I Enjoy Duolingo’s Silly Sentences

Duolingo is probably the most talked-about language app currently around. I myself have tried it in the past hoping to shore up the languages in which I have some degree of familiarity, and also maybe even pick up new ones. Having studied and used Japanese for over twenty years, I’m well aware that attaining fluency in a foreign tongue is a lot of work, so I don’t expect miracles from an app that’s built primarily around accessibility. But Duolingo itself claims to be able to help people learn languages, so I wanted to see how others felt about the app.

A recurring criticism of Duolingo I found, especially when it comes to older versions of the app, is that it often provides example sentences that lean towards the impractical—less “Where is the bathroom?” and more “Who let the dogs out?” However, I think this is what I initially liked about Duolingo. In my experience learning languages, I feel like I make the best progress when I’m given the tools to be silly. I find that having language learning come down to utility—teaching useful phrases to be used in everyday situations or when traveling—tends to de-emphasize thinking more deeply about the language. 

The silly sentences highlight the idea that languages are made of “building blocks” that can be rearranged and recombined. A firm foundation is still important, of course, but the focus on silliness encourages thinking of languages as flexible concepts. Ask yourself, how would any given language translate something like “Who let the dogs out?” Would the word for “let out” be more like “make go out?” Or “let go out?” Or perhaps even “release?” It’s not impossible by any means to get this with the more practical approach, but going at it from a more lighthearted angle takes some of the tension and pressure of learning a language away, at least in my opinion.

I never really used Duolingo for Japanese, and I left a Dutch course largely unfinished back in 2018 that I’m only returning to now. However, during this COVID-19 pandemic, I’ve found myself returning to the app more or less for the hell of it. This time, my goal has been Mandarin Chinese, and I’ve slowly plugged away at it while purposely taking a more casual approach. I do one lesson a day, and now I’ve completed the entire Mandarin course up to Level 1. What I noticed is that Duolingo can have a tendency to throw you in the deep end and not really explain grammar rules and the like, but much like the presence of silly sentences, I think it encouraged me to be a detective of sorts and try to figure out how the sentences work. That said, the fact that I know Japanese (and can speak another form of Chinese decently well) might have given me an unfair advantage over someone who has no experience in East Asian languages and tries out Duolingo.

Am I fluent in Mandarin now? Certainly not. Given the fact that Duolingo doesn’t even teach nearly all the Chinese characters needed to be considered “fluent,” that’s an aspirational goal that has to go beyond one lone app with an owl mascot. But I was actually listening to a VTuber stream recently that included some Mandarin Chinese, and I found myself catching things I never would have been able to even a year ago. I’d consider that progress.

Evangelion + Beavis & Butt-Head = Chainsaw Man

A sketch of a character that is a combination of Shinji from Evangelion, Denji from Chainsaw Man, and Butt-Head from Beavis & Butthead

I was originally going to write about how Chainsaw Man reminds me of Neon Genesis Evangelion. It’s the way Chainsaw Man feels like you’re peering into a creator’s psyche, how it both leans into and plays with various tropes, and importance given to feelings of loneliness. The manga (and soon to be anime) stands out from its peers and defies so much of what we consider “proper storytelling,” and I genuinely think it’s going to become an influence on creators on the level of Evangelion

But the two works are also fundamentally different in a lot of ways, and any actual influence from one to the other is indirect at best. The missing piece of the puzzle is that as much as Chainsaw Man has shades of Evangelion, it’s also reminiscent of Beavis & Butt-Head

Denji (aka Chainsaw Man) isn’t suffering the same type of loneliness that Shinji from Evangelion feels. One could argue that Shinji is a whiny teen too caught up in his own head, but the kind of heavy introspection he (and the other characters) engage in isn’t something Denji does for the most part. Instead, like Beavis and Butt-Head, he rarely thinks things through properly, and is also obsessed with losing his virginity. And similar to Beavis & Butt-Head’s environment, Denji lives in a world that seems off-kilter, as if even that which is considered “normal” is more facade than foundation. Also, Denji is not terribly smart most of the time, but he also has brief glimmers of insight—a kind of Butt-Head-esque quality. 

I sometimes describe Denji as being cut from the same cloth as Monkey D. Luffy, but I realize now that this analogy is limited because while they share some things in common, Denji doesn’t have that sense of justice and camaraderie. I realize now that a better comparison is to say that Denji is Shinji combined with Butt-Head. He’s kind of shallow, yet his emotions nevertheless feel real and honest, and ultimately he’s not a bad guy. I think it’s part of what gives Chainsaw Man a strange profundity. 

