(REVIEW) The Web That Was and .hack//SIGN

This review was commissioned. That means I was paid to watch and review the series in question. You can learn about my commission policies and how to buy commissions of your own here. This review was commissioned by Rahkshi. Many thanks, as always.

This review contains spoilers for the reviewed material. This is your only warning.


“I am not in front of a terminal.”

.hack//SIGN is what one might call a bit of a difficult anime. It actively demands your patience, and it’s a slow-burner in a way that’s rare nowadays. Hazy and dreamlike, .hack//SIGN asks a lot of questions but is never too quick to provide answers. It engages in meaningful repetition and circuitous, questioning conversations, and is generally light on action. To compare it with most other anime that use the VRMMO plot device is nonsensical, it is more of a piece with Serial Experiments Lain than with Sword Art Online.

It is also very, very of its time. Not in a good way, not in a bad way, but down to its bones, .hack//SIGN would make no sense in the present moment. The Internet as it was in 2002 and the internet now, nearly twenty years later, are incomparable. .hack‘s very premise involves a group of friends in an MMO–itself not really much like any that’s currently popular, not even World of Warcraft, which postdates it by a few years–who know little to nothing about each other’s offline lives. A standard experience at the time, but unthinkable nowadays where ones gender, sexual orientation, race, abledness, mental health, political stances, and so on are generally shared with little illusion of privacy. .hack is, thus, a time capsule.

Asking whether .hack//SIGN is “good or not” then feels irrelevant, it’s like asking whether the ruins of Babylon are “good”. They have a lot to tell us, that’s the important part.

That sense of lost history bleeds into the feel of the anime itself. .hack is a jumble of cryptic conversations, hacker lore, GeoCities pseudo-mysticism, and genuine mystery. It gives the anime a distinct feel. The excellent soundtrack, a unique combination of early aughts dance and world music, helps a lot to sell all this. As does the fact that the rare occasion where “real world” information is revealed is always treated as a major moment, and with only one exception, the few scenes that take place there are bathed in a sepia-tone static filter. Indeed, in terms of reacting to the increasing impact the internet would have on our lives, .hack is as prescient as it is of its time.

Speaking literally, .hack//SIGN is about someone who is trapped in a video game. But this plot device alone is its sole link to the VRMMO genre that it largely predates. The existential wringer that protagonist Tsukasa is put through seems unlikely to prompt the kind of “wouldn’t it be cool if-” hypothesizing that later such stories would eventually inspire. Tsukasa’s exact situation is ambiguous for most of the series; it’s clear he’s stuck in the game but not how or what exactly the ramifications are. Nor is it clear how exactly the mysterious cat-like figure and equally mysterious woman floating above a bed that the series repeatedly returns to factor in.

It does give him one hell of a penchant for (quite justified) angst, but on the whole, the series’ actual plot is very cryptic. This applies even to the end-episode previews, which employ the unique tactic of playing multiple few-second clips simultaneously to an audio background of random noise.

If this all sounds like a little much, that’s because it kind of is. I stand by my statement that the question of whether .hack is “good or bad” is mostly irrelevant, but it’s certainly not a casual watch. I’d go so far as calling it hard to follow in spots, with the show-long quest for the artifact known as the Key of The Twilight being a particular source of head-scratchers. It is all eventually explained, but that it takes so long to get there means that it’s very easy to spend much of the show wondering where this is all going. Being part of a very large franchise, only some of which has ever been available in English, does not help.

Thankfully it’s easier to pick up on less fantastical plot threads. Mimiru and Bear, who make up the other two members of Tsukasa’s “party” of a sort, provide lifelines for those seeking more straightforward character arcs. Mimuru gets Tsukasa to open up (and opens up to him in turn) throughout the series’ first half, while Bear’s strained relationship with his real-world son provides interesting, implied motive for his attempts to mentor Tsukasa. Meanwhile, the semi-antagonistic characters of B.T. and Sora spend much of the show locked in a relationship of trying to intellectually one-up each other that is, at least for me personally, maybe a little too on-point as a reflection of online social dynamics.

And on that note, while .hack’s aesthetics and subject matter remain firmly rooted in its date of origin, it’s eerily prescient in one respect. Throughout much of the series a plot thread about in-game group The Crimson Knights bubbles under, only coming to a head in its final third. The Knights, especially their collective mouthpiece Silver Knight, are a spot-on reflection of the attitudes of online authoritarians, down to Silver Knight’s angry insistence that Tsukasa is a law-breaking “illegal” rather than a victim. Toward the end of the show he eventually mellows out, but the point remains.

Subaru, the Knights’ ostensible leader, is another character who benefits from a fairly grounded relationship with Tsukasa, and her sympathy for him puts her at odds with the rest of the Knights. The two eventually grow close, and a scene in the nineteenth episode where Tsukasa comforts a crying Subaru (who, as we see in a rare cut to the real world, is crying there too), sticks in my mind as one of the show’s most genuine and emotional moments.

There’s also a dash of Gender in here, something that wasn’t super common at the time and remains rarer than it ought to be today. It’s a nice touch.

Moments like this allow .hack//SIGN to bundle together a solid core by its end. If you’re the sort that likes found family stories, .hack‘s concludes with (among many other things) one character literally offering to adopt another. You can’t get much more literally “found family” than that.

So, while parts of it are confusing and while the series is overall slow, it’s really hard to dislike this show. .hack‘s aesthetic and story beats anchor it firmly in the year of its release, but tales about groups of misfits who help each other through hard times over the internet are arguably even more relevant now than they were in 2002. What is The World but a souped-up Discord server, after all?


If you like my work, consider following me here on WordPress or on Twitter, supporting me on Ko-Fi, or checking out my other anime-related work on Anilist or for The Geek Girl Authority.

All views expressed on Magic Planet Anime are solely my own opinions and conclusions and should not be taken to reflect the opinions of any other persons, groups, or organizations. All text is owned by Magic Planet Anime. Do not duplicate without permission. All images are owned by their original copyright holders.

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(REVIEW) The Long Road Home and The WONDER EGG PRIORITY

This review contains spoilers for, and assumes familiarity with, the reviewed material. This is your only warning.


“Sometimes adults seem like a different species.”

Six months that now feel like a decade ago, the first episode of Wonder Egg Priority premiered on Nippon TV. No one, least of all myself, really knew what to expect. Most pre-release scuttlebutt came from the odd title and charming character designs. (Courtesy of Saki Takahashi, and still excellent.) Some smaller amount came from its intriguing staff list and its status as an original project from CloverWorks. I don’t think anyone, really, expected the bizarre technicolor magical girl psychodrama we were given.

Many people ran to the series with an outstretched hand, myself included. When I wrote about that first episode not long after its premiere, the horizon was endless before us. Wonder Egg Priority could have been anything, and as long as you had the patience for a little bit of overt artiness, you could join the ride. And many people did! I made quite a few friends and acquaintances over the course of watching this series, some of whom are quite possibly now reading this article. A sizable amount of them now dislike, or at least are no longer fond of the series. Asking “what happened?” is the easy, but in my view incorrect, thing to do.

And for this series, which meant–and still means–so much to me personally, I do not want to take the easy way out. I have been workshopping different versions of my notes since the original twelve-episode run of the series concluded. But I wanted to wait until its finale–unlucky number 13, delayed after a truly awful production fiasco–aired to make any last calls. As I’m writing this opening trio of paragraphs, I sit in a limbo, aware of the sharply divisive reactions the ending has brought on but not having seen it myself. What will I think of it? It almost doesn’t matter, self-defeating as that may sound. The fire is out and the wizard is dead. Wonder Egg Priority seems tragically destined to exist as a footnote in popcultural memory.

