The Infinite Zenith

Where insights on anime, games and life converge

Crysis Remastered: Returning to Lingshan With Ray-Tracing and A Reflection of Improved Reflections

“All problems in computer graphics can be solved with a matrix inversion.” –Jim Blinn

Thirteen years after Crytek released their breathtaking Crysis, they would produce a remaster to one of the most iconic first person shooters of the 2000s, adding new lighting and shadow effects, upgraded textures and support for real-time ray-tracing. Crysis Remastered was launched to cold reception back in 2020; based off the console port, Crysis Remastered suffered from significant performance and optimisation issues that meant even the most advanced computers struggled to run it, and bugs from the console version, which hadn’t been present in the original PC game, were also degrading player experience. Being based off the console port, Crysis Remastered has inferior physics behaviours compared to the original, and the enemy AI behave poorly – sometimes, they will manage to find the player with perfect precision even when one’s got their cloak engaged, and at other times, they will ignore one even if they’re directly in front of a squad. To round things off, an unintuitive control scheme and the omission of an entire level, left players feeling thoroughly disappointed. Crytek, however, stuck to their guns, and over the course of a year, they polished Crysis Remastered, ironing out the larger bugs and restoring the VTOL mission. Although still not quite as polished asd smooth as the original Crysis, Crysis Remastered is presently in an acceptable state, bringing modern visuals and rendering techniques to a classic game whose visuals have aged remarkably well. While this speaks to the original Crysis‘ extreme level of ingenuity and innovation, Crysis Remastered‘s biggest improvements over its predecessor come through real-time ray-tracing, which produces more realistic and dynamic lighting effects. These are most apparent in the early missions, where Nomad traverses the coastal areas of Lingshan Island and is able to wander the island’s beaches. The interaction between light and water is far more detailed than it’d originally been, and the beaches look even more stunning than they had originally, which is no small feat. Thanks to real-time ray-tracing, light interacts with everything with an unparalleled realism: if were possible, Crysis Remastered looks better than real life, and one can practically feel the tropical humidity as they explore these maps. Although critics suggest that the original Crysis, at maximum settings, looks almost as good as Crysis Remastered with everything set to “Can It Run Crysis™”, the newfound detail in Crysis Remastered is such that it felt like I was playing the game new, for the first time. However, because Crysis Remastered was based on the console port, there are several, key artistic differences. Lingshan is generally more saturated compared to the original, which feels distinctly drab in comparison, and during the fifth mission, players fight under sunny skies, whereas the original had been overcast. The shift in mood doesn’t impact gameplay in any way, but it does feel as though the stakes are different; in the original, the humid, grey skies coincide with the American forces’ push up the valley to capture critical positions ahead of reaching the mountain where strange events are unfolding, and by swapping this out, the fifth mission suddenly feels more like a tropical vacation.

Changes to the aesthetic in Crysis leads to the question of how tightly coupled a game’s aesthetic design is to its experience, and this is something that different individuals will have different answers for. Remasters thus represent a case where it’s possible to see for oneself if a game’s visuals contribute greatly to the experience by altering the game’s atmosphere. In Halo: Combat Evolved, for instance, the Library is one of the most famous levels. The original level features dark, labyrinthine corridors swarming with flood, and being dimly-lit, the Flood can lurk in said corridors, lying in wait of their quarry. Lack of any features on the monotonous walls could cause players to get lost, and coupled with the overwhelming presence of the Flood, this contributes greatly to the tensions in the mission as players must fight through wave after wave of Flood to reach the Index. However, when Halo: Anniversary, added additional lighting elements to the library that made the walls more detailed, and increased the lighting, the sense of tension is lost. Foes become more visible, and one’s mind can focus purely on slaughtering Flood, versus how in the original, one could never be too sure of what lay in wait around the corners. When remasters overhaul the visuals to an extent where the original vibes are lost, players tend to react negatively. On the other hand, with Halo 2: Anniversary, 343 Industries took a more restrained approach, upgrading the lighting and details in each level without altering the aesthetic, and as a result, Halo 2: Anniversary looks precisely like what one expects Halo 2 to look like if it released in 2014. Here in Crysis, the increased saturation improves the game’s aesthetic. Warmer, richer colours reiterates the fact that, minus the Ceph and North Korean invasion, the Lingshan Islands are a tropical paradise, a sandbox that beckons one to explore. In this way, Crysis Remastered can be said to be how I remember Crysis looking back when I first played it a decade earlier. Playing through Crysis Remastered now brings back memories; from the incredible graphics, to the fact that my computer’s fans will immediately spin up the moment the game loads, I vividly recall the experience I had a decade earlier, when I had built a new desktop that was powerful enough to handle the game; shortly after finishing Battlefield: Bad Company 2, I turned my attention to a game that was legendary for giving even the best-built PCs trouble, and while my machine’s fans would spin up whenever I loaded Crysis, I marvelled at the fact that my then-new desktop, a mid-range budget gaming setup, was able to run Crysis with everything cranked up, at the 1080p resolution and a smooth 60 frames per second. Nowadays, although I’ve got a computer that outstrips what I’d previously had, Crysis Remastered still puts my current machine and its GPU through its paces, although just like ten years ago, my machine runs the game without trouble, achieving about 80 FPS at 1080p when everything is cranked up to the “Can It Run Crysis™?” settings.

Screenshots and Commentary

  • Crysis‘ first sunrise is an iconic moment in gaming, equivalent to when players storm the beaches in Halo‘s Silent Cartographer: as night recedes and the sun rises, players in Crysis are treated to the first light of day filling the landscape and throwing everything into sharp relief. By having players hit Lingshan before dawn, Crysis simultaneously maintains some authenticity by having a Delta Force team insert under the cover of darkness and also, gives players a chance to acclimatise to the controls before blowing them away with the visuals.

  • I first played Crysis in 2010, when I’d been an undergraduate student: one of my friends had a copy of the game because he’d been itching to see what his then-new Alienware M17x could do: having struggled with a custom desktop and its 8800 GTX SLI, the Alienware had proven to be a more portable and powerful machine in comparison, boasting an i7 processor and a single GTX 280M, giving him the ability to play at 30 FPS. Upon borrowing the game and installing it to my XPS 420, I was able to run the game at 30 FPS with everything set to medium, and in this way, I ended up completing the game.

  • My initial impressions of Crysis were that the first half of the game was iconic, with the sandbox-like environment really allowing the game to accentuate its visuals and giving players quite a bit more freedom in choosing how they’d complete their objectives. For instance, in this first mission, one could hijack a boat and completely bypass the KPA patrols, allowing them to reach the other side of the island without getting into any firefights. After enter the alien ship, Crysis nosedives in quality and becomes a more run-of-the-mill, linear first person shooter with limited options for exploration. In spite of this, I still enjoyed the game greatly, and after finishing for the first time, I was quite pleased that my desktop could run Crysis to some capacity.

  • I would return to play Crysis at 1080p three years later: after completing my undergraduate degree in health sciences, my parents bought me a new PC as a graduation gift, and I immediately found myself wishing to see if this machine was powerful enough to run Crysis. By then, Crysis had been six years old, and despite being an impressive-looking game even then, by 2013 most mid-end computers could run the game at 1080p and 60 FPS without much difficulty. In the present, fourteen years have elapsed, and Crysis isn’t quite as visually impressive as it’d been back then: here, the differences between Crysis and Crysis Remastered are apparent.

  • As the story goes, I began playing Crysis after Otafest had concluded, and made some headway before my convocation ceremony. By this point in my summer, I’d finished putting together our undergraduate yearbook with contents my classmates had provided, and in the days leading up to convocation, things had been quite quiet, affording me some time to begin seeing how my new PC was handling. Equipped with an i5 3570k and the GTX 660, this desktop was built to be a light gaming machine with an expected service life of about six years, but in 2016, I upgraded the GPU to a GTX 1060: with performance comparable to that of the GTX 980, my old desktop ended up in active service for nine years in total.

  • In retrospect, the fact that my previous desktop hadn’t broken a sweat running Crysis at full settings was a good sign of its longevity, speaking to how even with a mid-end build, one can still configure a computer in a way that is both economical and capable. All too often, I notice that a lot of people out there tend to over-build their PCs by buying the most expensive components, reasoning that bigger numbers and more features will justify the cost and help them to future-proof their machines. I find that, more often than not, the 10-20 percent increase in performance isn’t usually worth an extra hundred to two hundred dollars; how powerful one’s computer needs to be is strictly determined by what one intends to do with it.

  • For instance, if one intended to use their computer to browse the internet, watch videos and pay bills, then even a tablet will suffice. On the other hand, someone involved in heavy video or graphics editing will need the best hardware money can buy. For most people, the quality of the parts they need will fall somewhere in the middle, and the best way to build a computer is to start out with one’s intended budget, as well as an understanding of what they need to do with the computer. Typically, gamers tend to be the trickiest demographic to build for, since games vary so greatly in terms of what they need, and for these users, I always start by picking out lower-to-mid end parts for the power supply, motherboard and SSD. This is because the more expensive options usually have more features but won’t otherwise impact performance by too large of a margin.

  • Once that’s done, I move onto picking out a CPU. With the CPU, gamers will find that the i5 and Ryzen 5 line of CPUs are more than adequate – while i7s and Ryzen 7s are superior, the cost-to-performance improvements aren’t so significant they warrant an upgrade. On this note, if one is an intermediate content creator who games, an i7 or Ryzen 7 is easier to justify, since their improved multi-threaded performance makes things like using photo and video editing tools easier. Once a CPU is picked out, the next exercise is determining what GPU one needs.

  • The choice of GPU is usually the trickiest for most consumers, although in the present, I would argue that the resolution one intends to play at, and the refresh rates on their monitor, should be the biggest factor in determining what one gets. Players who want to game at 4K will benefit most from the high-end GPUs (e.g. NVIDIA –80 series or AMD’s -800 series), while 1440p players should, if their budget allows it, go for a mid-range video card (–70 series for NVIDIA cards, and -700 series for AMD). For most players, 1080p remains a dominant resolution, and so, the mainstream cards (e.g. NVIDIA –60 series or AMD’s -600 series) will get the job done. Players looking for a little more framerates at lower resolutions may benefit from picking GPUs from a tier higher, although using higher-end GPUs for 1080p60 gaming is generally overkill and won’t yield any appreciable gains.

  • Finally, RAM and non-volatile storage can round things out. In the present, 16 GB of RAM is still adequate, although heavy gamers and content creators would benefit from 32 GB of RAM. This is the decision-making process I follow for laying out the hardware I’d need for a computer, and in this way, I’ve been able to build long-lasting computers that strike a balance between performance and cost. Besides machines for my personal use, I’d also advised my first start-up on recommended machines for Unreal Engine 4 development, and when that company dissolved, the machines still sold for a decent price. Similarly, I’ve also given suggestions to friends who’ve wound up with builds they were happy with.

  • Back in Crysis, I’ve returned to a scene I’ve been careful to replicate every time I come up here: after reaching a KPA site at the top of a hill, I collect a precision rifle with a high-powered optic as the sun begins setting. The scene had looked quite different at medium settings in the original Crysis, and here in Crysis Remastered, things look a shade sharper and better-polished. The precision rifle and SCAR are my two go-to weapons in Crysis: the former is a bolt-action rifle with impressive stopping power for long-range combat, and the SCAR is a versatile assault rifle that’s more accurate and hard-hitting than the FY-71, the KPA’s service rifle. Although ammunition for the FY-71 is plentiful, I prefer using the SCAR on single-fire mode.

  • With the high-powered scope, the SCAR turns into a makeshift sniper rifle. Crysis was revolutionary for introducing the ability to dynamically change weapon attachments on the fly, and this feature wouldn’t make it into a mainstream first person shooter until Battlefield 2042. Throughout Crysis, players have access to a fair array of firearms, from assault rifles to shotguns, and one can also pick up guided anti-tank missile launchers and C4 explosives along the way, plus a range of grenades. However, Crysis‘ most iconic element is the Nanosuit, which enhances the player’s abilities. By default, armour mode absorbs incoming damage and allows the suit to recharge quickly, while strength mode enhances one’s ability to throw things, jump vertically and stablise their weapons.

  • Speed improves movement speed, as well as reduces weapon switch and reload times. Finally, cloak renders players invisible to foes, allowing them to sneak past entire areas without instigating a firefight. The tools available to players make the first half of Crysis an open world sandbox that lets one to approach things in any manner they choose, and this creates much of the game’s memorable moments. In Crysis Remastered, the main gripe I had about the game was the fact that the key bindings are optimised for the console and set up similarly to the Nanosuits in Crysis 2 and Crysis 3.

  • While it is possible to reset the controls to their classic setup, there are a few moments where the changed bindings threw me off. This was about the only gripe I had about Crysis Remastered – beyond the occasional bit of muscle memory causing me to carry out an unexpected action, I had fun revisiting familiar locations given a new coat of paint. It suddenly hits me that I’ve not written a Crysis game for quite some time: according to blog archives, the last time I wrote about Crysis was a final reflection on Crysis 3, dating back to December 2015.

  • The last time I set foot at the harbour where the North Korean cruiser is docked, it was 2013. By this point in the game, Nomad and the other operators have discovered there’s more to the artefacts on Lingshan Island than initially thought, and the American armed forces subsequently deploy with the aim of securing things before the North Koreans do. This results in allied forces appearing, and players suddenly have support from friendly forces. However, the KPA have dug into the island and placed anti-air emplacements in a few areas, requiring one to clear them out.

  • Crysis Remastered is so visually impressive that I caught myself stopping to admire the scenery on more than one occasion, and I found that the remaster looks its absolute best whenever one is around a body of water. With lighting effects being computed via real-time ray-tracing, Crysis Remastered requires a GPU with dedicated ray-tracing cores in order to really shine, and at present, I’m definitely glad to have purchased my RTX 3060 Ti when I did. I had originally been planning to buy an RTX 4060, but changed my mind after a flash sale in September saw the card going for 110 CAD off. The rationale behind my decision was simple: the RTX 3060 Ti was a card with known properties and was available in that moment, whereas the RTX 4060 is slated for release in July and has unknown performance (I’d expect it to provide 3060 Ti-like performance for the 3060 price tag).

  • The biggest deciding factor, then, was the choice between waiting a then-indefinite amount of time for the newer card, or paying a little more for a card I knew was going to perform well. In retrospect, my decision stands because, having now seen the Lovelace lineup, it becomes clear that any performance gains in the RTX 4060 would swiftly be offset by the fact that I could begin using the RTX 3060 Ti right away: having nine more months of enjoyment with a reasonably powerful GPU far outweighs the minor efficiency and performance increases the newer GPUs offer. As a result of this extra time, I was able to experience Modern Warfare II and get back into Battlefield 2042, as well as do this reflection on Crysis Remastered a full ten years after I played the original Crysis.

  •  The lesson here, then, is that sometimes, it is better to action something when things are close enough to one’s requirements and work with things from there, versus, waiting for something perfect or better to come along. This approach allows one to get the most with their time, and work with knowns, versus going without something in the hopes for an uncertain future. The same approach, surprisingly, also applies to potential relationships – all too often, people turn others down because they’re holding out for something perfect, and in doing so, they continue to deny themselves even the possibility of turning what’s in front of them and cultivating something that could exceed all expectations.