And if Denji is Shinji + Butt-Head, that would mean the character of Power can be viewed as Asuka + Beavis. Asuka is aggressive and trying to constantly prove herself, while Beavis is like a bizarre embodiment of Freudian id who also comes across as naively innocent at times. It totally works, is something I’m currently telling myself.

Could you imagine what it would actually look like if you tried to cross over Evangelion and Beavis & Butt-Head? It would be a spectacle of the absurd, gross yet fascinating—Chainsaw Man to a tee. In a series where characters grapple with emotional problems that run the gamut of silly and vapid to deep and soul-rending, everything feel bizarre and unstable, and when you add a layer of hyperviolence on top of everything else, you get a series that’s incredibly hard to match.

Truly Something for Everyone: Splatoon 3

In Splatoon, ink is everything. It’s how you take down opponents, it’s how you advance and retreat, it’s how you control space, it’s how you assist allies, and it’s how you win. This core mechanic is so smart, creative, and well-executed that it basically provides a solid foundation for every game entry. Unless the creators actively screw things up, it’s hard to mess with such a successful formula. However, while a bit of a spitshine would produce a decent enough sequel, Splatoon 3 has gone above and beyond to take the lessons from its predecessors and create a more fun and more refined experience.

The bread and butter of Splatoon is its multiplayer, where teams of four compete. While the basic gameplay remains fundamentally the same, and I’m nowhere good enough to notice subtle differences in weapon ranges and the like, it’s very clear that the developers put a lot of thought into improving things. For the more competitive sort, ranked battles now have two types of games available so you can play the ones you enjoy more. For everyone in general, the new generation of super weapons builds on an important development that’s happened over the course of many games. The original Splatoon was famous for having invincible supers with such great power that games revolved around them. Splatoon 2 dialed this back a bit, and now Splatoon 3 puts an even greater emphasis on interactivity and counterplay.

But not everyone is into competing against other players, of course. Fortunately, Splatoon 3 provides alternatives. The first is the return of Salmon Run, a multiplayer co-op experience against waves of computer-controlled enemies. The second is the best story mode thus far, delivering in every way that matters. Like previous games, the singleplayer story mode works as a nice introduction to the games’ mechanics, but the actual plot itself is actually filled with thrilling surprises that provides great fodder for long-time fans without alienating newer players.

Speaking of avoiding crushing beginners, while it’s clear that the Octo Expansion was a major influence on how this turned out, fortunately it’s not as harsh as that Splatoon 2 DLC. I still get chills thinking about the Octo Expansion’s hidden final boss, Inner Agent 3, and I expect an eventual Splatoon 3 DLC to be similarly expert-focused.

I do have a couple complaints about the game. One is that the initial tutorial basically requires players to use the motion controls. While I prefer that method of control myself, I know people who just cannot get accustomed to that setup. Between that and requiring a shooter-type weapon (technically also my preference) to get through most of the singleplayer, and I think that perhaps not enough has been done to help those who don’t prefer the default style of Splatoon but still want to enjoy it. Another is that many of the maps in online play feel a little cramped, and as someone whose preferred weapon (the N-Zap) thrives on mobility, I find myself feeling at times like there’s no escape. I think I can probably adjust to that, though.

Overall, Nintendo has really hit it out of the park with Splatoon 3. It’s basically everything I was hoping for, even as I’m still trying to get used to all the changes. This one’s a winner.

Rock-Troll Remake: “Mobile Suit Gundam: Cucuruz Doan’s Island”

Mobile Suit Gundam: Cucuruz Doan’s Island can be described as one of the most elaborate shitposts ever. 

This doesn’t mean the film is bad—quite the opposite, in fact. But it’s precisely because Cucuruz Doan’s Island turns out to be a solid work that makes it even more of a shitpost.

Origins

Cucuruz Doan’s Island was originally Episode 15 of the 1979 Mobile Suit Gundam TV series, about an AWOL Zeon soldier who is now raising orphans on an island that the protagonist, Amuro Ray, crashes on. It’s infamous for a variety of reasons, not least of which are its abysmally off-model animation quality, and the fact that Director Tomino refuses to let it be included in releases outside of Japan. It’s an early instance of a yashigani crab episode, the kind of thing that seems to embarrass all involved. Well, what if 43 years later, they decided to turn it into a feature-length piece with the budget of a full-fledged animated film? 