But enough of that. Let’s start with the very first note I wrote, when the series had just ended its original run, over a month ago.

The world is a vampire. Those in power prey on the marginalized, who often feel helpless to escape their situation. If they do, it is often by opting out of existence entirely, either directly via suicide or indirectly via other self-destructive behaviors.

That thought out in the world, it is natural to ask what can save us. Wonder Egg Priority does not answer that question, and indeed I think the great contributor to the finale’s negative reputation is that it doesn’t actually try to. A fact I think many are finding frustrating and alienating.

The natural human impulse to seek an end to a story finds no recourse here. Wonder Egg draws on a long lineage; from Perfect Blue to Revolutionary Girl Utena, from Puella Magi Madoka Magica to Flip Flappers. But the key distinction to be made is that Wonder Egg Priority does not draw a conclusion in the same way that these works do. Utena, most dramatically among these, famously advocates rejection of and escape from oppressive systems entirely.

What is Wonder Egg‘s contribution here? Well, from this point of view, nothing. Wonder Egg Priority ends where it began, the only major change made being who protagonist Ai Ohto is seeking to find again.

Instead, it captures a strange, extremely specific feeling. The series’ final minutes billow and dissolve in the air like a dream the night after a tragedy. Was anything in Wonder Egg Priority “real” to begin with? It’s a fair question to ask, and if the answer one comes up with is “no” they might well feel cheated.

But perhaps we should back up a bit. Let us remind ourselves of the actual facts of the series, its characters and narratives.

As you know, Wonder Egg Priority is the story of Ai, a heterochromiac hikikomori. Before the series begins, her only friend Koito Nagase throws herself from her school’s rooftop, adding Wonder Egg Priority to a long list of anime from the past twenty-five years that fixate on suicide. Ai is given a chance by a pair of mysterious, magical benefactors to bring her friend back to life. The only catch? She has to purge monsters from the strange mental elseworlds of the recently-suicided, in a bizarre funhouse mirror of a typical modern magical girl setup. It’s quite the premise, bearing a passing but notable resemblance to the aforementioned Madoka Magica, but otherwise escaping easy description.

Eventually, she is joined by three other young girls, who form what becomes her new friend group; the playful and blunt Rikka, a former idol, the stern and serious Neiru, the young nominal head of a corporation, and the androgynous Momoe, whose gender nonconformance forms a plot point all its own.

Thematically, the topic of suicide is made mystical and ascribed a sinister, sapient character, named The Temptation of Death here. All else leads back to this, and understanding that is key to understanding the bulk of Wonder Egg Priority. The truth the main run of the show wishes to shine a spotlight on is a very simple one; people, particularly young women, are cast into idealized shapes by the world we live in. If they do not conform to them, they are punished and ostracized. Their eventual death by their own hand is seen as a tragic inevitability, rather than a preventable, active action on the part of the ostracizers. Those who survive eventually become the oppressors themselves, and the cycle repeats. (This, roughly, is what happened to the character of Frill. She is an oppressed-turned-oppressor.)

So all this in mind, what do we make of the show’s ending?

Ai and her friends, in a literal sense, solve very little. Frill, implied to be responsible for the Temptation of Death phenomenon, is not stopped. Acca and Ur-Acca, the maintainers of the entire eggs-and-elseworlds system, are not openly rebelled against, and Ai ends up back on their doorstep at the end of the show. (One might even indeed read certain things as implying that this has happened many times, and the main run of Wonder Egg Priority is just a single one of these iterations.) Even the less supernatural driving questions, such as why Koito killed herself, and whether Sawaki, Ai and Koito’s teacher, is a sexual predator, are not directly answered. Everything remains obscure. One might, not unreasonably, demand to know what the point of all this was. After all, the middle of the show seems to criticize these systems so sharply. What is the point of offering no solution, or even any obvious catharsis?

Well, rarely do I reach for the author(s) in cases like this. But Director Shin Wakabayashi offers this thought, and I find it illuminating:

On the surface it’s a curious notion, given the actual events depicted. But if considered in the proper light, it makes sense.

When Ai finds the garden in which she meets Acca and Ur-Acca in the first episode, she is distraught and directionless. When she returns in the finale, it is after much time has passed, and despite surface appearances, it is on her own terms. Note, specifically, the lack of the Acca-possessed beetle in her second arrival to the garden.

Whether or not she will succeed “this time” is not terribly relevant. She has returned to the unconquered mountain to try again. In her life, it is all she can be asked to do. The same is true of all of us in ours.

Evaluating whether Wonder Egg Priority “works”. Whether or not it “earns” its right to hash through all this difficult material and provide no definitive answers, and so on, is difficult. The series, especially its ending, is challenging and highly unconventional. I do not mean to suggest anything as pedestrian as those disappointed by the ending simply “not understanding it”, but I do think it deserves time and patience that it is not necessarily being given.

To go back to my opening remarks, I have never more in my brief career as a critic wanted to be wrong about the afterlife of an anime. Nothing would make me happier than five, ten, twenty years from now learning of some director, writer, or animator citing Wonder Egg Priority as an influence. But even if that never comes to pass, those to whom this series would speak will find it, I am confident of that much.

Even if we take Wakabayashi’s tweet as the series’ sole artistic aim, it well succeeded. Ai, Rika, Neiru, and Momoe will live forever in a certain corner of my mind for the rest of my life. As is true of all truly impactful works of fiction. If that was all the team went for, well, mission accomplished.

In these ephemeral, fleeting lives of ours, all that we can truly ask of each other is understanding. More than maybe any anime I’ve ever seen, Wonder Egg Priority understands that, if nothing else, on a deep level. In the end, it asks of us just two things; do your best, and take care of each other.

And surely, I think, we can do that.


If you like my work, consider following me on Twitter, supporting me on Ko-Fi, or checking out my other anime-related work on Anilist or for The Geek Girl Authority.

All views expressed on Magic Planet Anime are solely my own opinions and conclusions and should not be taken to reflect the opinions of any other persons, groups, or organizations. All text is owned by Magic Planet Anime. Do not duplicate without permission. All images are owned by their original copyright holders.

(REVIEW) Think Like a Biker – The Slowness and Sweetness of SUPER CUB

This review contains spoilers for the reviewed material. This is your only warning.


“We’ve already decided on our destination. The farthest end of Japan our Cub can take us.”

It’s about three minutes into Super Cub‘s first episode before anyone says anything. It’s nearly twelve before any kind of background music kicks in. That alone, and the show’s locale–rural Japan, somewhere along the Chuo Line–will clue you in that Super Cub is not merely your average slice of life series. This is an iyashikei, a tone genre that focuses on producing a healing, meditative effect. Any iyashikei is a thing of note; it’s not a particularly saturated genre. A genuinely good one is a precious treasure.

I must confess though, I went into Super Cub skeptical. I’m not afraid to admit I’m something of a snob about the genre, and not always in a good way. In my defense, the very first thing I learned about Super Cub was that it was sponsored by Honda. A “Super Cub”, as both we and protagonist Koguma quickly learn, is a sort of motorbike. Models have been consistently produced for 50-some years, and as more than one character goes over, they’re widely liked and appreciated even outside of Japan itself. Super Cub riding is a hobby in its own right, and if you’re already part of the Cult of the Cub you probably won’t need more convincing to watch this anime.