  • The idea is that, if one is reasonably confident about a relationship, there is no loss in stepping up and seeing where things go: taking a good relationship and maturing over time will allow one to grow it into something much bigger, whereas clinging to the idea that there’s “always better” means one isn’t even allowing for the possibility of this growth. I find it amusing that it took a well-timed GPU flash sale to make me realise this: at the time of my convocation a decade earlier, I was also guilty of holding out for better, and ended up paying the price for it. This is a story I will recount in the near future, but I can say that, in the present, I am now able to make snap decisions and make the most of what I’ve got in front of me, versus dreaming about what could be and then never even having a chance as a result.

  • Crysis‘ tank level is the most iconic for me, and admittedly, I actually do prefer the sunny weather of Crysis Remastered over the overcast, gloomy weather of the original Crysis. I vividly recall that, on the day I reached this mission, I was speaking with my parents about finding a suitable barber for a haircut ahead of convocation, and while I’d originally been planning to go to the barbershop on campus, they recommended one a little closer to home. After this conversation, the fact that I was graduating suddenly hit me with the subtly of a freight train. I had spent the last four years of my life as an undergraduate student, and all of this effort had now culminated in my satisfying the programme requirements for a health science degree.

  • Surprise soon turned to excitement, and I remember how, in the week following, things had become busy as I began preparing for things, from getting all of my photos taken, to submitting the last of the paperwork. I started Half-Life 2 at this point, and had gotten into things enough so that I put the brakes on playing Crysis – I ended up continuing after the Great Flood of 2013 swept through the area, and after campus was closed, I found myself with unexpected free time, so I was able to start the missions of Crysis that I was least looking forwards to, and finished the game before campus reopened. Observant readers will have noticed there that the tanks I’m operating have unlimited ammunition for their main cannon, whereas in the original Crysis, tanks only have thirty rounds available to them.

  • According to the blog archives, after finishing Crysis in June, I started writing about the game on a per-level basis, and stopped in July, before resuming in September. Nowadays, I try to write about a game while the thoughts are still fresh before I move on: if I finish a game at breakneck speed and move on, I may forget about my experiences. Here, I take a moment to admire the world-space reflections in one of the ponds before proceeding to the final step of the secondary objective, to destroy the AA emplacements in the valley: the blue skies of Crysis Remastered make everything in this level pop, a far cry from the gloom of the original, and now that I’ve had the chance to go through Crysis Remastered, I am glad that I made the call to go through this game, as it allowed me to experience Crysis from a different perspective.

  • In the end, I can happily conclude that yes, I did get value out of Crysis Remastered and the RTX 3060 Ti. Value is ultimately something that determines how I make decisions for my purchases. I define value as the ratio of utility to cost and time. Something has more value if it offers good utility at a reasonable cost or its utility saves me time: in this case, buying the RTX 3060 Ti the time that I did gave me more utility, and in this way, paying a little more to save time was worth it. On the other hand, I picked up Crysis Remastered during a sale for 5 CAD: for me, five dollars to revisit a game which is tied to my memories of the June from a decade earlier isn’t a bad value in my books.

  • Frugality and cost-effectiveness is ultimately why I tend to buy most games on sale, and why when I build PCs (or recommend builds to people), I always keep costs in mind. When it comes to building computers, I tend to build according to the “what you need right now, plus a 10-20 percent overhead depending on your budget” approach. In my case, a computer with an i5 and a slightly-improved mainstream GPU was satisfactory for my needs and fit in my budget, so it was a no-brainer. On the other hand, I have heard stories of folks who end up with expensive builds that are under-utilised. For instance, a local sliding pin maker was boasting on Twitter about their new PC, which is a pre-built machine with an i7 13700k and a RTX 4070.

  • However, this individual’s computing is limited to watching anime, running their online store and engaging with people on Twitter, and from their Tweets, they’re barely making ends meet on the essentials. From a rational perspective, one does not need an RTX 4070 to watch anime and use Twitter, so this machine is going to be under-utilised.  At the end of the day, I do not have the authority to tell people how they ought to manage their finances, but I am allowed to have an opinion on folks who buy pricey computer hardware without considering their other expenses: if one commits to such a decision, then they cannot complain about the consequences, or expect others to bail them out, either.

  • Buying a powerful PC and not fully utilising its capabilities is akin to buying a super car and only using it to drive to the local grocery store. While I’m not one to tell people how to spend their money or use their possessions, this does seem wasteful – I am reminded of Ali Al Saachez’s comment to Setsuna in Gundam 00, that the power of a Gundam is wasted on Celestial Being since they pull their punches during combat engagements and usually avoid unnecessary casualties while carrying out their armed interventions. In Saachez’s hands, the Throne Zwei goes from being a threat to being a near-unstoppable terror. This is a common theme in most Gundam series, where the performance of a machine is dictated almost entirely by pilot skill. Graham Aker and Char Aznable both go toe-to-toe with Gundams while piloting inferior machines, mirroring how even a weaker computer is still useful in the right hands.

  • The Witch From Mercury appears to challenge this, suggesting that a machine’s characteristics is also a factor in determining the result. However, I disagree: the reality is that giving an inferior operator a superior machine won’t make much of a difference in terms of performance. From the computing analog, the typical Twitter user likely won’t know how to even begin getting the most out of an RTX 4090, but a skilled user can make even a lower-end computer produce magic, using nothing more than a text editor and the terminal. For a gamer like myself, I don’t use enough processing power to justify purchasing top-end parts: I still game at 1080p, so the mainstream GPUs and CPUs are more than enough for me in the foreseeable future.

  • Here, I remark that while this is a Crysis-themed post, and I’ve talked a great deal about computer hardware, as well as my process, the idea was that since Crysis Remastered was so demanding, it was worth considering how I go about deciding on how to build a machine that would, in my case, let me run Crysis Remastered and my other games without devastating my finances. With this being said, everyone has different priorities, and while I favour cost-effectiveness over future-proofing, other people may suggest that one should build their computer in accordance with what they want to do in the next six years, as opposed to what they want to do in the next twenty-four months.

  • Back in Crysis Remastered, I’ve skipped ahead to the evacuation of Lingshan Island – I’ve already covered the tips and tricks of these later missions in posts written a shade less than a decade earlier, and therefore have no plans to revisit those specifics in this discussion. Once the aliens appear, Lingshan Island freezes over, and allied forces are overwhelmed. There’s no more sandbox as the focus turns to getting out, and while while Crysis was immensely fun in its first half, the second half is more linear and monotonous. The visual upgrades between Crysis Remastered and its predecessor are less apparent here, although in places where there’s still free-standing water, reflection effects are present to remind players that they’re playing Crysis Remastered.

  • In the interest of not creating a monstrosity of a post that is already likely boring readers, I’ll wrap up with a still of me piloting the VTOL. In the original console port of Crysis, this level was cut, and therefore, it was originally absent in Crysis Remastered. A patch would later restore this mission, allowing Crysis Remastered to finally offer a complete update to the original, providing a full experience of the game that had given computers trouble for years after launch. By the time I got around to playing Crysis Remastered, the VOTL mission had already been restored, and I was able to enjoy it in all of its visually remastered glory, which is a fitting way to experience things a full ten years after I first began playing Crysis at full settings and found myself marvelling at the capabilities of my then-new desktop, only this time, I’ve got a more demanding version of Crysis and a computer that has similarly risen up to the challenge.

When it released in 2007, Crysis became infamous for its exceptionally demanding system requirements: in order to run everything at maximum settings, one required a dual-core CPU with a 2 GHz clock speed, 4 GB of RAM and a GeForce 8800 GTX (which retailed for 600 USD when it launched back in 2008). At full settings, Crysis was a gorgeous game that ushered in a new era of mainstream computer graphics, and for years after, the online communities would always ask individuals who were especially proud of their latest computer build: “Can It Run Crysis™?” Within the space of six years, computer hardware would improve to the point where a midrange gaming PC, armed with a third-generation i5 processor and the significantly more affordable GTX 660, could run Crysis. The constant advancement in computer hardware has meant that for game enthusiasts, it’s never been easier to build a suitable computer for the express purpose of exploring virtual worlds at unparalleled fidelity, and of late, it does feel as though the hardware has now outpaced graphics technology. Games of the present generally look consistently good, but at the same time, today’s games don’t look too much better compared to the games of five years ago, whereas a decade earlier, games released five years apart looked dramatically different. However, this doesn’t mean that progressed has stopped: the best-looking games from five years earlier used pre-baked lighting and shadows to achieve some impressive results, but today’s games make more use of real-time methods. This results in less work for artists, instead putting more stress on the computer hardware, and as games become increasingly sophisticated, there are tradeoffs that need to be made. However, as these technologies continue to advance, games will continue to push the boundaries for what’s possible, and in the present, thanks to the sophistication of game engines like Unreal Engine 5, independent developers have been able to produce games that look life-like, as though they were footage taken from a body camera. Bodycam and EXP: War Trauma are examples of games that take a certain aesthetic and capitalise on Unreal Engine 5’s capabilities to produce new experiences. Things have come quite far for gaming graphics, and while in the present, there are a host of impressive-looking games out there, Crysis still remains a milestone title for players; for console players curious to see what all the fuss is about, as well as for PC players who wish to see if their build satisfies the age old question of “Can It Run Crysis™?”, Crysis Remastered is a solid way of checking out one of the most iconic titles in the world of games. On my end, watching my desktop effortlessly pushing out pixels while real-time ray-tracing was present is a reassuring reminder that for me, what I’ve got can run Crysis.

Regardless, Adolescence Doesn’t End, and Youth Continues On: Yahari Ore no Seishun Love Come wa Machigatteiru Kan OVA Review and Reflection

“It’s wicked to throw away so many good gifts because you can’t have the one you want.” –Louisa May Alcott

Some time after the prom, Hachiman and the remainder of the Service Club are unwinding. Komachi has become a student at the same secondary school and hangs out with them, and while Iroha is irate that the prom has given the student council no shortage of trouble with their budget, Hachiman has a dinner appointment with Yukino’s mother and sister. Yukino reassures Hachiman that the venue is casual, so a school uniform will be acceptable, but Komachi has the foresight of bringing a necktie along, just in case. During the dinner, Hachiman’s candid and blunt answers to the questions that Yukino’s mother impresses her, but when he hesitates in answering Haruno’s question about whether he and Yukino are dating, he unintentionally hurts Yukino in the process. Quite separately, Yui, Iroha and Komachi go out, and it turns out that Yui’s still got lingering feelings for Hachiman. During their conversation, Yui decides to stick it out and see if any chances present themselves in the future. After the seemingly disastrous evening that leaves Hachiman and Yukino dejected, Yui ends up asking Hachiman for a date of sorts. The two visit an aquarium, and Yui later admits that she still loves Hachiman, flaws and all. The next day, Hachiman picks up some sweets at Komachi’s behest as an apology to Yukino; Yukino states that actions like these are necessary the next time he and her mother will meet, and after Yukino hands out the sweets, she’s surprised when Yui takes a bite of the one she’s holding. Yui explains that she’s not given up yet, and that Yukino had better be prepared to fight to keep what’s hers. When the new club advisor arrives, the Service Club members arise to greet them. This is the Oregairu Kan OVA that accompanies the PlayStation 4 and Nintendo Switch game; being a sequel to the third season of Oregairu, it portrays life in the Service Club following the new status quo that was established after Yukino returns Hachiman’s feelings, and beyond representing a chance to simply see all of the characters again, the Oregairu Kan OVA also takes opportunity of this time to show how much of a positive influence Komachi’s been on her older brother: now a student at Sōbu High School, Komachi is able to directly offer advice to Hachiman and also pushes Yui along. From having the foresight of bringing a necktie for Hachiman, to compelling Hachiman into buying sweets as an apology for having being tactless during a meeting with Yukino’s mother, it’s clear that now that Hachiman has accepted youth and all that it entails, he is making missteps, but fortunately, still has someone in his corner to guide him along as he explores new directions as a result of his nascent relationship with Yukino. In this way, the Oregairu Kan OVA gives viewers additional reassurance that he will have support moving into the future.

Within the Oregairu Kan OVA, the question of how Yui handles Hachiman’s decision is also shown. Yui had spent much of Oregairu trying to win over Hachiman, but Hachiman had initially turned her down, believing that Yui had misunderstood her feelings of gratitude towards him for saving her dog to be romantic interest. Since then, Yui has continued to persist, only to slowly realise that Hachiman had fallen in love with Yukino, and by the end of Oregairu Kan, she reluctantly accepts this outcome. In the OVA, however, Yui continues to hang out with Hachiman as a result of her request for the Service Club, and she ultimately reveals her game plan: if Yukino should ever reach a point where she and Hachiman are no longer viable, Yui intends to swoop in. Although there is a certain romance in this mode of thinking, and it is something that seems to keep Yui’s spirits up, Oregairu Kan‘s OVA also indicates that Yui is likely doomed to failure and disappointment if she persists down this road; Yukino’s feelings for Hachiman are such that she can forgive him for his mistakes, and with Komachi guiding her older brother so he acts accordingly, Hachiman’s clearly in good hands. The relationships in Oregairu have been a point of contention since the series’ beginning, with some people feeling that Yui was suited for Hachiman, and other suggesting that Yui was a home-wrecker. From a narrative standpoint, Yukino and Hachiman are the ideal couple simply because it is Yukino that imparts positive change in Hachiman. Yui, in spite of her personality, never does the same for Hachiman. For Yui, it will doubtless be difficult to let go of Hachiman and cling onto the hope that she still has a chance yet: the writing has long been on the wall, and denying the truth will only make the outcome more difficult. However, it’s not all pessimism, either; with Komachi a regular member of the Service Club, and Iroha’s frequent visits, having two reliable individuals to communicate with on a regular basis may also help Yui to find her footing and eventually move on; I do not doubt that someone of Yui’s temperament will remain eternally unlucky in finding love, and with the right encouragement, Oregairu Kan hints at how, because she has legitimate friends now, there will probably come a point where she will be able to find her own happiness, as well: unlike the original clique Yui previously hung out with, she’s now in the company of people who genuinely care for her.

Screenshots and Commentary

  • Before I delve further into my own thoughts of the Oregairu Kan OVA, I will remark briefly that of the discussions I’ve seen, I have the distinct impression that the negativity surrounding the OVA comes from taking things at face value and misunderstanding that Yui’s feelings are still fresh; it is unreasonable to expect her to have gotten over losing Hachiman so quickly. One does need to read between the lines in order to see what the OVA says about Yui, and while I concede this can be hard to spot, the OVA does do a clear job of explaining why Yui will eventually make peace with what’s happened.

  • When Oregairu Kan concluded back in September 2020, I found myself immensely satisfied with the series’ outcomes: for me, the central aim had never been about who Hachiman would end up with, but rather, how his interactions with classmates, catalysed by Yukino and Yui, would push him in a direction where he would come to enjoy his youth, in spite of himself. This change in his perspective is central to Oregairu, and since the series presented this change as a positive, the outcome for Hachiman winds up being a satisfying one.

