The Fujoshi Files 165: Nogi Kiyona

Name: Nogi Kiyona (乃木樹衣奈)
Alias: N/A
Relationship Status: Single
Origin: Nudist Beach ni Shuugaku Ryokou de!!

Information:
Along with her friend and fellow otaku Inui Shizuha, Nogi Kiyona attends a school trip to a nudist beach. There, she makes carnal discoveries alongside Shizuha.

Fujoshi Level:
Nogi is particularly a fan of male idol BL.

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Love Live School Idol Festival and Ten Fes: Rise of the Normal Girls?

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Recently, the Love Live! School Idol Festival rhythm game began featuring a new comics series within the English-language app itself: a 4-panel comic series called Ten Fes: Transfer Student Fesival. Its premise is that, rather than focusing on the expected stars of Love Live!, these manga put the spotlight on the lesser-known girls exclusive to the game. Whereas once these characters’ stories were told in only the briefest vignettes, they might now have the chance to really show off their charms.

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I once expressed a desire to see these “Normal Card” characters fleshed out more than they currently are, and I feel that Tenfes, while not an absolute game changer, is significant in this respect. To understand the potential impact it can have, it’s important to look at a rival fictional idol franchise: The iDOLM@STER.

The iDOLM@STER is devoted to having every one of its idols, be they the original ensemble from the first game or new ones created for their mobile apps, feel like a star. Love Live!, on the other hand, went as far as to create a new set of core girls to focus on, while the lower tier from School Idol Festival remain as essentially “fodder,” cards sacrificed to level up the ones that “matter.” Although being featured in short gag manga isn’t quite the same as getting to star in a full-fledged show like what happened with The iDOLM@STER Cinderella Girls, it still gives a chance for these “lesser” Love Live! characters to be characterized in more than just brief vignettes you earn within the game.

I’m not the kind of person who can thrive off of just sparse character descriptions. Even when it came to the main stars of Love Live!, I needed the anime. I could not feel any particular attachment to them when they were merely faces with semi-long descriptions. Also, while properties like Touhou and Kantai Collection can get away with it because all of its characters are equally barebones, the fact that this massive rift exists between the central casts of Love Live! and the School Idol Festival-exclusive girls makes that much more difficult.

Ten Fes allows for greater opportunities to portray interactions and relationships between the “common” characters. In isolation, these girls can only provide so much interest, but if they’re reacting to each other, playing off of each other, and maybe even butting heads with each other, then it gives them the chance to establish a lasting presence and build fan bases of their own.

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When Anime Babies Get Real

Babies in anime and manga serve many differing purposes. They can mark the passage of time, or a transition into a new stage in life. In series for young girls, they’re often a way for children to emulate their parents. Whether they’re a source of comedy, an adorable presence, and evil force in the world, the role of the baby is myriad and generally based on the audience being served. Among these varied works, the baby portrayal that tends to catch my attention the most are the ones that get a little “real.” These depictions aren’t necessarily trying to portray the entire baby-raising experience, but they will bring up the inherent difficulty in bringing up a small child. Even when they’re doing it for laughs, there is a sort of sobering effect that can potentially apply to all ages and demographics.

s2e4hana The first baby that comes to mind is Hana in Ojamajo Doremi. In the second season of the magical girl franchise, titled Ojamajo Doremi ♯ (“Sharp”), elementary school girl Doremi receives a magical witch baby from a tree. From one season to the next, she and the other girls take care of her. In many similar series, such as Doki Doki! Precure, the baby is often just there for cuteness factor, or maybe to sell a few baby-themed toys. Doremi plays it differently.

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In one episode, Doremi, generally a clumsy girl, is having immense trouble taking care of Hana. She gets so frustrated by it, and the fact that the other girls are scolding her for doing a poor job, that she runs home to her mom looking for comfort and understanding. Instead, her mom slaps her (off-screen), and basically says, “If you get hurt, you just feel bad. If there’s no one to take care of Hana, it’s a matter of life and death.” In that moment, Doremi’s mom makes a crystal-clear point about how literally helpless an infant is, as well as the responsibility and strength absolutely required for their sake. Hana still acts the part of the precious anime baby, but even as a burgeoning witch with immense magical powers, reality sets in.

