Golden Kamuy – 40 – His Mother’s Eyebrows

If you told me we’d be getting a Lt. Koito origin story this week, I would have been dubious, but, well, here we are, and while it’s completely divorced from the present day story and our core couple of Sugimoto and Asirpa, it’s still a ton of fun, blending geopolitical history, family strife, and the usual Kamuy zaniness.

At fourteen, Koito Otonoshin is an aimless, willful 14-year-old, a spoiled rich kid whose father has basically washed his hands of him. But when he runs a man down with his mini-motorcycle, he gets more than he bargained with, as that man turns out to be Lt. Tsurumi, in full possession of all of his skin.

Tsurumi can tell young Koito has skill and potential, but needs direction. He also learns—or rather already knew—that Koito has a complex about his 13-years-older brother who died valiantly in battle. Basically, he wishes he was the son to die. Tsurumi tells Koito he’ll enjoy his move to Hakodate, and that if they meet again, it will mean the heavens want them to be friends.

Two years later, Koito is still a rich little shit put-putting around town, but is suddenly kidnapped by Russians. Tsurumi arrives as a representative of the army to deal with the hostage situation, meeting with the grizzled Captain Koito and his wife. Finding his son will involve using the telephone exchange to trace the kidnapper’s call—the town only has 50 or so non-public phones, but that’s still too many to go door-to-door.

On one of many hunches, Tsurumi and Koito stake out the abandoned Russian embassy and await a phone call. But Captain Koito makes clear that if the Russians want him to dismantle his fleet in exchange for his son’s life, that’s not going to happen. Yet when the kidnappers call and put the captain’s son on, Koito is already prepared to die, tells his father to forget he was born, and starts fighting with his captives over the phone.

Papa Koito may be stern and honorable, but he’s not heartless, and his son’s gesture propels him to go after his son once the location of the phone—an abandoned fort six klicks away—is found. The horses are too scared of the steep hills, so Koito races off on his son’s motorcycle, with Tsurumi catching up with his Terminator speed and hopping on.

A thrilling little chase ensues, with one of the kidnappers pursuing the motorcycle. Tsurumi helps them get around corners by leaning to the side, surprising a couple of local townswomen and giving them a wink. He then swings around so he’s facing the captain and shoots and kills their pursuer.

However, Captain Koito ends up crashing the bike into a trolley and sending them both flying, losing just enough clothing to look like they’re members of a queer bike gang. They arrive at the old fort, the Captain distracts the kidnappers by striking a rock star pose, but he’s knocked out, and his son is tied up to a post again.

Koito hears gunshots behind the closed door and fears the worst, but when the door opens it’s not his captors, but Lt. Tsurumi, in all his sexy masculine glory. Koito’s dad comes to, and the three enjoy a good laugh while Tsurumi’s underlings—a younger Kikuta, Tsukishima, and Ogata—deal with the bodies of the dead kidnappers.

Clearly smitten with the always-charming Lt. Tsurumi, and also finally possessed of a sense of duty to both father and country, Koito takes the army officer test and passes, and even though his father is a naval man, he’s proud of his son whether he fights on land or sea. Tsurumi takes him under his wing, and Koito and Ogata exchange glares, the start of their long and colorful history together.

Left ambiguous is whether Tsurumi planned all of this: meeting the young Koito in Kagoshima to get the measure of him, arranging the kidnapping, facilitating a reconciliation between him and his dad, and eventually claiming him as one of his loyal 7th division officers. Or was it simply fate that brought them together?

Rating: 4/5 Stars

The Eminence in Shadow – 02 – Toiling in Obscurity

Kagenou Minoru is hit by Truck-kun, then resurrects as Cid, the infant son of a noble family, while maintaining all the intelligence and awareness of his 18-year-old self. When his parents are puzzled that he doesn’t cry, Cid simply fakes it. As the second-born, he plays second fiddle to his supremely talented sister Claire, but that’s the way he likes it.

