The Infinite Zenith

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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.

Miyakawa-ke no Kūfuku: Remarks on Responsible Budgetting as an Anime Fan and An Introspection on Twenty-Five Years of Otafest

“Do not save what is left after spending, but spend what is left after saving.” –Warren Buffett

While watching television, sisters Hikage and Hinata Miyakawa converse about how difficult it is to drop a great deal of money on food, only for Hikage to complain about how Hinata’s otaku propensities cause them to always be short of funds every month. Later, after Hikage tearfully admits to having accidentally tossed one of Hinata’s dōjins, Hinata ends up buying a new copy to replace it at the expense of their food budget, to Hikage’s chagrin. Thus begins Miyakawa-ke no Kūfuku (“The Miyakawa Family’s Hunger”), a spin-off of Lucky☆Star that is also written by Kagami Yoshimizu and follows the Miyakawas as they navigate a challenging life that comes about as a result of Hinata’s compulsive spending on otaku goods, causing their family to become impoverished. An animated adaptation of Miyakawa-ke no Kūfuku aired in 2013, portraying the challenges Hikage faces. As a result of the low funds, Hikage is shown to be very resourceful and knows how to make the most of the food she has available to her, but at the same time, her desires are very simple – to her, nothing is more important than being able to put meat on the dinner table. Throughout Miyakawa-ke no Kūfuku, the primary conflict between Hikage and Hinata lies in how money should be spent: Hikage believes that it should be used for necessities and otherwise saved, but Hinata’s interests and seemingly irrational desires cause the family finances to constantly be squandered, creating situations where Hikage looks towards others for improving the family finances, whether it’s asking her instructor, Kazuhiko Ōsawa, for suggestions, trying to take advantage of supermarket sales where possible and even buying lottery tickets with the hope of scoring some money. Although Miyakawa-ke no Kūfuku possesses the same art style and comedic premise as its predecessor, Lucky☆Star, utilising situational and dramatic irony resulting from Hinata’s spending in evoke humour and pity, there is no denying that Miyakawa-ke no Kūfuku is a bit more grim than Lucky☆Star. The Miyakawa family’s poverty parallels difficulties that people face as a result of the increased cost of living. Inflation drives up the price of necessities, from food to gas, and wages have not increased to match inflation, creating a situation where one gets less out of their dollar. Since it’s not feasible to get by without the necessities, people have looked towards more thrifty and financially prudent habits, from dining out less, to keeping an eye on sales at supermarkets, finding creative ways of sprucing up dinner with more cost-effective ingredients or even growing their own vegetables. The disciplined and resourceful have found that being more mindful of one’s budget has allowed for some folks to save a bit more, speaking to how a bit of creativity can help people out.

The same can’t be said for Hinata, whose fiscal irresponsibility is the cause of the Miyakawa’s suffering: although she tries to justify her expenses to Hikage, these excuses are remarkably feeble. Although I am familiar with the collector’s mindset, practicality trumps all else – as nice as it is to have limited edition anime merchandise, often times, these items are little more than collector’s items that do little more than sit in a shelf or stowed in a box somewhere, even if they do have utility value. For instance, when Hinata purchases anime-themed stationary or clothing, those purchases are consigned to remain in storage and never fulfil their purpose as an article of clothing or stationary. Hikage is, quite understandably, unable to understand why this is the case – a notebook is a notebook, irrespective of whose visage graces it, and being unable to use it normally results in something that is deprived of any utility. In this way, Miyakawa-ke no Kūfuku ends up speaking to the consequences of being a devout otaku; it is one thing to watch anime and play games, but when one ventures into the realm of merchandise, expenses can skyrocket. This is because corporations know that customers are willing to pay top dollar for themed merchandise, which are Veblen goods that collectors take pride in possessing (owing to their perceived value and rarity). While there is nothing wrong with occasionally buying anime-related merchandise, Hinata does so at the expense of her sister’s well-being, and as a result, Hikage’s indignation with her is warranted – Hinata’s job at a local otaku store is enough for her to buy anime merchandise at a whim, and considering the price of these items, it is clear that she could afford to buy properly nutritious food for Hikage. The gap between Hikage’s conventional thinking and Hinata’s unusual logic is one of the reasons why the otaku subculture remains quite difficult to understand: given the choice, most people would rather put a few hundred extra dollars towards eating a better-balanced diet and saving for a rainy day. With this being said, there is such a thing as moderation, and although this was never seen in Miyakawa-ke no Kūfuku‘s animated run, a meaningful story development would be seeing Hinata balancing her own interest with Hikage’s well-being; with the right budget, one can ensure they eat well and properly look after their financial obligations, save for a rainy day and put an amount into a retirement savings account, and still have enough left over for the periodic treat. Seeing this would have been a rewarding part of following Miyakawa-ke no Kūfuku, but for the present, seeing Hinata try to do right by Hikage, as seen in the final vignette, where Hinata cooks a tofu steak for Hikage. Although this might not be a steak that Hikage dreams of eating, the gesture from Hinata means the world to her.

