Vinland Saga – 07 – Getting a Head in France

The Danish King Sweyn orders his armies’ English advances halted to give them time to rest for the winter. That means Askeladd’s crew’s contract work with the army ceases, which means they have to do as the birds do: migrate south in search of food.

It turns out there are already various factions within France fighting one another, including a siege on the Loire river in which a numerically superior Frankish force is unable to take a fort held by only a handful of their enemies. Askeladd sends in Thorfinn, older but still a kid, to make a deal with the besieging army.

Their general—who has a distorted cartoony design that resembles a fat toad, and with a weird voice to match—reluctantly agrees to ally with Askeladd’s men for the siege. The general’s out-of-place appearance is another sign that while Vinland Saga can be very realistic when it wants to be, it’s still depicting a highly stylized version of history and reality.

A more overt sign is when Askeladd’s men join the Frankish general’s armies in the siege the next morning, they come lugging their three boats on their shoulders and running at full speed; at least 25mph (the current record for human speed is Usain Bolt’s 27.8mph; he was not carrying a viking ship).

So yeah, even if the Vikings did carry their ships around on occasions when it was necessary to take land shortcuts, they certainly didn’t carry them that quickly, and I imagine when they were done carrying them they didn’t have enough energy remaining to not just fight a battle, but absolutely dominate in it.


Of course, challenging realism in this show is a slippery slope, so I’ll stop there, as it’s more plausible that after however many years Thorfinn has trained and killed for Askeladd, he’s become a finely-honed, ninja-like killing machine. There’s a long line of soldiers between him and their commander, but he cuts through them all like butter. Unfortunately, when he beheads the commander, the head falls into the lake, and the whole reason he went up there was to claim their leader’s head.

The Frankish general/prince was planning to betray Askeladd when it made the most sense to do so, but Askeladd betrays him first, pillaging the village of all treasure and leaving the worthless empty fort, and the victory, for the general.

Presenting the head of the commander, Thorfinn formally challenges Askeladd to the duel he’s owed once more, and Askeladd formally accepts…but only after they’ve escaped to safety. That means rowing their three big viking ships—likely overladen by treasure and other spoils—down a steep waterfall. Not only do the ships make it down without a scratch, but not a single gold coin spills out.

Despite all the action in this episode, it still felt rather static, in that Thorfinn and Askeladd’s unresolved conflict hung over everything, and the fact it was once again delayed despite Finn meeting the requirements feels like another artifical delay, for which their French excursion felt like so much window dressing. The comic-relief buffonish toad man and questionable physics further undermined the outing.

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Vinland Saga – 06 – Engulfed by the Quarrels of Men

On November 13, 1002, King Æthelred II of orders all Danish immigrants in England killed. The Danish respond by sending troops across the sea, and the Vikings—Danish pirates—serve as the “army’s army.” Askeladd’s crew are right in the middle of this.

When English archers ambush their camp, Thorfinn gets a crash course in mass death, killing, and living with it, taking his first life and letting out a cry of vicious despair that carries through the forest, while Askeladd observes in quiet approval.

The battles with the English continue, and Thorfinn continues to kill and gets better at it, with his enemies continually underestimating him due to his size and youth. Askeladd starts using him as a scout, and he manages to kill two foes who come at him, gaining a second dagger with which he dual-wields henceforth.

While on another scouting mission he takes an arrow to the shoulder and washes up on a branch in a river in East Anglia. A kindly, God-fearing mother and her daughter take him in, clean him up, and feed him. The daughter worries (rightfully) that he’s a Dane, their enemy; but her mom doesn’t think any women or children should be bothered with the quarrels of men.

The mother even combs the fleas and lice from Thorfinn’s unruly hair, with the same comb she used to use on her son, who died of a cold two years ago. An English soldier arrives looking for a pint-sized scout, but the mother covers for Finn.

That night, while the daughter continues to argue with her mother about harboring him, Finn abruptly takes his leave, saying just one word to them in English: Run. He then sets a cottage on the beach aflame; the signal to Askeladd to make his landing.

The mother doesn’t run as Finn urged her; she comes to the beach and sees for herself the boy she nursed back to health and harbored: a rabid killing machine. When Finn spots her among the crowd, tears streaming down her cheeks, guilt momentarily washes across his face, as he remembers his own mother and older sister.