But, just speaking personally, it’s Koguma herself who won me over. Super Cub has a fascinating little trick that it uses to indirectly convey her mood; the show’s color saturation is directly tied to it. When we meet her at the start of the first episode, she is visibly extremely depressed. She lives alone, apparently abandoned by her parents. With, as she puts it, no hobbies, and very little money. The colors are, for most of the episode, muted and grayed. When a generous old shop proprietor sells her the titular used scooter, the simple feeling of sitting on it literally lights her world up, and the colors bloom into full saturation. It’s a wonderful technique, and it’s one the show uses enough times to fairly call it a signature. For the still-young Studio KAI, it’s a promising visual showing.

Also of note is Reiko, to whom Koguma is extremely married.

Super Cub, like any good story about vehicles, knows that it’s not really about the vehicles. They’re about the freedom and liberation that comes with being able to go where you want with very few limits. Koguma’s story is one of a girl breaking out of her shell with the help of her new hobby, it’s a tale as old as the medium itself. And its best episodes and moments tend to reflect this. Things as mundane as trips to an unfamiliar grocery store, or, later on, an unplanned highway trip, can be magical in the right context. This understanding bleeds into the series’ very aesthetic. Both its soundtrack, which is excellent, and its tour of Japan’s vistas, most exemplified by the road trip in the final episode. It is in this context, with this understanding of its appeal, that Super Cub truly shines.

But it doesn’t always shine, unfortunately. In less impressive moments, it does have the misfortune of feeling like an ad. Which, in its defense, it sort of is. There is fun hobby talk; the sort that tells us as much about the characters as it does about what they’re discussing, and there is dull hobby talk. For Super Cub, this manifests as occasionally becoming dangerously close to replicating the feeling of loitering around an AutoZone. The line between the two is razor thin and Super Cub sometimes crosses it and back again multiple times within the span of a single conversation. It’s believable that a teenager might want to squeeze more power out of their motorbike. A teenager complaining about “environmental regulations” that lead to less powerful engines, as Reiko does at one point, is less so.

It doesn’t cut Super Cub‘s engine, thankfully, but it does occasionally make it feel more corporate than cozy, which is unfortunate. It is the show’s only real weakness, but it’s a notable one.

But, conversely, even at its comparative lowest, Super Cub is simply too odd and too thoughtful to really write off. Weird asides like the character Shii’s family of europhiles, Reiko’s attempts to conquer Mt. Fuji, and so on, prevent the shop talk from ever overtaking the core narrative. Koguma herself, too, develops into something of a snarky, playful type, at least in the presence of friends, over the course of the series. A notable progression from her status as a near-silent protagonist in the opening episodes of the show.

It also picks up something of a dramatic streak in its final few episodes. If the more serious turns here don’t entirely fit the series like a glove, they do reinvigorate it through its final stretch. Koguma’s broadly philosophical musings on her relationship with Shii, the series’ own use of different vehicles as metaphors for moving through life at different “speeds”, and the eventual use of Spring as both a literal coming change and a proverbial “light at the end of the tunnel” all tie together wonderfully. Flaws and all, Super Cub cannot be said to have its heart anywhere but the right place.

So if it’s a rocky journey, it’s still a worthwhile one. It seems doubtful that Super Cub will ever rock anyone’s world, but it’s not trying to and doesn’t need to. All it’s trying to do is offer a small comfort in the harsh times we live in. Koguma closes the series by musing that a Cub is not some kind of magical do-it-all machine. The desire to turn an unfamiliar corner must come from within. All told, that is a pretty satisfying note for such an unassuming series to end on. And hey, if it can sell you a bike too, all the better.


If you like my work, consider following me on Twitter, supporting me on Ko-Fi, or checking out my other anime-related work on Anilist or for The Geek Girl Authority.

All views expressed on Magic Planet Anime are solely my own opinions and conclusions and should not be taken to reflect the opinions of any other persons, groups, or organizations. All text is owned by Magic Planet Anime. Do not duplicate without permission. All images are owned by their original copyright holders.

(REVIEW) Total System Failure in VIVY – FLOURITE EYE’S SONG

This review contains spoilers for the reviewed material. This is your only warning.


“….Goodbye, shattered dreams….”

To evaluate art, you must first understand what it is trying to do. This is a simple maxim of modern criticism and is one applied by myself and many thousands of other writers up and down the length of the medium and beyond. It borders on a truism.

So, then, the question practically asks itself. What do you do when “what it’s trying to do” turns out to be “not very much”? This is a conundrum I struggled with throughout Vivy – Flourite Eye’s Song as it neared its conclusion. But, let’s not get ahead of ourselves.

First, the craftsmanship side of things. It’s a Wit Studio production, and looks it. Vivy joins last year’s The Great Pretender as a resoundingly stylish visual affair. The series looks and sounds great and is extremely well-directed. In particular, if all you’re looking for is a fun brain-teaser plot that you don’t intend to take too seriously, and some excellent action pieces and fun character animation, there’s enough to love here to keep you happy.

But what’s it about?

That is a surprisingly tough question.

Vivy is a sci-fi series. In a purely literal sense, it’s about AI, meaning generally androids with artificial intelligence here. It joins a long lineage of anime that tackle this topic, going back to the dawn of the medium.

Vivy herself, the title character, also called Diva, is a singing AI, whose “life mission” (all AI here get one, and only one) is to make people happy with her songs. She’s also the agent chosen by Matsumoto, a cube-shaped automaton who somewhat resembles a cubified version of Wheatley from Portal 2, for a seemingly-impossible task. A century in the future, a war will break out between AIs and humankind. The AIs will decidedly win.

Matsumoto has been sent back in time by his own creator to prevent this, and Diva essentially must help him, or else the future will be doomed. Across a baker’s dozen episodes, she does so. Vivy is the very image of a reluctant adventure protagonist. She rescues politicians, evacuates satellite-hotels as they fall out of orbit, confronts super-factories of autonomous drones, and so on. As a pure spectacle, it’s easy to make a case for Vivy.

The unfortunate, if perhaps predictable, rejoinder to that then, is that despite this Vivy still falls well short of its goal of being a truly new spin on the AI-focused part of the sci-fi genre. Unlike a lot of fiction that tackles this topic, Vivy is keenly uninterested in asking any hard questions of itself, or of its audience. No thought is given to the AIs as their own characters, except in service to their human masters. For Vivy herself the problem is slightly more abstract, but still present.

The series has what I can only call a perspective problem; while Vivy‘s literal plot is tightly-written, at least until it falls on its face in the series’ final third, the actual ideas it presents often come up short. Thinking you have something to say, and actually having such, are, after all, different things.

At the series’ two-thirds mark, it is established that Diva and Vivy are, in fact, different people. What is still often incorrectly referred to as a “split personality” situation but is more properly called plurality. We spend most of the series with Vivy, but starting at episode eight we spend a significant amount of time with Diva, too. Just an episode and a half later, at the climax of episode nine, she dies, done in by a virus that deletes her “personality construct” from the shared body.

On its own, there is nothing inherently wrong with killing a character as the take-a-bow moment to finish out a story arc. In certain genres, and in the proper context, it can work very well. When I say Vivy‘s problem is one of perspective, what I mean is that the trope as used here resoundingly doesn’t. The narrative wrings her for pathos, and when it can no longer think of a way to do that, she gets the proverbial gun to the temple.

The actual scene itself–where Diva and Vivy briefly meet for the first time as the former sings her heart out even as her code unravels by the second–is an audio-visual triumph, one might go so far as to say it’s powerful. But when the songs fade and you catch your breath, you are left with the fact that you’ve just watched a character die because the story could not see fit to let her live. It feels pointless, offensive even, with the benefit of even a few minutes of hindsight.