  • By the Oregairu Kan OVA, Komachi’s become a student at Sōbu High School, and she’s settled into life as a member of the Service Club to the point where she gets along well with everyone. When Komachi brings up cats, Yukino suddenly becomes very interested to see the photo, and this somehow ends up with Yukino petting Komachi. Komachi’s friendliness with the other members of Hachiman’s social circle, coupled with her social sense and willingness to guide Hachiman, means she’s able to get along with the others well. The fact that the OVA establishes this so early on is meant to show that, between his sister’s presence and own experiences, Hachiman’s future is going to be a little less hectic than it’d been previously.

  • While Oregairu is ultimately a positive series that shows how social interaction can improve one’s outlook on life and help them to open up to other people around them, there is a longstanding misconception that Oregairu is a psychological and sociological study of Japanese youth. This misconception originates from one “KirtZJ”, who believed that Oregairu was “some type of social, psychological genre” because it shows “the ability of teens forming social groups as a means of protection and sense of worth”. I disagree with this assessment because social structures and identity are not unique to Oregairu – any time a story involves more than two persons, social interactions are present.

  • Because of KirtZJ’s misunderstanding, the Wikipedia episode summaries for the first two seasons gives the impression that Oregairu is an impenetrable fog to anyone outside of sociology. The reality is more friendly: there is nothing intrinsically academic or inaccessible about Oregairu. This is because Oregairu is intended to act as a commentary on sociological models, rather than a case study; Hachiman’s journey is characterised by his own internal assumptions slowly being proven wrong over time as he interacts with others. As his time with the Service Club continues, it becomes clear to him that there is decreasing merit in what he’d once thought, and this change leads him to turn around and accept youth more wholeheartedly.

  • Consequently, academic models of things as varied as shunning, group cohesion and social judgement theory cannot be used to reliably analyse Hachiman’s choice of actions; while Hachiman originally believes that he is able to observe people and make decisions accordingly, his decisions occasionally have unintended side effects, and club advisor Shizuka wished that he would also think of himself before actioning something. As Oregairu continued, the people around him eventually persuade Hachiman to solve problems in a more tactful way, and along the way, Hachiman would develop a stronger bond with his peers, one where he would try to consider the consequences of a choice before acting. When conveyed in this fashion, Oregairu isn’t overwhelmingly complex or challenging at all from a thematic perspective.

  • The appropriate course of action here would be to remove all of the internal links in Wikipedia’s Oregairu episode summaries to their corresponding sociological and psychological articles, rendering the episode summaries easier to understand. While this would doubtlessly benefit readers, I imagine that such an action would be met with fierce resistance – even today, some folks still believe that anime only has legitimacy when one can ascribe academic principles to its story or characters. I’ve long heard from readers who disagree with this as I do, and as such, I occasionally find myself curious to hear from folks who believe otherwise, that academia should necessarily be present in discussions about a given show. Back in Oregairu Kan‘s OVA, Komachi clings to Iroha, who’s trying to leave and get some work done: Komachi is worried that Hachiman might ditch his upcoming date with Yukino, which entails meeting her mother in a more formal setting.

  • Iroha, on the other hand, is concerned that, since Hachiman tends to be quite blunt, he may get into a verbal altercation, but Yui is confident that at worst, things will simply become awkward between the two. The fact that Yui knows Hachiman and Yukino so well impresses Iroha and Komachi, who remark that she’s practically a goddess in this regard. During this whole scene, it was quite nostalgic to see Nao Tōyama (Yui), Ayane Sakura (Iroha) and Aoi Yūki (Komachi) present: Oregairu has an all-star cast, and while I didn’t really appreciate this back when I first started, years of watching anime has meant that over time, I’ve picked up my own personal favourites.

  • Oregairu had marked the first time I saw Takuya Eguchi (Loid Forger) and Saori Hayami (Yor Forger) together in lead roles. Because of the choice of casting, I can imagine that for Eguchi and Hayami, it’d be just like old times when it comes to voicing Spy × Family‘s lead characters: Loid and Yor play the role of a married coupled with the intention of enrolling Anya into the Eden Academy for Operation Strix in Spy × Family, and the chemistry between Eguchi and Hayami was spot on. Both Hachiman and Loid are logical, capable people, and Eguchi performs both exceedingly well, conveying an air of cool detachment in these roles.

  • On the other hand, Hayami’s range is shown in how differently she plays Yukino and Yor: Yor is a badass assassin on the job, but otherwise is as adorable as GochiUsa‘s Aoyama Blue Mountain in her everyday role as Anya’s mother. The sharply contrasting roles allow Hayami to experiment with different character types, and she plays all of these roles with confidence, breathing life to her characters. Here, when Yukino helps Hachiman to tie his tie, my eyes see Hachiman and Yukino, but my ears hear Loid and Yor. Of course, being a master of disguise, I imagine that Loid wouldn’t need any help in getting his ties done correctly, and here, I remark that, although I’ve had little opportunity to tie ties in the past while, the half-Windsor knot that I learnt from my parents still comes quite readily to me.

  • The fact that Yui’s still a little dejected after Hachiman begins dating Yukino was only natural. Iroha and Komachi end up having a spirited conversation about what they’d do in Yui’s place, and while their suggestions are more whimsical than helpful, Yui does spot that she could still come in and take back Hachiman if Yukino’s heart ever wavers. This moment paints Yui in a poor light to her detractors, and for me, while it’s clear that Yui still doesn’t have a strong sense of identity (since she’s so easily influenced), recalling that Komachi and Iroha are in her corner, one can also suppose that the two could similarly influence Yui in a positive manner, encouraging her to find her own path anew.

  • I couldn’t help but smile after Yukino had remarked they were going to a “casual” restaurant, only to see Hachiman react in shock at all of the silverware on the table. This scene parallels a moment in James Cameron’s 1997 film, Titanic, where Jack Dawson is being introduced to high society and finds himself surprised by the cutlery. I picked up the knowhow for handling formal dinners from my parents: one always starts from the outside and works their way inward. The knife above the plate is typically for butter, and depending on the meal, a spoon may also be present, being intended for dessert or a cheese course. In this way, one can quickly work out how many courses there are to a meal, as well.

  • During the course of the dinner conversation, Hachiman says a few things that irritate Yukino enough for her to kick him from underneath the table, but Yukino’s mother and Haruno seem to take things in stride. In these situations, I am more inclined to treat it like an interview and pick my words accordingly, as well as using pauses and breaks accordingly. Hachiman, on the other hand, walks in with a very casual attitude, and later, when asked about things, he replies it’s because Yukino’s mother feels so much alike that he can’t help but converse with her the same way he usually does with Yukino. While this is disrespectful to some extent, a bit of extrapolation also finds that this might be a form of flattery: Hachiman is suggesting that he is comfortable around Yukino.

  • While seeing the relationship between Yukino and Hachiman was quite amusing (Hachiman clearly has a long way to go before he can demonstrate himself as worthy partner for Yukino, but Yukino loves him enough to accept his flaws and give him the time to improve), the Oregairu Kan OVA was also a little more sobering where Yui was concerned. I hold that Yui’s way of managing her own feelings is quite normal; even after one realises their crush is unlikely to reciprocate their feelings and is seeing someone else, there is a natural inclination to hope that things could be different. Rather than pressuring Yui to drop it, Iroha and Komachi take on a more supportive approach – Yui’s feelings are still quite hurt right now, and while there will be a time to push her into finding something else, it is still too early for that at this point.

  • In the end, although Hachiman appears to have survived Yukino’s mother’s questions, he unintentionally embarrasses Yukino when he replies to Haruno’s question of whether or not they’re dating with a noncommittal and nervous “are we?”. Yukino’s mother defuses the situation, but Yukino is hurt since Hachiman has not shown any commitment to her. I am reminded of a tip I picked up for interviews: “always answer decisively”. In this case, by showing hesitancy, Hachiman indicates to Yukino that he might not be interested, whereas if he were more confident and answered with a decisive “yes, we are dating”, then he’d show Yukino that he was wholly committed to her. In this moment, I thought back to something my parents had strove to instil in me; I can’t fault Hachiman for answering in the way he does, since I would’ve probably done the same, and a part of me also knows that Hachiman is still green here.

  • In the aftermath, Yukino ends up being quite distant towards Hachiman, who feels like he’s blown his chance with Yukino. Yukino leaves to tend to a few things, and Hachiman decides to head home. Luckily for Hachiman, Komachi is remarkably perceptive, and she is able to give him the right advice: Hachiman clearly knows he must apologise to Yukino but doesn’t quite know how to go about doing so, so Komachi helps him reach a suitable answer. Moments like these are a callback to Hachiman’s old ways; he has a rough idea of what needs to be done, but his assumptions mean that his methods might not always be correct.

  • By leaning on others, Hachiman grows and matures. Of course, his growth isn’t going to be perfect, and the Oregairu Kan OVA shows that there are cases where he may still misstep. Mistakes are a natural part of learning, and it is with support and advice from others that one goes from misstepping often, to making fewer missteps. This is what I like about Oregairu: its honest portrayal of its characters mean that people who’ve experienced similar things as Hachiman and the others can relate to how they feel in a given moment. Hachiman decides to settle on getting Yukino some specialty cookies from a place in Chiba, the students’ equivalent of apology flowers, but before he and Komachi can head off, Yui appears.

  • Under most circumstances, the choice would be clear to take off and tend to Yukino, but Komachi’s spotted something here. She knows that Yui would, if given the chance, still try to steal Hachiman from Yukino, and so, rather than allowing these thoughts to linger, letting Yui hash things out with Hachiman seemed more appropriate. Thinking on one’s feet like this is what makes Komachi such an asset, and even though she’s a fellow junior classmates only in the Oregairu Kan OVA, her impact on the Service Club is so strongly felt that it feels as though, were she present earlier, Hachiman’s growth would be accelerated to the point where everything could’ve been resolved in as few as six episodes. At the same time, this also gave me the impression that having Komachi present means that Hachiman and the others will always have a reliable source of support in their presence.

  • Thus, while Komachi takes off to buy the apology gift for Yukino, Yui and Hachiman go on a date of sorts, allowing Yui to share some time with Hachiman and work up the courage to speak her mind. In Oregairu Kan, I believe that, after the signs became apparent, Yui had simply given up and never gave voice to her feelings, so it was logical for this OVA to deal with things in a more conclusive manner. Here, I remark that, although Yui is all smiles, the pain she feels at losing Hachiman is still quite noticeable, creating a sort of juxtaposition between Yui’s outward appearance and the situation at hand.

  • The choice of date Yui picks out, an aquarium, stands in stark contrast with the formal dinner that Yukino had taken Hachiman to, speaking to the differences between Yukino and Yui’s backgrounds. Although this afternoon does have the same feeling as a date, the choice of exhibits the two check out were also carefully chosen to act as a metaphor for how Yui feels; at one point, the pair head out to check out the touch pools, and upon feeling the course skin of a shark, Hachiman comments on how he agrees with the sentiment that sometimes, words alone don’t adequately describe something.

  • While this “date” proceeds nominally, there are moments where it’s clear that Yui knows that things won’t last – Yui and Hachiman eventually wind up at the penguin enclosure, and here, Yui reads a sign that indicates how Cape Penguins remain together until their deaths. Seeing this sign fills Yui with a feeling of longing, and this is something that Hachiman notices. As the afternoon turns to evening, Yui chooses this moment to lay how she feels about the current status quo out in the open: she’s still very much in love with Hachiman, flaws and all, and is frustrated at the way he and Yukino have done things. Although Hachiman tries to find the right words to console her, they won’t come, and Yui remarks it’s fine, that she’s not going to stand down until it’s clear that her race is run.

  • Traditional love stories would indicate that there is romanticism in Yui’s approach, but from a practical standpoint, holding onto lost love also prevents one from being open to new opportunity around them. This is what motivates the page quote: the size of the world means that, even if Yui can’t be with Hachiman, there are numerous others out there who might be able to help Yui find happiness anew. By constantly thinking about Hachiman, Yui is not only denying herself this possibility, but she could also be shutting out people who are suited for her. This is merely one outcome, and I am hard-pressed to believe that this would be how things unfold: Oregairu Kan‘s OVA shows that one way or another, Yui will eventually be spurred on in a new direction.

  • This ultimately got me thinking: given Yui’s disposition and background, what kind of individual would be suited for her? Yui is someone who tends to be cheerful and spirited, but also tends to try and fit into a situation. As a result, she doesn’t speak her mind often, and this means that she would clash with Hachiman from a personality perspective – Hachiman also struggles to be upfront about how he feels. Conversely, Yukino has no problem being direct when appropriate, and this is ultimately why Yukino is able to force Hachiman to grow. On the other hand, Yui would be unable to drive this same change in Hachiman owing to her more agreeable manner. Oregairu had shot down any possibility of Yui ending up with Hachiman, and despite her own efforts, it should be quite plain that she never had a fighting chance.

  • For Yui, her ideal partner is someone with a very firm sense of identity and is secure in who they are. Such an individual might not always be the most communicative and prefer shouldering problems on their own, but they would be sensitive, kind and caring. The reason why these traits suit Yui is because she’s unsure of herself, and someone who is simultaneously compassionate and confident would create a sense of comfort, encouraging Yui to be herself and setting her best foot forward. Knowing that this individual wouldn’t judge her, and would always be solidly, reliably present to support her, Yui would grow in new ways. Hachiman meets most of these criteria, but his weakness is an unwillingness to confront his true feelings because he’s not secure in himself, and since Yui is similar, she would benefit from someone who is more comfortable with who they are, so that she can be comfortable in opening up to them.

  • Someone like Yui would be able to bring much joy and spirit into the life of someone who’s accustomed to routine – Yui is quite spontaneous and fun-loving, and she could help to bring her partner out of their shell, in time allowing them to enjoy living in the moment a little more. This is ultimately the reason why I favour Yui even though from a narrative standpoint, Yukino was better suited for Hachiman; someone with Yui’s traits would be the sort of person I could see myself falling love with. I’m very strict, disciplined and value reliability above all else, but at the same time, this also means that I don’t actively seek out spontaneity. I also tend to solve problems on my own because I have reasonable faith in my ability to get things done, and since I prefer not troubling others.

  • Although I am aware of my shortcomings and strive to improve, having someone like Yui in my corner would probably accelerate that process. I am drawing conclusions based on what is seen in Oregairu, and I appreciate that in reality, relationships have enough moving parts so that it’s easy to consider what would could do on paper, but then when the chips are down, it boils down to a matter of experience and social know-how. With this being said, such exercises are always fun, as they allow me to explore different territories from a more personal, subjective standpoint.

  • Although I do not know the precise English word for it (despite English being my working language), in Cantonese, Komachi’s social know-how is informally called “識 do” (jyutping sik1 do), literally “knowing (how to) do (something)”. It is characterised by a knowledge of how to respond to a social situation and act in a manner that is respectful and tactful. For having hurt Yukino, Komachi knows that an apology must be on order, and that this apology must be reinforced by a gift, rather than just the use of words. Despite being younger than Hachiman, Komachi has excellent emotional intelligence.

