A Harbinger of the Future? My Life as a Villainess: All Routes Lead to Doom

If there’s any recent series that I think is capable of uniting disparate parts of the anime fandom, it’s My Life as a Villainess: All Routes Lead to Doom! By design, it’s an isekai series that draws upon many of the familiar tropes that have the genre so popular and arguably overplayed: reincarnating to another world, having unique knowledge or gifts no one else does, and having every other character fall madly in love with the main character. However, it also bucks the trend in many ways.

The Appeal of My Life as a Villainess

In a genre that has recently been dominated by male heroes, My Life as a Villainess stars a female protagonist, Catarina Claes, who defies her character archetype of the antagonistic rich girl. The series is very positive and uplifting, while also avoiding a lot of the sexism and occasional homophobia that permeates popular isekai work. Here is an anime that can appeal to those who love a good power fantasy and those who want something heartwarming as well.

Arguably, this puts My Life as a Villainess in the same territory as a lot of older isekai shoujo series such as Fushigi Yuugi, but one thing that works in its favor is that Catarina is extremely charming. Somehow, her near-perfection comes across as endearing due to her enthusiasm, energy, and the fact that she’s both cunning and naive at the same times. When it comes to harem (or reverse harem) series, my belief is that they work best when you can see why so many people would fall in love with the main character. Catarina passes this test with flying colors. 

The Tip of the Villainess Iceberg

The specific term translated as “Villainess” is akuyaku reijou—literally “the eldest daughter in a villainous role.” It describes a type of character seen throughout the long history of shoujo anime and manga, as well as all that it has inspired. A 2016 Japanese blog post attempts to go through the history of akuyaku reijou from 60s shoujo manga all the way to the present day, and the archetype is ubiquitous. The first otome game, Angelique, features just such a character and some of the most memorable faces in anime, e.g. Naga from Slayers and Nanami from Revolutionary Girl Utena, fall within this archetype. The Japanese title for My Life as a Villainess is Otome Game no Hametsu Flag Shika Nai Akuyaku Reijou o Tensei Shita… (“I Reincarnated as a Villainous Eldest Daughter Who Only Triggers Demise Flags…”), specifically emphasizing that it takes place within a girls’ visual novel.

The reason I put specific emphasis on akuyaku reijou and not just antagonistic female characters is because “reincarnating into an akuyaku reijou” has actually become a huge trend in light novels and related media. Searching for it in Japanese on Bookwalker returns 251 results (some being multiple entries within a series), and a significant number of them feature the exact term in their very titles. The oldest entry is Akuyaku Reijou Victoria from 2009, which puts it five years before My Life as a Villainess

To a Future of Villainy?

If My Life as a VIllainess is as successful as I hope it is, this could mean seeing other titles in the genre adapted into anime and manga as well. The tricky thing here is that whereas the English title is meant to be fairly snappy, it ironically might make it harder for other titles to distinguish themselves. I don’t think “Villainess” is that bad translation for akuyaku reijou—merely a somewhat imprecise one that trades accuracy for efficiency. Because of that, I’m curious if other English translations are going to willingly adopt the term as a clear genre identifier, or if they’re going to try to avoid getting crowded out by bigger titles. As with so many other trends, we’ll probably get a combination of forgettable misses and memorable hits, but I don’t think I’d mind the process at all.

Ohohohoho.

Hungry Hungry Hime: Princess Connect! Re:Dive

Anime based on gacha games generally have one overarching goal: get you to play the original mobile game. It’s unclear whether this approach is lucrative, and if anything, it comes across more as a serious flex to say, “Look at how much money we can put into making these gorgeous-looking anime adaptations. In this arena, Cygames is one of the kings. Between strong anime versions of Granblue Fantasy and Rage of Bahamut, among others, it’s exceedingly clear just how much money they have to throw around, given the gorgeous animation, strong writing, and excellent direction seen. 

In this respect, Princess Connect! Re:Dive is another success story. Despite the fact that it’s clearly meant to lure viewers into spending their paychecks, there’s no denying the ridiculously high production values and effort, as it ends up being one of the best-looking and most enjoyable anime of 2020. 

