Overlord III – 05 – Battle of Carne

With her village about to be invaded by monsters, Enri is sure some kind of “evil god” is watching over her, testing her as soon as she takes up the mantle of leadership. But whatever shortcomings she may think she has, she’s stand and fight for her village.

As the civilians flee to a safe-ish gathering place, Enri’s Goblin/Human/Ogre army prepares for an opposing force of other ogres, wolves, and with a combination of archery and siege tactics, they make quick work of the dumber among their foes.

Then the Giant of the East shows up and they start to wonder if they can win this thing. Funny how someone who seemed so powerless last week against Ains is such a fearsome enemy this week. It’s all relative.

As her soldiers fight, Enri ensures everyone is evacuated, but she and Nphi end up cornered by a big blue troll with an excellent sense of smell. The two play a game of cat-and-mouse with him (he’s dumb, but not as dumb as an ogre) but eventually they run out of options and Nphi volunteers to stay behind and buy time for Enri to get reinforcements.

He also picks perhaps the perfect time to finally confess by very cooly asking her to let him protect the woman he loves. Between his potions and spells, Nphi hangs in there, but he always knew one good blow is all the troll would need to kill him. Thankfully, the one good blow he is dealt doesn’t kill him, but he’s definitely in the red.

Enter Beta Lupusregina, for whom neither the Troll nor his boss the Giant are any match. She stops his blow with one hand, thus fulfilling the duty Lord Ains assigned her. Enri returns with unneeded backup, and she embraces Nphi, happy beyond words that he’s still alive. I love how their lovey-doviness is interrupted by Beta showing them a very gross flaming mass of dead troll.

Later that night (the goblins give the couple some time alone), Enri gives Nphi and answer, which is that she’s not quite sure what love is, but she does know she never wants him to leave her side, so if that’s love, she’s in love with him. That’s good enough for him.

The next morning, Enri, Nphi and Nemu are escorted to the Tomb of Nazarick by Yuri Alpha and Beta, and Nemu absolutely loses her shit with how big and clean and awesome everything is. Lord Ains, his skeletal form hidden by a mask and cloak, is perhaps the jolliest we’ve ever seen him, like a proud rich uncle. He makes a note to tell Beta that Nemu is also on the list of people he wants protected.

Among such power, splendor, and charm, Nphi feels a bit outmatched, and that admits that he never had a chance in the first place. But while Ains may be a superior man in many ways, he is inferior in the most important one: he’s not Enri’s type. Nphi is, and so they walk into the dining hall for their George R.R. Martin-esque multi-course bougie meal with hands intertwined. Glad to see these two figure it out!

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Overlord III – 04 – Underwhelming Monsters

Despite Beta being scolded for not reporting about the Giant and Snake of the East and West, at least for now it would seem she was correct: they weren’t really worth reporting, at least as credible threats. Sure, they could be a problem for the humans and goblins of Carne, but like Hamasuke they’re not really worth their lofty directional titles.

Maybe, like Beta, I’m underestimating their relative power in this world, but when Ains and Aura (whom he worries isn’t eating enough) actually visit the lair of these apparently fearsome monsters, what they find is pretty underwhelming.

The “giant” is just a troll and the “demon snake”, an old naga. His attempts with the former lead to him using an Aura of Despair spell to knock the troll and his cohorts out, but the naga is willing to submit himself to Lord Ains after witnessing just how pointless it is to try to resist him with physical attacks or even flee with invisibility magic.

Meanwhile, Ains has sent Beta back to Carne with the mission/test of protecting not the village, but the three people he values there: Nphirea, Enri, Lizzy (Nemu isn’t mentioned). Aside from them, Ains doesn’t really care about anyone else. Pretty quiet incremental episode; we’ll have to see how Beta fares in her mission next week at the earliest.

Overlord III – 03 – No Mere Village Girl

This week dispenses with Nazarick entirely and stays focused on Carne and Enri in particular as she suddenly faces a multitude of challenges as its de facto leader.

The young goblin Agu reports that he and his fellow tribesfolk were running from the Giant of the East and the Great Snake of the West, who in the absence of the Great Beast of the South (AKA Hamusuke) are gathering armies to fight the King of Ruin.

