KonoSuba Movie: Legend of Crimson – Megumin’s Homecoming

First of all, it’s been some time since I’ve seen Kazuma, Aqua, Megumin, and Darkness in their original non-chibified form, so it’s a rare pleasure to see them in their regular proportions and setting. KonoSuba’s twenty episodes proved you can make an often over-the-top isekai comedy with genuine heart.

If you liked the TV show, you’ll love the movie (as I did), which delivers more of everything. Though it contains roughly a half-cour’s worth of story, the ninety minutes just breeze by. Officially a sequel to KonoSuba 2, we return to Kazuma’s party’s mansion, where notoriously involuntary loner Yunyun has an unusual request: she wants—nay, must—make a baby with Kazuma. She comes to this belief upon receiving a letter from her father, Chief of the Crimson Demon Village.

While that letter turns out to be a work of fiction written by one of her academy classmates, Yunyun is nevertheless compelled to return to her hometown to help fight the forces of the Demon King. Megumin and the others decide to follow her, and rely on Iz to teleport them there.

Unfortunately, they end up far from the village, and in the midst of a stampede of rabidly horny she-orcs (there are no more male orcs) after Kazuma. After Yunyun’s request, this marks the second instance of Kazuma being entangled in romance (for good or ill) which he comes to call his “popular phase.”

What better way to learn more about Megumin than to visit her home? Turns out she’s hardly an anomoly, the town is nothing but overly-dramatic chuuni dressed in cool outfits with an emphasis on reds and blacks. The orcs are scattered by their overwhelming offensive magical power, a quality Megumin also shares with her clan.

Megumin’s parents are each eccentric in their own ways, while her little sister Komekko is adorable as all-get-out. Her family is poor, so the moment her parents smell money on Kazuma (he’s in the process of a 300m-Eris deal with Vanir to sell his memoirs), Kazuma finds himself at the mercy of a mother who wants to pair him with Megumin with all due haste.

To this end, she locks Kazuma and Megumin (sleeping due to a recent Explosion) in a room together. She comes to when he’s about to kiss her after much hand-wringing about how to proceed, and she escapes through the window to spend the night at Yunyun’s, fearing further lecherous advances.

The next day, Megumin shows her friends around the village, including to her and Yunyun’s (very Hogwarts-y) magical academy. We learn that when goblins attacked Komekko, Yunyun sacrificed her amassed skill points to repel the enemy. Because Megumin hesitated, that meant she was able to preserve her points and attain Explosion magic she cultivates to this day.

Megumin finds herself locked in her room with Kazuma again, this time by ice. Kazuma assures her that he won’t do anything, and offers his apologies as well as thanks for all the things she and the others have gone through with and for him.

It’s a very nice heartfelt scene, and Megumin even ends up clinging to Kazuma under the covers, commenting on how he’s really a “wimp” when it comes to making a move. Unfortunately, their tender moment is interrupted by the return of Sylvia, the voluptuous Demon King who leads the attack on the village.

Kazuma managed to scare her and her goblin army off with bluster earlier, but when she learns he’s not really Mitsurugi of the Cursed Sword, she takes him hostage…and Kazuma lets it happen. First, because it’s more proof of his Popular Phase; second, because it’s comfy between Sylvia’s boobs; and third, he has an ax to grind with his comrades regarding his treatment.

Kazuma accompanies Sylvia to the Crimson Demon Village’s underground storage facility, and inadvertently unlocks the chamber where Mage Killer, the one weapon he can’t let a demon king get ahold of, is stored. While he doesn’t intend to make things worse for the village, Kazuma’s so out of it he doesn’t realize punching in the classic cheat code on the Nintendo-style control pad would unlock the weapon.

He manages to lock Sylvia in the chamber, but once she has the Mage Killer and absorbs it into her artificial body, she blows the entire facility to kingdom come, then heads to the village to start blowing it up. Megumin leads Kazuma & Co. to more underground caverns, where they find Japanese carvings that explain the origin of the Crimson Demons, and why they’re so “pretentious yet nerdy”

Turns out their culture was basically created by another Japanese man sent there by the goddesses. He also built the Mage Killer, but also created a countermeasure for it: something he tentatively called “Railgun” that Kazuma previously noticed being used as a backyard clothesline in the village.

When Crimson Demons march out to defend their town, Sylvia engulfs them in an “Ancient Dispel” field that nullifies all of their magical power. They’re “saved” by a suddenly cool and confident Yunyun, finally taking up the mantle of her father the chief and luring Sylvia away.

Turns out she’s acting as a lure to bring Sylvia in firing range of the Railgun. Aqua fills it with magial energy, but it still fails to fire. That’s when Megumin unleashes an Explosion meant to his Sylvia directly, but is instead shunted into the rifle, which her little sister Komekko then fires.