Princess Connect! Re:Dive takes place in a fantasy world and centers around an eclectic group of adventures who end up forming the Gourmet Guild, which is dedicated to trying out delicious foods all across the land (and not afraid to slay a monster or ten to get some grub). Leading the charge is Pecorine, an ultra-strong princess knight with a bottomless appetite, and joining her are white mage Kokkoro, the cat-eared black mage Karyl, and the strangely amnesiatic human boy Yuuki—the last of whom is clearly the “player character” from the game. 

I went into the Princess Connect! Re:Dive without any foreknowledge of the original game, and only with a faint awareness that it was getting high praise from animation buffs. I don’t know how much is based on the source material and how much comes from the anime staff putting in their own spin on things, but there were two main impressions I came away with:

First, the general world and premise are standard fantasy-mobile-game fare—a setting that ostensibly has an overarching ongoing story, but is more a vehicle for you to fall in love with the characters (and want to roll for them once you play the game). Second, the character work is so strong and consistent that it makes the first point more palatable. Major and minor characters alike are ridiculously charismatic, and well-traveled tropes like the moeblob, the tsundere, the yandere, and even bland male lead are portrayed in fun and refreshing ways. Yuuki’s characterization in particular is impressive, as the anime leans so hard into the concept of him being a potato that it falls through the ground and ends up on the other side of the world.

It might just be because I’m an adventurous eater and that I love food-themed anime and manga, but the very idea of the Gourmet Guild holds a lot of appeal to me. It gives plenty of opportunity to animate some amazing-looking dishes, and there’s a certain heartwarming vibe that comes with basing an adventuring team on “eat tasty things.” That innocence also becomes a narrative point, as the day-to-day pursuit of something so simple and pure connects with the motivations and inner conflicts of different characters. Sure, the big-picture story is pretty convoluted, but I still want to see Pecorine and the others succeed within that ridiculous world.

After I finished the anime, I looked up the original game, which is actually the second iteration of the Princess Connect! mobile game franchise—hence the Re:Dive appellation. Apparently, the two versions are tied together in some way, and the anime itself hints at this heavily. It’s not particularly clear what the connection is, and feels more like an attempt to simultaneously introduce Princess Connect! newbies like myself and inform veteran players alike of what’s going on. Ultimately, I don’t think it matters too much.

There’s a lot that’s pretty typical of the Princess Connect! Re:Dive anime, and by the time the final few episodes hit, you’ll know which of the countless numbers of cameos are probably the fan favorites. Still, even as the show is driving its sales pitch at you at full throttle, it’s still a superbly well done anime that fires on all cylinders. In a sense, efforts like these not only shatter the age-old stereotype that anime based on video games are terrible, but it’s even possible that anime like Princess Connect! Re:Dive are better than the games.

Smash Bros. and the Concept of Restrictive Consequences

When two games are of the same franchise, comparisons are inevitable, as is the case with Super Smash Bros. Ultimate and Super Smash Bros. Melee. Between Ultimate being the hottest new thing and in many ways the peak of Smash’s video game crossover premise, and Melee being the game that has stood the test of time after 20 years, the two understandably act as points of reference to each other. But one thing that has frustrated me when seeing people bring up the differences between Melee and Ultimate in terms of high-level competitive play is that there’s often a tacit assumption about Melee’s qualities being inherently better for the platform fighters. What’s worse is that Ultimate fans rarely come to the kind of spirited defense that Melee fans are willing to bring. 

However, after listening and reading to so many reviews, posts, and other sources that compare Melee and Ultimate on some level, I’ve come to realize a big reason why this happens. Essentially, Melee is such an outlier, not just in terms of Smash Bros. but fighting games in general, that it attracts a loyal audience whose main basis for what makes a game fun is heavily rooted in that love of Melee. Specifically, what Melee players and fans cherish is a heavy sense of physical freedom at all times—provided you have the skill, knowledge, and dexterity to earn it. In turn, games that emphasize heavily restricting movement (especially when in a disadvantageous position) are seen as a less enjoyable and skill-rewarding experience. 

A Love of “Jazz” Above All Else

There’s a popular moment from the 2010 documentary The Smash Brothers, where the ex-commentator Prog likens Melee to jazz. Contained within that analogy is the idea that what the two have in common is being freeform and improvisational in ways that value expressiveness and openness. While this sentiment is a little more abstract, you can see it conveyed in more concrete, if perhaps less poetic terms elsewhere. 