Then the mother is simply gobbled up by the charging viking horde, Finn takes a deep breath, and the guilt is replaced by cold detachment as he too gets lost in the crush, joining his fellow fighters in the latest retaliatory raid on a relatively well-off English village. The comb the mother used on him is trod upon and broken, and perhaps with it any possible chance of Thorfinn turning back from his current, blood-soaked path.

Vinland Saga – 05 – A Duel Deferred

Despite Askeladd and his crew being sure Thorfinn would eventually die of hunger, thirst, and/or exposure on the captured ship, he survives long enough for them to sail into the Humber for a brief stint in England. At first his thirst for revenge outweighs everything, but he slips on some moss and gets knocked out by a tree trunk. Defeated by his surroundings before he’s anywhere near the enemy.

He awakes in a gorgeously lit forest and finally drinks some fresh water. He’s so surprised to still be alive he even manages to smile and laugh, but that cheerful mood doesn’t last when he starts to hear screams and spots flames in the distance. Askeladd’s men have decided to spend their “resting time” doing what they apparently do best: rape, burn, and pillage.

Once things die down Finn sneaks into the village and finds the hut where Askeladd is sleeping, unprotected. Eschewing his dagger for an unwieldy longsword, he raises it in preparation to behead his father’s murderer, but stops and retreats, much to the surprise of Askeladd (who was briefly roused before going back to sleep.

In the morning, it’s confirmed why Finn stayed his hand: he’s his’ father’s son. Stabbing a sleeping man in the back isn’t his style; he wants a proper duel with Askeladd. Unfortunately Finn is absolutely no match for Askeladd, especially when he’s letting his sword swing him. He gets a brutal kick to the gut, but that’s all he gets.

Back in Iceland, Leif and the rest of the crew return and inform Helga and Ylva of Thors’ honorable death, and promise to not rest until they’ve found Thorfinn. Ylva, bypassing several stages of grief, flies straight to detatched acceptance and gets back to work, reacting to the news with little more than a shrug and by admitting she figured he’d get killed one of these days.

Neither Ylva’s friends nor her mother are buying what she’s selling—that she feels nothing for what has happened and merely wants to move on—and this is most powerfully illustrated when Ylva is working on a loom late into the night and Helga puts her hands on hers to stop her.

Only then, when Ylva stops—working, busying her mind, simply stops—do tears start to flow, almost despite herself, from her crystal blue eyes. Then Helga draws her into an embrace of shared grief and comfort. Will Ylva stay with her mother, perhaps the only family she has left, or join Leif on the search for her kid brother?

As we know, she still has a brother, who simply refuses to die. While Thorfinn won’t accept scraps from Askeladd’s men when they’re offered, he comes back later to eat what little meat is left and suck out the marrow. He has a chance encounter with Bjorn (collecting mushrooms), who treats him as little more than an irritant, but tells him that while his father was indeed strong, he was also naive. Finn isn’t even strong, not yet, which means he doesn’t have a chance.

Taking that to heart, Thorfinn continues training in the forest, and one night encounters a hungry wolf. Remembering Askeladd’s words about being swung by his own sword, Finn ditches the huge weapon for something much more suited to his size: the dagger Thors gave him. He then kills his first wolf, learns to throw a dagger, kills his first rabbit, feeds himself, recovers some strength.

As Askeladd and his men prepare to depart, having stayed longer than originally planned, Thorfinn confronts him one last time with yet another duel challenge. This time, he shows Askeladd a lot more, and even surprises him with the thrown dagger, but Finn is still nowhere close to being a threat.

Demonstrating he has at least some heart and empathy for the kid’s plight, Askeladd refuses to kill him, and instead makes a promise: if Finn becomes stronger and distinguishes himself in battle, he will honor the duel at a later date. The implication is, he must first join Askeladd’s crew. Knowing that as much as he might want to avenge his father, he’s still too young and weak, Finn agrees, and a truce is struck.

DanMachi II – 03 – Finding an Opening

Soma’s commander, Zanis, claims that the whole point of helping Apollo attack Hestia Familia was to bring Liliruca back into the family, but all he really cares about is her transformation magic, with which he intends to make a fortune. Lili’s prison guard, Chandra, snorts at Zanis’ arrogance; portending his giving a helping hand to Lili later.