In the day he’s content to be “Background Character A”, but at night, in the shadows, he practices his magic on the bandits and baddies of this world as a vigilante. He’s partial to using magical slime to create weapons and even disguises, and is a one-boy wrecking crew; even seasoned warriors can’t last more than a minute before being eviscerated.

While inspecting the bandits’ loot Cid hears sounds coming from a wagon and assumes it’s a slave, but it’s…well, it’s basically MittyHe experiments thoroughly and exhaustively on the amorphous blob of overloaded magic, until one day he’s finally able to purify and stabilize it, resulting in the coalescence of a beautiful blonde elf girl.

Assuming she’s a tabula rasa he decides to try out his Eminence-in-Shadow act for the first time, ad-libbing tall tales about her origin as one of the original heroes and the identity of a great foe, the Cult of Diabolos. The girl buys it all, and in exchange for having saved her life, agrees to join Cid in his quest. He names her Alpha, and Shadow Garden is born.

Three years later, to Claire’s eyes Cid hasn’t improved as a dark knight at all, but she still spars with him—and beats him—every day. There’s a neat little moment when Cid sees all of the movements that would defeat Claire, but instead he takes her strike and ends up in the drink. Claire then touches her neck, where he had placed his blade for the tiniest fraction of a moment. I wonder if any part of her wonders if her little brother is holding back?

The day she’s supposed to start attending Midgar Academy for Dark Knights, Claire is kidnapped. Cid’s mom lashes out at his dad demanding to know what the plan is, but Cid and Shadow Garden—now seven Greek letters strong—is already on it. They’ve narrowed down the hideouts where Claire was taken, and a rescue op commences with all due haste.

Claire is the captive of a Viscount Grease, but isn’t that worried about it. Indeed, she breaks her magic bonds when Grease even mentions the possibility of harming her dear little brother. Just as the bandits in her home village were no match whatsoever for Cid’s magic, the seven members of Shadow Garden make quick work of Grease’s small fry. Grease himself has to take a strength-enhancing drug in order to keep up with Alpha.

But Alpha isn’t going all out; she doesn’t want to kill Grease, she wants him to talk. When he goes to ground, she’s not concerned, because he ends up right in Cid’s clutches. Grease takes more drugs, and tries to intimidate Cid with his talk of “the depths of true darkness”, but Cid just vows to dig deeper still.

There’s actually a measure of pathos in Grease’s depiction as we see how his own daughter suffered from a curse similar to Alpha’s before Cid saved her. But at the end of the day, Grease is no more than another bandit to Cid, who ends “playtime”, powers up, and kills Grease with a flashy coup-de-grace.

Cid doesn’t let Claire know who saved her, but simply withdraws from the Viscount’s castle, enabling her to escape on her own. It only takes her a day to recover from the ordeal, and then she’s off to academy, her little brother happily waiving goodbye. Cid himself is still two years away from Midgar, but he intends to make full use of those years honing his skills and sharpening the seven-pointed sword that is Shadow Garden.

But Alpha & Co. apparently have other plans, and suddenly tell Cid that it’s time to leave him. My first guess would be that they’re going off to hone their skills independently, possibly to make themselves more “worthy” of Cid’s leadership, but we’ll have to wait until next week to test that theory. Until then, for the first time in this new world, Cid is genuinely flummoxed.

Rating: 4/5 Stars

SAKUGAN – 11 – THE PRINCESS AND THE MARKERS

Memenpu, Gagumber, Zack, Yuri and Merooro arrive in the bustling Dream City, which true to its name is apparently a place where people can live out their dreams. Merooro got everyone tickets for a recital from the Diva Sina, who is also the colony’s princess. When Memenpu catches Gagumber trying to ditch the recital for a gentleman’s club, Sina literally drops in on them and basically declares asylum from her lofty role.

