“The beast’s hide is too thick to be pierced from the outside. I must cut through it from the inside!” –Drax The Destroyer, Guardians of the Galaxy 2
With Christmas Break over, the Maple Tree guild work towards clearing the fourth world. Maple herself is out with a cold, so she ends up resting. After she recovers, she returns to New World Online (NWO) and solos the boss while helping Frederica’s party; while she’d previously ended up fighting another named elite, Maple ends up with yet another powerful skill. She later meets up with Yui and May and help them defeat a named elite gaining access to the sixth level. This horror-themed space overwhelms Sally, who’s too frightened to even set foot in the world, and Maple decides to accompany Sally when the latter expresses a want for some loot from a haunted house landmark. Although they end up failing, Maple will later return and solo the haunted house. While Sally explores other levels, Maple hangs out with Mii; after they defeat foes giving Mii some trouble, the pair hang out at a café, where Mii wishes she could be herself in-game. Later, the developers start another in-game event, and despite the challenge specifically surrounding the instance Maple and Sally are given, the pair manage to clear three floors within the tower despite initially struggling with foes that were custom-made to give Maple a tough time. This is where Itai no wa Iya nano de Bōgyoryoku ni Kyokufuri Shitai to Omoimasu‘s second season (Bofuri 2 from here on out for brevity) lands after three episodes. After doing a special pre-airing prior to Christmas, Bofuri is set to continue on in the same manner as its predecessor, following the RPG novice Kaede Honjō (Maple), and her best friend, Risa Shiromine (Sally) as they explore NWO and its unusual mechanics. Along the way, thanks to Maple’s near-total absence of knowledge surrounding gaming, and her propensity to go with what works, she ends up having a wonderful time in the game, frustrating the developers, who appear to be at their wits’ end when it comes to handling Maple and her now-infamous guild.
After the first season had ended, I concluded that Bofuri had been an excellent example of an unusual optimisation solution in some multi-agent systems: in the typical RPG, players pick from a wide range of statistics to build characters suited for their class and play-style. Because Maple had lacked any gaming knowledge, she maximises her defensive capabilities and instead, draws upon a very unusual set of skills to advance her experience, and in the process, she ends up having a fantastic time. The lessons seen in Bofuri (and doubtlessly, Bofuri 2) is a simple one: having a varied skill set and an open mind leads to a good experience. This particular theme is general enough such that it could apply to all walks of life, and mirrors the easygoing tone in Bofuri; NWO isn’t a death-game like Sword Art Online, the competition between the different guilds are friendly, and Maple has a tendency to befriend those she meets. In the absence of high stakes and interpersonal drama, Bofuri isn’t going to tell any inspirational stories, nor is it likely to change my worldviews on a given subject. However, the series is relaxing and fun: a part of the enjoyment stems purely from seeing what outrageous solutions Maple applies towards a given problem, and watching the developers squirm as they realise nothing they propose is working. Not every series needs to compel viewers to think, and Bofuri is an excellent example of how important it is to simply focus on having fun every so often: Maple herself isn’t worried about the in-game meta or about playing the game a certain way, and as a result, she is able to have extraordinary experiences. While this means I won’t be discussing the series’ themes and their implications as I am wont to doing, as a bit of a gamer myself, I do relate to the idea of purely having fun in a game without concern for playing something “the way it’s meant to be played”.
Screenshots and Commentary

- As it turns out, the Japan-themed world in NWO was only one step of the journey, and by the time Maple has a chance to play through things following Christmas, her friends have already cleared it and are exploring higher level spaces. One thing I’ve never understood about Japanese games is why open levels are referred to as “floors”: in older RPGs where the setting is a dungeon or large building, floors make sense, but when it comes to wide open spaces, the nomenclature is misleading. Calling them “worlds” or “levels” is more appropriate a descriptor.

- All of the RPG games I play are completely open-world, being set in large maps subdivided into large biomes, and there’s no need to clear a boss fight in order to enter new biomes. In World of Warcraft, regions do have a level requirement to dissuade low-level players from rushing ahead, and Skyrim is completely open for players to explore, as enemy difficultly scales with the player level. Japanese games are built on different philosophies than Western games, and while elements from the former have strongly influenced the latter, cultural differences result in dramatically different experiences.

