeral of a much-loved and admired 29-year-old teacher. She didn’t live a long live because she’s “Marked”, like 90 percent of the inhabitants of the Mud Whale. The Marked can use Thymia (magic), but are cursed with those short lives. The Unmarked, who live much longer, serve as the Mud Whale’s leaders.

It’s an efficient introduction to all the necessary whats and wherefores of this world that avoids being dry, and indeed is suffused with quite a bit of emotion due to the funeral of someone who went too soon. It’s also clear that as 90 percent of the population is doomed to die young, this mini-civilization travelling the shifting seas of sand aboard the Mud Whale may not have much of a future…unless there’s a change in the status quo.

Our window to this world is Chakuro, the teenage archivist of the Mud Whale who is not only Marked, but also “cursed” with the compulsion to record all he sees and hears, while trying to keep his own personal emotions out of it; a kind of Mud Whaleipædia. Other introductions include his sister Sami (also Marked), the chieftain Taisha (Unmarked), and her heir apparent Suou (also Unmarked).

One day, Chakuro looks out onto the usually empty horizon and spots a “Driftland”, a rare island full of supplies for the Mud Whale. He and Sami join a scouting party, who use their Thymia to keep their boats from sinking into the sand.

Chakuro finds a sword, and when he wanders off to look for Sami, he finds an injured Marked girl with a tan and light blue hair, surrounded by swords and holding a bloody one. The ruins, the swords, the tuna cans suggest a completely different culture at work on this island than the Mud Whale, a self-contained miniature world that has diverged due to isolation.

I for one feared the worst for Sami, but thanks to his Thymia Chakuro deflects the girl’s sword strike, she passes out, and he carries her to the rest of the party, where Sami is safe and sound. He also picks up a strange, intelligent furry mammal who tags along.

They take the girl, whose shit tag reads “Lykos”, back to the Mud Whale, and she is brought before the elders, who clearly fear she’s an unstable element that will shake up the status quo, flawed as it is by the short lives of the Marked. She is also deemed “emotionless”, and likes saying “I/we lack that.”

She simply doesn’t belong here, but the fact that she’s proof of an outside world beyond the Whale is a kind of infection that instantly takes root there, thanks to the fact Suou happens to be releasing a gang of rebellious Whale-dwellers from the “Bowels” or dungeon, led by Ouni, who happens to have the most powerful Thymia on the Whale.

As soon as Ouni hears there’s someone from the outside world, he acts quickly to pluck her from the elders, as well as Chakuro, who was spying on them.

Ouni and his gang aren’t interested in living out their short lives on the pathetically small Mud Whale; they want to explore and find what else is out there. Since Lykos is from out there, he takes her and Chakuro accompany him back to the Drifland to find more clues.

Thus the lines of conflict are drawn: the faction who wishes to maintain the Utopian society, studying to find a cure for the short lives of the Marked; and the upstarts who reject the Mud Whale as the one and only world they need concern themselves with, even if contamination with the outside world could doom the Whale much faster. Chakuro finds himself in the middle, but if there’s one thing he’s sure of, whatever happens, he’ll record everything he sees, hears, and experiences along the way.

CotW is a lush fantasy yarn in the spirit of Nagi-Asu or Gargantia with attractive character design, a warm pastelly-watercolor aesthetic, and an appropriately robust score. While it lacks the immediate visceral punch and grandeur of Made in Abyss, it has a lot of potential, especially once the small world of the Mud Whale starts to expand at Ouni’s behest.

Uchouten Kazoku 2 – 05

If I had to pick a single episode from last season that sold me on Uchouten Kazoku’s magical setting and ability to project care free fun, it would be the flying tea house battle. While I have mixed feelings about this season’s episode being about the same thing, there is no doubt that the format works tremendously well. The event pulls many characters into one space, the inevitable fight between Yasaburou and Kinkaku and Ginkaku provides enjoyably silly action, and fireworks (and flight) make for a lovely background for many introspective and contemplative scenes.

In many ways, the festival and action is secondary to a great deal of character development. While Sensei has always shown a soft spot for the tenuki (under his gruff old man treatment) this week puts him at the center of their lives as a wise figure deserving of the respect they always show him. Simply, he makes the older siblings get over their hesitation and confess their affections for each other. It’s gruff but also kind, and includes a brief telling that he did this for Yasa’s parents too. Cast in the warm light of the train car, surrounded by food and family, its a lovely scenes.

Speaking of the train, it was great to see Yajiro’s ability to change into a train looped back to. Not only is it great to see a throw away joke pay off, but it gives Yajiro a vehicle to participate in the narrative when he otherwise would be restricted to the well.

It was also a good choice to have Yajiro totally screw up the beginning of the event, by blasting off too quickly and spilling much of the meal inside his belly. Nothing really goes right for the tenuki. Not even when they are trying to be classy or show their power. It’s a great reminder of their place in the pecking order.

