Welcome to the first Weeb Reads Monthly post! If you don’t know how it works, I’ll explain it right here and now. Basically, all the light novel volumes I would’ve covered in a given month (with the exception of series debuts) will be covered here. The review of the individual volumes will be only one or two paragraphs each, but it’ll all be organized into this post. And don’t worry if you’re looking for a specific volume; each post will be categorized and tagged under the respective series covered, so you can just search for the tags. Without further ado, let’s see how good of an idea this was!
Eighty-Six Volume 5
We’re starting out strong with the newest volume of Eighty-Six, the game-changing military sci-fi epic that’s sure to become mainstream when the anime airs. Speaking of the anime, I really hope (even though it’s not going to happen) that it airs this fall. Given the core themes, the timing would be all-too perfect given the current circumstances.
Anyway, this installment continues the train ride of win that was started in volume 4. First and foremost, we get some huge revelations regarding the Legion’s origins. You will have to suspend some disbelief, because the new character, Vika, basically developed the Legion’s AI when he was just about done wearing diapers. It’s dumb, but you know what, Dreamworks made a movie about a baby who runs an entire business, so pick your battles.
Eighty-Six enters cyberpunk territory with the introduction of Sirins. These are androids made using similar design principles that contribute to the Legion, and they are not exactly well received by the main protagonists. This brings up the expected ethical issues, which are all discussed ad nauseum in the actual story, so… Look, subtlety has NOT been Eighty-Six’s forte, alright?
Overall, this volume was great as usual. Also, the one scene during the climax has gotta be iconic for the entire series. Just wow… the amount of despair was beyond anything that Re:ZERO could possibly offer. Eighty-Six raises the bar, that’s for sure!
Rascal Does Not Dream of Petite Devil Kohai
I did not particularly enjoy the previous volume, Rascal Does Not Dream of Bunny Girl Senpai. While it wasn’t baaaaaad, it was still kind of pretentious, as it was like “Oh look at me and how symbolic I am! I studied quantum physics, love me, WAAAAANT ME!” (Okay, now I’m referencing Seinfeld but you get the point). But you know what, I had to give it another chance because I’m a glutton for punishment!
If you recall from the previous volume, our buddy Sakuta enters a Groundhog Day-like time loop. This is, of course, another case of Adolescence Syndrome, and the perp is Tomoe Koga. But unlike Mika, whose issue was at least something legitimately terrifying from a sociological standpoint, Tomoe’s issue boils down to dumb teen antics. The plot structure is also very similar to the previous book: Sakuta has a strange experience, gets confused, talks to Rio, Rio vomits quantum physics, and Sakuta’s like “Okay now I get it.”
Overall, my problems with Rascal as a whole still have not changed. I do not like the application of quantum physics at all; to me, it serves no purpose other than to make the story feel more profound than it is(n’t). The other reason is more so a problem I have with popular culture as a whole. For reasons I don’t quite understand, general consensus seems to be that individual personal problems are an objectively better story theme than problems of a grander scope. And by complaining about it just now, I lose all my credibility as an adult human being. *Sighs* Look, Rascal at least has some semblance of good writing and forward momentum, so I’ll keep my eye on it for now.
Do You Love Your Mom and Her Two-Hit Multi-Target Attacks? Volume 6
This is the first time I’ve covered this franchise on my blog. I didn’t want to review them volume-by-volume because, like with Cautious Hero, I’d have nothing of note to say. So now that I have this new formula, I can talk about it!
Do You Love Your Mom and Her Two-Hit Multi-Target Attacks? (better known as Okaasan Online) is about a boy named Masato who gets to testrun a new VRMMORPG, but the twist is that his mother, Mamako, gets stuck with him! It gets a lot of criticism for being ecchi, but I love it. Mamako is a great twist on the overpowered protagonist, who- like any real mom- embarrasses her son nonstop. The supporting characters, like Best Girl Wise, are great as well. And after the previous volume’s introduction of this sort of Anti-Mamako character, named Hahako, I’ve highly anticipated this volume and how it might handle her character.
Unfortunately, we don’t get to see much of her until towards the end. In fact, the first half of the volume is filler. But once we get past that point, the series is at its usual antics. We also get introduced to a new Best Girl named Mone. She’s pretty much the yandere; if Masato doesn’t dote on her, everyone dies. There’s not much else to say about the volume, and that’s exactly why I made LN posts like this now!
Full Metal Panic! Volume 4
This is also the first time I’ve ever discussed Full Metal Panic!, mainly because I didn’t know if I would be able to commit to finishing it. I’m only including it here because the new So I’m a Spider, So What? didn’t come out on August 18th like I thought it would, and this was one of the few options that I didn’t outright hate. As you can see, I’m also WAY behind on the volumes, and that’s because too much comes out too quickly. And I’m sure I’m going to make a lot of retro anime fans livid when I say this, but… I haven’t exactly been liking FMP! as much as a lot of more modern stuff. It’s fun, but this could easily be the last volume of the series I read, since I only have so much time and money.
Anyways, for the uninitiated, Full Metal Panic! is about a secret agent named Sousuke Sagara who is charged with keeping his eye on a girl named Chidori Kaname, who is established in the first volume to have some secret brain knowledge that could be very dangerous in the wrong hands. So far, it’s been a series of episodic, Saturday Morning Cartoon-like escapades where Sousuke fights some people and Chidori is baggage because it was the 1990s back then.
It could be because it’s been more than a hot minute since I last read FMP!, but I didn’t exactly enjoy this volume too much. Basically, they capture this dude, and there seems to be no real purpose for capturing him other than the fact that he was a bad guy in the previous volume. Things pick up a lot towards the end, and some nasty cliffhangers are thrust in our faces.
But even then, this series just has not grabbed me at all. A lot of critics would say that FMP! is automatically better than more recent stuff just because it’s not isekai, and while I do acknowledge that every one of the older series I’ve read has been radically different, I find that a of newer stuff- isekai included- are better (and before you accuse me of being a twelve-year-old, keep in mind that a lot of FMP! fans were twelve when it first came out). So far, I find Durarara! to be the only older series to still be really good to this day.
The first post of this series is pretty short, but that’s probably good; shouldn’t get too ambitious (it also doesn’t help that almost everything I covered came out in the second half of the month). Overall, this was a solid month of great reads, and I definitely prefer reviewing light novels in this manner. Leave me a comment on your thoughts of this new format!
I don’t get romance. At all. That’s not a surprise if you’ve read any of my posts in the past. But manga usually convinces me to like something I normally wouldn’t. One of the most popular romance manga in recent years is Quintessential Quintuplets, published in English by Kodansha Comics. Did it win my heart? Find out!
In Quintessential Quintuplets, the five Nakano sisters are seriously failing at school. Fortunately, their filthy rich dad hires a tutor for them: the smart-talking Futaro Uesugi. One guy, one house, five cute girls. What could possibly go wrong?
