Tsukimichi: Moonlit Fantasy – 03 – The Sorrows of Young Master

~Moonlit Fantasy~ is scratching all the right irreverent isekai itches as Makoto comes to terms with the fact he now has not one but two gorgeous and horrifyingly powerful women in who are also a lot to deal with. That said, no one can blame them for their personalities considering one is a ravenous spider monster and the other was a freaking dragon.

While they’re ever deferent to their master (and grateful for the names he gives them, which also makes them even stronger), things never get skeevy the way they often can in these scenarios, and more admirably, Makoto has no desire for things to take that turn.

Makoto also learns that while Tomoe and Mio are essentially his retainers, they themselves have their own personal armies of dragon men and spider people, respectively. Combined with elder dwarves and orcs, Makoto quite suddenly finds himself at the nexus of a burgeoning multicultural nation-state that would make Rimuru Tempest take notice.

Still, Makoto isn’t primarily interested in statecraft or harems, but in following his parents’ path in this Isekai. Combined with being a bit demi-humaned out, he soon sets off for a human settlement. Unfortunately, the first human he spots—a lovely lass with flowing golden locks—runs away from him like he’s some kind of monster, and when he approaches the town, they’re ready for battle and loose a cloud of arrows at him!

Makoto thinks it’s because he’s ugly, but it’s really because his immense aura appears to humans like he’s being accompanied by several demon lords; plus he doesn’t speak the common tongue, only demi languages, thanks to the Goddess. So over a month or so, Makoto learns Common while an elder dwarf crafts a ring that can absorb and compress his aura.

Armed with this ring (plus many more—a delightful sight gag), a mask, and flanked by Tomoe and Mio, he heads back into town…which is unusually expensive. He also pays a visit to the adventurer’s guild, where Tomoe and Mio’s levels are 1,320 and 1,500, respectively, but despite his power, his is still only 1.

He and his retainers cause a big ruckus at the guild, resulting in them being followed by those adventurers who aren’t tolerant of boisterous newcomers. Makoto assigns Tomoe the task of guarding their wagon while he and Mio go out for dinner. While Tomoe is eventually approached by a group of baddies, Makoto and Mio encounter a little girl in rags…and then the episode ends!

While the baddies will no doubt regret going up against Tomoe very soon, I’m more intrigued by this girl. Whoever she is, and for whatever reason she approached Makoto, she’s prominent enough in the OP for me to presume she’ll play a larger role in the near future. For now, her appearance is little more than a tease, but it wrapped up a very brisk, fun episode.

Rating: 4/5 Stars

Slime 300 – 01 (First Impressions) – Living La Vida Slow-ca

Isekai Series #48,763, the obnoxiously titled I’ve Been Killing Slimes for 300 Years and Maxed Out My Level, starts out super-dark (albeit tempered with kiddy art) with its workaholic protagonist Aikawa Azusa literally dying at her desk. She encounters an angel in heaven who reincarnates her as an immortal in some nice relaxing highlands.

Azusa is pleased with her forever-17 looks and witch getup—complete with a hat big enough to make Elaina blush. She’s also glad that the only enemies in these lush, verdant highlands are harmless slimes, which she decides to defeat at the rate of ~25 per day in order to fund her knew laid-back life.

Azusa goes on to live a slow, peaceful life in her secluded cottage, tending her field, making medicines from herbs, and basically just kicking back…all while defeating around 25 slimes a day, exchanging the crystals they drop for coin at the nearby village’s adventurer’s guild. This goes on…for three hundred years.

Before she knows it she’s the oldest and most venerable person in the village. The episode intentionally underplays this massive passage of time, comprising over three average human lifespans, but also underscores just how badly Azusa needed a long, long vacation from her hellishly busy past life.


When a guild clerk checks Azusa’s stats for the first time in three centuries, they learn she’s reached Level 99—slow and steady truly has won the race. When rumors spread of the power of the “Witch of the Highlands”, adventurers visit her wanting to test their skills against the best.

Of course, Azusa doesn’t really want to engage in such sparring, any more than she wanted to make a name for herself. She’s always been content to live her slow, peaceful life. But when the adventurers insist, she quickly dispatches them without breaking a sweat, and before she knows it a big red dragon is at her door, looking for a fresh challenge.

