viernes, 27 de febrero de 2015

Persona Comparison: Tone

Quite a while back, I wrote a review of the two latest main-line Persona games. Persona 4 became a runaway hit with me, and to this day I don't go back on my decision to publicly declare it my favourite game of all time. I then played Persona 3, in its updated FES version and found it pretty disappointing. The review text I wrote may have been too focused on the negatives, and I certainly gave the impression of thinking the game worse than it was: It was entirely the fault of the excessively high expectations I had of the prequel to Persona 4.

I'm now in the process of re-playing Persona 4, and don't really plan to do the same with FES. Still, this has made me think about certain questions that I feel are quite interesting to explore, first and foremost is that of tone. Undoubtedly, the two latest Persona games have very different tones, and Persona 4 is very much the game that's most different from the rest of the Shin Megami Tensei series. Since playing the Persona games, I've played quite a bit of Digital Devil Saga, after which I intend to play the mainline Shin Megami Tensei games. I've also watched bits of playthroughs of several spin-offs, and they're all very different from the way Persona 4 feels, in their dark and twisted worlds compared to Persona 4's world consisting largely of wacky high-school antics.

This is a sticking point I've heard a lot from the people who dislike Persona 4, and, whilst they have a point, I feel they underestimate how dark Persona 4 actually is. I often hear Persona 3 being praised over how dark it is, and, whilst I see the point, I disagree, even if it can be chalked down to me being pedantic over semantics. I'd say of the two games Persona 4 is actually darker, whilst Persona 3 is far gloomier.

Note that the following will contain spoilers aplenty for both games. The plot plays such a major role in both games atmosphere-building that I don't think I can get around it, so I'll just go ahead and get it out.

Let me explain. Moment for moment, Persona 3 definitely feels darker, and maybe that's all that matters to some people. It adopts a cold blue color scheme as opposed to Persona 4's warm orange. The music is a mixture of too-cool-for-school hip-hop with titles like Mass Destruction and emo-rock named stuff like Burn My Dread, whilst its successor instead chooses J-Pop with titles like My Affection and Signs of Love. The main apparent threat for the later part of Persona 3 is the death of all life everywhere, brought unknowingly about by your own hands, whilst in Persona 4 it's the death of your cousin and escape of her killer.

I won't deny that playing an hour of Persona 4 is usually a feel-good experience, whilst playing an hour of the second half of Persona 3 will usually give you a somber, almost resigned, feeling of inevitability. Still, calling a game "dark" merely on this front is something I feel is quite short-sighted. Let's explore the main thematic story arcs of both games:

Persona 3 is quite simple in this respect. You're initially tricked into believing this is a simple story of fixing something wrong with the world that's creating the so-called Dark Hour, which happens after midnight each day. During this Dark Hour, most people and machines are frozen in place, and made to look like coffins, and creatures called Shadows have a bad habit of attacking them. The people who are attacked become apathetic and practically emotionless, something known as Apathy Syndrome. You're a Persona user, which protects you from the freezing effect. You become part of SEES, an extracurricular group at your new school, the prestigious Gekkoukan High. SEES, though camouflaged as a regular club, is actually a group of Persona users tasked by Chairman Shuji Ikutsuki, tasked with destroying twelve powerful Arcana Shadows, which we're told will end the Dark Hour. However, once this is done, Ikutsuki reveals this releases the fragments of the thirteenth, Death Arcana hidden within each Shadow, and awakens Nyx, an almighty Goddess of Death who will descend upon the Earth and destroy all life.

The second half of the game is spent essentially waiting for Nyx to appear, and having to make a series of hard choices to fight it despite knowing that it's impossible to win. Still, once you get to that point you end up summoning THE POWER OF FRIENDSHIP and sealing the Death-goddess away, even though you (the main character) are required to stay there as the seal for all eternity.

After this, the members of SEES loose their memories, and live a few months of a normal life, before remembering a promise they made before the final fight: If they live through this, they'll meet up on the roof of the school on graduation day. This they do, only to find the protagonist lying down, resting his head on his strongly implied canon romantic interest's lap, only to give them a last smile and peacefully die.

Persona 4 is a lot more complex in what it's about. I explained the general idea of the plot in my review, which I recommend reading if you don't know of it, because it's too complex to really summarize. Initially, it's more about character exploration and how people do certain things for reasons who aren't really apparent. You've got the person who's doing genuinely good things for some really fucked up reasons, the guy who acts in ways that are very obviously self-defeating out of an identity crisis, and several others. Then, in the later half, the story throws a curve-ball and goes "No, this is actually a story about pursuing the truth no matter what". The second half of the game has you stumble into a series of fake leads as to who the killer is, and pursue each person viciously. There's a couple obvious false trails you're not allowed to fully fall for, and then a few less obvious ones you are allowed to fall for.  The real killer ends up being one of the funniest side-characters, Tohru Adachi, a guy who you've probably come to like and grown used to as part of your little world in Inaba. He's actually a really depraved, deeply, deeply messed up individual, and I'm willing to nominate him as one of the most absolutely terrifying game villains, mostly because Adachi is such a perfectly normal guy. The fact that I see a lot of myself in him is even scarier. Furthermore, to get the True Ending, the real best one, you have to put an absolutely abnormal amount of effort in finding the truth, the truth, and nothing but the truth, disbelieving even what the game itself tells you. To make matters worse, if you don't get the True Ending, the world is consumed by eternal fog, and humanity is turned into thoughtless Shadows, who care about nothing but their own self-satisfaction. You're not even aware that this happens unless you get the True Ending, becoming one of the Shadows yourself without even knowing.

The main difference comes in how mature the themes are. Sure, Persona 4 is spent laughing at Yosuke and Chie bickering about the fact that Chie made completely uneatable curry for the school campout, but when the story gets going it's talking of some really disturbing stuff. You've got these deeply seeded, rather horrifying motivations and thoughts in your closest friends psyches. Then there is the absolute horror that is Adachi, an absolutely abhorrent man who is just SO. DAMN. NORMAL, despite the fact that he's willing to kill people for literally no reason, and the chilling realization, that, behind the seemingly good and satisfyingly tied up Good Ending lies the ultimate triumph of lie and self-deception.

In comparison, Persona 3 comes across really childishly. Sure, it's depressing to have this constant reminder of your death around, and the death of all life on Earth is certainly not a pleasant thought. Still, in the rather easy to reach Good Ending (Do you choose to let everything die, or do you choose to try to save it?), you manage to magic away the looming menace through THE POWER OF FRIENDSHIP,  and then peacefully die in the presence of your friends. Persona 4 instead has you realize that even the closest of your friends are, in their heart of hearts, quite disturbed individuals, often with selfish motivations for even the best of their actions. You realize that what passes for normal, and, indeed, the aspect of mankind that shows itself to be the strongest is an empty husk, content to ignore the truth as long as it gets its own personal satisfaction, and even looking down on the truth as something that gets in the way of its selfish desires. In the most obvious way to finish the game, you end up succumbing to this yourself, and dooming humanity to become something almost worse than dead. Sure, you can magic away this threat with THE POWER OF FRIENDSHIP, but this requires downright ridiculous amounts of scepticism, disbelieving even the unwritten law that what the game tells you about itself mechanically is true, and it's made clear that the threat is more retreating out of respect for your effort than actually being beaten back. It also promises that, if it feels its original plan was the one that made humanity happier, it will return to actually carry it out.

The fact that Persona 4 also has a lot of time where you hang around with your friends and Yosuke complains about curry suddenly seems a lot less relevant.

Still, this is all really about thinking about the consequences and subtones of things. I still won't refuse that Persona 3 is by far the gloomier game, even if Persona 4 is, to me, an extremely dark game. An hour of Persona 3 won't make you feel nearly as good as an hour of Persona 4, and, for the most part, Persona 4 does feel a lot more carefree. I come out of Persona 4 play sessions feeling pretty happy practically every single time, even during the Adachi and Izanami segments. In contrast, I usually come out of Persona 3 play sessions feeling resigned. Still, the point that Persona 3 makes is that, despite the inevitability of death, life is worth living. Persona 4 makes several almost contradictory points: It tells you that the truth is, almost inevitably painful, and comments on how little worth is put on it by anyone any more. You end up almost coming across as selfish, a group of a few young people not allowing humanity's collective will to believe in its own lies and become happy.

In short, Persona 3 ends on an uplifting message about the power of friendship and beauty of life, and Persona 4 ends by preaching to you about how selfish and shallow everyone really is.


Also Tartarus sucks and not being able to control your party members is stupid and I hate actually playing Persona 3 and I wish I didn't but I do and oh god why.

martes, 24 de febrero de 2015

A YouTube Comment About Xenoblade

I just got done watching Chuggaaconroy's Let's Play of the game Xenoblade Chronicles. He's an absolutely great LPer, and the game was very thought-provoking to me. So, I just spent the last hour or so writing the following in the comments section. I feel like it's right at home here on the blog, so I'll also post it here. Don't consider it a review or anything like that - I don't think it's responsible to review a game based on a non-interactive piece of media about it, nor have I subjected it to my usual quality control - but it honestly details my thoughts on the game as glimpsed from the Let's Play. Which, by the way, I heartily recommend.

Here goes:

I know no one will care, but here are my long thoughts on the game, as someone who's only experience with it is this Let's Play. If for some reason you're watching this episode without having experienced the rest of the game's story, beware of spoilers. Also, warning, EXTREMELY LONG. I don't expect anyone will actually read all of this.

