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.

Kokkoku – 03

Juri escapes death by strangulation when her eyes go white and she spontaneously gains the ability to expel “specters”, the jellyfish-like beings humans must merge with to be able to move in the Stasis. Before long, the three men in her house are stalled, and Juri escapes with The Stone, much to the chagrin of Majima.

Now that we’ve seen flashes of both Majima and Juri’s memory, it’s clear the two knew each other, and were both involved with specters during that time. Majima remembered, Juri didn’t, and now Majima is with the bad guys, working against Juri’s family. It’s not much, but it’s something.

Meanwhile, the Bad Guy leader (Sagawa) tests the abilities of the Herald on an expendable henchman, and learns that the monster is getting smaller, and thus his power isn’t limitless. Before long, they may even be rid of it, and able to do affect change in Stasis as they see fit.

Coincidentally, the specter within the now-dead henchman travels to Makoto and merges with him, enabling Ma-tan to wake up, much to the delight of Tsubasa.

With all the Yukawas now free except for Takafumi, Sagawa decides to try to talk man-to-man about ownership of the Stone. In the fact of such intimidation, I fully the gentle, passive Takafumi to fold like a cheap suit.

The tougher members of the family in Gramps and Juri thankfully reunite, but not before Juri gains another tail from a group of thugs who were looting a store when she walked past…not trying to hide herself or her movements in any way despite not knowing who may be around and after her. Baka Juri!

One of those guys appears and tries to keep up a story about simply being some guy who happens to be able to move as well, which lasts all of ten seconds before he and his friends start to rush Gramps and Juri.

With a series of short teleportations, the two are able to get away, and stick to the middle of the road to avoid ambush. However, they don’t take the extra and very obvious precaution of staying away from other people, regardless of if their motionless or not.

The huge goon in sunglasses doesn’t have to go anywhere to get his knife in a position to stab Juri to death; she strolls right up to him! I tell ya, I’m rooting for the Yukawas—there’s no one else worth rooting for—but they aren’t making things easy for themselves with these constant tactical blunders.

I get it; they’re merely civilians unaccustomed to being in this kind of situation, they’re way outnumbered, and they’re scared. But if they want out of it with their all organs still internal, they’ll have to do better.

Kokkoku – 02

Kokkoku’s second “moment” delivers some welcome answers. The bad guys are part of some kind of religious cult, they want Grandpa’s stone, and the giant “Handler” (the cult calls it the “Herald”) stops anyone who tries to break the rules of the Stasis (crunching a hired goon’s head for trying to kill the “stalled” Makoto.

However, after a relatively nicely staged and directed opening action set piece last week, things kind of devolve into wandering around the drab frozen city, with Grandpa filling Juri in more on the details, while the bad guys send goons after them as they kinda stand around and wait.

One important new addition to the cast is Majima, a mysterious woman who seems to have assited the cult in finding the Yukawa family stone, which they call the “Master Stone” and is crucial for their plans.

A flashback seems to suggest Majima and Juri may have been friends at one time, and she witnessed the stone being used; this also explains Juri’s vague memories of being exposed to the time-stopping powers before.

There’s a funny moment when Gramps and Juri realize they left Takafumi behind, but in keeping with this family’s tendency to close ranks when shit hits the fan, there’s no question of rescuing him before using the stone again in hopes of escaping to a new Stasis, leaving the bad guys behind.

Just a few issues: One of the “jellyfish” turns Tsubasa from stalled to moving, and he’s very, very confused and flustered. When he finds Makoto unresponsive, he heads to the nearest hospital, where he’ll get no help whatsoever (and may even incur the wrath of the Handler).

So if they commit their plan without Tsubasa, they’ll never see him again. But even more detrimental to their plan is the fact Gramps didn’t know the cult was after the stone until he and Juri split up (never a good idea), with him going to free Takafumi and Juri going home to grab the stone.

Unfortunately, Juri simply ran there without trying to be sneaky at all. Even if she had been, the whole group of bad guys were staking the place out, waiting for someone to show up. Since it’s Juri, who they presume they don’t need to activate the stone, her death by strangulation is ordered, and she passes out before the credits roll.