A short but sweet aerial battle ensues, with Azusa easily countering the dragon’s fire breath with her ice magic, which she then uses to fuse the dragon’s mouth shut. It plummets to the ground and then does exactly what Azusa had hoped it wouldn’t do: trash her beloved house, which in 300 years had gotten just the way she liked it.

Adding a slug to the face for good measure, Azusa makes the dragon promise to fix her house up, and it sheepishly departs to collect the gold it’s been hoarding in its mountain lair. Azusa’s seiyu Yuuki Aoi carries the episode with her highly versatile voice that darts from charming and sweet to annoyed and threatening at the tip of a giant witch’s hat.

While her house is in ruins, Azusa stays at a complementary guest room at the village office, and due to all of the goodwill she’s earned from the villagers and their descendants—from staunching a plague to protecting them from the red dragon—she never has to pay for a room, a drink, or a meal in that village ever again.

Azusa is surprised then, when a cute redhead with horns pays her a visit the next day and introduces herself as Laika, the red dragon she defeated. Laika has brought the gold, and begs Azusa to let her be her pupil. Azusa isn’t sure what she can teach her, but she does like the sound of someone to do all the housework, so she agrees. Laika gets to work building a larger dwelling from scratch that will accomidate them both.

When the sun begins to set, Laika assures her new master that she can work through the night to finish the house, but Azusa takes her face in her hands and delivers a “hard no” to that offer. As someone who literally died from working too hard, she’s not about to let her pupil threaten her health by doing the same. Too often “working hard” is overused in a positive light.

Instead, she tells Laika to watch the darkening sky, which is telling them she’s done enough for the day. That said, Laika is incredibly industrious, and the new larger house they’ll share is soon completed. Rather than kick Laika into the kitchen to make supper, Azusa takes her by the hand and they head into the village to celebrate.

While I wish Slime 300 had a more imaginative title, I am glad slimes were more of a means and not an end to Azusa’s story. I find her dedication to living a quiet peaceful life quite admirable, and it’s a nice contrast to more ambitious witches like Elaina, who starred in an more ambitious but ultimately uneven series.

By comparison, Slime 300’s wonderfully simple plot, lush idyllic land-and-townscapes, competent magical combat, and the all-star voices of Yuuki Aoi and Hondo Kaede (Maple from Bofuri) make it well-positioned for a low-stakes, high-comfort isekai viewing experience. It also featured more frequent and effective comedy and a more interesting heroine than The Saint’s Magic Power is Omnipotent, so if I end up picking only one to watch, 300 has the early edge.

Rating: 4/5 Stars

Mushoku Tensei: Jobless Reincarnation – 11 (S1 Fin) – Sharing the Load

Roxy comes upon a bulletin board outside of Roa (at least I think it’s Roa) and is relieved to find Rudy and his family’s names missing from the lists of the dead. She also finds a letter from Paul to Rudy, saying he’s not worried about him making it home, while asking anyone who knows his family or the members of their old adventurer group to help him find Zenith, Lilia, and Aisha (Norn is with him).

The Fangs of the Black Wolf to write back to him care of the adventurer’s guild in Millis. Roxy happens to encounter two former Fangs—a she-elf and a dwarf—forming party of three in search of Zenith, Lilia, and Aisha. Meanwhile, Rudy’s party of three are taking jobs and starting to make money, thanks to their arrangements, thanks to the cooperation of the two remaining pet kidnappers, Jalil and Vizquel.

Their first high-ranked job is to investigate a monster in the Petrified Forest—a suitably dark and spooky venue—but they find the job has been triple booked, both by Kurt and his two young comrades and a third group led by an older orc. The three groups go their own ways, but Kurt & Co. immediately run into trouble.

Rudy sees an opportunity to improve Ruijerd’s rep by rescuing them, but wants to wait for the right moment. While delaying Ruijerd from charging in to save them, one of Kurt’s buddies is brutally killed; his body flying gracefully through the air before hitting he ground with a horrific splat. Ruijerd and Eris don’t wait for Rudy’s signal, and deal with the two monsters themselves.

Rudy explains he thought it would “work out better” for them if they waited, but Ruijerd is furious. Instead of Eris, it’s Kurt who grabs Ruijerd’s arm, insisting that neither he nor his dead buddy are “kids”; they’re adventurers who knew this job could mean their deaths. As the leader of his party, it’s his fault.