I don't know how much I can criticize the gameplay, having not really played it, but here are my thoughts on that: In the exploration and questing aspect, it looks very much like an MMORPG without any players: There's a few areas to explore and grind reputations in, and the majority of sidequests are either "Get X of item Y" or "Kill W of monster Z at location A". There's nothing wrong with that, but I feel like it's not a very interesting way of presenting a game. The combat I can barely comment on, since even after the whole Let's Play (and several re-watches of the episodes where Chuggaa explained this stuff) I can't really understand what's going on. Several times Chuggaa would yell out in either excitement or fear, and I can't point out why unless there's a vision tag there to explain it. I like the idea of implementing aggro and auto--attack mechanics (once again, very MMORPGish) into a single-player game, but I can't be sure how successful this is. Other than that, from what I can see it's still pretty much a traditional MMO combat system, albeit with some allowances for being single-player. I like the idea of chain attacks and the talon art, but they don't really seem to do much beyond speeding up the battle somewhat.

The story, I have to admit, started very disappointingly to me. I've followed Chuggaa for a while now, and I've come to trust him as having really good taste, so I was excited to experience the story aspect of his favourite game along side him (to the point of keeping myself spoiler-free because I expected this LP would come eventually). For a long time, I found myself very much disappointed by the game's story. It wasn't bad, but it certainly wasn't brilliant. Pretty much every event seemed like a generic JRPG plot beat (TM), and I found the characters to be way too bare bones, almost like sketches of JRPG archetypes. I found myself not really caring about them for a long time. However, the villains and mystery kept me watching. Xord was a real joy to behold, full of malevolent glee, and once we got to hear Metal Face talk he was much the same way. Chuggaa's constant praise of how beautiful the world was seemed to me to be excessive, and not something that really held my attention through the LP. I'll agree that it had brilliant art design, definitely in the top 3 I've ever seen in a game, but this brilliance was hard to see through how absolutely atrocious the thing looked on a technical level: The texture quality in particular still upsets me, it makes everything look so blurry and unclear and bleh.

Around Makna Forest, I started realizing that I'd began to care about the characters. They'd been slowly growing on me, but something snapped at that time that made me actually want to see more of them, rather than feeling like I'm hanging out with them in hopes of being around Metal Face, the guy I actually wanted to see. However, I still found the plot slow-paced and uninteresting.

Actually liking the characters made the LP a lot easier to follow, and I started watching each update pretty much as soon as it came out. At some point I'd fallen off the update train, and only re-gained interest in the LP during a period of my life where I had nothing to do. This, luckily for me, meant I bridged the gap between where I was in the LP and where the LP itself was right around the time Chuuggaa recovered from his long absence. However, I still found the overall plot to be boring. The reveal that Fiora was alive again really annoyed me, since I'd been impressed at how she'd been seemingly killed off for real, with no possibility of being brought back (which not enough JRPGs/anime do). The way the plot developed just seemed right out of the JRPG Plot Beat Handbook (TM), and it didn't really seem to have anything meaningful to say.

However, after a long time of liking these characters and not really liking the story, Egil was introduced. At first, he seemed like the typical JRPG decoy villain, but he got real character development. He was interesting, he was almost likeable in his intentions, yet he was an absolute monster in what he was trying to achieve. At about the same time I felt that character development for the party members started really kicking in, and that's where I came to love them as absolutely fantastic characters. It was actually at the Fallen Arm, with the fish scene between Dunban, Riki and Melia. I realized just how much sense that particular moment made, and started thinking about all of the characters, and just how perfectly the puzzle of their relationships and what they'd been doing fell together, and how much they'd changed since they were first introduced.

The game went on, and so did the Egil storyline. That part of the game was pretty much perfect. I loved Egil as an ideological opposite to Shulk, I loved the themes that were being explored, I loved the story behind the world. On Mechonis, in Central Factory and Agniratha in particular, were the only two areas where I thought the game really looked good, managing to somehow not be ruined by its technical limitations, despite the art design not being quite as good as elsewhere. 

However, all good things must come to an end, and so they did. Eventually, the Egil storyline came to an end: An extremely satisfying end, I must say. But this led into the Zanza part of the storyline, and here's where the game started falling apart for me again. The characters were there, as strong as ever, but the story returned into Generic JRPG Plot Beat Territory (TM), including the traditional We Must Kill A God (TM). Dickson being up to something had been pretty obvious for a while now, and so was that Alvis was up to something on a higher level than even Dickson. Admittedly, I didn't get it quite right: I expected Dickson to have some kind of knowledge of Zanza that would allow him to concoct a master plan with Shulk & Co to beat him, only for this plan to be foiled by Alvis, who I thought was Zanza's right-hand man.

The Zanza storyline went about as expected, and actually felt rather rushed, even though it lasted for a decent amount of time. It was uninteresting, and even worse, thematically uninspired, especially compared to the Egil storyline. It seemed to always be either re-treading old points or dishing out ones we've seen millions of times at the end of every other JRPG. What impressed me is that they managed to make the main cast even better during this period of time, I felt even stronger about them than before.

And finally, the story ended. I can't say I saw the origin of the game's world coming, but I'm also not a huge fan of the idea: It feels like this universe being created by a science experiment in our own somehow diminishes its value as a place. The characterization of Zanza as "wanting a friend" came out of absolutely nowhere and made no sense, and of course Shulk wins the battle through an uber cliche piece of nonsense like every other JRPG. I do really like the closing cinematic (the one at Colony 9): It lets us see these people we've become so emotionally attached to being in their natural state one last time before the game ends.

Finally, a few short comments on the characters:
Shulk: By far the most cliche of the party members, but done really well. Cliche is so overused for a reason, and when it's pulled off it still works. Whilst I have issues with overuse of really familiar plot beats in the story, this is because they're not executed as well as they could. Shulk is a cliche character going through a cliche character arc, but damn if it isn't pulled off fantastically.

Reyn: My favourite character. I see a lot of myself in him, and I hope to shrug off my weaknesses and hone my strengths as well as he does. He goes through a change that's both really subtle and really huge, which is not something that can be pulled off without an absolutely brilliant writing team.

Sharla: Meh. Whilst Chuggaa dislikes her for being less than ideal in combat, I just find her to not really have much going on as a character. She's pretty much defined by her relationships with Gadolt and Reyn, neither of which I found particularly interesting (though I will admit the way she interacts with Reyn is extremely cute).

Dunban: Similar to Shulk in how cliche his character is, and in just how well it's executed. However, he's also an interesting twist on the "older mentor hero" figure, which would make him stand out even without the execution being as great as it is.

Melia: I might get lynched for this, but I wouldn't say she's as great as she's made out to be. She goes through a lot of tragedy, which does make me feel sorry for her, but she doesn't really seem to change that much as a person. The only really interesting thing about her was the way she handles the love-triangle with Shulk, but that kind of feels like the writers introduced a character point that they couldn't handle and then came up with a hasty, if effective, excuse. However, even as static as she is, I can't help but admire her strength and resolve to keep going where most would break down. She's not an interesting person, but she's an admirable one.

Riki: I didn't like him at first, mostly because I didn't like the Nopon. They seemed like the cute mascot animal de jour, like Final Fantasy's Moogles. Whilst I never really grew into liking the Nopon (one could say I merely grew into not-disliking them), I did grow into liking Riki. When I realize how old he is, I realize that so many of his actions are a goof to cheer everyone up. His role is to be the thing that keeps everyone going, and the subtle way in which he does that is both really cleverly written and really admirable. If Sharla's the team mom, Riki's the team's wise, cheery old grandpa, always there with a sweet and a smile to make his grandson's day that little bit brighter. I can't forget that, after all, it was a moment centred around him that was my turning point in appreciating the game.

Fiora: She's not particularly interesting. She isn't around much, and just seems to be there to be a vessel to Meyneth. After that's over she grows into a cliche-spouting machine. Still, I do like her personality well enough, and didn't mind her being in the party. I don't feel I can judge her by the same standards as everyone else because I feel she doesn't really get that much screentime. Still, probably the weakest party member.

And a few honorable (and dishonorable) mentions:
Egil: Who made the game great.
Zanza: Who killed all the interest I had in the story.
Mumkhar and Xord: Who were absolutely fantastic villains.
Kallian: For being an extremely charismatic side character.
The Words "The Monado": For being said way too goddamn much.
Chuggaaconroy: For providing us with years of top-notch Let's Plays. Thanks so much.

Overall, Xenoblade Chronicles is great. I don't want to call it the best game of all time, or even one of the best. The story has too many flaws, and the gameplay, from just watching it, doesn't appear to be all that great. However, it has one of the best rosters of characters ever put in a videogame. One of the things that upsets me the most is how much better the game deserved in terms of visuals. It should, by all means, be one of if not the best looking game ever created. Instead, the Wii's limitations didn't let this happen, and we got low texture quality, poor anti-aliasing, really bad looking character models (especially up close) and shudders 720p resolution. Still, this doesn't hold it back due to how fantastic it is when it really works. It may not be on my top 10 games ever made, but I'm sure it's a game that will be remembered for a long time to come. And, if it's not, that'll be truly tragic.

tl,dr: Egil's great, Zanza sucks. Love the characters, story has its (really high) ups and (fairly mediocre) downs. Can't judge the gameplay, but it seems a bit iffy. Maybe I should've written something as short and snappy as this. If you made it through all that, thanks. You have way too much patience.

lunes, 23 de febrero de 2015

The Best Thing I Played In 2014 (Or Ever)

Hey! It's the second year in a row that the best thing I played in the year is my new favourite game of all time. This time, however, I wrote an extensive review of the thing. Also, just in case it was first-time shininess that blinded me, I decided to replay the damn thing, and nope, it's still my favourite thing I've ever played. I almost appreciated it more this second time, knowing how all the systems operate and when to expect things.

It is of course, Persona 4. Review's here. I have no time, thus this article being a two paragraph thing almost three months into the year. I might do a re-review of the game when I finish it for the second time. No promises.