It’s about as cheeky a move you can make, especially because the idea of re-animating something from First Gundam like this isn’t really done. Sure, there’s Gundam: The Origin, but while the manga is a retelling of the entire story of the One Year War, the anime version mainly covers events before that conflict, making it a prequel of sorts.

Doing More with More

So how do you stretch a 20-something-minute episode into a full movie? Well, you give it More of Everything. There’s more fights: Doan is shown in his Zaku to be fending off unwelcome island visitors from the start, and even has a tussle with the Gundam early on. There’s more plot: The White Base crew’s visit to the island, as well as Doan’s former role in the Zeon forces are given greater context. There’s greater stakes: The threat of worldwide catastrophe looms in this film in a way it never did as a TV episode. There’s more characters: Doan goes from having four orphans to having about three times as many (including an older boy who’s jealous of Amuro), and a whole new platoon of Zeon soldiers is incorporated into the story. Also, Char Aznable shows up (of course), but only in a literal fever dream.

On top of all that, Doan’s Zaku for the film has been purposely designed to be thinner and with a different head construction compared to the standard. This is actually a reference to it being horribly off-model in the original TV series, which has now become the catalyst that has transformed artistic mistakes into the baseline for a unique mobile suit design. This is perhaps the biggest indicator of the somewhat trolling nature of Cucurzu Doan’s Island.

Hindsight and Evolution

Yasuhiko “Yaz” Yoshikazu, the original character designer from the TV series, is actually the director of this film, and it shows. In many ways, it feels more like an episode of Giant Gorg than Gundam in the way characters interact with and explore their environment. The character designs in the film are very clearly based on Yaz’s more modern work a la Gundam: The Origin, but there’s also something about the way characters move that evokes their personalities more powerfully than even some of the best episodes of First Gundam. When Amuro walks around the island, he does so with an awkwardness that really hammers home the fact that he was originally an introverted tinkerer who got thrust into piloting the most powerful weapon of the time. The ways he walks, runs, and reacts come across as possibly even neurodivergent, and makes him feel that much more out of place in the world where he lives. 

In this way, one of the remarkable things about Cucuruz Doan’s Island is the way it acts simultaneously as a nostalgia piece and a work that reflects on Gundam’s long history. In addition to being an opportunity to see the old White Base crew in action again, there are all sorts of details that convey a kind of homecoming. For example, when you see Zeon soldiers (Doan included) react to the presence of the Gundam with fear and awe, it both makes sense in the context of the story and as a nod to the fact that this is the RX-78-2, the Ur-Gundam. Pretty much all the old characters are there with their original voice actors (provided they’re alive). It’s very clear that Furuya Toru and Furukawa Toshio are four decades older and can’t quite play teen characters as naturally as they used to, but they also bring just as many years of experience and refinement to the roles. 

There’s another aspect of Cucuruz Doan’s Island as a do-over that stands out to me, and perhaps to anyone who cares about Gundam lore: Despite being a remake of a TV episode, the movie places itself more in the original film trilogy’s version of events. In addition to the complete absence of the Core Fighter—the cockpit plane that was used as part of the “docking” sequences used in the TV series to give it more of a “super robot” aesthetic like Gundam’s predecessors—Cucuruz Doan’s Island also features the Core Booster vehicle that was created for the trilogy. And while I can’t remember offhand the exact sequence of events, the flow of the story seems to place it more in the trilogy’s timeline of events as well. This, too, feels like Yaz trying to correct past mistakes.

Beyond the Time

I’m not sure which would be funnier: this movie leading to an international release of First Gundam with the missing episode, or if we actually end up with the movie available to purchase but still no Episode 15. Either choice would add onto the legacy of Mobile Suit Gundam: Cucuruz Doan’s Island as arguably the ultimate shitpost, and I have to wonder if other properties might attempt something similar. 

Spy Season, Chainsaw Season: Ogiue Maniax Status Update for October 2022

This is looking to be one of the most competitive anime seasons in recent memory. I don’t think you need me to tell you all of the highly anticipated shows hitting this month, but the ones I’m really going to be watching out for are Gundam: The Witch from Mercury, Golden Kamuy Season 4, Chainsaw Man, Spy x Family Season 2, and Pop Team Epic 2. There’s a good chance I simply won’t be able to watch everything I want.