  • “識 do” isn’t a skill that can be acquired overnight, but rather, it comes as the result of experience and making mistakes, then knowing how to do better next time. When I reflect on my own actions in the past, there are a multitude of things that I certainly could’ve done better. The irony, of course, is that now that I know how to handle things appropriately, there is no opportunity for doing so. Once tensions between Yukino and Hachiman defuse, things in the Service Club liven up again as Yukino passes out the sweets. This is where Yui shows that she’s not quite ready to give up on Hachiman yet.

  • Stealing a bite of the biscuit that Yukino is holding shows that Yui is, at least for now, not admitting defeat. While seemingly immature, I continue to maintain that it does take a bit of maturity and life experience to see why it was important to show this – Yui’s actions here will likely spur Yukino to put in a fuller effort in keeping Hachiman, and thanks to support from Komachi and Iroha, Yui will gradually accept things and move on. Accentuating this is the fact that, after Yui gives her thoughts to Yukino, Iroha and Komachi immediately step in and break up the mood with their banter. Although subtle, it is sufficient to show how they’re ready to ensure that Yui doesn’t wander down a difficult path, and this allows the OVA to conclude on a good note.

  • Once the club instructor returns, the OVA draws to a close, and with this, I’ve once again completed my journey Oregairu. It is surprising that almost three years have elapsed since Oregairu Kan finished airing, and the series originally began running in 2015. Over the past eight years, Oregairu has walked viewers through a touching story about how a change in perspective can help people to learn and mature, and along the way, perhaps even discover love. I expect that, barring another surprise, the Oregairu Kan OVA will be the last time I write about Oregairu, unless either readers express an interest in my revisiting Oregairu Zoku and its OVAs, or if the anime receives a surprise continuation.

An epilogue OVA for Oregairu was quite unexpected – when the third season concluded back in September 2020, it had done so in a decisive manner. Hachiman and Yukino begin going out after an awkward but sincere kokuhaku, and Yui accepts that she’s lost, even though her feelings for Hachiman continue to linger. Hachiman himself has changed wholly, believing youth is enjoyable after all. In this way, the Oregairu Kan OVA was not strictly necessary to fill in any holes within the story. However, I will not begrudge the existence of a continuation that reaffirms a few more things that the original series had left implicit, and with the Oregairu Kan OVA in the books, one can definitively say that Oregairu‘s events leaves each of Hachiman, Yukino and Yui in a better place than they’d been when the series started – in particular, while Yui is not explicitly shown as having made peace with what’s happened, seeing her conversations with Komachi and Iroha clarify that, unlike the superficial connections she had while she’d been in Yumiko’s clique, she now has genuine friendship with people who will be there for her when thing get tricky. While Yui’s lingering feelings prima facie appear unhealthy, it’s only been a short amount of time since the events of Oregairu Kan, and therefore, it is unreasonable to expect Yui to have gotten over her old feelings so quickly. The process requires more time than the few weeks that have passed, and so, the Oregairu Kan OVA instead chooses to portray how Komachi and Iroha have both settled into life with the Service Club. In this short time, Yui’s still hurt by the knowledge she likely won’t be with Hachiman as she would’ve liked, but at the same time, Yui’s own growth therefore becomes more implicit, a possibility that becomes more likely when one considers how the two are willing to talk things over with her. In particular, Komachi, as supportive as she is of her brother’s relationship with Yukino, also cares about Yui and knows how to help her out, as well. With this, I expect Oregairu to be completely finished at this point: short of the decision to adapt anything from the original light novels that was condensed out or omitted, Oregairu‘s animated adaptation has told a satisfactory story of Hachiman’s journey towards gaining a new outlook on youth and performed well enough to promote interest in the light novels, so from a functional standpoint, the anime has fulfilled its objectives in whole.

Uma Musume Pretty Derby OVA: Road To The Top Review and Reflection

“It’s horse racing. If you can’t beat him one way, try to win another way.” –Bob Baffert

Narita Top Road is a horse girl who shows great promise as a racer, but because of misfortunes on the race track, hasn’t won any major titles yet. She’s excited to run in the Satsuki Sho for a Triple Crown title and, seeing her excitement, Narita Top Road’s trainer agrees to register her even though she’ll be squaring off against Admire Vega again. After classes, Narita Top Road has a chance to speak with Admire Vega and indicates that the latter’s running is what inspired her, although Admire Vega appears to regard Narita Top Road coldly. In a flashback, Narita Top Road’s trainer recalls how while she lacked finesse as a young racer, she’d also shown promise and therefore, agreed to train her. During the first race of the Satsuki Sho, Narita Top Road and Admire Vega face off against TM Opera O, a boisterous horse girl who ends up winning the race and leaving Narita Top Road feeling as though she’d let her trainer down. After this shock wears off, Narita Top Road continues training. Quite separately, Admire Vega pushes herself to win the next race; it turns out that her sister’s passed away and had donated her heart to Admire Vega, so she now desires to succeed for her sister. The next race in the Satsuki Sho is on a straight course, which is Narita Top Road’s strength, and while she manages to maintain a lead over TM Opera O, Admire Vega, spurred on by thoughts of her sister, manages to overtake Narita Top Road, dealing her a crushing defeat. In the aftermath, Narita Top Road accompanies her friends on a training camp. Her trainer asks her to regroup by having her coach some younger horse girls, and later, Narita Top Road reveals her biggest fear in a race now is letting down those who support her. Her trainer replies that her fans support her precisely because there’s no quit in her, and while she later loses another race, Narita Top Road decides to keep trying anyways. During the final race of the Satsuki Sho, Narita Top Road manages to take first place and treating everyone supporting her to a fine performance along the way. This is the latest series of OVAs for Uma Musume Pretty Derby: titled Road To The Top, this short series streamed online back in April and provides yet another glimpse into how expansive the world of Uma Musume Pretty Derby is.

Like its predecessors, Road To The Top emphasises how each and every horse girl in Uma Musume Pretty Derby has their own reasons for running, and how, provided that all other things are held constant (such as training and skill), what determines the outcome of a race boils purely down to what drives each individual horse girl in that moment, and split second decisions made during the course of a race itself, which in turn are related to what the story in Uma Musume Pretty Derby is intended to convey. Here in Road To The Top, the focus is on Narita Top Road. Unlike TM Opera O, who’s racing for the thrill of victory, or Admire Vega, who’s racing for her late sister, Narita Top Road is racing for those who’ve made it possible for her to come this far, whether it be her trainer or her fans, who’ve come to adore her never-give-up attitude. While Admire Vega’s story is also a poignant one, and her motivation is powerful, Road To The Top also portrays her as being completely alone. She camps on academy grounds rather than sleeps in the dormitories, and whereas Narita Top Road is fond of hanging out with other horse girls (she’s frequently seen with Rice Shower and Haru Urara), Admire Vega seems to shun company, even when Narita Top Road attempts to express her gratitude for being able to compete on the same arena as someone of Admire Vega’s calibre. In this way, Road To The Top seems to speak to the fact that no horse girl is an island, and how important it is to be able to fight for those in the present. By giving each of TM Opera O, Admire Vega and Narita Top Road a win here in Road To The Top, Uma Musume Pretty Derby shows how important it is to have an eye for potential and invest in this possibility: although Narita Top Road is not exceptionally skilled or uncommonly talented, her persistence and desire to express thanks to those who support her is what ultimately gives her the ability to compete and stand alongside horse girls like Admire Vega and TM Opera O. Here in Road To The Top, Narita Top Road’s story is mirrored in the title (it is a story of Narita Top Road’s road to the top), and even in spite of the fact that Narita Top Road would eventually find her victory, one way or another, Road To The Top still finds a way fo keeping things suspenseful and exciting every step of the way.

Screenshots and Commentary

  • Over the past three years, readers will have noticed that I’ve become a fan of Uma Musume Pretty Derby and along the way, I’ve written my share of posts about a series that certainly surprised me in a pleasant way. The Road To The Top has Narita Top Road as its lead, and this particular Horse Girl reminds me a great deal of Lycoris Recoil‘s Chisato Nishikigi and RDG: Red Data Girl‘s Mayura Sōda. Narita Top Road is voiced by Kanna Nakamura, and here in The Road To The Top, she plays the spirited horse girl who, despite her occasional doubts, still manages to find it in her to befriend those around her.

  • Although P.A. Works and Studio Kai have helmed Uma Musume Pretty Derby‘s first and second seasons, respectively, and different studios handled Umayon! and Uma YuruThe Road To The Top is produced by CygamePictures, Cygame’s in-house production studio. The Road To The Top lacks the same finesse and polish that were present in the earlier titles – facial expressions are inconsistent at times, and the artwork is slightly less detailed than it had been previously. However, visuals alone do not make an anime, and The Road To The Top does stand of its own merits.

  • I was a little surprised that The Road To The Top would be a four-episode OVA, but having now completed things, I’m glad the series had the time that it did to flesh things out. Even thought there isn’t the same amount of time to fully explore all of the details among the characters, having more episodes gave enough space to provide a satisfactory amount of exposition behind everyone’s background. Right out of the gates, it’s clear that Narita Top Road is quite cheerful and does her best to get along with everyone, even the aloof and distant Admire Vega.

  • The other major player in The Road To The Top is TM Opera O, a confident and somewhat vain horse girl with a taste for theatrics. TM Opera O reminds me a great deal of Brave Witches‘ Waltrud Krupinski in both manner and appearance – both TM Opera O and Waltrud talk big game but also have what it takes to back up their words. During the first big race of The Road To The Top, it is TM Opera O who ends up taking the win. Throughout these OVAs, it becomes clear that while Narita Top Road is a skilled horse girl, she actually had humble beginnings, and the OVAs establish that she still has a few missteps, even during training.

  • The races in The Road To The Top are similar to those seen in the remainder of Uma Musume Pretty Derby with respect to quality goes – from wide-angle shots that show the entire group of racers, to close-ups that highlight the facial expressions of each individual horse girl, Uma Musume Pretty Derby does its best to ensure that all parts of a race are captured. I hold that more variety in camera angle, using panning and over-the-shoulder, or top-down shots (akin to what was seen in John Wick: Chapter 4‘s Dragon’s Breath scene) would be a nice way of livening up the races even further.

  • Despite losing the first of the Satsuki Sho races, Narita Top Road retains a loyal collection of supporters who greatly enjoy her racing. Narita Top Road doesn’t have the same natural talent that Special Week had and isn’t afflicted by the tragedy that struck Tokai Teio, but what makes her standout is her never-give-up attitude in spite of her lack of standout traits. This is something that Narita Top Road struggles with in The Road To The Top – viewers would be confident that she will find a way to win eventually, but per the OVA’s naming, there is a journey to get to this point.

  • Having seen both seasons and the OVAs, I am familiar with both Haru Urara (a cheerful horse girl whose lack of victories is offset by her ability to brighten a room up) and Rice Shower (a quiet horse girl with a track record of dethroning other horse girls from achieving records on occasion). Both play a more minor role here in The Road To The Top, but it becomes clear that Narita Top Road does have some close friends in her corner.

  • A long time ago, I had a classmate in the year below mine who bore a similar manner to TM Opera O, and we got along just fine. Said classmate was very knowledgable about bioinformatics, spoke very politely, but also had a very grandiose way of addressing people and ideas. I got the distinct feeling that this classmate was very passionate about the material, and he had a knack for conveying ideas in a manner that excited those around him without ever coming across as arrogant. I rather enjoy the company of people like these, and in the case of The Road To The Top, TM Opera O’s presence serves as a foil to Admire Vega, who’s all gloom and wholly focused on her own internal goals.

  • Through their portrayal of characters, it appears that Uma Musume Pretty Derby treats the stoic, quiet horse girls as being mildly antagonistic – even though racing is a competitive sport, Uma Musume Pretty Derby takes care to show that the horse girls demonstrate good sportsmanship for the most part, and even the horse girls who don’t communicate much are fighting for reasons as valid as those of the more expressive horse girls. However, even though Admire Vega seems quite cold and unreceptive towards Narita Top Road’s friendship, it’s hard to hold this against her, and I found myself wishing that here in The Road To The Top, there had been a chance for Admire Vega to eventually open up.

  • During the second of the Satsuki Sho races, TM Opera O takes a lead towards the final leg of the race, but since long straights are Narita Top Road’s speciality, she ends up pulling ahead. In Uma Musume Pretty Derby, each horse girl is shown as having certain kinds of races they tend to excel in and therefore favour, but in each series, upset victories occur when a horse girl loses in a type of race they were the favourite to win in. While this is a common storytelling technique in Uma Musume Pretty Derby, and therefore one I’ve come to expect, it doesn’t take away from the emotional impact in any way.

  • Admire Vega ends up taking the second of the Satsuki Sho race: she runs purely for the memory of her sister, who had donated her heart to Admire Vega. In a longer series, Admire Vega’s reasons for running would be better explored, and this would allow Narita Top Road to get to know her rival and role model a little better. The Road To The Top establishes that Narita Top Road admires Admire Vega and had sought to improve to the point where she could one day race against her on the track. Given Narita Top Road’s trainer’s remarks, she’d come a very long way from the days of when she started out, and the very fact she’s now at the Satsuki Sho, squaring off against TM Opera O and Admire Vega, is an achievement in and of itself.

  • However, this doesn’t stop the sting of defeat from being any more painful – after losing this race by a thin margin, Narita Top Road loses her composure and is now struck with the thought of what will happen if her best isn’t nearly good enough. The timing of things is something that ends up helping Narita Top Right; almost right after the second race, the horse girls are set to go on a training camp, and it is here that Narita Top Road is given a chance to regroup and see things from a fresh perspective. Although it was tough to see Narita Top Road on the verge of tears, it was quite clear that she was going to stumble before seeing any victory.

  • When it comes to problem solving, taking a step back and returning to a problem after a break is a successful approach. This is why as one gets older, problems no longer seem quite so insurmountable; someone with experience knows that no problem is unsolvable, and even if one approach is not feasible, alternate solutions exist. Recently, I was tasked with sorting out a web application’s CSS to improve visibility, and although I’d spent almost a week trying to hunt the code down (JavaScript is, unlike most Object Oriented Languages, an incomprehensible mess and should be retired immediately), I had no solutions. During one stand-up, I was explaining my thought process, when one of the other team members mentioned we had other ways of expressing state to users. Inspired, I decided to try another solution, and this worked well enough that I decided to go with it.

  • Although Narita Top Road had fully intended to spend the training camp practising, her trainer pulls her aside and tasks her with coaching some younger horse girls. After walking them through the basics, the horse girls ask Narita Top Road to show them her technique, and while Narita Top Road might not be the fastest or most impressive horse girl around, she impresses them nonetheless. I remember an old memory of when I was helping to teach a karate class, and one of the students had been quite unruly, so the instructor for the class pulled the student aside and asked me to demonstrate a kata for him. After I finished, the student was paying attention and following the instructor much more intently, evidently excited by what learning the basics could lead to.