One example is a Reddit post titled “Does anyone else think Ultimate has a super obnoxious, uninteractive disadvantage state?” In it, user gajuby discusses what they believe are Ultimate’s weaknesses compared to Melee. Another example comes from a Youtube video titled “Is Melee a Good Game?” by AsumSaus, who emphasizes that freedom of movement in multiple scenarios is one of the things that makes him love Melee.

Here’s a quote from gajuby:

Easily my least favorite part of ultimate…is ledgetrapping. So many characters ledgetrap so effortlessly that it feels barely interactive. It never felt fun that against a lot of characters, it was a 50/50 between “jump” and “every other options”, especially against characters that could stay outside the range of ledge hopped aerials.

This is eventually followed by a comparison to Melee:

And finally, getting off of the ledge. I still often die when doing ledge dashes, but I absolutely love that they basically bypass the ledge trapping stage altogether. It takes away that whole obnoxious, tiresomely long stage of the game, the phase that honestly makes me dislike ultimate a lot of the time, despite its amazing roster and balance.

Similar to the Reddit post, AsumSaus’s review (which to be fair is more about looking at Melee as both a singleplayer and multiplayer experience), he laments the state of Ultimate’s platforms to Melee’s, with the former allowing for many more possibilities.

In Melee, platforms are mechanically versatile and extremely deep. Many players base their entire playstyles on platforms and how they use them to their advantage. It’s a reminder of how much more fun neutral and combos are when platforms are fun and easy to move around on. In Ultimate, however, the same platforms that make Smash Bros. as a series so unique represent how the developers have chosen to limit the number of options to move and interact. (23:42)

I want to highlight how indicative these statements are of the Melee mindset. For reference, a ledge dash—also known as an invincible ledge dash—is an advanced technique that allows a character to get off the ledge and move forward while invulnerable and able to execute a move. It is, as stated in the quote above, capable of completely negating the advantage of the opponent’s position, with  the only drawback being difficulty of execution. 

As for the matter of what roles platforms should serve in Smash, AsumSaus’s argument boils down to the idea that their purpose should be multifaceted and allow for enhancing offense and defense, depending on the situation. Platforms being more like “hazards” that put you in a bad position relative to an opponent standing below doesn’t sit well with him. So, what should be inherently bad positions can be easily dealt with in Melee through sheer technical skill, in essence allowing more educated fingers to reliably overcome the odds (Starcraft: Brood War gets similar praise from its players).

By comparison, being on the ledge in Smash is akin to being in the corner in other fighting games, where being above an opponent comes with a severe set of drawbacks as well. Generally speaking, in most games in the genre, there is really no such thing as an “invincible corner escape” that also grants the versatility of being able to attack simultaneously. And whereas Melee especially allows a player getting hit to “DI” an attack and influence the trajectory they fly as a way to try and escape combos, most fighting games feature combos that are mostly inescapable. What’s even more telling is that these frustrations over Ultimate don’t necessarily come from being in bad spots, but rather having one’s options severely limited by being in bad spots.

For someone like me who prefers Ultimate, the bones tossed at Ultimate players can feel almost condescending, even if that’s not the intention. Stating that “Ultimate is better balanced across the cast” typically comes with the caveat that the variety and balance at the top level of Melee is superior. “The game is easier for beginners to get into and do well in” is a backhanded compliment to Ultimate that highlights how difficult Melee can be to play. One thing that these opinions seem to fail to take into account is how the sheer versatility of movement in Melee is what imbalances the roster so heavily in the first place. A game where mobility is absolutely paramount basically invalidates slower, heavier characters who would have a much harder time in a Melee environment, unless severe changes were made. That being said, I can understand how, to someone whose primary (if not only) game is Melee, all other games can feel like having your wings clipped.

But as for what other approaches to competitive multiplayer can offer Melee players, commentator Toph relayed his own thoughts on the matter in an episode of the Scar & Toph Show Podcast. When Sajam (a commentator of more traditional fighting games) talks about a more conventional game game like Granblue Fantasy Versus having more reductive options compared to Melee, Toph responds as follows:

…That’s actually kinda what I’m liking about playing it, actually—the fact that I’ve never really played a game that’s a little more reductive in terms of the option set…. I’ve mostly been like a Melee player through my competitive life in my 20s…. With Melee, there’s always this sense that, like, you can find some new option, or you can find some new answer—the option space is so wide. I think, for me, it’s been good to play a game where the option set is a little smaller, and the game speed is a little bit toned down, because, like, now I have to be really careful…. 