Sina happens to have a stack of drawings she’s made throughout her life, her means of escaping to the world of dreams and possibilities when her actual future was fixed. But just for today, she wants to experience all of the things she dreamt of and drew. Memenpu notes how simple all of these things are, but like any member of royalty, the little things of normal life are what they often yearn for.

A sweet and lovely adventure ensues, as Memenpu secures the three of them disguises (the colony authorities and Bureau have branded the father-daughter a duo dangerous Shibito kidnappers) and Sina gets to wear regular clothes, gets a haircut to blend in, rides the packed rail transport, drinks beer in a bar, and plays video games with kids. Things take a turn when Memenpu tries to ask the kids what their dreams are and they don’t understand.

Turns out Dream Colony has a very strict system wherein your family determines your job. If your parents are electricians, that’s what you’ll become. Obviously this is anathema to Memenpu’s spirit of freedom and self-determination, and is frustrated both by the kids’ inability to get what she’s on about, and Sina’s insistence she can’t follow her dream to be an artist.

Memenpu moves heaven and earth to secure canvases and paint supplies so the two can paint together, and Sina gets into it, and starts to sing, revealing to the bystanders that she is indeed their Princess and Diva. That also attracts her secret service, who secure her and roughly arrest Gagumber and a very upset Memenpu. Sina flexes her political muscle by ordering they unhand her friends, but also agrees to return to the concert venue to perform. Her day of realizing her little dreams was fun, but it’s over.

Memenpu and Gagumber rejoin the others in their box and Diva Sina performs as planned. Sina’s seiyuu Hayami Saori sings a gorgeous song that moves Merooro to tears, but Memenpu remains upset. Even when Gagumber shows her drawings Sina made of being the very Diva she’s become, for Memenpu those only represent a small part of what Sina dreamed of. She can’t understand why Sina has to “lie” and remain in her current unfulfilled life. She may never understand.

I say that, because Memenpu might not have a lot of time left. Even though the episode seemed to end on a wonderfully bittersweet note, after the credits SAKUGAN brings down the hammer it didn’t bring down last week. Shibito attacks as everyone expected, yet still manage to get close enough to Sina to assassinate her. Even so, Muro is singularly focused on Memenpu, and this time she seems to capture her for real.

Muro also says Memenpu neither knows who and what she really is and who her real father is. Could Memenpu be a Princess like Sina? Or an even more powerful “child” that Shibito is resolved to either control or destroy? You could say Shibito is an organization takes Memenpu’s philosophy to a deadly extreme, while Dream City is the ultimate haven for people supressing their dreams in favor of maintaining the societal structure. Surely there’s a happy medium to be found…

Rating: 4/5 Stars

No Guns Life – 20 – A Beautiful Pipe Dream

When Juuzou runs off, Wachowski assumes Tetsuro is still controlling him. Juuzou has no problem taking care of the Spitzbergen operatives sent after him, but since he never speaks we’re not entirely sure either until a very awake Tetsuro speaks to Wachowski.

Since this is after Wachowski sent Kunugi to help fight Juuzou, that leaves the old man in the wheelchair to the mercy of the kid who hacked his own sub-brain in order to control his own body. Juuzou didn’t come here to solve all of his problems for him, but to help him solve them himself.

Tetsuro offers to cooperate until Seven is defeated (keeping Juuzou out of the equation) but only if Spitzbergen ceases their terrorist activities. Wachowski regales Tetsuro with the story how how Berühren became twisted into an eternal life-support system for its four founders, and how he founded Spitzbergen to expose that rot. Only Spitzbergen also became twisted by extremists and anarchists.

For this reason, Wachowski needs Device 13, which has a setting no other Gun Slave Unit has, and which is his fail-safe against Wurzel. 13’s sacrifice will thus eliminate Berühren and with it Spitzbergen’s need to keep fighting, ushering in a new era of peace. When Tetsuro doesn’t buy it and furthermore would accept Juuzou’s sacrifice, Wachowski reveals he’s an Extended and bursts out of the suit in a a super creepy, absolutely bad-ass sequence.