- For me, both games have their merits (I’ve found things like Valkyria Chronicles and Street Fighter just as engaging as Sim City and Battlefield), but on the whole, I generally prefer games that don’t demand a large time investment in them. The idea of spending hours upon hours levelling up and picking up usable gear isn’t something that appeals to me, and so, when games take a fair approach towards things (anything worth earning should take some effort, but not demand more effort than work), I find myself more inclined to enjoy things.

- From what I’ve seen of NWO throughout Bofuri, the game’s biggest draw seems to be a dynamic skill system that allows players to pick up any skill and use them in conjunction with one another. Maple uses them in unorthodox ways to trivially solve most of the challenges she encounters, and I am reminded of the classic game, Magicka, a satirical game that allows players to combine magic in different ways to solve puzzles. Most RPGs don’t allow players to combine skills in an unusual manner (for instance, a World of Warcraft mage can’t use spells to bring the dead back to life, and shamans can’t use powerful frost spells to control crowds) with the aim of preserving balance.

- Maple’s first adventure after returning to NWO from a cold is to solo the boss in the Japanese level, and then she joins her friends in the subsequent world to mop the next boss. Her overwhelming power leads the others to wonder if there’s anything left to do, and I am left to feel that Maple is similar in Donnie Yen’s portrayal of Ip Man in Ip Man – Yen’s Ip Man always finds a way of winning the most important fights and tends to draw in fights of lesser significance. While an indestructible protagonist is generally counted as being dull to watch because there’s no struggle and payoff, stories can still make such characters work.

- This happens when the protagonist is made to learn that power isn’t going to be the answer. Kuma Kuma Kuma Bear is a fine example of this – although Yuna is exceptionally powerful, she finds that jumping into the middle of a problem and solving it with her fists or magic won’t cut it all the time, and in doing so, she slowly learns to listen to the world’s inhabitants. Here in Bofuri, it appears that Maple’s state in the game is such that she’s able to purely focus on having fun, but I do find myself wondering if the story is set to go further than this.

- Bofuri‘s ability to vividly render every region is impressive: Silver Link has spared no expense in making sure every world is vividly rendered and packed with detail. The animation and artwork in Bofuri is of an excellent standard, and this shouldn’t be too surprising – Silver Link has an impressive repertoire, ranging from Non Non Biyori and Brave Witches to Strike Witches: Operation Victory Arrow and Kokoro Connect, and most of their shows have been well-presented.

- The sixth world, a horror-themed space, might hint at what’s upcoming in Bofuri 2 – although Sally is a remarkable player who built her character around agility and has a reputation similar to Maple’s, her fear of all things horror means that she’s left conflicted as to whether or not she wants to play on. On one hand, Sally doesn’t do well with ghost stories, but on the other hand, she’s tempted by some excellent gear that’s said to drop in this region.

- Using game spaces to help characters grow as individuals wouldn’t be a bad idea, and having spent the whole of the first season showing how Maple’s able to visit all sorts of spaces without worrying about being defeated, it would be nice if Maple could spend more time with her friends and help them with various in-game objectives, in time, coming to learn more about their real-world traits and potentially using the game to help them overcome an individual shortcoming. In the present, Maple agrees to accompany Sally into a haunted house where some interesting gear is set to drop.

- If I had to guess, once players acquire a skill in NWO, the skill’s performance probably scales as one levels up. This would allow Maple to continuously use her old skills in higher levels without worrying about them becoming obsolete. The Division and The Division 2 had a similar mechanic in play, allowing seeker mines, explosive drones and remote turrets to do more base damage as one levelled up, so that they would remain useful as one hit the endgame. By using her Machine God ability, Maple carries Sally through the haunted house, both literally and figuratively.