While I don’t understand romance, it’s easy to understand why Quintuplets is popular. Chapter one concludes with a teaser of the series’ ending: Futaro marries one of the five sisters. This single decision is undoubtedly why Quintuplets is so big (or was so big- I’ll elaborate on that in a bit). The author knows exactly how fandoms work; with a canon ship built, it’s up to the fans to argue and banter over whom Futaro plans to set sail with.
It just boggles me that people can become so invested in these ships. Social media networks and subreddits of all kinds get ripped asunder, all over a fictional boy’s relationship with a fictional girl. They act like the entire world depends on him picking the right person. But is Quintuplets still enjoyable for those who don’t spend their free time fretting over ships?
The story is actually darn entertaining… for the most part. Quintuplets operates like a sitcom; when it’s just the main characters goofing around, it’s a pretty heartwarming good time. But once the drama kicks in, it’s an annoying, eye-roll-inducing slog. It’s tough to bring drama into something like this without making it a cringefest. Since it’s fictional, we know that everything that happens is entirely decided by the author; it’s really hard to make this kind of stuff seem natural, so I’m not too salty about it.
Unfortunately, it goes up in smoke at the end. The author does one of those stupid things where the story goes through several “what if” scenarios, none of which end up being canon, even in the case of the girl who actually wins. And when Futaro makes his decision, it feels arbitrary; all five girls more-or-less equally inspire him, and thus it feels like a roll of the dice. I’ve read discussions, and it seems that people really got into the nitty-gritty on the logic (or illogic) leading up the final decision, and as someone who has a hard time understanding relationships (let alone relationships between five siblings), I can’t vouch for ANY of those statements.
So how about the characters? Futaro is incredibly generic and unremarkable, but that’s okay, since the manga is called Quintessential Quintuplets and not One Essential Onetuplet (i.e. we only care about the Nakano sisters). I am baffled that people are meant to pick one of them and love them unconditionally, and that’s because they’re all kind of equal. I didn’t really like or dislike any of them. One standout thing about all five girls is that they’re female characters in a harem manga that actually get character development. And since character development is arbitrarily one of the absolute objectively good things in literature, I can definitely understand the girls’ appeal. But like I said before about human relationships, I never understood the logic behind any of the girls’ actions, which added to my not caring about them as characters.
The art is marketable and inherently appealing. Cute girls with blush cheek, check. Clip Studio backgrounds, check. The girls stand out thanks to their hair, and they take advantage of that to disguise themselves as each other (except they actually have varied hair colors in the color art. OOPS). It’s what you’d expect of a light and fluffy manga like this.
Final Verdict: 6.5/10
As far as romcoms go, Quintessential Quintuplets is a decent com, but a viscerally terrible rom. Also, and I’m sorry for this, but I’m docking points for this manga encouraging one of the most toxic mindsets on the Internet in the form of a shipping war. If you want Quintessential Quintuplets, then go for it, but as far as I’m concerned, there’s many better manga out there.
As I come upon my first whole year of managing this blog (by myself, by the way), I have been battling against a lot of stress. I don’t just have this to manage, but a full-time job as well. Plus, there’s way too much media that comes out. Even when I pick and choose what I absolutely want to cover, there’s too much. I can also imagine that you get an aneurysm trying to keep up with my three posts a week.
Fortunately, there’s going to be some changes, effective today, August 4th, 2020. Posts will be back to how they were in the very beginning: every Tuesday and Saturday. As a result, there won’t be as many First Impressions of manga, not unless I’m certain my opinion will sway wildly once they’re complete. For example, I have a Jujutsu Kaisen First Impressions written already (I’m just waiting for the anime to air so I can mooch off of it). It’s a battle shounen; those are chaotic by nature and wildly inconsistent in quality at times. While I enjoyed what I read so far, that can change over the course of a single chapter.
Light novels are going to be handled differently. If you’ve read some of my light novel reviews, you’ll have seen my struggles to write something of substance in some of them. Even if I love them, a lot of them are pretty formulaic, such as Cautious Hero and Konosuba. I even did the stupid recap thing solely to extend the reviews. As such, I will now save most light novel posts for one long post at the end of a given month, where I’ll just put a small blurb for each. Exceptions will be for the first and final volumes of a given series (assuming I get far enough for the latter). For example, I plan to post a review of The Eminence in Shadow Volume 1 when that comes out. Since it’s brand new, that’ll be its own post, but all subsequent volumes will be in the monthly post, which I’ll name “Weeb Reads Monthly” or something similar. Another exception will be any series I’ve been doing arc-by-arc, which just applies to Monogatari and Sword Art Online.
So yeah, hopefully this’ll help both our sanity. Do you like the new schedule that I’m implementing? Hopefully you do, because I really didn’t like the old way at all. Anyway, I don’t want this post to just be a dumb announcement, so below is the post I was planning to have done normally…
A lot of critics complain about isekai for being the same thing over and over again. Even the new, slice-of-life variants that are the exact opposite of typical, action-driven-harem isekai are becoming common to the point of redundancy. Now it’s at the point where the subversive isekai need to subvert themselves, and a manga (not a light novel) by the name of A Witch’s Printing Office (published in English by Yen Press) is one such subversion.
In A Witch’s Printing Office, a girl named Mika Kamiya has been reincarnated into a fantasy world (as you do). The manga kindly skips all the formalities and goes well into her career at a book printing firm called Protagonist Press. But in addition to working at a printing press, she also runs Magiket: a popular magic-themed convention!
Immediately, this manga shows off its social commentaries, not on politics, but on real world conventions (and I mean event-conventions, not social protocol). The fact that the setting is called “Akivalhalla”, based on Akihabara in Japan, shows just how creative this manga is. It even opens when these Akivalhalla Knights defeat the Overnight Fiends: literal monsters that parody those who camp outside a venue before it opens.
But a slice-of-life isekai is still a slice-of-life isekai. While Mika implies that she wants to go back to the real world, she seems perfectly at home in the fantasy world. Most of the story are self-contained narratives, which are based around managing the convention and printing books. There is continuity, like when they introduce another person from our world into the story, but it usually hard cuts to something completely different after the fact.
Fortunately, all the chapters have their own unique charm to them. When they are not running the printing press or the convention, Mika has all sorts of funny adventures. From taking a holy sword just to use as a paper cutter, to getting unwittingly possessed by an evil mage, this manga has a lot of variety to it; it’s not just “Praise me for how chill and low-stakes I am” like most other slice-of-life isekai. Plus, the humor is really on point.
I tend to dislike most slice-of-life isekais’ casts, and while this manga isn’t quite an exception, I at least enjoyed A Witch’s Printing Office’s cast marginally better than most others of the genre. Mika comes off as a ditzy moe blob, but she shows a bit of a greedy side that makes her more interesting than most ditzy moe blobs. Sadly, her two friends, Clair and Kiriko, seem to just serve as two pairs of large breasts (and I really hope they’re legal adults for no particular reason related to my perverse imagination). A lot of the minor characters end up being pretty likeable, but they’re called minor characters for a reason.