As Juuzou is content to fight Kunugi (who is apparently Kronen’s senpai) and his henchmen as long as they want, Tetsuro grabs hold of his pipe dream of getting everything he wants without losing anyone he cares about. Its “beauty” is something from which he can’t turn away, so he’ll fight for that dream until his last breath—or in this case, Harmony scream.

No Guns Life – 19 – For the Sake of the Selfish

While Tetsuro talks with Mary about her dealings with Victor (she’s satisfied for the time being but still wants to launch her boob rockets at him) Juuzou chats with Edmund, whom we learn was Five’s Hands. When Edmund abandoned him so he could be turned back to normal, Five took it as a betrayal, especially since the military tried to eliminate him and all the other Gun Slave Units.

Juuzou tells Ed that Five then started a rebellion with other GSUs and their Hands, whom Juuzou eventually dealt with. As Tetsuro tells Mary that of the thirteen pairs of GSUs and Hands, only four remain, two of whom are in Wunder Bender and the other two of whom are Juuzou and Seven.

We get a brief look at Juuzou back when his Hands named him, using the Japanese number 13 as the basis. Back in the office, Tetsuro confronts Juuzou about his role in the elimination of the nine GSU deserters, and his realization Juuzou is a resolver to atone for that crime, something to which Juuzou takes exception.

Having learned about his own role in financing Spitzbergen, Tetsuro considers how he can ever similarly atone for the death and suffering his past actions have caused. Juuzou assures Tetsuro that what was done in the past isn’t as important as what he’ll choose to do now that he knows. Whatever his worth was to others back then, now he gets to decide his own. Juuzou clearly speaks from experience.

At Berühren HQ Pepper and Seven prepare to move out, they seem to have a keen sense that they’re about to cross paths with Juuzou again soon. That’s because after their chat, Tetsuro makes his choice and uses Harmony to take control of Juuzou and have him carry his body to Andy Wachowski.

Wachowski gives us his backstory too (the pointless loss of his brother Larry’s legs drove him to invent Extension tech), then tells both Tetsuro and Juuzou how things are going to go: Spitzbergen will ensure the safety of everyone Tetsuro holds dear. In exchange, Tetsuro will use Harmony to release Juuzou’s limiter so he can fight and defeat Seven.

The same device that fixed Tetsuro’s voice also locks Harmony, paralyzing his ability to change his target. Whether Tetsuro expected this, one can’t deny that depriving Berühren of a GSU will probably save lives. If Tetsuro Harmony’d Juuzou without his consent, it means Juuzou has once more become an unwitting tool for the selfish wishes of others. That means Tetsuro himself chose to become the tool who brought Wachowski the weapon he needs to achieve his goals.

While full of talky scenes and little action, like any good noir fiction this episode laid out everyone’s motivations and how past events and actions have shaped their lives so far and led them to where they stand now—with very little of it being black-and-white. Even a monster-face like Wachowski carries deep emotional scars of personal trauma. It’s not a great episode, but it is an important one, and with its deft use of light, shadow, and color it also looks like a million bucks.

Toaru Kagaku no Railgun T – 19 – New Friends, Good Fish, and Foul Play

While Kuroko and Uiharu are busy using the pre-cog app to prevent accidents, Ruiko ends up making an unexpected friend at the supermarket. Due to a fad going around claiming the fish helps increase good looks, Ruiko buys the last two cans, and Frenda Seivelun hounds her until she gives her one. When she accidentally blows it up trying to open it on the spot, she worms her way into dinner.

Ruiko is initially bemused by this odd, haughty foreigner, but the two end up becoming fast friends and message each other regularly. It’s strange having Frenda show up in a mostly comedic role considering we know she died a grisly death in the Index show, but to enjoy this episode you have to put her impending doom out of your head.