In a game like Melee, I can jump, and if I realize it was a bad jump midway…I can hold back and I’m out of there, or I can waveland on the platform, or I can fuckin’ fastfall or not fastfall, or I can fastfall a little later, so that I fuck their timing up. Or I can fastfall a little later and drift back at the same time, or I can drift forward if they think I’m gonna drift back. In a game like Granblue, if I do a bad jump, I did a bad jump, and I’m gonna get fuckin’ anti-aired for 50% if I push a button…. It’s really been fun for me to experience the other side of things.

In summary, Super Smash Bros. Melee brings out an extremely loyal fan base who can find it hard to play other games with as much enthusiasm because of how unique Melee and its extreme emphasis on freedom of mobility are in the grand scheme of competitive offerings. However, this can result in Melee fans seeing things primarily in Melee terms, unable to see the merits of other Smash titles and other fighting games in general—particularly those where powerful limitations are a fundamental basis for both the fun and the competitive core of a title. It can benefit players to see these titles not as inferior but as providing a different interactive environment whose focused and pared down concepts of decision-making and reward/punishment offer another kind of fun.

Dick Dastardly’s Gun Kata: Appare-Ranman!

The anime studio P.A. Works generally follows a consistent formula: establish an interesting setting such as an old-fashioned hotel (Hanasaku Iroha), an animation studio (SHIROBAKO), or a small town in decline (Sakura Quest), and then place front and center a cast of primarily cute girls with lots of emotion, humor, and drama. That’s why the recent Appare-Ranman!—a show starring a primarily male cast about a transcontinental race across the United States in the late 19th century—caught my eye. It’s in many ways the total opposite of the studio’s standard output. While the title is not entirely what I initially hoped for based on the premise, Appare-Ranman! turns out to be both an inspired and inspiring anime.

Appare-Ranman! stars Sorano Appare, an eccentric Japanese guy whose love of engineering and invention puts him at odds with his traditional merchant family. A series of strange events (largely of his own making) takes him and a samurai named Isshiki Kosame to the US, where Appare decides to compete in the Trans-Atlantic Wild Race. Competitors range from heroes to nobles to criminals, but unlike the rest who are using gasoline-powered cars, Appare aims to take the win with his own steam-powered creation.

Racing shows are usually about, well, racing. Whether it’s the classic Speed Racer/Mach GoGoGo, the insanely energetic Redline, the technical Initial D, or even Hanna-Barbera’s slapstick Wacky Races, one expects emphasis on three things: what the vehicles can do, who will come out on top, and how each of the competitors go about trying to win. Appare-Ranman! does highlight all those aspects to a degree, but half the time it feels like those things take a backseat to both more personal character stories and more conventional action outside of their vehicles.

This shifting of priorities is by no means a sign that Appare-Ranman! is a bad anime, and it benefits a lot from exploring its characters through their relationships with violence, adversity, and ambition. Jing Xialang is a female Chinese racer who’s had to overcome sexism and racism to find a place in the racing world. Appare himself is a great protagonist whose creative genius and flouting of cultural standards is shown to have both its strengths and limitations, and while it’s not outright stated, I get the impression that he’s non-neurotypical. In certain ways, this series reminds me of the fantastic Mobile Fighter G Gundam. That being said, the comparison to G Gundam goes beyond the multicultural cast and competitive setting. Appare-Ranman! ramps up the martial-arts-action gunfights to such a degree that, as the series reaches its climax, you begin to wonder where the heck that transcontinental race went.

Appare-Ranman! kind of swerves a bit, but it’s ultimately an entertaining anime that starts off strong and finishes well, even if it goes to some odd places. The main character’s car being steam-powered also makes the story feel like some kind of reverse-steampunk because of its portrayal as being on the way out historically. Now, what I find funny is that the focus away from racing at times actually brings to mind what I mentioned at the very start of this review: the fact that P.A. Works anime tend to use their settings as background for the real story they want to emphasize, and in a sense, Appare-Ranman! fits that bill perfectly. Only, istead of romantic drama, it’s wild shootouts.

Talk About a Scary Month: Ogiue Maniax Status Update for October 2020

The new anime season is starting up with plenty of potentially great shows, and we’re one month away from one of the most important general elections in the history of the United States. It would be an understatement to say I’m feeling some whiplash.

Before I get into the two sides, though, I want to thank this month’s Patreon sponsors.