The art for A Witch’s Printing Office is so good, that I’m willing to believe it was done with Clip Studio assets. There is so much life, detail, and texture to every panel, yet it’s still easy to tell what’s going on. The landscapes are absolutely beautiful, and I’d hate to see a hypothetical anime adaptation undermine the whole thing. There is a lot of charm and personality poured into it that I could spend minutes gawking at any given page.
Current Verdict: 8.95/10
Like many, many truly great franchises, A Witch’s Printing Office does not get the hype it deserves. It’s a fun and unique take on the isekai genre (that critics will probably find some way to pick apart but I digress). I recommend it to anyone who truly appreciates otaku culture at its finest.
Time travel is always a contentious topic, both in real life and in writing. While scientists debate whether or not it’s possible, writers explore its ramifications. The results of the latter, well, vary wildly. But sometimes, you don’t need to travel in order to change the past, which is the case in May These Leaden Battlegrounds Leave No Trace, published in English by Yen Press.
In May These Leaden Battlegrounds Leave No Trace, two nations- one in the east and one in the west- are at war, with the latter on the winning side. For a cadet named Rain Lantz, everything changes when the Fire Nation atta- I mean- when he meets a girl named Air Arland Noah. The bullets she fires are special; a killshot from these bullets results in the target’s erasure from past, present, and future.
While not a particularly interesting concept, Leaden Battlegrounds is essentially Steins;Gate but in a military setting. It’s pretty easy to suspend disbelief, since it’s set in a sci-fi fantasy world. All bullets have magical properties, but Air’s are one of a kind. They are called Devil’s Bullets, which will henceforth be known as D-Bullets, since it would be way too coincidental if they weren’t an intentional reference to Steins;Gate‘s D-Mail.
And similar to Okarin, Rain spams the D-Bullets like a Smash player using Kirby’s Down Special. For the time being, there doesn’t seem to be many cases of time-f***ery like there usually is. That’s kind of bad because it makes the light novel have no stakes, given how serious it takes itself. The D-Bullets are almost an excuse for Rain to never have to face any form of consequence.
There are also a couple of issues that tend to plague most light novels, especially isekai (even though this isn’t one). There is some tonal whiplash, an example being a whole chapter of typical school antics (i.e. ecchi) that have no place in the story whatsoever. The author also gets exposition-happy, oftentimes reminding us that the D-Bullets erase people from existence at least once per chapter. There are also some examples of cheap shock value that appear to just arbitrarily elicit an emotional response.
But all things considered, Leaden Battlegrounds has some solid momentum. Other than the stupid ecchi chapter, there’s always some kind of new development and intrigue. Of course, being somewhat of a time travel narrative, it could fall apart quickly. But for now, I’m curious as to how things can play out from here.
Unfortunately, it has the usual crapshoot of bland characters. Rain is a pretty generic teen who sometimes feels like he’s better suited to be in a gag shounen (which may be symbolic of militarism or something but I digress). Air is basically the highest selling point of the book; a cute loli with the out-of-left-field trait of wanting to show Rain her panties. Everyone else is kind of just… there.
The art is middle-of-the-road. It’s appealing enough to make someone at least look at it, and that’s really enough when it comes to selling a light novel. I’ve definitely seen better, but Leaden Battlegrounds still has respectable visuals.
May These Leaden Battlegrounds Leave No Trace is off to a better start than most light novels I’ve read lately. But like I said before, there’s no telling where this story will go. For the time being, I recommend it to time travel and military science fiction fans. What are your thoughts on this volume? Leave a comment if you’d like!
PREFACE: In case you do not already know, I should warn you the Trails of Cold Steel Franchise is explicitly designed to be played in chronological order. No, it doesn’t have a stupidly convoluted plot like Metal Gear or Kingdom Hearts, but this is nonetheless a direct continuation of the first game. As such, this review will contain unmarked spoilers of the first game. I will also not explain any basic mechanics of the first game, as you are expected to know already from playing it. If you are interested in this franchise, click on this link to read my review of Trails of Cold Steel I.
The Legend of Heroes: Trails of Cold Steel has its strengths and weaknesses, but overall, it was never meant to be a full game; no, it exists solely to lay down the groundwork for a truly epic tale, spanning four massive games. I was more engaged in the story of Cold Steel than any JRPG I’ve ever played, and it was definitely one of the best turn-based JRPGs in terms of gameplay. With that ridiculous ending- Crow being one of the main antagonists, mechs existing, Crossbell’s declaration of independence, mechs existing, Ouroboros and Fie’s old squad have been helping the Noble Alliance pull all the political strings, MECHS EXISTING- my body was beyond ready for the sequel. The first Cold Steel set the expectations, now it’s up to The Legend of Heroes: Trails of Cold Steel II, to meet said expectations.
When we last left our intrepid hero, Rean Schwarzer, he- in his mech, Valimar- was forced to leave his buddies in Class VII behind during a losing battle against Crow, the leader of the Imperial Liberation Front. A month later, Rean wakes up on a mountain range with Emma’s mysterious cat, Celine. Now it’s time for him to make like a battle shounen protagonist and pick himself back off the ground and find what’s left of Class VII!
Same World, New Problem
Immediately, the game starts off way sadder than Cold Steel I (even if the opening sorta ruins it a little by showing that EVERY student in Class VII is still alive). As soon as you start the game, the familiar title card appears dark, with the words singed by fire. A minor-key remix of the original game’s titlescreen music plays, and zooms in on Rean’s unconscious body. His voice actor sounds much more distraught than usual at first, and his portrait in the menu looks like someone who’s been through hell and back. Then, mere minutes after you find respite in his hometown of Ymir during the prologue, the town gets attacked. In most JRPGs, I’d say that an opening like this would constitute little more than shock value. But since this is a continuation of an existing story, it’s actually more effective, since you’re likely to be invested in the story if you’re picking up this game up after playing the previous one.
If you’re still new to the series, and you’re STILL reading this review anyway, I should SERIOUSLY warn you that the game basically gives you the finger for not starting from the beginning. There are two reasons why it’s seriously important to start from Cold Steel I, and the first of which is merely because it will be way too overwhelming if you don’t. The title screen does have a menu to read a recap of the first game, but honestly, the first game is so involved, you’d spend hours of Cold Steel II trying to memorize everything while trying to follow the present plot.
But even for a returning player, it can be confusing knowing who’s on what team. So here, I’ll remind you. The Imperial Liberation Front is in cahoots with Fie’s old jaeger squad, Zephyr, who both report to Duke Ceyenne, the leader of the Noble Alliance. Ouroboros is with them as well, but Sharon seems to be a double agent; someone on both our and their side. Vita, the sexy sorceress lady, seems to be in a third group, containing space wizards (or something) who’ve been working on a completely separate thing.