Things actually take a dark turn as Ruiko’s purchasing of a Dream Poker card that makes you an expert at “picking things up with chopsticks”, raises a flag with a member of SCHOOL, who believes it relates to the “Tweezers” their underground group is trying to acquire. The hacker kid has Ruiko abducted, not knowing she has absolutely nothing to do with the Tweezers. This franchise certainly asks its audience to remember a lot of parallel storylines.

Thankfully, Frenda spotted the toughs approaching Ruiko’s position, and tossed a tracking device on their clothes. Hamazura picks her up in his Mini and they catch up to the vans. Then Frenda uses explosives to block the vans and takes out the goons, thus rescuing Ruiko. SCHOOL hacker guy then contacts sniper Yumiya Rakko, who was about to hang out with her school friends when she was called away.

Yumiya’s persona changes drastically from shy and stuttering at school to a focused, sadistic killer in hunter mode. And make no mistake, she’s going to hunt Frenda to blow off the steam from missing out on her crucial social gathering.

If you ask me, Academy City has way too many crazed teenagers working for what amount to criminal gangs, whether ITEM or SCHOOL. It’s why poor civilians like Ruiko always end up in the middle of trouble not of their making.

Appare-Ranman! – 07 – People Aren’t Machines

From what I gather, Gil’s car catches up to the others, mows through the debris, and detonates rocks in the valley, forcing everyone else to take a detour. But thanks to some highly questionable editing we’re shown events out of order, and in some cases more than once, adding needless confusion to the sequence.

Appare’s car manages to make it through the explosion only to break down; eventually Xialian and Al either catch up to them or backtrack and offer to take turns towing him. Neither want an easy win, which leaving Appare behind would cause.

They end up camping for the night, with Appare proving useless at hunting, fishing, and cooking. Kosame dreams of his mother being murdered protecting him and wakes up screaming. Appare is starting to act more human as he realizes people aren’t engines driven merely by logic and science.

By the time the three drivers make it to Eli, Nevada, Gil has already been their eight hours and is ready to go, but they block him. Hototo wants answers about what happened to his father.

When the crowd starts to stone him, Appare, Xialian, Al, and even Sophia shield him with their bodies. Finally, Gil removes his mask and speaks, revealing he and his big brother were merely impersonating Gil, which means they had nothing to do with Hototo’s dad.

 

 

Appare-Ranman! – 06 – Outside the Box

At the start of the rave, favorites Dylan, TJ and Al are in the front, with Appare’s thrown-together contraption just barely keeping up with the second group of Xialian and Richard Riesman. Al stops at a railroad crossing, but daredevils Dylan and TJ jump the track a moment before the train crosses, showing they’re willing to put their lives on the line for this race. Since they’re the first into the first supply town of Lancaster, they’ll be the first allowed to leave.

As teams rest and resupply, Al finds himself feeling discouraged and insecure. He wonders if it would be better for Sofia to go ahead by train and meet him in New York, since the race will only get hairier.

Sofia reminds him that he’s not supposed to be putting his life on the line for the race; he has a future with her and the company to think of. After Kosame spars with Al (and continues to exhibit a kind of “block” keeping him from his best swordsmanship) he buys Appare, Hototo and Xialian a nice dinner.

Appare’s team is scheduled for a 12:07 am departure from Lancaster, but Hototo, having seen Gil’s henchmen all over town, decides to split off in order to “take care of something.” He overhears Gil’s team planning to sabotage the entrance to Death Valley via the Valley of Despair and dynamite the entrance behind them.

Hototo doesn’t do a great job of staying hidden, and one of those henchmen finds him. They tie him up and stuff him in a box. When the start time arrives, Appare pretends the car needs more work to buy Kosame more time to find Hototo.

Hototo finally breaks out of his box prison by the side of the road and runs back into town to reunite with Kosame. Appare betrays a brief smile at the sight of their return, and off they go. Fortunately, all the cars that left ahead of them were stopped in their tracks by Gil’s men blocking the entrance with junk, so the delay doesn’t hurt them.