Hestia meets with Welf, Takemikazuchi, Ouka, Mikoto, Chigusa, Miach, and Naza to arrange a rescue mission. When they ask whether the upcoming War Game with Apollo Familia should be her priority, Hestia retorts that all she has against Apollo is Bell, but he can’t fight 100% as long as he’s worried about his supporter, so Lili must come first.

As for the meeting of the gods in which the terms of the War Game are set out, Hestia by way of Hermes draws the worst possible lot: a siege. When Hermes says that the situation is just too unfair unless Hestia is allowed helpers, and Freya mocks Apollo for being afraid of allowing them, Apollo caves to the crowd and declares that Hestia Familia shall be allowed *one* helper, but they can’t be from Orario.

Meanwhile, Zanis reveals his true nature by dropping the whole “family” bit with Lili: she’s a resource he’ll use up and discard for his own gain. Once Zanis leaves, Chandra tosses the keys to Lili to do as she will; he can’t stand that guy! Once free, Lili finds a rescue raid in progress that she doesn’t even want. When she tells Hestia and the others to leave her, Hestia tells her how important she is to Bell—to all of them—and that they’re not leaving without her.

Lili tries one more time to get Soma to take a break from his winemaking and do something, but typically he’s left everything to the corrupt Zanis. This time, he offers some wine to Lili, and if she is still able to ask him for help, he’ll do as she asks.

To Soma’s surprise, Lili does not become a drunk slave, and still has the lucidity to beg him to stop the battle, which he does, even allowing Welf to zipline in and sword-slap Zanis in his shitty face.

With Lili safely rescued, she promptly officially transfers from Soma to Hestia Familia, and she’s not the only one. Mikoto asks Takemikazuchi for a transfer to Hestia, and wanting to help Hestia, he agrees. Welf also gets Hephaistios to let him transfer, while Hermes and Syl convince Ryu Lion to be the one helper that Hestia is allowed to recruit.

With Hestia Familia appointed the attacker in the War Game siege, and Bell training hard with Ais and Tiona, the odds of a Hestia victory are starting to look a lot less hopeless!

DanMachi II – 02 – White Rabbit Howl

Apparently, Apollo’s sole reason for challenging Hestia to a War Game between their familias is his infatuation with Bell, but Hestia flatly refuses and storms out of the banquet with Bell. Of course, the matter is far from over, as Bell and Hestia wake up to a full scale ambush of their home.

Woefully outnumbered and without the high ground, they only have one choice: run. If there’s a silver lining in this chase for Hestia, it’s that she gets to be princess-carried by Bell for most of it.

Their destination is the neutral guild, though Eina and her boss lament that no amount of fines will deter the ridiculously wealthy Apollo from doing what he wants. Daphne warns Bell that Apollo will never stop pursuing that which he wants, while one of his strongest lieutenants in Hyakinthos has added incentive to capture Bell, believing Bell stole his god’s affections.

Even Ais’ hands are also tied for the duration of the chase, as it would not be proper for her to be seen as assisting the Hestia Familia (plus Finn plain won’t allow it). Bell is no match for Hyakinthos, and gets severely slashed up.

He’s only saved from having a limb removed by the scornful Hyakinthos by sniper arrows from Miach Familia’s Naaza, along with last-minute backup by the Takemikazuchi Familia and the arrival of Welf, Lili, and Miach, who heals Bell’s wounds. Able to run again, Bell takes Hestia and continues to flee while their allies fight Apollo’s forces.

But there’s something strange going on: some of the fighters are wearing Soma Familia’s emblem, and when Welf and Lili are briefly separated, we learn why: Zanis has come to bring her back into the fold, and either due to brainwashing or some other psychological trauma (why not both?), Lili obeys him, leaving Welf behind.

As Bell and Hestia stop to rest under a bridge, still far from the guild, Hyakinthos announces from the rooftops that no matter what happens, Apollo won’t stop until he has Bell.

Hestia tries to get Bell to return her romantic feelings for him, but when he says he “respects” instead of “likes”, she gives away their position by screaming her displeasure, and they’re nearly blasted away by Apollo mages.