I pointed out that you need to keep in mind that Cold Steel I is the start of a larger story in order to enjoy it. In Cold Steel II, you need to keep in mind that it’s a continuation of a larger story. As a result, there are a lot of reused assets. While the world is big enough that you do get to visit areas that have only been mentioned, there are times where you return to old places. It really plays on your nostalgia bug, like at the start of chapter one, which has you go through a previous Field Study dungeon backwards.
Unfortunately, playing this game has kind of broken my immersion when it comes to Erebonia itself. Cold Steel I was split into multiple, self-contained areas, connected by long train rides. This was an effective way to make you use your imagination, and imagine the grandiose scope of the world. However, in Cold Steel II, you end up taking the roads that connect various areas in foot… and this is where the immersion breaks. It’s as soon as you set foot into Trista Highway for the first time that it’s made apparent; those train rides that took hours of in-game time were the alternative to roads that took minutes to traverse. It’s a nitpick, I know, but Erebonia definitely feels less Tolkienian since the world feels so much smaller now.
As far as the narrative is concerned, it’s actually… kind of lacking for a direct continuation, especially after an ending like Cold Steel I. Similar to how the first game’s purpose is to acquaint us with the world of Erebonia and all who inhabit it, Cold Steel II starts by reacquainting us with it, and seeing how much has changed as a result of the war. But even after the point where the story is supposed to ramp up, most of the game boils down to reclaiming areas from the first game, and gaining more support. It’s satisfying to do, but you don’t learn much about the core narrative, at least not until around the 75% point of the game, when it vomits information at you like any JRPG would.
The biggest issue with the narrative is that it never ends. After you defeat what is very much intended to be the final boss (which took me two and a half hours by itself because there’s, like, five phases), you end up playing a side section that serves no purpose other than to get players interested in another franchise set within the same universe (which, I’ll admit, was pretty darn effective, even if those games aren’t released in the U.S.). And then, you get an entire in-game day’s worth of content to do. AND AFTER THAT, the true final dungeon appears for no discernible reason. It got so annoying. The issue is that this game hypes itself up to be the conclusion of Cold Steel, and while it does a pretty good job at conveying that on an emotional level, it is very watered down by the known presence of two more games.
Same Faces… Plus a Few New Ones
Fortunately, there’s a surprising amount of stuff to learn from the characters. We get closer looks at characters like Claire and Sharon, and even deeper looks at the students of Class VII. I love them even more than I did before. To think that I brushed most of them off as bland anime tropes at first… that’s character development at its finest. I’ve grown so attached to them, that I even gave some of them nicknames, such as “Reany-Beany” and “Useless Jusis” (even though the latter is my favorite of the supporting male characters).
We also get more development on the antagonists, such as Crow. Plus, there are some interesting new antagonists with quirky personalities, such as the cocky yet socially awkward Duvalie, and the sleepy McBurn. Unfortunately, Duke Cayenne proves to be a pretty one-dimensional villain for the post part.
Unsurprisingly, Cold Steel II‘s graphics aren’t too different from the first game. I shouldn’t have expected them to be since it’s both the same system and the same world, but I still had to mention it. But one thing I didn’t acknowledge in my review of the first game is that a lot of the animations for attacks, especially S-Crafts, have aged very well. They look soooooooo animeeeeeee!
The soundtrack is also more-or-less the same. A lot of tracks are reused, but there are also some new, updated battle themes. Unfortunately, a lot of tracks overstay their welcome. One bad example is that there’s a point where you tackle four dungeons in quick succession, and music for all of them is some really grating opera. Furthermore, the previous game’s issue of “having the dungeon theme play over the battle theme because it’s INTENSE” comes back even more in this game. And similar to the other example, those themes get reused as well.
For the gameplay section, I will still split it into Daily Life and Deadly Life. But like I said before, I will go over mechanics as if you’re already familiar with the first game. I will also bring up the fact that this version of the game, Relentless Edition, SPOILS you. First off, the amazing Turbo Mode feature is still present. Second off, you get WAY more items in the DLC than last time, including 99 U-Materials.
Before we start, I must also bring up the other important reason to play Cold Steel I first. When starting a new game of Cold Steel II, you will be asked if you want to load Clear Save Data from Trails I on your system. Doing this will give you items based on Rean’s previous Academy Rank, and change dialogue based on various accomplishments, as well as the person you chose to dance with at the end of Cold Steel I (G.G. for anyone who chose Crow). It felt really satisfying to have my actions acknowledged, and it helped maintain a sense of continuity.
JRPGs Always Need an Airship
So, the first question I- and probably a lot of people asked- going into Cold Steel II was, “Without Thors, how’re we gonna have the same school mechanics?” Well, the answer is a minor spoiler, and one that is spoiled in the game’s intro at that. After a certain point, your main base of operations is on the Courageous.
But the problem with the Courageous is that it needs some help. Fortunately, scattered throughout the world are your fellow peers from Thors. Whenever you see them, it is encouraged to recruit them to the ship, as many of them unlock new facilities. Most of these are carry-over mechanics from Cold Steel I, so I will only discuss new things here.
For starters, there’s new training facilities. These are basically your Practical Exams from Cold Steel I, except you can do them whenever. They are split into Melee, Range, and Arts, where you are locked into using characters who are built around those fighting styles. The biggest issue with them (other than how stupid hard they get) is that you don’t get to prep anyone before the fight itself like you can in the first game. Furthermore, you don’t get to see the conditions until the battle starts, which can be annoying.
There’s also the new Triple Tri- I mean- Blade II. This game plays like the first one, but with meaner trap cards: Blast and Force. Blast Cards allow you to destroy a card in your opponent’s hand (but you can’t look at it), and Force Cards double your total. Even with how game-breaking these new cards are, I still lost 95% of the time because I suck.
Once you recruit Munk, you are able to bribe him to apply to radio contests on your behalf. There’s a cheap one where you win a modest prize, and a high-risk, high-rewards one. The results come in after five battles (excluding the training facilities in the Courageous), so make sure you use it before you go out into a combat area.
“Hey, Rean! Have you finished those errands?”
Quests are pretty much unchanged, except with the added feature of reporting manually by Skyping Olivert. And despite the hard times, people can afford to pay up. In addition to the usual rewards for completing a quest, you get a monetary donation for reporting it. There are still hidden quests, and they are sneakier than ever. Some require you to have or not have certain people in your party (but I have no idea if the game indicates it to you because I was always lucky enough to already have met the conditions).
But unlike the first game, you cannot miss ANY quests if you want to max out your Academy Rank. Last time, I missed three and still barely got it. But now, even after doing every quest (with the trophy to confirm it), I ended the game with only ONE excess AP. There is only a sliver of leeway, as I didn’t get all S-Ranks despite getting all quests. I guess some of them had more favorable outcomes and I didn’t realize it. Fortunately, due to the game’s circumstances, there are no exams this time! Yay!