Sylvia is killed, and ends up in the same place as fellow defeated Demon Kings Verdia and Hans. She merges with them an is resurrected into a huge, bizarre four-legged beast. Turns out her old comrades Wiz and Vanir have arrived in the village on an unrelated errand, and join in the fight, but even they are barely able to keep Sylvia at bay.

That’s when Kazuma decides to use his Popular Phase for good; by appealing to Sylvia’s innate need to be loved and wanted by somebody other than her adoring hordes of goblins. Kazuma, his luck boosted by Aqua’s blessings, is that person, and stands before her unarmed and ready to be taken into her arms…or tentacles…or whatever.

I never thought I’d empathize with a Konosuba villain so much, but Sylvia turns out to be one of the most dynamic and sympathetic of Demon Kings KonoSuba has served up. Her feelings, and specifically her romantic longing, isn’t entirely played for jokes, but portrayed as a very human side of her that turns out to be the Achilles Heel Kazuma must betray her heart to exploit.

He succeeds in gaining her trust and becomes one with her as Wiz gathers the magical energy from all of the villagers and transfers it to Megumin and Yunyun, who combine their powers to unleash a gargantuan Explosion beam that, combined with Kazuma breaking her heart, destroys Sylvia and ends the threat to the village for good.

Back home in Axel, Kazuma receives a hero’s welcome, proving his Popular Phase still has a bit left in the tank. While having a picnic with Aqua and Darkness, Megumin asks Kazuma to allow her to learn advanced magic, setting aside her Explosion magic so she can be of greater use to the party.

Kazuma may have long railed against her utter lack of versatility and durability in battle, but spending so much time in close quarters with her and meeting both her family and the villagers who shaped her, Kazuma suddenly isn’t so quick to deprive her of her “Explosiveness”. Whatever he does to her skill card, she’s still able to cast a beautiful Explosion that creates a heart-shaped cloud. And for that, Megumin is happy.

Did Aqua and Darkness get the short end of the stick in this movie? Perhaps, but that meant a lot of great development for Megumin, Kazuma, and their unique bond. They may get on each others nerves at times, but at the end of the day they’ll always be there for each other: Megumin blowing up something that needs blowing up, and Kazuma carrying her home on his back.

It’s quite simply KonoSuba at its absolute best, firing on all cylinders with confidence, comedy, and chemistry. My main gripe with this movie is that it makes me long that much more for KonoSuba 3!

ID: INVADED – 13 (Fin) – The Right Person in the Right Place

ID:INVADED put a lot of ideas and mysteries out there, but it was never that coy about the Big Bad being the perpetually closed-eyed Chief Hayaseura. That the start of the final showdown with John Walker came down to a one-on-one physical fight—with Narihisago literally kicking at him as he blocked with his cane—almost felt like a surrender at first.

Then Hondoumachi arrives on a huge shark and bites off part of Hayaseura’s face. This is going to be two-against-one, at least in the Id Well.

Hondoumachi steals Hayaseura’s hat and she and Narihisago lure him on a chase to retrieve it that leads back to the first Id Well we ever saw: Fukuda’s world-in-pieces. The three meet on a platform, Hayaseura has a seat, and they talk it out, with Hondoumachi analyzing her former chief as having a God complex, hence all the sevens.

Seven serial killers with seven victims each. When Hondoumachi  counters that Narihisago was the eighth, she parries with the fact that Narihisago isn’t a true serial killer, but a serial “suicide inducer” whose only victims were serial killers. If he’s the “Cornerer”, the last person he was meant to corner was Hayaseira himself.

What Hayaseura doesn’t know his adversaries already have him right where they want him. The seat is actually a cockpit placed there courtesy of Fukuda, and Hondoumachi traps and neutralizes him in a well-within-the-well. But that still leaves her and Narihisago trapped in a well.

To get out, they’ll have to put their hope in a “third pillar” they’re not even aware of—Momoki, in the iso suit in the real world. Asukai’s powers have grown in intensity, testing both his body and the limits of his suit. Mitsuoka just manages to bring him back to life after his lungs fill with vomit and his heart stops.

He eventually finds Asukai, who is initially happy someone has come to help her, but then she sees the gun in Momoki’s hand. Asukai laments that when she was first found, she asked to be killed and put out of her misery, and that that remains to her the best and only solution. The thing is, Momoki can’t do it, and when she tries to, the gun doesn’t work in her hand.

Instead, Momoki has her return to the Mizuhanome pool, which will at least contain her expanding powers. He can’t promise they’ll find a solution that would enable her to leave that pool without murdering her, but they’re not going to murder her, nor are they going to stop looking. Before the Kura is released from her powers, Sakaido meets Kaeru in a beautiful well—seeing her alive for the first time, and bidding her farewell.

