Different ethnicity, different religion, different species, body swapping, homosexuality, transgender, not actually being organically alive… with these, and other factors, many writers have tried- and failed- to make the romance genre anything besides a series of cringefests (at least for me). Could different gravity fields actually make it interesting? Let’s watch Patema Inverted and find out.
In Patema Inverted, the titular character dreams of visiting another world. So, she heads on the highway to the Danger Zone and ends up in the world of Aiga, some kind of Brave New World-type society. There, she meets an adolescent boy named Age, and they literally turn each other’s worlds upside down, because- well- their gravitational fields go in opposite directions.
Well, astonishingly enough, the opposite gravity means almost nothing. The only thing that the opposite gravity does is establish the forbidden romance factor that governs the film. It does build a sense of anxiety, just by them walking around, because both directions lead to a bottomless pit of death. Unfortunately, Patema Inverted plays out so cardboard-cutout-y that it doesn’t even matter. Maybe I shouldn’t be so harsh, since Kanopy considers it a kids movie, but I’m writing this post, so I’m gonna be harsh!
The romance comes from out of left field, as it almost always does. The sh*t hits the fan no more than five minutes after they meet, and while I appreciate the not-beating-around-the-bush, it doesn’t help build their relationship at all. At least Ride Your Wave did something to actually get you to grow attached to the two lovebirds (as much of an obvious red flag it was).
I shouldn’t even mention the characters… yet I am anyway. If you’ve seen E.T., then you’ve watched Patema Inverted already, as it’s all about the powers-that-be being scared of something that they can’t understand. Age is a typical “I’m-sad-because-my-dad-is-dead” boy, who literally has no personality other than the fact that he’s sad because his dad is dead. Patema is just… a girl. There’s nothing to even say about her. The bad guy is a typical SAO villain, complete with one-dimensional evilness and wanting to sexually assault a teenage girl.
I’ll admit that some of the movie caught me off guard. Towards the end, there are a couple of interesting twists, but they end up being left with next to no explanation. A fan would say that it’s a nuance that requires some interpretation, and a critic would say it’s a plothole. Guess what I think it is.
Visually, this is perhaps the weakest anime movie I’ve seen. I don’t know if it was a stylistic choice, but the character textures are flat, and the background art- while somewhat beautiful- doesn’t get much better than a AAA-produced TV anime. There is also a remarkable lack of actual animation throughout the movie. This is the first anime I’ve watched since Tokyo Godfathers, which looked way more impressive despite having come out a whole decade sooner.
Final Verdict: 5/10
I didn’t think I was going to like Patema Inverted that much going into it, but it couldn’t even meet my low expectations. This movie was about as empty-feeling as it could get. As much as I didn’t like Ride Your Wave, it at least has a sense of whimsy with its art style, and much more personality to boot. I’d recommend Patema Inverted if you like the very inorganic romance that’s plagued the genre since the dawn of entertainment. I’m sorry for writing such a harsh review, but them’s the breaks sometimes. I admit that I only watched it as a test to make sure Kanopy was reliable. I’ll be covering a review of a different anime movie that will very likely be much better in the very near future.
Last time on Otherside Picnic, Sorawo and Toriko decide to rescue the U.S. soldiers trapped at Kisaragi Station. They lead the entire battalion of men through a forest and fight a giant snake lady, and the men are able to return to base in Okinawa. The girls take the opportunity to chillax at the beach, but end up on a beach in the Otherisde. After barely avoiding an assault from green babies and grey lumpy crabs, they escape by using the Hasshaku-sama hat from the previous volume to form a portal, whereas Sorawo sees the silhouette of Satsuki on the beach just as the portal closes up. Sorawo then encounters a weird girl named Akari Seto, who’s had ninja cats pursuing her. The two of them, and Toriko, end up fighting said ninja cats in the space between our world and the Otherside (similar to when the Time-space Man showed up), and escape when Sorawo uses her power to spot a strange doll inside Akari, which Toriko pulls out of her. After returning to the real world, they ask where she got it from. It turns out that she was another student of Satsuki’s, and this breaks Toriko’s heart. Later on, they get invited to the organization that Kozakura works for, the DS research lab, where Satsuki used to work. When they investigate her old room, Sorawo uses her right eye to decipher the strange glyphs in Satsuki’s journal, which causes Satsuki herself to appear and drop a cursed box on the floor, which erupts into red birds that attack Toriko. Sorawo barely manages to save her, but we still have no idea what the deal is with Satsuki, assuming that we’ve been seeing the real thing. Also, Sorawo not telling Toriko about any of these sightings is sure going to put a dent in their relationship later.
This volume starts with the title drop: an Otherside picnic! In this part, we learn more stuff about the girls than before, such as the fact that Toriko apparently had lesbians for parents. But yeah, this light novel is getting more yuri every volume. I just hope it doesn’t get so wrapped up in yuri stuff that it dangles the whole Satsuki thing like a carrot for a cringe-tastically long time. That would be very sitcom-like.
Fortunately, that has yet to occur. Otherside Picnic still maintains a sense of overall intrigue when it comes to story progression. This volume brings up a mysterious figure named Lunaurumi, who may or may not be Satsuki. But she is one thing, and that’s some Internet troll who’s been spreading the Otherside’s influence to innocent people.
Unfortunately, I don’t care about Akari any more than I did last time, even with the character development she gets in this volume. We see her relationship with her friend, Natsumi Ichikawa, but it’s kind of just there for the sake of the genre. I might have said this before, but Sorawo and Toriko’s chemistry is the only thing making the yuri aspect of this series anything above baseless girl-on-girl sex.
Based on what I’ve read up to this point, the first halves of each Otherside Picnic volume are very slow and very inconsequential. The first chapter in each book can be pretty boring, and seems to serve no purpose but to reacquaint us with the characters. But the ball always gets rolling real fast in the second half, and the fact that one chapter takes up the entire latter half of this volume shows that sh** goes DOWN. The climax is a massive turning point that I’m glad happened now instead of later, that’s for sure.
While I have some concerns, Otherside Picnic is still one of the best isekai- and perhaps one of the best yuri- on the market. I need volume four yesterday, because after what happens here, I honestly have no clue what direction it could go in.
Last time on Cautious Hero… hoo boy! Seiya defeats a big fly-like Demon with the new attacks he learns from the pervy archery goddess, Mitis, and the yandere war goddess, Adenela, and saves Rosalie Roseguard, the whiny and reckless daughter of the emperor. He is then instructed to go to a village to obtain some sacred armor, but that village has been destroyed by another Demon General, who summons an indestructible monster named Death Thanatos to kill Seiya and his friends. They run back to the spirit world and lure it to the goddess of destruction, Valkyrie, who uses an awesome absolute-surefire-kill move called Gate of Valhalla to destroy it, but at the cost of almost all of her HP. Seiya asks her to train him on all of her moves except for that one, but it’s cut short when Rista walks in on them… doing it?! After that… incident… they’re called to the capital city of Orphee, where the last Demon General is attacking. However, the emperor, Wohlks Roseguard, defeats it himself (despite being senile and reverting to the personality of a baby every so often). Double-however, the emperor, who was seduced by the Demon Lord’s words and his own envy of Seiya, tries to kill Seiya using the God Eater Sword, forged with the power of the Demon Lord’s Chain of Destruction that permanently kills a soul with no chance of reincarnation. Seiya barely manages to defeat the guy, so his team rests up for the final battle. Or DO they? Seiya breaks out of character and goes off to fight the Demon Lord himself with the Gate of Valhalla technique (which, incidentally, him and Valkyrie’s doing it was her giving him the ability in the first place). When Rista rushes over to Ishtar to ask what the hell’s wrong with him, she tells her that Seiya was previously summoned to save a different world. Triple-however, he was the exact opposite of cautious, and thus he failed (also, Rista is the reincarnation of his lover during that time. Now Seiya is officially a waifu guy. Great). Rista breaks the rules and teleports straight into the Demon Lord’s castle right in the midst of the final battle and restores Seiya’s life with her divine healing powers to offset the Gate of Valhalla’s punishment. QUADRUPLE-however, the Demon Lord is able to attempt a last-minute screen-nuke, forcing Seiya to summon a second Gate to consume him and the first gate, finishing him off for good. This breaks him (literally) beyond repair, and Rista returns to her world awaiting punishment. Her punishment… is to save the world that Seiya could not save, now an SS-ranked Dark Souls-ian world. And who better to accompany her… than the reincarnated (through some Deus Ex Machina BS) Seiya himself?
“Well that’s all well and good,” you say. “But this is just an excuse for the author to pad the series out long after it should’ve ended. Things in this arc are going to be EXACTLY the same as the previous one!” I shared your concern. But things change VERY radically right at the start of this volume.
Seiya trains for the new challenge when a werewolf appears and attacks him. It only gets one hit in, but it’s enough to give him amnesia and make him VERY reckless. Doing this effectively turns him into the same Gary Sue protagonist that tends to make isekai absolute cringe, but this version of Seiya is good cringe. By robbing us of what defines him as a character, the story expects you to yearn for him to be cautious again. Conversely, if you hated him up to this point, this version of him will probably irritate you even more.
This also puts the shoe on the other foot. With Seiya making rash moves, Rista now starts acting cautious around him. This causes a new set of reactions between them that wasn’t at all possible in the past, and is by far the best aspect of this new predicament.
Unfortunately, the amnesia ends up being resolved very early and very unceremoniously, which also increases the rift between him and Rista. This makes the whole situation seem like shock value. But there’s a silver lining! In order to face his new enemies, Seiya goes for a class change. This allows him to continue to bamboozle us (and his enemies) with even more utility than before.
This new arc shows that the author of Cautious Hero has yet to run out of steam. With Seiya’s ever-expanding arsenal, only the final boss could have a ghost of a chance of stopping him. Oh, and speaking of the final boss, I’m hoping that it ends up being just as cautious as Seiya. A battle between cautious hero and cautious demon would be a perfect way to end this series (or this arc?). But Seiya will have to GET to the final boss in order for us to know for sure.