Carne Village may well be unable to escape getting entangled in such a conflict, and when the battle comes to its boundaries, they need to be ready. In an odd bit of timing, Beta Lupusregina has paid Enri a visit, and offers to ask Lord Gown for help, but Enri wants to first see if the village is capable of handling its own affairs.

Later that night, the Goblins capture several Ogres who Enri is able to convince them to fight for her, thus bolstering the defense of the village.

When Nphirea informs Enri he won’t be able to accompany her to E-Rantel tomorrow, Enri laments that she may be the only one in the world in her current situation. When they cut to another person in such a situation, Lord Gown, I half-expected him to sneeze, since someone was talking about him.

When Enri reaches the gates of E-Rantel, she’s quickly arrested and brought in for questioning. The wizard on duty identifies some powerful magic both in Enri and in the trinket Lord Gown once gifted her, which she learns is worth thousands of gold.

Just then, Momon enters the room, has a quick side-chat with the wizard, and Enri is released, just like that. It’s nice to have friends in high places, and nothing is higher than Adamantite.

Enri visits the very bureaucratic Adventurer’s Guild having to plead poverty, or at least tell them her village can’t bear the cost of the protection it will need without a subsidy from the city, acknowledging it won’t cover the entire cost. Enri drifts off while waiting, but when she wakes up, everything seems to be arranged, almost as if the attendant had been threatened to assist Enri or else…

Upon exiting the city (where goblins dare not enter) Enri gifts her protectors with stout new weapons. Upon returning home, she discovers a kind of “reverse coup”: everyone has conspired to agree that she and she alone should lead the village. It’s an honor she never asked for, but one for which no one else is better qualified.

Even Beta believes that, but as Enri is being officially installed, Beta hovers high above, laughing, when Yuri Alpha arrives beside her. While we had witnessed Beta being all buddy-buddy and helpful with Enri, here we see a different side of her; a sadistic side.

Now that things are going so well for the village, she really wants to burn it all down to see everyone’s faces. I wonder if Lord Gown would approve, if Beta is just having a moment, or if she truly hopes to watch the village perish. I for one hope she’s disappointed, and Enri and her ragtag defense force can hold off whatever’s coming from the forest.

Overlord III – 02 – Chili con Carne (Village)

Unsure of what to do next due to his relative inexperience as an overlord, Momonga opens the floor to his subordinates, and gets a rude—well, polite awakening when Demiurge immediately suggests they’re working towards a path to world domination.

That didn’t exactly occur to Momonga until now, but he pretends to know exactly what Demiurge is talking about, making for a hilarious exchange between the flustered Momonga’s inner thoughts and Lord Ains Ooal Gown’s unswerving resolve.

OverLord never disappoints when it comes to interpersonal humor, and this opening scene is no different. But it’s also a productive scene: the decision is made for the Tomb of Nazarick to declare itself its own country, separate from the complications of being merely an organization affiliated with another nation.

When Demiurge is asked what made him think they’re on the path to world domination, he holds up Carne Village (which we haven’t been to since the first season) as an example of Lord Ains experimenting on a smaller scale with ruling something, rather than pillaging and destroying.

That provides a nice segue for our return to Carne, where Enri is still stacked, Nphirea is still eccentric (and has yet to confess his love for Enri), and Nemu is still adorable. We get a nice slice-of-life act with the humans and friendly goblins working together to rebuild the village.

In a private moment, Enri angrily ruins a knife after thinking about all of the hardship she, her sister, and her fellow villagers were forced to endure. It’s a lot for her toned shoulders to bear. Meanwhile, Nphi’s goblin friend works out a plan where he’ll do various bodybuilding poses when it’s time for Nphi to say something cool to impress Enri.

When word comes from a goblin scout that there’s…something lurking deep in the forest, Enri decides to go in anyway. She has no choice: herbs that have to be harvested immediately grow within the forest; herbs she needs to create potions and medicines that will net capital for the village.

She and Nphi are escorted by a three-goblin team, and shortly after coming upon a prize crop of their treasured herb, something comes out of the forest: a young, wounded goblin being chased by a beast. Enri and Nphi overrule the cautious goblins and decide to fight the beast and save the kid.