On top of that, New York is hitting its big con season with New York Comic Con this month and Anime NYC the next! I have some concerns that NYCC is becoming too expensive and unwelcome for many, but we’ll see how it turns out.

Speaking of events, I’ve gotten my Omicron booster, which has prompted me to start watching anime in theaters again—masked and as safely distanced as possible, of course. You can check out one of my reviews in the highlights this month, with the next on the way in the coming weeks.

Thank you to my Patreon subscribers for October 2022!

General:

Ko Ransom

Diogo Prado

Alex

Dsy

Naledi Ramphele

Sue Hopkins fans:

Serxeid

Hato Kenjirou fans:

Elizabeth

Yajima Mirei fans:

Machi-Kurada

Blog highlights from September:

A Long Time Coming: Speed Racer (2008)

I finally, finally, FINALLY watched the Wachowskis’ Speed Racer.

Lessons in Boy Adolescence: Goodbye, Don Glees!

My thoughts on the recent film from the director of A Place Further than the Universe.

Dear Media Companies, Stop Trying to Flood My Brain

My criticism of entertainment that ties to monopolize your attention in the worst ways possible.

Kio Shimoku

On Twitter, Kio Shimoku has some issues with his arm lately.

Closing

I’m entertaining ideas to better replace the $15 Patreon reward, which basically has only ever been used once. If anyone has suggestions for things they’d like to see out of the Patreon, I’m all ears. I’m not sure what concrete bonuses I can offer at this point, but I’d like to at least have something that might interest supporters.

Kio Shimoku Twitter Highlights September 2022

Not many Kio tweets in September, so this is a pretty sparse entry this month. That said, there are some drawings that notably use Kozue from Hashikko Ensemble as Kio’s avatar. It’s interesting that he regards her (or at least her design) so fondly.

Kio retweeted an image describing an idea from a Tokyo University professor, who says that motivation comes from a specific part of the brain, but in order to activate it, you have to actually start doing it. Kio comments that even if he knows this, he’s still not able to work up the motivation. He then mentions drinking the energy drink Lipovitan D, and that he seems to be putting a lot of faith in it.

A drawing of Not-Kohsaka dressed as Not-Hato from Spotted Flower. Kio comments that sometimes he does have the motivation to do a big, high-quality drawing to his satisfaction.

“It’s humid…”

His right wrist hurts, but he can’t figure out what’s the matter. It doesn’t seem to be tendonitis. Kio ends up wondering if it might be that he’s using a different mouse.

This past summer, Kio’s pet tortoise started leaking some kind of snot-like liquid. To take the tortoise to the vet, he placed it in a cooler bag filled with ice, and also carried a sun umbrella. Kio remarks that this made him look like an ice cream vendor.

Apparently, the tortoise is 21 years old!! While it’s doing better, Kio thinks the issue might be a change in environment, as Kio recently moved to a place with no yard.

Kio realizes he promoted a sale for Spotted Flower too late…

Dear Media Companies, Stop Trying to Flood My Brain

I am tired of media and entertainment companies trying to monopolize my attention.

Fourteen years ago, when the Marvel Cinematic Universe had begun bringing to the silver screen the crossovers that defined superhero comics, I was on board. I love a good superhero team-up, and the MCU films came without decades of baggage. When the first Avengers movie hit theaters, it felt like just the right amount of reward for time spent.

Fast forward to now, and I just cannot keep up, nor do I want to. The problem isn’t just that Marvel is putting out so many more movies and TV shows. I really don’t mind sprawling mega franchises that fans devote their hours to. Nor is it that I’ve just gotten older. Rather, what I’m bothered by is that Marvel seems to be trying to push out all other competition from people’s brains until they’re all that’s left.

Compare this with something like Pokémon. You could easily spend every waking hour (and potentially even your sleeping ones) to these Pocket Monsters. But Pokémon doesn’t act like every game, manga, and anime is interwoven, nor does it imply that missing even one of them means failing to have the whole story. In fact, almost every game starts from the assumption that it’s introducing new players to the world of Pokémon, and they don’t draw specific attention to prequels. Marvel, however, wants you to watch show after show, film after film.