The coronavirus of 2020 ended up giving me an opportunity to do something that I didn’t think possible: binge-watch an entire television show. I was going to settle for Avatar: The Last Airbender, but it turned out Netflix didn’t have it (thanks for sucking at having any animated programs as always (oh, and for the record, it wasn’t on Hulu either)). So instead, I chose Disney’s Gravity Falls. From what I know, Gravity Falls has become a modern cult classic; almost unanimous critical acclaim, but ultimately getting overshadowed by Phineas and Ferb and other, more “accessible” Disney IPs (the damn show doesn’t even have Disney Parks merch!). In this review, I see whether or not I made a mistake watching Phineas and Ferb while it aired instead of this.
In Gravity Falls, a pair of twin siblings by the name of Dipper and Mabel Pines are sent to the titular town in scenic Oregon to live with their great uncle, Stanford (known otherwise as Grunkle Stan). They mainly laze around his gift shop of urban legend junk, until Dipper finds some weird book detailing all kinds of strange phenomena in the town. Of course, it’s inevitable that they get involved in said phenomena.
The show follows the typical, episodic formula of any American, Saturday morning cartoon, but with a sense of chronology more befitting of a TV anime. The plot of each episode tends to be stand-alone, but it also lays the groundwork for a bigger story in the process (like when Grunkle Stan enters some secret base at the end of episode 1). They also make nods to earlier episodes throughout the show, further giving it a sense of continuity. One example is a piece of graffiti on the water tower; it’s only brought up once, but its image remains throughout the entire series.
Despite them frequently getting attacked by monsters, ghosts, manly minotaurs, and an evil visual novel that predicted the existence of Doki Doki Literature Club, Gravity Falls maintains a sense of lightheartedness, and I’m thankful for that. Based on the praise I had heard of the show, I thought it was going to be an incredibly pretentious, pseudo-intellectual cartoon with weird symbolism placed just to evoke a sense of deepness when there isn’t any.
But that doesn’t mean there isn’t weird voodoo at all. First off, there are secret codes that appear in the end credits of each episode that apparently either foreshadow later stuff or bark nonsense. There was also a real-life scavenger hunt while the show was airing (or so I was told), but I can’t exactly do that now. I’m glad that this was all the show does in terms of secret hidden lore, instead of rubbing its “genius” in your face like Monogatari. Of course, that will probably not stop series’ fans from calling you (or me) a filthy casual for not “appreciating the genius hidden meeting that makes Gravity Falls transcend modern media and human comprehension” or whatever, but that’s a given with any fandom.
Gravity Falls also has a great sense of humor that’s just about on par with that of Phineas and Ferb. I actually found myself laughing pretty consistently throughout, which was a pleasant surprise. There are also some great humorous details, the most notable of which is the Mystery Shack that they live in. Grunkle Stan’s job is to scam people from within the rundown cottage. The S in “Shack” frequently falls off, which both gets across the fact that the building is old, as well as the fact that Stan is a “Mystery Hack”. I dunno, little things like that are just great to me. Just keep in mind that this show is early 2010s… and that some dialogue is not up to the standards of the new resurgence in feminism. Basically, there’s a lot of gender stereotyping in Gravity Falls. It’s just your usual “boys like punching sh**, girls like boys and shoes”, but hey, I don’t know what sets people off these days.
The characters are also surprisingly solid. Although Dipper only has his frequent sarcastic remarks to save him from being a generic adolescent male, Mabel is Best Girl for sure. Her ditziness and general weirdness make her incredibly entertaining. The issue with them is that they have some “eye-roll-worthy” flaws, such as Dipper’s love for Wendy, one of Stan’s employees, along with Mabel’s annoying ability to fall in love at first sight. There are also cases of sitcom-like melodrama that occur between them, and this is where Gravity Falls feels the most trope-ish (and for the record, such tween drama is the entire reason that the final arc of the series is even instigated in the first place).
Grunkle Stan is also a very entertaining fart with great character development late in the series (even if he single-handedly doubles the length of the final episode for similar drama reasons), along with his other employees, Soos and the aforementioned Wendy. They’re pretty typical “big brother” and “big sister” archetypes, but they’re still likeable and have a lot of memorable lines.
But hey, Gravity Falls is a town, and that means it has townsfolk. There are a number of very memorable, minor characters who appear at a very consistent rate, and make the area feel more like an actual community instead of an implied community. All these characters have quirky personalities and very distinct character designs, making their company very enjoyable. It’s amazing how much they all, including Toby, warmed up to me.
Unfortunately, the weakest link is in the antagonists. Gravity Falls has two major antagonists, the first of which is lil’ ol’ Gideon. He’s a posh, pompadour-wearing boy who is the Plankton of Grunkle Stan’s Krabs (wait, I think I messed up that analogy… ah, you get what I mean). Underneath his cheruby face is a conniving little turd who seriously wants Stan wiped off the face of the Earth.
Introduced at the end of season 1 is Bill Cipher, an Illuminati symbol with arms and legs. He has some strange motives that don’t come into play until pretty late into the series, well after his introduction. Just by looking at him, I can tell that most of the series’ hidden lore lies within him. I bet that the symbols on his “Illuminati Wheel” can be found in specific frames throughout the entire series, and reveal some sort of secret that will change all of humankind (and not at all mean what it’s intended to mean in the actual story).
Overall, these two are pretty entertaining, but ultimately fall short of beating villains like Heinz Doofenshmirtz from Phineas and Ferb (wow, I just made every fan of Gravity Falls angry). Doof comes off as a mad scientist trope, but becomes the most lovable character in the whole series as you progress through the later seasons. Gideon and Bill are just one-dimensional villains that are basically there out of obligation. Sure, maybe the “hidden lore” gives us more context for Bill than what they tell us, but it also might not at the same time.
The last point to discuss, as always, is the visual presentation. As expected, even for a TV show, Gravity Falls looks incredible. The animation is fluid (even if there are glaring cases of CG), and the color palette makes everything in the show pop. It’s definitely a nice step up from the hyper-budgeted TV anime that I’m used to.
Final Verdict: 9/10
It might not be quite as good as Phineas and Ferb (“Boo, you filthy casual!” you exclaim. Look, it’s only the musical numbers and the superior antagonist that makes Phineas and Ferb better, okay?), Gravity Falls is definitely a fantastic cartoon. I’m kind of glad I didn’t watch it while it was airing, or I wouldn’t have been able to appreciate it from an adult standpoint. Regardless of if there’s some hidden metaphorical message in it, it’s still fun to enjoy at face value. I highly recommend it to anyone who has Disney Plus (as it’s probably not worth trying to catch it on reruns).
Last time on Infinite Dendrogram, Shu Starling recently became a Superior-tier player on the titular VRMMO. Now, with his newfound powers, he must defeat the new Superboss, Tri-Zenith Gl- “Hey, hang on a hot minute!” you cut in, interrupting my recap. “We already know that Shu beat Gloria! They brought that up, like, eight times already! That happened BEFORE volume 1 of Infinite Dendrogram!” Yeah, exactly. This volume is a prequel to volume 1. “But what about the crap in volume 10?! There was gonna be a mass Gaolbreak, led by the King of Crime!” Yeah, I know, I know… but this is what we have instead. Filler volumes definitely have a bit of a reputation, but Dendro has had a good track record with filler. Let’s look at this volume objectively, and see how it measures up.
So, as established (or what WOULD’VE been established if you didn’t cut me off), good ol’ Jabberwock summons Tri-Zenith Gloria, a Superboss of Infinite Dendrogram. As teased throughout the whole series, this is the strongest monster that has ever been in Dendro.
The worst part of the volume is at the beginning. It starts with a guy named Foltesla (who I’m not sure we’ve actually seen up to this point? This series has so many characters, man), who is the first to challenge Gloria. Since we already know the outcome, he loses spectacularly, and the battle feels long-winded as a result. Fortunately, the volume wastes no time actually getting to the people we care about: Figaro, Tsukuyo, and Shu.
Unfortunately, this volume of Dendro does little to develop any of those characters besides Figaro. Shu is already a Superior at this point, and all it does for Tsukuyo is give context as to why her cult is allowed to run rampant in Altar (which may or may not have already been explained earlier in the series anyway). While the Figaro backstory is nice, it doesn’t really change the way I look at him. In fact, as much as it looks like it’s going to show a rare case of him fighting in a team, it doesn’t work out that way at all; what really happens is that each person fights part of the boss one at a time.
If this volume does anything long-term with Dendro, besides a number of new ominous developments at the end, it’s Gloria. “Why does an already defeated Superboss matter?” you ask. Well, we’ve been seeing Ray kick ass after ass after ass since the very beginning. He’s evolved his Embryo to have some amazing utility: counterattacking, reversing debuffs, range… and not to mention the crap from his many unique equipment pieces. But what Gloria does is remind us that he’s still got a long way to go. I mean, he’d literally die instantly just by being near Gloria.
But even when knowing the outcome of this battle, it’s still pretty darn intense. It doesn’t just show you how powerful Gloria is, but how powerful Shu is. This volume really made me hope that Ray ends up fighting Shu later, just to see how amazing it could be.
Once again, Dendro comes out with a filler volume that’s better than a good volume of Log Horizon (and yet that’s the one that’s considered the indisputable best). I’m still stoked for more antics next volume, as well as the potential start of an intense new arc!
Here’s my background on the Xenoblade Chronicles series. I remember back when they had the article on Xenoblade Chronicles for Nintendo Wii in an issue of Nintendo Power. It looked like the raddest game ever, but I was too intimidated by JRPGs (which, you know, would end soon enough; it IS my favorite genre) to give it a shot. Fast forward to when I watched Chuggaaconroy’s YouTube series on the game, and I realized what I had missed out on. I completely agree with his stance on it being the greatest videogame of all time. Beautiful setpieces, amazing combat, godlike music, and REYN TIME… what’s not to love? So, when I got the opportunity to play Xenoblade Chronicles X for the Nintendo Wii U… I had mixed feelings. But despite the trauma I initially had with the game, I had a hankering to play through it again. So, since it turns five this year, let’s rethink whether or not it was as big of a blemish on the franchise as it seemed at the time. This review is oozing spoilers!