Screenshots and Commentary

  • Although Miyakawa-ke no Kūfuku possesses the same art style and character designs as Lucky☆Star, it was produced as a collaboration between Ordet (Wake Up, Girls!) and Encourage Films (GochiUsa BLOOM). There is a bit of a story behind Ordet: it was founded in 2007 by Yutaka Yamamoto after he was dismissed from Kyoto Animation, but by 2016, Yamamoto was also fired from Ordet. Yamamoto himself has a colourful history that leads him to be quite reviled in the anime community. For me, I care little for his incendiary attitudes and judge him purely on the merits of his work: while some of Yamamoto’s works are an incomprehensible fog (Fractale comes to mind), things like Hakubo and Wake Up, Girls! were satisfactory.

  • Miyakawa-ke no Kūfuku bears all of the hallmarks of its predecessor, and it feels distinctly like a Kyoto Animation production: the same visual style is present in Lucky☆Star would ultimately be reused in Miss Kobayashi’s Dragon Maid. Kyoto Animation is best known for their incredible production values, vividly bringing worlds to life, but even in series where the visuals are simpler, the studio nonetheless has done an excellent job of ensuring things are fluidly animated. Ordet originally had some staff from Kyoto Animation on board, and this is probably why the aesthetics in Miyakawa-ke no Kūfuku are familiar.

  • Right out of the gates, it is evident that Hinata is an otaku with an unhealthy habit of buying merchandise on impulse. Unlike Konata, who is a bit more detail-oriented and only buys what she’s absolutely a fan of, Hinata seems to spring on everything she comes across, and this puts a great strain on the Miyakawa finances, in turn causing Hikage to suffer unnecessarily from lack of food. However, while Miyakawa-ke no Kūfuku describes the Miyakawas as being poor, they still have a home to live in, and despite struggling, still appear to be able to make ends meet minimally.

  • Further to this, there’s no sign that Hinata is in any sort of consumer debt, so if one supposes they live in the family home (and the mortgage has been fully paid off), then it means that, while perhaps not having a great deal of savings, the Miyakawas can still get by. This in turn lightens the mood up; since the characters aren’t in any serious trouble, it’s possible to relax and allow the show’s antics to unfold. When taken to its logical conclusion, Hinata’s habits can be quite harmful, but in the context of Miyakawa-ke no Kūfuku, it appears that on her income, Hinata just cuts corners on essentials so she can satisfy her otaku desires rather than omitting it outright.

  • Kazuhiko Ōsawa is Hikage’s primary four instructor, and while he presents as a competent teacher who looks after his students well, students do not always find his advice useful. Watching all of the characters bounce off one another in Miyakawa-ke no Kūfuku was no different than Lucky☆Star: like Lucky☆Star, Miyakawa-ke no Kūfuku isn’t going to be an award-winning story about the human condition, but instead, acts as another gentle way of poking fun at the otaku subculture.

  • During its run between April and June 2013, Miyakawa-ke no Kūfuku consisted of ten short segments that aired weekly, each running for about four minutes. This series is not dependent on a priori knowledge of Lucky☆Star, but its niche topics and narrower focus meant that some viewers, who were fans of Lucky☆Star, found the jokes dull and unremarkable because of its simple premise. The setup in Miyakawa-ke no Kūfuku does suggest the series might be unsuited for full-length series, but at the same time, with a bit of creativity, it may have been possible to do a little more.