The scene I outline above is certainly the worst of these that punctuates Vivy, but it’s not the only one, and the series’ habit of killing characters willy-nilly for no good reason is a bad Achilles’ Heel for an anime to have. It doesn’t tank Vivy entirely, as that production aspect is still there, but it completely neuters the series as a narrative piece. It’s genuinely impressive how irrelevant to the current moment it feels in a world overrun with algorithms, deepfakes, and machine learning.

In general, the broadness of Vivy‘s view is tied directly to its success. In the rare moments when it remembers to actually humanize all of its characters, not just the ones who are literally human, it sings.

When it does not, it feels crushingly lonely in the worst way possible. It never finds a real core in any of this death and twisted metal. It’s all story beats run through with impressive, but mechanical precision. In a somewhat grim irony, given its subject matter, it feels like a facsimile of a better anime. It has no soul.

In the end, Vivy‘s narrowness is its undoing. In its final few episodes even the previously solid plot begins to unravel, and the ending escapes being worth detailed analysis. It’s a hodge-podge of garden variety time-loop nonsense, the series’ audacious but completely unearned attempt to transmute flashbacks into an AMV of itself, and finally, of course, the death of Vivy herself. I will leave the issue of whether her resurrection, with amnesia, in a post-credits scene makes this slightly better or even worse to you, the reader.

When Vivy began some naysayers made a called shot about what the problem would be; that Vivy would be a slickly produced series with nothing at all interesting to actually say. With the further note that the series lacks warmth or empathy, I’d now say those people were unfortunately correct, regardless of if they were actually foreseeing potential issues or simply guessing and being right by happenstance. The series has enough merits to avoid being a total waste of time, but conversely I cannot imagine it enduring the march of history for long. Nor does it deserve to.

It is a shame. Speaking only for myself, I go into every anime I watch with the assumption that it will become the best version of itself. That decidedly did not happen with Vivy – Flourite Eye’s Song. Perhaps, someone, someday, will extract its worthy elements and build a better AI anime out of them. But Vivy is not, and can not be, that series of the future. Only just concluded, it is already long obsolete.


If you like my work, consider following me on Twitter, supporting me on Ko-Fi, or checking out my other anime-related work on Anilist or for The Geek Girl Authority.

All views expressed on Magic Planet Anime are solely my own opinions and conclusions and should not be taken to reflect the opinions of any other persons, groups, or organizations. All text is owned by Magic Planet Anime. Do not duplicate without permission. All images are owned by their original copyright holders.

(REVIEW) Now That it’s Over, What Even was BACK ARROW?

This review contains spoilers for the reviewed material. This is your only warning.


“An arrow to end God’s tyranny.”

BACK ARROW, its name proudly and pointedly stylized in all capital letters, is a gem. Not a gem in the “hidden gem” sense where it’s a fantastic show that’s underappreciated by the masses, (although certainly some might say it is that also) but a gem in the way that you might call your quirky friend who’s a little too into conspiracy theories a gem. It’s not the best show of the Spring 2021 season, and not a personal favorite (I more respect it than anything else), but it’s among the most unique. It’s also by far the one I most expect to pick up a cult following.

On one level, BACK ARROW is a perfectly logical synthesis of the previous work of its two main creative minds; Gorou Taniguchi, creator and director of Code Geass on the one hand, and Kazuki Nakashima, scriptwriter of a number of Studio TRIGGER’s most famous work, notably Kill la Kill, on the other. The result, as anyone familiar with both of these things might guess, is a decidedly strange fusion. BACK ARROW is political, silly, grandiose, philosophical, and ridiculous. This puts it in the same broad thematic space as most of its “parent” anime, like the aforementioned Code Geass and Kill la Kill as well as some work in a similar vein (say, Symphogear). It’s not quite as good as any of those, but it manages to make a strong showing of things regardless.

BACK ARROW concerns the geopolitics–and eventually, the cosmology–of a world known as Lingalind. It is surrounded in its entirety by a massive wall. Were it not for the presence of mecha conjured up via magic circlets called Bind Warpers, Lingalind would be a fairly typical fantasy setting for an anime. I suspect this is deliberate, as one of BACK ARROW‘s aims is to explore the logical conclusions of such a setup. There are two main nations; Rekka and Lutoh, (respectively loosely based on China and a general mish-mash of Western Europe) as well as a number of smaller powers. The mecha are powered by a force known as Conviction, and each owner of a Bind Warper has a statement that they hold as a sort of personal code which changes their mecha’s form and what it can do. (As an example, Atlee, a green-haired sheriff girl, has a conviction of “I’ll manage somehow!”)

Do you like GIANT ROBOTS throwing DARK ORBS? BACK ARROW might be for you.

None of this is all that complex on its own. However, when BACK ARROW‘s title character, Back Arrow (a homophonic pun name on baka ero, “perverted idiot”) arrives, Superman-style, in a capsule from the sky, things quickly change. Across twenty-four episodes, Back Arrow goes on a capital-J Journey across and eventually beyond Lingalind. Along the way, he helps dramatically reshape the world’s political landscape, and eventually comes face to face with a man named Rudolph, who claims to be “God’s arbitrator”. What this means in practice is that Rudolph–a villain so deeply goofy that at one point he drinks wine with his shoulders–plans to destroy the world.

If you thought any part of that was a joke, nope! Completely, literally true.

Things go well and truly off the rails as the series enters its latter half, and if you’re the sort of person who values sheer scale above all else, BACK ARROW will be a likely anime of the year contender for you.

BACK ARROW‘s only main flaw is a sort of inarticulateness. It is fairly hard to say what the point of the series is, exactly, until its very end. Ultimately, it is the same message that almost all of Nakashima’s work imparts; no matter how great the force that holds us down, by coming together, we can overcome it. A simple message of unity in the face of any odds met that settles well with BACK ARROW‘s inherent silliness.

An acquaintance put it best, Nakashima’s main strength as a writer is “to script things that make enough sense internally even if they sound completely wild and dumb when taken out of context.” I could sit here all day and relay miniature stories of conviction particles and nested giant mecha and baby gods, but there’d be no point. These things tie together surprisingly well in the moment, but make little sense outside of them. This is the man who penned what was translated as “kick reason to the curb”, after all.

You understand by now whether or not you’d get anything out of BACK ARROW. If it is a minor work in its creators’ body thereof, that really only speaks to the strength of the competition.

I suspect in the months and years to come, those who would appreciate it will, indeed, find it. It has a magnetism to it, and like attracts like. Don’t be surprised if, five or ten years down the line, you see BACK ARROW topping a lot of “underrated anime” lists. Until then, it flies on, like an arrow in the face of an angry god.


If you like my work, consider following me on Twitter, supporting me on Ko-Fi, or checking out my other anime-related work on Anilist or for The Geek Girl Authority.

All views expressed on Magic Planet Anime are solely my own opinions and conclusions and should not be taken to reflect the opinions of any other persons, groups, or organizations. All text is owned by Magic Planet Anime. Do not duplicate without permission. All images are owned by their original copyright holders.

(REVIEW) Revisiting The Revue in REVUE STARLIGHT: RONDO RONDO RONDO

This review contains spoilers for both the original Revue Starlight anime and material original to the film. This is your only warning.


“Take it, the star you wished for.”