You Never Have Enough Sepith in This Game
One thing I noticed in Cold Steel II was that everyone’s Arcus slots are still fully opened. But that doesn’t mean you’re out of the woods. In this game, you spend Sepith to UPGRADE your slots, and I blew through most of my DLC Sepith just to be barely close to maxing out one character. If you don’t do this, you can’t equip rare quartz. It’s annoying, but they had to change it up somehow. As a side note, you eventually get the ability to create EX Orbs, which are equipped to Valimar to boost its stats.
Wow, this game has an actual overworld!
The most standout improvement in Cold Steel II is the ability to go to older areas at will. The Courageous makes it really easy to do so, and you can leave from almost any point on the map. There are times where you will be asked for specific party members, but fortunately, summoning the Courageous from the overworld allows you to reorganize your team without having to leave and come back.
So, what did Cold Steel II do to replace the Old Schoolhouse? Peppered throughout the world are these strange shrines. Gameplay-wise, they’re the same as the Old Schoolhouse; do the floor, beat the boss. You can’t complete them at first, but you obtain bonus AP for knocking out what you can early on (plus they got good loot in them).
The whole Courageous thing is the best and worst aspect of the game. It does open up a lot stuff, and adds much variety when you’re running errands for people. One thing I noticed is that there aren’t as many hidden quests once you obtain the Courageous (in fact, I only had one in Act 2 Part 4 and one in the Final Act), which is nice. However, this new level of accessibility makes it so that you can get said missable items out of sequence. And it’s not based on the order that the areas come up in the story; for example, a single shop can have both the first recipe and last book chapter of that particular time bracket. As a result, I think I spent even more time repeatedly talking to the same NPCs over and over again than I did last time.
Saving the World? Nah, I’d Rather Fish and Cook
Cooking and fishing have both been buffed since last time. While fishing is mechanically unchanged, fishing spots get marked on the map after being used once, which is nice. And due to the ability to travel to older areas, you get a lot more respawning fishing spots that you can use. Unfortunately, this also means completing the fishing is a nightmare. In Cold Steel I, all fish eventually end up in Trista. However, that’s not the case here. Furthermore, the fishing locations don’t respawn as quickly as they should, meaning that you’ll need more groundbait than ever (or save-scumming) if you want to get all the fish… on top of having to try each and every location without knowing which one has a fish you missed. In fact, I resorted to looking up the fish just to save time. But hey, at least recipes are only cooked by one character now, which simplifies the process of getting a specific type of dish.
Nakama Power, the Most Important Superpower in Any Anime
Bonding Events are much more important in this game. While there are some Bonding Events early on, the bulk of them take place on Stopover Days that occur at the end of a chapter once you obtain the Courageous. Unlike the first game, EVERY party member, as well as Alfin and Towa, are available to spend time with. While you get more Bonding Points than last time, it’s not enough to make it easier to decide. “We’ll, it’s not gonna kill me if I don’t know EVERYTHING about EVERYBODY,” you think. We’ll, you might just want to save-scum to view every event, because Bonding Events have a new and trollish effect. Some SPECIFIC events will allow a character to learn new abilities earlier than they would’ve from levelling up, which is kind of annoying. I only saw one of these particular events, and the game doesn’t even tell you about them in the first place.
There’s also the case of Final Bonding Events. These are exclusive scenes between Rean and assorted characters towards the end of the game. In order to unlock a character’s Final Bonding Event, you must get their link level to its second-highest level, which is now six out of seven (technically, it only needs to be up to five and a half or so since finishing Act 2 boosts everyone’s links by 1000), as well as fulfill specific other conditions. You can also have Towa and Alfin in line for this, but you will need to do every single Bonding Event with them in order to be able to satisfy the conditions with them. Fortunately, the game will tell you when you have an opportunity to satisfy one of said conditions, which is something much appreciated that most JRPGs don’t bother doing. Also, once you recruit Beryl, you can use her services to confirm with whom you have met the conditions for. Unfortunately, when the time comes, you can only do one per playthrough, so save-scumming at that point is essential. It is also impossible to meet the conditions with everyone at once. This means that you will have to play through again in New Game+ to see everything (which you would’ve had to do anyway to complete the character notebook entries).
What is this, Sonic Adventure 1?
A new mechanic is snowboarding. Throughout the story, you unlock new courses to snowboard in. Beating these gets you great prizes, but like in any videogame, it gets really difficult late on. In addition to snowboards, you also get to ride Angelica’s bike. It can be used almost anywhere and greatly makes up for the lack of fast travel points on highways.
A Steep Learning Curve Just got Even Steeper
Here’s the final reason as to why Cold Steel II does not like newcomers: All the combat mechanics learned over the course of more than half of Cold Steel I… is taught all at once during the Prologue. So seriously… if you’re somehow still reading this and not familiar with the series. FOR THE LOVE OF AIDIOS, PLAY COLD STEEL I!
For returning players, this brings some immediate positives. In Cold Steel II, every character has all their Craft and S-Craft from the first game. Your Link levels are also higher at the start, with Rean starting at Link Level 2 with everyone. This at least makes it easier for returning players to get reacclimated to the game.
A new mechanic is Overdrive. Use this between a pair of Linked characters to give them a free heal, and a set of three free attack turns with no delay. This also guarantees Unbalancing. The gauge fills by doing things in battle, but it fills up much faster based on your tactical bonuses at the end of a battle. Unfortunately, only people paired with Rean can do it…
…at first. New to Cold Steel II are Trial Chests. These chests make a set pair of party members fight a tough battle. But as a reward, you get great items, a heap of Link XP for that pair, and unlock the ability for them to use Overdrive together. It’s a great way for characters that aren’t Rean to get large amounts of Link XP, since the bonding events from Cold Steel I kinda threw off the balance of everyone’s link levels (but it still ends up being way off-balanced).
Mech Battles Before Xenoblade X Made it Cool
My biggest concern when it came to combat was how Cold Steel II would expand on the Divine Knight (a.k.a. mech) battles. Introduced during the final boss of Cold Steel I, mech battles felt very stressful and iffy. Basically, mech battles were a game of rock-paper-scissors, where you had to attack a section of the target that was weak- the head, the body, or the arms. Attacking a weak point resulted in a crit, which allowed you to press X for an immediate Follow-up, and after obtaining three Bravery Points, you could use a powerful Finisher (basically an S-Craft). The catch is that the weakness changed based on the enemy’s stance, which resulted in having to memorize a lot of combinations. Attacking the wrong spot could result in getting the attack blocked, or worse, evaded. This, as always, gives enemies the chance to counter. You also couldn’t Impede attacks that enemies were charging up last time, even if you inflicted a crit, so you were basically screwed.
Fortunately, Cold Steel II greatly fixes some of these issues. The game adds a Defend command, which allows you to greatly reduce damage and recover a small chunk of HP. But one of the best additions by far is the fact they show the Unbalance Efficacy of each piece- in each stance- after you attack it once. THANK YOU.