When Ruijerd sees Kurt take responsibility and weep for his fallen friend, his hand hovers over the kid’s head before resting on firmly on his shoulder, demonstrating that Ruijerd acknowledges Kurt as a full-fledged warrior, and apologizes for treating him like a child.

The monsters Ruijerd and Eris weren’t the monster the job mentioned. That turns out to be the forest boss, a redhood cobra, who has already killed all of the orc’s party but himself. Ruijerd manages to slash along one side of its body, but when Eris’ blade bounces off its thick skin, she’s blasted backwards. Fortunately she’s able to use her own sword to cushion the impact, and recovers quickly.

Rudy launches magical attacks that lure the cobra to him, and Ruijerd stops it in its tracks before it can swallow the boy. Eris then tries again with her sword, launching a devastating attack from above that called to mind Haruko smashing away with her Rickenbacker bass in FLCL. She manages to slice clean through the cobra’s body, allowing Rudy to blast a hole through its hood, finishing it off.

Unfortunately, they’re too late to save the orc adventurer’s life, and when they return to town to claim the reward, Bojack Horseman is there to tell them he knows they switched jobs with Jalil and Vizquel, and unless they pay him half of all their earnings monthly, he’ll make sure their licenses are revoked. After lowering his head in frustration, he raises it, as if to ask the heavens themselves why everything he’s done since coming to the city has gone so wrong.

Eris can tell he’s troubled and takes his hand in concern, and he tries to reassure her with a fake smile. She reminds him of his solemn duty: to get her home to her family. He’ll bring down the whole goddamn city if he has to. His staff begins to glow through its cover, and storm clouds begin to gather…then Ruijerd dumps a jug of water on his head, revealing his green hair, and he then threatens a thoroughly terrified Bojack to back off before fleeing the city on his own.

Rudy and Eris leave the city to search for Ruijerd, and eventually find him. To Rudy’s surprise and shame, Ruijerd apologizes to him, when he thinks it’s he who should be apologizing. He was so focused on making money as efficiently as possible and improving his reputation that it became too much to juggle and got away from him.

But Ruijerd doesn’t hold it against him. He sensed Rudy’s resolve to kill Bojack, and could tell Rudy was trying to protect something—someone, in Eris—which makes him a warrior, not a child. To Ruijerd, warriors protect children and treasure their comrades. Helping Rudy out back there was more important than his tribe’s reputation.

The two shake hands, which of course leads Eris to add her hand to the pile so as not to be left out. The next morning, Ruijerd shaves his head so it will be easier to move around, and the three wear matching head/armbands to denote their status as members of Dead End.

Going forward, Rudy stops trying to figure out everything on his own, and trusts both Ruijerd and Eris to help share the load on their mutual quest to reach the Asura Kingdom. As the credits roll, we watch them camp and travel on a ground dragon, watch Ruijerd pull Rudy away from snooping on a bathing Eris, and Eris punching Rudy when he opens a dressing room curtain before she’s dressed (she acquires some super-cool knight’s armor for heavy-duty battles).

Eventually they reach a new port city…which I believe happens to be the same port city at which Roxy and the two Fangs arrive via ship. Whether Rudy & Co. are still in the Demon continent or have reached Millis isn’t clear, but one thing’s for certain: there’s potential for a tearful reunion of master and apprentice, and should that happen, they’ll be an even more formidable party of six.

Unfortunately, as Mushoku Tensei is a split-cour series, we’ll have to wait until July for the continuation of the story, just as it’s getting seriously awesome. Not that it wasn’t before. MT completed a masterful transformation from excellent fantasy isekai slice-of-life in a sleepy rural setting to an excellent grand-scale fantasy adventure romp packed with colorful characters, gorgeous locales, and breathtaking action. The finale could not have done a better job getting me pumped up for season two!

Read Crow’s review of episode 11 here!

Mushoku Tensei: Jobless Reincarnation – 10 – Not So Black-and-White

Armed with her new Migurd blade, Eris has no trouble taking out the low-level beasts who roam the wasteland, leaving no one for Rudy or Ruijerd to fight. She’s taken to the adventurer’s lifestyle like a fish to water. Their first true test occurs upon entering their first demon city, Rikarisu, which I have to say is a looker of a city, with dramatic terraced blocks clinging to massive cliffs and a central palace seemingly made entirely of a strangely pristine material.