However, if we’re talking harsh depictions of the mental and physical toll babies can take on their parents, then one need look no further than Jigopuri: The Princess of the Hell. A short, two-volume manga by the author of Genshiken, Kio Shimoku, Jigopuri follows a young widowed mother named Ayumi and her newborn child, Yumeko. In contrast to the older characters, who all have a more typical moe look, Yumeko is drawn strangely hyper-realistically. The manga portrays raising Yumeko as a harrowing experience. Ayumi occasionally wishes ill on her own daughter due to the stress she causes, and feels immensely guilt over it. In one chapter, as Ayumi attends a meeting for new mothers, she finds out that others occasionally look at their children with disdain as well, which gives her immense joy and relief.

Unlike Doremi, which targeted an audience of young girls presumably into the idea of playing pretend-mama, Jigopuri ran in a magazine targeting adult otaku, Monthly Afternoon  which might be why it wasn’t terribly successful. It’s just not the kind of thing otaku are expected to know or care about. I find it kind of funny that a series targeting small children could deliver a serious message about raising children and then go on for two-three more years, while adult men rejected a similar message.

Nevertheless, I think that attempt to confront a reluctant or perhaps ignorant audience of certain truths or circumstances is what I find appealing about the “real” baby, even if seeing an infant girl with invisibility powers as per JoJo’s Bizarre Adventure Part 4 garners more laughs. In fact, I think of Spotted Flower, another Kio Shimoku manga about an otaku and his pregnant wife (who gives birth in the second volume) is kind of a do-over of Jigopuri. Even though it runs in more of a josei magazine, Rakuen: Le Paradis, it’s a compromise of sorts. Perhaps just as Hana is a magical baby with fun powers, having an otaku father can settle it into a more comfortable place.

This post was sponsored by Johnny Trovato. If you’re interested in submitting topics for the blog, or just like my writing and want to support Ogiue Maniax, check out my Patreon.

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Keijo!!!!!!!! + Gaogaigar

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Astute fans of giant robots might have noticed a reference to a certain lion-chested titan in the final episode of Keijo!!!!!!!! For those who didn’t know about the connection, I’ve written a post on Apartment 507.

Moe + Saki = Maki: A Genshiken/Love Live! Character Comparison

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On occasion I’ve had to explain to those unfamiliar with Love Live! the appeal of Nishikino Maki. While terms like “beautiful” or “cooldere” kind of get the point across to an extent to those who already know her, I’ve found that they still don’t quite do the trick for people outside the fandom. However, I’ve recently thought up a comparison that I think works well, provided that you have some experience with Genshiken. Maki, in esssence, is like Kasukabe Saki—or more specifically, the “moe” version of Saki that Madarame once envisioned.

In the extra at the very end of Volume 9 of Genshiken (the finale of the first series), the characters are discussing why Saki isn’t “moe.” They talk about how she essentially has no weaknesses, that she’s just an extremely capable person overall. Even her boyfriend agrees that Saki isn’t moe. Then, Madarame has an idea: the only way Saki would be moe is if she was a virgin.

While this might bring to mind the issue of “purity,” it’s more that being a virgin would be a chink in the armor of Saki’s all-powerful self. She would be this smart, no-nonsense woman who just knows how to get things done, but her relationship advice would come not from personal experience. By being a virgin, she’d have that essential vulnerability that would bring her into moe territory.

When it comes to Love Live!, being a virgin isn’t any more or less special from on character to the next, as it’s implied that all of the main girls don’t have sexual experience (no matter what fans think/hope). However, the idea of an overall intelligent, talented girl with a firm head on her shoulders who is also naive in certain respects and easily flustered by embarrassing things is right in the same territory as “Moe Saki.” Within Nishikino Maki exists both the girl who keeps Nico in check, and the girl who believes in Santa.

Side Note: While Maki is basically Moe Saki, I bet Madarame’s favorite Love Live! would be Nico. 2D is different from 3D, after all.