Although Rean is on his own in mech battles, his buddies can at least help with EX Arts. Basically, you have another character who takes their own turn in the fights. When it’s their turn, you can have them cast some EX Arts, the nature of which are determined by the person. This greatly fleshes out the mech battles, plus every person has a charge function to restore Valimar’s EP (which doesn’t really justify the parts of the game where you wait for him to recharge…). You also have a Unity Attack that you can do with five Bravery Points.
Other Things to Keep in Mind
Rean also gets some significant boosts in this game. After a while, he is able to summon Valimar to regular battles for three turns, and is able to activate his Super Saiyan form at will. These can be very useful in some super-tough battles, especially if you play it on Nightmare difficulty.
One new feature is the optional bosses, the Cryptids. These enemies appear throughout the world after certain points in the story. Defeating them nets you a rare quartz containing a Lost Art. These Arts are really powerful, but consume all of a character’s EP. Fortunately, they are affected by the Zero-Arts turn bonus, which can seriously save your bum. I didn’t use them too often, but I imagine they are essential in Hard and Nightmare difficulties.
Either This Game is Hard… or I Suck
If it wasn’t obvious enough that this game alienates newcomers, they also make it much harder than Cold Steel I. I died way more often than before, and in this game I actually knew what I was doing. They really expect you to have mastered the turn order system, along with all the other mechanics, ‘cuz the kid gloves are off this time! The game also introduces a rare case of enemy attacks that ignore and remove all buffs, and some of these attacks happen to be their strongest attack. The Zeram Capsule + Moebius setup I utilized in the last game made its final dungeon a joke, but that same setup was a necessity in this game. If I hadn’t gotten forty of them as DLC, I would’ve been sunk.
Fortunately, I learned some important things about the series that I didn’t know last time. Stat changes do stack in Cold Steel, which I honestly should’ve noticed before. Also, Evasion is a broken stat in this series, especially if you give your most dodgy character (preferably Fie) the Wrath Quartz, which makes all counterattacks crit. I also had her paired with the Master Quartz, Mirage, which adds a good chance of evading magic. This game was my first time trying an Evasion build on a character; I’ve always prioritized defense in JRPGs in the past. Furthermore, Speed is immensely important, as it reduces characters’ Delay between turns, which again, is something I should’ve known last time.
Final Verdict: 9.5/10
Trails of Cold Steel II is a massive improvement over the first game in almost every way (except strictness, and knowing when to roll credits). At this point, I am hooked on this story and I fully intend to see it to its end (and pray that I get the True Ending of the fourth game). However, I am concerned about the third game. Based on the one thing I know about it, it feels like it will be a step backward for the series. Well, with my job opened back up, you won’t know how I feel about it for a while. Anyways, as far as recommendations for Trails of Cold Steel is concerned, I think it’s definitely worth giving a shot, even if you are uncomfortable with missing things. The game is good at letting you know when you’re at a cut-off point, making it a lot less stressful than most JRPGs.
Pulling inspiration from the legend of King Arthur, and battle royales… these are two things that have been done A LOT in entertainment media. But what happens if you combine the two? The result is a light novel series called Last Round Arthurs: Scum Arthur & Heretic Merlin (published in English by Yen Press)… and one that I’m very late to reading.
In Last Round Arthurs, there is a magical, man-made island called Avalonia. Hidden here are four relics that have the power to revive King Arthur himself. One out of eleven of his descendants-called Kings- must fight and obtain the four relics in order to become the next Once and Future King. A boy named Rintaro Magami transfers to Camelot International High School to serve the weakest and most… morally incorrect King, Luna Artur. Together, they just might win this thing.
Right off the bat, Last Round Arthurs seriously commits to the King Arthur theme. The Kings’ swords are called Excaliburs (except that Luna sold hers off for money). Additionally, each King has a Jack assigned to them. Jacks are basically the spirits of actual Round Table Knights, and can be summoned at will (except Luna sells her Jack’s body for money). Even the writing of the novel is inspired off of the pretent- I mean- poetic Old English style from ye old days of Yore and Yesteryear.
The main purpose of this volume is to familiarize us with the rules of the succession battle, as well as the lore of the world itself. Last Round Arthurs is relatively sparing with exposition dumps, and does a good job of easing readers into the story. The fights are fast-paced and intense, but lean a lot more towards spectacle than, well, actual thought. It’s typical battle shounen stuff, which can be a deal breaker to some people.
But the most divisive deal breaker is in the cast. For some reason, critics seem to want this impossible Goldilocks Zone of morality in protagonists; if they’re too good, then they’re a Mary/Gary Sue self-insert character (like Tanjiro from Kimetsu no Yaiba), and if they’re too bad, then they’re an insufferable narcissist (like Ranta from Grimgar of Fantasy and Ash). If you couldn’t tell from the title saying Scum Arthur in it, this volume’s main protagonists fall into the latter.
Best Girl Luna is as scummy as her ego is large. Like I said before, Luna uses her Jack, Sir Kay, to extort money from the other students. Her eccentric, tomboyish personality makes her a blast to be with. Kay, unfortunately, exists to be the fanservice character. As the weakest of the Round Table knights, she doesn’t do much in battle, either.
But the same can’t be said for Rintaro Magami. They try to make him a subversion of the overpowered protagonist by having him be an outcast as a result of how good he is at everything. But as a result, he ends up being the “dejected guy who’s conveniently saved by the girl”. Fortunately, he has great chemistry with Luna. Plus, he’s got a great ego of his own.
I can’t say that the rest of the cast is particularly likeable. The only other character of interest is Tsugumi Mimori, the leader of the school’s Ethics Committee. She’s one of Luna’s many enemies, and it’s crazy to see how badly she wants Luna destroyed. But yeah… everyone else I’ve seen so far is kind of boring.
Last Round Arthurs looks a lot more like a manga than a light novel. The textures are simple, but the linework has a nice style to it. The coloring for the cover art is also pretty nice as well.
Current Verdict: 8.75/10
Last Round Arthurs starts with a great first impression. It’s mindlessly fun, with a lovable pair of anti-heroes at the helm. I recommend it to fans of battle royales and shounen.
Normally, light novels get manga adaptations at some point after publication. However, the inverse is true for Buck Naked in Another World, adapted from a web manga (at least according to MyAnimeList). Seven Seas has had a great track record of publishing… divisive content (to the point where they have their own imprint for it), and this might (key word) be their most controversial release yet.
The premise is as simple as it gets. A thirty-two year-old part-timer named Shuta Yoshida is mysteriously reincarnated in another world. He’s in his full adult form, with all of his memories. However… he’s naked! As such, he has to do hard labor for scraps… while having his wee-wee barely blocked from view by a loincloth.