Now, you and I both know Juri ain’t dying…but perhaps something more interesting will happen as a result of the goons’ attempt. Whatever that is, I think it’s time the Yukawa’s were allowed some kind of win. I also want to know what’s up with Majima; if and how she and Juri are connected, and why she’s okay with her being strangled.

Kokkoku – 01 (First Impressions)

I love shows about distinctive families, be they rich or down-on-their-luck, and the Yukawas definitely fit the bill in lacking in the luck department. 22-year-old Juri works tirelessly to secure a job that pays enough to enable her to move out, but for now she lives with her NEET brother Tsubasa, 31, her laid-off (and seemingly defeated) father Takafumi, her older sister Sanae, 25, a single mother to young Makoto, and last but not least, their retired grandfather.

There’s an immediate tension between those who work in the family and those who sit on their asses, but also a close-knit feeling that things aren’t so bad they’ll all one day turn on one another. Tsubasa may be a layabout, but Juri is able to sufficiently shame him into picking up his nephew from school.

There, another kid immediately calls him out as a suspicious character and Juri jokes about it over the phone. She’s having a little fun at Tsubasa’s expense, but is also proud he gave enough of a shit to actually do something for the family. It’s neat little family-centric details along with their general underdog nature, that quickly endear the Yukawas to me.

Just when you thought they had enough to deal with, circumstances thrust the family into a crisis situation straight out of the movies, when a gang of toughs kidnap Tsubasa and Makoto and ask the impossible: for 5 million yen to be delivered to the designated location in 30 minutes time.

Knowing they don’t have the time or the money, Juri grabs a knife and prepares to head to the kidnappers, presumably to take back her brother and nephew by force. Her dad Takafumi, suddenly awakened from his slumber by the emergency, deems only he as head of the house should go (with his dad’s savings).

It’s Grandpa Yukawa, however, who presents an alternative: that they use the mysterious, ancient stone that’s been in their family for years…to stop time.

And that’s exactly what Gramps, Juri, and her dad do. Once time slows, we’re treated to a number of fast moving things freezing in mid-air, along with strange “beings” made of light within the suspended time. Suddenly with all the time in the world, they strike out into the “stopped world”, and Gramps explains what he can as they head to the exchange spot.

Juri, for her part, experiences memories of the stone from when she was a young girl, while Gramps also points out that anyone who can move about in the “Stasis” too long ultimately becomes corrupted by the power they have over those who can’t move.

The inter-family banter is again a winner here, with Gramps expressing both affection and disappointment in his son, Juri’s dad, and when they find Tsubasa and Makoto among their now-frozen captors, it looks like they’re going to come out of this on top, thanks to a little hereditary time magic.

Of course, things don’t go that easily, because there are other people who can move in the stasis, much to the Yukawa’s shock and confusion. They’re assaulted, forcing Gramps to pull out another trick from his bag: instantaneous transportation from one spot to a spot a few feet away in either direction.

It’s not a game-changing power, however, and they can’t take their still-frozen family members along for the rides. When two bored-looking men in suits arrive with a band of henchmen, it becomes clear there’s more to this than careless kidnappers who decided to target a family with no money. One of those suits is jealous of Gramps’ power, so it’s likely this whole ordeal was set up to draw Gramps and the Yukawas out.

Just when it looks like the Yukawas are done for, a gigantic tree-like monster emerges from the sky and descends on the henchman holding a knife to Makoto. Is this tree-dude a friend to the Yukawas; some kind of guardian for Makoto, or an enemy to all of the humans in this bizarre static realm? I don’t know, but his appearance sure does pump up the supernatural vibe. In any case, I hope the Yukawas can get out of this mess.

Stocked with both very realistic human characters and said bizarre baddies, Kokkoku struck a good balance of show and tell, drama, peril, and dark comedy, and was bookended by fantastic opening and ending sequences. This one’s a keeper so far.