“They make more sense in Japan.” That’s long been the party line of the occasional North American defender of the anime recap movie. The sub-medium is much-maligned, but only rarely watched, on this side of the Pacific. An apologist will tell you that TV reruns are rare in Japan, so recap movies help cement a series’ legacy in a way analogous to what syndication–or more recently, finding a second life on streaming–does over here.

Perhaps they’re right to be defensive. The format is intriguing in its own right, and Revue Starlight: Rondo Rondo Rondo is an exceptional example. On their own, recap films present a “greatest hits” version of a TV anime. The fights, the dramatic dialogue, the moments of deep emotion, without, necessarily any of the downtime, exposition, or more minor character moments of the parent series. This also means that they’re generally pretty impossible to follow on their own. (That’s very much true of Rondo Rondo Rondo, certainly. This review, as well.) But if it’s a price paid, it’s a minor one.

But all of this is true of recap films in general. Of Rondo Rondo Rondo in particular, several things are notable. The film does not merely simplify and compress its parent series’ plot, it actually rearranges and recombines it. Splicing in new footage to these films is a common practice, but Rondo Rondo Rondo uses the technique to add a number of extra scenes, which explores the role of Daiba Nana, the mysterious 99th Class Student #15. The core story remains the same, and anything that could be said about Revue Starlight could equally be said about Rondo Rondo Rondo, but this central alteration is worth exploring.

Nana, by many’s account, is Revue Starlight‘s most interesting character. Rondo Rondo Rondo doesn’t exactly expand her role’s scope, but it does elaborate on her nature as a commentator, as the only one of the stage girls who understands the nature of the revues, and so on. More here than in the main series, Nana is Revue Starlight‘s “villain”, in as much as it has one. Her arc, laid out in more compact terms here, hits a bit harder, and the “behind the scenes tours” she gives of the other side of the revues are illuminating.

Elsewhere, the changes are more general, and on the whole are more or less a lateral move. Suggestion is traded in for explication, subtlety for drama. Rondo Rondo Rondo on the whole is more upfront about what it means, but that’s not a bad thing, given that Revue Starlight is still sometimes misunderstood.

Part of Revue Starlight‘s core is that on a basic level, the promise the Giraffe represents; eternal brilliance through artistic transcendence at any cost, is false. All art, no matter its renown, its resonance, or its craft, is transient. Likewise, the flickering flame of fame is fickle, and burns as short as it does bright. Even among those who scale the summit, no one reaches the top alone. This emphasis on transience is partly why Revue Starlight is based around theatre in the first place. It, alone among the major art forms, is infinitely transient. No play is ever performed the same exact way twice.

As a critic, a commentator on the arts, Revue Starlight is the sort of series that puts you in your place. What truly great art accomplishes, what Revue Starlight accomplishes, and what Rondo Rondo Rondo cements, is that for every rule or bit of theory written, every genre named and tagged, every character archetype analyzed and catalogued, there is always, always the possibility of shattering the glass. There is always another path.

This reflects, of course, on Nana’s own circumstance. Locked by her own fear of change into repeating her first year again and again, it is only an unpredictable outside actor that diverts her course. And within this fact, lies the second half of Revue Starlight‘s core thesis.

The paradox is this; despite its transience, art matters, so much, to all of us. Stage Girls as Revue Starlight renders them commit the “sin” of striving for transcendence, but by the actions of Aijou Karen, they’re redeemed. But Karen herself can only move to action by their help. And they, in turn, are fueled, even after they fail the auditions, by that same striving. Through transient bonds–between people, between works, and between each other–something eternal is, nonetheless, created. It’s not an exaggeration to call this one of the miracles of humanity. Rondo Rondo Rondo‘s great triumph is making it even clearer just how well Revue Starlight gets all of this.

Which brings us to the very, very end of Rondo Rondo Rondo. After the TV ending, there is an ominousness. A note that the book on which “Starlight” is based has an unknown author, flashes of uncharacteristic, violent, and disturbing alterations of the series’ own imagery–the stage girls lay dead, blood stains cape clasps and outfits, and splatters the theater floor. It’s all quite a lot!

What to make of this, in light of everything else? A more definitive answer must wait for the release of the film that serves as a proper sequel to Revue Starlight (and to Rondo Rondo Rondo). But for now? Only the reaffirmation that nothing is truly ever settled. Revue Starlight has never seemed to be the sort of series that is comfortable tying things up neatly. Not when there is drama yet to be had, not when there are stories left untold.

The show, as they say, must go on.


If you like my work, consider following me on Twitter, supporting me on Ko-Fi, or checking out my other anime-related work on Anilist or for The Geek Girl Authority.

All views expressed on Magic Planet Anime are solely my own opinions and conclusions and should not be taken to reflect the opinions of any other persons, groups, or organizations. All text is owned by Magic Planet Anime. Do not duplicate without permission. All images are owned by their original copyright holders.

(REVIEW) A Mage, a Barrel, and a BLAST OF TEMPEST

This review contains spoilers for the reviewed material. This is your only warning.


“We are merely Caliban.”

Full disclosure, we’ve got a bit of a frustrating one today.

I have rarely ever in my limited time as a commentator on anime as a medium written two full-length “reviews” for a single series. I’ve certainly never done it for a show I don’t much care for. Yet, here we are, and here is Blast of Tempest, staring me down like an evil twin in the mirror. Let’s get started.

Very loosely inspired by William Shakespeare’s “The Tempest”, Blast of Tempest falls within the zeitgeist that was the late ’00s / early ’10s urban fantasy anime tradition, a world quite far from its inspiration. Like many such anime, it is a stew of proper nouns and half-sensical plot developments. Also like a lot of them, it is very silly.

Our premise is founded upon the murder of a girl, one Fuwa Aika, and her brother Mahiro’s quest to avenge her death. From this humble beginning sprawls out what quickly becomes a rather convoluted story. Which eventually comes to involve Yoshino, Mahiro’s friend and (unbenknownst to him) Aika’s boyfriend, a sorceress named Hakaze stranded on an island hundreds of miles away, the acting head of Hakaze’s family, a pair of god-like trees that embody creation and destruction called the trees of Genesis and Exodus respectively, and quite a few more things. Furthermore, Blast of Tempest loves its flashbacks, used to establish characterization post-hoc, especially in Aika’s case.

At its best, Blast of Tempest is content to show you dangerous, motivated people quoting Shakespeare at each other while they run rhetorical circles around, physically fight, or blast magic at each other. This mode, where Blast of Tempest manages to present a flashy, devil-may-care attitude about itself, is where we find the few places where it truly shines. The specific mixture of the flowery Shakespeare quotations, the magic technobabble involved in many of the show’s plot points, the wide swings and consequent misses at commentary on the nature of free will, and the wowee-zowee magic fights combine to make the best parts of the series a kind of low-stakes fun, even if one gets the sense even early on that it’s trying to be more than that.

Near the end of the first cour there is a stunning run of episodes (from about episode 9 to the middle of episode 12), where Blast of Tempest is reduced to three characters smugly proposing thought experiments to each other while the Japanese armed forces assault a mansion protected by a magic barrier. That this run then caps with Hakaze teleporting two years into the future while leaving her skeleton behind in order to avoid creating a time paradox, an action a friend of mine called “reverse-telefragging”, is the icing on the cake. It’s ridiculous on its face, but it’s entertaining, a maxim that describes most of Blast of Tempest‘s high points.

Unfortunate, then, that those high points are as scattershot as they are, and that the show’s first half has the lion’s share of them.