But in all honesty… what spoilers? The plot for Xenoblade Chronicles X is practically nonexistent. Some aliens blow up the earth, and so what’s left of humanity flies off and settles on a planet called Mira. That’s all you get for premise, and most of what you get for narrative. I’ll explain why later, but let’s just discuss what IS there. The narrative of Xenoblade X explores a lot of sci-fi and cyberpunk themes, such as the question of the self. A big turning point in the story is when you realize that everyone is a robot, being remote controlled by their real bodies, which are stuck in the big MacGuffin of the game: the Lifehold Core. You gotta find it before a ragtag team of aliens called the Ganglion do.
Xenoblade X just ends up being one of those generic “humans are bad” things that motivate the Ganglion, who I believe to be the weakest antagonists in the series. A lot of very arbitrary twists pop up at the end, such as the Ganglion’s motives being entirely because humanity’s ancestors blew up their people, and the fact that Elma is an alien who helped humanity for some reason. It all feels forced, and it’s boring to watch.
In addition to that, Xenoblade X’s narrative leaves a lot of loose ends. For years, I thought I had actually gotten a bad ending, until in this playthrough, when I confirmed on the wiki that it wasn’t the case. There’s so many holes, I could spend an entire separate post ranting about them; the crap with Lao, or the fact that the Lifehold Core had already been ransacked since the beginning despite everyone being alive. All these loose ends make me think that Xenoblade X is meant to be a spin-off series to tide us over for each subsequent core installment, with a potential X2 coming out next instead of a Xenoblade 3. Lin does imply that the Earth is still out there, and that they’ll return to it someday. That sounds like perfect groundwork for a sequel to me!
So, why is there so little story in Xenoblade Chronicles X? Well, that’s because they tried something really “ballsy”: make the game an MMO and a JRPG all at once. For some reason, they tried to pander to the crowd of gamers that enjoys playing with strangers over the Internet and likes photorealistic graphics, all with a console that wasn’t even remotely powerful enough to handle it. In fact, they had to release DLC that came with assets preloaded that significantly reduced load times from their Sonic 06-like lengths (fortunately, it was free). Since the Miiverse feature is down, there’s a good chance that the servers themselves will follow suit. Going into this, I was actually glad for that, because it gets rid of Squad Missions, my least favorite mechanic in the game. I was actually able to do some Squad stuff at a limited capacity. In case the servers are still up while you’re reading this, I’ll clue you in on the absurd levels of grinding that the game expects from you in order to complete it.
Squad Missions were regularly occurring missions where multiple players on the server had to accomplish shared goals for Reward Tickets, which is what you redeem for most of the nye-impossible-to-obtain materials that you need to craft the best equipment. It was tedious to do, and you needed to do it for hundreds of hours in order to be able to 100% the game. This mechanic is what ultimately led me to feel burnt out in the later parts of the game, but of course, I still tried to do it because I actually wanted to try out the Superbosses.
In order to accomplish Squad Missions, you had to defeat the specified amount of enemies or collect the specified resources, as shown in the HUD (use L and R to check for what exactly they are). The problem is that you only get an hour of real time to accomplish them, making them impossible to complete early game. You will need a full team of Skells in order to optimize the process. The worst versions of these missions are the ones that require you to defeat Uniques over and over again, which are a pain because you need to skip travel repeatedly to make them respawn. The worst set is one that’s all unique monsters, and one of the bosses in it is only accessible in a no-Skell cave that’s guarded by a bunch of enemies that are impossible to avoid (and you need to fight it six times, at night).
But no, completing these isn’t enough. Finishing one of the scavenger hunt missions unlocks new ones that you access from the console in the Barracks, and you must complete all of THESE in order to truly complete the whole set. The missions range from easy to annoying, and you will need at least one other person active in the server to possibly be able to finish all of it. The best part is that they give you a bunch of enemy materials to save you from some of the grinding. Just be wary that they send you to places all over Mira, which is guaranteed to spoil later locations. Completing all the missions, in both the field and barracks, gives you a butt-load of tickets.
BUT NO, this isn’t enough either. A lot of the stuff you need will require tons of materials from story bosses as well. That’s why they have Time Attack Mode at the barracks for you to refight infinitely. Good thing that they aren’t guaranteed to drop the crap you need! Yippee! Oh, and add to the fact that the story bosses aren’t exactly the easiest enemies to take down. Good thing all this crap is optional…
At least they took offline playing into account. After beating the game, you unlock support missions, which you can play to grind specific types of rewards. They are pretty useful, but they don’t give reward tickets. Also, the best one for gaining experience and BP is stupidly tedious because you have to fight ten enemies, but only three spawn at a time, and you have to wait a FULL MINUTE for them to respawn and you need to this one the MOST to max out your avatar’s arts and skills and- *huff huff*
With this much grinding, Xenoblade X really does feel like an MMO, and as a result of the MMO-ness, the story is made even worse than it already was. Since they needed to make it into a monster-of-the-week formula in order to structure around the MMO-ness, the plot progression is about as disjointed as Octopath Traveler’s. Normally, I don’t mind the story being bad. In fact, the story being like this makes the game incredibly explorative. If you’re really skilled and stealthy, you can probably explore the whole planet once you get to the third chapter. Back to the negatives, though. I know that the following is a nitpick, but while I don’t need a good story, I want it to be a certain structure. I like a good, arduous journey in a JRPG. I tended to explore before doing a story mission, and as a result, I did most in places I’ve been to before, which kind of took out the enjoyment out of it. However, for a reason I’ll mention later, I recommend that you primarily explore in between chapters.
Although designed around an MMO premise, the story and what the game expects of you clash at times. There’s one cutscene toward the beginning of the game (I don’t remember which one it is; I think I skipped it) where Elma says that humanity needs to live with the land on Mira, and only kill when necessary, such as when something directly tries to attack the town. However, the heavy grinding involved in the squad missions, and in general if you want to actually level up, contradicts this a lot. Maybe it’s done on purpose for thematic purposes, but what’s not done well is the nonexistent tension in the narrative. A giant tower in the town shows a big fat percentage representing how much energy the Lifehold has left, and it only goes down in every chapter. An MMO- scratch that, any RPG in general- encourages you to take your time and do as much side stuff as possible before going on with the story, and the sheer amount of side stuff, plus the aforementioned grinding, make it all feel very inconsequential. Furthermore, due to the fact that side missions never expire (thank God), appropriate things need to be given plot armor and red shirts. You can easily tell that Lao will die or turn on you (the latter of which he does) late in the game because they require you to do certain quests with him before making story progress, as well as the fact that his Heart-to-Hearts suspiciously don’t contribute to 100% map completion.
The exploration is a blessing and a curse. I didn’t give Mira enough credit back in the day. When I crawled out of that stupid rainy swamp area at the beginning, walked out into Primordia, and was welcomed by its natural splendor, I felt that Xenoblade whimsy all over again. Sure, it’s not shaped like an animal or humanoid, but it’s still an incredible world. There are so many nooks and crannies, gorgeous viewpoints, and an immersive atmosphere to boot. There aren’t enough purely sci-fi-themed JRPGs (that I know of), and Xenoblade X is one of the best in that specific category.
However, they let you know that Mira is a dangerous place. Like in the first Xenoblade, there are enemies of all different levels living together everywhere. In fact the Level 81 gorilla that gives newbs their first game overs is on Mira, in the first area, like in the previous game (and Xenoblade Chronicles 2 shows that he’ll likely remain a staple). But unlike the two core installments, where stronger enemies are designed to discourage too much exploration, Xenoblade Chronicles X demands you explore that high-level territory anyway. In fact, one REQUIRED Affinity Mission makes you infiltrate a Ganglion base FULL of Level 50+ enemies when you are NOT EVEN CLOSE to that level. I’ll admit that I don’t mind it that much in most cases, as the cruel enemy placement really sells the theme of survival on a truly alien world. It also encourages thinking outside of the box, requiring you to utilize the environment and know just how much attack range you have, in order to get out of some crazy battles. In my first playthrough, I remember one mission where they make you fight a really hard enemy in a cave that Skells couldn’t get into, and I beat it by telling my friends to enter their Skells, which they teleported into, and it caused the enemy to aggro to them. But since they were still outside the cave, it just got stuck in a wall, and I waited twenty minutes while my auto-attacks whittled it down to nothing. It was annoying, but it was also fun to think of such a solution in the first place.
But sometimes it’s too much. A lot of stealth missions placed Target items DIRECTLY WITHIN ENEMY LINES OF SIGHT, and since you can’t pick up stuff while you’re engaged in battle, I was screwed. Also, there are really cheap ambush enemies that don’t show up on your minimap, some of which are Unique Monsters. There’s even a specific cave where a Unique is programmed to spawn in DIRECTLY BEHIND YOU after you walk in and get your bearings. What’s worse is that these enemies don’t ignore you when you’re higher leveled, so getting through places like Sylvalum that’re full of ambush enemies is not fun.
Let’s discuss the different regions. Primordia is the starting area, and it’s a nice, green biome that’s basic but still fun to explore, with most enemies docile to ease you in. Noctilum is my favorite area in the game, and has tons of variety in its biomes. Oblivia is a desert that has tons of mountains to scale (and that big wheel thing). Sylvalum is super pretty, but it’s my least favorite region in the game, for it’s split into an overly large frozen lake with nothing on it, and an overly large plain with nothing on it. Cauldros is loaded with tough enemies and tough platforming (rightfully so), and since it’s the most compact, it doesn’t have much in terms of scenic vistas. My only complaint with the region as a whole is that some of the enemy designs aren’t very inspired. While I certainly remembered them very well, they are mainly your typical, “let’s take earth animals and tweak them a bit, maybe add some extra limbs” designs that pepper the sci-fi world.
Nestled on the southern shores of Primordia is New Los Angeles, the hub. Normally, I don’t like it when JRPGs have only one town, for going into new towns is one of my favorite parts of those games. But NLA makes up for it in growing and developing more than most other JRPGs’ entire assortment of towns. It is a super-bustling area, and as you do more sidequests, it grows into a cultural melting pot, full of bizarre friendly aliens. I still loved running around this place, even with the memories of that stupid lobster bomb sidequest still burnt onto my brain.
Fortunately, the map makes full use of the Wii U Gamepad. While the maps themselves only show a shoddy satellite photo of areas in Mira, everything is divided into honeycombs. Once you unlock honeycombs, one tap will clue you in on stuff within that honeycomb, including Unique Monsters, future sidequests, and treasures. Fast Travel is also incredibly easy as well, thanks to this feature. They also tell you if you’ve completed a honeycomb, but I wish that they kept the specific icons instead of changing it to a gold medal, so it’s easier to know where everything is.