Katawa Shoujo: The Reviewening: Rin's Route - Exceeds Expectations

Rin's route is one of the strangest, in a completely different way to Shizune's. Shizune's route was unusual in the way it told its story. It broke from the general formula of KS, by focusing on a conflict not-involving Hisao, and going for a more character-building approach to its main character. It chose to stay away from gut-punch moments in favour of a route that feels more realistic, if less powerful, than the others.

The strangeness in Rin's route instead lies in the character herself. Whilst the route itself follows the general structure of every other route, Rin is a character pretty much unlike anything I've seen before. She seems initially to be a cloudcuckoolander, but develops into a unique spin on the concept. Even as a straight-up cloudcuckoolander, she's excessively passive and interested in what seems to be an odd brand of philosophy to be called traditional. Rin's a character I always struggle describing, and I don't think anyone can really get just how she is without actually reading through the route.

It's also by far the longest route: I remember logging about 8 hours on my first read-through, though 2 of those were from the savepoint I loaded in Act 1. This is probably due to the time spent on developing Hisao in Act 2, which is far greater than any other route. In addition, Rin's route has the most decision points and way through the route. There's an actual branching path that doesn't affect the ending you get. I picked the choices I think Hisao would, and ended up going through the branch with the scene called BADAAN!, so that's what I'll review.

As mentioned before, you reach Rin's route by not getting on any other route in Life Expectancy, until the scene Creative Pain, at which point you're presented with a binary choice. One option obviously leads to Rin's route, the other not-so-obviously leads to the death route. I criticized this in my Act 1 review, but it actually works really well if you end up going on the Rin route itself: Hisao himself admits he's only kind of hanging out with her because he's got nothing better to do. This apathy acts as a trait shared by Rin and Hisao, and, in practice, what kick-starts their relationship.

Still, even as soon as Creative Pain, the major themes of the route are already hinted at. Rin mentions she doesn't really have an idea of what the mural she painted represents. It's just a thing she made. Hisao thinks to himself that this seems impossible: He doesn't understand what she's talking about. It's the first instance of Hisao being frustrated at not understanding Rin, which is foreshadowing for the major conflict at hand in the route.

At any rate, in Creative Pain we meet Shinji Nomiya, the art teacher at Yamaku. Hisao says he's interested in the art club, greatly pleasing Nomiya. Hisao then watches Rin paint for the rest of the day, until the mural is done.

The next day is the festival itself, and this is, for sure, the version of the festival least like all of the others in the game. Hisao ends up wandering to Rin's mural, where he finds her standing around, as she is wont to do. The two just end up sitting by the mural through all of the day, occasionally talking, but not bothered to do anything. It's a great read: You feel the way that time seems to stretch, yet you don't mind it. I perfectly understood how this kind of afternoon feels, and loved the way it was portrayed. There is a bizarre bit around the start when Rin leaves, saying she needs to find Emi to ask her a favour. Upon Hisao's insistence that he can help, she tells him point-blank she needs help dealing with her period. I honestly don't know why it's there, beyond the fact that Hisao's internal reaction is hilarious.

Much like in Shizune's route, where every scene was "Shizune gets competitive about X", in Rin's route a lot of the scenes are "Hisao and Rin hang out and don't talk much in location Y". It works almost as well as it did in Shizune's route: It's by far the most relaxing route I've read thus far, and you end up in quite a zen-like state, where you even start to half-understand Rin's bizarre trains of thought. Aura, the author of this particular route, is also very skilled at making this similar situation feel comfortable or uncomfortable at will, which is part of what makes the later half of the route so effective.

This is precisely the kind of scene the festival ends up being: The two just hang out, and has just a fantastically relaxing feeling. Nothing really happens per say, the two are just there, being there. Eventually, the firework display starts, and Hisao realizes Rin is asleep. He gently shakes her awake, and the two watch the display in, once again, near silence.

I'm very conflicted about this scene. On the one hand, the festival is one of my favourite scenes in practically every route, because of the way it helps contrast the personality of the characters very directly: The same events happen, and the characters Hisao is with all react differently. To some extent, it's to that route's girl what Iwanako's letter is to Hisao. This is a scene that makes a point of ignoring the festival, and thus doesn't allow us that direct comparison. That annoys me: I understand the point is that this is very much how Rin reacts, and I think it's a clever way of making it, but I can't help but think having her actually do something would put her personality across more clearly. I also can't deny it's a really relaxing scene, and the fireworks display is done quite well.

At any rate, the two watch the fireworks display, whilst having a bit of the weird type of conversation that is Rin's trademark, and separate to the rooms, ending Life Expectancy.

I can't say much about Rin's Act 1, because there isn't much there. The bits of the route that are exclusive to her path are quite short, and what is there can be summarized by "Hisao and Rin have weird circular conversations". Now, time for the traditional awkward transition to discussing Rin's theme and scene. There we go. That felt good.

Rin's theme is Parity, and her scene is Cloudland Swing (apologies for the dodgy video, was the best one I could find). Parity is one of the pieces I feel most conflicted about: I absolutely adore it musically, one of my favourites on a soundtrack full of stuff I love, easily a top 5 song. However, I really, really feel it's an awful pick for Rin's theme. It feels appropriate in the very first scene she's in, I won't deny that. However, it clashes awfully with her character at any other point. Parity is perfect for the energetic, quirky, artistic character. Rin's artistic, but she's anything but energetic, and "quirky" feels like a huge understatement for her level of weirdness. As a result, Parity is (wisely) not played much during the route itself (I can remember one instance right now). This has a twofold negative effect. Firstly, there's no piece of music that you really associate with Rin during her route, which lessens the impact of scenes where she's the centrepiece during which it would be beneficial to her theme. It's not a huge impact, but I know that the scenes in Hanako or Shizune's routes were their themes played had a special something because of the fact I knew this was that persons theme.

Second, and this is honestly the more upsetting to me, is that Parity is very rarely played in the game. It's such a fantastic piece of music I wish I could get to hear it more in the place it was supposed to be played. I could also see it working very well in certain scenes.

Cloudland Swing is similar in that I really love it musically, but it differs in the respect that I think it's an absolutely amazing fit for Rin's scene. Both the track and the video just seem to embody the spirit of Rin, and, despite how much I love 2*400m Relay and Three Stars, it's this scene that's up there competing with Jitter for my favourite.

Awkward Listing of Side Characters, Commence!
-Shinji Nomiya
-Sae Saionji
-Emi Ibarazaki (Kinda)

Act 2 of Rin's route, Disconnect, begins on the day after the festival. This is an act mostly dedicated to Hisao himself, which is quite unusual. In the first scene, Hisao goes to the roof for lunch with Emi and Rin, and there's some of the usual fluff. Eventually, he ends up showing up to his first art club meeting, where he's welcomed warmly by Nomiya. Unsurprisingly, the art club divides up to do art: The task for the day is to divide into groups of two and draw a portrait of your partner. Hisao ends up with Rin, and attempts to draw her, producing what he considers a rather sub-par result (Though the picture we're shown is far beyond anything this poor sod can draw). Rin's picture is, predictably, fantastic, though Hisao observes it's grim and feels oppressive. This opens up the subplot where he realizes how down he's been ever since arriving at Yamaku, and eventually goes on to try and improve himself.

It's actually a rather cunning way of opening it up: It comes across naturally, and also serves the purpose of developing Rin, showing how, despite her trouble communicating, she is actually aware of people's feelings. It's also effective: the piece of art presented as Rin's painting is, indeed, quite oppressive feeling, and it helps bring you out of Hisao's mind, to realize how he looks to people who aren't inside his brain.

There's a decent amount of fluff, interspersed with a scene where Rin tells Hisao he doesn't smile much, leading to another moment of self-exploration. This filler really does have a transcendent feeling: it kind of goes on and on, and doesn't make much sense at times, but you're there, and you feel quite good about the things that are happening in front of you. In that respect, I feel you almost share Rin's feelings more than Hisao's. It's also funny, thanks to the common presence of Rin and Emi. I already discussed how banter with Emi is often amusing in the review of her route, and Rin's just a naturally amusing character in her weird tangents.

Through this period of fluff, there's also several choices that are ultimately irrelevant. I mentioned earlier that, depending on your choices here, you can end up seeing one of two scenes, but that doesn't change the ending at all. The fact that you're given choices just feels like you're nudging Hisao in one direction or another, and, though he ends up the same, it contextualizes some of the choices he makes on his own, even if the choices are the same no matter what. It's pretty cool, and helps really sell his character at this point.


Still, eventually, after quite a bit of fluff, you end up at a pretty familiar scene, Target Audience : Emi invites Hisao to her track meet, and he ends up going. There, he meets Meiko Ibarazaki, and banters with Rin for a little bit.

I have no idea whatsoever why this is here. Aside from a removed few lines near the end (involving the injury that puts Emi in a wheelchair in her route), the scene is pretty much exactly the same. This means it's very much centred around Emi, and Rin acts like a secondary character. It's not nearly as bad as the buying-presents-with-Lilly scene that I extensively complained about in Hanako's route, but it still feels really out of place. There's no point to it here, at all, especially considering Emi doesn't appear much in the route after this point. It manages to pass as OK fluff since you're talking to Rin, but it really is a scene built in such a way that Emi feels like the person Hisao's falling for, right down to his "She looks beautiful" comment, kept intact and unchanged. It's definitely odd, but it at least doesn't hurt the route as much as the present scene.