- Maple’s firepower actually does tangible damage to whatever ghosts are in this world, and as such, it stands to reason that, had Sally simply stood her ground and fought back, she’d be able to hold her own. However, since her fear of ghosts and spirits surpasses her confidence in NWO, she ends up being ineffectual during the exploration. I recall a similar scene in Metro: Last Light, where during the mission to save Pavel, Artyom has a frightening vision where hands of the damned protruded from the walls while he follows the Dark One. Back then, I only had a GTX 660, but I was still able to run the game at high settings and maintain 60 FPS with the 1080p resolution.

- When Sally gets separated from Maple, her ensuring reaction is adorable. This was a somewhat unexpected side to her character, and although I vaguely remember Sally being uncomfortable with ghost stories and the like, seeing moments like these really accentuate her dislikes. Admittedly, it was also quite amusing to see the otherwise cool-and-collected Sally reacting in such a manner. In the end, she does manage to link up with Maple, who uses her latest ability to give Sally a chance to regroup, and when some other adventurers enter the house, they draw the spirits off the pair, allowing Sally and Maple to escape.

- Sally’s original quest of gaining some new items ends up unsuccessful, but for their troubles, she and Maple both gain access to a new skill. While I’ve never had an experience quite like Sally’s in a game before, I have had times where I entered a mission thinking I had what it took to complete it, only to get stomped. This most often happens in games like The Division – after I completed my six-piece Classified Striker’s set, I foolishly thought I was capable of handling Incursions solo and found myself hopelessly outmatched; this activity had been scaled for four players with good gear. Similarly, in The Division 2, I’d imagined that the Hunter’s Fury would be an asset when I tried to solo the raids, but during the airport level, I couldn’t even make it off the tarmac into the terminal.

- As a predominantly solo player, I definitely wouldn’t make it very far in NWO unless I managed to make a Maple-like build. Back in Bofuri, after logging out, Sally is surprised to find her home empty; her parents are working late, and she’s still a little jittery following the excitement of having just escaped a haunted house. The real world is rarely shown in Bofuri, but I am fond of its portrayal, since it does remind viewers that this series isn’t an isekai, strictly speaking, and as a result, the stakes are much lower. A few months ago, I would’ve been a little envious of Sally’s home setup, but post move, I’ve put together a setup of my own that has suited my needs.

- Luckily for Sally, Maple’s on hand to talk her through things. Moments like these speak to what’s really important in gaming, and while Bofuri doesn’t have the same high stakes as the typical isekai or something like Sword Art Online would, the change of pacing makes this a relaxing series to follow. Understanding this about Bofuri means managing my expectations accordingly: I’m not here looking for a world-class, life-changing tale, but instead, it’s sufficient to see characters learn and grow alongside one another in a world where the only aim is to have a good time, something that many streamers and gamers in the present seem to have forgotten.

- In the end, Maple ends up soloing the haunted house and secures all of the stuff that Sally had been looking for. In the time that has passed between Bofuri and Bofuri 2, I’ve managed to finish The Division 2 fully – seeing the excitement in Bofuri 2 about loot brings back memories of when I’d spent my downtime after work running through Washington D.C. doing various things for exotics. In The Division, I ended up joining random groups in order to complete legendary missions, but with the presence of exotic crates in The Division 2, I was able to amass a reasonably extensive collection of exotics without needing to play the toughest content.

- My old Hunter’s Fury gear set, paired with the Chatterbox and Ninja Bike kneepads, allow me to trivially beat missions in PvE – the fact I get health and armour back on each kill, coupled with the fact that every kill also returns a third of my ammunition, and the Chatterbox’s ability to increase its firing rate when near enemies, renders this the perfect setup for PvE. On the other hand, against individually strong opponents, the Hunter’s Fury loadout I have now is quite ineffective. My approach towards The Division 2 was partly inspired by Bofuri, and since I have no intention of playing PvP or the game’s tougher content, things work out well enough for me.

- The main reason why I’ve not returned to The Division 2 since finishing the Faye Lau manhunt had been because for most of 2021 and 2022, the game went on a bit of a hiatus as no new content was added. Ubisoft had launched a roadmap indicating that new content would be added, along with a new free-to-play title, but having felt I’d gotten my money’s worth from The Division 2, I ended up moving on. Back in Bofuri, after receiving a request from Mii, Maple joins her and uses her newfound defensive buffs to give Mii a chance to use her powerful, but slow-to-deploy AoE skill. This particular spell brings to mind Megumin’s ex~PLOSION~!, which similarly was damaging but was stymied by a high magic requirement and long charge time.

