KonoSuba 2 – 03

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KonoSuba calls back to its first season more this week, but for some reason it didn’t bother me as much, probably because it’s always a hoot to watch Kazuma and Megumin explosion training montages, and even more of a hoot to have Kazuma and Aqua tackle a dungeon, with no one but each other to bounce off of.

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The episode also doesn’t hesitate to remind us that Kazuma is a bit of a cad and a perv, considering the “rustling” going on when he and Aqua used to sleep in the stables. But with Darkness away (having seemingly but probably not unspeakable things done to her) and Megumin sitting out the dungeon (an accidental explosion could kill them all), the balance of the episode has a fleet, stripped-down feeling to it.

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Also, it manages to surprise by making this one of the times when Aqua is not only the most capable party member, but absolutely essential to clearing the dungeon. Whether undead are naturally drawn to her or not, one can’t deny she’s good at dispatching them, and with style to boot. I loved how a string of anti-undead spells were suddenly interrupted by an exuberant “Nature’s Beauty!” for good measure.

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Once they reach Keele, the former court wizard who has a whole story and after whom the dungeon is named, there’s a bittersweetness to the fact he became a lich to protect his love, and thanks to Aqua, can return to her through purification.

Kazuma is pleasantly surprised throughout the dungeon trek with Aqua’s staggering awesomeness, right up until he realizes the reason they’ve been chased around by undead all this time was because of her.

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Still, I maintain it was a good thing Aqua accompanied Kazuma. They got a bunch of loot, and Kazuma was reminded that Aqua isn’t always useless, and sometimes he is. Unfortunately, none of the gold they make goes towards their towering debts, because they instead end up buying the house however many rounds it takes to send Aqua into the alley to vomit the gold away.

As is so often the case, Kazuma & Co. can’t help but take two steps back for every step forward, at least as far as money goes. But that was still a damned entertaining dungeon trip.

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Active Raid – 01 (First/Last Impressions)

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We may have orders from RABUJOI Corporate to be tougher on shows and I may have had a long cold week, but neither of those things factored into my impression that Active Raid isn’t good. It is, in fact, quite bad. So bad, it was at times painful to watch. I’ll elaborate.

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The setting and premise are a strange melange of Psycho-Pass, Gatchaman, and Rail Wars!, without any of the strengths or charms of those shows. It also has a touch of Taimadou with its by now done-to-death “team of misfits”, but both the newbie Haruka (a smug, hollow Tsunemori knockoff) and the pithy, one-note misfits come off as dull and unlikable.

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Let’s set aside the fact that a guy randomly grabs Haruka’s ankle for no reason, Haruka often speaks English for no reason, and the titular unit with the too-long-winded name travels along on a slow train that shares rails with commuter trains as the perps (apparently “minors” who look like they’re thirty) fly around in Gatchaman like mecha.

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But the most damning aspect of this show is that it’s so interminably boring. Endless time is spent on displays and endless dialogue is devoted to getting confirmations and permissions and authorizations from the extremely inefficient bureaucracy. One could infer that that’s the point; that this unit could perform better if they were less hog-tied by red tape; but that’s just a theory.

In the meantime, the first episode’s obsession with following rules and the resulting, thoroughly listless sequence of action that got two random teenage perps got barely caught at great cost and trouble precludes any desire on my part to watch another episode in order to see if that theory proves true. This is another “anime-loaf” made up of several pieces of better shows, not baked with love, and I shall be avoiding it.

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