General:

Johnny Trovato

Ko Ransom

Diogo Prado

Alex

Dsy

Sue Hopkins fans:

Serxeid

Hato Kenjirou fans:

Elizabeth

Yajima Mirei fans:

Machi-Kurada

First, the fun part:

For the new anime season, there are strong sequels galore—the two I’m hyped for are Haikyu!! To the Top part 2 and Golden Kamuy season 3. In terms of new titles, I’m curious about Dragon Quest: The Adventure of Dai (I’ve heard good things about the manga over the years), Hypnosis Mic (because everything fans have told me about it is bonkers), and Taiso Samurai (gymnastics + MAPPA).

I’m also looking forward to experiencing Love Live!: Nijigasaki High School Idol Club as a full-on anime instead of as the story in a mobile game. I’m curious to see how the different art style they’re using will affect the feel of the show. The Fall usually is traditionally great for anime, and while real-world events have thrown many anime off course, things are looking strong for now.

And then the not-so-fun part:

We are less than one month away from seeing if the United States is capable of rejecting a president who wishes he was a dictator, the corrupt politicians and businessmen who continue to enable his reckless destruction of the US, and whose combined greed and incompetence have the blood of over 200,000 people on their hands. And now, we find a president who not only denies reality when it gets in the way of him being beholden to debtors for what may be over a billion dollars, but is also currently hospitalized due to COVID-19: the very pandemic that he has tried to deny over and over again in order to prop up the economy at the expense of human lives.

I know I have readers outside the US, and you don’t have a direct say in the outcome of this election, but you’re probably concerned. I’m thinking of this as the most important election of my life, but that’s only because I hope and pray that it doesn’t get worse from here.

Now, back to good ol’ anime blogging.

Blog highlights from September:

Gattai Girls 11: “Granbelm” and Kohinata Mangetsu

Gattai Girls—wherein I review giant robot anime starring female pilots—is back!

Wyld Stallyns’ Greatest Triumph: Bill & Ted Face the Music

My review of the long-awaited sequel to one of my favorite movie franchises of all time.

Try Angles: My Teen Romantic Comedy SNAFU Climax!

The anime adaptation of one of the best modern light novels comes to a close.

Hashikko Ensemble

Chapter 32 starts a new trimester and a new story arc for the singers of Hashimoto Technical High School, and it’s one of my favorite chapters yet.

Patreon-Sponsored

Hololive EN and Multilingual Fluency Among Virtual Youtubers

Some thoughts on crossing the language and (sub)cultural barriers through the new English-language VTuber group

Apartment 507

The Matter of Family in Demon Slayer: Kimetsu no Yaiba

When it comes down to the appeal of this popular series, I really think it’s about familial love.

Closing

Take care of yourselves.

Try Angles: My Teen Romantic Comedy SNAFU Climax!

My Teen Romantic Comedy SNAFU (aka My Youth Romantic Comedy Is Wrong, as I Expected) is the modern light novel anime that reminded me to never judge a book by its cover. While on the surface it looked to be another series about a cynical protagonist who ends up surrounded by attractive girls, it quickly became clear that what the series is selling is less a fantasy and more observations of reality—namely the ups and downs of growing mentally and emotionally in the messiest yet sincerest ways. Now, the final anime season has arrived, and what we’re left with is a satisfying conclusion that stays true to the series’s identity.

My Teen Romantic Comedy SNAFU Climax! once again revolves around loner Hikigaya Hachiman, bubbly Yuigahama Yui, and no-nonsense Yukinoshita Yukino as they run the Service Club: a group dedicated to problem-solving for any student who asks. All three are very different in personality, which makes their views on how to fix a given issue very different, but they complement one another well. This season, their main obstacles are pulling off an American-style prom, dealing with Yukino’s impossibly perfect mother who maps out her daughters’ lives to the letter, and the three main characters (at long last) resolving their feelings. 

All three storylines come down to battles of words and wills, and it’s this angle that highlights just how important language is to SNAFU. This series loves its wordplay—it’s why all the character names sound like superhero alter egos—but it doesn’t end there. SNAFU absolutely revels in both utter verbal ambiguity and extremely precise word choice that the Japanese language is so frustratingly good at. 