Everything related to Hayaseura, his John Walker persona, Asukai and her remaining comatose dreamers are buried from the public, as is Kura’s way, and everyone basically gets back to work. Presumably the difference is that Hondoumachi is now a full-time id well diver beside Narihisago (who may or may not still be a prisoner). The two even participate in joint dives, since they worked so well together to bring down the chief.

This was a solid, good if not great finish to a show that borrowed a lot of ideas from sci-fi and psychology and managed to merge them into a mostly cohesive and original story. Compared to the ambition of the earlier issues it raised, the ending falls a bit short, but the show is still to be commended for not completely coming apart at the seems, and for being ambitious, confident, and smart in the first place. It’s a story I’d love to return to, should favorable circumstances align.

Fate/Grand Order: Absolute Demonic Front – Babylonia – 20 – Flowers in the Underworld

If you’re going to have a final boss to the final singularity in your narrative universe, go big or go home. F/GO goes monumental, and everyone has a role to play. First in the order of battle against Beast Tiamat is Assassin, who helpfully slashes both its eyes and delivers various other blows. Tiamat responds by unleashing a brood of Divine Spirit-class lahmu.

As Tiamat begins to climb back up to the living world, the quicker and dealier than ever lahmu prove too much for Ritsuka and the Servants, who are riddled with cuts and bruises and are starting to tire. That’s when they’re bailed out by the arrival of Gilgamesh, this time in his Servant form. He doesn’t spare the treasury in unleashing a gold-steel rain upon the lahmu, while Tiamat is forced back down to the ground.

Tiamat’s bonkers response to this setback is to create a Nega-Genesis, an attempt to restart the very universe. A huge bubble forms around the beast, poised to rewrite life itself and negate every Servant in Ritsuka’s stable. Ereshkigal is able to stop this process by using her impressive Noble Phantasm Kur Ki Gal Irkalla, but even this is naught but a time-buying measure.

While Beast is temporarily sealed away, the only person who can enter the Nega-Genesis, Ritsuka, but deliver the killing blow. Gilgamesh provides the blade, while Mash and Merlin will use their Noble Phantasms Lord Camelot and Garden of Avalon simultaneously, creating a path for Ritsuka.

There’s a palpable vulnerability to the prospect of Ritsuka heading to perhaps the most dangerous spot in the universe without his trusty aid—but the two trust in one another to take care of business on their different sides of the battlefield.

Ereshkigal’s gambit turns out to be a sacrifice, as she used up all of her authority to give Ritsuka and the others maximum time to prepare a final assault. She disappears in a distraught Ishtar’s arms, smiling at the sight of so many gorgeous flowers in her underworld (the product of Garden of Avalon).

A victory against Tiamat wasn’t going to be without cost, but it’s surely gutting that Ereshkigal is part of that cost. Ueda Kana does moving work voicing both Servants in the scene, and indeed throughout the two Servants’ interactions. So alike and yet so different.

Her sacrifice isn’t in vain, however; after some effort and a last minute assist by Assassin (who can be in the Nega-Genesis because he’s technically dead…?) keeping the last of the lahmu off his back, Ritsuka is able to reach Tiamat’s head and plunge the dagger in.

The Nega-Genesis begins to collapse, and Gilgamesh breaks out Ea and delivers the coup-de-grace—the good ol’ Enuma Elish, delivered with such unrepentant ferocity I was momentarily worried my speakers would blow out.

In the midst of all the external sturm und drang Ritsuka finds himself in a tranquil oasis where Tiamat’s true form of a horned woman stands alone in a white, soundless void. She quietly laments how her children made a ladder of her and gone far away, and asks if her love for them was mistaken. Ritsuka assures her that all her children love her, which is why she has to get going.

I honestly felt sympathy for Tiamat, so soft and lonesome were her words. A lot of that is down to the stark minimalism of the scene and Yuuki Aoi’s deep yet restrained performance. After she is destroyed by Gilgamesh’s Phantasm, the underworld that was their last battlefield begins to crumble.

Merlin quickly shoots Ritsuka and Mash, hand-in-hand, back up to the surface on a stream of flowers. A stunning victory has been achieved by their hands and those of their friends. Humanity will go on. Hopefully there’s some time to celebrate—and mourn—before the duo heads on home.

Eizouken ni wa Te wo Dasu na! – 08 – Forward March!

There’s a palpable sense of anticipation in the sight the Eizouken putting the finishing audio touches on the cultural festival preview of SHIBA8 vs The Pistol Crabtle, lit only by a single office lamp and the editing monitor. As director Midori displays a uncanny knack for knowing when to time music and sound effects to the visuals.

