No Guns Life – 02 – Brand Loyalty

As promised, Juuzou finishes the job, derailing the train, disabling Karen by deactivating the sub-brain that governs her Extensions, and rescuing Tetsuro, after he gets the kid to act like a kid and have a temper tantrum, using Harmony to yell through one of Karen’s Extended goons.

Juuzou takes the still-unconscious Tetsuro to his friend/associate Mary, who is a whiz when it comes to installing/repairing Extended equipment. We also learn Tetsuro is the son of Berühren’s CEO.

We don’t learn how they met, but it certainly behooves Juuzou to know someone not Berühren-affiliated who can fix him, and he probably keeps the non-Extended Mary safe.

I liked Mary’s slightly ratty character design, and seiyu Numakura Manami finds the perfect voice for her: youthful, sarcastic, and confident. She agrees to let Juuzou know the second the kid’s awake so she can determine what’s keeping him in his coma-esque state.

Thus the rest of the episode features Juuzou basically playing the waiting game, which is doubly irritating to him due to his complete inability to track down his preferred brand of cigarettes.

Turns out there’s a reason for that: a very well-spoken Berühren stooge named Cunningham has acquired every pack of that brand in the city. He believes Juuzou needs the special “active ingredient” in the bran to move properly, and he’ll only part with them in exchange for Tetsuro.

Juuzou dismisses Cunningham’s presumption—he just likes the brand’s taste is all—and wastes all of the guy’s goons, forcing him to flee. And while a masked Mary tracked Juuzou down to tell him Tetsuro is awake, she also provides a key assist by removing the arms of Cunningham’s sniper.

No Guns Life remains a show I’d recommend now that the cast is expanding. Mary’s tinkerer type complements the  more world-weary Juuzou, while her prediction he’ll make the “freed” Tetsuro his partner in resolving doesn’t feel too off the mark.

Above all, both Juuzou and Mary seem like people doing what they want, not acting as tools for a corporation, and want to afford Tetsuro that same freedom to choose his path. Berühren won’t make it easy.

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No Guns Life – 01 (First Impressions) – As the Cylinder Spins

No Guns Life is a somewhat awkwardly-titled cyberpunk noir series centered on Inui Juuzou, private detective-type guy called a resolver who also happens to have a gun for a head. That concept pays immediate comic dividends when we first see him lighting up a cigarette in his dingy office, or when we see a super-simplified version of his face when he expresses bashfulness over being kissed by a woman he helped out.

Juuzou may be an Extended with his gun head, indicating a past life as a tool of war, but seiyu Suwabe Junichi imparts a world-weary, warm and irreverent humanity to him—a heart of gold beneath all the gunmetal. The modifications made to his once fully-human form are the work of Berühren, a military megacorp whose monolithic headquarters called to mind Wallace Corp.’s in Blade Runner 2049.

Juuzou’s latest client is a seemingly “renegade” fellow Extended accused of kidnapping a boy named Tetsuro from an orphanage, but the scary-looking Extended’s meek disposition has Juuzou suspecting there’s more to it than that. Juuzou takes the job and custody of the unconscious Tetsuro while the Extended lures the Security Bureau away.

This scene hits all of the usual noir detective story points: a messed up office that wasn’t that nice to begin with, an immediate sense of peril, a new client who isn’t what they seem, and a job Juuzou can’t pass up if it pays, since he’s barely making rent. One key downside to the scene is that no one has any facial expressions, so the voices have to pull double duty.

We finally do see some facial expressions when Juuzou encounters Karen, a meek (but oddly not fearful) nun from the orphanage searching for Tetsuro. Juuzou doesn’t buy her cover, so she removes most of them to reveal she’s an evil badass Berühren operative tasked with retrieving a vital R&D asset, with a mean gun and an Extended eye that can see through his smoke bomb.

The Oni-faced Extended reappears to help Juuzou out, but Karen makes quick work of him, leaving Juuzou with no choice but to abandon Tetsuro as she shoots him, causing to fall down a very high ledge (also reminiscent of Blade Runner in its general dinginess and great height).

When he comes to, Oni-face has dressed his wounds, but is at the end of his rope. Then comes the twist: Oni-face was never an independent entity: it was being remote controlled all along by Tetsuro using something called Harmony. When Berühren, who rendered him incapable of escaping on his own legs, he manipulated the unoccupied Extended to aid his escape.

