Darling in the FranXX – 02

Last week was pretty much Hiro, his rough break-up with Naomi, meeting Zero Two, and taking care of the crisis. This week things slow down a bit as we’re introduced to the rest of the squad where Hiro once again has a home. That includes the squad leader Ichigo, very well-voiced by Ichinose Kana in her first role (and sounding a bit like another, more famous Kana).

Ichigo clearly harbors feelings for Hiro of which he’s clearly unaware, and so she sees Zero Two as an interloper. Setting aside the fact that she swooped in and snatched Hiro practically the moment Naomi peaced out, Ichigo doesn’t want to see him get hurt, and Zero Two seems like the type who will hurt. She barges into the squad’s chow and pours honey over everything like a weirdo.

Hiro is the eleventh of a squad of ten, but Zero Two isn’t the twelfth; her fate is unknown, leaving Hiro with no official partner or FranXX. Ichigo is the unquestioned elite squad leader, but one can tell the redhead Miku maintains a quiet envy for her stature (as demonstrated in the classic locker room scene with fanservice and plug-suit fitting).

Ichigo and Miku are “pistils”, and their “stamens” are the studious Gorou and wild Zorome. Gorou is very friendly with Hiro (and not threatened by Ichigo’s affection for him) and seems like a nice guy, but Zorome is your classic heel/rival character who will likely keep berating and running Hiro down until Hiro does something (not counting last week).

Rounding out the group are the pistil-stamen pairs of Kokoro/Futoshi (the lovey-doveyest) and Ikuno/Mitsuru. When the pairs enter their colorful, distinctive FranXXs, we see that the actual pistil-stamen interface is a little…suggestive, with the girl on all fours while the guy stands behind and “drives.”

Basically, the girl is an interface between the guy and the FranXX; without total synchonicity between partners, the FranXX won’t work properly. Adding to the suggestiveness is the fact that interfacing is very physically taxing and sometimes painful, so that while operating a FranXX, everyone’s breathing heavily and occasionally making weird noises.

After their first official sortie as parasites, the pairs stand down. Zero Two continues to loiter around, invoking the ire of Ichigo, who isn’t afraid to warn Zero to stay away from Hiro. Though Ichigo might wish she hadn’t, as Zero Two gives her a taste. Out in the yard, Zorome wallops Hiro with a football, and the two get into each others faces, forcing Ichigo and Gorou to be the adults in this messed-up family and restore peace.

The thing is, Hiro can understand why Zorome is so dubious of his ability: Hiro himself doesn’t actually remember what happened after entering that cockpit being kissed by Zero Two. He only remembers the feeling, and he wants to get back to it so he can prove to Zorome, Ichigo, the others, and most importantly himself that he can pilot a FranXX.

Well, Hiro promptly gets his Shot, though perhaps not quite under the circumstances he’d hoped for. The brass (led by the mysterious “Papa”) okays a FranXX mock battle to test Hiro, but Zero Two isn’t allowed to partner with him this time.

Even before that was made clear, Ichigo volunteers to partner with him, hoping she can bring out the pilot in Hiro as much as her pink-haired nemesis. Zorome volunteers to be the opponent, and eager for an opportunity to prove her worth against Ichigo, Miku agrees as well.

The second Ichigo got her wish, I knew things were not going to go well, but things start out just fine, with Hiro and Ichigo reaching 100% sync rate and activating her FranXX Delphinium, without any trouble. And then, not ten seconds into the battle, it shuts down again.

Inside the cockpit, Ichigo is on all fours, sweating and heavily breathing as she and Hiro unleash a flurry of double entendres that, taken out of context, sound like dialogue from Girls, a show renowned for its awkward sex scenes:

Ichigo: What’s wrong?
Hiro: I don’t know. It just stopped.
Ichigo: Was it my fault?
Hiro: I don’t think so.
Ichigo: What did she do differently?
Hiro: I don’t know. I don’t remember.
Ichigo: Calm down. No need to rush.