Appare is confident his newly “reborn” engine, improved during the downtime in Lancaster, can catch up to the group, overcome the junk and the dynamite, and remain in the running for the win. He’s tired of relying on shortcuts; he wants to win with his machine, not in spite of it, or all of this is for nothing.

DanMachi II – 11 – Godstage Situation

As one could have predicted with reasonable certainty, the episode immediately following DanMachi’s biggest battle to date was a much lighter weight affair. You wouldn’t immediately know it from the cold open, which features huge armies of the Kingdom of Rakia approaching Orario.

Then entire companies of soldiers are “blown away” by solo adventurers. Turns out they’re not tough…at all. Aries is a buffoon of a commander of a vast army of weaklings, and his buffoonery annoys the hell of of his top lieutenant Marius.

Meanwhile we learn something new about Haruhime from Aisha as she bids farewell: whenever she saw a naked man she’d pass out, meaning she remains as chaste as the virgin goddess of the hearth. Aisha doesn’t tell her that, but she’s right that it didn’t matter to her hero, Bell.

Still, Haruhime’s wonderful chemistry with Bell causes a jealous Hestia to ban all contact between the sexes, which Lili makes a big stink about. When Hestia all but asks if Bell would be her lover, he refuses, honestly but also flatly and rudely, not taking into consideration just how much Hestia loves him.

She runs off, and Bell chases after her, realizing he erred. A chance meeting with Hephaistos and Miach has them confirming that he erred by not showing his goddess proper respect. They discuss how even though the lifetime of a mortal is but a moment, the love gods feel for their mortal lovers is not any less powerful or real.

Unfortunately these two gods hold Bell up long enough that Hestia manages to sneak out of the Orario on an errand to gather ingredients for the potato snacks so popular in the city. Ganesha lets her through due to the importance of her mission, but she’s quickly snatched up by Ares in disguise, executing a “brilliant plan” to get Orario to surrender by taking a god hostage…or…sigh….godstage.

Bell ends up bumping into Ais, who takes him to where Hestia was last. There, Loki is coordinating a rescue op; she may not be besties with the shrimp but they can’t go letting Ares kidnap gods whenever he likes. She agrees to let Bell accompany Ais outside the walls to track Ares down.

Fueled by awesome Celtic-style overworld music, and with help from Hermes’ child Asfi, they locate Ares in the gray gloom, and it isn’t long before Ais is crossing swords with Ares, and just as quickly snapping his sword. Like his armies, he’s not as strong as he looks.

Still, he has enough numbers to surround and isolate Ais, while Bell manages to sneak around and reunite with Hestia, who freed herself but promptly stumbles and falls down a huge canyon. Bell jumps in after her, then Ais jumps in after him, setting up a cliffhanger for the finale next week. Chances are they’ll all be fine!

DanMachi II – 02 – White Rabbit Howl

Apparently, Apollo’s sole reason for challenging Hestia to a War Game between their familias is his infatuation with Bell, but Hestia flatly refuses and storms out of the banquet with Bell. Of course, the matter is far from over, as Bell and Hestia wake up to a full scale ambush of their home.

Woefully outnumbered and without the high ground, they only have one choice: run. If there’s a silver lining in this chase for Hestia, it’s that she gets to be princess-carried by Bell for most of it.

Their destination is the neutral guild, though Eina and her boss lament that no amount of fines will deter the ridiculously wealthy Apollo from doing what he wants. Daphne warns Bell that Apollo will never stop pursuing that which he wants, while one of his strongest lieutenants in Hyakinthos has added incentive to capture Bell, believing Bell stole his god’s affections.

Even Ais’ hands are also tied for the duration of the chase, as it would not be proper for her to be seen as assisting the Hestia Familia (plus Finn plain won’t allow it). Bell is no match for Hyakinthos, and gets severely slashed up.