Thanks to the brute force of the goblins and the handy potions and magic of Nphi, the beast is defeated and the child healed. He is a member of the head family of a tribe, and warns that the “Giant of the East” has allied with the “Demon Snake of the West.” Sounds like two worthy foes Nazarick need to sink their teeth into.

Overlord III – 01 (First Impressions) – Chillin’ Like Villains at the ‘Tomb

OverLord is back…again, after taking the Spring off. And rather than go off into an entirely different direction within the world of Yggdrasil, we spend all of this  first episode with the gang we know and love, most of it within the walls of Nazarick.

Ains Ooal Gown grants Sebas and Epsilon rewards of their choosing for their intel-gathering services in Re-Estize. Sebas asks for sundries for Tuare, and Ains grants him some gold to buy what he likes, as long as he goes on a nice date with her in E-Rantel. Epsilon gets non-innocent humans…to do who-knows-what with. Nothing good, most likely.

It’s a relaxing episode in which Ains finally reveals all—which amounts to a stylized skeleton—the human player within happy he’s found a satisfying and effective way to wash such a strange body. Meanwhile, Eclair ends up snatched up by Shizu Delta as if he were a plushie, when his ultimate goal is to rule the whole Tomb himself.

Ains splits up his Guardians by gender and has them participate in group leisure activities. Albedo, who is with Shalltear and Aura, summons a badass bicorn, but cannot ride it, and Shalltear discovers the reason: a “pure maiden” cannot ride it; much to the shock of all. But it makes sense: most of Albedo’s existence is spent in the throne room, presiding over the Guardians and their movements. No time for the succubusing she was ostensibly created for.

In another private moment, Ains’ player worries his lowly office worker background doesn’t lend him the charisma or bearing necessary to properly “operate” an overlord as impressive as Ains…though it’s clear by how his servants regard him that he has nothing to worry about as long as he keeps on keeping on.

His kind words to them, referring to them as his treasures, sends Albedo into an amorous frenzy, and not even her overlord can stop her from essentially dry-humping him. Later, when the sexes are in their respective baths, there’s a disturbance on the women’s side, and Ains recognizes the voice of a fellow “supreme being” i.e. player. That could be interesting.

Overlord II – 05

Following his thorough intimidation of the Lizardmen, Lord Ains and his guardians travel to his newly-built forest stronghold. He learns it comes with a super-creepy throne made partially from human bones, and decides he’ll finally dole out Shalltear’s punishment by sitting on her.

Shalltear turning the intended pain into naughty pleasure, combined with Albedo’s violently jealous outburst in the next room, are both examples of OverLord silliness at its best. Things get even sillier when Ains uses a spell to see inside one of the village’s huts, only to catch Zaryusu and Crusch doing the nasty.

The Lizardmen elders and warriors, including Zaryusu, make their one last desperate stand against Cocytus, and are (figuratively) disarmed by his polite and respectful demeanor before being disarmed (literally), halved, and riddled with icy projectiles.

The comedy shifts from the silly to black, as Cocytus calmly, quietly explains how not a single one of his opponents’ magical or physical attacks will have the slightest effect on him; they’re simply too low a level to put a dent in his Guardian-class defenses.

That doesn’t stop Zaryusu & Co. from charging forward, even if it’s right into their grisly deaths. Zaryusu is the last to be killed, but Cocytus promises he’ll remember his name and that of his brothers as the names of warriors.

Back at base, Cocytus is praised for his victory by Lord Ains, and suggests the bodies of the dead Lizardmen be used for undead research. Cocytus makes a counter-proposal: raise Zaryusu, who had been such a valiant fighter, from the dead.

Something like that is well within Ains’ mighty means, but he wishes to make it a transaction, and so asks Crusch to spy on the other Lizardmen in exchange for the resurrection of her lover. (Her momentary assumption he wanted her body enrages both Albedo and Shalltear.)

Crusch agrees, and Zaryusu is brought back to life, and yet even here OverLord doesn’t shy away from having a bit of a laugh; Zaryusu’s speech is all high-pitched and messed-up, like he didn’t quite come back 100% right (rest will apparently restore his former gravitas).