Before his remote Extended shuts down, Tetsuro thanks Juuzou for trying to help him, but is resigned to end up back in Berühren’s pokey-proddy clutches. Juuzou is not so resigned. Resolved to “finish the job” even if it ends up being pro bono, he locates Tetsuro (with a tracking device in his ear) aboard a train, and puts his Extended body to use stopping it in its tracks.

Comparisons to Cop Craft are there, only instead of a human-alien odd couple undertaking fairly conventional police missions, we have a cyborg P.I., in a world where his breed of cyborg isn’t particularly celebrated, trying to protect the weak in a world that will otherwise chew them up more viciously than our own. It swaps Cop Craft’s slick Range Murata design with the grittier style of Shino Masanori (Black Lagoon) and Iwasaki Taku’s soundtrack with Kawai Kenji’s (Gundam 00).

It’s a very fun (if sometimes dark and depressing world), again thanks to Juuzou’s irreverent attitude, and the story seems headed in a finite direction with confidence, something that definitely didn’t end up happening in Cop Craft. One episode’s not enough to judge whether it will succeed where that show failed, but that curiosity is thankfully not the only reason to keep watching.

Special 7: Special Crime Investigation Unit – 01 (First Impressions)

9 years ago, Seiji Nanatsuki was a middle schooler who got caught up in a terrorist attack of some kind. There was lots of fire and, apparently, people shooting around. Maybe the were elves or vampires but, for the purposes of this anime, this drives Seiji-kun to dedicate his life to becoming a police detective because a detective who sounds like ReZero’s Subaru tells him to run away.

9 years later, the day he’s passed his Detective’s Exam, Seiji-kun walks into a bank while it is being held up by men in animal masks. For the purposes of this episode, Shady Officer Shiori Ichinose is also there and also doesn’t have his gun. They ramble a bit before Seiji-kun earns the name ‘Officer Stupid’ and gets knocked out and dragged off with 3 other hostages.

An armored car chase and character introductions later, Seiji-kun gets transfered to Shiori-kun’s special police unit and will, no doubt, detective his way against an every growing threat of vampires and other supernatural creatures.

Year back, a mud slide dragged me to the bottom of a gorge. My leg was gashed and bleeding badly but camp was too far off to wait for help. So I cleaned the wound and did my own stitches. Couldn’t have been more than ten to get it closed, and I felt no pain due to the shock, but the experience dragged on for a seeming eternity. That’s roughly the feeling I’m left with while watching Special 7.

The art style is crisp and the rare use of color pops over the bland gray backgrounds. However, the backgrounds use awkwardly processed photography, most of the action is CG, and the actual pacing is dreadfully slow.

Visuals aside, the ‘new kid joins a semi-secret crime fighting force that uses vampires and other special creatures to stand up against epic threats‘ story feels really stale to me? Black Bullet and Blood Blockade Battlefront both give the same vibe and both packed a lot more energy. At the very least, both of those shows sport more likable, more compelling protagonists, if for no greater reason than those protagonists have strong motivations to push forward. Officer stupid… is basically only here on a whim.

Banana Fish – 11 – Ashilles Heel

Turns out leading a gang is like riding a bike: you never really forget how to do it. Ash slides right back into his simpler life, and Eiji sees, for the first time, Ash the Leader, and how all his subordinates hang on his every word and breath.

They’re also impressed that Eiji isn’t scared of waking Ash up from a two-hour nap. But once Ash is up, he sends them all off on an intelligence-gathering mission, leaving him and Eiji alone to enjoy a simple meal of takeout together.

It’s there that Eiji sees yet another side of Ash, as for the first time ever in their friendship they can just relax. He also learns that Ash has cucurbitophobia (fear of pumpkins) and teases him for it, eliciting a very boyish pout.

That night we see the contrast between the two young men: Eiji sleeping soundly and Ash waking up from nightmares that will probably never go away. Ash lets himself be vulnerable with Eiji and cries into his lap; it’s how they both end up falling asleep.

Ash gets up at dawn, letting Eiji sleep in, and sets to work on his laptop. Having spent his jade earring buying guns from “The Fly” yesterday, Ash hacks into Golzine’s stocks, using the spyware he implanted on Dino’s computer while Dino was having fun with him.