Unfortunately they didn’t have time to record the voice actors so they’ll be doing it live in the auditorium, adding another set of things that could go wrong, from both technical and personnel-wise. But the show must go on, and it will. The main challenge is to create sufficient buzz at the festival to lure a sufficiently large audience.

Throughout this episode from start to finish, Tsubame’s rich actor parents loom large, but not as villains ready to undermine the Eizouken, but rather as parents who find they’ll have time to visit their daughter’s school festival. They almost seem eager to do so, well aware of how their careers have made it tough for her to get a fair share of time with them throughout her childhood.

Like just about every shot in this episode before the festival starts, the scene of Tsubame’s mom discovering she never came home is lit so beautifully, with the light of dawn just behind the horizon but already lending a hazy blue color to the sky.

Even more magical is the scene of the Eizouken trio tucking into campfire ramen outside their ramshackle studio. The warm firelight dancing off their relaxed figures as the ethereal purple dawn rises in the background. There’s an intoxicating combination of comfort, coziness, and a sense of impending drama.

The three don’t seem to notice how gorgeous and almost iconic their surroundings are, but that goes without saying: they’ve been working without sleep for who-knows-how-long and are in strict ramen-scarfing mode. Will they remember this meager fireside feast before the premiere of their first large scale effort, or will the day’s excitement cloud these quiet, delicate, hauntingly gorgeous earlier moments? I hope not.

Just as the Eizouken’s robot project dwarfs their gas mask short in size and complexity, Shibahama’s Cultural Festival’s unrestrained chaos makes the earlier budgetary committee look quaint by comparison. Competition ferocity is on par with the Serengeti, and one could see Midori and/or Tsubame getting absolutely lost in the stampede.

Fortunately, both Sayaka and the Robot Club have taken care of everything and are prepared for virtually every eventuality. The Robot Club also breaks a few school rules, using water rockets and megaphones to amplify their cause. This draws the ire of the StuCo and Security Clubs, who initially target Tsubame as the amateur-model-ringleader for arrest.

Thanks to the expert distribution of similar-looking cardboard robot costumes and Sayaka’s birds-eye-view of the premises, Tsubame is able to take direction from Sayaka via walkie-talkie and gradually navigate her way to the designated auditorium where the screening will take place—and where her notoriety is key to drawing a big chunk of the crowd.

Sayaka also successfully blackmails the normally untouchable HVAC club (all of whom are caught wasting A/C on a hot day) into ensuring the auditorium will be enticingly cool for audience members coming in from the outside. Sure, Tsubame enough could be a good draw, but the A/C draws in even those few who don’t know her or about robots or anime.

In another impressive demonstration of intricate planning, logistics, timing, and luck, Robot Club’s Ono takes a zipline across the breadth of the campus, with a huge banner trailing behind him notifying the gawking masses of the impending screening.

Like Tsubame, the cat-and-mouse chase between him and those who would shut them down takes on the feel of a madcap video game, complete with platforms, mazes, obstacles, and end-goals. It’s just a tremendous amount of fun and imagination—and all before we see a single frame of the movie!

Everything goes off without a hitch. The auditorium is nice and cool and the crowd is huge. Even Tsubame’s parents attend, eager to see what their daughter has been up to (turns out using MIBs to discourage her from anime pursuits was her dad’s idea). There are no technical difficulties with the video or audio or the live-voicing setup.

The crowd watches the robot-crabtle battle with stunned looks, the screen glowing in their eyes. Tsubame’s parents admire the animation with prime, and are able to see Tsubame’s love of capturing motion through art in this manner. Pride washes over their faces. They realize this, not live-action acting, is what their daughter loves and excels at.

After the screening, and a brief autograph/handshake session, Tsubame is dispatched to get lunch for Midori and Sayaka, and runs into her parents. The three have a cordial mini-lunch together, and Tsubame draws upon her parents’ careers as artists for perhaps the first time, asking if they’re ever satisfied after a performance.

She’s relieved to hear neither of them are, because neither is she…and we no neither is Midori. They’re relieved Tsubame has been off doing her own thing, and it’s something they’re not going to try to hold her back from anymore. To do so would be to prevent her from “performing” the way she knows best: with pencil and paper.

Finally, her parents poke their heads in a shed where the Eizouken 3 are taking a break from all the hubbub, and about to scarf down the lunch Tsubame brought. Her parents ask if these are her friends; Midori responds that they’re comrades. The bonds of comrades, joined not by blood but by common cause and common fate, surpass mere friendship, for even the best of friends can have vastly different goals.

It’s no surprise Midori is donned in full camo combat fatigues. The cultural festival was the Eizouken’s greatest battle yet, and victory was achieved. Not flawlessly, mind you—Midori estimates she’s only 20% satisfied with the product they presented—but enough to get the job done.