- On the topic of Megumin, it turns out that next season, Konosuba: An Explosion on This Wonderful World is going to be released. This spinoff will deal with Megumin and show her life prior to meeting Kazuma, and I’m rather looking forwards to seeing how things turn out. During the start of the global health crisis back in early 2020, I found myself with an abundance of time at home, so I spent most of it powering through anime I hadn’t had time to watch. Konosuba was one of them, and in this series, I found comedy of a consistently good quality. Besides Konosuba, Kuma Kuma Kuma Bear is also going to get a second season.

- While I don’t typically watch or write about isekai anime, there are a few series that do catch my interest from time to time – I prefer to watch the more relaxed and comical series over the serious ones. Back in Bofuri, Mii and Maple swing by an in-game café following their adventure, and the conversation switches over to something on Mii’s mind; she’s been wanting to be herself, but obligations to her guild means she must maintain a more serious persona. Hanging out with Maple allows her to relax and show her true self, and I am hoping that at some point, seeing Maple doing what she does best will also help Mii to relax around others.

- When conversation turns to hanging out with folks one otherwise normally wouldn’t, I am reminded of how slice-of-life anime are able utilise their casts and have different characters interact with one another, in turn creating new experiences that may differ in tone and outcomes compared to what is seen with the lead characters. GochiUsa had done an especially good job with this: while Cocoa and Chino carry most of the show in earlier seasons, later on, episodes give the other characters a chance to shine. Episodes of Bofuri around other characters in the Maple Tree guild, or even the other guilds, could act as a fun way of showcasing more of NWO.

- Bofuri is wasting no time on pushing ahead – by the game’s seventh major event, Maple and her friends are fully ready to take things on. This time around, rather than a large-scale event involving multiple guilds, small groups must take on instanced areas. The idea of an “instance” originates from World of Warcraft, where small groups were given their private copy of a dungeon to take on. The term itself comes from Object-Oriented Programming, where an instance of an object is a occurrence of an object that can be acted upon. The easiest way to describe this is with physical entities: supposing that Person is a class describing people, then Maple would be an instance of the Person class. The term stuck, and since then, private dungeons have been referred to as instances.

- Maple and Sally end up taking on their instance together, but unbeknownst to them, the developers have altered theirs so the pair end up with far tougher foes than necessary. As Maple and Sally destroy their opponents, the developers watch in horror; nothing they have seem to work. However, their conversations also suggest that these foes were designed to be challenging, but not unbeatable. The problem NWO’s developers have stem from a fundamental design problem in their game: caps to skill power and statistics, coupled with limiting what combination of skills can be equipped and earned, would’ve eliminated most of their headaches.

- Game balance is eschewed in Bofuri precisely to accommodate Maple’s outrageous adventures, and as such, the developers find themselves on the backfoot. Battlefield 2042 had suffered from this – originally, the class system was abolished, and this reduced the incentive for teamwork. The reintroduction of classes is intended to ensure that players are locked to a specific role, increasing the need to work as a team. Here, Maple equips her Wooly skill: this one is one of my favourites because Maple’s response to using it is always adorable. While outwardly envelopes Maple in wool, she is able to utilise it in a creative way.

- Writing for Bofuri is admittedly a bit of a challenge: since the anime’s objective is simply present a fun experience, there isn’t much to do in the way of speculation, either. As such, Bofuri is one of those series where it’s easiest to kick back and watch things as they unfold. With this in mind, while I’m writing about both Bofuri and Mō Ippon! in the same manner, the latter does provide more opportunity for the sort of discussion I’m partial to; I’m not sure how many readers here follow my references to games, for instance.

- Back in Bofuri, upon fighting their first foe, Maple and Sally initially have a tough time damaging its exterior. Once they spot that the monster’s mouth might be a weak spot, Maple decides to cut it up from within. This is the inspiration for the page quote, sourced from Guardians of the Galaxy 2, during the opening fight against a multi-dimensional monster known as the Abilisk. When Drax determines that the only way to deal damage to it is from the inside, both Gamora and Peter Quill are perplexed, since skin is supposedly the same thickness from the outside as it is from within. However, there is merit in Drax’s argument – the fleshy interior is probably not as tough as the exterior, so more damage can be done.