Rather than keep going for the guild, Hestia has Bell turn southwest, and they arrive at Apollo’s palace. There, she throws Prum’s glove in Apollo’s face and officially accepts the war game. Apollo calls off his attack forces and declares that the details will be forthcoming as adventurers come out of the woodwork to celebrate the first War Game in a long time.

Bell is going to have a tough time fighting all of Apollo on his own, but knows where he can receive the training he needs to get stronger. When he’s turned away at Loki’s gate by Tione, but not before she mutters something to him under her breath.

Those words lead him to a more secluded spot where Ais and Tiona are waiting. Neither are able to be seen with him in public, but in the interests of a fairer fight against Apollo Familia, both are eager to help train him. With the added need to rescue Lili from Soma before the War Game begins, Bell suddenly has a lot on his place, and will need all the help he can get.

This was a thrilling chase episode, starting with a bang and continuing to escalatie until poor Hestia had no choice but to give in. The weather turned from a morose cloudy gray to a more hopeful golden sunset as the chase ended, with Inai Keiji’s stirring score lending both urgency and majesty to the proceedings. I can’t wait to how Bell avoids becoming the latest part of Apollo’s collection—and who else pitches in to help him.

Machikado Mazoku – 02 – A Demon Girl and Her Money are Soon Parted

Yuuko may consider Momo her mortal enemy, but the feeling isn’t mutual, and that isn’t just down to because Yuuko is so weak (she is) or because she’s so powerful (she says she’s not even that strong as magical girls go). Momo could always just ignore Yuuko and retire to her big modern house after school, but she doesn’t.

She entertains and indulges Yuuko at every turn, as if she’s happy for the company, even if that company wants to drain her blood. At the same time, she could just be playing a very shrewd and subtle long game, with the end goal of keeping Yuuko broke and powerless, which Yuuko’s mom says is the magical girl M.O.

When Yuuko reports her lack of progress, her mom decides to up her monthly allowance to 500 yen (~$5), an extravagant (by Yoshida family standards) budget with which to purchase weaponry to defeat Momo. Her friends end up taking her to the mall and Momo tags along, further proof that she either wants to be friends with Yuuko or wants to bankrupt her, or both!

Looking around in vain for a weapon under 450 yen (she gave Momo 50 as part of a 10-installment repayment plan for train fare) exhausts Yuuko and makes her hungry, and Momo and her friends point her in the direction of an udon restaurant, where she spends all but 120 yen. Momo then points out a soda machine, and Yuuko buys a coke with the last of her cash.

Clearly, neither a war of fists or a financial battle will be enough to put a dent in the pink magical girl. Perhaps nothing Yuuko can muster will ever make her a legitimate threat, even with Momo stepping back from her magical girl duties, she’s still a Level 99 against her 1. That’s why Lilith is poised to join the fray. But more likely than not she won’t be much of a threat to Momo either…

While perhaps not quite as strong as it’s first episode (few second episodes are), I’m still very much enjoying MachiMazo’s blazing color, rapid-fire comedy and cheeky irreverence. So I’ll be back for more!

Isekai Quartet – 11 – Let’s Get Nuts!

Field Day starts orderly enough, with members of Class 2 and Class 1 exchanging pleasantries, and Yunyun, apparently from “Class 3” challenging Megumin to a battle (turns out she’s the only member of Class 3).

From there, a series of contests from tug-of-war to…donut grabbing(?), to the cavalry battle. The latter is worth 100 million points, rendering all the previous exercises and their somewhat random pointless.

Then the teachers join in, with Roswaal, Vanir, Pandora’s Actor, and a reluctant Rerugen wondering what he’s doing with these weirdos. Classes 1 and 2 decide to join forces to beat back the faculty, who then deploy their trump card, the Mobile Fortress Destroyer from KonoSuba.

While the show should be lauded for bringing in so many more familiar faces, it’s odd that Class 1 is only around half the size of Class 2 (though “Class 3” is a good joke), and for an episode with so much activity, there’s precious little action, which is to say…animation, only the suggestion of it through panning montages.