Rudeus buys Eris a new cloak with cat ears which she vows to treasure forever, then they head to the city’s adventurer’s guild to commence his scheme. Ruijerd was granted access to the city because Rudy dyed his hair Migurd blue. When he arrives at the guild and says he’s got a genuine Superd in his party, the guild members simply laugh, because Ruijerd’s hair is blue, not green, and he’s wearing the necklace Roxy gave Rudy.

They don’t end up taking any jobs, but the guild visit is still a success … and not because Rudy got to leer at the three-breasted clerk (which blessedly the sum total of his perviness this week). He intended for the guild members to laugh at Ruijerd, as it give the impression he’s no one they have to fear. It’s the first step to rehabbing the Superd’s reputation.

After Eris marvels at the way the evening light turns blue when filtered through the crystal embedded in the stone cliffs, the party of three, calling themselves “Dead End” (which is one of the names for the feared Superd) heads to an inn. Another young adventurer takes interest in Eris, but she can’t understand him and ignores him. When he grabs her, the button of cloak Rudy gave her falls off, and she absolutely wails on the poor guy.

Rudy keeps the situation from escalating out of control (and incidentally getting kicked out of the inn or worse) by healing the party Eris attacked with his magic, impressing them and leading them to invite him into their party. Rudy politely declines, but he knows one thing for sure: the three of them can’t live off F and D-ranked jobs, the only ones newbies are allowed to take.

That night Rudy dreams he’s in his old body in that strange white void with the even stranger Man-God. The guy insists all of Rudy’s choices are his own, but strongly suggests he take the lost kitten job the next day. Rudy wakes up to find Eris is still up. She can’t sleep because she’s worried about whether they’ll ever get home.

Running around in the wastelands killing beasts is one thing, but I imagine once everything quieted down and Eris had a chance to think about their situation, I’m not surprised she’d get scared and worried. Rudy sits next to her and assures they’ll make it back, and Ghislaine and her grandpa will be waiting for them.

The next day Rudy takes the lost-kitten job as the Man-God recommended, which lead them to discovering another party of three running a pet-kidnapping racket. Rudy turns the ground beneath their feet into mud, then Eris and Ruijerd push them back against the wall so Rudy can bind them with earth magic.

When Rudy tries to question their insectoid leader, he gets shoved back hard, taking the wind out of him. Before he can get up, Ruijerd hacks the guy’s head off, and it rolls right beside Rudy. Ruijerd’s explanation for why he just killed someone: “he hurt a child.” This is when we and Rudy learn that Ruijerd is a  very black-and-white, good-and-evil type guy, especially where kids are concerned.

One side-effect of Ruijerd spilling blood so easily is that the other two adventurers’ lips are instantly loosned, and they spill the beans about kidnapping pets then claiming the rewards. When Rudy learns they’re a D-ranked party, he decides he’ll have them advance to C-rank, and use them to nab higher-paying B-ranked jobs.

Ruijerd is extremely opposed to teaming up with “villains”, and even grabs Rudy by the shoulder in protest, breaking his own don’t-hurt-kids policy. Eris punches and kicks him as hard as she can, reminding him he too did bad things in the past that don’t automatically make him evil, and that he should just shut up and leave it to Rudy, who only has his and her best interests at heart.

Ruijerd calms down, and reiterates that he won’t walk away from his promise to get the two of them home. They escort the D-rankers, a lizardman and bee-woman, to the guild, where they upgrade to C-rank. Rudy orders them to take a B-rank job, while he’ll take an F-rank job, with the understanding they’ll be swapping jobs. A nosy horse-man adventurer whom I’ll call Bojack for now almost catches wind of this plan, but assumes the lizard guy is just trying to look cool in front of the newbies.

The episode ends somewhat awkwardly right there, but that’s ultimately okay, as it accomplished a lot. We got to see Eris in action (and absolutely loving it) and saw our first demon city in all its glory. Rudy doesn’t grope anyone or make any gross comments, and is even thoroughly shaken when Ruijerd demonstrates his far-too-rigid code of morality. Now I look forward to their first monster-slaying quest. Here’s hoping Rudy can keep his green, now blue-haired friend in check.