He’s only saved from having a limb removed by the scornful Hyakinthos by sniper arrows from Miach Familia’s Naaza, along with last-minute backup by the Takemikazuchi Familia and the arrival of Welf, Lili, and Miach, who heals Bell’s wounds. Able to run again, Bell takes Hestia and continues to flee while their allies fight Apollo’s forces.

But there’s something strange going on: some of the fighters are wearing Soma Familia’s emblem, and when Welf and Lili are briefly separated, we learn why: Zanis has come to bring her back into the fold, and either due to brainwashing or some other psychological trauma (why not both?), Lili obeys him, leaving Welf behind.

As Bell and Hestia stop to rest under a bridge, still far from the guild, Hyakinthos announces from the rooftops that no matter what happens, Apollo won’t stop until he has Bell.

Hestia tries to get Bell to return her romantic feelings for him, but when he says he “respects” instead of “likes”, she gives away their position by screaming her displeasure, and they’re nearly blasted away by Apollo mages.

Rather than keep going for the guild, Hestia has Bell turn southwest, and they arrive at Apollo’s palace. There, she throws Prum’s glove in Apollo’s face and officially accepts the war game. Apollo calls off his attack forces and declares that the details will be forthcoming as adventurers come out of the woodwork to celebrate the first War Game in a long time.

Bell is going to have a tough time fighting all of Apollo on his own, but knows where he can receive the training he needs to get stronger. When he’s turned away at Loki’s gate by Tione, but not before she mutters something to him under her breath.

Those words lead him to a more secluded spot where Ais and Tiona are waiting. Neither are able to be seen with him in public, but in the interests of a fairer fight against Apollo Familia, both are eager to help train him. With the added need to rescue Lili from Soma before the War Game begins, Bell suddenly has a lot on his place, and will need all the help he can get.

This was a thrilling chase episode, starting with a bang and continuing to escalatie until poor Hestia had no choice but to give in. The weather turned from a morose cloudy gray to a more hopeful golden sunset as the chase ended, with Inai Keiji’s stirring score lending both urgency and majesty to the proceedings. I can’t wait to how Bell avoids becoming the latest part of Apollo’s collection—and who else pitches in to help him.

Kokkoku – 06

Damn, this was going to be my “last chance” episode that would decide whether I would drop Kokkoku, and what do you know, the story finally shows some signs of life! Granted, it does so in an episode full of death, starting with the guy Tsubasa is fighting. Tsubasa basically suffocates him as he struggles.

It’s an ugly, nasty business that makes Tsubasa, who can’t find Makoto after killing someone, start to despair. Thankfully Juri, Gramps and Takafumi encounter him before he turns into a Handler, and Juri’s expulsion of the jellyfish/specter stops the transformation.

So Tsubasa is fine, but now Stalled. Then Majima appears, saying she has the kid (who is with the crotchety guy who amusingly hates kids) and wants to deal. When Juri hears Majima’s terms, she wonders why she didn’t just come and talk to them rather than causing so much chaos.

Majima doesn’t have a good reason, beyond perhaps wanting at the time to give the Yukawas a taste of revenge for what they did to her family. Juri will help her try to retrieve her family, but she won’t forgive her for doing things the way she did.

Majima’s plan is to summon three Heralds, but she can’t summon the necessary murderous intent to do so. The summoning falls to Takafumi, who is just experimenting whether he can do so on a whim, and can. Talk about coming through with a hidden power in the clutch!

In any case, the Herald/Handler appears, and Gramps works overtime transporting himself and Takafumi out of its deadly reach, while Juri jumps onto it from above and begins expelling the three jellyfish within the body.

This makes for decent, novel action, with parts of the Handler sloughing off into clouds of wood, sand, and dust, but those clouds eventually freezing along with the rest of Stasis.

Unfortunately, while Juri released the jellyfish from Majima’s parents and brother, she can’t bring them back to life; only their semi-mummified bodies remain. Majima solemnly takes them into her arms and dusts off their faces.