So not only is Dino’s favorite mansion in ruins, but so are his finances, and those of the mafia organization he’s a part of. He’ll have to answer to the dons now, which means his life is a lot more complicated and fraught with danger. From what we know of Dino, no one deserves it more…though Arthur is trying to make a case for himself.

Ash uses his influx of cash to buy an $8 million condo right next to a building owned by the Corsican organization, showing he’s still a fan of bold moves. He has Max pretend to be his dad to cosign on the purchase. But Max is worried that for all Ash has accomplished since gaining his freedom, he still has one potentially crippling weakness: Eiji.

Banana Fish – 10 – Wounded Tiger

The youngest Lee brother sat out last week’s unpleasantness, but returns to Ash to tend to his wounds and also decides to lend him a hand in escaping from Dino’s mansion. Dino is away for the night demonstrating Banana Fish on a woman who is forced to kill her husband, a presidential candidate. Meanwhile Ash’s gang has joined forces with Shorter’s Chinese crew, led by Sing, and after gathering some intel, they hit the mansion the same night Dino is out.

Ash makes use of the key Lee slipped him by doing a bit of gymnastics, then frees Max and Ibe, head to the armory full of military-grade weapons. From there, Ash becomes the “devil himself”, mowing through Dino’s men on one side of the house while his allies burst in and take care of business from the other. Lee leaves Ash with one more gift: injecting Abe Dawson with a paralytic.

That means, after meeting up with his men, Ash tells them to all get the hell out before Dino’s cavalry arrives, then heads down to the lab, where Abe had been busy extracting Shorter’s brain. Dawson begs for his life, but Ash responds by emptying a mag into him, then burns Shorter’s body so he can pass over in peace.

That gesture leads to a misunderstanding with Sing, Shorter’s subordinate, who heard that Ash killed Shorter (but doesn’t know why). He picks the wrong time to demand vengeance against Ash, who makes quick work of Sing, but lets him run away.

Sing ends up running right into Lee, who takes him away in a helicopter and spots Ash in his red Italian sports car heading back into Manhattan. It was an ugly one, and came at a high cost, but it was good to see a win for Ash, even if it just meant getting his freedom back.

Steins;Gate 0 – 18 – What is this New Devilry

What happens this week? God, what doesn’t happen this week?! (Oh wait; sorry, “there is no God…”) But first, a couple of misconceptions I’d gathered at the end of the last outing. Mayuri is not dead; a bullet only grazed her head.

Also, Kagari/K2605 didn’t shoot her; it really was a stray from the soldiers. Far from being her attempted murderer, Kagari completely loses it on the troops in her mother’s name, lopping off their heads and shooting them with their own rifles.

When Mayuri gets a (pained) look at her future adoptive daughter, K2605 snaps out of it and becomes regular Kagari again. But nobody’s out of danger yet. Maho and Daru are still being held captive by soldiers, and the mastermind finally reveals himself, first to Rintarou, then to everyone else on that rooftop.

It’s Professor Leskinen. He, or rather numerous “hes” throughout history, are behind everything: the “voice of God” in Kagari’s head to manipulating events so Kurisu would die but her memories of the time machine would be preserved through Amadeus.

Leskinen/s have been preparing for this very day, the perfect time when competing global powers (Stratfor and DURPA) converge on the Time Machine, allowing him to swoop in and snatch it for himself.

I’m pretty sure I never suspected Leskinen was the Big Bad; only when they showed part of the face of the guy who brainwashed Kagari did I comment that he didn’t look like Leskinen. Now Judy Reyes I suspected (who drinks red wine on a plane? A little turbulence and you’re wearing it), but not the mostly harmless-seeming bad Japanese-speaking professor.

Of course, Lesky relied on the “soft-heartedness” of everyone from Maho to Rintarou to facilitate his plan, and was all too willing to appear harmless until it was too late to stop him. His reveal is a double-edged sword: there’s more clarity now to who Rintarou & Co. are up against, but “villain spends inordinate amount of time explaining his evil scheme” cliche really has been done to death.

It’s a bit disappointing to see Lesky reduced to a chortling mad scientist, but at least there’s a kind of dark symmetry with Rintarou’s long-dormant Hououin Kyouma. Oh, and thanks to wasting so much time explaining his plan, he ends up never getting to even implement it. Instead, Kagari uses her remaining strength to grab him.