You also use the map to plant Probes. These unlock Skip Travel points and provide you with various perks. Mining Probes give you valuable Miranium and Ores at regular intervals, and Research Probes give you money. Storage Probes let you hold more Miranium, Combat Probes give helpful effects, Booster Probes enhance the others, and Duplicator Probes copy the effects of its neighbors. Each specific site has varying levels of what Probe does better, so read the info box before you plant them in. There are also Combat Probes, that can grant effects throughout the entire region they’re planted in (good luck rearranging all of FrontierNav each time you fight a tough enemy in a different region). I didn’t use any until the postgame just to test them out. Even with the highest effect I could get, it didn’t seem to help whatsoever, but maybe I’m just bad. They’re probably instrumental to fighting the superbosses.
Starting up Xenoblade Chronicles X made me remember one of its worst features: that the text was ludicrously small. “You need basic reading ability to fully enjoy this game,” my foot! You need 20/20 vision, man! This didn’t make the hour I spent in character creation any easier. You could spend a long time deciding who you want to be (the right answer is, of course, a thicc, sexy lady, since the shortest height is too tall for a loli). Fortunately, you can unlock a mechanic to redesign yourself, just in case.
But man… playing this again, I realized just how hard Xenoblade X is to get into on your first playthrough. I elected to skip a lot of cutscenes, especially tutorial stuff, which I think is one of the worst in all of videogames. To compare it to other installments of the series, Xenoblades 1 and 2 let you fully explore the first hub areas, and even had mini-dungeons, all while naturally easing you into the mechanics. Xenoblade X locks you into a specific route, and really infodumps the crap out of you. It’s overwhelming. One of the biggest offenders is when they show you a whole bunch of different terminals at a point where you can’t use them yet, which I believe is really dumb. Xenoblade X is definitely a “teach yourself” game with its mechanics, which there are a LOT of. To add insult to injury, there are tutorial pop-ups that appear well after you’re expected to know how those mechanics work, such as with Overdrive.
They also have the Division mechanic, which is where you select a job class, and earn rewards from performing that Division’s tasks. This mechanic is awful for multiple reasons. They do acknowledge that it’s a dumb mechanic in the story, but it does little to justify it. The reason why these Divisions are dumb is because some Divisions only have a finite amount of tasks, making them objectively bad picks. Furthermore, picking one doesn’t affect what you’ll do in the story. You could be a Mediator, who focuses on helping people in town, and yet be the hero who saves the Lifehold Core in the end. Furthermore, the Skell exam is to do tasks of all eight Divisions at once anyway (and apparently, you don’t need to build actual driving skills or anything. That would be unrealistic), which further shows how dumb the system really is.
Let’s discuss characters next. As is expected with the MMO-ness, your avatar is by far the weakest main protagonist is the entire Xenoblade Chronicles series. You don’t speak in cutscenes, and you rarely show emotion. What’s worse is that supporting you is a harem called Elma and Lin. Xenoblade Chronicles X has, like, twelve playable characters, and these two are among my least favorite. Elma is sometimes a badass, or a cold-hearted b****, and I don’t really enjoy her in either states. Lin is kind of just a moe-blob mechanic who likes to cook Nopons. “Well, if you don’t like them, don’t play as them,” you suggest. Um, let me tell you one of the dumbest aspects of the game: The main story FORCES you to have those two on every story mission, leaving only one spare slot for someone else (thank goodness this game has four slots). And here’s the clincher, all other party members are OPTIONAL. While the girls are among the best party members in the game (Elma’s Ghost Factory is a lifesaver), I suggest exploring Mira using these other characters, so that when you do the story mission, you can just go straight there with the girls, and not gain excess Affinity, because the game also expects you to juggle all of the party members around in order to jack up their Affinity (and level ups. Get used to hearing people’s death cries a LOT when you decide to play as that one person you didn’t use for fifty hours). I like juggling a lot of characters, but when they make you use two of them so often, it gets tough to build Affinity with everyone without doing a lot of grinding.
And grinding Affinity in this game SUCKS. There are three ways to do it: battle, sidequests, and heart-to-hearts. Battle is self-explanatory, but it takes the longest. In sidequests, it’s not so simple. Every party member you’re with gets an Affinity up when you complete it, sure, but they also get Affinity ups depending on how you respond in certain cutscenes. The problem is that EVERY character has a DIFFERENT reaction to each and EVERY possible response in the game. I imagine that if you know these characters really, REALLY well, you could intuitively guess what they’ll like, but it would require note-taking and multiple playthroughs to know them THAT well (and if you did, you’d have a helluva lot of party shuffling to do). They also feel inconsistent. One example is Yelv’s first Affinity Mission; the guy’s a Reclaimer who’s looking for his friend’s missing pod, but when prompted to decide on a mission type, picking the Reclaimer mission makes him happy, but DOESN’T increase his Affinity. Do you need to know SOCIAL SKILLS too or something?!
On top of that, Heart-to-hearts are the worst in the series in Xenoblade X. Basically, you have to NOT have the person in your party, then go to the appointed area AT THE APPOINTED TIME, with only random NPCs giving you clues on where and when. Oftentimes, you will just simply try to recruit them to your party, find that they went to their heart-to-heart, and not know where they are. You also need to reach certain Affinity levels to even view most of them, so you’d still have to grind anyway. You will probably have to look them all up online to save yourself a headache. And to top it all off… there’s no gifting items in Xenoblade X! It’s almost as if they WANT you to grind in an MMO-like setting…
Of the other party members, the best of the best is L (not from Death Note). This guy is a weird alien who is not fluent in human language, and therefore minces his words a lot. His soul voices, such as “We’ll put a sock on them!” make him my favorite party member in the game. Other interesting characters are Boze, H.B., and Murderess (eff her quests, though). A lot of the best post-battle flavor text involves having parties consisting of these optional side characters.
Unfortunately, a lot of their character arcs leave much to be desired. Like with the main story, these guys don’t really get much closure when you do all that you can with them. Sure, Frye and Phog, as well as Hope, are exceptions. But a lot of it ends off on unfulfilled promises that further tease the possibility of a sequel, like H.B.’s journey to become BLADE commander, Murderess’ journey to restore her family name, or whatever in SAM HILL happened to Yelv at the end of HIS arc. Some people don’t even get a real arc, such as with Irina, whose arc ends with a mission that has nothing to do with her, or Doug; you do one mission with, he tells you about his dead dad, and never hear from him for the rest of the game.
Additionally, there aren’t as many likeable NPCs. Tatsu is the Nopon protagonist of Xenoblade X, but he is the weakest Nopon protagonist, for he doesn’t join your party and ultimately doesn’t even do much. One of the military commanders is Old Man Vandham, and he’s great. Oh, and he’s identical to the Vandham in Xenoblade 2. Hopefully, this indicates that there will be an instance of him in every future Xenoblade, kind of like FinalFantasy with Sid.
But as I mentioned before with the Ganglion, they’re the least likeable antagonists in the series so far. The leader, Luxaar, has a lot of holes in his motives, such as how some random mech sitting in a pit on Mira is connected to some being he worships. His minions are just typical JRPG villain-minion tropes reworked as aliens: the thicc Goetia, the brawn-over-brain Dagahn, the bi***y Riiz, and the hyper-honorable Ga Jiarg (who, of course, becomes a good guy later).
Enough with characters already! So, sidequests are a thing. There are three types of sidequests: Basic Missions, Normal Missions, and Affinity Missions. Basic ones are accepted at a certain terminal, and respawn daily. Normal ones are your typical JRPG sidequests. Affinity Missions are more complex sidequests dedicated to character development, with a full arsenal of cutscenes to boot. You need to have specific Affinity levels and story progress to unlock them. Fun fact: most of the actual plot of Xenoblade X is in the sidequests. Additionally, most of the aliens you meet in the game are entirely optional, such as the sexy, shapeshifting Definians, or those tall things that give birth by splitting in half. There’s a whole B-plot involving racism that you’ll miss entirely if you don’t do the sidequests! Also, Affinity Missions don’t just explore most of the most interesting characters, but also some of the more interesting themes in the game, and really make it feel like you’re living in something more than a town of NPCs.
Just be careful which one you pick. Although they don’t let you do one unless it’s legitimately doable, doing one too early can be really bad, and since you can’t do any other Affinity Missions or the Story until the current one is finished, you can force yourself into some heavy grinding situations. One early struggle I had was Lin’s first Affinity Mission, The Repair Job. I didn’t recall struggling with this one in my first playthrough, but it took me over five hours to do it this time because it required resources you get from the Mining Probes. And for some reason, it just took forever for them to pop up, even though the ore is common, and I had Probes in three sites that had it. Alexa’s first Affinity Mission is rough too, because there is an optional harder enemy you can fight, but it’s very powerful, and uses Spikes, which you can’t defend against at the point in which you’re able to do the mission. If you decide to fight this thing, then save, you’re not continuing the story until you kill that thing with the limited early game equipment you have.
That one’s not close to the truly ASS Missions that are in Xenoblade X. My least favorite sidequest is the Red Lobster Bomber thing, where you have to find 99 (technically 98) bombs in NLA, which only spawn in batches, and at specific times of day. I ultimately chose not to do it this time (I somehow did it without a guide in my original playthrough) because the reward is crap, and if I couldn’t 100% the game then, when I only had to go to high school, then I definitely can’t 100% it while I have a full-time job AND a blog to do. In fact, I left a number of quests unfinished, which is a bad sign for me, as someone who loves to do side stuff. I basically got sick of the game, just like I did five years ago.
Xenoblade X has one of the rarest things in all of JRPGs: postgame set chronologically after the final boss. This only unlocks some new quests and Skells, but it’s still neat that there’s a postgame at all. If you played it while the servers were still up, you probably spent the postgame grinding. Unfortunately, the story had to be written around this design choice. In my first playthrough, I had predicted the “soul-crushing” reveal in chapter 12: that you were never remotely controlling the robot bodies from your real ones in the Lifehold Core. The human race WAS completely wiped out, and the robot bodies just contain each person’s memories. It’s a common cyberpunk trope, but it’s super arbitrary when it only serves to have the idea of a postgame make sense. “Well, you could just have the same missions but in your real bodies,” you argue. But like I said, sidequests never expire, so they need to be contextualized so that they can be done at any time without contradicting story elements. They also have to keep all Ganglion bases and enemies in operation, justifying it as “Ganglion stragglers” for the same reason.