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And Yet the Town Concludes: Soredemo Machi wa Mawatteiru Final Chapter (and Other) Thoughts

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Soredemo Machi wa Mawatteiru (“And Yet the Town Moves”) recently concluded its 11-year manga run in Japan. Even to the very end Soremachi captures the souls of the town members who populate its setting, telling their stories with a kind of quirky levity.

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The premise of Soremachi is as follows: Arashiyama Hotori is a high school student, a clutz, an aspiring detective, and (ostensibly) a maid at a cafe. However, this is less a “maid cafe” and more a “cafe that happens to have waitresses dressed as maids.” With only the most nebulous notion of the maid cafe as the focal point of many of its stories, Soremachi proceeds to explore the lives of its characters. From occult mysteries to unrequited teenage love triangles to old men arguing about the past, the manga basically plays fast and loose with its narrative, but the consistent charms and personality traits of its eclectic cast always keep it a joy to read.

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So how does an open-ended manga such as Soremachi close the book on its story? The answer is that it finishes much as it began: frivolous and free-wheeling in its continuous portrayal of an occasionally bizarre “everyday,”

Warning: Ending Spoilers

In the penultimate chapter of Soremachi,  Hotori appears to be visited by a higher-dimensional being. This is not the first time that Hotori has seemingly encountered otherworldly entities. From angels to time travelers to aliens, somehow Hotori’s life has continued to remain fairly mundane. However, this time the visitor gives Kotori a challenge. The following day, there is going to be a typhoon, and Hotori has to choose between saving everyone in town but vanishing from history in the process, or stay alive but sacrifice 3,000 lives in her place.

In the final chapter, Hotori’s classmates are all discussing that there appears to be something wrong with their memories. For some reason, they all seem to remember a classmate, possibly a girl, who was cheerful and energetic. Suddenly, Sanada and Tatsuno, Hotori’s two closest friends, spot a girl on the other side of the building. They follow her, and…

It’s revealed that they were rehearsing a play. Hotori did not sacrifice the memory of her existence, and everything about the mysterious girl lingering in their minds was from the script, which Hotori wrote. They’re chasing her down because she hasn’t written the ending yet, to which Hotori replies that, essentially, if the climax was made dramatic enough, then an ending would naturally follow. The chapter, and the series, ends with Hotori as author-surrogate proclaiming:

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While the conclusion of Soremachi might feel at first to be a cop-out, given that there were plot threads that could have seen resolution, I think it’s all too appropriate for the series. Much like the lackadaisical attitude the manga and its characters took towards its own premise of a “maid cafe,” having a last chapter pretty much negate the gravitas of the previous one, and then turn into a “non-ending” is very indicative of a series about a town that keeps moving. Also, because many of the smaller subplots were able to resolve in the chapters leading up to the end, the series unwinds in a satisfying way.

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My only complaint in the end is not enough of my favorite Soremachi character, Kon Futaba. This is no fault of the manga itself, because she’s actually in it very often, even a couple of chapters from the finish. She’s just amazing, is all.

Further Reading:

And Yet the Digital Manga Moves: Soremachi is Back

Soremachi Creator Ishiguro and His Two Biggest Influences

 

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New Year, New Look: Ogiue Maniax Status Update for January 2017

The Year of the Rooster has arrived, but given the tumultuous nature of 2016 it’s hard to be…cocksure.

Bad jokes aside, it’s time to look backwards and forwards. And as we enter this new year, I’d like to once again express my gratitude towards my Patreon sponsors.

General:

Johnny Trovato

Ko Ransom

Alex

Diogo Prado

Viga

Yoshitake Rika fans:

Elliot Page

Hato Kenjirou fans:

Elizabeth

Yajima Mirei fans:

Machi-Kurada

You might have noticed things being kind of different. Half on a whim, half as a result of ruminating on the dated look of Ogiue Maniax for the past year, I decided suddenly to change the look of the blog. While I think ultimately it’s the content that matters, I got the feeling that people were turned away by the fact that the site looks like it’s from a decade ago (which it pretty much is). This is actually the first aesthetic change I’ve made in a very long while. The last time was when I moved from Blogspot to WordPress back in 2007!