He puts a couple more bullets into her but she doesn’t let go, giving Suzu time to take care of the rest. Only her dad can stop her from beating Leskinen to death. Then things get really crazy when a Black Hawk helicopter opens fire on the roof before another team of soldiers drops in.

Then an Apache helicopter shoots the Black Hawk, causing enough chaos for Mayuri to grab Suzuha and do what they originally set out to do: use the time machine. After bidding Rintarou farewell, the machine is activated and begins to glow green, but one of the helicopters fires a missile at it. There’s an explosion, and the among the resulting debris is a part of the machine.

Did Mayuri and Suzuha fail to get out in time? We don’t know for sure (just like I wasn’t sure Mayuri was killed or Kagari didn’t kill her last week). If they made it, perhaps we’ll pick up on their experience, and Mayuri will be able to undertake her first big mission as Lab Member #002.

Furthering the confusion is a lengthy text Rintarou gets from Mayuri. Is it just a text she sent in the present that simply took a while to get to him, or is it a D-mail? The timing suggests the latter.

If they didn’t make it, there’s still the Phone Microwave and Daru and Maho’s know-how (not to mention a captive Leskinen), and they’ll be making more green bananas. In either case, Rintarou & Co. are down, but far from out.

Steins;Gate 0 – 17 – Fiasco

I could say “if only Suzu had left in more of a hurry”, but “if onlys” are at the very core of Steins;Gate. The future is the product of countless “if onlys” that were combined just so. Besides, there’s an element of inevitability, such that Suzu’s departure was meant to be delayed by Mayuri, and Mayuri was meant to know everything everyone else knows.

Suzu, Daru, and Maho tell her what they know, and it confirms what she suspected: Rintarou is in this state because he lost Kurisu, whom he loved. Mayuri exclaims that she loves Okarin every bit as much as Kurisu did if not more, but loved Hououin Kyouma even more than that, even though that persona has vanished, along with any joy in Rintarou’s life.

Because she loves him so much, Mayuri cannot stand by and allow him to remain so sad. So she decides not to stop Suzuha, but to join her on her trip back to August 21 of last year, in hopes they can both find the Steins Gate World Line. Rintarou races to the rooftop to plead with Mayuri not to go, but she’s determined to, as she poetically puts it, “clear away the clouds that loom over his sky”.

By having to deal with both Mayuri and Rintarou (the latter of whom she shoots, grazing his leg). Suzuha wastes a lot of time she should be using to get out of 2011 while she still can. She even leaves Mayuri alone on the rooftop as she takes Rintarou aside to patch him up.

The cell network blackout should have been a sign—a very ominous sign—that her window for escaping to the past was becoming smaller with every passing second. Earlier in the lab, Daru, Rintarou and Maho find messages from AmaKurisu on @channel, and Maho learns that the system was hacked and Kurisu’s memory data stolen.

All of the actions and inactions, observations and failures to observe, culminate in a D-Mail being sent to Suzuha from 2025; the first of this 0 arc. It’s from the future Daru, but from a slightly different world line than the one she left. The lines diverged when Suzuha and Mayuri decided to use the time machine. But they never get to actually use it.

Instead, Mayuri is taken hostage (making her announcement back in the lab heart-breakingly prescient) and the entire rooftop is swarming with soldiers; I’m guessing the Americans. They surround Suzuha and force her to surrender, but she has one more ace up her sleeve in the form of a knife hidden in the time machine.

Suzuha goes on a mini-rampage, but there are too many soldiers to take out, and in the mean time Mayuri is badly exposed. Just steps away from the safety of the stairs, she’s shot in the head and falls lifelessly to the ground. At first I thought it was just a stray bullet—there were so many—but the headshot is the work of Mayuri’s own future daughter Kagari, AKA K2605.

Never mind “if onlys”—I can’t see how this could have possibly gone worse.

Sword Art Online Alternative: Gun Gale Online – 04 – The Game is the Game

Back to the “present” of Squad Jam (though not far enough into the present where Karen is entertaining her diminutive friends IRL). I tell ya, this show can give one temporal whiplash like nobody’s business.

