Isekai Quartet – 02 – Roll Call

In its first two mini-episodes,  Isekai Quartet is content to let its audience bask in the sheer absurdity and awesomeness of watching characters from four of their favorite Isekai anime bounce off one another in a school setting. Their homeroom teacher, Roswall L. Mathers from Re:Zero, begins with introductions.

Ram notes that Kazuma, who is staring at “Barusu,” is wearing the same bizarre threads we know to be an IRL track suit. Little do both Kazuma and Subaru know that Ains Ooal Gown is also one of them, as is Tanya, but in different forms. I did enjoy Kazuma and Subaru’s reaction to Tanya’s very militaristic group’s introduction.

Since both OverLord and KonoSuba feature very similar fantasy races and spells, Aqua takes it upon herself to launch a preemptive attack on the Nazarick crew, since they consist of an undead, a vampire, a demon, and a monster. Momonga even recognizes the name of her spell, which he expects to be low-level, but actually hurts like a bitch.

Even more disconcerting to the guardians and their ruler is that Kazuma is able to simply bop someone as powerful as Aqua on the head and drag her off, scolding her for attacking her classmates. The next day, she has to stand in the hall with three water buckets, an ironic punishment for the water goddess.

Overlord III – 06 – Incapable Nobles and Dirty Jobs

Far from Nazarick and Carne lies the vast, mighty, and vibrant Baharuth Empire, led by the dashing young “Bloody Emperor” El Nix, and backed up by his Court Wizard Lord Fluder and his Four Imperial Knights, whose titles represent the four elements.

El Nix orders both parties to investigate Jaldabaoth, whose recent attack on the Re-Estize has led the empire to delay their annual war with the clearly militarily inferior kingdom, as well as Momon, who defeated him. Of course, we know “Jaldabaoth” was merely Demiurge, and Momon is Ains.

Demi’s plan to make Nazarick a great country and make Ains’ name known throughout the known world is grand and intricate, and involves Ains going to the imperial capital Arwintar as Momon of Darkness, with Gamma AKA Nabe in tow, the Adamantite adventurers on the prowl once more.

Meanwhile in the kingdom, the eldest son Prince Barbro attempts to insert himself in a position of power above his younger brother and his sister Princess Renner, neither of whom seem too concerned. Barbro takes offense to a commoner like Gazef having his father’s noble ear.

Gazef endures Barbro’s barbs and later spars with Brain Unglaus as a delighted Climb observes. Gazef is by the king’s side, while Brain and Climb are by the princess’. Big or small, they’ll doubtless all have roles to play in this new arc.

The episode than shifts to yet more new faces: the four members of Fortnight, one of the many teams of “Workers”—mercenary adventurers unsanctioned by the guild. Workers do the jobs official guild adventurers either can’t or won’t do. In this case, the “dirty” job is to investigate a certain tomb. I wouldn’t be surprised if the name of this tomb rhymes with “Jazamick”; then again, maybe not. We shall see.

Fortnight (note the different spelling from the popular video game) is composed of the fighters Hekkeran and Imina, the crusader Rober, and the mage Arche, daughter of one of the “incapable” (i.e. incompetent) noble families that Emperor El Nix has stripped of their nobility. Arche is a third-tier magic user who can also detect the levels of other users.

She uses these talents to make money to pay off her family’s debt, but when she returns home to find her father still spending money he doesn’t have on trinkets, she decides to officially freeze her folks out (her mom doesn’t get to speak), and vows to take her little sisters and make her own way—which would mean no more dangerous adventuring.

The other members of Fortnight declare other reasons, but you can tell they care about Arche and want to help her and her sisters stay above water, though if she leaves them they’ll definitely miss her magical prowess.

The next day, Fortnight joins a bunch of other Worker teams of various dispositions on the grounds of their client, Count Femel. They are also introduced to Momon and Nabe, who’ll be joining them on their quest.

Their presence makes me less sure that the tomb they’ll explore is Nazarick, but whatever tomb it is and whatever’s waiting for them, with Momon and Nabe around, the Workers are going to get a good show.

Youkai Apartment no Yuuga na Nichijou – 02

This week Yuushi settles into his strange new life in the titular Youkai Apartment by meeting several of its eccentric tenants, from a painter with an awesome dog and some kind of wizard to a beautiful hard-drinking woman who’s “not ready for heaven.”

Yuushi also meets Ryuu-san, a psychic whom everyone, human and youkai, seems to greatly revere. When he speaks, everyone listens, including Yuushi, and he points out to Yuushi how long his life is, how far out the world stretches, and that the most important thing is to relax, man.

Since losing his parents, Yuushi adopted a resting aggro face that kept most people away, especially women, but Yuushi finds that since he moved into the YA he’s able to speak with people more easily, like his classmate and clubmate Tashiro.

He also learns about a power he didn’t know he had: a kind of precognition that Tashiro is about to be hurt, then a “synchronization” that allows him to take the pain from Tashiro when her leg is injured by a passing motorbike. Akine then takes his pain and disperses it.

What had seemed like a six-month chore has become a kind of journey of self-discovery for Yuushi, as he learns to befriend people other than Hase, whom he is writing to throughout the episode but is certain he’ll find the conditions he describes crazy. YA remains watchable Monday feel-good fluff.

Rokka no Yuusha – 05

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RnY really slammed on the brakes this week, finishing the job it started last week of bringing the story’s momentum to a screeching halt. What had been a thrilling, sprawling fantasy adventure tale is now stuck in a square room with a lame mystery, pacing around, tapping its foot; scratching its head, and yawning.

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I know; seven Braves when there should be six isn’t that bad a mystery. It’s more that the way the mystery is being investigated saps all of my interest. First we get another set of introductions, along with their stories of where they were when the barrier came up. We hear Adlet’s monologue as he sizes people and their stories up, but aside from learning Fremy is half-fiend (which is actually pretty interesting), we don’t learn much of note.