  • Moments like these are always welcome in anime because they parallel the reality of how being given a chance to teach and impart knowledge unto others also helps one to understand something a little better. During the day, Narita Top Road’s old worries are set aside as she trains the younger horse girls and does her best to encourage them and smile for their sakes. Of course, when the day is done, and Narita Top Road meets up with her trainer, she reveals that something has been bugging her – if her best isn’t good enough, where does this leave her? This is a longstanding question that people ask, and the trainer’s answer is simple: Narita Top Road’s greatest asset isn’t her innate talent, but rather, her perseverance.

  • Despite having come a long way, Narita Top Road worries about letting down everyone who’s been supporting her – it becomes clear that Narita Top Road doesn’t race for herself, but rather, for those around her, from fellow horse girls and her fans, to her trainer. The choice to have TM Opera O and Admire Vega as Narita Top Road’s rivals is fitting because they act as a foil to her; both race for themselves, and while they are remarkably skilled racers in their own right, the idea in The Road To The Top is that someone who fights for something bigger than themselves will want a win enough to make it a reality. Before this can happen, though, Narita Top Road still has a few hurdles to overcome.

  • However, at the end of the training camp, Narita Top Road is invited to an event with her fellow horse girls; the whole neighbourhood’s come out to cheer her on, and while Narita Top Road is a little embarrassed, she hears out the others and soon finds herself partaking in the festivities, enjoying the grilled carrots that are part of the evening’s spread. Food’s always been an integral part of Uma Musume Pretty Derby, and the horse girls are, without exception, fond of eating everything from carrots, to ramen and sweets; in fact, the promise of sweets was how Team Spica’s trainer managed to persuade the others to train harder.

  • Longtime readers are familiar with the fact that I’m very fond of enjoying various foods, and all too often, I’ve found that there are local places that fall under the radar. This past weekend, I sat down to dinner from two such places. On Saturday, I had been volunteering to shoot a video at an event where the premiere of Alberta was speaking and ended up swinging by a Japanese restaurant by the university, where I enjoyed their takoyaki and curry katsu don – this dinner out had been unexpected, and having spent the previous weekend indulging, I figured something simple, home-like would be appropriate. Then, on Sunday night, my parents became curious to try out a place called Chicken On The Way, a Calgary institution that dates back to 1957 and lays claim to the title of “Best Fried Chicken and Corn Fritters in the city”.

  • Having now tried their fried chicken, thick-cut fries and corn fritters (which go extremely well with maple syrup) for myself, I believe that Chicken On The Way absolutely lives up to their reputation – even the chicken breast was juicy and flavourful, and their corn fritters brought to mind the tastes of a fairground midway. Excellent food becomes something to savour in the moment, and something to look forwards to. As a bit of a gastronomer myself, I’ve come to add travelling about and trying different foods out to my list of hobbies. Back in The Road To The Top, after the training camp concludes, Narita Top Road ends up running and losing in another race.

  • The latest results disappoint Narita Top Road and leaves her deep in thought, so much that she forgets to take her drink from the vending machine. When TM Opera O shows up, Narita Top Road is shocked, and her tail stands up in surprise. Small details like these act to defuse the tension in a moment, and seeing Narita Top Road’s surprise face was quite funny – even though P.A. Works (a studio known for their funny faces) is no longer helming Uma Musume Pretty Derby, the character designs have remained fairly consistent. Some folks have complained about how the animation quality appears to have dropped between the first and second season, but if this is the case, I’ve not noticed.

  • On the other hand, the animation and consistency in The Road To The Top do look a smidgen rougher than the previous two seasons. I do not hold this against The Road To The Top, since it is an ONA, an anime made for web broadcast, and overall, this series still remains engaging for its characters. Here, running into TM Opera O shakes Narita Top Road from her reverie, and the former’s pompous manner ends up breathing some life back into her. It’s almost impossible to dislike TM Opera O, and having a character like her around helps bring Narita Top Road back to form.

  • To this end, Narita Top Road speaks with her trainer and asks him to let her race in the manner of her choosing. From a viewer’s perspective, it’s quite difficult to actually get a bead on the different horse girls’ different styles unless the racers’ thoughts, and additional commentary from spectators are present. However, a priori knowledge of horse racing isn’t necessary to enjoy Uma Musume Pretty Derby, and in-show, there are plenty of cues to keep viewers informed of what’s happening. Here, I would expect that, by asking her trainer to let her run with an approach different than what she’d previously done, she also hints at the fact that she’s become confident enough to use her own methods.

  • Narita Top Road’s optimism and friendliness is ultimately what makes her so easy to root for – even though both Admire Vega and TM Opera O have beaten her in races, Narita Top Road continues to demonstrate utmost respect for her rivals, citing that they’re the reason she was able to advance and improve. One aspect of The Road To The Top that I would’ve liked to see was having Admire Vega open up to Narita Top Road. This would’ve helped to accentuate the fact that, even though horse girls race for their own reasons, they can still share in one another’s company and, when things get tough, there is always someone to talk to. However, owing to constraints with the runtime, this ultimately did not happen.

  • As the final race of the Satsuki Sho, Narita Top Road is prepared to give it her all, run in the way she feels to be most natural and at the very least, put up a good showing for all of her fans in the stands. Throughout Uma Musume Pretty Derby, races are thrilling events that draw considerable crowds, and the energy of a moment is quite tangible. For the horse girls, however, all they are worried about now is giving their best, and while Narita Top Road is a little nervous, a quick tap to the rear shakes her out of her doubts. For this post, I originally was planning to make it an extended post, but readers will have noticed that this month, posts have been longer on average.

  • There’s always a great deal of moments in a given work that are worth covering, but at the same time, I also appreciate that readers would prefer more concise posts. As a blogger, striking a balance between the two is something that isn’t an easy task: on one hand, I strive to ensure posts capture my most important thoughts without stretching out and causing readers to lose interest, but at the same time, posts must also be long enough to let me walk through the reasoning and evidence that drives my conclusions. Summary and reaction posts are, at least for me, inadequate, and I do not find any value in reading blogs who do little more than cheering the characters on because they don’t offer me with a different perspective on what’s happening.

  • Midway through this final race, the spirit of Admire Vega’s sister manifests, and unexpectedly, Admire Vega finds herself slowing down in the race. It turns out that she’s also suffering from an injury of sorts, one that isn’t acute enough to prevent her from running now, but will someday end her ability to competitively race. The spirit of Admire Vega’s sister suggests that just being able to see her run is enough, and I would imagine that in this moment, Admire Vega realises that if she pushes herself in a bid to win, her career will end here and now. Subconsciously, self-preservation kicks in, and Admire Vega is no longer able to put her all into this race.

  • In this way, Admire Vega must give up this race so she can properly fulfil her sister’s wishes – the idea of winning being secondary to enjoying running is a recurring theme in Uma Musume Pretty Derby, and the fact that Uma Musume Pretty Derby is able to do more with things in the anime format speaks volumes to how significant it is to have a good team of writers on board. By creating stories that help viewers to connect to the characters, the anime becomes an excellent starting point for encouraging viewers to potentially pick up the game, as well. In my case, if Uma Musume Pretty Derby ever becomes available, I’m going to build my team around Special Week.

  • With Admire Vega out of the running for first place, the last of the Satsuko Sho races comes down to Narita Top Road and TM Opera O, and to no one’s surprise, Narita Top Road takes the title. With this, each of Narita Top Road, TM Opera O and Admire Vega have one win each: the three are worthy rivals for one another, and in the aftermath, Narita Top Road is overcome with emotion at being able to finally show her trainer, fellow horse girls and supporters that their efforts contributed to this moment. One final show awaits viewers – it just wouldn’t be Uma Musume Pretty Derby if The Road To The Top didn’t feature at least one victory concert. Narita Top Road performs as the centre, accompanied by Admire Vega and TM Opera O.

  • With this post, I’m done The Road To The Top in full, and I very much look forwards to the third season. When it was announced, Uma Musume Pretty Derby‘s third season was only stated to release in 2023, and at present, we’re about to enter the summer season. This leaves fall 2023 as the only season for Uma Musume Pretty Derby to air in; assuming this to be the case, it means that this series will air alongside Hoshikuzu Telepath and Spy × Family‘s second season, both of which are shows I am looking forwards to watching. I remain hopeful that said third season will materialise, since by this point in time, I’ve become enough of an Uma Musume Pretty Derby fan to say that I would be interested in playing the mobile game should it become available on the North American App Store.

  • The final concert is lovingly animated and quite enjoyable to watch. Uma Musume Pretty Derby‘s approach works because the series has lovable characters, so when combined with generally solid technical elements and an opportunity for the voice actresses to sing, the combination produces a winning combination that accounts for the franchise’s continued success – positive reception means media are selling, and this indicates a continued interest in the series that allows for continuations to be produced. For now, though, there’s still a ways to the fall season, and that means my eyes return to the present: the blog continues to be an active place, and in the immediate future, I’ve got a talk on the Oregairu OVA lined up, along with a special topics discussion on Crysis Remastered.

Uma Musume Pretty Derby has had two full seasons of content, several spinoffs and a handful of OVAs with which to expand its world. Road To The Top adds upon this further and demonstrates that, despite the apparent predictability of the story (the lead character will always find a way of winning in accordance with what the story needs), each iteration of Uma Musume Pretty Derby still manages to remain engaging because so much effort is given towards ensuring that the different horse girls have unique motivations and desires. Seeing what drives everyone creates uniqueness in each tale: in the first season of Uma Musume Pretty Derby, Special Week had been a newcomer who wanted to race for her mother and stand alongside her idol, Silent Suzuka. The second season had Tokai Teio struggling to manage a series of injuries and fulfil a promise to race alongside her friend and rival, Mejiro McQueen. BNW’s Oath dealt with getting Biwa Hayahide, Narita Taishin and Winning Ticket back together for a race. There is no ceiling of what stories could be told among the horse girls, and so, even if Uma Musume Pretty Derby does not do anything particularly innovative, it is a fantastic show for those who wish to see their favourite horse girls in the animated format, bringing another dimension to the popular mobile game. With lovable characters and a low-stakes premise that promotes themes of effort, sportsmandship and friendship, Uma Musume Pretty Derby‘s simplicity makes it a series that can continue to expand upon the different characters available in the series and drive interest in the mobile game – I’ve heard (unverified) rumours that Cygames will be releasing an English version of the mobile game at some point in the future. There had already been faint discussions of an overseas release for Korea and China, but assuming that these rumours point to an English language release, Cygames can thank the anime adaptation of Uma Musume Pretty Derby for piquing my interest in their game. The anime’s successes in creating a compelling world and appealing characters allows the series to succeed to the point where there will be a third season of Uma Musume Pretty Derby. Moreover, said third season will air later this season and focus on Satono Diamond and Kitasan Black. Fans of Uma Musume Pretty Derby have been quite excited by this news, and the continued success of Uma Musume Pretty Derby speaks to the excellent presentation and execution of things in this franchise.

Call of Duty: Modern Warfare II – Reflections on Quad Feeds and the John Wick: Chapter 4 Loadout

“What can a first impression tell us about anyone? Why, no more than a chord can tell us about Beethoven, or a brushstroke about Botticelli.” –Amor Towles

For the longest time, my impressions of Call of Duty‘s multiplayer were predominantly negative – it was a space dominated by “squeakers” (people who are, strictly speaking, too young to be playing M-rated games) and players who believed that landing 360º no-scope shots were the height of excellence. Coupled with an aging game engine, what I felt to be a lengthy progression system that demanded commitment, and close-quarters maps that bred chaos, Call of Duty‘s multiplayer did not appear to appeal to me: I had cut my teeth with the modern military shooter in Battlefield and much preferred the slower, methodical gameplay that accompanied the large-scale modes like conquest. However, these impressions were based off the aging Call of Duty titles of the late 2000s and early 2010s, a time when the Call of Duty franchise were on the backfoot. With the release of 2019’s Modern Warfare, Infinity Ward had turned things around and produced a title that was engaging, immersive and modern. By Modern Warfare II, it’s quickly become clear that my thoughts on Call of Duty‘s default multiplayer modes were off by a wide margin, and in the present, I find myself playing Modern Warfare II more frequently than I do Battlefield. The primary reasoning for this is simple. Battlefield‘s large-scale experiences require a fair block of time to properly play; on average, a match of conquest lasts around half an hour. On the other hand, a round on Shipment will run for no more than ten minutes. The shorter intervals are hugely important to folks who do not have a great deal of time on their hands – ten minute rounds mean on days where time is short, I am able to hop into a match, level up some weapons, and leave with a feeling of progress before turning my attention to other tasks. If time is something I do have more of, I can join a game of invasion and sate a desire to snipe with the game’s long-range weapons. By exploring more of Modern Warfare II‘s traditional multiplayer modes, my perspective of the Call of Duty multiplayer environment have improved considerably; games are now enjoyable to play, win or lose, and one is assured of a solid experience if they turn their global voice chat off. In this way, I’ve now sunk about 98 hours of time in Modern Warfare II and have reached Prestige 4. As a result, I’ve unlocked all of the gear, most of the game’s weapons and a sizeable collection of attachments, enough for me to begin exploring the depths of Modern Warfare II‘s gunsmith system, but at the same time, when the first season of content ended, my interest in Modern Warfare II slowly began waning. Of late, however, circumstances have motivated me to return to the multiplayer.

After watching John Wick: Chapter 4 in the theatres during the first weekend of this month, I was highly impressed by the exceptional cinematography during the sequence where Wick picks up a Genesis Arms Gen-12 semi-automatic shotgun loaded with the incendiary “Dragon’s Breath” rounds. What follows is one of the most gorgeous moments in recent film history, in which the camera takes up an overhead position and pans over the carnage as Wick single-handedly destroys an entire group of foes on his own. A thought occurred to me: Modern Warfare II‘s gunsmith system is among the most sophisticated in first-person shooters out there, and I recall seeing that shotguns did, in fact, have access to the Dragon’s Breath ammunition. However, up until now, I’d never really run with shotguns before, and in order to unlock the Dragon’s Breath rounds, I needed to get the Expedite 12 shotgun up to level 28. Fortunately, Modern Warfare II‘s “Shipment 24/7” mode is still on rotation: this close-quarters map was tailor-made for shotguns, and in the space of a few weeks, I fully finished levelling the Expedite 12 and next turned my attention towards unlocking the KV Broadside, a semi-automatic shotgun that is based off the Vepr-12 shotgun (a shotgun built around the RPK receiver). With this, and Modern Warfare II‘s extensive gunsmith system, I was soon able to build my own makeshift Genesis Arms Gen-12. T fact that Modern Warfare II provides enough flexibility for me to customise a firearm to match a weapon seen from a film was immensely enjoyable, and in my case, I found that the iconic shotgun from John Wick: Chapter 4 could be produced by modifying the KV Broadside with the XTen modified choke, Velocious 40 barrel, SZ Lonewolf optic, FT TAC-Elite stock and of course, the 12-Gauge Dragon’s Breath ammunition. Taking this shotgun into combat, I found an immensely amusing (if somewhat inconsistent weapon) that proved exceptionally fun to use. The gunsmith is where Modern Warfare II really excels, and the versatility allows one to create some highly unique weapons. With the right attachments, one could turn a light machine gun into an assault rifle, or a submachine gun into a battle rifle. While these options may not always be optimal or viable, it can make some assignments easier to complete. In this way, Modern Warfare II‘s gunsmith system is something that makes the game especially standout.