Holy crap, how did I go so long without talking about the aspect of videogames that I find most important, which is gameplay?! Well, let’s do it now. Xenoblade X has a run button, which I was sad to have seen removed in Xenoblade 2. It helps a lot, especially since the world has a lot of ground to cover. Combat is also very different from core games. Oh boy, I should start a new paragraph for this.
The basics of Xenoblade are pretty much the same. You have auto-attacks, which go off automatically, and Arts, which are what you will come to rely on. One thing I noticed in XenobladeX is that you can auto-attack while you move, which is REALLY nice, and something I would’ve liked in Xenoblade 2. But the big difference is Soul Voices. If you use a specific type of art when prompted, you will have amazing bonus effects, from big damage, to big heals, to even brief invincibility. This starkly contrasts from core games, where you kept staring at your Arts as you waited for what seemed like an eternity for them to cooldown, but now expects you to save them for soul voices. It’s not always necessary to be compulsive with Soul Voices, however. Sometimes you’ll want to use an Art like normal. Look at the prompt at the bottom to see what the effect will be before you use it!
There are some problems with soul voices, though. One is that the A.I. spams Arts and wastes TP, and the commands you can give them with + are very limited. It definitely feels like a mechanic that works better in multiplayer, since you’d (supposedly) form groups with human players who don’t suck (too bad that’s pretty much impossible now). But nope, your allies are about as unreliable as ever.
The other issue is the game’s own issue of its voice acting. I think Xenoblade X has the worst voice acting in the series, or at least in the case of the dub (too bad you can’t set the Japanese voice acting in this installment… ). While there are exceptions (like L), the cast overall sounds really corny and annoying. The Xenoblade Chronicles series always had a bad issue of voice clips repeating themselves ad nauseum in battle, such as “You’ll pay for your insolence!” but it’s ramped up to fifty in this game. It feels like they tried to make every voice clip into a meme of its own, but with how incessantly you’ll be hearing all these clips, it’s more so something that sticks with you like that annoying pop song you can’t get out of your head, and not like something genuinely enjoyable.
Also new to the game are appendages. These are cool, because they’re parts of the enemy’s body that you can target by pressing in the right analog stick, and destroy after dealing enough damage. These lead to some of the best soul voices, such as a free opportunity to inflict Topple. Speaking of Topple… man, it’s hard to go back to an old installment from Xenoblade 2, which showed the duration of the Break statuses and stuff on the HUD, and added the Launch and Smash combos to the deal. Anyways, while destroying appendages is fun, it can also make the enemy super pissed, and even unlock some seriously powerful attacks from them.
As great as the combat is, there are some issues, with the TP stat being one of them. TP is MP. It fills up on auto-attacks and by using certain Arts and soul voices, and it fills up too slowly. You need at least 1000 to do anything with it, and characters can only hold 3000, without equipment to increase the amount. Certain Arts need TP, and these Arts are really important to your strategy. When you die, you lose all TP, which means that you gotta waste time fighting random mooks to grind it back up. The stuff just doesn’t come fast enough. In my first playthrough, the only way I could consistently gain TP was to alternate between True Stream Edge- an AOE attack that gives TP per hit if you have morale (which you can get easily by successfully hitting B prompts to make your own Soul Voice)- and Last Stand- which at its max level, expends 1000 of your TP to give 2000 to your allies- constantly in battle. It took no skill, and I felt like I wasn’t properly understanding the game. What’s worse is that it takes 3000 to revive a party member, which is the equivalent of the ENTIRE PARTY GAUGE in core games. This doesn’t make using Overdrive any easier.
Overdrive is the replacement of Chain Attacks. Basically, you expend 3000 TP to make your selected character go into Overdrive (fortunately, your allies will follow suit if you have the proper soul voices). In Overdrive, you use Arts to score hits and gain bonus effects that get stronger as you combo stuff. Using Melee and Range arts in succession will boost the count, while other types will act as wild cards and enable you to follow up with the opposite type. The method is to gain back all that TP and click on the Overdrive button again to extend its duration as long as possible. In this playthrough, I was pretty good at using TP conservatively, but I could never get a longer Overdrive without those broken strats. I believe that maintaining maximum Overdrive (I knew I should’ve gotten the turbo…) makes the party in Xenoblade X the most powerful in the series.
Another issue that I had to remember was the horrid lack of an Aggro system. Well, that’s not entirely true. There is definitely an Aggro system, but the problem is that they got rid of the symbol to indicate who is being targeted. It really sucks because a lot of strategy is built around knowing who’s being targeted at any given time. For example, Yelv has this ballsy Art called Essence Exchange, which swaps his HP and TP stats. This can be really useful, but also put him on death’s doorstep in .05 seconds. It’s risky to use, but deciding could be made a lot easier if you knew at a glance if he was being targeted.
Spikes return to Xenoblade Chronicles X. This unwritten and notoriously BS mechanic involves enemies who inflict counterattack or proximity damage whenever they darn well feel like it. The only way to avoid it is to have the right augments, and the augments for it in Xenoblade X suck. The best anti-Spike gear in any other game will basically grant one party member full immunity or reduce the damage to 1. But here, the best augment is merely a 50% evasion of Spikes. So, to give your whole party Spike immunity, you need at least EIGHT of the best anti-Spike augments, and that’s not even including the entirely separate ones for Skells. There’s also the new reflect damage BS. In this case, an enemy will take zero damage from a given element, and you’ll take the full hit yourself (and since some of your attacks do thousands of damage, you will die in less than a second). Fortunately, the augments to make yourself immune to this effect are pretty easy to make, you just gotta make them for EACH and EVERY element, and at least FOUR apiece.
Whenever the game decides to put up a legitimately fair fight, it does feel like a true Xenoblade Chronicles game. But like with any JRPG, you need to be outfitted properly to come out on top. Unfortunately, the equipment in Xenoblade X is too damn convoluted! Xenoblade X characters equip two weapons- one melee and one ranged- a headpiece, a top, two sleeves, and pants, each of which can have any out of, like, a BILLION augments added to them. There are also a TON of stats: HP, TP, Melee Attack, Melee Accuracy, Ranged Attack, Ranged Accuracy, Evasion, Potential, and Resistances for Physical, Thermal, Ether, Lightning, Beam, and Gravity attacks. The stats on equipment vary wildly, especially with clothes making you more resistant to one element, and more vulnerable to another, with no definitive combination for all situations (and don’t get me started on the many enemies that have powerful attacks two elements to where a given piece of equipment is strong against one but weak to the other, such as with Ether resistant clothes being weak to Physical). On top of that, you gotta outfit all ten+ party members, and EACH OF THEIR SKELLS. Oh, and the fact that there are entire sets of equipment made specifically for better fighting in Skells, but suck otherwise. Furthermore, there are limited ways to sort through the various equipment you’ll pick up, which makes it extra painful to find the specific ones you want. The miniscule text is icing on the cake here. But the good news is that there is still a cosmetic slot for your kit, enabling you to put your girls in skimpy clothes without giving them bad stats. Seriously though, this game NEEDED an ability to save preset equipment sets, since everything is so situational to the point where you need to reoutfit everybody from the ground up to take on specific tough enemies, like Superbosses. Scratch that, you need to reoutfit everybody to take on ANY enemy. Sometimes you won’t even be capable of getting the resources necessary to optimize your outfit because the materials are ludicrous levels of stingy. The Arms Manufacturer mechanic makes it worse. While it’s cool that you unlock companies that specialize in different things (which also makes the world feel more alive), as a consequence you end up unable to buy equipment for certain types of enemies. The worst offender is Six Stars, which defend against Thermal, that you can’t unlock until after Chapter TEN at the earliest. Money also tends to be scarce, as you’ll find yourself buying new equipment to update your team until you get the “Ultra” equipment as drops from enemies that are level 60 and over. Even though I made a good point to pick up any high level equipment I happened upon, I still ended up not having good equipment or enough of a specific elemental resistance, and my money got sucked dry every time I had to buy stuff.
Classes make things even more complicated. These dictate what weapons you can use. Each weapon has its own set of Arts, and mastering the class lets you freely equip the weapons even without being in that class. This leads to some very interesting combinations once you can master some stuff. To make things simpler, only your avatar can change classes, and I kind of find it to be a blessing. I ended up stubbornly focusing on one path at a time, but it might be better to spread out. There were so many times when I was like “If only I had that one Art…” and it was because I stuck to one Class path at a time.
Now let’s discuss the part that every mecha anime would love: Skells. These mechs, once unlocked, can be freely customized with their own equipment kit, color scheme, and name. They make getting around and fighting easier, and even allowing you to damage small enemies by walking on them. I love them and dislike them. While they are fun, they kind of ruin the thrill of discovery on Mira. Later on, you get the ability to fly with Skells, which I don’t really like. I loved looking at high places and thinking, “How will I get up there?” only to realize that you just fly up there with the Skell, instead of being able to hoof it on foot. I’m definitely nitpicking here, though, as someone who sometimes likes the journey over the reward.
Skells in combat also spice things up. Skells have even more equipment than humans. They get the usual armor, as well as the usual melee and ranged weapons. But they also get eight OTHER weapons. Don’t worry, though; these weapons dictate the Skell’s Arts. Each Skell Art consumes fuel (which isn’t really that much of an issue, since they regenerate from being stationary), and they have a lot of cool animations and effects. It’s fun to slide into a group of enemies and press a single button to unleash hell on them. Among these Skell Arts are superweapons that you get lategame, take up four Art slots, and hit like meteorites. However, due to the MMO nature of the game, getting some of these is no longer possible… Crap.