The fact Tsubame’s parents can no longer be counted among their enemies is both strategically advantageous and a timely boost to unit morale. On to the next battle!

Bofuri – 07 – Kinda Immortal

As they roll—literally, in the case of her poison ball—with Maple, it’s not long before Yui and May are up to Level 20, have double strength, and are able to dual-wield normally two-handed warhammers. They go at the Hydra boss over and over until they can defeat it in under two minutes and thirty seconds…not bad for three girls with no agility!

The members of Maple Tree branch out (heh heh) on their own little mini-quests once Iz gives the sisters new crystal hammers. They monster hunt with Sally as she teaches them low-speed agility, Kuromu finds a hidden undead dungeon with Syrup and gains awesome new armor, Kanade upgrades her Akashic Records, and Kasumi…shears sheep for wool, until Maple demonstrates a new skill that lets her grow a huge ball of wool around her, and even add poison to it. Talk about hogging—er, sheeping?—all the glory…

While everyone else is off leveling up, Maple ends up falling down a rabbit hole of sidequests involving an NPC mother and ill child. These quests would be difficult if she wasn’t a massively OP’d tank with a giant flying turtle, but she completes them all in the space of a few hours.

Due to the unnatural speed with which she clears the chain of quests, the NPC mom’s dialogue is unnecessarily dramatic. Instead of being happy to be thanked, Maple feels like she owes the mom an apology!

The final reward of the sidequest chain is “Loving Sacrifice.” Maple commissions an angelic new white suit of armor and gathers her guild-mates in the overworld to demonstrate. After shedding a slice of her HP (she has over 1,000, so plenty to spare), she dons wings and a halo and creates a barrier around the entire party of eight that no enemy can penetrate as long as she’s alive.

Rather than jump for joy at this development, her guild-mates are…a little nervous. After all, isn’t this just a bit much? Maple became the target of the gamemasters before when she spammed Devour; no doubt they’ll step in to de-power her again in an effort to restore game balance.

At the same time, a much larger guild has set its sights on Maple Tree as a potential rival, and will be watching them very carefully in the third event preceding the guild competition. So while Maple was on easy street throughout this episode, that may not be the case next week.

Bofuri – 06 – The Maple Movement Grows

Bofuri has achieved something amazing by making me care about yet another VRMMO anime. It’s done so largely by sticking to the basics: likable leads, respectable production values, a well-paced story that balances slice of life with action, and an emphasis on having fun in the moment over “winning” at all costs. No matter what’s going on, it’s never not enjoyable.

I also tend to prefer VRMMO anime that don’t forget about the real world, so it’s a great time to check in on Kaede and Risa IRL after a virtual week in NWO. Turns out in-game habits can leak out, resulting in (hilarious) reactions from Kaede that might lead some to believe she’s suffering from Chuunibyou. Kaede wisely decides a three-day break away from NWO is indicated.

Upon her return, developments move rather quickly, as Sally informs her of special “Bright Bugs” that enable those who catch them to claim a guild house. It only makes sense that a game in which you can actually taste food and enjoy scenery for its own sake that you’d be able to buy property.

Bofuri speeds up the house-hunting process with one of its signature montages, which I honestly don’t really mind because, well, they move things along. The two happen upon the perfect guild hall: a Berenstain Bears-style tree house in the forest. The only issue? It’s way too big for a guild of only two.

To justify such a large hall, and, incidentally, compete in guild competitions, Maple and Sally must recruit, and recruit they do, starting with Kasumi and Kanade. They’re also lucky enough to nab Kuromu and Iz before anyone else does, and the two are enthusiastic about joining.

The newly formed guild “Maple Tree” splits into two groups and immediately pays dividends, with Kuromu and Kasumi marveling at Sally’s combat prowess while Kanade’s slot machine-like daily skill acquisition aids a mining quest with Iz as Maple provides defense.

After these six, however, guild master Maple draws a blank on who to recruit next, and they’ll need a lot more numbers to compete with the other rapidly growing guilds. Maple laments the extra responsibility and clerical duties, but hopefully “the more the merrier” adage holds true and the extra work pays off.

Maple and Sally descend back to the first level (which they note is now “nostalgic”) and meet the sister duo of Yui and May, who like Maple have maxed out but one attribute (in their case, attack). That brings their guild to an even eight, but they’ll likely need more to fill those empty spots at the guild table…once said guild table is repaired after Yui and May accidentally destroy it with their awesome strength!

One thing to watch out for is the potential dilution or loss of the wonderful dynamic between Maple and Sally, as already evidenced by their splitting up this week. The other guild members don’t yet possess much in the way of character or personality beyond general affability. They’re just kinda…there. Hopefully they’ll be more fleshed out without short-changing the vital Maple/Sally friendship.