Screenshots and Commentary

  • For me, Invasion quickly became my favourite mode of Modern Warfare because it offered a sandbox-like environment for larger scale combat, where human and computer foes and allies could duke it out in a space where the stakes aren’t terribly high, and where players can rejoin the fray if they’re taken out. This makes the mode a great place to pick up a sniper rifle and get comfortable with its mechanics. Warzone 2 and DMZ provide an even larger scale experience, but the modes are more unforgiving, and correspondingly, quite unfriendly for most solo players.

  • During one match of Invasion, I managed to go on a 14-streak, which is my current personal best. I still remember that particular match – I had joined to have fun and hadn’t been focusing on anything in particular. In that same match, I walked away with 41 kills and 4 deaths, for a KDR of 10.25. I jokingly thought to myself that the skill-based match-making (SBMM) system would punish me harshly for this accomplishment, but at the same time, it did show that I was able to do well enough to enjoy Modern Warfare II. Early on, I focused on levelling the marksman rifles and sniper rifles – Invasion is the perfect place to use the longer-range options, and sniping a foe from a distance is immensely satisfying.

  • Here, I managed to land a kill at 206 meters with the Victus XMR, which had been a sniper rifle that unlocked as a part of the first season’s worth of content, and even two seasons later, the weapon is still competitive. Generally speaking, I configure my sniper and marksman rifles for improved accuracy and damage at range, as well as bullet velocity where applicable: the idea of a sniper rifle being a mid-range weapon with good ADS speed and quick rechambering is quite unnecessary, as one can bring the “Overkill” perk with them and equip a good secondary for close range engagements.

  • For a while, I also focused on levelling the Signal 50 up. The Signal 50 has a slightly faster firing rate compared to the Victus XMR at the expense of damage per shot, and players will generally find that whereas the Victus XMR excels against human opponents, situations where there are a lot of AI opponents make the Signal 50 a better choice. The Signal 50 is something I find useful as a makeshift measure for quickly dealing with killstreak vehicles – an enemy helicopter can be shot down relatively quickly if one’s got the armour-piercing rounds for the Signal 50, since the high rate of fire allows one to deal damage quickly.

  • Earlier this month, Modern Warfare II put on a special event where players could unlock trophies by playing the game, and then trophies could be redeemed for various rewards. Although I had originally intended to sit things out, intrigue about the “Venom Strike” M13B and “Nightsting” TAQ-V blueprints led me to try and see if I could unlock them before the event ended. In the end, I managed to get both of the blueprints, plus some weapon charms and calling cards. Playing this mode is actually what ended up getting me back into Modern Warfare II, and inspired me to unlock enough of the weapons so that I could re-create the John Wick: Chapter 4 Dragon’s Breath shootout.

  • The first time I got a covetted “quad feed” was actually during the Modern Warfare II beta, where a lucky break meant I was able to fill the kill feed with four consecutive kills without said kills being interrupted. I’ve heard that this is “an accomplishment to be proud of”, since getting four kills in rapid succession is a difficult ask as a result of the TTK in Modern Warfare II. In the retail game, my first quad feed came in a match of invasion when I used a stealth bomber (picked up from a supply drop) to rain explosives down a path, eliminating eight players in a single stroke. The first time I achieved this, I was also trying to pick up a supply drop, but luckily, I did manage to get another one to show that yes, I’ve achieved this feat at least once. In this post, I show off a few more quad feeds, accomplished using various means like the SAE air strike and cruise missiles.

  • With the new seasons, I think a few more Invasion maps were added to the rotation, increasing the variety that Modern Warfare II provides to players. Most of the YouTubers I’ve subscribed to play DMZ exclusively, citing the excitement of fighting hordes of AI bots and human players alike to pull out contraband weapons as being the premiere draw of the mode. On the other hand, Warzone 2 has been stated to be a bit of a disappointment for most because of noticeable bugs and a lack of incentive to continue playing on top of the Battle Royale mode becoming a monotonous one. On the other hand, DMZ has become the new mode of interest because it strikes a balance between PvE and PvP, provides a consistent stream of content to engage players. Firefights keep players guessing because one could be up against skilled human foes, or an unfair number of AI, but the thrill of successfully completing an assignment or grabbing a new contraband weapon encourages players to press on despite the threat of losing one’s equipment.

  • On paper, DMZ is an innovative implementation of The Division and its successor’s Dark Zone, one which is more accessible (one can hop right in, versus needing to pick up a large pool of gear first as is necessary in The Division), but I personally stick with more traditional mode simply because the solo DMZ experience is remarkably unforgiving – the mode doesn’t scale, and players who join with a full squad of four will face the same number of foes as they would if they joined as a solo player. The end result is that a solo player would be at a severe disadvantage even if they had put in the requisite amount of time to learn how to play effectively.

  • The solution for this is actually quite straightforward, and The Division 2 provides an example of what this might look like. Raids are an eight-player mode where two teams of four must cooperatively complete objectives against exceptionally tough opponents, and the standard mode is gruelling. In exchange, completing raids gives players access to excellent gear. To provide players with a better sense of what they’re squaring off against, The Division 2‘s raids also have an “expedition” mode which lowers the enemy difficulty and allows players to explore the maps. In this mode, the rewards are not provided. The only issue is that even on expedition mode, raids cannot be soloed: foes take so much damage that this isn’t feasible.

  • If expedition mode had removed the rewards outright and simply gave players a chance to explore the map, it would still be valuable in providing them the means of familiarising themselves with things before attempting a standard raid with other players. Modern Warfare II‘s DMZ mode would benefit from a similar approach: solo players looking to just explore Al Mazrah or Ashika Island on their own should be given the choice to do so. This mode would still provide an appropriate amount of AI bots to fight, but aside from a small amount of experience points, the mode should not contribute to one’s weapon levels or provide the same unlocks as the standard mode. This way, players would still need to play DMZ normally, but if they so chose, they’d now have a way to explore the DMZ maps.

  • Back in late December, I had been looking forwards to giving DMZ and some of the co-op modes a shot. My best friend picked up an MSI Katana GF76 laptop on a sale, and back then, Intel was doing a promotion where every eligible Intel processor was subject to a Modern Warfare II giveaway. The GF76 sports an i7-12700H and a laptop version of the RTX 3070 Ti, giving it about 90 percent the performance of my desktop machine, and with this, my best friend would’ve been able to play all of the games in the past five years without any difficulty, as well as possessing enough hardware to make it capable of running new games in the upcoming few years.

  • However, owing to a communications SNAFU between Intel and BestBuy, neither company were willing to give my best friend the access code needed to redeem a copy of Modern Warfare II. Both Intel and BestBuy insisted it was the other party that gave out the codes, and refused to help my best friend out. In this way, a month passed, and the window for the offer expired, leaving him completely (and understandably) disappointed. All it would’ve taken was for one customer support representative from BestBuy to take a few moments and get in touch with Intel to secure a code, and my best friend would’ve been on his way. Instead, both parties dragged their feet, and in the present, I’ve not been able to play any co-op or DMZ with my best friend.

  • In the months after, my best friend did end up picking up The Division 2 and Ghost Recon: Wildlands, but since he’s still getting through nearly a decade’s worth of backlogged games, especially mods, I don’t anticipate we’ll be starting any time soon. In a manner of speaking, my best friend not getting Modern Warfare II might also be seen as a blessing in disguise, preventing his backlog from growing further and giving him some time to get to much older titles, and in fact, I am looking forwards to being able to co-op with him in both The Division 2 and Wildlands. Contemporary games and their battle passes actually make gaming a little less enjoyable, since there is an obligation to stick around and unlock things, so for my best friend, unlocking enough stuff in Modern Waarfare II to make things fun would represent a bit of a slog. Here, I manage to advance the season three battle pass far enough to unlock the FJX Imperium, a sniper rifle modelled after Modern Warfare 2‘s Intervention.

  • I’ve also begun to unlock the gold weapon cameos for some of my loadouts, and here on one of the new invasion maps, I score a double kill with a gold-plated M4. Having the Union Guard made it straightforwards to start getting my weapons’ levels up so I had a decent collection of attachments, and in the present, while I don’t have all of the attachments needed to make the so-called meta setups, I do have enough attachments available to me so that I can kit weapons out to make them better suited for my play style. While I don’t particularly like the battle pass and live service model gaming publishers are using in general, games still thankfully offer enough to do for players who prefer taking things at their own pace.

  • This is ultimately what makes Modern Warfare II a shade more enjoyable than Battlefield 2042 for me at the moment: the latter’s all-out warfare modes are gorgeous and immersive, but at the same time, they also require a bit of time to play through. On the other hand, Modern Warfare II provides players with options. If I’m short on time, a few rounds on Shipment 24/7 will still be enough for me to rank a weapon up once or twice. When time is more plentiful, I can sit down to back-to-back matches or join a game of invasion. Shipment 24/7 has, together with Shoot House, proven to be the perfect way of power-levelling everything that isn’t a sniper or marksman rifle, and by dropping in for a few matches every evening, I’ve brought more weapons to their maximum level than I would’ve previously imagined possible.

  • Of course, having access to some custom weapon blueprints helps: unlocking the M13B and Victus XMR blueprints, for instance, allowed me to begin unlocking attachments for these weapons before I unlocked them, and so, even if I couldn’t run a custom version of these weapons yet, I still had their attachments available for other weapons. In this way, I’m now able to start creating more interesting weapons for my own enjoyment: players define meta loadouts for Warzone or DMZ that give players a clear advantage, but in the multiplayer, I’ve found that even the worst weapons can still be useful in some situations.

  • The KV Broadside is such an example: shotguns are extremely situational in Modern Warfare II and for most situations, are completely outclassed. In the narrow confines of Shipment, though, shotguns are devastatingly powerful weapons that can instantly delete foes with the press of a mouse button if all of one’s pellets land. For me, I found that irrespective of which shotgun I was running, having the barrel and muzzle attachments that increased the damage range and tightened pellet spread would improve handling across the board.

  • In practise, the Dragon’s Breath ammunition decreases direct damage but adds incendiary damage over time: from a practical standpoint, it is inferior to standard buckshot. However, the merits of using the Dragon’s Breath ammunition is purely for the reason it’s flashy and fun. Just like the shootout from John Wick: Chapter 4, using Dragon’s Breath turns a match on Shipment into a spectacular fireworks show, and like Wick, double-tapping is sometimes necessary to put an opponent down for good. The KV Broadside’s semiautomatic fire makes this possible, and so, while this gun might not be exactly the same as the Genesis Arms Gen-12 seen in John Wick: Chapter 4, I was able to bring it quite close. The journey to unlock the Dragon’s Breath rounds meant I got comfortable with using the Expedite 12 (itself modelled after the Benelli M4 Super 90, which Wick uses in John Wick: Chapter 2), and this helped me to reacquaint myself with a class of weapons I’ve not used frequently since my Battlefield 4 days.

  • It goes without saying that, while the spawns on Shipment can be terrible, and bugs with weapons not firing can be frustrating, I’ve also had great fun running around with the John Wick loadout. The same spawns that led me to die seconds after returning to the game mean that my opponents’ also experience the same, and there have been moments where I’m sure my opponents’ weapons have jammed up, letting me fire my two shots off. Overall, while perhaps not viable in modes like DMZ or Invasion, the John Wick setup still remains incredibly bombastic and fun, perfectly suited for the claustrophobic layout that is Shipment.

  • To round this post out, I score a 10-streak on Shipment, which was something I certainly didn’t think I’d do – Shipment is pure chaos, and it’s quite hard to remain alive since there are so many angles other players can come from. During this match, it did feel as though my opponents were just standing around, oblivious to my presence, and I ended up unlocking the Chopper Gunner scorestreak while running the Venom Strike M13B. I immediately hopped in and got another ten kills with it before rejoining the match. I realise this post comes out of the blue and isn’t related to my usual anime-related topics, but I figured now was a good time as any to share some of the moments I’ve had in Modern Warfare II before things get a little busier: I’ve got a talk on Uma Musume Pretty Derby: Road to the Top lined up, and then to kick June off, I plan on writing about the latest Oregairu OVA, which was released with a bundle accompanying the corresponding game for Nintendo Switch and the PS4 a few weeks earlier.

While returning to Modern Warfare II, I’ve managed to generally have a fun time of exploring the new maps, and in the process, I’ve also managed feats that I thought would be outside of my skill level – scoring kill-streaks in close quarters maps, hitting a 14-streak in Invasion or 10-streak on Shipment, and scoring the covetted “Quad-Feed” have been achievements that I once imagined to be beyond my ability. That I’ve managed these suggests that even now, I still retain a modicum of skill in first person shooters despite the dulled reflexes and diminished skill that accompany adulthood; I may no longer have the time to sit down and game quite like I did back when I was a post-secondary student, and I’m certainly nowhere nearly as skilled as the folks who make a living off their Modern Warfare and Battlefield prowess, but as far as having fun goes, I can hold my own well enough to make progress towards attachment unlocks each and every match. The new engine ensures that movement and weapon mechanics are smooth and responsive, and in fact, the only complaint I have is the fact that weapons will inexplicably jam on some occasions. This happens often enough to be noticeable, but not so often that my gameplay is diminished, and overall, I am having much more fun in the Call of Duty multiplayer environment than I had originally expected. Readers will have noticed an emerging trend, where upon revisiting something, I manage to get a more comprehensive and holistic experience than my initial impressions would have suggested. Turning off voice chat allows me to avoid the overly-vocal players in a lobby, and my reflexes remain satisfactory to help me hold my own against the 360º no-scope practitioners. If I tire of close quarters engagements, Invasion is an inviting option, but if time is short, there’s always room for a few rounds on Shipment. Modern Warfare II, being the first time I’ve played a Call of Duty multiplayer while the game was still actively supported and possessed a healthy player-base, ultimately has proven to be an enjoyable experience that is yet another reminder that sometimes, there is merit in going back and giving something its fair chance before passing judgement. The benefits of doing so are numerous, and here in Modern Warfare II, it means I was able to briefly feel like John Wick during the fourth film’s now-iconic Dragon’s Breath shootout.