But Ains got what he wanted: the allegiance of the Lizardmen tribes, and a mole who will alert him if that allegiance ever wavers, secured by a “spell” (in reality just a lie) that will kill Zaryusu if Crusch ever betrays him. All in all, some shrewd maneuvering by His Skullfaceiness.

Overlord II – 04

The Lizardmen are allowed to bask in their victory over an army of the undead for an evening, while back at Nazarick the Great One Ains Ooal Gown is debriefing Cocytus before his other guardians.

Momonga got what he wanted: Cocytus forms an original thought—that he doesn’t want to exterminate the Lizardmen. But when he can’t come up with a good reason to spare them, Demiurge comes through with an alternative plan: they’ll make the Lizardmen an experiment in rule without fear.

Everything is going according to Ains’ plans, and his guardians think that’s only natural, but privately, Momonga is excited at the prospect of his guardians learning independent thought and gaining experience through defeat…not that he likes defeat.

That much is clear the next day when he shows up with an enormous magically-armored undead army, catching the still celebratory Lizardmen unawares.

Ains himself shows up, and makes quite an entrance, freezing an entire lake, using Gargantua to throw a huge cube of rock into the middle of it, then having his grunts form an undead staircase.

Ains climbs to the top of the rock with his retinue of guardians, proud as you please, and when Zaryusu and his brother meet them in the lake, Demiurge has them prostrate themselves.

Zaryusu knows he and his people are at the mercy of Ains and his forces, and that they don’t have a hope of victory against such power. However, he also presumes the Great One does not intend to utterly exterminate his people, but wants a proper battle to make things interesting.

If that requires a few sacrificial lambs, with him among them, Zaryusu can live with that, even if it distresses the woman he loves. He asks that she put up with his selfishness this once and hold out hope he’ll come back from the battle in one piece. She seems willing to go along with this…IF he impregnates her first. Love: it’s all about give-and-take.

Overlord II – 03

In order to build great things, one must construct a solid foundation. The first two episodes accomplished that. At first, I wondered why all of a sudden we were so immersed in the lives and politics of a bunch of Lizardmen. Then, when I got to know a few of them, I became emotionally invested in their fate, even rooting for their victory against the armies of Cocytus, even though Cocytus is a servant of our ostensible protagonist, Momonga.

What was made clear this week is that not only was it well worth all the table-setting, which I enjoyed far more than I ‘endured’; but that Momonga and his court were given heightened mystique by being pushed into the background, such that every time we cut to them (which wasn’t often, or for a very long duration), it felt like an occasion.

Things start out small, with Zaryusu earning Zenberu’s trust and an alliance after fighting him one-on-one. Crusch heals both, and after returning to Zaryusu’s brother Green Claw, the five assembled tribal leaders have a strategy meeting.

The enemy outnumbers them over three to one. Zenberu is confident every lizard can take out three zombies or skeletons each, but they have to plan carefully to avoid being routed. Zaryusu forms an elite squad with Crusch, Zenberu, and his trusty hydra Rororo, to face the enemy commander when they show themselves.

Cocytus orders his army to advance, and Ains Ooal Gown seems slightly disappointed that things aren’t going the way he hoped, and that’s all we see of him. From here on in, it’s all battle, which means it’s all payoff for the careful preparation of the previous two episodes.

The Lizardmen send out their forces to meet the undead army, while their magical units efficiently keep the foes at bay. Cocytus confides in Demiurge for advice on how to proceed (that is, how to salvage what is starting to resemble a defeat on the field); Demiurge muses that their great lord meant to give Cocytus a weak army and a wide berth in hopes it would promote his awareness.

Cocytus is ready to take his medicine, but first sees how his reserves will fare, led by the Elder Lich Iguva, who launches huge fireballs in Zaryusu’s direction, helpfully revealing to the elite unit the position of the enemy leader.

Zaryusu decides upon a direct frontal assault, using Rororo’s bulk to shield himself, Crusch, and Zenberu. Once close enough, Zenberu starts carving up the reserves while Zaryusu faces off against Iguva, who is a formidable opponent from any range. It’s too bad none of the Lizardmen had Holy magic!