Rating: 4/5 Stars

Read Crow’s review of episode 10 here!

DanMachi III – 06 – Sagrada Familia

As Ikelos smirks his smirk atop a great tower…somewhere, Ganesha’s suppression force engages the armed monsters. Ryuu, Aisha, and Asfi arrive but cannot find Bell, who is in disguise. That disguise doesn’t last long, however, as he eventually crosses blades with Lyd, who admits his kind destroyed Liviria as revenge for poachers killing their kin.

Lyd can’t quell the rage of Gros or his other kin, which means any hopes for peace between their races has been all but dashed. But if Lyd really wanted Bell to return to the surface and separate himself from this business, he wouldn’t have mentioned that Wiene was among the Xenos captured.

Ryu, a good friend in a tight spot, comes between Lyd and Bell, but when it’s clear Bell isn’t about to head home with her, she provides him with something he might find useful. Of course, that something becomes useful immediately after they part ways, and when Bell encounters Fels.

The orb acts as a key to heretofore unknown man-made passages to the Dungeon, which lead to a labyrinth built by Daedalus centuries ago. Out at the entrance of Babel, the rest of Hesita Familia can only watch from the bushes and wait…until Lili gets the idea to ask her former captor about the network of smugglers.

Lyd, Gros, and the Xenos take a different route through the labyrinth with a another key, but both they and Bell/Fels end up in the same place: a staging area where the captives are imprisoned. They start breaking cages and chains, but they’re interrupted by Ikelos Familia and Dix, who have homefield advantage.

Dix reveals he’s a direct descendant of Daedalus, who went mad trying to surpass the Dungeon by his own hands. His monumental work, Knossos, remains unfinished to this day (like Sagrada Familia in Barcelona), but monster and Xenos smuggling is one of their revenue streams for continuing construction, and Dix & Co. are bound to continue the work Daedalus started…even if he doesn’t seem like a big fan of his ancestor

After activating a curse that has a Confuse and Berserk effect on the Xenos, Fels tells Bell their only choice is to defeat Dix in order to lift said curse. Oh, and by the way…Dix is Level 5. Nevertheless, if Bell wants to save Wiene, he’ll have to get through Dix.

The arrival of an arrangement of the DanMachi main battle theme is welcome, but I wish this episode didn’t feel like so much overly clunky plot mechanics engineered to put Bell in a duel with Dix. The duel itself, however, should be a lot of fun, even if there’s not much to Dix other than he’s, like, a bad dude. Hopefully Fels can provide some magey support to help even the odds…

DanMachi III – 05 – Being Made to Cross a Dangerous Bridge

Dix’s party ends up overwhelming and making quick work of the Xenos protecting Wiene before Dix himself captures her. He even lets the grunts have their way with Ranieh the spider woman, but she kills herself before they can do anything. Ya know, just in case we needed confirmation that Dix’s men are not good people!

The Gargoyle Gros is furious and demands vengeance. He destroys the bauble connecting Lyd to Fels, washing his monster hands of the humans for good. He convinces most of the other Xenos around into action, but Lyd and Rei (who’s still alive; Dix used a different siren as bait) aren’t among them, and follow in hopes of stopping Gros from undoing all of the progress they’ve made.

Human-Monster relations are all about appearances and experiences. Bell may have learned that despite looking monstrous the Xenos are thinking, feeling beings that aren’t united in a singular will to harm humans. But Ais Wallenstein has grown up defeating any monsters who would make any humans cry.

When they were last together, Ais and Bell were on pretty good terms, agreeing to visit that village together someday. But here Bell can already sense her lack of inflexibility or nuance when it comes to monsters. She’s always been a very straightforward person in other matters, so it will be tough for him to convince her some monsters are actually good.

Convincing Ais to join his pro-Xenos coalition becomes that much more difficult when the Guild sounds a citywide emergency alert: Livira on the Eighteenth Floor has been attacked and leveled by “armed monsters”, immediately followed by orders forbidding all citizens, even adventurers, from entering the Dungeon until further notice.