Isekai Quartet – 10 – Hootin’ an’ Hollerin’

When Roswaal announces that their Field Trip will be immediately followed by a Field Day with the “other” class, everyone looks around like he’s crazy. What other class? Sure enough, Subaru peeks into the next classroom (the one that didn’t exist before that day) and spots a whole other class of characters from the four shows.

This includes not only Ainz’s Combat Maids (which Subaru says is “a bit much” even though he’s surrounded by Demon Maids) but a Sword Saint of Subaru and Emilia’s world, Reinhard van Astrea. Hey, if you have all four shows at your disposal, you might as well use everyone you can!

KonoSuba’s Chris is also there, and warns Kazuma and the others from her world that if you die in this weird school world, you won’t come back. Why she specifically has that information is not explained, but there’s no reason to doubt it.

Still, Subaru successfully tests his “Return by Death,” and sound effects I hadn’t heard in a long time suddenly brought everything he went through back. It also makes a “mabeast” like Hamusuke come running, even though she’s not sure why.

The class leaders decide that victory over Class A is absolutely imperative:  winning means the possibility of returning to their respective worlds. Everyone in the class rallies together to ensure that victory…except for Kazuma, who would prefer to stay in this world and is too lazy to bother going back to defeat the Demon King.

His stubborn apathy brings out the worst in Tanya, who whips him into shape by going aerial with Puck and putting him through a brutal boot camp. Excited by the crystal bombardment, Megumin decides to join in the fun with an Explosion. Meanwhile, I hope either Class A or another class has Felt, Clementine, Enri, or Kyouya; it would be nice to see those guys again.

Ao-chan Can’t Study! – 10 – …But She CAN Run!

Ao is utterly apathetic about the upcoming sports festival, until she learns Takumi will be on the cheer squad, and dedicates herself to training hard for the 800m run so she can experience the joy of being cheered on by the guy she likes.

Kudos for the show finally portraying these two as a comfortable, easygoing couple, even if they’re not 100% officially “dating;” it’s nice to see Ao not only publicly acknowledging her interest in Takumi (already well known in her class) but contributing to him making the decision to participate.

Of course, there has to be a conflict of some kind (beyond winning the race) and it comes in the form of her father, who has embarrassed her at every level of her education during the sports festival. When she bans him from this one, he bans her from ever moving out, and the two.

Yet, despite their fight, and despite the fact Ao made sure Yabe increased his workload tenfold, her father still makes it to the festival. Ao notices him just after having a talk with Takumi, who tells her he’s probably not that upset over their fight and that she should just talk to him.

While Pops gets to apologize, and explains his presence as having done all the work put before him with maximum efficiency, all so he could watch her compete, Ao is about to apologize back, but it’s time to run. Her dad joins Takumi and the cheer squad, and Ao takes the lead, but starts flagging in the home stretch.

This is when Pops fulfills Ao’s worst fear, yelling for her to hold onto her “G-cups” so she can run faster. This embarrasses her, Takumi, the cheer squad, and also freezes the other runners, as well as energizes Ao into finding her second wind and finishing first. But her Pops doesn’t escape a beatdown for his raunchy words.

Of course all of this could have been avoided if the show remembered there are these things called sports bras, to be used while running, jumping, and doing other athletic things!

Senryuu Shoujo – 02 – Close Enough

The Lit Club begins an initiative aimed at improving Eiji’s bad-boy image with the rest of the school, though Nanako likes him the way he is, even when his eyes roll back in his head when he’s deep in thought! That’s when Eiji’s beautiful “big sis” Ootsuki Koto shows up to thank Nanako and Amane for taking care of him. Turns out she’s just his childhood friend two years his senior. Then, while having a meal together, Eiji notes how much Nanako eats—not with malice, mind you—and Nanako starts to fear she’s gaining weight.

When her little brother teases her for eating as much as a sumo wrestler, Nanako resolves to go on a diet, but Koto offers to train her instead, using her military self-defense skills to whip her into shape. Time passes, and an excited Nanako takes Eiji’s hand and places it on her stomach…which would be quite forward if we didn’t know her true intentions were honorable. Instead, Eiji has to mention how he’s never felt a girl’s stomach and thus has no basis for comparison for Nanako to realize her faux pas.