I’d like to know you think about the new look, so feel free to drop a comment. In fact, don’t be afraid to tell me what you’d like to see out of Ogiue Maniax. I can’t accommodate everyone, of course, but I’m still keen on finding out what my readers think.

Given that the end of the year just passed, the blog has been full of reflective articles and the like. Check out my picks for best anime characters of 2016, read my Anime Secret Santa review of Queen Millennia, and take a look at what’s in the final volume of Genshiken. I also took a picture showing off in part one of my Christmas gifts: Nendoroid Shidare Hotaru from Dagashi Kashi!

I also finally got around to reviewing the first volume of the fantastic Ojamajo Doremi16, the light novel sequel to the beloved early 2000s magical girl anime. And leading off from November’s post on the latter part of the original Aikatsu!, I wrote something about Aikatsu Stars!

And over at Apartment 507, I discuss both the end of Sabagebu! and what this bizarre survival game-themed manga brought to shoujo manga, as well as some of my favorite anime openings that came at the tail end of 2016.

The last article I’d like to mention is my very first of the new year, about the manipulation of time in adapting manga to anime. I think it’s a good way to start off 2017, personally.

 

 

Three-Card Monte: A Melee vs. Smash 4 Analogy

When reading comments from devoted fans of Super Smash Bros. Melee, certain aspects touted as strengths are things I can appreciate as well. Just like theme, I can enjoy the dexterity, devotion, game sense, and speed required to compete in high-level Melee. However, what I find complicates matters is that elements of the game that would be normally be considered a matter of taste are argued as “objective strengths” by its most ardent supporters.

As a result, I’ve wondered why Melee fans love their game to this extent, and why it might appear to them be strictly better to the extent that such a view would be presumed to be “unbiased.” Why do some argue that a game like Smash 4, with a slower-paced neutral but a higher emphasis on more traditional “footsies,” is a disappointment? Why is the idea that a game that emphasizes reads above all else, especially physical skill, is argued to be a simpler and thus less competitive endeavor?

There are two key points that I see come up repeatedly. First is the idea that, because Melee has fewer neutral interactions per game than its sequels, Smash Bros. Brawl and Smash Bros. for Wii U, this means each neutral interaction matters more. When it’s pointed out that having more resets to neutral means having to predict the opponent more often, this is considered a knock against other games because their neutrals are “less complex.” This then extends to everything else. The punish game is deeper because it has some sort of goldilocks level of just enough control on the part of the opponent being combo’d, but not so much that they can reset to neutral easily. In short, arguments in favor of Melee often come down to the idea the game has more to do at any given moment and is faster, and is therefore better.

After some thinking, an analogy occurred to me. Imagine that you’re playing two different games of “guess the right card.” The first one is Three-Card Monte. The dealer shows you the three cards in advance, tells you that you get to play five times, and your goal is to find the ace of spades. Then the dealer starts to move the cards around, shuffling them and employing various forms of sleight of hand to trick you into picking the wrong one.

In the second version of the game, the dealer simply presents you with three cards face down, and again, you have to find the ace of spades. No shuffling, no movement, just “you have a one in three chance of guessing the right card.” However, instead of playing only five times, you get to play 20 times.

In the case of the first example, Three-Card Monte, the fact that there is a process by which the player is allowed to observe the dealer rearrange his card implies that, if a player is observant enough, they can completely circumvent the need to guess. If their eyes can correctly follow the movement of the ace of spades, even through all the tricks, then they will win 100% of the time. Though trying to figure out the dealer’s decision-making quirks can help, and if you’re not fast enough then the game pretty much becomes somewhat “random,” there is a kind of physical/technical ideal that a player can potentially reach that guarantees a path to a right answer. This, I think, is the appeal of Smash Bros. Melee to many of its diehard fans. That is not to say that it requires no thinking or prediction, but the possibility that one can always pick the right choice if one is fast enough and sharp enough, makes it feel like the sky’s the limit when it comes to competition.