Having defeated the pros and after another scan, LLENN and M determine they’re one of only three squads remaining. One of them ambushes them from hovercraft in the lake, forcing the huge M to set up his “space battleship armor” shielding, while the tiny LLENN remains just plain hard to hit.

Safe behind his shield, M is able to pick off the hovercraft gunners one by one and takes out the last one with a well-placed grenade that detonates underwater, sending the craft and its occupant flying and vulnerable to LLENN’s killshot.

M was able to kill all of those enemies without creating bullet lines, because he learned to aim without his finger on the trigger or using Bullet Circle assist. But when the next scan comes, the last team is not only right on top of them, but in position to take a shot at LLENN, not missing a fatal spot by much.

M grabs LLENN and races out of there with one of the hovercraft, getting shot in the process, but LLENN heals the two and they prepare for a counterattack. But first, LLENN lets M read a letter he was going to read before they were ambushed.

Immediately after reading the letter, he pulls a gun…on LLENN, saying he’s “sorry” before pulling the trigger. His shot misses; LLENN’s agility wins out again, and moments later his safety is on and she has her gun trained on him, demanding to know why he betrayed her.

M merely responds with streams of tears, begging the Pink Devil not to kill him, because he doesn’t want to die. It’s a 180 in M’s character, though he did mention he prefers fighting from a distance and from the safest possible position.

In this instance, with LLENN’s P90 at his throat, he’s suddenly way out of his comfort zone, so it’s understandable we’d see a new side of him. But it doesn’t explain why he suddenly pulled his gun on her. I suspect there’s a real-world reason for it. All I know is, LLENN’s reaction to his sudden change in character was priceless.

Sword Art Online Alternative: Gun Gale Online – 03 – Pressing Rewind with Middling Results

GGO’s first episode thrust us right into the middle of the Squad Jam, while the second took us back to Karen first got into the game. This third episode continues the flashback, bringing us up to the start of the SJ.

But since the result of the SJ is a foregone conclusion, the extended set-up felt superfluous, while calling attention to the fact it would have been a more effective episode had we not known how the SJ would unfold—that is, if the order of episodes had run 2-3-1 instead of 1-2-3.

Pitohui hooks Karen up with M, who seems way too into tactics and ways of killing, leading Karen to wonder who he really is IRL, and what form his relationship with Pitohui takes.

But rather than explore any of that, the M we meet here is bascially the same gruff, no-nonsense, yet still patient and affable lug we met in episode one. There’s nothing new gleaned here; he’s still a big mystery.

However, perhaps the most important goal of this episode wasn’t to establish the stakes of the SJ, but to pivot Karen from an IRL activity that wouldn’t have furthered her social skills (going to an Elsa concert with her old friend) to an activity that would (pairing up, training, and going into a battle royale with someone she just met).

Whatever GGO is to M, Pitohui and Karen are alike in that it’s an escape, and an opportunity to do things they simply cannot do IRL. Karen takes that further, intending to use her newfound freedom as a pink-clad chibi in GGO to change herself IRL, and to find a way to connect with people despite her great height and the anxiety towering over people causes.

Sword Art Online Alternative: Gun Gale Online – 02 – Standing Short

GGO backtracks a few months to when Kohiruimaki Karen, an uncommonly tall college student from Hokkaido now living in Tokyo, learns about the post-SAO VRMMORPG craze in which players no longer have to worry about getting trapped in the game and dying. Karen seeks escape from her height.

Personally, I find Karen statuesque and gorgeous, but as I’m of average height IRL, I can’t really judge someone far taller or shorter than the norm for having a complex about it. In Karen’s case, she has difficulty making friends, and is constantly being gawked at.

One of the friends she does have recommends ALfheim Online, but no matter how many times she converts her avatar, she ends up with someone big, tall, or both.

She eventually ends up in Gun Gale Online, not knowing much about it, and after some rough training sessions, eventually finds out she’s proficient with a submachine gun. More importantly, she’s tiny and cute.

Karen, or rather LLENN, leans hard into the cute angle, covering herself in pink from head to toe along with her gun, and finds a sweet spot in the pink desert where she can use her small size and agility to start earning a rep as a vicious PK’er.

She also attracts the attention of one Pitohui, a seasoned GGO veteran who’s been around since the game was launched. But rather than kill her, “Pito” suggests they become friends and team up; apparently the GGO gender balance is quite lopsided in favor of men.