A theory I have about anime like this is that the twelve-episode format actually works wonders for them. It condenses all the stuff of the series–the proper noun soup, silly plot twists, oddball worldbuilding, in-over-its-head themes, etc.–down into a single cour, which is easily kept up with over the course of a season or binge-watched afterward in a few nights. At absolute worst, it’s at least digestible. Here is the problem with Blast of Tempest in this regard; it’s twice that length, at 24 episodes long.

On paper, that doesn’t sound like a huge difference, but Blast of Tempest is an unintentional study on the practical difference between about five hours of footage and about ten. After the end of episode 12, Blast of Tempest effectively runs short on plot, and its previously tight pacing starts to crumble. Half of its main conflict (that between Hakaze and her brother who is controlling her family in her stead) is resolved. Because there are still twelve more episodes to fill, the show must then stretch out the remaining mystery (who exactly killed Aika) for longer than it can reasonably sustain. One plot point must now do the work previously done by two.

Under this duress, its flaws transform from things that can be written off as inconsequential into damaging weaknesses that are fairly serious. The slow, ponderous pace the series adopts from roughly episode 13 to episode 18 is nearly unforgivable. Nothing working in the tonal space Blast of Tempest does survives at such a slow speed. Less because the question of who killed Aika isn’t interesting (it is!), but more because it takes quite a while to actually get to that. A good third of the show’s episodes are filled with narrative pillow stuffing like romance subplots and the non-arcs of characters like Megumu, whose defining trait is that a girl he likes dumped him.

Why does this guy exist?

It does eventually recover, regaining a decent bit of its flashy spirit in its final five or so episodes (things get even messier than before when time travel goes from a one-off and one-way plot device to a recurring element). And it’s not like this kind of middle-third slump is rare in anime like this, but this an uncommonly rough example.

There is another problem as well. Aika herself, as discussed at length elsewhere, stands head and shoulders above the rest of the cast in terms of character complexity, despite being dead for the whole series. Aika is established as a sharp thinker with a nonetheless carefree spirit, who subscribes to a peculiar sort of fatalism that doesn’t quite match her actual actions.

Her own musings are the only time Blast of Tempest‘s commentary on the nature of free will even approaches being thought-provoking, and in a better series Aika would be the main character. Ironically, pining for Aika’s full, developed character over the much simpler ones who make up the rest of the cast is, in a way, a reflection of Blast of Tempest‘s own plot. But even if this were intentional, it wouldn’t be to the show’s benefit. Writing an excellent character and then throwing them away isn’t impressive or deep, it’s just frustrating.

“Frustrating”, to go back to that opening sentence, is the operative word here in general. The closest Blast of Tempest gets to having any kind of real point is Mahiro’s declaration in the final episode that “in this crazy-ass world, there’s no point in playing the blame game.” A pithy chestnut that ducks the question of who is really ‘responsible’ for Aika’s death and is generally unsatisfying. It’s a decent enough idea when applied to the real world, but good advice does not necessarily make for good television.

In the final episode, in her second-to-last appearance in the series, Aika dismisses an unnamed book as “dull” and lacking in “inner light”. It’s cheap and honestly a little mean to say that the same could be said to apply to Blast of Tempest itself, but that doesn’t make it wrong. The series’ Shakespeare fixation is, in a meta sort of way, its own undoing. Anime can absolutely achieve the transcendence Aika alludes to in that conversation and that the series clearly strives for. It did so before Blast of Tempest, and would do so again after it. But Blast of Tempest itself just isn’t in that conversation.

I must, of course, turn the lens back on myself here. I have, even very recently, given anime much less ambitious than Blast of Tempest a pass for succeeding at the far more modest aim of simply being entertaining. Worse still, Blast of Tempest even is entertaining at times! But shooting for the moon is a double-edged sword. Blast of Tempest feels like it is trying so, so hard to shoulder an amount of thematic heft that it just cannot lift. I have a begrudging respect for its sheer effort, but the unfortunate fact of the matter is that enough of it is just straight-up dull that, a few specific aspects aside, I can’t muster up anything more than that. A flaw that is, admittedly, perhaps as much with myself as the show. But let no one ever accuse me of not giving it every chance I could think to.

And so Blast of Tempest remains. Unsatisfying, inconclusive, and trying way too hard. It reaches, but it knows not for what. In this way, perhaps Blast of Tempest, like the Caliban of Aika’s metaphor, is all of us.


If you like my work, consider following me on Twitter, supporting me on Ko-Fi, or checking out my other anime-related work on Anilist or for The Geek Girl Authority.

All views expressed on Magic Planet Anime are solely my own opinions and conclusions and should not be taken to reflect the opinions of any other persons, groups, or organizations. All text is owned by Magic Planet Anime. Do not duplicate without permission. All images are owned by their original copyright holders.

(REVIEW) Lowlifes in High Places in HIGH-RISE INVASION

This review contains spoilers for the reviewed material. This is your only warning.


“This realm is a facility to create God.”

High-Rise Invasion is a B Movie. Specifically, despite the Netflix logo that rings in each and every episode, I remain convinced that it was pulled off of a forgotten VHS tape somewhere. If that’s not the case, it should be. Like a lot of its action-seinen brethren, High-Rise Invasion is a jumble of proper nouns, invented terminology, gamey genre tropes, and capital P Problematic scenes leveraged for shock value. For a certain kind of viewer, it’s a particular kind of fun only half in spite of all this, the sort of thing the term “guilty pleasure” was made for.

Our story starts out simply enough. Highschooler Honjo Yuri ends up in a strange world composed wholly of high-rise buildings. She must evade masked people hellbent on killing her and find her brother Rika. From these humble beginnings things quickly get complicated, and it’s only a few episodes in before Yuri has a companion (Mayuko Nise), and the show dives headlong into its lore, something it assumes you care a great deal about, on its way to its actual themes, in as much as it has them.

This has its ups and downs. Invasion‘s real weak point is its wildly inconsistent writing. As often as it decently skewers petty authoritarians and absolutists like its main villain, it lapses into rote-ness in a lot of other areas. This is particularly noticeable when it comes to the characters developing new abilities, something that happens some half a dozen times across the series’ brief twelve episodes, and never manages to rise above feeling convenient. Yuri herself, while a fun character, is not a particularly deep one. A fact underscored by her tendency to yo-yo between action heroine hyper-competence and stereotypical schoolgirl ditziness at the drop of a hat.

On the other hand, it is capable of a decent amount of resonance when it actually has something to say. Aikawa, the aforementioned main villain, is an interesting example. A wannabe fascist power-tripping over being a big fish in a small pond is a surprisingly nuanced antagonist for this sort of thing. His grandiose speeches–generally given to tiny audiences–come across as bluster and empty thunder. And while he’s definitely a serious threat, the series itself never deigns to treat his ideas seriously. Even the camera itself seems to frame him as ridiculous; none of his powers are treated with the same visual flair and coolness that the other characters’ are. It renders him absurd and cartoonish on his face.

There are also a few genuinely interesting mysteries here. The nature of the “facility” that is the constructed world of the high-rises isn’t solved in the first season here, and the few encounters our characters get with the “maintenance masks” who seem to keep things running smoothly raise a lot of fun questions. These provide ample fodder for a second season, and indeed Invasion seems to have been produced with the assumption of one in mind, given that it ends on a cliffhanger.

The presentation is also solid, and there’s some cool, evocative imagery, especially toward the end of the season.