Whew. Suffice it to say, as much as she may like Hiro and want to stick it to Zero Two, Ichigo and Hiro simply aren’t a good match in a FranXX.

When Hiro remembers that Zero Two kissed him and everything went “BOOM”, and Ichigo climbs onto Hiro and kisses him as well, it felt as much like a last-ditch effort to get things moving again as Ichigo not wanting Zero Two to have something she doesn’t with Hiro, i.e. a kiss.

That her kiss does absolutely nothing for Hiro only makes things worse. I can’t help but sympathize with both of them; things are not going well at all.

When Zorome starts kicking Delphinium while its down (with Miki and their FranXX Argentea), Ichigo remembers they’re in a fight, and decides to bypass a defeated, powerless, inert Hiro and pilot the FranXX by herself, a very risky maneuver that takes a lot out of her.

The mock battle ends with Hiro having hit a new low, with all hope of ever piloting anything again in grave jeopardy, with Ichigo feeling embarrassed, ashamed, and very much taken down a notch, and Zorome emboldened. Last week was Hiro’s bad breakup and fleeting fling with Z2; this week Ichigo attempted to reassert her bond with Hiro and it went horribly, horribly wrong.

The failure she endured in front of her squad is the kind of thing that might have far-reaching impact on her confidence at precisely the wrong time in her development as one of the defenders of humanity.  Here’s hoping things start to look up for both of them, both personally and professionally.

Advertisements

Darling in the FranXX – 01 (First Impressions)

Hiro and Zero Two first cross paths when her enormous transport arrives at Plantation 13. They each look in each others’ general direction, but they’re very far apart, and there’s a lot of loud noise and bright lights. Zero Two yearns for the ocean, but there is none on P13. So when she breaks free of her minders she finds the nearest thing to an ocean: a lake.

Hiro comes upon that lake, where Zero Two is already bathing naked. When she goes underwater too long for comfort, Hiro runs out to save her, but she’s not drowning, she’s fishing. She has no reaction to Hiro seeing her naked, and she notes that his taste makes her “heart race,” but says so very clinically.

Hiro is alone at the moment, and as FranXX needs two people—male and female—to pilot it, he is also powerless. But Zero Two, called the “partner killer”, is also alone, because so many partners can’t handle being paired with her, and because of her horns and her weird behavior.

It’s definitely a unique and “educational” encounter for Hiro, but before he knows it, Zero Two’s minders have showed up to collect her, and right after she offered to make him her next partner, her present partner is among the minders, burly but still in pretty tough shape.

Now Hiro and Zero Two have had two encounters: one from a afar and one much more intimate. After they part, life aboard Plantation 13 proceeds apace, with the welcoming ceremony for all of the “Parasites” (copilots) for FranXX being held in a great hall as adults watch (all Parasites are minors).

Hiro isn’t a part of the ceremony, because he, AKA 016, and his former partner Naomi, AKA 703, failed their FranXX tests. Now deprived of the only purpose they’ve ever known, the two share one last chat before Naomi departs for her new, apparently pointless life. It feels for all the world like a tough breakup, tinged with sci-fi trappings.

It’s likely at some point Hiro would have boarded one of those yellow spherical vehicles as well, but before he can, Plantation 13 is attacked by a “klaxosaur”, a ferocious biomechanical beasie that wrecks the entire elaborate platform Hiro is standing on.

Eventually a FranXX appears in the form of a four-legged beast, far outsized by the klaxosaur but every bit as vicious in its counterattack. This is where Trigger’s patented wreckage-strewn chaotic action scenes begins, which continues all the way to the episode’s end.

When the klaxosaur fires its main weapon, the FranXX crashes right beside where Hiro is watching. A bleeding Zero Two emerges, bleeding but still in the game, but her partner is out for the count. She’s fully ready to go out there and pilot the FranXX alone to fend off the ‘saur, unafraid of death, but Hiro won’t let her go alone, and he isn’t, like doing anything else, so he tearfully declares he’s coming with her.