There's a scene with Nomiya in the art room that is simultaneously amusing and actually decently interesting, and then one of my favourite scenes in the route: Underwater and a Maple with a Name. Rin takes Hisao into the forest nearby, to look for "the worry tree", which she decides is a maple growing next to the path. The two talk irrelevantly, and, once again, we're left to listen to Hisao's thoughts after a while. This has one of my favourite irrelevant choices in the game: Hisao decides he wants to be more like... Emi or Rin. It makes absolutely no difference what you pick, which is a brilliant way of showing how like one another the two actually are, but it's also a big character call on Hisao. This is essentially the game going "What kind of person do you think Hisao is?". It's a fun choice, whether you know that it's meaningless or not. Still, this is the moment when Hisao decides that he want to change, to stop being the gloomy person he's been up to this point. It's a fairly effective moment, and Rin's own weird round-about brand of brutal honesty shines through quite well as well.

The next scene is Iwanako's Regret. As the reader with half a brain would guess, this is the Iwanako letter chapter of the route. It's quite unique in that we get to read the whole letter uninterrupted, though Hisao's thoughts are quite similar to another route I can't quite place. Still, as such they feel quite irrelevant, and seem more the thoughts of a different Hisao. This is a surprisingly irrelevant Iwanako letter for a route that explores Hisao's character so much. Still, it doesn't feel like much is lost, and I can't really think of a very effective way of having this scene fold out.

There's a plot important scene where Hisao encourages Rin to take on an exhibition at a gallery that Nomiya has been pushing her towards. It's a fairly clever way of misguiding the player, since this feels like an irrelevant scene, despite being quite obviously important in retrospect: I fully expect the gallery subplot to just be dropped. It instead becomes the main focus of the route for much of Act 3 and 4. Still, there really isn't much to say about this, it's a scene very cleverly camouflaged as fluff.

The next few scenes are also present in the Emi route, albeit quite differently: It's the arc where the three go on a picnic, only to be interrupted by rain. Emi then runs in the rain, and catches a cold, which she proceeds to give to Rin. In this version, however, it's obviously Rin's character who develops from this plot device: Rin and Hisao have one of their weird pseudo-philosophical conversations on the roof since Emi's not present, and this feels like a point that would mark the end of Hisao's character arc. He finally understands his problems, comes to grips with them, and plans to move past them. It's a rather moving scene, if not in the same way most others are.

When Rin catches Emi's cold, Hisao goes to see her. He finds her quite high off cold medicine, which she has overdosed on. She's semi-naked, wearing only an unbuttoned shirt and her underpants, and acts unusually giggly around Hisao, though is still visibly Rin. The two talk, and Hisao tells her about his decision to get better. The scene ends with her kissing Hisao on the lips as he's leaving, before almost immediately falling asleep on the bed. I wouldn't call it a moving scene, and that's huge praise: It would be really tempting to try to make it into one. Instead, it's a confusing scene: You end up as confused as Hisao about Rin's feelings toward him, and what he feels toward her in return. It feels exactly how I would imagine you'd feel in this circumstance.

The next day, which happens to be the last scene in the act, Dandelions sees Rin back in class, not remembering her actions from the last day. She once again invites Hisao to go into the forest, and they do, climbing to the top of the hill Yamaku is on. It turns out this is Rin's special place: A clearing on the very top full of dandelions. They're not in bloom yet, but it really is a pretty scene. There's an extremely effective moment: Rin's visibly uncomfortable, and, when asked by Hisao why, she gives a huge, fast, nervous speech. The way this is conveyed is by using one of those full-screen textboxes usually reserved for Hisao's longer monologues, occupied entirely by what Rin's saying. The fact that the whole thing is also a single sentence puts across her nervousness and worry. It's a clever way of using the few mechanics the game has in its favour, which is something that Rin's route excels at.

The gist of the speech is that she's worried about Hisao, she doesn't worries that he's down and not living life to its fullest, and feels guilty that she can't properly communicate with him to make it better. Hisao does his best to calm her down, and reiterates what he told her when she had the cold. This seems to help her, and she returns to her usual semi-stoic self for a brief while. However, she still expresses her frustration with not being able to understand people. She also worries about her lack of friends, which allows you to choose between claiming Emi is her friend and claiming Hisao is her friend. If you don't choose the latter you're a horrible human being, and have are depraved of one of the more quietly touching scenes. After a while, the two fall into their usual silence, and time passes. When Hisao gets up to leave, they have a brief chat, where he reiterates his desire to get better. Rin instead mentions that she feels she's going to change, which becomes very important later on. The two leave, relatively content. A minor note that made me happy is a moment early on in the scene where Hisao wonders what to do with hands in front of Rin. I don't know if this is true or not, but it's a bit of popular wisdom where I come from that this is a surefire indicator that you're attracted to someone.

It's an absolutely magnificent scene: It puts an end to Hisao's development and opens up Rin's. It's very well paced, and flows naturally, whilst still being touching in all the right moments. I'd call it the only moving scene in the game that's focused on Hisao's character, which is an impressive achievement in its own right. I also very much enjoyed the non-traditional use of the music piece Innocence here, used in a context very different to the norm. All in all, it's an unusual scene, but one that works fantastically, and that I'd suggest very few alterations to, if any at all.

And so ends Disconnect. It's a good act, though not my favourite. It does a great job of actually developing Hisao's character, but I can't help but feel that the simple act of doing that is a bit of a mistake: We're here for Rin, after all, and if Rin got this much more time I can only imagine she'd be an absolutely awe-inspiring character. Still, what it does do it does fantastically, and I can't deny that making Hisao less unlikeable makes the rest of the route that much easier to read. It also helps that the fluff here is very Rin-like: Whilst Rin doesn't get much development directly, you know her personality inside and out by now, and you've had enough fluff to be able to miss it when shit goes down in the next act.

Said act is named Distance. Interestingly enough, its the only act with two pieces of artwork related to it, one of Hisao and one of Rin, separated by the title on the title screen. Does this have any actual meaning? Not that I can find. What is it meant to have any? Not that I can see. Is it still interesting enough for me to point out? You bet!

At any rate, Distance begins with Nomiya, Rin and Hisao going to check out the gallery where Rin's paintings are supposed to be displayed. Here, we meet Sae Saionchi, the owner of the gallery and Nomiya's friend. Interestingly enough, this makes it Rin's route the route with the highest number of exclusive characters. Sae is a middle-aged woman who, at the moment, seems like an odd mixture of cynical and pleasant.

DISCLOSURE: About 2 months happened between me writing the stuff before this paragraph and after it. I just had way too much going on, and I forgot about this. Also, Rin's route is really fucking long. So I'm going to go at a faster pace than I normally do for two reasons. First, because I want to finish the route reviews (and finally read Lilly's again). Second, I don't really remember Rin's route that well any more. I'll give my impressions as well as I can, and, spoilers, I remember liking it more than any other route so far, so that's a compliment to the whole thing.

I won't deny it, I really do like Sae. She's not a very important character, and is just kind of around for a while, but she feels believable in that I know people who act very much like her, tragic backstory aside. This backstory we discover later from Nomiya: Sae's husband was an artist, who was also Nomiya's best friend. He's said to be brilliant, but ended up committing suicide, washed out and exhausted. This subplot I'm not too fond off: There's obviously supposed to be a parallel with Rin and Hisao, Hisao being in Sae's role, but I just don't think it works all that well. Even in the worst endings, Rin still does fairly well, if apart from Hisao, and the whole thing just reeks of cliche and excessive drama.

At any rate, Sae gives her verdict on Rin's work: She likes it, but Rin must produce considerably more of it for the exhibition, as well as improving on her slightly unpolished style. This sets off the main thing of this act: Rin's away painting at the gallery, and Hisao must come visit her. The one protest I have here is as follows: Sae says that Rin's paintings have something playful and "kitty-like" to them. However, what we see of Rin's paintings in-game is actually kind of grotesque and slightly demented-looking. I don't know whether it's a disconnect between art and writing or just me not knowing how to appreciate things like composition: Maybe Rin's paintings are playful on a technical level.

On the last day before Rin gets her leave from school to go paint, Hisao comes across her sleeping at the art room. It's an oddly touching scene, despite the fact that nothing's really happening in it. Maybe it's just the looming thought of Rin's prolonged absence when you've just spent an entire act's worth of time pretty much entirely around her. If so, props to the writer: I can imagine that's exactly what Hisao is feeling. This scene also follows an odd trend in Rin's route: It seems to have and use features that aren't in any other route. Before it was the screen-long dialogue boxes. In this case, there's some very slight animation on Rin's hair in the CG of her sleeping. I'm not sure why this is the case, but it's a nice addition nonetheless.

This is where the division between BADAAN! and the other possible route happens. In the case of BADAAN!, the next few scenes act as a prolonged absence scene for Rin. She's off painting and Hisao's hanging out with Emi and Yuuko. Still, despite this, Rin is a constant topic of conversation: Nice set up for Hisao's protests against her later in the story. Eventually, in the scene The Edge of the World Hisao ends up going to Rin's little studio in the atelier of Sae's gallery. For some inexplicable reason, he chooses this moment of all the moments to confess to Rin that he likes her romantically.

I've got mixed feelings about this scene. The scene itself is actually quite good: Hisao's confession comes across as appropriately awkward and heartfelt for a teen. Even better, Rin's dodging of the question is good in two ways: You can see why Hisao is hurt, because she appears to be being genuinely harsh, and at the same time it's so absolutely and undeniably Rinish that you know she's doing it with no malice whatsoever. Furthermore, it feels as though Rin is just as upset at her refusal as Hisao is, which Hisao of course completely misses.