For a moment, Iguva has Zaryusu caught trapped in a Scare spell, but Crusch comes through in the clutch and breaks him out with Lion Heart, in addition to healing Zaryusu’s wounds. Good to see Crusch can hold her own on the battlefield, and indeed plays a vital role keeping Zaryusu up and running.

Iguva is full of hubris until the end, when he wrongfully assumes Zaryusu foolishly unleashed the full power of his Icy Burst against him (as a lich he’s immune to ice). However, the ice was only meant to provide cover for Zaryusu’s attack from above, stabbing Iguva through the eye.

After a struggle, Iguva is vanquished, and the Lizardmen are victorious, in what was a hard-hitting, heart-pounding, perfectly-paced battle. From his base, Cocytus congratulates the Lizardmen; it was a very close victory, but a win’s a win.

Not only that, the battle forced the Lizardmen to give up their tribal squabbles, come together, and sacrifice for the sake of their race’s survival. I would think they would continue in peace the unity that was forged by the threat of annihilation, while Zaryusu and Crusch, having come out of the battle in one piece, are poised to marry.

Overall, this episode was as satisfying, complete victory; a sure-handed execution of an intricately-constructed, multi-layered story in which the lines of heroes and villains are blurred. I’m eager to see what Lord Ains has planned next—and for whom.

Overlord II – 02

Overlord II takes a deep dive into the tribal Lizardmen (and women) corner of Yggdrasil, this week, and in doing so demonstrates that even with non-human characters, the show excels at straightforward yet immersive world-building.

The Green Claw tribe has been given eight days to prepare a “desperate and futile defense” against certain doom, and considering fourth-tier magic was used to deliver the message, the tribe’s head priestess fears the worst.

Zaryusu Shasha, while a traveler and no longer a member of any tribe, is nevertheless sent by his brother and tribal chief to speak with the other four tribes about forming an alliance against their mutual enemy, believing that enemy is depending on their remaining disunited.

We get a cursory look into the Tomb of Nazarick where the confident penguin Assistant Butler Eclair enthusiastically prepares for the day he’ll rule Nazarick—by keeping it thoroughly and obsessively clean.

Zaryusu rides his trusty giant hydra to the lands of the Red Eye Tribe, where he is shocked to find their acting chief and head priestess, Crusch Lulu, is an albino lizard. He is immediately smitten with her, which catches her off guard, but they are able to find common cause with relative ease.

I feel like we spend a great deal of time in that hut with Zaryusu and Crusch, but it also feels like time well spent, as we’re able to learn a great deal about the conditions that led to her leadership.

In a dire food shortage the former chief resorted to cannibalism, which Crusch and the tribe endured for a time, but eventually there was an insurrection, and she was their leader.

Her description of the trials she and her people have endured are vivid and well-told, and Zaryusu, while initially a bit forward, treats her with the respect she’s due. I was legitimately please to hear she’s all for an alliance.

I also appreciated the very human behavior assigned to these anthropomorphic lizards; I never forgot they weren’t human but I could still easily sympathize and empathize with both of them, and there was a good portion of casual humor mixed in to keep the proceedings from getting too stodgy.

Crusch (wearing a bush to protect her pale skin from the sun) accompanies Zaryusu to the next tribe, the war-loving Dragon Tusk. Their leader, Zenberu, knows why they’re there, but Zaryusu will have to prove he is strong before they ally themselves with Green Claw and Red Eye.

Meanwhile, Cocytus prepares for battle, I’m assuming it will be against the Lizardmen tribes (I may well end up being wrong, of course). If true, the show puts us in an interesting position of rooting for the underdogs and caring about their plight, all while feeling a kind of kinship to Momonga and his cohorts.

The lines of hero and villain are blurred, despite the fact one side is fighting for survival, while Cocytus merely seeks to distinguish himself in glorious battle. I’m eager to see where this is all headed.

Overlord II – 01 (First Impressions)

It’s been over two years—833 days—since I last watched or wrote about Overlord, so an immersive episode packed with exposition wasn’t the worst way to be introduced back into its world.

In a lengthy eight-minute cold open, we meet a good number of parties I either have fuzzy memories about or don’t know at all (I haven’t read the light novels).

But the bottom line is, many of these parties spread far and wide throughout the world know of Ainz Ooal Gown, which is precisely how Momonga wanted.