This is where I think many Melee fans start to lose sight as to how “simpler” games can go about still prioritizing certain factors that a game that “has everything” might not necessarily be able to achieve. Going back to the second example, the “face-down, guess the card” version, it can appear as if the game just has less to do. After all, the “only” thing you’re doing is making 1-in-3 guesses, and there are no extra layers of interaction such as trying to see through the dealer’s chicanery. But the fact that there is no upper ideal of being able to see “through the game” means something. Even if there are fewer avenues for improvement, the very fact that your ability to dissect the dealer’s decision-making based on past turns changes the dynamic of what skills and abilities are prioritized by the game, especially when one is given more chances to win. With 20 tries instead of five, the player must rely on their ability to pick up on any tendencies the dealer might possess. They also must understand that, no matter how far they’ve read into the dealer’s mind, there’s also a chance they might be wrong. In other words, your main tools are the ability to make reads, and your ability to make decisions even knowing that in some cases you will inevitably be wrong.

This isn’t to say that the Three-Card Monte approach is bad, or that it isn’t something games should strive for (if they choose to go in that direction). Neither Melee nor Smash 4 actually fall into the two extremes listed above. Both games require some degree of physical skill, and both require at least a certain amount of getting into the opponent’s head. Because Melee has that Three-Card Monte appeal, where a sense of uncertainty in one’s decisions can be washed away with enough technical prowess (at least up to a certain point), it encourages the active building of physical skill that can make training feel more directly rewarding. In the end, it’s not a matter of which game has “more”, but rather how the values of gameplay and competition emphasized in each game attract players differently.

The Transformation of Time from Manga to Anime

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How much does time pass when the mighty Star Platinum punches an enemy Stand in JoJo’s Bizarre Adventure? There are many factors to consider, such as how much time has passed in the show itself, as well as how time is being manipulated within the series’ universe itself. Another important element is the fact that the anime is an adaptation of a manga, where the flow of time is abstracted by manga’s existence as a 2-D paper medium.

As far back as Tetsuwan Atom, adaptations of manga have been a common mode of anime production. Manga act as a spring of new stories to present, and the jump from the comic book format to animation opens up many opportunities. An anime can try to forget its own path through interpretation or divergence from the manga (such as both the Ghost in the Shell films and Stand Alone Complex), or they can faithfully attempt to recreate what exists in the original. However, while the latter cases might often appear to be “direct transplants” of the manga to the screen, the act of having to take a physical and spatial image such as a panel and assign to it a finite amount of time can greatly change the impact of a given scene in spite of the desire for faithfulness to the source material.

In a general sense, having to time dramatic beats for an anime often requires playing around with the contents of the manga. For example, in an episode of Dragon Ball Z, filler sequences (such as the infamous minutes-long powering up spots) not only save budget, but can also be a way to make sure the episode ends on a cliffhanger. On a broader multi-episode scale, Initial D: Fourth Stage does something similar by reversing the order of the final two opponents. Originally, the manga has protagonist Takumi race against a man known as “God Hand,” while his teammate Keisuke races against “God Foot” afterward. In order to make sure the series ends with a climactic battle for its hero, the show has God Foot go first instead.

One consequence of this is that there can be moments when a series feels as if it’s dragging. Sometimes it’s successfully padded out or rearranged so that nothing feels particularly off, but in other instances it is possible to sense an uneven rhythm or pacing.

This notion also extends to the transform of panels into time. Consider that there is generally no specific amount of time that is said to pass in a given panel in manga, or indeed comics in general. What makes a panel feel “fast” or “slow” is partially about how long one’s eyes linger on a panel, and it’s dependent on the amount of content there and the flow of the page. But because time exists differently in manga, things that seemingly pass quickly on the page take much longer on the screen.

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A common example of this would be the frantic explanations of special moves in an action or sports series. Because we tend to read more quickly than we speak, it is possible to believe that an elaborate speech or thought is being made within the span of a ball being passed from one player to the next. However, commit that to concrete time in an anime, and suddenly you begin to wonder why no one is doing anything as they talk for 30 seconds. To appreciate those moments, it requires a viewer to understand that time portrayed is not literal. This is the case even with series not adapted from anime. It does not “really” take Voltes V two or three minutes to combine together, or for Erika to become Cure Marine.