However, it's very badly timed. It makes no logical sense for Hisao to bring this up now of all times: It seems like pretty much the very worst moment to try and start a relationship with Rin he could've chosen. It also kind of comes out of nowhere: All we've had up to this point is Hisao wondering whether he's actually got feelings then, in the space of the bus ride to the atelier he decides he does and that he's going to tell Rin. It's also oddly timed in that there's no mechanical reason for it to happen here: The story doesn't benefit at all from this fact. There's some bits a bit later on where Hisao wonders whether Rin meant it or was just hiding, but these would've been better served as Hisao wondering whether Rin reciprocates his feelings before his confession.

There's a few more scenes where Hisao keeps coming to the atelier and wondering about Rin's feelings as mentioned above. These are pretty well done: The atmosphere is similar enough to Act 1 that it feels like you're still hanging out with Rin, yet Hisao's musings cast a shadow over it that makes them a lot more uncomfortable. These scenes also do a good job of conveying how much Rin is changing without explicitly mentioning it. She seems a lot more centred than ever before, and now expresses annoyance a lot more than before. Still, I enjoyed this fluff: The route's managed to manipulate you into liking Rin enough that by now you enjoy time around her whether Hisao's happy or not.

Eventually something different happens, something that requires a CG of its own. In the scene Self Destruction, Rin complains to Hisao she's not feeling her work that much. She goes on one of her usual incoherent ramblings, saying stuff about how she's got to destroy herself to rebuild herself to be able to work better. Hisao waves it off, thinking it's just more of her usual randomness, and, to be fair to the man, it really does seem that way. I guess as a reader I'm used enough to Rin's musings that I've learned not to take anything she says seriously.

With the end of "destroying herself", Rin asks Sae for a pack of cigarettes and a lighter. Nervously but surprisingly easily, Sae gives them to her. Rin and Hisao go up to the atelier, to have some of their last quiet moments before the route starts throwing actual drama at us. Due to Rin's lack of arms, Hisao has to light cigarettes for her, and the two end up sharing them, laying down on the floor and looking up at the window above. It's a very different moment to what you're used to with Rin: It's much more akin to the quiet moments of other routes that feel like snapshots of beauty than anything else. In tone, it's more like a Hanako scene than anything else. It feels appropriate, too: By this point Rin's talk about self-destruction starts signalling that shit is about to go down, and you know this is the last calm before the storm.

Or not quite. There's one last thing: The following scene, Reverse Escapism sees Hisao dragging Rin out onto the streets, and guiding her around aimlessly deep into the night. It's apparently something Hisao used to do at his home town before his accident. It's arguably more of a Hisao scene than a Rin scene, but it's still a very nice idea: I love the feel of the scene, and think it's a shame it's cut off as soon as it is.

At any rate, Rin asks Hisao not to come back any more, so she can concentrate on her self-destruction process and painting. This seems like it'd be the set-up for another absence scene, but far from it. We gloss over the period of time when Hisao and Rin don't see each other and meet Hisao as he decides to break his word and go back to the atelier. He runs into Sae and Nomiya, and discovers the story about Sae's husband I related above, then goes upstairs to Rin's atelier in a scene named Delirium.

This is actually an incredibly powerful scene, and also an H-scene, definitely tied for what I consider to be the best H-scene with Whispered Touch. Hisao comes across Rin sitting hunched down on the floor, thrusting herself against her leg. Soon, it dawns upon him: She's attempting to masturbate, which, having no arms, is difficult. She turns around to see him, and I have to give props here, the art is fantastic: Her face looks truly like that of a broken person. It's incredibly expressive for a style that I'd perhaps underestimated so far.

She initially appears angry, but eventually asks for Hisao's help finishing, which he does, with his hand. This is absolutely one of the most fantastically awkward scenes in the entire VN. There's nothing here that's meant to be arousing, it's purely a character moment. This isn't Hisao sexily fingering Rin, it's Hisao helping an absolutely broken Rin get a single moment of release that she's been unable to get by herself. It comes across as more an act of compassion than anything else, and is absolutely goddamn heartbreaking. The fact that Hisao's feelings for Rin are more than platonic also make this feel incredibly wrong, as though he were taking advantage of her, even though that's patently not the case. It conveys all the uncomfortableness of the situation perfectly.

The next day sees Hisao awakening in the atelier, and having a short conversation with Rin where he finally asks her where they stand. Rin, as always, is unable to provide a satisfactory answer rambling about something to do with the exposition. This is where Hisao's distress starts to turn into anger, though at the moment he expresses this to Rin as concern for her: He encourages her to abandon this thing that he himself brought her to do. You can really sense his frustration internally though, and it'll come to a boil later in the route. He refuses to have anything to do with Rin until after the exposition, saying he can't stand being around her until she gives him a concrete answer, to which Rin is seemingly impassive. This is how the act ends, on a bitter note: If the two were together, Hisao just broke up with Rin. If not, he's quitting talking to her until the exhibition. It's a bit out of the blue, but you can see Hisao's instant regret as soon as the words leave his mouth, so it's as out of the blue to the characters as it is to us.

I also want to note the choice here: It's one of my favourites in the game. The ending you get depends on it, and it rewards you having grasped the thematic subtleties of the route before they become explicit. You're presented with a few choices, and the ones that lead to the good ending are the ones that focus on Hisao wanting to understand rather than asking Rin to explain. By this point enough hints have been dropped that the route is focused on acceptance rather than complete understanding, and we've been presented with enough information to know that asking Rin to explain won't result in anything useful.

Distance is a pretty good act. It's actually got surprising amounts of fluff in it in retrospect, despite feeling very action-packed as it's being read. Distance also contains some of the best moments in the route, and it's nice to finally be more focused on Rin after spending Disconnect worrying about Hisao. Rin's arc here feels... not real, but very Rinish. Rin herself is a bit of an unrealistic person, but given Rin exists, her arc seems like it's perfectly spot-on.

And so begins act 4, Dream. It starts with the scene Illusions for People, in which Hisao talks to Nomiya about his worries about Rin. This is the first time Nomiya is portrayed negatively in the route. He doesn't really let Hisao voice his worries. Upon hearing that Hisao has been visiting Rin, which has caused him to become worried about her health, he rudely and almost aggressively cuts in, scolding Hisao for possibly distracting Rin from her work. He also acts disparagingly when Hisao does get to tell him his worries, aggressively refusing the possibility that this might in any way be hurting her, and practically just shutting Hisao down.

The next scene, Demused takes place a few days after, shortly before Rin's exhibition. Hisao's just finished up with exams, and finds Rin waiting for him outside his dorm room, saying she's finished preparations for the exhibition, at least on the painting end. He's initially slightly annoyed, still containing his issues from the end of Distance. The two end up falling back into their usual pre-painting routine of questions and answers that don't really make sense, yet Hisao finds himself unusually angered by this. They eventually just sit around in silence, but, upon Hisao's attempt to break it, Rin approaches him and goes for a kiss, which he prevents. This leads to one of Rin's few comprehensible displays of emotion in the story, begging him "Please. I need you."

Hisao clutches on to this, finally understanding her for a brief moment, but asking her to clarify... which leads her to respond with her typical strange kind of deflection, followed by one of her usual non-sequitur questions, this time involving patterns in the dust. This deflection leads Hisao to deduce, understandably enough, seeing as it's "I don't think I was thinking of anything", that she doesn't need him for anything.

And then shit hits the fan like a torpedo. Hisao begins yelling at Rin, accusing her of toying with him, having him at arm's reach to play around and toss away at her leisure, and how he's tired of all this. Rin weakly tries to defend herself, and Hisao asks her why she's doing what she's doing then, to which she brings up the ever present painting. This causes Hisao to keep loosing his shit, talking about how he doesn't want to be Rin's muse, and how he has aspirations of his own and can't keep going on like this. Rin answers by going on about how she's got to keep painting, which, unsurprisingly, doesn't exactly calm Hisao down. Hisao ends his rant by complaining about how Rin never explains, to the weak defense that she doesn't know how. He starts internally regretting yelling at her, and begins to apologize, but she interrupts by trying to ask him to leave the room, to which he points out it's his and she leaves by herself.

It's a powerful, powerful scene in that I can't really blame either of the characters. I feel like Hisao is completely justified in his anger: Rin is being insanely selfish at this point and coming here after he already kind of broke up with her is just pouring salt in the wound. She also acts absolutely terribly: Instead of listening to Hisao's complaints and apologizing she keeps trying to justify herself, and her justifications just end up making her selfishness even more evident. When Hisao feels bad, which he absolutely has the right not to do, she blows away his apology aggressively instead of accepting it when she should be apologizing herself.

On my first read-through I genuinely thought that, despite how loveable she is and that she even at the time was one of my favourite characters, Rin was a genuinely bad person. This is actually further supported by the neutral ending, but I don't really hold that view any more. The one thing that's become evident at this point is that Rin can't communicate. She wants to explain her actions to Hisao, but instead just says things that come across as selfish.

Still, she is being genuinely selfish, which was my reason for thinking she wasn't a good person. I've come to understand this is premature judgement: She's a teenager. She's too young to understand how selfish she's being, and there's genuine signs of regret both now and later on. Rin understands other people about as well as she understands herself, and she hasn't realized how much Hisao was hurt until this point.

It really is an absolutely brilliant scene: Hisao's rage is absolutely justified and a culmination of all the pain Rin's caused. Rin actually comes across more like a normal human than ever before, and her weak, half-hearted defences betray that this is hurting her immensely. There's an insane amount of things going on under the surface of each character, and all of them feel like what would happen with real people under these circumstances.

Another brilliant bit is Hisao's regret immediately after Rin leaves. It's immensely relatable as someone who had anger management issues when I was younger: That moment of "shit, I was just an absolute asshole" right after you're done with a shouting match.

It's also important to note this is the only shouting match Hisao gets in outside a couple bad endings, which adds some really unique flavour to this that no other route really has.