Zero Two is pleased, and the tears and look in Hiro’s eyes again makes her heart race. She pulls Hiro into the cockpit and plants a big ol’ smooth on him, activating the FranXX (named Strelizia) and revealing its true humanoid form and Gurren Lagann-esque face. We see no more of the two parasites, but merely watch Strelizia make quick work of the wounded klaxosaur.

When the newly-minted parasites, those who passed all the tests, approach Strelizia after the battle, and Zero Two emerges carrying a passed-out but otherwise-okay Hiro, they’re shocked. Hiro, more than anything else, is revealed that someone came along to make his life meaningful again, while Zero Two seems happy to have found a true “Darling” for her FranXX.

This was a strong start to a show that may not have a whole lot of original big ideas, but excelled in design, details, execution, and that good old Trigger style. Hiro may be a generic guy, but Zero Two’s got a neat design and Tomatsu Haruka’s husky voice is well-paired. I like what I see so far.

Barakamon – 12 (Fin)

bkm122

It’s a testament to this show’s quality of characters that I can utterly disagree with Sei’s mom’s position but still love her to death simply because she’s so hilarious and awesome. As worried as she is that her son is being corrupted by island yokels, she’s the one doing childish things like sticking talismans on his door and rains down blows upon anyone who looks at her the wrong way. Mostly though, I can forgive her hypocrisy because she just plain misses her son.

bkm121

As the gang (mostly Miwa) goes through an infinite cycle of trashing, cleaning, then trashing his house, it looks like Sei’s mom may get her way by sheer force of her maternal power, but Sei, strengthened by his time on the island, isn’t going to surrender so easily.

bkm123

When her husband breaks out albums from when he was on the island, her position starts to crumble, and when the gang mails him the results of his calligraphy tutoring, she loses the moral high ground altogether, which was built upon an ignorance about what exactly he was doing there anyway.

bkm125

Seishuu has had a track record of acting impulsively, and be it punching an old man or accidentally buying corn soup on a hot summer day, it often results in painful experiences. But that same impulsiveness allowed him to act upon sudden flashes of inspiration and break out of his conservative style.

bkm124

Thus, it’s more about tempering and balancing that impulsivity rather than rooting it out. The best environment for that has been and shall continue to be the island, which he already considers “home.” And even for the gang, home doesn’t feel the same anymore without Sensei.

bkm126

When Sei arrives back on the island and the village chief is a no-show, he leaves the airport, wanders, and immediately gets in trouble. But then Naru’s grandpa offers him a ride on his tractor, and he sees the gorgeous ocean that gramps says is “nothing special”, and he’s lockedback into an Island state of mind, where “nothing special” is the best.

bkm127

As Seishuu has taught the islanders about calligraphy and entertained them with his cosmopolitan shut-in ways, they’ve taught him that there’s nothing quite like a life lived with cheer surrounded by people you care about. It’s fun, but it’s also good for the soul, and good for his artistry.

bkm128

Once a surly, willful wretch that was first exiled to the island against his will, Seishuu’s now a little more mature and content. His eyes are wide open to what the world has to offer, and how best to contribute.

9_ses

Barakamon – 11

bkm111

“All Work and No Play” – that’s what Handa Seishuu was before traveling to the island. All that work was preventing him from experiencing life and stifling his calligraphy.That’s why I wouldn’t be surprised if the director provoked the punch that sent Sei away on purpose, conspiring with Sei’s dad to get the lad out of his hermetically-sealed comfort zone of Tokyo to a place where he would find new inspiration and where his talents could expand and blossom.

bkm112

Whether it was all planned or the grown-ups used the punch as an excuse, the gambit paid off nicely, as Handa Seishuu is not only doing far more interesting work, but is also a more humble, caring, present person. Of course his growth doesn’t stop him from splashing tea on his “star” masterpiece just seconds before the director has a chance to bestow a grand prize appraisal of it. In other words, it was good enough for the exhibition, but now it’s ruined, so he must come up with another, even better piece.