Masterpiece Anime Showcase: The Best Memories and Fulfilling a Promise To Revisit Ano Hi Mita Hana no Namae o Bokutachi wa Mada Shiranai Ten Summers Later

“The reality is that you will grieve forever. You will not ‘get over’ the loss of a loved one; you will learn to live with it. You will heal and you will rebuild yourself around the loss you have suffered. You will be whole again but you will never be the same. Nor should you be the same, nor would you want to.” –Elisabeth Kubler-Ross and David Kessler

Five years after the death of Meiko Honma, Jinta Yadomi and his friends, known to one another as the Super Peace Busters, have gone their separate ways as they struggle to come to terms with what had happened. Jinta’s become a recluse who spends his days idling, but one day, Meiko’s ghost appears to him. Although Jinta believes this to stem from the heat of summer, he soon realises that Meiko might be back to attend to unfinished business prior to her death. While his old friends are now reluctant to associate with Jinta, the return of Tetsudō sets in motion the events that push Jinta back into the world, driven by a newfound desire to help Meiko fulfil her old promise. The journey is a difficult one – Naruko, Atsumu and Chiriko each feel guilty about what had happened to Meiko and have tried to manage this in their own way, feeling that they were personally responsible for Meiko’s death, and while Jinta’s insistence that Meiko’s returned is initially met with skepticism, once Meiko begins interacting with the others and proves Jinta’s been truthful, the former friends set about doing their best trying to fulfil Meiko’s old wish, believing that she’d wanted to launch fireworks with them. To this end, Jinta ends up taking up several jobs to secure the funds needed to build a massive firework rocket, and Meiko’s family end up realising that Jinta’s efforts to fulfil the late Meiko’s wishes was a respectful one: Meiko’s younger brother, Satoshi, thanks Jinta for his efforts. Along the way, the group of friends also are forced to be more truthful about how they feel about one another, and Jinta eventually comes to wish that, ghost or not, he desires nothing more than to be with Meiko. Meiko eventually recalls her old wish – to see Jinta cry again, and one this is realised, she begins disappearing. Before she vanishes and moves onto the next life, she writes out letters as a proper farewell for her friends, wishing them all the best as they move on. Although Meiko is at peace, the five friends find their bonds rekindled, and even as they pursue their own futures, they still return to their old secret base and hang out together. Counted as one of 2011’s most moving anime series, Ano Hi Mita Hana no Namae o Bokutachi wa Mada Shiranai (AnoHana for brevity) was created jointly by director Tatsuyuki Nagai, screenwriter Mari Okada, and character designer Masayoshi Tanaka. Dealing with matters of guilt, life and death and moving on, AnoHana is widely acclaimed for its portrayal of how a group of formerly-close friends manage to find solace and strength amongst one another even as tensions from the past linger, and how, while everyone was originally driven by their own desires, they nonetheless manage to overcome their grief and selfishness to do something that Meiko had desired all along: for everyone to become friends again. With A-1 Pictures at the helm, AnoHana is a technically superior anime, and its all-star cast of voice actors and actresses brings every scene to life, resulting in a series whose legacy endures to this day.

Although many-layered and nuanced, messages of openness lies at the heart of AnoHana. This is most evident in Meiko’s original wish, to see Jinta cry again. At the start of AnoHana, each of Jinta, Naruko, Atsumu, Chiriko and Tetsudō have distanced themselves their old feelings by engaging in unhealthy practises. Jinta withdraws into home and spends his days gaming or surfing the internet. Naruko hangs out with the flashier people in her school and gives the impression of being promiscuous. Although Atsumu has since become a hardworking, model student, he secretly crossdresses as Meiko and wanders the woods at night. Chiriko appears cold and distant, preferring to focus on her artwork. Tetsudō’s dropped out of school travelled abroad with the hope of forgetting the sight of Meiko being swept away. When these five former friends reunite, tensions run high: everyone’s been trying to forget things even though internally, everyone had loved Meiko in their own manner and wish to do right by her. Jinta’s dogged persistence, spurred on by the fact Meiko’s returned to him, pushes him to keep trying. Eventually, once Meiko demonstrates she’s indeed present by using her old diary, the hostilities begin easing back, and in the end, after launching the promised fireworks and seeing Meiko’s spirit endure, the group realise that they’ve been held back, not by memories of Meiko and her death, but by their own desires and the subsequent guilt that their selfishness had resulted in Meiko’s death. The sharp contrast between the group’s dynamics and Meiko’s apparent acceptance of everyone, coupled with her cheerful demenour, shows that Meiko hadn’t been hung up by the group’s regrets, and further to this, seeing everyone slowly getting back together as friends brings her nothing but joy. Through this time spent together (however reluctantly), this group of friends, the Super Peace Busters, do end up recovering enough of their old bonds to finally come forward; while waiting for Jinta at a shrine, Atsumu openly admits that he’d been here to help Meiko find peace only because he’d loved her and hated the thought of Jinta being given this second chance. Emotions brim over for each of Naruko, Chiriko and Tetsudō after; they admit that they too had wanted to absolve themselves of the guilt of what happened (Naruko and Chiriko even end up sparring over their unrequited love for Jinta and Atsumu). By crying it out, the Super Peace Busters end up reaching catharsis, and the moment is broken up when one of Naruko’s fake eyelashes are dislodged. At this point, the climax of AnoHana is reached: the conflict hadn’t been about Meiko, but rather, their own internal feelings of regret, and so, when everyone is able to release this, they are able to finally see Meiko’s spirit, who bids them farewell. The significance of being able to “see” Meiko thus becomes apparent: aside from Jinta, whom Meiko appeared to purely because of her old promise with his late mother, the others remain unable to see her because their problems don’t lie with Meiko. By letting go of their guilt and regret, they can face their own pasts without any doubt, leaving them free to face Meiko as their best selves. In this way, AnoHana shows that, rather than allowing one to bottle up their emotions, there is merit in crying things out (or otherwise, finding a natural, healthy means of release), and further to this, being able to do this can be made easier in the company of people one can be open with. For the Super Peace Busters, their old friendships allows them to find said catharsis and properly send Meiko off, leaving them finally free to live their lives out in full, both in Meiko’s memory, and for their own sakes.

Screenshots and Commentary

  • At the onset, viewers are dropped right into the midst of things, with Meiko’s spirit appearing to Jinta while he plays a game. No context is given, beyond Jinta’s internal thought that this must be the heat of summer getting to him. However, as AnoHana‘s story progresses, it becomes clear that Meiko has returned for a very specific reason. The anime is careful not to reveal its hand all at once, and instead, unveils things one step at a time: in the beginning, all of the characters, save Meiko, appear quite unlikeable. This is a deliberate choice to show how Meiko’s death has impacted the members of the Super Peace Busters.

  • As children, the Super Peace Busters made it their mission to break the peace by having a good time, and spent their days hanging out at their secret hideout in the woods of Chichibu, Saitama. As a child, Jinta had been extroverted and seen as the group leader the other boys followed, but after Meiko’s death, the group drifted apart as everyone blamed themselves for what happened. The original moment is shown on several occasions – when the others ask if Jinta had fallen in love with Meiko, he’d vehemently denied having any feelings for her before running off. This set in motion a series of events that resulted in Meiko falling into the nearby creek and drowning: Meiko had gone after Jinta, and Atsumu had followed, trying to convince Meiko to return his feelings.

  • When Meiko died, Naruko had felt terrible for having secretly felt relieved that Jinta appeared to not possess any feelings for Meiko, and Chiriko had similarly thought that without Meiko around, she might now stand a chance with Atsumu. Tetsudō had witnessed Meiko’s body swept up by the current and has since regretted being unable to do more than watch in horror. The resulting rift between the Super Peace Busters led everyone to go their separate ways, and everyone has gone about grappling with their guilt in their own way. Naruko sought solace in conforming with classmates, Atsumu and Chiriko both threw themselves into their studies, Tetsudō began travelling the world, and Jinta became a hikikomori. When Meiko reappears, this sets in motion the events that disrupts the old status quo.

  • In the beginning, with only Jinta able to see and interact with Meiko’s spirit, the former Super Peace Busters initially believe Jinta’s gone mad and is stuck in the past. However, the irony of this is that everyone’s been unable to move on properly – while Atsumu and Chiriko appear to have their game together, having both enrolled at an elite secondary school, even they suffer from lingering feelings of guilt and regret that manifests early on. On the other hand, Tetsudō seems more than willing to believe Jinta: although his overwhelmingly positive manner is his way of trying to dull the pain, having someone like Tetsudō in his corner helps Jinta out early on.

  • The Super Peace Busters originally met through Jinta and Meiko playing Nokémon (a stand-in for Pokémon) on their equivalents of the GameBoy; there’s no way to acquire the rarer types unless one trades for them, and a common desire to see how far they could go in the game would drive everyone together. As a child, I never did get caught up in the phenomenon of playing the game and trading with others, but at the same time, since my relatives did have a GameBoy, I ended up finishing Pokémon Red and Blue‘s campaigns, playing whenever I visited.

  • After Tetsudō, Naruko is the second to come around and reconcile with Jinta. While she puts on a tough-talking manner and appears distant from him, it turns out that she’d been in love with him even now, and willingly takes Jinta his assignments from school, even doing up her nails ahead of a visit. In the time that’s passed, Naruko appears to have no concrete identity: she hangs out with the popular girls in her year and emulates their style, similarly to how she’d imitated Meiko as a child. Once Meiko’s spirit reappears and pushes Jinta back into the real world, Naruko begins to soften up around Jinta, and while she initially doubts that Meiko’s back, being able to see Jinta again gives her a bit of hope.

  • This process kicks off when Jinta and Naruko end up spending an evening playing Nokémon together; besides rekindling their friendship, it also brings back an old memory and really sets the Super Peace Busters on their journey to help Meiko sort out the promise she’d returned to fulfil. The initial promise is not known to viewers, and admittedly, after ten years, I’d completely forgotten what it was. Jinta and Tetsudō initially assume it’s Nokémon related, but ghosts don’t typically linger in the world of the living because of a game, so it follows that there must’ve been something bigger at play.

  • While there are minor inconsistencies in the artwork here and there, AnoHana has otherwise aged quite gracefully. Chichibu is beautifully rendered, and the iconic Chichibu Bridge is featured prominently in the anime. The choice of setting in AnoHana is a consequence of the fact that screenwriter Mari Okada was born and raised here, but it is quite fitting because the small town and proximity to forest creates a feeling of isolation – being removed from the uncaring anonymity of the big city, and the endless tranquility of the satoyama creates an environment where the characters don’t have anyone to count on beyond themselves.

  • As it turns out, Jinta’s mother had been ill, and while he had been very forward and outgoing with his friends, he remained worried about his mother’s health. Over time, as Jinta brings his friends to visit, Jinta’s mother would ask Meiko to look after him, forming the basis for her promise. Readers who’ve previously watched AnoHana will have noticed here that I refer to everyone by their given names rather than their Super Peace Busters nicknames: although most people refer to Jinta as “Jintan”, Meiko as “Menma” and so forth, I always prefer referring to people by their proper names for the sake of consistency.

  • AnoHana is quite nuanced and has multiple moving parts, but in spite of this, manages to fit everything into the space of eleven episodes. The dynamics between Atsumu and Chiriko were something that I really enjoyed; the two are rarely seen together and initially share the same disdain for Jinta. There are a few moments in AnoHana where Atsumu’s female classmates openly express hostility towards Chiriko, believing that he’s interested in her, whereas in reality, Atsumu is still in love with Meiko. Atsumu is an interesting character because of everyone, he appears to have had the most success, being a top student that has the respect of others. However, this conceals a more malevolent and petty side to his character; he constantly belittles Jinta because of lingering anger that Meiko only had eyes for Jinta.

  • The fact that Chiriko would join the others ahead of Atsumu during some meet-ups serves to underline the fact that, appearances notwithstanding, he’s probably the most alone of the Super Peace Busters. While Chiriko gives a cold and detached appearance, she is actually quite caring and sensitive, feeling inadequate whenever she’s around Naruko. Seeing almost all of the Super Peace Busters back together is something that gives Meiko’s spirit happiness. Meiko often voices her disapproval whenever the others are at one another’s throats, but as a spirit, she’s unable to directly communicate with her old friends directly.

  • Meiko’s naïveté means that she retains a child-like view of the world, and when Atsumu mentions that he too can interact with Meiko, the real Meiko becomes curious to meet this version of herself. Meiko is voiced by Ai Kayano, whom I best know for playing older-sister archetypes (e.g. GochiUsa‘s Mocha Hoto and Saori Takebe of Girls und Panzer). AnoHana has an all-star cast – Naruko is voiced by Haruka Tomatsu (Asuna Yūki of Sword Art OnlineGundam 00‘s Milena Vasti and Iris Canary from Violet Evergarden), and Saori Hayami plays Chiriko (a handful of Hayami’s roles include Yukino Yukinoshita of OregairuGochiUsa‘s Aoyama Blue Mountain and Spy × Family‘s Yor Forger).

  • Although Chiriko had shown signs of wanting to help Meiko find peace previously, this becomes more concrete once she swings by and indicates to Jinta that she’s seeking a favour of sorts. Seeing Chiriko sharing a cordial conversation with Jinta indicated that she didn’t harbour any dislike towards Jinta, and as it turns out, Chiriko’s favour also suggests that she wants to take Atsumu out of the past: she’d long suspected that Atsumu had been donning a white dress and wandering the woods at night. Despite his aloof and arrogant manner, it becomes plain that he’s suffering just like the others, and resorted to handling his emotions in this way.

  • Thus, when the truth comes out, the extent of Atsumu’s guilt becomes clear – despite his words, he’s just as trapped by the past as Jinta is. In AnoHana, the absence of a guiding figure, such as a responsible adult, leaves the characters to deal with their problems on their own. Jinta’s father, while easy-going and amicable, doesn’t seem to have any solutions for his situation and prefers to leave Jinta to his own devices. Meiko’s mother is so distraught that she forgets that she has a son, and Naruko’s mother seems unaware of what she’s going through. Similarly, Tetsudō, Atsumu and Chiriko’s parents are largely absent, and so, there’s no source of support.

  • Although she may appear calm and composed, not likely to give in to emotion as easily as the others, Chiriko is also strongly impacted by Meiko’s death. After Jinta had run off, and Meiko had gone after him, Atsumu had gone after Meiko, intent on a kokuhaku, but when Meiko says she wants to bring Jinta back first, Atsumu saw this to mean that he’d already lost. Atsumu had brought a hairclip that day, intent on gifting it to Meiko, but chucked it away in anger when he’d apparently been rejected. Since then, Chiriko had held onto the hairpin Atsumu had discarded and still wears it when alone, showing that even she has not gotten past what had happened.

  • The depth of the writing in AnoHana is such that there is a plausible justification for why the characters act the way they do, and this is why the series’ characters, who prima facie appear quite unpleasant to one another, are worth rooting for. Along the way, their journey of recovery is a bumpy one, and numerous hurdles and setbacks appear, many of which also lead to the shedding of tears. Looking back, this was probably the main reason why I found it so difficult to write about AnoHana when I finished watching it a decade earlier.

  • A year later, I ended up watching AnoHana The Movie, and with the new perspective offered by the characters, I was able to put together a more coherent discussion. The reason why AnoHana The Movie was easier to write for was because, since the characters had a year’s of time to reflect on things, they were able to reflect on old experiences with a newfound maturity. The raw emotional edge of the original AnoHana is exchanged for a contemplative look at things, and so, this made it easier for me to focus on what AnoHana had sought to do, in turn allowing me to put my thoughts on paper.

