Sagrada Reset – 04

Occasionally, I like a show that keeps me engaged; that challenges me; that even leaves me in the dust if I’m not sufficiently aware. Sagrada Reset is all of those things so far, and there’s a genuine thrill in not knowing just what the hell is going to transpire from one episode to the next, in addition to being emotionally invested in the characters—something that didn’t seem feasible in episode one.

Sagrada is also dense, and if you blink you might miss a reset or a vital piece of information. For all its seeming randomness, it builds, so far, off every little event and detail it’s presented thus far. It doesn’t insult the audience’s intelligence, it demands it. It’s a particularly bloody and violent episode, as Asai promptly learns that Minami Mirai was killed by Hisuchi-kun, hence her becoming a ghost that haunts him to start the episode.

Of course, she wasn’t just shot or strangled, she was killed when Hisuchi, who gains nourishment not from food (he’s an intense germaphobe) but from information he sucks out of others like an intel vampire. Minami had too much, and he went to far. He didn’t mean to kill her; it just happened.

But just when Asai and Haruki are wrapping their heads around the murder, they are confronted by Murase Youka, whose sudden violent, homicidal outburst would be out of character if we knew her character. I didn’t realize it at the time, but we later learn there’s a very good reason for her very odd, violent behavior, and it all comes down to Haruki’s Reset ability.

Asai orders Haruki to reset before Murase kills him. Back at school, Haruki is glad when Asai tells her they haven’t gone to the festival yet (girl wants her DATE). They visit Tsushima for answers, and he tells them more about the “MacGuffin”, which enables anyone who possesses it to control all the special abilities in Sakurada…only to then tell them exactly what and where it is, obviously trusting his students won’t take it.

Someone does take it…or rather, ends up with it by chance. That person is Minami, who isn’t killed by Hisuchi-kun this time because Asai and Haruki visit him. They’re joined by Murase, whose knowledge indicates to Asai that she’s able to remember two resets back, but not one. He also learns about her M.O.—her desire to destroy and remake the bureau into something more effective after it failed to save her brother.

Indeed, it’s Murase who helps them find Hisuchi’s house, using her ability in a way I didn’t expect (while explaining the hand-shaped hole in the wall last week). Hisuchi tells them about Minami ending up with the stone, and he helped her because he was guilty for killing her.

I’d say that that never happened, but it actually did, and Haruki’s ability didn’t negate that fact, it merely rewound and, well, reset things to her last save. Murase ends up stealing the MacGuffin from Minami, lightly wounding her in the process, but Asai assures Haruki they don’t have to go after her. All will be taken care of in due time.

In the meantime, Tsushima gives Asai a new job: to convince a truant, Murase, to come back to school. To do that, Tsushima believes Murase needs to be utterly defeated, to show her that she still has more to learn before starting a revolution against the Bureau.

Asai visits Nono Seika with some takoyaki, to muse over the Murase situation in a calm place. And he thinks of Souma Sumire, who told him its better to say something than nothing, even if it’s bad, and to not be afraid.

After that, it’s his big little date with Haruki, who is resplendent in her yukata, and doesn’t just smile but blushes upon receiving the gift of a hairpin. It didn’t look like Asai was paying attention to her when she spotted it, but clearly he did. I loved that little detail.

He asks Haruki for a favor, and the next day we see she’s joined him beside the river to confront Murase. She thinks they’re ready to join her cause, but Asai wants to test her abilities first. Haruki saves, then she obliges, and Asai offers almost no resistance as she puts her finger through his hand. During the fight he suspects she attacked them the first time because she wanted a reset for herself, to forget Minami Mirai’s death.

An increasingly agitated Murase is certain she has Asai in checkmate, even noting that if Haruki resets, he’s only two steps away from her, and she could easily defeat him before he had time to do anything. But it’s Murase who’s in check, as Asai moves his head into her hand, which goes through it, killing him horribly. He does this before ordering Haruki to reset…so she doesn’t.

Then something I didn’t expect happened: Nanako Tomoki beams his voice into Haruki’s head, then Asai’s voice comes through—in that moment, a ghost, just like Minami was—giving Haruki the reset order. She resets, and Minami remains where she is: exactly in a location where when Asai said “Bang”, it looks like he struck her down.

Contrite and still stunned by what she did seconds ago, Murase promptly concedes defeat, which means she’ll honor the terms of their agreement, return to school, one day join the bureau, and make it better that way. He also tells her the cat is fine, chilling with Nonoo. He holds out his hand to shake hers in order to celebrate their new friendship.

He’s sure that her ability wore off, but the episode still ends just before they touch, so good it is at messing with us. Still, it’s mission accomplished—and what a baller mission it turned out to be.

Sagrada Reset – 03

Two years have passed, as has Souma Sumire, and Asai Kei is a lot more careful about changing the future after losing her. But when client Murase Youka comes to them requesting they revive her cat (recently killed by one of the anime world’s infamous murderous drivers), he dives into the mission with what passes for him as enthusiasm. It would, after all, prevent the client from shedding tears (though she doesn’t strike me as the emotional type) and that’s the reason Asai got into this business with Haruki.