  • A meaningful narrative can be written around Miyakawa-ke no Kūfuku‘s premise: in the Miyakawa-ke no Kūfuku viewers got, both Hikage and Hinata are static characters. Their personalities do not change, and no major disturbance happens that forces them to learn and grow, as is the case for most stories. While this is commonplace in comedies (Konata and Kagami don’t change in Lucky☆Star, and similarly, all of the characters in Joshiraku remain the same throughout the series), there is a chance here in Miyakawa-ke no Kūfuku to show how Hikage’s unconditional love for her sister and constant desires to see Hinata be more financially responsible may eventually, in conjunction with a disruptive experience, help Hinata to change for the better.

  • All of this, of course, assumes that Miyakawa-ke no Kūfuku was intended to be more than just a series of comedic shorts. In its current form, Miyakawa-ke no Kūfuku is still engaging and fun to watch. For anime fans of 2013, watching four-minute episodes each week would’ve been a fair way to pass the time, but for me, watching Miyakawa-ke no Kūfuku in the present meant blocking out some forty minutes and then going through all of the episodes all at once. Here, while Hikage looks at lottery numbers, a Miku Hatsune figurine can be seen in the background.

  • At some level, I do understand Hinata’s desire to buy otaku merchandise and simply enjoy the state of having something, but at the same time, certain objects, like notebooks, pencils, keychains and the like all have utility value, and it feels wasteful to not put them to good use. When I was a university student, I bought a few K-On! and Girls und Panzer keychains, but those sit in a box. I occasionally took them out of the box to appreciate them, but they feel a little too nice to use. Realising this, I don’t really buy anime merchandise, save artbooks: since they’re books, their utility is to be read, and this makes them a little more practical.

  • On the other hand, when some relatives bought me limited-edition Gundam t-shirts from Japan, I simply wore them because that’s a shirt’s intended function. The struggle between utility and keeping something in mint condition is quite real, so I would hold that moderation is the answer. Having a few collectible items isn’t unwise, but Hinata’s practises are overkill. This is ultimately what causes most of the comedy in Miyakawa-ke no Kūfuku: viewers cannot help but pity Hikage for her situation, as well as admire how she’s able to come up with creative solutions of getting more out of what she already has.

  • Thus, despite her temperamental and touchy nature, Hikage still comes across as being adorable. Besides her everyday life with Hinata at home, Miyakawa-ke no Kūfuku also depicts Hikage’s experiences at school. She gets along reasonably well with her classmates, and like Konata, Kagami, Tsukasa and Mikyuki had in Lucky☆Star, she shares similarly mundane, ordinary conversations with her closest friends. Unsurprisingly, Miyakawa-ke no Kūfuku also presents her friends as having distinct hair colours: Erika has blonde hair, and Yukina has green hair.

  • Daisuke occasionally joins in on the conversations, and while he’s fond of poking fun at Hikage’s financial situation, I got the impression that he’s not malicious about it. Hikage seems to take things in stride, and here, when Daisuke laughs about how it’s unlikely for Hikage to have played the latest games, Hikage ruefully thinks to herself that she actually has, because of the fact that Hinata’s keeping up with the Joneses at great expense. Later in this episode, Hikage gets into a fistfight with an unseen classmate after some money goes missing, and when she explains herself to Hinata, it turns out that Hikage hates people who are wasteful or deceptive about money, especially when there are people in the world who aren’t as well off.

  • Miyakawa-ke no Kūfuku is written in a way that emphasises comedy above all else, and for most viewers, the nature of this humour determines whether or not this series was enjoyable. From this point of view, I’d expect that a moderate fan, someone who enjoys Japanese media but isn’t wholly consumed by their hobby, would gain the most entertainment from things: Miyakawa-ke no Kūfuku pokes fun at the more devout otaku, so some background in the subculture is helpful, but at the same time, someone who does subscribe to Hinata’s way of thinking may feel the anime is unnecessarily harsh.