It’s an order from Ouranos himself, not wanting to further escalate the human-Xenos violence. Instead he devises a lighter-touch response involving a Ganesha Familiar suppression force (not kill squad), while also ensuring Bell, possibly the most reliable bridge between the sides, will join that force.

One by one we check in on the major familiae of the city and see how they all react. Loki is certain this is only the beginning and eventually they’ll all be drawn into the fighting; Freya seems intrigued that the Guild is keeping her fam out of it; Hermes is worried about Bell, and so has Asfi summon Aisha, who then convinces Ryuu to accompany her. I for one am always up for Aisha-Ryuu pair-ups!

Dix has what he wants—Wiene in chains—but he doesn’t seem to fully grasp or care exactly what he’s done. By slaughtering Wiene’s escort, he invoked Gros’ rage, and shattered any hope of Gros ever coming around to Lyd and Rei’s way of thinking regarding human coexistence. As for Ikelos, he seems elated his familia has created a waking nightmare.

Bell prepares to enter the Dungeon with the Ganesha Familia, who have orders to tame, not kill, the armed monsters. His role is much tougher, as he must try to re-establish a dialogue with the Xenos while they’re being attacked by Ganesha’s forces.

Just as he and his Familia alone aren’t enough to convince all humans, Lyd and Rei aren’t enough to convince all Xenos. At least he’ll have backup in Aisha, Ryuu, and who knows who else…and I’m sure he’ll be needing it!

Rating: 4/5 Stars

Arte – 06 – Football and Frescoes

This week’s Arte was heavy on the history lessons, as the episode depicted the funeral of a master, handled by the guild. The guild also finds new masters for his apprentices, settles his various other financial affairs, and chips in for the family who survived him.

After the funeral, Arte witnesses a game of Calcio Florentino, a violent early version of football. One of the players notices Arte and is insulted by her presence, but Angelo defends her, saying she’s one of them. Other men come to Arte’s defense, the game turns into a brawl, and Arte gets smacked in the face with the ball.

Fortunately she’s fine, but it is evident at all levels of society that Florence is in a “slump”. In their post-funeral guild meeting, many masters voice their objection to Leo’s taking in of a female apprentice, fearing that an element such as she that divides the apprentices can’t be good.

When Leo comes home with a large bag, I was worried he was ordered to fire her, and it was severance. Instead, they decided to allow Leo to keep Arte, provided the two participate in a huge fresco-painting project in a grand hall. Arte is excited to be a part of it, but faces the usual sexism.

Leo is intentionally harsh on Arte so none of the men think he’s giving her special treatment because she’s a woman. They watch her toil (and in one instance, has to go vomit from overwork) without complaint—with a smile—despite taking on a workload with which even they confess they’d have trouble.

Arte’s hard work doesn’t go unnoticed. Guild Master Aroldo praises Leo on having found a hardworking apprentice any master would want: someone who believes in them and is always trying to keep up. She reminds him of a young Leo, and later admits he may have been selling her too short.

Arte continues to win hearts and minds, including the apprentice who most objected to her presence. When she asks if she can join a game of calcio, he agrees, and the game is on. It’s not the first sport I would choose to play after several consecutive nights of collapsing from exhaustion…but hey, have at it Arte!

We’re then introduced to the fancy Venetian lord, Yuri Falier, who comes to inspect the frescoes so far. His eyes immediately go to Arte’s practice sketches, and he admires their soft, clean lines in contrast to the rougher sketches of the other apprentices. Looks like Arte might have another new patron waiting in the wings.

Okaa-san Online – 01 (First Impressions) – ZOMRPG, MOM!!!

One night, Oosuki is filling out a survey heavy on questions about his relationship to his mother, and the next morning a government official informs him that he’s been selected to enter a video game world. But he doesn’t go alone. His mom follows him in, and will be joining him on his full-dive fantasy adventure!

That’s the high concept, broad-strokes premise to an episode that then proceeds to take its sweet old time immersing Masato and his mom into this new world, an as-yet-unnamed MMO that’s still in beta. Their role is to play the game so that the producers can gather data.

Masato already has reservations about his mom following him along for this once-in-a-lifetime experience, but they turn to downright frustration when she demonstrates she can dual-wield legendary weapons and decimate multiple targets at once. His basic attack is pathetic by comparison.