Take a couple of the keywords that showed up in the second season and present themselves here in full force: tasukeru and honmono. Tasukeru can mean “to help” or “to save,” and the ambiguity between the two gives a certain weight to Yukino’s words when she says it. But it’s also precisely because the characters can be so roundabout that they find a certain kinship. Honmono, introduced by Service Club faculty advisor Hiratsuka-sensei, can be translated as “genuine article,” “real deal,” “something real,” and so on. What exactly that means can change with context (is it more physical or more abstract?), and it’s not even clear whether Hachiman himself quite understands—other than it might just be worthwhile even while the fear of losing what you already have (even if it’s built on lies) is ever-present. Each character is both hurt and helped by how they utilize language, and it’s their strong friendship that brings them both smiles and tears.

The title of this series was originally about how the kinds of teenage romances celebrated in media are a lie, and that Hachiman’s life is anything but picturesque. By the end, but the meaning has morphed into the idea that it might not have been what the cool and popular kids get, but it’s something just as special. In a way, it’s perfect that SNAFU Climax! puts such emphasis on a prom, that classic symbol of Hollywood and American rom coms. The fact that the battle over the prom is more important than the event itself is especially fitting.

I’m happy to see this series to the end, but it also makes me aware of how different my own life and perspective has become since I watched the first season seven years ago. Back then, the sinews of high school and college social interaction still felt somewhat  fresh in my mind, and I could see pieces of myself and friends I knew in Hachiman. Now, my interaction with SNAFU has transformed from relatable experience to nostalgia. It’s as if I started as Hachiman the student and became Hiratsuka-sensei.

Over the Top: Hashikko Ensemble, Chapter 32

A new story arc begins in Hashikko Ensemble, Chapter 32!

Summary

Summer is over, and the students at Hashimoto Tech are back to school. While things seem mostly the same, there are some differences. For the Chorus Appreciation Society, they can now use the music room to practice. Tsuyama’s crew, the Mimi-sensei-obsessed guys who had previously competed against the Chorus Society, now all have girlfriends. And for some reason, there seems to just be a lot more singing at school overall. It turns out that the latter two things are related: Tsuyama and co.’s performance in front of the school is the reason they got girls, and now all the boys think a capella is the key to popularity.

Back with the main characters, Jin is naturally beyond excited about more singers at school, Mimi-sensei is having a bit of a crisis over losing her place as conductor to Hasegawa Kozue, and Shinji wonders why the girls aren’t coming to them. Right then, a tough-looking girl shows up next to Kousei, and when he tries to shoo her away (assuming that she doesn’t care about music), she puts his hand in a death grip and overpowers him. Kozue identifies her as Kawamura Yukina, a third-year construction major and the school’s reigning arm wrestling champion—a title she won by beating both guys and girls.

The chapter ends with students remarking about how many damn a capella clubs are springing up. It all looks to be headed in one direction: a singing tournament!

Excitement

I love this chapter.

I thought I knew where this manga was going, with Jin trying to prove his mom wrong and Akira fretting over Shion. However, the way the school has changed feels like a subtle yet still seismic shift, as if they’re entering a new environment where the rules are different. What’s more, this all stems from their singing! This series is delightfully hard to predict at the best times.

It’s typical of an action or sports series to up the stakes or expand its scope, and this feels similar yet noticeably different in terms of fallout. Genshiken didn’t really do story arcs in the traditional sense, and I find Hashikko Ensemble to be somewhere in the middle in a good way.

Mama Mimi

I do feel for Mimi-sensei, but what I’ll probably remember more about her in this chapter is her hilarious interaction with Shion. No longer conductor, she tries to let Shion be comforted by her, but Shion responds by asking, “Are pecs boobs?”

Later, Mimi wonders if this like a child being weaned from their mother’s breast.

The ridiculousness of Shion’s question followed by the wordplay from Mimi is top-notch.

Yukina is a Badass

Yukina is technically not a new character, but might as well be. It’s not 100% certain if Yukina is a delinquent, but she certainly has that energy. 

I really want her to join the group.

While she’s not the only physically strong girl around (Hasegawa is a skilled judo player), Yukina adds a certain level of cool. Not only would she be the oldest among the students, but her connection to Kousei—whatever it may be—seems intriguing. At the very least, we haven’t seen anyone treat him so lightly 

Is there an element of romance between the two? The characters are certainly entertaining the possibility. Akira thinks Shion might have a crush on Kousei, so he immediately tries to see how Shion reacts to Yukina, but it’s not entirely clear. I can practically feel Akira’s incredible self-consciousness, though I still think he’s somehow mistaken.