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From there, everyone starts chiming in with their ideas about what happened and who they suspect the seventh Brave to be. Now, I’m a big fan of 12 Angry Men, but they were a jury deliberating a verdict; these guys are supposed to be legendary heroes kicking ass and saving the world. The fact that they’re holed up in this room pointing fingers at each other for an entire episodes diminishes their splendor along with our patience. When Chamo yawned, I said to myself “You and me both, kid!”

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Thankfully, the seven do eventually get somewhere, though I’m not yet satisfied with where that is: Hans (whose cat-speak and constant cackling is really annoying, BTW) says once the temple doors open they cannot be closed, calling into question Adlet’s story about having to blow the door open, which immediately preceded the activation of the barrier. Even though Fremy is in chains, Hans seems on the cusp of turning everyone against Adlet.

Yet we witnessed what Adlet did, from start to finish, and at worst, he activated the barrier accidentally. He doesn’t work as the culprit, since we’ve been following him the whole time, before even Nashetania showed up. So unless the show itself was lying to us, he can’t possibly be the enemy.

Because the deliberation is far from over, it’s guaranteed that the Braves won’t be leaving this room for at least part of the next episode. Smoke if you got ’em…

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No Game No Life – 11

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Last week ended with Sora and Shiro totally unable to function, but that cliffhanger is resolved rather quickly, as it’s merely a simulation of Tokyo where they’re playing, which turns out to be just fine with them. Of course, that realization came after a very random title sequence for the game they’re in, entitled Living or Dead Series Side Story: Love or Loved 2: Hit Her With Your Bullet of Love!

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As random as all that sounds, the title is a nice send up of…this kind of stuff, and ends up making more and more sense as details of game—essentially a gussied-up FPS—comes into focus. The hair dryer-like pistols assigned to everyone are used to reject NPCs (which charges “love power”) turn into “love slaves” and have them fight for you, and make allies fall in love too. This leads to combat that’s patently ridiculous (e.g. shounen-style analysis of pantsu thickness), but also exciting and lots of fun. The game moves at a nice brisk clip, too.

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What also becomes apparent to Blank as the game rolls on is that despite their early dominance thanks in large part to Shiro’s literally otherworldly FPC skills, Izuna is able to evade every attack they throw at her, which means she’s cheating. They need proof to accuse her, but have none, so Blank finds themselves in the rare position of underdog, with an opponent that doesn’t have to play by the same rules.

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This isn’t a game where they’ve already thought sixty-four moves ahead; they can’t, because they’re not sure what’s coming. So they have to resort to winging it. They may not know everything they need to about the game and Izuna’s abilities, but they do know and trust each other. Sora trusted Shiro to “find him” in his game with Kurami; this time Shiro returns the favor, getting shot by Izuna and trusting he’ll handle the rest.

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He does, by realizing it was her clothes, not her body, that got hit by Izuna’s bullet, and that she conserved her energy by not running (like he told her earlier) so she’d still have attack power when she reunited with Sora. This time, however, Sora and Shiro depended on more than just themselves to get this far: Kurami and Fil are still outside, looking out for evidence of cheating, while Jibril stalls Izuna at a crucial juncture. Steph, alas, is useless throughout.

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Blank may not have defeated Izuna by the end of this episode, their exemplary play and convivial attitude is making Izuna actually enjoy playing games again. Blank isn’t desperately fighting like their race is on the line; they’re having a blast. This is something she hasn’t done for some time, since gaming has been more about duty to her country than leisure. And the more they corner the she-warbeast, the fiercer—and, seemingly, happier—she becomes.

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No Game No Life – 10

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After its most exciting, mind-pretzeling game to date, NGNL backs off a bit, giving its characters a respite in preparation for what’s looking like the closing battle of the series. A couple of those characters, namely Kurami (I don’t like spelling her name Clammy) and Fil (or Feel, however you feel you need to spell it is fine); now solid allies of Team Blank.

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Some restless viewers could be forgiven for saying “Hey…Let’s get on with [the Warbeast battle] already!”, but I happen to be in a patient mood at this stage of No Game, and the leisurely contents of 9/10ths of this episode served a key purpose: exploring the very new bond between Sora and Kurami, as well as exploring more about what her deal is with Fil (turns out, her family is basically “owned” by the Nilvalens, of which Fil is presently the de facto ruler).

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We were less interested in Elven sociology and more intrigued by the new, far less confrontational attitudes between Sora and Kurami. With his memories still clear in her head—and his in hers—they’re now essentially at a level of trust and intimacy normally reserved for lifelong fiends. That intrigues us, because coming from a NEET/hikikomori background, Sora (and Shiro) aren’t good at making friends…like, at all, back home.

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But here in Disboard, they’ve made friends essentially by defeating them at games, something they’d neither be willing or able to do as shut-ins with the anonymous [-blank-] handle. Kurami and Sora had some nice moments, moments that might not have been possible had the show jumped straight into the Warbeast game. And now, as the next game begins, Kurami and Fil are on the sidelines, making sure the Warbeasts don’t cheat Imanity, whose potential they now believe in.

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“Dissapointment”, then, is what we’re sure marks Kurami’s face in reaction to Blank’s arrival in the game world, which happens to be Tokyo, the world they came from, where their potential was only good for topping Hi-Score lists while staying out of the sunlight. This makes me suspect the Warbeasts read their minds and found the venue where they’d be least effective. Will they be able to snap out of the dural ectasia brought by their surprise “return” home, or will Steph and Jibril have to step up to the plate?

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truckP.S. We’re sure most of you are aware, but there are trucks like this all over Tokyo. IMO, there aren’t enough trucks like that in America!