As Asai and Haruki investigate (which leads them to a cat-loving and cat mind-inhabiting informant) there’s an ongoing flirtation being carried out, mostly by Haruki. Sure, Haruki is kind of muddling through, and Asai isn’t the most receptive (he’s seemingly put off when she talks like a cat or asks if she should wear a new yukata or miniskirt), and it might be the stealthiest romance of the season…but it’s a romance in play nonetheless.

That, and Hanazawa Kana’s measured but increasingly warm delivery, keeps me from going all Seika Nono and falling asleep over this show. I’m not going to make excuses, it is slow, and deliberate, and sometimes boring. But last week showed that if one is patient with Sagrada Reset, one has a tendency to be rewarded accordingly.

So it is that Asai’s classmate Minami Mirai (a fan of the occult) ends up suspended above his bed on a (second) saturday morning. Somehow saving the cat resulted in a present very different than the one Asai wakes up to at the start of the episode. And it all has something to do with what Murase was doing while Asai and Haruki were saving her cat. We know she can fly, so that’s a start. But so far, this show solves mysteries in episode pairs, so we’ll have to wait until next week to see where this is going (or where it’s gone).

Little Witch Academia – 03

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The heart-pounding and heartwarming fun of LWA continues as its third episode is all about broom flight, or, for the first two-thirds of it, about how totally unable to fly Akko is. No matter how hard she “focuses” or how loudly she says the magic words, gravity won’t release her from the ground.

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She’s wanted to fly her whole life, and proudly bears the scars that prove it. As Akko fails and fails again, you can feel her frustration mounting, especially once she learns there’s to be a broom relay and Diana is the favorite to win. There’s the sense Akko is right on the cusp of a magical breakthrough, but just needs something to go her way and complement her boundless passion.

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After some last-ditch “training” that seems more designed to amuse Sucy than help Akko, the relay begins, and thanks to some magical trickery and research on the competition, Sucy is able to get Lotte out to a sizable lead that she then extends. Then it’s Akko’s turn, and Sucy lends her a potion that turns her broom into a ribbiting pogo stick. As Diana says with disgust, it ain’t pretty.

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Then, the feral broom in the magical items cafe Akko wanted to try out rejects the one who stole/purchased it (Amanda) and takes an interest in Akko. It makes her fight tooth and nail to stay on, and tries to throw her off many times, but Akko won’t let go, and it takes her on a magical ride through homes, under oceans, and through the sky at jetliner speeds.

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LWA truly brings the fun and the wonder, whether it’s the sweeping sights of Akko’s detour or her veritable galaxy of inventive acrobatics and contortions. She doesn’t win – the broom handles break off and the broom turns into a bird and flies off – but she comes in a close second, once again commanding Diana’s grudging respect.

As Diana says, Akko’s got passion. I daresay she’s brimming with moxie as well. Will it be enough? Ursula looks at her younger self in the trophy case, and maybe sees Akko going down a similar path. And she seems worried. But I wouldn’t rule out Akko continuing to surprise everyone—even her apparently disillusioned idol.

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Kill la Kill – 10

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Inumuta Houka, who was recruited by Satsuki five years ago when he hacked into her company’s stocks, faces off against Ryuuko. She has Senketsu enlarge his eye to the size of the battle area, neutralizing his optical camo. Not wanting to lose his data, Inumuta elects to forfeit, so Jakuzure Nonon, who has known Satsuki since Kindergarten, is next. She initially overpowers Ryuuko with sound and even takes to the skyin her uniform, but Ryuuko joins her there as Senketsu evolves and achieves flight too. Concerned the kamui is evolving too fast, Mikisugi calls Kinagase, who heads to Honnouji.

We admire a show that knows exactly what it’s doing…and simply gets on with it. To that end, this week isn’t just Inumuta’s battle—as he forfeits barely halfway in—but Jakuzure’s too. As she promises, she puts on quite a different show than the two guys who preceded her. As Satsuki-sama’s oldest disciple (and the closest thing to a friend), it seems she has the best toys and the most leeway to bend the rules of combat, i.e. leaving the battle area by air or laying waste to the entire arena with a recorder-missile barrage. The proceedings are kept quite jaunty and proper with the orchestral accompaniment, and Kill la Kill pulls out all the stops meshing shonen and mecha battle tropes with a whimsical musical aesthetic.

Ryuuko looks utterly outclassed as the very ground beneath her feet crumbles, but then the episode reminds us, she and Senketsu are on a roll, and they’re not going to let cloaking devices, sound-waves or the power of flight bring them down (we also dug the use of Mako as her calming device). If Jakuzure can fly, so will Senketsu; that’s the power of a 100% life fiber kamui. The reveal of her “Gale” regalia is an awesome moment, but it’s also a cause of growing concern for Mikisugi. We also got the feeling Ryuuko is letting herself get too swept up in her power and trying to do too much to fast, which could lead to everything blowing up in her face at the worst possible time.

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Rating: 9 (Superior)