Bofuri – 05 – Flying Fortress Acquired

Maple and Sally’s new PvP opponent decides discretion is the better part of valor in a two-on-one situation and withdraws her challenge. Sally isn’t hearing of it, and the two engage in a super-speed chase across the desert. Maple eventually catches up with them, but all three are caught in a quicksand whirlpool that deposits them in an underground dungeon.

The three are all bound together by a cursed chain, meaning if one of them dies, all of them die. The girls call a truce, work together, combining their skills to reach an otherwise out-of-reach area, and clear the dungeon, lifting the curse.

Their new friend is Kasumi (voiced by Hayami Saori), and all three teleport out of the dungeon with a medal apiece. That said, Kasumi doesn’t join their party, so Maple and Sally have to hustle to gain the nine silver medals they need to reach the twenty necessary to attain a new skill.

The next couple days are filled with mini-quests and battles. In some of them, Maple’s stats and abilities are key; in others, Sally’s, demonstrating how effective and formidable a pair they are. They defeat an underwater boss and solve a puzzle at some ruins—the location of which are revealed by the neutral Kanade, voiced by the always-welcome Arai Satomi.

With two medals to go and only one day left to get them, the duo concedes that despite it being a last resort, they’re going to have to attack some fellow players. Sally volunteers to carry the burden, no doubt eager to test her swashbuckling skills…and she does, making mincemeat of any and all players she comes across during her moonlit massacre.

That’s not to say Maple simply kicks back. I mean, she does, but her awesome defense allows Sally to fight freer knowing they’re safe with her friend an her awesome defense. Maple passes the time by helping both their familiars level up by defeating minor enemies in a cave.

Sally kills a lot of people, but still only ends up with the two medals she needs. Still, it’s enough to achieve Maple’s goal, and she immediately puts her skill prize to work. She activates Syrup’s Megamorph ability to make him enormous, then uses Telekinesis to make him into a flying vehicle form which she can rain down death and destruction at an even greater scale, much to the nervous exhalations of her two friends!

It’s another lighthearted, fun-filled, entertaining outing of Bofuri, without doubt one of the top comfort food anime of the season. We’ll see how far the cartoonish NWO admins go to hinder Maple’s meteoric rise. Meanwhile, the chat room continues to be astounded by her exploits.

Bofuri – 04 – Bird (Ice)Box

Maple and Sally’s foray into the sprawling second level is uneventful until the former falls through a hidden trap into a large cavern containing a club-wielding jester boss. The girls work together to defeat it relatively easily. Maple exhibits her new skill “Cover Move”, which enables her to finally keep up with Sally by mimicking her movements in exchange for double damage. Since zero doubled is still zero, it’s another NWO hack for Maple.

After one day they only have two medals, but when they encounter Kuromu and his party on the snowy but notably not cold mountain (a nod to RPG characters rarely bundling up in cold locations), he reports they’ve got zilch. Feeling indebted to him for his earlier assistance, Maple lets his party go through a one-time use teleport gate, only for the gate to almost immediately reappear, suggesting the boss made quick work of the Kuromu crew.

Maple and Sally use the gate, which takes them to the lair of Silverwing, their toughest boss challenge yet, featuring multiple attack vectors. For once, the usually OP Maple is pushed back by attacks, her HP is depleted, and even the outer layers of her armor is destroyed. Thankfully, ten Devours are enough in concert with Sally’s quick harassing attacks and Mirage skill, which enables Maple to slip in under the big icy bird and deliver a Hydra coup-de-grace.

For their trouble, the duo gains give medals for a total of seven, as well as two mysterious monster eggs. They head to warmer climes and warm them until they hatch, revealing a turtle familiar Maple names Syrup and a white fox familiar Sally names Oboro. Like their masters, Syrup and Oboro feature high defense and agility, respectively, and level up and gain skills as they’re used. They both make adorable additions to the party.

The familiars can also be stashed away when not needed, or in the case of Maple and Sally trudging through a desert inhospitable for either animal. Upon reaching an oasis, the two meet their first PvP opponent: a raven-haired maiden in pink samurai garb, brandishing a katana. She placed sixth in the previous event, and looks to rise in the player rankings and is perhaps thinking of adding Maple and Sally’s seven medals to her own collection.

Toaru Kagaku no Railgun T – 03 – In Borrowed Clothes

Railgun T has done a great job so far putting a fun esper-y twist on the classic sports festival formula. Like the three-legged race last week, the balloon hunt is made more creative and exciting with the use of abilities. Adding MISAKA 10032 while Misaka Prime takes a rest takes things up a notch.