So, of course, he lashes out, threatening to “disown” his mom in a moment of unguarded rage. That’s when his mom (named Mamako) starts to cry, telling him no one has ever said anything so mean and sad to her. He quickly backtracks, apologizing profusely, and his mom, being a very nice mom, easily forgives him.

They teleport into a town to gather a party at the Adventurer’s Guild, but after pulling the game guide out of her bust, Mamako decides to make a strong first impression by smashing a giant hole into the guild hall, much to Masato’s dismay.

Shirase, the woman who sent them into the game, is there to greet them, bleeding from the head (turns out she’s a game object and the blood is just an effect). And naturally, as they look over party members, Mamako is thinking about finding a nice young woman to team up with him.

Okaa-san Online takes the opposite approach of Arifureta and starts us off at the very beginning of Masato and Mamako’s story, but I still felt an inescapable impatience with the slow pace and the episode’s need to explain terms like “PK”, as if this was someone’s first isekai rodeo.

There’s also the little matter of the show looking pretty atrocious. Like the game in which mother and son find themselves (though I don’t mind their white pupils, like Moriko’s in MMO Junkie), the show just feels sparse and incomplete, both visually and conceptually, what with its lazy, unimaginative hand-waving.

The music has its epic moments, but can be too assertive during quieter scenes. And while the underlying premise is pretty funny at first blush, the comedic dialogue and pacing is iffy at best. With execution lacking in effort and attention to detail, I can’t see myself sticking with this for long. After all, Mama didn’t raise no fool.

Goblin Slayer – 03 – A Fellowship Forms

A High Elf, a Dwarf, and a Lizardman walk into the guild, and then into the lives of the Priestess and Goblin Slayer. While they have far loftier goals in mind—defeating a horde of world-ending demons—the Slayer won’t give them the time of day until they propose he kill goblins, to which he asks how many, how strong, and where.

The trio of adventurers adds much needed new personalities to the show, and I enjoyed the Lord of the Rings-style banter, with the Elf and Dwarf going at it about any number of things while still tolerating their company, and the stoic Lizardman floating above the fray.

The Elf doesn’t think much of the GS at first, but the Dwarf can see much practicality in what he does and how he does it. We also learn why the GS never cleans his arms or armor: the goblins would be able to smell clean metal, putting him at a disadvantage.

The GS would probably be content rushing into a situation where there were so many goblins he’d end up getting killed, but he’d certainly take a lot of goblins with him. He’s not quite sure that’s what the Priestess wantshowever, and so prepares to leave her behind to “rest.” However, the Priestess doesn’t like how he’s making decisions without her input, and voices her desire to come with.

And so the group of five adventurers set off to their first goblin target. But before that, they make camp and have a meal, in which everyone introduces themselves and offers a gift to the others. The Lizardman provides the meat, the Elf some elven bread, the Dwarf some firewine (that gets the Elf tanked), and GS provides some cheese from the farm where he hangs his hat (so to speak), which the others love.

He even opens up, but only when the subject of conversation turns to, what else, goblins. Specifically, how they come from the desolate green moon, and live their lives envious of the riches of Earth. It’s a story his late sister told him, and it’s clear he treasures it. As for the priestess, her contribution to the evening is insight into the GS, whom the others find particularly inscrutable.

At dawn the five strike out, and the High Elf demonstrates her prowess with the bow by sending a single homing arrow through the heads of two goblins at once; very Legolas-esque. They move with accompaniment of a metal riff, indicating that the goblins within the lair they approach aren’t going to be much of a problem; the main question will be how cleverly and awesomely they can dispatch them.

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?

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.

Durarara!!x2 Ketsu – 11 (35)

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Her fate on hold for now, Celty is literally above the fray this week, as Erika gets in touch with Kasane, informing her of what Nasujima is up to, Shizuo and Izaya continue their fight in the streets, biker gangs from all over the region who have joined the Dollars amass, and Akabayashi considers Awakusu’s role in all this, if any.

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Now that Masaomi is on that roof, there’s no more reason for Mikado to hold any secrets, and he points his handgun at his best friend, while revealing his ultimate plan: to turn the Dollars into such a nasty group with so many enemies, it will end up collapsed, with nothing left but another urban legend.

