Mahou Shoujo Ikusei Keikaku – 02

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This week we get to learn a bit more about the other magical girls and their various affiliations, the method by which Fav will determing which magical girls will be culled, and most importantly, the consequences of being one of those girls.

Calamity Mary is a loose cannon, in this for herself. Top Speed looks after Ripple, to whom trouble seems to always come. Ruler leads the largest alliance of girls, and won’t let anyone in her group drop out.

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While some of the girls’ abilities leave me wondering how they collect “Magical Candies” to determine who survives, with Snow White and La Pucelle there isn’t really any wonder. Koyuki is a good-deed-doing machine, and just being with her keeps Souta out of the points basement.

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Unfortunately, someone has to “go” every week for the next eight weeks, and this week is no exception. And while Nemurin’s “deeds” include saving the world and space multiple times, because she’s only doing it in people’s dreams, her candies are only dream candies.

She doesn’t seem to mind, since she’s having fun helping people in dreams. And in the real world, she’s getting ready to end her NEET status and move forward in her life, so if she’s the first to lose, it’s not that big a deal.

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Of course, things aren’t that simple. It was disquieting enough to see Nemurin’s avatar get rubbed out, followed by the curt message that she’s been “deleted.” It’s quite another matter when, after the stroke of midnight on her last night as a magical girl, Sanjou Nemu “says goodbye to everything”, and her mother finds her lying dead in her bead.

Now we know this isn’t just a competition to remain being a magical girl. These girls are fighting for their lives. Most, including Koyuki, aren’t aware of this yet. Fortunately for her, she’s at the top of the points. But that makes her a target; Ruler in particular sees her as an eyesore. We’ve got a tough, bloody, slightly frilly battle ahead of us.

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Mahou Shoujo Ikusei Keikaku – 01 (First Impressions)

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What is it: The story of Himekawa Koyuki, who has loved magical girls since she was a little kid, suddenly being selected to become a real magical girl by the mobile game MagiPro. She immediately set to work helping townsfolk, and the first fellow magical girl she meets in person is her childhood friend Souta, a boy. One day, MagiPro’s mascot Fav announces the number of magical girls in the region will be halved from sixteen to eight.

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Why You Should Watch: It’s above-average in terms of general looks and production values, once you get used to its character design, which tends towards the cute. Sure, Koyuki’s almost painfully earnest and naive, but the show seems fully aware of this, and unlike Gakkou Gurashi, doesn’t wait until the end of the episode to drop the hammer down.

It’s right there in the cold open: one magical girl standing over the bloodied corpses of her rivals. Even so, it’s nice to ease into this suddenly miraculous world along with Koyuki, and even though we know she’s doomed, we can still enjoy the little bit of good times she has early on. Her friend Souta’s situation is also an interesting wrinkle.

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Why You Shouldn’t Watch: The presence of over sixteen characters, most of which billed as mains, can be intimidating, and also allows for an almost overwhelming helping of moe (each magical girl has their own specific…very specific look). The show owes much to Puella Magi Madoka Magica, and Koyuki owes much to Madoka herself, while the format suggests a marathon/tournament on the scale of Akuma no Riddle or another Lerche series, Danganronpa.

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The Verdict: Unlike Touken Ranbu, MagiPro had a hook to it that made me invested in the protagonist and look forward to the next episode. There’s a lot of exposition in both shows, but for some reason it felt more natural and less drawn out here, and the concept was a lot simpler and, more importantly, actually executed well.

Koyuki’s transition is quick, but we feel the same wonder she feels, and the same dread when she sees the ominous word “halved” in the chat room. She’s committed to be a “pure, righteous, and beautiful” magical girl, but she may have to rethink that strategy if she doesn’t want to be a dead one.

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Girl Friend BETA – 02

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This episode is all about Kokomi’s anxiety about gaining weight as the day of her gymnastics competition approaches. Interestingly, all her conversations and even a question from the teacher all seem to be related to “weight” or “reaping what you sow.”

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As Kokomi mills around school enduring this kind of talk, Chloe is in a not-so-heated debate with Fumio on a wide range of issues, from fried chicken to the trends of Japanese teenagers.

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Kokomi ends up in the equivalent of the Dieting Club when they learn she’s interested in losing weight, and they start running and exercising furiously throughout the afternoon.

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Their plan backfires when they’re presented with a large supply of hi-calorie, hi-carb melon buns (Kokomi’s favorite) as thanks for Kokomi being on the radio show, under the mistaken impression the other girls are helping her train for the competition, not lose weight. The girls cannot resist the buns and eat many of them. I would have, those buns look goood.

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Kokomi goes to often-sleepy model Miyoshi Nao, who has never dieted herself but knows everything there is to know, and picks her brain, learning what she should have known all along: her weight gain was due to putting on muscle, not fat. The resulting plan involves balanced nutrition – no starving oneself. Kokomi ends up taking first at the prelims.

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When their classmates learn that Nao was Kokomi’s secret weapon, they all reach out to her, hoping she can help them, too. Since Nao admired Kokomi’s ability to make friends with girls outside her class and grade, Kokomi’s success ended up making Nao a lot more popular, and gave her the opportunity to talk with more girls. So everybody wins!

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Girl Friend BETA – 01

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With my schedule pretty much set at five shows plus one short, Girl Friend BETA was the last Fall show on my preliminary watchlist to check out, and, well, I’ll give it this: it’s a lot different from everything else I’m watching. By far, it is the most “slice-of-life-y” slice-of-lifes I’ve encountered this season, with very little in the way of conflict.

It’s just a typical school day from start to finish for Shiina Kokomi, member of the rhythmic gymnastics team. Ironically, she can’t get into a rhythm during morning practice because she is continually encountering other characters who want to have a word with her. During one of these conversations, the French exchange student Chloe drops a family photo, and it becomes Kokomi’s mission to track her down and return it to her before the day is out, or the world will end.

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Well, the world won’t really end, it will just be a minor convenience. Still, in her epic search for Chloe, Kokomi canvasses literally dozens of characters throughout the school. Like the mobile game it’s based on, this show is packed with characters and many well-known seiyus, leaving me to wonder if the point of said game is to “collect ’em all.”

The separation between “girl” and “friend” in the official show’s logo also suggests this is more about making friends who are girls than having girlfriends, at least so far—though one such girl does make Kokomi blush, and when she finally finds Chloe and returns the photo, she gets a kiss, though Chloe’s French, so it’s not meant to be romantic. I actually like how Chloe’s seiyu tries to replicate someone for which Japanese is not their first language, though the effort is somewhat undercut by bad French.

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Girl Friend BETA is kinda like Oberto Beef Jerky: You get out…what you put in. Many of Kokomi’s conversations feel a bit stiff and formulaic, and the sheer volume of characters can be daunting, especially in a season full of shows with large casts to keep track of. Still, there’s nothing particularly awful or offensive about Girl Friend BETA, and has the makings of a passable “rest” show to spool up whenever you just want to turn your brain off and simply enjoy a school slice of life.

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