When fighting in Skells, everything is mostly the same. However, instead of Topple, you Bind enemies. One Skell (probably yours) will press the ZL and ZR buttons on a staggered enemy to lock it into place, which also regenerates a bunch of fuel. You have to complete button prompts to keep them trapped for as long as possible, but sadly, they’re pretty much guaranteed to break out after a set amount of time. There is also a random chance of the camera zooming in on a P.O.V. shot inside your cockpit, which is disorienting at first but instantly recharges all of your arts. Overdrive is much simpler on Skells; it gives you temporary infinite fuel and increases the chance of the P.O.V. effect occurring. However, the mechanic seems luck based, as it seems to decide to give you more time whenever it feels like it, and I don’t know what dictates it. Each Skell’s Overdrive is also different, and it only shows you the effects in the tiny text that appears on the HUD for one second before it goes away forever.
I never enjoyed fighting in Skells during my first playthrough and I still don’t enjoy it now. A lot of the Skell Arts are very uninteresting and boring, and it never feels like there’s any strategy with them except to use brute force. Whenever I fought with Skells, instead of feeling empowered, I felt like I was giving up. There are a lot of tough battles that are trivialized by Skells. I felt like I didn’t have to be any good at the game when in Skells. Sure, there are still some enemies that can wipe an entire party of Skells, and some that you can’t even reach without them, but that doesn’t make me feel any better about the whole thing.
But man, they do make navigating a dream. Remember that Affinity Mission that forces you to go to high-level territory underleveled? Well, I have no clue what convoluted path they wanted you to take to stealth through there, but with my Skell I literally did a Hail Mary flying leap directly to the goal, and used the cutscene to avoid fighting any enemies who saw me! Skells are great if you want to expedite tasks, but they sure aren’t fun.
Speaking of not fun, enjoy the choir that plays every time you fight in a Skell. You thought repetitive voice clips in Xenoblade were bad? Well, fighting in Skells is the worst it’s ever been. They didn’t even bother recording voice clips for them saying the name of each Skell Art; they only did one voice clip per character per type of Skell Art. So whenever you fight in a Skell, get ready for tons of “MUST POWER UP!” and “I’M POWERING UP!” and “ONE BLOW TO END IT ALL!” and “SHIELDS DEPLOYED! TIME TO SIT BACK AND DRRRRINK!” and “PLEASE! WHY WOULD YOU FLEE?” and more! These memes put Kingdom Hearts III to shame.
If there are any Skells that break the game, it’s the ones that you can craft after beating the main story. These Skells are at level cap, and all have positive resistances, even to Gravity. But the most broken of all of them are the Ares Skells. Modeled off of the Prog Ares that you fight in Chapter 11, these things will rip the planet a new one (the edgy black one is the more powerful of the two, of course). They take a ton of crap to craft, including some drops from a specific Superboss, but it’s worth it. Since I still had the Squad Missions system up, I was able to create it in this playthrough. Design-wise, you were probably meant to use the regular postgame Skells to fight them, and the Ares is the reward for going through that struggle, because this thing is practically a GameShark code incarnate. It comes with four unique Arts, including the Something-or-other-Cannon (I forgot the name). I don’t remember that attack being so stinking powerful. It’s pretty much guaranteed to one-hit most enemies in the game, including some Superbosses. As result, it helps grinding for the other Skells immensely, as you need to fight tons of Xe-Doms, which are these giant robots that will murder you in any other circumstances, and obtain many rare drops from them.
Also, I HATE that max level is 60. This makes it so that about one-fifth of all the enemies are Superbosses. I don’t feel incentivized to defeat them since they wouldn’t even be Superbosses in any other Xenoblade game. Furthermore, the fact that Uniques respawn naturally makes it feel like you never accomplished anything.
So, for the first time in my life, I tried to beat as many of Xenoblade X’s Superbosses as possible before I inevitably got sick of it. I was not able to fight that many of them; only two, and they weren’t even above level 90. However, I seemed to discover a way to defeat them that’s even more broken than the True Stream Edge/Last Stand combo I discussed earlier. Having Elma or your avatar with Ghost Factory, you build up a bunch of TP (preferably with a lot of Max TP up augments equipped) beforehand, begin the boss battle, and use Overdrive immediately (preferably with Phantom Counter to give you a free 12 combo). Use Ghost Factory next. That grants Decoy, which makes a set number of attacks miss, to the whole party. At this point, spam Sliding Slinger or any move that builds TP for free (debuff arts give free TP per hit, maxing out at 1000 per hit) to build Overdrive up to max while regularly refreshing Ghost Factory. As long as you always have Ghost Factory, you’ll essentially be invincible. And once you get max, Ghost Factory will be fully cooled down in like a second. With this strat, all you need to do is build your usual Night Vision augments and stuff. Of course, this strategy isn’t perfect against people like Dadaan the Strongest Prone, who summons eighty guys when he’s at half health, but it definitely helped me complete Elma’s final Affinity Mission with almost no preparation. Seriously… the preparation you need in order to fight all of them… Yeesh.
Let’s talk about the most divisive part of the game next: its soundtrack. While I do think it’s the weakest soundtrack in the series so far, I still love some of it. The area themes, in particular, are great. Each area theme sells the sci-fi theme, while keeping true to the Xenoblade music feeling. The daytime theme of Noctilum is my favorite theme in the game; it’s epic, grandiose, and adventurous, and sells the alien splendor of Mira the best. Unfortunately, the battle themes are kind of infamous. When I first heard the regular battle theme, I was like, “Well, this is a sci-fi setting, can’t expect an orchestra,” but then… the hip-hop came in. Although it can be interpreted as funny and memeable, Xenoblade Chronicles is the one game I do not want cheesy songs in its soundtrack. And it doesn’t stop there. The classic You Will Know Our Names, the theme when battling against Unique Monsters, is now a cheesy, High School Musical-esque track. It was so polarizing to me, that I felt the closest thing to PTSD in my life when it played during the Elma fight in Xenoblade 2. The Skell themes are even worse. The battle theme, which should make you feel strong and powerful, is a crappy techno-pop song, and the flight theme, which should feel adventurous, feels like it’s right out of Sonic R, which is not fitting at all (also, due to how fast the jetpack is, you’ll have the first 30 seconds of it loop in your head for eternity because that’s all you’ll ever hear of it). Speaking of looping forever, get ready to here the other crappy techno-pop song for ten hours when you use Overdrive and try to maintain its duration!
Lastly, the visuals. There’s nothing much to say, other than the game has its ambitions written on its sleeves. Although I prefer the artsy, anime style of most modern JRPGs, Mira is still gorgeous in its own right. If I wasn’t trying to get through this before the release of Remastered, I would’ve spent fifty hours in scenic viewpoints instead of accomplishing anything. Unfortunately, even with the preloaded assets DLC, a lot of enemies and NPCs will take awhile to spawn in. In the case of the former, you can get cheaply ambushed just by people “materializing” into existence.
After All These Years: 9/10
I’ve been hard on Xenoblade Chronicles X. It has many, many, many issues, but at the same time, I still love it. I would 100% want to play a hypothetical Xenoblade X2 if one ever gets made. I recommend you give this game a whirl if the Wii U e-shop is still open, allowing you to download the pre-rendered assets (oh, and if you already have a Wii U as well). Also, if the online crap is down, you don’t have to worry about the hellish journey to 100% the game, because it’s no longer possible. Play it if you’ve got a hundred-odd hours to spare. But if you had to pick and choose, I’d still recommend Xenoblade 2, and hopefully Xenoblade Definitive, over this.
PREFACE: Yes, I know that I’m complaining about not liking something, when two of those very somethings- nano and MYTH & ROID- are my 1st and 4th (respectively) favorite Japanese music artists of all time as of 12/31/2019. I’ll get to justifying that in the body of this post, so please be patient.
The original topic of this post was going to be: “Top Five Japanese Music Artists I Stopped Liking,” as my J-pop tastes have changed wildly over the course of the few years I’ve been seriously into the genre. However, I noticed a bit of a consistency in most of the people I’ve abandoned… that they’re all a specific type of singer called an “anisong” singer. Based on what I understand, these artists exist mainly to be commissioned to perform the OPs and EDs of any anime that might come into existence. Like with many, these people are the ones who got me into Japanese music as a whole, and yet… I’m not exactly sure they can survive on my playlist after I’ve expanded my horizons.
If you’ve watched anime, you know of certain songs and artists. The word “anisong” immediately brings particular thoughts to mind: Guren no Yumiya by Linked Horizon, Re:Do by Konomi Suzuki, Sign by FLOW, Crossing Field by LiSA, Error by GARNiDELiA, Hacking to the Gate by Ito Kanako, and more. For years, watching illegal full YouTube uploads of these tracks (or the occasional official full music video) was my only gateway into Japanese music. I always wanted to listen to more of these, but due to the expensiveness of international buying, it was not easy when I didn’t have a job. Konomi Suzuki’s Life of Dash, and MYTH & ROID’s eye’s were all I could manage. But then… I got Apple Music. That was all it took to suck me into a rabbit hole, full of Japanese music artists who don’t do anime. I found BAND-MAID, Crossfaith, Memai Siren, Hysteric Panic, Mili, Queen Bee, and an unhealthy amount more.
Not only that, but I could also listen to the full discographies of those anisong artists I mentioned before. But… it wasn’t exactly a fun experience. Konomi Suzuki’s 2019 album Shake Up!… I only liked three songs on it. Asaka’s debut album Heart Touch… I only remember two songs on it at all. As for Ito Kanako, the freaking Hacking to the Gate lady, I only like six other songs by her… across two whole studio albums. Compared to the other bands that have been growing on me like parasites, something felt empty about these, even in the best case scenario.
“Well, don’t listen to anything besides the hits, ya idiot,” you tell me. I’m sorry, but that’s not how I roll. For me to consider myself a devout fan of a music artist, I must go through at least 50% of their whole discography; all (or most of their) albums, cover-to-cover. When it comes to the “normie” bands that I’m a fan of, I always end up liking AT LEAST half of every track per album, and that’s just the worst case scenario. For example, I have all but two tracks of Crossfaith’s 2013 album, Apocalyze, in my favorite Crossfaith songs playlist, and that’s just that album alone. This is why I’ve been having a hard time juggling the different people I like, but them’s the brakes. I’ve been working on a Top Fifteen Favorite Music Artists of All Time post, and it’s not going to be ready for at least a year, because I have to catch up with a lot of bands in order to satisfy the condition of “at least 50% of their discography”. So, basically, because I can’t find myself liking more than “the hits” of the anisong artists, I can’t like them, period.