So… I got something to say. I always talk about how certain gimmicks don’t really bring any sort of interest to the table, such as the upside-down mechanic in Patema Inverted. And astonishingly, the naked gimmick is next to meaningless here in Buck Naked. Despite this, there still is a bit of controversy, laid bare for us to see. For example, Shuta is quickly forced to marry a girl who’s only in her teens that he’s just met minutes before. Other than a few unfunny jokes regarding “Shuta Jr.”, his nakedness doesn’t play into the plot whatsoever.
Buck Naked is yet another slow-paced, tensionless, slice-of-life isekai with not much of interest. There is a whole thing where the villagers have some arbitrary prejudice towards hunters (which Shuta ultimately becomes), but I see it becoming a non-issue in the future. The first half of this volume is basically hunting stuff. Seriously, if I wanted that, I would’ve read Cooking With Wild Game instead! (P.S. is Cooking With Wild Game any good? I’d love to hear some comments.)
Admittedly, it picks up a bit in the second half, but not by much. They end up going to the big city, where a number of more controversial things, such as slavery, and Shuta bathing with a girl that isn’t his wife, happen. However, that stuff’s also synonymous with almost every isekai on the market, which once again renders the naked aspect inconsequential.
Also synonymous with almost every isekai on the market, the characters aren’t so great. Shuta is basically Rudeus from Mushoku Tensei; sometimes has funny, snide remarks, but is overall a cardboard box. Most of the other characters are basically just there, especially the women. The only remotely entertaining character is this girl named Nishka, but that’s just because she’s the busty, drunk type.
The art is as painfully average as the story. While the cover art looks nice, the illustrations inside have a lot of simple gradients and not much linework. But hey, it’s still better looking than anything I could whip up.
I expected Buck Naked in Another World to be one of the most controversial new isekai, but it’s not even that; it’s just a typical, boring isekai with next-to-no substance. At least Mushoku Tensei managed to be consistently offensive in each volume! Well, my chances of continuing this thing are next to nil, so let’s hope Kuma Kuma Kuma Bear is better!
So, Buck Naked in Another World failed to capitalize on its gimmick so hard that I couldn’t even be minutely offended by it. Let’s see if slapping bear motifs onto everything is enough to change the isekai formula in Kuma Kuma Kuma Bear, also published in English by Seven Seas.
In Kuma Kuma Kuma Bear (protip to fellow bloggers: DO NOT abbreviate the title of this series if you want your American audience to like you), a young lass named Yuna has mastered the stock market, earning her enough money to live as a NEET and to bribe her parents to eff off. This enables her to play her favorite VRMMO, World Fantasy Online. In a new update, she receives some overpowered bear-themed equipment, and is sent to another world in said equipment.
The million dollar question is, once again, does this gimmick make it any different from your typical isekai? The answer is still a surprising “NO!”. Although Yuna starts at level 1, her bear suit is insanely OP, and gives her basically everything she could need and then some. She has no problem beating overleveled enemies in seconds, and as a result, she grows rather quickly. It bothers me because, as someone who looks at things from a marketing standpoint, having a cute loli in an animal onesie is somewhere in the book How to Make Tons of Money with no Effort.
But what Kuma Kuma Kuma Bear has that Buck Naked lacks is much more competent writing. The pacing is much tighter, and there is some decent humor, which makes it enjoyable for sheer entertainment value. It’s a lot more fun, and doesn’t beat around the bush, except in certain chapters that just retell what just happened from another person’s POV.
This is about the umpteenth time I’m saying this: the cast is lackluster! While Yuna is kind of funny at times, everyone else might as well be made of cardboard. Fortunately, the fast pacing makes it so that you don’t have to BEAR with them for too long.
The art is kind of average, but it suits the theme. Yuna looks very “cute” in her bear suit. But otherwise, it’s pretty typical stuff tbh.
While substantially better than Buck Naked, Kuma Kuma Kuma Bear is merely a decent-at-best isekai. Geez, laweez, I can’t seem to catch a break with the Seven Seas light novels AT ALL… why is that? Anyways, I’d recommend Kuma Kuma Kuma Bear if you’re willing to sell your soul to the nearest onesie-wearing loli on your block. Otherwise, there’s plenty of other, better isekai out there.
When I’m writing these blogs, I try to stray from the hyperbole that both fans and critics commonly use, and instead tell you exactly what you’re getting into. But sometimes, a work is just so spectacularly bad, and makes you so livid, that it’s almost impossible to not mudsling in a review. I will try my hardest to describe one of my least favorite light novels on the market, Mushoku Tensei: Jobless Reincarnation (published in English by Seven Seas), as honestly as possible. But I cannot make any promises.
Mushoku Tensei starts out like any isekai: a NEET gets killed in the real world, awakens in a new one, and becomes insanely powerful with absolutely no effort. This one’s model is a thirty-odd-year-old man who gets reborn as a baby and grows up in real time. But even at a single-digit age, he- with his new name of Rudeus Greyrat- already has absurd levels of power.
This is one of the absolute worst instances of the isekai formula that I have ever seen in my life. I don’t inherently hate the formula; after all, almost all of my favorite light novels are isekai. What makes Mushoku Tensei so bad is that it exaggerates the overpowered protagonist aspect to galactic proportions, and does it with a completely straight face. It’s something that would work fine if handled as a parody or satire, but the execution feels like every decision that was made was made thinking it was a genuinely good one.
I’d jump into a paragraph saying that the characters are the biggest problem in this light novel. But although the characters are a big issue, the real problem is how everything is presented. First off, for some reason Seven Seas light novels seem to be typeset in the weirdest way possible, which is basically this: all paragraphs left aligned, with normal line spacing within paragraphs, but a double space in between each paragraph itself. Bizarrely, the fourth volume started to look normal, so it could be an issue with reading them on nook versus Bookwalker. Whatever the reason, I think it looks terrible when it does occur, and for some reason, it definitely seems to affect the reading experience. The other issue is the words themselves. Other than a few satirical remarks, the story is written in the emptiest, most bare-bone basic way. This feels like a rough draft, and not a final publication (especially not of something this popular). “Oh, how do YOU know what’s a rough draft?!” you snap. Look, I’ve written several web novels before starting this blog, and they all sucked just as badly as this. The only difference is that I didn’t publish them. Sure, Mushoku Tensei has some blips of neat lore here and there, but it’s not presented in a way that piques my interest. Keep in mind that this could be a translation issue.
In addition to the typesetting and potential translation issues, the story and characters are just about as bad. The reason why I didn’t mention an actual goal for Rudeus in the outline of the premise is because he doesn’t have one. Sure, he wants to learn magic and become powerful (which he practically already accomplished), but there’s no real point. This is a slice-of-life isekai, which isn’t bad (heck, Konosuba’s one as well), but it’s done poorly in Mushoku Tensei. While it admittedly lays the groundwork for an interesting overarching story by the end of volume 2, the aforementioned bad writing makes it so that I have no interest in said story whatsoever.