LLENN and Pito become fast friends and form a two-person team, and even set some conditions for meeting one another in real life. Something tells me LLENN’s mentioning of her favorite singer Kanzaki Elsa to Pito, and Pito’s lack of a response, suggests she might actually be the singer IRL, which would make their live meet-up that much more special for Karen.

And that pretty much does it for this episode. It sets up who Karen is, why she became LLENN, and how she met her first friend in GGO, leading right up to the start of the Squad Jam. We also briefly see the group of girls we saw in Karen’s living room watching her play, suggesting she eventually befriends them all, and that getting into VR MMOs was a good way to meet people without the stigma of her stature.

Sword Art Online Alternative: Gun Gale Online – 01 – The Girl with the Pink P90 (First Impressions)

SAOA:GGO (rolls right off the tongue) gets right down to it, dropping us into a Gun Gale Online battle royale called Squad Jam beside teammates LLENN and M. Thanks to the patient tactical mind of M, much their time in the Jam is spent not getting shot at, and when they are, it’s to draw dumb enemies into getting shot by smarter ones, all while LM stays clean.

LLENN resents having to play the decoy, but can’t argue that it works, and you have to go with what works in a battle where the team that’s dominating are professional fighters IRL, likely in the game for the training. They show off their skills so blithely, M is convinced that winning isn’t their main objective.

LLENN and M’s is, however, so once the field has been thinned from 23 starting teams to 8, they head somewhere isolated where the pro team will come for them (uninterested as they are in ambushing their opponents).

The pros work like a well-oiled, by-the-book machine, precise and practiced in movement and speech. But because they’re so damn orthodox and true-to-life in their tactics, and since winning isn’t their goal, M thinks he knows how to beat them, and prepares a tiny surprise.

That surprise is the unbelievably diminutive LLENN popping out of a suitcase, previously just another unremarkable piece of the garbage strewn across the street that the pro team leader realizes is a hiding place a beat too late.

A beat is all LLENN needs to go off with her pinkP90, using her super-human speed and agility to take the pros down one by one until only two remain. M wasn’t under-utilizing LLENN before, he was saving her for when it was the right time for her to shine; when it mattered most.

The remaining two pros could probably have made a fight of it, but LLENN’s superhuman abilities render their training program contaminated, as M suspected…so they both resign. We pull back from LLENN on a TV as six school friends watch, then turn to their host, the very tall Karen, for whom LLENN is her avatar.

And there you have it. If you’re a hopeless SAO consumer as I apparently am, you were likely satisfied with this start, which had a nice pared-down feel to it despite the scope of the Squad Jam, easing us back into its world without piling on new faces or places.

Until the reveal of LLENN’s player, we were in-game the whole time. We followed just two gunners in a relatively compact location as they talked strategy, let things unfold and waited for pieces to get into optimal position before striking with all available force. And we learn Karen plays as a chibi in a kind of negative size-compensation.

Kino no Tabi – 03

While resting before trying to figure out what to do next, Kino hears some rumbling in the distance. An earthquake? An avalanche? No … a country.

Neither this country nor any of its inhabitants are ever given names—the people only introduce themselves by their title(s)—but it is the coolest country Kino has visited yet: a country that moves.

Technically, that makes it a gigantic vehicle, so Kino does what one does when a vehicle approaches: thumb a lift. While the country-tank is initially a menacing thing, a kindly voice asks Kinos her intentions.

She’s then welcomed aboard with open arms by the immigration and diplomacy officer, who has a comfortable room available, with a bed with clean white sheets Kino probably hasn’t seen in a long time.

After beholding the consequences of shushing Hermes (who warned Kino to dry her hair before going to sleep) and fixing her bed-head, Kino continues her tour of this wondrous, awe-inspiring place full of contradictions—the same contradictions that face every country.

The country is powered by an advanced, self-maintaining reactor, but in order to avoid overheating (or perhaps a straight-up meltdown), the country has to be kept constantly moving, meaning the drive motors and caterpillar tracks must be carefully maintained.

But that’s not the only reason they keep moving: the people of the country, like Kino, want to explore the world as she does. The only difference is they all go together as a country, and take their country with them. That means leaving quite a mark, but the people have long since made their peace with that.