The Scene is the next scene, in which Hisao goes to Rin's exhibition, shortly after the aforementioned shouting match. There's a little chatter with Emi, who claims she can't miss this but doesn't understand Rin's art. The exhibition is crowded, and seems to be doing well until Rin collapses in front of the people high-up in the art world brought in by Nomiya. The point of the whole exhibition was to get Rin into their good books, and as such Nomiya expects her to mingle and try to make contacts. Hisao takes the collapsed Rin outside of the gallery to get her a bit of fresh air. When she recovers, they have a brief conversation, in which both seem more apologetic. However, Rin seems to have accepted that she can't make Hisao understand and acts more distant than before.

This is the choice that ultimately decides your ending, and it's a three tiered-system: Good, Neutral and Bad. It's very much like the choice I mentioned at the end of act 3: It rewards you for following the themes of the plot. Asking Rin to explain will result in the Bad ending. Asking Rin for information without asking her to explain will result in a Neutral ending. Trying to understand where acceptance of Rin will lead you leads you to the Good ending. It's a bit obtuse here, but the thematic element is still there.

At any rate, for the time being, no matter what you choose, Rin ends up walking away from the gallery. Soon enough out come Nomiya and Emi, who are both furious when they discover this, albeit for completely different reason. Hisao goes back to school, and the scene ends.

After a while, Rin's still not appeared in front of Nomiya, who hunts down Hisao and asks him about her whereabouts. He's becoming less endearing by the second: His speech to Hisao is not at all worried about Rin as a person, but more about Rin as an artist. He's very clearly willing to let Rin's life be ruined as long as she fulfils her potential. There's a very clear lack of actually caring about Rin. This makes him a lot less sympathetic, but I still don't get the impression he's a bad person. He has put a lot of work in for Rin's sake, and genuinely believes in her as an artist. One gets the impression that Nomiya believes that art, in this situation, is the greater good. Still, his descent into out bad books is complete: He's gone from being the funny art teacher who looks after Rin into being an unreasonable, obsessive slave-driver to the object of Hisao's affections.

On a side-note: Nomiya doesn't appear in other routes, but is occasionally mentioned, often around Mutou. This is the only time we really see them interact, as Nomiya comes to take Hisao from his class. Off-screen, Mutou always mentions Nomiya disparagingly, and never seems pleased at anything to do with him. This comes to a head here, where the normally calm Mutou actually displays a surprising amount of (albeit passive-aggressive) vitriol towards Nomiya. I can't help but wonder what the hell is up with these two, since it seems to go a lot deeper than being colleagues who dislike each other. I'll never know, but it's details like these that make Yamaku feel alive.

Hisao finds Rin hiding in an empty room, and convinces her, after some conversation, to go talk to Nomiya. During this time, Rin seems a lot more genuinely apologetic and the two get along a lot better, though there's still some tension left over. I don't know if this scene changes depending on what ending-route you're on, but it's one of few scenes that feel like they're being stretched to fit several endings: It seems to kind of go in all directions without committing, and just feels a bit awkward.

When Rin finally does go see Nomiya, her apology isn't received very well. Nomiya ends up yelling at Rin, though it becomes clear that Rin's sorted out her feelings on the exhibition: She expresses them surprisingly clearly to Nomiya. We see the whole thing from off-screen, meaning no sprites, which is a unusual thing for the VN. It's a really sad scene, simply because it feels like the old Nomiya never would have done this, and it's unpleasant to see the asshat hiding behind the pleasant old man. Still, much like Hisao previously, Nomiya's anger is entirely justified. To twist the knife, his words at the end of his rant are a lot more calm, and essentially consist of disowning himself of Rin, claiming she's not, after all, an artist. Rin comes across a lot more favourably this time than during Hisao's fit. She actually defends herself in a way that doesn't come across as selfishly, and, when she seems distraught at the end, I felt extremely bad for her. Nomiya's words also seemed to carry a lot more precisely applied venom than Hisao's did.

The next chapter, Raison d'etre, is yet another one I actually really like. It takes place immediately after Nomiya's rant, and has Rin trying to push Hisao away, still not understanding his previous anger and worrying that he'll explode again. She says that she thought Nomiya and Hisao were her friends, and in that phrase is contained all the emotional punch that both the yelling scenes were building up, It becomes obvious that Rin, stoic Rin, Rin who doesn't really express emotion, is deeply, deeply hurt by both these events, and I find it hard not to be moved.

Hisao's apology for his anger fit also seems sincere, and he finally explains all the problems he's been going through emotionally up to this point. He also beats himself up about wanting to use friendship to advance to something else, thinking that it's a dishonest way to act, which seems to me to not be how relationships work, but whatever, it's buried under the mountain of sensical and emotional things happening around it.

Rin also finally breaks. She ends up crying out about how she doesn't understand what's going on, and how frustrating it is. It's the old trick where a character acts in a way they haven't acted before: This is the first time Rin openly shows a large amount of emotion, and the only time that she goes louder than "talking" in her dialogue. When Rin actually begins crying... oh, dear... the feels. And as she continues crying... pleasemakethefeelsstop.

What I'm saying is it's also an extremely powerful moment. Rin's breakdown is heartbreaking, and the way Hisao comforts her feels so genuine and heartwarming... it's near perfectly executed.

The next scene is the obligatory non-uncomfortable H-scene, Without Breathing, Without a Sound. During summer vacation, Rin comes to Hisao's room. It's raining outside, and her clothes have become soaked. They somehow decide to dry Rin's clothes as well, which involves taking them off, and then dry Rin herself with a towel. The ensuing shenanigans get Hisao's clothes wet. You can see where this goes. This is the oral one (by Hisao on Rin, not viceversa).

It's actually fairly up there as far as these scenes go. I think it might be the best drawn in the entire VN, and it progresses fairly naturally. All the while, both characters still feel like they're the same characters as always, and there's a few interludes, both in Hisao's internal monologue and in conversation between the two that explore the rather complicated nature of their relationship, yet also feel natural. Are they friends with benefits? Something more? Something less? These questions go unanswered, because neither of them quite knows.

Finally, the last scene of the route: Proof of Existence. These last scenes tend to be awesome, and Proof of Existence is no exception. After the events of the previous scene, Hisao and Rin go to that same dandelion-covered hill from before, but now, the dandelions have bloomed, and the scene is full of dandelion seeds flying on the wind. It's actually an extremely pretty effect, and it's a good-looking area to have the send-off to the route. The two have a hard conversation about their relationship, but it finally feels like each one knows what the other is saying. The result is that neither is quite sure where they're at. That is, until Rin straight out confesses her love for Hisao. It's a touching moment, and, very cleverly, the scene moves rapidly on, not lingering on this too much so that the impact doesn't have time to wear off.

There's a fantastic moment where Rin can't find the words to express herself, yet Hisao understands why. The issues plaguing the relationship all stemmed from these moments not being this way. Rin cries, for no reason, and, again, it works perfectly. You understand why, but you can't put it in words.
The conversation they have isn't very sensical, yet both know what's going on, and, almost magically, so does the reader.

The rest of the series is a succession of this type of moments, all moving in their own way, until what is possibly the signature moment of the route: Rin opens her tiny arms, and stands there, hugging the world, and looking more overtly happy and serene than we've ever seen her.

The dialogue that ends the route (descriptions removed) is as follows:
"Hisao?"
"What is it?"
"What's the word for when it feels inside your heart that everything in the world is all right?"

Which, once again, is just about perfect. These Katawa Shoujo writers know what words to end a story on.

Dream is possibly the best act in Rin's route. It flows fast, and is essentially a collection of very emotionally deep scenes. It feels like the slightly slow pace of the previous acts was just there to allow this one to be built up this well.

Rin's route really surprised me this time around. I remembered it being tied for my 2nd favourite with Hanako's route for a long time, but my second read-through eventually gave Hanako's route the slight edge. However, this time, I felt Rin's route was absolutely stellar, and has pushed Hanako's route down at least one position.

Rin herself, as I said, is a really interesting character. She feels wacky without being annoying, and without loosing much of her depth. Even if some of the other girls feel more realistic, Rin does feel like a real person for most of the route. Ironically enough for her obtuse nature, there's a lot more visibly relatable stuff going on under her surface than most of the other girls The relationship with Hisao evolves believably, apart from that one jump made when he first confesses. Her personality is bang-on.

The emphasis on Hisao in Act 2, I feel, makes the route what it is. I don't know whether it's for the better or worse, but having Hisao be an actual character makes a massive impact. Since I don't like the guy much I'd prefer spending this time on Rin, but she actually gets more than enough development as is.

The route moves at a bit of a slower pace than I'd perhaps like. I feel it lingers on plot points longer than necessary, and the Sae sub-plot doesn't really go anywhere, despite the fact that Sae is a likeable character.

Speaking of side-characters, Emi is actually criminally misused. I mentioned early how she takes complete control of certain scenes she shouldn't take control of, and, later in the route, she disappears completely when she could be a useful resource for the plot. Her cameo at the exhibition is frankly pointless.

Nomiya, on the other hand, makes a great addition to the cast. He carries out his supporting role perfectly, getting just enough character to be believable, and his more asshole-ish behaviour toward the end of the route makes for a nice semi-twist. It's genuinely sad seeing the funny old man from the beginning of the route be such an absolute ass, yet you can't help but feel like he's still not a bad person.

One thing the route does very well, at least before the shit hits the fan is the zen-like feel of it. Maybe criticizing it for being slow and then praising this seems contradictory, but the slower pace allows you to calm down and relax. It really does feel like how I'd imagine time spent with Rin does.

The best scene is really hard to decide. It'd have to be either Demused, Delirium, or Raison d'etre, for completely different reasons. I'd probably end up giving Raison d'etre the slight edge, but Demused and Delirium are absolutely phenomenal as well. Also special props to the ending, which is, as per usual, fantastic.