Another example of mind-monopolizing media is just gacha games in general. Between the stamina bars that either encourage players to spend money or keep a close eye on when they refill, the constant limited-time bonuses, the never-ending new stories, and the gambling-esque character rolls themselves, I constantly find myself wishing I could enjoy these games. That’s not to say that I avoid them entirely, but I have to actively minimize their presence in my life. The worst of them take from the old Farmville school of essentially holding your game hostage.

I’m not inherently against Marvel, mobile games, or similar, but I can’t stand how they discourage exploration by trying to monopolize attention. I love to explore different stories, different forms of art, and different creators. I’m not going to be nerd-guilted out of that passion.

Lessons in Boy Adolescence: Goodbye, Don Glees!

I believe that the appeal of anime and manga stems partly from its willingness to tackle a variety of genres and subjects, and “I can’t believe they made an anime out of this!” is an old and common refrain. But just because anime creators are willing to go places doesn’t mean every type of story gets the limelight, even if such stories might be more prominent outside of this particular sphere. Case in point is the animated film Goodbye, Don Glees!, which can best be described as a coming-of-age teen story more akin to the 1986 movie Stand by Me than the kind typically seen in and around anime.

Goodbye, Don Glees! focuses on the lives of three teenage boys in a rural Japanese town who call themselves the Don Glees (the meaning of which is explained late into the film). Roma and Toto have been friends since they were little, bonding over being rejected by their classmates. Shizuku, nicknamed Drop, is a more recent addition, having befriended Roma while Toto was off in Tokyo for middle school. Toto is back home for the summer, and Roma is eager to continue their tradition of having their own fireworks party because the other kids don’t want them around to see the big one everyone else goes to. But when a series of mishaps occur, the Don Glees are wrongfully blamed for a forest fire, leading the trio to take a long journey to retrieve evidence that could prove their innocence.

I don’t know how I would have viewed this movie as a teen, but as an adult, it definitely inspires memories of that time. While I never ventured through forest to find a downed drone only to get chased by a bear and find myself lost, what Goodbye, Don Glees! captures is the way everything feels so eternally consequential as a teenager, as well as the sense of how oxymoronically important and silly it all is. The way each of the three guys have their own perspectives and hang-ups at that pivotal moment in their youth leads to butting of heads, airing of closely guarded feelings, and a closer look at how fleeting life can be.

The director and screenwriter is Ishizuka Atsuko, who is also behind the utterly fantastic and near-flawless A Place Further than the Universe. The two works definitely have their similarities, but come across at two distinct works with their own pacing and priorities. Goodbye, Don Glees! doesn’t quite have the emotional wallop of Ishizuka’s older title nor the wondrous nature of its detailed voyage to and across Antarctica, but it tells a memorable story nevertheless. At times, it can get a bit too cheesy, especially when the music hits and it’s a sappy tune (in English!) that feels like it time-traveled from another period.

Goodbye, Don Glees! provides an experience rarely seen in anime, but rather than trying to imitate contemporary live-action film, it feels like a flesh-and-blood work from a bygone era. It successfully captures the topsy-turvy nature of being a small-town teenager, but it’s also not so generic as to blend in with the rest. This might be the one to show your anime-skeptic friends, but that accessibility isn’t where it derives its strength.

Life, the Universe, and Battling – Pokémon Legends: Arceus

For better or worse, the Pokémon games have stuck to a tried-and-true formula that has brought it great success for nearly 30 years. While there have been some oddballs, the clear emphasis on the series has been on a fairly gentle-yet-complex turn-based experience that allows it to remain popular and accessible. For those wanting more—like a real-time battle experience—it can feel like a futile wish.

The pseudo-open-world of Pokémon Legends: Arceus isn’t exactly the game to answer these prayers, but it is the most daring title to date. It’s sort of a middle ground between various poles—not a full-fledged main title entry, but one that still maintains most of the core concepts of Pokémon. The open field at the center of the Sword and Shield games is greatly expanded upon here, and is in fact pretty much the feel of Legends: Arceus. The game also incorporates some real-time gameplay elements that put your trainer in peril instead of just your Pokémon, but battles inevitably come down to a turn-based experience, albeit one where the mechanics have a few added twists. All this makes for a fairly refreshing game that’s like a foot pressing halfway on the gas pedal. Some things feel familiar and other things are real surprises.

