Shiroe, Akatsuki and Naotsugu trek through the underground “Depths of Palm” in order to reach Susukino and Celara, who is staying in the house of the kindly cat-man Nyanta. Susukino is under the iron rule of “Brigandia”, a guild of PKers led by the ruthless Demikas. Shiroe falls from a great height when a stone bridge collapses. He survives, but while he’s out he dreams of his times with the Debauchery Tea Party, which he remembers fondly. The trio defeat a rat boss and reach the surface, where they’re met by a stunning sunrise.
After three episodes, we’ve decided to log out of Log Horizon after all. There are some charming and satisfying aspects to it that will make it harder to drop later, and we can’t overlook its flaws. For one thing, it’s far too safe. You’d think a series about a fantasy RPG brought to life would have a little more immediate peril to it, but the characters are already Level 90, and everything is a breeze. Add to that Shiroe’s rather annoying tendency to narrate, and we end up feeling like we’re watching a tutorial or walk-through of an RPG rather than experiencing a story firsthand.
Our impressions of an anime are informed by our not-inconsiderable past anime-watching history; if we find ourselves watching something awfully similar to something we’ve already seen, it had better either surpass that past series in some way, or offer something new. We can’t help but hold Log Horizon up against Sword Art Online and find the former lacking. Not that SAO was perfect, but it did set a standard in both production values, empathy with the characters, epic scale and genuine danger that this series can’t match. Sayonara, Log Horizon.
Rating: 5 (Average) (Series Dropped)
With little else for players to do to stay occupied, PKs (player killings) are on the upswing, and security situation in cities is tenuous. Shiroe, Akatsuki and Naotsugu engage a party of PKs, exploiting the holes in their teamwork to emerge victorious. Shiroe gets a call from the Crescent Moon Alliance, asking if he’d look after the guild hall while they’re away rescuing their comrade, Celara. With Akatsuki and Naotsugu’s support, Shiroe makes a counter-proposal: the three of them will head north to Susukino to rescue her instead.
We’ve decided not to drop Strike the Blood or Log Horizon for now, but we’ll only be reviewing episodes as gaps in our schedule allow, so we probably won’t be johnny-on-the-spot with either.
In Sword Art Online, if you were KO’ed in the game, you died in the real world, but here in Elder Tale, you merely re-spawn at the cathedral of the nearest town, which is a lot less …final. But while the threat of oblivion is off the table, this presents a different quandary: endowed with virtual immortality and all the weak enemies needed to harvest enough gold to live off of, what exactly are 30,000 immortal players going to do with themselves? The answer becomes clear this week: prey on each other for kicks.
Shiroe’s trio proves more than up to the task of dispatching upstart PKers. Their battle was relatively interesting, but the foes were a bit too stupid, the animation was underwhelming, and most importantly, Shiroe’s constant explanation of everything going on kinda kills the urgency. The trio finds something to do, and the Shiroe/Akatsuki romance is at a nice, gentle simmer. But so far show is relying too much on telling, not showing, which needs to change.
Rating: 6 (Good)