bkm113

The first we see of Seishuu in this episode, he’s very stern and distant-looking in a suit on a train platform, carrying over the somewhat “stranger-ish” nature of his sudden departure from the island without a word. Thankfully, as soon as he interacts with Kawafuji we see he’s the same old overdramatic overreacting man-child we know and love. And it’s actually not a bad thing to wreck what would have been his exhibition submission, since it challenges him to repeat the brilliance with new constraints of time and location.

bkm113a

It doesn’t go well at first. At his stately traditional-style family home, surrounded by the bustling city, Seishuu finds he simply can’t write the way he did on the island. Trying to have Kawafuji and Kousuke role play as villagers doesn’t cut it, either. Kawafuji determines the only way to get anything out of Seishuu is to bring the villagers to him…via telephone. Hearing everyone’s voices brightens his mood and sparks his imagination, and after pulling another all-nighter, he seems confident he’s again achieved excellence.

bkm114

We don’t get to see that piece yet, but all I know for sure is that this episode achieved excellence for sure. It was an elegant, uncompromising blend of side-splitting comedy (mostly at Seishuu’s expense) and affecting drama—elements not uncommon in any episode of Barakamon but taken up a notch here, and augmented by the fresh setting and hectic circumstances. Seishuu looks to be in good shape for the exhibition, and hopefully he’ll be back in the village at some point during the finale.

9_ses

Barakamon – 10

bkm1001

Being the audience this week is tough, because only we know it’s Seishuu’s last day on the island. No one, not even Naru, sees it coming from the way he acts on that last day, and maybe that’s the point. After helping Naru’s grandpa build a wall, he attends the village festival with Naru and Hina, and seems committed to not spoiling the little time he has left with them.

bkm1002

He does, in fact, try to tell everyone (everyone being Naru, Miwa, Tama, Naru, Hina, and Hiro), but it’s just when the awesome fireworks are about to begin. He can’t very well say it then, now can he? The reaction would be predictable, with Naru likely having a fit and running off, possibly into danger. All episode I was waiting for that kind of confrontation.

bkm1003

But nothing of the kind came; in the end, Seishuu chose not to mar another happy, fun day with the villagers that just happens to be his last. Instead, he lives that day to the fullest, and doesn’t so much as betray a hint that he’s out of there the next day. He disappears from the island as quickly as he appeared, but his absence is sure to lead to despair.

bkm1004

Part of me is afraid of the possibility that Seishuu always meant to leave suddenly ike this, like ripping a band-aid from a wound, and that his connection to the island was never as strong as it seemed; that he was merely here to figure out his calligraphy, and once he had, had no further reason to be there. For the record, I don’t think (or rather, don’t want to think) that’s true, but it’s hard not to think like that considering how suddenly he peaced out.

8_ses

Barakamon – 09

bkm101

Seishuu may have acclimated somewhat to his remote island village home, but that doesn’t change the fact that he’s a city boy, and there’s still a lot he has yet to experience. Case in point, when his gas-fueled bath heater packs it in, he must resort to foraging for twigs and building a fire in the old wood heater. The village chief makes the point that if Seishuu had a wife, she’d tend the fire for him.

bkm102

Seishuu has never bothered with romance, pouring everything he has into his art, reasonably certain he’ll die alone, but not necessarily happy about it. He emerges from the bath and is surprised to find Hiro in the kitchen making his food (his mom was busy). Hiro often seems more mature than Seishuu despite the fact the latter is older, and that’s exhibited when Seishuu tries to “out-prepare” a bowl of miso cucumber rice. Suffice it to say, Seishuu can’t cook…but he’s too proud to admit it.

bkm103

Next, Seishuu finds himself in the middle of deep-seeded island politics when Hina tells him Naru is being bullied by kids from the neighboring village. Seishuu and Hiro try their best to reason with, and later intimidate the little punks, but they’re at a distinct disadvantage in that said punks know the adults can’t really hit them, or they’ll be arrested. Turns out the punks are friends with Akki, who resolves the situation simply by passing by. If anything, this segment reminds me of the best strategy for dealing with combative kids: Don’t. Just avoid them if you can.