The premise of Pokémon Legends: Arceus is that you have been transported back in time to an era before the Sinnoh region was even called by that name. You arrive right on the cusp of the invention of the Poké Ball, which means that the so-called Hisui region is a place with a fundamentally different relationship with Pokémon consisting of fear and reverence. I was genuinely surprised to have the player character experience a time slip, and I have to wonder why the developers went with this angle instead of just having it be a child of the past. The story is decent enough, but I think the gameplay itself is what’s most interesting.

Because this is supposed to be a historical period that’s also more dangerous for regular folks, the new mechanics (or sometimes lack thereof) feel like both a throwback and a new frontier. There are no features like traits or even held items, let alone something as modern as Dynamaxing, giving me a real Generation-1 vibe at times. I experienced a number of moments where I was worried about a Pokémon having something like Levitate, only to quickly realize that such things don’t exist in Hisui. 

The really major change comes from the way attacks can have different “speeds” to them, such that while battles are still fundamentally turn-based, sometimes you or your opponent can go two or more turns in a row. Combined with the fact that things like status effects and stat buffs/debuffs work quite differently all around, and the result is something familiar, yet strangely new. Also, sometimes, you’ll have to fight 1v2 or more, whether because you caught the attention of multiple wild Pokémon, or you’re fighting someone whose village culture is one where having multiple Pokémon out to do battle is perfectly normal. It’s not like any standard rules have been codified yet—which adds to the feel that this game takes place in a bygone era.

As for the real-time elements, the main ones are special boss fights against guardians known as “Noble Pokémon,” where you have to pelt extremely powerful Pokémon with bags of soothing balm and create opportunities to engage them in a proper Pokémon battle. The added factor of having to learn boss patterns and how to best dodge their attacks brings a dexterity element mostly absent from older games, but the awkward transition into battle mode feels like it could use some work—like a bizarre cousin of chess boxing. Maybe if you still had to dodge collateral damage while your Pokémon is engaging them, it could integrate the two pieces better.

There are hints that the upcoming Pokémon Scarlet and Violet are going to utilize at least some elements of Pokémon Legends: Arceus, though to what extent is still not entirely clear. While I do enjoy that real-time aspect, I’m not sure if I necessarily want it for the main series. I personally would be served with a solid hybrid between real-time and turn-based, but when I think about the fantastic accessibility of Pokémon that has allowed players young and old to approach it regardless of dexterity, and of the stories where kids have learned to read because they played these games, I don’t want that taken away. Maybe we could live in a world where Pokémon can somehow be both, and everyone can be happy.

Thoughts from Girls und Panzer das Finale Part 3

As Sentai Filmworks gradually releases the Girls und Panzer das Finale films, I look forward to watching them and following the tank girls on this last endeavor. This time, it’s Part 3, and it continues to bring the things that make the series memorable.

To call them films is perhaps a tad misleading, as they usually have about 60-minute run times, and there isn’t really a complete narrative arc from start to finish. It’s probably better to think of them like hour-long OVAs, or perhaps even old black-and-white serials a la Flash Gordon.

das Finale is surely not meant for anyone but veteran fans of the show: The fact that episodes end in mid-match cliffhangers means they have to quickly establish the situation or rely on the viewers to remember where they are. Here, the movie begins with the heroines of Ooarai Academy engaged in a surprisingly difficult battle with the previously weak Chi-Ha-Tan Academy. As the story progresses, evidence of character growth (mainly in the arena of tank combat, of course) relies on having prior knowledge of how they behaved in the prequel works. Case in point, seeing the first-years team start to come into their own in Part 3 means knowing where they started. And while it’s technically not personal development, seeing Mako in a night battle acting hyper-alert—in contrast to her lethargic daytime self—is something I can appreciate both as a gag and a story element for a fight.

Even more than the TV series or der Film, das Finale focuses on tank battles. The willingness to more or less portray protracted fights and not skip around is appreciated. Although the matches between the non-Ooarai teams naturally get less screen time, the ways they show one school overcoming another (as well as how and why) puts the brain-centric combat of Girls und Panzer on full display.

If there’s one thing to take away from Girls und Panzer das Finale Part 3, it’s the way that it emphasizes the importance of protagonist Nishizumi Miho, whose tactical mind is arguably unmatched in the series. The question it presents in this context is whether the rest of Ooarai can step up to the plate when needed. I expect the later films to make this an increasingly prominent theme as we get closer to the end, and I have faith that the team will shine.