Less thoughtful is the show’s bounty of ridiculous nonsense. Whether these are a strength or a weakness will depend on the kind of viewer you are, but it’s hard to call, say, the Railgun that serves as a plot power, or Mayuko defragmenting her brain like a computer to make herself better at fighting, or the very use of the hilarious term “god candidate”, anything else. There is also the mountain of lesbian subtext between Yuri and Mayuko, which is frankly so blatant that even calling it “subtext” seems disingenuous. There’s a lot to like here, despite the often slapdash storytelling.

This image flashes in Mayuko’s mind as she’s focusing on what’s truly important to her. I think some things just speak for themselves.

But, the line between the trashy but fun and the simply gross is razor thin. High-Rise Invasion spends enough time on the right side of that line that the times when it’s not stick out all the more; a scene of only-barely-thwarted sexual assault that occurs in the first episode and a truly nauseating pan over a beheaded corpse in the eleventh are easily the most egregious of these. The fanservice that kicks up and down the series is, as far as attempts to titillate go, far tamer, which makes the occasional bizarre bouts of sexual violence all the worse. It’s a shame, because with a little more care it would be pretty easy to drop a lot of the “guilty” from the “guilty pleasure” here. But, High-Rise Invasion is what it is, and it wouldn’t be right to simply wave its mistakes off.

Really, a lack of care comes to define the worse parts series in general. It approaches irony that the main villain’s philosophy is bargain-basement eugenics nonsense. High-Rise Invasion itself would be unlikely to last in any “survival of the fittest”-style trial against others in its genre for very long. Certainly the same is true for 2021 anime in general, given how strong a year for the medium it’s been and continues to be. If that second season does get made, there’s a fair amount of room for improvement, to say the least. It gives Yuri’s eventual quest to destroy the high-rise world and replace it with something kinder and better an amusing, if unintentional, meta edge.

In the end, what does one make of High-Rise Invasion? It’s hard to deny that there’s better stuff out there. (There is certainly also worse, but that’s no endorsement on its own). And I do not feel entirely comfortable writing its uglier aspects off as a consequence of its genre. Consequently, it’s certainly the sort of thing I could entirely understand someone absolutely hating. But, sometimes, a woman is really just in the mood to watch a pair of lesbians thrash through a hostile world, guns blazing and knives glinting. For those times, High-Rise Invasion hits the spot like little else, warts and all.


If you like my work, consider following me here on WordPress or on Twitter, supporting me on Ko-Fi, or checking out my other anime-related work for The Geek Girl Authority.

All views expressed on Magic Planet Anime are solely my own opinions and conclusions and should not be taken to reflect the opinions of any other persons, groups, or organizations. All text is owned by Magic Planet Anime. Do not duplicate without permission. All images are owned by their original copyright holders.

(REVIEW) To The OTHERSIDE PICNIC and Back Again

This review contains spoilers for the reviewed material. This is your only warning.


What to make of Otherside Picnic? Named after a famous Russian novel to which it bears little resemblance, and drawing on a twenty year tradition of Japanese “net lore” for its inspiration, one might initially peg Otherside Picnic as a fairly heady, intellectual kind of horror story. But while it’s certainly creepy enough in its most unsettling moments to earn the genre tag, it’d be a mistake to box this one in as being solely for those with an SCP Foundation addiction.

A more proper indicator of where Otherside Picnic is coming from might actually be its opening theme. A rollicking, adventurous pop-rock tune with a romantic slant from accomplished anisongsters CHiCO with Honeyworks. Otherside isn’t not a horror series, but it’s important to consider what else it is; an adventure anime, and also a show with some pretty prolific lesbian subtext. It’s not at all dour, is what I’m getting at.

Instead, Otherside is a surprisingly breezy watch. It’s the story of Sorawo, a depressed college student who, through her vast knowledge of online urban legends, wanders through a gateway to another world; the titular otherside. When we meet her, she’s lying flat on her back in a puddle, pursued by a mind-invading monster known as a kunekune¹, and about to accept her imminent death. What, or rather who, saves her is a gun-toting Canadian-Japanese woman named Toriko, who she quite quickly develops a very obvious crush on.

Like, very obvious.

Otherside Picnic follows the two, as they grow closer, make trips to and from the Otherside, and contend with the many strange creatures that live there. Sorawo often gives a brief rundown of what these things are, which is helpful if you, like me, only have a pretty limited knowledge of Japanese creepypastas. The “net legend” angle is a big part of the setting’s appeal, so if the idea of even something as out there as the bizarre and disturbingly violent “monkey train dream” getting a nod appeals to you, the series is a must-watch.

Really, I was surprised at how much I liked Otherside Picnic in general. Horror isn’t really my genre, but Sorawo is just the right kind of relatable reserved nerd. (Although I will admit, the one thing the series is missing from the light novels is her delightfully gay inner monologues about how attractive she finds Toriko.) Her character arc over the course of the series is fairly simple, as she starts out as said reserved nerd and by the final episode, having along the way developed what are essentially magic powers, and having been through so much with Toriko is, well, decidedly no longer that.

On a less literal level, the series also hums a simple theme of the importance of finding people who you just vibe with. In the finale, this is all but stated outright, as Sorawo and Toriko both recount how the other saved them. It gives Otherside Picnic a point, adding some substance to its afternoon anime binge-friendly nature.

Much of the rest of the fun of the series comes from setting details or technical aspects. The monster design is quite strong, and combined with the often surprisingly good animation², this carries the series’ weaker episodes. There’s also quite a few running sub-plots tucked in to the show’s single cour. These range from fairly serious (a lost group of US Marines who the pair eventually rescue), to clear set-up for seasons yet to come (Sorawo’s apparent and only briefly touched-on ability to not-quite mind control people, the late-game introduction of minor character Akari), to the just plain odd (there’s an episode about cats who are ninjas) or funny (the pair accidentally buy a multi-purpose miniature harvester on a drunken spending binge at one point).

It’s hard to imagine that Otherside Picnic will exactly change anyone’s life, but like last year’s Dorohedoro, it’s strong genre fare in a genre that is under-represented in mainstream TV anime. That it is perhaps only the second-best anime of the Spring 2021 season to revolve around a heterochromiac who travels to an otherworld that also has a lot of queer subtext speaks more to the strength of the competition than it does any problems with Otherside. This is a series I could see getting sequel seasons for years, frankly, as there is a lot of unadapted material and a lot of mysteries left unexplored. Perhaps if we’re lucky, that will be the anime’s eventual fate. Either way, there’s a lot to love about a brief trip to the Otherside.


1: The subtitles somewhat astoundingly refer to these things as “wiggle-waggles”, which is pretty damn funny.

2: Surprising because this is a LIDENFILMS production. I’m not an expert on the company by any means, but what I’ve seen from them has traditionally had outright bad animation. While the CGI used for some distance shots won’t impress anyone anytime soon, I was pleasantly surprised by how good it looked at other times.


If you like my work, consider following me here on WordPress or on Twitter, supporting me on Ko-Fi, or checking out my other anime-related work for The Geek Girl Authority.

All views expressed on Magic Planet Anime are solely my own opinions and conclusions and should not be taken to reflect the opinions of any other persons, groups, or organizations. All text is owned by Magic Planet Anime. Do not duplicate without permission. All images are owned by their original copyright holders.

(REVIEW) Everywhere and Nowhere in SIMOUN

This review was commissioned. That means I was paid to watch and review the series in question. You can learn about my commission policies and how to buy commissions of your own here. This review was commissioned by S.F. Sorrow. Many thanks, as always.

This review contains spoilers for the reviewed material. This is your only warning.