But the big loud emotional turn was Benten’s fight with Nadaime. Having stolen his couch for her own amusement and having never had anyone stand up to her, Benten really went into this with a target painted on her back. Yasaburou even remarks that he knew she would lose the second she lunged at Nadaime. (and it was foreshadowed by the mid episode card, showing ‘where Benten fell’ on the city map)

And as loud as that short fight was, Uchouten Kazoku immediately returns to the quiet, tender, introspection it does so well. Yasaburou and Sensei go to find where Benten has landed and sensei gives her a stern but fatherly speaking to. You are angry. Use it to get stronger. That is all.

The Verdict: Finally, a must watch week! It loops so many threads in together and it does so elegantly. So elegantly I’m not even sure I can put my finger on any one character dominating the story. So elegantly that I’m not sure there really is a antagonist in a traditional sense, as Benten is as much at fault (if not more) than Nadaime. (and in his own way, Nadaime is a far nicer person than she)

The formula is setting in, too, with a repeat of last week’s fake-out ending conflict opening as a non-conflict. (Everyone sucked into the Shoji board just ends up in sensei’s closet) While a strict formula isn’t necessary for a good show (or even good for most shows) having a rhythm is, and that was something Uchouten Kazoku has been sorely lacking.

Uchouten Kazoku 2 – 04

The Gist: Benten stomps on Nadaime’s freshly ironed shirts, but otherwise leaves without incident. Yasaburou’s older brother’s love interest is revealed and a bit of backstory unfolds revolving around Shoji. Tousen nudges Yasaburou to help his brother hook up with the girl, which he does, and all ends well… except that the love interest is magically sucked into a Shoji board right at the end. Dun dun duuuunnnn.

The Verdict: Despite being a mostly contained ‘drop’ in the story bucket, and not carrying over anything serious from the week before, Uchouten Kazoku brought the magic this week. All the build up to the Shoji tournament, and the final match itself, just worked nicely side-by-side with the character building. I don’t have much else to say I’m affraid — just go watch it!

Uchouten Kazoku 2 – 03

The Gist: Benten returns and crushes Tenmaya, who is both obsessed with and terrified of her. Yasaburou and his mother Tousen visit Tousen’s mother, an ancient white fluffy tanuki, and ask for help turning frog-brother back to normal. The grandmother is blind, kind, and cryptic, but offers some medicine.

Later, Yasaburou and his little brother visit Nadaime’s new location, which is a lovely roof top mansion, and share some afternoon tea. Benten shows up and completely fails to dominate Nadaime. Major magical conflict can not be far off now…

As is often the case, Uchouten Kazoku wandered us through several lovely, dialogue-heavy scenes that straddle the line between inconsequential and deeply magical. However, because Uchouten Kazoku treats its magical settings and characters as everyday occurrences, exposition is kept to a minimum.

What is grandmother’s place in tanuki culture? What are the other tanuki doing around grandmother? Is it a ceremony simply because she is old or is she part of the shrine or something else? Leaving us with a heavily detailed but unknowable scene renders it dreamlike. Captivating.

The rise and fall of Benten is more or less the defining arc this week. As with Nadaime, she abruptly falls from the sky full of power and crushes Tenmaya. While we learn no details about their rivalry, and Benten is almost as interested in Yasaburou’s moon (stolen by Tenmaya) as she is in Tenmaya himself.

Here Benten is full of power and flaunts it. Yasaburou has no course but to ask very nicely for his moon back and Tenmaya has no choice but to shed his fake skin and flee. Benten casually rolls the moon around her fingers and, when she tires of it, simply throws it back into the sky before demanding even more courtesy from Yasaburou and wandering off to visit her master.

That domination comes to a quick end when Benten arrives at Nadaime’s new house and arrogantly lays down on the couch Nadaime had planned to use for his afternoon nap. Always polite, Nadaime asks her to leave and when she will not, he spreads a sheet on the floor and dumps her out. Paying her no mind, he thanks everyone for their visit and gets ready to nap.

The contrast between Nadaime and Benten is rather interesting. Both are powerful and throw their weight around but it is hard to figure out which is ‘good’ or not. Despite her malice and abuse, Benten seems to care for Yasaburou. (At least she cares enough to want his attention) Where as Nadaime, despite being generally polite in dialog, is obviously dismissive of Tenuki in general. He’s tolerant of them, but does not especially desire to have them around.

The Verdict: Despite the masterful craft poured into Uchouten Kazoku, it is not always an exciting nor engaging show to watch. Again, as last week, episode three was full of action, characters and conflict, but it lacked a sense of purpose. Nadaime’s shirt ironing, Yasaburou’s grandmother, and Benten playing with the moon were all interesting curiosities but, not counting Nadaime and Benten’s cliffhanger showdown, nothing consequential actually happened.