Still, one think Nanako shouldn’t be ashamed of is that she likes Eiji—a genuinely nice guy—just the way he is. If others get to know him, they’ll learn the same thing. Koto already knows this, but when Amane asks if she likes anyone (if she had to give her a name, it would be Eiji), she says she doesn’t; not the way Amane means, anyway. Koto is fine with her and Eiji just the way they are, even if it means him getting closer to Nanako.

As it is, SS is a school slice-of-life with romantic undertones that just happens to integrate haiku wherever it can. And like that show about women enjoying various alcoholic beverages after work, it succeeds at its limited domain just as much as it needs to—which is to say, it’s fine.

The Promised Neverland – 12 (Fin) – A Nameless Song

As the kids begin their ascent up the wall, Emma informs Ray of a change in her plans: rather than rescue everyone tonight, she’s leaving all the little ones four and under behind, and is committed to coming back for them, and everyone else in the other plants, before their various shipping dates arrive. It’s a tough choice, but one that had to be made to ensure that the group of fifteen older kids survive the escape.

That’s why little Phil is with Mama as the house burns: turns out Phil is in on it, and even though he’s only four, he now understands what it means that Norman, Connie and the others were “harvested.” Emma leaves him in charge of training the next “wave”, his fellow younger kids, and getting him ready for when she returns.

But first things first, getting across that great yawning cliff. There’s another wrinkle in the plan for which Ray was kept in the dark, which meant Mama was kept in the dark: they don’t use the very obvious bridge to cross the cliff. Instead, Don heaves a stone across a narrower portion of the cliff, and the rope wraps successfully across a tree. He ziplines across, secures the other end of the rope, and secures the second and third ropes two of the kids use water rockets to launch across.

It’s a wonderful use of ingenuity and intense training, and the kids pull it off with aplomb. Phil also succeeds in distracting Mama just long enough so when she sounds the alarm the monsters go to the bridge, and when she realizes they’re not at the bridge, she doesn’t get to their location until Emma is the last person who hasn’t made the crossing. Emma flashes one last defiant look at her former Mama, and says goodbye before ziplining across. The lines are cut; Mama is beaten.

In her moment of defeat, we learn more about who Mama—who Isabella—was, thanks to a supremely affecting flashback that really humanizes her despite the monstrous things she’s done for her superiors. Isabella had a “Norman” of her own in Leslie, who played a beautiful lute and wrote a nameless song she loved. But Leslie’s shipping date came, and he said goodbye, and Isabella was devastated.

She used her ingenuity and athleticism to climb the wall, only to find the cliff and despair as Norman must have done when he first saw it. Her Mama comes to bring her back home, and eventually Isabella is given the same offer she’d later give Emma.

Only while Emma refused, Isabella accepted. She was trained to be a Sister, then a Mama, and even gave birth…to Ray. A younger Ray hums the same nameless song Leslie used to play, because Isabella hummed it when he was in the womb. Ray realizes Mama is his birth mother, asks why she gave birth to him (survival, plain and simple), and their “collaboration” continued from there.

If Leslie’s song were to ever have a title, one possibility could be “The Path Not Traveled,” as it’s the song Isabella held close and never forgot from her time as one of the same kind of kids Ray, Norman and Emma turned out to be, but it’s a song that reminds her that she chose to survive by joining the system rather than rebelling. In the end, Mama seems more proud than anything else that her beloved children outwitted her. Now that they’re beyond the wall and cliff, she wishes them good fortune.

Another title could be “The First Morning”, such as the one Emma and Ray encounter. The sun rises out of the horizon for the first time since they gained their hard-earned freedom. Seeing them silhouetted against the dawn’s light is one hell of a beautiful parting shot.

While I’m terribly worried for what might come next, or what dangers await them in the wilderness beyond, there simply wasn’t time to explore that in twelve episodes. But just the fact they managed to get out of the farm that was going to ship them off to be demon food is more than enough.

Kaguya-sama: Love is War – 05 – An Alarming Lack of Coordination

We get a triad of segments this week, the first being a girl asking Kaguya for advice about breaking up with someone, specifically the guy Miyuki coached on how to ask her out in the first place! The resulting awkward silence that plagues their relationship is a matter of having gotten together before getting to know each other.