The gender binary works for almost no person on Earth. The national war machines of the world, even fewer. In the abstract sense; Simoun is about this simple pair of facts, and how they relate to the broader systems that define our lives. Moreover, it is about how those systems can be dealt with; through adaption, rejection, self-sacrifice, self-love, and self-knowledge.

It’s possible I’m betraying a small reference pool here, but I find Simoun a true original. I’m guilty of overusing terms like “unusual” and I call enough anime “a bit of a weird one” that you could conceivably make a drinking game out of it while reading my blog. But qualifiers like “a bit” are unnecessary here. I don’t think I’ve seen much else even remotely like Simoun. Frankly, I struggle for reference points. “A shoujo-inflected political war drama with gender identity issues” doesn’t exactly roll off the tongue. And indeed, Simoun is defined by some very unusual stylistic tentpoles.

We have here a deliberately slow and ponderous pace, sketchbook fantasy architecture, a decidedly odd setting with flying vehicles rendered in airbrushed mid-aughts CGI (the titular simouns themselves), and a surprisingly complex….well, complex of fantastic gender roles and associated dynamics. All this is soundtracked, naturally, with a combination of very of-its-time canned breaks and four-on-the-floor rhythms, and a shocking amount of violins. It’s a lot to take in.

At its heart, Simoun is both the story of its cast, all of whom are young girls in a military unit called the Chor Tempest, and how they are affected both by the social systems that they live in and each other. If that sounds a bit heady, that’s because Simoun itself often leans that way. This is a show with a lot on its mind, and it spends all twenty-six of its episodes pouring it out.

Getting into the nitty-gritty of what Simoun is about requires first explaining a facet of its worldbuilding. Though I called the show’s protagonists “young girls” in the previous paragraph, that’s not actually entirely correct. Simoun‘s cast consists mostly of young people belonging to a social caste of their country, The Theocracy of Simulacrum, called sibyllae (singular: sibylla) who are perhaps best thought of as being a kind of nonbinary, although even this is, admittedly, a simplification. Sibyllae pilot the titular simouns, both as ritual instruments in their role as priestesses and as weapons of war in an ongoing conflict with first one and then two other powers; the Archipelago of Argentum and The Plumbum Highlands. Two pilots occupy each simoun, in a bond called a “pair” that is both tactical and emotional. Sometimes merely friendly, other times romantic. On a few occasions it’s even adversarial.

Once they reach maturity, sibyllae (and indeed, all of Simulacrum’s citizens) are expected to retire from their role and visit a magic fountain, where they will choose to either become male or “remain” (the terminology is somewhat odd, but can probably be chalked up to the age of the series) female. Alternately, if they are uncommitted, they can have the fountain itself (via its representative, a priestess figure named Onashia) choose for them. Much ceremony surrounds this, and the reasons individual sibyllae give for their choice varies wildly; some want to remain with their simoun pair or some other romantic interest and thus choose to become male, others seek specific jobs more associated with one gender than another, and so on.

In the series’ second episode, a sibylla named Elly has the fountain choose her gender for her. We don’t see much, but we learn as she does that she is to become male. Almost immediately, she cries out in anguish and breaks down crying. A lack of commitment on the part of someone who is still essentially a child is punished by being forced into a role that does not fit her and that she is not happy with. To say it’s “hard to watch” is an understatement. It’s horrifying. And it’s one Simoun calls back to more than once over the course of its run. It is the first major indication that all of these invented systemics are buildup to a real core, not just aesthetics or aimless experimentation.

The sibyllae occupy a role that has no direct, obvious real-world counterpart, which has the benefit of halting any preconceived notions on the part of the viewer. Any notions that do form will be quickly picked apart by the characters themselves. Almost to a one, every character in the show has a distinct opinion of the syballae, none moreso than the pilots themselves. Some see the sibyllae primarily as priestesses and lament the combat role they’ve had to take up in wartime. For others, such as Mamina, it’s the entire point; a chance to prove oneself and rise above one’s station. Others still, such as Aeru, who is probably the closest thing Simoun has to a proper protagonist, primarily serve in order to avoid the inevitability of the fountain.

Some are just as lost as the audience; Neviril, around whom much of the series revolves, is engaged with a desperate search for purpose after the loss of her partner in the first episode. This is all without even mentioning the complex and thorny dynamic of having a bunch of children who are essentially miko pilot the simoun themselves. Given that the vehicles are, when deployed at their full strength, functionally magical nuclear bombers. These are just some of the many issues that Simoun picks at numerous times over the course of its run.

It’s unsurprising then that tonally, Simoun is iron and rain. The foggy atmosphere tints the deep regret, unrequited love, and crises of faith that permeate the series. As it progresses, conflicting ideals of religious and noble duty clash with those of militaristic nationalism, the individuals that espouse these ideas caught in between. Simoun is heavy as lead. This is not a show you watch for fun.

This means that the show does have a few, not weaknesses exactly, but quirks. The way it handles big emotional moments is almost more reminiscent of dramatic theater than anything else. But make no mistake, that stately sense of gravitas is absolutely capable of sending chills up the spines of the unprepared. It’s a trait the series shares with some other big-picture war dramas, your Gundams and such, making it the thing that most easily places Simoun within the obvious broader context of its medium.

As for actual weaknesses, it wouldn’t be inaccurate to call Simoun something of a slog. It’s not pointless, which is what that term usually implies, but it is definitely not anyone’s idea of a breezy watch. There are very few moments of emotional catharsis or even many pleasant interludes during the entire run of the show, these only really coming to fruition in Simoun‘s final half dozen episodes. It works well with the series’ thematic core, but it doesn’t make it any easier to stomach on a moment to moment basis and I must confess my millennial ADHD brain found itself struggling to keep my attention focused on the screen at times. It’s almost impressive, given that Simoun is only a fairly short 26 episodes. Simoun also looks very much of its time. I grew to appreciate its mid-2000s charm over the course of watching it, but I would be unsurprised if others were less charitable.

So those are the ups and downs. It is fair then to ask where all of this goes, and the truth is that Simoun‘s greatest strength is that by spending all of that time on worldbuilding and similar details, it earns an incredible amount of leeway to take the entire thing wherever it pleases. Simoun‘s true core thesis then, is wonderful. The series broadly rejects all notion of heroic narrative; the ostensible main military conflict fizzles out with four episodes left to go. Its’ finale is not about any grand confrontation, but about how the sibyllae who remain deal with the end of the war, and consequently the end of their special relevance to the Theocracy.

All of this is broadly a metaphor for coming of age. A thematic line that many anime explore, but Simoun‘s closest compatriot, at least from my own pool of knowledge, is none other than Revolutionary Girl Utena. The two share something that looks like fatalism from a distance but is both more practical and more resonant up close. Unlike many other anime, Simoun offers no dramatic moment of breaking the system. The system, in a way, wins, in that it continues to exist even after the war. The sibyllae’s own choices are where the revolution lies; for many, to go to the fountain, for one, to replace Onashia as its keeper, and for two, something far stranger, and not unlike Utena and Anthy’s great escape at the end of their own series’ film. It is a revolution not of the world, but the self.

One could argue that this thesis is incomplete, maybe even irresponsible. I would counter that no single work of art is obligated to depict all aspects of the human condition on its own. We need lovers as much as fighters, and Simoun is decidedly for the former. This school of thematic material lives on in anime to this very day for that exact reason.

For the flaws it admittedly does have, Simoun‘s final catharsis is wonderfully well-earned. The hours of our lives tick on, and somewhere far beyond them spin two eternal maidens, in a land of hope and dance.


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