  • The tradeoff about drawing themes from the movie, then, is that the rawness present in the original AnoHana is blunted: without any additional perspectives, the emotions that the Super Peace Busters go through hits viewers hard for when viewed for the first time, and this helps viewers to really feel the torment and guilt everyone has undergone since Meiko’s death. Here, Jinta, Naruko and Tetsudō prepare to read Meiko’s old diary, which they’d picked up while visiting the Honma family; Meiko’s mother had given it to them, and since then, the three promised that they’d only read it together. While the diary seems quite unremarkable, an entry from Meiko reveals something surprising. It turns out Meiko had wanted to make and launch fireworks with her friends.

  • Feeling this might be the promise, Jinta puts in his fullest effort to make this fireworks show a reality, taking on two part-time positions (one at the store Naruko works at, and another as a construction worker) to secure the funds needed for materials and labour. A local fireworks maker agrees to the project, and together with the thought of being able to fulfil Meiko’s promise, Jinta slowly begins returning to the world. AnoHana provides a very optimistic message about recovering grief and accepting a loss – it is on his own initiative that Jinta stops being a hikikomori, and by working for something tangible, he begins returning to society. Jinta does have some trouble returning to school, but this is more of a consequence of his own doubts, rather than his fear of others or concerns about being judged.

  • Earlier in AnoHana, Meiko had tried created the steamed buns that Jinta’s mother had been fond of making when she’d been still healthy, and found herself unsuccessful. When Chiriko had stopped by and given Jinta a few pointers, Meiko had evidently taken the advice to heart, and her latest batch of buns, in Jinta’s words, “taste precisely like his mother’s”. The moment gives Jinta a chance to recall an old memory; from what AnoHana portrays, Jinta had been on good terms with his mother and hated the fact that she was hospitalised. Spotting this, Jinta’s mother would ask Meiko to look after him, and even in death, Meiko’s been able to set in motion the events that ultimately help Jinta to recover.

  • Meiko’s mother represents the individual who lacks the support to move ahead: while the Super Peace Busters push towards their fireworks project, she ends up convincing the fireworks maker to stand down. Undeterred, the Super Peace Busters visit the Honma family and learn that Meiko’s mother is filled with resentment that everyone else has grown up whereas her daughter will never know what lay ahead in her life. The others are unable to find words to answer, and even now, I would be hard-pressed to provide a suitable response to what Meiko’s mother says. With this being said, I hold a very specific set of views regarding life and death: I believe that those who live should conduct themselves in a manner as to honour the deceased.

  • This is because, while people all have their own thoughts on what happens to the consciousness after death, the reality is that this is unknowable. However, one’s own life has factors that are known, and it is therefore in one’s interest to continue living adjacent to being respectful towards the deceased. This is what prompts the page quote – after a loss, one won’t be the same, and one should allow themselves the time to grieve, but at the same time, one should also remain open to any opportunity to recover. This isn’t something that Jinta and the others have been able to do just yet; old feelings linger, and this takes its toll on everyone.

  • For Naruko and Chiriko, the impacts are most strongly felt because Jinta and Atsumu had both fallen in love with Meiko, leaving the former in the dust, and with Meiko’s death, both had believed that it was only now they might have a chance with their respective crushes. The reasons why Jinta and Atsumu hold onto their old feelings is a complex one, born out of regret and guilt, and again, AnoHana presents viewers with a situation that cannot be easily judged. Because of all the moving parts in AnoHana, one cannot begrudge the characters for acting in the way they do, and one might even make the case that criticisms of the writing direction here are not necessarily valid, since Okada had meant to create a scenario to accommodate a specific set of themes.

  • Frustrations end up reaching boiling point for Atsumu, who believes himself worthier of Meiko’s presence, and at one point, he comes close to punching Jinta’s lights out. In this moment, Meiko intervenes and uses her old diary to communicate with the others. Having counted on Jinta’s word up until now, the Super Peace Busters had trouble accepting Meiko’s return. This sense of disbelief turns to surprise when Jinta invites everyone to his place to try the steamed buns Meiko’s made – to the others, the buns seemingly serve themselves and move of their own accord.

  • For the viewer’s benefit, Meiko is always visible, but it would’ve been an interesting to see at least a handful of moments with Meiko hidden away to viewers. Meiko’s presence in the world is still felt: her embrace has a tangible feeling that leaves those she embraces feeling as though the air’s become heavier. With this, any doubt that Atsumu and the others harboured about Jinta being deluded and unable to let go evaporate. Atsumu remains resentful of Jinta, but even he consents to finally help out with the fireworks project – he and Chiriko end up appealing to Meiko’s father directly.

  • While Meiko’s father had appeared quite cold and unyielding, seeing the state of Meiko’s mother suggests that he’s exasperated by her inability to move on. Meiko’s death had shaken the whole family up, and in the absence of any external assistance (e.g. counselling), the family’s been left in a difficult position. I would imagine that for Meiko’s father, seeing her old friends going to these lengths to honour Meiko gives him a push to forgive himself and his wife. There are some unresolved details in AnoHana that AnoHana The Movie addresses, and considering that I’d forgotten almost all of the details during this rewatch to the point where it felt as though I were watching this series with no a priori knowledge, I think it might be a worthwhile exercise to rewatch AnoHana The Movie, as well.

  • One of the things that surprised me during this rewatch was the fact that Atsumu asks out Naruko; this had hit me out of the blue, and the dialogue suggests that Atsumu is drawn to Naruko because she knows the feeling of unrequited love and felt secondary to Meiko, similarly to how he himself always felt inadequate in comparison to Jinta. Chiriko overhears this conversation and is devastated. In many works of fiction, characters find it extremely difficult to be upfront about their feelings for fear of hurting others or disrupting the status quo, but at the same time, it is the case that shooting straight and being open means eliminating the uncertainty. Once how an individual feels is known, it becomes possible to respond accordingly. In this case, one must credit Naruko for having the courage to openly state she’s in love with Jinta.

  • The evening prior to the rocket launch, Atsumu wants Jinta to re-enact the original moment that had led to Meiko’s death. In the time that’s passed, Jinta’s become a bit more mature and openly says that yes, he’s still in love with Meiko. His original answer was obscured, but to the other Super Peace Busters, they believe that things haven’t changed since then. The party disperses after – Naruko and Chiriko both share in their sorrow that the people they love don’t return their feelings. Meanwhile, Jinta and Meiko return home, and when Jinta asks Meiko what she makes of things, she replies that she loves the members of the Super Peace Busters dearly.

  • It turns out that, in speaking to Jinta’s mother, Meiko had learnt about reincarnation and after her death, her spirit had looked forward to a new life. However, before Meiko could reach this, she wanted to tend to one final promise to Jinta’s mother, which is why she appears to Jinta specifically. This old promise has nothing to do with the fireworks, which ends up being a very expensive red herring for the Super Peace Busters, but without any other leads, they operate under the belief that setting off the fireworks would help Meiko achieve peace. Looking back, this was probably a bit of a shallower wish – AnoHana frequently alludes to the fact that Meiko is selfless, and in their haste to “help” Meiko, they completely forgot this central aspect to her character.

  • On the day of the fireworks launch, Jinta begins to have second thoughts about fulfilling Meiko’s promise – he’s grown accustomed to her presence, and having her around is akin to being given a second chance with her. However, when the fireworks launches and detonates, releasing its payload of coloured smoke and flame, Meiko’s spirit endures. In this moment, it does feel as though all of the Super Peace Buster’s efforts have been for naught, and the group later believes that it was a consequence of their intentions being selfish: no one had genuinely wanted to help Meiko for her sake, but rather, because they had wanted her to rest peacefully so they could pursue their own relationships.

  • Viewers thus have access to a bit of dramatic irony – Meiko later returns to the Yadomi residence and begins fading, indicating that the Super Peace Busters had miscalculated. The surest sign that AnoHana gives to viewers that the fireworks had not been Meiko’s wish was actually in the fact that the launch happens in the penultimate episode. The moment the launch was confirmed for the tenth episode, and in the knowledge that there are eleven episodes, it would become clear that AnoHana wasn’t quite done just yet, and this was meant to show how difficult it is to guess people’s intentions.

  • While tears are never too far off in AnoHana, I found that the scene at the shrine was probably the most touching part of this entire series. Having spent most of the series composed and collected, seeing Chiriko lose her cool showed how hard she’d been trying to compartmentalise things and move on. This is ultimately what leaves the entire crew to break out in tears and openly admit what’d been bothering them for the past five years. I felt that everything in AnoHana, starting with Meiko’s reappearance and Jinta’s reuniting the Super Peace Busters, was leading up to this single moment. Over time, the members rediscover their old friendships, brought together by a shared objective, and in doing so, the old sense of trust and loyalty becomes reestablished.

  • Eleven episodes later, the Super Peace Busters have become close enough to one another so that they can openly cry in front of one another and be upfront about what they feel. The sorrow in the moment is suddenly broken when Atsumu notices that one of Naruko’s fake eyelashes has become dislodged, and he laughs uncontrollably. This is something that is commonplace with children, and if I had to guess, it’s because the release of chemicals in the brain make all emotions heightened. Once the Super Peace Busters have a chance to laugh things out, they count on Jinta to bring Meiko back to their Secret Base one last time.

  • It had been a rough road to reach this point, but by now, it is plain that Jinta has everyone’s confidence again, and seeing Atsumu address Jinta by his old moniker, makes it clear that he’s found newfound respect for Jinta. In this way, he’s no longer trapped by his past, and this also means that Chiriko now has a legitimate chance with him. In a way, Atsumu’s resentment towards Jinta was tightly coupled with his love for Meiko, so when Atsumu lets go of his dislike for Jinta, he’s also allowing his love for Meiko to pass in favour of what’s in the present.

  • AnoHana had led viewers on a bit of a wild goose chase that concludes in a definitive and satisfying manner: the series expertly conceals things and only reveals as much as is necessary, and while the me of a decade earlier found it difficult to put things into words, in the present, I return to find a very heartfelt and genuine series that speaks to the strength of friendship: the Super Peace Busters of the present were able to overcome their guilt and regret together. The finale to AnoHana would lay out the remainder of the details, and tying everything together fully explains the reasoning behind why the story unfolded in the manner that it did.

  • The combination of captivating storytelling and characters viewers warm up to, coupled with an unparalleled and moving message, means that I have no qualms counting AnoHana a masterpiece. My standard for what makes a masterpiece is as simple as it is unique to me – any work that either 1) changes my worldview or 2) makes me cry as a result of its execution will automatically qualify because it hit enough of the right notes and executed things well enough for me to feel very strongly about something. As memory serves, only one other anime I’ve seen has a similar level of emotional impact: 2007’s CLANNAD and its 2008 sequel, CLANNAD ~After Story~.

  • Because Meiko’s wish was fulfiled, she begins to lose presence in this world: Jinta finds her on her side back home and resolves to carry her to the Secret Base, but by the time he arrives, Meiko’s presence is so diminished that she can only manifest as a voice. She makes it into a game of hide-and-seek, using the time to write out letters for everyone before coming to rest in a nearby clearing. Desperate to find Meiko, the Super Peace Busters head into the forest and ultimately find a pile of letters here. With a child-like innocence, Meiko’s words release any lingering doubts the others had prior to her departure; for each of Naruko, Tetsudō, Atsumu and Chiriko, the letters are the surest sign that Meiko’s forgiven all of them, and there’s nothing to be feeling guilt or regret about.

  • The fact that Meiko becomes visible to everyone in AnoHana‘s final moments shows that the Super Peace Busters have reached a point where they’ve forgiven one another, and themselves, and in doing so, they’ve earned the right to see Meiko’s spirit in person. It’s a fitting ending to what was a very raw, emotional and tumultuous journey here in AnoHana, and once Meiko vanishes for good, the others return with a new outlook on life. Naruko and Jinta are on openly friendly terms, and Jinta returns to school. Tetsudō resumes his studies, while Chiriko and Atsumu become closer together.

  • The observant reader will likely have noticed that on this day in May ten years ago, I wrote out my first episode impressions of AnoHana, and then in 2014, I returned to write about AnoHana The Movie; while the series’ song, Secret Base, speaks to reuniting ten Augusts into the future, the timing of when I originally watched AnoHana means that for me, May was the most suitable time of year to reflect on my thoughts of this series. Readers are free to give my old posts a read and see how this blog ran a decade earlier, although I won’t fault anyone for thinking that the me of a decade earlier had considerably less finesse and consistency when it came to writing. It suddenly hits me that one of my old readers and former bloggers had been interested to see what I thought of AnoHana, and I feel a twinge of regret knowing that it took me ten years to put this post out.

  • Perhaps next year, on the tenth anniversary to my watching AnoHana The Movie, I will revisit the film and see if I gain anything new from another watch. For the present, however, this post is in the books, and for the month of May, I’ve got two more posts scheduled. I will be writing about my thoughts on Modern Warfare II‘s multiplayer mode now that I’ve had a chance to unlock everything of note and hit the prestige ranks; in previous years, I scorned Call of Duty for its player base and aging game engine, but my experiences recently have shown these thoughts were not necessarily correct. In addition, I’ve also begun watching the Uma Musume Pretty Derby: Road to the Top OVAs, and I imagine at least one of my readers have been curious to see what I make of where the Uma Musume Pretty Derby franchise is headed ahead of an upcoming third season.

One of the key elements of AnoHana that has been polarising, despite the anime’s generally positive reception, is how tears are never too far off. When used sparingly, and in the appropriate moment, tears convey to viewers the emotional enormity. When tears permeate every moment, the impact might therefore be diminished – AnoHana may even come across as being melodramatic, making mountains of molehills and ultimately, taking away from the moments that are really supposed to hit hard. This is, however, one perspective of things, and in its execution, the fact that every episode is so emotionally charged hints at how difficult of a journey things were for the Super Peace Busters: every moment and memory with Meiko is a painful one because it’s a reminder of what was lost, and the regret of not being able to do something differently that may have yielded another outcome. By featuring tears in such prominence, AnoHana indicates that the entire process is fraught with difficulty, and that tears are a necessary part of the healing process. That viewers report feeling the emotions almost as vividly as the characters do, then, simply speaks to how well-executed every moment is, and this aspect of AnoHana ends up being one of its defining traits. In the end, AnoHana does tell a captivating tale of recovery and facing down against one’s own dæmons, featuring a colourful cast of characters whose journey towards finding peace with the past is one that demands a modicum of patience from viewers, and rewards this with an especially moving message. Further speaking to the strength of AnoHana, this series has aged remarkably well – even a full ten years after I began my journey, the anime remains every bit as impactful and touching as I remember. As a bit of an aside, I had watched AnoHana a decade ago, but for reasons I cannot fully recall, I never did get around to writing about this anime in my typical fashion shortly after finishing. I did end up returning a year later to write about the film a year later, citing the series’ biggest strength as giving each member of the Super Peace Busters a shot at individual growth and indicating that it’d taken some time for me to compose my thoughts on things. Curiously enough, reading through this older post finds that many of my thoughts have not shifted dramatically even despite an additional ten years under the belt; this speaks to the strength of AnoHana‘s writing. However, I believe that here, I’ve finally managed to better articulate what I felt AnoHana to convey during its run, and for this reason, I’m glad to have taken a chance to go back and give AnoHana a revisit. Much has changed in the past ten years, but AnoHana has aged very gracefully, providing viewers with an experience that remains quite remarkable.