As for the characters, they are walking tropes. Rudeus is a perfect prodigy, and everyone else in the world is at his mercy. The only character who seems remotely interesting is a loli named Eris, but that’s just relatively speaking; she’s still boring. Technically, there’s still development, but it feels empty and stiff. The only interesting thing about any character is that Rudeus seems to gradually come to terms with his NEETness and tries to be a better person, but it’s offset when his reward is just the continued perpetuance of his old fetishes. I don’t care about this cast, and I don’t see myself caring about them down the line. One thing I never understood is that people seem to think that any character development at all automatically makes them better characters, but that’s personally not how I roll. If you feel that way, then you’re more likely to enjoy the characters than I did.
The art is also one of the weakest I’ve seen. While it has more flourishes than, say, SAO, it’s still very bland. Eris is also the only interesting-looking character, but that’s- again- relatively speaking.
So, why did I read as much as I did? There is one reason alone: controversy. The anime for Mushoku Tensei is going to come out later this year, and it’s going to be a brouhaha. One thing that has been consistent in this series is questionable decisions. Series of minor spoilers ahead (skip to next paragraph if you want to avoid them): Rudeus falls in love with two different girls of single-digit age. “That’s not so bad, because he’s also eight, you idiot.” But recall… developmentally, HE’S STILL AND ADULT. So, essentially, a thirty-odd-year-old man grows sexually attracted to eight-year-old girls. There are also some cases of child abuse, children being naked (both of which include Rudeus), and adultery. Plus, he even gropes Eris’ breasts at one point, and she forgives him because it was his birthday.
People are gonna be livid when the anime airs, but I think it’s better being someone who gets to laugh and watch the community engage in heated debates than to engage with them. The potential for how far down the rabbit hole this can go is what’s driven me to read as many volumes as I have. In fact, I might read even more (but I really should just drop it).
Mushoku Tensei is bafflingly bad. I cannot recommend it to anyone with a straight face. I suppose that if you love the wish fulfillment aspect of isekai, along with the ideas it presents over the execution of said ideas, then you could enjoy this. But why would you when there’s so much better (and cheaper) on the market? Why read this when you could read Konosuba, No Game No Life, Torture Princess, Cautious Hero, or Otherside Picnic? The only way I could recommend Mushoku Tensei is to cringe at all the controversial stuff.
Last time on Her Majesty’s Swarm, an unnamed protagonist got reincarnated as the queen of the evil Arachnea race in another world that’s similar to her favorite RTS game. While gathering intel, she saves an elven village from poachers, and enslaves one of them with a parasite swarm. She also travels to the town of Leen where she buys new clothes. However, criminals kill one of her spider friends, and she responds in kind by slaughtering their whole organization. The king blames the elves for the incident, and they send an army to attack the village. The Queen defends them and declares war on the kingdom. With the help of her growing swarm, and the spider knight, Serignan, she lays waste to the nation and destroys everyone in the capital city of Maluk (well, except for the princess whom she enslaves). The elves gladly put themselves under her custody, afterwhich she names herself Grevillea. Oh, and some elf girl turns herself into a spider as well. That’s pretty cool I guess.
So… Her Majesty’s Swarm is really starting to teeter on the brink of becoming Overlord. The previous volume set the tone for the series; that Grevillea is a cold-hearted killer set on world conquest. And in this volume… she wants to keep her humanity to some extent (Ainz, is that you?). She goes with Serignan, and her new minion Lysa (the elf girl) to join the adventurer’s guild (just like in Overlord volume 2). Fortunately, things do ramp up a lot faster than in Overlord.
Also, Grevillia immediately makes it clear exactly who she is: the Queen of the Arachnea. This means we don’t have the whole sitcom-like double life that Ainz had to live in Overlord. Even then, she does try to politics her way to success. Fortunately, this also goes by much faster than in Overlord, saving on the nonsensical bush-beating.
Minor spoiler here, but once more like in Overlord, politics will not let Grevillia have her way. She tries, but inevitably ends up having to kill and pillage again, making the politics seem like padding. As in the previous volume, the writing in Her Majesty’s Swarm is at its best when it comes to senseless violence, so I’m not complaining here.
But what I am complaining about are the characters. While Grevillia is beautiful and sadistic as usual, her cohorts are about as one-dimensional as Ainz’s. Serignan is basically Albedo except more powerful. Lysa, the new recruit, is also useful, but she’s kind of just there. These guys have a distinct disadvantage to Ainz’s team, because there’s no Demiurge or Shalltear equivalent among them. Grevillia also has the same contrived moral conundrum as Ainz, but developments in this volume seem to imply that there’s actually a bigger force at work here, a development that was never explored once in Overlord, even with how far I got before dropping it.
Her Majesty’s Swarm looks like it’s gonna be the Overlord Comparisons Drinking Game. It’s so similar, with the only real difference being the pacing. I’m still willing to follow Grevillia’s campaign, so let’s hope it stays good.
Last time on Combatants Will Be Dispatched!, Agent Six’s group is sent to negotiate with the kingdom of Toris for some water crystals. They fail miserably. So now, Toris sides with the Demon Army and prepares to attack his kingdom, Grace. Six’s party is then sent to some mysterious ruins to obtain a weapon hidden in them. They follow two Demon generals; Heine from the last volume, and a new face named Russell, so that Six doesn’t have to do any of the dirty work. Russell finds the weapon, which is of course, a giant mech. Six holds it off long enough for Alice to summon Kisaragi’s strongest machine, the Destroyer. She wrecks it (as well as the Destroyer) and they capture Russell, whom- after some persuasion from the creepy Tiger Man- uses his water magic to create water for the kingdom.
There are two major plotlines in this volume. First, the loss of the Destroyer puts Six in super debt. And as a result, he must build a new base with Alice using minimal resources. Also, he has to jack up his Evil Points by doing even more perverse things. So much for him being more heroic this time around… Not that I’m complaining. Scummy Six is Best Six!
Snow is also in debt, and basically a slave to Alice. This relationship is hilarious and I love it. Snow completely loses her shame, and sometimes tries to sell her body just so she can have a roof over her head. Alice is a hoot as always, especially now that she has complete control over a person’s life.
In addition to that… Six and Rose have to help Grimm prepare for the Undead Festival. Grimm is Best Girl as always, even if she still kills herself about as often as Megumin uses Explosion. She gets some great new character development, and I love every minute of it.
Overall, it’s the same antics as usual, and that’s my only issue with Combatants thus far. I still love reading it, but as a writer, I need to talk about enough stuff to constitute as a post. Konosuba’s got this issue too; it’s so consistent, that it’s not getting better nor worse over time. Since I’m a spoiler-free reviewer for the most part, I can’t exactly comment on specific scenes that I enjoy. In fact, I wrote this whole paragraph just because I literally ran out of things to say about the volume in the previous one!
Combatants Will be Dispatched! is still good, but like I said, it hasn’t really evolved much. I’m either going to have to rethink my blogging format or completely abstain from covering Combatants volume-by-volume, and instead make a megapost once the whole thing is finished. What would you suggest? I’d love some feedback!
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.