But I’m not going to throw shade. In all honesty, I don’t think it’s their fault. I don’t know what’s going on behind the curtain, but I can use my intuition to infer what my issues with them could be. One thing is that the artist- the pretty face you see- doesn’t necessarily songwrite (I know nano does, but like I said in the preface, we’ll get to that). It’s definitely something that can happen. One example is an article on Anime News Network I read back when Infinite Dendrogram’s anime was being produced. It said that a certain individual (forgot their name) was going to compose the OP for the show, but Aoi Yuuki was going to perform it. So, I’m not crazy, circumstances like this can happen; there’s proof on the Internet. This is definitely one explanation for why the quality of their stuff varies so wildly.
Another reason that comes to mind is that the medium is too creatively restrictive. They generally need to conform to a catchy beat, with an intro, first verse, and first chorus able to last exactly ninety seconds, as well as lyrics to fit actual story themes of the show. That’s a lot of stipulation. I remember reading a couple of interviews from nano, and IIRC, she said something to the effect of the songs made for anime specifically- with Kemurikusa in particular- being among the hardest for her to compose (don’t quote me on that, though).
The final reason- more so a nitpick- is that they seem to put out waaaaay less music than otherwise. “Quality over quantity, motherfu-” Hang on, I gotta cut you off there! Yes, I get that the quality is what matters the most. But the “normie” bands I mentioned don’t just put out higher quantity releases, but higher QUALITY releases as well. It’s uncanny. For example, nano… man, I love her music to death, but eight years in the industry, and we only get three studio albums and a best-of album? BAND-MAID put out double that in six years; do the math. I don’t know how it works- it’s definitely on a case-by-case basis- but the general idea is that they can only put out new singles when they’re doing an anime OP. That’s not much, honestly.
Of course, of course, there are definitely some exceptions. Obviously, I love nano and MYTH & ROID. These two are definitely much more experimental, and I like their albums (well, album in the latter’s case) much more consistently, even beyond the hits. As a fan, it makes me sad that they’re working under the stipulations of anisong that I mentioned before, and it makes me wonder what their music would be if they were free to work their full creative juices. I’m also fond of UVERworld (at least their newer stuff)… but it’s very hit or miss. I actually abandoned them until I Decided (haha, pun because that’s one of their songs) to try out Unser (which ended up meeting expectations). Two more artists technically fall into the exceptions category, and that’s two of the Bang! Dream bands, Roselia and RAISE A SUILEN. They only count as anisong because their singles get integrated into the Bang! Dream anime, but those two bands at least put some extra oomph into their stuff (even if RAISE A SUILEN is basically Roselia but with Crossfaith’s instrumentation). On a final note, here’s praying that Morfonica doesn’t suck when their first single comes out.
Another thing that I’m probably going to get called out on is the rare time that one of my so-called “normie” bands actually, on one occasion, do an anime OP. I don’t get how this happens sometimes… but I have a couple of things to say about it. First off, the aforementioned stipulations can make someone put out something vastly different from their established style, like with the 2nd OP of My Hero Academia, Peace Sign by Kenshi Yonzeu; he sounded like some unremarkable mainstream J-rock boy, and not the more eccentric style of his usual stuff.
Honestly- and I’m saying this out of jealousy- those “normie” bands don’t get the honor often enough. Well, I say that I’m saying this out of jealousy, but I’m also saying this from a thematic perspective. Listening to some of these guys makes me imagine their songs in anime OPs, and some of them suit certain anime thematically more than the actual person who did it (like I said, the lyrics are supposed to suit it thematically, but it’s not exactly something that a non-Japanese-speaking person can pick up on). Hysteric Panic’s dirty thrashy sound, along with the guttural growl of their backing vocals would’ve been perfect for Dorohedoro. Memai Siren’s melancholy dreariness would’ve suited Re:ZERO. And yeah, even though the song that YURiKA did for Land of the Lustrous was good thematically, Mili would’ve done an infinitely better job at the same thing.
It also doesn’t help that the bands I like can get the short end of the stick. It’s funny that Mili is an example again, for they apparently did the OP of Goblin Slayer, of all things. I haven’t heard Rightfully yet, but however good it might be, it was definitely overshadowed by the controversy of the show; a complete waste of talent. To make matters worse… they also did the EDs of Gleipnir (which will likely be criticized for being too edgy and fanservice), as well as Ghost in the Shell SAC_2045 (which is going to be criticized a LOT for obvious visual-themed reasons). And who in God’s name decided to hire Wagakki Band- of all people- to do the first OP of Twin Star Exorcists (which was also highly criticized due to Studio Pierrot being themselves), when the show, historically, isn’t set in a time where their musical style would be thematically relevant? Sure, once in a blue moon, there will be a great combination, such as- once again- Kenshi Yonezu, but instead performing the ED for Children of the Sea (which I might never get to SEA thanks to the coronavirus). I heard the song at least, and since I already read the manga, I know that Yonezu’s out-there musical style fits Children of the Sea PERFECTLY. I hope Mili does the Otherside Picnic OP… that would be really nice.
In conclusion, I don’t hate these anisong artists; after all, they made me who I am now. But after my horizons have been expanded, they are sorely lacking in the almost everything department. Sure, I still play Re:Do and Hacking to the Gate sometimes, but I can definitely live without those songs. Well, if I ended up expanding your horizons with this post, then you’re welcome. If you don’t agree with my post, then leave some feedback as to why (or maybe explaining how this music industry works). I’m all ears!
Aaaah, you gotta love a good Jump manga. Unfortunately, a lot of them have similar running themes, such as having a goody-two-shoes main protagonist; a privileged young man that anyone can relate to. But a new series, Chainsaw Man, published in English by Viz, looks to be attempting to tell its story with an utter turd of a protagonist instead.
In Chainsaw Man, a dreg named Denji makes a living by hunting devils, with the help of a chainsaw-dog-devil named Pochita. But “makes a living” can be read as “barely scraping by”, for he’s shouldering a serious debt from his late father. However, when he’s almost cut to pieces, he fuses with Pochita and becomes a chainsaw man, after which he is taken under the wing of Makima, a beautiful girl from an official team of devil hunters.
Normally, I’d go over the overarching plot as it is. However, Chainsaw Man’s appeal seems to revolve entirely around the characters and their interactions. Otherwise, it’s the standard Jump fare; bad thing appears, kill bad thing, get stronger. There is some strange fascination with Denji shared between Makima and some of the other devils, but that’s likely going to be an endgame reveal.
Like I mentioned before, Denji is a very unusual protagonist for Jump. He’s a guy who’s down on his luck, who gets lucky when he gets to work for the devil hunters. However, a lot of people there treat him poorly. It’s even made very apparent that Makima only sees him as a dog. But hey, he takes it because it’s all he’s got. He’s not someone who has a lofty goal, like becoming the #1 Pirate Devil Hunter King of the Hokage Wizard National Volleyball Basketball Baseball Champion; no, he just wants to… er… touch a breast. Thing is, he does get that very early on in the story, but he realizes that it was a shallow dream. He’s still as relatable as any Jump protag, but instead of throwing women on his lap and expecting the reader to pretend to be him, Chainsaw Man shows the more vulnerable side of the emotionally insecure target demographic in Denji.
Denji is treated like crap at first, but he starts to grow closer to his squadmates over time, all of which have devil powers like him. Most of them aren’t too interesting, except for Best Girl Power (Power’s her actual name). She’s a fiend- a devil that’s possessing a corpse. She’s awesome, and her interactions with Denji are some of the best moments throughout the entirety of the manga.
Makima is very beautiful and mysterious. Denji’s whole MO is to kiss her, but we- the readers- get an exclusive sneak preview of what kind of a person she is. A lot of bits and pieces of intrigue regarding her pop up every now and then, and I’m curious as to what’s going on with her.
The art is also pretty good. It has a very rough and gritty style. The devils’ designs are very unsettling, and there’s an uncharacteristically large amount of gore. The action is great as well! And most importantly, the girls are very cute.
Current Verdict: 8.15/10
Chainsaw Man has a lot of great ideas, but at this time, I’m a bit underwhelmed. It has a number of risque tropes that wouldn’t normally be in Jump, but are prevalent in Jump Plus or any seinen magazine. And that’s why Chainsaw Man stands out; because it’s in Jump. I gotta admit that I’m curious about the direction it could head in, so I’ll keep my eye on it for a while (let’s see how much sooner this ends than Kimetsu no Yaiba, which’ll likely run for ten more years at least).
Last time on Eighty-Six, Shin’s team sets out to fight the Morpho, the giant Legion that fired the railgun at the Federacy, and is controlled by the mind of one of Shin’s relatives, Kiriya Nouzen. Well, he beats it, to say the least (and by himself, of course). And just like it was foreshadowed in volume 1, Lena shows up and they meet IRL! Now we can FINALLY know what happens next!
So, I haven’t been enjoying the past two volumes of Eighty-Six. A lot of it felt like torture porn as Shin and the others get exploited, and have to fight to save people who treat them like crap, even in the Federacy. There were also a lot of boring military people who got all introduced at once and had really boring personalities.
But now… hoo boy, Lena is back, making the power couple that carried Eighty-Six’s first volume so good! I know I normally don’t like romance, but these two established themselves as one of the most organic and interesting relationships out there, and it once again shows. They even had some great interactions together (even if it resulted in some misplaced comedy scenes).
Since this is the first volume with Lena in a while, this it’s going to be about her. As established, she transferred to the multicultural Federacy from the whi- I mean- Alba Supremacist Republic. The racist practices of the Republic are well known to the Federacy by now, and because of this, Lena gets crapped on from the powers that be. Fortunately, Shin exists as a cushion for her guilt complex. It’s actually something that I felt when I was a kid, when I first learned about Martin Luther King. I wanted the African-American kids in my class to bully me, so I could be punished for something that I didn’t even do, just because people from a generation ago did it.
But Lena doesn’t have much time to get used to her situation, for today’s mission actually starts pretty darn early (much sooner than taking a whole volume and a half in the previous arc). This mission involves going into what’s left of the Republic that got overtaken by the Legion and, well, taking it back. This means going back to Nazi-Germany-Meets-Overly-Patriotic-White-Supremacist-America once more.