“Love Detective” Chika intervenes, protesting her initial exclusion from the girl talk, and administers a test that proves that both the girl likes the guy and that Kaguya likes Miyuki. Kaguya has to take great strides not to reveal too much about that, and tries to steer towards the couple thriving by having a “common enemy.”

Chika takes that a bit too far and calls their enemy society itself, but the couple’s shared enemy turns out to be hunger and/or poverty, so they manage to hit it off while working together on a charity. As Kaguya surveys her good works, she notices Miyuki is there helping out too…another of the many reasons she likes him besides having a cute resting scowl. She can’t help but admit her feelings to herself and us, so she loses this one.

In segment two we learn that for all his academic prowess and general physical strength and wellness, Miyuki is pathetically, horrifically uncoordinated when it comes to sports. With P.E. volleyball quickly approaching, he tries and fails to train alone, until Chika (who is really just okay at sports, but light years beyond him at this point) takes him under her wing.

Chika doesn’t see why Miyuki is so into this until she realizes he’s doing it to impress (some) girl. Cut to a montage of Miyuki making progress as Chika yells and encourages and sweats right alongside. Just when she think’s she’s made a great volleyball player, he asks her to help him with the actions of the sport other than mere serving. She’s a mess by the time P.E. volleyball comes around, but Miyuki is the toast of the class thanks to her, so she shares his victory.

The final segment is Love is War’s version of the shared umbrella scenario (SUS, not to be confused with the Subaru Sport Utility Sedan). Sharing an umbrella has a twofold purpose: to get a lot closer to the one you like, and to mark that person so everyone else knows they’re yours. Of course, Kaguya and Miyuki have to make it another battle of wills despite both wanting very much to share an umbrella, but they sabotage each other’s plans by both pretending they forgot their umbrella.

Miyuki tries first to poke oles in Miyuki’s lie first, but has insufficient information. Kaguya actually meticulously planned all of this by studying the weather and slashing the tires of her ride. Just when she has Miyuki cornered, all but forcing him to reveal he has an umbrella, Chika pops up behind her with a spare she can borrow. With Kaguya now in possession of an umbrella, she decides to “sublet” it to Miyuki, letting him “do what he wants” with it.

The fact she offered it to him so freely exposes her conern for him, and would make her the loser. But Kaguya also freely exposes her desire to share the umbrella, changing the result to a tie. Kaguya’s smile upon Miyuki offering to share was simply priceless. Both lost by their own twisted, self-defeating logic, but both won because they got what they actually wanted: an excuse to get closer.

Chio-chan no Tsuugakuro – 06 – Game Over IRL

Kabbadi Club captain Kushitori Madoka is missing, but it doesn’t take Chio and Manana long to find her. While she acts as if she’s training “in the mountains”, she’s really just been camping in a city park, and her “master” is just a old creep who used to be successful but gave it all up thanks to his obsession with high school girls’ infectious “energy.” Yikes!

Needless to say, this is a situation in which neither Chio nor Manana want to get involved…so Chio launches Manana into the situation while she continues to hide.

Madoka wanted to rid herself of her “wicked thoughts” but after hearing the creepy dude’s life story she abandons that venture and pursues the “you do you” philosophy instead…which involves groping the butts of Chio (who Manana sells out as revenge) and later Yuki.

With all the groping out of the way, the next segment deals with Chio being influenced by an American combat game she played by treating every blind corner as a potential hazard (a passing mother seems to pity Chio, but the mother’s little boy things she’s hella cool).

When Chio spots Manana on a bridge that looks very much like a part of the game, she decides to try to ambush her from below, utilizing her surprising athleticism. However, things do not go as easily or as well for Chio IRL as they did in the game.

She ends up having to abandon the ambush and call out for help. Manana knows Chio too well, and knows she was trying to pull a prank. Her hesitation to help causes Chio to find untapped well of strength, which she uses not to raise herself up but to pull Manana down.

A lot of awkward positioning ensues, until both girls are so tangled up and exhausted they need a Good Samaritan to assist them. When he asks the students their names (he knows which academy they attend) the two friends give each others names.

Chio and Manana may seem intent on destroying each other most of the time, yet at the end of the day remain the good friends they’ve always been, and no one, be it a gropy upperclassman, uptight disciplinary officer, or former bike gang leader, can come between them.