When we finally meet up with the big dude, he’s in Momon Mode, taking out a giant lizard with help from Hamasuke; Nabu by his side. It’s not a tough opponent at all, more of a warm-up, like this episode.

From there, he returns to the Tomb of Nazarick where Albedo is waiting for him, as eager as ever for praise and, well, more physical contact than Momonga’s player is able to consent to (seeing Alby and the other NPCs more as children). Still, Flustered Skullface is always welcome.

Momonga then has a seat, unfurls a big map, and methodically points at each destination, as Albedo gives a report on all the various projects his guardians are working on, from the building of a Fake Nazarick in the nearby great forest, to the status of the investigation to find the one who used a World Item on Shalltear, forcing her to fight her master.

Shalltear is drowning her overwhelming guilt in drink, so Albedo suggests Momonga issue some form of punishment in order to exorcise that guilt, which he considers. He also sends Cocytus off to fight Nazarick’s “first war”, though the details on whom it’s against and where are not shared. There’s also a talking penguin with a very stern look on its face, which…cool, cool.

The episode closes out with a visit to the land of Lizardmen; specifically, Zaryusu, a supposedly disgraced yet respected warrior, and the grizzled chief of his tribe, inspecting Z’s first-of-its-kind fish farm.

Then inky black clouds coalesce and swirl above the village and a super-creepy ball of purple skeletal faces with red eyes announce it is a herald of the “Great One”, declaring death unto the lizards.

So yeah, was this episode a bit all over the place? Sure. But it was still fun. And after so much time, it was great to see the gang back in action (or planning future action) while meeting a few new faces.

Lastly, after the credits, we have a nice little auspicious note from original creator Maruyama Kugane thanking the fans of Overlord for making a second season possible, and dedicating the season to us; a gesture I appreciated.

OverLord – 13 (Fin)

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In a battle so epic it needed two parts, Momonga—sorry, Ains Ooal Gown—turns the tables for good. Having told Shalltear that everything has gone according to plan, he transforms into “Perfect Warrior”, the armor of Lord Touch Me, a former playmate. He then proceeds to summon superweapon after superweapon, so fast and unpredictably is the onslaught that Shalltear must abandon defense altogether and focus on offense, losing an arm in the process.

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But Shalltear wasted all her skills and most of her MP in the first half of the battle, when she thought the two participants were a lot more evenly matched. Turns out, Ains was simply lying to her, as well as failing to correct her incorrect assumptions about his weaknesses. The only weaknesses Ains had against Shalltear were dealt with in that first half, which is why he thanks her so profusely before Part Two begins.

Once a timer goes off, Ains dispenses altogether with the fiction that Shalltear had the slightest chance against him and casts “Fallen Down.” As she utterly disintegrates in the light of her overlord’s power, a smile marks Shalltear’s face. He was every bit as great as she thought, and then some. Of course she couldn’t win against him.

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The same reason Ains had all those cool weapons is the same reason he’s able to ultimately resurrect Shalltear, albeit, unexpectedly, without her ample bosom (something she laments once she notices). That reason is cold hard cash. I’ve played my fair share of RPGs long after the main quest is complete and amassed fortunes so large I could buy everything there was to buy, which is what Ains does. And while it costs a cool 500 million to resurrect Shalltear, it isn’t as if there was anything else for him to buy.

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It’s all too common for villains to simply disappear into oblivion, cursing the name of the hero who defeated them. OverLord is different. Not only is Ains not a hero but an antihero, but Shalltear isn’t a villain either; she was under mind control, which we learn was only partial, but it still did the trick in terms of having her rebel against Ains. And she comes right back, mostly the same as she was, and certainly just as in love with the adorable Ainsy-Winesy.

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With Shalltear returned to the fold and Nazarick back at full strength, Ains gets back to work, learning all there is to be learned about this new world he finds himself in. He’s awarded Orichalcum Plate, and plots to fortify Nazarick and discover the entities who tried to steal Shalltear’s Mind—we learn they’re from the Slane Theocracy, and they’re not done yet. We also learn that Brain Unglaus is still alive, as Stronoff finds him in an alley.