While maintaining the motors and tracks must be quite a feat, the scenes of life Kino sees are of a peaceful country where families relax in the lush rooftop park and schoolchildren paint murals on the country’s outside shell. Contemporary cars are driven around, and tablets are used. It’s a very comfortable living.

Throughout this flowery tour I kept waiting for the catch, but in terms of the people turning on Kino or becoming threatening in some way, that never happens. These are nice people, but their country is a huge nuisance what with the tracks it leaves, particularly when butting up against a conventional, immobile country.

Still, the leaders have no problem allowing Kino into their command center. After asking for and being forcefully denied passage through the country, those leaders simply shrug and order the country to press on. That means firing a laser to obliterate the border wall in their path.

While armed with artillery and missiles, nothing the other country has is any match for the moving country, which mows down everything in its path. Those aboard it can only apologize and assure them they’ll be out of their hair within half a day.

When the other country finds something they can damage—the children’s mural—the moving country goes on the offensive. Wishing to minimize casualties on the other side as much as possible, Kino steps forward offering her assistance.

She heads out to a vantage point, armed with her persuader sniper rifle, and efficiently destroys all of the missile guiding sights—without killing their operators. She also takes out a couple of stray missiles for good measure.

With that, Kino cements her role as a friend of the Moving Country…but she said at the start she was only there for a sightseeing visit of 5-10 days, and when those days are up, she bids the country farewell.

On to the next, not-moving country, but Hermes relays to her the very distinct possibility the next children’s mural will feature her fighting off the missiles.

And while the Moving Country is extremely intrusive to other countries its path happens to intersect with, it’s not like they have a choice! If they stop, the reactor blows. If they just drive around in circles, they’ll eventually lose their minds.

Moving is how this country survives. There is a cost to that survival, but it is acceptable. If they wanted, they could easily conquer and subjugate any other country or countries they wished, but they don’t. They only destroy what they must to keep moving.

Kino no Tabi – 02

Kino may be small, soft-spoken, and polite, but she’s also a powerful badass. As such, she knows that she must occasionally push herself as far as she can go, not only to explore her limits, but to keep her skills from getting rusty.

It’s with this in mind that Kino eagerly arrives at the “Coliseum county”, where newcomers must fight others, often to the death, in order to win their citizenship.

The eternal tournament could be called the ultimate diversion for a corrupt king trying to maintain his grasp on his little kingdom, which is rotting and falling apart at every turn. They don’t even keep the coliseum properly maintained.

All of this disrepair must be particularly distasteful to someone as obsessed with being on top her game as Kino, who is underestimated by each of her opponents but defeats them all with ease, without killing a single person.

The night before the final match, Kino tells Hermes to be near the arena so they can leave as soon as she’s done. Victory is never in doubt here, it’s only a matter of how Kino achieves it. Her finals opponent is a capable-looking fellow named Shizu, armed with a katana.

Kino lets Shizu get close enough to slash at her, but blocks his strike with guards hidden in her sleeves, and on his upswing, she trains a hidden pistol at Shizu, forcing him to concede defeat.

The crowd shouts “KILL! KILL! KILL!”, and Kino does kill…their king. Her question about spectators getting killed by stray bullets being of no consequence comes into play here, as does her homemade explosive round that explodes the king’s head, leaving no doubt that he’s gone.

As victor of the tournament, Kino gets to make a new rule for the games, and it’s this: everyone, not just newcomers, must fight each other to the death; the last person standing will be the new king. As she leaves on Hermes, the town starts tearing each other apart.

Shizu catches up with her by a lake and thanks her for killing his father; he was the prince who was cast out of the country and sought revenge, but Kino denied that revenge, taking care of the king herself. She also meets Shizu’s loyal talking dog Riku, whom I’d like to think whispered to Shizu that Kino’s a girl (her earlier “don’t call me boy” to the guards was another hint).

As for why Kino set the people of the town against one another and blew the whole thing up…I suppose a part of her didn’t like how they were exploiting misinformed newcomers looking for a verdant paradise, like the couple she and Hermes met on the road one day, and met just the woman another day (the man was killed in the tournament).

Now it’s a more fair, internalized system. Whether it makes the country a better or worse place is of little consequence; Kino is off to the next country.