Finally, on the next and last route review we delve into many tea parties and move onwards with gusto.

martes, 17 de febrero de 2015

Animu Review: Sword Art Online II - How Many Times Can One Say "Strong"?

As I said in my review of the first Sword Art Online, I'd track down and review SAO 2 as soon as possible, and this I did. Excessively soon, perhaps, watching the entire season in just over a day.

We added a II to the logo. XTREME.
SAO2 is divided into 3 arcs, rather than the 2 arcs of SAO. The first arc, largely taking place in VRMMO Gun Gale Online, is known as the Phantom Bullet arc, though I'll likely refer to it as the GGO arc more than once. It follows the same hero from the first series, Kirito, who is contracted by the government to explore a series of murders taking place in the popular GGO. Several well-known players have been publicly shot in-game by a mysterious player known as Death Gun. At the same time, their players mysteriously die of heart failure, something that the game should have no way of causing.

The GGO arc takes the way the arcs progressed in the first series to its logical extreme. The SAO arc was based more around exploring the world of Aincrad and the consequences of living life with MMO rules, whilst the ALO arc was more about character development and the overall plot. The GGO arc almost completely gets rid of any sort of world-building, in favor of a fully story and plot-oriented approach.

You see me, you know who I am. I'm Dyne.
Still, what we do see of the world of GGO is just as nicely designed as Aincrad, and certainly more interesting than what we previously saw of Alfheim. However, it's not nearly as pretty: As expected from a gun-game, the world isn't fantasy-based. Instead, GGO goes for a cyberpunk look. I'm a fan of cyberpunk, but it doesn't need to be this grey-and-brown. Still, a talented team of artists is a talented team of artists, and GGO looks about as pretty as a grey-and-brown world possibly could. I'm also a huge fan of the character designs for GGO. They're back on the level of the first arc, conveying the in-game archetype of each character at a glance. Whilst this gave Aincrad a modernized pulp-fantasy feel, it gives GGO a very slick look. I'm a particular fan of the design of the secondary character Dyne, who just yells "gunslinger" from the moment you see him.

Continuing the trend from the ALO arc, the GGO arc even further reduces the amount of important characters, instead focusing on developing who we have. This time, the new addition is Sinon, a top-rated sniper in-game and a sufferer of gun-related PTSD named Asada outside. That said, and even though Sinon's character development takes priority, Kirito himself actually also gets a surprising amount of depth, something he sorely lacked throughout the first series.

Hello! One of the best characters here!
The themes of the GGO arc are guilt and strength. Both Sinon and Kirito struggle to overcome guilt over actions they've committed in the past, and the series actually manages to get surprisingly morbid. Both of the things they've done are events I can see marking a person's life. However, this starts an issue I have with this second series: The goddamn "strength" conversations. The amount of times that a character goes "I'm not strong, you are" or something to that effect is frankly astounding. I wouldn't mind it if it was limited to one arc, but it's a major theme in both the first and the last arcs, and it never actually goes anywhere. The concept of strength is used as shorthand for "overcoming my issues", and the issues each character faces are different enough that there's never a satisfying conclusion to the strength thing.

Still, credit where credit is due. Sinon and Kirito's character arcs are moving enough, and, as I briefly mentioned, they do actually touch on some very real-feeling stuff, Sinon in particular. Kirito's arc requires a bit of a retcon to some of his time spent in Aincrad, but it doesn't really bother me, since the events written into the story frankly seem like something that should have happened in the Aincrad arc in the first place.

The story of the GGO arc is by far the strongest out of the first three overall arcs of SAO. It's a lot more focused, and the threat of death is brought back again in the form of Death Gun, so the stakes during battle are high again, at least whilst Death Gun is around. It also follows somewhat of a murder mystery type plot, and, as I've repeatedly said, that's one surefire way of having me like anything. Admittedly, it's not a great mystery, with Kirito figuring it out at an arbitrary time for no apparent reason other than it's convenient for the plot, but the solution is clever enough for that to be forgiven.

Hey. I'm also cool-looking.
Most of our time in GGO is spent in the Bullet of Bullets (which I'm convinced was meant to be Ballet of Bullets) tournament. It's a good enough setting, and allows the writers to ignore the overall world of GGO in favor of focusing more on character development. However, this also leads to a few annoying plotholes in the same way the death-game setting did in Aincrad, like the fact that it's obvious Kirito and Sinon have teamed up due to the cameras following them around, yet this is against the spirit of BoB. It's a lot less common than it was in SAO though, and thus less annoying.

Unfortunately, the end is a bit weak, though this is a problem the series has had regularly. It's got a bit of a pointless twist after everything should by all rights be settled down. It feels like the series is trying to pull a Sugou again, but this time without any of the build up, and it just doesn't work out.

Just because I made a big deal about it last time, Asuna is barely present. We see her within ALO, watching Kirito take part in BoB, and a few times we see the two of them interacting at school or within ALO. She doesn't play a major role in any way, and I'm convinced she's only included because she becomes important in the later arcs. Unlike her role in the ALO, arc, however, this isn't annoying, because she isn't thrust into a damsel-in-distress or caring wife role that doesn't fit her character.

Overall, the GGO arc is up there with the SAO arc as my favourites. Sinon is a fantastic character, Kirito stops being boring, and we're treated to the most focused storyline yet. The only things that the SAO arc really has above it is the charm of being the first, and the fact that Aincrad is still unbeaten as the best setting in the series.

It's really nice to have everyone back.
Though, Kirito, you still look ridiculous. Sinon, so do you.
The second arc of the series, called the Calibur arc is more of a side story than anything else: There's no real stakes here, no real plot, and no real conflict. It's almost just an excuse to reminisce about the SAO days. It's not coy about it, either: The intro features a lot of shots of characters' SAO avatars, and locations in old Aincrad. This arc, a mere three episodes in length, chronicles Kirito and friends' journey to obtain the sword Excaliber (not Excalibur) within ALO. The main draw of the arc is the return of various side characters from the SAO arc, namely that murky period before the story kicked off where it followed Kirito doing a bunch of side-stuff with one-off characters. You've got Silica, Lizbeth, and Klein all returning, with their roles slightly expanded. To be fair, all three of them were also present during the GGO arc, but we barely got to see them: they only really showed up when we watched Asuna watch Kirito in the tournament. Sinon is also here, though she barely does anything. All of the returning characters have been ALO-ized in their design (Except Klein, who somehow dodged that bullet), which I'm not a huge fan of. At least the locales they travel through look considerably more interesting than anything in ALO up to this point, though they're still less cool than most areas in SAO.

Yay, I got Excaliber! I'll never be shown using it after this point.
There's some barely developed threat mentioned where ALO might delete itself if Excaliber isn't recovered in time, but even this is just potentially far-fetched theorizing by the characters, and it's obvious the arc doesn't really take itself seriously. It's a nice return to the action-packed fun that made SAO so entertaining in the first place, with minimal story. It's an excuse to laugh at Klein, cheer at Kirito, and marvel at Asuna in action. Yes, indeed, we get to see a bit of the Asuna of old, and she's as cool as ever. It's an arc that doesn't really serve a purpose apart from just being fun, and it is a whole bunch of fun.

The third arc of the series is the Mother's Rosario arc. Now, a quick look on the wiki reveals that both Mother's Rosario and Calibur are actually considered side-stories rather than full-blown arcs, but I feel this qualification is a bit too complex. I'd also disagree with Mother's Rosario being less than a full arc: it's got some of the best character development in it.

You've had quite enough of Kirito. I'll take over.
Also, I'm blue now for some reason.
Mother's Rosario is also unique in that it follows Asuna as the main character rather than Kirito. I feel this is a nice change, as long as it isn't permanent. Having Asuna as the main character focuses the series more on the emotional side of things, rather than the more action-focused Kirito, and it works for this type of story. However, seeing something like the  GGO arc through Asuna's eyes would've been a lot less effective, or at least a lot less fun. This might come across as strange seeing how cold the Asuna of early SAO was, but, through her less than stellar screentime since then, she's managed to somehow believably evolve to combine the two personalities. Asuna still comes across as a strong leader and fighter, but has lost her hard edge in favor of being more people-oriented than Kirito (who in SAO days was the more people-oriented of the two). I really like the way this is represented within the MMO: Asuna is now a healer/DPS hybrid, compared to her pure DPS build from SAO.

This arc sees Asuna befriending an ALO guild named the Sleeping Knights, after dueling their leader, an incredibly strong newcomer named Yuuki. Yuuki is shown to be the most powerful person in ALO, having challenged, duelled, and defeated most of the high-ranking players, Kirito included. She's managed to lure them in by offering to teach her unique sword skill, the new longest combo known within the game, the titular Mother's Rosario, to whoever beats her. Before Asuna fights Yuuki, Kirito hints he knows something about her he's unwilling to share, which comes back as extremely important later.

It's important to mention here that, at the end of the ALO arc in the first SAO, Aincrad is added as an advanced dungeon to the world of ALO, unlocking 10 floors at a time as they're patched to account for flight mechanics, as well as adding difficulty now that there's a lack of real death and a host of new abilities. It's been visited occasionally up to this point, but very briefly and nothing as visually interesting as Old Aincrad has been shown yet. What I'm trying to say is, it's been practically irrelevant so far, aside from being a good moment in the ALO arc, and that's why I haven't mentioned it up to this point.
Hey, Sleeping Knights here. Only two of us get much
characterization, but that's quite enough.