There’s no official indication at the end of this extended epilogue that there will be a second season OverLord, but I wouldn’t be surprised if there was, whether it’s in Winter or next Spring or Summer. There’s certainly plenty of material left to explore, lots of awesome one-sided battles to be fought (and perhaps some not so one-sided), and, of course, the central mystery of What Exactly Happened to the human MMORPG player inside Lord Ains. Though, at the same time, I’m kind of glad weren’t spoon-fed all the answers.

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OverLord – 12

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As it did so marvelously with the Clementine fight (which was nowhere near as technically challenging as this one), OverLord once again delivers with an extremely fun and satisfying payoff to all of the buildup surrounding Ains’ duel with Shalltear. The battle that took up most of this episode’s running time got my adrenaline pumping and didn’t let up, right up to the delicious ending.

And yet it still gave us some time to check in on Ains’ guardians back at Nazarick. Albedo admits she let Ains go based on emotion rather than logic—a decision she likely wouldn’t have made had Ains not altered her personality to love him deeply. Demiurge, who he didn’t alter, thinks they’re being derelict in their duty to protect the one remaining supreme being by fighting in his place, but Cocytus considers it blasphemy that Demiurge would question Lord Ains’ orders or question his ability to win.

The bottom line: No one is going to interfere in this fight. So, like us, they sit back and watch. And let me tell you: they’re treated to quite a show.

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When Ains confronts Shalltear once more, she’s still inert and unresponsive, allowing him to cast a variety of high-level buffs that will prove crucial in surviving her attacks as well as doling out his own. Here’s the full list of pre-battle spells:

  • Body of Effulgent Beryl
  • Fly
  • Bless of Magic Caster
  • Infinity Wall
  • Magic Ward, Holy
  • Life Essence
  • Greater Full Potential
  • Freedom
  • False Data, Life
  • See Through
  • Paranormal Intuition
  • Greater Resistance
  • Mantle of Chaos
  • Indomitability
  • Sensor Boost
  • Greater Luck
  • Magic Boost
  • Draconic Power
  • Greater Hardening
  • Heavenly Aura
  • Absorption
  • Penetrate Up
  • Greater Magic Shield
  • Mana Essence
  • Triplet Maximize Magic, Explode Mine
  • Triplet Magic, Greater Magic Seal
  • Triplet Maximize Boosted Magic, Magic Arrow

That’s a lot of buffs, but it’s exactly what one expects of such a high-level fight. And while there’s some fun to be had in having your way with lesser enemies, squaring off against an opponent that will actually put up a fight—an optional super-boss, for instance— is one of the unique joys of RPG play. Watching Ain buff himself took me back to my own preparation for Yiazmat, the strongest foe in FFXII who has 50,112,254 HP in fifty separate million-HP bars.

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That level of preparation amplifies the sense of occasion, and Ains’ internal monologue establishes that even he doesn’t know exactly how this is going to go down. Then the fight begins, and a red battle armor-donning Shalltear cuts loose, matching Ains blow for blow. He surprises her with a few traps and attacks (and bluffs about more, knowing he must preserve his MP), but she has a few skills he’s not aware of, which he’s never witnessed her using but which she assures him her creator Peroroncino built into her.

Most intriguing of all, there are moments when Shalltear realizes she has no idea why she’s even fighting her former master, but then whatever parameters were overwritten to make her rebel (or which activated after a timer went off) kick in, and she presses her attack.

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Reality, Lightning, Fire, Dark, Holy; elemental and non-elemental magic flies in both directions, with moves and counter-moves coming as quickly as the two combatants can call out the enchantments. Indeed, the one thing I think the battle could have benefitted from was more of an enchantment “shorthand”. Sure, it’s impressive that all Ains and Shally have to do to cast ridiculously powerful spells is say the name of that spell, but the lengthy English spell names are a double-edged sword, giving the spells weight but also slowing the casting pace.

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But who cares about long spell names, when we’re treated to Lord Ains conjures an effing Sharknado. (He calls it a “Shark Cyclone”, but still, pretty sweet). I also enjoyed the seemingly mono-directional stream of light-spears that suddenly change direction and hit Shalltear, surprising both her and us. The two just keep pulling out of their bags of tricks.