And as you can expect, the only thing waiting for Shin, besides some angry Legion, is racism. While the racism came off as torture porn last time, this time we get some interesting and differing perspectives from Lena and Shin. The irony here is that Lena, a whi- I mean- Alba person is much more offended than the actual victims. It’s almost implying that certain people shouldn’t respond to certain other people who are just being jerks, or trolls.
Overall, the only problem I had was kind of telling where people were in 3D space. A lot of times, during the actual operation, the story would flip perspectives rapidly, and it confused me a lot. It also was pretty inconsistent with whether or not it wanted to mark transitional points with a simple page break, or an actual symbol. Maybe if they- say- used the symbol to transition between P.O.V.s in particular, I would’ve understood what was going on a lot better.
Finally, Eighty-Six is back with a vengeance! My interest in the story is reinvigorated, especially with the new development at the end, and now I can’t wait for the next volume. Here’s hoping that it stays strong all the way through!
I believe that a true classic is something that can still feel fresh and unique to anyone who experiences it, regardless of how many years it’s been since it was first released. And Walt Disney’s 1940 film, Fantasia, is one such classic (yes, I know about 2000, but we don’t talk about that era of sequels). Here’s a surprise: this is a review, and not a retrospective, because this is being written as of the first time I’ve ever seen it in my life, eighty years after its release.
If there’s anything I knew about Fantasia going into it, it’s its premise (wow, take a shot for every time I say “it” in this review). In Fantasia, a live-action man, named Deems Taylor, walks you through some very unconventional visual interpretations of various famous classical music pieces (conducted by Leopold Stokowski). Since it’s structured this way, I’m basically going to discuss my thoughts on each segment per paragraph. As this movie is eighty years old, I believe I have the right to write spoilers without warning (I also had to write down what the songs were because I know nothing about classical music).
But first, I must discuss the one thing that all the sections have in common: they’re effing GORGEOUS. The visuals in Fantasia were, historically, beyond anything that Walt Disney had ever created at the time, and they still hold up today. These people had no computers, no nothing. Somehow, they managed to create all kinds of beautiful particle effects by themselves, and I honestly have no idea how. I recognized some instances of the multiplane camera, but the ingenuity of most of the film is beyond me. Holy crap.
The movie opens with Toccata and Fugue in D Minor, which is a Bach song (and I was too dumb to write down the composers of any of the other songs besides this one. Oops). It starts by showing the silhouettes of the live action orchestra bathed in various colored backdrops before gradually fading into abstract shapes that vaguely resemble instruments floating in a bright void. This is a great showcase of how easily the human mind can bring itself out of reality, and perfectly sets the tone for what’s to follow.
Next, we have the Nutcracker Suite, entirely bereft of nutcrackers. This one is a showcase of nature… or something. It starts off with a bunch of fairies creating various natural phenomena, and by the way… FULL FRONTAL NUDITY WARNING! “Dude, you’re overreacting,” you say, “they’re just fairies.” Well, congratulations on being open-minded. Yeah, sure, I doubt anyone reading this will have not already seen Fantasia, but I can’t take any chances here. Anyways, this sequence goes through the different seasons of nature. Due to the nature of the whole thing, they employ a lot of different colors and particle effects, making this one of the most beautiful and whimsical parts of the film.
Of course, not even I could’ve avoided not having already seen the most iconic part of Fantasia: the Sorcerer’s Apprentice section. This is the famous debut of what is considered to this day to be the de facto form of Mickey Mouse. We all know what happens: Mickey takes Yen Sid’s hat, uses it, floods the place, and gets spanked in the end. There are a couple of small logical issues, like the fact that Yen Sid was dumb enough to not take his hat to his room, or the fact that the fountain that Mickey was supposed to take the water from somehow contained enough water to fill the entire cave. But hey, it’s magic. Due to the fact that it has an actual narrative, and Mickey Mouse, this is definitely the most accessible segment of the movie, and probably the part that you all fast-forwarded to when you were a kid. Oh, also, epilepsy warning apparently; there are some instances of flashing light effects, and I’m pretty sure that counts as an epilepsy warning, right?
After this is the Rite of Spring, a classical piece originally intended to showcase primitive human life. Of course, Walt Disney took a step ahead- or back, rather- and used it to showcase the origin of life on Earth. In this, you get to see life begin from single-celled organisms to the dinosaurs to the dinosaurs’ mass extinction. This one is brutal to watch. There’s no gore, but it very much shows creatures getting eaten alive left and right. Also, the slow death of the dinosaurs by dehydration is brutally honest and a stark contrast from the Nagito-levels of hope-loving that we understand Disney to be in recent years. If I was a kid, I would be traumatized by this.
According to my notes, the next one is called the Pastoral Symphony, set in Ancient Greece. It’s a fun section that shows various creatures frolicking until Zeus literally rains on their parade (he gets a lot softer once he’s a dad, apparently). Although… based on what I understand about today’s culture, this one is also very controversial. First off, we have these cute centaur girls, who reek of FULL FRONTAL NUDITY. But it doesn’t stop there; they also doll themselves up in order to sell their bodies to male centaurs, which I’m pretty sure is a case of sexism as well. And depending on how old they are… there could also be an instance of minors drinking (thanks Dionysus). But otherwise, this section is very fun and colorful.
The semifinal segment is the Dance of the Hours. It’s a pretty on-the-nose depiction (at least, according to what the live action guy said), where dancers that represent daylight get attacked by dancers represent nighttime. Of course, the dancers this time are animals. They picked the perfect animals to do ballet dancing because you’re not expected to think that hippos and stuff would be good at ballet. Overall, the animation is very fluid and bouncy, but it’s also the least abstract of the sections. There are also more antics in this part than any other part of the movie. Due to how silly it is, this is no doubt the second most accessible section of the movie.
The final section of the movie is a two parter, the first of which is Night on Bald Mountain. This is the other part of Fantasia that I knew about beforehand, where Chernabog makes some ghost people pop up. This part is SCARY if you’re a kid, as it has jumpscares and assorted terrifying imagery. The lighting effects on Chernabog make him hands down one of the scariest Disney villains ever drawn, and the effects on the ghosts are fantastic. Fortunately, the guy spends his time tormenting his own minions (most of which are nude) as opposed to any “living” humans, but it’s still very dark for Disney. But hey, before long, Ave Maria kicks in and shuts Chernabog up real good. After this, the remainder of the movie is a very long procession of nuns before the movie abruptly ends at a gorgeous landscape shot (well, it’s about as landscape as you can get in a 4:3 ratio). This is probably because I’m not a religious person, but Ave Maria was perhaps my least favorite part of the movie, and most likely a part that I would’ve fallen asleep during as a kid.
Final Verdict: 8.65/10
Man, I really miss this form of Disney. The vast majority of Fantasia would likely alienate people who are more used to the straightforwardness of most Disney films. It’s very experimental and ballsy when compared to the embodiment of mainstream that Disney has become in recent years (well, the live-action Mulan movie is probably their ballsiest project in a long time, but you get what I mean).
I enjoyed it, but due to its two-hour length, I doubt I’d watch it again. But as far as recommendations go (assuming that you haven’t watched it)… I can’t easily recommend it. Fantasia doesn’t just have a lot of controversial and dark imagery, but it’s entirely devoid of dialogue and an actual defined plot (outside of Sorcerer’s Apprentice), and I can’t imagine any kid who wouldn’t fall asleep within minutes of starting the film. I can only recommend it to adults with a very open-minded palette of tastes, or to diehard Disney fans who want to know everything about the company’s history.
How many more edgy battle shounen manga can one person read?! It’s become a running theme on my blog, and it’s not stopping any time soon. Let’s examine Gleipnir, published in English by Kodansha Comics.
In Gleipnir, Shuichi Kagaya just wants to fit in, which is difficult. While he doesn’t have puberty to deal with, he can turn into some kind of Chuck E. Cheese reject for some yet-to-be-explained reason. After saving some girl named Claire Aoki from a fire, he ends up going on a quest to find her older sister.
But of course, it’s never that simple. By the second volume, the search for Claire’s sister turns into the search for a bunch of coins for some alien guy. Oh, and giving said alien guy a coin is what actually causes the transformations (even though Shuichi doesn’t remember anything about that happening).
This manga asks so many questions. Shuichi has some personal connection to Claire’s sister. The true nature of Shuichi’s power remains a mystery. Who really killed Claire’s parents? Why aliens? The plot seems fairly straightforward in the moment, but as soon as you stop to think, it becomes a massively tangled knot.
Fortunately, the characters are pretty creative in terms of design and abilities. Of course, you saw the volume 1 cover art, and know that Claire and Shuichi fight by having the former enter the latter’s body while he’s in Chuck E. Cheese mode. She often does this in her bathing suit. Yeah, say goodbye to being master of your domain. There are other crazy characters, like a literal cameraman, and a kid who summons a demon in the form of his parents stitched together (and naked of course).
Speaking of naked, get ready for fanservice galore. It’s not just limited to a sweaty teenage girl entering a teenage boy’s body. There are a lot of “nips”, including the groping of said “nips.” There’s also an almost-sex scene. Being the edgy thing that Gleipnir is, it’s doing all of the fanservice with a straight face.
Unfortunately, the characters aren’t as great on the inside as they are on the outside. Shuichi is a generic whiny protagonist who gets emotional support from Claire, who happens to be a yandere. It’s YA-levels of unnatural when it comes to how easily she will commit murder, even on her own sister. Speaking of which, her sister, Elena, has a bizarre contrast of mysterious and socially awkward, but otherwise she isn’t that interesting, besides her unknown role in the overarching story. There are a lot of other characters, but they fall under tropes such as, “Skimpily Dressed Busty Lady”, “Jealous Guy”, “Pervy Guy”, “Catgirl Loli”, etc.
The art in Gleipnir is great. The action shots are done well, and the uncharacteristically large panels make individual volumes easy to read. And most importantly, the fanservice shots are on fleek!
Current Verdict: 8.3/10
Gleipnir is a pretty standard edgelord manga. It’s perfectly readable, especially when compared to a lot of bad YA novels, but it’s not quite as good as stuff like Tokyo Ghoul. Check it out if you like sexy murder girls and fanservice.