The reason? The Dollars, which he founded to escape his ordinary life, have become, well ordinary again. At the end of the day, Mikado shares the same “creative destruction” philosophy as many other villains in anime: he’ll destroy the world as it is, and him with it, hoping it will give way to a better one.

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He’s well on the way to doing just that if someone doesn’t stop him, but here’s the thing: he doesn’t want to be stopped; not by Masaomi, or Anri, or anyone else. Mikado has backed himself into a corner, but it’s exactly where he wants to be when all the pieces he’s set up start lashing out.

Meanwhile, the story of Kasane falling for (!) Shinra seems like something that belongs in a much quieter episode. I appreciate that Kasane realizes Shinra’s feelings for Celty are real, and that she figures if she won’t be loved by anyone, she’ll love him, but as far as Shinra’s concerned Kasane is just a glorified obstacle on his journey to find and reunite with his one true love. The connection with Mikado’s situation is that Celty may have the power to stop him. The problem is, it may be too late.

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Masaomi, knowing how Mikado would be holding his gun by the book, slaps it away and starts trying despertely to beat some sense into him, but Mikado has gone well and truly cuckoo (he’s even aware Izaya is using him, but doesn’t mind).

When he shoots Masaomi in the thigh with a hand-mounted micro-gun, he retreats even further back into that corner, now believing if he could shoot Masaomi, he could shoot Anri. Rather than end up in that scenario, he turns the little gun on himself. He doesn’t see any other way to stop himself from doing worse things and causing more trouble for more people.

And considering he shot at both the police and Awakusu, he may not be wrong. I just wish he was, and that Masaomi and Anri and whoever else could tell him there’s still a way out of that corner; he can come back from the precipice; that no amount of trouble he causes will hurt his friends as much as killing himself will.

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Durarara!!x2 Ketsu – 10 (34)

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Like water towards a drain, Dx2’s many  characters are accelerating faster and faster towards the epicenter created by Nasujima, and Anri lists all the people who have a reason to go and fight, including herself. First things first: she wants to help Dotachin’s group rescue Erika from the Saikas.

She also feels it’s time to finally reveal her secret to them: that she has Saika within her; that she’s not quite human. Unsurprisingly, no one in the van recoils or condemns Anri; quite the opposite. These are Celty’s friends, after all (not counting Namie, though she’s with Seiji).

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As Shizuo and Izaya’s battle continues, with Shizuo stalking a slow, wounded Izaya, their friend Shinra reminisces on a talk he had with Celty back before she got her head back and lost her memories. He draws contrast between their group of friends at school and the triangle of Anri, Mikado and Masaomi.

In particular, how the their friendships have been defined as much about the secrets they kept from one another than anything else. Izaya and Shizuo never had any secrets about who they were to the rest of the world, while Celty, like Anri now, wanted to be the peacekeeper. Shinra isn’t ready to give up on her yet, as the dark night sky reminds him of her embrace.

Anri, meanwhile, is overcome by gratitude that Dotachin and his crew are so kind and understanding, but Dota makes it clear: even though Celty’s far less human than Anri, they know her, and know her well, and care for her, so they’d never fear either her or Anri.

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As for Erika, she digs into her purse and finds the one thing that will serve her best in the middle of a pack of Saika zombies: red contacts lenses. Able to move more freely by looking and acting the part, Erika’s wandering segues nicely into Niekawa, who Anri calls on her cell.

Nasujima answers for her, telling her how Niekawa now calls him mother, that Mikado and Masaomi have been invited to his “party”, and she should attend as well. This only further steels Anri’s resolve to do what she can both for Erika and for her two best friends.

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Masaomi and Chikage, it turns out, are tricked by Blue Square, by having Chikage lured into a baseball bat ambush while Mikado sneaks up on Masaomi on the rooftop to finally reveal his secret: he’s the founder of the Dollars. It’s a confession so long in the running I could have sworn Masaomi already knew long ago.

But the confession itself is of little consequence compared to whatever Mikado plans to do next. Is that gun for Masaomi? Are they truly beyond the point of no return? Can Anri get to them in time, and when she does, slap some sense into them? Will Shinra be able to reunite with Celty, and will she ever remember him again? Will somebody put Nasujima in his place? This is all going to be answered very soon.

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