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But Ains is slowly draining his MP, and Shalltear knows it. Hoping to break the stalemate, she summons her trump card (but probably not her only one), an ethereal doppelganger, Einherjar, as well as her “household” of lesser beasts. Ein lunges at Ains while Shalltear kills her own beasts in order to heal herself. But Ains is ready, activating the skill “The Goal of All Life is Death”; a giant clock counts down, and when the hands reach twelve, both Einherjar and the household disappear, leaving Ains and Shalltear alone again in the midst of a sandy desert where the forest glade once stood.

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Their surroundings thus drastically transformed, the two combatants assess their present state. Both are nearly out of MP, and Shalltear is almost out of skills, but she has all of her HP, and she believes the battle is all but wrapped up. But it would seem Ains was coy even in his internal thoughts, as he expresses to Shally how grateful he is she went all out and fought him with everything she had to this point, believing draining his MP would be the key to defeating him.

But that’s not the case: by not fighting him cautiously, she allowed him to arrange an even larger plan beyond the battle plan executed thus far. And next week, it will be time to show her just how badly she miscalculated. I can’t wait.

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OverLord – 11

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Last week demonstrated just how dark and nasty Shalltear can be, but she was also neutralized by a mysterious force in a forest clearing, and the true nature of her condition was not elaborated on with great detail. In effect, we were as in the dark as Ains. This week, he works to shed some light on what exactly is going on.

He uses a God-level item to locate Shalltear, and then he’s summoned by the Adventurer’s Guild. He tells them the vampiress is someone he’s been hunting for years, and if he nabs her—and he’s pretty confident he will—he wants Orichalcum, none of this Mythril mess.

When other adventurers accompany Ains on the hunt, even though he warned them they’d definitely die if they did, he makes good on that warning by having Mare kill them. That’s some Ice Cold Ains.

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The expected confrontation with Shalltear comes surprisingly quick, and is surprisingly brief. The episode subverts expectations that Ains can undo what’s been done to Shalltear with an ultra-rare item which enables its wielder to make a wish, by having the ring reject his wish. Shalltear remains still and silent. It’s then, when Ain’s rare “super tier” magic item fails to work, that he decides to beat a hasty retreat to reassess his tactics. I like how the show doesn’t always make things laughably easy for the big lug.

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I also like how he was holding back, even with that wishing ring; he’s got loads more trump cards locked up in his fancy treasury, minded by a guard of his own creation: Pandora’s Actor. The shapeshifting sentinel initially appears as a supreme being like Ains: Albedo’s creator; which is a pretty great shock when it happens, for it momentarily confirms he’s not alone on this world, nor is he unchallengable in power.

However, it’s just Pandora’s Actor, whom Ains hasn’t seen in a while and, now that he’s older, realizes how goshdarn lame the fellow is, what with his saluting and German (though I agree his threads are pretty sweet). I appreciated this scene of relative levity despite the solemnity of the task before Ains; he’s been at this game so long, he’s literally no longer the young man he once was: a guy who made goofy characters like Pandora thinking they’re cool, or who saved up all summer for the Shooting Star ring.

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Things return to seriousness when Ains and Albedo travel deeper into the depths of the treasury, into a mausoleum where he raised statues for each of his former comrades before they retired from Yggdrasil. Albedo remarks on the fact he calls it a mausoleum, and wonders out loud if Ain’s Supreme bretheren are dead and gone. He says that’s not quite the case, but wonders to himself if it actually is. This isn’t a game anymore, after all.

Finally, after showing Albedo the sconce where he plans to raise a statue of himself, Albedo can’t take it anymore, and begs her great lord to stay in this world and rule over everyone—over her—forever. He then tells her, he’s come to collect enough world-level items to face off against Shalltear, knowing he’s probably the only one who can stand against her (a revision of my understanding that Albedo was the second-toughest of the Guardians, or maybe Ains is talking about Shalltear in her current state).

With her tears and determination, she eventually gets him to promise to come back from the fight, no matter what ends up happening. But the truth is, Ains is using this Shalltear dilemma as an opportunity to prove to himself he’s worthy of being the Overlord of Nazarick, or if he’s in over his bony little head.

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