bkm104

Finally, with just over two weeks left until the Naruka Exhibition, Seishuu’s sparks of drawing inspiration in response to his new living situation have grown more infrequent, to the point where he questions the efficacy of simply waiting for inspiration to show up, even though that’s really the only way. After a day of playing Tarzan with the kids, he gets one in the form of a truly awesome sunset. He makes a move back for home, but slips and falls off a ledge.

bkm105

Reverting to full City Boy mode, being isolated, alone, and lost in the dark terrifies him, until he sees a glint in the grass and finds the key to his house Miwa had lost. Then he gets his second flash of inspiration of the day: a majestic star field. His resulting drawing, with white writing on a black background, is another fun, striking, inventive piece he never would’ve attempted before coming to the island. Which begs the question: what is said to him on the phone that makes him so quickly and easily agree to leave?

8_ses

Barakamon – 08

bkm81

This week offers two slice-of-life stories that reinforce how nicely Seishuu has fit into the village, and how close his bond with Naru has gotten without him knowing it. In the first story, it’s Naru’s seventh birthday. After Miwa and Tama get ¥1000 out of Seishuu for a cake, he realizes he must also get her a suitable gift for Naru.

bkm82a

Unsurprisingly, most gifts deemed “suitable” for a seven-year-old girl aren’t going to cut it for the precocious tomboy. His first thought is bugs, sending him on a bug-hunting adventure with the three village boys her age. This exercise backfires, since in addition to the fact the boys have already chosen to give her bugs, Seishuu is completely inept at catching them, and even when he manages to do so, falls off a ladder and kills it.

bkm82

The evening of the party arrives, and Seishuu’s last-minute half-assed gift—a hand-written, one-time “do whatever you say” ticket—ends up thrilling her immensely, to everyone else’s surprise. It just goes to show that Seishuu cares enough for Naru to want to give her a good gift, and knows her a lot better than he gives himself credit for.

bkm83

In the second story, it’s Obon, and Naru’s grandpa asks Seishuu to keep Naru company as she holds vigil over her grandma. It’s another new world for Seishuu, as he’s not used to a graveyard in the evening, lighting lanterns and setting off fireworks. He’s also mesmerized by the Onde dance performed for the recently deceased.

bkm84

Hanging out in the graveyard, and more to the point, being totally welcome there despite being an outsider, again drives home the fact that this village is becoming a home to Seishuu. Being there also makes him wonder where Naru’s parents are, and realizes that despite almost constantly being surrounded by people, Naru gets lonely too.

bkm85

In the beginning of the episode, he waters sunflowers despite not knowing who grew them and the fact they could well grow just fine without his care. Later they become a metaphor for Naru. She too could grow up just fine without him, but he wants to be there for her anyway. In an omake dream, the shopkeep’s dog joins him forfishing and asks him why he doesn’t simply settle down here. It’s a good question.

8_ses

Barakamon – 07

bkm71

On Kawafuji and Kousuke’s last day on the island, everyone Goes Fishin’ (well, almost everybody; Tama isn’t around…perhaps she’s still recovering from seeing all those men together?). Miwa teaches the city boys how to catch horse mackerel. Kousuke turns it into another competition in which he’s the best, but he only catches the shoal.

bkm72

When Kawafuji hears that Kousuke bashed Seishuu’s new work, that’s when the truth comes out: Kousuke is the one in a slump. Having virtually copied Seishuu’s old, “fundamentals-first” style, when Seishuu changed style, it was as if his fish had dropped the hook and sploshed back into the sea, leaving him with an empty line.

bkm73

Kawafuji brought Kousuke to the island not to light a fire under Seishuu’s ass, but to try to get him to look at things from a perspective other than his own. Like the Seishuu of old, he think’s he’s the best and if anyone disagrees, they’re wrong. That attitude stifles artistic growth, and Kousuke is too young to be settling into anything.

bkm74

The message coming out of this episode is that it’s up to youth not just to carry on their elders’ traditions, but to come up with some of their own, sometimes out of the most unlikely places. But one can only come up with stuff if you’re out there living and experiencing new things, meeting new people.