  • I would be considered a moderate as far as enjoying Japanese media goes; while I write extensively about anime here, I also lift weights, hike, game, partake in gastronomy, amateur photography, and do martial arts. I cannot say I excel in any of my hobbies (I’m an inferior writer to most dedicated bloggers, I’m only an intermediate lifter, and I’m terrible in most competitive games, for instance), but these activities all represent a different way to unwind from my daily routine of software development. Thus, while I don’t always keep up with the latest anime or have the largest merchandise collection, I find that watching and writing about anime is one of the many activities I enjoy.

  • Of late, I’ve found that volunteering is also something I enjoy doing; lending my time to helping out with events as varied as science fairs, anime conventions and most recently, the local photography club, has proven to be a fulfilling activity that allows me to simultaneously learn something new, partake in an activity I enjoy and give back to the community. Over this past long weekend, I’ve been out and about doing precisely this: after nearly three years of spending the Victoria Day long weekend at home, it’s been exhilarating to be back out and about, and to the observer, I may even appear to have gone overboard this time around.

  • That’s because, besides volunteering for Otafest, I also spent Saturday morning out at a walkathon fundraising event: the photography club has helped the walkathon organisers with photography in the past, and since I joined, I’ve become the videographer of sorts, allowing for video to also be produced. I’m still very much a novice in this role, but having picked up a DJI Osmo 6, I’ve slowly started to familiarise myself with the gear and techniques. My long weekend began with a day off on Friday – I woke up at the crack of dawn to deal with the laundry and headed out bright and early to walk around the convention before my shifts began.

  • My first stop was the exhibitor’s hall: while I typically order anime merchandise online, seeing all of the merchants and their wares makes it easier to pick something up. I spent about an hour browsing around the different vendors and wound up purchasing a Fūka Miyazawa Nendoroid. My best friend was also in attendance, and shortly after, I got a message indicating he was interested in meeting up. Said friend had decided to come this year to speak with Gunpla modellers, and in previous years, one of the local clubs had come to speak with visitors about painting Gundam models. Although they were not in attendance this year, my best friend still capitalised on the opportunity to hang out.

  • We subsequently stopped by an Irish Pub a little further along Steven Avenue for lunch. Although the morning had been a smokey one, by noon, most of the smoke had cleared, and so, we were given patio seating. Here, I ordered their bangers and mash, a delightful British dish with sausages and mashed potatoes doused in gravy. After eating under clear skies, I set off for my first pair of shifts (three hours each, for a total of six hours). This year, as a part of policy enforcement, my roles were to patrol the venue and ensure all cosplay props had been properly checked, as well as keeping the peace and answering any questions people had.

  • It’s a far cry from my previous role in the programming assistance position four years ago, where I’d been stationed outside of the panel rooms to help manage lines and (if needed), help panelists with their AV equipment: rather than staying in one place for three hours, policy enforcement volunteers have the opportunity to visit all corners of the venue, and this proved quite fun. In this way, my first day passed quite quickly, and nothing particularly noteworthy happened during my shifts, although after six hours, I was rendered quite exhausted. After checking out, I met back up with my best friend, who’d found a panel on improv comedy he particularly enjoyed, and we left the venue for a restaurant in a quiet park just to the north. A fried chicken ramen rounded out the day, and I returned home shortly after.

  • The next morning, I was scheduled to shoot videos at an event for the Chinese community walkathon at the Chinese Cultural Centre and so, I headed back downtown with only five and a half hours of sleep, as well as a mild headache. In spite of this, the filming went reasonably well, and I was able to capture footage of all of my assignments, as well as some of the walkers beginning their route. The smoke had returned, and I found myself hoping it could clear, making it easier for the participants. I also had been tasked with filming the performances, so after the attendees had all begin, I returned to the Cultural Centre and began recharging my phone ahead of the performances. This part had proved unexpectedly hard on my shoulders, and I resolved, there and then, to buy a new tripod ahead of my next filming event. Reviewing the video, most of the footage came out okay, so I hope the event organisers will be able to make use of the video I shot.

  • Once this event wrapped up, I headed to the convention centre to begin my next set of shifts for Otafest. In pure coincidence, I ran into my best friend, and after switching out my videography gear for Otafest gear, I decided to swing by the exhibitor hall one more time. A pair of Nendoroids had caught my eye, but in the interest of keeping within my budget, I decided it was prudent to only buy one – I’d been eyeing the Anya Forger Nendoroid, but there was also one of Megumin, as well. With advice from my best friend (Megumin is a bit more iconic, and being an older Nendoroid may make it harder to buy in the future), I had my answer: I would buy the Megumin Nendoroid.