It turns out the Sleeping Knights is a group of six extremely powerful players. However, they plan to dissolve the guild soon, and want to beat a floor boss within New Aincrad as a party of six (something that's supposed to be unheard of, even though Kirito, Asuna and Klein beat a boss with no backup in the SAO arc, and Kirito soloed an event boss as early as episode 3). This'll leave a list of their names on a stone within the castle in the first town of the game, something they want to leave as a permanent mark of their times guilding together.

This is cleverly presented as the overarching objective, much like beating SAO or getting to the top of the World Tree, but is shockingly completed within a couple episodes. This part of the arc feels very much like the Calibur arc, except with the Sleeping Knights instead of the old crew. It's moving enough, and the fact that there's another player within the Sleeping Knights, Siune, who also gets a decent amount of character development, prevents overexposure to Yuuki's character.

"Hey, Asuna. I'm going to expect stuff you don't want to create conflict"
There's also a sub-plot with Asuna in the real world, which is kind of just there. It doesn't work too badly, but it's immensely predictable, and something that I have seen a million times before: Rich girl is expected to do things she doesn't want by her parents to keep the family powerful. The conclusion to the sub-plot is pretty well written, but still nothing I haven't seen a million times before, repackaged just enough not to be boring.

The second half of the arc gets a lot darker for reasons I can't explain without massive spoilers. As soon as the boss is defeated, Yuuki becomes a lot sadder for an initially unexplained reason, and Asuna tries to understand why. Eventually, Yuuki leaves the game altogether, forcing Asuna to look for her in the real world. What ensues is a rather saddening story.

It's moving, even if the position Yuuki and the rest of the Sleeping Knights are in is a bit cliche. Asuna does a good job as a lead here, managing to feel more emotionally vulnerable than Kirito does, whilst still being very obviously the level-headed and stubborn-as-a-mule Asuna we grew to know and love in the Old Aincrad days.

Even shots that last only a couple seconds are prettier in Aincrad.
Speaking of which, it's good to be back in Aincrad, even if it isn't quite the Aincrad we used to know.
It feels like the second the series enters Aincrad the visual design quality spikes up: Where Alfheim is relatively boring, Aincrad is as creative and gorgeous as ever. Fights also return to a more ground-based style, which I feel helps maintain them more understandable whilst not negatively affecting the visual flair. The visual designs of the Sleeping Knights also look considerably moreSAO-ish than ALO-ish (read: I like them a lot more than pretty much ever other ALO character design).

I've got two major issues with this arc. One is an overarching issue that I feel might affect many people's enjoyment of the                                                                                            arc, and the other is a nitpick that drives me insane.

My only real issue with this arc is perhaps not completely fair, but an issue nonetheless: It's too heavy. I watch SAO expecting fun adventures and the occasional moving moment. The Mother's Rosario arc is a series of moving moments with a fun adventure or two sprinkled in between, especially after the floor boss is defeated. For a series that's been so action-packed and enjoyable, it's a real downer arc, even if we're meant to walk away from it with a smile in the end. It does what it does well, but I'm not sure if what it does belongs in this series.

My nitpicky issue is one I mentioned previously: The "strength" conversations. They're not quite as omnipresent here as in the GGO arc, but are around enough to be a problem. They're somewhat more about actual strength this time, at least when Yuuki is concerned, but for Asuna it's, once again, shorthand for "overcoming my issues".

There's a brief side-story near the beginning of the arc involving the old log cabin from SAO. It's a feel-good episode or two in a similar vein to the Calibur arc, but I felt it was important to mention. It's a fantastic callback, and one I enjoyed immensely. It isn't particularly important, and it's actually handled far worse than it could be, being way too brief, but I still found it brought back an odd amount of nostalgia. Especially considering I watched the first SAO arc less than three days ago as of writing the first draft of this.

I came in to SAO2 having been warned that a lot of people thought it was weaker than the first season. Instead, I got an arc that I think is almost as good as the SAO arc, and two short arcs that were both considerably better than the ALO arc. Whilst the SAO arc will always have an advantage over the rest simply by virtue of being the first story told with these characters and having a great set-up that can't really be repeated, SAO2 makes an extremely valiant attempt to keep up with it, and feels a lot more confident in itself. While the first SAO had spikes of greatness, SAO2 manages to be more consistently good.

So, which one do I prefer? I can't really say. Before writing down and calculating the rating, I'm predicting SAO2 will get a higher score. That doesn't really mean I prefer it. Whilst I really loved SAO2, SAO had a magic to it that couldn't be recaptured after the first arc. Both are absolutely fantastic, and I give my hearty recommendation to both. Give the first SAO a try. If you like it, you'll have blown through both series before you realize it.

Character and World Building: 8/10
The characters are consistently more interesting this time around. Kirito gets some depth, Sinon goes through a great arc, and both Asuna and Yuuki evolve a great deal through the Mother's Rosario arc. This might be due to their reduced number, but there's also more competence to the structure of their evolution this time around: There's no equivalent to Asuna being put in positions that the character doesn't belong in this time around. The limited time we get to spend with old friends (mainly during the Calibur arc and side-episodes in the Mother's Rosario arc) is also a huge amount of fun. However, world building suffers. The world of GGO barely gets explored, and ALO is as uninteresting as ever. Even though we spend time in Aincrad, the old dynamic of that world is gone, understandably enough. Also, special mention to Siune for managing to be such an endearing character despite her short screentime. Death Gun also deserves special mention for being genuinely intimidating at times, if not as hateable as Sugou from the ALO arc.


Story: 8.5/10
Big improvement! All three arcs are even more focused on the objective than the ALO arc, and avoid meandering around. There's enough side-episodes to keep you from getting tired, but not enough to kill any momentum. The fact that all three stories also follow a much more logical progression without the deus ex machina endings that plagued the first series is also very good to see. There's a few contrivances here and there to keep the story going (especially when Kirito figures out how Death Gun does his thing in GGO), but they're less frequent and often less conspicuous.

Visuals: 4/5
Unfortunately, the series slightly regresses in this category. Neither GGO or the real world look as impressive as Aincrad or even Alfheim. In this regard, it's not that the artstyle becomes worse, it's just the stuff being drawn itself is less pretty. One addition to the artstyle I wasn't a fan of was the brief CGI shots in GGO. They usually happen when focusing on a gun or a bullet, and just don't look very good. They're rare enough to not really affect my rating, but I'm still baffled at their inclusion considering how much uglier they are than the drawn stuff.


Sound: 2.5/5
In my review of SAO I mentioned how the music was forgettable aside from a few battle tracks (in particular the one I've since found is called Swordland) and the main themes. This is still the case, but instead of creating new battle tracks that sound as good as the old ones or just plain-old reusing them SAO2 opts to use remixes of Swordland. It initially works well, but it gets old after a while, and listening to the most of the remixes I found myself just wishing I was listening to the original version instead. The voice acting remains at a similar level of quality: It's there, there's no real standouts, it does what it does.

Enjoyment: 9/10
You might notice this is 0.5 lower than for SAO, despite rating the really important stuff (Read: First 2 categories) higher. This might be considered a cheap shot at SAO2, but I feel it's genuinely what it deserves. For all the advantages it has over its predecessor, for all the improvements it's made, SAO2 is a sequel, and as such it looses that first-time charm that SAO had, particularly in the Aincrad arc. I've said this in the review before, but there's a magic to the Aincrad arc that the series hasn't been able to recreate since. This might not have been enough to make it drop in this rating below SAO by itself, but the Mother's Rosario arc wasn't enjoyable in the same way the rest of the series was, and the two combined were enough to loose a 0.5. Don't get me wrong: Mother's Rosario is a good arc, and if the rest of the series had had the same tone, it would've worked towards making this rating higher instead of lower. Still, I try to be as harsh as I can afford to be in my reviews, and a 9 is an exceptionally high score. Even if it doesn't quite hold up to its predecessor, SAO2 is an absolute blast to watch. It still manages to make me more invested in this stuff than I should by any rights be, and I don't regret a second of my time with it. The SAO series is something I already miss, and SAO2 is only a tiny bit less enjoyable than its big brother.

Overall: (8+8.5+4+2.5+9)/40 =
               32/40
               (Can be simplified to 8/10)

Off-topic:
Huh, look at that. The overall score ended up being the same as for the first SAO. I didn't mean for that to happen, and the thought that it might honestly never crossed my mind. A consideration is that perhaps the way I've set up this review process doesn't give enjoyment quite the weight it deserves: an overall 8/10 for both of these is less than I feel they deserve. I might rework it for the next review.


Back on-topic:
SAO is a fantastic series, or two series, or whatever you want to call them. They more than deserve your time, and are definitely worthy of all the praise they get. A sentiment that I've found myself using over and over in these reviews is "despite all my complaining about X, Y is good enough that X doesn't really matter". That's really what I feel about both series of SAO. They're both very flawed in a few respects, but the stuff they pull off well is pulled off so well you end up forgetting about the stuff it does badly. Even as I write this, less than an hour after finishing watch SAO2, what I remember isn't how underused Asuna was in ALO, but rather how fucked up that creep Sugou was, and how glad I am he was defeated. I'm not really thinking about how pointless the Calibur arc ultimately was, but I do remember what a great time I had watching Klein goof around.

I'm not usually one to ignore glaring flaws, in fact, quite the opposite. I find that I'll catch on to even minor flaws, and keep noticing them, and get too annoyed at them to give the good bits the attention they deserve. This makes enjoying things with huge flaws an issue for me.

But SAO managed to distract me from its glaring flaws with its moments of near-perfection, whether it be in its world, story or characters. It's almost like the characters within the series itself: One of them is always strong in the others' moment of weakness. Take that as my recommendation: I think it's what most accurately describes SAO. And, if saying that it's as effective as a ragtag group of misfits isn't a huge compliment to an anime, I don't know what is.