bkm75

Naru gets things started by creating an avant-garde line made up of dozens of hooks, which looks comical but does end up snagging a rock snapper, which is what Hiro was after all along. It breaks up in mid-air and the big catch escapes, but that’s just another symbol of how innovation doesn’t always net concrete results, but the attempt, and the momentary flash of success, still has value. “Lose the battle, win the war,” and all that.

bkm76

After five days of clashing with Kousuke, now that he knows what’s really up with him, Seishuu is no longer threatened or annoyed. When the day of fishing is over, he reports to Kousuke the periodic flashes of inspiration he’s gotten ever since coming to the island. This culminates in writing calligraphy using a mackerel as a brush, his most “unconventional” piece yet.

bkm7

Not surprisingly, Miwa and Naru think its also his best. It’s probably not exhibition-worthy, but for someone once so firmly stuck in convention, it’s another huge leap forward in his artistic growth. When Kawafuji and Kousuke leave, merely being on that plane gets Hiro and Miwa thinking about how one day that could be them; the older inspiring the younger to go forth and find their own way in the world.

8_ses

Kami-sama no Memo-cho 12

After following a hunch and Major analyzes Angel Fix, it’s determined that one has to take the drug in order to find a source. Narumi volunteers, and has a bad trip as he lurches through downtown, but he finds the hideout where Hakamizaka and a group of junkies congregate. Sou and his soldiers pacify the area, while Alice messes with Hakamizaka right until he keels over from overdose. Narumi then gives Toshi a beating. He continues to visit Ayaka, but she won’t wake up. Alice concludes she didn’t jump because of the drug, but because she didn’t want the school festival to invade the garden she and Narumi had made.

They say you should never get high on your own supply. I thought Hakamizaka was smart, but it turns out he’s just another junkie, who starts to believe his own drug-induced babbling. It was very satisfying to see Alice give him a very buzz-killing dressing down, and even a little cruel, but the guy had it coming. As for Ayaka, the fact that the AF amplified the negative emotions she felt about letting the festuval invade her garden was a good touch. It doesn’t let Narumi off the hook for never noticing trouble, nor does it make Hakamizaka the lone culprit in her demise. She also doesn’t wake up, which is kind of a downer, but works for dramatic purposes. It’s a wonder she’s alive at all, but the hope of her waking up continues to haunt Narumi.

So I believe this just about wraps it up for Kamisama no Memo-cho. I really enjoyed it, and it started and ended strong, and fielded a strong cast in a believable and richly-rendered setting in the heart of Tokyo. As a J.C.Staff piece, this was far better than either Index II (which got buried in its religious mumbo-jumbo) and Ookami-san (the fairy-tail gimmick was half-baked). Neither of those shows had nearly as likeable and original characters as the onese here, and as lolis go, Alice was not just tolerable, but downright solid. I was always wondering exactly how this eleven(?) year-old girl got into the position of bossing a bunch of people around, but hey, sometimes special people are born who just can’t wait until puberty to accomplish great things.


Rating: 4

Kami-sama no Memo-cho 7

This week was a very talky episode, but a lot was revealed about Sou and Renji’s past, and the question floated: what’s more important, friendship or truth? Narumi is running every which way, carefully extracting tidbits of information, risking dire bodily harm, and trying to piece together exactly what their beef is, and why Renji wants to destroy Sou so badly. All this while checking in intermittently with Alice and arranging all the PR for Mika’s upcoming concert, which hasn’t been cancelled.

Turns out they used to live together with a third roommate, an illegal immigrant named Hison. They both loved and protected her – you could say she was the glue that held them together – but she was no saint herself, working at the bar of a rival gang, and was its leader’s mistress. When the leader’s wife found out, she ordered her killed – even though she was with child. Sou tried to stop it, but couldn’t. These very crucial blanks were filled in by none other than one of Hiro’s conquests, an eyewitness to the incident.