  • My best friend had also been interested to attend another comedy-related panel and had wondered if this would affect dinner and transportation plans, so I reassured him that we more or less had unlimited flexibility – since Otafest only comes once a year (and we can hang out at our leisure), he should check the panel out. I thus began my next set of shifts, helped the exhibitor hall in closing down and escorted a few more patrons to their destinations. During my shift, a ceiling tile had come down and hit an unsuspecting patron. It was most fortunate that the patron was unharmed, and was even laughing about things in the minutes after. Medical staff on-site ascertained he was fine, and the section of the hallway was briefly cordoned off.

  • Yesterday, my last set of shifts began. In previous years, I always sat out Sundays as an attendee simply because I’d already seen everything I wished to see, and consequently, I never did attend the closing ceremonies. Because my shifts this year extended into the evening, however, I was able to see the crowd build-up leading into the closing ceremony, and as a part of my duties, I helped manage the lines and point folks in the right direction, as well as cordoning off a section of the event hall so people wouldn’t camp in certain places. Once the closing ceremony began, the policy team lead determined that there probably wouldn’t be a need for the remaining volunteers to stick around, and we were free to go. Since I was much earlier than expected, many restaurants were still open, and I wrapped up the day with a piping-hot and flavourful ebi-don with prawns fresh from the fryer.

  • With this, my time at Otafest 2023 draws to a close, and altogether, this was a remarkable event that was a worthy way of celebrating twenty-five years. Questions inevitably abound of whether or not I’ll be returning to help out next year, and for the present, nothing is written in stone, so for now, I’ll unwind in the aftermath of what was a successful anime convention and return the conversation to Miyakawa-ke no Kūfuku, where Hinata is seen buying a cake at a café while Konata, Tsukasa and Kagami can be seen conversing in the background. Although Lucky☆Star‘s main cast are featured prominently in the opening sequence, they only make cameo appearances throughout Miyakawa-ke no Kūfuku.

  • Back home, Hikage reveals that she’d spent most of the day preparing a special dinner for Hinata on account of it being her birthday. Hinata herself had forgotten and felt that she’d been buying a cake for kicks, and steels herself for another lecture from Hikage, but Hikage interprets this as desert to round things out. In the aftermath of Otafest, it turns out there are more folks who think along Hinata’s lines than I’d known, and in fact, during conversation with some of the other volunteers in policy management, they were surprised I limited myself to “only” two Nendoroids. I joked that having a mortgage to deal with really puts the brakes on things, and in reality, I also needed to budget well, since there were a few other things I needed to pick up (e.g. a new shelf for clothes and a tripod to improve my videography)

  • I don’t begrudge people for lightening up during Calgary’s biggest Japanese popular culture event – if one generally manages their money well, then it’s perfectly okay to spend a little more (again, within reason) during special events like Otafest. I did hear of my fellow volunteers spending hundreds of dollars, and even wondering if they’d hit their credit card’s limit: to help keep myself away from the red, I decided that I would bring in a pre-determined amount of cash, and once that pool was gone, I was done. This makes it much easier to know how much I’ve spent and how much I’ve left; coupled with my approach of picking up stuff only from the series I wholly adore, it becomes much easier to keep a check on spending.

  • There’s a lot of financial tricks for balancing one’s interest with ensuring one has enough funds for a rainy day, but the two most tried-and-true approaches I use are to only buy merchandise from franchises that have tangibly impacted me in some way, and then for certain kinds of merchandise, if I still want something after a time period, then I’ll know I can get it. In the case of Nendoroids, I’ve been curious about them since I saw the K-On! ones in 2011, but their price tag was always a little dissuading. Considering the amount of time that’s passed, since I still figured it’d be nice to have a Nendoroid (or two), I decided to pull the trigger during Otafest.

  • One cannot help but feel pathos for Hikage whenever things transpire in a way that make it more difficult for her to get by – although Hikage is not adorable in a traditional sense owing to her blunt mannerisms, she’s actually quite endearing in her own way. Cuteness is something with a bit of science behind it, and while experts universally agree that certain aesthetic traits create a strong response in most people, I’ve also found that moments of pity can do the same thing (my heart always melts when a baby scrunches up their face in response to teasing).