- In this way, Maple and Sally conquer the first floor without too much trouble and move onto the second, where they fight a foe that takes the form of a large book and utilises Maple’s own skills against them, while at the same, preventing Maple from using any skills it’s taken. This enemy is actually pretty cleverly designed and brings to mind the likes of Aaron Keener, who had access to the same plethora of skills as the player’s Agent. Against Keener, I found the best way to handle him was to continuously push the offensive – staying behind cover isn’t too effective, and I found that it was by getting up close and personal that let me do effective damange.

- The visual quality in the second floor’s fight is degraded somewhat, as the character models become more blocky in terms of appearance. The darkness in the room somewhat masks this, but it was still noticeable. Silver Link generally has a solid history of producing visually consistent works, but there have been cases where things have seen slippage (such as 2016’s Brave Witches). However, if their record is anything to go by, Bofuri 2 shouldn’t see any delays to its schedule: it is possible that some shortcuts were taken to ensure that episodes aired in a timely fashion.

- The fight against the second floor’s boss ends with Sally using her speed to overcome it, and the two advance to the third floor, which is controlled by an elemental golem. Initially, the environment resembles World of Warcraft‘s Molten Core, but after Sally begins using cold spells against it, the golem switches over to cold-based attacks. Maple ends up using her Atrocity form and consumes the golem, defeating it instantly and giving the developers more headaches. At this point in time, it almost feels like Maple and Sally would be better served as play-testers brought on before a game ever hit alpha stage: their unconventional play-styles would expose problem areas of a game that can then be fixed.

- Having said this, with the way Maple plays, one might be inclined to consider fool-proofing certain things, and this approach towards development does have its detriments. One longstanding axiom in software development is that users will always find ways of breaking something no matter how well-guarded something will be. For NWO’s developers, it may not be a meaningful exercise to keep up with Maple, so here in Bofuri 2, I am curious to see how they react as the story continues. Viewers will likely have an excellent ride ahead, and I look forwards to seeing what the second season will present. In the meantime, it’s time to call it an evening: I’ve returned from my first dinner out with the extended family to celebrate the Chinese New Year, and after an exquisite menu, which included a whole steamed fish and fresh lobster, I’m inclined to do as Maple does and enjoy some time in a game.
The ability to play a game in any manner of one’s choosing is a topic of debate amongst those who partake in video games. On one hand, game mechanics may lead to certain tactics being more effective than others, and in PvP environments, this can result in heated exchanges regarding whether or not said tactics are fair. For instance, the practise of camping in a first person shooter is regarded as dishonourable because it gives the camper an advantage over their foes. By staying in one spot and remaining hidden, one can defeat unsuspecting foes with ease. There is, however, one legitimate use of camping: if one has just exited a firefight and needs to regenerate their health, it is perfectly acceptable to hide behind cover or somewhere safe while awaiting recovery. If one is ambushed in the process, there’s nothing unethical about defending oneself. In PvE games, play-styles are irrelevant, and one can choose to have fun in any manner of their choosing. The whole point of gaming is to have a good time, and this is why for me, single-player experiences are my preference. I can do something in my own manner of choosing, in an environment where my mistakes won’t harm any teammates or allies. Similarly, when I play PvP experiences now, I enter a match without any expectations: the goal isn’t to help my team win or maintain a positive KDR, but rather, to have a blast, and I’ve found that when approaching games with this mindset, I tend to do better and have a better time of things along the way. Bofuri celebrates this approach towards gaming. With all of the streamers out there trying to engage their audiences by using meta loadouts and strategies exclusively, as well as viewers who try to emulate them, the spirit of video games is somewhat diminished, so Bofuri acts as an amusing counterargument for this in suggesting that even using the so-called “off meta” methods and equipment can still be viable so long as one has an open mind, and above all else, a willingness to have fun in the process.