All these years, Sou has been content to keep the truth buried, and loathed anyone digging into it. Renji believed Sou used Hison as a human shield, knowing nothing about the mistress or pregnancy angle. Renji has a gang of misfits working for him and many years of rage for Sou stewing. But whether he think Renji killed her or simply didn’t stop her from being killed, it will be hard to dissuade him from his vengence. In fact, in the episode’s cliffhanger (long arc, this), Narumi gets the message that “Sou is down”, signalling that it may be too late for peace negotiations – the war may have already begun.


Rating: 3.5

Kami-sama no Memo-cho 2

This week Narumi settles into his role as Alice’s manservant. As I mentioned last week, he’s surprisingly gung-ho about it, considering how it disrupts the ordinary life he was having. But unlike Huey and Dalian, this isn’t even close to a relationship of equals. Alice’s powers of observation and deduction are vastly superior to Narumi’s.

Narumi’s strength is his heart, his kindness, his courage, and his inoffensive and harmless presence. All of these skills serve him well as Alice’s assistant. He even surprises himself when he ignores Souchiro’s warning to stay out of what could end up a very bloody Yakuza case. He can’t, because he promised the client – Meo – he’d help her find her father.

Everyone has something to do this week, and despite the serious case involving the rogue money launderer and his unwitting Yakuza-bait daughter, there are still moments of levity. Ayaka and Meo invade Alice’s “cave” to wash her hair, while the reason Narumi ends up at Souchiro’s is to fix the PC his underlings filled with pr0n and malware. Hiro, Major, and Tetsu all do their jobs.

They aren’t bothered that their lives are on the line – and, Narumi has learned, that’s the case with him too. The client comes first. Rating: 4

Kami-sama no Memo-cho 1, Parts A & B – First Impressions

Forgive the pun, but “Memo Pad of the Gods” makes a very good case for itself. It some ways, it picks up in Sibuya where Durarara left off in Ikebukuro by instantly painting a picture of a well-lived in world full of oddballs and secret lives. Narumi Fujishima is our avatar in this rich painting, and for once in his life he feels like a part of something bigger, rather than simply the kid who floats around pretending he belongs.

The new life he fell into fits him like a glove. This first, hourlong episode chronicles his addition to a team of “NEET Detectives” led by the enigmatic Alice, a 12-or-so year-old who possesses detective skills and wisdom far beyond her years, but also gets all weepy. if one of her many teddy bear’s ears gets torn. I also like her calm, logical, curt demeanor. She isn’t a squeaky menace.

But she’s just one of many interesting and promising characters. This agency has a crack team of specialists in diverse fields: Hiro is a suave ‘gigalo’, brother of a yakuza boss, and expert in women. ‘Major’ is a military spy freak who likes to stick rifles in people’s faces. Tetsu is the polic snoop. Min runs and Ayaka works at the ramen/ice cream shop above which Alice resides, in her Lain-like cocoon.

The core cast is plenty interesting, but this series doesn’t fall into the same traps of the latest J.C. Staff series like Yumekui Merry, Ookami-san, and Index II, all of which kinda fizzled. This series feels more honest, and its characters and themes are suitably adult and mature. High school girls losing it and entering the world of vice is not the kind of thing those series would touch upon, but such things can and do happen in the real world, which is what this series feels like.

The first case we’re presented with is nicely opened, investigated, solved, and shut within the hourlong period. Whether future episodes are two-parters like this remains to be seen, but it’s definitely not a bad thing if they are; the story never felt dragged out here, and on half-hour simply wouldn’t be enough to tell it properly.

The people involved in the specific case – Miku, Teraoka, and Shoko, served their roles well, and didn’t feel like throwaway characters. The case itself even had a macabre twist, in which Shoko “froze time” like she had wanted to, by committing suicide in a tub of ice. Yikes, you may say, but horrible things can happen, and it’s Alice and her agency’s jobs as detectives to either ‘tarnish the living to maintain the honor of the dead’, or ‘tarnish the dead to comfort the living.’ I look forward to their next case. Rating: 4