MISAKA is never not fun to watch as she calmly assesses her environment dodges attackers and adds notches to her belt. Unfortunately the rest of the Tokiawadai team is so confident of victory they don’t bother with any real teamwork and are undone by the scrappy underdogs’ simple tactics.

That said, Kongo’s melodramatic “death scene” was so worth it, and I liked the idea of Tokiwadai’s adult leaders being glad their pompous rich girl students are having their asses handed to them. They intend punish them with extra dorm chores, and hopefully the sting of the loss will make them rethink their strategy next time they face a seemingly easy opponent.

Speaking of stings, MISAKA probably only loses because Baba-kun (the other team’s leader who had intel on all the Tokiwadai students) uses the balloon hunting fracas as a distraction so he could sting her with a tiny robotic bug. When MISAKA meets with Misaka later, the real deal tells her there’s no reason to hang her head as long as she had fun.

This week marks the first Kamijou Touma cameo, as he runs into Misaka quite by chance as she’s in line for drinks. Misaka is uncharacteristically civil with him as he offers to grab drinks for her, but things take a turn when Misaki spots her with him, is momentarily embarrassed, and takes Misaka’s arm like they’re BFFs.

The last straw is when Misaki, seeking to insert herself into their relationship, gloms onto an unwitting Touma, and her much larger breasts press against him, leading Biribiri to shock him—and for him to cancel said shock with his Imagine Breaker, which sports yet another new sound effect.

As packed as this episode was with Misaka, MISAKA, Touma, and the Balloon Hunt, the show doesn’t forget to check in on the rest of the central quartet. Whether it’s Shirai not losing a step with her Judgment duties (thanks to her teleportation) or Uiharu agreeing to help Ruiko locate “Shadow Metal” for the thrill of it, it’s just great to see these characters back in action and in the spotlight.

If all the preceding events make it sound like a lightweight episode, the episode’s conclusion certainly changed that perception, as the effects of the robo-bug hit MISAKA when she’s alone and isolated (aside from her cat) while Misaki and a suited fellow move in to apprehend her.

Earlier, Misaki was watching a big screen and I could have sworn she could tell the real Misaka wasn’t participating in the balloon hunt. She also mentions how her Mental Out ability is another tool she can use to prove someone’s identity.

Either she’s still fooled into thinking MISAKA is Misaka despite all that, or she’s going to use MISAKA as bait to nab the genuine article. Either way, Misaka’s troubles are about to outstrip Misaki glomming on her guy…

Bofuri – 03 – No More Maples!

As expected, the admins at NWO reign in Maple’s invincibility somewhat, as she’s now only able to use her Devour skill ten times a day and can now take a degree of damage. Maple isn’t happy, but Sally reminds her of all the damage based effects now available to her.

Before heading to the dungeon that leads to the second level, the pair do some sightseeing. They spot a pair of newbie sisters just starting out, visit a cafe where they meet others who ranked high in the first event, and get a lead on a sidequest in the North Forest.

We learn Sally is super afraid of any kind of ghosts, making Maple the steady party member for this particular quest. They locate a cabin with a hatch that leads an underground passage. There, a man in apparent constant pain is tied to a chair.

Maple’s potion has no effect, but Sally casts a string healing spells, exhausting her MP, and he’s finally healed. Their prize for completing the quest is a Super Speed Skill. Sally celebrates by showing Maple a “never-ending sunset area” where they can just relax and soak in the gorgeous view.

The next day they tackle the dungeon to the second level, which contains a formidable boss: a humongous stag that forms from a tangle of huge vines. Maple’s Hydra attacks have no effect, and the stag launches an earth-shattering counterattack. With no agility, Maple has to be yanked to safety by Sally, and she lands awkwardly, resulting in a brief K.O.

Sally, on the other hand, sticks her superhero landing perfectly and presses her attack on the stag, using her high speed and evasion traits to deliver a death by a hundred slashes followed by an authoritative coup-de-grace. It’s the second straight episode with an exciting, kinetic Sally battle.

With the boss defeated, a disappointed Maple comes to, and the pair continue to the second level’s gathering area, where Iz presents Maple her new white shield, which Maple calls Shirayuki (nice name). The chibi dragon MC then appears to announce the start of the second event: this time, it’s a treasure hunt, and Maple and Sally are able to form a party together.

Since players are allowed to kill other players for their medals, and Maple not only already has a gold medal but has only ten Devours per day, she’ll be even more of a target for opportunistic opponents, so both she and Sally will need to be on their guard. It’s the end of Easy Street…so much the better!