So when what is a single, snappy panel in manga gets stretched out into an extended scene in an anime, it can dramatically effect how a person can feel about a particular title. I find this to especially be the case with comedy series. Take Azumanga Daioh, a four-panel series. In the manga, there will be a comedic moment that lasts for only one or two panels, such as Sakaki rolling on the floor while holding a wild Iriomote cat. In the anime, this becomes a full-on extended display of non-stop rolling with musical accompaniment. A small moment becomes a big one thanks to time. A more recent title would be Nichijou, where the staccato presentation of the manga’s gags are the equivalent of sharp, quick jabs. In anime form, however, the characters’ movements are exquisitely animated and exaggerated, and the result is a series that is in a way much more physical and almost “luscious” in a sense. While the Nichijou anime pretty much takes things directly from the manga, the two turn out to be pretty different experiences.

My belief is that the unusual handling of the (broadly speaking) space-to-time transition of manga to anime is a likely culprit of why someone might love a manga but hate its anime (or vice versa!) even if the adaptation process is largely faithful. It’s kind of like when an actor is cast in a movie based on a book; what was once a nebulous image reliant upon visual/mental interpretation becomes a little more solid and finite.

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Best Anime Characters of 2016

BEST MALE CHARACTER

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Yurakutei Yakumo, aka Yurakutei Yotarou (Showa Genroku Rakugo Shinjuu)

I’m fascinated by the idea that people change when they’re onstage, that they can almost see their “performer” self as a wholly different persona. There are plenty of real-world examples of this, from Freddy Mercury to Magic Johnson to Umehara Daigo, and within anime this past year we saw a couple as well. The best most recent example is probably Katsuki Yuri from Yuri!!! on Ice, but I think an even more amazing case of this is the eighth Yurakutei Yakumo.

Whether it’s as a young, frail boy, an overly serious adult, or a sneering wizened old man, Yakumo lives a compelling life full of equal parts friendship and struggle with his own identity. But when he’s performing his rakugo, it’s clear that there are elements buried deep within himself that come to the surface. His performances, the subtle changes he makes to play different characters within the same story, feel especially real. The fact that he’s so reserved in his actual life but excels in telling dirty stories when in front of a crowd encapsulates all that he is.

BEST FEMALE CHARACTER

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Shidare Hotaru (Dagashi Kashi)

Appearing in the very first anime season of 2016, Shidare Hotaru made an immediate impression on me. Her striking appearance and intense expressions struck me like lightning. More importantly, her endless fervor for inexpensive Japanese snacks is something I relate to on an equally deep level. All too often, when people are interested in food, it comes more from a desire is to chase only the best eats, to become one of the elite, instead of appreciating everything the world has to offer. Hotaru isn’t like that. She truly loves all dagashi from the bottom of her heart.

Ironically, she’s a rich girl, which plays on one of the classic tropes of Japanese fiction.

What’s more, thanks to Dagashi Kashi, my recent trip to Japan this year involved searching for all sorts of Japanese munchies. Let it be known that Corn Potage Umaibou are one of mankind’s greatest inventions, and that we have Shidare Hotaru to thank for helping to spread the gospel of dagashi.

Final Thoughts

2016 was actually full of excellent characters who went the full gamut from realistically subtle to hyper-real dynamos. It’s what made deciding best characters especially difficult, and something I mulled over until the very last second. Even after solidifying the picks in my head, I could still sense my own hesitation. However, what I think ultimately brought me to pick Yakumo and Hotaru is that, even though they’re very different people, the flames within their souls burn brightly for their chosen passions. Incidentally, those passions are quite similar themselves. Rakugo and dagashi are traditional enjoyments of the common man in Japan that have both become dying arts in a certain sense with the movement of the times. How does one adapt and change while preserving the spirit of these cultural artifacts? That’s the fight both Yakumo and Hotaru are in, and they’ll go down swinging if they have to.

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