  • One day, Hikage tries to pick up bean sprouts when they’re on sale, only to learn that they’ve all been sold out. This sort of phenomenon is one I’ve not experienced at the supermarket before – every week, prior to going grocery shopping, I always look through the flyers to see if there’s anything in discount, and then if so, I plan my meals around those items. However, discounted items are never so popular they sell out before I arrive, and so, I’ve been fortunate to never experience what Hikage’s seeing here. The cost of groceries is no joke, and I’ve watched as food prices steadily increased over the past year and a half; even when some supermarkets claim their prices are frozen, they get around this by giving reduced portions and quantities.

  • As it turns out, Kazuhiko had ended up buying some bean sprouts and fried them with meat, causing Hikage to shun him. While Hikage is quite touchy about money, it suddenly hits me that the Miyakawas aren’t so impoverished that Hikage is actually going hungry, and from the looks of it, Hinata is still able to pay for utilities and cable. Further to this, Hinata and Hikage, at the minimum, have a place to live and do not have the additional costs associated with rent or a mortgage. It appears that in Miyakawa-ke no Kūfuku, Hinata simply cuts corners when it comes to food so she can fuel her otaku hobby, and this is the source of Hikage’s suffering.

  • Miyakawa-ke no Kūfuku uses pity (similar to Anne Happy and Bocchi The Rock!) to drive some of its humour. Anime of this sort are almost always written in such a way so that the scenarios don’t outright put the characters in a perilous situation, and so, viewers can laugh at their situations in the knowledge that the characters won’t come to any harm. Here, Hikage creates an improvised dish with leftover ingredients, and upon hearing Hinata’s praise, remarks that if Hinata would simply buy food and save her money, this situation wouldn’t happen.

  • Towards the ends of Miyakawa-ke no Kūfuku, Hikage briefly takes in a stray cat, and while she does enjoy its company, she also wonders if the cat will be able to find a new home since Hinata may not be willing to take on a pet. Raising a cat, at least in Canada, is estimated to cost about 1300 dollars a year (or 108.33 per month). This cost entails veterinarian bills, food and other provisions. However, since this is a stray, Hikage and Hinata would also need to get the cat registered, licensed and given an initial checkup to ensure it’s healthy. This can range anywhere from 960 to 2000 CAD, and considering the Miyakawa’s situation, this isn’t advisable.

  • In a heart-melting moment, Hinata believes that Hikage is going to eat the stray cat and forbids them from having one, although this turns out to be a misunderstanding. The scene reminded me of why Megumin prefers to keep Chomusuke with her at all times, rather than at home, where she believes Komekko may actually end up eating him. This thought is simultaneously hilarious and terrifying, bringing to mind a story my grandparents told about how some people did in fact carve up stray cats as dinner during tougher times. Since then, legislature has been passed, making it illegal to consume cats: violations of this are subject to six months in prison and/or a fine of no less than five thousand Hong Kong dollars.

  • In the end, Hikage is unable to keep the stray, and Daisuke reluctantly agrees to take the cat in at Hikage, Erika and Yukina’s behest. However, he reveals in an inner monologue that he actually doens’t have permission and now needs to beg for it so he can save face in front of Hikage. With this, we enter the final moments of Miyakawa-ke no Kūfuku and Victoria Day Long Weekend’s final hours. After a full three days of Otafest, I had originally intended on taking today as a day to remain at home and do nothing. However, after a morning spent doing some housework and processing the videos I shot from the walkathon for upload, I ended up swinging by the IKEA to pick up a new shelf for my bedroom.

  • The latter part of the day was spent building the self and moving stuff over to it: with this, I will have more storage for clothing, allowing my room to be a little less cluttered (and also leaving me with a bit of space for my new Nendoroids). Back in Miyakawa-ke no Kūfuku, after Erika turns down Kazuhiko’s efforts to hear out her problems, he finds himself dejected. This is a recurring joke in Miyakawa-ke no Kūfuku, where the other instructor, Marina, ends up giving Kazuhiko some reassurance. Marina’s presence in Miyakawa-ke no Kūfuku is limited, but her manner is similar to GochiUsa‘s Aoyama Blue Mountain and ARIA‘s Alicia.