Songs

In this chapter, they practice “March 9” by Remioromen, which is Shinji’s pick for the Festival.

They also sing the official school song, though there’s no audio resource for that.

Final Thoughts

When Shinji asks why they’re not getting any girls, Kanon responds that 1) the Society already has girls and 2) a capella is cooler. It makes me think about how I’ve been translating gasshou as “chorus,” but “glee” could work just as well. And one particular TV show aside, it’s true that glee clubs are not exactly considered exciting. I do wonder if I should have been translating it as glee all along, but I can live with my choice.

Where in the World is the Next Smash Bros. Character?

I woke up one morning with an amazing idea: What if Carmen Sandiego became a Smash Bros. character?

Sure, there are a lot of things working against her. The Carmen Sandiego franchise is traditionally more about teaching kids geography than anything else, and there’s not much “gameplay” to speak of. There’s already a thief as a guest character in the form of Joker from Persona 5. She’s not even all that recognizable in this day and age, though people who grew up in the 1990s might know her through the various shows based on her that populated public and network television in the US. 

However, she would directly represent a genre of gaming that is only barely touched upon by other characters: edutainment. Sure, it’s not as exciting as RPG, FPS, or fighting games, but Carmen herself has enough style to give her a striking impression.

Also, I think I have a great moveset for her, and I really want to share it. 

As a virtually unparalleled thief and criminal mastermind, Carmen Sandiego would be a nimble and slippery character, light yet speedy in most respects. She would probably be similar to Joker in that respect, but unlike her fellow sticky-fingered compatriot, she would place less emphasis on building towards a powerful, combo-oriented office.

Carmen Sandiego is not just good at stealing—she makes off with the most absurd and improbable items possible. Among them are “the Trans-Siberian Railroad,” and “all the goulash,” and “the steps to the tango.” In other words, she can steal things of enormous scale, infinite quantity, and even concepts! That’s why her neutral-special move would be a command grab called Master Theft, and it would allow her to rob an opponent of their own neutral-special. 

Essentially, it would be akin to Kirby’s Inhale mixed with a bit of Villager Pocket, except it would actually deny the target the use of their move! However, she wouldn’t be able to use the attack herself. Instead, she would store it in a briefcase that she uses for some of her attacks, and having a stolen special move would increase the damage and knockback, turning it into a potent KO move.

This special move would clearly be more potent against some characters. While Ganondorf losing Warlock Punch wouldn’t be the biggest deal, Shulk should be scared to not have Monado Arts.

From there, Carmen’s special moves would be as follows.

Jetpack would be her up-special, and would make for nimble recoveries, but limited offensive potential. 

Side-special would be Phantom Step, and would have her create an illusory clone that can stay still or move forward. The closest thing in Smash would be Greninja’s Shadow Sneak, but this is closer to the Adept’s Shade technique in Starcraft II.

And down-special would be V.I.L.E. Henchman, which would summon a random subordinate of Carmen’s, each with different properties. It would resemble Duck Hunt’s Wild Gunmen attack to a certain extent, but the effects would be much more varied than “different guys shooting.” 

Her Final Smash would be V.I.L.E. Assault, and would entail a full-on attack by all the Henchmen and Carmen at the same time As for which henchmen would be picked, I really am not sure. The game-show ones like Robocrook would be most recognizable, but that might stray too far off from Smash Bros. as a celebration of games.

That being said, it would still have to include the Rockapella theme. 

There are other edutainment games that could serve the role of representative, such as Oregon Trail or Math Blaster. But I think Carmen Sandiego has the cultural penetration and character charisma to make her a great addition to Smash Bros. I know the chances are slim, but it would be such a fantastic surprise for a future Nintendo Direct.

PS: I never get tired of this:

Hololive EN and Multilingual Fluency Among Virtual Youtubers

Virtual Youtubers continue to be a tour de force, reaching beyond Japan to worldwide recognition. Given this success, as well as the crossover appeal of certain English-fluent VTubers (such as Fujima Sakura, Pikamee, and Kiryu Coco), it was only a matter of time before one of the big VTubers agencies would try to make an active effort to court an English-speaking audience. Thus is born Hololive EN, and with it five new streamers.