Isekai Quartet 2 – 02 – Mission: Imbibeable

Life is pretty sweet in this strange peaceful world for soldiers like Lts. Neumann, Grantz, and Koenig, except for one thing: there’s no booze. But Grantz discovered that Principal von Rudersdorf keeps a stash of “the red stuff” (i.e. wine) in his office.

Kazuma joins the three in a operation to retrieve the wine and get hammered. Unfortunately for them, noted lush Aqua is wise to their plan, tags along, and recklessly opens a cabinet and snatches the wine, setting off a number of booby traps set by von Rudersdorf.

Just as the lieutenants use their military skills to deactivate all the traps, Kazuma admires the flag of their empire on the wall, only for four Giant Toads from his world to come bursting out from behind the frame. The three lieutenants sacrifice themselves, believing Kazuma will do “a man’s job” and do the same so Aqua can escape with the booze.

Of course, Kazuma has no intention of being swallowed by a toad, so he casts Stealth and escapes, leaving Aqua to run for her life and eventually get swallowed up in the hallway. Naofumi does nothing to help her, and since Ram snitched, Roswaaal discovers the scheme and gives the five would-be winos detention.

Isekai Quartet 2 – 01 – Make that QUINtet

You heard that right: characters from a fifth Isekai join the already huge ensemble cast of Isekat Quartet. The first of them, Iwatani Naofumi AKA Shield Hero, is introduced immediately when he peeks into the class where all the other MCs are. He’s not transferring to their class, however: their only transfer student seems to be Megumin’s familiar, Chomusuke…who unlike Puck, has “student” status.

Raphtalia suddenly encounters Kazuma and Ainz Ooal Gown in the hallway and immediately assumes the latter is a monster that needs to be defeated, but Kazuma calms her down and they join her search for Naofumi. Filo, meanwhile, ends up in the pet area with Hamusuke and Death Knight. Raphtalia and Filo are reunited with the Shield Hero when he protects them from a particularly hard-hit baseball from the bat staff of Mare.

That’s pretty much it! The episode’s only eleven minutes, after all. Naofumi decides that while he’s not 100% sure what’s going on, he and his party will try to settle into a school life of following the rules along with the others who have been teleported. It will be interesting to see if he befriends the other lads from Japan…and here’s hoping Melty, Malty, or others from his world show up at some point!

Bofuri – 02 – The No-Damage Duo

Bofuri’s second episode is split between Maple’s first NWO battle royale and when Risa finally joins her. The battle is a cakewalk for Maple, whose ultra-defensive specialization ensures she takes no damage in the process of bagging more than two thousand kills, most of them absorbed as MP by her Great Shield.

Maple actually gets pretty fierce once various parties start ganging up on her, even paralyzing and poisoning those who flee to up her kill count. Compare that to when she’s waiting for enemies, killing time by innocently drawing intricate Yakuza dragon and Nazca lines. I really dig Maple’s low-key drawing talent, which comes through in the game!

Leading up to Risa’s arrival, I was starting to think it would be a running joke for Maple to bring up the fact Risa hasn’t joined her in the game yet, and that she might never join her due to various circumstances IRL. However, once she finally enters (as “Sally”, her real name in reverse), it’s as a “Swashbuckler” class, high on agility and evasion.

This complements Maple’s tank class perfectly, especially when they have to get somewhere far away fast. Sally simply carries the ridiculously slow Maple on her back as she races across the overworld, while Maple dispatches incoming enemies with ease.

Their destination is an underground lake where they can find a particular kind of fish, the scales of which Maple needs for the white shield she’s having Iz forge once she has enough cash. The duo spends a lot of time fishing, while Sally maxes out her swimming and diving skills and finds a cool underwater dungeon.

Tanks like Maple can’t swim, so it’s all up to Sally to take out the beastly aquatic boss at the end of this dungeon. It’s a cool design with lots of pyrotechnic attacks. While both the boss and Sally are CG, and the frame rate screeches to a near-halt, that’s somewhat mitigated by the blur used to indicate they’re underwater. It’s also an exciting, fast-paced, and well-directed battle.

When it’s over, Sally returns to a worried Maple with a new awesome-looking outfit. That’s when the game’s dragon mascot informs them that the second level of the game will soon be opened for those who meet the conditions. In need of a new pair of boots to complete her Swashbuckling look, Sally tosses Maple on her back and races back to town.

The news of multiple levels to the game satisfactorily explains why Maple was able to become so powerful in so short a time: she’s still only on the first of those levels. This fact, and the tough fish boss fight, bode well for their future adventures and battles posing a greater challenge.

One of many details I’m liking about Bofuri is the restrained use of cutaways to online chatting, between the A- and B-parts and before the end credits. The chatting chronicles Maple and Risa’s progress and rise in notoriety. Like similar cutaways in Durarara!! it adds depth, texture and a sense of community to the show.