So what’s next for this bunch of misfits? Will Majima honor the agreement and return Makoto? What about Sugawa? And how many underlings could possibly still be running around to serve him?

Kokkoku – 05

At last we see Majima Shouko’s side of the story of the time she and Juri last crossed paths. She was riding in a car with her mother, father, and brother (the latter two being violent dicks) when the Yukawas activate Stasis.

Overwhelmed by despair at their sudden predicament, one by one her family is surrounded by tentacles and dust and floats away, leaving her alone. She finally meets another moving soul in young Juri, who is so upset about her dog dying she expels Shouko on sight.

Juri’s goal, which is different from Sagawa’s, is to retrieve her family from Stasis, if she can. She believes Juri’s ability may be the only way to do that, and manages to get one of Sagawa’s men to side with her in exchange for sex at a later date. Suddenly Juri teleports in and expels that guy, leaving Shouko with just one guy.

There’s a fleeting opportunity for Shouko and Juri to talk, woman to woman, but it doesn’t happen, because there’s no trust on either side. So Shouko and the eye-spot dude go to Sagawa, who again uses a sacrifice in order to summon not one or two but three separate Heralds, which Shouko believes to be her lost family members.

Shouko seems to refine her goal on the spot to simply recover her family’s bones, not get them back alive, which while noble, is simply not as pressing or compelling as the situation of the Yukawa’s, who are all still alive and haven’t given in to despair.

Juri and Gramps manage to rescue Takafumi, despite his resisting when they come to get them (Sagawa apparently set him up outside like bait with a big tin of chocolate). The bickering Yukawas are immediately surrounded, and Gramps teleports them away, but it’s going to be another chase. Yippee.

Finally, Tsubasa and Makoto make it home, but their tail gets there first and takes the note Juri left for her brother. Thankfully, Tsubasa can sense something isn’t right just in timeto save Makoto from getting stabbed.

Somebody ends up stabbed in the end, but as the fabric the knife goes through is the color of the towel Tsubasa was using as a shield, we don’t know who yet.

While it’s good to know more about Shouko’s motivations, things continue to move at a snail’s pace, while the cat-and-mouse game through the drab, lifeless Stasis has long since grown stale.

Kokkoku – 04

Juri’s would-be attacker is stopped by Gramps’ catlike reflexes and Juri’s own power, and she gets Gramps to talk about the incident from her youth in which the two went to the Stasis because her dog Andre was about to die, then she used her power out of anger to almost cast Gramps out of Stasis. While running around looking for her, he passes a young Majima on a bridge with her big stuffed cat.

When more thugs go after them and Gramps has to stop to rest, it’s No More Miss Nice Juri. She’s done running, and decides to launch a counterattack on the thugs, pulling out their specters one by one. The fight works up an appetite, so they head to a konbini for some food and drink.

There, they find the place a mess thanks to the thugs, and Juri curses them for being so awful before trying to turn matters to the girl on the bridge years ago, which Gramps only somewhat remembers.

They later can’t find Tsubasa or Makoto where they left them, but Juri believes the specter of the man killed by the Handler transferred to Tsubasa, which means he’s moving around somewhere.

Meanwhile, Takafumi is being grilled by Sakawa and his friend, who think the Yukawa family has been selfish and reckless in their ownership and usage of the Master Stone.

Takafumi, the worst negotiator in the world, doesn’t seem like he’d resist whatever ridiculous terms these sinister sweet-talkers come up with, as he still believes they’re holding his family members hostage.

Back at the Yukawa residence, Majima and the other henchmen sit around. One gets restless, and decides to demonstrate the proper way to strangle someone on a stalled guy, but gets killed by a much smaller and weaker but still deadly Handler/Herald.

When Majima inspects the remains of the Handler, she finds a desiccated human body, and tells the others that those that stay in Stasis and give up control of their bodies to the Specters end up as Heralds. Someone in Majima’s family met such a fate, which goes a little further towards explaining her present beef with the Yukawas.

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