The tricky thing with something like Hololive English is striking the right balance in terms of audience desire and accessibility. Speaking in the target demographic’s native tongue does wonders for directly engaging with viewers, and offers an experience closer to what the Japanese viewers typically enjoy. Rather than Inugami Korone’s amusing struggles with English, little gets lost in translation. However, it’s also possible that part of the appeal is the existence of a culture gap—that there’s an element of exoticism found in both the language barrier and the moe idol aesthetic. Veering too far in one direction might alienate certain fans.

The route that Hololive English appears to have taken is to feature VTubers with decent degrees of spoken Japanese fluency—enough to interact with the Japanese fans as well. Their true identities remain unknown (as is standard), so it’s unclear if they’re natively multilingual or if they achieved it through study, but the result either way is that there isn’t a complete disconnect with the Japanese origins of Hololive. The style of English seems to differ from one to the next, whether it’s the cutesy affectations of Gawr Gura or the more natural-sounding speech of Mori Calliope. I think this probably a good way to hedge their bets in terms of figuring out what will garner the most fans, though I don’t know how intentional that is.

While all of them are able to speak Japanese fairly well, written fluency varies significantly between the Hololive English members (unless it’s somehow all an act). Case in point, Takanashi Kiara’s language skills are very strong to the extent that she self-translates, Ninomae Ina’nis appears to have a solid handle, and Amelia Watson can struggle with the basics. Kiara’s advantage is obvious, but I think the ones who are less fluent actually have a certain appeal themselves. Not only do they resonate with those of us who grew up speaking our parents’ languages but never became properly literate, but they’re also relatable to those currently learning Japanese or who want to learn Japanese—no doubt a common occurrence among Virtual Youtuber fans. 

For now, I don’t really have a favorite, but I wish all of them the best of luck. If they find success, I wonder if other Vtuber groups will push harder to have an active international presence.

This post is sponsored by Ogiue Maniax patron Johnny Trovato. You can request topics through the Patreon or by tipping $30 via ko-fi.

I Love Villains with Secret Weaknesses

One of the big mysteries of One Piece is just how Blackbeard is able to use multiple Devil Fruit powers when that should theoretically kill any being. I don’t have any strong theories as to what the truth is, but I do know one thing: when we do discover the secret, I think it’ll be one of the most satisfying moments in the entire series.

I love that trope, I really do. Whether it’s Sauron realizing that the One Ring is steps away from Mount Doom, and is filled with terror, or Voldemort coming to the horrifying realization that his Hocruxes are being eliminated, one of my favorite moments in fiction is when a villain realizes that their special hidden achilles heel, and thus they themselves  have been exposed.

If I were to say why I’m so fond of this idea, I’d say that it comes partially from how it resembles “boss fight” sensibility. Of course, this sort of storytelling element predates video games by a significant margin, but it is arguably most straightforward in the context of games. Only the worst weapon can harm Dr. Wily. Lavos Core attempts to fool enemies by hiding its true self in a seemingly unimportant floating “pod.” This idea can even extend to something like Gradius, where the final boss is a weaponless and disembodied brain. Here, the idea is that your final adversary is defenseless precisely to imply that you were never “supposed” to reach it—the soft, squishy point behind layers and layers of minions and firepower was meant to be unassailable.

But that puzzle aspect is only one component, and what really makes it satisfying is that the moment of unwanted revelation about their weakness being exposed is predicated on a contradiction. Villains like Voldemort and Sauron want to be invincible, but by pursuing that goal, they inadvertently create the cracks in their own armor. Voldemort fears death above all else, so he tries to achieve immortality by placing pieces of his soul into other objects and hiding them away, which in turn makes those very items a source of obsession for Voldemort. Sauron is already immortal, but his desire to control and dominate everything results in his transferring most of his power into the One Ring. Even when he first loses the One Ring in combat, the fact that it’s near-impervious gives Sauron a certain reassurance. He will eventually reunite with the ring because nothing is strong enough to get into Mordor if it’s not on Sauron’s terms. They use both smoke and mirrors and sheer martial strength to try and hide these flaws, so to see their best-laid plans begin to crumble gives me joy.

It’s precisely because Blackbeard goes to such great lengths to hide the workings of his multiple-Devil-Fruit usage that makes me confident that the reveal (and the ultimate use of it against Blackbeard) will be one of the best plot threads to come out of One Piece. His obsession with power, and the weak-minded truth of his being provide a perfect formula for this trope to play out in the best way possible.