  • In the end, although Hinata’s habits don’t change, viewers are still treated to a heartwarming moment where Hikage dreams of having steak, only to wake up and finds herself chewing on her blanket. However, upon waking up for real, Hikage finds that Hinata’s whipping up a Hamburger Steak, albeit one made of tofu. Although it might not be real meat, the gesture alone is touching for Hikage, who enjoys breakfast. In spite of Hinata’s outwardly self-centred mannerisms, she still cares greatly about about Hikage.

  • Tofu is a nutritionally valid alternative to meat, offering similar levels of protein without the same levels of sodium; while folks may count it as being less tasty and prefer things like Beyond Meat, the reality is that to achieve a similar taste as real meat, Beyond Meat and similar products have extremely high levels of sodium – any health benefits offered by meat alternatives may be offset by their sodium levels. At the end of the day, tofu is still a healthy alternative, and one can reason that Hinata likely knows how to ensure Hikage eats well enough, and then meat becomes an occasional treat.

  • In this way, I finally cross the finish line for Miyakawa-ke no Kūfuku a decade after its airing, and I found it to be a rather enjoyable series of shorts that provides another portrayal of the otaku culture. In its negatives, Miyakawa-ke no Kūfuku suggests that otaku are fiscally irresponsible people who prioritise the wrong things, but at the same time, this spin-off also suggests that otaku can be resourceful people who can find creative means of balancing their interests with other aspects of their lives. Despite Hikage’s disapproval of Hinata’s practises, the two clearly love one another.

  • With this post and the Victoria Day long weekend in the books, it will be a return to routine. The preparations leading up to Otafest and the busy nature of this long weekend has meant that I spent less time on this blog than I usually would, but with the local anime convention in the books, I resume my regularly scheduled programming. I have a talk on AnoHana lined up for the near future: ten years earlier, I began watching this series, but I always found it difficult to write about. In the present, I am curious to see whether or not a decade’s worth of life experiences will change this and allow me to better articulate my thoughts on this nuanced and moving series.

Having just finished the past long weekend volunteering at Otafest, the local anime convention, the topic of financial responsibility as an anime fan is an appropriate topic to consider: as tempting as it is to spend and buy things that catch my eye, budgeting and planning ahead makes it much easier to reign in spending and at the same time, still walk away with a great experience without feeling like one’s spent too much later on. Life is a game of moderation, and there is a fine balance one must maintain. If one is so tight-fisted as to never spend on their interest and hobby, existence becomes very colourless and dull. On the other hand, frivolously spending one’s income is irresponsible and will result in difficulties tending to one’s financial obligations. Unsurprisingly, there is a happy medium here: if, after all the books are balanced, the bills are paid and a sum is sent into a savings account for the future, one still has a bit of extra left over, then there is no harm in indulging every so often. Thus, while Miyakawa-ke no Kūfuku initially appears to be merely a Lucky☆Star spinoff motivated by comedy, it turns out that the setup also acts as an effective means of conveying a thoughtful remark about the otaku subculture: it’s okay to be invested into a franchise, but one must also be mindful of those around them. Miyakawa-ke no Kūfuku‘s approach is significantly gentler, using humour to convey this message – when a given work softens up a message by using hyperbole and situational irony to convey the consequences of certain mindsets, rather than directly preaching a given idea, viewers are more receptive to the message because they are able to take the theme and then apply it to their own context. By having Hinata’s outrageous actions impact Hikage in a manner that is more pitiful than harmful, viewers can draw their own conclusions about what the consequences of mismanaging money are. There doesn’t appear to be a better setting than Yoshimizu’s Lucky☆Star universe to sell this idea: although otaku being highly passionate and devoted to their interests is something to be celebrated, a modicum of moderation must also be observed so one can partake in a hobby in a healthy and sustainable manner. In the end, Miyakawa-ke no Kūfuku hints at how, despite her otaku interests, Hinata greatly cares about Hikage, and similarly, while Hikage finds herself exasperated by Hinata’s lack of money sense, she’s aware that Hinata genuinely cares about her, too.